Fear RPG
Fear RPG
RPG
Thanks to Dale Broadbent, Mark Gaunt, Craig Birks, Chris Murtagh and James Lowe
for their suggestions.
Chapter 1...........................................................................................................................................................31
Introduction......................................................................................................................................................31
1) Who Does What? ................................................................................................................................31
2) What Equipment is Necessary? .........................................................................................................31
3) The Role of the Player ........................................................................................................................32
3,1) Adventuring....................................................................................................................................32
4) The Role of the GM............................................................................................................................32
4,1) The Senses of the Players Characters ........................................................................................32
4,2) The Plot ..........................................................................................................................................32
4,3) Master of the Universe .................................................................................................................33
5) Making the Game Realistic ................................................................................................................33
6) Whats in this Rulebook?....................................................................................................................34
6,1) Who Should Read What? .............................................................................................................34
6,1,1) The Players ...............................................................................................................................34
6,1,2) The GM ....................................................................................................................................35
7) Dice Conventions................................................................................................................................35
Chapter 2...........................................................................................................................................................37
Character Generation......................................................................................................................................37
1) Race .......................................................................................................................................................37
1,1) Humans...........................................................................................................................................38
1,2) Elves ................................................................................................................................................38
1,2,1) Wood Elves ..............................................................................................................................38
1,2,1) Bone Elves................................................................................................................................39
1,3) Dwarfs.............................................................................................................................................39
1,4) Halflings..........................................................................................................................................40
1,5) Goblinoids ......................................................................................................................................40
1,5,1) Orcs ...........................................................................................................................................41
1,5,2) Goblins......................................................................................................................................41
1,6) Half-Elves.......................................................................................................................................41
1,7) Half-Orcs........................................................................................................................................42
2) Primary Statistics..................................................................................................................................42
2,1) Racial Averages ..............................................................................................................................42
2,2) Rolling Out Stats ...........................................................................................................................43
2,2,1) Gender ......................................................................................................................................43
3) Skills.......................................................................................................................................................43
3,1) Initial Skill Bonuses .......................................................................................................................44
4) Birth Signs.............................................................................................................................................44
5) Status .....................................................................................................................................................51
5,1) Effect of Race and Status on Skills .............................................................................................52
5,1,1) Human ......................................................................................................................................53
5,1,2) Wood Elf ..................................................................................................................................53
5,1,3) Bone Elf....................................................................................................................................53
5,1,4) Dwarf ........................................................................................................................................54
5,1,5) Halfling .....................................................................................................................................54
5,1,6) Orc.............................................................................................................................................54
5,1,7) Goblin .......................................................................................................................................55
5,1,8) Half-Elf and Half-Orc ............................................................................................................55
6) Calling....................................................................................................................................................55
6,1) Racial Restrictions on Callings.....................................................................................................56
6,2) Effect of Calling on Skills.............................................................................................................56
6,3) Default Development Roll Modifier ..........................................................................................56
7) Spell-Casting Skills...............................................................................................................................56
7,1) Development Roll Modifiers for Spell-Casting Skills ..............................................................57
7,2) Starting Spells .................................................................................................................................57
7,3) Starting Spell-Casting Skill Bonuses............................................................................................58
5
8) Personalisation of Skills...................................................................................................................... 58
9) Secondary Statistics ............................................................................................................................. 59
9,1) Movement Rate ............................................................................................................................. 59
9,1,1) Walking ..................................................................................................................................... 59
9,1,2) Jogging ...................................................................................................................................... 60
9,1,3) Sprinting ................................................................................................................................... 60
9,2) Reactions ........................................................................................................................................ 60
9,3) Hit Points ....................................................................................................................................... 60
9,4) Power Points.................................................................................................................................. 60
9,5) Luck Rerolls ................................................................................................................................... 60
9,5,1) Maximum Number of LURPs .............................................................................................. 60
9,5,2) Regaining LURPs .................................................................................................................... 61
10) Background ....................................................................................................................................... 61
10,1) Starting Wealth and Possessions.............................................................................................. 61
10,1,1) Encumbrance Penalty............................................................................................................ 61
10,1,2) Armour Action Penalty......................................................................................................... 62
10,1,3) Resistance Penalty.................................................................................................................. 62
11) Begin Adventuring ........................................................................................................................... 62
Chapter 3 .......................................................................................................................................................... 63
Actions .............................................................................................................................................................. 63
1) Types of Action ................................................................................................................................... 63
1,1) Routine Actions............................................................................................................................. 63
1,2) Non-Routine Actions ................................................................................................................... 63
1,2,1) Actions Requiring a Skill Roll................................................................................................ 63
1,2,2) Actions Requiring a Stat Roll ................................................................................................ 64
1,3) Moving and Static Actions........................................................................................................... 64
2) Determining the Outcome of Non-Routine Actions .................................................................... 64
2,1) Minimum Difficulty Factor ......................................................................................................... 67
2,2) Maximum Difficulty Factor......................................................................................................... 67
2,3) Modifiers......................................................................................................................................... 67
2,3,1) Resistance Penalty ................................................................................................................... 67
2,3,1,1) Encumbrance Penalty ....................................................................................................... 67
2,3,1,2) Armour Action Penalty..................................................................................................... 68
2,3,1,3) Hit Point Loss .................................................................................................................... 68
2,3,1,4) Injuries................................................................................................................................. 68
2,3,1,5) Miscellaneous Factors ....................................................................................................... 68
2,3,1,6) Example............................................................................................................................... 68
2,3,1,7) Prohibited Movement Rates............................................................................................. 68
2,3,1,8) Resistance Penalty and Difficulty Factors ...................................................................... 69
2,3,1,9) When Not to Apply Resistance Penalties....................................................................... 69
2,3,2) Fatigue....................................................................................................................................... 69
3) Skills....................................................................................................................................................... 69
3,1) Core Skills....................................................................................................................................... 69
3,2) Attack Skills.................................................................................................................................... 72
3,3) Spell-Casting Skills ........................................................................................................................ 73
3,4) Language Skills............................................................................................................................... 73
3,4,1) Magicka..................................................................................................................................... 74
3,5) Optional Skills................................................................................................................................ 74
4) Complimentary Skills.......................................................................................................................... 79
5) Fumbles ................................................................................................................................................ 79
5,1) Dire Fumbles ................................................................................................................................. 80
6) Timing Actions .................................................................................................................................... 80
6,1) Reactions Rolls .............................................................................................................................. 80
6,1,1) Reactions Following Observation Rolls .............................................................................. 81
6,2) Skill and Stat Roll Resolution ...................................................................................................... 81
6
1,1,7) Healing....................................................................................................................................176
Level 1) Heal...................................................................................................................................176
Level 2) Heal Bleeding ..................................................................................................................176
Level 3) Heal Bone ........................................................................................................................176
Level 4) Heal Muscle .....................................................................................................................176
Level 5) Heal Burns .......................................................................................................................176
Level 6) Ignore Pain ......................................................................................................................177
Level 6) Diagnosis .........................................................................................................................177
Level 7) Heal Nerve.......................................................................................................................177
Level 8) Heal Organ ......................................................................................................................177
Level 9) Resist Poison ...................................................................................................................177
Level 10) Spell Tattoo ...................................................................................................................178
Level 11) Resist Disease................................................................................................................178
Level 12) Heal Stun .......................................................................................................................178
Level 13) Renew Blood.................................................................................................................178
Level 14) Item Tattoo ...................................................................................................................179
Level 15) Regenerate .....................................................................................................................179
Level 16) Heal Psychosis ..............................................................................................................179
Level 17) Regenerate Poison........................................................................................................180
Level 18) Regenerate Disease.......................................................................................................180
Level 19) Short Resurrection........................................................................................................180
Level 20) Total Regeneration .......................................................................................................180
1,1,8) Illusion ....................................................................................................................................180
Level 1) Blur ...................................................................................................................................181
Level 2) Illuminate .........................................................................................................................181
Level 3) Darken..............................................................................................................................181
Level 4) Illusory Elemental Attack..............................................................................................181
Level 5) Silence...............................................................................................................................181
Level 6) Cloak Self.........................................................................................................................182
Level 6) Illusory Surface ...............................................................................................................182
Level 7) Noise ................................................................................................................................183
Level 8) Sudden Light ...................................................................................................................183
Level 9) Cloak Comrades..............................................................................................................183
Level 10) Invisibility ......................................................................................................................183
Level 11) Displacement.................................................................................................................183
Level 12) Memorise Scene............................................................................................................184
Level 13) Illusion............................................................................................................................184
Level 14) Phantasm .......................................................................................................................185
Level 15) See Illusion ....................................................................................................................186
Level 16) Horror ............................................................................................................................186
Level 17) Potent Invisibility .........................................................................................................187
Level 18) Potent Cloak..................................................................................................................187
Level 19) Control Sound...............................................................................................................188
Level 19) Control Light.................................................................................................................188
Level 20) The Two-Edged Sword of Glass ...............................................................................188
1,1,9) Mind ........................................................................................................................................189
Level 1) Detect Soul ......................................................................................................................189
Level 2) Passion .............................................................................................................................189
Level 3) Speak Language...............................................................................................................189
Level 4) Memorise Soul ................................................................................................................190
Level 5) Stun...................................................................................................................................190
Level 6) Urge ..................................................................................................................................190
Level 7) Sleep..................................................................................................................................190
Level 8) Detect Lie ........................................................................................................................190
Level 9) Steal Skill ..........................................................................................................................190
12
Level 5) Protection............................................................................................................................246
Level 6) Bless Person........................................................................................................................247
Level 6) Curse Person.......................................................................................................................247
Level 7) Lesser Communion ...........................................................................................................247
Level 8) Abjuration ...........................................................................................................................247
Level 9) Bless Item............................................................................................................................247
Level 9) Curse Item...........................................................................................................................248
Level 10) Lesser Intervention..........................................................................................................248
Level 11) Quest .................................................................................................................................249
Level 12) Greater Communion .......................................................................................................249
Level 13) Bless Place.........................................................................................................................250
Level 13) Curse Place........................................................................................................................250
Level 14) Summon Demigod ..........................................................................................................250
Level 15) Unveil ................................................................................................................................251
Level 16) Abrogation........................................................................................................................251
Level 17) Excommunicate ...............................................................................................................251
Level 18) Restoration........................................................................................................................251
Level 19) Relic of the Saint..............................................................................................................252
Level 20) Ritual of Greater Intervention .......................................................................................252
2,2) Priests and Devotion Skill ..........................................................................................................254
2,2,1) Gaining a Devotion Skill ......................................................................................................254
2,2,2) Indoctrination and Hierarchy ..............................................................................................254
2,2,3) Developing Devotion Skill...................................................................................................255
2,2,3,1) Devotion Skill and Calling ..............................................................................................255
2,3) Using Prayers................................................................................................................................255
2,3,1) Fervour Points .......................................................................................................................256
2,3,1,1) Fervour Point Maximum.................................................................................................256
2,3,1,2) Regaining Fervour Points ...............................................................................................256
2,3,2) Default Praying Time............................................................................................................256
2,3,3) Enunciation and Gesticulation............................................................................................256
2,3,4) Being Distracted whilst Praying ..........................................................................................256
2,3,5) Fumbling Prayers...................................................................................................................256
2,4) Prayer Acquisition .......................................................................................................................256
2,5) The Gods......................................................................................................................................257
2,5,1) God Descriptions ..................................................................................................................257
2,5,1,1) God of Storms..................................................................................................................257
2,5,1,2) God of Earth ....................................................................................................................257
2,5,1,3) God of Water....................................................................................................................258
2,5,1,4) Goddess of Plants ............................................................................................................258
2,5,1,5) Goddess of Fate ...............................................................................................................259
2,5,1,6) Goddess of Love..............................................................................................................260
2,5,1,7) Goddess of Light..............................................................................................................260
2,5,1,8) God of Chaos ...................................................................................................................260
2,5,1,9) Goddess of Deception ....................................................................................................261
2,5,1,10) God of Beasts .................................................................................................................261
2,5,1,11) God of Death .................................................................................................................261
2,5,1,12) God of Darkness............................................................................................................262
2,5,2) Alignment ...............................................................................................................................262
3) Loss of Devotion...............................................................................................................................263
3,1) Gradual Loss of Faith .................................................................................................................263
3,2) Excommunication .......................................................................................................................264
4) Conflict Between Profane and Pious Magic ..................................................................................264
Chapter 6.........................................................................................................................................................265
Optional Races ...............................................................................................................................................265
1) Rolling for Race .................................................................................................................................265
17
2) The Troll.............................................................................................................................................265
2,1) Trolls in Combat .........................................................................................................................267
2,1,1) Natural Armour.....................................................................................................................267
2,1,2) Natural Attacks......................................................................................................................267
2,1,3) Favoured Weaponry .............................................................................................................267
2,1,3,1) Throwing Large Rocks....................................................................................................268
2,1,4) Fatigue.....................................................................................................................................268
2,1,5) Damage to Trolls...................................................................................................................268
2,1,5,1) Regeneration of Hit Points.............................................................................................268
2,1,5,2) Regeneration of Injuries..................................................................................................268
2,1,5,3) Regeneration of a Whole New Body ............................................................................269
2,1,5,4) How to Slay a Troll..........................................................................................................269
2,1,5,5) Large Creature Injury Roll Table...................................................................................270
2,2) Trolls and Sunlight......................................................................................................................270
2,2,1) The Exposure Roll................................................................................................................270
2,2,2) Unconsciousness and Paralysis ...........................................................................................270
2,2,2,1) The Waking Roll ..............................................................................................................270
2,2,3) The Definition of Exposure ................................................................................................271
2,2,4) Other Types of Light............................................................................................................271
2,3) Miscellany .....................................................................................................................................271
2,3,1) Senses......................................................................................................................................271
2,3,2) Breathing ................................................................................................................................271
2,3,3) Food ........................................................................................................................................271
2,3,4) Sleep ........................................................................................................................................271
2,4) Troll Character Generation........................................................................................................271
2,4,1) Rolling Out Stats ...................................................................................................................271
2,4,2) Birth Signs ..............................................................................................................................272
2,4,3) Skills ........................................................................................................................................272
2,4,4) Status.......................................................................................................................................272
2,4,4,1) Effect of Race and Status on Skills ...............................................................................272
2,4,5) Calling .....................................................................................................................................273
2,4,5,1) Racial Restrictions on Callings.......................................................................................273
2,4,5,2) Effect of Calling on Skills...............................................................................................273
2,4,5,3) Limits on Numbers of Attack Skills..............................................................................273
2,4,5,4) Development Roll Modifiers for Spell-Casting Skills.................................................273
2,4,5,5) Limits on Numbers of Spell-Casting Skills ..................................................................273
2,4,5,6) Starting Spells ...................................................................................................................273
2,4,5,7) Starting Spell-Casting Skill Bonuses..............................................................................274
2,4,6) Personalisation of Skills........................................................................................................274
2,4,7) Secondary Statistics...............................................................................................................274
2,4,8) Background ............................................................................................................................274
2,4,8,1) Starting Wealth and Possessions....................................................................................274
3) The Dragon-Newt.............................................................................................................................274
3,1) Dragon-Newts in Combat .........................................................................................................276
3,1,1) Natural Armour.....................................................................................................................276
3,1,2) Natural Attacks......................................................................................................................276
3,1,3) Fatigue.....................................................................................................................................277
3,1,4) Damage to Dragon-Newts...................................................................................................277
3,1,4,1) Immunity to Non-Magic Weapons ...............................................................................277
3,1,4,2) Poisonous Blood..............................................................................................................278
3,2) Miscellany .....................................................................................................................................278
3,2,1) Senses......................................................................................................................................278
3,2,2) Immunities .............................................................................................................................278
3,2,3) Food ........................................................................................................................................278
3,3) Dragon-Newt Character Generation........................................................................................278
18
5,5) Spells..............................................................................................................................................303
5,6) Possessions ...................................................................................................................................304
5,7) Age and Background...................................................................................................................304
6) All Rules are Only Guidelines..........................................................................................................304
Chapter 9.........................................................................................................................................................305
The Bestiary....................................................................................................................................................305
1) Creatures .............................................................................................................................................305
1,1) Key.................................................................................................................................................305
1,1,1) Size...........................................................................................................................................306
1,1,2) Weight .....................................................................................................................................306
1,1,3) Move........................................................................................................................................306
1,1,4) ST (CO)...................................................................................................................................306
1,1,5) AG (Gen Move) ....................................................................................................................306
1,1,6) RE............................................................................................................................................307
1,1,7) Dodge......................................................................................................................................307
1,1,8) AC............................................................................................................................................307
1,1,9) HIPs ........................................................................................................................................307
1,1,9,1) Resistance Penalties and Fatigue....................................................................................308
1,1,10) Injuries ...................................................................................................................................308
1,1,11) Outlook..................................................................................................................................308
1,1,12) IN (Gen Static) .....................................................................................................................309
1,1,13) Spells ......................................................................................................................................309
1,1,14) Psychosis................................................................................................................................309
1,1,15) Number..................................................................................................................................309
1,1,16) Habitat ...................................................................................................................................309
1,1,17) Treasure .................................................................................................................................309
1,1,18) Primary Attack......................................................................................................................310
1,1,18,1) Speed................................................................................................................................310
1,1,18,2) Attack Bonus ..................................................................................................................310
1,1,18,3) Injury Range....................................................................................................................310
1,1,18,4) ADB .................................................................................................................................310
1,1,18,5) Damage Type..................................................................................................................311
1,1,19) Other Attacks........................................................................................................................311
1,2) Creature Listings..........................................................................................................................311
1,2,1) Apes.........................................................................................................................................311
1,2,1,1) Chimpanzee.......................................................................................................................311
1,2,1,2) Gorilla ................................................................................................................................311
1,2,1,3) Yeti .....................................................................................................................................312
1,2,2) Basilisks...................................................................................................................................312
1,2,2,1) Basilisk, Lesser..................................................................................................................313
1,2,2,2) Basilisk, Greater................................................................................................................313
1,2,3) Bats ..........................................................................................................................................314
1,2,3,1) Bat, Giant Vampire ..........................................................................................................314
1,2,4) Bears ........................................................................................................................................314
1,2,4,1) Bear, Large ........................................................................................................................314
1,2,4,1) Bear, Medium....................................................................................................................315
1,2,5) Boars........................................................................................................................................315
1,2,5,1) Boar, Wild..........................................................................................................................315
1,2,5,2) Boar, Giant........................................................................................................................315
1,2,6) Birds ........................................................................................................................................316
1,2,6,1) Crow...................................................................................................................................316
1,2,6,2) Eagle, Great ......................................................................................................................317
1,2,6,3) Hawk ..................................................................................................................................317
1,2,6,4) Roc .....................................................................................................................................317
1,2,7) Canines....................................................................................................................................318
21
1,2,7,1) Barghest.............................................................................................................................318
1,2,7,2) Dog ....................................................................................................................................318
1,2,7,3) Warg...................................................................................................................................319
1,2,7,4) Wolf ...................................................................................................................................319
1,2,8) Demons ..................................................................................................................................319
1,2,8,1) Balrog (Class IV)..............................................................................................................320
1,2,8,2) Demon, Mirror (Class III) ..............................................................................................321
1,2,8,3) Demon, Plague (Class IV) ..............................................................................................322
1,2,8,4) Felv (Class III)..................................................................................................................323
1,2,8,5) Gonchong (Class II)........................................................................................................323
1,2,8,6) Homonoculous (Class I) .................................................................................................324
1,2,8,7) Hydra (Class IV)...............................................................................................................325
1,2,8,8) Imp (Class I) .....................................................................................................................326
1,2,8,9) Incubus (Class II).............................................................................................................326
1,2,8,10) Naga, Greater (Class III) ..............................................................................................327
1,2,8,11) Naga, Lesser (Class II) ..................................................................................................328
1,2,8,12) Pit Fiend (Class II).........................................................................................................328
1,2,9) Drakes (or Dragons).............................................................................................................329
1,2,9,1) Drake, Old Cave ..............................................................................................................329
1,2,9,2) Drake, Old Fire ................................................................................................................330
1,2,9,3) Drake, Old Ice..................................................................................................................331
1,2,9,4) Drake, Old Lightning ......................................................................................................331
1,2,9,5) Drake, Old Water.............................................................................................................332
1,2,9,6) Drake, Young Cave .........................................................................................................333
1,2,9,7) Drake, Young Fire ...........................................................................................................333
1,2,9,8) Drake, Young Ice.............................................................................................................334
1,2,9,9) Drake, Young Lightning .................................................................................................334
1,2,9,10) Drake, Young Water .....................................................................................................334
1,2,10) Dungeon Monsters ..............................................................................................................335
1,2,10,1) Cave Amoeba .................................................................................................................335
1,2,10,2) Great Troll ......................................................................................................................336
1,2,10,3) Rust Monster ..................................................................................................................337
1,2,11) Elementals.............................................................................................................................337
1,2,11,1) Elemental, Medium Earth ............................................................................................338
1,2,11,2) Elemental, Medium Fire ...............................................................................................338
1,2,11,3) Elemental, Medium Ice.................................................................................................339
1,2,11,4) Elemental, Medium Storm ...........................................................................................339
1,2,11,5) Elemental, Medium Water............................................................................................339
1,2,11,6) Elemental, Large Earth .................................................................................................340
1,2,11,7) Elemental, Large Fire ....................................................................................................340
1,2,11,8) Elemental, Large Ice......................................................................................................341
1,2,11,9) Elemental, Large Storm ................................................................................................341
1,2,11,10) Elemental, Large Water ..............................................................................................341
1,2,11,11) Elemental, Huge Earth ...............................................................................................342
1,2,11,12) Elemental, Huge Fire ..................................................................................................342
1,2,11,13) Elemental, Huge Ice....................................................................................................342
1,2,11,14) Elemental, Huge Storm ..............................................................................................343
1,2,11,15) Elemental, Huge Water...............................................................................................343
1,2,12) Felines, Large........................................................................................................................343
1,2,12,1) Cat, Big ............................................................................................................................343
1,2,13) Fishes and Water Creatures................................................................................................344
1,2,13,1) Eel, Giant Electric .........................................................................................................344
1,2,13,2) Kraken, Bog....................................................................................................................344
1,2,13,3) Kraken, Sea.....................................................................................................................345
1,2,13,4) Leech, Giant ...................................................................................................................345
22
29
30
Chapter 1 Introduction
CHAPTER 1
INTRODUCTION
This short chapter explains how a role-playing game works. It describes the roles required from
those participating in the game, and the equipment they need.
1)
In order to play this game, one person must be the referee, known as the Games Master or GM.
The others take the part of players. There should be at least two players (a number between three
and six is probably best).
Each player has a character a persona or alter ego. It is a players task to act the part of, or roleplay, his character. The GM describes each characters surroundings; that characters player imagines
the scene and how his character would react in such circumstances. The player then explains to the
GM the actions that he wants his character to take.
Apart from describing the world in which the game takes place to the players, the GM also acts as a
referee. She decides if the actions described by the player are possible or not and, where multiple
characters actions conflict, the GM acts as a judge, deciding who acts in what order and who
succeeds and fails.
So why is role-playing entertaining? For a player, the fun comes from being able to act the part of an
individual with totally different abilities, personality, past and future. For the GM, the fun comes
from managing the infinitely varying and unpredictable interactions between the players characters
and the new world she creates.
2)
Role-playing games do not have boards like conventional board games. All of the action takes place
in the imaginations of the players and GM. In order to keep track of what has happened and how
characters develop with time, the GM and players will need pencils and paper.
The only other items required are twenty-sided dice, as sold by all good games shops. Dice are used
to add an element of chance into the game. A section on dice rolling conventions can be found at
the end of this chapter.
The next sections discuss the roles of the GM and players in more detail.
31
Chapter 1 Introduction
3)
3,1)
ADVENTURING
What kinds of things do PCs get up to? (PC stands for Player Character, i.e. a character controlled
by a player, as opposed to NPCs, Non-Player Characters, which are controlled by the GM.)
Of course, role-playing the typical daily humdrum tasks of a farmer, baker or other tradesman would
get very dull very quickly. It is not compulsory but almost all PCs are adventurers. That is, they have
forsaken the common professions to travel through the world seeking adventure, fame and fortune.
This can be risky. PCs will meet all sorts of NPCs and creatures, some of whom will be friendly and
others not so. Players must keep their wits about them or they may find that their PCs are in great
danger.
4)
4,1)
The GM must describe what the PCs can see, hear, smell, touch and taste.
The GM should try to make her descriptions as rich as possible. By providing more detail, the GM
makes it easier for the players to imagine the PCs surroundings and, consequently, the more the
GM can develop a sense of ambience, emotion and suspense as the game is played.
Obviously, though, the GM can only go into so much detail if the PCs have entered an empty
room, spending half an hour describing each and every flagstone is probably unproductive and
unnecessary. However, the GM must always provide enough information so that each player is able
to imagine his PCs surroundings well enough to make sensible choices for the character. It wouldnt
be very fair on the players for the GM to spend ages describing a rooms flagstone floor, and neglect
to mention the fearsome dragon coiled in the far corner.
4,2)
THE PLOT
The GMs second main responsibility is to create a plot in much the same way that an author
creates a storyline for a book within which the PCs have the starring roles. The plot will often be a
series of missions that the PCs have to undertake, with goals that are attained after the PCs have
accomplished challenging tasks.
Of course, unlike an author writing a book, the GM does not control the starring characters the
players decide what actions their PCs will attempt. This lack of control makes being the GM such an
interesting challenge. A GM might map out an elaborate plot, planning in great detail the events that
will occur and the people that the PCs will meet along the way, but the PCs always behave in ways
that the GM doesnt expect, meaning that the GM must constantly adapt and evolve her plot.
32
Chapter 1 Introduction
4,3)
Finally, the GM is the referee for the game, and has the ultimate authority to decide what happens
and what does not.
While the players control the actions of their characters, the GM controls everything else. This
means that the GM decides how all other creatures from the most insignificant gnat to people, to
monsters and even the gods themselves will behave; their attitudes, desires, fears, memories and so
on. The GM also controls the whole environment, from the landscape itself to natural forces like the
weather and tides, to all social interactions beyond those directly involving the PCs, such as history
and politics, trade and warfare, and the movements and settlements of the peoples of the world.
This game has been designed for a typical fantasy environment, i.e. medieval Tolkienesque swordsand-sorcery. Some guidelines have been given for common creatures and magic but, beyond this,
the GM must define the shape and colour of the world as the game progresses and the PCs
encounter more of it. (It is assumed that the GMs world will obey the same physical laws as those
acting in reality gravity, inertia, light travelling in straight lines, etc. although the fantasy world
also contains magical forces which dont obey these natural constraints.)
Apart from controlling the whole world on this macroscopic level, the GM also plays a part in
controlling the actions of PCs too. Although the players decide what their PCs will attempt to do,
the GM actually decides if these actions are possible or not, by evaluating whether they break any of
the physical laws of her world. If the GM decides that a PCs action is physically possible, she
applies the rules given in this rulebook to determine if the action succeeds or fails. If the GM
decides that a PCs action is impossible, then the player must think of something else for his
character to try.
When many different PCs and NPCs are performing different actions at the same time, the GM acts
as referee, applying the rules in this rulebook to determine impartially who acts first and how
conflicting actions are resolved.
5)
This probably all sounds like a very tough challenge for the GM. Players are only limited by their
imaginations with regard to the actions that their PCs attempt, so how can the GM possibly hope to
judge all possible actions consistently?
While this rulebook contains rules for helping the players and the GM deal with common situations,
the GM will have to make frequent judgements for herself. The one guiding principle that will help
with all decisions is that the game should be made as realistic as possible.
This might sound a bit strange since the role-playing takes place in an imaginary fantasy world.
However, setting the game in a wonderful fantasy world does not preclude applying physical laws
realistically and, the more consistently this is done, the more challenging and fun the game will be
for the players and the GM.
33
Chapter 1 Introduction
Since everything happens in the imagination of the GM and players, it is sometimes very easy for the
players and the GM to get carried away. If the GM doesnt prevent the PCs from making unrealistic
actions, the PCs will quickly become demigods capable of leaping hundreds of metres in a single
bound, swinging four two-handed swords at once and dodging all attacks with effortless grace and
no puzzle or enemy that the GM throws at the PCs will ever challenge the players. Likewise, if every
enemy that the GM decides the PCs will encounter ignores the normal restrictions of realistic
behaviour, then the PCs will never have a hope of defeating them. Either way, if the game isnt kept
realistic, it quickly becomes so stupid that it gets pointless and the fun and challenge are lost.
The rules provided in these chapters have been designed to provide constraints which should keep
the interactions between the PCs, NPCs and monsters, and natural and magical forces reasonably
realistic. However, if the GM feels that the rules given in this book make a specific situation
unrealistic, she should feel free to change how the rules work so that a more realistic outcome is
produced consistently.
The onus isnt just on the GM, however. A player will get the most from this game by role-playing
his character well by imagining himself in his characters situation and by immersing himself in his
characters personality. If he does this, the player will naturally restrict his characters actions to
those which are realistic within the world and situation in which the character finds himself.
6)
6,1)
6,1,1)
THE PLAYERS
All players need to follow the instructions given in the Character Generation chapter in order to create
their characters.
34
Chapter 1 Introduction
The Character Generation chapter is all that players really need to read, although they will want to take
a look at parts of the following chapters:
Combat to decide which weapons to use;
Magic should they wish their characters to cast spells;
Optional Races if their PCs are Trolls, Dragon-Newts or Icthoids.
The rest of the book should be left to the GM to digest and explain as necessary during the game. If
the players are not aware of every spell in the Magic chapter and every beast in The Bestiary, they will
find the game much more surprising and enjoyable.
6,1,2)
THE GM
The GM really needs to read the whole book detail. However, large portions of it e.g. the listings
of weapons, prices, etc. are reference materials that can be referred to in the game and only
glanced at beforehand.
7)
DICE CONVENTIONS
To finish this chapter, heres a short section explaining how dice rolls are depicted in the text
throughout this book.
The shorthand d refers to a die. The number of sides that the die has is given by a numerical
suffix after the d, so a twenty-sided die is referred to by d20 (and one of the common six-sided
dice used in normal board games would be referred to as a d6).
The number of dice to be thrown is given in a numerical prefix before the d. Hence, 1d20 means
throw one twenty-sided die, and 2d20 means throw two twenty-sided dice.
The result of the dice roll is always the sum of each individual dies result, so the result of a 2d20
throw would be 17 if one die had scored 5 and the other 12.
Occasionally, mathematical operators are applied to the dice rolls listed in text. For example:
1d20/5 means roll 1d20 and divide the result by five;
(1d20/5)+6 means roll 1d20, divide the result by five, and add six to the total;
1d20 x 1d20 means roll 1d20 and multiply its result by that of another 1d20 roll;
1d20 x 2d20 means roll 1d20 and multiply its result by that of a 2d20 roll (where the result of
2d20 is, of course, the sum of the results of throwing two 1d20s).
Although this system is designed to only require d20s (i.e. twenty-sided dice), dice rolls like 1d10 and
1d100 are occasionally required. Obviously, 1d10 indicates a ten-sided die and 1d100 indicates a
hundred-sided die. However, these dice can both be simulated with twenty-sided dice:
To simulate rolling 1d10, throw 1d20 and ignore everything but the units in the result. So a
roll of:
o 01 or 11 should be read as 1;
o 03 or 13 should be read as 3;
o 10 or 20 should be read as 10;
o and so on
To simulate rolling 1d100, throw two 1d20s. The units part of the first dies result gives the
tens part of the final number, and the units part of the second dies result gives the final
numbers units. So a roll of:
o 26 and 48 should be read as 68;
o 96 and 08 should be read as 68;
o 08 and 96 should be read as 86;
o 10 and 10 should be read as 100, as should 10 and 20, 20 and 10, or 20 and 20;
35
Chapter 1 Introduction
o and so on
Other types of gaming dice are widely available in shops typically d4s, d6s, d8s, d10s and d12s.
Having such dice around will be handy but is not strictly necessary for this game. E.g. 1d4 can be
simulated with 1d20/5, 1d5 with 1d10/2, 1d2 by choosing odd or even, etc.
36
CHAPTER 2
CHARACTER GENERATION
This chapter explains how a player creates a character to role-play. The process has several stages
and the player should record all of the details on a piece of paper. A specially designed Character
Sheet has been included at the end of this book to help with this. It is suggested that records are
made in pencil, so that amendments can be easily made.
1)
RACE
13 to 19
20
2nd 1d20
1 to 8
9 to 12
13 to 16
17 to 20
1 to 8
9 to 15
16 to 20
1 to 10
11 to 20
RACE
Human
Wood Elf
Dwarf
Halfling
Orc
Goblin
Bone Elf
Half-Elf
Half-Orc
37
1,1)
HUMANS
Humans are the average race, against which the others will be compared. Their societies are
structured in a wide variety of manners, but perhaps the most common are monarchies with
government mediated by councils of nobles, merchants and guild masters.
PHYSICAL DESCRIPTION
HEIGHT (cm)
WEIGHT (kg)
FAVOURED HAND
TYPICAL DAILY SLEEP (hours)
NATURAL LIFESPAN (years)
STARTING AGE (years)
SPECIAL ABILITIES
1,2)
ELVES
Elves are very similar to Humans in many ways but are taller, have a much more slender build, and
have pointy ears (of course). They are immortal their bodies do not begin to decay after middle
age but continue to renew themselves once they reach maturity, and they are immune to natural
diseases. These qualities give them a great lifespan, only curtailed through malice or accident, and
this greatly colours their personalities and societies. Elves come in two distinct sub-races Wood
Elves and Bone Elves.
1,2,1)
WOOD ELVES
The immortality of Wood Elves gives them different priorities compared to mortals. They often
appear carefree or aloof they have all of the time in the world, so tend to take the time to fully
appreciate and enrich every moment. They produce great musicians, artists and scholars, and make
fine sailors and explorers always wishing to seek out new experiences.
As their races name suggests, a typical Wood Elf settlement will be located within a forest a
network of wooden chambers and halls suspended in the tree canopy and linked by rope bridges.
Generally, their societies are liberal in nature with little hierarchy, settlements being ruled by sporadic
council meetings attended by nominees from each ancient family. They favour bows, swords and
flexible armour in combat.
PHYSICAL DESCRIPTION
HEIGHT (cm)
WEIGHT (kg)
FAVOURED HAND
TYPICAL DAILY SLEEP (hours)
NATURAL LIFESPAN (years)
STARTING AGE (years)
SPECIAL ABILITIES
38
1,2,1)
BONE ELVES
The founding fathers of the Bone Elves are believed to have been Elves who saw their immortality
as proof of their superiority to the non-Elvish races, and who thirsted for dominion over lands and
peoples rather than a tranquil life of peaceful trade. Leaving the forest homelands of the Elves, these
individuals stole away to deep caves and began plotting and researching dark magicks that might
assist their conquests. Since those distant times, the Bone Elves have changed physically in
comparison to the remainder of Elven kind (which became the Wood Elves) all have pallid ivory
complexions, with hair which is almost metallic silver in colour and eyes as black as coals. It is
unknown whether these changes are the gradual result of their separation from the Wood Elves and
breeding within their own kind, or whether they were caused suddenly by some evil sorcery.
Although much time has passed since Elven kind split, and the old wars are almost forgotten, Bone
Elves often remain distrusted by their woodland kin and feared by the mortal races. Because of this,
they are guarded and cautious in their dealings with others, making them appear cold and
calculating.
Bone Elves largest settlements are great citadels carved into hill sides labyrinthine tunnels linking
large halls, decorated with elaborate ornamentation with an organic motif and supported by stone
columns shaped like trees. These cities are the capitals of monarchies with governments mediated by
councils of the nobility. Like Wood Elves, they favour bows, swords and flexible armour in combat.
PHYSICAL DESCRIPTION
HEIGHT (cm)
WEIGHT (kg)
FAVOURED HAND
TYPICAL DAILY SLEEP (hours)
NATURAL LIFESPAN (years)
STARTING AGE (years)
SPECIAL ABILITIES
1,3)
As Wood Elves, but always with ivory skin, silver hair and
black eyes.
Male 1d20+200; Female 1d20+180
(Height / 3.3) + 1d20
1d20: 1 to 10 = Right, 11 to 20 = Left
4
Do not age after reaching maturity.
1d5+25
Immortal.
Immune to non-magical disease.
Excellent vision; +1 to Observation skill for visual
Observation rolls.
Night vision; can see 30 metres with a light source.
Infravision; can see infrared spectrum to 15 metres in total
darkness.
DWARFS
Dwarfs are almost the opposite of Elves, both physically speaking and in terms of attitude (indeed,
the two races are renowned for a healthy mutual dislike). Dwarfs are short and stocky people their
builds suited to their subterranean lifestyle. Dwarfs dwell in great cities hewn from the rock deep
beneath mountains they are the greatest miners and workers of stone and metal. They tend to be
pragmatic and bleak realists, but still value things of beauty Dwarfen jewellery is renowned for its
intricacy and their stonework is decorated with carvings of breathtaking angular splendour. Dwarfs
are canny merchants and have long-standing trading relationships with most people of the world,
exporting arms and jewellery in return for woods and exotic foods and cloth. In combat, they favour
axes, maces, flails, picks and mattocks, and wear heavy armour.
PHYSICAL DESCRIPTION
HEIGHT (cm)
WEIGHT (kg)
SPECIAL ABILITIES
1,4)
HALFLINGS
Halflings are shorter and far less stocky than Dwarfs. Their small stature makes them a quiet
unobtrusive people who find it better to avoid warfare and concentrate on the simple things in life.
They generally live underground but, while Dwarfs favour large towns and cities dug deep into rock,
Halfling settlements tend to be villages, individual burrows dug only a short distance into the
hillsides earth and overlooking fields and gardens. Their love of food, drink and pipe tobacco is well
known, and Halfling cooks are prized throughout the world. Their societies are usually structured
democratically, with the common populace of each settlement electing councillors. As a race,
Halflings favour thrown weapons and light armour.
Halflings are also renowned amongst other races for their good fortune. While others tread in dog
dirt, Halflings frequently stumble across dropped purses, magic rings, etc.
PHYSICAL DESCRIPTION
HEIGHT (cm)
WEIGHT (kg)
FAVOURED HAND
TYPICAL DAILY SLEEP (hours)
NATURAL LIFESPAN (years)
STARTING AGE (years)
SPECIAL ABILITIES
1,5)
Similar to Dwarfs, but shorter and less stocky. They have big
feet with thick curly hair on the uppers and tough leathery
soles. Halflings dislike wearing footwear.
Male 1d20+120; Female 1d20+110
(Height / 2.8) + 1d20
1d20: 1 to 15 = Left, 16 to 20 = Right
6
200
1d5+20
Night vision; can see 30 metres with a light source.
Resistant to poison; +3 to CO stat for rolls versus poison.
Fluky.
GOBLINOIDS
The Goblinoids Orcs and Goblins are both believed to have resulted through some evil magical
experiment, back in the mists of time, which aimed to transform Elves into stronger warriors. What
resulted was the creation of two brutish races.
Both Orcs and Goblins have a natural dislike of daylight and prefer a nocturnal life, dwelling in
networks of subterranean tunnels, invariably heavily fortified and of the most utilitarian architecture.
Settlements are generally dominated by clans who rule in a harsh military fashion.
If unified and disciplined, the two races can form formidable military forces Goblins agility and
cunning complementing the brawn of Orcs. However, their effectiveness is normally limited by the
short temper and unruliness of both races.
40
1,5,1)
ORCS
Orcs vary widely in height but all are very muscular. Not renowned for their intelligence, they are
often very quick to resort to violence to win arguments. Orcs make excellent warriors and are
capable of crafting ruthlessly functional weaponry and armour. They favour two-handed weapons
and heavy armour in combat.
PHYSICAL DESCRIPTION
HEIGHT (cm)
WEIGHT (kg)
FAVOURED HAND
TYPICAL DAILY SLEEP (hours)
NATURAL LIFESPAN (years)
STARTING AGE (years)
SPECIAL ABILITIES
1,5,2)
GOBLINS
Goblins look like short, lithe Orcs. Although they share Orcs impatience, they are generally more
intelligent and prefer to use guile and cunning over brute force. They favour short bows and swords
with flexible armour.
PHYSICAL DESCRIPTION
HEIGHT (cm)
WEIGHT (kg)
FAVOURED HAND
TYPICAL DAILY SLEEP (hours)
NATURAL LIFESPAN (years)
STARTING AGE (years)
SPECIAL ABILITIES
1,6)
HALF-ELVES
Half-Elves are invariably the result of unions between Humans and Wood Elves (Bone Elves would
not mix their race). Half-Elves lose their immortality, but live substantially longer than Humans.
PHYSICAL DESCRIPTION
HEIGHT (cm)
WEIGHT (kg)
FAVOURED HAND
TYPICAL DAILY SLEEP (hours)
NATURAL LIFESPAN (years)
STARTING AGE (years)
SPECIAL ABILITIES
1,7)
HALF-ORCS
A Half-Orc is the result of a union between a Human and an Orc. Although having a slightly more
muscular build, swarthier skin, heavier brows, more pointed ears and enlarged canines, a Half-Orc
will often be mistaken for a Human.
PHYSICAL DESCRIPTION
HEIGHT (cm)
WEIGHT (kg)
FAVOURED HAND
TYPICAL DAILY SLEEP (hours)
NATURAL LIFESPAN (years)
STARTING AGE (years)
SPECIAL ABILITIES
2)
PRIMARY STATISTICS
PCs (Player Characters) have the following primary statistics (also called stats):
STATISTIC
Agility
Beauty
Charisma
Constitution
Intelligence
Luck
Magic
Self-Discipline
Strength
ABBREVIATION
AG
BE
CH
CO
IN
LU
MA
SD
ST
DESCRIPTION
Agility, litheness, flexibility, physical control.
Physical attractiveness to those of the same race.
Charisma, presence, leadership.
Stamina, health, physical toughness.
Intelligence, reasoning, memory, mental agility.
Luck, good fortune.
Innate magical power.
Self-control, will power, mental discipline.
Strength, physical power, musculature, leverage.
Each statistic is associated with a value, usually a number between 1 and 20. The higher the value of
each statistic, the more pronounced is that particular quality in the PC. For instance, a PC with an
AG of 15 is more agile than a PC with an AG of 10.
2,1)
RACIAL AVERAGES
AG
11
13
13
9
12
13
15
12
12
BE
11
11
11
11
11
11
11
11
11
CH
11
15
10
9
9
8
8
13
9
CO
11
8
8
13
15
15
15
9
13
IN
11
12
13
11
11
9
10
12
10
42
LU
11
10
10
10
30
11
11
10
11
MA
11
13
15
10
10
8
10
12
10
SD
11
8
10
15
11
9
10
10
10
ST
11
9
9
11
7
15
9
10
13
2,2)
Players should follow this procedure to determine the values of their PCs stats:
1. roll 1d10 eleven times and discard the lowest two results;
2. allocate the remaining nine results to the nine stats, in which ever order is preferred;
3. add the following bonuses to the stats, depending on the PCs race:
RACE
Human
Wood Elf
Bone Elf
Dwarf
Halfling
Orc
Goblin
Half-Elf
Half-Orc
2,2,1)
AG
+6
+8
+8
+4
+7
+8
+10
+7
+7
BE
+6
+6
+6
+6
+6
+6
+6
+6
+6
CH
+6
+10
+5
+4
+4
+3
+3
+8
+4
CO
+6
+3
+3
+8
+10
+10
+10
+4
+8
IN
+6
+7
+8
+6
+6
+4
+5
+7
+5
LU
+6
+5
+5
+5
+25
+6
+6
+5
+6
MA
+6
+8
+10
+5
+5
+3
+5
+7
+5
SD
+6
+3
+5
+10
+6
+4
+5
+5
+5
ST
+6
+4
+4
+6
+2
+10
+4
+5
+8
GENDER
Each player must also choose a gender for his character. Female characters should have their
Strength stats decreased by 2 points, to a minimum of 3. Later, in the Personalisation of Skills section,
their skills will be increased so as to compensate.
3)
SKILLS
It is possible to develop a technique or skill in certain types of action, e.g. climbing or swimming.
Like stats, a skill has an associated value the skill bonus which determines the characters
proficiency with the skill. Skills are explained in detail in the Actions chapter later.
For now, each player should list all of the skills in the following table on his Character Sheet. The
table also lists the relevant stat for each skill, i.e. the stat which contributes most to a characters
innate ability in that skill.
SKILL
Acting
Appraisal
Attune
Balance
Block
Botany
Climbing
Contortions
Distance Running
Dodge
Geography
Gymnastics
Haggling
Healing
History
Leadership
Observation
Pain Tolerance
Riding
Seduction
RELEVANT STAT
CH
IN
MA
SD
AG
IN
AG
SD
CO
AG
IN
AG
CH
IN
IN
CH
IN
CO
AG
BE
43
RELEVANT STAT
AG
AG
IN
PCs invariably need to defend themselves from the attacks of rampaging monsters, and so each will
need to develop one or more attack skills. Attack skills are divided into three types with the
following relevant stats:
TYPE OF ATTACK SKILL
Melee
Thrown
Missile
EXAMPLE
ATTACK SKILL
RELEVANT
STAT
One-Handed Axes
ST
Thrown Daggers/Knives
AG
Bows
The different attack skills are listed in the Skills section of the Actions chapter.
3,1)
The initial bonus of a skill is equal to one-quarter of the relevant stat for that skill. This gives the
starting level of the skill before any increases due to experience, tuition, study, etc.
Each player should now calculate and list on the Character Sheet his initial skill bonuses (rounding
fractions 0.5 up and <0.5 down). E.g. the Pick Pocket skills relevant stat is AG, so a PC with an
AG stat of 12 will start with a Pick Pocket skill bonus equal to 12/4=3.
It is recommended that each player calculates and records the initial bonuses for the three types of
attack skill on his Character Sheet now, but delays actually choosing which specific attack skills to
develop until the Effect of Race and Status on Skills section later.
4)
BIRTH SIGNS
The twelve calendar months and the associated constellations or birth signs of stars in the night
sky are shared across the cultures and races of the world. Fate conspires such that every PC is born
at the exact moment of the strongest influence of a birth sign, and this coincidence grants each PC
special powers. These powers are fixed at birth. Members of the general populace (i.e. NPCs) never
have these powers.
Each player should use the following table to randomly determine his PCs birth sign and power.
(Do not be worried by terms used in the descriptions of birth signs which have not been explained
yet. All will be revealed later.) Note that a player may choose his characters birth sign instead of
rolling dice, but a penalty will then be applied later in the Status section which is likely to be
detrimental to the PCs initial capabilities.
The exact powers bestowed by a PCs birth sign vary throughout the year. For ten months, the PC
will benefit from the default power in the table below. However, for one month, when the stars are
aligned in conjunction with the birth sign, the PC will lose his default power and gain a different,
more potent ability. Conversely, when the stars are aligned in opposition, the PCs default power is
replaced with an affliction.
44
45
46
47
48
49
50
5)
STATUS
How skilled and well equipped a PC is when he starts the game depends largely on the surroundings
into which the character is born. PCs lucky enough to be born into a wealthy family will have more
opportunities to acquire skills and possessions.
Each player should roll on the following table to determine his PCs status, i.e. the particular social
division into which the PC was born. Note that the result of the second 1d20 roll (the italicised
column) should be modified by -5 if the PCs race or birth sign were not chosen randomly. These -5
penalties are cumulative so, if a player chose his characters race and birth sign, -10 is applied to the
second 1d20 roll.
51
RACE
1st 1d20
1 to 15
Human
16 to 19
20
1 to 15
Wood Elf
16 to 20
1 to 19
Bone Elf
20
1 to 19
Dwarf
20
1 to 15
Halfling
16 to 20
1 to 15
Orc
16 to 20
1 to 15
Goblin
16 to 20
Half-Elf
Half-Orc
5,1)
2nd
1d20
6
7 to 15
16 to 20
15
16 to 20
19
20
15
16 to 20
15
16 to 20
10
11 to 15
16 to 20
19
20
10
11 to 15
16 to 20
19
20
15
16 to 20
15
16 to 20
15
16 to 20
15
16 to 20
15
16 to 20
15
16 to 20
STATUS
Slave
Peasant
Commoner
Gentry
Upper Gentry
Nobility
Royalty
Peasant
Commoner
Gentry
Upper Gentry
Slave
Labourer
Academic
Nobility
Royalty
Commoner
Gentry
Upper Gentry
Nobility
Royalty
Peasant
Commoner
Gentry
Upper Gentry
Slave
Labourer
Warrior
Chieftain
Slave
Labourer
Warrior
Chieftain
STATUS
RANK
1
2
3
4
5
6
7
3
4
5
6
1
3
5
6
7
3
4
5
6
7
3
4
5
6
1
2
4
6
1
2
4
6
Certain races have a propensity towards certain skills, because of physical build or cultural heritage.
The following tables list skill modifiers due to the effect of race and status upon a character. Several
of the skills listed will not have been recorded on the Character Sheet yet. In such cases, the player
should calculate an initial skill bonus by quartering the relevant stat as normal (relevant stats are
listed in the Skills section of the Actions chapter).
If the relevant table gives:
a modifier for a skill, i.e. a value with a plus (+) or minus (-) sign, then the player should add
the modifier to his initial skill bonus to get a new skill bonus;
an absolute value for a skill, i.e. a value without a plus or minus sign, then the player should
replace the initial skill bonus with this value.
52
5,1,1)
HUMAN
SKILL
Human History
Geography for area where raised
Language Spoken/Heard Common
Language Read/Written Common
Attack choose a common 1-handed weapon
Attack Bows
Attack Unarmed Combat
Pain Tolerance
Riding
One common craft skill (see the Optional Skills
section of Actions chapter)
5,1,2)
2
+2
+3
15
4
+1
+3
+3
+1
+1
+3
+3
+3
+2
+2
WOOD ELF
SKILL
Wood Elf History
Geography for area where raised
Language Spoken/Heard Wood Elvish
Language Read/Written Wood Elvish
Language Spoken/Heard Common
Language Read/Written Common
Language Spoken/Heard Hobbitish
Language Read/Written Hobbitish
Attack One-Handed Double-Edged Swords
Attack Staffs
Attack Bows
Balance
Climbing
Gymnastics
Musical Instrument Playing or Dancing or
Singing
Pain Tolerance
Wood Working
5,1,3)
1
+1
+2
15
2
+0
+0
+3
+1
+0
STATUS RANK
3
4
5
+3
+4
+5
+3
+3
+3
15
15
17
7
11
15
+2
+3
+3
+2
+1
+1
+2
+1
+0
+1
+1
+1
+2
+3
+3
3
+4
+3
17
17
15
15
2
2
+3
+3
+3
+2
+2
+2
STATUS RANK
4
5
+5
+7
+3
+3
18
19
18
19
16
17
16
17
5
8
5
8
+3
+3
+3
+2
+3
+3
+2
+1
+2
+1
+2
+1
6
+8
+3
20
20
18
18
12
12
+3
+1
+3
+1
+1
+1
+3
+3
+3
+3
+1
+2
+1
+2
+1
+1
+1
+1
1
+3
+3
18
6
9
6
12
6
+0
+0
+3
+2
STATUS RANK
3
5
6
+4
+6
+7
+3
+3
+3
18
20
20
12
20
20
12
18
18
12
18
18
15
18
18
15
18
18
+1
+2
+3
+0
+1
+2
+3
+2
+1
+2
+1
+1
BONE ELF
SKILL
Bone Elf History
Geography for area where raised
Language Spoken/Heard Bone Elvish
Language Read/Written Bone Elvish
Language Spoken/Heard Common
Language Read/Written Common
Language Spoken/Heard Wood Elvish
Language Read/Written Wood Elvish
Attack One-Handed Double-Edged Swords
Attack Crossbows
Attack Unarmed Combat
Mining
53
7
+8
+3
20
20
18
18
18
18
+3
+3
+0
+1
6
+7
+3
18
17
+3
+1
+0
+1
+3
7
+8
+3
19
18
+3
+1
+0
+1
+3
+0
+0
SKILL
Pain Tolerance
Pharmacy
Undead Lore
5,1,4)
Dwarf History
Geography for area where raised
Language Spoken/Heard Dwarfen
Language Read/Written Dwarfen
Language Spoken/Heard Common
Language Read/Written Common
Attack One-Handed Axes
Attack Two-Handed Axes
Attack 1-Handed Hammers/Mattocks/Picks
Attack 2-Handed Hammers/Mattocks/Picks
Attack Crossbows
Metal Working
Mining
Pain Tolerance
Stone Working
Swimming
7
+1
+1
+3
3
+3
+3
16
16
15
15
+3
+3
+3
+3
+1
+3
+5
+1
+3
-5
STATUS RANK
4
5
6
+4
+5
+7
+3
+3
+3
16
16
20
16
16
20
15
15
18
15
15
16
+3
+3
+3
+3
+3
+2
+3
+3
+3
+3
+3
+2
+2
+3
+3
+3
+3
+2
+5
+5
+4
+1
+1
+1
+3
+3
+2
-5
-5
-5
7
+8
+3
20
20
18
16
+3
+1
+3
+1
+3
+1
+3
+1
+1
-5
HALFLING
SKILL
Halfling History
Geography for area where raised
Language Spoken/Heard Hobbitish
Language Read/Written Hobbitish
Language Spoken/Heard Common
Language Read/Written Common
Attack One-Handed Double-Edged Swords
Attack Staffs
Attack Slings
Cookery
Pain Tolerance
Pharmacy
Stealth
Wood Working
5,1,6)
STATUS RANK
3
5
6
+1
+1
+1
+0
+3
+2
+2
+5
+3
DWARF
SKILL
5,1,5)
1
+1
+0
+2
3
+4
+3
17
17
15
15
+3
+3
+3
+3
+1
+1
+3
+2
STATUS RANK
4
5
+5
+7
+3
+3
18
19
18
19
15
15
15
15
+3
+3
+3
+2
+3
+3
+3
+3
+1
+1
+2
+3
+3
+2
+2
+1
6
+8
+3
20
20
17
17
+3
+1
+3
+3
+1
+3
+1
+1
1
+4
+3
13
2
STATUS RANK
2
4
+5
+7
+3
+3
14
16
5
8
6
+8
+3
17
13
ORC
SKILL
Orc History
Geography for area where raised
Language Spoken/Heard Orcish
Language Read/Written Orcish
54
SKILL
Language Spoken/Heard Common
Language Read/Written Common
Attack One-Handed Axes
Attack Two-Handed Axes
Attack One-Handed Clubs/Cudgels/Maces
Attack Two-Handed Clubs/Cudgels/Maces
Attack Crossbows
Attack Unarmed Combat
Metal Working
Mining
Pain Tolerance
Stone Working
5,1,7)
STATUS RANK
2
4
12
12
5
8
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+3
+1
+3
+1
+2
+2
+3
+1
6
15
15
+1
+5
+1
+5
+3
+2
+1
+1
+2
+1
1
+4
+3
13
2
12
2
+1
+0
+1
+0
+3
+2
+2
+1
+0
+1
+2
STATUS RANK
2
4
+5
+7
+3
+3
14
16
5
8
12
12
5
8
+2
+3
+2
+3
+2
+3
+1
+3
+3
+3
+2
+1
+2
+1
+1
+1
+1
+2
+2
+3
+2
+1
6
+8
+3
17
13
15
15
+3
+4
+3
+2
+2
+1
+1
+1
+3
+1
+1
GOBLIN
SKILL
Goblin History
Geography for area where raised
Language Spoken/Heard Orcish
Language Read/Written Orcish
Language Spoken/Heard Common
Language Read/Written Common
Attack Daggers/Knives
Attack One-Handed Single-Edged Swords
Attack Thrown Daggers/Knives
Attack Bows
Attack Unarmed Combat
Metal Working
Mining
Pain Tolerance
Pharmacy
Stealth
Stone Working
5,1,8)
1
12
2
+1
+1
+1
+1
+0
+3
+3
+3
+2
+3
Use the table for the culture in which PC was chiefly raised, or take an average of two tables if this
better fits the PCs background.
6)
CALLING
Each player should now decide which calling his character follows. There are three callings:
Fighter specialised in skills related to combat;
Magician specialised in academic skills and those related to magic;
Jack (of all Trades) favours a combination of skills related to combat and magic, and is less
specialised but more versatile than a fighter or magician.
The calling chosen for a character determines which types of skills are the easiest for that character
to develop during role-playing.
55
6,1)
Being of a certain race may prevent a character from being of a certain calling. If the following table
indicates a value of No, then that calling is not applicable to that race:
CALLING
HUMAN
WOOD-ELF
BONE-ELF
DWARF
HALFLING
ORC
GOBLIN
HALF-ELF
HALF-ORC
Fighter
Magician
Jack
Yes
Yes
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
6,2)
As noted, a characters calling has a strong influence on the ease with which various skills develop.
This is represented through the Development Roll Modifier (or DRM), which determines the rate at
which each skills bonus develops. A high DRM indicates that a skill bonus is more likely to increase
than a skill with a lower DRM. This topic is explained in detail in the Character Development chapter.
For now, players should list on their Character Sheets the DRMs given for the skills in the following
table, depending on their calling.
CALLING
Fighter
Magician
Jack
ALL
ATTACK
SKILLS
0
-10
-5
ALL
SPELL-CASTING
SKILLS
-10
0
-5
BLOCK,
DODGE,
PAIN TOLERANCE
+3
-3
0
Block, Dodge, Pain Tolerance and all of the spell-casting skills are already listed on the Character
Sheet. However, there are too many attack skills to list them all by default. If a player wishes his PC
to use any attack skills not already listed, he should choose them and record them on his Character
Sheet now. A full list of attack skills can be found in the Skills section of the Actions chapter.
6,3)
Next, players should record values of zero the default for the DRMs of any other skills, i.e. those
not covered by the previous table.
7)
SPELL-CASTING SKILLS
There are sixteen different spell-casting skills, each developed for casting spells in one of the
following disciplines of magic:
Alchemy
Mind
Combat
Movement
Conjuration
Nature
Demonology
Necromancy
Elemental Earth & Fire
Shapechanging
Elemental Wind & Wave
Time
Healing
Wizardry
Illusion
Wounding
56
7,1)
DEVELOPMENT ROLL MODIFIERS FOR SPELLCASTING SKILLS
Spells and spell-casting are discussed in detail in the Magic chapter. For now, it is enough to know
that the ease with which a PC develops these spell-casting skills is determined by his race as well as
his calling. Being of a certain race may allow a character to cast spells from particular disciplines of
magic more easily than can those of other races (it is unknown whether this racial effect is for
reasons of social structure or genetic predisposition).
The following table shows the effect of race on the DRM of the spell-casting skills. Each player
should now add the modifiers relevant to his character to those previously given because of calling
(noting that some are negative):
SKILL
HUMAN
WOOD ELF
BONE ELF
DWARF
HALFLING
ORC
GOBLIN
HALF-ELF
HALF-ORC
Alchemy
Combat
Conjuration
Demonology
Elemental Earth & Fire
Elemental Wind & Wave
Healing
Illusion
Mind
Movement
Nature
Necromancy
Shapechanging
Time
Wizardry
Wounding
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+4
+0
+0
+4
+0
+0
+0
+0
-4
+0
-4
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
-4
+4
+0
-4
+4
+0
+4
+0
+0
+0
+4
+0
+0
-4
+0
+0
+0
+0
-4
+0
+0
+0
+0
+0
+0
-4
+0
+0
+0
+0
+0
+0
+4
-4
+4
+0
+0
+0
+0
+4
+0
+0
+0
+0
+0
+0
+0
+0
-4
+0
+0
-4
+0
+4
+0
+0
+0
+0
+0
+0
+0
+0
+0
+4
-4
+0
+0
-4
+0
+4
+0
+0
+0
+0
+0
+2
+0
+0
+2
+0
+0
+0
+0
-2
+0
-2
+0
+2
+0
+0
+0
+0
+0
+0
+0
+0
-2
+0
+0
-2
+0
+2
7,2)
STARTING SPELLS
Some PCs will start the game having memorised (i.e. learnt to cast) one or more magic spells. The
number of spells that a character has memorised is given in the following table:
CALLING
Fighter
Magician
Jack
MA
STAT
16 to 20
11 to 15
1 to 10
16 to 20
11 to 15
1 to 10
16 to 20
11 to 15
1 to 10
1
0
0
0
1
0
0
0
0
0
2
0
0
0
2
1
0
1
0
0
STATUS RANK
3
4
5
1
2
3
0
1
2
0
0
1
3
4
5
2
3
4
1
2
3
2
3
4
1
2
3
0
1
2
57
6
4
3
2
6
5
4
5
4
3
7
5
4
3
7
6
5
6
5
4
CALLING
Fighter
Magician
Jack
The spells should be chosen preferentially from disciplines with which the PC has a positive (>0)
DRM in the relevant spell-casting skill. Spells should not be chosen from disciplines in which the PC
has a negative DRM. In addition, spells must be chosen consecutively starting with the 1st level spell
from a particular discipline. Thus, a character cannot begin the game having memorised the 3rd level
spell in a discipline if he has not also memorised the 1st and 2nd level spells.
7,3)
Each character starts with a spell-casting skill bonus equal to the maximum level of spell that he has
memorised in that discipline. Thus, if a character starts the game knowing how to cast the first two
spells in the Healing discipline and the first spell in the Combat discipline, then he will start with a
Healing Spell-Casting skill bonus of +2, a Combat Spell-Casting skill bonus of +1, and zero in the
remaining spell-casting skills.
8)
PERSONALISATION OF SKILLS
Each player now gets the opportunity to further personalise his PC by dividing 18 points between
his skills DRMs. (Players of female characters may allocate 21 points instead, to compensate for
their reduced Strength.) The points are added so as to be cumulative with the existing DRMs. No
skills DRM can be increased by more than +3 in this way. With the GMs permission, points can be
given to the DRMs of as yet unlisted skills, e.g. new attack skills or optional skills from the Actions
chapter.
Some examples are now given of how callings can be personalised to produce varied types of PC:
EXAMPLE
CALLING
BASIS
Knight
Fighter
Ranger
Jack
Thief
EXAMPLE
CALLING
BASIS
Assassin
Monk
Jack
Bard
Alchemist
Magician
Gambling
History
Mind
Play Lute
Staffs
Dodge
Elemental Earth
and Fire
Attune
Wizardry
Alchemy
Golem Lore
Appraisal
Mechanics
Metal Working
Jewellery
Observation
9)
SECONDARY STATISTICS
Each PC has a few other statistics secondary stats which are derived from the primary stats.
9,1)
MOVEMENT RATE
Three different movement rates are calculated for each character one for walking, one for jogging
and one for sprinting. Obviously, characters can move at any speed they like (up to their sprinting
rate, which acts as their top speed) but these three set speeds are used as defaults for simplicity.
The rates are calculated in the following sections using formulae based on a characters stats and
height. In all cases, use the characters height in centimetres and, if the final result of each formula is
not a whole number, round the result up or down to the nearest 0.5. Thus, a result of 0.7 is rounded
down to 0.5, 0.8 is rounded up to 1.0, 1.3 is rounded up to 1.5, and so on. The slowest movement
rate permissible is 0.5 metres per second, i.e. any result of <0.5 should be rounded up to 0.5.
The formulae are calibrated such that Human male with optimum stats and height will walk at about
4 miles per hour, run a marathon in about 2 hours, and sprint 100 metres in 10 seconds.
9,1,1)
WALKING
Walking is the default movement rate. The formula used to calculate this speed in metres per second
is:
Walk (m/s) = AG x Height/2000
59
9,1,2)
JOGGING
Jogging is the optimum speed used for running long distances. A characters Distance Running skill
determines for how many hours he can maintain this speed (see the Core Skills section of the Actions
chapter). The formula for this speed in metres per second is:
Jog (m/s) = (CO+SD) x H/1200
9,1,3)
SPRINTING
Sprinting is the maximum speed that the character can achieve and is given by:
Sprint (m/s) = (AG+ST) x H/800
9,2)
REACTIONS
Each player should calculate the average of his IN and AG stats, i.e. (IN+AG)/2 (rounding
fractions <0.5 down and 0.5 up), and call this physical statistic Reactions (RE).
9,3)
HIT POINTS
Each character has a maximum and current number of Hit Points (HIPs see the Combat chapter).
A characters maximum number of HIPs is given by his Pain Tolerance skill bonus multiplied by
half of his CO stat. Each time the character is hit by an attack, he loses some HIPs, i.e. his current
HIP total decreases. When the current HIP total reaches zero, the character loses consciousness.
A character naturally regains lost HIPs by eating and sleeping, as discussed in the Damage from
Starvation and Sleep Deprivation section of the Combat chapter.
9,4)
POWER POINTS
Each character has a maximum and current number of Power Points (POPs). A characters
maximum number of POPs is equal to his highest spell-casting skill bonus multiplied by half of his
MA stat. Casting spells reduces the current number of POPs and, when this number reaches zero,
the character may not cast any more spells.
A character naturally regains lost POPs by eating and sleeping, as discussed in the Regaining Power
Points section of the Magic chapter.
9,5)
LUCK REROLLS
Fate has marked every PC out as being different in some way to the general populace marked for
some particular destiny as a great adventurer. Two types of characteristic define this difference.
Apart from the power bestowed by his birth sign, a PC also has a number of Luck Reroll Points (or
LURPs).
A player can force any die roll in the game to be re-thrown by expending one of his PCs LURPs.
Consequently, LURPs are very valuable for saving PCs from fatal situations. The general populace
(i.e. Non-Player Characters, those characters role-played by the GM) and monsters do not have
LURPs.
9,5,1)
The maximum number of LURPs that a PC can have is equal to LU/2, and each PC starts the game
with a number of LURPs equal to this value.
60
9,5,2)
REGAINING LURPS
At the start of each new session of role-playing, a PC regains one expended LURP if his player rolls
1d20 and scores less than or equal to the PCs LU stat. (Halflings usually have a LU stat >20 so
rarely fail this roll!)
10)
BACKGROUND
In parallel with the generation process described previously, the player should be developing a
background for his PC. He should try to answer the following types of questions:
Where was the character born?
Are his family still alive?
o If so, where are they now, who are they and what do they do?
o If not, what happened to them?
Does the character have a home or safe place he can retreat to?
o If so, where and whose is it?
o If not, why?
Does the character have any kind of regular income, e.g. an inheritance?
o If so, where, when and how does he collect it?
Does the character have any friends or allies?
Does the character have any enemies?
What were the key events in the characters life so far?
What does the character enjoy, fear, hate, etc?
Has the character got any specific goals other than adventuring?
Obviously, the answers to questions like Where was the character born? will vary with the PCs
race, and can only be decided in conjunction with the GM, who will have some ideas about the land
and society within which the game is going to take place. Indeed, the GM must approve all facets to
every characters background, and she might require some characters to have specific details in their
backgrounds so as to tie them more effectively into her plot.
By deciding on answers to these questions, each player should be building up a detailed picture of
who his character is. By the time that the role-playing begins, each player should have an idea not
only of his characters physical appearance, abilities, skills and belongings, but also of his personality
of how the characters race, status and background have shaped how he views the world.
10,1)
Another question that might be asked when thinking about a PCs background, just prior to starting
the game, is Will the character start with any possessions or money? If the GM decides Yes,
then she may wish to allow characters to start the game with a number of gold pieces equal to their
Luck stat multiplied by their Status Rank. A player may then use this wealth to buy equipment for
his PC. The lists in the Prices for Goods and Services chapter may be consulted by the GM to see how
far this money will go. If the PC starts the game having memorised some spells, he will also start the
game with a free spell-book in amongst his possessions, in which these spells are transcribed (unless
the GM deems otherwise!).
10,1,1)
ENCUMBRANCE PENALTY
If the weight of a PCs worn or carried possessions exceeds 3xST kilograms, then the PC will suffer
from an Encumbrance Penalty. The following table shows how Encumbrance Penalties relate to
Strength and weight of gear:
61
ENCUMBRANCE
PENALTY
0
-3
-6
-10
N/A
E.g. a character with a ST stat of 11 will have a -6 Encumbrance Penalty if he carries a load greater
than 66 kgs and less than or equal to 88 kgs.
Each player should now calculate his characters Encumbrance Penalty and record it on his
Character Sheet.
10,1,2)
If a character is wearing inflexible types of armour, he may find his mobility impeded. The Armour
Action Penalties bestowed by different pieces of armour are listed in the Available Pieces of Armour
section of the Combat chapter.
Each player should now sum together the Armour Action Penalties for any armour that his
character is wearing, and record the total penalty on his Character Sheet.
10,1,3)
RESISTANCE PENALTY
Finally, the player should add together the Encumbrance and Armour Action Penalties to calculate
his characters Resistance Penalty, abbreviated to RZ. This cumulative penalty is applied to skill and
stat rolls in the game (if it is zero, it can be ignored). RZ will be discussed further next chapter.
11)
BEGIN ADVENTURING
62
Chapter 3 Actions
CHAPTER 3
ACTIONS
Once each player has generated his character, and the GM has an idea for a plot, the game is ready
to start. The GM will describe the surroundings that the Player Characters can see, hear, smell, etc.,
and the players will then tell the GM what their PCs are going to do.
Imagine that the GM tells the players that their PCs are fleeing from a lion which is hunting them,
and that they come across a horse tied to a tree. The players decide that one of the PCs should untie
and mount the horse, and gallop off to get help while the others climb the tree. The horse will travel
fastest with one rider. So how do the players decide which PC is the best at riding? Which PCs are
best at climbing? How does the GM determine if the rider actually manages to control the horse?
How does she determine if the climbers manage to scale the tree without falling?
This chapter describes how the GM and players resolve whether characters actions succeed or fail
in a realistic and consistent manner.
1)
TYPES OF ACTION
All types of actions that a character performs can be classified as routine or non-routine.
1,1)
ROUTINE ACTIONS
Routine actions are so simple that they are always successful, e.g. breathing.
Whether an action is routine or not can depend on the circumstances and the level of risk. E.g.
walking across a dry, flat and firm surface may be a routine action, but walking across a slippery or
uneven surface may not.
1,2)
NON-ROUTINE ACTIONS
If an action is not routine, it will may succeed or fail. To determine whether the action succeeds or
fails, the player must make either a skill roll or a stat roll for his character.
1,2,1)
It is possible to develop a technique or skill in certain types of action. This skill develops as the
character becomes more experienced at performing the action. The more skilful the character is, the
more likely he is to succeed in performing this action in difficult circumstances.
63
Chapter 3 Actions
Consider riding, for example. This is an action requiring skill and technique, which can be developed
and improved with practice. All characters that ride develop a bonus a positive value in Riding
skill and the higher a characters Riding skill bonus, the more proficient he is at riding. If a player
wants his character to undertake a risky riding manoeuvre, such as galloping down a steep slope,
then the GM will require him to make a successful Riding skill roll to succeed. Success will be more
likely if the character has a high Riding skill bonus.
Lists of the skills used in this game are given in the Skills section shortly.
1,2,2)
Other non-routine actions are modelled with stat rolls. These are made for actions:
for which there is no relevant skill;
which are more affected by a characters innate physical or mental prowess than by any
technique that could be developed.
Consider sprinting. There is no Sprinting skill in this role-playing game because all characters are
capable of running fast. It is an instinctive action that everyone knows how to do. Although there is
an element of skill to sprinting, a characters top speed will be determined far more by his fitness
and physique than by his running technique. And so, the character with the highest AG ought to be
able to run the fastest.
Likewise, weight lifting actions are modelled with a stat roll, not a skill roll. Again, although
technique plays a part, the maximum weight that a character can lift or shove is mainly related to his
physical strength. The character with the highest ST ought to be able to lift the heaviest object.
Another example might be actions involving intelligence. A skill is not developed in this game for
the act of remembering information. If the GM feels that a character may struggle to remember a
particular important detail, like the address of a villain, then she should require the characters player
to make an IN stat roll to see if he recollects the detail or not.
1,3)
Actions can also be divided into moving and static types, i.e. those requiring movement to
accomplish (e.g. swimming) and those which are static and more mental in nature (e.g. recollection).
Note that moving skills always have AG or ST as their relevant stat.
2)
DETERMINING THE OUTCOME OF NONROUTINE ACTIONS
If a character wishes to perform an action that could succeed or fail, the GM should first decide if
the character has developed a skill that is relevant to performing the action. E.g. if the character
wishes to swim across a river, Swimming skill is relevant. A complete list of skills follows shortly. If
there is a relevant skill, the player makes a skill roll. If there is no relevant skill, the GM should select
the most relevant stat and make the player perform a stat roll for his character.
All skill and stat rolls basically set a characters skill or stat bonus against a difficulty factor. If the
characters skill or stat bonus is larger than the difficulty factor, then the skill or stat roll is likely to
be successful in which case the action will be attempted successfully too. If the difficulty factor is
larger than the characters skill or stat, then the skill or stat roll is likely to be unsuccessful in which
case the attempted action will probably fail.
The same procedure is used for all skill and stat rolls:
64
Chapter 3 Actions
The GM determines the value of the difficulty factor, normally a number between 1 and 20,
that will oppose the characters skill or stat bonus.
The difficulty factor is increased by 10.
The characters skill or stat bonus is then subtracted to give a new total.
The characters player rolls 1d20. If he scores:
o the total, the action is carried out successfully;
o < the total, the action fails;
o an unmodified 1, the action may have fumbled, i.e. a spectacular and dangerous
failure may have occurred. A Fumble Roll is then made to determine if a fumble
actually occurred instead of normal failure (as will be explained in the Fumbles section
later in this chapter).
The nature of the difficulty factor varies depending on the type of action being attempted:
Often the GM will arbitrarily pick a value from 1 to 20 (or sometimes higher) which reflects
the difficulty of the attempted action. If a character is trying to climb a wall, then the
difficulty factor is a value chosen by GM to represent the difficulty of the climb, e.g. a:
o sheer wall with no footholds might have a difficulty factor of 20 to climb;
o 45 slope with steps might have a difficulty factor of 1.
Sometimes the difficulty factor is predetermined, e.g.:
o the difficulty factor versus an attack with a weapon is always the targets Dodge or
Block skill bonus (see the Combat chapter);
o if a character is casting an indirect spell, then the difficulty factor is the spells level
(see the Magic chapter).
It is part of the GMs job to decide what difficulty factor is used in each skill and stat roll. She
should always ensure that the value chosen encourages a realistic outcome. Note that, if she makes
the difficulty factor for a roll equal to the characters skill or stat bonus, the character will more or
less have a fifty-fifty chance of success.
The following formula may help with skill and stat rolls. The character must roll greater than or
equal to the result of this formula in order to successfully carry out the action:
10+[difficulty factor][skill or stat bonus]
In other words, 1d20+[skill or stat bonus] must be greater than or equal to 10+[difficulty factor] for
success.
Alternatively, the following table may help. The character must roll greater than or equal to the
result of cross-referencing on the table in order to successfully carry out the action:
65
Chapter 3 Actions
DIFFICULTY
FACTOR
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
etc
10
11
12
13
14
15
16
17
18
19
20 etc
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
20
20
20
20
20
20
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
20
20
20
20
20
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
20
20
20
20
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
20
20
20
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
20
20
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
20
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
20
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
20
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
1
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
1
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
1
1
1
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
1
1
1
1
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
1
1
1
1
1
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
1
1
1
1
1
1
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
1
1
1
1
1
1
1
1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
2 1 1
3 2 1
4 3 2
5 4 3
6 5 4
7 6 5
8 7 6
9 8 7
10 9 8
11 10 9
12 11 10
13 12 11
1
1
1
1
1
1
1
1
1
1
1
1
1
2
3
4
5
6
7
8
9
10
66
Chapter 3 Actions
2,1)
The lowest difficulty factor that can oppose any skill or stat in a skill or stat roll is zero. This typically
occurs in combat, when an attacker is able to make a surprise attack or is attacking an immobile
target (like an unconscious opponent or a locked door). In such cases, the target may not use any
Dodge or Block skill to oppose the attackers attack skill, and so the difficulty factor of the attack
roll is zero. E.g. if the attacker has an attack skill of 12, say, then he must roll 2 (since 10+0-12=
2) in order to succeed i.e. he will automatically succeed the attack roll unless he throws a 1, in
which case he may fumble.
2,2)
The highest difficulty factor that can oppose any skill or stat in a skill or stat roll is infinity. E.g. if a
player announces that his character wishes to jump a mile up in the air (without the assistance of
magic), the GM should announce that the attempt is impossible and the difficulty factor is 1,000,000
or thereabouts.
2,3)
MODIFIERS
Several types of modifier may be applied to a characters skill or stat bonus when he attempts an
action. Positive modifiers are known as bonuses, while negative modifiers are called penalties.
Some modifiers only affect rolls for certain types of actions, e.g. the Enhance Attack spell results in
a bonus being applied to attack skill rolls, while having a very high BE stat results in a bonus to
Seduction skill rolls.
Other modifiers are applied to skill or stat rolls for all actions. Penalties of this kind contribute to a
characters Resistance Penalty.
2,3,1)
RESISTANCE PENALTY
A characters Resistance Penalty (RZ) reduces the skill or stat bonus used in every roll made to
determine if a (non-routine) action is successful or not. The Resistance Penalty reflects various
different factors which impede the character physically or mentally such as the weight of carried
belongings, the stiffness of armour, Hit Point loss, restrictions to field of view, etc. Some of these
contributing factors are described next they are all added to give a cumulative value for a
characters RZ. The default value for RZ is zero.
2,3,1,1)
ENCUMBRANCE PENALTY
A character can carry a weight of up to three times his ST in kilograms without penalty. This
includes the weight of everything worn or carried on his person, including clothing and armour. If a
character carries more weight than this, he suffers from an Encumbrance Penalty given in the
table below. This is added to the characters RZ.
WEIGHT
(kgs)
Weight 3xST
3xST < Weight 6xST
6xST < Weight 8xST
8xST < Weight 10xST
Weight > 10xST
ENCUMBRANCE
PENALTY
0
-3
-6
-10
N/A
The maximum weight in kilograms that a character can lift is given by 10xST.
67
Chapter 3 Actions
Obviously, characters may discard equipment in order to reduce their RZ while they attempt actions,
e.g. a thief may remove his heavy backpack while he picks a lock.
2,3,1,2)
ARMOUR ACTION PENALTY
If a character wears inflexible types of armour, he will find his mobility impeded and this will
hamper his ability to perform actions. Alternatively, a helmets visor may restrict his field of vision
and reduce his co-ordination. Armour Action Penalties are listed in the Available Pieces of Armour
section of the Combat chapter. The sum of the Armour Action Penalties for all of the pieces of
armour worn by a character is added to his Resistance Penalty (fractions 0.5 should be rounded up
and <0.5 rounded down).
2,3,1,3)
HIT POINT LOSS
When a characters current number of Hit Points equals:
25% of maximum, a -3 penalty is added to his RZ;
10% of maximum, a -6 penalty is added to his RZ.
2,3,1,4)
INJURIES
Injuries are severe wounds that are discussed further in the Combat chapter. Some result in Injury
Penalties which are added to a characters RZ. E.g. a character with a fractured leg bone may have a
-3 Injury Penalty added to his RZ.
2,3,1,5)
MISCELLANEOUS FACTORS
Any other factor which results in a penalty that affects all of a characters skill and stat bonuses
should be added to his Resistance Penalty. Examples include modifiers produced by certain spells,
poisons and diseases, etc.
2,3,1,6)
EXAMPLE
A healthy character wears soft leather and scale mail hauberks, which give a combined Armour
Action Penalty of -1. The weight of this armour, his clothing, two-handed sword and other carried
possessions comes to 50 kgs. This weight is between three and six times his ST stat of 12, so gives
an Encumbrance Penalty of -3. Therefore, his Resistance Penalty, RZ=-1-3=-4. This -4 penalty is
applied so as to reduce the characters skill or stat bonus every time a roll is made to determine if an
action is successful.
During combat, this character loses 75% of his Hit Points. His Resistance Penalty therefore worsens
by a further -3 points to -7. He manages to escape from the fray for a few minutes long enough to
shed his damaged scale mail armour. Imagine that the weight of his carried belongings is now <36
kgs (i.e. <3xST). His Encumbrance and Armour Action Penalties are thus eliminated; his RZ
improves to -3.
2,3,1,7)
PROHIBITED MOVEMENT RATES
As discussed in the Character Generation chapter, each character has three standard movement rates
walking, jogging and sprinting. His Resistance Penalty may restrict which movement rates he can use
and thus reduce his top speed:
RESISTANCE PENALTY
RZ
0 to -5
-6 to -10
-11 to -20
-21 and worse
PROHIBITED
MOVEMENT RATES
None
Sprinting
Jogging and Sprinting
All Walking, Jogging and Sprinting
68
Chapter 3 Actions
E.g. a character whose RZ=-5 or better can sprint at his top speed if needs be. However, a character
whose RZ=-6 cannot move faster than his jogging movement rate (because sprinting is prohibited).
If a characters RZ=-21 or worse, all movement rates are prohibited and he cannot even walk (at the
GMs discretion, he may be able to crawl very slowly).
2,3,1,8)
RESISTANCE PENALTY AND DIFFICULTY FACTORS
As will be seen in the Skills section shortly, in many circumstances, a skill or stat bonus forms the
difficulty factor in a roll for an action. E.g. if Hawk-Eye the Wood Elf is trying to spot Sneaky the
Goblin, who is hiding, then Hawk-Eyes player will make an Observation skill roll and the difficulty
factor will be Sneakys Stealth skill bonus. In such cases, relevant Resistance Penalties are applied to
both skills used in the roll. Thus, Hawk-Eyes Observation skill is reduced by his RZ, and Sneakys
Stealth skill is reduced by his RZ. The weight of equipment, bulk of armour and all of the other
distractions which constitute Hawk-Eyes RZ all serve to reduce his ability to perceive well, and the
same types of factors impede Sneakys ability to hide effectively.
The same process occurs in combat too an attackers attack skill bonus will be reduced by his RZ,
while a targets Dodge skill bonus will be reduced by his RZ.
2,3,1,9)
WHEN NOT TO APPLY RESISTANCE PENALTIES
As noted before, skill and stat rolls are made to determine if non-routine actions are successful.
Since rolls are not made for routine actions (they are always successful), it follows that a characters
Resistance Penalty does not affect his ability to accomplish routine actions.
2,3,2)
FATIGUE
Fatigue is discussed properly in the Combat chapter. For now, note that fatigue arises as a result of
prolonged combat and causes a characters Resistance Penalty to worsen. Having a high Resistance
Penalty initially (e.g. because of carrying lots of equipment, wearing inflexible armour or being
wounded) increases how quickly a character becomes fatigued.
3)
SKILLS
The following sections describe the skills available to characters. They are split into five types:
core the default skills that all PCs will need for adventuring;
attack for making attacks with weapons and when unarmed;
spell-casting for casting magic spells;
language representing ability at speaking, listening to, reading and writing different
languages;
optional extra skills representing ability at less frequently used actions, e.g. crafts and
specialist knowledge.
The nature of the difficulty factor (which is set against the skill bonus when making skill rolls) is also
given in each skills description.
3,1)
CORE SKILLS
SKILL
RELEVANT
STAT
Acting
CH
Appraisal
IN
DESCRIPTION
Used for attempts to lie or dissemble or conceal emotions, etc.
The difficulty factor is usually the Observation skill of the
audience.
Used to estimate the monetary worth of an item or service. The
GM chooses the difficulty factor.
69
Chapter 3 Actions
SKILL
RELEVANT
STAT
DESCRIPTION
Used to learn the nature of a magical items powers, e.g. its
bonuses, embedded spells, damage enhancements, etc. If the roll
is failed, nothing will be learnt. If the roll is passed, knowledge of
one or more of the powers is gained; passing by a greater margin
increases the number of powers that are revealed to the attuner.
The attuners Attune skill bonus must increase before he can
attempt another roll to identify a particular items powers.
Attune
MA
This skill is also used to cast spells which have been embedded
within an item (or to activate other powers if necessary). This
process is known as attunement and normally requires 5 seconds
(unless the embedded spell is instantaneous, in which case
attunement is also instantaneous). During this time, the attuner
must be touching the item continuously. At the end of the 5
seconds, the attuner makes an Attune skill roll. If this roll is
successful, the spell being attuned takes effect immediately. The
attuner loses no Power Points; the magic powering the spell
comes from the pool of POPs within the item itself.
Note that:
it is impossible to attune embedded spells that have not been
previously identified, i.e. a character must have successfully
used Attune skill to identify an items power before he can
use the skill to activate that power;
if the potency of the attuned spells effects varies with spellcasting skill, use the skill of the alchemist who made the item
or, if the item is sentient, use its spell-casting skill if it is
higher. Do not use the spell-casting skill of the attuner.
Balance
SD
Block
AG
Botany
IN
Climbing
AG
Contortions
SD
The difficulty factor for an Attune skill roll is normally the level
of the spell being attuned. However, if the item is sentient and it
wishes to resist being attuned, the difficulty factor is the SD of
the item if this is higher than the spells level.
Used for all actions requiring balance, e.g. running over rough
terrain or tightrope walking. The GM chooses the difficulty
factor.
Used to block an attack with a shield or a weapon. This skill
bonus is used as the difficulty factor versus attack rolls.
General knowledge of plants (including recognition of herbs and
plant-based poisons). Limited to very basic facts about a wide
range of species abilities. The difficulty factor is chosen by the
GM, or is the Rarity value; see the Prices for Goods and Services
chapter. Detailed knowledge of herbs and their application
requires Pharmacy skill.
Used for climbing and abseiling, and for knowledge of climbing
equipment and its use, e.g. knot tying. The GM chooses the
difficulty factor.
Used for wriggling through gaps, escaping from bonds, etc. The
GM chooses the difficulty factor.
70
Chapter 3 Actions
SKILL
RELEVANT
STAT
Distance
Running
CO
Dodge
AG
Geography
IN
Gymnastics
AG
Haggling
CH
Healing
IN
History
IN
DESCRIPTION
Used to determine how far a character can run before becoming
exhausted. If the character passes the skill roll versus a difficulty
factor reflecting the terrain, then he may run (at jogging pace)
without stopping for a number of hours equal to his skill bonus.
Used to dodge out of the way of a detected attack. This skill
bonus is used as the default difficulty factor versus attack rolls.
Used to remember the geography of a specific region or the
layout of a specific settlement. Separate Geography skills must be
developed for different locations. The GM chooses the difficulty
factor. The first Geography skill for almost all characters (except
those with amnesia) will be for the settlement or area in which
they grew up.
Used for all jumping, tumbling and in-air manoeuvres. A
characters Gymnastics skill bonus divided by three might give
the maximum distance that he can leap in metres. The GM
chooses the difficulty factor.
Used to obtain good prices when buying or selling goods and
services. Two Haggling skill bonuses are always set against each
other in the skill roll. E.g. if a PC is buying an item, he should
make a Haggling skill roll in which the Haggling skill of the
vendor is used as the difficulty factor. If the skill roll is:
passed, the PC negotiates a lower price;
failed, the vendor refuses to lower the price;
fumbled, the vendor increases his price or refuses to sell to
the PC (the Fumble Range equals the vendors Haggling
skill).
The degree of success or failure will indicate to the GM how
much lower or higher the price becomes following the haggling.
(Of course, negotiations can be role-played.)
Used for diagnostics, first aid, surgery, etc. Can be used to stem
bleeding or reduce Injury Penalties from broken bones (see the
Combat chapter).
A character with suitable bandages can stop the bleeding
from a single wound by making a successful skill roll versus a
difficulty factor equal to five times the rate of bleeding in
HIPs/second. Bandaged wounds must be kept relatively still
until healed or they reopen.
A character with suitable bandages and splints can halve the
Injury Penalty from a single fracture by making a successful
skill roll versus a difficulty factor equal to three times the
original Injury Penalty. Removing the splint before the
fracture has healed restores the Injury Penalty to its original
amount.
Knowledge of the history and customs of a race, including
heraldry (knowledge of emblems and coats of arms, etc.),
etiquette (knowledge of social structure and correct forms of
address, etc.) and other cultural details. A separate skill must be
developed for each race. The GM chooses the difficulty factor.
71
Chapter 3 Actions
SKILL
RELEVANT
STAT
Leadership
CH
Observation
IN
Pain
Tolerance
CO
Riding
AG
Seduction
BE
Stealth
AG
Swimming
AG
Zoology
IN
3,2)
DESCRIPTION
Used for attempts to command, inspire or motivate, etc. The
difficulty factor is usually the targets SD stat, or a value chosen
by the GM to reflect the level of morale, etc.
Used for all types of perception (whether sight, hearing, smell,
taste, touch), including for spotting and following tracks, etc. The
difficulty factor is chosen by the GM, though it may be a hidden
targets Stealth skill. Note that this skill cannot be used to
perceive active magical effects or other things normally invisible.
Pain Tolerance skill reflects a combination of a characters
physical stamina and his ability to ignore painful injuries. A
characters Pain Tolerance skill bonus multiplied by CO/2 gives
his maximum number of Hit Points (HIPs).
Used to ride and control animals. The GM chooses the difficulty
factor.
Used for attempts to sexually seduce. The GM should apply
penalties if the target is of a different race or sexual persuasion.
The difficulty factor is usually the targets SD stat.
Used for camouflage, hiding and stalking. The difficulty factor is
chosen by the GM, or is the observers Observation skill.
Used for swimming manoeuvres. Roughly speaking, a character
can swim a number of metres equal to his Swimming bonus
every 10 seconds. The GM chooses the difficulty factor, which
may reflect waves, currents, etc.
General knowledge of animals and monsters (including
recognition of animal-based poisons). Limited to very basic facts
about a wide range of species abilities. The GM chooses the
difficulty factor. Detailed knowledge of a species requires a Lore
skill. Zoology can be combined with Observation in a
complimentary skill roll to identify the tracks of beasts.
ATTACK SKILLS
All characters will need to be able to use a weapon of some description. They may develop attack
skills chosen from those listed in the following table, depending on the types of weapons that they
wish to use. Attack skills have the following relevant stats:
ST for melee attacks;
AG for thrown or missile attacks.
ATTACK SKILL
Axes, One-Handed
Axes, Two-Handed
Blowpipes
Bolas
Bows
Clubs/Cudgels/Maces, One-Handed
Clubs/Cudgels/Maces, Two-Handed
Crossbows
Daggers/Knives
Darts
Flails, One-Handed
Chapter 3 Actions
ATTACK SKILL
Flails, Two-Ended
Flails, Two-Handed
Hammers/Mattocks/Picks, One-Handed
Hammers/Mattocks/Picks, Two-Handed
Lances
Nets
Polearms, One-Handed
Polearms, Two-Handed
Shield Bash
Shurikens
Slings
Staffs
Swords, Double-Edged One-Handed
Swords, Double-Edged Two-Handed
Swords, Foils/Rapiers
Swords, Single-Edged One-Handed
Swords, Single-Edged Two-Handed
Thrown Axes/Hammers/Maces
Thrown Daggers/Knives
Thrown Two-Ended Flails
Thrown Javelins/Spears
Unarmed Combat
Whips
3,3)
SPELL-CASTING SKILLS
These skills reflect a characters ability to cast magic spells. Casting spells is discussed in detail in the
Magic chapter.
For now, note that a separate skill is developed for each discipline of profane magic. A skill bonus of
X means that the character can cast spells of Xth level and less in that discipline, but not spells of
higher level.
3,4)
LANGUAGE SKILLS
Two different language skill bonuses are developed for every language that a character knows one
for speaking the language and understanding it when heard, the other for reading and writing it. The
following table shows how the two bonuses indicate a characters level of ability:
BONUS
0
1 to 2
3 to 5
73
Chapter 3 Actions
BONUS
6 to 8
9 to 12
13 to 16
17 to 20
Here are the languages that will be encountered most frequently by PCs:
Common the language of Humans and the standard tongue used between races;
Wood Elvish;
Bone Elvish the closely guarded language of Bone Elves;
Dwarfen this languages runic script is designed to be easy to carve into stone;
Hobbitish the language of Halflings;
Orcish the language of Orcs and Goblins;
Demonic the foul tongue of Demons;
Entish the language of the Ents;
Thief Marks subtle marks on surfaces left by thieves and assassins, often used to demark
the territories of gangs or guilds.
All language skills have IN as their relevant stat. Unlike normal skills, one-quarter of the relevant stat
is not used to determine initial skill bonuses for languages. The initial bonuses of the language skills
with which a PC begins the game are given in the Status section of the Character Generation chapter.
3,4,1)
MAGICKA
Characters are also very likely to encounter the language Magicka. Although a language which is
spoken and written, Magicka is highly specialised for spell-casting (indeed, its words are innately
magical), and it cannot be used for mundane tasks like buying loaves of bread or describing the
weather. A character with a Magicka Language skill bonus of X will not be able to understand the
transcripts or recitals of spells with levels >X.
A characters bonuses for speaking/listening to and reading/writing Magicka are always equal to the
highest level of spell which the character has memorised successfully. Consequently, if a character
with a Magicka Language skill bonus of X memorises a spell of level X+1, both of his Magicka
Language skill bonuses automatically increase by one point to X+1.
3,5)
OPTIONAL SKILLS
The skills listed in the previous sections reflect the types of skills that all PCs are certain to need in
the game. However, there are obviously many more types of actions for which skills could be
developed. The following tables list some optional skills which can be developed if the players and
GM wish. Some can be used to represent the skills that a character developed in a trade before he
became an adventurer.
74
Chapter 3 Actions
SKILL
RELEVANT
STAT
DESCRIPTION
Amphibian
Lore
Astronomy
Lore
Barbering
Basilisk Lore
Bird Lore
AG
IN
IN
Boat Building
IN
Building
IN
Calligraphy
AG
Chandlery
Cookery
Coopering
Dancing
Demon Lore
AG
AG
ST
AG
IN
Devotion
N/A
Dowsing
IN
Dragon Lore
Dungeon
Monster Lore
Elemental
Lore
Embalming
Farming
Fishing
Fish Lore
IN
IN
AG
IN
IN
IN
Fletching
AG
Forestry
ST
Frenzy
SD
IN
IN
IN
75
Chapter 3 Actions
SKILL
Frenzy,
continued
Gambling
RELEVANT
STAT
SD
LU
DESCRIPTION
A frenzied character becomes a mindless killing machine. He will
attack with berserk fury whichever person or creature is nearest
whether friend, foe or innocent bystander until they fall
unconscious or are slain, and then will move onto the next nearest
target. The only actions that a frenzied character can make (other
than roaring and screaming with rage) are melee attacks, dodges,
and sprints or leaps so as to engage targets in combat. If he has no
melee weaponry, he will bludgeon with punches, kicks and headbutts.
A frenzied character will remain berserk until he is alone, or until
either he or everyone else in sight is unconscious or slain. He can,
however, attempt to calm himself through a feat of will. If the
frenzied characters player makes a successful SD stat roll, versus a
difficulty factor equal to 20 minus the characters Frenzy skill, then
he will immediately regain his sanity. Such rolls can only be
attempted every 20 minus SD seconds intervening time between
failed attempts must be spent furiously attacking others.
Used for gambling with playing cards, and slight-of-hand tricks
(e.g. coin palming).
Used to throttle an opponent with a surprise attack.
The garrotte a length of cord with handles at either end is a
weapon specifically designed for this purpose (and its use gives a
+2 bonus to Garrotte skill). Alternatively, a piece of rope or
twisted cloth could be used to deliver the attack (but no Garrotte
bonus will be gained).
Garrotte
AG
Glass
Blowing
Golem Lore
Hypnosis
AG
IN
CH
76
Chapter 3 Actions
Insect Lore
RELEVANT
STAT
IN
Jewellery
AG
Juggling
AG
SKILL
DESCRIPTION
Specialist knowledge of insects and spiders.
Used for the construction of intricate metal jewellery and the
preparation and setting of precious stones.
A character with a Juggling skill bonus of X can keep X/2 balls in
the air.
Used to knock an opponent unconscious with a surprise blow to
the head.
The blackjack a heavy leather bladder of lead shot or sand on a
wooden handle is a weapon specifically designed for this purpose
(and its use gives a +2 bonus to Knock Out skill). Alternatively, a
cudgel or similar blunt one-handed melee weapon could be used to
deliver the attack (but no Knock Out bonus will be gained). At the
GMs discretion, the flat of a sword or an unarmed combat punch
could be used instead (but a -2 penalty should be applied to the
attackers Knock Out skill in such cases).
Knock Out
Leather
Working
Lycanthrope
Lore
AG
AG
IN
Mammal Lore
IN
Mathematics
Lore
IN
Mechanics
IN
Metal
Working
ST
77
Chapter 3 Actions
SKILL
Mining
Musical
Instrument
Playing
Navigation
Lore
Needlecraft
Painting
Paper Making
RELEVANT
STAT
DESCRIPTION
IN
AG
IN
AG
AG
AG
Pharmacy
IN
Pick Lock
AG
Pick Pocket
AG
Pottery
AG
Reptile Lore
IN
Sailing
IN
Singing
Skiing
Stone
Working
Theology
Lore
CH
AG
Use this skill for all skilled movement on snow or ice (e.g. skating).
AG
Trap Setting
IN
Tree Lore
Undead Lore
Ventriloquism
Weaving
Wood
Working
IN
IN
SD
AG
IN
AG
If the GM wishes to invent a new skill for an area not represented by an existing skill (e.g. SmokeRing Blowing), she must decide upon the skills relevant stat. Characters may then use and develop
the skill as necessary, starting with an initial skill bonus equal to one-quarter of the relevant stat.
78
Chapter 3 Actions
4)
COMPLIMENTARY SKILLS
Often a character will wish to perform some type of action that is potentially affected by a
combination of skills. For instance, perceiving lies relies chiefly on Observation, but being skilful at
Acting should help one spot when others are acting. In cases like this, make skill rolls for both
complimentary skills. If the skill roll for the least contributing skill (Acting in this example) is:
successful, add 25% of that skills bonus to the bonus of the most contributing skill
(Observation in this example) and then make a roll for that skill;
unsuccessful, subtract 25% of that skills bonus from the bonus of the most contributing
skill and then make a roll for that skill.
The GM will usually apply the same difficulty factor to both skill rolls.
E.g. a character with an Observation skill of 12 and an Acting skill of 8 is interrogating a prisoner
and wishes to perceive any lies. His player makes an Acting skill roll first and succeeds. He gets to
make his Observation roll, to spot the lies, with a 12+(8x25/100)=14 skill bonus.
E.g. mounted combat. A knight with a Crossbows skill of 15 and a Riding skill of 4 is riding his
horse past a foot soldier standing on the ground. In order for the knight to successfully shoot the
soldier, he must make both Riding and attack rolls. The knights player makes a Riding skill roll first,
and fails. He must subtract 1 (i.e. 25% of his Riding bonus of 4) from his Crossbows skill in the
subsequent attack roll.
5)
FUMBLES
Whenever an unmodified 1 is thrown in a skill or stat roll, the attempt may have been fumbled. The
player must make a Fumble Roll by rolling another 1d20. If the result of the Fumble Roll is:
less than the Fumble Range for the action, this indicates that a fumble has occurred the
attempt has failed in some spectacular and unusual way;
equal to or greater than the Fumble Range, then the action was not fumbled (and whether
the attempt was successful or not depends on if the skill roll equalled or exceeded the
required value, as normal).
The Fumble Range of most skill and stat rolls is equal to the difficulty factor applied in the roll.
Examples of spectacular and unusual failure are given shortly; the GM is encouraged to improvise.
Generally, the greater the margin by which the player failed the Fumble Roll (i.e. the lower his 1d20
score), the worse the outcome should be for his character (and the funnier the outcome should be to
perverse observers).
Example fumble outcomes in order of severity include:
freezing;
dropping a held item;
breaking a held item (note that magical items rarely break);
straining oneself and, consequently, losing 1d20 Hit Points and having to make an Injury
Roll (see the Injuries section in the Combat chapter). Armour Damage Penalties should be
ignored. The Damage Type of the Injury will be Crush for a skill or stat roll for a moving
action, and Mental for a skill or stat roll for a static action (in either case, reroll severities
>E).
Specific rules for fumbling attack and spell-casting rolls are given in the Combat and Magic chapters.
79
Chapter 3 Actions
5,1)
DIRE FUMBLES
A dire fumble occurs whenever a 1 is thrown on a Fumble Roll (i.e. both the skill or stat roll and the
subsequent Fumble Roll score ones). In such cases, in addition to the violent disaster that should
befall the fumbling character, the GM should ensure that the bonus of the skill or stat being used is
decreased by 1 point.
Such skill decreases should last until such time as the skill increases again through natural use,
tuition, etc. Stat decreases resulting from dire fumbles, however, should only be temporary lasting
a number of days equal to the Fumble Range.
6)
TIMING ACTIONS
The rules have now been given for determining whether a character succeeds or fails when he
attempts a potentially risky action. But how long does it take a character to perform an action?
In many situations, timing actions is not necessary. If a character is buying a drink at an inn, then
determining how long it takes him to give his order to the innkeeper and how long it takes to pour
the beer is not very important. Even many potentially risky (non-routine) actions do not require
timing. E.g. imagine a thief in the cellar of a merchants town-house, trying to pick the lock on a
strongbox. If he is alone and unobserved in an empty house, then it is probably only essential to
determine if he manages to pick the lock or not; timing how long the lock picking actually takes is
likely to be unimportant.
However, if the GM decides that the merchant is in the house after all and, having heard a noise, is
creeping towards the cellar door with a poker in his hand, then it suddenly becomes vital to time
how long it takes the thief to open the box. Will he get the box open and be able to steal its contents
and hide before the merchant enters the cellar and sees him?
Keeping track of how long each action takes is often most important in combat situations. If two
opponents are fighting each other with swords, who strikes first and who strikes second? The
second combatant may be slain before he can make his attack.
Guidance on the default durations for common actions is given in The GM chapter. The speeds of
attacks with different weapons are listed in the weaponry tables in the Combat chapter (times
required to reload missile weapons are also given). While each player gets to decide how much time
his character will devote to his actions (he can speed them up see the Reducing the Time Required for
an Action section shortly), the GM acts as ultimate arbiter as to what is reasonable and has to decide
how long everything else takes to occur. The Combat chapter ends with a worked example of timing
in a fight.
6,1)
REACTIONS ROLLS
As mentioned above, the GM will frequently need to decide who reacts first and last to an event.
This is often necessary at the beginning of situations which the GM needs to time, e.g. combat. One
person in a stand-off might suddenly draw his sword and begin to attack. How quickly can his
opponents react and draw their weapons? Which of them draws first and which last?
In such situations, the GM should first divide the participants into two categories:
1. those that must react to events usually because they are surprised, wrong-footed, caught
unawares, etc.;
2. those that do not need time to react usually because they were already aware of what is
happening and are not surprised (e.g. it may be their actions which have surprised the
others).
80
Chapter 3 Actions
A Reactions Roll should be made for each participant in the first category (including NPCs if they
are involved) by throwing 1d20+RE, where RE is the Reactions stat. Note that RE will be reduced
by any Resistance Penalty, RZ. The players (and GM) then compare scores. The participant with the
highest score gets to commence his actions first, typically 1 second after the timed situation has
started. The participant with the next highest score may begin his actions 1 second later, and so on.
I.e. each participant commences actions at 1 second intervals, with the participant with the lowest
score starting his actions last. (The GM should feel free to choose a different interval, e.g. 2 seconds,
if only a few participants are involved in the situation.)
Note that a character may not perform any actions until the allotted time when he finally reacts to
the situation. During the intervening period of limbo between the start of the situation (at zero
seconds) and the time at which he finally reacts the character is immobile and unable to defend
himself against attacks (see the Beating the Targets Reactions section of the Combat chapter) while his
brain is hastily assimilating information and deciding what to do.
Participants in the second category may start their actions automatically at zero seconds, i.e. at the
start of the timed situation. (Note that, in some situations, everyone present will have to react to a
sudden surprise event, e.g. a landslide, and no-one will be in the second category.)
6,1,1)
Often, before asking the players to make Reactions Rolls, the GM will ask them to make
Observation skill rolls to see if their characters have noticed an imminent threat. In these
circumstances, the GM may require characters that fail the Observation roll to start last
automatically, their players foregoing the Reactions Roll. Such characters should start their actions 1
second after the slowest participant that passed his Observation roll starts his, and be spaced out 1
second apart, with he that failed the Observation roll by the smallest margin going first and he that
failed the Observation roll by the largest margin going last.
At other times, the GM may not require Observation Rolls at all especially if an event is about to
occur which all characters cannot fail to observe. In such situations, Reaction Rolls on their own are
enough to determine who acts first.
6,2)
Skill and stat rolls are always resolved at the end of the duration of an action. An action fails if it is
cut short before the time required to perform it has elapsed. E.g. if a character in the process of
making a three-second attack is knocked unconscious after two seconds, then the attack is not
resolved.
6,3)
CANCELLING ACTIONS
A player can cancel his characters current action and begin a new one at any time. (Before the
character begins a new action, the GM might require some intervening recovery time to reflect the
momentum of a particularly forceful action or the need to look around to reorientate.)
6,4)
A player may wish his character to attempt an action associated with a skill or stat roll more quickly
than its default duration. If the GM allows this, then the actions duration can be reduced to no less
than half of the default duration and no less than 1 second. However, for every second that the
actions duration is reduced, the GM should increase the difficulty factor of the associated skill or
stat roll by two.
81
Chapter 3 Actions
E.g. Dorfo needs to leap over a 2 metre wide crevasse. The GM rules that this jump, including the
run up, would normally require 6 seconds and have a difficulty factor of 5. Dorfo has a +8
Gymnastics skill. Consequently, to succeed, his player would normally have to roll 7=10+5-8 on
1d20. However, Dorfo is being chased by a pack of wolves and he doesnt have very long to make
the jump the wolves are almost snapping at his heels. Dorfos player tells the GM that he will
attempt the jump in only 3 seconds (half the default duration, so the minimum possible). Each
second faster increases the difficulty factor by 2, so 3 seconds quicker increases the difficulty factor
by 6. The difficulty factor of the leap therefore increases from 5 to 11, and so Dorfos player must
roll 13=10+11-8 to succeed. Taking a run-up, Dorfo leaps into the air, and his player throws the
1d20
6,4,1)
REDUCING THE TIME REQUIRED FOR A ROUTINE
ACTION
Routine actions are accomplished automatically, without a skill or stat roll. However, if a character
wishes to accomplish a routine action in a faster time than normal, there is an increased element of
risk and the GM may consequently require a skill or stat roll, using a relevant skill or stat.
For instance, in order to speed up combat, the GM will normally class drawing or reloading
weapons as routine actions. However, if a PC wants to draw or reload more quickly than the default
duration, the GM should require a skill roll, using the skill associated with the weapon being drawn
or reloaded. E.g. a heavy crossbow takes 8 seconds to reload normally. Reloading such a crossbow
in 4 seconds would require a Crossbow skill roll with the normal difficulty factor (e.g. 5) increased
by 2x4=8. A successful roll would indicate that the crossbow had been reloaded in 4 seconds.
Failure might indicate that the reload took longer than 8 seconds, depending on degree of failure. A
fumble might indicate that the bolt had been accidentally shot into the nearest foot
6,4,2)
Whenever a character fumbles an attempt to perform an action in less time than the default
duration, i.e. he rolls an unmodified 1 on the skill or stat roll, the Fumble Range for the action is
increased by +2 for every second less than normal spent on the action.
E.g. Dorfo is making a quick swing with a broadsword at an opponent. Rather than taking 3 seconds
to attack as normal, Dorfo is attacking in 2 seconds. The difficulty factor of his attack roll, which is
typically the targets Dodge skill, will be increased by 2. In addition, should Dorfo fumble the attack
roll by throwing an unmodified 1, then the Fumble Range, which is normally 8 for a broadsword,
will become 8+2=10, i.e. Dorfo must throw another 1d20 and score 10 or more to avoid fumbling.
82
Chapter 4 Combat
CHAPTER 4
COMBAT
Combat is a key part of every fantasy role-playing game in fact, having the chance to slay dragons
with huge swords is probably the reason that most people play. Combat is also a very tricky thing to
model realistically. Differing types of weapons, armour, defensive manoeuvres and injuries all need
modelling. Hopefully, the rules given in this chapter, in combination with those for performing and
timing actions, will allow combat to be realistic and yet still flow at a fast and exciting second-bysecond pace.
1)
Attack skill rolls require a value to be calculated using a variant of the usual formula:
10 + [ targets Dodge/Block skill bonus ] [ attackers attack skill bonus ]
An attack hits if the result of the 1d20 attack roll is equal to or greater than the value of the formula.
1,1)
Various factors can alter a characters attack skill bonus, as we will see. The following penalties and
bonuses are cumulative.
1,1,1)
STRENGTH PENALTY
Obviously, the heavier a melee weapon is, and the longer the distance between the centre of gravity
of the weapon and the handle, the harder it is to wield effectively. Likewise, the larger the bow is,
the harder it is to bend and the heavier the crossbow is, the harder it is to turn the crank to reload it.
Consequently, weapons are given a statistic called minimum Strength (mST). A Strength Penalty of
STmST (i.e. the attackers ST minus the minimum ST of the weapon) is applied to the attack skill
bonus of the weapons wielder.
Note that, if a characters Strength Penalty with a weapon is positive, i.e. he is stronger than the mST
of his weapon, then the Strength Penalty is ignored and he can use the weapon unhindered (he does
not gain a bonus to his attack skill in such cases).
83
Chapter 4 Combat
1,1,2)
LOCATION PENALTY
The attacker should choose which part of the targets body he is going to strike before making his
attack. Certain parts of the target may be harder to hit than others because they are relatively small,
distant or fast-moving these have an associated Location Penalty. This penalty is applied to the
attack skill bonus.
The following rules apply to bodies of normal humanoid shape, and can easily be adapted for most
quadrupeds. Obviously, the GM will need to make alterations for large targets where some body
locations may be hard to reach, or non-humanoid targets where unusual limbs may be present (e.g.
wings), etc.
1,1,2,1)
FIRST DIVISION BODY LOCATIONS
The body should first be divided into torso, limbs and head. Attacking one of these body locations
attracts the following Location Penalty:
FIRST DIVISION
BODY LOCATION
Torso
Limb
Head
LOCATION
PENALTY
0
-1
-2
The torso is the default body location targeted by every attack. I.e. if the attacker does not choose
which part of the targets body he is going to strike before making the attack, the GM should
assume that the strike is aimed at the torso, since it is often the most relatively slow moving and
largest body part.
1,1,2,2)
SECOND DIVISION BODY LOCATIONS
The torso, limbs and head can be sub-divided into smaller body locations, if necessary. This is often
required because the attacker will wish to aim at an area which is not covered by armour.
BODY LOCATION
FIRST DIVISION
SECOND DIVISION
Front
Torso
Back
Side
Upper Arm or Leg
Limb
Lower Arm or Leg
Hand or Foot
Face
Head
Crown *
Neck
LOCATION
PENALTY
-4
84
Chapter 4 Combat
FIRST DIVISION
BODY LOCATION
SECOND DIVISION
Torso
Limb
Head
THIRD DIVISION
Chest, Stomach, Groin,
Shoulders, Lumbar, Bottom,
Arm Pit
Shoulder, Hip,
Elbow, Knee, Wrist, Ankle,
Fingers, Palm, Toes, Heel
Eye, Nose, Mouth, Ear,
Throat
LOCATION
PENALTY
-6
1,1,3)
ORIENTATION BONUS
An attack is easier if it is made from the rear or the flank of the target, because the target is less able
to clearly see the attack coming and dodge or deflect it effectively. Consequently, the attackers
attack skill bonus is increased depending on the orientation of his attack relative to the target:
ORIENTATION
OF ATTACK
From the Front
From the Flank
From the Rear
1,1,4)
BONUS TO
ATTACK SKILL
0
+1
+2
A magic weapons bonus (typically +1, +2 or +3) should be applied to the attack skill bonus for
attack rolls with that weapon.
85
Chapter 4 Combat
1,1,5)
RANGE MODIFIER
The attack skill bonus may be modified if the attacker uses a ranged attack. The distance to the
target determines whether a modification is applied and whether it is a bonus or penalty:
TYPE OF ATTACK
Thrown or Missile
Elemental Spell (bolt, ball, cone)
DISTANCE TO TARGET
(as a percentage of the attacks maximum range)
10%
50%
+1
-2
+2
-1
E.g. if a long bow has a maximum range of 100 metres, the archers Bows skill bonus is increased by
+1 when he fires at targets within 10 metres, and is decreased by -2 when he fires at targets 50
metres distant or more.
1,1,6)
RESISTANCE PENALTY
The attackers Resistance Penalty, RZ, will reduce his attack skill bonus.
1,1,6,1)
FATIGUE
Whenever a character begins combat, his player should add together the characters current number
of Hit Points (HIPs) and his Resistance Penalty (RZ). (Note that RZ is zero or negative so the result
should be less than or equal to his current HIPs.) After a number of seconds has elapsed equal to
this result, the character becomes fatigued.
Onset of Fatigue = Current HIPs + RZ
Once a character is fatigued, a cumulative -1 Fatigue Penalty is accrued each second that he
continues to fight. The total Fatigue Penalty is added to the characters Resistance Penalty. This
increase in (worsening of) RZ progressively reduces any skill or stat bonuses used in rolls for
actions, including the fatigued characters attack skill bonus, his Dodge skill bonus, etc.
Resting for 100/CO seconds resets the clock the characters Fatigue Penalty becomes zero again
and his player should recalculate when the onset of fatigue will next occur. (If the character has lost
HIPs since last time, this may occur sooner than before.) Resting for less than 100/CO seconds is
ineffective, i.e. it does not reset the clock or reduce the Fatigue Penalty, and the character remains
fatigued. Resting requires the cessation of all vigorous physical movement; a character may still walk
and talk and perform largely mental actions like spell-casting whilst resting.
Once a player has calculated when the onset of fatigue occurs, i.e. after how many seconds the
Fatigue Penalty starts to be applied, he does not need to recalculate it every time that his character
subsequently loses HIPs. The onset of fatigue is only determined when a character enters combat
for the first time, or when he recommences combat following a period of rest.
Note that, because Fatigue Penalties increase (worsen) Resistance Penalties, they can reduce a
characters maximum speed and, therefore, his ability to flee from pursuing aggressors see the
Prohibited Movement Rates section in the Actions chapter.
Also note that some types of creatures do not become fatigued (e.g. demons, elementals, undead,
trolls).
86
Chapter 4 Combat
For example Kalin the Dwarf Berserker has decided to rid an abandoned Dwarfen fortress of a Pit
Fiend, a demon which has taken up residence there. Kalin has 31 HIPs, a ST of 17 and a CO of 16.
Normally encumbered only by his battle axe, loin cloth and beard, Kalin has prudently donned a
metal breastplate for this battle. The weight of this gear comes to 15 kgs, well below the 3xST=51
kgs he could carry before acquiring an Encumbrance Penalty. The breastplate does give him a -1
Armour Action Penalty, however, and this means he has a Resistance Penalty, RZ, of -1.
Kalin encounters the Pit Fiend and combat begins. Reaction Rolls are made and the GM starts
timing actions. Kalins player calculates that he can fight for HIPs+RZ=31-1=30 seconds before
becoming fatigued. (The Fiend is a demon and so never becomes fatigued!)
Both parties commence a series of attacks and much blood is spilt. One of Kalins attacks is begun
29 seconds into the combat. Swinging his battle axe takes 4 seconds, so Kalins player must wait till
33 seconds of combat have elapsed before making his attack roll to resolve this action. As the 31st
second of combat begins, Kalin suddenly acquires a -1 Fatigue Penalty due to exhaustion, making
his RZ increase to -2. By the time that the 33rd second arrives, Kalins Fatigue Penalty is 30-33=-3
and his RZ=-4. Thus, when Kalins player makes the attack roll, Kalins Two-Handed Axes skill
bonus is 4 points lower than normal, thanks to exhaustion. (His Dodge skill will also be lowered by
this amount, making it more likely that the Fiends attacks will hit him.)
Realising that he needs to rest, Kalin makes an Unarmed Combat attack next, trying to trip the
demon. This takes 2 seconds to accomplish so the attack roll is made at 35 seconds. Kalins RZ is
-1+(30-35)=-6 by this time, i.e. a -6 penalty is applied to his Unarmed Combat skill in the attack roll.
Fortunately, the trip works and the Fiend falls over. Taking his chance, Kalin flees round the corner
out of sight. With a RZ of -6, Kalin is now so tired that the fastest he can run is his jogging pace; his
Sprinting movement rate is prohibited (see the Prohibited Movement Rates section in the Actions
chapter).
Luckily, Kalin manages to move fast enough to find an alcove in which to hide. He must rest for
100/CO=100/16=6 seconds in order to eliminate his Fatigue Penalty and reset his RZ to -1. By the
time that the Pit Fiend finds him, 10 seconds have elapsed and Kalin is no longer fatigued! If he
were unharmed, he could now fight for another 30 seconds before acquiring a Fatigue Penalty again.
However, thanks to the Fiends attacks, his current HIP total is 15. Consequently, if the fight
continues for longer than HIPs+RZ=15-1=14 seconds, he will start getting fatigued again.
1,1,7)
It is not necessary to develop a separate skill bonus in order to wield a weapon with the off hand (i.e.
the left hand if the character is right-handed, and vice-versa). However, a -2 penalty is applied to all
attack skills (for one-handed attacks) using a characters off hand. E.g. a right-handed character with
a Daggers/Knives skill of 8 will have a skill bonus of 8 when wielding a dagger in the right hand and
a skill bonus of 6 when wielding a dagger in the left hand.
1,1,7,1)
AMBIDEXTERITY
Off Hand Penalties should not be applied to ambidextrous characters.
1,1,7,2)
OFF HAND PENALTIES AND TWO-HANDED WEAPONS
Using a two-handed weapon, such as a bow or a two-handed sword, requires the use of the off
hand. However, the Off Hand Penalty should only be applied to such skills if the off hand is used to
lead with the attack rather than the normal hand.
87
Chapter 4 Combat
1,1,7,3)
OFF HAND PENALTIES AND NON-ATTACK SKILLS
At the GMs discretion, a -2 Off Hand Penalty may be applied to other types of skills in which the
lead hand is predominantly favoured if they are utilised with the off hand. E.g. if a character that is
right-handed is forced to pick a lock using only his left hand, his Pick Lock skill bonus should be
modified by -2.
1,1,8)
It is possible to deliver simultaneous attacks with multiple weapons. However, it is hard to coordinate multiple attacks. Consequently, when making simultaneous attacks, a cumulative -2 penalty
for each extra attack beyond the first is applied to all attack skills used (including that for the first
attack). Note that:
for these purposes, attacks are defined as simultaneous if their durations overlap, even
partially;
these penalties are cumulative with any applicable off hand penalty;
simultaneous attacks can be directed at the same or different targets within range.
E.g. if a character wields two daggers simultaneously, then a -2 penalty will be applied to his
Daggers/Knives skill for both attacks. He could even attempt to simultaneously kick a target whilst
striking with his both of his daggers in this case, a -4 penalty would apply to all three attacks.
1,1,8,1)
FUMBLING SIMULTANEOUS ATTACKS
If a weapon is being used to deliver a simultaneous attack, then its Fumble Range is increased by
50%. E.g. a character makes a single attack using a scimitar, with a default Fumble Range of 8. He
will fumble if he throws a 1 on the attack roll followed by <8 on the Fumble Roll. However, if he is
simultaneously attacking with a weapon in his other hand, then he will fumble the scimitar attack if
he throws a 1 followed by <12.
1,1,9)
MISCELLANEOUS MODIFIERS
As always, the GM should feel free to applier further modifiers (penalties or bonuses) to reflect
other factors that might affect an attackers attack skill bonus. For example, if a target is partially
hidden by a bush, the GM may wish to apply a penalty to the attack skill. Likewise, if the target is
clearly silhouetted against the skyline, then a bonus could be applied to the attack skill. Etc.
1,2)
A target may make two different types of defensive manoeuvre to avoid being struck by an attack.
He may use Dodge skill to dodge the blow this is the default method. Alternatively, he may block
the force of the blow using his Block skill. This usually requires the use of a shield or melee weapon.
For the purposes of this section, note that simultaneous attacks are defined as attacks that end (i.e.
strike) at the same time. I.e. they are simultaneous from the targets point of view.
1,2,1)
DODGE SKILL
Dodge skill represents a characters ability to move his body out of the way of incoming attacks. A
target may defend against all attacks, even simultaneous attacks, with his Dodge skill so long as he
is aware of them (i.e. surprise attacks cannot be dodged).
Remember that a targets Resistance Penalty, RZ, will reduce his Dodge skill bonus when it is used
as the difficulty factor in attack rolls.
88
Chapter 4 Combat
1,2,2)
BLOCK SKILL
A target can defend against one attack at any time using his Block skill, which represents his ability
to block an attack using a shield or a weapon. Note that:
the defender can only block one attack at any time so, if a number of simultaneous attacks
are incoming, he must choose which attack he will block the rest may be dodged;
a block can be used against all directions of attack except those coming from the opposite
flank e.g. if the block is being made with a shield held in the left hand, it cannot be used
against attacks from the right flank;
it is impossible to block whilst simultaneously making an attack with the same arm e.g.
choosing to block with a weapon causes any attack currently being made with that weapon
to be lost;
if a magic shield or weapon is used to block, then its magic bonus will be applied so as to
enhance the defenders Block skill bonus.
1,2,2,1)
RESISTANCE PENALTY AND BLOCK SKILL
Block skill is unusual in that the defenders full Resistance Penalty is not always applied to it.
If the defender has a non-zero Armour Action Penalty, then it is always treated as being -1 for the
purpose of calculating the RZ to apply to Block skill, even if his Armour Action Penalty is actually
much more negative.
E.g. consider a defender wearing soft leather and chain mail hauberks with a metal breast plate,
chain hood and full plate helm these give an Armour Action Penalty of -3. With the weight of his
gear, his full RZ is -4 and this penalty is applied to all of his skill and stat bonuses in rolls. However,
for the purposes of calculating his Block skill when defending against attacks, his Armour Action
Penalty is treated as being only -1 and, thus, an RZ of only -2 is applied to his Block skill.
This means that heavily armoured characters are likely to find their Block skill bonus to be greater
than their Dodge skill bonus. Lightly or un-armoured characters will generally be better off dodging.
1,2,2,2)
BLOCKING WITH A SHIELD
Blocks are generally made with a shield. Note that no distinction is made in these rules between the
size of the shield used, i.e. between bucklers, normal or tower shields. This is because, generally,
while a bigger shield offers wider protection, it is heavier and therefore slower to move.
Block skill is used by a defender to actively block a specific incoming attack. He watches the attack
and moves his shield, weapon or arm in a targeted manner so as to intercept it. However, a shield
can also be used passively as cover. When used in this manner, the shield is simply held up as a
barrier to hide behind; the shield obstructs all incoming attacks from one general direction and is not
moved in a controlled way to intercept a specific attack. In such circumstances, a larger shield
obviously provides more cover than a smaller shield.
E.g. consider a foot-soldier attempting to storm a fortress guarded by archers up on battlements.
The soldier might lift a tower shield above his head, whilst he runs up to the forts gateway, to
shelter himself from the hail of arrows. In this passive use of his shield, the soldiers Dodge skill
should be used as the difficulty factor for the attack rolls for every bow attack against him, not
Block. The GM should take care to work out which of the foot-soldiers body locations can be seen
by each archer. Many will be hidden behind the shield and, perhaps, the archers will only be able to
aim at a second division body location such as a foot (with the associated -4 Location Penalty) the
rest of the soldier being hidden behind the shield.
89
Chapter 4 Combat
1,2,2,3)
BLOCKING WITH A WEAPON
A melee weapon can be held up and used, like a shield, to block an attack. This is called parrying. In
such cases, the defenders Block skill is used as the difficulty factor for the attack roll as normal.
1,2,2,4)
BLOCKING WITH AN ARM
If the defender lacks a shield or weapon, he may as a last resort block an attack by using his arm.
Clearly, this will be safer if his arm is heavily armoured. This is not treated as blocking, however.
Instead, the difficulty factor used in the attack roll is set to zero, as the target is not dodging the
attack but is trying to be struck. Obviously, any Injuries delivered will be focused towards his arm.
1,2,2,5)
QUALITY VALUES
There is a chance that the impact of an attack will break a shield or weapon which is used to block.
If the block is successful (i.e. the attack roll misses), then the result of the 1d20 thrown in the attack
roll should be examined. If its score is QV, where QV is the Quality Value of the shield or
weapon, then making that block has broken the shield or weapon.
Shields and weapons have the following QVs, depending on their composition:
COMPOSITION
Wood
Wood/Metal composite
Metal
Magic Item
QUALITY VALUE
3
2
1
0
Thus, if an axes wooden handle is used to block, a QV of 3 should be used. The axe is very likely to
be broken if used to block repeated attacks. A metal sword would probably survive more blocks. If
the axe is magical, however, then its QV is zero and it cannot be broken by blocking.
Shields and weapons that have been broken by blocks are rendered useless until repaired.
Note that, if the attack is fumbled (see the Fumbling Attacks section shortly) then the blocking shield
or weapon does not break, even if the attack roll result is QV (as the fumble should be bad for the
attacker, not the defender).
1,2,3)
SURPRISE ATTACKS
90
Chapter 4 Combat
1,2,3,2)
IMMOBILE TARGETS
Immobile targets e.g. unconscious characters or locked doors cannot defend against attacks in
any way and their Dodge and Block skill bonuses are effectively zero versus all attacks.
1,2,3,3)
ELEMENTAL BALL ATTACKS
Elemental spell attacks of the ball variety are always classed as surprising against the single target
located at their centre. Spells like fire balls erupt from a single focus and, if a creature is at that focus,
then it will not be able to see the ball coming or dodge it. Other targets that are not at the focus may
be able to see the surface of the balls volume rapidly expanding towards them, and so may use their
Dodge skill to try to avoid damage.
1,3)
SUMMARY
The whole attack roll process is condensed into a summary table in the Appendix, which also
includes the tables most frequently used in combat. The attack roll process is also demonstrated in
the detailed example given at the end of this chapter.
1,4)
FUMBLING ATTACKS
Fumble Ranges for weapons are listed in the tables in the Weapons section. Note that, if a weapon is
magical, its Fumble Range is reduced by its magical bonus e.g. while a normal long sword has a
Fumble Range of 10, a +2 magical long sword has a Fumble Range of 8. The Fumble Range for an
elemental spell attack is equal to the spells level (for more rules on spell-casting fumbles, see the
Magic chapter).
If a character making an attack throws an unmodified 1, and then rolls less than his weapons
Fumble Range on the subsequent Fumble Roll, he fumbles. Example fumble outcomes include:
freezing;
dropping the weapon;
breaking the weapon (note that magic weapons rarely break);
hitting the nearest friend with the attack;
striking oneself and, consequently, losing 1d20 Hit Points and having to make an Injury Roll
(see the Injuries section later). The relevant Armour Damage Penalty should decrease the
number of HIPs lost, and the Damage Type of the Injury should correspond to the weapon
used.
1,5)
DISARMING AN OPPONENT
An attacker can try to disarm his opponent making him drop whatever weapon he holds rather
than trying to harm him directly.
If an attacker chooses to try to disarm his opponent, an attack roll should be made as normal.
Obviously, the attack must be aimed at the targets hand, so a -4 Location Penalty will be applied to
the attack skill. If the attack roll is:
successful, then the target has been disarmed but is not otherwise harmed;
unsuccessful, then the attack misses and the target is not disarmed or harmed.
The greater the level of success, the greater the resulting separation between the target and his
weapon. E.g. if the attack roll was just a success, then the target is likely to have dropped his weapon
at his feet whereas, if the attack roll was passed by a large margin, then his weapon may have been
knocked several metres away.
91
Chapter 4 Combat
2)
DETERMINING THE DAMAGE FROM
ATTACKS
A creatures health is represented by a number of Hit Points (HIPs). Each time the creature is hit by
an attack, it loses some HIPs. When the HIP total becomes zero (or negative), the creature loses
consciousness. (Rules for damage are described in more detail in the Damage and Injuries section.)
If an attack hits, the target loses a number of HIPs equal to the sum of the following three
contributions.
2,1)
As we have seen, an attack only hits if the result of the 1d20 attack roll is greater than or equal to
some value determined with the formula:
10 + [ targets Dodge/Block skill bonus ] [ attackers attack skill bonus ]
This value is subtracted from the result of the 1d20 attack roll, and the difference is the number of
Hit Points lost by the target.
2,2)
The weight and design of some weapons means that they deliver more damage than others. A blow
from a two-handed sword will generally deliver more damage to a target than a blow from a short
sword, because the two-handed sword is heavier and more leverage is gained from its greater length.
This is represented by an Attack Damage Bonus (ADB) associated with every weapon, which is
added to the number of Hit Points lost by the target because of an attack that hit. The ADBs of
various weapons are listed in the tables in the Weapons section shortly.
Note that the Attack Damage Bonus is only added to the overall number of HIPs lost by the victim
if the attack actually hit. (If the attack missed, its ADB is not applied!)
2,3)
The type of armour at the body location being hit protects against different types of damage to
varying degrees. This is represented by an Armour Damage Penalty (ADP) associated with every
combination of armour and specific to each type of damage which is added to the number of Hit
Points lost by the target. Generally, the ADP is negative so this addition reduces the HIP loss, thus
reflecting the protection bestowed by the armour. The ADPs of the various Armour Combinations
(ACs) are listed in the Armour Damage Penalties for Different Armour Combinations section later.
Note that the Armour Damage Penalty is only added to the overall number of HIPs lost by the
victim if the attack actually hit. (If the attack missed, the ADP is not applied!)
Note also that, if the ADP of the body location struck is so large that it would make the total
number of HIPs lost by the victim of an attack also negative, then the target does not gain HIPs.
Instead, his HIP total remains unchanged; his armour has effectively absorbed all of the attacks
damage and he neither gains or loses HIPs. E.g. an attack roll exceeds the number needed to hit by 1
point. If the attacks ADB is +3 and the ADP of the Armour Combination struck is -9, then
1+3-9=-5 HIPs are lost by the target. Losing -5 HIPs would be the same as gaining 5 HIPs, but
suffering an attack should not effectively heal a target! Consequently, the targets HIPs remain
unchanged in this situation.
92
Chapter 4 Combat
Finally, remember that, if an attacker is aiming at a body location which is covered by several
different Armour Combinations, then the highest Armour Combination found on that body
location is used to determine the ADP applied to the attack. E.g. an attacker specifies that he is
going to strike a targets head a first division body location. The target is wearing a plate closed
helm (with a visor) over chain mail and soft leather hoods. Consequently, if the attack hits, AC 10 is
used. If, instead, the attacker specifically aims at the targets eye a third division body location by
stabbing through the helms visor, then a -6 Location Penalty is applied to his attack skill but AC 0
will be used to determine the ADP if the attack hits. To summarise, whenever an attackers player
chooses which part of a target to aim at, he should balance the difficulty of aiming at a small specific
part of the target with the benefit of striking a less protected area and consequently doing more
damage if he hits.
3)
WEAPONS
3,1)
MELEE WEAPONS
3,1,1)
NAME
mST
ADB
DAMAGE
TYPE
SPEED
(secs)
WEIGHT
(kgs)
LENGTH
(metres)
COST
Axe, Hand
Chain, Fighting
Cudgel
Dagger
Flail, Morning Star
Hammer, War
Javelin
Lance
Mace
Nunchaku
Shield, Buckler *
Shield, Normal *
Shield, Tower *
Sword, Broad
Sword, Cutlass / Sabre
Sword, Falchion
Sword, Foil
Sword, Long
Sword, Rapier
Sword, Scimitar
Sword, Short
Whip
8
20
7
5
18
8
10
20
8
18
5
5
5
8
8
10
8
10
8
8
7
15
8
8
3
3
8
8
8
15
8
3
3
8
12
8
8
12
3
12
3
8
3
3
4
2
3
2
5
4
3
20
4
1
1
3
4
4
3
5
3
5
3
4
3
1
Slash
Crush
Crush
Slash
Crush
Puncture
Puncture
Puncture
Crush
Crush
Crush
Crush
Crush
Slash
Slash
Slash
Puncture
Slash
Puncture
Slash
Puncture
Grapple
3
4
3
2
4
4
3
5
4
2
2
4
5
3
3
4
3
4
3
3
3
2
2.5
2.5
1.5
0.5
2.5
2.5
2
2.5
2.5
1
3
9
15
2
2
2.5
1.5
2
1.5
2
1.5
2
0.8
3.0
0.9
0.3
0.6+0.3
0.9
1.7
3.6
0.9
0.5+0.5
0.3
1.1
1.5
0.9
0.8
0.9
0.9
1.1
0.9
0.9
0.5
3.0
5 sp
4 sp
5 cp
3 sp
16 sp
15 sp
3 sp
12 sp
6 sp
12 sp
35 bp
7 sp
9 sp
10 sp
9 sp
15 sp
21 sp
18 sp
22 sp
10 sp
7 sp
2 sp
Key:
F = Fumble Range for the attack. If an unmodified 1 is thrown on the attack roll, then the
attacker must roll F on 1d20 to avoid fumbling.
mST = minimum Strength for attack.
DAMAGE TYPE = the type of damage inflicted by the weapon, i.e. whether the attack
slashes, crushes, punctures, etc. Different types of armour protect to lesser or greater extents
versus different Damage Types. (Damage Type also determines the kind of Injuries that the
attack may cause; Injuries are described later.)
93
Chapter 4 Combat
ADB = Attack Damage Bonus. This bonus is added to any HIP loss caused by the attack, if
it hits.
SPEED = the default duration required for an attack.
WEIGHT = the average weight of the weapon.
LENGTH = the average length of the weapon.
COST = the average cost of the weapon (gp = gold piece, sp = silver piece, bp = bronze
piece and cp = copper piece).
* Note that spiked shields deliver Puncture Injuries, not Crush. The weights and prices given
are for wooden shields. More expensive reinforced or metal shields are listed in the Prices for
Goods and Services chapter.
3,1,2)
TWO-HANDED
NAME
mST
ADB
DAMAGE
TYPE
SPEED
(secs)
WEIGHT
(kgs)
LENGTH
(metres)
COST
Axe, Battle
Club
Flail, Great
Halberd
Hammer, Great
Mace, Great
Mattock, War
Pick, Military
Pike
Quarterstaff
Spear
Sword, Bastard
Sword, Claymore
Sword, Katana
Sword, No-Dachi
Sword, Two-Handed
Trident
14
8
20
14
12
8
14
14
14
12
8
10
14
10
14
14
8
13
10
15
13
15
15
13
13
13
6
6
8
13
8
13
15
6
8
6
10
10
10
10
8
8
10
4
4
6
8
6
10
12
4
Slash
Crush
Crush
Slash
Crush
Crush
Puncture
Puncture
Puncture
Crush
Puncture
Slash
Slash
Slash
Slash
Slash
Puncture
4
3
4
4
4
4
4
4
4
3
3
3
4
3
4
4
3
3
2.5
3.5
3.5
4.5
3.5
2.5
3
3.5
2
2.5
2.5
2.5
2.5
3
4
2.5
1.1
1.2
0.9+0.6
2.4
1.2
1.2
1.2
1.2
3.6
1.8
2.3
1.2
1.1
1.2
1.8
1.8
2.1
13 sp
1 cp
19 sp
14 sp
20 sp
10 sp
15 sp
15 sp
12 sp
5 cp
23 bp
20 sp
20 sp
23 sp
25 sp
20 sp
4 sp
*
*
*
*
3,1,2,1)
USING TWO-HANDED WEAPONS WITH ONE HAND
Almost any two-handed melee weapon can be swung with only one hand, but the weight and lack of
balance make effective attacks very tricky to deliver. In such cases, the characters ST stat is halved
for the purposes of determining the Strength Penalty, i.e. a penalty equal to (ST/2)mST is applied
to the attack skill bonus. Fractions <0.5 should be rounded down and those 0.5 rounded up.
* Weapons like quarterstaffs, spears, tridents, bastard swords and katanas have long handles and are
balanced such that they can be used relatively easily one-handed (hence their low mST statistics).
94
Chapter 4 Combat
3,2)
THROWN WEAPONS
NAME
mST
ADB
DAMAGE
TYPE
SPEED
(secs)
MAX
RANGE
(metres)
WEIGHT
(kgs)
LENGTH
(metres)
COST
Axe, Hand
Bolas
Dagger
Dart
Hammer, War
Javelin
Mace
Net, Gladiators
Nunchaku
Shuriken
Spear
20
20
10
5
20
15
20
15
20
5
15
8
3
3
3
8
8
8
3
3
3
6
3
1
2
1
3
6
3
0
1
1
6
Slash
Grapple
Puncture
Puncture
Crush
Puncture
Crush
Grapple
Crush
Slash
Puncture
3
3
2
2
4
3
4
3
2
2
3
15
15
20
10
15
50
15
10
15
20
40
2.5
1
0.5
0.25
2.5
2
2.5
1
1
0.5
2.5
0.9
1.0
0.3
0.1
0.9
1.8
0.9
1.5
0.5+0.5
0.1
2.4
5 sp
6 sp
3 sp
2 sp
15 sp
3 sp
6 sp
3 sp
12 sp
30 sp
23 bp
Note that the maximum range given in this table is not the furthest that a weapon can be thrown,
but is the longest distance over which successful attacks can be made. I.e. the distances given in the
table are for fairly flat trajectories which are easy to aim. A dagger, for example, could be lobbed
high up into an arcing, parabolic trajectory so that it travels much further than 20 metres
horizontally. However, it would be extremely hard to aim such a throw so that it hit a specific target.
Many attempts might be needed, and the dagger would be as likely to hit handle first as blade first.
3,2,1)
ADB
DAMAGE
TYPE
SPEED
(secs)
MAX
RANGE
(metres)
WEIGHT
(kgs)
LENGTH
(metres)
SIZED
LIKE
Rock, Small
Rock, Medium
NAME
3
13
1
5
Crush
ST
0.5
2
0.5
0.1
Apple
Grapefruit
E.g. a character with ST=10 can hit targets up to 10 metres away with a small rock.
Note that, unless a character specifically develops a skill at throwing rocks, an attack bonus equal to
AG/4 should be used.
95
Chapter 4 Combat
3,3)
MISSILE WEAPONS
SPEED
(secs)
RELOAD
(secs)
MAX
RANGE
(metres)
WEIGHT
(kgs)
LENGTH
(metres)
COST
15,5
30
0.5
0.9
5 sp
10,15
10
120
1.5
1.5
17 sp
10,11
80
0.9
9 sp
10,14
10,10
20,1
10,1
10,15
15,20
8
3
13
3
3
8
6
3
12
6
2
4
1
1
1
1
2
2
3
3
8
5
3
3
100
60
150
100
40
60
1.5
1
4.5
2.5
0.5
1
1.5
0.9
0.9
0.6
0.9
0.9+0.3
10 sp
6 sp
22 sp
11 sp
15 bp
2 sp
DAMAGE
TYPE
ADB
Puncture
Key:
mST
Blow-pipe
Bow, Composite
Long
Bow, Composite
Short
Bow, Long
Bow, Short
Cross-bow, Heavy
Cross-bow, Light
Sling
Sling, Staff
Fr, Ff
NAME
Crush
Crush
3,4)
If a tool is used to attack instead of a proper weapon, use half of the skill bonus for the closest
weapon and half of its ADB. E.g. Gabrot the Goblin has been forced to defend himself with an old
carpenters hammer. His One-Handed Hammers/Mattocks/Picks skill bonus is used in the attack
roll (this covers the use of one-handed hammers), but his normal skill bonus of +14 is reduced to
+7. Additionally, if he hits, an ADB of +2 will be used rather than +4, the norm for war hammers.
4)
UNARMED COMBAT
Unarmed attacks can be divided into the following types. The same attack skill, Unarmed Combat, is
used for all.
NAME
mST
Holds or Locks
Kicks or Punches
Trips or Throws
7
5
9
0
0
0
DAMAGE
TYPE
Grapple
Crush / Mental
Crush
ADB
0
0
0
SPEED
(secs)
3
1
2
When making a kick or punch Unarmed Combat attack to the head, the attacker can choose
whether his attack will deliver the Crush or Mental Damage Type. If the Mental Damage Type is
chosen and the attack causes an Injury (Injuries are described shortly), then the target is likely to be
stunned rather than wounded. The decision regarding Damage Type must be made before the
attack.
(Because of their great size, strength and density, Trolls are able to make more dangerous unarmed
attacks see the Optional Races chapter. Some may also be able to throw large rocks.)
96
Chapter 4 Combat
5)
Similar rules are used to determine whether an elemental bolt, ball or cone spell (e.g. Lightning Bolt,
Fire Ball) hits its target or not. As usual, this formula is used for the attack roll:
10 + [ targets Dodge/Block skill bonus ] [ attackers attack skill bonus ]
...where the attack skill is either the attackers relevant spell-casting skill or AG/4, whichever is
highest.
Note that a target can use Block skill to deflect bolts but not balls or cones.
Note too that the Fumble Range of any magical attack is given by the spells level.
5,1)
SIZE
Elemental spell attacks can be cast in different sizes Tiny, Small, Medium, Large or Huge. Unless
otherwise specified (e.g. by a spells description), the size of an elemental spell attack correlates with
the size of its caster. E.g. a Human, medium in size, will generally cast medium sized bolts, balls and
cones; an old dragon, huge in size, will generally breathe out a huge sized cone of fire.
5,2)
The elemental attack spells size determines its Attack Damage Bonus, regardless of whether the
spell is a bolt, ball or cone:
SIZE
Tiny
Small
Medium
Large
Huge
5,3)
ADB
0
+1
+4
+10
+20
DAMAGE TYPE
5,4)
DAMAGE TYPE
Acid
Cold
Puncture
Electricity
Heat
Puncture
Crush
STRENGTH PENALTY
97
Chapter 4 Combat
5,5)
Note that there is no difference in Attack Damage Bonuses between bolts, balls and cones of the
same size. The only difference in terms of damage inflicted is that, whereas a bolt only affects a
single target (the first one it strikes), balls and cones have a volume and they affect everyone within
it. In addition to a volume, a cone is sustained, flame-thrower like, for an extended period, damaging
everyone entering the volume during that duration. Balls only damage targets within their volume
during the instant in which they appear they dissipate harmlessly afterwards.
5,5,1)
Attacks like elemental ball or cone spells will generally engulf a whole target, affecting all body
locations simultaneously. To model this, work out the targets average Amour Combination (AC) by
adding together the highest AC values on each first division body location (i.e. the torso, four limbs
and head) and dividing by six. Once the average AC has been calculated, use it to determine the
Armour Damage Penalty versus the Damage Type of the attack.
E.g. a character wearing a rigid leather helmet (AC 4), a soft leather hauberk and a plate cuirass (AC
9 on the torso and AC 1 on the arms and upper legs) has an average AC of (9+1+1+1+1+4)/6=
17/6=3. So, if the character is hit by a fireball, he is treated as if he has an Armour Damage Penalty
of -4 versus the attack (see the table in the Armour Damage Penalties for Different Armour Combinations
section below).
6)
ARMOUR
6,1)
ARMOUR COMBINATIONS
Different pieces of armour, made from different materials (e.g. leather, chain mail, plate), can be
worn on different body locations. The next table lists the combinations of armour that can be worn
on a particular second division body location, and their Armour Combination rating. It also shows
some equivalent natural animal hides (i.e. as found on certain animals).
TYPE OF
ARTIFICIAL ARMOUR
Naked Skin or Cloth
Soft Leather
Reinforced Leather (with wood splints)
Reinforced Leather (with metal splints)
Rigid Leather
Rigid Leather over Soft Leather
Chain Mail over Soft Leather
Scale Mail over Soft Leather
Plate
Plate over Soft Leather
Plate over Chain Mail over Soft Leather
Obsidian (see the Treasure chapter)
EXAMPLE OF EQUIVALENT
NATURAL ANIMAL HIDE
Soft Skin (e.g. wolf)
Hide (e.g. bull)
Tough Hide (e.g. crocodile)
AC
0
1
2
3
4
5
6
7
8
9
10
11
98
Chapter 4 Combat
6,2)
ARMOUR DAMAGE PENALTIES FOR DIFFERENT
ARMOUR COMBINATIONS
The Armour Damage Penalties given by the following table modify any Hit Points delivered to the
body location protected by the armour. Different armours protect better versus different types of
damage.
DAMAGE TYPE
ACID
COLD
CRUSH
ELECTRICITY
HEAT
PUNCTURE
SLASH
ASPHYXIATION
GRAPPLE
MAGIC
MENTAL
0
0
0
0
0
0
0
0
1
-1
-2
-1
0
-2
-1
-1
2
-2
-5
-2
0
-3
-4
-2
9
-9
-8
-9
+4
-9
-7
-9
10
-10
-9
-10
+5
-10
-10
-10
11
-10
-10
-10
-10
-10
-10
-10
6,2,1)
ATTACK DAMAGE BONUS VERSUS ARMOUR
COMBINATION FOR VARIOUS DAMAGE TYPES
If calculating ADB+ADP is too much mental arithmetic when determining the number of HIPs lost
because of an attack, the following tables can be used to help. They cross-reference an attacks ADB
with the target body locations AC for the different Damage Types.
E.g. a medium acid bolt hits a targets forearm, which is protected by a plate bracer. The bolt
delivers Acid damage with an Attack Damage Bonus of 4, and the bracer protects as Armour
Combination 8. Consequently, the Acid table is used to cross-reference an ADB of 4 with an AC of
8. The result is added to the total number of Hit Points lost because of the bolt attack in this case,
the result of -4 reduces the HIP loss, reflecting the effective protection bestowed by the bracer.
(This assumes, of course, that the acid bolt hits if it misses, no HIPs are lost by the target
regardless of the attacks ADB or the targets AC.)
99
Chapter 4 Combat
6,2,1,1)
ADB
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
6,2,1,2)
ADB
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
ACID
0
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
2
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
9
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
10
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
2
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
ARMOUR COMBINATION
3
4
5
6
7
8
-3
-4
-10
-6
-7
-1
-2
-3
-9
-5
-6
0
-1
-2
-8
-4
-5
1
0
-1
-7
-3
-4
2
1
0
-6
-2
-3
3
2
1
-5
-1
-2
4
3
2
-4
0
-1
5
4
3
-3
1
0
6
5
4
-2
2
1
7
6
5
-1
3
2
8
7
6
0
4
3
9
8
7
1
5
4
10
9
8
2
6
5
11
10
9
3
7
6
12
11
10
4
8
7
13
12
11
5
9
8
14
13
12
6
10
9
15
14
13
7
11
10
16
15
14
8
12
11
17
16
15
9
13
12
18
17
16
10
14
13
19
9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
COLD
0
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
100
Chapter 4 Combat
6,2,1,3)
ADB
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
6,2,1,4)
ADB
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
CRUSH
0
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
2
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
ARMOUR COMBINATION
4
5
6
7
8
-6
-7
-4
-5
-8
-5
-6
-3
-4
-7
-4
-5
-2
-3
-6
-3
-4
-1
-2
-5
-2
-3
0
-1
-4
-1
-2
1
0
-3
0
-1
2
1
-2
1
0
3
2
-1
2
1
4
3
0
3
2
5
4
1
4
3
6
5
2
5
4
7
6
3
6
5
8
7
4
7
6
9
8
5
8
7
10
9
6
9
8
11
10
7
10
9
12
11
8
11
10
13
12
9
12
11
14
13
10
13
12
15
14
11
14
13
16
15
12
9
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
10
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
ARMOUR COMBINATION
3
4
5
6
7
8
1
0
0
2
3
6
2
1
1
3
4
7
3
2
2
4
5
8
4
3
3
5
6
9
5
4
4
6
7
10
6
5
5
7
8
11
7
6
6
8
9
12
8
7
7
9
10
13
9
8
8
10
11
14
10
9
9
11
12
15
11
10
10
12
13
16
12
11
11
13
14
17
13
12
12
14
15
18
14
13
13
15
16
19
15
14
14
16
17
20
16
15
15
17
18
21
17
16
16
18
19
22
18
17
17
19
20
23
19
18
18
20
21
24
20
19
19
21
22
25
21
20
20
22
23
26
9
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
10
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
3
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
ELECTRICITY
0
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
2
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
101
Chapter 4 Combat
6,2,1,5)
ADB
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
6,2,1,6)
ADB
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
HEAT
0
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
2
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
ARMOUR COMBINATION
4
5
6
7
8
-5
-6
-7
-8
-1
-4
-5
-6
-7
0
-3
-4
-5
-6
1
-2
-3
-4
-5
2
-1
-2
-3
-4
3
0
-1
-2
-3
4
1
0
-1
-2
5
2
1
0
-1
6
3
2
1
0
7
4
3
2
1
8
5
4
3
2
9
6
5
4
3
10
7
6
5
4
11
8
7
6
5
12
9
8
7
6
13
10
9
8
7
14
11
10
9
8
15
12
11
10
9
16
13
12
11
10
17
14
13
12
11
18
15
14
13
12
19
9
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
10
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
ARMOUR COMBINATION
3
4
5
6
7
8
-5
-2
-3
-9
-8
-6
-4
-1
-2
-8
-7
-5
-3
0
-1
-7
-6
-4
-2
1
0
-6
-5
-3
-1
2
1
-5
-4
-2
0
3
2
-4
-3
-1
1
4
3
-3
-2
0
2
5
4
-2
-1
1
3
6
5
-1
0
2
4
7
6
0
1
3
5
8
7
1
2
4
6
9
8
2
3
5
7
10
9
3
4
6
8
11
10
4
5
7
9
12
11
5
6
8
10
13
12
6
7
9
11
14
13
7
8
10
12
15
14
8
9
11
13
16
15
9
10
12
14
17
16
10
11
13
15
18
17
11
12
14
9
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
10
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
3
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
PUNCTURE
0
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
2
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
102
Chapter 4 Combat
6,2,1,7)
ADB
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
SLASH
0
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
1
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
2
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
3
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
ARMOUR COMBINATION
4
5
6
7
8
-4
-5
-6
-7
-8
-3
-4
-5
-6
-7
-2
-3
-4
-5
-6
-1
-2
-3
-4
-5
0
-1
-2
-3
-4
1
0
-1
-2
-3
2
1
0
-1
-2
3
2
1
0
-1
4
3
2
1
0
5
4
3
2
1
6
5
4
3
2
7
6
5
4
3
8
7
6
5
4
9
8
7
6
5
10
9
8
7
6
11
10
9
8
7
12
11
10
9
8
13
12
11
10
9
14
13
12
11
10
15
14
13
12
11
16
15
14
13
12
9
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
10
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
11
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
1
2
3
4
5
6
7
8
9
10
6,2,1,8)
ASPHYXIATION, GRAPPLE, MAGIC OR MENTAL
Because Asphyxiation, Grapple, Magic and Mental attacks are not affected by the Armour
Combination of the target, the Armour Damage Penalty versus these types of attacks is zero, so any
HIP loss (from a successful attack) is just increased by the Attack Damage Bonus. I.e.:
ADB
0
1
2
3
etc.
6,3)
ALL ACs
0
1
2
3
etc.
Because of its stiffness, wearing armour reduces a characters ability to make successful actions. This
is represented via an Armour Action Penalty. The sum of the Armour Action Penalties for all of the
pieces of armour worn by a character (rounding fractions 0.5 up and <0.5 down) contributes to his
Resistance Penalty. This, in turn, penalises his skill and stat rolls for actions; see the Resistance section
of the Actions chapter.
6,4)
If a piece of armour has a magical bonus, it should be added to the Action Penalty associated with
that armour so as to reduce the Action Penalty and make the armour less cumbersome to wear. A
magical bonus can only reduce a piece of armours Action Penalty to zero; it cannot give the armour
a positive Action Penalty. (Note that the magical bonus of armour does not alter Armour Damage
Penalties.)
103
Chapter 4 Combat
6,5)
TYPE
GARMENTS
AVAILABLE
BODY LOCATIONS
COVERED
ACTION
PENALTY
WEIGHT
(kgs)
PRICE
Soft Leather
Cap
Hood
Jerkin
Coat
Hauberk
Gauntlets
Boots
Shoes
Trousers
0
0
0
0
0
0
0
0
0
0.5
1
4.5
6.5
8
1
2
0.5
4.5
5 cp
1 bp
1 sp
4 sp
6 sp
4 bp
1 sp
4 bp
4 sp
Wood Reinforced
Leather
Jerkin
-1
5.5
5 sp
Coat
Torso, Arms
-1
7 sp
(soft leather
with wood
reinforcements
sewn in,
e.g. splint mail)
Hauberk
-1
9 sp
Gauntlets
1.5
4 sp
Skirt
Upper Legs
(also Groin and Bottom)
4 sp
Metal Reinforced
Leather
Jerkin
-1
6 sp
Coat
Torso, Arms
-1
9 sp
(soft leather
with metal
reinforcements
sewn in,
e.g. splint mail)
Hauberk
-1
11.5
11 sp
Gauntlets
5 sp
Skirt
Upper Legs
(also Groin and Bottom)
4.5
5 sp
104
Chapter 4 Combat
GARMENTS
AVAILABLE
BODY LOCATIONS
COVERED
ACTION
PENALTY
WEIGHT
(kgs)
PRICE
TYPE
Helmet
Breastplate
Cuirass
(coupled breast
and back plate)
0
-1
1
11.5
25 bp
45 bp
Torso
(not Groin or Bottom)
-1
16
1 gp
1 sp
3 sp
1.5
5 sp
1 sp
1 sp
0.5
15 bp
1 gp
-1
-1
-1
0
9
13.5
18
2.5
15 sp
4 gp
55 sp
3 gp
Feet, Legs
(also Groin and Bottom)
-1
4 gp
0
-1
-2
2
11.5
17.5
2 gp
3 gp
8 gp
Hauberk
-3
22.5
11 gp
Gauntlets
2.5
6 gp
3 gp
Rigid Leather
Bracers
(waxed leather,
e.g. cuir bouilli)
Vambraces
Gauntlets
Cuisses
Greaves
Chain Mail
(interlocking rings
of metal)
Scale Mail
(overlapping small
scales of metal
riveted together
like scales of a
fish.
Cod Piece
Coif
(chain mail hood)
Jerkin
Coat
Hauberk
Gauntlets
Chausses
(chain mail
leggings with feet)
Hood
Jerkin
Coat
Skirt
Lower Arms
(not Elbow or Wrist)
Upper Arms
(not Shoulder or Elbow)
Hands and Wrists
Upper Legs
(not Knees, Hips or Groin)
Lower Legs
(not Knees or Ankles)
Groin
105
Chapter 4 Combat
Pot Helm
Full Helm
Closed Helm
(with visor)
Breastplate
Cuirass
(coupled breast
and back plate)
Plate
(solid large plates
of metal hinged or
riveted together)
Bracers
Vambraces
Gauntlets
Sabatons
Cuisses
Greaves
Cod Piece
Suit
(cuirass attached
to pair of
articulated arms
and legs)
6,6)
Torso
(not Groin or Bottom)
Lower Arms
(not Elbow or Wrist)
Upper Arms
(not Shoulder or Elbow)
Hands and Wrists
Ankles and Feet (not Soles)
Upper Legs
(not Knees, Hips or Groin)
Lower Legs
(not Knees or Ankles)
Groin
Torso, Arms and Legs
(not Hands and Feet)
PRICE
BODY LOCATIONS
COVERED
WEIGHT
(kgs)
GARMENTS
AVAILABLE
ACTION
PENALTY
TYPE
4 sp
-1
2.5
9 sp
-2
2.5
125 sp
-1
11.5
2 gp
-1
18
45 sp
5 sp
5 sp
0
0
2.5
2.5
5 gp
4 gp
3.5
1 gp
3.5
1 gp
4 sp
-5
35
25 gp
WEARING ARMOUR
106
Chapter 4 Combat
...will have a total Action Penalty of -9. The weight of all of this armour will be 84 kgs! For a
character with ST=15, this weight gives a -3 Encumbrance Penalty and, thus, a Resistance Penalty of
-12=-9+-3. In other words, wearing lots of armour will be extremely deleterious to even the
strongest characters skill and stat rolls for actions. Better find some magic armour!
7)
As seen before, a creatures health is represented by a number of Hit Points. Being hit by an attack
causes HIPs to be lost.
7,1)
7,2)
Lost Hit Points are regained naturally by eating and sleeping. Healing spells and herbs can also be
used to regain lost HIPs. If a character does not eat or sleep properly, the rate at which he regains
lost HIPs is reduced (see the Damage from Starvation and Sleep Deprivation section).
7,3)
INJURIES
To simplify combat, we generally only follow the level of a creatures Hit Points. However,
sometimes it is useful to model specific Injuries. Injuries are classed as severe wounds that generally
require special healing techniques, e.g. spells or herbs.
7,3,1)
If the attacker throws an unmodified 20 in the attack roll, then the victim makes a second 1d20 roll
this latter roll is called an Injury Roll. This Injury Rolls 1d20 score is cross-referenced on one the
following Injury Roll Tables with the amount of HIPs lost by the victim in the attack. The resulting
letter indicates the severity of the Injury inflicted by the attack (a result of - indicates that no
Injury is delivered). As the tables demonstrate, if the attack did not cause the victim to lose any
HIPs, then no Injury is delivered.
Separate Injury Roll Tables are given for each of the different sizes of targets Tiny, Small,
Medium, Large and Huge. Generally, use the table that corresponds to the targets size (The Bestiary
gives the size of each type of creature; all of the PC races are Medium with the exception of Trolls,
who are Large). However, if the attacker is smaller than the target, a different table should be used
to reflect this size difference, as shown in the next table:
ATTACKERS
SIZE
Tiny
Small
Medium
Large
Huge
Tiny
Tiny
Tiny
Tiny
Tiny
Tiny
Small
Large
Small
Small
Small
Small
TARGETS SIZE
Medium
Huge
Large
Medium
Medium
Medium
Large
N/A
Huge
Large
Large
Large
Huge
N/A
N/A
Huge
Huge
Huge
Note that:
a result of N/A indicates that the target cannot receive an Injury from attacks made by
aggressors of this size;
107
Chapter 4 Combat
in the case of elemental spell attacks (i.e. bolts, balls or cones), the attackers size is actually
the size of the elemental spell attack itself, rather than the caster.
7,3,1,1)
TINY CREATURE INJURY ROLL TABLE
NUMBER OF HIPS LOST BY VICTIM
VICTIMS
1d20
0
1
2
3
4
5
6
7
8
9 10 11 12
1
2
A A A A A A A A
3
A A A A A A A A A
4
A A B B B B B B B B
5
A A B B B B B B B B C
6
A A B B C C C C C C C D
7
A B B C C C C C C C D E
8
B B C C D D D D D D E F
9
B C C D D D D D D E F G
10
C C D D E E E E E F G H
11
C D D E E E E E F G H
I
12
D D E E F
F
F
F G H
I
I
13
D E E F
F
F
F G H
I
I
I
14
E E F
F G G G H
I
I
I
I
15
E F
F G G G H
I
I
I
I
I
16
F
F G G H H
I
I
I
I
I
I
17
F G G H H
I
I
I
I
I
I
I
18
G G H H
I
I
I
I
I
I
I
I
19
H H H
I
I
I
I
I
I
I
I
I
I
I
I
I
I
I
I
I
I
I
I
I
20
13
A
B
C
D
E
F
G
H
I
I
I
I
I
I
I
I
I
I
I
14
B
C
D
E
F
G
H
I
I
I
I
I
I
I
I
I
I
I
I
15
C
D
E
F
G
H
I
I
I
I
I
I
I
I
I
I
I
I
I
7,3,1,2)
SMALL CREATURE INJURY ROLL TABLE
NUMBER OF HIPS LOST BY VICTIM
VICTIMS
1d20
0
1
2
3
4
5
6
7
8
9 10 11 12
1
2
A A A
3
A A A A
4
A A B B B
5
A A B B B B
6
A A B B C C C
7
A A B B C C C C
8
A A B B C C D D D
9
A A B B C C D D D D
10
A A B B C C D D E E E
11
A A B B C C D D E E E E
12
A B B C C D D E E F
F
F
13
B B C C D D E E F
F
F
F
14
C C C D D E E F
F G G G
15
D D D D E E F
F G G G H
16
E E E E E F
F G G H H
I
17
F
F
F
F
F
F G G H H
I
I
18
G G G G G G G H H
I
I
I
19
H H H H H H H H
I
I
I
I
I
I
I
I
I
I
I
I
I
I
I
I
20
13
A
A
B
B
C
C
D
D
E
E
F
G
H
I
I
I
I
I
I
14
A
A
B
B
C
C
D
D
E
F
G
H
I
I
I
I
I
I
I
15
A
A
B
B
C
C
D
F
G
H
I
I
I
I
I
I
I
I
I
108
Chapter 4 Combat
7,3,1,3)
MEDIUM CREATURE INJURY ROLL TABLE
NUMBER OF HIPS LOST BY VICTIM
VICTIMS
1d20
0
1
2
3
4
5
6
7
8
9 10 11 12
1
2
3
4
5
A
6
A A
7
A A B
8
A A B B
9
A A B B C
10
A A B B C C
11
A A B B C C D
12
A A B B C C D D
13
A B B B C C D D E
14
A B C C C C D D E E
15
A B C D D D D D E E F
16
A B C D E E E E E E F
F
17
B C D E F
F
F
F
F
F
F G
18
C D E F G G G G G G G G
19
D E F G H H H H H H H H
I
I
I
I
I
I
I
I
E F G H
20
LARGE CREATURE INJURY ROLL TABLE
NUMBER OF HIPS LOST BY VICTIM
VICTIMS
1 to
1d20
0
4
5
6
7
8
9 10 11 12 13
3
1
2
3
4
5
6
A
7
A A
8
A A A
9
A A A A
10
A A A A B
11
A A A A B B
12
A A A B B B B
13
A A A B B B B B
14
A A B B B B B B C
15
A A B B B B C C C C
16
A
A B B C C C C C C F
17
A
B B C F
F
F
F
F
F
F
18
B
B C F G G G G G G G
19
B
C F G H H H H H H H
C
F G H
I
I
I
I
I
I
I
20
13
A
A
B
B
C
C
D
D
E
E
F
F
G
G
H
H
I
14
A
A
B
B
C
C
D
D
E
E
F
F
G
G
H
H
I
I
15
A
A
B
B
C
C
D
D
E
E
F
F
G
G
H
H
I
I
I
7,3,1,4)
109
14
15
16
A
A
A
A
B
B
B
B
C
C
F
F
G
G
H
I
A
A
A
A
B
B
B
B
C
C
F
F
G
G
H
H
I
A
A
A
A
B
B
B
B
C
C
F
F
G
G
H
H
I
I
17
A
A
A
A
B
B
B
B
C
C
F
F
G
G
H
H
I
I
I
Chapter 4 Combat
7,3,1,5)
7,3,2)
16
17
18
A
A
A
A
A
A
B
B
B
B
F
F
G
G
H
I
A
A
A
A
A
A
B
B
B
B
F
F
G
G
H
H
I
A
A
A
A
A
A
B
B
B
B
F
F
G
G
H
H
I
I
19
A
A
A
A
A
A
B
B
B
B
F
F
G
G
H
H
I
I
I
The following tables provide the GM with descriptions of Injuries for each Damage Type,
depending on the severity (determined by the Injury Roll) and the body location struck. They also
list:
Injury Penalties, which should be added to the victims Resistance Penalty, RZ, so as to
worsen it;
bleeding, i.e. the rate at which Hit Points are automatically lost every subsequent second
because of blood loss;
a percentage chance that suffering an Injury to the:
o arm causes the victim to drop whatever is held in his hand;
o leg causes the victim to fall to the ground (i.e. be knocked over by the blow);
o head causes the victim to drop any held items and fall to the ground;
the time required for the natural healing of the Injury. For severe Injuries, the natural healing
rate will be so slow that the victim will generally have died from the effects of the Injury
long before his body can naturally repair itself. Note that:
o natural healing can repair wounds but cannot regenerate body parts which have been
removed or destroyed, i.e. the natural healing time for an amputated limb will be the
time required for the stump to heal over, not the time required to regrow a new limb;
o brain and nerve damage (which typically cause mental stat loss or paralysis) does not
heal naturally. Such damage must be healed using spells or herbs. The infinity
symbol, , indicates that natural healing of an Injury is impossible.
Injury Penalties and HIP loss from bleeding are applied until the Injury is healed or regenerated.
110
Chapter 4 Combat
Note that these Injury descriptions are designed for creatures with similar physiologies to the
standard PC races and the GM should feel free to adapt them as necessary to produce a realistic
result. Different Injury descriptions are given for attacks to limbs, torsos or heads if the victims
body has an unusual shape, then the GM should again alter the descriptions to give a realistic result.
The descriptions of creatures in The Bestiary give guidelines that should direct the GM as to whether
a particular creature normally suffers the effects of a specific Injury or not. Many creatures,
especially undead, are immune to certain or all types of Injury.
7,3,2,1)
Head
Limb
H
Torso
Head
Limb
Torso
Head
NATURAL
HEALING
TIME
(HOURS)
DROPS ITEM /
FALLS DOWN
DESCRIPTION
1
2
3
2
3
N/A
N/A
N/A
N/A
N/A
50%
N/A
50%
75%
N/A
100/CO
100/CO
100/CO
1000/CO
1000/CO
10000/CO
10000/CO
10000/CO
10000/CO
10000/CO
-9
75%
10000/CO
-8
100% 10000/CO
111
-1
-2
-3
-4
-5
-6
-7
-8
-7
-8
-10
BLEEDING
(HIPS/SEC)
BODY
LOCATION
Any
Any
Any
Any
Any
Limb
Torso
Head
Limb
Torso
INJURY
PENALTY
SEVERITY
A
B
C
D
E
Fatal
Fatal
5
Fatal
Fatal
100% 10000/CO
Chapter 4 Combat
7,3,2,2)
ASPHYXIATION INJURY DESCRIPTION TABLE
Use this type of Injury whenever a character is struggling to breathe.
SEVERITY
DESCRIPTION
The victim suffers a -4 Injury Penalty for 3 seconds as he chokes. His player must then roll
1d100-SD. If the total is:
50, the victim recovers control of his breathing and suffers no further ill effects from
this Injury;
>50 the victim loses 1d20+2 HIPs and his player must make another Asphyxiation
Injury Roll.
INJURY PENALTY
WHILST CHOKING
TOTAL REQUIRED
FOR RECOVERY
HIP LOSS IF
1d100 ROLL FAILED
B
C
D
E
F
G
H
I
-6
-8
-10
-12
-14
-16
-18
-20
45
40
35
30
25
20
15
10
1d20+3
1d20+4
1d20+5
1d20+6
1d20+7
1d20+8
1d20+9
1d20+10
Note that, if there is no available air whatsoever (e.g. if the character is deep underwater), then there
is no chance that the victim will regain control of his breathing and so all of his 1d100 rolls should
be classed as automatically scoring 100. Thus, the character is forced into a cycle of HIP loss and
further Asphyxiation Injury Rolls until he loses consciousness and dies of asphyxia.
7,3,2,3)
-1
-2
-3
-4
-5
-6
-7
-8
112
NATURAL
HEALING
TIME
(HOURS)
DROPS ITEM /
FALLS DOWN
Any
Any
Any
Any
Any
Limb
Torso
Head
N/A
N/A
N/A
N/A
N/A
1*
50%
2*
N/A
3*
50%
100/CO
100/CO
100/CO
1000/CO
1000/CO
10000/CO
10000/CO
10000/CO
BLEEDING
(HIPS/SEC)
BODY
LOCATION
A
B
C
D
E
INJURY
PENALTY
SEVERITY
DESCRIPTION
Chapter 4 Combat
Torso
Head
Limb
Torso
Head
NATURAL
HEALING
TIME
(HOURS)
DROPS ITEM /
FALLS DOWN
Limb
BLEEDING
(HIPS/SEC)
Head
INJURY
PENALTY
BODY
LOCATION
SEVERITY
G
Limb
Torso
DESCRIPTION
-7
-8
2*
3*
75%
N/A
10000/CO
10000/CO
-9
4*
75%
10000/CO
-8
3*
100% 10000/CO
-10
Fatal
Fatal
5*
100% 10000/CO
Fatal
Fatal
Torso
Head
113
-1
-2
-3
-4
-5
N/A
N/A
N/A
N/A
N/A
NATURAL
HEALING
TIME
(HOURS)
Torso
Head
Limb
Hairline fracture.
Hairline fracture.
Hairline fracture.
Fracture.
Fracture.
Exposed fracture (protruding bone). Limb
useless without splint.
Exposed fracture (protruding rib).
Exposed fracture (protruding bone).
Shattered joint. Limb useless.
Ribcage staved in. Punctured lung reduces CO
by -2.
Multiple fractures to skull. Brain damage reduces
either AG, CH, IN or SD by -1.
DROPS ITEM /
FALLS DOWN
Limb
F
DESCRIPTION
BLEEDING
(HIPS/SEC)
BODY
LOCATION
Any
Any
Any
Any
Any
INJURY
PENALTY
SEVERITY
A
B
C
D
E
100/CO
100/CO
100/CO
1000/CO
1000/CO
-6
50%
10000/CO
-7
-8
-7
2
3
2
N/A
50%
75%
10000/CO
10000/CO
10000/CO
-8
N/A
10000/CO
-9
75%
10000/CO
Chapter 4 Combat
Limb
I
Torso
Head
7,3,2,5)
Limb
Torso
G
Head
Limb
H
Torso
Head
Fatal
100% 10000/CO
Fatal
Fatal
Head
DROPS ITEM /
FALLS DOWN
100% 10000/CO
Fatal
DESCRIPTION
-1
-2
-3
-4
-5
-6
-7
N/A
N/A
N/A
N/A
N/A
1
50%
2
N/A
100/CO
100/CO
100/CO
1000/CO
1000/CO
10000/CO
10000/CO
-8
50%
10000/CO
-7
-8
2
3
75%
N/A
10000/CO
10000/CO
-9
75%
10000/CO
114
-8
BLEEDING
(HIPS/SEC)
BODY
LOCATION
Any
Any
Any
Any
Any
Limb
Torso
-10
INJURY
PENALTY
SEVERITY
A
B
C
D
E
NATURAL
HEALING
TIME
(HOURS)
Head
-8
DROPS ITEM /
FALLS DOWN
Torso
BLEEDING
(HIPS/SEC)
INJURY
PENALTY
BODY
LOCATION
SEVERITY
Limb
DESCRIPTION
Fatal
Chapter 4 Combat
7,3,2,6)
BODY
LOCATION
Any
Any
Any
Any
Any
Any
Any
Any
Any
7,3,2,7)
Fatal
Fatal
DESCRIPTION
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
-1
-2
-3
-4
-5
-6
-7
-8
115
NATURAL
HEALING
TIME
(HOURS)
DROPS ITEM /
FALLS DOWN
Any
Any
Any
Any
Any
Limb
Torso
Head
N/A
N/A
N/A
N/A
N/A
1
50%
2
N/A
3
50%
100/CO
100/CO
100/CO
1000/CO
1000/CO
10000/CO
10000/CO
10000/CO
BLEEDING
(HIPS/SEC)
BODY
LOCATION
A
B
C
D
E
INJURY
PENALTY
SEVERITY
DESCRIPTION
NATURAL
HEALING
TIME
(HOURS)
SEVERITY
A
B
C
D
E
F
G
H
I
NATURAL
HEALING
TIME
(HOURS)
Head
-10
DROPS ITEM /
FALLS DOWN
Torso
BLEEDING
(HIPS/SEC)
INJURY
PENALTY
BODY
LOCATION
SEVERITY
Limb
DESCRIPTION
Chapter 4 Combat
Torso
Head
Limb
Torso
Head
7,3,2,8)
Torso
Head
10000/CO
10000/CO
-9
75%
10000/CO
-8
-10
Fatal
Fatal
DESCRIPTION
116
NATURAL
HEALING
TIME
(HOURS)
75%
N/A
DROPS ITEM /
FALLS DOWN
Limb
2
3
BLEEDING
(HIPS/SEC)
BODY
LOCATION
Any
Any
Any
Any
Any
-7
-8
INJURY
PENALTY
SEVERITY
A
B
C
D
E
NATURAL
HEALING
TIME
(HOURS)
DROPS ITEM /
FALLS DOWN
Limb
BLEEDING
(HIPS/SEC)
Head
INJURY
PENALTY
BODY
LOCATION
SEVERITY
G
Limb
Torso
DESCRIPTION
-1
-2
-3
-4
-5
1
1
1
2
3
N/A
N/A
N/A
N/A
N/A
100/CO
100/CO
100/CO
1000/CO
1000/CO
-6
50%
10000/CO
-10
N/A 10000/CO
-8
50%
10000/CO
Chapter 4 Combat
Limb
H
Torso
Head
Any
7,3,2,9)
Head
Head
Head
Head
Head
10000/CO
-8
Fatal
Fatal
N/A
100
%
10000/CO
Fatal
Fatal
Fatal
DESCRIPTION
Stun.
Injury Penalty lasts for 1d20+10 seconds only.
Stun.
Injury Penalty lasts for 2d20+20 seconds only.
Stun.
Injury Penalty lasts for 3d20+30 seconds only.
Stun.
Injury Penalty lasts for 4d20+40 seconds only.
Stun.
Injury Penalty lasts for 5d20+50 seconds only.
Victim falls unconscious for 20/SD hours and
then wakes.
Unconsciousness and brain damage.
Victim falls unconscious for 20/SD hours.
Reduce either AG, CH, IN or SD by -2.
117
NATURAL
HEALING
TIME
(HOURS)
Head
100
%
DROPS ITEM /
FALLS DOWN
N/A
BLEEDING
(HIPS/SEC)
BODY
LOCATION
Head
-7
INJURY
PENALTY
SEVERITY
A
NATURAL
HEALING
TIME
(HOURS)
Head
DROPS ITEM /
FALLS DOWN
Torso
BLEEDING
(HIPS/SEC)
INJURY
PENALTY
BODY
LOCATION
SEVERITY
Limb
DESCRIPTION
-1
N/A 10%*
100/CO
-2
N/A 20%*
100/CO
-3
N/A 30%*
100/CO
-4
N/A 40%*
1000/CO
-5
N/A 50%*
1000/CO
N/A
N/A
100
%*
Unconsciousness
N/A
Chapter 4 Combat
NATURAL
HEALING
TIME
(HOURS)
Head
DROPS ITEM /
FALLS DOWN
BLEEDING
(HIPS/SEC)
BODY
LOCATION
Head
INJURY
PENALTY
SEVERITY
H
DESCRIPTION
Coma
Fatal
* The percentage is the chance that the victim both drops held items and falls over.
7,3,2,10)
Torso
Head
Limb
Torso
Head
Limb
Torso
Head
NATURAL
HEALING
TIME
(HOURS)
DROPS ITEM /
FALLS DOWN
DESCRIPTION
1
2
3
2
N/A
N/A
N/A
N/A
N/A
50%
N/A
50%
75%
100/CO
100/CO
100/CO
1000/CO
1000/CO
10000/CO
10000/CO
10000/CO
10000/CO
-8
N/A
10000/CO
-9
75%
10000/CO
118
-1
-2
-3
-4
-5
-6
-7
-8
-7
-8
BLEEDING
(HIPS/SEC)
BODY
LOCATION
Any
Any
Any
Any
Any
Limb
Torso
Head
Limb
INJURY
PENALTY
SEVERITY
A
B
C
D
E
3
100% 10000/CO
Fatal
Fatal
-10
100% 10000/CO
Fatal
Fatal
Chapter 4 Combat
7,3,2,11)
Torso
Head
Limb
Torso
Head
Limb
Torso
Head
7,3,3)
NATURAL
HEALING
TIME
(HOURS)
DROPS ITEM /
FALLS DOWN
DESCRIPTION
1
2
3
2
N/A
N/A
N/A
N/A
N/A
50%
N/A
50%
75%
100/CO
100/CO
100/CO
1000/CO
1000/CO
10000/CO
10000/CO
10000/CO
10000/CO
-8
N/A
10000/CO
-9
75%
10000/CO
-8
100% 10000/CO
-1
-2
-3
-4
-5
-6
-7
-8
-7
-10
BLEEDING
(HIPS/SEC)
BODY
LOCATION
Any
Any
Any
Any
Any
Limb
Torso
Head
Limb
INJURY
PENALTY
SEVERITY
A
B
C
D
E
Fatal
Fatal
100% 10000/CO
Fatal
Fatal
INJURY RANGE
As indicated previously, a normal attack causes an Injury to be inflicted on the victim if the attacker
rolls an unmodified 20 on his attack roll. The Injury Range of normal attacks like this is said to be 20
because the result of the 1d20 attack roll must be 20 to deliver an Injury.
7,3,3,1)
THE INJURY RANGE OF ATTACKS WITH MAGIC WEAPONS
Attacks with a magic weapon have an Injury Range equal to 20 minus the weapons magical bonus.
E.g.:
a +1 magical sword has an Injury Range of 19=20-1, and it will deliver an Injury if the attack
roll scores an unmodified result of 19;
a +2 magical sword has an Injury Range of 18=20-2, and it will deliver an Injury if the attack
roll scores an unmodified result of 18;
and so on
(Note that magic weapons bonuses are also added to the attack skill bonus used in the attack roll.)
119
Chapter 4 Combat
7,3,3,2)
THE INJURY RANGE OF SLAYING ATTACKS
Some magic weapons or spells inflict slaying attacks, generally on a specific type of creature or
target. The Injury Range of a slaying attack is decreased by 3 points (this is cumulative with any
other decreases due to the bonus of a magic weapon, etc.). E.g. a magical +3 broadsword of dragon
slaying has an Injury Range of:
14=20-3-3 versus dragons, delivering an Injury if the attack roll scores an unmodified result
of 14;
17=20-3 versus all other types of target, delivering an Injury if the attack roll scores an
unmodified result of 17.
In addition, the victim of a slaying attack must add +3 to his Injury Roll. This makes the chance of
receiving a more damaging Injury greater.
7,3,3,3)
INJURY RANGE AND ATTACK SKILL
Attack skill can also improve Injury Range. The Injury Range of an attack is automatically decreased
by 1 point once the attackers unmodified skill bonus for that attack form reaches 15, and decreases
by a further 1 point for every 5 points of skill bonus thereafter, i.e.:
ATTACK SKILL BONUS
<15
15
20
25
etc.
E.g. if a warrior with a Double-Edged One-Handed Sword skill bonus of 25 is using the magical +3
broadsword of dragon slaying, then his attacks have an Injury Range of:
11=20-3-3-3 versus dragons, delivering an Injury if the attack roll scores an unmodified
result of 11;
14=20-3-3 versus all other types of target, delivering an Injury if the attack roll scores an
unmodified result of 14.
Note that the warriors Double-Edged One-Handed Sword skill bonus with this weapon is actually
28, because of its +3 bonus.
7,4)
DEATH
As mentioned before, loss of Hit Points can result in death. When a creatures current number of
HIPs equals:
25% of maximum, a -3 penalty is added to his Resistance Penalty, RZ;
10% of maximum, a -6 penalty is added to his RZ;
zero (or becomes negative), the creature falls unconscious;
-CO (i.e. a negative value equal to the creatures CO stat) or less, the creature dies.
7,4,1)
SOULS
One complicating factor that has been ignored till now, but which is important in many spells (see
the Magic chapter), is the presence of the soul. Every living or sentient creature has a soul as well as a
physical body. During consciousness and unconsciousness, the soul and the body are united. On
death, the soul instantly leaves the body and enters the plane of the dead, the Spirit World. If a
creature is in a coma, its body is still alive but its soul has somehow left (it may have travelled to the
Spirit World or it may remain in the realm of the living as a ghost, perhaps).
120
Chapter 4 Combat
7,5)
To simulate the damage of falling, the GM makes an attack roll with a bonus of +1 per metre fallen,
which delivers Crush damage. The protection of any worn armour by the faller is ignored, i.e. falling
PCs are classed as being Armour Combination 0 everywhere (for the standard PC races). Dodge or
Block skill cannot be used to defend against this attack roll, so the falling characters Gymnastics
skill should be used as the difficulty factor instead. The Injury Range for the attack is equal to 20
minus the distance fallen.
Note that the attack will always hit (because the ground cannot miss!) but it may not deliver any
HIPs or Injuries if the falling characters Gymnastics skill is high enough, or if he is lucky.
The GM should distribute the effects of any Injuries towards the area of the body that hit the
ground first. A player may make a Gymnastics skill roll versus a suitable difficulty factor to orientate
his body in the desired way (e.g. feet first) during the fall. A fumble should indicate that the
character lands on his head.
E.g. a character with a Gymnastics skill of 12 falls 15 metres. The GM makes an attack roll with an
attack bonus of 15, and the characters Gymnastics skill of 12 is used as the difficulty factor. Since
10+12-15=7, the GM must roll 7 to hit (although the ground cannot miss). If she rolls:
<7, then the character lands harmlessly;
7, then the character lands badly and takes damage. If the GM throws a 14, for instance,
then the character will lose 14-7=7 HIPs. In addition, since the Injury Range of this attack is
20-15=5, the roll of 14 indicates that an Injury has been delivered. The characters player
must roll 1d20 and consult the Medium Injury Roll Table, cross-referencing against 7 HIPs.
If he rolls a 16, then his character will suffer an E severity Crush Injury. He has suffered a
fracture of the leg which worsens his Resistance Penalty by -5.
7,6)
Drowning is simulated using Asphyxiation Injuries. E.g. if a character in choppy water fails a
Swimming skill roll, he should lose a number of HIPs equal to the difficulty factor of the failed roll,
and make an Asphyxiation Injury Roll. (Note that the Armour Damage Penalty is always zero versus
Asphyxiation Injuries.) Choking in smoke can be handled in a similar way following a SD stat roll.
7,7)
DAMAGE FROM STARVATION AND SLEEP
DEPRIVATION
Although not strictly related to combat, the effects of hunger and lack of sleep will be dealt with
here as they can damage the health of the character.
If a character is able to ingest a healthy amount of nutrition during a day, e.g. at least one wellbalanced meal, and enjoy a full nights sleep, at least equal in duration to his races typical daily sleep
requirement (see the Character Generation chapter), then he will naturally regain a number of lost Hit
Points equal to his CO stat on waking. (He will also regain all of his lost Power Points; this is
discussed in the Magic chapter.)
If the character went hungry yesterday and/or if he did not get his full sleep requirement during the
night, then he will regain only CO/2 HIPs on waking. If he goes hungry during the subsequent day
and/or gets too little sleep during the subsequent night, then he will regain only CO/4 lost HIPs on
waking next morning, and so on. The number of regained HIPs keeps halving such that, if the
character goes without food and/or sleep for long enough, he will stop regaining lost HIPs
altogether.
121
Chapter 4 Combat
One day with a healthy level of nutrition followed by a restful night will restore the rate at which
HIPs (and POPs) are regained to the normal level.
7,8)
The effects of various poisons and diseases are described in the Prices for Goods and Services chapter.
7,9)
DAMAGE TO OBJECTS
Characters will occasionally wish to attack inanimate objects doors or locks are commonly
targeted. The GM should give the object a certain number of HIPs and allow attackers to attack it.
Note that the inanimate object will not be able to dodge or block the attacks and so the difficulty
factor in the attack rolls will generally be zero. (Thus, the attack roll is successful and the target is hit
if the result of 1d20 plus the attack skill is 10.) Once the object has lost all of these HIPs, it is
breached, split, destroyed, etc.
7,9,1)
Weaponry, armour and shields will often sustain damage during combat. It is too complicated to
model this with a system of Hit Points, as is done for damage to characters. Instead, the GM should
follow this guidance:
weapons if an attack has been badly fumbled, the GM should pronounce that the weapon
used has broken;
armour if a piece of armour was in the way of an attack which inflicted an Injury, then it is
likely to have been broken;
shields and weapons used to block the GM should use the guidance in the Quality Values
section earlier to decide how many blocks a shield or weapon can make before breaking.
Once broken, such items need repairing before they can be used again, or replacing if the GM feels
the damage was severe enough. Characters can pay an armourer to effect repairs or they may
attempt repairs themselves but this will require skills such as Leather and/or Metal Working and
suitable equipment, e.g. needle, thread, wax, anvil, hammer, forge and tongs.
7,9,2)
Again, the GM gets the malicious fun of deciding when magical items break. However, she should
bear in mind that magical items will break far less frequently than mundane items, and artefacts (see
the Treasure chapter) may have such powerful destinies that they can only be destroyed by elaborate
and dangerous means, e.g. in the fiery pit of a volcano
8)
AN EXAMPLE OF COMBAT
Here follows an example of a combat. Hopefully this demonstration will clarify the rules covered in
this and previous chapters regarding performing and timing actions, attacking and defending,
weaponry and armour, and damage and injuries.
Galraba the Half-Orc Warrior is walking along the northern trail through Darkwood.
The GM decides that the trees and bushes bordering the trail ahead of Galraba hide two Human
bandits who plan to ambush and rob her. A third bandit, the leader, is lurking deeper in the woods
with his bow. Wilbert and Wilfred, the two bandits beside the trail, are based upon the Weak Fighter
Non Player Character (NPC) template in The Bestiary and have Stealth skill bonuses of 6. Their
leader, Alfred, is based on an Average Ranger NPC so has a Stealth bonus of 10.
122
Chapter 4 Combat
The GM invites Galrabas player to make an Observation skill roll to determine if Galraba spots the
bandits. Galrabas Observation skill bonus is normally 12, but this is reduced by her Resistance
Penalty, RZ. How do we calculate this?
The weight of Galrabas armour and other gear comes to a hefty 67 kgs. However, with her
mighty ST stat of 18, this only gives an Encumbrance Penalty of -3.
Her total Armour Action Penalty is -2 because her:
o soft leather hauberk, hood and boots give no Action Penalty;
o chain mail hauberk has an Action Penalty of -1;
o breast plate is +1 magical so its normal -1 Action Penalty is reduced to zero;
o plate full helm gives an Action Penalty of -1.
Galraba has her full complement of Hit Points and is not injured, nor is she impeded by any
other factors.
Consequently, Galrabas RZ is -3+-2=-5.
Thus, Galrabas Observation skill bonus is reduced to 12-5=7. Her player needs to roll:
10 + [ difficulty factor ] [ skill bonus ]
= 10 + [ Stealth ] [ Observation ]
= 10+6-7
=9
or higher to spot Wilbert or Wilfred. She must roll 13 to see Alfred, since his Stealth skill bonus
is 4 points greater than Wilberts and Wilfreds. Galrabas player throws a 3, so she fails to notice any
of the bandits at all!
Until Alfred fires his bow at Galraba, that is. Alfreds Bows skill bonus is 12. How is this modified?
The minimum Strength (mST) of his long bow is 8 and Alfreds ST stat is 14. 14-8=6 which
is positive, so no Strength Penalty is applied.
Alfred is aiming at Galrabas torso, the default body location, so no Location Penalty is
applied.
Alfred is in the trees off to Galrabas side. Because he is attacking from her flank, he gains a
+1 Orientation Bonus.
His bow is non-magical, so no extra bonus there.
Galraba is about 80 metres away from Alfred. The maximum range of a long bow is 100
metres, so this is a long range shot. A Range Penalty of -2 is applied.
Alfred is fit and healthy, unarmoured, and has dropped his heavy tower shield and backpack
on the ground beside a tree he therefore has a Resistance Penalty (RZ) of zero. He is not
fatigued yet either.
Alfred is not using the wrong hand to hold his bow so no Off Hand Penalty applies.
He is not making more than one attack simultaneously, so no Simultaneous Attack Penalty
applies.
As he is firing through trees, foliage partially obscures his view of the Half-Orc. The GM
decides to apply a -2 penalty to reflect this.
This gives a total attack skill bonus of 12+1-2-2=9.
Normally, Galraba might use her Dodge skill to avoid this attack. However, she failed to spot Alfred
so is surprised by his attack. Therefore her Dodge skill bonus is automatically zero against this
attack.
The standard formula for action resolution gives 10+[targets Dodge skill][attackers attack skill]=
10+09=1, so the GM must roll 1 for Alfred to hit. (It is impossible to fail this roll on 1d20.
However, if she throws a 1, Alfred may have fumbled the attack.) The GM throws a 12 so the attack
hits. Galraba loses a number of Hit Points equal to:
123
Chapter 4 Combat
the difference between the GMs die roll (12) and the number needed to hit (1), i.e. 12-1=11
HIPs;
plus the Attack Damage Bonus (ADB) of the long bow, which is 6;
plus the Armour Damage Penalty (ADP) of the body location hit Galrabas torso. Her
torso is protected by Armour Combination (AC) 10, i.e. plate over chain mail over soft
leather. The bow delivers damage of the Puncture type, so the ADP versus AC10 is -10.
So Galraba loses 11+6-10=7 HIPs from her total. Before the fight, she was at her maximum of 50
HIPs, so she now has 43 left. Thank goodness for her armour!
Alfreds Injury Range with his long bow is 20 (it is non-magical and his Bows skill is <15).
Consequently, his attack would only have caused an Injury if the GM had rolled a 20, but she didnt.
The arrow thudding into Galrabas side is an event likely to trigger a reaction from Galraba and the
two bandits watching by the trail. Its time for Reactions Rolls.
Since Alfreds action triggered the reactions of the others, and because he is fully aware of
what is happening, he does not need to take part in the rolls but will start automatically on
zero seconds.
Galrabas RE stat is 15. Her player must throw 1d20+RE-RZ. She throws a 12, giving a total
of 12+15-5=22.
Wilbert has an RE stat of 5. He is healthy, unarmoured and is carrying too little gear to
warrant an Encumbrance Penalty (the weight of his belongings comes to less than three
times his ST stat of 12). Consequently, he has an RZ of zero. The GM throws 1d20+RERZ=10+5-0=15.
Wilfred, like Wilbert, has RE=5 and RZ=0. The GM throws a 3, giving him a score of 8.
Consequently, Alfred will start his actions first at zero seconds into the timed combat situation.
Galraba can begin her actions 1 second later. Wilbert follows at 2 seconds, and Wilfred starts at 3.
Since a combat situation has begun, the GM should also ensure that she knows when the
participants will become fatigued. The onset of fatigue is given by a characters current HIPs plus his
RZ.
Galraba has 43 HIPs after being shot with Alfreds arrow. Therefore, she will become
fatigued at 43-5=38 seconds.
Alfred has 30 HIPs and zero RZ, so wont become fatigued until 30 seconds have elapsed.
Both Wilbert and Wilfred have zero RZ and, with 25 HIPs each, will become fatigued after
25 seconds.
The timings of the subsequent actions in this example combat are now listed in the following table.
The left column (called CLOCK) gives the number of seconds that have elapsed since the start of
the combat. The middle column (ACTION) describes the actions that the combatants are
commencing at each particular time. The right column (END TIME) lists the times at which any
new actions described are expected to finish. Note how actions are always resolved by rolls at the
end of their duration.
END
TIME
CLOCK
0
ACTION
Galraba has just been shot.
Alfred drops his bow, picks up his shield and begins to jog through the trees towards
Galraba, whilst unharnessing his hand axe. His top speed is 8 m/s so, flat out, he could
cover the 80 metre distance in just 10 seconds. Since he is jogging through trees and
bushes, the GM feels that 20 seconds is reasonable to accomplish all of this. She will
make an AG stat roll later to see if he trips on a tree root, though.
124
N/A
20
Chapter 4 Combat
3
4
5
7
END
TIME
CLOCK
1
ACTION
Galraba comes to her senses. She unslings her two-handed sword, which takes 3
seconds, whilst looking around her. The GM will let her make another Observation skill
roll at 4 seconds.
Wilbert steps out from behind a tree, 10 metres down the trail from Galraba, hand axe
already drawn, and runs towards Galraba, roaring. The GM decides that it will take him
only a couple of seconds to engage her. The trail is well trodden and flat, so no AG stat
roll is required to sprint this short distance.
Wilfred now jumps out of the trees onto the trail. He also runs at Galraba with his hand
axe.
Galraba has completed looking around now. Her Observation skill bonus is 12 but this
is reduced to 7 by her RZ of -5. None of the three bandits are being stealthy now but
Alfred is still many metres away in the trees whilst Wilbert and Wilfred are on the trail
in plain view. The GM decides that Galraba cannot fail to notice Wilbert and Wilfred
but that there is a difficulty factor of 5 to see Alfred. Galrabas player needs to score
10+5-7=8. She rolls 1d20 and gets a 6, meaning that Galraba still hasnt seen Alfred.
Wilbert arrives within melee range of Galraba at this time. Galrabas player therefore
decides that she will chop at his torso with her sword. This attack takes 4 seconds.
Wilbert begins an attack with his hand axe, which takes 3 seconds. For simplicity, the
GM decides that he will aim at Galrabas torso.
Wilfred arrives at Galraba a second later. He also begins a 3 second attack with his axe,
but the GM decides he will aim at Galrabas head.
The GM resolves Wilberts attack first. His attack skill bonus is 8. Is this modified?
The mST of his hand axe is 8 and Wilberts ST stat is 12, so no Strength Penalty
is applied.
He is swinging at Galrabas torso, the default body location, so no Location
Penalty is applied.
Galraba is facing him, so no Orientation Bonus applies.
His axe is non-magical.
He has a zero RZ and is not fatigued yet, so no penalties there.
He is using his preferred hand so no Off Hand Penalty applies.
He is not making any other attacks, so no Simultaneous Attack Penalty applies.
No modifications means a total attack bonus of 8.
4
5
8
7
8
Galraba has no shield and is attacking with her two-handed sword, not parrying, so she
must use her Dodge skill to avoid this attack. Her Dodge skill bonus is normally 13, but
this is reduced to 8 because of her RZ of -5. The standard formula for action resolution
gives: 10+[targets Dodge skill][attackers attack skill]=10+88=10, so the GM must
roll 10 for Wilbert to hit. She throws a 3 and so Wilbert misses. Swish!
8
Wilbert decides to attempt that attack again. Maybe he will not miss next time.
Now for Wilfred. His One-Handed Axes skill bonus is 8. This is modified like so:
The mST of Wilfreds hand axe is 8 and his ST stat is 12, so no Strength Penalty
is applied.
He is swinging at Galrabas head so a -2 Location Penalty is applied.
Galraba is facing Wilbert. Wilfred is therefore attacking from her flank so he
gets a +1 Orientation Bonus.
His axe is non-magical.
125
10
Chapter 4 Combat
END
TIME
CLOCK
ACTION
He has a zero RZ and is not fatigued yet, so no penalty there.
He is using his preferred hand so no Off Hand Penalty applies.
He is not making any other attacks, so no Simultaneous Attack Penalty applies.
This gives a total attack bonus of 8-2+1=7.
Galraba can try to dodge this attack too. So, the standard formula for action resolution
gives: 10+[targets Dodge skill][attackers attack skill]=10+87=11, so the GM must
roll 11 for Wilfred to hit. She throws a 16 a hit. So Galraba loses a number of Hit
Points equal to:
the difference between the GMs die roll (16) and the number needed to hit
(11), i.e. 5 HIPs;
plus the ADB of the hand axe, which is 4;
plus the ADP of the body location hit. Galraba is wearing a soft leather hood
and plate full helm. Consequently, there are different Armour Combinations for
the different parts of her head, e.g. her exposed face is AC0 while her covered
crown is AC9. However, Wilfred just specified that he was aiming at her head,
rather than at a more precise body location like her face. Consequently, the
highest Armour Combination on her head, AC9, is applied to the attack. The
axe delivers damage of the Slash type, so the ADP versus AC9 is -9.
So Galraba loses 5+4-9=0 HIPs. Her armour has completely protected her from the
blow!
Wilfreds Injury Range with his axe is the standard 20, since it is a non-magic weapon
and his skill bonus is <15. Consequently, his attack would only have caused an Injury if
the GM had rolled a 20, and she didnt.
The GM must now decide what Wilfred will do next. Belting Galraba in the head didnt
seem to work, so Wilfred tries a more precise attack aimed at Galrabas unarmoured
face.
Galrabas two-handed sword strikes Wilberts unarmoured torso at the same time as
Wilfreds axe struck her. Her Double-Edged Two-Handed Swords skill bonus is 16.
How is this modified?
The mST of her sword is 15 but her ST stat is 18, so no Strength Penalty is
applied.
She is swinging at Wilberts torso, the default body location, so no Location
Penalty is applied.
She is facing Wilbert, so no Orientation Bonus is gained.
Her sword is +1 magical, giving a +1 bonus.
Her RZ=-5, since she is not fatigued yet.
She is using a two-handed weapon with both hands, so no Off Hand Penalty
applies.
She is not making any other attacks, so no Simultaneous Attack Penalty applies.
This gives a total attack skill bonus of 16+1-5=12.
Wilberts Dodge skill bonus is 5. The standard formula for skill resolution gives:
10+[targets Dodge skill][attackers attack skill]=10+5-12=3, so Galrabas player must
roll 3 to hit. She throws a 17. So Wilbert loses a number of Hit Points equal to:
126
11
Chapter 4 Combat
END
TIME
CLOCK
ACTION
the difference between Galrabas players die roll (17) and the number needed to
hit (3), i.e. 14 HIPs;
plus the ADB of the two-handed sword, which is 12;
plus the ADP of the body location hit. This was Wilberts unarmoured torso,
which is AC0. The ADP versus AC0 for any Damage Type is 0.
So Wilbert loses 14+12-0=26 HIPs from his total. Since he only has 25 HIPs normally,
the attack knocks him unconscious and he falls to the floor. Wilbert is not dead (he dies
if his HIP total reaches -12, his CO stat) but is out of action until he recovers naturally
or is healed somehow.
9
10
11
Galrabas player grins and turns to face Wilfred. The GM decides that this will take 1
second.
Galraba is now facing Wilfred and can commence an attack at him with her sword. She
decides to make a 3 second slash at Wilfreds torso (1 second quicker than normal, so a
penalty will apply to Galrabas attack skill later).
Wilberts swing at Galrabas head was due to be finished at 10 seconds into the combat,
but hes already been knocked out by Galraba. Therefore, his attack does not need to be
resolved.
Wilfreds second attack, this time at Galrabas unarmoured face, occurs now. Wilfreds
attack skill bonus is 8 and is modified like so:
He is swinging at Galrabas face, a second division body location, so a -4
Location Penalty is applied.
Galraba has turned to face him now, so he loses his Orientation Bonus.
This gives a total attack bonus of 8-4=4.
9
12
N/A
Galrabas Dodge skill bonus is 8 (because her RZ=-5). The standard formula for action
resolution gives: 10+[targets Dodge skill][attackers attack skill]=10+84=14, so the
GM must roll 14 for Wilfred to hit. She throws a 1 and so Wilfred misses. Worse still,
he may have fumbled. The Fumble Range for a hand axe is 8. The GM throws 1d20
and scores a 2. Since this is less than the Fumble Range, a fumble did occur. The GM
decides that unlucky Wilfred loses his grip and flings his axe into the woods!
12
Realising he is doomed, the GM lets Wilfred attempt to turn and flee. She decides it will
take him a second to turn on his heel and begin sprinting away.
Wilfred commences his dash for safety at 12 seconds. Unfortunately, Galrabas attack
strikes at the same time and he is not out of reach yet. Galrabas Double-Edged TwoHanded Swords skill bonus is 16. How is this modified?
First, a penalty equal to -2x1=-2 applies to her skill because she made her attack
1 second quicker than the default duration.
She is swinging at Wilfreds torso, so no Location Penalty is applied.
Wilfred has now turned to flee, so Galraba gets a +2 Orientation Bonus for
striking from his rear.
Her sword is +1 magical.
Her RZ=-5, since she is not fatigued yet.
This gives a total attack skill bonus of 16-2+2+1-5=12.
127
12
Chapter 4 Combat
END
TIME
CLOCK
ACTION
Despite having turned away, Wilfred is still painfully aware of the Half-Orc with the big
sword, so may still use his Dodge skill. His bonus is 5. The standard formula for skill
resolution gives: 10+[targets Dodge skill][attackers attack skill]=10+5-12=3, so
Galrabas player must roll 3 to hit. Her player throws an 18. So Wilfred loses a number
of Hit Points equal to:
the difference between Galrabas players die roll (18) and the number needed to
hit (3), i.e. 15 HIPs;
plus the ADB of the two-handed sword, which is 12;
plus the ADP of the body location hit. This was Wilfreds unarmoured torso,
which is AC0. The ADP versus AC0 for any Damage Type is 0.
So Wilfred loses 15+12-0=27 HIPs from his total. He only has 25 HIPs so will be
falling unconscious like Wilbert. However, thats not all! Galraba has a +1 magic
weapon and a skill bonus with it of 15. These two factors reduce her Injury Range
from the standard 20 to 18. Since her player threw an 18 on the attack roll, her attack
consequently delivers an Injury.
Wilfred has lost 27 HIPs because of this attack and the GM rolls 16 for the Injury Roll.
The Medium Creature Injury Roll Table (Humans and Half-Orcs are Medium sized)
indicates that an Injury of severity H has been delivered by Galrabas attack. Consulting
the Slash Injury Description Table (since two-handed swords do Slash damage) for
attacks to the torso, we see that Galraba has made a scooping slash which spills
Wilfreds guts on the ground! Wilfred gurgles and collapses dead to the floor.
18
20
22
Galraba lowers her sword and begins to rest, whilst looking around her. She needs to
rest for 100/CO seconds to reset the onset of fatigue. With a CO of 18, this will take 6
seconds.
By this time, Galraba is fully rested. The GM decides that it is now so easy to spot
Alfred the bandit leader, who is jogging towards her through the trees, that no
Observation skill roll is required. Galraba waits for him to get within the reach of her
sword.
Alfred should arrive within melee range of Galraba now. The GM feels it appropriate,
however, to make an AG stat roll for her NPC, to test whether he had any trouble
running through the wood, across uneven ground crisscrossed with roots and brambles.
Alfred has an AG stat of 15 and the GM chooses the difficulty factor to be 10. She
must then roll 10+10-15=5 for Alfred to succeed. She scores a 4 a slight failure. The
GM decides that this means that Alfred took a little longer to jog through the woods
than expected perhaps he had to watch his footing closely. She delays his arrival at
melee range with Galraba till 22 seconds.
Alfred arrives within reach of his target and swings his hand axe at her (a 3 second
attack), aiming at her unarmoured right hand.
Galraba begins her own attack at the same time. Alfred is unarmoured so she aims at
his torso (a 4 second attack).
Since Galraba has recommenced vigorous actions after resting, it is necessary to
recalculate when she will next become fatigued. Her current HIP total is 43. With her
RZ of -5, fatigue will start next at 22+43-5=60 seconds.
128
18
20
22
25
26
Chapter 4 Combat
END
TIME
CLOCK
25
ACTION
Alfreds attack is resolved now. His One-handed Axes skill bonus is normally 10:
The mST of his hand axe is 8 and his ST stat is 14, so no Strength Penalty is
applied.
He is swinging at Galrabas right hand, a second division body location, so a -4
Location Penalty is applied.
They are facing each other, so no Orientation Bonus applies.
His axe is magical with a +2 bonus.
He has a zero RZ and is not fatigued yet (although he will be in 5 seconds).
This gives a total attack bonus of 10-4+2=8.
Galrabas Dodge skill bonus is 8 (because her RZ=-5). The standard formula for action
resolution gives: 10+[targets Dodge skill][attackers attack skill]=10+88=10, so the
GM must roll 10 for Alfred to hit. She throws a 16, so he hits.
Galraba loses a number of Hit Points equal to:
the difference between the GMs die roll (16) and the number needed to hit
(10), i.e. 6 HIPs,
plus the ADB of the hand axe, which is 4,
plus the ADP of the body location hit. This was the right hand which is AC0.
The ADP versus AC0 is 0.
So Galraba loses 6+4=10 HIPs from her total. She now has 43-10=33 left.
26
Alfred roars triumphantly and strikes again with his axe (a 3 second attack), this time
aiming at the Half-Orcs face. He also decides to bash her right arm with his tower
shield at the same time (a 5 second attack).
Galrabas two-handed sword attack is resolved now. Her skill bonus of 16 is modified
like so:
She is swinging at Alfreds torso so no Location Penalty is applied.
Her sword is +1 magical.
Her RZ=-5, since she is not fatigued (she will be at 60 seconds into the
combat).
This gives a total attack skill bonus of 16+1-5=12.
28+
30
Alfred has a Block skill bonus of 11, better than his Dodge skill of 9. The GM decides,
therefore, that Alfred will use his tower shield to block Galrabas sword, rather than
dodging it as normal. This means that he must cancel the shield bash attack that he
started one second ago, though.
The standard formula for skill resolution gives: 10+[targets Block skill][attackers
attack skill]=10+11-12=9, so Galrabas player must roll 9 to hit. Her player throws a 6,
a miss. Her sword is harmlessly deflected by Alfreds shield.
Galraba commences another sword attack, aiming at Alfreds torso again.
Having successfully avoided damage from Galrabas sword, Alfred begins his shield
bash attack again, aiming at her right arm.
129
30
31
Chapter 4 Combat
30
31
END
TIME
CLOCK
28
ACTION
Alfreds next axe attack is resolved now. Galrabas face is a second division body
location, like the hand that he aimed at previously, so the same modifiers apply again.
He has a total attack bonus of 8. Galrabas Dodge skill bonus is 8 still, so the GM must
roll 10+8-8=10 for Alfred to hit. She throws an 11 so he hits, just. Galraba loses (1110)+ADB+ADP=1+4+0=5 HIPs. She now has only 33-5=28 HIPs left.
Alfred roars again and begins another attack with his hand axe, aiming at her face once
more.
Galrabas next sword attack is resolved now. Alfred is unarmoured so she can aim at his
torso, the easiest body location to hit, without penalty and she is not fatigued, so her
bonus remains 12. The GM decides not to sacrifice Alfreds shield bash attack again
he will try to dodge this attack. His Dodge skill is 9. (Alfred becomes fatigued at this
point in the combat, but wont accrue the -1 Fatigue Penalty until the next second;
currently, he still has a zero Fatigue Penalty.) Consequently, Galrabas player must roll
10+9-12=7 to hit. Her player throws a 7 she just nicks him. Alfred loses a number
of Hit Points equal to (7-7)+ADB+ADP=0+12+0=12. Alfred now has 30-12=18 HIPs
left.
Galraba begins another attack, striking at Alfreds head this time, hoping to do more
severe damage if she is lucky.
At 31 seconds, both Alfreds hand axe and shield bash attacks are ready to be rolled.
The GM decides to resolve the axe attack first. Alfreds standard One-handed Axes skill
bonus of 10 is modified like so:
He is swinging at Galrabas face (to avoid her armour), a second division body
location, so a -4 Location Penalty is applied.
His axe has a +2 magical bonus.
At the beginning of the combat, the GM calculated that Alfred would become
fatigued at 30 seconds. He has not rested since combat began with his arrow
shot. Now that 31 seconds have elapsed, a Fatigue Penalty equal to 30-31=-1 is
added to his Resistance Penalty. His RZ was zero, so it is now -1.
He is making his axe strike at the same time as bashing with his shield, so a -2
Simultaneous Attack Penalty applies.
This gives a total attack bonus of 10-4+2-1-2=5.
Galrabas Dodge skill bonus is 8. The standard formula for action resolution gives:
10+[targets Dodge skill][attackers attack skill]=10+85=13, so the GM must roll 13
for Alfred to hit. She throws a 4, so he misses.
Now for Alfreds shield bash. His Shield Bash skill bonus is 8.
The mST of his tower shield is 12 and Alfreds ST stat is 14, so no Strength
Penalty is applied.
He is swinging at Galrabas right arm, a first division body location with a -1
Location Penalty.
His shield is non-magical, so no magic bonus applies.
He has a -1 RZ due to fatigue.
He is attacking with his shield with his left hand, so a -2 Off Hand Penalty
applies.
130
31
34
Chapter 4 Combat
END
TIME
CLOCK
ACTION
He was making his shield bash at the same time as attacking with his axe, so a -2
Simultaneous Attack Penalty applies.
This gives a total attack bonus of 8-1-1-2-2=2. The standard formula gives: 10+[targets
Dodge skill][attackers attack skill]=10+82=16, so the GM must roll 16 for Alfred
to hit. Luckily, she throws a 20 Alfred hits and the bash inflicts an Injury too!
Galraba loses a number of Hit Points equal to:
the difference between the GMs die roll (20) and the number needed to hit
(16), i.e. 4 HIPs;
plus the ADB of the tower shield, which is 4;
plus the ADP of the body location hit. This was the right arm. Galrabas soft
leather and chain mail hauberks protect her arms, giving AC6 on this body
location. The ADP versus AC6 for Crush damage is -4.
So Galraba loses 4+4-4=4 HIPs from her total. She now has 28-4=24 left.
The GM resolves the Injury inflicted by the shield bash now. Galraba lost 4 HIPs
because of this attack and her player rolls 14 for the Injury Roll. The Medium Creature
Injury Roll Table indicates that an Injury of severity B has been delivered by Alfreds
shield bash attack. Consulting the Crush Injury Description Table shows that a hairline
fracture will have resulted, perhaps in Galrabas wrist, the pain causing a -2 Injury
Penalty.
Galrabas RZ was -5 due to her armour and equipment. However, she has now accrued
a -2 Injury Penalty which is added to her RZ, bringing it to -7. (Note that her RZ is not
worsened by fatigue or Hit Point loss yet, since she wont become fatigued until 60
seconds into the combat and she still has more than 25% of her normal HIPs.)
34
The GM decides that Alfred will chop at Galrabas face with his hand axe, to finish her
off.
At 34 seconds, both Galrabas sword and Alfreds axe attacks must be resolved. The
GM decides to resolve her NPCs attack first, to build the suspense.
Alfreds standard One-handed Axes skill bonus of 10 is modified like so:
He is swinging at Galrabas face, a second division body location, so a -4
Location Penalty is applied.
His axe has a +2 magical bonus.
He has an RZ of -4 because he is fatigued. (He became fatigued at 30 seconds,
so his Fatigue Penalty is now 30-34=-4.)
He is only making one attack currently, so no Simultaneous Attack Penalty
applies.
This gives a total attack bonus of 10-4+2-4=4.
With her RZ of -7, Galrabas Dodge skill bonus is reduced from 13 to 6. The standard
formula gives: 10+[targets Dodge skill][attackers attack skill]=10+64=12, so the
GM must roll 12 for Alfred to hit. She throws an 18 Alfreds attack is successful. In
addition, because Alfreds axe is +2 magical, an attack will cause an Injury on a roll of
20-2=18 or higher so this attack delivers an Injury too.
131
34
Chapter 4 Combat
END
TIME
CLOCK
ACTION
Galraba loses a number of Hit Points equal to:
the difference between the GMs die roll (18) and the number needed to hit
(12), i.e. 6 HIPs;
plus the ADB of the hand axe, 4;
plus the ADP of the body location hit. This was the Galrabas face, which is
unarmoured AC0 so the ADP is zero.
So Galraba loses 6+4=10 HIPs, taking her down to 24-10=14 in total.
Now for the Injury inflicted by the axe. Galraba lost 10 HIPs because of this attack and,
unfortunately, her players Injury Roll scores 17. The Medium Creature Injury Roll
Table indicates that an Injury of severity F has been delivered by Alfreds axe blow.
Consulting the Slash Injury Description Table shows that Galraba now has a fractured
skull. She gains an additional -8 Injury Penalty, taking her total RZ to -15, and will lose
3 HIPs every subsequent second due to bleeding from the wound. Ouch!
Triumphant, Alfred begins another attack at her face.
Galrabas sword attack at Alfreds head is also resolved at 34 seconds into the combat.
She really needs this attack to count or she is doomed. Her skill bonus of 16 is modified
like so:
She is swinging at Alfreds head, so a -2 Location Penalty is applied.
Her sword is +1 magical.
Her RZ is still -7. (We know that Alfreds axe is inflicting a terrible wound upon
Galraba at this very point in time. However, Galrabas own attack is occurring
simultaneously so the increase to her Injury Penalty because of the skull fracture
can be ignored until next second.)
This gives a total attack skill bonus of 16-2+1-7=8.
37
Alfred can use his shield to block this attack. His Block skill bonus is normally 11 but
his RZ of -4 (due to fatigue) reduces it to 11-4=7. Therefore, the standard formula for
skill resolution gives: 10+[targets Block skill][attackers attack skill]=10+7-8=9, so
Galrabas player must roll 9 to hit. Her player throws a 15 the attack hits!
Alfred loses a number of Hit Points equal to (15-9)+ADB+ADP=6+12+0=18. He
only has 18 HIPs left anyway so this is enough to render him unconscious. Thus, at the
same moment that Alfreds axe strikes Galraba, her sword blow knocks him down and
out. Galraba gasps with relief and pain as she drops her sword and clutches her
throbbing head
N/A
Obviously, a lot can happen in just over half a minute! Although this may seem a lot of detail to
keep track of, many of the modifiers to a characters attack skill bonuses are constant (e.g. Strength
Penalties, Magic Weapon Bonuses, Off-Hand Penalties) and can be recorded on the Character
Sheet, removing the need to recalculate them each time an attack is made with a particular weapon.
In addition, the record keeping work can be shared between the GM and players. It is suggested that
each player records the end times for his characters actions, along with his characters Hit Point loss
and details of Injuries if any occur. Meanwhile, the GM does the same for the NPCs and monsters,
and draws a sketch map of the situation. By comparing the lists of end times against the current
elapsed time, it is easy to work out whose action finishes next. By sharing the labour like this, and
with a little practice, role-playing a combat becomes fast and realistic.
132
Chapter 5 Magic
CHAPTER 5
MAGIC
This chapter describes the two types of magic used in the world profane and pious magic.
Pious magic is the gift of the gods. Devoted priests are able to use magic prayers to call upon divine
intervention and change reality. Because they use divine power, these prayers can be extremely
potent and versatile. However, the gods will only answer prayers which further their often
inscrutable and inconstant aims, and which are made by priests who have curried enough favour.
Many prayers go unanswered.
Profane magic has nought to do with the gods. Skilled people known as magicians are able to change
reality for themselves by using magic spells to manipulate the ambient magical power that is so rich
in the world. Spells are spoken and written in the arcane language Magicka, a specialised and
inherently magical tongue developed by the ancients in aeons past. Casting magic spells does not
require any devotion to a god, so is an easier ability to acquire. However, spells tend to be less
versatile and weaker than magic prayers.
The recipe-like nature of spells makes profane magic the easier of the two types to describe first.
1)
PROFANE MAGIC
Spells are divided into sixteen disciplines, which represent the distinct fields of profane magic that
have been studied, developed and codified into text over the millennia. Each discipline is associated
with a specific list of spells, and all of the spells of a particular discipline have a common theme. For
example, the spells of the Healing discipline are all associated with healing wounds and injuries.
The subsequent sections describe every discipline and its spells. First, a key to some of the terms
used in the descriptions is provided (some of these terms are explained in more detail later):
LEVEL the level of the spell. The higher the level, the more powerful is the spell.
NAME the name used to refer to the spell.
DISC the discipline to which the spell belongs.
CAST whether the spell is cast instantaneously or non-instantaneously.
TYPE whether the spell is direct or indirect. Targets can try to resist direct spells if they
wish; if successfully resisted, such spells have no effect. Indirect spells cannot be resisted.
(Direct spells are sometimes referred to as resistible spells, while indirect spells may be called
irresistible spells.)
133
Chapter 5 Magic
Often, the potency of spells is dependent upon the casters relevant spell-casting skill bonus. E.g., a
caster with a high Alchemy Spell-Casting skill will be able to cast spells from the Alchemy discipline
with a longer duration than a caster will a lower Alchemy Spell-Casting skill. In the following
descriptions, the abbreviation SC always refers to the spell-casting skill bonus:
for the discipline of the spell being described, e.g. if SC is used in the description of a
Healing spell then it is referring to Healing Spell-Casting skill (not Alchemy Spell-Casting);
of he who is casting the spell (not the SC of the spells target or anyone else).
Note that, unless otherwise stated in a spells description, casting a spell multiple times on the same
target never increases the potency of its effects. E.g. casting an Enhance Attack spell, which gives a
+1 bonus to attack skill, twice at the same target will not result in the targets attack skill being
increased by +2.
1,1)
DISCIPLINES
1,1,1)
ALCHEMY
These spells are largely concerned with the creation of items with magical powers.
Note that all magical items have a few shared properties, regardless of their type. They are usually
much harder to break than their non-magical counterparts, and they do not become dulled, rusted or
otherwise sullied with age. Magic weapons retain their sharp edges.
134
Chapter 5 Magic
LEVEL 1) CHARGE
DISC: Alchemy
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 item
This spell enables the caster to transfer a number of his Power Points into a Soul Stone (which may
or may not have been embedded within an item). The Soul Stone cannot contain more POPs than
the maximum number that it normally holds.
If the casters SC15, he may transfer his POPs into any Soul Stone within sight (i.e. he does not
need to touch the Stone).
Note that, if the soul trapped within the Soul Stone lacks spell-casting abilities and does not have
POPs, it cannot be charged.
LEVEL 2) SOUL TRAP
DISC: Alchemy
DUR: SC seconds
CAST: Non-instantaneous
RAN: SC metres
TYPE: Direct
VOL: 1 target
In order for this spell to be successful, the caster must hold a precious stone (gem, crystal, etc.)
whilst casting this spell and for its full duration. If the spells target is killed (or enters a coma) during
the spells duration, then the targets soul immediately enters the casters stone (note that the soul
may resist this since Soul Trap is a direct spell). The targets soul is trapped permanently within the
stone and is held in stasis there frozen in time and comatose.
A single stone may only contain one soul at any time. Once a soul is trapped in a stone (creating a
Soul Stone the term for a precious stone containing a trapped soul), it cannot be moved from that
stone except through the use of a Free Soul spell (see below). If a Soul Stone is destroyed, the soul it
contains is released and banished immediately to the Spirit World. (Note that most precious stones
are so tough that they can only be destroyed via the loss of 20 or more Hit Points from a single
attack. Remember that, although unable to dodge the attack, a stone would be Armour Combination
11.)
The soul of any sentient creature can be trapped in a precious stone in this way. Note that this spell
is Indirect, so the slain creatures soul cannot resist being trapped in the casters precious stone.
Note too that Soul Stones, containing souls with spell-casting abilities and Power Points, are
required in order to create magical items with many of the subsequent spells in this discipline.
LEVEL 3) WORK MATERIAL
DISC: Alchemy
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Direct
VOL: <10 cms
This spell allows the caster to magically bend, sculpt and bond pieces of leather, wood, metal, stone,
etc. into new forms. The targets become malleable and plastic in his fingers. Apart from for making
novel items, the caster can also use this spell to repair broken objects. If no new raw materials are
required, repairs can be performed very quickly, e.g. the caster could simply pick up a chain mail
jerkin and mould the damaged links back into loops with his fingers.
The caster must have an SC of:
1 to work cloth or leather (i.e. soft organic);
10 to work wood, bone or ivory (i.e. hard organic);
15 to work metal, stone, glass, or ceramics (i.e. inorganic);
20 to work materials affected by any magical enchantment.
135
Chapter 5 Magic
If a targets smallest physical dimension is >SC cms, then it cannot be affected by this spell at all.
E.g. an Alchemist with an SC of 10 could rend a hole in a wooden door which was 10 cms thick or
less, but could not affect a thicker door, or one made of metal or stone.
Although the spell bestows this power for only SC minutes, the changes made to targets are
permanent.
LEVEL 4) POTION
DISC: Alchemy
DUR: Indefinite
CAST: Non-instantaneous
RAN: Touch
TYPE: Indirect
VOL: 1 potion
This spell must be cast upon a small volume of water equivalent in size to a single shot of spirit.
After casting this spell, the next spell cast by the caster is embedded into the water. The embedded
spell is effectively stored in the water. Whoever subsequently drinks this water now known as a
potion is affected by the embedded spell.
All varieties of potions are colourless and odourless, so sight and smell cannot be used to gauge their
effects. A successful Attune skill roll is the only certain way to determine what will happen when a
potion is drunk (other than by drinking it and seeing what happens). Imbibing only part of a potion
will have no effect on the drinker and will make the rest of the potion useless, i.e. the whole potion
must be drunk in order to experience its effects, and a single potion cannot be shared. Potions
invariably come in single-dose glass phials the narrow neck of the phial is snapped off to allow the
liquid to be poured down the throat and drunk in one gulp.
Any embedded spell must be suitable for storing in a potion and being subsequently cast after a
delay upon the drinker. Some spells may not suit these restrictions and, at the GMs discretion, may
not be embedded.
Note that (unlike herbs, poisons, etc.) potions do not spoil with age. The effects of drinking a potion
will be the same, regardless of whether it is drunk an hour, a year or a century after its making.
LEVEL 5) SOUL STONE EMBEDDING
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 stone
This spell enables the caster to magically weld a Soul Stone onto an item, e.g. onto a swords
pommel. Once a Soul Stone has been embedded into an item, the Soul Stone itself does not need to
be touched in order to use its powers instead, touching any part of the item is sufficient, e.g. the
swords hand grip.
Although this spell securely fuses a Soul Stone to an item, if enough force is applied, the stone and
item can be separated. If this occurs, this spell ends and the item ceases to be magical. (Any spells
cast upon the Soul Stone which enhanced the items powers also fail, although spells which only
affected the Soul Stone itself may continue.) The amount of force required to remove an embedded
Soul Stone varies with the item. It will be much harder, for example, to prise a gem away from the
metal pommel of a sword than it will be to tear away one fused to the breast of a woollen cloak.
This spell will not work if it is used to try to embed a Soul Stone to an item which already has a Soul
Stone embedded on it.
This spell may be cast in reverse, so as to safely remove a Soul Stone from an item which was
previously embedded there by the caster. It cannot be used to remove Soul Stones embedded by
others.
136
Chapter 5 Magic
LEVEL 6) ALCHEMISTS KEY
DISC: Alchemy
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 portal
This spell can only be cast upon a Soul Stone previously embedded onto a door or lid, etc. (with a
Soul Stone Embedding spell). The spell causes any bolts, catches or other fastenings on the door/lid
to slide open. If the door/lid is sealed with locks requiring keys, the spell will also cause the locks to
unlock if they have a difficulty factor versus Pick Lock skill rolls of SC; locks which are more
difficult to pick are unaffected.
The Soul Stone used must have a maximum POP total of 25 for this spell to work.
LEVEL 7) SPELL EMBEDDING
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 item
This spell can only be cast upon a Soul Stone previously embedded within an item (with a Soul
Stone Embedding spell). It enables the caster to embed the next spell he casts into the Soul Stone.
The caster must be touching the Soul Stone (or the item into which it has been embedded) whilst
casting both spells in order for the process to be successful.
Once a spell has been embedded in this way, it can be cast by anyone with Attune skill. Each time
the item is attuned, the requisite number of POPs required to cast the embedded spell is lost from
the pool within the Soul Stone. These lost POPs are regained at a fixed rate of 1 per hour. An
embedded spell can only be attuned if the stone contains enough POPs to cast that spell. Note that
the spell-casting skill of the character that embedded the spell in the item is used to determine the
potency of the effects of the embedded spell, rather than the spell-casting skill of the character
attuning the item.
This spell can be used to create weapons which instantaneously cast spells upon the victims of their
attacks. E.g. by using Spell Embedding, Stun and Spell Trigger spells, an alchemist could create a
sword which can be attuned to instantaneously cast Stun upon the target just struck.
The embedding process can be repeated such that a single Soul Stone may contain a number of
different embedded spells equal, at most, to its maximum POP total divided by 20 (e.g. a Soul Stone
with 100 POPs might contain up to 5 different embedded spells). A spell cannot be embedded in a
Soul Stone that does not contain enough POPs to allow it to cast that spell. Finally, note that any
embedded spell must be suitable for embedding in an item some spells may not suit this restriction
and, at the GMs discretion, may not be embedded.
LEVEL 8) INJURY ENHANCEMENT
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 item
This spell can only be cast upon a Soul Stone previously embedded within a weapon (with a Soul
Stone Embedding spell). It makes the weapon deliver an additional Injury. Any creature having to
make an Injury Roll as a result of being struck by this weapon must make an additional Injury Roll
versus a type of damage specified by the caster (from Acid, Cold, Electricity, Heat or Mental).
Casting this spell causes the Soul Stone to have its maximum POP total reduced by 20. If this would
reduce its maximum POP total to zero or below, the spell cannot be cast on this stone.
137
Chapter 5 Magic
LEVEL 9) RANGE ENHANCEMENT
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 item
This spell can only be cast upon a Soul Stone previously embedded within a weapon (with a Soul
Stone Embedding spell). It makes a single thrown weapon, or ammunition fired by a single missile
weapon, travel X times as far as normal, where X equals:
1.5 if the casters SC 15;
1.5 or 2.0 if the casters 16 SC 19;
1.5, 2.0 or 3.0 if the casters SC 20.
Casting this spell causes the Soul Stone to have its maximum POP total reduced by 20, 40 or 60, for
x1.5, x2 or x3 range respectively. If this would reduce its maximum POP total to zero or below, the
spell cannot be cast on this stone.
LEVEL 10) ALCHEMISTS LOCK
DISC: Alchemy
CAST: Non-instantaneous
DUR: Indefinite
RAN: Touch
TYPE: Direct
VOL: 1 portal
This spell can only be cast upon a Soul Stone previously embedded onto a door or lid, etc. (with a
Soul Stone Embedding spell). The spell seals the door or lid, magically welding the join shut so that
it cannot be opened by anyone other than the caster. If the caster cares to choose a password when
casting this spell, then persons uttering the word as they touch the door/lid may also open it. In
addition, this spell conveys magical protection to the door or lid such that it becomes impervious to
any attack that causes the loss of a number of Hit Points equal to or less than the maximum number
of POPs stored in the Soul Stone. E.g. if the spell is cast upon a Soul Stone with 10 POPs
embedded in a door, then the door will only be damaged by axe blows delivering 11 HIPs
weaker attacks will bounce off ineffectually.
Entry can be gained by using a successful Dispel Magic spell to cancel the Alchemists Lock.
Alternatively, the material or wall adjacent to the door/lid could be split or dug through.
LEVEL 11) SKILL ENHANCEMENT
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 item
This spell can only be cast upon a Soul Stone previously embedded within an item (with a Soul
Stone Embedding spell). It gives the item a magic bonus of X, where X equals:
+1 if the casters SC 15;
+1 or +2 if the casters 16 SC 19;
+1, +2 or +3 if the casters SC 20.
These bonuses are generally applied to skill rolls made with the item. For most kinds of item, it will
be obvious as to which skill is affected by the bonus e.g. using a +1 lock pick increases its users
Pick Lock skill by +1, and using a +2 long bow increases its users Bows skill by +2. However, this
spell can be cast upon items which are not associated directly with a skill, e.g. pieces of clothing. In
such cases, the spell-caster may choose a single skill (with the GMs approval) to which the bonus
applies the user of the item benefiting from this bonus. E.g. a cloak which increases its wearers
Stealth skill bonus by +3, or a glove which increases its wearers Pick Pocket skill by +2. At the
GMs discretion, this spell can be applied to a wide range of items, e.g. a bonus to a lock would
increase the difficulty factor versus a thiefs Pick Lock skill.
138
Chapter 5 Magic
Note that, while a bonus to a weapon increases its users attack skill, the bonus also decreases the
weapons:
Injury Range (see the Combat chapter), i.e. the range of values required of the attack roll to
inflict an Injury. So a +1 weapon will inflict an Injury on attack rolls of 20 or 19; a +2
weapon will inflict an Injury on rolls of 20, 19 or 18; and so on.
Fumble Range, i.e. making it harder to fumble. So, while a non-magical war hammer has a
Fumble Range of 8, a +1 war hammer has a Fumble Range of 7.
Note that, if a bonus is bestowed upon a piece of armour, it will not affect the wearers skills but,
instead, the bonus is added to the Action Penalty associated with that armour, so as to reduce the
Action Penalty and make the armour less cumbersome to wear. (Note that Action Penalties can be
reduced to zero in this way but cannot be made positive, i.e. >0.)
Casting this spell causes the Soul Stone to have its maximum POP total reduced by 30, 50 or 70, for
a +1, +2 or +3 bonus respectively. If this would reduce its maximum POP total to zero or below,
the spell cannot be cast on this stone.
LEVEL 12) DAMAGE ENHANCEMENT
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 item
This spell can only be cast upon a Soul Stone previously embedded within a weapon (with a Soul
Stone Embedding spell). It makes the weapon cause X times the normal number of Hit Points to be
lost whenever it hits, where X equals:
1.5 if the casters SC 15;
1.5 or 2.0 if the casters 16 SC 19;
1.5, 2.0 or 3.0 if the casters SC 20.
Whenever such a weapon makes a successful attack, always calculate the number of HIPs that would
be lost by the target normally, i.e. if the weapon did not have this power, before applying the
multiplier.
Casting this spell causes the Soul Stone to have its maximum POP total reduced by 60, 80 or 100,
for x1.5, x2 or x3 damage respectively. If this would reduce its maximum POP total to zero or
below, the spell cannot be cast on this stone.
LEVEL 13) CONSTANT SPELL EMBEDDING
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 item
This spell acts like the Spell Embedding spell, but the spell that is embedded takes effect constantly
it automatically affects anyone who complies with certain conditions regarding the use of the item,
as specified by the caster. Spells with instantaneous durations cannot be embedded with this spell.
E.g. the caster might use this spell to embed an Invisibility spell into a ring, specifying that anyone
who puts on the ring is affected by the Invisibility spell, and remains invisible for as long as they are
wearing the ring. Alternatively, a Resist Heat spell may be embedded into a sword, such that anyone
who wields the sword is automatically affected by the Resist Heat spell. (The GM should use her
discretion with regard to which spells may take effect constantly via an item, and to the conditions
that Alchemists specify.)
Only one constant spell effect may be embedded in a single item at any time.
139
Chapter 5 Magic
Casting this spell causes the Soul Stone to have its maximum POP total reduced by 150. If this
would reduce its maximum POP total to zero or below, the spell cannot be cast on this stone.
LEVEL 14) VORPAL WEAPON
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 item
This spell can only be cast upon a Soul Stone previously embedded within a weapon (with a Soul
Stone Embedding spell). This spell makes the weapons attacks cleave easily through armour. The
Armour Combination of any body location struck by the weapon is reduced by SC/2 (to a minimum
of zero).
Casting this spell causes the Soul Stone to have its maximum POP total reduced by 70. If this would
reduce its maximum POP total to zero or below, the spell cannot be cast on this stone.
LEVEL 14) SLAYING WEAPON
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 item
This spell can only be cast upon a Soul Stone previously embedded within a weapon (with a Soul
Stone Embedding spell). If the weapon (including ammunition fired from it if it is a missile weapon)
is hitting a particular type of target, as specified by the caster on casting this spell, then the attack is
slaying. This means that, against the specified type of target only, the attacks Injury Range is
decreased by 3 points and the victims Injury Roll is made at +3 (see the Combat chapter).
If he wishes, the caster may specify a weapon as slaying a general type of creature (e.g. undead), a
particular species (e.g. liches) or, alternatively, he may restrict the item to slaying a particular
individual (e.g. the Liche King Xalifoss).
A weapon may only ever be slaying against one type of target, and the type of target must be that
which was specified when this spell was cast.
Casting this spell causes the Soul Stone to have its maximum POP total reduced by 70. If this would
reduce its maximum POP total to zero or below, the spell cannot be cast on this stone.
LEVEL 15) SOUL AWAKENING
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 item
This spell creates a sentient item. It can only be cast upon a Soul Stone previously embedded within
an item (with a Soul Stone Embedding spell). It releases the soul trapped within the Soul Stone from
comatose stasis effectively awakening it again. If the casters:
SC < 20, the sentient item is able to magically sense the world using the senses of whoever is
touching it. In addition, the item can communicate telepathically with whoever touches it
(using whichever languages it knows).
SC 20, the sentient item can see and hear as well as it could when alive in its original body.
It is able to communicate telepathically with whoever touches it and may speak with an
audible voice if it desires.
140
Chapter 5 Magic
Once freed from stasis, the awakened souls personality and memories are restored and it becomes
able to interact with the world although, since its body is now an inanimate object, it cannot perform
any actions that require movement. The soul may perform purely mental actions using the skill and
stat bonuses it had when alive (at the GMs discretion, the item may be able to increase its bonuses
in specific skills through development as normal). It can also automatically attune those spells that
are embedded within its Soul Stone, using its pool of POPs (no attunement roll is required). It may
not, however, cast any other spells. Note that, although lacking a living body, an awakened soul in a
Soul Stone still requires sleep and can still be affected by spells that affect souls (unless specifically
noted otherwise).
Whenever a sentient item is touched, a battle of wills may be instigated by either the item itself or
the person touching it. To determine who wins, the person touching the item should make an SD
stat roll, versus the SD stat of the sentient item itself. (Any magical bonus on the item should be
added to the items souls SD stat for these purposes.) The winner is able to control the actions of
the loser as if via a Command spell (see the Mind discipline). The control lasts while physical contact
between the winner and loser is maintained; once this contact is broken, the control is lost. Should
contact be made again, another battle of wills can be instigated immediately by either side.
E.g. if an evil sentient item won a battle of wills, it might order the person touching it to hold it and
never put it down again (enabling the item to keep control of its holder indefinitely). Alternatively, if
the person won the battle, he could order the sentient item to cast any spells embedded within it
without needing to attune the item himself.
Whenever a character or item wins a battle of wills, it gains a +1 bonus to its SD stat for the
purposes of the next battle of will versus the same opponent. These +1 bonuses are cumulative so
that it becomes progressively easier to win subsequent battles of will versus the same opponent.
Once a battle is lost, these bonuses are lost also.
LEVEL 16) REMOTE ATTUNEMENT
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Within sight
TYPE: Direct
VOL: 1 item
This spell enables the caster to attune an item without touching it, regardless of who is using the
item or how they are using it at the time. After making the spell-casting roll to cast this spell, the
caster immediately makes an Attune skill roll if this is successful, the desired power is attuned.
Note that an items spell cannot be attuned if its Soul Stone does not have enough POPs left to cast
that spell. (However, a Charge spell could first be used to transfer some of the casters POPs into
the Soul Stone)
LEVEL 17) ANIMATE
DISC: Alchemy
DUR: Indefinite
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 item
This spell is generally cast upon a statue which has had a Soul Stone embedded within it and which
has then been made sentient. Once Animate is cast, the statue becomes animated the once lifeless
statue now able to move under the control of the soul in the Soul Stone. Limbs which were rigid are
now able to magically flex, enabling the statue to move itself. Such creatures are known as Golems
(see The Bestiary).
141
Chapter 5 Magic
The statue must be made from a single type of material typically clay, bronze or marble and, if it
is to animate successfully, must have a body shape consistent with that of the body which the soul
used to have. E.g. if a Soul Stone containing an Elfs soul is embedded into a humanoid statue (with
head, body, two legs and two arms), made sentient and then has an Animate spell cast upon it, the
statue will become a Golem. The Elf is used to having a humanoid body and so the Golem will be
able to walk around, manipulate objects with its hands, etc. If the form of the statue is different to
that which the soul is used to, then the spell will fail and the statue will remain inanimate, not
becoming a Golem. E.g. this spell will fail if the Elf Soul Stone is embedded in a statue of a lion
the statue remaining rigid and lifeless.
A Golem can make use of skills that it had developed whilst its soul was in its natural body (and can
develop them further). E.g. the Golem mentioned previously could pick up a long sword and make
attacks using the Elfs old Double-Edged One-Handed Swords skill bonus. However, the rigidity of
the statue body will reduce bonuses for moving actions. A penalty of SC-20 (maximum of zero) is
applied to such bonuses, where SC is the spell-casting of the caster of the Animate spell. E.g. if the
Golem is animated by an alchemist with an SC of 17, a penalty of 17-20=-3 is added to the Elfs
Double-Edged One-Handed Swords skill bonus (and skills or stats for all other moving actions). If
the Golem lacks necessary appendages, like fingers, then the GM should increase the penalty
suitably. Remember that the souls new body is very likely to have different physical stats compared
with its original form (i.e. that it was born with), and so many skill bonuses will require recalculation
(see The Effects of Changing Stats section of the Character Development chapter).
This spell can also be cast on a sentient melee or thrown weapon. If the Animate spell is followed by
a Permanency spell and then a Flight spell, the sentient weapon gains the ability to fly through the
air and attack by itself, without being held. The attacks must be made using the souls attack skill
bonus for the relevant weapon. As with Golems, a penalty equal to SC-20 is applied.
LEVEL 18) SOUL PURPOSE
DISC: Alchemy
CAST: Non-instantaneous
DUR: Indefinite
RAN: Touch
TYPE: Direct
VOL: 1 item
This spell can only be cast upon a sentient item. It gives the soul an overriding sense of purpose a
mission which it strives to fulfil with every fibre of its being. Typical purposes might be to:
help its maker;
help its current owner;
defeat evil;
defeat Wood Elves.
This spell is Direct and so the target soul may resist its effects (any magical bonuses on the item
should be added to the items souls SD stat for these purposes). If it fails to resist, the personality
change which takes place is immediate and complete the way the soul thinks about the world is
changed and it will behave according to its new purpose.
LEVEL 19) WARDING STONE
DISC: Alchemy
CAST: Non-instantaneous
DUR: Indefinite
RAN: Touch
TYPE: Indirect
VOL: 1 stone
This spell must be cast upon a Soul Stone, which must have been embedded (with a Soul Stone
Embedding spell) into the foundations of a building. This done, the caster becomes aware of:
all creatures within the building of their species, name and location;
which doors, windows and other portals are open, closed, locked or unlocked;
the location and nature of any structural damage that is occurring, or has occurred since the
spell was cast.
142
Chapter 5 Magic
If the embedded Soul Stone has a maximum POP total of 200, the caster gains an additional
power. Whilst he is within the affected volume, the caster is able to transfer his senses to any other
point within the volume simply by concentrating. E.g. the caster might be in his bedroom but, by
concentrating, he could see and hear what is happening in the kitchens.
The volume affected by the spell extends to all enclosed spaces that are designated by the GM as
being effectively part of that single building, and which are within 10xSC metres of the Soul Stone
(e.g. a buildings cellars would be affected but its gardens and outhouses would not).
LEVEL 20) FREE SOUL
DISC: Alchemy
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 stone
This spell can only be cast upon a sentient item. On casting the spell, the caster who must be
simultaneously touching the Soul Stone and a comatose body acts as a conduit for the soul. The
soul is released from its Soul Stone trap and gains control over the comatose body, which
immediately awakes. For this spell to be successful, the body must be:
of the same race and gender as the souls original body (of birth);
healthy enough to hold the soul.
The soul becomes fully united with its new body. It will regain its old skill bonuses and spells
(physical stat bonuses may have changed though), and will also remember any new skills that were
developed with its previous item form (although these may not be useable in the new body). The
soul also remembers any embedded spells (consider these as having been memorised). Any outlook
changes or purposes forced on the soul with Soul Purpose spells are not lost in the transfer,
however.
LEVEL 20) REJECTION OF FLESH
DISC: Alchemy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 stone
This powerful spell is an amalgam of Soul Trap, Soul Stone Embedding, Soul Awakening and
Animate. Casting the spell embeds a precious stone into an intricate metal statue which the caster
must have constructed himself. Whenever and wherever the caster subsequently dies, his soul will be
instantly transferred into the stone, awoken from stasis, and the statue animated under his control.
The caster gains a new metal body, while his old flesh body rots.
In order for the caster to have fluent control over his new form, the statue must be humanoid in
shape. In addition, if he is to be able to talk necessary if he wishes to communicate or cast spells
again then the workings of the golem must contain some system of resonating chambers, flanges
or taught wires which can be filled or vibrated by the caster to create sound. Of course, once in
control of his new body and back in his workshop, the caster will be able to alter and improve his
body as he desires
1,1,2)
COMBAT
143
TYPE: Direct
VOL: 1 target
Chapter 5 Magic
This spell gives the targets next melee, missile or thrown attack a bonus of SC/5 (minimum of +1).
This bonus affects the Injury Range of the attack and is cumulative with bonuses from magic
weaponry.
LEVEL 2) TOUGHEN ARMOUR
DISC: Combat
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Indirect
VOL: 1 piece of armour
This spell enhances the Armour Combination of a single piece of armour by up to SC/5 (minimum
of 1). E.g. a 12th level caster could make his rigid leather breastplate, normally AC 4, protect as if it
were scale mail over soft leather, i.e. AC 7. Although the armours Damage Penalties change, the
Action Penalty and the body locations that it protects do not change.
LEVEL 3) IGNORE FATIGUE
DISC: Combat
CAST: Non-instantaneous
DUR: (10xSC) seconds
RAN: Self
TYPE: Indirect
VOL: Self
The caster will not tire and may ignore Fatigue Penalties for the duration.
LEVEL 4) ENHANCE RANGE
DISC: Combat
CAST: Instantaneous
DUR: 1 attack
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell makes the targets next missile or thrown attack travel X times as far as normal, where X
equals:
1.5 if the casters SC 10;
2.0 if the casters 10 SC 19;
3.0 if the casters SC 20.
LEVEL 5) ENERGISE ATTACK
DISC: Combat
CAST: Instantaneous
DUR: 1 attack
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell makes the targets next melee, missile or thrown attack deliver an additional Injury. Any
creature having to make an Injury Roll as a result of being struck by this attack must make an
additional Injury Roll versus a type of damage specified by the caster (from Acid, Cold, Electricity,
Heat or Mental).
LEVEL 6) RECALL WEAPON
DISC: Combat
CAST: Instantaneous
DUR: Instantaneous
RAN: Within sight
TYPE: Direct
VOL: 1 weapon
On casting this spell, a chosen weapon within range will appear instantly (and safely) in either the
casters hand(s) or his scabbard/belt/harness/etc. The weapon must have been in the casters
possession previously.
LEVEL 7) DEFLECT
DISC: Combat
DUR: 1 attack
CAST: Instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
This spell increases the difficulty factor versus the next melee, missile, thrown or elemental bolt
attack directed at the caster by SC/5 (effectively increasing the casters Dodge or Block).
144
Chapter 5 Magic
LEVEL 8) MAGIC ARMOUR
DISC: Combat
CAST: Non-instantaneous
DUR: SC seconds
RAN: Self
TYPE: Indirect
VOL: Self
The casters every body location is protected as if it is covered by an Armour Combination equal to
SC/2. The spell does not hamper the casters movement (i.e. no Armour Action Penalties result).
LEVEL 9) ENHANCE DAMAGE
DISC: Combat
CAST: Instantaneous
DUR: 1 attack
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell makes the targets next melee, missile or thrown attack deliver X times the normal number
of HIPs if it hits, where X equals:
1.5 if the casters SC 15;
2.0 if the casters 16 SC 19;
3.0 if the casters SC 20.
LEVEL 10) MULTIPLE ATTACK
DISC: Combat
CAST: Instantaneous
DUR: 1 attack
RAN: Self
TYPE: Indirect
VOL: Self
The casters next melee attack strikes as SC/5 different simultaneous attacks, i.e. SC/5 separate
attack rolls are made.
LEVEL 11) ENHANCE TOUGHNESS
DISC: Combat
CAST: Non-instantaneous
DUR: SC seconds
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell multiplies the targets current HIP total by X, where X equals:
1.5 if the casters SC 15;
2.0 if the casters 16 SC 19;
3.0 if the casters SC 20.
At the end of the duration, the targets current HIP total is divided by 1.5, 2.0 or 3.0 respectively,
returning it to the normal range.
LEVEL 12) VORPAL ATTACK
DISC: Combat
CAST: Instantaneous
DUR: 1 attack
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell makes the targets next melee, missile or thrown attack cleave easily through armour. If
the attack hits, the Armour Combination of the body location struck is reduced by SC/2 (to a
minimum of zero) for the purposes of this single attack roll.
LEVEL 13) TRANSFER SKILL
DISC: Combat
CAST: Non-instantaneous
DUR: SC seconds
RAN: Self
TYPE: Indirect
VOL: Self
For the duration, the caster is able to use his highest weapon skill bonus to attack with any weapon.
145
Chapter 5 Magic
LEVEL 14) SHIELD
DISC: Combat
DUR: Indefinite
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
This spell creates a magical force-field which reduces the damage inflicted by attacks. The caster
effectively gains a separate pool of magical Hit Points which are lost before his own. For every two
POPs that the caster expends to cast this spell in addition to the 14 normally required, the field gains
one HIP. The field remains active until it runs out of HIPs or is dispelled.
LEVEL 15) BERSERKER
DISC: Combat
DUR: (10 x SC) seconds
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
TYPE: Indirect
VOL: Self
This spell makes the casters next attack be slaying versus whatever opponent it strikes. This means
that the attacks Injury Range is decreased by 3 points and the victims Injury Roll is made at +3 (see
the Combat chapter).
LEVEL 17) INSPIRE ALLIES
DISC: Combat
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Direct
VOL: SC targets
Up to SC chosen targets within the volume are filled with self-confidence. They will feel no fear for
the duration, and will make all skill and stat rolls with a +1 bonus.
LEVEL 18) CURSE OF HEAVY ARMOUR
DISC: Combat
CAST: Non-instantaneous
DUR: SC seconds
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The casters total Armour Action Penalty is transferred to the target for the duration. In other
words, during this time, the casters Resistance Penalty is not increased by any Armour Action
Penalties while the targets Resistance Penalty is increased by his normal total Armour Action
Penalty and that of the caster.
LEVEL 19) DESTINY
DISC: Combat
DUR: SC seconds
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
For the duration, the caster makes all Injury Rolls with a penalty equal to SC/5, i.e. each roll is
reduced by SC/5 so as to render the Injury less deadly.
146
Chapter 5 Magic
LEVEL 20) INVULNERABILITY
DISC: Combat
CAST: Non-instantaneous
DUR: SC seconds
RAN: SC metres & in sight
TYPE: Direct
VOL: SC targets
Up to SC chosen targets within the volume become invulnerable to any forms of damage inflicted
by non-magic weapons. In addition, all magic weapon attacks directed at the targets are made with a
penalty equal to SC/5 to their attack rolls. (If one of the targets of this spell is the caster himself, all
magic weapon attacks directed at the caster are made with a penalty equal to SC/4.)
1,1,3)
CONJURATION
These spells enable the caster to summon a range of creatures and items to act as his servants and
tools.
Some of the spells in this discipline (and others) require a pentagram to be drawn or made on the
ground before they can be cast. All such pentagrams consist of a five-pointed star symbol within a
circle, the points of the pentagram touching the circles circumference roughly 72 apart. Preparing a
pentagram may require tools, e.g. chalk or a chisel to mark flagstones, a spade for turf, or perhaps
burning oil. The symbol could also be drawn in mud or sand with a finger or twig, or even
constructed from interwoven branches if necessary. If a pentagram is to be reused, it may be made
in a more robust fashion perhaps from polished metal inlaid into a stone floor.
All pentagrams which are drawn or made on the spot must be constructed carefully. Spells cannot
be cast upon a pentagram if even one of its lines is incomplete or broken. As a guide, a pentagram
whose outer circle is 1 metre in diameter generally takes 1 minute to construct. Every additional 1
metre radius requires an extra minute, e.g. if the pentagrams circle has a radius of 5 metres, it takes 5
minutes to create. (The GM may wish to vary this time depending on the method used to make the
pentagram; obviously, engraving a pentagram permanently into stone will take much longer.)
Note that if:
a pentagram with an active spell upon it has one or more of its lines broken, then the spell
ends immediately and the caster loses 25% of his Hit Points and Power Points;
two or more pentagrams are constructed so that they encircle each other or overlap, then it
becomes impossible to cast spells upon them, i.e. they lose their magical usefulness.
LEVEL 1) SUMMON COIN
DISC: Conjuration
CAST: Non-instantaneous
DUR: 10+SC seconds
RAN: Self
TYPE: Indirect
VOL: 1 coin
This spell summons a single coin into the casters hand. The denomination of the coin (e.g. tin,
bronze, gold) is chosen by the caster. At the end of this spells duration, the summoned coin
vanishes back to whence it came.
LEVEL 2) SUMMON TOOL
DISC: Conjuration
CAST: Non-instantaneous
DUR: 10+SC seconds
RAN: Self
TYPE: Indirect
VOL: Infinite
This spell summons a tool into the casters person. The type of the tool (e.g. lock pick, key or coil of
rope) is chosen by the caster. The piece will have a magical bonus which is determined by the
casters SC:
+1 if the casters SC 10;
+2 if the casters 11 SC 15;
+3 if the casters SC 16.
147
Chapter 5 Magic
Note that a single item is always summoned; thus, a grappling hook and rope must be summoned
separately with two spells. In addition, a tool will always be summoned intact, i.e. not damaged or
broken. Finally, only general tools may be summoned, e.g. the caster could not use this spell to
summon the specific key required to open the locked door in front of him, but could use it to
summon a lock pick. At the end of this spells duration, the summoned tool vanishes back to
whence it came.
(It may be inappropriate for some kinds of item to have a magical bonus, e.g. candles.)
LEVEL 3) SUMMON WEAPON
DISC: Conjuration
CAST: Non-instantaneous
DUR: 10+SC seconds
RAN: Self
TYPE: Indirect
VOL: Infinite
This spell summons a magic weapon into the casters hand(s). The type of weapon (e.g. broadsword,
battle axe, etc.) is chosen by the caster. The weapon will have a magical bonus which is determined
by the casters SC:
+1 if the casters SC 10;
+2 if the casters 11 SC 15;
+3 if the casters SC 16.
Note that a single item is always summoned; thus a missile weapon will not appear with ammunition
as well. The weapon will be summoned intact, i.e. not damaged or broken. At the end of this spells
duration, the summoned weapon vanishes back to whence it came.
LEVEL 4) SUMMON ARMOUR
DISC: Conjuration
CAST: Non-instantaneous
DUR: 10+SC seconds
RAN: Self
TYPE: Indirect
VOL: Infinite
This spell summons a magical piece of armour onto the casters person. The type of the piece (e.g.
chain mail hauberk, plate full helm) is chosen by the caster. The piece will have a magical bonus
which is determined by the casters SC:
+1 if the casters SC 10;
+2 if the casters 11 SC 15;
+3 if the casters SC 16.
Note that a single piece of armour, of the correct size for the caster, is always summoned, and it
always appears correctly positioned on the casters body with strapping properly adjusted, and so on.
The piece will be summoned intact, i.e. not damaged or broken. At the end of this spells duration,
the summoned armour vanishes back to whence it came.
LEVEL 5) MARK
DISC: Conjuration
DUR: Varies
CAST: Instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 target
This spell marks a specific creature (including characters) with an invisible magical mark, unique to
the caster. Once marked in this way, the creature is magically linked to the caster and can be
summoned to him via other spells on this list.
Up to SC different creatures can bear the mark of the caster at any time, and the caster can choose
to cancel a mark from a creature whenever he likes, enabling him to mark another.
148
Chapter 5 Magic
The duration of a mark depends on the level of contact that the caster is able to have with the
creature. If the target creature has been touched by the caster for (20/SC) minutes (minimum of 1
minute) immediately prior to casting this spell, then the marks duration is indefinite. If the target
can only be touched by the caster for (20/SC) seconds prior to casting this spell, then the mark
only remains on the target for SC days, disappearing thereafter. If the target is only seen and not
touched by the caster when he casts this spell, the marks duration is only SC hours.
Marks on creatures can be seen with Detect Magic and Detect Summoned spells. A particular
creature can only bear one mark at a time; the mark bestowed by a previous conjuror must be
removed before that creature can be marked by another. A Dispel Magic spell may remove a mark if
cast upon a marked target.
If a target dies, any mark born by it is cancelled (unless the creature immediately becomes undead).
LEVEL 6) PENTAGRAM OF SUMMONING
DISC: Conjuration
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Direct
VOL: 1 pentagram
This spell teleports (i.e. magically transports in an instant) a target that the caster has previously
marked (with a Mark spell) into a pentagram which is being touched by the caster. Note that:
this spell is direct so the target may try to resist being summoned if it chooses;
the target appears with the worn, carried and held items that were on its person when the
spell was cast.
The summoned target is magically trapped within the hemispherical volume delineated by the
pentagrams outer circle. The target cannot touch the pentagram itself and, to cross the hemispheres
border against the casters will, it must pass a SD stat roll using the casters SC as the difficulty
factor. If the target passes, the spell fails, the target is free and the caster loses 10% of his POPs. If
the target fails, the spell continues the target remains trapped and gains -2 to its Resistance Penalty.
If the target tries to cross the hemispherical border and fails again, the Resistance Penalty increases
by another -2, and so on. Any Resistance Penalty accrued in this way is cancelled once the target
leaves the pentagram.
In the same way, the summoned target is prevented from making melee attacks against those outside
the pentagram. It must make a successful SD stat roll first to break the pentagrams restraint; else its
melee attacks are deflected harmlessly by the hemispherical border. Note, though, that the
summoned target can throw weapons, fire missile ammunition or cast spells out of the pentagram
without restriction, enabling it to attack those on the outside. If it is able, the summoned target may
also cast Dispel Magic spells on the pentagram. If one of these succeeds, the Pentagram of
Summoning spell is cancelled, enabling the summoned to cross the pentagram freely.
If the caster wills it, the summoned target may cross the hemispherical border safely. Note that the
target can only be controlled via the Command Summoned spell (or perhaps certain spells from
other disciplines, e.g. Command Demon if the summoned target is demonic). Note too that, while
the spell remains active, the target may not touch or tamper with the pentagram, even once outside.
At the end of the Pentagram of Summoning spells duration, the target vanishes back to whence it
came (regardless of whether it is within the pentagram or not at this time). Only the targets death or
Eject Summoned or Dispel Summoned spells can force the target to return prematurely to the
location from which it was summoned (even cancelling the Pentagram of Summoning spell before
its duration has elapsed will not return the creature early).
149
Chapter 5 Magic
If the summoned target is too large to fit within the pentagrams hemisphere, then the spell fails
immediately after the target appears, leaving the target unrestrained and not affected by the
pentagram in any way.
If the casting of this spell is fumbled, then caster is harmed (see the Fumbling Spell-Casting section
later) and a randomly chosen creature is summoned into the pentagram instead. The GM should
select the summoned creatures species using the tables in the Creatures by Habitat and Threat section
of The Bestiary.
LEVEL 7) COMMAND SUMMONED
DISC: Conjuration
CAST: Non-instantaneous
DUR: As Pentagram of
RAN: SC metres & in sight
Summoning spell
TYPE: Direct
VOL: 1 target
The target must be a creature summoned by Conjuration magic and held within a Pentagram of
Summoning whilst this spell is cast. It makes the target unquestioningly carry out the casters orders
to the best of its ability (regardless of the language used) for the duration. Note that orders must still
be followed even if they require the target to leave the pentagram.
LEVEL 8) EJECT SUMMONED
DISC: Conjuration
CAST: Non-instantaneous
DUR: Instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 target
The target must be a creature summoned by Conjuration magic and held within a Pentagram of
Summoning whilst this spell is cast. It instantly returns the target to the location from which it was
summoned.
LEVEL 9) PUNISH SUMMONED
DISC: Conjuration
CAST: Non-instantaneous
DUR: Instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target must be a creature summoned by Conjuration magic and held within a Pentagram of
Summoning whilst this spell is cast. It causes the target to lose 10% of its Hit Points and to suffer a
-1 increase in its Resistance Penalty. On leaving the pentagram, the target regains these lost HIPs
and loses this Resistance Penalty.
This spell can be cast up to SC/4 times on a particular target during a single summoning; further
castings will fail. Note that the Resistance Penalty gained by a punished target will reduce its SD stat
and thus its ability to resist spells cast upon it while it is in the pentagram.
LEVEL 10) REPEL SUMMONED
DISC: Conjuration
CAST: Instantaneous
DUR: Concentration
RAN: Self
TYPE: Indirect
VOL: SC metres radius
Any creatures that were summoned by Conjuration magic suffer an increase of -(20-X) to their
Resistance Penalties, where X is the distance in metres between each target and the caster. E.g. if a
summoned basilisk is 10 metres from the caster, its Resistance Penalty is increased by -10. Once a
creature leaves the volume, i.e. goes 20 metres from the caster, its Resistance Penalty increase ends.
The caster must maintain strict concentration after casting the spell or it will end.
LEVEL 11) DISPEL SUMMONED
DISC: Conjuration
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
150
TYPE: Direct
VOL: 1 target
Chapter 5 Magic
This spell immediately returns the target to the location from which it was summoned. If the target
was not summoned by Conjuration magic, the spell is ineffective.
LEVEL 12) DETECT SUMMONED
DISC: Demonology
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: 100xSC metres
For the duration, whenever the caster concentrates, all creatures summoned by Conjuration magic
within the volume become visible to him, regardless of whether darkness or intervening objects (e.g.
walls, doors, ceilings, earth, rock, fog, etc.) block his normal view of them. He sees each creature as a
glowing silhouette superimposed upon his normal field of view. The size of each silhouette allows
him to guess the distance and size of that creature; larger silhouettes reveal closer or larger creatures,
while very distant or small creatures may appear only as faint dots of light. As each creature moves
relative to the caster, its silhouette moves too so that the caster can see if it is approaching or
receding or passing him by. The silhouettes themselves are featureless, only revealing a creatures
outline, direction and distance or size. While, with experience, it may become possible to identify a
creatures species from the shape of its silhouette, it is likely to be impossible to identify particular
individuals from amongst others of the same species unless an individual has a particular feature
which somehow alters its silhouette.
Creatures which are currently marked by the caster with the Mark spell glow in a different colour to
other summoned creatures.
LEVEL 13) TRANSFER SENSES
DISC: Conjuration
CAST: Instantaneous
DUR: As Pentagram of
RAN: SC metres & in sight
Summoning spell
TYPE: Direct
VOL: 1 target
The target must be a creature summoned by Conjuration magic and held within a Pentagram of
Summoning whilst this spell is cast. Once cast, by concentrating the caster may see, hear, smell, etc.
using the senses of that creature rather than his own.
LEVEL 14) PREVENT SUMMONS
DISC: Conjuration
CAST: Non-instantaneous
DUR: Indefinite
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell removes any Conjuration marks from the target, thus preventing the target from being
summoned. The spell also prevents the target from being marked in future.
Powerful personages often wear rings enchanted with this spell to thwart magical kidnappings by
enemy conjurors.
LEVEL 15) STEAL MARK
DISC: Conjuration
CAST: Non-instantaneous
DUR: Instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell allows its caster to steal marks from a target conjuror.
In the moment in which this spell is cast, the caster receives a vision of each of the creatures that the
target has marked. The caster may then choose to steal up to SC/4 of the targets marks. The chosen
creatures effectively become as if marked by the caster, rather than the target.
This spell fails if the caster tries to steal so many marks that more than SC different creatures would
have his mark. It also fails if the target has not marked any creatures.
151
Chapter 5 Magic
Note that the theft of marks does not affect their duration. E.g. if a creature was only temporarily
marked because a conjuror could not touch it when casting Mark, then the duration of its marking is
not reduced or lengthened if that mark is subsequently stolen by another conjuror.
LEVEL 16) STEAL SUMMONED
DISC: Conjuration
CAST: Non-instantaneous
DUR: Indefinite
RAN: Touch
TYPE: Indirect
VOL: 1 pentagram
The target of this spell is a Pentagram of Summoning which the caster must be touching whilst this
spell is cast. Any creatures subsequently summoned into this pentagram will actually appear in a
different pentagram constructed by the caster previously.
If the conjuror whose pentagram is the target of this spell casts Pentagram of Summoning upon the
pentagram to summon one of his marks, the spell will appear to fail although he will lose the Power
Points. Actually, the marked creature will be summoned into the pentagram of the caster of the Steal
Summoned spell instead.
LEVEL 17) BREAK THE SHACKLES
DISC: Conjuration
CAST: Non-instantaneous
DUR: Indefinite until next
RAN: Touch
summons
TYPE: Indirect
VOL: 1 pentagram
The target of this spell is a Pentagram of Summoning which the caster must be touching whilst this
spell is cast. The next summoning spell cast upon that pentagram will fail as soon as the creature
appears leaving the creature free to escape from the pentagram and run amuck.
LEVEL 18) SLAY SUMMONED
DISC: Conjuration
CAST: Non-instantaneous
DUR: Instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target must be a creature summoned by Conjuration magic and held within a Pentagram of
Summoning whilst this spell is cast. If the target fails to resist, it dies immediately.
LEVEL 19) FREE SUMMONS
DISC: Conjuration
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell allows the caster to summon a target that he has marked without needing a pentagram.
Wherever the target is located, it is able to sense when the caster is in the process of casting this
spell, and may decide during those few seconds whether to allow itself to be summoned or not. If
the target is willing, it is teleported to a location in range of the caster. If the target is unwilling, the
spell fails and it is not moved.
As with Pentagram of Summoning, the summoned creature arrives without any carried, worn or
held equipment, and will vanish after SC minutes back to whence it came.
If the casting of this spell is fumbled, then caster is harmed (see the Fumbling Spell-Casting section
later) and a randomly chosen creature is summoned instead. The GM should select the summoned
creatures species using the tables in the Creatures by Habitat and Threat section of The Bestiary. Note
that, since there is no pentagram to restrain it when it appears, the summoned creature will be free
to act as it wishes.
152
Chapter 5 Magic
LEVEL 20) MONSTROUS FUSION
DISC: Conjuration
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 pentagram
This spell has two targets. The first must be a creature summoned by Conjuration magic and held
within a Pentagram of Summoning whilst this spell is cast. The second target is chosen by the caster
from his marks. The spell summons the second target into the very same physical location currently
occupied by the first creature in the pentagram. The bodies of both creatures are immediately
merged and fused according to the casters wishes.
Thus, by casting this spell so as to summon a bull and fuse it with a human held in the pentagram, a
minotaur could be created; by summoning a great eagle with this spell and merging it with a horse, a
hippogriff could be produced. An imaginative conjuror might produce monsters like centaurs,
harpies, mermaids, griffins, etc. in this way. By casting this spell repeatedly on the same target, a
monstrous fusion of multiple creatures might be created, e.g. a manticore.
The spells powerful magic will attempt to join and plumb the various parts of the creatures together
in such a way that the resulting physiology of the monster will enable it to live naturally. If the GM
decides that this cannot feasibly occur, then both creatures are almost certain to die e.g. the fusion
of a fire elemental with a human could never be viable.
Note that the duration of this spell is permanent. The monsters created by this spell do not
disappear after SC minutes, nor can they be vanished with Eject Summoned or Dispel Summoned
spells.
Both targets may try to resist this spell if they wish. In such cases, the average of their two SD stats
should be used.
(The characteristics and powers of the bizarre monsters that might be created by this spell are left
for the GM to devise. She will need to give particular thought to which of the two souls survives the
merger into one body, or whether the two souls are merged into some sort of schizophrenic
fusion)
1,1,4)
DEMONOLOGY
It is widely known that the world around us is not the only plane of existence. In these terms of
reference, the world to which Humans, Elves, Dwarfs and the like are native is known as the Prime
Plane. Of the other parallel realities, perhaps the best known is the Spirit World the land thronged
by the multitudinous spirits of the Dead. But there are other planes too, including the Elemental
Planes and the Demonic Plane. It is access to the latter, and manipulation of its inhabitants, that
Demonologists seek to achieve.
The Demonic Plane is a bizarre place. It is shrouded in a perpetual twilight, lit only by the gleaming
of an incredible number of bright but distant stars. The terrain is normally extremely flat but, every
few tens of miles or so, vertiginous jagged peaks, like enormous shards of glass standing on end, rise
up from the level. The slick ground itself which is made of obsidian, a glassy black volcanic
extrusion is rarely seen because it is always covered by a shallow layer of dense fog, which churns
violently as though aggravated by some unseen force. This blanket of fog is generally around 50 cm
deep and hugs the surface everywhere, only the jagged mountain peaks managing to puncture their
way through its smothering. The generally flat featureless ground and the thick layer of fog make it
almost impossible to find dropped equipment.
153
Chapter 5 Magic
This world is inhabited by a variety of demonic denizens, and it is rumoured that vast cities of
bizarre architecture exist within it somewhere. However, few would dare look for such places. It is
not known if demons are inherently evil, or whether interaction with the Prime Plane or its natives
somehow causes them to become evil, but demons generally seek only to kill or conquer the peoples
of the Prime Plane if they can. Fortunately, the vast majority of the Demonic Plane appears to be
uninhabited wasteland, and few Demonologists are unlucky enough to create portals which open up
right next to a camp of demons or even a settlement. There again, perhaps such Demonologists do
not survive to tell the tale
Although their physiologies are alien to those of the standard PC races and most other creatures
native to the Prime Plane, Demons still have flesh, bones and blood (usually vivid gold or silver in
colour) and so are affected normally by Injuries, unless otherwise noted.
See the Demons section of The Bestiary for descriptions of several species of demon.
LEVEL 1) DETECT DEMON
DISC: Demonology
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: 100xSC metres
For the duration, whenever the caster concentrates and specifies a particular species of demon (e.g.
felv or balrog), any such within the volume become visible to him, regardless of whether
darkness or intervening objects (e.g. walls, doors, ceilings, earth, rock, fog, etc.) block his normal
view of them. He sees each demon as a glowing silhouette superimposed upon his normal field of
view. The size of each silhouette allows him to guess the distance and size of that demon; larger
silhouettes reveal closer or larger demons, while very distant or small demons may appear only as
faint dots of light. As each demon moves relative to the caster, its silhouette moves too so that the
caster can see if it is approaching or receding or passing him by. The silhouettes themselves are
featureless, only revealing a demons outline, direction and distance or size. This makes it virtually
impossible to identify particular individuals from amongst others of the same species, unless an
individual has a particular feature which somehow alters its silhouette.
Alternatively, the caster may cast this spell so as to reveal only the silhouette of a particular demon,
i.e. a single individual memorised with the Memorise Demon spell, when it is within the volume.
LEVEL 2) REPEL DEMON
DISC: Demonology
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Direct
VOL: SC metres & in sight
For the duration, demonic creatures must immediately flee from the volume around the caster.
LEVEL 3) COMMAND DEMON
DISC: Demonology
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Direct
VOL: SC demonic targets
The chosen demonic targets will unquestioningly carry out the casters orders to the best of their
ability, regardless of the language used by the caster. (An order which requires the target to directly
harm or kill itself may be ignored, however. I.e. this spell can be used to force the target to perform
dangerous acts, such as attacking foes against the odds, but cannot force the target to self-mutilate
or jump off a high cliff.) Note that the range listed for this spell is only applicable to the position of
targets when the spell is cast, and subsequent orders must still be followed even if they require the
targets to move beyond this range. Targets are not required to complete orders once the duration
has past, however.
154
Chapter 5 Magic
LEVEL 4) PENTAGRAM OF DEMON SUMMONING
DISC: Demonology
CAST: Non-instantaneous
DUR: (10 x SC) minutes
RAN: Touch
TYPE: Indirect
VOL: 1 pentagram
This spell allows the caster to instantly summon a single demon from the Demonic Plane into a
pentagram marked on the ground in front of the caster, which he must be touching. The caster must
have an SC of:
1 to summon Class I demons;
10 to summon Class II demons;
15 to summon Class III demons.
A random demon of the chosen class is normally summoned. However, the caster may summon a
specific demon if he has previously memorised it and if it can be summoned under the class
restrictions listed previously.
The summoned demon is magically trapped within the hemispherical volume delineated by the
pentagrams outer circle. The demon cannot touch the pentagram itself and, to cross the
hemispherical border against the casters will, it must pass a SD stat roll using the casters SC as the
difficulty factor. If the demon passes, the spell fails, the demon is free and the caster loses 10% of
his POPs. If the demon fails, the spell continues the demon remains trapped and gains -2 to its
Resistance Penalty. If the demon tries to cross the hemispherical border and fails again, the
Resistance Penalty increases by another -2, and so on. Any Resistance Penalty accrued in this way is
cancelled once the demon leaves the pentagram.
In the same way, the summoned target is prevented from making melee attacks against those outside
the pentagram. It must make a successful SD stat roll first to break the pentagrams restraint; else its
melee attacks are deflected harmlessly by the hemispherical border. Note, though, that the
summoned target can throw weapons, fire missile ammunition or cast spells out of the pentagram
without restriction, enabling it to attack those on the outside. If it is able, the summoned target may
also cast Dispel Magic spells on the pentagram. If one of these succeeds, the Pentagram of
Summoning spell is cancelled, enabling the summoned to cross the pentagram freely.
If the summoned demon is too large to fit within the pentagrams hemisphere, then the spell fails
immediately after the demon appears, leaving the demon unrestrained and not affected by the
pentagram in any way.
If the caster wills it, the summoned demon may cross the hemispherical border safely. Note that the
demon can only be controlled via Command Demon, Master Demon or Enslave Demon spells.
Note too that, while the spell remains active, the demon may not touch or tamper with the
pentagram, even once outside.
If the summoned demon is within the pentagram at the end of the spells duration, it vanishes back
to whence it came. If the demon has moved outside of the pentagram when the spell ends, it can
only be returned home with a Banish Demon spell.
LEVEL 5) MEMORISE DEMON
DISC: Demonology
CAST: Non-instantaneous
DUR: Until forgotten
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell enables the caster to study and memorise a specific demonic creature for use with the
Detect Demon spell. Up to SC different demons can be held in the casters memory simultaneously.
Memorised demons can be forgotten at will to make room for new ones.
155
Chapter 5 Magic
LEVEL 6) BANISH DEMON
DISC: Demonology
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell banishes a demon back to the Demonic Plane, regardless of the time it has spent in the
physical world.
LEVEL 7) PURITY
DISC: Demonology
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: 20 metres
This spell generates a zone of purity around the caster which temporarily neutralises any demonic
wrongness fields (see Demons section of The Bestiary). The casters purity field can only neutralise
wrongness fields from demons of Class equal to SC/5, rounding any fractions down. So, a caster
with SC of 14 will produce a purity field which will neutralise wrongness fields generated by demons
of Class I or II; the wrongness fields of Class III and IV demons would be too strong to be affected.
Note that, if the casters purity field overlaps with a demons wrongness field, both the caster and
demon will become aware of each others proximity, even if there is no line of sight.
LEVEL 8) DEMONIC FAMILIAR
DISC: Demonology
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 Class I demon
Upon casting this spell, a single Class I demon becomes the casters familiar. This spell creates a link
between the souls of the familiar and the caster, which enables the familiar to gain some of the
casters intellect and personality. Consequently, the familiar becomes very intelligent for a Class I
demon, and the devoted friend and servant of the caster, now its master. In addition, the caster and
the familiar may communicate telepathically and sense the world through each others senses whilst
within SC kms of each other.
The caster may only have one familiar at a time. If the familiar is ever slain, the casters HIP and
POP maximums will be temporarily halved for SC days and he will gain 1d4 Psychosis Points (see
the Psychoses chapter).
Note that the caster is not affected by his familiars Demonic Wrongness field. Note too that the
familiar may resist spells using the casters SD stat, rather than its own, if it is higher.
LEVEL 9) INVISIBILITY TO DEMONS
DISC: Demonology
CAST: Non-instantaneous
DUR: Concentration
RAN: Self
TYPE: Direct
VOL: SC metres & in sight
While he concentrates, the target cannot be seen by any demons. In addition, any invisible demons
within the volume become visible to him.
LEVEL 10) MASTER DEMON
DISC: Demonology
CAST: Non-instantaneous
DUR: SC hours
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
As Command Demon but, in addition, the caster can control the targets movements like a puppet
whilst concentrating and whilst it is in range.
156
Chapter 5 Magic
LEVEL 11) BECOME DEMON
DISC: Demonology
CAST: Non-instantaneous
DUR: SC hours
RAN: Self
TYPE: Indirect
VOL: Self
The caster transforms into a demon. He may choose the type of demonic form assumed, but it must
be of:
Class I if the casters SC12;
Class I or II if the casters SC14;
Class I, II or III if the casters SC>15.
The form of Gonchongs, Mirror Demons or Class IV demons cannot be assumed with this spell.
The caster gains all of the demons physical characteristics, e.g.:
appearance and size (including physical stats like AG and ST);
methods of locomotion and movement rates;
natural senses;
texture and smell;
natural Armour Combination;
natural resistance or vulnerability to certain types of damage;
Hit Point (HIP) maximum;
etc.
The caster retains his full mental faculties, i.e. personality, memories, mental stats (like IN and SD),
skill bonuses and POPs. He may choose to use either his own skill bonus for an action, or that of
the demon, whichever is greatest. He may still cast any spells that he could normally cast, and also
gains any innate magical powers and spells that the demon could employ.
Transformations require 60/SC seconds (minimum of 1 second) to complete and cannot be halted
in an incomplete state. During a transformation, the caster is paralysed. The transformation extends
to the casters clothing and carried or worn equipment. Any non-sentient items born by the caster
before a transformation are absorbed into the new form (sentient things, e.g. living creatures or
sentient magical items, are not absorbed or transformed and will fall from the transforming casters
possession); absorbed items magical powers do not affect the new form.
Dispel Magic spells may force the caster back into his true form, and Detect Magic spells will reveal
that the caster is surrounded by active magic. The caster also becomes subject to all spells that affect
his demonic form, e.g. a Control Demon spell will affect the caster, although he can resist such
spells if they are direct.
The caster takes damage as normal for the demonic form. When the caster transforms back into his
normal form, the percentage loss of HIPs in the demonic form is applied to the casters normal
form too, e.g. if the demonic form had lost 75% of its HIPs, the casters normal form will have lost
75% of its HIPs also (although Injuries are not transferred across). If the casters HIP total is
reduced to zero in a demonic form, he falls unconscious and the Become Demon spell automatically
ends the caster transforms back to his normal form (and remains unconscious until he has healed
sufficiently to gain >0 HIPs). Likewise, if the caster is slain in a demonic form, he is slain in his
normal form too again, the Become Demon spell automatically ends and the caster transforms
back to a dead version of his normal form.
LEVEL 12) PROBE PORTAL
DISC: Demonology
CAST: Non-instantaneous
DUR: Concentration
RAN: Touch
157
TYPE: Indirect
VOL: Self
Chapter 5 Magic
This spell must be cast whilst the caster is touching the outer perimeter of a Pentagram of Demonic
Portals. On concentrating, the caster is able to sense as if he were touching the corresponding
pentagram on the other plane. Consequently, it allows the caster to see what, if anything, he is likely
to meet when he steps into the pentagram and is teleported.
LEVEL 13) PENTAGRAM OF DEMONIC PORTALS
DISC: Demonology
CAST: Non-instantaneous
DUR: SC hours
RAN: Touch
TYPE: Indirect
VOL: 1 pentagram
When this spell is cast upon a pentagram in the Prime (or Demonic) Plane, a corresponding identical
pentagram is created in a random location in the Demonic (or Prime) Plane. An open portal is then
invoked between the two pentagrams locations anything entering the hemispherical volume
delineated by one pentagram is instantly transported into the corresponding pentagram in the other
plane.
The pentagram is referred to as being open because any creature or object entering it will be
teleported. It is possible to lock a pair of pentagrams, such that only certain creatures or objects may
be teleported, using the Lock Portal spell.
By default, this spell creates a corresponding pentagram in the opposite plane at a random location.
However, the caster can chose to have the corresponding pentagram created in a location which has
been memorised with a Memorise Demonic Location spell. Note that one pentagram of a pair must
always be on the Prime Plane, however, and one on the Demonic Plane.
While a pentagram is open and acting as a connection between the planes, there is a chance that
creatures from one plane will use it to enter the other. The chance that one or more demons will
find and use a portal to enter the Prime Plane is a cumulative 2% per hour, and one roll should be
made every hour. If a demon does come through, its maximum possible class is equal to the
cumulative number of hours that the portal has been open divided by 5. The result should then be
rounded up to give a whole number value from 1 to 4. Finally, the GM should roll as necessary to
determine the exact class of the demon.
E.g. if a portal is open for 20 hours, there is a:
2% chance after the 1st hour that a Class I demon will emerge (Class I is the maximum since
1/5=0.2 rounds up to 1);
4% chance after the 2nd hour that a Class I demon will emerge (Class I is the maximum
since 2/5=0.4 rounds up to 1);
and so on
20% chance after the 10th hour that a Class I or II demon will emerge (Class II is the max
since 10/5=2) the GM should roll 1d2 to select whether the demon is actually Class I or
II;
40% chance after the 20th hour that a Class I, II, III or IV demon will emerge (Class IV is
the max since 20/5=4) the GM should roll 1d4 to select whether the demon is actually
Class I, II, III or IV.
The GM should determine the exact number of demons in each demonic excursion after choosing
which exact species has come through, and by consulting the number guidelines for that species in
The Bestiary.
Note that the magical force of this spell keeps the pentagram in the Demonic Plane free from being
covered by the fog that hugs the ground therein any fog that does enter it is teleported to the
Prime Plane. Indeed, it is simple to tell that a pentagram is linked to the Demonic Plane by the fog
that fills it and seeps out from it. When the spells duration is up, however, the magic ceases and the
thick white mist will hide the pentagram in the Demonic Plane again.
158
Chapter 5 Magic
LEVEL 14) LOCK PORTAL
DISC: Demonology
CAST: Non-instantaneous
DUR: SC hours
RAN: Touch
TYPE: Indirect
VOL: 1 pentagram
By casting this spell on a Pentagram of Demonic Portals, the caster can prevent the pentagram from
teleporting anything other than up to SC chosen targets (one of whom may be the caster). This spell
affects both pentagrams in a pair, i.e. the pentagram on the Prime Plane and the corresponding
pentagram in the Demonic Plane. The two pentagrams become locked.
This spells duration automatically ends when the Pentagram of Demonic Portals spell cast upon the
same pentagram ends.
LEVEL 15) MEMORISE DEMONIC LOCATION
DISC: Demonology
CAST: Non-instantaneous
DUR: Until forgotten
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 location
This spell enables the caster to study and memorise a location, for use with Pentagram of Demonic
Portals spells. Locations may be on the Demonic or Prime Plane. Up to SC different locations can
be held in the casters memory simultaneously. Memorised locations can be forgotten at will to make
room for new ones.
LEVEL 16) DEMONIC TELEPATHY
DISC: Demonology
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Direct
VOL: See description
The caster and selected demons are able to communicate telepathically whilst within the volume.
The targets must be within sight of the caster on casting this spell, or must be demons memorised
with a Memorise Demon spell. The caster and targets are able to understand each others thoughts,
regardless of language. If the casters:
SC 17, the demons must stay within 10xSC metres of the caster in order to communicate
telepathically;
18 SC 19, the demons must stay within SC kilometres of the caster;
SC 20, there may be any distance between the caster and demons (e.g. the demons can be
in the Demonic Plane while the caster is on the Prime Plane).
LEVEL 17) ENSLAVE DEMON
DISC: Demonology
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
As Master Demon, except the duration is permanent. A Dispel Magic spell will not free the target
from this spell; only the casters death will do this.
LEVEL 18) DEMONIC POSSESSION
DISC: Demonology
CAST: Non-instantaneous
DUR: SC hours
RAN: Touch
TYPE: Direct
VOL: 1 target
On casting this spell, a target becomes possessed by a previously memorised demon. The demon
may control the targets actions during the duration of the spell (if the target is a PC, it becomes an
NPC whilst it is being controlled by the demon). The target remains conscious and will remember all
experiences, but can do nothing while the demon is in control. The demon is likely to use the
targets body for its own ends, e.g. information gathering, manipulation of others, sport (GMs
should remember that almost all demons are evil).
159
Chapter 5 Magic
Unusually, the caster cannot cancel this spell prematurely. In addition, there is a chance equal to five
times the possessing demons class that it will resist releasing control of the targets body when the
spell ends. If the demon successfully retains control, the duration of the spell is extended by its
original duration, e.g. if the spell originally had a duration of 20 hours, a successful demon will retain
its control for a further 20 hours.
Should the demon attempt to make the targets body perform an action that would be totally alien to
the target (e.g. self-mutilation or suicide), then the target may resist by making a SD stat roll versus
half of the demons SC skill bonus. If the roll is:
passed, the spell ends and the target regains control of his body;
failed, the alien action is not attempted, but the demon can try to force the victim to perform
the action again (and the target can resist once more);
fumbled, then the target carries out the alien action as the demon desires.
Note that, whilst the demon can take control of the targets body at will within the spells duration, it
does not have to exercise this control all of the time consequently, the target might appear to
friends to be sane one moment and totally mad the next. Note also that, for this spell to be effective,
the target must be a native of the Prime Plane and the possessing demon must remain in the
Demonic Plane.
LEVEL 19) PENTAGRAM OF WILD SUMMONS
DISC: Demonology
CAST: Non-instantaneous
DUR: (10 x SC) minutes
RAN: Touch
TYPE: Indirect
VOL: 1 pentagram
CLASS I
Imp
Homonoculous
reroll
reroll
CLASS II
Lesser Naga
Pit Fiend
Incubus
Gonchong
CLASS III
Felv
Greater Naga
Mirror Demon
reroll
CLASS IV
Balrog
Hydra
Plague Demon
reroll
Note that the hemisphere defined by the pentagrams outer circle must be big enough to contain all
of the demons that are summoned, or the spell will fail leaving the demons unrestrained.
LEVEL 20) PERSISTENT PORTAL
DISC: Demonology
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 pentagram
This spell makes a Pentagram of Demonic Portals spell permanent in terms of duration. Such a
portal can still be cancelled with a Dispel Magic spell, but this dispelling only lasts for SC minutes.
After this period, the Pentagram of Demonic Portals spell reactivates. Anything wholly or partially
within either paired pentagram when the magic reactivates is teleported through to the other plane.
160
Chapter 5 Magic
1,1,5)
The spells on this list enable the caster to manipulate the elements of Earth and Fire, and to
summon creatures from the planes of existence associated with these elements.
LEVEL 1) FIRE SETTING
DISC: Earth and Fire
DUR: Instantaneous
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
The caster is able to cause a small quantity of tinder or other normally flammable materials to set
alight, even if the materials are thoroughly damp or if a high wind would otherwise immediately
extinguish any flame. This spell enables the caster to light a fire in all but the most exceptional
circumstances.
LEVEL 2) FIRE WEAPON
DISC: Earth and Fire
DUR: SC minutes
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 weapon
A weapon affected by this spell bestows a +1 bonus to its users attack skill and will deliver a Heat
Injury in addition to any normal Injury delivered.
LEVEL 3) EARTH WALL
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC minutes
TYPE: Indirect
VOL: 30 cubic metres (e.g.
approx 1x3x10 m)
This spell causes a wall of packed earth or stone to rise from the ground. The caster is restricted to
packed earth if his SC10, but may choose stone once his SC>10. Either type of wall stands
vertically, is a maximum of 1 metre thick, and can follow any line across the ground desired by the
caster (including a circular wall around him). It must be resting on a strong solid surface for its full
length or it will collapse. Earth walls have 30 HIPs per square metre of area (i.e. to dig a square
metre hole through the wall, 30 HIPs must be delivered to that area). Stone walls have 60 HIPs per
square metre of area.
LEVEL 3) FIRE WALL
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC minutes
TYPE: Indirect
VOL: 30 cubic metres (e.g.
approx 1x3x10 m)
This spell causes the volume to be filled with magically contained fire. The wall thus created can
follow any line across the ground desired by the caster (including a circular wall around him). It must
be resting on a strong solid surface for its full length. The wall is fluid so can be moved through, but
anything within the walls volume is struck as if by a Fire Ball every second (use the casters SC for
the balls attack skill). The size of the ball is determined by the casters SC:
Medium if the casters SC 15;
Medium or Large if the casters 16 SC 19;
Medium, Large or Huge if the casters SC 20.
Missile and thrown weapon ammunition which is flammable is likely to be deviated so much by
passage through the fire wall (especially by the loss of feather flights) that it becomes harmless.
161
Chapter 5 Magic
LEVEL 4) EARTH BOLT
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Self
TYPE: Indirect
VOL: 1 bolt (3 cm diameter, 1
metre length)
A bolt of earth shoots from the caster towards a target up to 20xSC metres away. The bolts size
varies with the casters SC:
Tiny, Small or Medium for SC 15;
Tiny, Small, Medium or Large for 16 SC 19;
Tiny, Small, Medium, Large or Huge for SC 20.
See the Elemental Spell Attacks section in the Combat chapter for more information.
LEVEL 4) FIRE BOLT
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Self
TYPE: Indirect
VOL: 1 bolt (3 cm diameter, 1
metre length)
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The casters body and carried equipment becomes a granite statue. The caster can magically see and
hear normally, but cannot move or cast spells. He may, however, cancel this spell at any time,
reverting instantly to his normal form. Inflicting damage to the statue does not harm the caster (his
normal form will not be damaged when he reverts back to it) unless the statue is destroyed. The
statue is effectively Armour Combination 11 and has 100 HIPs; if these are lost, the statue is
reduced to rubble and the caster dies instantly.
LEVEL 6) HEAT
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC minutes
TYPE: Direct
VOL: 1 target or volume of up
to SC cubic metres
While the caster concentrates, he may increase the temperature of the target (a single non-living item
or volume) by 10 degrees Celsius per second. Flammable materials will ignite at their flash point, as
determined by the GM. Items which have been heated and are subsequently handled may cause the
handler to lose a number of Hit Points equal to SC/2 plus any relevant Armour Damage Penalty
versus Heat, and make an Injury Roll.
LEVEL 7) EARTH BALL
DISC: Earth and Fire
DUR: Instantaneous
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: SC metres
This spell causes myriad shards of stone to burst forth instantly in all directions from the target
location an earth ball. The size of the ball varies with the casters SC:
Tiny, Small or Medium for SC 15;
Tiny, Small, Medium or Large for 16 SC 19;
Tiny, Small, Medium, Large or Huge for SC 20.
162
Chapter 5 Magic
See the Elemental Spell Attacks section in the Combat chapter for more information.
LEVEL 7) FIRE BALL
DISC: Earth and Fire
DUR: Instantaneous
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: SC metres
TYPE: Indirect
VOL: SC metres & in sight
While the caster concentrates, he may control the movement of any flames within the volume, or
extinguish them instantly (although, if ambient temperatures are higher than the materials flash
point, re-ignition may occur). This spell can be used to extinguish fire bolts, balls and cones within
the volume. The caster must pass an IN stat roll versus the SC of the bolt, ball or cones caster in
order to react quickly enough to extinguish the bolt or cone. Balls centred on the caster cannot be
seen coming in time to extinguish them before they have done their damage. This spell does not
affect Fire Elementals.
LEVEL 9) HUNTING BOLT
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC seconds
TYPE: Indirect
VOL: 1 bolt (3 cm diameter, 1
metre length)
The next bolt cast by the caster will continuously change the direction in which it flies so that it hits
the target designated in this spell (the target must be within range when this spell is cast). The bolt
tracks the target magically so it always knows where it is, even if it has moved. The bolt cannot
travel through solid or liquid barriers, but will try to circumnavigate these to reach the target via the
shortest possible path. If the bolt does not hit the target before the duration has elapsed, the bolt
will dissipate harmlessly. The bolt can hang motionless in the air if it has to; otherwise it moves at
20xSC metres per second.
LEVEL 10) FIRE ARROW
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC seconds
RAN: Touch
TYPE: Indirect
VOL: 1 bow
This spell enables a bow or crossbow to fire arrows made of flame for the duration. The arrows
appear automatically in the archers hand when he pulls back the string or cocks the crank, so no
time is spent reloading. The arrows cause Hit Point loss as normal arrows but only inflict Heat
Injuries. (Note that the casters Bows or Crossbows skill is used in the attack rolls.)
LEVEL 10) CHASM
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: Instantaneous
163
TYPE: Indirect
VOL: Up to SC metres deep,
wide and long
Chapter 5 Magic
This spell causes the ground to crack open directly beneath the targets feet. The chasm opens
instantly to a depth of up to SC/2 metres; it is always as wide and long as it is deep. The target will
fall this depth (usually taking damage from falling see the Combat chapter) and then may begin to
climb out. However, as soon as the chasm opens, it begins to close up again at a rate of 1 metre of
width per second. The difficulty factor of the Climbing skill roll required to get out before being
crushed is equal to the casters SC the walls of chasms created by skilful casters are sheerer.
Anything which has not escaped from the chasm before it closes will be crushed to death (unless it
can tunnel into earth and rock).
LEVEL 11) SUMMON EARTH ELEMENTAL
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 elemental
An Earth Elemental is suddenly invoked from its elemental plane. The elemental will obey the
casters verbal commands unquestioningly, and the caster can banish the elemental, making it
dissipate, at will. The size of the elemental varies with the casters SC:
Medium if the casters SC 15;
Medium or Large if the casters 16 SC 19;
Medium, Large or Huge if the casters SC 20.
LEVEL 11) SUMMON FIRE ELEMENTAL
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 elemental
CAST: Non-instantaneous
DUR: Up to SC minutes
RAN: Touch
TYPE: Indirect
VOL: 1 stone, 5 metre radius
blast
A small stone (<0.5 kg) will explode after a delay specified by the caster of up to SC minutes. The
exploding stone strikes as an Earth ball the size of the ball varies with the casters SC:
Medium for SC 15;
Medium or Large for 16 SC 19;
Medium, Large or Huge for SC 20.
See the Elemental Spell Attacks section in the Combat chapter for more information. The caster can
use any thrown weapon skill to throw the stone.
LEVEL 13) HEAL ELEMENTAL
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Indirect
VOL: 1 elemental
A wounded Fire or Earth Elemental has lost Hit Points (and material) replaced at a rate of 1 HIP
every second while the caster concentrates. (Normal healing spells do not work on elementals.) Note
that touching an elemental whilst concentrating for this spell does not harm the caster. Note too
that this spell will also heal HIPs lost by Trolls.
164
Chapter 5 Magic
LEVEL 14) SHELTER
DISC: Earth and Fire
CAST: Non-instantaneous
TYPE: Indirect
VOL: (8 x SC) cubic metres
(e.g. approx 2x2x2 m x SC)
This spell causes a cave to appear within the ground a safe distance beneath the casters feet. The
cave will up to SCx8 m3 in size, and may be entered by a short tunnel of steep steps from the
surface. Drainage cracks near the entrance tunnel prevent flooding, and pillars support the ceiling.
The caster can cause the cave to collapse in on itself at any time, causing those within the cave to
take a huge crush attack (Attack Damage Bonus = 20, Crush Injuries).
LEVEL 15) BECOME EARTH ELEMENTAL
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC hours
RAN: Self
TYPE: Indirect
VOL: Self
The caster transforms into an Earth Elemental. The size of the elemental form assumed varies with
the casters SC:
Medium if the casters SC 16;
Medium or Large if the casters 17 SC 19;
Medium, Large or Huge if the casters SC 20.
The caster gains all of the elementals physical characteristics, e.g.:
appearance and size (including physical stats like AG and ST);
methods of locomotion and movement rates;
natural senses;
texture and smell;
natural Armour Combination;
natural resistance or vulnerability to certain types of damage;
Hit Point (HIP) maximum;
etc.
The caster retains his full mental faculties, i.e. personality, memories, mental stats (like IN and SD),
skill bonuses and POPs. He may choose to use either his own skill bonus for an action, or that of
the elemental, whichever is greatest. He may still cast any spells that he could normally cast, and also
gains any innate magical powers and spells that the elemental could employ. (Note that many spells
cast upon the caster will be ineffective since the casters form is now very different to normal.)
Transformations require 60/SC seconds (minimum of 1 second) to complete and cannot be halted
in an incomplete state. During a transformation, the caster is paralysed. The transformation extends
to the casters clothing and carried or worn equipment. Any non-sentient items born by the caster
before a transformation are absorbed into the new form (sentient things, e.g. living creatures or
sentient magical items, are not absorbed or transformed and will fall from the transforming casters
possession); absorbed items magical powers do not affect the new form.
Dispel Magic spells may force the caster back into his true form, and Detect Magic spells will reveal
that the caster is surrounded by active magic. The caster also becomes subject to all spells that affect
his elemental form, e.g. a Heal Elemental spell will affect the caster, although he can resist such
spells if they are direct.
165
Chapter 5 Magic
The caster takes damage as normal for the elemental form. When the caster transforms back into his
normal form, the percentage loss of HIPs in the elemental form is applied to the casters normal
form too, e.g. if the elemental form had lost 75% of its HIPs, the casters normal form will have lost
75% of its HIPs also (although Injuries are not transferred across). If the casters HIP total is
reduced to zero in an elemental form, he falls unconscious and the Become Earth Elemental spell
automatically ends the caster transforms back to his normal form (and remains unconscious until
he has healed sufficiently to gain >0 HIPs). Likewise, if the caster is slain in an elemental form, he is
slain in his normal form too again, the Become Earth Elemental spell automatically ends and the
caster transforms back to a dead version of his normal form.
LEVEL 15) BECOME FIRE ELEMENTAL
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC hours
RAN: Self
TYPE: Indirect
VOL: Self
As Become Earth Elemental but the caster transforms into a Fire Elemental instead.
LEVEL 16) QUICKSAND
DISC: Earth and Fire
DUR: Permanent
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 target
The ground on which the target stands immediately becomes as fluid as quicksand. The target sinks
up to his neck in 20/SC seconds. Whilst sinking, the target may make a ST stat roll each second to
escape onto solid ground versus a difficulty factor equal to the casters SC. Alternatively, the target
may be pulled free by allies. Once a target has sunk up to his neck, escape is impossible (except with
spells) and he must be dug out.
LEVEL 16) FIRE CONE
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC seconds
RAN: Self
TYPE: Indirect
VOL: Cone of SC metres in
length and 2 metres in diameter
A Fire Cone erupts from the caster, engulfing (and affecting) all within the volume. The cone makes
an attack roll every second versus anyone within the volume. Its size varies with the casters SC:
Tiny, Small or Medium for SC 17;
Tiny, Small, Medium or Large for 18 SC 19;
Tiny, Small, Medium, Large or Huge for SC 20.
See the Elemental Spell Attacks section in the Combat chapter for more information.
LEVEL 17) RESIST HEAT
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target, which must be (20xSC) kgs, becomes immune to heat and fire (and any associated
attacks) for the duration of this spell.
166
Chapter 5 Magic
LEVEL 17) TUNNEL
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: Concentration
RAN: Touch
TYPE: Indirect
VOL: SC m2 cross-section
tunnel
This spell causes rock or earth to disintegrate in front of the caster, producing an arch-shaped tunnel
of up to SC/2 m2 in cross-section. At each point, the tunnel will magically retain its shape for up to
SC hours after the caster cut it; at the GMs discretion, tunnels in densely packed earth or solid rock
may be strong enough to naturally support themselves and resist collapse after the magical support
has ceased.
LEVEL 18) METEOR SHOWER
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: Varies
RAN: SC metres & in sight
TYPE: Indirect
VOL: SC targets
This spell causes up to SC chosen targets within the range to each be attacked by a flaming boulder
which falls from the skies. Every boulder strikes at a random time the GM secretly rolls 1d20 for
each target to determine when (in seconds after the casting) its boulder may hit. The boulders strike
as Huge Earth Balls and inflict Crush and Heat Injuries; make an attack roll for each boulder and
use the casters SC as the attack skill. (The summoned boulders will not harm targets which have
moved underground before they strike.)
LEVEL 19) DISINTEGRATE
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: Instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell causes the targets body and equipment to be turned to ash in a sudden, intense and
localised burst of heat. Death is assured. (Magical equipment may survive the conflagration at the
GMs discretion.)
LEVEL 20) SUMMON DISASTER
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: Permanent
RAN: Self
TYPE: Indirect
VOL: SC kms
This spell causes some major earth or fire-related natural disaster to occur (e.g. a landslide, an
earthquake, a volcanic eruption, an inferno) within and throughout the volume. The GM should
decide how structures, objects and creatures survive the disaster on a case-by-case basis, but the
caster should always emerge unscathed. The caster cannot stop the disaster once it has begun; the
duration is decided by the GM.
LEVEL 20) SUMMON EARTH DRAKE
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 drake
An old Earth Drake is suddenly invoked from elsewhere. The drake will be favourably disposed
towards the caster. There must be room for the drake or it will not appear.
LEVEL 20) SUMMON FIRE DRAKE
DISC: Earth and Fire
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 drake
Chapter 5 Magic
1,1,6)
The spells on this list enable the caster to manipulate the elements of Air and Water, and to
summon creatures from the planes of existence associated with these elements.
LEVEL 1) SUMMON WATER
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Touch
TYPE: Indirect
VOL: 1 vessel
A vessel touched by the caster is instantly filled with up to SC litres of pure drinking water.
LEVEL 2) COLD WEAPON
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 weapon
A weapon affected by this spell bestows a +1 bonus to its users attack skill and will deliver a Cold
Injury in addition to any normal Injury delivered.
LEVEL 2) LIGHTNING WEAPON
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 weapon
A weapon affected by this spell bestows a +1 bonus to its users attack skill and will deliver an
Electricity Injury in addition to any normal Injury delivered.
LEVEL 3) REPEL WATER
DISC: Wind and Wave
DUR: SC hours
CAST: Non-instantaneous
RAN: Touch
TYPE: Indirect
VOL: 1 target
This spell protects one item for the duration from damage as a result of being exposed to water (e.g.
a spell-book). If the casters SC 20, it will restore water-based damage to one item.
LEVEL 4) ICE WALL
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC minutes
TYPE: Indirect
VOL: 30 cubic metres (e.g.
approx 1x3x10 m)
This spell causes a wall of solid ice to rise from the ground. The wall stands vertically, is a maximum
of 1 metre thick, and can follow any line across the ground desired by the caster (including a circular
wall around him). It must be resting on a strong solid surface for its full length or it will collapse. Ice
walls have 40 HIPs per square metre of area (i.e. to dig a 1 square metre hole through the wall, 40
HIPs must be delivered to that area).
LEVEL 4) WATER WALL
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC minutes
168
TYPE: Indirect
VOL: 30 cubic metres (e.g.
approx 1x3x10 m)
Chapter 5 Magic
This spell causes the volume to be filled with magically contained water. The wall thus created can
follow any line across the ground desired by the caster (including a circular wall around him). It must
be resting on a strong solid surface for its full length. The wall is fluid so can be moved through, but
creatures unable to breath water must use swimming skill in order to regulate their breathing and
may drown if they cannot move fast enough through the wall. Missile and thrown weapon attacks
moving through the wall have their speeds dampened to such an extent that they become harmless.
LEVEL 5) GRIP
DISC: Wind and Wave
DUR: (10 x SC) minutes
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target can move across icy surfaces without slipping he has traction as if he were walking on a
dry surface. Once the casters SC10, he may also walk normally across the surface crust of snow
without sinking in (he leaves no footprints).
LEVEL 6) ICE BOLT
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Self
TYPE: Indirect
VOL: 1 bolt (3 cm diameter, 1
metre length)
A bolt of ice shoots from the caster towards a target up to 20xSC metres away. The bolts size varies
with the casters SC:
Tiny, Small or Medium for SC 15;
Tiny, Small, Medium or Large for 16 SC 19;
Tiny, Small, Medium, Large or Huge for SC 20.
See the Elemental Spell Attacks section in the Combat chapter for more information.
LEVEL 6) LIGHTNING BOLT
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Self
TYPE: Indirect
VOL: 1 bolt (3 cm diameter, 1
metre length)
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Self
TYPE: Indirect
VOL: 1 bolt (3 cm diameter, 1
metre length)
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target can swim without tiring, and can effortlessly control his orientation within the water. The
target is able to swim at the same rate as his normal jogging pace. In addition, the target can breathe
water and air interchangeably, and is immune to changes in pressure or cold associated with
swimming at depths.
169
Chapter 5 Magic
LEVEL 8) COOL
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC minutes
TYPE: Direct
VOL: 1 target or volume of up
to SC cubic metres
While the caster concentrates, he may decrease the temperature of the target (a single non-living
item or volume) by 10 degrees Celsius per second. Materials will freeze at their melting point, as
determined by the GM. Items which have been super-cooled and are subsequently handled may
cause the handler to lose a number of Hit Points equal to SC/2 plus any relevant Armour Damage
Penalty versus Cold, and make an Injury Roll.
LEVEL 9) COLD BALL
DISC: Wind and Wave
DUR: Instantaneous
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: SC metres
This spell causes a cold ball to erupt at the target location, engulfing (and affecting) all within the
volume. The size of the ball varies with the casters SC:
Tiny, Small or Medium for SC 15;
Tiny, Small, Medium or Large for 16 SC 19;
Tiny, Small, Medium, Large or Huge for SC 20.
See the Elemental Spell Attacks section of the Combat chapter for more information.
LEVEL 9) ICE BALL
DISC: Wind and Wave
DUR: Instantaneous
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: SC metres
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: SC metres
This spell causes the atmosphere (whether air or water) to vanish instantly within the volume
centred on the chosen location. The vacuum is then immediately filled again by the implosion of the
surrounding atmosphere. Any target within the volume loses a number of Hit Points equal to SC/2
plus any relevant Armour Damage Penalty versus Crush, and must make an Injury Roll. If the
atmosphere is comprised of water, the targets Injury Roll is made with a +2 bonus.
LEVEL 9) SUMMON FOG
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC hours
TYPE: Indirect
VOL: 1,000,000 cubic metres
(e.g. approx 100x100x100 m)
The volume is filled with thick fog. Within the fog the visibility is reduced to 40/SC metres. The
caster can cause the fog to disperse at will; it takes 40/SC minutes to dissipate.
LEVEL 10) ICE ARROW
DISC: Wind and Wave
DUR: SC seconds
CAST: Non-instantaneous
RAN: Touch
170
TYPE: Indirect
VOL: 1 bow
Chapter 5 Magic
This spell enables a bow or crossbow to fire arrows made of ice for the duration. The arrows appear
automatically in the archers hand when he pulls back the string or cocks the crank, so no time is
spent reloading. The arrows cause Hit Point loss as normal arrows but any Puncture Injury Roll is
accompanied by an additional Cold Injury Roll too. (Note that the casters Bows or Crossbows skill
is used in the attack rolls.)
LEVEL 11) SUMMON CURRENT
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: Concentration
TYPE: Indirect
VOL: 1000 cubic metres (e.g.
approx 10x10x10 m)
A gust of wind or a current in water is suddenly invoked. The caster can control the direction of the
current by concentrating; once he stops, the current dissipates and the spell is cancelled. If wind is
invoked, creatures must make AG stat rolls or Balance skill rolls to remain on their feet (versus a
difficulty factor of SC). If a current in water is invoked, swimming at >SC metres per second is
required to make headway against the current. This spell can be used to help increase the speed of
ships or swimmers to up to SC/5 times their normal rate.
LEVEL 11) SUMMON ICE ELEMENTAL
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 elemental
An Ice Elemental is suddenly invoked from its elemental plane. The elemental will obey the casters
verbal commands unquestioningly, and the caster can banish the elemental, making it dissipate, at
will. The size of the elemental varies with the casters SC:
Medium if the casters SC 15;
Medium or Large if the casters 16 SC 19;
Medium, Large or Huge if the casters SC 20.
LEVEL 11) SUMMON STORM ELEMENTAL
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 elemental
TYPE: Indirect
VOL: 1 elemental
TYPE: Indirect
VOL: (20 x SC) metre radius
The surface of the water within the volume is calmed, becoming mirror flat.
LEVEL 12) SUMMON WHIRLPOOL
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: (10 x SC) minutes
RAN: 100m (& in sight)
171
TYPE: Indirect
VOL: 1 whirlpool
Chapter 5 Magic
A large whirlpool of SC metre radius is created. The whirlpool will suck any object within it down
underwater to a depth of 10xSC metres. If the object is able to move through the water at more than
SC metres per second, the object can escape the whirlpools clutches. The caster can cancel the spell
at any time, causing the vortex to dissipate instantly.
LEVEL 13) SUMMON RAIN
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC hours
TYPE: Indirect
VOL: 1,000,000 cubic metres
(e.g. approx 100x100x100 m)
TYPE: Indirect
VOL: 1 elemental
A Water, Storm or Ice Elemental has lost Hit Points (and material) replaced at a rate of 1 HIP every
second while the caster concentrates. (Normal healing spells do not work on elementals.) Note that
touching an elemental whilst concentrating for this spell does not harm the caster.
LEVEL 14) FLIGHT
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC minutes
TYPE: Direct
VOL: 1 target, of up to SC x 10
kgs
The target, of mass (SC x 10) kgs, is able to fly at speeds of up to SC metres per second. If the
target is:
sentient, it can effortlessly control its orientation within the air;
insentient, the caster may control the targets motion at will.
By default, the target automatically follows the caster.
LEVEL 15) BECOME ICE ELEMENTAL
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC hours
RAN: Self
TYPE: Indirect
VOL: Self
The caster transforms into an Ice Elemental. The size of the elemental form assumed varies with the
casters SC:
Medium if the casters SC 16;
Medium or Large if the casters 17 SC 19;
Medium, Large or Huge if the casters SC 20.
The caster gains all of the elementals physical characteristics, e.g.:
appearance and size (including physical stats like AG and ST);
methods of locomotion and movement rates;
172
Chapter 5 Magic
natural senses;
texture and smell;
natural Armour Combination;
natural resistance or vulnerability to certain types of damage;
Hit Point (HIP) maximum;
etc.
The caster retains his full mental faculties, i.e. personality, memories, mental stats (like IN and SD),
skill bonuses and POPs. He may choose to use either his own skill bonus for an action, or that of
the elemental, whichever is greatest. He may still cast any spells that he could normally cast, and also
gains any innate magical powers and spells that the elemental could employ. (Note that many spells
cast upon the caster will be ineffective since the casters form is now very different to normal.)
Transformations require 60/SC seconds (minimum of 1 second) to complete and cannot be halted
in an incomplete state. During a transformation, the caster is paralysed. The transformation extends
to the casters clothing and carried or worn equipment. Any non-sentient items born by the caster
before a transformation are absorbed into the new form (sentient things, e.g. living creatures or
sentient magical items, are not absorbed or transformed and will fall from the transforming casters
possession); absorbed items magical powers do not affect the new form.
Dispel Magic spells may force the caster back into his true form, and Detect Magic spells will reveal
that the caster is surrounded by active magic. The caster also becomes subject to all spells that affect
his elemental form, e.g. a Heal Elemental spell will affect the caster, although he can resist such
spells if they are direct.
The caster takes damage as normal for the elemental form. When the caster transforms back into his
normal form, the percentage loss of HIPs in the elemental form is applied to the casters normal
form too, e.g. if the elemental form had lost 75% of its HIPs, the casters normal form will have lost
75% of its HIPs also (although Injuries are not transferred across). If the casters HIP total is
reduced to zero in a elemental form, he falls unconscious and the Become Ice Elemental spell
automatically ends the caster transforms back to his normal form (and remains unconscious until
he has healed sufficiently to gain >0 HIPs). Likewise, if the caster is slain in an elemental form, he is
slain in his normal form too again, the Become Ice Elemental spell automatically ends and the
caster transforms back to a dead version of his normal form.
LEVEL 15) BECOME STORM ELEMENTAL
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC hours
RAN: Self
TYPE: Indirect
VOL: Self
As Become Ice Elemental but the caster becomes a Storm Elemental instead.
LEVEL 15) BECOME WATER ELEMENTAL
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC hours
RAN: Self
TYPE: Indirect
VOL: Self
As Become Ice Elemental but the caster becomes a Water Elemental instead.
LEVEL 16) COLD CONE
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC seconds
RAN: Self
173
TYPE: Indirect
VOL: Cone of SC metres in
length and 2 metres in diameter
Chapter 5 Magic
A Cold Cone erupts from the caster, engulfing (and affecting) all within the volume. The cone
makes an attack roll every second versus anyone within the volume. Its size varies with the casters
SC:
Tiny, Small or Medium for SC 17;
Tiny, Small, Medium or Large for 18 SC 19;
Tiny, Small, Medium, Large or Huge for SC 20.
See the Elemental Spell Attacks section of the Combat chapter for more information.
LEVEL 16) DROWNING
DISC: Wind and Wave
DUR: SC seconds
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 target
The targets airways fill with water. The target must make a successful Swimming skill roll every
second to cough out the water and stop drowning (see the guidelines in the Damage by Drowning
section of the Combat chapter).
LEVEL 17) RESIST COLD
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target, which must be (20xSC) kgs, becomes immune to cold and ice (and any associated
attacks) for the duration of this spell.
LEVEL 17) RESIST ELECTRICITY
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target, which must be (SC x 20) kgs, becomes immune to electricity (and any associated
attacks) for the duration of this spell.
LEVEL 18) FREEZE
DISC: Wind and Wave
DUR: Instantaneous
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target becomes frozen solid instantly. This prevents the target from moving or even thinking
the target can do nothing and is aware of nothing.
The target remains frozen for SC minutes, before beginning to thaw. Once the thaw begins, the
target can resume thought and spell-casting, and is able to see clearly and hear muffled sounds, but
his other senses remain frozen. However, if he moves, internal ice crystals will lacerate his tissues.
Any movement, no matter how small, delivers SC/4 Hit Points (Armour Damage Penalties are
ignored) and requires an Injury Roll. Any Injuries inflicted are Puncture Injuries. If the target
remains motionless (and it requires no effort to remain still whilst thawing), then the target will be
totally thawed in SC minutes after the thaw began and will have suffered no ill effects.
Note that, whilst frozen solid, blows can chip away at the target. Delivering 40 HIPs to the target
results in him shattering into tiny pieces, slaying the target instantly (and totally destroying his body).
If the blows are restricted to a limb, then delivering 10 HIPs to the limb removes it; if the target
thaws now he will have a bleeding stump. Once the target begins to thaw, damage is delivered
normally.
174
Chapter 5 Magic
LEVEL 19) SUMMON HAIL
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: SC hours
TYPE: Indirect
VOL: 1,000,000 cubic metres
(e.g. approx 100x100x100 m)
TYPE: Indirect
VOL: SC kms
This spell causes some major water, wind or cold weather-related natural disaster to occur (e.g. a
whirlpool, a water spout, a tidal wave, a tornado, a hurricane, a blizzard, an avalanche) within and
throughout the volume. The GM should decide how structures, objects and creatures survive the
disaster on a case-by-case basis, but the caster should always emerge unscathed. The caster cannot
stop the disaster once it has begun; the duration is decided by the GM.
LEVEL 20) SUMMON ICE DRAKE
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 drake
An old Ice Drake is suddenly invoked from elsewhere. The drake will be favourably disposed
towards the caster. There must be room for the drake or it will not appear.
LEVEL 20) SUMMON LIGHTNING DRAKE
DISC: Wind and Wave
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 drake
175
TYPE: Indirect
VOL: 1 drake
Chapter 5 Magic
As Summon Ice Drake but an old Water Drake is summoned instead.
1,1,7)
HEALING
The spells in this discipline are concerned with healing damage to the body. They have been
designed to work on creatures with flesh, bones and blood (e.g. all of the PC races except Trolls) but
may, at the GMs discretion, heal other creatures with similar physiologies.
Note that, in these spells, the phrase a single area refers to a unit of damage caused by a single
Injury. Note too that Heal spells (with Heal in their title) cannot heal Injuries that have led to the
total loss or destruction of a body part. Heal spells only repair damage to an existing body part. If
that body part is not there, it cannot be healed. Instead, a Regenerate spell is required to actually
produce a replacement body part.
LEVEL 1) HEAL
DISC: Healing
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
The target regains a number of Hit Points (HIPs) equal to SCx10. This spell cannot raise the targets
HIP total to beyond its maximum.
LEVEL 2) HEAL BLEEDING
DISC: Healing
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell heals a single area of bleeding such that the bleeding stops (e.g. heals an Injury like
Bleeding at 1 HIP/sec).
If the casters SC 20, then all bleeding stops in the targets body.
LEVEL 3) HEAL BONE
DISC: Healing
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell heals a single area of damage to bone or cartilage (e.g. heals an Injury like Fracture, -5
Injury Penalty).
If the casters SC 20, then all damage to bones or cartilage in the targets body is healed.
LEVEL 4) HEAL MUSCLE
DISC: Healing
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell heals a single area of damage to muscles, tendons or ligaments (e.g. heals an Injury like
Muscle damage, -5 Injury Penalty).
If the casters SC 20, then all damage to muscles, tendons or ligaments in the targets body is
healed.
LEVEL 5) HEAL BURNS
DISC: Healing
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
Chapter 5 Magic
If the casters SC 20, then all burns on the targets body are healed.
LEVEL 6) IGNORE PAIN
DISC: Healing
DUR: SC minutes
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
On casting this spell, knowledge of one or more of the targets wounds and afflictions is gained.
Passing the spell-casting roll by a greater margin should increase the number of wounds and
afflictions that are revealed to the caster.
LEVEL 7) HEAL NERVE
DISC: Healing
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell heals a single area of damage to nerves (which might have been causing paralysis).
If the casters SC 20, then all damage to nerves in the targets body is healed.
LEVEL 8) HEAL ORGAN
DISC: Healing
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell heals a single area of damage to an internal organ (including the brain). Any stat loss
associated with the organ damage is also healed.
If the casters SC 20, then all damage to internal organs in the targets body is healed.
LEVEL 9) RESIST POISON
DISC: Healing
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
The target may make a second CO stat roll to resist a poison (see the Prices for Goods and Services
chapter). This spell can only be cast once on a particular poison in the targets system. Passing the
roll does not heal or regenerate damage already caused by a poison, but prevents it from causing
further damage.
177
Chapter 5 Magic
LEVEL 10) SPELL TATTOO
DISC: Healing
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell creates a Spell Tattoo on the targets skin. The next spell cast by the caster is permanently
embedded into the targets tattoo. Once a spell has been embedded in this way, it may be
subsequently attuned by the target (as if he were casting a spell embedded in an item). The process
normally requires 5 seconds of uninterrupted concentration, during which time the caster touches
the tattoo. At the end of the 5 seconds, the caster makes an Attune skill roll, the difficulty factor
being the spells level. If this roll is successful, the spell in the tattoo takes effect immediately; the
target loses no POPs.
Each Spell Tattoo may have only one spell embedded within it, and can be attuned a number of
times each day equal to SC/5, where SC is the skill of the creator of the tattoo (i.e. he that cast Spell
Tattoo). If the casters SC 20, he may choose whether the spell embedded in the tattoo takes effect
up to four times a day or constantly instead. In this case, the spell in the tattoo must be one that
affects the target only, e.g. range of Self, volume of Self or one target, etc. (The GM should use her
discretion with regard to which spells may take effect constantly via a Spell Tattoo.)
The maximum number of Spell Tattoos that can be worn by an individual is equal to his SD/5. An
individual may only have one constant effect Spell Tattoo at any time. Spell Tattoos are permanent
and can only be removed via the destruction of the body part onto which they are scribed. If that
body part is subsequently regenerated, the Spell Tattoo will not reappear.
LEVEL 11) RESIST DISEASE
DISC: Healing
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
The target may make a second CO stat roll to resist a disease. This can only be cast once on a
particular disease in the targets system. Passing the roll does not heal or regenerate damage already
caused by a disease, but prevents it from causing further damage.
LEVEL 12) HEAL STUN
DISC: Healing
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell instantly cancels the stunning damage (i.e. the temporary Injury Penalty) caused by a
Mental Injury.
If a character that has memorised this spell is stunned by a Mental Injury, and his SC15, he may
instantaneously cast Heal Stun upon himself (assuming POPs are available).
LEVEL 13) RENEW BLOOD
DISC: Healing
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell purifies the targets blood, removing toxins like poisons and diseases, and regenerates lost
blood volume. This spell does not heal or regenerate damage already caused by toxins, but prevents
them from causing further damage.
178
Chapter 5 Magic
LEVEL 14) ITEM TATTOO
DISC: Healing
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell creates an Item Tattoo on the targets skin. The item held in the targets hands whilst this
spell is being cast is embedded into the tattoo the item literally vanishing from the targets grasp
into the tattoo. The tattoo assumes an ornate pattern which reflects the item embedded within it,
e.g. if the tattoo contains a sword, the tattoos design will be an ornate representation of a sword.
Subsequently, the target is able to summon the item from his tattoo by concentrating for 5 seconds
whilst touching the tattoo and then making a successful Attune skill roll (as if attuning a spell from
an item or a Spell Tattoo). The difficulty factor always equals 20-SC (the SC of the caster of the Item
Tattoo spell, not the attuner). The item then appears in the targets hands. The target can repeat the
concentration in order to return the item into the tattoo again (no skill roll is required for this). He
may draw the item from the tattoo and return it there as many times as he desires.
Each Item Tattoo may contain a single item. The maximum weight in kilograms of an item that can
be embedded in an Item Tattoo is equal to the SC bonus of the caster of the Item Tattoo spell.
Whilst an item is stored in a tattoo, it ceases to encumber the target in any way. In addition, the
items magic powers cease to affect the target.
The maximum number of Item Tattoos that can be worn by a target is equal to his SD/5. Item
Tattoos are permanent and can only be removed via the destruction of the body part onto which
they are scribed. If that body part is subsequently regenerated, the Item Tattoo will not reappear. If a
body part containing an Item Tattoo is destroyed, and that tattoo contained an item at the time of its
destruction, then the target should make a LU stat roll. If the item in the tattoo was:
not magical, then the LU stat roll is made versus a difficulty factor of 20;
magical, then the LU stat roll is made versus a difficulty factor of 10;
magical and sentient, then the LU stat roll is made versus a difficulty factor of 5;
an artefact (see the Treasure chapter), the LU stat roll is made versus a difficulty factor of 1.
If this roll is:
passed, then the item is expelled safely from the tattoo and appears at some random location
within sight of the target;
failed, then the item disappears only the GM knows whether it reappears somewhere else
or is destroyed.
LEVEL 15) REGENERATE
DISC: Healing
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell regenerates a single area, e.g. a limb or organ (including the brain), that has been totally
destroyed or lost.
LEVEL 16) HEAL PSYCHOSIS
DISC: Healing
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell reduces the Psychosis Points (PSYPs) associated with a single psychosis by SC points. If
the number of PSYPs is reduced to zero or below, the psychosis is cured.
179
Chapter 5 Magic
LEVEL 17) REGENERATE POISON
DISC: Healing
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
Any damage caused by a single poison to the target is healed and regenerated.
LEVEL 18) REGENERATE DISEASE
DISC: Healing
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
Any damage caused by a single disease to the target is healed and regenerated.
LEVEL 19) SHORT RESURRECTION
DISC: Healing
CAST: Instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 target
This spell pulls a comatose or dead targets soul out of the Spirit World and replaces it in its body.
The target will awake into consciousness.
This spell will fail if the targets:
soul has been in the Spirit World for longer than SC hours;
body has not been healed/regenerated enough for it to be able to remain alive.
If a character that has memorised this spell is slain, and his SC20, he may automatically and
instantaneously cast Short Resurrection upon himself (assuming POPs are available).
LEVEL 20) TOTAL REGENERATION
DISC: Healing
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell enables the caster to completely regenerate the targets body. Some scrap of the targets
body must exist for this spell to work, and this scrap must be relatively undamaged for example,
ashes cannot be used, but a hair, a nail clipping, a shred of skin or a drop of blood would provide a
suitable basis for the spell. At the end of the spells duration, the targets body is reformed. It is alive,
whole and healed of all injuries but will have only one Hit Point. In addition, the body will be
comatose, i.e. lacking a soul.
If a character that has memorised this spell is slain, he may automatically and instantaneously cast
Total Regeneration upon himself (assuming POPs are available). If he has also memorised Short
Resurrection, he will automatically and instantaneously cast that spell too once his body is
regenerated enough (again, assuming POPs are available).
Each time that the caster casts this spell, his Power Point maximum is reduced by 10 points
permanently.
1,1,8)
ILLUSION
The illusions (and phantasms) created with spells in this discipline share several properties. They:
are all three-dimensional if visible, they can be seen from all angles;
are intangible; they cannot be touched by physical or magical objects and forces (including
gravity hence, they do no need to be resting on a solid surface);
are all at ambient temperature, e.g. an illusory fire radiates no heat;
must fit within the volume of the spell used to create them.
180
Chapter 5 Magic
LEVEL 1) BLUR
DISC: Illusion
DUR: SC minutes
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target appears blurred, and is consequently harder to hit. He gains a bonus to his Dodge skill
rolls versus melee, thrown, missile and elemental bolt attacks equal to SC/5 (minimum of +1).
LEVEL 2) ILLUMINATE
DISC: Illusion
CAST: Non-instantaneous
DUR: SC hours
TYPE: Direct
VOL: Up to 20 metre radius
around 1 target
This spell causes a single target to glow. The caster can vary the level of light emitted at will, so as to
radiate light from the intensity of a sputtering candle (dimly illuminating a 1 metre radius) to that of
bright daylight (clearly illuminating a 20 metre radius). The target can be a fixed point or can be
mobile if cast upon a moving target, e.g. the tip of a finger.
LEVEL 3) DARKEN
DISC: Illusion
CAST: Non-instantaneous
DUR: SC hours
TYPE: Direct
VOL: Up to 20 metre radius
around 1 target
This spell causes a single target to be surrounded by darkness. The caster can vary the level of
darkness at will, from a faint shadow (obscuring a 1 metre radius) to utter darkness (totally
concealing a 20 metre radius). The target can be a fixed point or can be mobile if cast upon a
moving target, e.g. the tip of a finger.
Note that this spell does not confer any ability to see in the dark. Note too that this spell does not
just affect visible wavelengths vision using other parts of the spectrum, e.g. infra-red, will not be
able to see through the magical darkness created with this spell.
LEVEL 4) ILLUSORY ELEMENTAL ATTACK
DISC: Illusion
CAST: Non-instantaneous
DUR: 1 second
TYPE: Indirect
VOL: As mimicked elemental
spell
This spell creates the illusion of single burst of elemental attack magic. A bolt or cone may rocket
from the casters outstretched fingertips, while a ball may burst into existence at the spot to which
he points. Such an illusion will look and sound exactly like the authentic spell but never feels like it,
being totally harmless. The caster can choose which type of element fire, ice, etc. his illusory
attack counterfeits.
The illusion can be delayed such that it appears instantaneously when a set of circumstances,
specified when casting the Illusory Elemental Attack spell, have occurred. The circumstances can be
a thought from the caster (effectively making the spell instantaneous), movement within a certain
distance of a specified location (and within the range), etc.
LEVEL 5) SILENCE
DISC: Illusion
CAST: Non-instantaneous
DUR: SC minutes
181
TYPE: Direct
VOL: SC metre radius around
1 target
Chapter 5 Magic
This spell causes a zone of up to SC metres radius around the target to become totally silent. Sound
neither penetrates nor leaves the area. The target can be a fixed point or can be mobile if cast upon a
moving target.
In the Enunciation and Gesticulation section below, it is explained that it is generally necessary to speak
a spells incantation aloud in order to cast it. A character will temporarily lose the ability to cast
spells if this spell is cast upon him, or if he enters the silent zone, because his words will become
inaudible. (He may still cast spells of disciplines for which he has an SC16; he is skilful enough to
cast these using thought alone.)
LEVEL 6) CLOAK SELF
DISC: Illusion
DUR: SC hours
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
This spell casts an illusion that is localised to the caster and that moves with him. Examples of
typical uses:
the casters skin and clothes might become chameleon-like and blend in with their
surroundings (+SC/5 to Stealth skill);
the caster might glow in an authoritative or unnerving way (+SC/5 to Leadership);
the caster might appear to be standing still whilst he is actually drawing a weapon;
the caster may appear to be dressed in a particular uniform, or to have the features and build
of a race different to his own.
The illusion is limited in that it cannot extend over a volume much larger than that of the caster, but
is sufficiently flexible that a Dwarfen caster could appear to be a Wood Elf, for example.
This spell can be revealed by Detect Magic.
LEVEL 6) ILLUSORY SURFACE
DISC: Illusion
CAST: Non-instantaneous
DUR: Indefinite
RAN: SC metres & in sight
TYPE: Indirect
VOL: SC metres radius
This spell creates a flat, two-dimensional illusion, the pattern and colour of which are extrapolated
from the real surface which borders the illusions edges. Anything behind the illusory surface is
effectively hidden from view. Thus, the caster might cast this spell:
across a door, the illusion recreating the wall within which the doorway is set and so
concealing the door from those walking past it;
across a pit, the illusion making the flagstones of the floor appear to continue over the pit;
across one turn at a crossroads in a labyrinth, making the entrance to a whole passageway
vanish;
above his head so as to make the height of a room appear lower and hide anything hidden in
the rafters.
Obviously, the possibilities for concealment are endless virtually any archway, alcove or recess
could be hidden behind an illusory surface. Several limits apply, though:
the illusion is always static once cast it cannot be moved;
all of the illusions edges must be touching an adjacent real surface;
the maximum area of the illusion must be (SCx2) square metres, e.g. a caster with SC=6
could create a rectangular surface of 3 by 4 metres, big enough to hide a double doorway;
a single caster may only have up to SC/4 of these illusions in existence at any one time. If he
exceeds this limit, one of his older illusory surfaces will be cancelled (the GM chooses
which).
182
Chapter 5 Magic
Like all illusions, the surface cannot be touched and the movement of creatures, things, sound,
odours, etc. through it is not affected. If an illusory surface is touched, it will vanish for up to 20-SC
seconds before reappearing. Once the casters SC20, an illusory surface no longer vanishes when
touched (the persons fingers will just disappear whilst pushed through it, for example).
This spell is not revealed by Detect Magic spells.
LEVEL 7) NOISE
DISC: Illusion
CAST: Non-instantaneous
DUR: SC minutes
TYPE: Direct
VOL: SC metre radius around
1 target
An SC metre radius around the target is filled with sustained white noise (static), which is so loud
that it drowns out all other sounds within the volume and may cause damage. Any (hearing) target
within the volume loses SC/4 Hit Points and must make an Injury Roll every 5 seconds. Any
Injuries delivered are Mental Injuries (severities G to I should be ignored). A result of Injury severity
F also results in permanent deafness if the creature has ears of a similar physiology to those of the
PC races with flesh, bones and blood (i.e. not Trolls).
LEVEL 8) SUDDEN LIGHT
DISC: Illusion
CAST: Non-instantaneous
DUR: Instantaneous
TYPE: Indirect
VOL: SC metre radius around
1 target or location
An SC metre radius around the target is filled with sudden dazzling light. Any creature within the
volume which uses light to see loses SC/2 Hit Points and must make an Injury Roll. Any Injuries
delivered are Mental Injuries (severities of G to I should be rerolled). A result of Injury severity F
also results in permanent blindness if the creature has eyes of a similar physiology to those of the PC
races with flesh, bones and blood (i.e. not Trolls). Having ones eyes shut at exactly the right
moment prevents damage from the flash.
LEVEL 9) CLOAK COMRADES
DISC: Illusion
CAST: Non-instantaneous
DUR: SC hours
RAN: SC metres & in sight
TYPE: Direct
VOL: Up to SC targets
This spell acts like Cloak Self but affects up to SC targets chosen by the caster. Examples of typical
uses: the caster and his companions could be made to appear as small trees on a plain, boulders on a
cavern floor, or items of furniture in a room.
This spell can be revealed by Detect Magic.
LEVEL 10) INVISIBILITY
DISC: Illusion
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Direct
VOL: 1 target
The target becomes invisible (along with all items held, carried or worn by him). Casting a spell or
making (or receiving) a sudden movement (e.g. an attack) ends the invisibility.
This spell cannot be revealed by Detect Magic.
LEVEL 11) DISPLACEMENT
DISC: Illusion
CAST: Non-instantaneous
DUR: 10xSC minutes
RAN: SC metres & in sight
183
TYPE: Direct
VOL: 1 target
Chapter 5 Magic
This spell makes the target invisible and creates a visible illusion of him up to SC metres away, i.e.
the target suddenly appears to be displaced from his actual location.
The distance and direction between the target and his illusion are fixed at the time of the spells
casting. Obviously, if the target moves in such a way that the corresponding movement of his
illusion takes it into or through something real, then observers will probably realise that they are
watching an illusion.
However, if this spell is cast by the caster upon himself, he is able to control the distance and
direction of his illusion at will giving him the ability to better navigate his illusion around objects
and people and avoid its false nature being revealed.
This spell cannot be revealed by Detect Magic.
LEVEL 12) MEMORISE SCENE
DISC: Illusion
CAST: Instantaneous
DUR: Concentration
RAN: Self
TYPE: Indirect
VOL: As detectable by casters
senses
This spell enables the caster can record the visual and auditory input that he receives via his eyes and
ears it effectively allows the caster to act like a video camera and microphone. The images and
sounds can later be used with Illusion and Phantasm spells.
If a scene is to be successfully memorised, the caster must concentrate upon it for 120/SC seconds
(being unable to perform other actions during this time). Up to 2 x SC different recordings can be
held in the casters memory simultaneously. Memorised recordings can be forgotten at will to make
room for new ones (but forgotten recordings cannot be remembered later).
LEVEL 13) ILLUSION
DISC: Illusion
DUR: SC hours
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: SC metres radius
This spell creates, within the spherical volume, the illusion of scenery recorded previously with a
Memorise Scene spell. The illusion is three-dimensional it can be seen from all angles and people
can walk around within it but it is intangible physical and magical objects and forces move
through the illusion without affecting it. The caster is able to discard chosen layers of the recorded
scenes visual background, such that the edges of the vision now fit consistently with the
background currently behind it, from whichever angle it is viewed. The illusory scene can be seen
from beyond the volume.
The volume affected by the illusion is always static, i.e. once an illusion is invoked at a particular
location it cannot be moved to another location. The actual images and sounds within the volume of
the illusion, however, need not be static whilst it is within range, the caster can cause the illusion to
move as desired by concentrating. Consequently, the caster is able to appear to manipulate illusory
items within the illusion, e.g. he could pick up an illusory coin or open an illusory door should
anyone else attempt to touch such objects, their hands will pass straight through them. In addition,
the caster can cause the illusion to move in a minor and repetitious in nature without requiring his
sustained concentration so as to reproduce the trembling of leaves, the undulation of water, the
rise and fall of breathing chests, etc. Any movements displayed by the illusion will be accompanied
by suitable noises, so as to produce a realistic effect, e.g. trembling leaves would produce an audible
susurration, a doors hinges might squeak as the caster opens it. If desired, an illusion can invoke
only sounds, without any accompanying visual image.
184
Chapter 5 Magic
The illusion can be delayed such that it appears instantaneously when a set of circumstances,
specified when casting the Illusion spell, have occurred. The circumstances can be a thought from
the caster (effectively making the casting of the spell instantaneous), movement within a certain
distance of a location (and within the range), etc. Likewise, the illusions instantaneous disappearance
can also be programmed to occur when a set of circumstances have occurred (within the duration).
Initially, observers should only be allowed an Observation skill roll to notice that the scene before
them is an illusion and not real if a circumstance occurs that betrays the scenes illusory nature, e.g. if
an observer attempts to touch part of the illusion, etc. Once an observer has examined the illusion
for long enough, however, he should be allowed to make an Observation skill roll versus the casters
SC. If this is passed, he will have noticed the suspiciously repetitious nature of background
movements and sounds, the complete stillness of the scene if background movements and sounds
were not employed by the illusions creator, or perhaps the absence of an expected odour.
This spell cannot be revealed by Detect Magic.
(Note that this spell magically extrapolates any details missing from the recording made by the
caster, so as to give the scene a realistic three-dimensional appearance. For example, when making a
recording with the Memorise Scene spell, the caster may have been unable to see the back of a
certain person or object. When the scene is reproduced with an Illusion spell, such hidden surfaces
are filled with extrapolated detail. The accuracy of this extrapolation, in comparison to the original,
is perfect this is magic after all!)
LEVEL 14) PHANTASM
DISC: Illusion
DUR: SC hours
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: SC/5 metre radius
This spell is similar to the Illusion spell, except that any image invoked is always of a single creature
(recorded previously with a Memorise Scene spell), and the image is not fixed to one location but
can move. The phantasms movements will be consistent with those of the original creature
recorded, and will be accompanied by suitable sounds. E.g. a phantasm of John Smith will look just
like John Smith, will have the mannerisms and gait of John Smith, and its movements will be
accompanied by the sound of footfalls looking and sounding exactly as if the real John Smith were
walking by.
By concentrating, the caster can control the phantasms movements and can make the phantasm
talk, its voice matching that of the original subjects if it was recorded. Concentration is not
necessary all of the time, however, since each phantasm is intelligent enough to move itself and to
obey verbal orders from the caster. When moving, a phantasm will attempt to avoid collisions with
objects that might reveal its illusory nature (like all illusions, physical and magical objects and forces
move through the phantasm without affecting it), so as to maintain the pretence that it is a real
creature for as long as possible. (Phantasms are not intelligent enough to improvise their own
conversations, though; the caster must concentrate on a phantasm to make it speak, or may order it
to recite certain lines in specified circumstances, effectively pre-programming it.) As with illusions
created with an Illusion spell, since the caster can control the phantasms movements by
concentrating, he is able to appear to observers as if he can physically touch the phantasm.
185
Chapter 5 Magic
Although a single creature is produced by a phantasm, the creature can consist of multiple illusory
components, e.g. the John Smith phantasm might appear to be wearing clothes and carrying a
sword. If any component is separated from the phantasm (e.g. if the caster makes the John Smith
phantasm hand over its sword to a real person), then the illusory component (in this case the sword)
vanishes immediately.
The appearance of the phantasm can be delayed such that it appears instantaneously when a set of
circumstances, specified when casting the Phantasm spell, have occurred. The circumstances can be
a thought from the caster (effectively making the casting of the spell instantaneous), movement
within a certain distance of a location (and within the range), etc. Likewise, the phantasms
instantaneous disappearance can also be programmed to occur when a set of circumstances have
occurred (within the duration).
As with a static Illusion spell, the caster may invoke a phantasm which consists only of sounds,
without any accompanying visual image.
Observers should not be allowed an Observation skill roll to notice that the creature before them is
an illusion unless they attempt to touch the phantasm, it moves through a solid object, or otherwise
gives its illusory nature away. In most circumstances, the phantasm will be visually and audibly
indistinguishable from the real creature (but like all illusions, it will have no odour). (As with the
Illusion spell, any unrecorded details are magically extrapolated so that the creature appears identical
to the original.)
This spell cannot be revealed by Detect Magic.
LEVEL 15) SEE ILLUSION
DISC: Illusion
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: SC metres
The caster is able to see the true nature of illusions or phantasms (visual, sound or any combination)
within the volume. The illusions become outlined with a bright aura so that they can be
distinguished from real creatures or objects, and seen even if they have no inherent visual
component (i.e. the caster is able to see sound illusions that would be invisible normally). Only
illusions created by the caster are revealed automatically; an illusion created by another is only
revealed if the casters SC is greater than that of the creator of the illusion.
Note that this spell will not reveal the auras emitted by Invisibility spells.
LEVEL 16) HORROR
DISC: Illusion
DUR: Concentration
CAST: Non-instantaneous
TYPE: Indirect
RAN: 10 x SC metres & in
VOL: SC metre radius
sight
This spell enables the caster to invoke a horrifying phantasm, depicting a sudden and
overwhelmingly powerful attack. By playing on the targets fears, the phantasm can lead the targets
to believe that they are moments from certain death. If this belief is strong enough, then fear may
cause even the strongest opponent to expire in shock.
186
Chapter 5 Magic
This spell requires the utmost concentration from the caster, and he is unable to perform any other
action whilst directing the phantasm. He may choose any images and sounds he can imagine, or may
utilise parts of recordings, and can control the movements of the phantasm at will. The caster
should attempt to invoke the phantasm that he thinks will be most likely to instil terror in his targets
this might be a sudden huge rock fall, an ambush by a fire-breathing dragon, or some other
terrifying spectacle that fits within the volume of the spell.
A maximum of SC individual creatures can be targets of this spell, and must be designated as such
when casting the spell. At the most frightening moment of the phantasms display (e.g. when the
targets are about to be engulfed by the roaring landslide), each of the targets must make an IN stat
roll versus the casters SC. If a roll is:
failed by 10 or fumbled, the target dies immediately from shock.
failed by 6 to 9, the target is stunned. He soul loses SC Hit Points and must make an Injury
Roll. Any Injuries delivered are Mental Injuries.
failed by 5 as failure by 6 to 9 but Injury severities of F to I should be rerolled.
passed, the target is unaffected by the phantasm. He may be frightened, but not enough to
die or become stunned.
The GM should modify the difficulty factor to reflect how realistic and frightening each target finds
the spectacle created by the caster. The caster will be more likely to produce realistic effects if he
bases them on events recorded previously with Memorise Scene spells. If the caster invokes a
phantasm that the target:
finds particularly frightening, perhaps increase the casters SC by 5 for the purposes of the
IN stat roll. E.g. if the casters targets are ice elementals, then a particularly frightening
spectacle might be a phantasm of a fire drake, swooping down from the clouds and
breathing out a huge gout of flame towards them.
does not find frightening, perhaps reduce the casters SC by 10. E.g. a phantasm of a rock
fall is unlikely to worry an ethereal ghost.
Note that targets need not make IN stat rolls if they do not observe the phantasm for whatever
reason. Note too that, while others may see and hear the phantasm, only its specific targets need
make IN rolls.
This spell can be revealed by Detect Magic.
LEVEL 17) POTENT INVISIBILITY
DISC: Illusion
CAST: Non-instantaneous
DUR: SC hours
RAN: Self
TYPE: Indirect
VOL: Self
As the Invisibility spell except the caster is able to cast a number of spells and/or make (or receive) a
number of sudden movements (e.g. attacks) equal to SC/4 before becoming visible again.
This spell cannot be revealed by Detect Magic.
LEVEL 18) POTENT CLOAK
DISC: Illusion
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: Self
This powerful spell cloaks the casters vicinity with an illusion which effectively erases his presence
or passing from the senses of any observer. The illusion moves with the caster (who must not
exceed walking pace) and its extent changes continuously such that any item that the caster touches
becomes covered by it.
187
Chapter 5 Magic
The overall effect is that the caster could enter a room, take an object and leave again without being
detected by any observer. If he had tried the same act of theft whilst using a normal Invisibility spell,
an observer would surely notice the door opening seemingly by itself and the object vanishing
seconds later as the caster pockets it. By using the Potent Cloak, the door will be covered by a
cloaking illusion the moment that the caster touches it; any observer will see the illusion of the door
remaining closed whilst, in fact, the cloaked caster has opened it. Likewise, the observer will see the
object in the room remain untouched when, in fact, it has been stolen by the caster. The illusion
lingers over the path of the caster for SC minutes after this period, the illusion ends and the
observer will abruptly notice that the door is wide open and the object gone! Note that any creatures
touched by the caster will not be covered by the illusion and will become able to see the caster. Note
too that the effects of the Potent Cloak are not just visual they also cloak sounds generated by the
caster and his actions.
This spell cannot be revealed by Detect Magic.
LEVEL 19) CONTROL SOUND
DISC: Illusion
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: 10xSC metre radius
This powerful spell enables the caster to control all sound within the volume affected. He has total
mastery over who can hear what and from where, and over the levels of sound heard by different
listeners. Consequently, he might use the spell to:
project his voice to a huge crowd, and prevent anyone else from speaking;
make certain people deaf while others can hear;
fill parts or all of the volume with deafening noise (those affected being struck as if by a
Noise spell);
and so on
The GM should use her discretion to decide what limits should be applied.
LEVEL 19) CONTROL LIGHT
DISC: Illusion
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: 10xSC metre radius
This powerful spell enables the caster to control all light within the volume affected. He has total
mastery over who can see what and from where, and over the levels of light seen by different
observers. Consequently, he might use the spell to:
turn a building invisible to those outside;
project images across the sky for all to see;
make certain people blind while others can see;
fill parts or all of the volume with dazzling light (those affected being struck as if by a
Sudden Light spell whenever they open their eyes);
and so on
The GM should use her discretion to decide what limits should be applied.
LEVEL 20) THE TWO-EDGED SWORD OF GLASS
DISC: Illusion
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell makes the target invisible permanently. Any items that he subsequently holds, wears or
carries become invisible whilst in his possession, but reappear once dropped. This spell cannot be
revealed by Detect Magic.
188
Chapter 5 Magic
1,1,9)
MIND
The spells on this list enable the caster to sense and manipulate the minds and souls of living
creatures native to the Prime Plane, e.g. the PC races and most animals and monsters. Creatures
which are dead or which are not native to the Prime Plane (specifically demons, elementals and
undead) cannot be the targets of spells in the Mind discipline. (At the GMs discretion, Icthoids
see the Optional Races chapter may be affected by both Demonology and Mind spells.)
LEVEL 1) DETECT SOUL
DISC: Mind
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: 100xSC metres
For the duration, whenever the caster concentrates and specifies a particular race or species of soul
(e.g. wolves or elves), any such within the volume become visible to him, regardless of whether
darkness or intervening objects (e.g. walls, doors, ceilings, earth, rock, fog, etc.) block his normal
view of them. He sees each soul as a glowing silhouette superimposed upon his normal field of view.
The size of each silhouette allows him to guess the distance and size of that soul; larger silhouettes
reveal closer or larger souls, while very distant or small souls may appear only as faint dots of light.
As each soul moves relative to the caster, its silhouette moves too so that the caster can see if it is
approaching or receding or passing him by. The silhouettes themselves are featureless, only revealing
a souls outline, direction and distance or size. This makes it virtually impossible to identify particular
individuals from amongst others of the same species, unless an individual has a particular feature
which somehow alters its silhouette.
Alternatively, the caster may cast this spell so as to reveal only the silhouette of a particular soul, i.e.
a single individual memorised with the Memorise Soul spell, when it is within the volume.
Note that this spell will reveal souls trapped in Soul Stones (and, thus, sentient items, golems and the
like). These creatures, however, demonstrate the silhouette of their true form, rather than the shape
of the gemstone in which they are held. E.g. if the caster casts this spell to detect orcs, then any Soul
Stones containing the souls of orcs will appear in his vision as orc-shaped silhouettes, as will normal
orcs.
LEVEL 2) PASSION
DISC: Mind
DUR: SC hours
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: Up to SC targets
The chosen target souls affected by this spell feel a single emotion chosen by the caster, e.g. fear,
fearlessness, panic, calm, happiness, sadness, trust, paranoia, loyalty, vindictiveness, lust, loathing,
etc. The caster can choose whether the emotion is focused towards a target within range or the
caster himself, or is unfocused. The targets feel the emotion strongly but always remain rational.
LEVEL 3) SPEAK LANGUAGE
DISC: Mind
CAST: Non-instantaneous
DUR: SC hours
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target can understand and speak any language that he hears. However, his ability is limited as if
he has a language skill bonus equal to SC. Additionally, he gains absolutely no ability to read or write
the language the comprehension is strictly limited to listening and speaking.
189
Chapter 5 Magic
LEVEL 4) MEMORISE SOUL
DISC: Mind
CAST: Non-instantaneous
DUR: Until forgotten
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell enables the caster to study and memorise a specific soul for use with the Detect Soul spell.
Up to SC different souls can be held in the casters memory simultaneously. Memorised souls can be
forgotten at will to make room for new ones.
LEVEL 5) STUN
DISC: Mind
DUR: Instantaneous
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: Up to SC targets
The chosen target souls lose SC/2 Hit Points and must make an Injury Roll. Any Injuries delivered
are Mental Injuries and Injury severities of F to I should be rerolled.
LEVEL 6) URGE
DISC: Mind
DUR: SC seconds
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: Up to SC targets
As Emotion, but an extremely powerful emotional urge is felt by the chosen targets. Each target
must make an SD stat roll versus the casters SC. If a target fails, it will feel such an extreme form of
the emotion that it will act irrationally. E.g. if affected by fear, the target will flee by the fastest
possible means from the focus; if affected by hatred, the target will attack the focus regardless of any
wounds sustained; if affected by fearlessness, the target will not feel fear and will be unaffected by
magically induced fear effects. If a target fumbles the SD roll (Fumble Range equal to the casters
SC), it dies on the spot from an adrenalin-induced heart attack.
LEVEL 7) SLEEP
DISC: Mind
DUR: SC hours
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: Up to SC targets
The chosen targets collapse on the ground into a deep natural sleep, from which they cannot be
woken by any means for the first SC/4 seconds. After this period, stimuli will wake them as normal.
LEVEL 8) DETECT LIE
DISC: Mind
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Limit of hearing
For the duration, while the caster concentrates, he unerringly knows whether any speech that he
hears is falsehood.
LEVEL 9) STEAL SKILL
DISC: Mind
DUR: SC/2 days
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell reduces the targets bonus in a skill chosen by the caster by SC/2 points. The lost points
are regained at a rate of 1 per day. If the targets original skill bonus was greater than the casters
bonus in that skill, then the caster temporarily adds the lost points to his skill bonus; the caster may
gain a maximum of SC/4 points in this way. The stolen points are lost at a rate of 1 every day.
190
Chapter 5 Magic
LEVEL 10) COMMAND
DISC: Mind
DUR: SC minutes
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: Up to SC targets
The chosen target souls will unquestioningly carry out the casters orders to the best of their ability,
regardless of the language used by the caster. (An order which requires a target to directly harm or
kill itself may be ignored, however. I.e. this spell can be used to force a target to perform dangerous
acts, such as attacking foes against the odds, but cannot force a target to self-mutilate or jump off a
high cliff.) Note that the range listed for this spell is only applicable to the position of targets when
the spell is cast, and subsequent orders must still be followed even if they require the targets to
move beyond this range. Targets are not required to complete orders once the duration has past,
however.
LEVEL 11) ENDURING PASSION
DISC: Mind
CAST: Non-instantaneous
DUR: Indefinite
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell acts like a Passion spell, but it affects a single target and has an indefinite duration.
LEVEL 12) HEAR THOUGHTS
DISC: Mind
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Direct
VOL: SC metres & in sight
For the duration, the caster is able to hear the thoughts of any target within the volume by
concentrating. The caster may need to use a Speak Language spell to understand the thoughts.
This spell can be cast such that the thoughts of a memorised target (i.e. a target previously stored
with a Memorise Soul spell) are heard. If the casters:
SC 15, the memorised target and caster must be within 10 x SC metres of each other for
the spell to work;
16 SC 19, the memorised target and caster must be within SC kilometres of each other;
SC 20, there may be any distance between the caster and memorised target.
Anyone touching the caster is also able to hear the targets thoughts.
LEVEL 13) TELEPATHY
DISC: Mind
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Direct
VOL: See description
The caster and up to SC selected souls are able to communicate telepathically whilst within the
volume. The souls must be within sight of the caster on casting this spell, or must be souls
memorised with a Memorise Soul spell. The caster and targets are able to understand each others
thoughts, regardless of language. If the casters:
SC 17, the souls must stay within 10 x SC metres of the caster in order to communicate
telepathically;
18 SC 19, the souls must stay within SC kilometres of the caster;
SC 20, there may be any distance between the caster and souls.
LEVEL 14) SEE MEMORIES
DISC: Mind
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
191
TYPE: Direct
VOL: SC metres & in sight
Chapter 5 Magic
The caster is able to experience the memories of any target within the volume by concentrating. The
caster can jump forward and backward to different times in the targets memory. Treat the
experiencing of events like watching a video tape. The view can be watched in real time, or can be
watched in a sped-up forwards and backwards search mode, or the tape can be fast-forwarded or
rewound without viewing events. The caster can potentially experience everything experienced by
the target, even if the target cannot currently remember that memory.
Anyone touching the caster is also able to experience the targets memories.
LEVEL 15) MASTER
DISC: Mind
DUR: SC hours
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
As Command but, in addition, the caster can control the targets movements like a puppet whilst
concentrating and whilst it is in range.
LEVEL 15) SPIRIT TRAVEL
DISC: Mind
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: Self
The caster enters a comatose state in which his soul is able to leave his body. Initially hovering over
his body, the casters soul can move at a rate of up to SC kilometres per hour. As a soul, the casters
form is ethereal, effectively that of a ghost (see The Bestiary). The caster appears translucent, dressed
in the clothing worn by his comatose body elsewhere. Any items held in his hands when the spell
was cast will also be manifest upon the casters spirit person as ethereal versions of themselves. The
caster can still experience his physical surroundings via his senses as usual. However, the caster
cannot move physical objects his body moves through normal physical objects unhindered.
The caster can attack living creatures as if a ghost, and living creatures may attack him with magic
weapons and attacks only. Spells which affect undead (e.g. Repel Undead) also affect the caster. The
caster may continue to cast spells as normal (although spells cast by the caster upon himself will only
affect his spirit form and will not affect his physical body). Ethereal undead (which appear in their
true form to the caster, i.e. the form they had whilst alive) see the caster as normal, and their ethereal
claws or weapons strike the caster like their physical equivalents might. The caster may defend
himself from such attacks with spells, or by using the spirit versions of any weapons which he
thought to clutch in his hands before casting this spell.
Perhaps the greatest danger to the caster over all though is that of damage to his body. The caster
cannot feel his body whilst disembodied from it and may be unaware of any imminent danger to it.
If the casters body is damaged in such a way that death occurs, then the caster will become a real
ethereal undead (losing his spell-casting powers and becoming, in actual fact, a true ghost).
LEVEL 16) NIGHTMARE NEMESIS
DISC: Mind
CAST: Non-instantaneous
DUR: 1 dream
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The next time the target falls asleep, he will enter a deep slumber (which appears febrile and
disturbed to anyone observing the sleeper) in which he has a vivid nightmare.
In the dream, the target who is carrying his usual adventuring equipment is attacked by his
double. The double is identical to the target, having the same stat and skill bonuses, the same
clothing, armour, weapons and other belongings, the same spells and Power Points, the same
number of Hit Points, and so on. The double will belligerently attack the target until he is slain, or
the double dies in the attempt.
192
Chapter 5 Magic
If the target is slain by the double in the nightmare, his physical body dies (the target never awakes)
and his soul travels straight to the Spirit World. If the target slays the double, he will awake from the
sleep unharmed. The target can be woken at any time from the nightmare by the normal means,
rescuing him from the doubles attacks. Once awake, the target forgets having the dream in 20/SC
minutes.
LEVEL 17) BANISH SOUL
DISC: Mind
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The targets soul is banished to the Spirit World and its body, still alive, collapses into a coma.
Note that a Resurrection spell is generally needed to restore the soul of someone in a coma. Note
too that souls in Soul Stones or phylacteries are not affected by this spell.
LEVEL 18) POSSESSION
DISC: Mind
DUR: SC hours
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
On casting this spell, the caster is able to possess the body of any creature within sight, gaining
complete control of its movements. The target remains conscious whilst possessed and will
remember all experiences, but has no control over its movements.
Should the caster attempt to make the targets body perform an action that would be totally alien to
the target (e.g. self-mutilation or suicide), then the target may resist by making a SD stat roll versus
half of the casters SC skill bonus. If this roll is:
passed, the spell ends and the target regains control of his body;
failed, the alien action is not attempted, but the caster can try to force the victim to perform
the action again (and the target can resist once more);
fumbled, then the target carries out the alien action as the caster desires.
The caster is able to attempt to possess other targets at will, effectively being able to move his soul
from one targets body to the next in range. On cancelling the spell, or if his possession is dispelled
with a Dispel Magic spell, or if his possessed body dies, the casters soul automatically returns to his
own body. Note that, while the casters soul is in possession of a targets body, it is not in possession
of its own the casters body lies comatose and vulnerable. Should the casters body be killed whilst
the casters soul is elsewhere, the caster will be unable to return to it and will be trapped in alien
bodies until his own can somehow be healed.
LEVEL 19) RESHAPE MIND
DISC: Mind
CAST: Non-instantaneous
DUR: Permanent
RAN: Self
TYPE: Indirect
VOL: Self
If the caster makes a successful spell-casting skill roll versus his own MA stat, then he may increase
one of his mental stats either CH, IN or SD by 1 point permanently. If the roll is fumbled
(Fumble Range equal to casters MA), the chosen stat is decreased by 1d4 points permanently (to a
minimum of 3).
The caster may only cast this spell once per month and only once per stat, i.e. in total, he may cast
this spell only three times once on his CH stat, once on his IN stat and once on his SD.
193
Chapter 5 Magic
LEVEL 19) ENSLAVE
DISC: Mind
DUR: Permanent
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
As Master, except the duration is permanent. A Dispel Magic spell will not free the target from this
spell; only the casters death will do this.
LEVEL 20) LONG RESURRECTION
DISC: Mind
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 target
This spell pulls a comatose or dead targets soul out of the Spirit World and replaces it in its body.
The target will awake into consciousness.
This spell will fail if the targets body has not been healed and/or regenerated enough for it to be
able to remain alive. The soul can have been in the Spirit World for any length of time and still be
retrieved with this spell (unlike with the Short Resurrection spell of the Healing discipline).
LEVEL 20) PENTAGRAM OF TRUTH
DISC: Mind
CAST: Non-instantaneous
DUR: SC seconds
RAN: Touch
TYPE: Indirect
VOL: 1 pentagram
This spell allows the caster to instantly summon a single dead soul from the Spirit World into a
pentagram marked on the ground which he is touching. The summoned soul is trapped within the
hemispherical volume defined by the pentagrams outer circle. The caster may ask a single question
of the soul (this spell automatically confers upon the caster the ability to speak to and understand
the soul). Upon finishing the question (which must be completed within the spells duration), the
soul immediately vanishes back to the Spirit World, whereupon it seeks the answer to the question
from the multitudes of the dead.
Exactly one hour after vanishing, the soul will reappear in the pentagram. It will then tell the caster
the answer to the question, and immediately return to the Spirit World. If the caster is not within
sight when the soul returns, the soul will wait for the duration of the spell before leaving. Note that
this spell always provides a truthful answer, but it only works if someone who has died has the
correct information; if the Spirit World does not contain the answer, the soul will not return after
the hour has elapsed. (If the question has several different truthful answers, the soul will return with
a different one each time.)
For details of the shape of the pentagram and its construction, see the notes in the introduction to
the Conjuration discipline.
1,1,10)
MOVEMENT
CAST: Instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster can leap SC+4 metres vertically or horizontally, from a standing position (i.e. no run up
required), and land without injury. Each jump takes 2 seconds to complete.
194
Chapter 5 Magic
LEVEL 2) LIGHT STEP
DISC: Movement
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster is able to tread so lightly that he barely leaves footprints. Observation skill rolls to follow
his tracks are made with a SC/5 penalty.
LEVEL 3) SILENT STEP
DISC: Movement
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster is able to move almost silently. Observation skill rolls to hear him are made with a SC/5
penalty.
LEVEL 4) SWIM
DISC: Movement
DUR: (10 x SC) minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster can swim without tiring, and can effortlessly control his orientation within or on the
water. He is able to swim at the same rate as his normal walking pace.
LEVEL 5) BALANCE
DISC: Movement
DUR: SC minutes
CAST: Instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster is able to balance on incredibly thin surfaces without swaying, e.g. tightropes or narrow
cliff ledges (even in high winds, earthquakes, etc.). If used with Leaping spells, this spell would
enable the caster to run at speed through a forest canopy like a monkey.
LEVEL 6) LANDING
DISC: Movement
DUR: 1 landing
CAST: Instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster can land safely after a fall of 10 x SC metres. Damage from larger falls is calculated
normally see the Damage from Falling section of the Combat chapter but the height used in the
calculation is reduced by 10 x SC metres.
LEVEL 7) AMBIDEXTERITY
DISC: Movement
CAST: Non-instantaneous
DUR: SC seconds
RAN: Self
TYPE: Indirect
VOL: Self
This spell improves the casters coordination, enabling the off-hand penalty to be ignored for the
duration.
LEVEL 8) ATTACK ABSORPTION
DISC: Movement
CAST: Instantaneous
DUR: 1 attack
RAN: Self
TYPE: Indirect
VOL: Self
The caster is able to control his bodys movements so precisely that he is able to increase his Dodge
skill bonus by SC/5 versus the next melee attack.
195
Chapter 5 Magic
LEVEL 9) SPEED
DISC: Movement
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The casters movement rates for the purposes of walking, jogging, running or sprinting are
multiplied by X for the duration, where X equals:
1.5 if the casters SC 15;
if the casters 16 SC 19;
if the casters SC 20.
LEVEL 10) BURDEN
DISC: Movement
DUR: SC seconds
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The casters total Encumbrance Penalty is transferred to the target for the duration. In other words
during this time, the casters Resistance Penalty is not reduced by any Encumbrance Penalties,
while the targets Resistance Penalty is increased by his normal total Encumbrance Penalty and that
of the caster.
LEVEL 11) SPIDER CLIMB
DISC: Movement
CAST: Instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: Self
This spell redirects the action of gravity upon the caster such that the force is always directed
perpendicularly to his soles, i.e. downwards is always beneath the casters feet.
Thus, if the caster jumps and places both feet on a wall, that surface becomes the floor for him he
may stand, walk and run on the wall as if it were a floor. Likewise, he could jump from the wall onto
the ceiling and then move across that as if it were a floor.
Whilst this spell is in operation, the caster must be careful with how he angles his feet. If he were to
perform a handstand, for example, he could find himself falling upwards into the air!
Note that this spell does not affect anyone or anything other than the caster and his worn or carried
possessions gravity remains orientated in the normal direction for everyone and everything else.
Thus, if the caster drops an object whilst standing on a wall or ceiling, the object will not fall
towards his feet but will fall in the direction of the normal downwards.
LEVEL 12) FLY
DISC: Movement
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster is able to fly at speeds of up to SC/2 metres per second. He can effortlessly control his
orientation within the air.
LEVEL 13) FLUENCY
DISC: Movement
DUR: 1 action
CAST: Instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster is able to control his bodys movements so precisely that the next action he makes can be
attempted SC/5 times in the same time that it would normally take him to attempt the action once.
E.g. in the time that it would normally take a caster with an SC of 15 to:
196
Chapter 5 Magic
make one attack with his sword, he could make three attacks;
leap 3 metres, he could make three 3 metre leaps;
climb 10 metres, he could climb 30 metres;
etc.
CAST: Instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell disarms a target, making him lose grip of whatever he holds in his hands. If the spellcasting roll is:
failed, the target retains his grip and is unaffected by the spell;
passed by 5, whatever is held in his hands falls to the floor at his feet;
passed by 6, whatever is held in his hands is transferred instantly to the casters grasp, if the
caster desires (and if he has a hand free).
LEVEL 15) BLINK
DISC: Movement
DUR: Instantaneous
CAST: Instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster is instantly teleported to a location within sight and within 5xSC metres.
LEVEL 16) REACTIONS
DISC: Movement
DUR: Instantaneous
CAST: Instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
This spell enables the caster to increase his Reactions stat by SC/4 for the following Reactions roll
(see the Actions chapter).
LEVEL 17) TELEKINESIS
DISC: Movement
CAST: Non-instantaneous
DUR: Concentration
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell enables the caster to apply force to a target which is some distance from him, so as to
manipulate or move the target. The target must be within range and within sight, and the caster must
move his body, arms and hands so as to recreate the motions needed to manipulate the object as if
he were touching it directly. Thus, by making the necessary gesticulations, the caster could lift a
distant rock into the air, slide back the bolts on a far door or pick the pocket of a person standing
many metres away. The maximum amount of force that he can apply is exactly that which he could
apply if he were next to the object and really touching it consequently, he cannot lift a remote
object which is heavier than he could lift normally.
LEVEL 18) TETHER
DISC: Movement
DUR: SC hours
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: SC targets
The chosen targets become tethered to their current location. For every metre that a target moves
away from this location, a cumulative penalty of -1 is added to its Resistance Penalty (so as to make
the Resistance Penalty more penalising). The maximum penalty that can be applied is -(SC).
E.g. if an 20th level caster casts this spell at a target, a -10 penalty will be added to the targets
Resistance Penalty when it is 10 metres from the location to which it was tethered, and a -20 penalty
when it is 20 metres away or more.
197
Chapter 5 Magic
LEVEL 19) SHARED BLINK
DISC: Movement
CAST: Instantaneous
DUR: Instantaneous
RAN: Touch
TYPE: Direct
VOL: SC targets
The caster and SC chosen targets, who must be touching him, are instantly teleported to a location
within sight and within (SC)2 metres. E.g. a caster with SC=20 can teleport up to 400 metres.
LEVEL 20) STUDY MOVEMENT
DISC: Movement
CAST: Non-instantaneous
DUR: SC hours
RAN: Self
TYPE: Indirect
VOL: Self
By studying a target as he performs a moving skill, the caster is able to improve the fluency of his
own performance of the same action. His bonus in that skill is increased by half of the difference
between the casters skill bonus and the targets. If the targets skill bonus is less than or equal to that
of the caster, the caster learns nothing; in addition, the target must use the skill being studied for a
minimum of 1 second in order for the spell to be successful. The caster may only have SC/10 of
these spells active at any time.
1,1,11)
NATURE
These spells enable the caster to tap the power of nature and survive the wilderness.
Note that the Beast spells in this discipline consider beast to mean a normal creature that might be
encountered in the wild, e.g. mammals, reptiles, fishes, insects, birds, etc. Creatures which are not
native to this world (the Prime Plane) or which are innately magical are not classed as beasts, i.e. no
demons, dragons, elementals or undead, for example. Lycanthropes are the exception despite
being inherently magical, they can be affected by these spells.
LEVEL 1) DETECT SUSTENANCE
DISC: Nature
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: 100xSC metres
For the duration, whenever the caster concentrates and specifies a particular source of food or water
(e.g. deer, beehives, strawberries or freshwater springs), any such within the volume
become visible to him, regardless of whether darkness or intervening objects (e.g. walls, doors,
ceilings, earth, rock, fog, etc.) block his normal view of them. He sees each source as a glowing
silhouette superimposed upon his normal field of view. The size of each silhouette allows him to
guess the distance and size of that source; larger silhouettes reveal closer or larger sources, while
very distant or small sources may appear only as faint dots of light. As each source moves relative to
the caster, its silhouette moves too so that the caster can see if it is approaching or receding or
passing him by. The silhouettes themselves are featureless, only revealing a sources outline,
direction and distance or size.
LEVEL 2) SUMMON BEAST
DISC: Nature
CAST: Non-instantaneous
DUR: (10 x SC) minutes
RAN: SC kms
TYPE: Direct
VOL: 1 beast
This spell summons a single beast. The beast is of the type most closely fitting the description given
by the caster when casting the spell; if no beast matching the description is within range, the spell
fails. The beast makes its own way to the caster from the location it was in when the spell was cast; it
travels at its fastest pace. On arriving, the beast will loiter within sight of the caster for the duration,
without attacking him, before leaving. (This spell bestows no special ability to communicate with or
control the beast.)
198
Chapter 5 Magic
LEVEL 3) BEFRIEND BEAST
DISC: Nature
CAST: Non-instantaneous
DUR: (10 x SC) minutes
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 beast
The caster befriends a single beast. The beast will try to please and protect the caster during the
duration, and may follow the casters instructions/requests if they can be communicated simply and
effectively enough.
LEVEL 4) BARK ARMOUR
DISC: Nature
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The casters skin at every body location becomes as tough as if it were protected by tough bark, i.e.
as if Armour Combination 4. The spell does not hamper the casters movement, i.e. no Armour
Action Penalty is gained.
LEVEL 5) CAT STALK
DISC: Nature
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
TYPE: Direct
VOL: 1 beast
Upon casting this spell, a single beast becomes the casters familiar. This spell creates a link between
the souls of the familiar and the caster, which enables the familiar to gain some of the casters
intellect and personality. Consequently, the familiar becomes very intelligent for a beast, and the
devoted friend and servant of the caster, now its master. In addition, the caster and the familiar may
communicate telepathically and sense the world through each others senses whilst within SC kms of
each other.
The caster may only have one familiar at a time. If the familiar is ever slain, the casters HIP and
POP maximums will be temporarily halved for SC days and he will gain 1d4 Psychosis Points (see
the Psychoses chapter).
Note that the familiar may resist spells using the casters SD stat, rather than its own, if it is higher.
LEVEL 6) WAY MARK
DISC: Nature
DUR: SC hours
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 area of bark
For the duration, the caster is able to use his fingertip to paint marks onto the bark of trees. The
caster may specify, when casting the spell, that the marks are visible only to himself, or are visible
only to himself and up to SC other people that he names.
Named people see the marks glow with a bright golden light. Others must use a Detect Magic spell
to be able to see the marks at all. The caster can paint whatever type of symbol he likes with his
fingertip, from simple arrows and pictograms to whole words and sentences, but he can only mark
tree bark and the marks only remain visible for SC hours (unless a Permanency spell is cast upon
them).
199
Chapter 5 Magic
LEVEL 7) DETECT HERB
DISC: Nature
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: 100xSC metres
For the duration, whenever the caster concentrates and specifies a particular species of herb (e.g.
memory moss; see the Prices for Goods and Services chapter), any such within the volume become
visible to him, regardless of whether darkness or intervening objects (e.g. walls, doors, ceilings, earth,
rock, fog, etc.) block his normal view of them. He sees each herb as a glowing silhouette
superimposed upon his normal field of view. The size of each silhouette allows him to guess the
distance and size of that herb; larger silhouettes reveal closer or larger herbs, while very distant or
small herbs may appear only as faint dots of light. The silhouettes themselves are featureless, only
revealing a herbs outline, direction and distance or size.
LEVEL 8) RESIST HEAT AND COLD
DISC: Nature
CAST: Non-instantaneous
DUR: SC hours
RAN: Touch
TYPE: Indirect
VOL: 1 target
The target is unaffected by extremes of natural cold or heat. Magical cold or heat (e.g. fire balls) may
still harm him, however.
LEVEL 9) PREPARE HERB
DISC: Nature
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 dose of a herb
This spell instantly converts one form of a herb, e.g. its raw form, into another form, e.g. a
crystallising paste. This spell can only turn a herb into the forms that can be achieved via normal
pharmacological methods (see the Prices for Goods and Services chapter).
LEVEL 10) BEAR STRENGTH
DISC: Nature
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: Self
CAST: Non-instantaneous
RAN: Touch
TYPE: Indirect
VOL: 1 branch
This spell converts a branch, horn, bone or tusk (i.e. organic materials) into a +2 magical
quarterstaff which:
strikes with a +2 bonus to attack rolls and its Injury Range (see the Combat chapter), i.e. the
weapon will inflict an Injury on rolls of 20, 19 or 18;
causes double the normal HIP loss if it hits.
LEVEL 11) ENTANGLE
DISC: Nature
DUR: SC minutes
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Indirect
VOL: SC metres and SC targets
Local vegetation rapidly entangles up to SC sentient targets within the volume. The vegetation
makes a Grapple attack every second for 5 seconds with a cumulative SC/5 bonus per second, and
will hold onto grappled targets until the spells duration elapses.
200
Chapter 5 Magic
LEVEL 12) TREE HIDE
DISC: Nature
DUR: Indefinite
CAST: Non-instantaneous
RAN: Self
TYPE: Direct
VOL: Self
This spell enables the caster to step inside the trunk of a single tree his body and all personal
equipment becoming submerged into the wood. Once submerged, he becomes totally concealed
from outside (although a Detect Magic spell will reveal an aura around the tree trunk).
The girth of the trees trunk must be large enough to contain the caster and his equipment. The
caster can use his senses as normal whilst submerged and can turn around to alter his viewpoint.
The spell ends once the caster emerges from the tree; alternatively, a Dispel Magic spell can be used
to end the spell, forcing the caster out of the trunk.
Ents, Entlings and Slowroots may resist being the targets of this spell.
LEVEL 13) WOLF SENSES
DISC: Nature
CAST: Non-instantaneous
DUR: (10 x SC) minutes
RAN: Self
TYPE: Indirect
VOL: Self
The caster gains the senses of hearing and smell of a wolf, allowing scent trails to be perceived
(whilst up to SC hours old), etc. +SC/4 to Observation rolls involving hearing or smell.
LEVEL 14) TRACELESS PASSING
DISC: Nature
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: Self
The caster can move without leaving tracks, an odour trail, etc.
LEVEL 15) WILD BOW
DISC: Nature
DUR: Indefinite
CAST: Non-instantaneous
RAN: Touch
TYPE: Indirect
VOL: Sinew & a branch
This spell converts sinew and a branch, horn, bone or tusk (i.e. organic materials) into a magical long
bow which:
strikes with a +2 bonus to attack rolls and its Injury Range (see the Combat chapter), i.e. the
weapon will inflict an Injury on rolls of 20, 19 or 18;
has double the normal long bow range.
LEVEL 15) INSTANT SUMMONS
DISC: Nature
CAST: Non-instantaneous
DUR: SC minutes
RAN: (10 x SC) kms
TYPE: Direct
VOL: 1 beast
As Summon Beast, but the beast immediately appears out of thin air before the caster.
LEVEL 16) ENHANCE POTENCY
DISC: Nature
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 dose of a herb
This spell makes a herb deliver X times the normal effects, where X equals:
1.5 if the casters SC 17;
1.5 or 2.0 if the casters 18 SC 19;
1.5, 2.0 or 3.0 if the casters SC 20.
201
Chapter 5 Magic
LEVEL 16) WILD ARROW
DISC: Nature
CAST: Non-instantaneous
DUR: Indefinite
RAN: Touch
TYPE: Indirect
VOL: Feathers & a branch
This spell converts feathers and a branch, horn, bone or tusk (i.e. organic materials) into an arrow
which:
causes double the normal HIP loss if it hits;
repeatedly delivers an applied poison (i.e. the potency of the poison does not diminish with
time) for up to SC attacks, regardless of the form of the applied poison.
LEVEL 17) INVIGORATE
DISC: Nature
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Self
TYPE: Indirect
VOL: SC metres
This spell purges disease and pollution within the volume, invigorating natural plant growth and
cleansing soil and water-sources. It cancels the effects of a Corruption spell (see the Wounding spell
list).
LEVEL 18) BECOME LYCANTHROPE
DISC: Nature
CAST: Non-instantaneous
DUR: Permanent
RAN: Self
TYPE: Indirect
VOL: Self
On casting this spell, the caster becomes infected with the magical disease Lycanthropy. He
becomes either a Were-Wolf, -Rat, -Cat, -Bear or -Bat (see The Bestiary), as determined randomly
with the following table:
1d20
WERE-
1 to 6
Wolf
7 to 11
Rat
12 to 15
Cat
16 to 18
Bear
19 to 20
Bat
This selection is made when the spell is cast, and is permanent and irreversible.
The caster gains the Lycanthropes abilities, strengths and weaknesses e.g. the ability to change
form, natural resistance or vulnerability to certain types of damage, being affected by moonlight, etc.
He retains his full mental faculties, e.g. personality, memories, mental stats (like IN and SD), skill
bonuses and POPs. When in beast or Were form, use the statistics and bonuses listed for that form
in The Bestiary.
Unlike Lycanthropes infected via the normal mechanism (i.e. being bitten by another Lycanthrope),
the personality of the caster of this spell does not automatically become psychotically violent when
he assumes Were form. Additionally, he has better control over which form he takes whenever
exposed to moonlight his SD stat rolls are made versus half the standard difficulty factor (i.e.
versus 10 for a full moon, 8 for a gibbous moon, 5 for a half moon and 3 for a crescent). Also, a bite
from the caster in Were form is only half as likely to infect the target with Lycanthropy, e.g. the
targets CO stat roll is made versus half of the standard difficulty factor.
Note that the caster becomes subject to all spells that affect lycanthropes. E.g. a Control Beast spell
will affect the caster whilst he is in beast or Were form, although he can resist such spells if they are
Direct.
LEVEL 19) TREE DOOR
DISC: Nature
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
202
TYPE: Direct
VOL: Self
Chapter 5 Magic
As Tree Hide but, for the duration, the caster is able to step into and out of the trunks of any trees
that are large enough. He may also teleport (travel instantaneously) between trunks, as long as each
destination tree is within sight.
LEVEL 20) AWAKEN TREES
DISC: Nature
CAST: Non-instantaneous
DUR: Permanent
RAN: Self
TYPE: Direct
VOL: (SC x 10) metres
This spell causes up to SC trees within the radius to awaken over the next minute. They become
Slowroots (see The Bestiary) and will be favourably disposed towards the caster.
1,1,12)
NECROMANCY
Upon death, the souls of sentient creatures are released from their physical bodies. Dead souls
generally travel straight to the Spirit World but, occasionally, they become trapped in the physical
world of the Prime Plane or are summoned back into it, where they manifest as ethereal undead like
ghosts and wights. The spells on this list enable the necromancer to summon and control dead
souls, and bind them to bodies usually those of corpses to increase their versatility as servants by
making tangible undead like zombies and skeletons.
See the Undead section of The Bestiary for descriptions of several varieties of undead.
LEVEL 1) DETECT DEAD
DISC: Necromancy
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: 100xSC metres
For the duration, whenever the caster concentrates and specifies a particular type of corpse (e.g.
corpses of orcs or carcasses of horses), any such within the volume become visible to him,
regardless of whether darkness or intervening objects (e.g. earth, rock, walls, doors, ceilings, fog,
etc.) block his normal view of them. He sees each corpse as a glowing silhouette superimposed upon
his normal field of view. The size of each silhouette allows him to guess the distance and size of that
corpse; larger silhouettes reveal closer or larger corpses, while very distant or small corpses may
appear only as faint dots of light. The silhouettes themselves are featureless, only revealing a corpses
outline, direction and distance or size.
Note that only the corpses of species with flesh, bones and blood can be detected (e.g. the remains
of Trolls are not revealed).
LEVEL 1) DETECT UNDEAD
DISC: Necromancy
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: 100xSC metres
For the duration, whenever the caster concentrates and specifies a particular species of undead (e.g.
ghost or liche), any such within the volume become visible to him, regardless of whether
darkness or intervening objects (e.g. walls, doors, ceilings, earth, rock, fog, etc.) block his normal
view of them. He sees each undead as a glowing silhouette superimposed upon his normal field of
view. The size of each silhouette allows him to guess the distance and size of that undead; larger
silhouettes reveal closer or larger undead, while very distant or small undead may appear only as
faint dots of light. As each undead moves relative to the caster, its silhouette moves too so that the
caster can see if it is approaching or receding or passing him by. The silhouettes themselves are
featureless, only revealing an undeads outline, direction and distance or size. This makes it virtually
impossible to identify particular individuals from amongst others of the same species, unless an
individual has a particular feature which somehow alters its silhouette.
203
Chapter 5 Magic
Alternatively, the caster may cast this spell so as to reveal only the silhouette of a particular undead,
i.e. a single individual memorised with the Memorise Undead spell, when it is within the volume.
LEVEL 2) GHOST DRAIN
DISC: Necromancy
DUR: 1 attack
CAST: Instantaneous
TYPE: Indirect
RAN: Touch (via weapon if
VOL: 1 target
desired)
The casters next melee attack drains the targets Power Points (POPs) in the manner of a ghosts
draining attack (see The Bestiary). Every Hit Point (HIP) that is lost by the victim because of the
attack is accompanied by the loss of a POP, and each POP drained in this way becomes an
additional HIP for the caster (even if this raises his HIP total above its normal maximum). Victims
regain HIPs and POPs lost in this way as normal.
LEVEL 3) REPEL UNDEAD
DISC: Necromancy
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Direct
VOL: SC metres & in sight
For the duration, undead creatures must immediately flee from the volume around the caster.
LEVEL 4) CORPSE FORM
DISC: Necromancy
DUR: SC/2 days
CAST: Instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
Upon casting this spell, the targets pulse and breathing cease and he collapses to the ground. The
target appears dead to anyone examining him; rigor mortis sets in after approximately 8 hours and
the corpse loosens again after approximately 24 hours.
In actual fact, the target has entered an undead state and, although he may not move, he is fully
conscious and can use his senses as normal. The target will remain in this state for the duration of
the spell, or the caster may cancel the spell prematurely at any time. A Detect Magic spell may reveal
that a target has had this spell cast upon him, and a Dispel Magic spell may cancel the Corpse Form
spell.
This spell only affects members of the PC races with flesh, bones and blood (i.e. not Trolls).
LEVEL 5) MEMORISE UNDEAD
DISC: Necromancy
CAST: Non-instantaneous
DUR: Until forgotten
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell enables the caster to study and memorise a specific undead creature for use with the
Detect Undead spell. Up to SC different undead can be held in the casters memory simultaneously.
Memorised undead can be forgotten at will to make room for new ones.
LEVEL 6) RAISE CORPSE
DISC: Necromancy
DUR: SC minutes
CAST: Non-instantaneous
RAN: SC metres & in sight
204
TYPE: Indirect
VOL: SC corpses
Chapter 5 Magic
This spell enables the caster to animate up to SC corpses whilst concentrating. Each corpse can be
given a target, which it will move towards and attack to the best of its robotic abilities (GMs should
use the statistics for Zombies see The Bestiary). The caster may issue each corpse with a new target
at any time. If the caster ceases to concentrate, all of the corpses collapse to the floor, becoming
motionless. If the spells duration has not ended, the caster may animate one or more of the corpses
again simply by resuming his concentration.
Note that this spell only animates corpses:
of the PC races with flesh, bones and blood (i.e. not Trolls);
which have been exposed either unearthed from the ground or the lids of their sarcophagi
prized open.
Note too that corpses animated with this spell are not undead they are merely insentient puppets.
If a dead soul is bound to a corpse with a Create Undead spell, it becomes a sentient undead
creature (either a Zombie or a Ghoul see The Bestiary), able to control itself. It can then only
controlled by the caster via Command Undead, Master Undead or Enslave Undead spells.
LEVEL 7) COMMAND UNDEAD
DISC: Necromancy
CAST: Non-instantaneous
DUR: SC minutes
RAN: SC metres & in sight
TYPE: Direct
VOL: SC undead targets
The chosen undead targets will unquestioningly carry out the casters orders to the best of their
ability, regardless of the language used by the caster. Note that the range listed for this spell is only
applicable to the position of targets when the spell is cast, and subsequent orders must still be
followed even if they require the targets to move beyond this range. Targets are not required to
complete orders once the duration has past, however.
LEVEL 8) UNDEAD FAMILIAR
DISC: Necromancy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 beast
Upon casting this spell, a single beast (as defined in the Nature discipline; Lycanthropes not
permitted) immediately dies and becomes the casters undead familiar. Imagine, perhaps, Pratchetts
Death of Rats or the horse or wyvern steeds of the Nazgul in Tolkiens Lord of the Rings. This
spell creates a link between the souls of the familiar and the caster, which enables the familiar to gain
some of the casters intellect and personality. Consequently, the familiar becomes very intelligent for
a beast, and the devoted friend and servant of the caster, now its master. In addition, the caster and
the familiar may communicate telepathically and sense the world through each others senses whilst
within SC kms of each other.
The caster may only have one familiar at a time. If the familiar is ever slain, the casters HIP and
POP maximums will be temporarily halved for SC days and he will gain 1d4 Psychosis Points (see
the Psychoses chapter).
Note that the familiar may resist spells using the casters SD stat, rather than its own, if it is higher.
(In order to model such a skeletal beast, the GM should combine the characteristics of a normal
beast with those of a Lesser Skeleton. Note that the undead beast magically retains its methods of
locomotion, e.g. a skeletal crow will remain able to fly despite lacking feathers or muscles.)
LEVEL 9) INVISIBILITY TO UNDEAD
DISC: Necromancy
CAST: Non-instantaneous
DUR: Concentration
RAN: Self
205
TYPE: Indirect
VOL: SC metres & in sight
Chapter 5 Magic
While he concentrates, the target cannot be seen by any undead. In addition, any invisible undead
within SC metres and in sight become visible to him.
LEVEL 10) PENTAGRAM OF DEAD SOUL SUMMONING
DISC: Necromancy
CAST: Non-instantaneous
TYPE: Indirect
DUR: (10 x SC) minutes
RAN: Touch
VOL: 1 pentagram
This spell allows the caster to instantly summon a single dead soul from the Spirit World into a
pentagram marked on the ground which he is touching. If the casters:
SC 15, the summoned soul is effectively a Ghost;
SC 16, the summoned soul is effectively a Wight.
Both Ghosts and Wights are forms of ethereal undead (see The Bestiary). Either type will generally
behave aggressively towards the living if they can.
The dead soul most closely fitting the description given by the caster when casting the spell is always
summoned. E.g. the caster may ask for the soul of someone slain in the Battle of Uttoxeter, or he
may ask for the soul of a specific individual if he has previously memorised that individual or if he
knows its full name. Ancestors are often summoned as they are likely to be more positively disposed
towards their descendants. Note that the soul must be the spirit of a deceased member of the PC
races.
The summoned undead is magically trapped within the hemispherical volume delineated by the
pentagrams outer circle. The undead cannot touch the pentagram itself and, to cross the
hemispherical border against the casters will, it must pass a SD stat roll using the casters SC as the
difficulty factor. If the undead passes, the spell fails, the undead is free and the caster loses 10% of
his POPs. If the undead fails, the spell continues the undead remains trapped and gains -2 to its
Resistance Penalty. If the undead tries to cross the hemispherical border and fails again, the
Resistance Penalty increases by another -2, and so on. Any Resistance Penalty accrued in this way is
cancelled once the undead leaves the pentagram.
In the same way, the summoned undead is prevented from making melee attacks against those
outside the pentagram. It must make a successful SD stat roll first to break the pentagrams restraint;
else its melee attacks are deflected harmlessly by the hemispherical border. Note, though, that the
summoned undead can throw weapons, fire missile ammunition or cast spells out of the pentagram
without restriction, enabling it to attack those on the outside.
If the summoned undead is too large to fit within the pentagrams hemisphere, then the spell fails
immediately after the undead appears, leaving the undead unrestrained and not affected by the
pentagram in any way.
If the caster wills it, the summoned undead may cross the hemispherical border safely. Note that the
undead can only be controlled via Command Undead, Master Undead or Enslave Undead spells.
Note too that, while the spell remains active, the undead may not touch or tamper with the
pentagram, even once outside.
If the summoned undead is within the pentagram at the end of the spells duration, it vanishes back
to whence it came. If the undead has moved outside of the pentagram when the spell ends, it can
only be returned home with a Banish Dead Soul spell.
For details of the shape of the pentagram and its construction, see the notes in the introduction to
the Conjuration discipline.
206
Chapter 5 Magic
LEVEL 11) CREATE UNDEAD
DISC: Necromancy
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres
TYPE: Direct
VOL: 1 soul
This spell moves a dead soul, which has been summoned and contained with a Pentagram of Dead
Soul Summoning spell, into a corpse within range and binds it there. The dead soul acquires full
control over the corpse and can animate itself magically effectively creating a tangible sentient
undead. If the:
soul is a Ghost and the casters:
o SC 15, a Zombie is created;
o SC 16, the caster may choose to create a Zombie or a Ghoul.
soul is a Wight and the casters:
o SC 19, a Greater Skeleton is created;
o SC 20, the caster may choose to create a Greater Skeleton or a Death Knight (the
latter requires that a complete suit of full plate armour is within range instead of a
corpse).
The caster may also use this spell to transfer his own soul into a corpse. The caster gains control of
the corpse and can use it as if it were his own body (he gains the abilities of a Zombie). Whilst
controlling the corpse, he loses awareness of his own body, which becomes comatose and
vulnerable to attacks. Note that the:
maximum distance through which a soul (whether dead or the casters) can be moved is the
range of the spell;
corpse must be the remains of a member of the PC races, with flesh, bones and blood (i.e.
not a Troll).
LEVEL 12) MUMMIFICATION
DISC: Necromancy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell can only be cast on a target in a state of undead paralysis induced by a Corpse Form spell,
and must be cast at the precise moment when the caster plunges a blade into the targets chest. The
caster then has SC x 10 minutes to complete the following procedure:
1. The caster must remove the targets heart by cutting a hole in the ribcage at which point
the target dies, although his soul remains trapped within his body by the Mummification
spell.
2. The caster must then remove the targets brain via a hole in his skull.
3. The heart and brain must then be placed in some kind of lidded urn or other suitable
container.
4. The targets whole body must then be bound tightly in bandages and smeared everywhere
with fat, wax or grease.
5. The targets body must be lowered into a coffin or sarcophagus, and the lid sealed.
After 40/SC days, the mummification process is complete and a Mummy is created (see The Bestiary).
The Mummy will seek to slay all living creatures, but will not attack anyone who is touching the urn
containing the remains of its heart and brain (although it can attack anyone who causes damage to
the urn or its remains). The only way to destroy the Mummy is to burn the remains of these organs
to ashes, or to destroy its sarcophagus and then the Mummy itself.
LEVEL 13) MASTER UNDEAD
DISC: Necromancy
CAST: Non-instantaneous
DUR: SC hours
RAN: SC metres & in sight
207
TYPE: Direct
VOL: 1 target
Chapter 5 Magic
As Command Undead but, in addition, the caster can control the targets movements like a puppet
whilst concentrating and whilst it is in range.
LEVEL 14) BANISH DEAD SOUL
DISC: Necromancy
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell banishes a dead soul back to the Spirit World, regardless of the time it has spent in the
physical world. This spell affects all undead except Mummies, Vampires, Liches and Dracoliches.
Those undead which have physical bodies revert to dead corpses once their souls have been
banished. Souls in Soul Stones or phylacteries are not affected.
LEVEL 15) BECOME VAMPIRE
DISC: Necromancy
CAST: Non-instantaneous
DUR: Permanent
RAN: Self
TYPE: Indirect
VOL: Self
On casting this spell whilst lying in a coffin or sarcophagus, the caster dies and becomes a vampire
a form of undead described fully in The Bestiary. The caster gains all of the vampires abilities,
strengths and weaknesses e.g. immortality, the ability to change form, enhanced senses, natural
resistance to certain types of damage, innate magical powers, being harmed by sunlight, etc. He
retains his own personality, memories and other mental faculties (e.g. skill bonuses), however.
When a PC becomes a vampire, increase his CO and ST stats to match those of the default vampire
listed in The Bestiary. Next, increase the PCs AG stat such that he acquires the vampires RE stat.
Finally, give the PC the vampires HIP maximum. (If any of these changes would make the PC
weaker than he already was, do not make the alteration.) All mental stats, skill bonuses and spellcasting abilities remain unchanged. The PC does not automatically gain the attack skill bonuses given
for the default vampires attacks (e.g. weapon, bite), however these must be developed like normal
skills (starting from one-quarter of the relevant stat if not already developed).
LEVEL 15) UNDEAD TELEPATHY
DISC: Necromancy
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Direct
VOL: Varies
The caster and selected undead are able to communicate telepathically whilst within the volume. The
targets must be within sight of the caster on casting this spell, or must be undead memorised with a
Memorise Undead spell. The caster and targets are able to understand each others thoughts,
regardless of language. If the casters:
SC 17, the undead must stay within 10 x SC metres of the caster other in order to
communicate telepathically;
18 SC 19, the undead must stay within SC kilometres of the caster;
SC 20, there may be any distance between the caster and undead (e.g. the undead can be
dead souls in the Spirit World).
LEVEL 16) ENSLAVE UNDEAD
DISC: Necromancy
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
As Master Undead, except the duration is permanent. A Dispel Magic spell will not free the target
from this spell; only the casters destruction will do this. (The caster may die, becoming a vampire or
liche using spells in this discipline, without ending this spell.)
208
Chapter 5 Magic
LEVEL 17) UNDEAD PLAGUE
DISC: Necromancy
CAST: Instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: Up to SC targets
Up to SC undead, which must be touching the caster at the time of the spell, become infected with
Undead Plague. Any member of the PC races with flesh, bones and blood (i.e. not Trolls) which is
slain by an undead infected with this magical disease immediately becomes a Zombie (75% chance)
or a Ghoul (25% chance), also infected with Undead Plague.
LEVEL 18) RISE OF THE FALLEN
DISC: Necromancy
CAST: Non-instantaneous
DUR: Indefinite
RAN: Self
TYPE: Indirect
VOL: SC kms
This spell animates up to (SC)2=SCxSC corpses within the volume. The corpses must have been
slain in combat or war (and must be of the PC races with flesh, bones and blood). They rise up from
the ground or burst free from the earth and can begin actions in 20 seconds. The corpses will obey
the casters verbal or telepathic orders without question to the best of their ability. If unordered,
they will attack the nearest living creature other than the caster. Treat the corpses as either as
Zombies or Skeletons they are likely to arise with weapons and armour. The caster can cause any
or all of the corpses to collapse back into deathly rest by concentrating.
LEVEL 19) PHYLACTERY
DISC: Necromancy
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 stone
This spell enables a precious stone (gem, crystal, etc.) to be used as a vessel which can contain the
casters soul, and which is a pre-requisite for the Become Liche spell. The caster may only have one
such phylactery in existence at any time before he becomes a Liche (he may create more once he is a
Liche).
Note that phylacteries are different to Soul Stones. Note too that Dispel Magic spells do not affect
phylacteries, although they can be distinguished from non-magical precious stones with Detect
Magic spells.
LEVEL 20) BECOME LICHE
DISC: Necromancy
CAST: Non-instantaneous
DUR: Permanent
RAN: Self
TYPE: Indirect
VOL: Self
If the caster is killed after casting this spell, his soul is immediately transferred into his phylactery
(which must have been created previously with a Phylactery spell) rather than going to the Spirit
World. The transfer is always successful, regardless of the distance between the phylactery and the
casters body.
At this point, the caster becomes a Liche a form of undead described fully in The Bestiary. He must
remain within the phylactery until a corpse comes close enough to the phylactery to enable him to
use a Create Undead spell to transfer his soul into the corpse and take possession of it at which
point he assumes the liches skeletal form.
The caster gains all of the liches abilities, strengths and weaknesses e.g. immortality, skeletal form,
enhanced senses, natural resistance to certain types of damage, innate magical powers like the use of
phylacteries, etc. He retains his own personality, memories and other mental faculties (e.g. skill
bonuses), however.
209
Chapter 5 Magic
When a PC becomes a liche, increase his CO and ST stats to match those of the default liche listed
in The Bestiary. Next, increase the PCs AG stat such that he acquires the liches RE stat. Finally, give
the PC the liches HIP maximum and natural Armour Combination. (If any of these changes would
make the PC weaker than he already was, do not make the alteration.) All mental stats, skill bonuses
and spell-casting abilities remain unchanged. The PC does not automatically gain the attack skill
bonuses given for the default liches attacks (i.e. weapon, bash) these must be developed like
normal skills (starting from one quarter of the relevant stat if not already developed). However, he
does gain the liches attack skill bonus with its Aura of Cold this bonus is fixed and may not be
developed.
LEVEL 20) SEPULCHRAL SUMMONS
DISC: Necromancy
CAST: Non-instantaneous
DUR: 13 days
RAN: Self
TYPE: Indirect
VOL: SC kms
This spell summons all undead creatures within the affected volume (except Liches and Vampires)
to the casters presence. The undead will move at their fastest rate towards the caster. In addition,
for the duration, the undead will not fight except in self defence (or unless they are under the
influence of some other spell).
1,1,13)
SHAPECHANGING
The spells in this discipline alter the casters body, enabling him to take on the forms of other
creatures.
LEVEL 1) NIGHTVISION
DISC: Shapechanging
DUR: (10 x SC) minutes
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 creature
Enables the target to see in the dark, although there must be some source of light present. With a
normal candle, lantern or torch nearby, the target can see as if in bright daylight for up to a distance
of approximately 30 metres, beyond which all is gloom.
LEVEL 2) CHANGE APPEARANCE
DISC: Shapechanging
CAST: Non-instantaneous
DUR: (10 x SC) minutes
RAN: Self
TYPE: Indirect
VOL: Self
The caster is able to mould his bodys surface features into those of another humanoid race. Radical
changes to the form and colour of skin, hair and facial features are possible, and minor changes to
bone structure can be made, but height and general build remain unaffected. So a fat human caster
of normal height might easily change into a fat elf or a decaying zombie, for example, but could only
become an unfeasibly tall dwarf. The general appearance of people of a specific race can be
acquired, but the exact features of specific individuals cannot be assumed with this spell.
LEVEL 3) EXTEND REACH
DISC: Shapechanging
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Direct
VOL: 1 creature
On casting this spell, the targets arm and hand elongate to up to 1+(SC/5) times their normal
length. In addition, the joints in this stretched limb become highly flexible double-jointed. Thus,
the target might reach through the bars of his prison cell to reach keys on the gaolers desk, outside.
The targets skill bonuses are not affected by this change to his limb; any benefit caused by increased
leverage is off-set by difficulty with co-ordination.
210
Chapter 5 Magic
LEVEL 4) ENHANCE SENSES
DISC: Shapechanging
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Direct
VOL: 1 creature
This spell enhances the targets senses, giving him a bonus to all Observation rolls equal to SC/5.
LEVEL 5) ARMOUR SKIN
DISC: Shapechanging
DUR: SC minutes
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 creature
The targets skin at every body location becomes as tough as if it were protected as though covered
by an Armour Combination equal to SC/4. The spell does not hamper the targets movement, i.e.
no Armour Action Penalty is gained.
LEVEL 6) INFRAVISION
DISC: Shapechanging
DUR: (10 x SC) minutes
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 creature
Enables the target to see in total darkness, using the infra-red spectrum, up to a range of SC metres.
LEVEL 7) ENHANCE MUSCULATURE
DISC: Shapechanging
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Direct
VOL: 1 creature
This spell strengthens the targets muscles, enabling him to increase his movement rates and ST stat
like so:
CASTER S SPELLCASTING SKILL
15
16 to 19
20
MOVEMENT RATE
MULTIPLIER
x 1.5
x2
x3
STRENGTH STAT
MODIFIER
+1
+2
+3
If the target uses a skill with ST as its relevant stat during the spells duration, temporarily increase
the skill bonus by the ST stat modifier.
LEVEL 8) IRON LUNGS
DISC: Shapechanging
DUR: SC minutes
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 creature
This spell enables the target to breathe in any fluid (e.g. air, water, smoke) without choking. (This
spell does not make the target resistant to the toxic effects of gaseous poisons, but he will not
asphyxiate.)
LEVEL 9) HEALING CHANGE
DISC: Shapechanging
CAST: Non-instantaneous
DUR: (10 x SC) seconds
RAN: Touch
TYPE: Direct
VOL: 1 creature
On casting this spell, the casters player rolls 1d20 a number of times equal to SC/5, and adds the
scores together. The touched target then instantly regains this number of lost Hit Points (HIPs). At
the end of this spells duration, the same number of HIPs is lost again (i.e. the targets wounds
reappear).
211
Chapter 5 Magic
This spell cannot raise the targets HIP total beyond its normal maximum.
LEVEL 10) SOLID FORM
DISC: Shapechanging
CAST: Non-instantaneous
DUR: SC hours
RAN: Touch
TYPE: Direct
VOL: 1 creature
The targets body and carried equipment becomes a marble statue. The target can magically see and
hear normally, but cannot move or cast spells. Inflicting damage to the statue does not harm the
target (his normal form will not be damaged when he reverts back to it when the spells duration is
over) unless the statue is destroyed. The statue is effectively Armour Combination 11 and has 100
HIPs; if these are lost, the statue is reduced to rubble and the target dies instantly.
If the caster casts this spell upon himself, he may cancel the spell and revert back to normal form at
any time.
If the casters SC is 15, he may cast the spell in reverse whilst touching a petrified target (e.g. the
victim of a basilisks gaze attack), turning them (and their equipment) back into their normal form
and restoring them to life.
LEVEL 11) MEMORISE FORM
DISC: Shapechanging
CAST: Non-instantaneous
DUR: Until forgotten
RAN: SC metres & in sight
TYPE: Indirect
VOL: Self
The caster may study and memorise the form of a target (for use with the Shapechange spell
described subsequently).
Each target must be a creature or object, and it must be a single unit. A target can be comprised of
different parts (e.g. an animal has bones and flesh, and a table has wood and metal nails) but the
parts must make up a single cohesive unit if the targets form is to be memorised and assumed. Even
machines with complex moving parts can be memorised and their forms assumed (e.g. a door with a
lock, or a cart with wheels), so long as the machine is a single unit with all component parts securely
bound together. It is impossible to memorise or assume the forms of ensembles of units, however.
The caster could not memorise a pile of rocks, for example.
Up to SC/4 different forms can be held in the casters memory simultaneously. Memorised forms
can be forgotten at will to make room for new ones (but forgotten forms cannot be remembered
later).
If a target is to be successfully memorised, it must remain within range and within the casters sight
for an uninterrupted period of 40/SC seconds (minimum of 1 second). The casters concentration
on the target must also remain unbroken for this period, i.e. the caster cannot perform other actions
whilst memorising a target.
LEVEL 12) SHAPECHANGE
DISC: Shapechanging
CAST: Non-instantaneous
DUR: SC hours
RAN: Touch
TYPE: Direct
VOL: 1 creature
The target transforms into an exact clone of a creature or object memorised previously with a
Memorise Form spell. The target gains the new forms physical characteristics, like its:
appearance and size;
methods of locomotion;
natural senses;
texture and smell;
212
Chapter 5 Magic
The forms movement rates, physical stat bonuses (i.e. AG, BE, CO, ST) and bonuses for skills
involving movement are also gained, to an extent limited by the casters SC. The target gains
(SCx5)% of each of these bonuses. Thus, if the casters SC=10 and the target is transformed into the
form of a bear with a Claw skill bonus of 14 and maximum movement rate of 8 m/s, then the target
will become an identical bear but with a Claw skill bonus of 14x50%=7 and a movement rate of
8x50%=4 m/s.
Use of the forms innate magical powers and spells is also limited by the casters SC. These can be
used successfully (SCx5)% of the time; other attempts to use them fail.
If the form has a body of the same shape as the target normally (e.g. if a humanoid target is
transformed into a different humanoid form), then the target can use his own normal skill bonuses
to accomplish moving actions that the form is unskilled in. However, the (SCx5)% limit applies to
these too.
Note that casters with SC>20 may increase a forms inherited bonuses and movement rates to above
100% of normal.
The target retains his full mental faculties, i.e. personality, memories, mental stat bonuses (e.g. IN,
SD) and bonuses for purely mental skills (i.e. those not requiring movement). His POPs are
unaffected and he may still cast any spells that he could normally cast (assuming he can speak
properly in his new form).
Assuming a very different form may dramatically alter the targets view of the world. E.g. if the
target is mimicking a boulder, he will be unable to receive any sensory input and will have to rely on
other spells which provide sensory information to detect his surroundings. Also note that many
spells cast upon the target will be ineffective if the targets form is very different to normal. For
instance, a Heal Bone spell operates on bone and will be ineffective if the target has assumed the
form of a boulder.
Transformations require 40/SC seconds (minimum of 1 second) to complete and cannot be halted
in an incomplete state. During a transformation, the target is paralysed. The transformation extends
to the targets clothing and carried or worn equipment. Any non-sentient items born by the target
before a transformation are absorbed into the new form (sentient things, e.g. living creatures or
sentient magical items, are not absorbed or transformed and will fall from the transforming targets
possession); absorbed items magical powers do not affect the new form.
The assumed forms mass must be between 1/(SC2) and SC2 times that of the target or it cannot be
assumed. The mass of the target is his naked mass in his normal form only, and does not include the
weight any clothing or carried possessions. Smaller or larger forms cannot be assumed.
A Detect Magic spell will reveal that the target has had this spell cast upon him, and a Dispel Magic
spell may force the target back into his true form. The target also becomes subject to all spells that
affect his assumed form. E.g. a Control Beast spell will affect the target if he has assumed the form
of a bear, although he can resist such spells if they are direct; if the target is struck by a weapon
which slays bears whilst he is in bear form, then the attack will be slaying towards the target.
213
Chapter 5 Magic
The target takes damage as normal for the assumed form (and the target will feel pain and can be
Injured if the assumed form can). When the target transforms back into his normal form, the
percentage loss of HIPs in the assumed form is applied to the targets normal form too, e.g. if the
assumed form had lost 75% of its HIPs, the targets normal form will have lost 75% of its HIPs also
(although Injuries are not transferred across). If the targets HIP total is reduced to zero in an
assumed form, he falls unconscious and the Shapechange spell automatically ends the target
transforms back to his normal form (and remains unconscious until he has healed sufficiently to
gain >0 HIPs). Likewise, if the target is slain in an assumed form, he is slain in his normal form too
again, the Shapechange spell automatically ends and the target transforms back to a dead version
of his normal form.
LEVEL 13) LIQUID FORM
DISC: Shapechanging
CAST: Non-instantaneous
DUR: (10 x SC) minutes
RAN: Self
TYPE: Indirect
VOL: Self
The caster (and his carried equipment) becomes a colourless, viscous liquid instantly. The caster
remains able to see and hear in this form magically. He can move also, flowing over surfaces of <90
from horizontal (i.e. he cannot move up vertical or over-hanging surfaces), seep through cracks and
porous materials, and move through other liquids at a rate of up to SC/20 metres per second.
The casters liquid form naturally remains held together in a single puddle, approximately 1 cm
deep and 4 m2 in area, and he cannot be harmed in this form. However, if part of the casters liquid
form is removed forcibly from the rest (perhaps part being scooped into a vessel), the spell is
automatically cancelled and the caster returns to his normal form instantly. He will have lost a
proportion of his HIPs equal to the proportion of the volume of liquid removed, though. The caster
also loses 1 HIP per second if the ambient temperature rises to more than 100 degrees Centigrade; if
the caster loses all his HIPs in this way, he dies instantly (without reverting to his normal form).
The caster can cancel the spell at any time, transforming back to his normal form instantly. He may
only cast the Solid Form and Gas Form spells whilst in this form.
LEVEL 14) ENHANCE PHYSIQUE
DISC: Shapechanging
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Direct
VOL: 1 creature
The caster may increase one of a targets physical stats either AG, BE, CO or ST by up to SC/4
points.
LEVEL 15) REGENERATIVE CHANGE
DISC: Shapechanging
CAST: Instantaneous
DUR: SC seconds
RAN: Self
TYPE: Indirect
VOL: Self
On casting this spell, the caster instantly regenerates the damage dealt by any single attack. Lost Hit
Points are regained, Injured or destroyed body parts are regenerated, etc. However, the healing
effect is temporary. When the spells duration expires, the damage immediately reappears, exactly as
it was before.
LEVEL 16) DOPPELGANGER
DISC: Shapechanging
CAST: Non-instantaneous
DUR: SC days
RAN: Self
214
TYPE: Indirect
VOL: Self
Chapter 5 Magic
This spell can only be cast whilst the caster is mimicking a memorised sentient form with a
Shapechange spell. When the caster memorised the form being mimicked, a copy of the forms soul
was also made. On casting the Doppelganger spell, the caster allows the copied soul to assume
control of the casters body.
The copied soul is totally autonomous (in gaming terms, it is controlled by the GM) and will act as it
would normally in the circumstances. The copied soul may well have been in comatose stasis for
some time between when it was copied and when it was awoken by the Doppelganger spell.
Consequently, because of this interval, the copied soul will often feel as though a period of time has
elapsed of which it has no recollection, and this may lead to initial confusion.
The casters mind continues to receive input from his bodys senses. The actions that the caster can
take whilst the Doppelganger spell is in effect are extremely limited:
The caster may cancel the Doppelganger spell at any time, regaining immediate control of
his body again and freezing the copied soul into comatose stasis once more.
The caster may cast his own memorised spells (not those of the copied soul), using his own
pool of POPs, if his SC in the relevant discipline is 16. This means that he is skilful enough
to cast the spell without having to physically speak (see the Enunciation and Gesticulation
section later). However, the copied soul may notice that a spell has been cast, and start
wondering who cast it
Alternatively, the caster may take temporary control of his body by making an Acting skill
roll, with the copied souls IN stat as the difficulty factor. If the Acting roll is:
o passed, the caster gains full control of his body again for up to SC seconds. He may
then do as he wishes. The copied soul remains unaware of the caster and is fooled
into thinking that it is following its own desires.
If the Acting roll is passed by 5, the copied souls IN stat is also decreased
by 1 in subsequent Acting rolls for this spell.
o failed, the caster is unable to take control. The copied soul remains unaware of the
caster.
If the Acting roll is failed by 5, the copied souls IN stat is also increased by
1 in subsequent Acting rolls for this spell. In addition, the copied soul will
start to develop the feeling that another personality is inside its head
o fumbled (Fumble Range equal to the copied souls IN), then the casters soul is
permanently lost. Whether the link between the caster and the mimicked form fails,
the casters soul vanishing into the Spirit World, or whether the casters soul is
overthrown and assimilated by the copied soul, nobody knows. Either way, the
caster is no more and the copied soul gains total, permanent control over the form
(probably without becoming aware that the caster existed). It effectively becomes a
clone of the original mimicked creature (the duration of the Shapechange spell
becoming permanent).
On casting the Doppelganger spell, the duration of the Shapechange spell acting on the caster
becomes coupled to the duration of the Doppelganger spell, i.e. the Shapechange spell ends when
the Doppelganger spell ends. As with the Shapechange spell, the casters body remains subject to all
spells that affect his assumed form, e.g. a Control Beast spell will affect the caster if he has assumed
the form of a bear, although he can resist such spells if they are direct. Doppelganger spells are not
revealed by Detect Magic spells, although they may be cancelled by Dispel Magic spells. In addition,
once a Doppelganger spell is cast, the Shapechange spell to which it is coupled also becomes
undetectable by Detect Magic. In fact, the casters soul cannot be detected in any way (usually not
even by the copy of the forms soul); no spell will reveal it, not even Detect Soul, and the assumed
form appears completely normal.
215
Chapter 5 Magic
The caster must still sleep, regardless of whether his assumed form requires sleep or not, but, if he
chooses, he can allow himself to be automatically awoken when the copied soul either awakes from
its slumber or goes to sleep.
LEVEL 17) GAS FORM
DISC: Shapechanging
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster (and his carried equipment) becomes a colourless gas instantly. In this form, the caster
can see and hear as normal magically. He can also move through air or porous substances in any
direction, at a rate of up to SC metres per second.
The casters gas form naturally remains held together in a single cloud. The caster can only be
harmed in this form if the surrounding air speeds become greater than 20 x SC metres per second,
in which case the caster will lose 1 HIP per second as parts of himself fly away until the air speed
drops or he cancels this spell, instantly reverting to his normal form. If the caster loses all his HIPs
in this way, he dies instantly (without reverting to his normal form). The passage of a Wind
Elemental or tornado or hurricane force winds (i.e. wind speeds of 100 miles per hour or 400 metres
per second) through the caster (or vice versa) will be enough to cause this damage to all but the
most powerful spell-casters.
The caster can cancel the spell at any time, transforming back to his normal form instantly. He may
only cast the Solid Form and Liquid Form spells whilst in this form.
LEVEL 18) SUBMERGAL
DISC: Shapechanging
DUR: SC minutes
CAST: Non-instantaneous
RAN: Touch
TYPE: Indirect
VOL: Self
The caster (including worn or carried equipment) is able to move into different types of solid
material. The caster must be touching the material in order to move into it. The casters body
changes its composition to match that of the touched material, enabling the caster to suck himself
into and through doors, walls, ceilings, floors, the ground, etc. Once submerged in the material, the
caster is totally concealed from outside. He cannot use his senses, and can do nothing but wait or
move the caster is able to move in any direction he likes at a fixed rate of SC cm/sec. He is unable
to enter or move through any sentient, living or magical material such materials block his progress
but he can try to circumnavigate them.
LEVEL 19) RESHAPE PHYSIQUE
DISC: Shapechanging
CAST: Non-instantaneous
DUR: Permanent
RAN: Self
TYPE: Indirect
VOL: Self
If the caster makes a successful spell-casting skill roll versus his own MA stat, then he may increase
one of his physical stats either AG, BE, CO or ST by 1 point permanently. If the roll is fumbled,
the chosen stat is decreased by 1d4 points permanently (to a minimum of 3).
The caster may only cast this spell once per month and only once per stat (i.e. in total, he may cast
this spell only four times once on his AG stat, once on his BE stat, etc.).
216
Chapter 5 Magic
LEVEL 20) MUTATE
DISC: Shapechanging
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 creature
The caster is able to make a single permanent change to the targets body. This change can be pretty
well anything, although the targets overall mass should stay between half and double normal. New
skills may have to be developed in order to use the anatomical changes effectively. For example,
growth of claws would allow a Claw Attack skill to be developed, growth of wings would allow a Fly
skill to be developed, while growth of a third arm would allow three one-handed weapons to be
wielded simultaneously (with a -4 penalty to all attacks). The GM should use her discretion here to
develop realistic and reasonable restrictions on the use of the mutation. Note that bizarre mutations
will probably have social consequences for the character.
1,1,14)
TIME
Some of the spells in this discipline enable the caster to travel through time. Whether changing
events in the past causes changes in the future, whether fate is predefined and resists any changes
some how, or whether a parallel universe is created each time a change is made, is left for the GM to
decide as befits her campaign.
LEVEL 1) SLOW TIME
DISC: Time
DUR: 10xSC seconds
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
For the duration, the target requires double the normal time to complete any action. The duration of
any spells that he casts upon himself are doubled, and all rates (e.g. movement rates, bleeding rates,
natural healing rates) are halved.
LEVEL 2) HASTEN TIME
DISC: Time
DUR: 5xSC seconds
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
For the duration, the target requires half the normal time to complete any action. The duration of
any spells that he casts upon himself are halved, and all rates (e.g. movement rates, bleeding rates,
natural healing rates) are doubled.
LEVEL 3) DIMINISH DURATION
DISC: Time
CAST: Non-instantaneous
DUR: SC hours
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell causes any spells subsequently cast by the target to have their duration shortened by
dividing them by SC. E.g. if this spell is cast by a character with a spell-casting skill of 10, then spells
cast by the target in the next 10 hours will only last for 1/10th of their normal maximum duration.
LEVEL 4) AUGMENT DURATION
DISC: Time
CAST: Non-instantaneous
DUR: SC hours
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell causes any spells subsequently cast by the target to have their duration lengthened by
multiplying them by SC. E.g. if this spell is cast by a character with a spell-casting skill of 10, then
spells cast by the target in the next 10 hours will last for 10 times their normal maximum duration.
217
Chapter 5 Magic
LEVEL 5) INVERSE FORTUNE
DISC: Time
CAST: Instantaneous
DUR: SC hours
RAN: Self
TYPE: Indirect
VOL: Self
Casting this spell enables the caster to save the result of a good die roll for later, if he is willing to
suffer substituting it with a bad result now. The result of the die roll to be saved, X, must be
substituted with the value of 21-X for the current action. This spell can only be used with 1d20 skill
rolls; in addition, only one good result (i.e. X11) may be stored at any time and for no more than
SC hours.
E.g. the caster stumbles across a bad-tempered arthritic badger. He decides that a deft thwack on the
nose with his quarterstaff will scare the animal off, and throws a 19 for his attack roll. The caster
feels that using this high result now against such a pathetic opponent would be a waste, so he casts
this spell and saves the 19 for later. His score of 19 for the attack roll is thus substituted with 2119=2. The caster misses with this attack but, as expected, he scares the animal away shortly
afterwards without any problems. Later that day, the caster is ambushed by a fearsome dragon. How
fortunate to have that high 19 score stored away he may substitute it for a poor quarterstaff attack
roll, and possibly survive the ambush
LEVEL 6) REFLEX
DISC: Time
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
This spell enables the caster to act first in any single situation which occurs within the spells
duration and in which Reactions rolls are made (see the Actions chapter) regardless of who has the
highest Reactions stat or who makes the best Reactions roll. The caster effectively acts at zero
seconds, i.e. immediately. All other combatants have SC/5 added to the times at which they may
commence actions, i.e. they start acting SC/5 seconds after the caster.
(Where more than one combatant has cast this spell, the combatant with the highest SC acts first, at
zero seconds. One second later, the combatant with the next highest SC may act, and so on.)
LEVEL 7) AGE
DISC: Time
DUR: SC days
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell only affects targets of the mortal PC races. Whilst being touched, the body of the target
physically ages at a rate equal to:
1 year per hour if the casters SC 15;
1 year per minute if the casters 16 SC 19;
1 year per second if the casters SC 20.
The target can only be aged by up to SCx20 years with this spell. More castings of this spell
(regardless of the caster) will not age the same target further, until he is restored to his normal age at
the end of the duration or with a Rejuvenate spell.
This spell does not age the targets soul, so mental characteristics and attributes like the following are
completely unaffected:
memories and personality;
stats like CH, IN, LU, MA, SD;
skill bonuses for purely mental skills like Lores;
218
Chapter 5 Magic
Physical stats like AG, BE, CO, ST and skill bonuses for physical skills like Swimming will be
reduced by old age, however. The following table shows how to reduce these as the targets age
reaches increasing fractions of the racial average lifespan:
TARGETS AGE
RACIAL AVERAGE LIFESPAN
<0.90
0.90 to 1.00
>1.00
MULTIPLY ORIGINAL
STAT OR SKILL BONUS BY
0.75
0.50
0.33
The GM must decide the age that fate has set for the targets natural death. If this is reached because
of this spell, then the target will die.
Remember that immortal targets (e.g. elves, trolls, dragon-newts) have bodies which do not age as
time passes and so are unaffected by this spell.
LEVEL 8) REJUVENATE
DISC: Time
DUR: SC days
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell only affects targets of the standard PC races (i.e. not trolls, dragon-newts or icthoids). It
acts in the opposite way to Age. The physical effects of aging on the targets body are reversed, at a
rate equal to:
1 year per hour if the casters SC 15;
1 year per minute if the casters 16 SC 19;
1 year per second if the casters SC 20.
The target can only be rejuvenated by up to SCx20 years with this spell, and cannot be reduced to
less than 1/20th of the racial average lifespan (no target can be reduced to an infant). More castings
of this spell will not rejuvenate the same target further, until he is restored to his normal age at the
end of the duration or with an Age spell.
As with Age, this spell does not affect the targets soul so mental characteristics are completely
unaffected. Physical stats (like AG, BE, CO, ST) and skill bonuses for physical skills will be reduced
if the target enters its youth, however. The following table shows how to reduce these as the targets
age approaches childhood:
TARGETS PHYSICAL AGE
Young Adult *
Pubescent
Child
MULTIPLY ORIGINAL
STAT OR SKILL BONUS BY
0.75
0.50
0.33
219
Chapter 5 Magic
LEVEL 9) SUSPENSION
DISC: Time
DUR: Indefinite
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
The target is placed in a state of suspended animation. It is unaffected by time and all other external
forces, whether physical or magical (including Dispel Magic spells), except the Reanimation spell.
LEVEL 10) REANIMATION
DISC: Time
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 target
This spell reactivates the passage of time for a target placed in a state of suspended animation with a
Suspension spell.
LEVEL 11) SUSPEND SELF
DISC: Time
CAST: Instantaneous
DUR: Permanent
RAN: Self
TYPE: Indirect
VOL: Self
Once the caster has acquired the ability to cast this spell, he will automatically cast it upon himself
on the event of his death (assuming he has enough POPs in reserve). It acts like the Suspension
spell, causing the casters body to instantly enter a state of suspended animation upon his death, his
soul frozen within its body (and not leaving for the Spirit World). Whilst the caster is in the state of
suspended animation, his body and soul are immune to all external forces except Reanimation spells
and spells from the Healing discipline.
LEVEL 12) DIVINE PAST
DISC: Time
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: Self
The caster enters a trance in which he can experience events that occurred in the past at his current
location. The caster can jump forward and backward to different times in the past, but is restricted
to events that occurred in the last SC years. Treat the viewing of events like watching a video tape.
The view can be watched in real time, or can be watched in a sped-up forwards and backwards
search mode, or the tape can be fast-forwarded or rewound without viewing events.
Whilst in the trance, the caster is immobile and cannot use his eyes or ears (he can still feel and smell
so he may be shook awake or brought round with smelling salts). Alternatively, this spell can be
cast on a crystal ball (which must be at least 20 cm in diameter) or any mirrored surface (e.g. a
mirror or a still pool of water or mercury), in which case the view is displayed for all to see (and the
caster does not need to enter a trance).
LEVEL 13) PERMANENCY
DISC: Time
CAST: Non-instantaneous
DUR: Varies
RAN: Touch
TYPE: Direct
VOL: 1 target
The next spell cast by the touched target has its duration made:
permanent if its effects are natural;
indefinite if its effects are unnatural.
For explanations of the terms natural and unnatural, see the Natural Effects and Unnatural Effects
sections later. As usual, indefinite spells can be cancelled with Dispel Magic.
220
Chapter 5 Magic
The GMs discretion is applied here, as always. It may not be practical for some spells to have their
durations extended permanently or indefinitely, e.g. Recall Weapon.
LEVEL 14) HALT TIME
DISC: Time
DUR: SC/2 seconds
CAST: Instantaneous
RAN: Self
TYPE: Indirect
VOL: Infinite
The caster causes time to stop for everything else for SC/2 seconds. The caster and all objects on
his person are unaffected, and he may continue to act as normal during this period. Everything else
is frozen in time and is impervious to any external influence; consequently, the caster may not
damage targets in this period. Instead, he may sidestep from the path of an arrow, commence
casting a spell, or begin swinging his weapon such that the attack will strike just as time restarts, etc.
(The caster may not cancel the effects of this spell prematurely.)
LEVEL 15) REVERSE TIME
DISC: Time
CAST: Instantaneous
DUR: SC/2 seconds
RAN: Self
TYPE: Indirect
VOL: Infinite
The caster causes the passage of time to reverse for SC/2 seconds. When time starts to flow
normally again, the same events occur as before. With the exception of the caster, everyone is
unaware of any interruption in the normal flow of time and retains no memory of that which
happened in the reversed SC/2 seconds (events which are about to happen again). The caster,
however, does retain his memory of what happened in the reversed seconds and, when time starts to
flow normally again, he can change his actions so as to better benefit from the events he has
effectively foreseen.
LEVEL 16) POTENT HALT TIME
DISC: Time
CAST: Instantaneous
DUR: SC seconds
RAN: SC metres & in sight
TYPE: Direct
VOL: SC targets
As Halt Time, but the caster and up to SC other sentient targets, chosen during the casting of this
spell, are unaffected and may continue to act as normal.
LEVEL 17) DIVINE FUTURE
DISC: Time
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: Self
As Divine Past, except the caster experiences the future, and can move the view forward in time by
a maximum of SC days. Those who see the future via this spell may subsequently decide to change
their actions; this may alter the predicted sequence of events in both foreseen and unforeseen ways.
LEVEL 18) PENTAGRAM OF TIME TRAVEL
DISC: Time
CAST: Non-instantaneous
DUR: SC hours
RAN: Touch
TYPE: Indirect
VOL: 1 pentagram
This spell allows the caster and the other occupants of the pentagram to travel backwards and
forwards through time. Within the pentagram, time moves forwards at its normal rate. Outside of
the pentagram, time either moves forwards or backwards, the direction and rate of the passage of
time being controlled by the caster at will (within limits outlined shortly). Whenever desired, the
caster may return the direction and rate of flow of time outside of the pentagram to normal the
pentagrams occupants can then leave the pentagram and step into the past or future around them.
221
Chapter 5 Magic
The maximum rate to which the caster can increase the passage of time with this spell is SC hours
per second. In addition, the caster cannot use this spell to travel forwards or backwards in time
further than SC years from his real present. E.g. a caster with SC=18 might set time outside the
pentagram to move forwards at 18 hours every second. Thus, after 18x365x24=157680 seconds
(approximately 44 hours) have elapsed inside the pentagram, 18 years will have elapsed outside and
the caster will be able to travel no further into the future.
While those within may leave the pentagram, nothing can enter it thus, once an occupant of the
pentagram has stepped into the outside world, he may not step back into the pentagram without this
spell being cast again. If the caster exits the pentagram, the spell automatically ends, leaving him in
the past or future outside (he may always cast this spell again and use it to return to his original
time).
For details of the shape of the pentagram and its construction, see the notes in the introduction to
the Conjuration discipline.
LEVEL 19) IMMORTALITY
DISC: Time
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Direct
VOL: 1 target
If the target of this spell is mortal, its body will cease to age physically.
LEVEL 20) IMPENDING DOOM
DISC: Time
CAST: Non-instantaneous
DUR: Until casters death
RAN: Self
TYPE: Indirect
VOL: Infinite
This powerful spell records or saves the state of the universe at the time of its casting. If the caster
dies subsequently, the spell instantly pulls the caster backwards through time. He is restored to the
moment immediately after his previous casting of the Impending Doom spell. The caster loses all
recollection of the future events that he experienced. However, as he nears the moment of death
again, he will now experience a growing sense of foreboding. This warning may allow him to alter
his actions and so avoid death.
Note that, if the point in time and space in which the caster finishes casting Impending Doom is not
far enough removed from the moment of his death, he may find himself trapped in a repeating time
loop (unless he can use a Pentagram of Time Travel to free himself).
Each time that the caster casts this spell, his Power Point maximum is reduced by 10 points
permanently.
1,1,15)
WIZARDRY
These spells are concerned with the perception of knowledge and the manipulation of magic itself.
LEVEL 1) DETECT MAGIC
DISC: Wizardry
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: SC metres & in sight
The auras around active magical effects are normally invisible. However, after casting Detect Magic,
these auras become visible to the caster whenever he concentrates. If a perceived aura is generated
by a spell which has been memorised by the caster, he is automatically able to recognise the type of
the spell. Otherwise, if the casters SC is:
10, the caster can distinguish to which discipline a spell belongs;
15, the caster can also tell the spells difficulty factor (i.e. its level).
222
Chapter 5 Magic
So, on casting this spell, the caster will see the glowing aura around magical items and the targets of
spells whose duration has not elapsed, including indefinite spells but not permanent spells. Note that
this spell will not reveal the auras emitted by certain Illusion or Shapechanging spells, e.g. Invisibility,
Illusion, Phantasm and Doppelganger.
LEVEL 2) SPELL TRIGGER
DISC: Wizardry
CAST: Non-instantaneous
DUR: Varies (max 24 hours)
RAN: SC metres
TYPE: Indirect
VOL: 1 spell
After casting Spell Trigger, the next spell cast by the caster is placed on hold and is not actually
fully cast instead, the spell is frozen in time and will be released instantaneously when a set of
circumstances, specified when casting Spell Trigger, have occurred. The circumstances can be a
thought from the caster (effectively making the casting of the delayed spell instantaneous), a
password, movement within the range, etc. If Spell Trigger is cast upon a moving object or creature,
then the Spell Trigger and the delayed spell will move with that object or creature. More than one
Spell Trigger can be used so that more than one spell can be delayed simultaneously, and the same
or different triggering circumstances can be specified for different delayed spells.
Two limitations apply:
1. the caster may have a maximum of SC/5 spells waiting to be triggered at any one time;
2. after 24 hours of being delayed, both the delayed spell and the associated Spell Trigger spell
will end. A Permanency spell could be used before casting Spell Trigger to allow another
spell to be delayed indefinitely.
LEVEL 3) READ TEXT
DISC: Wizardry
DUR: SC hours
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target can read and write any language that he sees. However, his ability is limited as if he has a
language skill bonus equal to SC. Additionally, he gains absolutely no ability to speak or comprehend
the language when spoken the comprehension is strictly limited to reading and writing.
LEVEL 4) NIGHT WATCH
DISC: Wizardry
DUR: 1 sleep period
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The targets subconscious powers of observation become heightened with this spell so that, whilst
sleeping, he is able to make hearing or smell Observation skill rolls as if awake (i.e. with no penalties
for being asleep). The targets subconscious is able to distinguish between:
unusual and potentially threatening noises/smells that originate within 2xSC metres if such
a noise/smell is detected with a successful Observation roll, the target is instantly woken
(and the spell ends);
noises/smells that originate further away or the normal background (susurration of crickets,
snoring or body odour of companions, etc.) such noises/smells do not cause the target to
awake.
LEVEL 5) DISPEL MAGIC
DISC: Wizardry
DUR: Varies
CAST: Non-instantaneous
RAN: SC metres & in sight
223
TYPE: Direct
VOL: 1 spell
Chapter 5 Magic
This spell cancels (dispels) a single active spell i.e. a spell which has already been cast but whose
duration has not yet elapsed chosen by the caster. The caster must make a Wizardry Spell-Casting
skill roll versus a difficulty factor equal to the relevant spell-casting skill of the caster of the target
spell. E.g. a wizard using Dispel Magic to try to cancel an Age spell must make a Wizardry SpellCasting skill roll versus a difficulty factor equal to the Time Spell-Casting skill of the caster of the
Age spell.
If this roll is:
passed by 5, the target spell or effect is dispelled permanently;
passed by <5, the target spell or effect is temporarily dispelled for SC minutes before
reactivating;
failed by <5, the target spell or effect is unaffected and the caster may not attempt to dispel
that specific spell or effect again for another 24 hours;
failed by 5, the target spell or effect is unaffected and the caster may not attempt to dispel
that specific spell or effect again without first increasing his SC.
Note that the caster must be using a Detect Magic spell to detect and locate the target effect or spell
as he attempts to dispel it with Dispel Magic. Note too that permanent magic effects (i.e. effects
created by spells with a permanent duration) cannot generally be dispelled. Indefinite magic effects
may be dispelled, however.
LEVEL 6) CURSE OF WILD SPELLS
DISC: Wizardry
CAST: Non-instantaneous
DUR: SC spells
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell curses a target such that the next SC spells that he casts are chosen randomly, i.e. the
cursed target casts SC randomly chosen spells instead of the spells that he intended to cast. The GM
should randomly select each replacement spell using the tables in the Magic Potions sub-section of the
Allocation of Powers section of the Treasure chapter.
LEVEL 7) DETECT LOCATION
DISC: Wizardry
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: 100xSC metres
For the duration, whenever the caster concentrates and specifies a particular type of location (e.g. a
library or dry ground), any such within the volume become visible to him, regardless of whether
darkness or intervening objects (e.g. walls, doors, ceilings, earth, rock, fog, etc.) block his normal
view of them. He sees each location as a glowing silhouette superimposed upon his normal field of
view. The size of each silhouette allows him to guess the distance and size of that location; larger
silhouettes reveal closer or larger locations, while very distant or small locations may appear only as
faint dots of light. The silhouettes themselves are featureless, only revealing a locations outline,
direction and distance or size.
Alternatively, the caster may cast this spell so as to reveal only the silhouette of a particular location,
i.e. a specific area memorised with the Memorise Location spell, when it is within the volume.
LEVEL 8) MEMORISE LOCATION
DISC: Wizardry
CAST: Non-instantaneous
DUR: Until forgotten
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 location
This spell enables the caster to study and memorise a location, for use with Detect Location and
Pentagram of Teleport spells. Up to SC different locations can be held in the casters memory
simultaneously. Memorised locations can be forgotten at will to make room for new ones.
224
Chapter 5 Magic
LEVEL 9) SEER
DISC: Wizardry
DUR: Concentration
CAST: Non-instantaneous
RAN: Within sight
TYPE: Indirect
VOL: Self
By concentrating deeply, the caster is able to effectively shift his viewpoint to another location
within sight. He now sees as if he were standing at that remote location. Furthermore, the caster
may move his viewpoint around he can look in any direction and can actually move the viewpoint
at walking pace. It may be moved in any direction, including into areas out of sight of the casters
body but not through solid objects.
Whilst concentrating, the caster may speak but cannot perform any other action without losing his
concentration and ending the spell. Remember that, whilst concentrating on this spell, the caster is
unable to see what is happening around his own body.
LEVEL 10) LEECH POWER
DISC: Wizardry
CAST: Non-instantaneous
DUR: (10 x SC) seconds
RAN: Touch
TYPE: Direct
VOL: 1 target
Whilst concentrating, the caster absorbs 1 POP per second from the target. The target will not be
able to feel that it is losing POPs, and the caster can use the absorbed POPs as normal. Note that if
the casters current number of POPs becomes more than 150% of his normal maximum number,
then the magical energy is discharged; this spell ends and the caster loses a number of Hit Points
equal to his SC and must make an Injury Roll. Any Injuries delivered are Magic Injuries.
LEVEL 11) REFLECT MAGIC
DISC: Wizardry
CAST: Instantaneous
DUR: Instantaneous
RAN: As absorbed spell
TYPE: Indirect
VOL: As absorbed spell
This spell enables the caster to reflect a single spell back at its caster. The spell must have been
targeted or aimed at the caster of the Reflect Magic spell initially (thus, if a fireball is centred on the
caster, it may be reflected, but if the caster is enveloped by a fireball not centred upon him, then he
may not reflect it back). The reflected spell will affect its caster as the spell was intended to affect the
caster of the Reflect Magic spell initially (so, if the reflected spell is direct, then its caster may try to
resist its effects when the spell bounces back at him).
LEVEL 12) PENTAGRAM OF TELEPORT
DISC: Wizardry
CAST: Non-instantaneous
DUR: Instantaneous
RAN: Touch
TYPE: Indirect
VOL: 1 pentagram
This spell instantly teleports the targets within a pentagram to another location. The targets may not
resist the spell.
If the destination has been memorised with a Memorise Location spell, then there is no limit on the
distance between the departure pentagram and the destination. If the destination has not been
memorised, then it must be within sight of the caster.
If the destination is occupied by solid objects, such that the targets being teleported cannot safely
appear there, then the spell will fail without moving the targets.
For details of the shape of the pentagram and its construction, see the notes in the introduction to
the Conjuration discipline.
225
Chapter 5 Magic
LEVEL 13) SCRYING
DISC: Wizardry
DUR: SC minutes
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: Self
The caster enters a trance in which he can see and hear as if he is standing at another location within
sight or at a location stored with a Memorise Location spell. The caster can change the orientation
of his viewpoint and move the viewpoint at walking pace. It may be moved in any direction,
including into areas out of sight or earshot of the casters body but it may not pass through solid
objects. Note that the caster cannot smell, taste or touch anything via this spell the information
received is visual and auditory only. Whilst using a Scrying spell, the caster may also use any
information acquisition spells which enhance his vision or hearing (e.g. Detect Magic, Read Text,
Hear Thoughts, See Memories, etc.).
Whilst in the trance, the caster is immobile and cannot use his eyes or ears (he can still feel and smell
so he may be shook awake or brought round with smelling salts). Alternatively, this spell can be cast
on a crystal ball (which must be at least 20 cm in diameter) or any mirrored surface (e.g. a mirror or
a still pool of water or mercury), in which case the view is displayed for all to see (and the caster
does not need to enter a trance). Like the caster, witnesses with access to information acquisition
spells may cast them in order to extract more information from the view.
LEVEL 14) DELAYED REFLECT MAGIC
DISC: Wizardry
CAST: Instantaneous
DUR: Varies (max 24 hours)
RAN: As absorbed spell
TYPE: Indirect
VOL: As absorbed spell
As Reflect Magic, except the absorbed spell does not have to be immediately reflected back at its
caster, but can be stored and then cast instantaneously at any target (obeying the restrictions of the
absorbed spell) within 24 hours of the spell being absorbed (as if it were delayed with a Spell
Trigger). Note that, if the absorbed spell is not cast before the 24 hour period has elapsed, then the
effect or spell is discharged and takes effect on the caster. Upon discharging, or upon the casting of
an absorbed spell, the Delayed Reflect Magic spell ends. The caster can only have one Delayed
Reflect Magic spell active at any time.
LEVEL 15) DISPELLING AURA
DISC: Wizardry
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Direct
VOL: SC metres
This spell produces a magical aura, spherical and centred on the caster and which moves with him.
The aura instantly casts Dispel Magic upon any spell which is cast within it by anyone other than the
caster. Whenever a spell is cast by someone else within the aura, the auras caster should make a
Wizardry Spell-Casting skill roll, versus a difficulty factor equal to the relevant spell-casting skill of
the caster of the target spell. If this roll is:
successful, then the target spell is dispelled in the instant after it is cast but before it can take
effect (the caster of the target spell may see his spell sputter for a split-second and then fizzle
out ineffectively).
failed, then the target spell is not dispelled and it takes effect normally.
Each time that the field casts Dispel Magic for the caster, he loses 5 POPs as normal. The Dispelling
Aura spell ends when his POP total is reduced to <5 POPs or after SC minutes, whichever is
soonest.
There are several differences between the standard Dispel Magic spell which might be cast directly
by the caster, and the version which is cast automatically by the Dispelling Aura:
226
Chapter 5 Magic
As has been shown, the auras Dispel Magic either permanently dispels its target or
completely fails to affect it. A standard Dispel Magic may additionally dispel a spell
temporarily.
The target of a standard Dispel Magic must be an active spell, i.e. a spell which has already
been cast but whose duration has not yet elapsed. The target of the auras Dispel Magic is
any spell that is actually cast within its radius it ignores spells which are active but have
already been cast.
The standard Dispel Magic is cast by a magician using Detect Magic to locate a target spell to
dispel. The aura does not need Detect Magic to locate target spells.
Finally, the auras Dispel Magic can dispel spells which would have a permanent duration.
Although the aura casts Dispel Magic instantaneously, it can only cast one Dispel Magic spell at a
time. I.e. if two spells are cast within the aura at the same moment, then the aura will randomly
choose one to try to dispel the other will not be dispelled and will take effect normally. This is
important in the case where two wizards, both using Dispelling Aura, duel. Imagine that Wizard A
casts Lightning Bolt at Wizard B. Wizard Bs aura will instantly cast Dispel Magic on the bolt to try
to dispel it. Wizard As aura will then immediately retaliate by casting Dispel Magic so as to try to
dispel Wizard Bs auras Dispel Magic. One can imagine the two auras starting a cascade of an
infinite number of retaliatory Dispel Magic spells. However, as mentioned earlier, each aura can only
cast one Dispel Magic spell at a time and this prevents the theoretical cascade. In such circumstances
where two auras overlap and one of the wizards casts a spell the GM should require a single
Wizardry Spell-Casting skill roll from that wizard, versus a difficulty factor equal to the other
wizards Wizardry Spell-Casting. If this roll is:
successful, then the spell takes effect;
unsuccessful, then the spell is dispelled and fails to manifest.
Note that, if a third party tries to cast a spell within two overlapping auras, then both auras will try
to dispel the spell.
Also note that wizards are not automatically aware of when their auras overlap. They may need to
use Detect Magic to see who else is using a Dispelling Aura spell. Of course, they may find that their
attempts to cast Dispel Magic fail (because they are dispelled).
Finally note that, when duelling, a clever wizard will cast Dispel Magic himself (rather than via his
aura) so as to try to dispel his enemys Dispelling Aura spell. If successful, this will enable him to
loose spells at his enemy unhindered, while the enemys spells may be dispelled by his aura.
(Spell-casting is described fully in the Casting Spells section below.)
LEVEL 15) POTENT CURSE OF WILD SPELLS
DISC: Wizardry
CAST: Non-instantaneous
DUR: SC spells
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell acts like the Curse of Wild Spells in that the targets next SC spells are chosen randomly.
However, worse still, the cursed target himself becomes the target of every one of the random spells
that he casts.
If the random selection produces a spell that cannot be cast upon or aimed at its caster (e.g. a
Pentagram of Protection spell can only be cast upon a pentagram), then the GM should reroll so as
to select a random spell that can be cast at the cursed target or his location.
227
Chapter 5 Magic
LEVEL 16) MAGIC CHEST
DISC: Wizardry
CAST: Non-instantaneous
DUR: Indefinite
RAN: Touch
TYPE: Indirect
VOL: One chest of up to 2 m3
This spell is cast upon a treasure chest of volume 2 m3. Afterwards, any item placed within the
chest is teleported into the casters hand (or to the ground at the casters feet if it is too heavy or
bulky to safely hold) when he utters the words I summon my and specifies the desired item.
The summoning will work regardless of the distance between the caster and his magic chest.
Uttering the phrase I return my, and touching the specified summoned item, instantly returns it
to the chest again. Items that were not summoned from the chest cannot be returned to it in this
way.
Each caster may have only one magic chest in existence at any time. Additionally, the chest must be
closed for its contents to be summoned; consequently, items too large to fit within the closed chest
cannot be summoned.
LEVEL 17) PENTAGRAM OF PROTECTION
DISC: Wizardry
CAST: Non-instantaneous
DUR: (10 x SC) minutes
RAN: Touch
TYPE: Indirect
VOL: 1 pentagram
The effect of a Pentagram of Protection spell can be set at its casting so as to radiate either inwards
or outwards. If radiating:
inwards, then all creatures of a certain species (chosen at the time of casting) within the
hemispherical volume defined by the pentagrams outer circle have their Resistance Penalties
increased by -10;
outwards, then all creatures of the specified species outside the pentagram are penalised; they
have their Resistance Penalties increased by -10 when just beyond the perimeter of the
pentagrams outer circle. This penalty decreases by 1 per metre as they retreat from the
perimeter so, at 10 metres from the pentagram, the penalty is zero.
A creature of the specified species may not touch or tamper with the pentagram itself, and must
make a SD stat roll versus the casters SC each time it attempts to cross the hemispherical border
defined by the outer circle of a Pentagram of Protection (its SD is modified by its Resistance
Penalty, of course). If the creature:
passes its roll, it may cross the border;
fails, it is unable to cross the border and loses 10% of its Hit Points.
Consider a Pentagram of Protection versus wolves which is radiating:
inwards. A wolf approaching the pentagram from the outside must make a SD stat roll
versus the casters SC to cross into the pentagram. Its SD will not be modified by the spell
because the pentagram is radiating inwards and the wolf has not yet entered the interior of
the pentagram. If this roll is:
o passed, it crosses into the pentagram unharmed. It is now suffers a -10 increase in its
Resistance Penalty. So, to leave the pentagram, it will have to pass a SD stat roll with
its SD modified by -10.
o failed, it loses 10% of its HIPs and is unable to cross into the pentagram; it may
attempt to cross the pentagram again but may lose more HIPs in doing so.
outwards. A wolf approaching the pentagram from the outside will gain -1 to its Resistance
Penalty when 9 metres from the pentagram, -2 when at 8 metres, and so on. It must make a
SD stat roll versus the casters SC if it tries to cross the pentagram, with its SD modified by 10. If this roll is:
228
Chapter 5 Magic
o passed, it crosses into the pentagram unharmed. Since the pentagram radiates
outwards, the -10 increase to its Resistance Penalty ends. When it wants to leave the
pentagram, it will have to pass another SD stat roll, this time with its SD unmodified.
o failed, it loses 10% of its HIPs and is unable to cross into the pentagram; it may
attempt to cross the pentagram again but may lose more HIPs in doing so.
A Pentagram of Protection can also be set to protect against a specified type of object or magical
attack, e.g. arrows or fire bolts. Obviously, these types of target cannot make SD stat rolls. Instead,
just apply a -10 modifier to any attacks from such targets if they cross the border of the pentagrams
hemispherical volume. So, an arrow fired into a Pentagram of Protection versus arrows which is
radiating outwards will have a -10 penalty applied to its attack roll.
For details of the shape of the pentagram and its construction, see the notes in the introduction to
the Conjuration discipline.
LEVEL 18) SPELL WARD
DISC: Wizardry
CAST: Non-instantaneous
DUR: Indefinite
RAN: Touch
TYPE: Indirect
VOL: SC metre radius volume,
or (10 x SC) m2 area
Anyone casting a spell within the volume of a Spell Ward spell must first pass a spell-casting skill roll
versus the SC of the caster of the Spell Ward spell. If the roll is failed, the spell is not cast but the
required Power Points are still lost. The caster of the Spell Ward spell himself does not need to
make such rolls in order to cast spells within the volume.
The volume of this spell is by default a spherical volume of SC metre radius, but it can be shaped so
as to fit the space enclosed by a room in which case an area of up to (10 x SC) m2 is affected. The
volume affected is always stationary; it will not move if cast on a mobile target.
LEVEL 19) STEAL SPELL
DISC: Wizardry
CAST: Non-instantaneous
DUR: SC hours
RAN: Self
TYPE: Indirect
VOL: SC metres
Upon casting this spell, the caster becomes immediately aware of the name and level of any spell
being cast within the volume. (He does not learn anything about who is casting the spell.) In
addition, the caster may choose to steal one of these spells. The stolen spell fails to take effect,
although its caster loses his POPs. Instead, the caster of Steal Spell acquires the ability to cast the
stolen spell SC/5 times without POP expenditure.
LEVEL 20) NAME OF POWER
DISC: Wizardry
CAST: Non-instantaneous
DUR: Indefinite
RAN: Self
TYPE: Indirect
VOL: Infinite
After casting this spell, whenever anyone anywhere says the casters true name, the caster
immediately learns their true name and location (assuming that the caster successfully passes a SC
skill roll versus the speakers SD).
1,1,16)
WOUNDING
CAST: Non-instantaneous
RAN: SC metres & in sight
229
TYPE: Direct
VOL: 1 target
Chapter 5 Magic
The target instantly loses a number of Hit Points (HIPs) equal to SCx5. This spell cannot reduce the
targets HIP total to less than zero (the target will fall unconscious once it reaches zero HIPs).
LEVEL 2) DETECT POISON
DISC: Wounding
CAST: Non-instantaneous
DUR: SC minutes
RAN: Self
TYPE: Indirect
VOL: 100xSC metres
For the duration, whenever the caster concentrates and specifies a particular source of poison (e.g.
wolfsbane or tarantula venom; see the Prices for Goods and Services chapter), any such within the
volume become visible to him, regardless of whether darkness or intervening objects (e.g. walls,
doors, ceilings, earth, rock, fog, etc.) block his normal view of them. He sees each source as a
glowing silhouette superimposed upon his normal field of view. The size of each silhouette allows
him to guess the distance and size of that source; larger silhouettes reveal closer or larger sources,
while very distant or small sources may appear only as faint dots of light. As each source moves
relative to the caster, its silhouette moves too so that the caster can see if it is approaching or
receding or passing him by. The silhouettes themselves are featureless, only revealing a sources
outline, direction and distance or size.
LEVEL 3) PREPARE POISON
DISC: Wounding
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 poison
This spell instantly converts one form of a poison, e.g. its raw state, into another form, e.g. a
crystallising paste. This spell can only convert poisons into states that can be achieved via normal
pharmacological methods (see the Prices for Goods and Services chapter).
LEVEL 4) PARALYSE
DISC: Wounding
DUR: SC minutes
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The targets movements stiffen and thoughts slow. His Resistance Penalty worsens by an amount
equal to the casters SC. A Heal Nerves or Dispel Magic spell can cancel the effects of this spell.
LEVEL 5) PUTREFY
DISC: Wounding
DUR: Permanent
CAST: Non-instantaneous
RAN: Self
TYPE: Indirect
VOL: SC metres
Any dead organic matter (e.g. food, drink, leather or wood) within the volume suddenly rots,
acquiring a revolting state of putrefaction within 100/SC seconds. Material held, carried or worn by
the caster is unaffected.
This spell does not affect living organic material such as animals or plants still rooted in the ground
(seeds and fruits are classed as dead). Herbs may attempt to resist this spell (using their Rarity value
to represent their SD stat).
LEVEL 6) INJURE
DISC: Wounding
DUR: Permanent
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target loses SC/2 Hit Points and must make an Injury Roll. The caster can choose the type of
Injury inflicted from Asphyxiation, Cold, Crush, Heat, Mental, Slash or Puncture and the body
location affected. Armour Damage Penalties are always ignored.
230
Chapter 5 Magic
LEVEL 7) DERANGE
DISC: Wounding
DUR: Permanent
CAST: Non-instantaneous
RAN: Touch
TYPE: Direct
VOL: 1 target
The target gains a number of PSYPs (Psychosis Points; see the Psychoses chapter) equal to the casters
SC/2 and must make a Psychosis Roll. These magically gained PSYPs can be healed as normal.
LEVEL 8) INFECT
DISC: Wounding
DUR: Permanent
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
The target becomes infected with a disease. The caster can choose precisely which disease infects the
target the diseases available are described in the Prices for Goods and Services chapter so long as the
following conditions are noted:
the casters SC must be greater than the diseases Potency value;
the two magical diseases Lycanthropy (see The Bestiary) and Undead Plague (see the
Necromancy discipline) cannot be induced by this spell.
If the disease affects a specific body location, like Wound Rot, then the caster should specify which
location is infected.
LEVEL 9) TRANSFER HARM
DISC: Wounding
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell enables the caster to transfer the loss of up to SCx5 Hit Points to the target. The caster
regains the lost HIPs, effectively healing himself, while the target loses them.
LEVEL 10) AMPUTATE
DISC: Wounding
DUR: Permanent
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell causes a part of the targets body to be amputated, with the wounds left cauterised (i.e. no
bleeding occurs). The location of the cut depends on the casters SC:
SC
10 to 14
15 to 17
18 to 19
20
LOCATION
Ankle or wrist
As above plus elbow or knee
As above plus shoulder or upper thigh
As above plus neck
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell inflicts the target with a curse. The effect of the curse is up to the caster (with the GMs
approval) but it may not cause physical damage to the target directly. The duration of the curse is
indefinite; this spell can be cancelled using Dispel Magic.
LEVEL 12) TRANSFER POISON
DISC: Wounding
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
231
TYPE: Direct
VOL: 1 target
Chapter 5 Magic
This spell enables the caster to transfer to the target a single poison with which he is afflicted. The
caster ceases to be affected by the poison in any way. The target, meanwhile, must resist the poison
or suffer its effects.
LEVEL 13) TRANSFER INFECTION
DISC: Wounding
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell enables the caster to transfer a single disease with which he is infected to the target. The
caster ceases to be affected by the disease in any way. The target, meanwhile, must resist the disease
or suffer its effects.
LEVEL 14) TRANSFER INJURY
DISC: Wounding
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell enables the caster to transfer a single Injury (see the Injuries section of the Combat chapter)
with which he is afflicted to the target. The caster ceases to be affected by the Injury in any way,
effectively healing himself. The target, meanwhile, must suffer the effects of the Injury.
LEVEL 15) CONSUME SKILL
DISC: Wounding
CAST: Non-instantaneous
DUR: Permanent
RAN: Touch
TYPE: Indirect
VOL: 1 brain
This spell is cast directly upon the brain of a corpse, which the caster must then devour. The caster
then chooses a single skill and, if the corpse had a higher bonus in that skill than the caster, then the
casters skill bonus in that skill is increased by one point.
Each time that a brain is consumed, there is a cumulative 1 in 20 chance that the caster automatically
contracts Brain Rot (see the Diseases section of the Prices for Goods and Services chapter). E.g. the
chance is 2 in 20 after eating the second brain. This is a potent strain of Brain Rot, however, which
cannot be cured unless a number of Transfer Infection or Regenerate Disease spells are cast upon
the caster equal to the number of brains that he consumed prior to becoming infected.
LEVEL 16) CORRUPTION
DISC: Wounding
CAST: Non-instantaneous
DUR: SC minutes
RAN: Touch
TYPE: Indirect
VOL: Self
This spell enables the caster to corrupt, infect, pollute or putrefy whatever he touches within the
duration. If the caster touches:
dead organic material (e.g. food, drink, leather or wood), then it dies and decays as if struck
by a Putrefy spell. Living plants are also affected in the same way, e.g. grass under the
casters feet will immediately die and rot.
a herb or piece of food or drink, then the herb or foodstuff acquires the effects of a
randomly selected poison, although its appearance and taste remain unaffected (herbs may
resist, using their Rarity value to represent their SD stat).
a living animal or a water-source (like a well or spring), then it is infected with a randomly
selected non-magical disease (water sources can only be infected with water-borne diseases
like The Cough or White Fever).
Note that the effects of this spell work through layers of normal clothing, e.g. the soles of the
casters shoes. The casters carried equipment and clothing are not affected by this spell.
232
Chapter 5 Magic
LEVEL 17) SUMMON PLAGUE DEMON
DISC: Wounding
CAST: Non-instantaneous
DUR: Permanent
RAN: SC metres & in sight
TYPE: Indirect
VOL: 1 demon
A Plague Demon is suddenly invoked. There must be room for the demon or it will not appear. The
demon will be favourably disposed towards the caster.
LEVEL 18) PLAGUE OF POWER
DISC: Wounding
CAST: Non-instantaneous
DUR: Special
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
This spell causes a single target to contract the Plague he will then begin to infect others. Each
time that a new individual is infected, the casters HIP or POP maximum increases by +1. These
increases will continue while the disease spreads, until the casters HIP and POP maximums are
both twice their normal value. In a densely populated area like a city, this may take as little as a few
weeks. The casters HIP and POP maximums will remain doubled for SC days, before immediately
returning to normal. The Plague may continue to spread unchecked, however
LEVEL 19) MURDER
DISC: Wounding
DUR: Permanent
CAST: Non-instantaneous
RAN: SC metres & in sight
TYPE: Direct
VOL: 1 target
TYPE: Direct
VOL: 1 target
As Curse, but the duration is permanent this curse cannot be dispelled! However, the caster can
only cast this spell with his dying breath. The spell will fail if the caster does not die within SC
seconds of casting it.
1,2)
CASTING SPELLS
In order to cast a spell, a spell-casting roll must be passed. The bonus used for this is the casters
spell-casting skill bonus in the relevant discipline, and the difficulty factor is the level of the spell.
The following formula is then used to see if the action succeeds or not:
10 + difficulty factor skill bonus
which, for spell-casting, equals:
10 + spells level casters spell-casting skill
As usual, if the 1d20 roll scores:
the result of this formula, the spell is successfully cast;
< the result, the spell fails;
1, the spell-casting attempt may have been fumbled, and the player must make a Fumble Roll
(see the Fumbling Spell-Casting section shortly).
Remember to reduce the casters spell-casting skill by his Resistance Penalty, if he has any, during
the spell-casting roll.
233
Chapter 5 Magic
1,2,1)
Attempting to cast a spell costs a number of Power Points (POPs) equal to the difficulty factor of
the spell-casting roll, i.e. the spells level. These POPs are expended whether the spell is cast
successfully or not. The spell cannot be cast if the character does not have the required POPs
available beforehand.
1,2,1,1)
POWER POINT MAXIMUM
A characters maximum number of POPs is equal to his highest spell-casting skill bonus multiplied
by half of his MA stat.
1,2,1,2)
REGAINING POWER POINTS
If a character is able to ingest a healthy amount of nutrition during a day, e.g. at least one wellbalanced meal, and enjoy a full nights sleep, at least equal in duration to his races typical daily sleep
requirement (see the Character Generation chapter), then he will naturally regain all expended Power
Points on waking. (He will also regain some of his lost Hit Points; this is discussed in the Combat
chapter.)
If the character went hungry yesterday and/or if he did not get his full sleep requirement during the
night, then he will regain only half of his maximum POPs on waking. If he goes hungry during the
subsequent day and/or gets too little sleep during the subsequent night, then he will regain only one
quarter of his maximum POPs on waking next morning, and so on. Consequently, if the character
goes without food and/or sleep for long enough, he will stop regaining lost POPs altogether.
One day with a healthy level of nutrition followed by a restful night will restore the rate at which
POPs (and HIPs) are regained to normal.
1,2,2)
The default time required to cast a non-instantaneous spell is equal to 5 seconds. The caster may
cast a spell in less than 5 seconds, but this will increase the difficulty factor of the spell-casting roll
by +2 per second quicker.
1,2,3)
Whilst casting a spell (which is not instantaneous), the caster must concentrate upon reciting the
Magicka incantation correctly (Magicka being the ancient language of all profane magic). If his spellcasting skill is high, the caster may only need to think through the words of the spell in his head in
order to cast it. If he is less skilled, he may need to utter the spells words out loud. This is shown in
the following table:
SPELL-CASTING
SKILL BONUS
1 to 10
11 to 15
16 to 20
REQUIRED LEVEL OF
ENUNCIATION
Loud clear speech
Quiet but audible speech may be whispered
No speech required spell recited in thoughts
Note that, if a caster has to speak in order to cast a spell, then he may be unable to do so if he is
gagged or has lost his voice (perhaps because a Silence spell has been cast upon him). Note too that
speaking spells out loud means that others in earshot may be able to identify the spell before it is
cast. If a listener can cast other spells in that spells discipline, he will almost certainly recognise it.
(GMs should note that many non-humanoid creatures in The Bestiary have spell-casting abilities but
lack the means to articulate normally. The restrictions on enunciation do not apply to such innately
magical creatures.)
234
Chapter 5 Magic
Gesticulation is never required to cast spells, but often looks good.
1,2,4)
A spell-caster can perform other simple actions whilst reciting a spell, e.g. he could also walk
forwards and draw a sword. However, if the caster performs any sort of action which the GM
judges will disturb his concentration too much, then the spell-casting attempt should automatically
fail. In some distracting situations, the GM might only allow a spell-casting attempt to be made if
the character first passes a SD stat roll versus some difficulty factor reflecting the amount of
distraction. Losing Hit Points or suffering an Injury whilst spell-casting should always cause the
attempt to fail.
1,2,5)
INSTANTANEOUS SPELLS
Some spells can be cast in an instant (i.e. zero seconds) and require no enunciation whatsoever. Such
spells referred to as instantaneous spells are cast with only a brief thought, allowing them to be
cast even while the spell-caster continues performing an ongoing action. I.e. a characters current
action need not be cancelled in order to cast an instantaneous spell; the action continues after
casting the instantaneous spell as if uninterrupted.
However, after casting an instantaneous spell of level X, the caster must wait X seconds before
casting another instantaneous spell if he is to avoid the risk of mental burnout. If the caster lives
dangerously and casts another instantaneous spell before X seconds has passed, then the difficulty
factor for the spell-casting roll is increased by +2 per second elapsed less than X. If the roll is:
successful, the character casts the second instantaneous spell safely;
unsuccessful, the spell-casting attempt is treated as a potential fumble (rather than just a
failure) and the caster should make a Fumble Roll.
E.g. an Orc casts a Deflect spell, which is an instantaneous spell of 7th level. He should now allow 7
seconds to pass before casting another instantaneous spell. Three seconds pass and the Orcs
opponent makes a strong attack. The Orc decides he must cast another Deflect spell to help parry
the attack. Because he has only waited 3 seconds before casting another instantaneous spell, 2x(73)=8 is added to the difficulty factor of the spell-casting roll. The second Deflect spell becomes
effectively 16th level. With his spell-casting skill of 8 with the Combat discipline, the Orc must roll
18=10+16-8 to cast the second Deflect spell. If he scores <18, he must make a Fumble Roll.
1,2,6)
All spells can be classed as being either direct or indirect (i.e. resistible or irresistible).
1,2,6,1)
DIRECT OR RESISTIBLE SPELLS
Direct spells are those that directly affect targets. E.g. if a spell-caster casts a Sleep spell at a target,
then he is casting a direct spell because the spells effects affect the target directly, putting him to
sleep in this case; there is no intermediate process involved.
Targets may choose to resist the effects of direct spells using their Self-Discipline (SD) stat. If the
target of a direct spell resists, first check if his SD is greater than the spells level. If it is, the spellcasting skill roll is made using the following formula:
10 + targets SD casters spell-casting skill
As normal, a result of:
the result of the formula means that the spell has been cast successfully; the target has
failed to resist and is affected by the spells effects as normal;
< the result of the formula means the spell has not been cast; the target has successfully
resisted and is unaffected by the spells effects;
235
Chapter 5 Magic
an unmodified 1 indicates a potential fumble and the caster should make a Fumble Roll.
If the spells level is greater than or equal to the targets SD stat, then simply use the normal formula
but increase the spells level by 1, i.e.:
10 + spells level +1 casters spell-casting skill
which is the same as:
11 + spells level casters spell-casting skill
The +1 reflects the resistance of the target to the spell in comparison to a willing target.
1,2,6,2)
INDIRECT OR IRRESISTIBLE SPELLS
Indirect spells affect their targets indirectly. They cause some intermediate process to affect the
target, rather than directly affecting the target themselves. E.g. consider a magician casting a Fireball
spell at a target. This spell does not directly harm the target. Instead, it magically creates a fiery
explosion and it is these flames which then affect the target. Thus, Fireball is an indirect spell.
When casting an indirect spell, the spell-casting roll is made using the normal formula:
10 + spells level casters spell-casting skill
The targets SD stat is not taken into account because targets cannot resist indirect spells. The
Fireball spell in the earlier example cannot be resisted once it has erupted next to the target, it will
burn him regardless of his mental resilience.
1,2,7)
Most spells automatically hit their targets. Elemental attack spells require aiming at specific targets,
however. When a character fires an elemental attack spell (i.e. a bolt, ball or cone) at an opponent,
the characters spell-casting skill bonus is used as the attack skill bonus (see The Attack Roll section in
the Combat chapter).
The GM may also require players to make spell-casting skill rolls if their PCs wish to position spell
effects like elemental walls very precisely. In such cases, no attack roll is required. Instead, the GM
assigns a difficulty factor to reflect how complex the positioning is (10 being the default). If the roll
is passed, the spell effect occurs exactly where targeted. For every point of failure, move the effect
away from the target in some random direction by 5% of the distance between target and caster.
1,2,8)
FUMBLING SPELL-CASTING
An unmodified 1 on the spell-casting roll made when casting a spell indicates that a fumble may
have occurred and that a Fumble Roll should be made. In order to not fumble, the casters player
must roll greater than or equal to the Fumble Range, which is the spells level.
If casting a spell is fumbled, the caster internalises the magical power in a dangerous way. He loses a
number of Hit Points equal to half of the Fumble Range and must make an Injury Roll. Any Injuries
delivered are Magic Injuries. As usual, the caster loses the POPs required to cast the spell.
1,3)
LEARNING SPELLS
Characters must learn spells before they can cast them (unless the spell is being attuned).
236
Chapter 5 Magic
1,3,1)
A character can only memorise (and, hence, cast) a spell if his spell-casting skill bonus in that
discipline is equal to or greater than the spells level.
1,3,2)
SPELL ACQUISITION
Learning a spell requires acquiring a copy of it and memorising the text. Characters acquire spells by:
finding spell scrolls (sheets of parchment each containing the instructions in Magicka for
casting a single spell) or spell-books (a book containing instructions for multiple spells) on
their travels;
by purchasing spell scrolls from cults and magical guilds examples of these organisations,
and the prices they charge, are given later in this chapter;
or by trading copies of spells with others.
1,3,3)
MEMORISING SPELLS
Memorising a spell requires its text to be studied intensely for a number of hours equal to the spells
level. At the end of the study, the character expends a number of POPs equal to the spells level.
Then an IN stat roll is made versus a difficulty factor equal to the spells level. If this roll is:
passed, the character memorises the spell successfully and may begin to use it;
failed, the character fails to memorise the spell (he must start studying afresh);
a 1, then the roll is automatically fumbled and the spell is incomprehensible to this character
(see the next section).
A character can only sustain the concentration required to memorise a spell (or undertake tuition or
study; see the Character Development chapter) for up to SD/2 hours per day. Consequently, the time
spent memorising a spell may need to be split into several periods of study across several days, with
full periods of sleep in between. E.g. a magician with SD 12 would need a minimum of three days to
memorise an 18th level spell, studying it for six hours each day.
1,3,3,1)
INCOMPREHENSIBLE SPELLS
If an attempt to memorise a spell is fumbled, then that specific spell can never be memorised by that
character the way that the characters mind works is incompatible with comprehension of the
knowledge required to memorise and cast this particular spell. Spells like this are called
incomprehensible spells and they should be listed separately on each PCs Character Sheet.
Note that the failure to memorise one spell of a particular discipline does not prevent a character
from attempting to memorise other spells in that discipline.
Of course, if the roll to memorise a spell is failed, a player may use a Luck Reroll to reroll the
attempt there and then. If a LURP is not used immediately, the only way for a player to later remove
a spell from his characters list of incomprehensible spells is by sacrificing a point from his spellcasting skill bonus for the spells discipline. This done, the character may attempt to study and
memorise the spell again. (After being reduced in this way, the spell-casting skill continues to
develop as normal.) Note that, if the characters spell-casting bonus decreases to X, he will lose the
ability to cast spells of level >X in that discipline.
1,3,4)
FORGETTING SPELLS
Spell-casters need to study their transcripts of memorised spells occasionally, or the spells will
eventually be forgotten. To facilitate this revision, most spell-casters keep spell-books in which they
collect together the records of the spells that they have encountered.
237
Chapter 5 Magic
Normally, a spell-casting attempt may be fumbled if a 1 is thrown in the spell-casting roll. However,
after a prolonged time without access to his spell-book, a character begins to forget the precise
vocalisations required to cast his spells properly and is more likely to fumble spell-casting attempts.
After IN days without access to his spell-book, a characters chance of fumbling a spell-casting roll
increases by one point each day, to a maximum of 5. (The Fumble Range itself remains unchanged,
i.e. equal to the spells level.) E.g. a character with an IN stat of 10 must make a Fumble Roll if he
scores:
1 or 2 on a spell-casting roll on the 11th day without his spell-book;
1, 2 or 3 on the 12th day;
1, 2, 3 or 4 on the 13th day;
1, 2, 3, 4 or 5 on subsequent days without his spell-book.
Once a character gains access to:
his spell-book, he may spend time studying his spells and refreshing his memory. One hour
must be devoted to studying each spell. At the end of each hour, one more spell is rememorised correctly and may be cast again with the normal chance of fumbling.
suitable writing equipment, he may transcribe his failing memories of his spells into text
once more. Transcribing each spell onto paper requires five hours of devoted study once
committed to paper, it can be assumed that the character has, in the process, re-memorised
the spell correctly and may cast it again with the normal chance of fumbling.
A character can only devote up to SD/2 hours per day to studying spells (or to tuition or study of
skills). At the end of the SD/2 hour session, the character will be mentally tired of studying and
further study of that spell or other spells will be ineffective.
1,4)
The disciplines of profane magic spells began to be compiled once magicians learnt how to capture
and codify as written text the sounds used to incant spells using Magicka. (Many priests argue that
Magicka the work-horse of spell-casting was a gift from the gods to the ancients, but this idea is
strongly resisted by the magicians guilds.) And this process of codifying new spells continues today.
Experienced magicians carefully investigate how to use Magicka to manipulate ambient magic in
new ways codifying the new spell into text on the page allows it to be safely cast repeatedly, and to
be disseminated to allies.
1,4,1)
The procedure described in subsequent sections should be followed to determine if the spell can be
successfully transcribed into Magicka.
1,4,1,1)
THE SPELLS EFFECTS
First, the casters player should decide exactly what the spell will do if successfully cast.
1,4,1,2)
POSSIBILITY
Once the spells effects are defined, the GM should decide if the spell is possible in her world. Will it
disrupt the balance of her campaign if people are allowed to cast the spell? This requires very careful
evaluation because, once a spell is written down on paper, it is realistic that every magician under the
sun will acquire a copy and be casting it before long.
It may often be necessary for the GM to require the casters player to tighten the definition of the
spells effects and to narrow the spells scope, before she will be happy to allow it to be codified.
1,4,1,3)
RELEVANT DISCIPLINE
If the spell is possible, the GM should decide which discipline, if any, the spell would best fit into.
This will determine which spell-casting skill is to be used in the Spell Research Rolls, shortly.
238
Chapter 5 Magic
Note that, if the spell is clearly different to the themes of the existing disciplines, then a new
discipline will have to be created for it! In such a case, the average of all of the characters sixteen
spell-casting skills should be calculated. Half of this value gives the characters starting bonus in a
new spell-casting skill associated with this new discipline.
1,4,1,4)
THE SPELLS LEVEL
The next task for the GM is to assign a level to the spell. This she should do by looking at the spells
power relative to existing spells. Obviously, the more powerful the spells effects, the higher the level
it should be.
1,4,1,5)
RESEARCH
The character wishing to codify the new spell must then begin his work. Codifying the spell will
require a number of hours of dedicated research equal to the spells level.
At the end of every hour of research, a Spell Research Roll must be made. This poses the characters
relevant spell-casting skill against the spells level as the difficulty factor. A number of POPs equal to
the spells level is also expended in making the roll (regardless of its success or failure). If the roll is:
passed, the hour was well-spent one less hour of research is required now;
failed, the hour was wasted and must be repeated;
a 1, then the Spell Research Roll is automatically fumbled. This line of research was fruitless.
Any successful research rolls made previously to codify this spell are wasted and the whole
process must be restarted from the beginning. In addition, the character loses a number of
Hit Points equal to half of the Fumble Range (i.e. the spells level) and must make an Injury
Roll. Any Injuries delivered are Magic Injuries.
The GM should prevent a roll from being made if the characters hour of research was disturbed, or
if he lacks the prerequisite POPs or access to suitable writing equipment.
Note that the number of hours that can be spent researching a new spell is restricted by the normal
SD/2 limit which applies to memorising spells, studying skills or receiving tuition, etc.
1,4,1,6)
FOCI
A focus is required to successfully make the last of the Spell Research Rolls necessary for codifying
any spell. The character will learn what type of focus is required during his research into how to
codify the spell (i.e. the GM will tell him at some point). When making the final Spell Research Roll
and expending his Power Points, the character must touch the focus which will disappear if the
roll is successful. If the roll is unsuccessful, the POPs are still lost but the focus remains and can be
used again in another attempt.
The type of focus chosen by the GM should reflect the power of the spell being codified, and its
effects and targets. Foci for low level spells should be easily obtainable, while the focus for a high
level spell may require great expenditure of money and luck to obtain. E.g. a focus for a low level
Elemental Earth and Fire spell might be some earth or ashes, while a high level Elemental Earth and
Fire spell which affects dragons might require scales from each of the dragon species to be affected.
E.g. a focus for a weak Combat spell might be a cheap sword, while the focus for a high level
specialised Combat spell to slay undead might be a Liches phylactery.
Once the character has achieved the necessary number of successful Spell Research Rolls, the new
spell is fully codified onto paper! It is also assumed that the character has memorised it successfully
and he may begin casting it immediately.
239
Chapter 5 Magic
As mentioned earlier, once a new spell is codified, it rarely takes long for copies of it to disseminate.
If the spell fits into an existing discipline, it is very likely that representatives of the powerful magical
guild or cult which regulates that discipline will soon be calling upon the spells casters, seeking to
regulate its use
1,5)
MAGICAL GUILDS
While most spells disseminate through the spell-casting population via trade between individuals and
through finds of lost spell-books and scrolls, there is enough demand that several organisations sell
copies of spells to those with enough money. These are the magical guilds (as opposed to the nonmagical guilds of craftsmen, thieves, assassins, etc.), initially set up by specialist magicians to research
and codify new spells in particular disciplines.
Some of these organisations have made so much money from selling spell scrolls that they are now
widespread, owning buildings in most large towns and cities, and are wealthy enough to exert great
political influence. Indeed, most are now far more concerned with accumulating power than with
their initial scholarly pursuits.
1,5,1)
GUILD SERVICES
240
Chapter 5 Magic
1,5,2)
GUILD DESCRIPTIONS
Chapter 5 Magic
A hospital can be found in virtually every town and city. They are wooden buildings with long
galleries of beds for the sick, and chambers where Healers may rest.
Healers wear a crystal amulet on a leather cord around their neck. When within a hospital, they also
wear a hooded cloak of white.
1,5,2,4)
HEDGE MAGES
Hedge Mages are members of a loosely organised guild of magicians who study the wilderness, and
the animals and plants within it. Most Hedge Mages spend their time alone, exploring the wild
country. They raise funds by selling spells from the Nature discipline and the herbs that they gather.
Hedge Mages are simply expected to assist other Hedge Mages whenever possible.
Hedge Mages do not maintain dedicated guild halls but, instead, hold meetings in wild places or their
own homes. Unusually for a magical guild, they maintain very close links with the Druids, the priests
of the Goddess of Plants. Indeed, many Hedge Mages are also practising Druids.
Hedge Mages wear an amulet of polished oak, carved in the semblance of an acorn, on a leather
cord around their neck.
1,5,2,5)
ILLUSIONISTS
The Guild of Illusionists concerns itself with research into spells for creating deception through
illusion, and mastery over light and sound. It seeks to accumulate wealth and influence, and funds
itself by the sale of spells from the Illusion discipline.
Members are expected to:
assist other Illusionists whenever possible;
not knowingly betray the deceptions of other Illusionists;
obey the orders of the local Master Illusionist.
Most cities contain an Illusionists Guild Hall. They are located behind illusory walls within
innocuous and unmarked buildings, so as to allow members to visit without calling undue attention
to their movements.
Illusionists wear a silver amulet and chain around their necks. The amulet can be opened to reveal a
small mirror, engraved with the symbol of an eye.
1,5,2,6)
MENTALISTS
Mentalists are members of a guild which studies spells for detecting and controlling the mind and
the soul. Mentalists raise funds by selling spells from the Mind discipline.
Mentalists are expected to:
assist other Mentalists whenever possible;
report to the Mentalists Guild Hall when they enter a settlement;
obey the orders of the local High Mentalist.
A Mentalists Guild Hall will be found in almost every city, generally an ornate mansion in the noble
quarter.
Mentalists wear a miniature silver crown on a silver chain around their neck.
242
Chapter 5 Magic
1,5,2,7)
PALADINS
The Order of Paladins researches spells involved with combat. It seeks to accumulate wealth and
influence, and funds itself through the sale of spells from the Combat discipline, by offering training
in combat skills and by hiring out guards and soldiers. It often maintains strong links with
organisations like the Watch (the medieval police) and local armies.
Members are expected to:
assist other Paladins whenever possible;
report to the Order Hall when they enter a settlement;
obey the orders of the local Grand Paladin.
A Paladins Order Hall is typically a large domed building of dark stone with a fortified outer wall,
containing a garrison of several Paladins. The building will contain living quarters, stables, vaults and
armoury, and a training ground where Paladins and lay people train.
Paladins generally wear a silver broach shaped like a shield.
1,5,2,8)
PROPHETS
The Guild of Prophets concerns itself with research into spells for manipulating time. It seeks to
accumulate knowledge, wealth and influence, and funds itself by the sale of spells from the Time
discipline. This guild has an intense rivalry with the Guild of Wizards.
Members are expected to:
assist other Prophets whenever possible;
report to the Prophets Guild Hall when they enter a settlement;
obey the orders of the local High Prophet.
A Prophets Guild Hall will be found in almost every city, generally a prosaic town-house in the
merchant quarter.
Prophets wear a gold broach in the shape of an hourglass.
1,5,2,9)
VOLITANTS
Volitants are members of a loosely organised cult which values self-reliance and travel, and which
develops magic enhancing the bodys powers of movement. They sell spells from the Movement
discipline.
Volitants are simply expected to assist other Volitants wherever possible.
Volitants do not have their own guild halls as such, but can often be found working as guards in
Healers hospitals, an organisation with which Volitants maintain close association.
Volitants wear an amulet of polished wood, carved in the semblance of a four-spoked wheel, on a
leather cord around their neck.
243
Chapter 5 Magic
1,5,2,10) WIND AND WAVE ELEMENTALISTS
The Elemental Guild of Wind and Wave concerns itself with research into manipulation of the
elemental forces of air and water. The guild seeks to accumulate wealth and influence, and funds
itself by the sale of spells from the Elemental Wind and Wave discipline. It maintains strong links
with port authorities and guilds of sailors, and opposes the influence of the Elemental Guild of
Earth and Fire wherever possible.
Members are expected to:
assist other Wind and Wave Elementalists whenever possible;
report to the Guild Hall when they enter a settlement;
obey the orders of the local High Elementalist.
The Guild Halls of Wind and Wave Elementalists are usually warehouses in the dock areas of sea or
river ports.
Wind and Wave Elementalists wear a silver broach in the shape of a wave.
1,5,2,11) WIZARDS
The Guild of Wizards concerns itself with research into spells for detection and for the
manipulation of magic itself. It seeks to accumulate knowledge, wealth and influence, and funds
itself by the sale of spells from the Wizardry discipline and by providing access to its libraries. It
often maintains strong links with the Alchemical Guild.
Members are expected to:
assist other Wizards whenever possible;
prevent the destruction of books or scrolls whenever possible;
donate any books or scrolls that they find (other than their own spell-book) to the nearest
Wizards Guild Tower;
report to the Guild Tower when they enter a settlement;
obey the orders of the local Arch-Wizard.
The Guild of Wizards builds tall towers of stone which always contain extensive libraries. Wizards
charge visitors for access to their books, or for undertaking research on the visitors behalf. Fees for
access to books or research range widely, depending on the value of the books used; Wizards will
accept books as a form of payment whenever possible.
On the flat roof of each Guild Tower is a pentagram used for Pentagram of Teleport spells. Wizards
primarily use this transport network but, occasionally, other parties are willing to put forward the
considerable amounts of money charged to use the service.
Wizards wear a gold broach in the shape of a book.
1,5,2,12) CONJURORS, DEMONOLOGISTS, NECROMANCERS,
SHAPECHANGERS AND WARLOCKS
The magical guilds described previously are able to supply spells from all of the main disciplines of
magic except five Conjuration, Demonology, Necromancy, Shapechanging and Wounding.
The nature of the spells in these disciplines is such that their use is outlawed in many states.
Consequently, Conjurors, Demonologists, Necromancers, Shapechangers and Warlocks do not
organise themselves into public groups. Hence, finding someone who will sell copies of these spells
can be a challenge, and often requires the infiltration of secretive cults.
244
Chapter 5 Magic
2)
PIOUS MAGIC
At the time of creation, the gods used their power to make the Prime Plane. In those ancient times,
the gods avatars would walk upon the world amongst the men and beasts. However, for reasons
long forgotten, the gods withdrew from the world aeons ago. Now, rather than physically entering
the world themselves, they seem to influence affairs remotely through the works of their priests and
followers.
As noted in the introduction to this chapter, priests are able to use magic prayers to ask their god to
intervene and change reality. Magic prayers are effectively the religious equivalent of spells. Like
spells, prayers are ranked into levels, weakest first. However, unlike spells, prayers are not divided
into different disciplines. A single set of prayers is used by all priests, regardless of the different gods
that they worship.
The subsequent section describes every magic prayer. First, a key is provided to some of the terms
used in the descriptions (most of these terms are similar or identical to those used for spells):
LEVEL the level of the prayer. The higher the level, the more powerful is the prayer.
NAME the name used to refer to the prayer.
DUR the duration of the prayers effects.
o All effects manifest as soon as the priest finishes reciting a (successful) prayer, and
cease when the duration has elapsed except where noted otherwise in the
description.
o Note that, unlike with magic spells, the effects of a prayer cannot be prematurely
cancelled before the given duration has elapsed.
RAN the range, i.e. the maximum distance, from the caster to the target or focus of the
prayers volume. Note that prayers with a range other than Self can still be targeted by the
priest upon himself.
VOL the radius of the spherical volume affected by the prayers effects.
o This parameter may also be an area or a number of targets of a specific type.
o Where a number is given, this is the maximum number and the priest may choose to
affect a volume of smaller radius, or fewer targets, etc.
DV an abbreviation for the Devotion skill bonus of the priest reciting the prayer, unless
otherwise noted. Devotion skill is discussed in detail later.
2,1)
PRAYER DESCRIPTIONS
RAN: Self
For the duration, whenever the priest concentrates, the normally invisible auras around himself and
other priests become visible.
The auras of the different religions are different in colour, such that use of this prayer helps a priest
to identify to which god a priest is devoted. In addition, the higher a priests DV, the brighter his
aura will be, i.e. a priest with DV of 20 will have a dazzling aura, whilst the aura of a priest with DV
of 1 will be dim. Priests often use this prayer to order their ranks.
Priests can also use this prayer to see the auras around people, items and places which have been
blessed or cursed (see the Bless and Curse Person, Item and Place prayers). The colour and intensity
of the aura corresponds to that of the priest which made the blessing or curse.
245
Chapter 5 Magic
Note that those who are not priests have no aura at all, while priests of the Goddess of Deception
can choose the colour of their auras. Note too that magic spells will not normally reveal priestly
auras.
LEVEL 2) SUCCOUR
DUR: Instantaneous
RAN: Touch
VOL: 1 person
LEVEL 3) INVOCATION
DUR: As spell
RAN: As spell
VOL: As spell
This prayer reproduces the effects of a magic spell chosen by the priest. The priest can only choose
spells whose:
level is DV;
effects are closely associated with his gods aspects.
For example, a priest of:
Storms could use this prayer to cast a lightning bolt at an enemy (once his DV6);
Beasts could use this prayer to summon a beast ally (if his DV2).
Note that:
the effects of the prayer always manifest as if the spell had been cast by a magician with a
spell-casting skill bonus of 20;
performing this prayer costs a number of Fervour Points (see below) equal to the chosen
spells level.
RAN: Self
For the duration, whenever the priest concentrates, any priests of his own religion, along with
people, items or places which have been blessed by his god, become visible to him, regardless of
whether darkness or intervening objects block his normal view of them. He sees each as a glowing
silhouette superimposed upon his normal field of view. The size of each silhouette allows him to
guess the distance and size of that blessed thing; larger silhouettes reveal those which are closer or
larger, while those which are very distant or small may appear only as faint dots of light. As each
blessed thing moves relative to the priest, its silhouette moves too so that he can see if it is
approaching or receding or passing him by. The silhouettes themselves are featureless, only revealing
a things outline, direction and distance or size.
This prayer is commonly used by a priest to find his temple when he enters an unknown settlement.
LEVEL 5) PROTECTION
DUR: DV minutes
RAN: Self
VOL: Self
This prayer makes the priest invulnerable to DVx5% of non-magic weapons for the duration. E.g. if
a priest whose DV is 5 is struck by a non-magic weapon, there is a 25% chance that this attack will
bounce off without harming the priest.
Non-magic weapons refer to those normal weapons which have not been gifted with magic powers,
either by profane magics alchemy or pious magics blessings.
246
Chapter 5 Magic
RAN: Touch
VOL: 1 person
The target (which must be a PC or NPC) is infused with the blessing of the priests god. He will
receive a bonus, so as to lessen his RZ, for the duration. The bonus is:
+1 for 1d20 minutes if the priests DV16;
+2 for 1d20 hours if the priests 17DV19;
+3 for 1d20 days if the priests DV20.
Note that:
the blessing will end prematurely if the target acts in a way that opposes the priests god;
priests who touch the target will be aware that he is blessed, and by which god.
If this prayer is targeted at a person who is already blessed then it will only take effect if the praying
priests DV is greater than that of the priest which set the existing blessing. In this case, the sole
effect of the new prayer will be to end the existing blessing, leaving the person no longer blessed by
any god.
RAN: Self
VOL: Infinite
The priest using this prayer becomes aware of the presence of the DV nearest priests of his religion
whilst he concentrates. It is as if he had used a Detect Blessed prayer, but there can be any distance
between himself and the other priests. In addition, he is able to send telepathic messages to these
colleagues. The priest must maintain his concentration whilst sending a message; recipients do not
need to be concentrating to hear it. If a recipient also employs this prayer, then a two-way thought
conversation can be held whilst both priests concentrate.
LEVEL 8) ABJURATION
DUR: 1d20 days
VOL: 1 priest
This prayer will only work if the target and priest are devoted to the same god. In addition, the priest
must have a greater DV than the target.
This prayer causes the targets DV to be reduced by an amount equal to the priests DV (to a
minimum of zero). After the duration, the targets DV is restored to its normal level. If the priests
god feels that this prayer has been used unjustly, the priest will have his DV temporarily reduced to
zero instead of the target.
RAN: Touch
VOL: 1 item
The target (which must be an item) is infused with the blessing of the priests god. It is bestowed
with a magic bonus which is applied to skills when they are used with the item (exactly as if a Skill
Enhancement spell had been used). The bonus is:
247
Chapter 5 Magic
If the item is a weapon, it will also become slaying versus enemies of the priests god whilst it
remains blessed (acting exactly as if a Slaying Weapon spell had been used).
The blessing will end prematurely if the target is used in a way that opposes the priests god.
Priests of any religion who touch the target or use the See Aura prayer will be aware that it is
blessed. In addition, enemies of the priests god will be unable to touch the target while it is blessed.
If this prayer is targeted at an item that is already blessed then it will only take effect if the praying
priests DV is greater than that of the priest which set the existing blessing. In this case, the sole
effect of the new prayer will be to end the existing blessing, leaving the item no longer blessed by
any god.
This prayer requests the divine intervention of the god to aid the priest in a specific way.
The priests player must specify to the GM precisely what he wishes the prayer to make happen. As
always, the GM will then decide if the desired effects are properly compatible with the gods aspects
and aims, and whether the god is willing to answer this prayer. If he is, then the outcome specified
by the priest occurs.
Several restrictions apply to the effects that a priest can request via Lesser Intervention. The
intervention:
cannot affect the past, and the future can only be affected if the intervention changes the
present;
can only affect a single specific target, which must be within sight of the priest or touched by
him;
will have a default duration which is either equal in minutes to the priests DV or permanent.
To decide which kind of duration applies, the GM and player must distinguish between
interventions which produce unnatural changes in reality and those which produce natural
changes.
o Unnatural changes a lesser intervention could be used to lift a huge boulder and
suspend it in mid-air. This would be an unnatural effect because the state induced by
the prayer is unnatural and, without being actively supported by the gods magical
power, the rock would crash back down to earth. This type of effect can only be
sustained by a lesser intervention for a short, finite period of time a default
maximum duration in minutes equal to the priests DV.
248
Chapter 5 Magic
o Natural changes a lesser intervention could be used to mend a fractured bone. This
would be a natural effect because the state induced by the spell is natural bones
exist in the natural world in both the fractured and whole states. Once the prayers
magic has mended the broken bone, there is no reason why it should spontaneously
break again magical power does not have to be actively sustained to keep the
broken bone whole (unlike levitating a boulder). Consequently, such a lesser
intervention will induce an effect with a permanent duration.
VOL: 1 priest
This prayer will only work if the target and priest are devoted to the same god. In addition, the priest
must have a greater DV than the target.
The target is obliged to undertake a quest which should further his gods cause. The priest defines
the quests goals. If the god feels that the quest is just, the target will generally receive a bonus so as
to lessen his Resistance Penalty, RZ, whilst working towards this quest, and a penalty so as to
worsen his RZ if he delays, deviates, abandons the quest, etc. (The level and duration of such
bonuses and penalties is chosen by the god, i.e. the GM.)
On completion of the quest, the target will receive a gift or a curse from his god, depending on
whether the goals of the quest were met or not. The form of the gift or curse is up to the god (i.e.
the GM) but will be proportionate to how much the target helped or failed the gods cause, and the
risks he faced.
Typical gifts: +1 to Devotion skill bonus; the removal of a psychosis; the healing (or even
regeneration) of a wound; finding a magic item; pregnancy; performing a miracle; etc.
Typical curses: -1 to Devotion skill bonus, gaining 1d10 PSYPs (Psychosis Points; see the
Psychoses chapter); a disability such as the paralysis of a limb or becoming mute, deaf or blind;
becoming comatose; dying; etc.
Obviously, the GM should take into account the targets circumstances and abilities when defining
the quest, as well as the gods alignment, aspects and goals. Quests should not be so easy as to be
trivial to accomplish, or so hard as to be impossible. Typical quests include:
providing aid to a temple under threat;
raising funds to build a new temple;
recovering a holy relic;
healing the sick;
slaying the gods enemies;
performing a sacrifice.
RAN: Self
VOL: Self
This prayer causes the priest to enter a trance in which he may commune with his god, if the god is
willing. Whilst in the trance, the priest is immobile. If he does receive his god's attention, the priest
will gain 1 PSYP and will speak in tongues for 1d20 minutes before coming round. If the god is
generous, the priest will have learnt some knowledge which will help him in his current travail.
Alternatively, the god may order the priest to undertake a quest.
249
Chapter 5 Magic
RAN: Touch
VOL: 1 place
The target which must be a distinct area of DV metres across, such as a room or a building, a
woodland glade, a pool, cave or mountain summit, etc. is infused with the blessing of the priests
god. Characters within the area receive a bonus, so as to lessen their RZ, for the duration. The
bonus is:
+1 for 1d20 minutes if the priests DV16;
+2 for 1d20 hours if the priests 17DV19;
+3 for 1d20 days if the priests DV20.
In addition, priests of the priests god that have a lower DV than the priest will gain a +1 bonus to
their DV whilst within the blessed area.
The blessing will end prematurely if anyone within the blessed area acts in such a way as to oppose
the priests god.
Priests of any religion that enter the area or use See Aura will be aware that it is blessed. In addition,
enemies of the priests god cannot enter the area while it is blessed.
If this prayer is targeted at a place which is already blessed then it will only take effect if the praying
priests DV is greater than that of the priest which set the existing blessing. In this case, the sole
effect of the new prayer will be to end the existing blessing, leaving the place no longer blessed by
any god.
VOL: 1 creature
A demigod is a creature which has been bestowed with divine powers by a god so that it can act as
the gods servant. This prayer summons forth an avatar of the priests god into the space before the
priest. (There must be room for the demigod or it will not appear.) The demigod will try to aid the
priest as best it can until the end of the duration, whereupon it will vanish to whence it came.
All demigods have the following divine powers:
an IN stat of 15, and a skill bonus of 15 in all academic skills (i.e. all skills with IN as the
relevant stat);
the ability to talk, and to use all languages fluently;
complete immunity to non-magic weapons and magically induced fear effects;
an aura as if blessed;
the benefits of the See Aura and Detect Blessed prayers continuously;
the use of the Succour and Invocation prayers up to 3 times each whilst summoned.
The other characteristics of the demigod are as per those of a normal version of the creature see
The Bestiary.
250
Chapter 5 Magic
RAN: Self
The priests aura emits light such that it can be seen by all (without needing See Aura) for the
duration. If a priest devoted to a different god sees the unveiled aura, and his Devotion skill is:
1 to 10 points less than the unveiled priests DV, then he will become afraid of the unveiled
priest and will unquestioningly carry out his orders to the best of his ability, regardless of the
language used by the unveiled priest. (An order which requires a target to directly harm or
kill itself may be ignored, however.) Once the duration has expired and the unveiled priests
aura becomes invisible again, his orders need not be obeyed.
11 to 15 points less than the unveiled priests DV, then he will become terrified of the
unveiled priest and will flee until out of sight.
16 points less than the unveiled priests DV, then he will become paralysed with terror
until the unveiled priest moves out of sight. The paralysed priest must make a CO stat roll,
with the unveiled priests DV as the difficulty factor, if he is touched by the unveiled priest.
If this roll is:
o passed, he is no longer paralysed and will flee until out of sight of the unveiled priest;
o failed, he has an adrenalin-induced heart attack and dies on the spot.
The faithless those who are not priests can also be affected by seeing an unveiled aura. Apply the
effects accordingly, assuming that they have a Devotion skill bonus equal to zero.
RAN: Self
VOL: DV metres
This prayer creates a sphere of DV metres in radius, which is centred upon the priest and which
moves with him, within which all profane magic spells and their effects are nullified. Magic spells
cannot be cast or affect targets within the sphere. Pre-existing profane magical effects (e.g. magic
items, spells which are already active, etc.) temporarily cease whilst within the sphere; once out of
the sphere, these effects start up again as if unaffected.
RAN: Touch
VOL: 1 priest
This prayer will only work if the target and priest are devoted to the same god. In addition, the priest
must have a greater DV than the target.
The target has his DV reduced to zero. He may not develop a Devotion skill for this god again
(except in exceptional circumstances).
This prayer is generally only used after a priest receives explicit instructions from his god to seek out
and excommunicate a colleague. If the god feels that this prayer has been used unjustly, the priest
that performed it will have his DV reduced to zero (usually for 1d20 months) instead of the target.
RAN: Self
VOL: Self
This prayer instantly transports (teleports) the priest into the nearest temple of his religion (or holy
place if his religion does not have temples as such). There can be any distance between the priest
and the temple.
251
Chapter 5 Magic
RAN: Touch
VOL: 1 corpse
This prayer is performed over the corpse of a powerful priest. The dead priest is beautified by the
prayer and will become known as a saint. In addition, part of the priests corpse (e.g. a finger bone,
the skull or a lock of hair) or an item in the corpses possession which held great meaning for the
priest when he was alive (e.g. his holy symbol, sword or staff) becomes imbued with holy power (or
unholy power if his god is evil). The body part or item becomes a holy relic, gaining magical abilities
chosen by the GM which will reflect the gods aspects and the dead priests legacy. Holy relics are
always extremely powerful, and their abilities are not limited to those types that can be produced by
profane magic.
There are several conditions which must be fulfilled in order for this prayer to work. The target
must have:
been a priest of the same religion as the performer of this prayer;
had a Devotion skill of 20 when alive;
been in his gods favour at the time of his death;
died as a result of dangers faced during a quest for his god.
Example relics and their powers:
A relic of a Priest of Water might be a bone which purifies any volume of water (1 km
diameter) into which it is submerged.
A relic of a Priest of Love might be a small volume of his blood imbibing a sip of the
blood from a chalice or grail cures all wounds.
A relic of a Priest of Darkness might be a mace which blinds for DV seconds anyone that it
hits or, if it inflicts an injury, the victim will be blinded permanently.
Note that this prayer can only be cast once upon a particular corpse.
RAN: Varies
VOL: Varies
The prayer requests divine intervention from the priests god like the Lesser Intervention prayer, but
it is far more versatile and powerful. However, using this prayer is very laborious. Performing the
ritual requires the concentration for several hours of more than one priest, and an offering.
First, the priests player must decide precisely what he wishes the ritual to make happen. A
successful ritual can be used to produce almost any effect. Unlike with the Lesser Intervention
prayer, more than one target can be affected, the targets do not need to be within sight, and the
effects can have permanent or indefinite durations even if they are unnatural changes. However, as
with the Lesser Intervention, the prayers effects cannot affect the past, and the future can only be
affected if the intervention changes the present. (It is thought that the Goddess of Fate prevents any
prayer, whether to her or another god, from altering the past.)
The priest must then successfully perform the Greater Communion prayer. During the ensuing
contact with his god, he will learn (from the GM):
whether the god is likely to answer this ritual (i.e. if the desired effects are properly
compatible with the gods aspects and aims) and, if not, whether the effects can be altered
somewhat to encourage the god to answer;
how many priests are necessary to assist the performance of the ritual (at least one assistant
is always required);
the nature of the offering that will be required.
252
Chapter 5 Magic
The assisting priests can have Devotion skills of <20 but, the lower their Devotion, the more likely
the ritual is to fail.
The offering might take the form of:
the slaughter of a cow or pig, to provide food for the needy;
a collection of rare seeds to be sewn;
a treaty signed by two adversaries;
a learned tome to join the temple library;
a powerful weapon to join the armouries of the temple;
the bones of a powerful undead, now slain;
the sacrifice of an enemy of the god;
etc.
The offering does more than simply focus the participating priests thoughts. No god will answer a
ritual which lacks an offering or which is made with an offering that displeases him. The offering
itself is not affected by the prayers magic (unlike foci used by magicians to create new spells) but, if
not put to the promised use afterwards, the god will feel slighted and is likely to punish the
participating priests.
The lead priest and his assistants must then gather around the altar or other sacred place in which
the offering has been placed. They must spend one hour in which the lead priest explains the desired
outcome of the ritual and they rehearse it.
The rehearsal over, the ritual can begin in earnest. Performing the ritual always takes 1 hour to
perform per participant. E.g. if the ritual is being performed by the lead priest and two assistants,
they must all concentrate on this prayer for 3 hours. All participants must hold hands throughout
the ritual or must be touching the offering. If this period is interrupted, the ritual must be restarted
from the beginning.
At the end of the ritual, all participating priests make prayer rolls (these are described shortly). If
these are all successful, then the god intervenes and the effect specified by the lead priest is
manifested.
This prayer is exceedingly powerful it could be used to achieve practically anything. The GM must
therefore ensure that this power is not abused by requiring an offering of suitable calibre obtaining
the offering may be a dangerous mission in itself and by requiring many assistant priests if very
powerful, far-reaching and complex effects are desired. Since successful prayer rolls are required
from all participants, several attempts may be required to successfully perform a ritual requiring
many assistant priests. E.g. a ritual made by three priests, each with a DV of 20, will only have a 1 in
8 chance of success, roughly. In choosing the number of assistants, the GM should consider factors
like:
how many targets are to be affected by the intervention, e.g. a group of friends, a temples
congregation or the residents of a whole city?
how distant and dispersed are the targets, e.g. are the targets gathered together in one place,
scattered across a continent or are some in the Prime Plane and some in the Spirit World?
what area or volume is to be affected, e.g. a single tree, a whole forest glade or the entire
forest?
the duration of the effects if unnatural changes are to be produced, e.g. will pure water gush
forth from the holy grail for a day, a month or forever?
the subtlety of the effects, e.g. will the gods enemies be made to flee from the town, become
suddenly paralysed or be made to spontaneously combust?
and so on
253
Chapter 5 Magic
In addition, players should remember that this prayer can be used by priests of all religions so, if it is
used by priests of one god to inflict great harm upon the priests of another, there is likely to be an
equivalent retaliation. The gods may deem it too dangerous to answer rituals which blatantly alter
the balance of power.
2,2)
Anyone can pray to a god. However, only priests can use magic prayers.
The skill used to measure a priests devotion to his god, and to determine if magic prayers are
answered, is called Devotion. Devotion skill is an unusual skill which is only used for these
purposes. It behaves in different ways to most normal skills, as will be explained in the next sections.
2,2,1)
Each character may only develop a single Devotion skill, for one god. (Characters can worship many
gods but can only be devoted to one.) Devotion skill is developed from zero, like language and spellcasting skills. A characters Devotion skill can only start to be developed when he makes a conscious
choice to truly devote himself to a particular god. This decision must be made in a temple to the
god, or another suitably sacred place. If the GM feels that the character is genuine in his desire, the
god will give him a Devotion skill bonus of +1.
As will be noted from the Character Generation chapter, Player Characters may start the game with
some ability with profane magic positive spell-casting skill bonuses and the ability to cast a few
magic spells. This usually reflects studies that these characters undertook during their adolescence.
This is not the case with pious magic, however. New PCs should not start the game as priests,
although they may find god and choose to become priests through the process of role-playing.
2,2,2)
Once he has a positive Devotion skill bonus, the character is technically a priest. However, it should
be noted that several religions are strictly regimented organisations, and the character may have to
obtain the blessing of a senior priest, or undergo an indoctrination ritual, before the religion will
ordain him as one of their own.
The priests of most religions (but not all) are organised into a common hierarchy. Many of the ranks
of priests relate to the administration of temples and ecclesiastical districts, e.g. vicars, bishops,
archbishops, etc. However, certain ranks relate to those priests which travel out in the world,
spreading the word and undertaking quests for their gods. These ranks are more compatible with the
adventuring lifestyle expected of Player Characters, and so are listed here:
RANK
Acolyte
Deacon
Presbyter
DV
1 to 4
5 to 9
10 to 16
Hierophant
17 to 19
Apostle
20
DESCRIPTION
A student of the priesthood, the lowest rank.
A servant of presbyters.
A fully ordained priest of the religion.
A presbyter whose affinity with his god has become so strong that he is
able to interpret the most sacred mysteries and arcane principles of the
religion.
A true messenger for his god. A founder of temples.
As an aside, note that those who do not have a positive Devotion skill bonus are often called the
faithless by priests.
254
Chapter 5 Magic
2,2,3)
The Devotion skill bonus does not develop through use of the skill or through tuition or study, as
with normal skills. Instead, a characters Devotion skill only ever increases as a reward for
completing quests for his god. Quests are typically gained through two prayers:
Greater Communion in this case, the priest using the prayer is directly given the quest by
his god;
Quest in this case, a senior priest uses the prayer to give a quest to a junior.
Of course, rather than waiting for a prayer, a god might decide to appear to a priest at any time
perhaps in a vision or dream, or via a demigod and require the priest to undertake a quest.
The GM should ensure that quests which are rewarded with increases to Devotion skill are
sufficiently challenging and risky so that Devotion skill does not develop faster than other skills.
Achieving a Devotion skill bonus of 20 should require years of dedicated service.
2,2,3,1)
DEVOTION SKILL AND CALLING
A characters calling clearly affects his ability to develop spell-casting skills and to use profane magic
those of the magician calling being naturally better than jacks, which are in turn naturally better
than those of the fighter calling.
Calling has no bearing on Devotion skill and pious magic, however. A priest of the fighter calling
should be able to develop his Devotion skill just as fast as priests of other callings.
2,3)
USING PRAYERS
In order to employ a prayer, a praying roll must be passed. The bonus used for this is the priests
Devotion skill bonus, and the difficulty factor is the level of the prayer. The following formula is
then used to see if the action succeeds or not:
10 + difficulty factor skill bonus
which, for prayers, equals:
10 + prayers level priests Devotion skill
As usual, if the 1d20 roll scores:
the result of this formula, then the praying roll is successful. The GM must now decide
whether the prayer corresponds to the alignment and aspects of the priests god, and its
aims. (The different gods will be described shortly.) If the prayer is:
o compatible with these factors, then the god will answer the prayer and its effects will
manifest themselves;
o not compatible with the priests god, then the prayer will be ignored.
< the result, the praying roll is failed the priests god ignores him;
1, the prayer may have been fumbled, and the player must make a Fumble Roll (see the
Fumbling Prayers section shortly).
Remember to reduce the priests Devotion skill by his Resistance Penalty, if he has any, during the
praying roll.
255
Chapter 5 Magic
2,3,1)
FERVOUR POINTS
Attempting to perform a prayer costs a number of Fervour Points, or FERPs, equal to the difficulty
factor of the praying roll, i.e. the prayers level. These FERPs are expended regardless of the success
or failure of the praying roll, or whether the prayer is answered or not. A prayer cannot be attempted
if the character does not have the required FERPs available beforehand.
It is worth highlighting two special cases:
the Invocation prayer costs a number of FERPs equal to the level of the spell being
reproduced by the prayer;
only the lead priest expends the 20 FERPs required to perform the Ritual of Greater
Intervention assistants do not expend FERPs.
2,3,1,1)
FERVOUR POINT MAXIMUM
Most priests have a maximum number of FERPs equal to twice their Devotion skill bonus.
However, if a priest is born in the calendar month which corresponds to his god, then his FERP
maximum will be three times his Devotion skill.
2,3,1,2)
REGAINING FERVOUR POINTS
Expended FERPs are regained naturally at a constant rate of one per day. This means that a priest is
able to use his prayers far less frequently than a magician might use his spells. It is not known
whether prayers are so infrequently answered because the gods are disturbed by too many prayers
these days, or whether they have simply lost interest in the affairs of men.
2,3,2)
The default time required to employ a magic prayer is equal to 10 seconds (much slower than a
magic spell). The priest may perform a prayer in less than 10 seconds, but this will increase the
difficulty factor of the praying roll by +2 per second quicker.
2,3,3)
There is no need for magic prayers to be recited aloud, or to be accompanied by gestures. Thought
alone is enough.
2,3,4)
As with magicians casting spells, a priest can perform other simple actions whilst praying. However,
if the priest performs any sort of action which the GM judges will disturb his concentration too
much, then the prayer should automatically fail. In some distracting situations, the GM might only
allow a prayer to be successful if the priest first passes a SD stat roll versus some difficulty factor
reflecting the amount of distraction. Losing Hit Points or suffering an Injury whilst praying should
always cause the attempt to fail.
2,3,5)
FUMBLING PRAYERS
An unmodified 1 in the praying roll indicates that a fumble may have occurred and that a Fumble
Roll should be made. In order to not fumble, the priests player must roll greater than or equal to the
Fumble Range, which is the prayers level.
If praying is fumbled, the priests maximum number of FERPs is reduced by one.
2,4)
PRAYER ACQUISITION
Unlike spells, magic prayers do not have to be found, written down or studied and memorised. They
are automatically gained as abilities when a priests Devotion skill reaches the necessary level.
256
Chapter 5 Magic
While spells are always recited and written in Magicka, prayers can be spoken and written in any
language generally the priests native tongue. Their power comes from the faith of the priest and
his god, rather than from the words themselves.
2,5)
THE GODS
Descriptions are now given of the twelve gods. Each of the descriptions contains the following:
Aspects the realm of influence of the god, i.e. those forces, things or emotions which the
god embodies and controls.
Names the GM is left to decide upon the names of the god to the different peoples of her
world, but examples are given from fiction and history.
Depiction gods can take any shape they choose. However, most gods usually have a
preferred form which they use when appearing in prayers, visions or dreams.
Alignment describes the outlook of the god (alignment is explained in more detail shortly).
Aura Colour the colour of the aura emitted by things blessed by this god and its priests
(see the See Aura prayer).
Symbol the symbols and motifs associated with the god (which relate to its Birth Sign and
month of the year).
Patron the races and professions which commonly (but not always) worship this god.
Demigod each god will occasionally bestow divine powers upon a certain creature, which
is favoured because its nature befits the gods aspects, and make use of it to achieve goals
rather than working through priests. See the Summon Demigod prayer.
2,5,1)
GOD DESCRIPTIONS
The gods are listed in calendar order, starting with the God of Storms who is associated with the
first month of the year.
2,5,1,1)
GOD OF STORMS
Aspects:
Sky, wind, storms, cold, winter.
Names:
Manw, Thor, Jupiter.
Depiction:
He appears as an old but vigorous male of the beholders race, with silver hair and
beard. He wears white robes under chain mail, and sometimes carries a two-handed
war hammer. His hair and clothes are buffeted as if in a gale. Beholders are afraid;
they hear the howling of wind and smell ozone.
Alignment:
True Neutral.
Aura Colour: Sky blue.
Symbol:
Albatross, trumpet.
Patron:
Ice and storm dragon-newts, elementalists of wind and wave.
Demigod:
Giant Albatross (use the characteristics of a Great Eagle).
The God of Storms represents the wild forces of nature associated with the sky and cold and winter.
His Priests are simply expected to further their gods inconstant aims. They do not worship within
temples like priests of other religions but, instead, meet in holy places to pray often the centre of
wind-swept plains or the summits of rain-lashed mountains. They wear robes of sky blue at such
places.
2,5,1,2)
GOD OF EARTH
Aspects:
Earth, stone, smithing, craft, labour.
Names:
Aul, Jord, Vulcan.
Depiction:
He appears as a middle-aged male of the beholders race. A fat but powerful man,
with ruddy skin and brown eyes. He wears a leather apron over a grubby smock.
Beholders are awestruck; they smell iron and taste blood.
257
Chapter 5 Magic
Alignment:
Aura Colour:
Symbol:
Patron:
Demigod:
Lawful Good
Rust.
Troll, hammer.
Dwarfs, trolls, earth dragon-newts, alchemists, elementalists of earth and fire.
Great Troll (not afraid of or adversely affected by sunlight).
The God of Earth represents the strength of stone and its bounty to the industrious. Priests of
Earth are expected to:
strive against the forces of evil and chaos;
excel at one or more relevant crafts, e.g. building, glass-blowing, mechanics, metal working,
mining, pottery or stone working;
report to the Temple of Earth when they enter a settlement;
obey the orders of senior Priests of Earth.
Temples of Earth take the form of utilitarian stone buildings with bronze cupolas, invariably within
the crafting quarter of the town. Each has an over-sized anvil for an altar.
Priests of Earth wear a thick iron ring. When within their temple, they also wear a red-brown smock
under a leather apron.
2,5,1,3)
GOD OF WATER
Aspects:
Water, seas, rivers.
Name:
Ulmo, Njordr, Neptune.
Depiction:
He appears as a towering humanoid giant made of aquamarine water. He wears scale
mail encrusted with crustaceans, shellfish and seaweed, and carries a trident.
Beholders are afraid; they hear the rumble of the depths and smell brine.
Alignment:
True Neutral.
Aura Colour: Turquoise.
Symbol:
Fish, pouring goblet.
Patron:
Water dragon-newts, elementalists of wind and wave.
Demigod:
Water Elemental (will be medium or large size if huge would not fit within the
summoning area).
The God of Water represents the wild forces of nature associated with water and which link the
highest mountain spring to the deepest ocean depths. His Priests are solely expected to further their
gods inconstant aims. They do not worship within temples like priests of other religions but,
instead, meet in holy places to pray often at high waterfalls or on cliffs overlooking crashing ocean
waves. They wear robes of turquoise in such places.
2,5,1,4)
GODDESS OF PLANTS
Aspects:
Plants, growth, fertility, regeneration, healing, spring.
Names:
Yavanna, Eir, Gefjun, Maia.
Depiction:
She appears as a beautiful middle-aged female of the beholders race, heavily
pregnant and dressed in vines and creepers. Flowers bloom at her feet, which
penetrate the soil. Bees and butterflies swarm around her. Beholders are awestruck;
they smell sickly pollen.
Alignment:
Chaotic Good.
Aura Colour: Leaf green.
Symbol:
Tree, hydra.
Patron:
Halflings, hedge mages, healers, farmers.
Demigod:
Entling.
258
Chapter 5 Magic
The Goddess of Plants represents the fertility of spring and green nature itself. Her priests are called
Druids. While most Druids spend their time travelling through the lands, protecting the wilderness,
some manage Druidic Temples and estates. The clearance of land for agriculture and the building of
settlements is seen by the Druids as the imposition of structure and organisation on a landscape that
should be free and wild. The boundaries of Druidic lands are marked with a row of large dolmen
stones; Druids do not tolerate any agriculture or industry within these reserves.
Druids are expected to:
strive against the forces of evil;
assist other Druids whenever possible;
protect the wilderness as best they can from excessive and organised destruction, or to
report to the nearest Druidic Temple if they encounter such activity on a scale beyond that
which they can manage.
A Druidic Temple looks like a large grass-covered mound, surrounded by a circle of standing stones.
Within the barrow is a meeting chamber, surrounded by a network of corridors and vaults within
which Druids may dwell when they are not ranging through the wilds.
Druids are not required to wear any specific symbols or uniform. They travel unmarked.
2,5,1,5)
GODDESS OF FATE
Aspects:
Fate, destiny, order, knowledge, truth, time.
Names:
Vr, Wryd, Minerva.
Depiction:
She appears as an ancient female of the beholders race. Her skin is wrinkled and
wizened with immense age, her eyes so sunken as to be dark pits. She wears a saffron
robe and clutches a thick book, bound with snake skin, to her withered breast.
Beholders are afraid; they feel the moisture drying from their mouths and eyes.
Alignment:
Lawful Neutral.
Aura Colour: Orange.
Symbol:
Serpent, open grimoire.
Patron:
Wizards, academics, liches.
Demigod:
Greater Naga.
The Goddess of Fate represents order and knowledge, and seeks a world where people of all races
work together to solve the mysteries of the universe. Her priests are called Ministers and they are
expected to:
strive against the forces of chaos;
spread the value of education and book-learning;
prevent the destruction of books or scrolls whenever possible;
report to the Temple of Fate when they enter a settlement;
obey the orders of senior Ministers.
Temples of Fate are found in only the largest cities. Like wizards towers, they contain extensive
libraries. However, while wizards see their libraries as a source of power and revenue to be
protected, libraries in Temples of Fate are free to all and Ministers spend much of their time copying
manuscripts so that educational texts can be disseminated widely. The temples also contain
classrooms where Ministers teach reading and writing to the poor.
Ministers wear a copper amulet shaped like a pentagram on a leather thong around their neck. When
within their temples, they also wear an orange robe.
259
Chapter 5 Magic
2,5,1,6)
GODDESS OF LOVE
Aspects:
Love, hope, faith, protection, pity, peace.
Names:
Nienna, Sjfn, Venus.
Depiction:
She appears as a beautiful young female of the beholders race, dressed in purple
robes and carrying a shield emblazoned with a silver cross. Beholders are entranced;
they are becalmed.
Alignment:
Neutral Good.
Aura Colour: Indigo.
Symbol:
Cross, shield.
Patron:
Healers.
Demigod:
Hound (use the characteristics of a Wolf).
The Goddess of Love represents the power of love and hope, and which can be woken even in the
darkest hearts. Her Priests are simply expected to:
strive against the forces of evil;
assist her other Priests whenever possible.
Priests of Love do not maintain temples, like those of other gods, but live and work amongst the
community. They are paid to officiate at marriage ceremonies. They wear a crucifix of silver around
their neck.
2,5,1,7)
GODDESS OF LIGHT
Aspects:
Light, fire, sun, stars, travel, exploration, summer.
Names:
Varda, Apollo.
Depiction:
She appears as a beautiful middle-aged female of the beholders race, dressed in a
golden gown. Her hair is made of flames and her eyes are dazzling white lights.
Beholders are awestruck; they smell smoke.
Alignment:
Lawful Good.
Aura Colour: Gold.
Symbol:
Eye, glowing wand.
Patron:
Wood elves, fire dragon-newts, elementalists of earth and fire, illusionists.
Demigod:
Fire Elemental (will be medium or large size if huge would not fit within the
summoning area).
The Goddess of Light represents the fiery sun, whose light drives out the darkness, and also the
stars, beacons that aid the lost traveller. Her Priests are expected to:
strive against the forces of evil and chaos;
maintain maps of their travels, and develop associated Geography skills;
report to the Temple of Light when they enter a settlement;
obey the orders of senior Priests of Light.
Temples of Light are found in the largest cities, their glittering domes of forged metal and glass
illuminating the work of the Priests inside. Within, maps and charts are collated into gazetteers of
the world which allies of the Goddess may consult.
Priests of Light wear a ring of gold upon their finger, marked with the sign of the open eye.
2,5,1,8)
GOD OF CHAOS
Aspects:
Chaos, disorder, violence, destruction, madness.
Names:
Cthulhu.
Depiction:
His appearance varies but is often a thrashing mass of pallid tentacles. Beholders are
horrified; they hear deafening static and feel nauseous.
260
Chapter 5 Magic
Alignment:
Aura Colour:
Symbol:
Patron:
Demigod:
Chaotic Evil.
White.
Fly, pentagram.
Demons, icthoids, demonologists, berserkers.
Varies (roll on a table from the Creatures by Habitat and Threat section of The Bestiary).
The God of Chaos is often worshipped by those who believe that evolution and regeneration can
only follow purging destruction. However, the God of Chaos seeks destruction for its own sake. His
few priests are all eventually deranged by their communion with him.
2,5,1,9)
GODDESS OF DECEPTION
Aspects:
Deception, illusion, dreams, beauty, desire.
Names:
Irmo, Suspiria.
Depiction:
She appears as the beholders sexual fantasy. Beholders are entranced and attracted,
yet also somehow afraid and repulsed. When her appearance ends, beholders
immediately forget how she looked to them.
Alignment:
Neutral Evil.
Aura Colour: Varies (see the See Aura prayer).
Symbol:
Spider, mirror.
Patron:
Goblins, illusionists, shapechangers, vampires.
Demigod:
Lesser Giant Spider.
The Goddess of Deception represents the lustre of flawless beauty, a faade behind which motives
are hidden. She is worshipped by everyone who uses guile and subterfuge, however slight, to achieve
their ends.
Her Priests are solely required to further the Goddess aims, usually communicated through feverish
dreams. They maintain temples, richly decorated with mirrors and ornate furnishings and tapestries,
and full of eye-watering frankincense smoke. These halls are always secret places, hidden from all
except those desired by the Goddess.
2,5,1,10) GOD OF BEASTS
Aspects:
Beasts, combat, hunting, moon, autumn.
Names:
Orom, Tyr, Mani, Diana.
Depiction:
He appears as a muscular middle-aged male of the beholders race. His lips conceal a
wolfs canines. He wears furs and carries a spear and long bow. Beholders are afraid;
they hear the distant howling of wolves and smell horse sweat.
Alignment:
Chaotic Neutral.
Aura Colour: Crimson.
Symbol:
Wolf, longbow.
Patron:
Hedge mages, paladins.
Demigod:
Were-Wolf (in were form).
The God of Beasts represents the vigour of the wild beast, the hunt and the chase, and the call of
the Moon. His Priests are simply required to never refuse a challenge to combat. They do not
worship within temples like priests of other religions but, instead, meet in holy places to pray often
in the heart of a rich hunting forest or at the site of an ancient battle.
2,5,1,11) GOD OF DEATH
Aspects:
Death, judgement, retribution.
Names:
Mandos, Hel, Pluto.
Depiction:
He appears as a blanched skeleton dressed in a black cowled robe. His eyes glow
with bright blue flames. He sometimes carries a scythe, at other times weighing
scales. Beholders are afraid; they feel icy cold and their breath steams.
261
Chapter 5 Magic
Alignment:
Aura Colour:
Symbol:
Demigod:
Lawful Neutral.
Silver.
Skull, rat.
Ghost.
The God of Death rules the Spirit World. He sits in judgement of the souls of the dead when they
enter his halls. His priests are called Clerics. They are expected to:
slay any undead that they encounter, for the dead should be at rest, or to report to the
nearest Temple of the Dead if they encounter undead too powerful to slay;
bury or burn the corpses of any dead that they find;
report to the Temple of the Dead when they enter a settlement;
obey the orders of senior Clerics.
A Temple of the Dead will be found in almost every town and city. They are large domed buildings
made of whitewashed stone. Apart from living quarters for Clerics, they contain chambers where the
dead lie in state. Grieving relatives pay Clerics to oversee the burial of their dead.
Clerics wear a bone amulet shaped like a skull on a leather thong around their neck. When within
their temples, they additionally wear a simple habit of grey cloth.
2,5,1,12) GOD OF DARKNESS
Aspects:
Darkness, fear, hatred, power.
Names:
Melkor, Mars.
Depiction:
He appears as a black void. Beholders see nothing within the darkness, yet have a
sense of perceiving something moving within it. They are utterly terrified.
Alignment:
Lawful Evil.
Aura Colour: Black.
Symbol:
Bat.
Patron:
Bone elves, orcs, goblins, warlocks, liches.
Demigod:
Giant Vampire Bat.
The God of Darkness is the most senior of the evil gods. He ruled alone in the black void long
before Creation occurred. His priests are known as Moths (and his Apostles are called Grand
Moths) and they are required to:
accumulate power for their God;
strive against the forces of good;
obey the orders of more senior Moths.
Dark Temples are invariably hidden structures. Often, they take the form of an underground
catacomb. Those who know the right path through the labyrinth will find several large chambers,
ornamented with carvings depicting the gods symbols and victories, in which the Moths worship.
Moths wear an amulet of lead shaped like a bat around their necks. They wear heavy black cowled
robes when within their temples.
2,5,2)
ALIGNMENT
Alignment gives a crude but effective way of categorising each gods outlook. It gives an indication
of how each god:
believes that the world should be structured;
is likely to behave;
wants its worshippers to behave;
and so on
262
Chapter 5 Magic
The available alignments can be arranged on a graph with two axes one representing the spectrum
between good and evil, the other the spectrum between order (i.e. lawfulness) and chaos:
3)
LOSS OF DEVOTION
Sustaining a fervent devotion to a god takes effort. What happens if this effort is not made?
3,1)
The GM should reduce a priests Devotion skill bonus if his actions over a sustained period are
inconsistent with his gods aims. The sustained period caveat allows for occasional deviations
priests are only human (or elf, dwarf, etc.) and will make errors of judgement which gods are willing
to overlook.
263
Chapter 5 Magic
When the GM feels that a Player Character priest is losing his faith, he should give a warning.
Perhaps the priest will receive a vision from the god indicating its displeasure. If the warning is
ignored, then a reduction in Devotion skill should follow.
If this reduction does not direct the priest onto the right path, and he continues to display a lack of
interest in working for his god, then further warnings and larger reductions in Devotion skill should
follow.
Such reductions in Devotion are not irreversible. If the priest regains his fervour and starts
accomplishing quests for his god, then his Devotion skill may increase again.
Eventually, the priest may have his Devotion skill reduced to zero. At this point he is
excommunicated.
3,2)
EXCOMMUNICATION
If a priest has his Devotion skill reduced to zero, then he has been excommunicated he is
disowned by his god and will no longer be able to use magic prayers. The excommunicated priest
will also find himself unable to enter the gods temples and blessed places, or to touch people and
items that the god has blessed. The priest will not be able to develop a Devotion skill for this god
again (except in the most exceptional circumstances).
Excommunication can occur via the Excommunicate prayer or through a gradual loss of faith, as
discussed in the previous section. However, the god can also become so enraged by a priests
behaviour that he excommunicates the priest directly, without warning. This would only occur
following the most heretical behaviour.
A priest that has been excommunicated may later become a priest of another god. However, his new
Devotion skill bonus will never be able to exceed 15. Each time that he is excommunicated again,
his maximum Devotion skill bonus will be reduced by a further 5 points. After four
excommunications, the character will be unable to have a Devotion skill no god will answer his
prayers again.
4)
CONFLICT BETWEEN PROFANE AND PIOUS
MAGIC
Characters are able to use both spells and prayers. However, eventually, each character must make a
choice between excelling at profane or pious magic. It is impossible to dedicate oneself to the
service of a god and also to the study of Magicka, so as to become both a powerful priest and a
master magician.
Consequently, the sum of a characters Devotion skill bonus and his highest spell-casting skill bonus
cannot exceed 30. Once this limit is reached, a character can only increase one skill if he first
decreases the other. (Remember that reducing the highest spell-casting skill bonus will also reduce a
characters Magicka skill.)
264
CHAPTER 6
OPTIONAL RACES
The following chapter provides rules for three optional races for Player Characters the Troll, the
Dragon-Newt and the Icthoid. These races are physiologically different to the standard PC races or
are inherently magical in nature. Consequently, they tend to be more complicated to role-play and
the GM may wish to allow them as Non Player Characters races only.
1)
If the GM allows players to have characters of the optional races, use the following table to
randomly choose a PCs race:
1st 1d20
1 to 11
12 to 17
18 to 20
2)
2nd 1d20
1 to 8
9 to 12
13 to 16
17 to 20
1 to 8
9 to 15
16 to 20
1 to 4
5 to 8
9 to 12
13 to 16
17 to 20
RACE
Human
Wood Elf
Dwarf
Halfling
Orc
Goblin
Bone Elf
Half-Elf
Half-Orc
Troll
Dragon-Newt
Icthoid
THE TROLL
Trolls are large humanoids made of rock. Standing three metres high and weighing as much as two
tonnes, Trolls have great strength and make fearsome warriors. Their stony hide gives them great
protection from the blows of weapons, more than compensating for their relatively slow and stifflimbed movements.
The fact that they are made of rock which is cold to the touch, yet fluid enough in places for them
to move their joints and limbs, marks them out as being highly magical creatures. Their race is
believed to have been created originally by some arcane magical ritual involving golems (see The
Bestiary), but nobody knows for sure. Trolls certainly do not know much about their origins as a
species but, then, Trolls often know very little about many things, generally being fairly dense
intellectually as well as physically. There are male and female Trolls, but no non-Troll has yet worked
out how to tell the genders apart.
265
SPECIAL ABILITIES
266
2,1)
TROLLS IN COMBAT
As mentioned previously, Trolls are large humanoids made of rock. Magical energy stored in a large
diamond the Trolls brain heats and melts the Trolls insides into a viscous molten larva, while
the outer layers of the Troll cool into solid plates which act as skin. This combination of molten
core and solid exoskeleton enables a Troll to flex its jointed limbs and heal and regenerate wounds.
Because of their rocky composition and innate magical regeneration, some of the rules for combat
are slightly different for Trolls in comparison to the other PC races.
2,1,1)
NATURAL ARMOUR
While the standard PC races are Armour Combination 0 by default, Trolls are naturally AC 11 on all
locations because of their rocky flesh. Note that this natural armour does not encumber the Troll in
any way. Trolls have no need for artificial armour it would add little extra protection and might
impede mobility and the regeneration of wounds.
2,1,2)
NATURAL ATTACKS
Trolls often attack by hitting opponents with their rocky fists with a Bash attack skill. Because of
their strength and weight, these attacks have an Attack Damage Bonus (ADB) equal to one third of
the Trolls Strength stat, i.e. ST/3 (round fractions <0.5 down and 0.5 up).
ATTACK
NAME
Bash
mST
DAMAGE
TYPE
Crush
SPEED
(secs)
3
ADB
ST/3
The rigidity of Trolls stiff bodies prevents them from making other types of unarmed combat
attacks (e.g. kicks, holds, throws or grapples) any better than other PC races.
2,1,3)
FAVOURED WEAPONRY
Trolls high ST stats make it easy for them to wield normal two-handed weapons with only one
hand. See the Using Two-Handed Weapons with One Hand section of the Combat chapter.
However, the large size of their hands and fingers makes it very hard if not impossible for them
to use other normal weaponry effectively.
Large chains are often used by Trolls, in the manner of one-handed whips:
NAME
mST
ADB
DAMAGE
TYPE
SPEED
(secs)
WEIGHT
(kgs)
LENGTH
(metres)
COST
20
25
10
Crush
25
5.0
10 gp
267
mST
ADB
DAMAGE
TYPE
SPEED
(secs)
MAX
RANGE
(metres)
WEIGHT
(kgs)
LENGTH
(metres)
SIZED
LIKE
Rock, Large
Rock, Huge
NAME
25
40
10
20
Crush
ST
10
100
0.3
0.6
Basketball
Microwave
E.g. a Troll with ST=35 can hit targets up to 35 metres away with a large rock.
Note that, unless a character specifically develops a skill at throwing rocks, an attack bonus equal to
AG/4 should be used.
(Statistics for huge rocks too large even for strong Trolls to throw effectively are provided only
for the GMs reference.)
2,1,4)
FATIGUE
Trolls do not tire after vigorous physical activity. Consequently, Fatigue Penalties are not applied to
them.
2,1,5)
DAMAGE TO TROLLS
Trolls have amazing powers of regeneration. Almost any physical damage to a Troll can be repaired
by magically molten rock oozing out from the wound, quickly solidifying so as to heal it.
2,1,5,1)
REGENERATION OF HIT POINTS
Like other creatures, Trolls lose Hit Points when struck by attacks. In addition, they suffer Hit Point
Loss Penalties (e.g. -3 to Resistance Penalty after losing 75% of HIPs) and fall unconscious if
reduced to zero HIPs or below.
Unlike all other PC races, however, wounds to their rocky bodies cannot be healed by spells from
the Healing discipline. Fortunately, each Troll regenerates lost Hit Points at a rate of one every
minute. This regeneration occurs continuously, only stopping when the Trolls current HIP total has
been restored to maximum or when the Troll is exposed to sunlight. The moment that it is no
longer exposed to sunlight, a Troll will begin to regenerate lost HIPs again.
The Elemental Earth and Fire spell called Heal Elemental can also be used to restore lost HIPs to a
Troll.
2,1,5,2)
REGENERATION OF INJURIES
Since a Troll lacks blood and soft tissues, it cannot bleed (i.e. take recurring HIP loss every second)
or suffer muscle, nerve or organ damage as a result of an Injury. Should an Injury description
indicate that these kinds of harm have occurred to a Troll, they should be ignored along with any
associated Injury Penalty. E.g. an Injury result of Severe muscle damage, -8 Injury Penalty, limb
useless, bleeding at 1 HIP/sec will not affect a Troll at all, since it lacks muscles and blood.
Likewise, a result of Extensive third degree frostbite destroying internal organs, instant death will
not affect a Troll because it lacks internal organs. (Other creatures are similarly immune to these
types of damage, e.g. Golems, Zombies; see the Injuries section of The Bestiary and the description of
No Soft.)
268
269
2,2)
In addition to causing a Trolls natural regeneration of damage to cease, exposure to sunlight can
also cause a Troll to lose consciousness and become paralysed.
2,2,1)
At the end of each hour of exposure to sunlight, a Troll must make an Exposure Roll. This consists
of a SD stat roll versus the cumulative number of hours of full or partial exposure to sunlight that it
has endured so far this day. (Note that the Trolls SD stat will be reduced by his Resistance Penalty,
if he has one.) If the Exposure Roll is:
a 20, then the Troll is not affected by exposure to sunlight for the rest of the day, i.e. it need
make no further Exposure Rolls until tomorrow.
passed (and <20), then the Troll is unaffected by todays sunlight so far. It must continue to
make an Exposure Roll after each further hour of exposure.
failed (and >1), then the Troll loses a number of HIPs equal to its MA stat multiplied by the
difficulty factor of the Exposure Roll (i.e. the number of hours of exposure to sunlight that
the Troll has endured that day). It must continue to make an Exposure Roll after each
further hour of exposure.
a 1 (an automatic fumble), then the Troll loses all of its remaining HIPs.
E.g. Rocky the Troll is enjoying himself far too much to hide in his cave at dawn, and continues
partying with his friends. After the first hour of exposure to sunlight has elapsed, his player must
make an Exposure Roll versus 1. Rockys SD stat is 9 so his player needs to score 2=(1+10-9). He
throws a 14, allowing Rocky to continue to party for another hour. After the second hour of
exposure to sunlight, his player must make another Exposure Roll, versus 2 this time. Now he needs
to score 3=(2+10-9). His player throws a 1 a fumble! Rocky howls with pain as he suddenly loses
all of his HIPs.
2,2,2)
Once a Trolls HIP total reaches zero or less, it is immediately rendered unconscious and paralysed
often frozen rigid in mid-stride like a statue.
2,2,2,1)
THE WAKING ROLL
A Troll can only wake, regaining consciousness and mobility, by passing a Waking Roll, i.e. a SD stat
roll versus the Trolls own MA stat. By default, a Waking Roll can be attempted once every day (i.e.
each 24 hours), but a roll may also be made whenever the Troll sustains damage (i.e. loses HIPs or
suffers an Injury). If a Waking Roll is:
a 20, then the Troll awakes. If it wakes with zero or fewer HIPs, it will only remain
conscious and mobile for SD minutes before entering unconsciousness and paralysis again.
passed (and <20), then the Troll awakes. If it wakes with zero or fewer HIPs, it will only
remain conscious and mobile for SD seconds before entering unconsciousness and paralysis
again.
failed (and >1), then the Troll remains unconscious and paralysed.
270
a 1 (an automatic fumble), then the Troll remains unconscious and paralysed. It cannot make
another Waking Roll until it next sustains damage (i.e. the default daily Waking Roll is not
allowed). Consequently, the unfortunate Troll may remain paralysed for a long time, slowly
gathering moss.
E.g. having fumbled an Exposure Roll and lost all of his HIPs, Rocky the Troll is unconscious and
paralysed. Although still day time, his player decides to make a Waking Roll. Rockys SD stat is 9 and
his MA stat is 4, so his player needs to score 5=(4+10-9). His player throws a 12 a pass. Rocky
wakes and is conscious and mobile again but for only 9 brief seconds. He lunges towards his cave
but fails to get fully out of the sunlight before he freezes again. The player must wait another 24
hours before trying another Waking Roll, unless Rocky is attacked in the mean time. Fortunately,
Rocky will regenerate his lost HIPs during the intervening hours of darkness so, if he passes the next
Waking Roll too, he will be able to stay awake.
2,2,3)
For these purposes, exposure to sunlight is defined as the presence of any sunlight in the Trolls
proximity. The presence of scattered or reflected sunlight counts as exposure, so a Troll cannot
avoid sunlight by simply stepping into a shadow. In order to avoid exposure to sunlight, a Troll
must enter an area of total darkness and wait for nightfall.
2,2,4)
Trolls are not adversely affected by exposure to moon, star or fire light, or light generated magically.
Only exposure to natural sunlight seems to be able to force them into paralysis.
2,3)
MISCELLANY
2,3,1)
SENSES
Trolls sense the world via their magical energy. They are able to see as far as a Human might in
sunlight, but they use the infra-red spectrum (infravision) and are consequently able to see in total
darkness. Their senses of hearing and touch are also as effective as those of Humans. However,
Trolls have no sense of smell or taste.
2,3,2)
BREATHING
Trolls do not need to breath. This and their density mean that they tend to wade rather than swim.
2,3,3)
FOOD
Trolls require food. A Troll must eat precious stones (crystals, gems and the like) equivalent to a
value of one gold piece per day or starve (see the Damage from Starvation and Sleep Deprivation section
in the Combat chapter). Note though that this isnt a daily requirement a gem worth X gold pieces
will sate a Trolls hunger completely for the subsequent X days. E.g. if a Troll eats a ruby worth 70
gp, it need not eat again for 70 days. Trolls have an uncanny ability to recognise the types of earth
and rock that naturally contain precious stones.
2,3,4)
SLEEP
Trolls do not sleep naturally. The closest they get to slumber is being rendered unconscious by loss
of HIPs.
2,4)
The process outlined in the Character Generation chapter is mirrored here for Troll PCs.
2,4,1)
AG
+2
BE
+6
CH
+2
CO
+10
IN
+2
LU
+6
MA
+2
SD
+10
ST
+25
Players of Trolls should remember that having a high SD and a low MA helps a Troll to resist the
detrimental effects of exposure to sunlight.
The following table gives the averages for each statistic for Trolls:
RACE
Troll
2,4,2)
AG
5
BE
11
CH
5
CO
15
IN
5
LU
11
MA
5
SD
15
ST
30
BIRTH SIGNS
2,4,3)
SKILLS
Follow the rules in the Character Generation chapter for the normal races to determine initial skill
bonuses.
2,4,4)
STATUS
Troll society, such as it is, is not divided by status. All Trolls have an effective Status Rank of 2.
2,4,4,1)
EFFECT OF RACE AND STATUS ON SKILLS
The following table shows the racial skill bonuses for Trolls. If the table gives:
a modifier for a skill, i.e. a value with a plus (+) or minus (-) sign, then the player should add
the modifier to the skills current bonus to get a new skill bonus. (If the skill has not been
listed already, the player will need to first calculate its initial bonus, which is one-quarter of
the relevant stat for that skill.)
an absolute value for that skill, i.e. a value without a plus or minus sign, then the player
should simply record this absolute value as his initial bonus for that skill.
SKILL
Golem Lore
Geography for area where raised
Language Spoken/Heard Common
Language Read/Written Common
STATUS
RANK=2
+3
+3
9
0
15
NOTES
Concerning Trolls only.
272
SKILL
Attack Bash
Attack Two-Handed
Clubs/Cudgels/Maces
Attack Throw Rock
Mining
Stone Working
STATUS
RANK=2
+3
+3
+1
+8
+3
Stealth
-5
Swimming
2,4,5)
NOTES
CALLING
Follow the rules in the Character Generation chapter for the normal races.
2,4,5,1)
RACIAL RESTRICTIONS ON CALLINGS
All Trolls are of the Fighter calling.
2,4,5,2)
EFFECT OF CALLING ON SKILLS
Follow the rules in the Character Generation chapter for the normal races.
2,4,5,3)
LIMITS ON NUMBERS OF ATTACK SKILLS
Apply the limits for Fighters in the Character Development chapter.
2,4,5,4)
DEVELOPMENT ROLL MODIFIERS FOR SPELL-CASTING SKILLS
Each player should record the DRMs shown here for their characters spell-casting skills on their
Character Sheet:
RACE
Troll
COMBAT
-10
SPELL-CASTING SKILL
ELEMENTAL
ELEMENTAL
EARTH & FIRE WIND & WAVE
-3
-20
OTHERS
-15
2,4,5,5)
LIMITS ON NUMBERS OF SPELL-CASTING SKILLS
Apply the limits for Fighters in the Character Development chapter.
2,4,5,6)
STARTING SPELLS
Some Trolls may start the game having memorised a number of spells:
MA STAT
4
5
6
7
NUMBER OF SPELLS
0
1
2
3
Spells must be chosen consecutively from the Elemental Earth and Fire discipline, starting with the
1st level spell.
273
2,4,6)
PERSONALISATION OF SKILLS
Follow the rules in the Character Generation chapter for the normal races.
2,4,7)
SECONDARY STATISTICS
Follow the rules in the Character Generation chapter for the normal races.
2,4,8)
BACKGROUND
Follow the rules in the Character Generation chapter for the normal races.
2,4,8,1)
STARTING WEALTH AND POSSESSIONS
At the GMs discretion, Troll characters start the game owning a number of gold pieces equal to
their Luck stat, which their players may use to buy initial equipment. If a Troll PC starts the game
having memorised some spells, he will also start the game with a free spell-book in amongst his
possessions, in which these spells are transcribed (unless the GM deems otherwise!). Finally, each
Troll PC starts the game owning a single gem stone (tasty food for a hungry Troll) worth an amount
of gold pieces equal to (LUx1d10)+10.
3)
THE DRAGON-NEWT
A Dragon-Newt is the initial stage of the life-cycle of a Drake. As described in The Bestiary, Drakes
(also known as Dragons) are huge reptilian monsters. They have lizard-like heads with horns and
sharp teeth, elongated necks and bodies, long prehensile tails, and four legs ending in taloned feet.
In addition, many Drakes have a huge pair of wings on their shoulders, with which they can fly at
speed.
Drakes come in five sub-species, each associated with a particular element earth, fire, ice, lightning
or water. They are hermaphroditic, i.e. they are of a single sex. A Drake will lay a single egg once
every decade or so, in some remote location as befits its sub-species, e.g. a Cave Drake will lay its
egg in some deep cavern, a Storm Drake will nest on some vertiginous cliff top, while a Water Drake
may nest at the bottom of a deep lake. The egg is then abandoned by its parent, and hatches after a
year or so.
The Dragon-Newt that emerges from the egg is rather different to the parent Drake. Regardless of
their sub-species, newly hatched Newts look like slender reptilian humanoids of about the same
height as Halflings. They stand vertically on their toes the heels of their elongated feet raised
above the ground as a second knee, in the fashion of birds. They have scaly hairless skins, clawed
hands and feet, twitching tails (these are not prehensile enough to be used as a limb for carrying, but
aid balance and can be used to swipe opponents) and are carnivorous (eating only meat preferably
raw and, better still, rotting).
The other visual characteristics of Dragon-Newts reflect their sub-species. Those of the Fire Drake
lineage have flame red scales, a pair of very short horns above their brows and two wing stumps on
their shoulders (which will later develop into proper wings). Those of the Ice and Storm Drake types
look similar, but are icy white and electric blue in colour, respectively. Newts hatched from Water
Drake eggs have aquamarine scales and lack wing stumps. Those of the Cave Drake kind also lack
wings but have a second pair of short horns below their bottom jaw, and black scales.
274
PHYSICAL DESCRIPTION
275
HEIGHT (cm)
WEIGHT (kg)
FAVOURED HAND
TYPICAL DAILY SLEEP (hours)
NATURAL LIFESPAN (years)
STARTING AGE (years)
SPECIAL ABILITIES
Earth 1d20+110.
Fire 1d20+100.
Ice 1d20+100.
Storm 1d20+100.
Water 1d20+120.
(Height / 2.6) + 1d20
Always right-handed.
10
Immortal.
1d2
Common:
Infravision; can see infrared spectrum to 15 metres in
total darkness.
Excellent sense of smell; +3 to Observation skill for
olfactory Observation rolls.
Immortal.
Immune to non-magical disease.
Armour Combination 1 (or 2 at 3rd instar) on all body
locations because of tough scales.
May use claws, bite and tail to attack.
By sub-species:
Earth immune to acid and gas attacks.
Fire immune to heat and fire attacks.
Ice immune to cold and ice attacks.
Storm immune to electrical attacks.
Water immune to steam and heat attacks; can breathe,
and is unaffected by pressure or cold, when underwater.
Immune to Drakes Blood poison of own sub-species.
3,1)
DRAGON-NEWTS IN COMBAT
Like Trolls, Dragon-Newts have natural armour and enhanced possibilities for unarmed combat in
comparison to the standard PC races.
3,1,1)
NATURAL ARMOUR
While the standard PC races are Armour Combination 0 by default, Dragon-Newts of the first and
second instars are naturally AC 1 on all locations because of their scaly hide. Once a Newt reaches
its third instar, this natural armour toughens to AC 2. Note that this natural armour does not
encumber the Newt in any way. In addition, Newts have no need to wear soft leather armour as
padding under heavier types of armour.
3,1,2)
NATURAL ATTACKS
Dragon-Newts often attack with their teeth or claws, with Bite and Claw attack skills. Alternatively,
they may bash opponents by swiping at them with their tails, via Tail Bash skill.
276
Claw
Tail Bash
INSTAR
1st
2nd
3rd
4th
1st
2nd
3rd
4th
1st
2nd
3rd
4th
DAMAGE
TYPE
mST
Slash
Slash
Crush
ADB
2
3
4
5
2
3
4
5
2
3
4
5
SPEED
(secs)
3
Because of their favoured diet of gamey meat, there is a 1 in 4 chance that any Injury from a Newt
bite will lead to an infection with Wound Rot disease if a CO stat roll versus the diseases Potency
Factor is failed (see the Prices for Goods and Services chapter).
3,1,3)
FATIGUE
3,1,4)
DAMAGE TO DRAGON-NEWTS
Dragon-Newts have flesh, bones and blood and so lose Hit Points and suffer Injuries in the same
way as members of the standard PC races do. Unlike Drakes, they can be healed via spells from the
Healing discipline and herbs.
3,1,4,1)
IMMUNITY TO NON-MAGIC WEAPONS
Dragon-Newts develop an increasing immunity to non-magic weapons as they pass through their
instars:
INSTAR
1st
2nd
3rd
4th
Drake
IMMUNITY
20 %
30 %
40 %
50 %
100 %
A 1d100 roll should be made for each non-magic weapon attack that hits to see if it affects the Newt
(attacks which are ineffective do not cause any damage and bounce off harmlessly).
277
POTENCY
FACTOR
4
6
8
10
20
HIPS LOST IF
POISONED
1d20+4
1d20+6
1d20+8
1d20+10
3d20+40
3,2)
MISCELLANY
3,2,1)
SENSES
Dragon-Newts have excellent vision. In daylight, they see as well as Humans. In darkness, they
utilise the infrared spectrum, sensing heat. In addition, they have an especially keen sense of smell,
which helps pinpoint the location and path of opponents, rotting flesh, and so on.
3,2,2)
IMMUNITIES
Dragon-Newts are vulnerable to poisons like the other PC races (except Trolls). They are, however,
immune to the toxic effects of Newt and Drakes Blood of their own sub-species. Like Elves, they
do not catch non-magical diseases this enables them to safely digest even rotten meat without risk
of infection.
3,2,3)
FOOD
Dragon-Newts are carnivores and can only digest meat. They dislike the taste of cooked meat,
preferring raw and, best of all, flesh which has started to putrefy. Like many reptiles, they like to
gorge themselves rather than eating often. A meal of X kilograms of meat will sustain a Newt for X
days; a Newt may fit up to CO/4 kgs in its stomach before being sated. However, the digestive
process makes it drowsy. After eating X kgs of meat, a X Resistance Penalty is applied to the Newt
for the next X hours. E.g. if a Newt eats a 4 kg steak, it need not eat again for 4 days, but its
Resistance Penalty will be increased by -4, penalising its skill and stat rolls while it sleepily digests its
meal for the 4 hours after eating.
3,3)
The process outlined in the Character Generation chapter is mirrored here for Dragon-Newt PCs.
3,3,1)
DETERMINING SUB-SPECIES
The setting for the GMs campaign will generally dictate which sub-species of Dragon-Newt a PC
belongs to the GM is unlikely to allow an Ice Newt to join her desert scenario. Otherwise, the
player should be allowed to choose.
3,3,2)
278
3,3,3)
AG
BE
CH
CO
IN
LU
MA
SD
ST
+3
+2
+2
+10
+3
+4
+10
+2
+3
When a Dragon-Newt reaches its second, third and fourth instars, its stats increase as follows:
INSTAR
2nd
3rd
4th
AG
+1
+2
+4
BE
+0
+0
+0
CH
+1
+1
+1
CO
+0
+0
+0
IN
+1
+2
+4
LU
+0
+0
+0
MA
+0
+0
+0
SD
+0
+0
+0
ST
+1
+2
+4
E.g. if a first instar Newts AG is 8, on reaching the second instar, its AG becomes 9. On the third,
its AG is 11 and, by the fourth, it is 15.
When a new instar is reached and the PCs stats change, the player must recalculate his PCs skill
bonuses using the new stat values (see The Effects of Changing Stats section of the Character Development
chapter).
The following table gives the averages for each statistic for Newts:
INSTAR
1st
2nd
3rd
4th
AG
8
9
11
15
BE
7
7
7
7
CH
7
8
9
10
CO
15
15
15
15
IN
8
9
11
15
LU
9
9
9
9
MA
15
15
15
15
SD
7
7
7
7
ST
8
9
11
15
3,3,3,1)
INSTAR BULK INCREASES
A Dragon-Newts bulk increases markedly at its second, third and fourth instars each time during
the metamorphic sleep it increases its height by 40 cm and its weight by 40 kgs.
3,3,4)
BIRTH SIGNS
3,3,5)
SKILLS
Follow the rules in the Character Generation chapter for the normal races to determine initial skill
bonuses.
3,3,6)
STATUS
Dragon-Newts do not have a society as such. All Newts have an effective Status Rank of 5.
3,3,6,1)
EFFECT OF RACE AND STATUS ON SKILLS
The following table shows the racial skill bonuses for Dragon-Newts. If the table gives:
a modifier for a skill, i.e. a value with a plus (+) or minus (-) sign, then the player should add
the modifier to the skills current bonus to get a new skill bonus. (If the skill has not been
listed already, the player will need to first calculate its initial bonus, which is one-quarter of
the relevant stat for that skill.)
an absolute value for that skill, i.e. a value without a plus or minus sign, then the player
should simply record this absolute value as his initial bonus for that skill.
279
Dragon Lore
Geography for area where hatched
Language Spoken/Heard Common
Language Read/Written Common
Language Spoken/Heard Wood Elvish
Language Read/Written Wood Elvish
Language Spoken/Heard Bone Elvish
Language Read/Written Bone Elvish
Language Spoken/Heard Dwarfen
Language Read/Written Dwarfen
Language Spoken/Heard Hobbitish
Language Read/Written Hobbitish
Language Spoken/Heard Orcish
Language Read/Written Orcish
Language Spoken/Heard Trollish
Attack Bite
Attack Claw
Attack Tail-Bash
Mining
Pain Tolerance
STATUS
RANK=5
+3
+3
12
12
12
12
12
12
12
12
12
12
12
12
3
+3, +2 or +1
+3, +2 or +1
+3, +2 or +1
+3 or +0
+1
Swimming
+3, +0 or -10
SKILL
3,3,7)
NOTES
CALLING
Follow the rules in the Character Generation chapter for the normal races.
3,3,7,1)
RACIAL RESTRICTIONS ON CALLINGS
Dragon-Newts may be of any calling.
3,3,7,2)
EFFECT OF CALLING ON SKILLS
Follow the rules in the Character Generation chapter for the normal races.
3,3,7,3)
DEVELOPMENT ROLL MODIFIERS FOR SPELL-CASTING SKILLS
Each player should add the modifiers shown here for their characters spell-casting skills to those
derived from calling:
SUBSPECIES
Earth
Fire
Ice
Storm
Water
SPELL-CASTING SKILL
ELEMENTAL
ELEMENTAL
EARTH & FIRE
WIND & WAVE
+6
-20
+6
-20
-20
+6
-20
+6
-20
+6
280
OTHERS
+0
+0
+0
+0
+0
3,3,8)
PERSONALISATION OF SKILLS
Follow the rules in the Character Generation chapter for the normal races.
3,3,9)
SECONDARY STATISTICS
Follow the rules in the Character Generation chapter for the normal races.
3,3,10)
BACKGROUND
Follow the rules in the Character Generation chapter for the normal races.
3,3,10,1) STARTING WEALTH AND POSSESSIONS
At the GMs discretion, Dragon-Newt characters start the game owning a number of gold pieces
equal to their Luck stat, which their players may use to buy initial equipment. If a Newt PC starts the
game having memorised some spells, he will also start the game with a free spell-book in amongst
his possessions, in which these spells are transcribed (unless the GM deems otherwise!).
4)
THE ICTHOID
Icthoids are aquatic humanoids with characteristics of molluscs. They swim with or walk on three
large prehensile tentacles which protrude from the base of their torso where a Humans legs would
be. Instead of arms, they have two tentacles and, instead of a hand and fingers, each tentacle arm
splits at the end into three smaller tentacles that act as fingers (the palm-like junction at the base of
the finger tentacles containing a retractable poison-injecting spine). The inner surfaces of all of their
tentacles are covered in small round suckers which aid their locomotion and dextrous manipulation
of objects. The Icthoids barrel-like trunk is protected by a tough shell which is mottled with vivid
colours, contrasting with the dull grey colour of its exposed flesh. Likewise, the head is also covered
by a coloured shell, which is reminiscent of a helmet shaped like an urn. This shell does not cover
the Icthoids face leaving exposed two large almond-shaped eyes, which are black and appear to
lack pupils or irises, and a beaked mouth hidden behind a moustache of three shorter tentacles
used to feed.
Icthoids are believed to have demonic origins but their settlements have been established on the
Prime Plane for many aeons submerged cities in the ocean depths, each with complex networks of
flooded and dry chambers. Their societies are highly ordered oligarchies, ruled by ranks of priests
that worship a pantheon of demons and devote their time to trying to summon such beings.
281
SPECIAL ABILITIES
4,1)
ICTHOIDS IN COMBAT
Icthoids also have natural armour and enhanced possibilities for unarmed combat in comparison to
the standard PC races.
4,1,1)
NATURAL ARMOUR
While the standard PC races are Armour Combination 0 by default, Icthoids shells make them
naturally AC 4 on the Torso and Head (except face and neck) body locations. Note that this natural
armour does not encumber the Icthoid in any way. They are AC 0 elsewhere.
4,1,2)
NATURAL ATTACKS
Icthoids can choose to attack opponents with their retractable poisonous stingers, located in each
palm, by developing Stinger attack skill.
ATTACK
NAME
Stinger
mST
DAMAGE
TYPE
Puncture
282
ADB
2
SPEED
(secs)
3
4,1,3)
FATIGUE
4,1,4)
DAMAGE TO ICTHOIDS
Icthoids have flesh, bones (i.e. their shells) and blood and so lose Hit Points and suffer Injuries in
the same way as members of the standard PC races do. (GMs may need to alter the effects of
certain Injuries to reflect the lack of bones in their limbs.) They can be healed with the same herbs
and Healing spells.
4,2)
MISCELLANY
4,2,1)
SENSES
Icthoids see as well as Humans in daylight. In darkness, they use the infrared spectrum, sensing heat.
4,2,2)
BREATHING
Icthoids are ideally adapted for an aquatic life for they breathe water, not air, and are able to
withstand the pressures and cold associated with swimming at great depths. The top of their head
shell is slightly concave and contains a partially covered cavity which acts as a reservoir for carrying
water. The Icthoid absorbs water through a membrane at the base of this cavity to breathe.
While Icthoids are suited for aquatic living, they are able to explore dry land, however. The only
restriction on their survival out of water is that they must keep their breathing membrane damp. If
this membrane dries out, the Icthoid begins to feel unwell. After CO minutes, its body shuts down
and the Icthoid falls unconscious in order to conserve oxygen. It will not wake until it has some
water splashed into the cavity on the top of its helmet. If an Icthoids breathing membrane stays dry
for more than CO hours, it dies.
4,2,3)
MOVEMENT
Unlike all other PC races, Icthoids move with their three walking/swimming tentacles, rather than
on two legs. On land, they are able to walk and run with a complex jerking gait as fast as a Human
could. In water, the rapid undulation of these tentacles enables them to swim as fast as they might
run on the ground.
4,2,4)
IMMUNITIES
Icthoids are vulnerable to poisons with the exception of Icthoid stingers, to which they are immune.
They are also very sensitive to exposure to alcohol an amount which might make a Human merry
will knock an Icthoid unconscious. They suffer from diseases like other PC races (except Trolls).
4,2,5)
FOOD
Like Dragon-Newts, Icthoids are carnivores and can only digest meat. Unlike Dragon-Newts,
however, they like their food to be fresh rather than rotten, and have a strong penchant for raw
marrow and brain.
283
4,3)
The process outlined in the Character Generation chapter is mirrored here for Icthoid PCs.
4,3,1)
AG
+4
BE
+6
CH
+4
CO
+10
IN
+7
LU
+4
MA
+8
SD
+7
ST
+4
SD
12
ST
9
The following table gives the averages for each statistic for Icthoids:
RACE
Icthoid
4,3,2)
AG
9
BE
11
CH
9
CO
15
IN
12
LU
9
MA
13
BIRTH SIGNS
4,3,3)
SKILLS
Follow the rules in the Character Generation chapter for normal races to determine initial skill bonuses.
4,3,4)
STATUS
Each player of an Icthoid should roll on the following table to determine his PCs status. Note that a
cumulative -5 penalty is applied to the second 1d20 roll (italicized) if the player chose his Icthoid
characters race or Birth Sign.
1st 1d20
1 to 19
20
2nd 1d20
STATUS
10
Slave
Labourer
Academic
Acolyte
Priesthood
11 to 15
16 to 20
19
20
STATUS
RANK
1
2
4
6
7
4,3,4,1)
EFFECT OF RACE AND STATUS ON SKILLS
The following table shows the racial skill bonuses for Icthoids. If the table gives:
a modifier for a skill, i.e. a value with a plus (+) or minus (-) sign, then the player should add
the modifier to the skills current bonus to get a new skill bonus. (If the skill has not been
listed already, the player will need to first calculate its initial bonus, which is one-quarter of
the relevant stat for that skill.)
an absolute value for that skill, i.e. a value without a plus or minus sign, then the player
should simply record this absolute value as his initial bonus for that skill.
284
SKILL
Icthoid History
Geography for area where raised
Language Spoken/Heard Icthid
Language Read/Written Icthid
Language Spoken/Heard Common
Language Read/Written Common
Language Spoken/Heard Demonic
Language Read/Written Demonic
Attack One-Handed Polearms
Attack Nets
Attack Crossbows
Attack Stinger
Climbing
Fishing
Mining
Demon Lore
Fish Lore
Pain Tolerance
Swimming
STATUS RANK
2
4
6
+4
+6
+7
+3
+3
+3
15
18
19
15
18
19
9
9
9
6
9
9
3
6
6
3
6
6
+3
+0
+0
+3
+0
+0
+0
+1
+2
+3
+3
+3
+2
+2
+2
+3
+1
+1
+2
+1
+1
+1
+3
+2
+1
+3
+2
+1
+1
+1
+5
+5
+5
1
+3
+3
15
6
9
3
3
3
+2
+2
+0
+3
+2
+3
+2
+1
+1
+1
+5
7
+8
+3
20
20
9
9
9
9
+0
+0
+3
+3
+2
+1
+1
+2
+2
+1
+5
Icthid, the native tongue of Icthoids, is very hard for other races to speak properly (those without
beaks and tentacles struggle to slurp and hiss in the necessary way). Consequently, other races
cannot develop an Icthid Language skill bonus to >6.
4,3,5)
CALLING
Follow the rules in the Character Generation chapter for the normal races.
4,3,5,1)
RACIAL RESTRICTIONS ON CALLINGS
Icthoids may be of any calling.
4,3,5,2)
EFFECT OF CALLING ON SKILLS
Follow the rules in the Character Generation chapter for the normal races.
4,3,5,3)
DEVELOPMENT ROLL MODIFIERS FOR SPELL-CASTING SKILLS
Each player should add the modifiers shown here for their characters spell-casting skills to those
derived from calling:
RACE
Icthoid
DEMONOLOGY
+4
SPELL-CASTING SKILL
ELEMENTAL
NECRONATURE
WIND & WAVE
MANCY
+4
-4
-4
OTHERS
+0
4,3,5,4)
STARTING SPELLS
Follow the rules in the Character Generation chapter for the normal races.
4,3,5,5)
STARTING SPELL-CASTING SKILL BONUSES
Each character starts with a spell-casting skill bonus equal to the maximum level of spell that he has
memorised in each discipline.
285
4,3,6)
PERSONALISATION OF SKILLS
Follow the rules in the Character Generation chapter for the normal races.
4,3,7)
SECONDARY STATISTICS
Follow the rules in the Character Generation chapter for the normal races.
4,3,8)
BACKGROUND
Follow the rules in the Character Generation chapter for the normal races.
286
CHAPTER 7
CHARACTER DEVELOPMENT
This chapter explains how players can develop and improve their characters as they role-play by
increasing their skill and stat bonuses.
1)
As noted before, all characters develop a bonus a positive value in each skill and the higher the
bonus, the more proficient the character is in that skill. Characters increase skill bonuses by using
the skills or through tuition or study.
Note that each player should keep a tally of his characters skill bonus increases (and decreases) on
his Character Sheet.
1,1)
The standard process for skill development occurs through a characters normal use of skills during
role-playing hence it is called incidental skill development. The process means that, if a character
uses a skill more frequently, its skill bonus is more likely to increase.
Whenever a character makes a skill roll, his player should check whether the result of the 1d20 roll is
a 20 or is equal to or greater than the characters current bonus in that skill. If either of these two
conditions is met, a Development Roll can be made.
1,1,1)
The following procedure is used for every Development Roll. The player throws 1d20+DRM, where
DRM is the Development Roll Modifier for the skill in question. If the result of this is:
20 or X, where X is the current skill bonus, then the skill bonus may be increased by +1;
<X, then the skills bonus remains unchanged.
E.g. a character with a Climbing skill bonus of 8 and a DRM of +4 attempts to scale a cliff. The GM
assigns a difficulty factor of 12 to this action since the cliff is quite sheer. The player must make a
Climbing skill roll and score 14=10+12-8. He throws a 9 and so his PC fails to climb the cliff.
However, since 9 is greater than his current Climbing skill bonus of 8, he may make a Development
Roll. He now throws 1d20+DRM=1d20+4. If this scores:
8, then his characters Climbing skill bonus should be increased by +1 to 9;
<8, then his characters Climbing skill remains unchanged.
287
1,1,2)
DEVELOPING SKILLS FOR WHICH SKILL ROLLS ARE NOT
MADE
Skill rolls are not usually made for Dodge, Block, Pain Tolerance or languages, so their bonuses will
not increase via incidental skill development. To compensate for this, different rules are required for
these skills. (Note that these skills can be developed via tuition. The rules for this process are given
shortly.)
1,1,2,1)
DEVELOPING DODGE SKILL
Whenever a character successfully dodges an attack (i.e. the attack misses the dodging character), his
player should make a Development Roll for his Dodge skill. Note that the two limits to
Development Rolls listed previously still apply.
1,1,2,2)
DEVELOPING BLOCK SKILL
A similar rule applies for Block in that, whenever a character successfully blocks an attack with his
shield or a weapon, his player should make a Development Roll for his Block skill.
1,1,2,3)
DEVELOPING PAIN TOLERANCE SKILL
Whenever a character loses 75% of his Hit Points (i.e. a Hit Point Loss Penalty is applied), his
player should make a Development Roll for his Pain Tolerance skill.
1,1,2,4)
DEVELOPING LANGUAGE SKILLS
Language skills do not develop like the others. Instead, the GM will decide when and by how much
each characters language skill bonuses change. She should take into account the characters recent
exposure to and use of the spoken or written language, and whether he has undergone any tuition or
study (these are described in the next section).
When learning a language, especially through tuition or study, a character will usually learn how to
speak, listen to, read and write the language at the same time. In such cases, the development of the
two skill bonuses for the language should be coupled, e.g. if the bonus for reading and writing
increases, the bonus for speaking and listening to the language automatically increases too (and viceversa).
1,2)
As an alternative to incidental skill development, a character can aid his development of many skills
through:
tuition this requires the guidance of a skilled teacher;
study this requires access to useful texts, books, maps or other written resources which
contain information which is new to the character.
288
1,2,1)
TUITION
First, the character must receive tuition in the skill to be developed for X hours, where X is his
current skill bonus.
Once the character has accumulated the prerequisite number of hours of tuition, a skill roll is made.
The skill bonus used in the roll is the teachers bonus in the skill being taught. The difficulty factor is
the students current bonus in the same skill, i.e. X.
If the character has accrued excess hours of tuition, then a modifier is applied to the roll. This
modifier equals:
+1 if 2X hours of tuition were received in total;
+2 for 3X hours of tuition;
+3 for 4X hours;
etc.;
up to a maximum bonus of +SD/2 (i.e. half of the students SD stat).
If this skill roll is passed, the player may make a Development Roll for the skill see The Development
Roll section previously.
If either the skill roll or the Development Roll is failed, then the skills bonus remains unchanged.
1,2,1,1)
TUITION EXAMPLE
A character with a Bows skill bonus of 8 with DRM of +2 is being taught archery by a professional
archer with a Bows skill of 15. The tuition is given in an archery range with plenty of arrows, straw
targets, etc. The characters player decides to pay for 16 hours of tuition, spread across a week in the
city. 16 is twice his current Bows skill, so this will give him a +1 bonus to the skill roll made at the
end of the tuition. The GM makes the roll (unless the teacher is also a PC), setting the teachers skill
against a difficulty factor equal to the students skill. He must score 3=10+8-15 to succeed. He
throws a 2 which, with the +1 bonus from the excess tuition, gives a success and so the player
may make a Development Roll for his characters Bows skill. He must exceed his current skill bonus
of 8 with his 1d20+DRM=1d20+2 die roll. The player throws a 10 success and so his Bows skill
increases to 9.
1,2,2)
STUDY
The process for modelling study is the same as that for tuition, with one exception. Since the studied
text which is effectively the teacher does not have a skill as such, the GM arbitrarily assigns a
skill bonus to it which reflects the value of the information that it contains, and how easily accessible
that information is to the student. A very high value should indicate that the studied materials
contain a lot of clearly explained information which is pertinent to developing the characters skill. A
very low value should imply that the materials contain little relevant information which is hidden by
unclear language or complex explanation. E.g.:
20 might indicate that a book is the definitive treatise on a particular subject;
11 to 19 might indicate that a book is rich in accurate information which is new to the
character;
2 to 10 might indicate that a book is largely empty of novel information but contains a few
useful facts;
1 might indicate that a book contains virtually no novel information (although reading it
might refresh his memory of forgotten facts).
289
1,2,3)
Tuition and study can only increase a skills bonus until it equals 13. Beyond this limit, tuition and
study are ineffective and a character may only develop the skill further through incidental skill
development.
In order for a session of tuition or study to count, it must consist of at least one hour of devoted
concentration. The GM should not allow tuition or study to be successful if the environment
prevents the character from concentrating fully for at least an hour, e.g. if he is distracted by other
duties such as maintaining a camp watch. In addition, tuition in many skills will not be successful
without suitable equipment (e.g. a target and ammunition) and a controlled low-risk environment
(e.g. padding or a climbing harness), and study cannot be successful if the character cannot read
relevant texts.
A character may not spend more than SD/2 hours in a single day on tuition and/or study (or
memorising spells). Any longer than this in one day and the character becomes burnt-out; a full
period of sleep is required if further tuition or study is to be effective.
Magical guilds and religious temples usually provide tuition in the skills in which they hold expertise
and that lend themselves to being taught. The typical fee is 1 gold piece per hour of tuition per point
of skill bonus of the teacher. So a teacher with a skill bonus of 20 will typically charge 40 gold pieces
for two hours of tuition. Of course, characters can train each other if they wish and if they have
differing skill bonuses. Note that guilds and temples tend to frown upon those who charge money
for giving tuition without the appropriate sanction (if they find out)
Guilds and temples also usually provide access to their libraries, enabling those who can pay the
opportunity to develop their skills by study. Typical library fees range from a gold piece per hour of
access to a book to many hundreds of gold coins if it is a rare tome. Characters may also find useful
books on their adventures.
Note that certain skills lend themselves to being improved via:
tuition, e.g. attack skills;
study, e.g. lore skills;
both tuition or study, e.g. craft skills.
290
2)
2,1)
Whenever a player makes a successful Development Roll for a skill, he may choose to try to increase
one of his stats instead of increasing the skill.
If the player decides to try to increase a stat, he must first expend a Luck Reroll Point. He should
then make a Development Roll for the chosen stat rolling 1d20+A-X where A is the racial average
for that stat and X is the stats current bonus. (Racial averages for stats are given in the Character
Generation and Optional Races chapters.) If the result is:
X, then the stat increases by one point;
<X, then the stat remains unchanged.
In both cases, the skill bonus which was to have been increased remains unchanged. A player may
not raise the skill instead after finding that his attempt to increase the stat failed. The LURP is
expended regardless of whether the Development Roll for the stat is successful or not.
Note that the player may only increase the stat bonus of the relevant stat for the skill that was to
have been increased. E.g. if a Development Roll has been successful for Climbing skill, the player
may try to increase his AG instead but not another stat.
2,1,1)
EXAMPLES
E.g. Alram the Halfling has just made a heroic leap over a pit and his player a successful
Development Roll for Alrams Gymnastics skill. The relevant stat for Gymnastics is AG, so the
player could try to his AG stat instead of his Gymnastics skill. Alrams AG is currently equal to 9,
while the average ST for a Halfling is 12. After sacrificing a LURP, the player must roll 1d20+129=1d20+3 and score greater than or equal to 9 if he is to raise Alrams ST stat to 10.
E.g. Surius the Bone Elf has just deciphered a poem about Xalifoss the Liche King, and his player
has made a successful Development Roll for Surius Undead Lore skill. The relevant stat for Undead
Lore is IN. Surius IN stat is currently equal to 15 while the average IN for a Bone Elf is 13. After
sacrificing a LURP, the player must roll 1d20+13-15=1d20-2 and score greater than or equal to 15 if
he is to raise Surius IN stat to 16.
2,2)
Each skill bonus contains a contribution from its relevant stat. Consequently, changing a stats
bonus may cause related skill bonuses to change also.
Whenever a stats bonus changes, the player should:
1. calculate (XCURRENT XINITIAL)/4, where X is the stat which has changed;
2. round fractions <0.5 down and 0.5 up;
3. add the resulting integer value (which may be zero) to the bonuses of any skills whose
relevant stat is X.
This formula and the rounding up or down of fractions mean that a stat will have to increase by 2
for its related skills to increase by 1. E.g. Alram the Halfling has managed to raise his ST twice, from
9 to 11. His player should add (11-9)/4=1 (rounding up) to his melee attack skill bonuses and those
of other skills whose relevant stat is ST (e.g. Metal Working).
291
3)
The rules given thus far in this chapter have explained how characters skill and stat bonuses
increase with time. Occasionally, though, a skill or stat will decrease most frequently as a result of a
dire fumble (see the Dire Fumbles section in the Actions chapter). However, the GM may feel it
appropriate to reduce a characters skills or stats at other times too, perhaps as a result of an injury
or psychosis, for instance. The rules for this are left to the GM.
292
Chapter 8 The GM
CHAPTER 8
THE GM
This chapter elaborates on the material in the Introduction to give a fuller picture of the role of the
Games Master (GM).
This and the subsequent chapters should only be read by people wishing to be the GM.
1)
2)
While the GM needs to think about activity on a large-scale, such as the world itself and the plot, a
lot of her time will be spent managing activity on a small-scale like PCs actions and the
communication between players.
2,1)
As part of making the game as realistic as possible, the GM should not allow a PC to make an action
that is unrealistic given the information of which that PC is aware.
This situation arises frequently because each PC has a different viewpoint on a situation. The GM
may describe to one player that which his particular PC can see, and then find that other players are
making their PCs perform actions in response to this information, even though their PCs are not in
a position to notice anything yet.
This usually happens when an enemy is about to ambush a party of PCs, and some PCs have noticed
the enemy but others have not. The GM should require all the players to make Observation skill
rolls for their PCs, and use the results to determine who has detected the enemy and who has not. If
the Observation rolls indicate that only one PC has noticed the enemy but, when the GM tells that
player about the enemy, all of the other players suddenly announce that their PCs are drawing their
swords, then there is clearly some bad role-playing going on. It is the GMs task to not allow this
kind of cheating.
293
Chapter 8 The GM
If the players are role-playing well, they will avoid acting in such unrealistic ways in the first place.
Obviously, from the moment that all the players are asked to make Observation rolls, everyone
immediately knows something is afoot. If a player rolls badly, he also knows that his PC will
probably not have noticed a potential danger and thus is more at risk than other PCs. If a player is
able to separate his own knowledge from that of his PC, he is role-playing well.
To build the suspense, the GM may find it worthwhile speaking in private to players with observant
PCs about what theyve seen. However, if this is done too often, the whispering or moving between
rooms can get out of hand. In addition, at some point, the players will all be sitting with each other
again. Unless an observant PC announces publicly that his PC has seen an enemy, or unless an
unobservant PC notices that he has missed something that his comrades have noticed (maybe he
sees everyone else drawing swords) and asks them to tell him whats happening, the player of the
unobservant PC should role-play that his PC is blissfully unaware of any threat.
2,2)
It generally makes things fair and simple if the GM and players agree that (unless the GM is told
otherwise) all communication between players is actually communication between PCs. This
restriction on communication becomes particularly relevant during combat.
2,2,1)
When a combat is about to begin, players will often be tempted to spend a considerable amount of
time discussing tactics. Generally, it is only fair for the GM to give them some time for this they
are having to visualise and co-ordinate the movements of imaginary combatants on an imaginary
battlefield after all. However, if the players are discussing tactics then their PCs are too, and nearby
NPCs (Non-Player Character is the term for any character controlled by the GM) or monsters may
well be able to overhear such discussions. If the players take too long in their discussion, the GM
should allow her NPCs and monsters to use this time to begin their actions whilst the PCs are still
talking.
Once combat has started, players shouldnt be allowed to discuss tactics unless they are willing for
their PCs to shout through the melee to each other. Again, enemies are as likely to hear what is said
as are the PCs receiving the advice. Often, the use of a language unknown to the enemies is a useful
tool for PCs.
2,3)
TIMING ACTIONS
A core part of the GMs role is to decide when the timing of actions becomes important, and to act
as ultimate arbiter as to how long each action should reasonably take to accomplish.
It is obviously especially important to manage timing well in combat situations. First, the GM will
need to supervise Reactions Rolls to see who acts in what order. Second, she must check that she
knows when each participant will become fatigued (if they do). Third, she must decide the durations
of all actions and events which occur. Some guide values for common actions are provided shortly,
and the default speeds of attacks are given in the Combat chapter. (Obviously, each player should
decide for himself whether to accept the default duration for his characters actions, or whether to
speed them up at the risk of being less likely to succeed. A -2 penalty normally applies to his
skill/stat per second quicker.)
294
Chapter 8 The GM
The GM should be careful to assign a duration to every event which occurs in the combat. E.g. the
seconds that a character spends selecting the next opponent, moving between opponents or reorientating himself after receiving a nasty blow are just as long as the seconds that he spends
swinging his sword. In other words, PCs (and NPCs) should not be allowed to move
instantaneously between opponents. If the GM feels that a character would have to look around
after dispatching an opponent, then she should allocate 1 or 2 seconds for such activity. Every
second counts in combat, and the GM must keep track of them all.
Obviously, timing can be necessary in situations other than combat. Any situation where there is a
threat which becomes more acute with time is likely to require Reactions Rolls and the timing of
actions (e.g. if characters are being pursued or if a trap is closing in on them, etc.). Likewise,
although fatigue usually only needs to be modelled in combat, it may be important in other
situations where characters are making a series of vigorous actions in risky circumstances (e.g. a
prolonged climb up a cliff face).
2,3,1)
The following sections give guide values for the default durations required to perform common
actions.
2,3,1,1)
MELEE, MISSILE AND THROWN ATTACKS
The speeds of different attacks with weapons are listed in the Combat chapter. Times required to
reload missile weapons are also given there.
2,3,1,2)
2,3,1,3)
RELEVANT
SKILL
Attack
Attack
N/A
Attack
Attack
MAGIC-RELATED ACTIONS
ACTIONS:
RELATED TO MAGIC
DEFAULT
DURATION
(SECONDS)
3
5
4+1
0
5
0
RELEVANT
SKILL/STAT
N/A
Spell-Casting
Spell-Casting
Spell-Casting
Attune
Attune
Note that elemental attack spells (i.e. bolts, balls and cones) take 5 seconds to cast altogether. After 4
seconds, they are launched from their point of origin (e.g. the casters fingertip) and, in the 5th
second, they reach their full volume. This finite time for growth (they do not develop
instantaneously) enables them to be parried or dodged to a limited extent (see the Combat chapter).
Spell-casting is discussed in more depth in the Magic chapter.
295
Chapter 8 The GM
2,3,1,4)
GENERAL MOVEMENT
DEFAULT
ACTIONS:
DURATION
GENERAL MOVEMENT
(SECONDS)
Stand from sitting / crouch
1
Stand from lying
2
Crouch from lying
1
Mount animal
3
Dismount animal
2
Place item down
2
Drop item
1
1
Turn through 180
Sidestep
1
RELEVANT
SKILL
N/A
Gymnastics
N/A
Riding
Riding
N/A
N/A
N/A
N/A
It is also important to know how far a character can move in each second. This is given by the
characters movement rate (see the Character Generation chapter). In a typical combat situation, a
character can move at most a number of metres each second equal to his fastest permitted
movement rate (see the Prohibited Movement Rates section in the Actions chapter).
2,3,1,5)
OTHER ACTIONS
Obviously, the list of actions shown in the previous tables is not exhaustive. It is the GMs
responsibility to decide on default durations for all other actions that the characters wish to perform.
As always, the GM should try to be realistic and consistent.
This can be challenging sometimes, especially when players want their characters to perform novel
actions or several actions at once. E.g. how long does it take a character to run around the perimeter
of a room to the other side, avoiding the melee in the rooms centre, which whilst jumping over
bodies and whilst drawing his dagger? If it is a small room (less than 10 metres across), the GM
would probably give a default duration of 4 seconds, on condition that the character passes an AG
stat roll or Balance skill roll in order to avoid tripping over the bodies (versus a difficulty factor of 5,
say).
Remember, though, that it is only necessary to determine the duration of actions when the PCs are
in combat or in other dangerous situations. More often than not, timing actions is not important.
2,3,2)
The GM should always keep attacks ranges in mind when timing a combat. Obviously, an attack
cannot be successful if its target is out of range. In addition, the target may move out of range whilst
the attack is being performed, rendering impossible an attack that was possible when it was
commenced.
Ranges for thrown and missile attacks are listed in the Combat chapter. The range of a melee attack is
dependant upon the length of the weapon and the size of the attacker. Weapon lengths are provided
in the Combat chapter. Obviously, if a character wields a pike, he will be able to make a successful
melee attack on opponents that are further away than if he were using a dagger or making an
unarmed attack. Likewise, Trolls and other large creatures are likely to have a longer reach with their
arms than Humans and other creatures of smaller stature.
2,3,3)
The issue of targets moving out of range was raised in the last section. Characters will frequently
wish to withdraw from a melee combat in which they are engaged. How is this situation modelled?
296
Chapter 8 The GM
Imagine Combatant C, a coward, wishes to withdraw from a melee fight with Combatant A, his
attacker. Combatant C has two choices he may:
1. retreat whilst still facing Combatant A, so as to be able to dodge or block effectively;
2. turn and run, hoping to be out of melee range before Combatant A can complete his attack.
2,3,3,1)
WITHDRAWAL WHILST FACING THE OPPONENT
The first choice will only be effective if Combatant A decides not to follow and keep up with the
retreating Combatant C. It will probably be impossible for Combatant C to retreat backwards faster
than Combatant A can advance facing forwards. If Combatant A chooses to follow the withdrawing
Combatant C, then the GM should continue to allow the exchange of blows as normal, effectively
ignoring the fact that the two opponents are moving. Note that Combatant C, who is probably
walking backwards, must spend a second now and then looking over his shoulder for obstacles
behind him. If Combatant A does not pursue Combatant C, then his attack will fail if C is out of
range before it is resolved.
2,3,3,2)
WITHDRAWAL BY TURNING AND FLEEING
Imagine that Combatant C decides to go for the second choice turn and flee until out of melee
range. Withdrawal from melee in this way normally takes a minimum of 2 seconds 1 second to
turn and 1 to step out of melee range. So Combatant C may withdraw from the melee without
suffering any damage if he can begin his withdrawal 2 seconds before his opponent Combatant A
finishes making his attack.
Combatant A will notice immediately that Combatant C is beginning to turn away to withdraw.
Consequently, he may immediately choose to speed up his attack so that he completes it before
Combatant C has had time to withdraw, i.e. A must finish his attack 2 seconds after C begins to
withdraw. If Combatant A finishes his attack later, it will miss.
The standard penalties are applied to Combatant As attack roll if he decides to speed up his attack
in order to hit Combatant C before he withdraws. (Remember that no attack can be sped up so
much that it is undertaken in less than half of the default duration or 1 second.) However, note that,
since Combatant C may have turned around by this time, Combatant A will be attacking from the
flank or, more likely, the rear, increasing his chance of hitting.
Of course, Combatant A could decide, on observing the beginning of Combatant Cs withdrawal, to
cancel his attack and begin running after Combatant A. The GM should allow Combatant A to
make melee attacks at Combatant As rear whilst giving chase, so long as he can keep Combatant A
within melee range. However, each attack should be combined with a complimentary Balance skill
roll. If this complimentary roll fails, the chasing Combatant A trips over. The GM might also need
to compare movement rates to see which combatant is capable of outrunning the other.
2,3,3,3)
USING A LEAPING SPELL TO WITHDRAW
The instantaneous spell Leaping (see the Magic chapter) allows its caster to jump SC+4 metres
without making a run-up, where SC is his Movement Spell-Casting skill. This enables a withdrawal
to be made using the turn and flee option, but in 1 second rather than the standard 2 seconds. The
withdrawing character takes 1 second to turn and then casts the Leaping spell, accelerating out of
melee range much more quickly than he would be if he simply began to run away.
Note that the withdrawing character should turn before casting Leaping, or he will rocket forwards
into his opponent and probably impale himself on his opponents weapon.
Of course, the opponent could instantly cast Leaping too, if he has memorised it, in order to jump
after the withdrawing character...
297
Chapter 8 The GM
2,4)
In this system, every non-routine action requires a skill or stat roll, and every skill or stat roll requires
some difficulty factor to roll against.
For some actions, the difficulty factor is predetermined, e.g. with spell-casting, the difficulty factor is
typically the level of the spell. But, for many other actions, the difficulty factor is a mysterious value
which is arbitrarily set by the GM. Selecting the right value for the difficulty factor, i.e. making an
action challenging enough, is one of the key skills that the GM needs.
Getting the difficulty right depends on two factors:
Realism.
If, for example, the GM has said that a wall is sheer, lacks footholds and is greased, it stands
to reason that it should be extremely hard to climb the difficulty factor for Climbing skill
rolls on this wall should be high.
Plot.
It may be vital to the GMs story that the PCs fail in any attempts to climb this wall. Perhaps,
if they climb it now, they will not find some vital piece of equipment that they will need later
hence the grease and lack of footholds. However, later on, after the PCs have found the
vital equipment, it may be critical to the plot that they succeed in climbing the wall. Perhaps
this is the only way out of the labyrinth so, when the PCs return to the wall, the GM might
decide that they now find a rope dangling down from the top; climbing a rope reducing the
difficulty factor. The GM can use barriers like walls, pits, rivers and even powerful creatures
to help steer PCs through a set of challenges selecting the difficulty factor accordingly so
that PCs are stopped for a short or long time by the barrier.
As a base line, it is often a good idea to ask the players what their PCs bonuses are for a particular
skill, and then set the difficulty factor equal to the average of the answers. This way, there will
roughly be a fifty-fifty chance that half of the PCs succeed. If this is too easy, then increase the
difficulty factor a few points; if it is too tough, decrease the difficulty factor accordingly.
Remember that difficulty factors for the same action can change with time. If a character is
becoming exhausted in combat, for example, a Fatigue Penalty may apply increasing his Resistance
Penalty and decreasing any stat or skill bonus used in rolls. The GM should apply penalties in other
circumstances too if she feels that a characters exhaustion will hamper his abilities.
Even if a difficulty factor is predefined in a skills description, the GM should still feel free to modify
the difficulty factor to better reflect the suitability of the conditions. For example, if a thief is picking
the pocket of a victim to whom he is talking, the GM should apply a positive modifier to increase
the difficulty factor in this case, the victims Observation because the victims attention is
focused upon the thief. However, if the thief picks the victims pocket as he barges through bustling
crowds in the city market, the victim not even looking directly at the thief, then the GM should
apply a negative modifier to reduce the victims Observation.
2,5)
SKETCH MAPS
Combat and many other tricky situations can be made a lot easier to visualise for the GM and the
players if someone draws a sketch map of the battlefield. In addition, the GM will often find
drawing maps and plans an effective way to convey to the players the layout of buildings or other
types of terrain through which the PCs are moving.
While the players and GM might have maps to look at, the PCs may not. If the PCs do not have the
equipment to make a map, or do not spend the time making one, then the GM should not allow the
players to refer to any sketches of areas that their PCs are not currently looking at.
298
Chapter 8 The GM
2,6)
While it makes sense if the GM draws the maps, there is no reason why the GM has to do all of the
book-keeping. She should feel free to ask players to keep track of combatants Hit Points, the
timings of actions, and so on.
3)
3,1)
WORLD SETTING
As discussed in the Introduction, this game has been designed for a fairly typical fantasy environment,
i.e. Tolkienesque swords-and-sorcery. Detailed maps of the seas and continents, and their
mountains, forests, lakes, settlements and states have not been provided out of laziness and so that
the GM can use whatever world within which she wishes to set her game.
3,1,1)
LAW
A brief discourse about a suggested legal system follows for the GMs benefit.
Most towns and cities are subject to written laws to ensure clarity and consistency. The books of law
are studied by scholars (called lawyers), who advise the lord or mayor (or the King or Queen in the
capital) who, in turn, acts as the judge and dispenses justice. Note that juries are not used.
Towns and cities are policed by the Watch, whose job is to enforce the law and catch suspected
criminals. Every week a court is held, to which Watchmen bring their suspects for judgement by the
lord or mayor. The Watch also guard convicted prisoners in gaols, although only the politically
sensitive are likely to receive such a lenient punishment. Instead, most sentences are corporal (e.g.
lashes, branding, amputation, hanging or beheading) or financial, requiring the payment of
compensation to the victim from the prisoners estate.
Rather than being judged by the lord or mayor, prisoners can elect for trial by combat. In this case,
they must defeat either their accuser (if he or she agrees) or a specialist from the lord or mayors
bodyguard.
In smaller settlements, there is likely to be only a single Watchman or none at all. In such places, a
system called the Hue and Cry operates. Any witnesses to a crime are legally required to raise the
alarm (the hue and cry) and help to pursue and apprehend the criminal, or be convicted of being
conspirators. Captured criminals are then either taken to court in a larger town or city, or justice is
dispensed by the mob that caught the criminal.
Notorious criminals who have avoided capture and judgement are likely to be designated as outlaws.
These people are literally outside the law. The law no longer protects them from being victims of
crime, or applies to them in any way. As such, their property can be taken without it being theft, and
they can be attacked and killed without it being murder. Being an outlaw is not a glamorous affair.
3,2)
THE PLOT
It is generally a good idea if the GM has some sort of idea as to what adventures her PCs are likely
to experience in each gaming session. Typical plot lines might involve the party of PCs:
slaying a pack of wolves that have been attacking a farmers herds;
rescuing a prisoner from a fortress;
recovering a lost piece of treasure from a dungeon;
assassinating a powerful NPC;
protecting a merchant caravan from bandits;
etc.
299
Chapter 8 The GM
Getting a plot to work requires the GM to think through answers to the following questions:
How are the PCs going to be drawn into the plot? Will they stumble across a treasure map
or will they be hired by an NPC to perform a task?
What is the stick and what is the carrot? Which forces will keep the party following the plot
when the going gets hard fear, greed or what?
Who or what will the PCs meet? Who will be their enemies and why? How will enemy NPCs
be armed? What treasure will they carry? Who are the PCs allies?
Etc.
3,2,1)
Of course, since she controls the whole environment, the GM can steer the PCs along the plotline
if needs be. She can drop clues along the way for the PCs to find, which lead to rewards if the PCs
behave as the plot requires. These clues might be physical clues like information in a book that the
PCs find, or advice from an NPC that they meet. Alternatively, the GM can place barriers in the way
which prevent the PCs from moving too far off the plot. These might be physical barriers like cliffs
or wide rivers, or barriers like dangerous monsters or powerful enemy NPCs.
Players tend to resent it, though, if it becomes too obvious that their PCs are being steered and
coerced by the GM. The whole point of having a plot planned in advance is that it allows the GM to
give richer descriptions of the PCs environment, and plan better challenges for them and their
players thus increasing everyones enjoyment. But if the GM steers the PCs too closely, she loses
the fun resulting from the PCs unpredictability and she takes away the fun part of being a player
being the master of a character thus ruining the game for everyone. A good GM is able to strike
the right balance between steering the PCs and adapting her plot when they do something that she
did not predict.
3,2,2)
As with any good book, the climax comes at the end. It makes sense if the GM saves the encounters
with the most powerful enemies till late in a particular scenario otherwise a sense of anticlimax will
spoil the fun.
3,2,3)
RANDOM ENCOUNTERS
Obviously, the GM cannot plan every part of every session and, even if she could, players would still
make their characters do unpredictable things. Consequently, there will be times when the GM is out
of ideas. A random encounter is often useful at such occasions. The tables at the end of The Bestiary
list the monsters commonly encountered in different types of habitat, and allow the GM to select
one at random for the PCs to face.
3,2,4)
The GM will frequently need to randomly select a particular PC. For instance, the party may have
encountered a mindlessly violent creature, such as a were-wolf, and the GM needs to choose which
of the PCs, all of whom are roughly equidistant, the were-wolf will attack first. Perhaps she decides
that one of the party will tread on an item of treasure hidden in long grass, or a trap how does she
choose which PC is the most or least fortunate?
In such circumstances, the GM should require all of the Players to make a Luck Roll, i.e. to roll
1d20+LU, where LU is the characters Luck stat. The PC with the highest result is the luckiest, while
he with the lowest result is the unluckiest. Accordingly, the luckiest PC will be he that treads on the
treasure, while the unluckiest will tread on the trap or be leapt upon by the slavering were-wolf.
300
Chapter 8 The GM
Luck Rolls (not to be confused with Luck Rerolls) can be used to select a number of PCs, if
necessary. Imagine that all of the PCs have been swept up by an avalanche. The GM may decide that
all of those PCs failing to score 20 will lose 1d20 Hit Points and must make an Injury Roll; the rest
will emerge from the snow unscathed.
The GM should only ask for Luck Rolls in situations where there is no particular reason to select
one PC over the rest. She should always evaluate the circumstances first to see if there is a factor
that will select one PC for her anyway. E.g. if the PCs are crossing a rickety rope-bridge one at a
time, and the GM has decided that the bridge is going to collapse, flinging one of them into the
canyon, then she should look at the weight of each PC the ropes will snap when the heaviest is
half-way across. Often, a skill or stat will be relevant. E.g. Observation skill rolls would probably be
a better mechanism for determining which PCs spot the treasure or trap in the long grass, and which
dont. (The players of those PCs that failed the Observation skill roll should then make Luck Rolls
to identify which stumbles into the trap.)
Obviously, the GM can always forgo Luck Rolls and simply choose a particular PC for herself.
However, the advantages of asking for Luck Rolls are that they are fair and make the player
responsible for the good or bad things that happen to his character he rolled the 1d20 and he
chose how big or small his characters Luck stat would be. They may even encourage players to roleplay Halflings!
3,3)
NON-PLAYER CHARACTERS
3,3,1)
Actions have consequences and, as time progresses, PCs will make many friends and enemies. The
GM should develop a pantheon of different NPCs all with different ambitions for the PCs or
grudges against them who will pop up in scenario after scenario. The GM should always be
thinking thing like, The PCs have just acquired the Holy Grenade of Antioc. So how long before
the Thieves Guild finds out and what will they do about it?
3,3,2)
CREATING NPCS
NPCs are role-played by the GM and, since the GM is Master of the Universe, she can arbitrarily
choose every NPCs stats, spells, equipment, etc. Often, NPCs will play a very brief role in the
current adventure they may just serve the drinks at an inn, for instance and generating detailed
stats and equipment for them would be a waste of time. However, if an NPC is to play a larger role
perhaps he will be trying to steal a PCs belongings that night in the inns dormitory a more
detailed description of his abilities is needed. The larger the role, the more detail is required archenemy NPCs, who will recur sporadically throughout a PCs story, may require the full character
generation process.
Rules are given in The Bestiary for the abilities of standard types of NPC fighters, thieves, wizards,
etc. The GM should use these as a guideline and adapt them when necessary.
3,3,3)
Player Characters have Luck Reroll Points (LURPs). These enable the PCs to survive a few
situations that should have proved fatal, thereby giving players longer to play with and develop their
PCs which is a good thing since most players invest a lot of time and effort in thinking through
their characters. LURPs also give PCs an edge which helps them face a world packed full of threats
and enemies they have been selected by fate to be heroes, after all! The GMs Non-Player
Characters and monsters should not have LURPs if they had LURPS too, then every fight could
boil down to who has the most LURPs left.
301
Chapter 8 The GM
4)
The game really benefits everyone if players role-play their characters well it becomes more
interesting, challenging and rewarding. The GM can encourage this by subtly helping the PCs of
players who have role-played well to find gifts (e.g. magical items), avoid traps, encounter potential
allies, etc.
Similarly, the GM should reward players if they have good ideas that contribute to the partys
success. However, rewarding good ideas immediately can act as a blatant clue which tells players that
they are tackling a problem in the right way, thus ruining any suspense.
The GM is encouraged to reward the player that role-played the best in a specific session, and the
player that contributed the most good ideas, with a free Development Roll for a skill of her choice.
5)
WHEN PCS DIE, OR THE GENERATION OF
EXPERIENCED PCS
Occasionally, a Player Character will die. If that characters player wishes to continue role-playing, he
must create a replacement PC. The GM should then work the replacement PC into the plot such
that he is able to meet up with the party of surviving PCs and join them.
If a replacement PC is created using the standard process described in the Character Generation
chapter, he will very probably be much weaker than the surviving PCs. They are likely to have much
higher skill bonuses and use higher level spells and powerful magic items. Consequently, such
experienced PCs are likely to seek out more dangerous and rewarding challenges than the
replacement PC can easily survive, and this will make it hard for him to integrate effectively into
their party. In order to avoid replacement PCs becoming cannon-fodder, thus entering into a
vicious circle of quick deaths, it is suggested that the following supplementary rules be followed so
as to generate a much more powerful PC than the Character Generation chapter could do alone.
5,1)
First, a standard PC should be generated using the rules in the Character Generation chapter (and the
Optional Races chapter if necessary).
5,2)
Next, the GM and player should list on the Character Sheet any extra attack, language or optional
skills that the PC is likely to have developed and which have not been listed already on the Character
Sheet. (All core and spell-casting skills are listed there by default.)
5,3)
The player should now calculate initial values for all of these new skills, based on one-quarter of the
relevant stat or zero for any as yet undeveloped spell-casting and language skills. DRMs should also
be listed these will generally be zero unless they are affected by the PCs race or calling.
5,4)
Now, each player increases his skill bonuses by distributing either 100 or 150 points between them.
(The GM chooses which number of points is shared out. For fairness, it is suggested that the same
number is awarded to all PCs in the same adventuring party.)
302
Chapter 8 The GM
A number of restrictions apply to this distribution of points:
One increase per skill.
Each skill can only have its bonus increased once. Consequently, it is recommended that a
player drafts the increases on scrap paper, and only amends his Character Sheet once
satisfied with the distribution.
Add the DRM.
A skills DRM should be added to any increase. E.g. if skill with a DRM of +2 has 3 points
spent on it, then its bonus will increase by +5. Note that, if the skill has a negative DRM,
e.g. -X, then its bonus will only be increased if >X points are spent on it. E.g. if the skill has
a DRM of -10, then 15 points must be spent on it to increase its bonus by +5. Distributing
10 points to this skill will not cause its bonus to change.
Maximum skill bonus.
No skill can have its bonus increased to more than 20+DRM. E.g. if a skill has a DRM of
-4, then it cannot have its bonus increased to >16. In addition, no skill can have its bonus
increased to >10 if 100 points are being distributed, or >15 if 150 points are being
distributed. (Note that skills whose bonuses already exceed these maxima before the
allocation of points begins do not need to have their bonuses decreased.)
Devotion and language skills.
These skills should be left unchanged. However, points can be spent on any other core,
attack, spell-casting or optional skills agreed with the GM.
5,4,1)
The player can spend part of his allocation of points on increasing his PCs stat bonuses instead of
skills.
Increasing a stats bonus by +1 costs a number of points equal to the stats current bonus. E.g. if the
stat has a bonus of 10, then it costs 10 points to raise its bonus to 11. Raising its bonus from 10 to
15 would therefore cost 10+11+12+13+14=60 points!
No stat bonus can be increased to >20 in this way.
5,4,2)
LANGUAGE SKILLS
5,4,3)
DEVOTION SKILL
The PCs Devotion skill bonus should be left at zero. Its development should always be role-played.
5,5)
SPELLS
The player should now roll 1d20 for each spell that he could potentially cast, given his new spellcasting skill bonuses. E.g. an Elemental Earth and Fire Spell-Casting skill bonus of 4 means that the
PC could cast all first to fourth level Elemental Earth and Fire spells. The player should roll 1d20
for each, i.e. for Fire Setting, Fire Weapon, Earth Wall, Fire Wall, Earth Bolt and Fire Bolt.
If the 1d20 scores:
2 to 20, then his PC has memorised this spell;
1, then this spell is incomprehensible and cannot be cast.
The player then records each spell in the appropriate section of his Character Sheet. It is suggested
that every PC starts role-playing with a spell-book containing a transcription of all of the spells that
he has memorised.
303
Chapter 8 The GM
5,6)
POSSESSIONS
It is likely that relatively powerful characters will have relatively powerful equipment. They may also
have a considerable amount of money, or even savings and spare items in a bank vault. Perhaps they
own property and have servants or retainers. As a guide, it is suggested that the GM generates a
hoard of treasure (see the Treasure chapter) for each PC. The Treasure Rating should be:
wealthy if the PCs were given 100 points to spend on their skills and stats;
rich if the PCs were given 150 points.
Of course, the player may sell some or all of the items in the resulting hoard so as to raise funds to
buy more suitable equipment before the role-playing game starts.
5,7)
Experienced PCs are likely to be older than the default ages produced by the rules in the Character
Generation chapter. The GM should decide how old each PC is as part of her development of his
background. What has he been doing during these years? Where has he been? Who has he
befriended? Who has he made an enemy? And so on.
6)
Every player gets unhappy sometimes when the GM prevents his character from doing what he
wants, and the GM will find that players argue with her decisions. However, so long as the GM is
being realistic, fair and consistent, she should stick to her guns.
GMs, too, may not like how some of the rules in this book work. If so, feel free to adapt them and
improvise. All of these rules are just guidelines and, if the game can be improved by changing them,
do so.
One good way to keep the game fresh and avoid frequent disputes is to rotate the role of GM
between different players, changing GM every time a discrete adventure comes to an end (the PC of
the player that becomes GM becoming an NPC). This can also lead to unexpected plot twists
keeping everyone entertained.
304
CHAPTER 9
THE BESTIARY
This chapter describes potentially dangerous creatures that are often encountered in a fantasy roleplaying environment. After the descriptions of the creatures, tables are given that allow the GM to
randomly select creatures. Finally, statistics are given for typical Non-Player Characters (NPCs).
1)
CREATURES
The descriptions of creatures which follow are grouped alphabetically into phyla, after a key. Note
that all the values given are for typical, healthy, fully-grown examples of a particular type of creature,
and the GM should feel free to vary these defaults widely.
1,1)
KEY
The following table of information is given for each creature, along with a description of its physical
form and typical behaviour:
SIZE: Medium
WEIGHT: 30 kgs
MOVE: 1.0, 5.0 (walk)
ST (CO): 10
AG (Gen Move): 18
RE: 15 (Fast)
DODGE: 12
AC: 0
HIPs: 30
INJURIES: All
OUTLOOK: Curious
and playful
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
305
PSYCHOSIS: None
NUMBER: 1 to 20
HABITAT: Dense
forest (Temperate to
Hot)
TREASURE: 0 (1)
1,1,1)
SIZE
1,1,2)
WEIGHT
1,1,3)
MOVE
The normal and maximum Movement Rates of the creature in metres per second (followed by the
mode of locomotion in parentheses, e.g. walk, fly, swim).
1,1,4)
ST (CO)
A creatures size determines basic values for its Strength and Constitution stats:
SIZE
Tiny
Small
Medium
Large
Huge
ST & CO
1
5
10
30
100
The CO value is used to determine when a creature is actually slain, as opposed to merely being
unconscious.
Unless otherwise noted, all creatures fall unconscious on reaching zero HIPs, rather than dying
instantly. If they are not bleeding and their wounds are stable, most have some natural healing
process that gradually heals HIP loss and most Injuries, such that the creature could arise again
(assuming it is left to recover in peace).
Consequently, if a player really wishes to ensure a particular creature is dead, his character must
succeed in actually killing it, rather than leaving it unconscious (otherwise, he may run into it
again). Killing a creature can be achieved through prolonged Hit Point loss or via the results of
Injuries. Once a creatures HIP total equals a negative value equal to its CO stat, or below, the
creature dies.
1,1,5)
AG (GEN MOVE)
The creatures Agility stat. Also use this value if a bonus is required to represent the creatures ability
in moving actions, e.g. Stealth, Climbing or Gymnastics. (Do not use this stat for its attacks, Dodge
or Block, however; these are listed separately.)
306
1,1,6)
RE
1,1,7)
DESCRIPTION
Creeping
Very slow
Slow
Medium
Fast
Very fast
Blindingly fast
EXAMPLE
Slug
Sloth
Slowroot
Average PC race
Fast PC race
Eagle
Wind Elemental
DODGE
A creatures ability to dodge blows in combat is related to its quickness to react, i.e. its RE stat:
RE
1
3
5
10
15
20
25
DESCRIPTION
Creeping
Very slow
Slow
Medium
Fast
Very fast
Blindingly fast
DODGE
0
2
3
6
12
15
18
If a creature is using a shield, use its Dodge bonus as its Block skill bonus.
1,1,8)
AC
The creatures hide may offer it protection equivalent to some kind of Armour Combination (AC).
TYPE OF NATURAL ANIMAL HIDE
Soft Skin (e.g. wolf)
Hide (e.g. bull)
Tough Hide (e.g. crocodile)
Bone, Carapace or Wood (e.g. skeletons)
Extremely Tough Hide (huge creatures only)
Metallic Skin (e.g. Rust Monster)
Stony Skin (e.g. Trolls)
1,1,9)
AC
0
1
2
4
5
8
11
HIPS
The creatures maximum number of Hit Points. A creatures size can generally be used as a guideline
for its HIPs:
SIZE
Tiny
Small
Medium
Large
Huge
HIPs
1
10
50
150
500
(Remember that the average PC race starts with around 20 HIPs, and the toughest individuals may
progress to around 200 HIPs.)
307
1,1,10)
INJURIES
The Injuries described in the Combat chapter are designed for creatures with physiologies similar to
those of Humans, Elves, etc. Many of the creatures in this chapter have totally different physiologies
and so the GM will need to adapt or ignore Injury results, so as to reflect the wounded creatures
resistance or immunity to certain types of damage. E.g. an Injury result of Second degree frostbite,
-3 Injury Penalty should not be applied to a Marble Golem, since its stone body cannot be burnt by
cold. Guidelines are provided in this section of a creatures description:
- indicates that the creature takes damage from Injuries as normal.
No Soft indicates that the creature lacks blood and soft tissues (like a Golem) or, if it has
them, they are not vital to its survival (e.g. a Zombie). Consequently, it cannot bleed or
suffer muscle, organ or nerve damage. These types of damage can be ignored if they arise in
an Injury description. It has rigid body parts, however, which can be treated similarly to
bones and so it will suffer Injury Penalties resulting from results indicating bone fractures or
the destruction of a body part, etc. E.g. an Injury result of Severe muscle damage, -8 Injury
Penalty, limb useless, bleeding at 1 HIP/sec should not be applied to a Marble Golem,
since it does not have muscles or a circulatory system or blood. Likewise, an Injury result of
Internal organs destroyed, instant death may not affect a golem since it lacks internal
organs. But a result of Head totally burnt to ashes, rest of corpse collapses in a heap, instant
death could indicate that the destruction of its head has occurred, resulting in its death (at
the GMs discretion). It might be though that, if the golems Soul Stone is not located in its
head, then it is able to continue to function without its head but would perhaps have lost its
senses. As always, the GM needs to modify how Injury results are applied to produce an
outcome that is realistic for the physiology of the injured creature. Note that, if they are
applied, Injury Penalties are added to the creatures Resistance Penalty as normal, so as to
reduce all of its skill or stat bonuses when making rolls.
Large indicates that, because of the creatures large size, the Large Creature Injury Roll
Table is used for this creature.
Huge indicates that, because of the creatures huge size, the Huge Creature Injury Roll
Table is used for this creature.
None indicates that the creatures physiology is so tough or magical that it is unaffected by
any type of damage resulting from an Injury. It simply loses Hit Points until slain.
(magic) indicates that weapons must be magical if they are to affect the creature. Nonmagic weapon attacks are always ineffective and bounce off harmlessly. (Magic weapons
include those made by alchemists using soul stones and those blessed by priests.)
1,1,11)
OUTLOOK
308
1,1,12)
IN (GEN STATIC)
The creatures Intelligence stat. Also use this value if a bonus is required to represent the creatures
SD stat or its ability in static actions (including spell-casting skills).
IN
0
1
2
5
10
15
20
>20
1,1,13)
DESCRIPTION
None
Instinctive Low
Instinctive High
Low
Average
High
Very High
Genius
EXAMPLE
Plant (insentient)
Insect
Dog
Troll
Average PC
Exceptional PC
Gifted PC
Some Demons or Undead
SPELLS
This section lists the spells that the creature can cast (and its maximum number of Power Points is
listed in parentheses). Expended POPs are regained every 24 hours. Innate magical powers, which
differ from spells, are listed in italics.
1,1,14)
PSYCHOSIS
To which Psychosis Class the creature belongs (see the Psychoses chapter).
1,1,15)
NUMBER
The number of these creatures that is typically encountered together (the number that is commonly
encountered in a lair is listed in parentheses).
E.g. a value of 1(4) indicates that, although the creature maybe encountered on its own ranging
through its territory, its lair typically contains four individuals. A value of 1 indicates that the
creature is solitary and does not maintain a lair as such.
1,1,16)
HABITAT
The typical type of terrain in which the creature is encountered (the typical climate is listed in
parentheses, e.g. polar, cold, temperate or hot).
1,1,17)
TREASURE
The Treasure Rating of that which is carried on the creatures person (and, in parentheses, that
which may be found in its lair).
The following Treasure Rating bands are used (see the Treasure chapter for how to turn these ratings
into coinage, items, etc.):
TREASURE
RATING
0
1
2
3
4
5
6
7
DESCRIPTION
None
Impoverished
Poor
Mediocre
Normal
Wealthy
Rich
Obscenely Rich
309
1,1,18)
PRIMARY ATTACK
The following table lists the attack types that creatures use:
ATTACK TYPE
Bash
Bite
Butt
Claw
Grapple
Horn
Sting
Tail Bash
Trample
Tusk
Breath Weapon
DAMAGE TYPE
Crush
Puncture
Crush
Slash
Grapple
Puncture
Puncture
Crush
Crush
Puncture
Varies Cold, Crush, Electricity, Heat
All creatures attacks have a fumble range of 1 and a minimum strength (mST) of 0 (unless they use
standard weapons in which case, use the weapons normal statistics).
1,1,18,1)
SPEED
The default time taken for the attack, in seconds.
Creatures with a Low Intelligence rating or better may increase the speed of their attacks, if the GM
chooses. As normal, for every second quicker, the GM should increase the difficulty factor versus
the attack typically the targets Dodge skill bonus by 2 points.
1,1,18,2) ATTACK BONUS
The bonus applied to the attack roll.
A creatures size can generally be used as a guideline for its primary attack bonus (the larger the
creature the more powerful, usually):
SIZE
Tiny
Small
Medium
Large
Huge
ATTACK BONUS
1 to 4
5 to 8
9 to 12
13 to 16
17 to 20
310
ADB
0
2
4
10
20
1,1,19)
OTHER ATTACKS
Some creatures have more than one attack type listed. Generally, the primary attack is used most
frequently but the GM can employ whichever she fancies. Occasionally, secondary attacks will only
be used in specific circumstances which will be described, e.g. the creature only bites after grappling
a target.
1,2)
CREATURE LISTINGS
1,2,1)
APES
1,2,1,1)
CHIMPANZEE
SIZE: Small
RE: 15 (Fast)
WEIGHT: 30 kgs
DODGE: 12
MOVE: 1.0, 5.0 (walk), AC: 0
unhindered in tree
HIPs: 30
branches
INJURIES: All
ST (CO): 10
AG (Gen Move): 18
PRIMARY ATTACK: Bite
Speed: 3
Attack Bonus: 9
Injury Range: 20
ADB: 4
Damage Type: Slash
OUTLOOK: Curious
and playful
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 to 20
HABITAT: Dense
forest (Temperate to
Hot)
TREASURE: 0 (1)
Use the same statistics for any small or medium-sized ape (e.g. baboon, chimpanzee, orang-utan).
1,2,1,2)
GORILLA
SIZE: Large
WEIGHT: 350 kgs
MOVE: 1.0, 5.0 (walk)
ST (CO): 30
AG (Gen Move): 15
RE: 10 (Medium)
DODGE: 6
AC: 1
HIPs: 100
INJURIES: All
OUTLOOK:
Reclusive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
311
PSYCHOSIS: None
NUMBER: 1 to 10
HABITAT: Dense
forest (Temperate to
Hot)
TREASURE: 0 (1)
RE: 10 (Medium)
DODGE: 6
AC: 1
HIPs: 150
INJURIES: All
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: Minor
NUMBER: 2 (2)
HABITAT: Any snowcovered terrain (Polar
or Cold)
TREASURE: 0 (3)
2ND ATTACK: Bash with fist
Speed: 3
Attack Bonus: 12
Injury Range: 20
ADB: 10
Damage Type: Crush
Yetis look like large, shaggy, white-haired gorillas with mouths full of long knife-like fangs. They are
stealth hunters; always working in teams of two, they crouch under snow and listen for the footfalls
of approaching prey, before springing out in a synchronised frenzy of teeth and flailing fists. They
have a Stealth skill of 12 when making such ambushes.
1,2,2)
BASILISKS
The basilisk is a magical creature with unusual reptilian features. It looks something like an elongated
Komodo Dragon but has tough ivory-coloured scales and enormous rake-like fore-claws. Their
bizarre attack mechanism and dining habits betray the magical role in the origin of this species. The
focused gaze of a basilisk magically petrifies any living creature (the reflected gaze is half as potent
but may still petrify). Once every 10 seconds, a Lesser Basilisk can focus its gaze so as to petrify a
single target within 5 metres, assuming the target fails an SD stat roll versus the basilisks attack
bonus. A Greater Basilisks gaze can be used twice as frequently and at targets twice as far away.
Failing the SD roll means that the targets body and carried possessions instantly turn into a soft
limestone. The basilisk feeds on the petrified statues of its victims, crushing their bodies with its
claws and devouring the rubble.
SUB-SPECIES
Lesser Basilisk
Greater Basilisk
RANGE OF GAZE
ATTACK
5
10
SECONDS BETWEEN
SD STAT ROLLS
10
5
312
OUTLOOK:
Indifferent
IN (Gen Static): 2
(Instinctive High)
SPELLS: Petrifying gaze
PSYCHOSIS: Minor
NUMBER: 1
HABITAT: Any (Any
non-polar)
TREASURE: 0
(Special)
3RD ATTACK: Bite
Speed: 4
Attack Bonus: 10
Injury Range: 19
ADB: 10
Damage Type: Slash
OUTLOOK:
Indifferent
IN (Gen Static): 2
(Instinctive High)
SPELLS: Petrifying gaze
PSYCHOSIS: Major
NUMBER: 1
HABITAT: Any (Any
non-polar)
TREASURE: 0
(Special)
3RD ATTACK: Bite
Speed: 4
Attack Bonus: 10
Injury Range: 17
ADB: 20
Damage Type: Slash
As the Lesser Basilisk but up to three times the size and with a large ribbed neck frill. Greater
Basilisks also have a more potent gaze attack.
313
1,2,3)
BATS
1,2,3,1)
BAT, GIANT VAMPIRE
SIZE: Medium
RE: 15 (Fast)
WEIGHT: 20 kgs
DODGE: 12
MOVE: 2.0, 10.0 (fly); AC: 0
0.5, 1.0 (walk)
HIPs: 30
ST (CO): 10
INJURIES: All
AG (Gen Move): 15
OUTLOOK:
Reclusive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: Minor
NUMBER: 1 to 4 (10
to 20)
HABITAT: Dense
forest or buildings
(Any)
TREASURE: 0 (2)
1,2,4)
BEARS
1,2,4,1)
BEAR, LARGE
SIZE: Large
RE: 10 (Medium)
WEIGHT: 1000 kgs
DODGE: 6
MOVE: 1.0, 8.0 (walk) AC: 1
ST (CO): 30
HIPs: 100
AG (Gen Move): 10
INJURIES: All
PRIMARY ATTACK: Claw
Speed: 3
Attack Bonus: 12
Injury Range: 19
ADB: 10
Damage Type: Slash
OUTLOOK:
PSYCHOSIS: None
Reclusive or
NUMBER: 1 (1)
Aggressive
HABITAT: Any (Any)
IN (Gen Static): 2
TREASURE: 0 (1)
(Instinctive High)
SPELLS: None
2ND ATTACK: Grapple with 3RD ATTACK: Bite
arm(s)
Speed: 4
Speed: 4
Attack Bonus: 13
Attack Bonus: 13
Injury Range: 18
Injury Range: Targets
ADB: 10
Contortions skill bonus
Damage Type: Slash
ADB: 5
Damage Type: Grapple
This attack form is used once a
victim has been grappled
successfully.
Use the same statistics for any large-sized bear (e.g. cave, grizzly or polar).
314
OUTLOOK:
PSYCHOSIS: None
Reclusive or
NUMBER: 1 (1)
Aggressive
HABITAT: Any (Any)
IN (Gen Static): 2
TREASURE: 0 (1)
(Instinctive High)
SPELLS: None
2ND ATTACK: Grapple with 3RD ATTACK: Bite
arm(s)
Speed: 4
Speed: 4
Attack Bonus: 9
Attack Bonus: 9
Injury Range: 19
Injury Range: Targets
ADB: 3
Contortions skill bonus
Damage Type: Slash
ADB: 4
Damage Type: Grapple
This attack form is used once a
victim has been grappled
successfully.
Use the same statistics for any medium-sized bear (e.g. brown bear, panda).
1,2,5)
BOARS
1,2,5,1)
BOAR, WILD
SIZE: Medium
RE: 10 (Medium)
WEIGHT: 60 kgs
DODGE: 6
MOVE: 1.0, 8.0 (walk) AC: 1
ST (CO): 10
HIPs: 40
AG (Gen Move): 10
INJURIES: All
PRIMARY ATTACK: Gore with tusk
Speed: 3
Attack Bonus: 9
Injury Range: 20
ADB: 4
Damage Type: Slash
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 (1 or 2)
HABITAT: Any
wooded (Any nonpolar)
TREASURE: 0 (0)
2ND ATTACK: Trample with hooves
Speed: 3
Attack Bonus: 5
Injury Range: 20
ADB: 4
Damage Type: Crush
Use the same statistics for any normal boar (e.g. wild boar, pig, tapir).
1,2,5,2)
BOAR, GIANT
SIZE: Large
RE: 10 (Medium)
WEIGHT: 1000 kgs
DODGE: 6
MOVE: 1.0, 10.0
AC: 2
(walk)
HIPs: 150
ST (CO): 30
INJURIES: All
AG (Gen Move): 10
PRIMARY ATTACK: Gore with tusk
Speed: 3
Attack Bonus: 13
Injury Range: 19
ADB: 10
Damage Type: Slash
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any
wooded (Any nonpolar)
TREASURE: 0 (0)
2ND ATTACK: Trample with hooves
Speed: 3
Attack Bonus: 13
Injury Range: 20
ADB: 10
Damage Type: Crush
315
1,2,6)
BIRDS
1,2,6,1)
CROW
SIZE: Tiny
WEIGHT: <1 kgs
MOVE: 8.0, 16.0 (fly);
0.5, 1.0 (walk)
ST (CO): 1
AG (Gen Move): 12
RE: 15 (Fast)
DODGE: 12
AC: 0
HIPs: 5 (individual);
Varies (flock)
INJURIES: All
(individual); None
(pack)
PRIMARY ATTACK (individual): Claw with
talons
Speed: 3
Attack Bonus: 5
Injury Range: 20
ADB: 1
Damage Type: Slash
OUTLOOK: Varies
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: Varies
HABITAT: Any (Any
non-polar)
TREASURE: 0 (0)
Crows are highly intelligent and versatile birds which are able to survive in a range of habitats. They
can be encountered singularly or in small flocks and are normally timid, only a threat to substantially
smaller creatures or carrion.
However, recently, people have been killed by large flocks of up to 200 crows. The birds fly in tight
formation at high altitude before swooping down en-masse, their prey being engulfed in a black
cloud of buffeting wings and slashing beaks and talons. It is believed that such flocks are compelled
by evil magicians to attack enemies and act as aerial spies.
Should a lone crows attack characteristics ever be necessary, use those in the left-hand individual
cell above. (The same characteristics can be used for any other small-sized normal bird.) If a flock of
crows is attacking a target, the GM should first determine the numbers of crows in the flock by
rolling (1d20)x10. Although the flock consists of many individual crows making individual attacks,
the mechanics used to handle combat become easier if the flock is treated as a single entity. In this
case, use the attack characteristics in the right-hand flock cell above, where # is the total number
of birds in the flock. E.g. a flock of:
10 crows would attack every 3-(10/100)=3 seconds with an Attack Bonus and Attack
Damage Bonus of 2/10=1, and an Injury Range of 20-(2/100)=20;
190 crows would attack every 3-(190/100)=1 second with an Attack Bonus and Attack
Damage Bonus of 190/10=19, and an Injury Range of 20-(190/100)=10.
Targets should be allowed to defend the flocks attacks as normal, using Dodge or Block.
The best defence is offence, of course, and a flock can be attacked. If a flock loses a number of Hit
Points equal to # (the flock size), then the flock is effectively dissipated the remaining crows will
flee from their attacker. Flocks are immune to Injuries and just lose HIPs. Those attacking a flock
do not benefit from Orientation Bonuses; the flock does not have a front, rear or flanks.
316
OUTLOOK:
Reclusive
IN (Gen Static): 5
(Low)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 (1 or 2)
HABITAT: Any cliffs,
e.g. mountains or
coastal, or dense forest
(Any non-polar)
TREASURE: 0 (4)
The Great Eagle looks like its smaller, more common cousin but is the height of a man whilst
standing and has a 5 metre wingspan. Although too small to act as a proper steed, they can generally
carry up to 100 kgs in their talons if necessary whilst flying. They have some intelligence and have a
smattering of the Common tongue, although beaks distort their pronunciation markedly.
1,2,6,3)
HAWK
SIZE: Small
RE: 15 (Fast)
WEIGHT: 10 kgs
DODGE: 12
MOVE: 10.0, 20.0
AC: 0
(fly); 0.5, 1.0 (walk)
HIPs: 10
ST (CO): 5
INJURIES: All
AG (Gen Move): 15
PRIMARY ATTACK: Claw with talons
Speed: 3
Attack Bonus: 6
Injury Range: 20
ADB: 2
Damage Type: Slash
OUTLOOK:
Reclusive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: Varies
HABITAT: Any (Any)
TREASURE: 0 (1)
Use the same statistics for any large-sized normal bird, e.g. eagle, owl, raven, vulture, albatross.
1,2,6,4)
ROC
RE: 15 (Fast)
SIZE: Huge
WEIGHT: 4,000 kgs
DODGE: 12
MOVE: 20.0, 30.0 (fly); AC: 0
0.5, 1.0 (walk)
HIPs: 400
ST (CO): 80
INJURIES: All
AG (Gen Move): 15
PRIMARY ATTACK: Claw with talons
Speed: 3
Attack Bonus: 18
Injury Range: 16
ADB: 18
Damage Type: Slash
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: Major
NUMBER: 1 (1)
HABITAT: Any cliffs,
e.g. mountains or
coastal (Any non-polar)
TREASURE: 0 (4)
Rocs are enormous hawks with a wingspan of some 15 metres. They are occasionally tamed and
used as steeds. They can fly whilst carrying up to 500 kgs.
317
1,2,7)
CANINES
1,2,7,1)
BARGHEST
SIZE: Large
RE: 15 (Fast)
WEIGHT: 500 kgs
DODGE: 12
MOVE: 2.0, 15.0
AC: 0
(walk)
HIPs: 120
ST (CO): 30
INJURIES: All (magic)
AG (Gen Move): 15
PRIMARY ATTACK: Bite
Speed: 3
Attack Bonus: 15
Injury Range: 18
ADB: 10
Damage Type: Slash
OUTLOOK: Berserk
IN (Gen Static): 5
(Low)
SPELLS: None,
magically induced fear effect
PSYCHOSIS: Major
NUMBER: 1
HABITAT: Any
TREASURE: 0 (0)
The Barghest is a huge black dog, the size of a shire horse, with glowing red eyes as big as saucers
and enormous claws and teeth. It is known as a portent of death usually because it devours most
witnesses and some believe it to have demonic or undead connections. The Barghest can be
encountered in a range of habitats, from narrow alleyways in abandoned parts of cities, to old
graveyards and the sites of ancient battles, to deep gorges and dark forests. When slain, its carcass is
immediately turned to dust by violent red flames which emit no heat. It is consequently thought that
only one such creature exists, and that it is resurrected upon defeat to haunt some other forsaken
place.
The Barghest is immune to non-magic weapons, and may choose to use a special attack once every
10 seconds by making a terrifying howl. Anyone hearing this magical howl must make a SD stat roll
versus 5. If this roll is:
passed, the target is not afraid and may act normally;
failed by 10, the target is terrified and will flee until out of sight;
failed by >10, the target is paralysed by fear for 10 seconds and will then flee until out of
sight;
fumbled, the target has an adrenalin-induced heart attack and dies on the spot (Fumble
Range is 5).
Note that the Barghest may not use its bite attack at the same time as howling.
1,2,7,2)
DOG
SIZE: Medium
RE: 15 (Fast)
WEIGHT: 25 kgs
DODGE: 12
MOVE: 2.0, 11.0
AC: 0
(walk)
HIPs: 30
ST (CO): 10
INJURIES: All
AG (Gen Move): 12
PRIMARY ATTACK: Bite
Speed: 3
Attack Bonus: 8
Injury Range: 20
ADB: 4
Damage Type: Slash
OUTLOOK: Varies
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 4 to 20
HABITAT: Any (Any
non-polar)
TREASURE: 0 (0)
Use the same statistics for any domesticated canine (e.g. guard dog, bloodhound).
318
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 to 3
HABITAT: Any (Any
non-polar)
TREASURE: 0 (3)
A Warg appears like a cross between a wolf and a hyena, but is the size of a pony when fully grown.
In some cases, Wargs can be trained to act as steeds. They gather in much smaller packs than wolves
generally just a family unit of parents with a single cub.
1,2,7,4)
WOLF
SIZE: Medium
RE: 15 (Fast)
WEIGHT: 50 kgs
DODGE: 12
MOVE: 2.0, 11.0
AC: 0
(walk)
HIPs: 40
ST (CO): 10
INJURIES: All
AG (Gen Move): 12
PRIMARY ATTACK: Bite
Speed: 3
Attack Bonus: 12
Injury Range: 20
ADB: 4
Damage Type: Slash
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 4 to 20
HABITAT: Any (Any
non-polar)
TREASURE: 0 (2)
Use the same statistics for any wild canine (e.g. wolf).
1,2,8)
DEMONS
It is widely known that the world around us is not the only plane of existence. In these terms of
reference, the world in which Humans, Elves, Dwarfs and the like are native is known as the Prime
Plane. Of the other parallel realities, perhaps the best known is the Spirit World the land thronged
by the multitudinous spirits of the dead. But there are other planes too. One of these is called the
Demonic Plane, a world is inhabited by a variety of fearsome and maleficent denizens. Some of
these demons have been encountered on the Prime Plane or on the Demonic Plane itself by
foolhardy magicians who have used spellcraft to transport themselves there and they have been
classified into four classes according to their power. It is not known if all demons are inherently evil,
or whether interaction with the Prime Plane or its natives somehow causes them to become evil, but
the demons thus far encountered seem to seek only to kill or conquer the peoples of the Prime
Plane if they can.
319
OUTLOOK: Evil
PSYCHOSIS: Ultimate
IN (Gen Static): 15
NUMBER: 1 (1)
(High)
HABITAT: Any (Any)
SPELLS: Elemental
TREASURE: 6 (7)
Earth & Fire lvls 3,
4, 7 and 8 with fire
only; Elemental Wind
& Wave Summon
Fog with smoke only;
Shapechanging lvl 17
with smoke only (75);
and special powers
2ND ATTACK: Two Claw attacks
simultaneously (ignore Simultaneous Attack and
Off Hand Penalties)
Speed: 3
Attack Bonus: 18
Injury Range: 16
ADB: 20
Damage Type: Slash
A Balrog is a terrible warrior demon with magical powers over fire and darkness. A five metre high
humanoid in form with huge bat-shaped wings on its shoulders, the Balrogs flesh is a charred black
colour, from which grains of soot constantly crumble, and the orifices in its face, where eyes, nostrils
and mouth should be, are simple gashes within which flames can be seen flickering. The Balrog is
always surrounded by a pawl of choking acrid smoke which makes its outline hard to define.
Balrogs usually carry two obsidian two-handed weapons, which they wield simultaneously. If there is
no space to swing these enormous weapons, a Balrog will rake at opponents with its long claws. Any
Injury Roll from a Balrogs melee attack is also accompanied by a Heat Injury Roll.
Balrogs may choose to emit an instantaneous magically induced fear effect (as frequently as once
every 60 seconds). Anyone within sight of the Balrog at this moment must make a SD stat roll
versus 10. If this roll is:
passed, the target overcomes his fears and may act normally;
failed by 10, the target is terrified and will flee until out of sight;
320
failed by >10, the target is paralysed by fear for 10 seconds and will then flee until out of
sight;
fumbled, the target has an adrenalin-induced heart attack and dies on the spot (Fumble
Range is 10).
A Balrog is able to cast several spells to aid its advance. It can throw fire bolts and balls (all huge in
size), and summon huge walls of flame. It may cast a spell that summons a great cloud of smoke to
further conceal its presence. Finally, it may turn itself into a cloud of dense smoke, enabling it to
access smaller passages than it otherwise might.
1,2,8,2)
DEMON, MIRROR (CLASS III)
SIZE: Medium
RE: 20 (Very Fast)
WEIGHT: 50 kgs
DODGE: 15
MOVE: 1.0, 15.0 (fly); AC: 0
1.0, 10.0 (walk)
HIPs: 75
ST (CO): 10
INJURIES: All (magic)
AG (Gen Move): 15
PRIMARY ATTACK: Claw
Speed: 2
Attack Bonus: 15
Injury Range: 19
ADB: 4
Damage Type: Slash
OUTLOOK: Evil
IN (Gen Static): 15
(High)
SPELLS: Mind lvls 1
to 7 (75)
PSYCHOSIS: Minor
NUMBER: 1
HABITAT: Special
TREASURE: 0
Mirror Demons are one of the few types of demon that are inherently able to cross between the
Demonic and Prime Planes at will. Their particular method of passage makes use of mirrors and
other reflective surfaces. They are believed to use these as looking glasses, lenses which enable them
to see from the Demonic Plane into the Prime Plane. Having studied a chosen target for some time,
they use a large mirror or other reflective surface close by their target as a gateway between the
planes leaping out of the mirror to ambush their victim.
In the Prime Plane, a Mirror Demon appears as an utterly black silhouette like a shadow, humanoid
in shape and about 2 metres high, and totally featureless apart from two reflective silver discs where
eyes should be. Its black formless hands are armed with long raking claws, and its shadow face splits
open to reveal a dark maw crammed with shiny silver teeth like needles.
Perhaps the greatest weapon in the armoury of a Mirror Demon is that it is invisible to everything
except its chosen target. Often the victim of a Mirror Demon will be dead before his companions
have realised that he is under attack by an unseen assailant and is not simply dancing in an unusual
way. A Mirror Demon will be revealed if a Detect Magic spell is cast.
Each time a Mirror Demon delivers an Injury, it drains some of the targets memories. The Injured
target loses 1 point from his highest skill bonus (such skill bonus reductions are permanent and can
only be regained through the normal methods of skill development). Once a Mirror Demon has
drained 3 points from skills, it will attempt to retreat back through a mirror or other reflective
surface (it will also retreat in this way prematurely if it perceives the odds as being hopeless).
The reflective surface through which a Mirror Demon emerges or withdraws must be large enough
in terms of area for the demon to leap from or into, i.e. 50 cm diameter. (Note that Mirror
Demons cannot be followed through mirrors by any other type of creature, spell or object.)
If a Mirror Demon dies, its corpse dissolves into harmlessly dissipating smoke.
321
322
OUTLOOK: Evil
IN (Gen Static): 22
(Genius)
SPELLS: 1d10+5
levels on the Illusion
and Wizardry lists
(100)
2ND ATTACK: Claw
Speed: 3
Attack Bonus: 14
Injury Range: 20
ADB: 10
Damage Type: Slash
PSYCHOSIS: Major
NUMBER: 1 (1)
HABITAT: Any (Any)
TREASURE: 5 (6)
Felv are large, three metre high humanoid demons. All gangly limbs and neck, they appear fragile
but taut wiry muscles make them deceptively strong. Their legs have the zigzag design of a running
birds short thigh, ankle raised off the ground as a second backwards knee, with only the hoof at
the end of the elongated foot touching the ground. Their heads are stretched such that the chin and
the cranium are both pointed as to be almost conical. In terms of the rest of their appearance, Felv
demons look strikingly like Bone Elves always naked, they have pallid ivory skin, eyes like jet black
discs, and a mane of metallic silver hair that hangs to below their waist. It is suspected that the Felv
were created by Bone Elves, with foul sorcery and for unfathomable reasons; or vice-versa,
perhaps...
Felv typically carry an obsidian two-handed weapon in one hand, leaving the other free to cast spells.
They are particularly fond of spell-casting, tending to use magic more than any other type of demon.
In addition, Felv seem to be surrounded by a mysterious force-field which nullifies incoming spells
half of all spells cast at a Felv automatically fail to affect it in any way (the GM should randomly
determine which spells are ineffective).
1,2,8,5)
GONCHONG (CLASS II)
SIZE: Tiny
RE: 25 (Blindingly
WEIGHT: 1 kg
Fast)
MOVE: 1.0, 5.0
DODGE: 18
(scuttle, leap)
AC: 4
ST (CO): 2
HIPs: 10
AG (Gen Move): 15
INJURIES: All (magic)
OUTLOOK: Evil
IN (Gen Static): 15
(High)
SPELLS: Mind lvls 1
to 15 (75), also mind
control power
323
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any (Any)
TREASURE: 0
OUTLOOK: Evil
IN (Gen Static): 5
(Low)
SPELLS: Illusion lvls
1 to 3 (15)
2ND ATTACK: Bite
Speed: 3
Attack Bonus: 4
Injury Range: 20
ADB: 2
Damage Type: Slash
324
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any (Any)
TREASURE: 1
OUTLOOK: Aloof
IN (Gen Static): 20
(Very High)
SPELLS: Healing lvls
1 to 20, except Tattoo
spells (100), special
powers
3RD ATTACK: Claw
with talons
Speed: 4
Attack Bonus: 17
Injury Range: 19
ADB: 20
Damage Type: Slash
PSYCHOSIS: Ultimate
NUMBER: 1
HABITAT: Any (Any)
TREASURE: 0 (7)
The Hydra is a fearsome beast indeed, believed to be some kind of awesome demonic dragon. It
looks like a wingless drake, some 40 metres in length and covered in silver scales, but its most
striking feature is its multitude of heads. All Hydras have at least two heads each with typical
reptilian features and mounted on a long prehensile neck but may have as many as five. Each head
operates totally independently of the others, but they somehow effortlessly co-ordinate the control
of the shared body, legs and tail. When a Hydra is encountered, the GM should randomly determine
the initial number of heads that the beast has by rolling 1d4+1.
The Hydra attacks by biting with each of its heads. If a Hydra has X heads, it can make up to X
simultaneous bites and these can be directed at up to X different targets within reach without
penalty (each neck is 15 metres in length). Bite attacks can be substituted with attacks from one or
both clawed forelegs (it will rise up onto its hind legs if necessary) or a tail bash attack if the Hydra
desires. In addition, each head is able to spit a Huge Acid Bolt once every 20 seconds (the bolts
travel up to 50 metres in a second and only affect the first target in their path; they take 2 seconds to
aim).
The Hydra is immune to non-magic weapons and acids and, in addition, is a regenerating creature
like Trolls and Lycanthropes. However, its powers of self-healing dwarf those of Trolls and Werecreatures. Every second, a Hydra regenerates 1d20 lost HIPs. In addition, Injuries inflicted upon its
heads, body, legs and tail are ignored.
The Hydras necks are more vulnerable, however. If a neck has an Injury inflicted upon it, or if it
loses 20 HIPs in a single attack, then that neck is severed the head and both parts of the neck fall
lifelessly to the ground, leaving a gory stump on the Hydras shoulders. However, whenever a
Hydras neck is severed, two new necks and heads are quickly grown in its place. 19 seconds after
the old neck was severed, two new heads and necks sprout out of the wound on the Hydras
shoulders; the necks take 1 second to grow to full length, whereupon the heads gain consciousness
and can begin activity. Each Hydra may have a maximum of five heads.
325
OUTLOOK: Evil
IN (Gen Static): 5
(Low)
SPELLS: Combat lvl
1; Illusion lvl 1 (25)
2ND ATTACK: Bite
Speed: 3
Attack Bonus: 6
Injury Range: 20
ADB: 2
Damage Type: Slash
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any (Any)
TREASURE: 1
Imps are larger brethren of the Homonoculous. About twice as tall and more muscular, they have
the same skin, eyes and other features of the Homonoculous, but lack wings.
1,2,8,9)
INCUBUS (CLASS II)
SIZE: Medium
RE: 15 (Fast)
WEIGHT: 60 kgs
DODGE: 12
MOVE: 1.0, 10.0
AC: 0
(walk)
HIPs: 50
ST (CO): 12
INJURIES: All (magic)
AG (Gen Move): 12
OUTLOOK: Evil
IN (Gen Static): 10
(Average)
SPELLS: Mind lvls 1
to 10 (50)
326
PSYCHOSIS: Minor
NUMBER: 1
HABITAT: Special
TREASURE: 3 (4)
Incubi are one of the few types of demon that are inherently able to cross between the Demonic and
Prime Planes at will. Incubi use dreams as their conduit between the planes they are able to appear
in the minds of women sleeping in the Prime Plane.
When entering a dream, the Incubus always appears as an attractive male member of the same race
as the dreamer. The dreams always turn into nightmares in which the Incubus attempts to force
intercourse with the dreamer. The dreamer must make a SD stat roll versus a difficulty factor equal
to the Incubus IN (default is 10). If the roll is:
passed, then the dreamer fends off the Incubus in the dream. The demon is momentarily
revealed in its true form (see below) before being banished back to the Demonic Plane.
failed, then the rape is accomplished. The Incubus immediately vanishes from the dream,
returning in triumph to the Demonic Plane.
Whatever the result, the dreamer will wake in horror. If the Incubus succeeded in having
intercourse, the dreamer will also become pregnant with the Incubus offspring.
Such children are born normally, develop as usual, and are totally indistinguishable from those of
non-Demonic lineage, with two exceptions. First, such individuals are mysteriously able to
understand the spoken Demonic language (although they cannot read it or speak it themselves).
Second, such individuals will instantly and unquestioningly carry out verbal orders given by Incubi to
the best of their ability (a SD stat roll versus the ordering Incubus IN bonus is allowed to resist
performing totally alien actions, e.g. self-mutilation).
It is believed that Incubi are, in this way, slowly amassing an army of slaves in the Prime Plane and
will shortly find some way to transport themselves here en-mass in order to take command. It is not
known exactly what proportion of the Prime Planes residents (including Player Characters) are
latent Incubi slaves.
The true form of an Incubus (i.e. that seen when one is physically encountered in the Prime or
Demonic Planes outside of dreams) looks like a disturbing mockery of a tailors mannequin. The
body is slight of build, smooth of skin and totally featureless, lacking eyes, nose, mouth, ears, hair,
nails, genitalia or any other external characteristic. This striking alien nature is generally hidden
beneath a long cowled robe. Incubi usually fight with obsidian weaponry of some sort, but are also
able to protrude long and transparent needle-like talons from their fingertips if necessary.
A female Incubus is called a Succubus. Succubi act in exactly the same way as Incubi but target men.
1,2,8,10) NAGA, GREATER (CLASS III)
SIZE: Large
RE: 15 (Fast)
WEIGHT: 300 kgs
DODGE: 12
MOVE: 1.0, 10.0
AC: 0 (body), 3 (tail)
(walk)
HIPs: 200
ST (CO): 30
INJURIES: All (magic)
AG (Gen Move): 15
OUTLOOK: Evil
IN (Gen Static): 15
(High)
SPELLS: 1d10+5
levels on the Combat
and Wounding lists
(50)
327
PSYCHOSIS: Major
NUMBER: 1
HABITAT: Any
(Temperate to Hot)
TREASURE: 5 (6)
Greater Naga seem to be a bizarre fusion of giant snake and Human. The torso, arms and head
appear Human (except for serpentine slit-iris eyes), but the lower body, from the waist down, is a
scaled snakes tail, often 5 metres or more in length. The Greater Naga is able to slither at speed on
this tail, and can rear up on it so that it reaches 3 metres in height.
Greater Naga are generally able to cast a significant number of spells. They also generally carry
weapons, favouring obsidian spears, halberds and other polearms. Additionally, they are able to bite
using their poisonous fangs. A bite attack that causes HIP loss may also poison the victim. The
victim must make a CO stat roll versus the poisons Potency Factor of 15; if the target fails, the
poison takes effect. The victim loses 1d20 HIPs and must make an Injury Roll. Any Injuries
delivered are Mental Injuries.
1,2,8,11) NAGA, LESSER (CLASS II)
SIZE: Medium
RE: 10 (Medium)
WEIGHT: 80 kgs
DODGE: 9
MOVE: 1.0, 8.0 (walk) AC: 0 (body), 3 (tail)
ST (CO): 15
HIPs: 100
AG (Gen Move): 12
INJURIES: All (magic)
PRIMARY ATTACK: Weapon
Speed: As weapon / 2
Attack Bonus: 12
Injury Range: 20
ADB: As weapon
Damage Type: As weapon
OUTLOOK: Evil
PSYCHOSIS: Minor
IN (Gen Static): 10
NUMBER: 1
(Average)
HABITAT: Any
SPELLS: 1d10 levels
(Temperate to Hot)
on the Combat and
TREASURE: 3 (4)
Wounding lists (50)
2ND ATTACK: Bite
Speed: 3
Attack Bonus: 12
Injury Range: 20
ADB: 3
Damage Type: Slash (poison)
Lesser Naga are amongst the most commonly summoned demons. They appear as smaller versions
of their Greater Naga cousins, with Human heads, arms and torsos joined to 3 metre long serpent
tails.
Like their Greater kin, Lesser Naga are usually able to cast a number of spells. They also normally
carry obsidian spears, halberds or other polearms, and are able to bite with their poisonous fangs. A
bite attack that causes HIP loss may also poison the victim. The victim must make a CO stat roll
versus the poisons Potency Factor of 10; if the target fails, the poison takes effect. The victim loses
1d10 HIPs and must make an Injury Roll. Any Injuries delivered are Mental Injuries.
1,2,8,12) PIT FIEND (CLASS II)
SIZE: Medium
RE: 10 (Medium)
WEIGHT: 80 kgs
DODGE: 9
MOVE: 1.0, 8.0 (walk) AC: 4
ST (CO): 20
HIPs: 75
AG (Gen Move): 10
INJURIES: All (magic)
OUTLOOK: Evil
IN (Gen Static): 10
(Average)
SPELLS: 1d10 levels
on the Combat and
Elemental Earth &
Fire lists (50)
328
PSYCHOSIS: Minor
NUMBER: 1
HABITAT: Any
although subterranean
is preferred (Any)
TREASURE: 3 (4)
Pit Fiends are short and stocky humanoids with squat but powerful limbs. The similarity with
Dwarfs ends there, however. Their tar-coloured hide is tough and arranged into a set of overlapping
plates like that of armadillos. Protruding from these plates is a forest of horrifically sharp spines,
varying from 10 to 20 cm in length. The spines cover every inch of the Pit Fiends body shorter
spines near the joints and longer spines on the more rigid body parts. These spines are frequently
dripping with gore Pit Fiends delight in impaling opponents with punches from their spiked fists.
In addition, the Fiend can fire some of its spines at opponents within 10 metres. Although extremely
tough, the base of every spine is brittle enough to allow it to snap off without harming the Pit Fiend.
Any spikes lost, either snapped off in melee or fired at opponents, are regrown within a day.
Pit Fiends can be encountered anywhere they are one of the more frequently summoned demons
but they prefer underground habitats, enjoying using the cover of darkness to ambush victims.
1,2,9)
Drakes (also known as dragons) are some of the most powerful monsters native to the Prime Plane.
They are huge, magical creatures with reptilian features: lizard-like heads with horns and sharp teeth,
elongated necks and bodies, long prehensile tails, and four legs ending in taloned feet. They usually
walk on all fours, but all are capable of rising up on their hind legs if needed. In addition, several
kinds of drakes have a huge pair of wings on their shoulders, with which they can fly at speed.
Renowned for their cunning, all are capable of casting spells, generally those associated with a
particular element (i.e. earth, fire, ice, lightning or water). Their weaponry is completed by a breath
weapon, which may take the form of a cone of fire, a blast of cold or steam, a belching cloud of
choking gas or a lightning bolt. They are armoured with tough scales, are immune to non-magic
weapons, and do not become fatigued.
All Drakes emit a distinctive, pungent and revolting odour known as dragon stench. Additionally,
Old Drakes may choose to emit an instantaneous magically induced fear effect (as frequently as once
every 60 seconds). Anyone within sight of the Drake at this moment must make a SD stat roll versus
10. If this roll is:
passed, the target overcomes his fears and may act normally;
failed by 10, the target is terrified and will flee until out of sight;
failed by >10, the target is paralysed by fear for 10 seconds and will then flee until out of sight;
fumbled, the target has an adrenalin-induced heart attack and dies on the spot (Fumble Range is
10).
1,2,9,1)
DRAKE, OLD CAVE
SIZE: Huge
RE: 15 (Fast)
WEIGHT: 25,000 kgs DODGE: 12
MOVE: 2.0, 10.0 (walk AC: 5
or burrow)
HIPs: 700
ST (CO): 100
INJURIES: All (magic)
AG (Gen Move): 15
OUTLOOK: Greedy
IN (Gen Static): 20
(Very High)
SPELLS: Elemental
Earth & Fire all earth
or stone-related spells
of levels 1 to 15 (75);
breath weapon
329
PSYCHOSIS: Ultimate
NUMBER: 1 (1)
HABITAT: Any land
or subterranean (Any)
TREASURE: 0 (7)
2ND ATTACK:
Gore with horn
Speed: 3
Attack Bonus: 20
Injury Range: 16
ADB: 20
Damage Type:
Puncture
3RD ATTACK:
Claw with talons
Speed: 3
Attack Bonus: 20
Injury Range: 17
ADB: 20
Damage Type:
Slash
4TH ATTACK:
Tail bash
Speed: 4
Attack Bonus: 17
Injury Range: 19
ADB: 20
Damage Type:
Crush
5TH ATTACK:
Bite
Speed: 4
Attack Bonus: 17
Injury Range: 19
ADB: 20
Damage Type:
Slash
The Cave Drake (or Earth Dragon) is approximately 30 metres in length and lacks wings. It has two
pairs of large horns that jut forward from above and below its face, and its hide the colour of
black asphalt oozes rock-dissolving acid; these horns and acid help it to tunnel through earth and
stone with great speed. Anyone who makes an Injury Roll as a result of a melee attack from the
dragon must also make an Injury Roll versus Acid.
The Cave Drake may make up to three simultaneous attacks if desired (two simultaneous claw
attacks are possible, along with one of any other type of attack), and each can be aimed at a different
target if desired without penalty. Its breath weapon is a huge cone of asphyxiating methane (which
will ignite if any naked flame is present) that can be sustained for up to 10 seconds (a 10 second
interval must pass between one cone and the next). The cone is 20 metres in length and 2 metres in
diameter at the base. A Huge Cone attack roll (see the Elemental Spell Attacks section in the Combat
chapter) is made versus anyone touched by the cone every second. Any Injuries delivered are
Asphyxiation Injuries unless the cone has caught fire in which case, treat the cone as a huge Fire
Cone instead (Armour Damage Penalties become relevant). The dragon is immune to its own breath
weapon and all types of gas attack.
1,2,9,2)
DRAKE, OLD FIRE
SIZE: Huge
RE: 20 (Very Fast)
WEIGHT: 23,000 kgs DODGE: 15
MOVE: 20.0, 30.0
AC: 5
(fly); 2.0, 10.0 (walk)
HIPs: 600
ST (CO): 100
INJURIES: All (magic)
AG (Gen Move): 15
PRIMARY
ATTACK: Breath
weapon (huge fire
cone)
Speed: 2
Attack Bonus: 20
Injury Range: 15
ADB: 20
Damage Type:
Heat
2ND ATTACK:
Claw with talons
Speed: 3
Attack Bonus: 20
Injury Range: 16
ADB: 20
Damage Type:
Slash
OUTLOOK: Greedy
PSYCHOSIS: Ultimate
IN (Gen Static): 20
NUMBER: 1 (1)
(Very High)
HABITAT: Any
SPELLS: Elemental
except under water
Earth & Fire all fire- (Any)
related spells of levels
TREASURE: 0 (7)
1 to 15 (75); breath
weapon
3RD ATTACK:
4TH ATTACK:
5TH ATTACK:
Bite
Tail bash
Gore with horn
Speed: 3
Speed: 4
Speed: 4
Attack Bonus: 20 Attack Bonus: 17 Attack Bonus: 17
Injury Range: 17
Injury Range: 19
Injury Range: 19
ADB: 20
ADB: 20
ADB: 20
Damage Type:
Damage Type:
Damage Type:
Slash
Crush
Puncture
330
2ND ATTACK:
Claw with talons
Speed: 3
Attack Bonus: 20
Injury Range: 16
ADB: 20
Damage Type:
Slash
OUTLOOK: Greedy
PSYCHOSIS: Ultimate
IN (Gen Static): 20
NUMBER: 1 (1)
(Very High)
HABITAT: Any
SPELLS: Elemental
except under water
Wind & Wave all ice (Any)
or cold-related spells
TREASURE: 0 (7)
of levels 1 to 15 (75);
breath weapon
3RD ATTACK:
4TH ATTACK:
5TH ATTACK:
Bite
Tail bash
Gore with horn
Speed: 3
Speed: 4
Speed: 4
Attack Bonus: 20 Attack Bonus: 17 Attack Bonus: 17
Injury Range: 17
Injury Range: 19
Injury Range: 19
ADB: 20
ADB: 20
ADB: 20
Damage Type:
Damage Type:
Damage Type:
Slash
Crush
Puncture
The Ice Drake looks identical to the Fire Drake, except its scales are icy white in colour. It may
make up to three simultaneous attacks if desired (two simultaneous claw attacks are possible, along
with one of any other type of attack), and each can be aimed at a different target if desired without
penalty. Its breath weapon is a Huge Cold Cone that can be sustained for up to 10 seconds (a 10
second interval must pass between one cone and the next). The cone is 20 metres in length and 2
metres in diameter at the base. A Huge Cold Cone attack roll is made versus anyone touched by the
cone every second. The dragon is immune to its own breath weapon and all types of cold or ice
attack.
1,2,9,4)
DRAKE, OLD LIGHTNING
SIZE: Huge
RE: 20 (Very Fast)
WEIGHT: 23,000 kgs DODGE: 15
MOVE: 20.0, 30.0
AC: 5
(fly); 2.0, 10.0 (walk)
HIPs: 600
ST (CO): 100
INJURIES: All (magic)
AG (Gen Move): 15
OUTLOOK: Greedy
IN (Gen Static): 20
(Very High)
SPELLS: Elemental
Wind & Wave all
wind, air or lightningrelated spells of levels
1 to 15 (75); breath
weapon
331
PSYCHOSIS: Ultimate
NUMBER: 1 (1)
HABITAT: Any
except under water
(Any)
TREASURE: 0 (7)
2ND ATTACK:
Claw with talons
Speed: 3
Attack Bonus: 20
Injury Range: 16
ADB: 20
Damage Type:
Slash
3RD ATTACK:
Bite
Speed: 3
Attack Bonus: 20
Injury Range: 17
ADB: 20
Damage Type:
Slash
4TH ATTACK:
Tail bash
Speed: 4
Attack Bonus: 17
Injury Range: 19
ADB: 20
Damage Type:
Crush
5TH ATTACK:
Gore with horn
Speed: 4
Attack Bonus: 17
Injury Range: 19
ADB: 20
Damage Type:
Puncture
The Lightning Drake (or Storm Dragon) looks identical to the Fire Drake, except its scales are
electric blue in colour. It may make up to three simultaneous attacks if desired (two simultaneous
claw attacks are possible, along with one of any other type of attack), and each can be aimed at a
different target if desired without penalty. Its breath weapon is a Huge Lightning Bolt that can be
fired once every 5 seconds. The bolt instantly travels 100 metres in a straight line and cannot be
dodged. It even travels through solid objects or water, and anything within its path takes a Huge
Lightning Bolt attack. The dragon is immune to its own breath weapon and all types of electrical
attack.
1,2,9,5)
DRAKE, OLD WATER
SIZE: Huge
RE: 15 (Fast)
WEIGHT: 25,000 kgs DODGE: 12
MOVE: 2.0, 10.0 (walk AC: 5
or swim)
HIPs: 700
ST (CO): 100
INJURIES: All (magic)
AG (Gen Move): 15
PRIMARY
ATTACK: Breath
weapon (huge
steam cone)
Speed: 2
Attack Bonus: 20
Injury Range: 15
ADB: 20
Damage Type:
Heat
2ND ATTACK:
Bite
Speed: 3
Attack Bonus: 20
Injury Range: 16
ADB: 20
Damage Type:
Slash
OUTLOOK: Greedy
PSYCHOSIS: Ultimate
IN (Gen Static): 20
NUMBER: 1 (1)
(Very High)
HABITAT: Any sea,
SPELLS: Elemental
ocean or large river
Wind & Wave all
(Any)
water-related spells of
TREASURE: 0 (7)
levels 1 to 15 (75);
breath weapon
3RD ATTACK:
4TH ATTACK:
5TH ATTACK:
Tail bash
Claw with talons
Gore with horn
Speed: 4
Speed: 3
Speed: 4
Attack Bonus: 20 Attack Bonus: 17 Attack Bonus: 17
Injury Range: 17
Injury Range: 19
Injury Range: 19
ADB: 20
ADB: 20
ADB: 20
Damage Type:
Damage Type:
Damage Type:
Crush
Slash
Puncture
The Water Drake (or Sea Serpent) is approximately 50 metres in length; its body, neck and tail are
more elongated than those of its cousins. It lacks wings, and its scales are aquamarine in colour. It
may make up to three simultaneous attacks if desired (two simultaneous claw attacks are possible,
along with one of any other type of attack), and each can be aimed at a different target if desired
without penalty. Its breath weapon is a huge cone of steam (treat as a Huge Fire Cone) that can be
sustained for up to 10 seconds (a 10 second interval must pass between one cone and the next). The
cone is 20 metres in length and 2 metres in diameter at the base. A Huge Fire Cone attack roll is
made versus anyone touched by the cone every second. The dragon is immune to its own breath
weapon and all types of steam or heat attack.
332
OUTLOOK: Greedy
IN (Gen Static): 15
(High)
SPELLS: Elemental
Earth & Fire all earth
or stone-related spells
of levels 1 to 10 (50);
breath weapon
3RD ATTACK: Claw
with talons
Speed: 3
Attack Bonus: 15
Injury Range: 19
ADB: 10
Damage Type: Slash
PSYCHOSIS: Major
NUMBER: 1 (1)
HABITAT: Any land
or subterranean (Any)
TREASURE: 0 (5)
As the Old Cave Drake, but may make only up to two simultaneous attacks. Additionally, its cone is
Large and is 10 metres in length and 1 metre in diameter at the base.
1,2,9,7)
DRAKE, YOUNG FIRE
SIZE: Large
RE: 20 (Very Fast)
WEIGHT: 7,000 kgs
DODGE: 15
MOVE: 20.0, 30.0
AC: 5
(fly); 2.0, 10.0 (walk)
HIPs: 200
ST (CO): 30
INJURIES: All (magic)
AG (Gen Move): 12
PRIMARY ATTACK:
Breath weapon (huge
fire cone)
Speed: 2
Attack Bonus: 15
Injury Range: 18
ADB: 10
Damage Type: Heat
OUTLOOK: Greedy
IN (Gen Static): 15
(High)
SPELLS: Elemental
Earth & Fire all firerelated spells of levels
1 to 10 (50); breath
weapon
3RD ATTACK: Bite
Speed: 3
Attack Bonus: 15
Injury Range: 19
ADB: 10
Damage Type: Slash
PSYCHOSIS: Major
NUMBER: 1 (1)
HABITAT: Any
except under water
(Any)
TREASURE: 0 (5)
4TH ATTACK: Tail
bash
Speed: 4
Attack Bonus: 12
Injury Range: 20
ADB: 10
Damage Type: Crush
As the Old Fire Drake, but may make only up to two simultaneous attacks. Additionally, its cone is
Large and is 10 metres in length and 1 metre in diameter at the base.
333
OUTLOOK: Greedy
IN (Gen Static): 15
(High)
SPELLS: Elemental
Wind & Wave all ice
or cold-related spells
of levels 1 to 10 (50);
breath weapon
3RD ATTACK: Bite
Speed: 3
Attack Bonus: 15
Injury Range: 19
ADB: 10
Damage Type: Slash
PSYCHOSIS: Major
NUMBER: 1 (1)
HABITAT: Any
except under water
(Any)
TREASURE: 0 (5)
4TH ATTACK: Tail
bash
Speed: 4
Attack Bonus: 12
Injury Range: 20
ADB: 10
Damage Type: Crush
As the Old Ice Drake, but may make only up to two simultaneous attacks. Additionally, its cone is
Large and is 10 metres in length and 1 metre in diameter at the base.
1,2,9,9)
DRAKE, YOUNG LIGHTNING
SIZE: Large
RE: 20 (Very Fast)
WEIGHT: 7,000 kgs
DODGE: 15
MOVE: 20.0, 30.0
AC: 5
(fly); 2.0, 10.0 (walk)
HIPs: 200
ST (CO): 30
INJURIES: All (magic)
AG (Gen Move): 12
PRIMARY ATTACK:
Breath weapon (large
lightning bolt)
Speed: 2
Attack Bonus: 15
Injury Range: 18
ADB: 10
Damage Type:
Electricity
OUTLOOK: Greedy
IN (Gen Static): 15
(High)
SPELLS: Elemental
Wind & Wave all
wind, air or lightningrelated spells of levels
1 to 10 (50); breath
weapon
3RD ATTACK: Bite
Speed: 3
Attack Bonus: 15
Injury Range: 19
ADB: 10
Damage Type: Slash
PSYCHOSIS: Major
NUMBER: 1 (1)
HABITAT: Any
except under water
(Any)
TREASURE: 0 (5)
As the Old Lightning Drake, but may make only up to two simultaneous attacks. Additionally, its
bolt is Large and is 50 metres in length.
1,2,9,10) DRAKE, YOUNG WATER
SIZE: Huge
RE: 15 (Fast)
WEIGHT: 8,000 kgs
DODGE: 12
MOVE: 2.0, 10.0 (walk AC: 5
or swim)
HIPs: 230
ST (CO): 30
INJURIES: All (magic)
AG (Gen Move): 12
OUTLOOK: Greedy
IN (Gen Static): 15
(High)
SPELLS: Elemental
Wind & Wave all
water-related spells of
levels 1 to 10 (50);
breath weapon
334
PSYCHOSIS: Major
NUMBER: 1 (1)
HABITAT: Any sea,
ocean or large river
(Any)
TREASURE: 0 (5)
As the Old Water Drake, but may make only up to two simultaneous attacks. Additionally, its cone
is Large and is 10 metres in length and 1 metre in diameter at the base.
1,2,10)
DUNGEON MONSTERS
This section includes assorted creatures which are most frequently encountered in natural or
artificial passages underground.
1,2,10,1) CAVE AMOEBA
SIZE: Large
RE: 1 (Creeping)
OUTLOOK: None
WEIGHT: 12,500 kgs DODGE: 0
IN (Gen Static): 1
MOVE: 0.1, 1.0 (walk) AC: 0
(Instinctive Low)
ST (CO): N/A
HIPs: 300
SPELLS: None
AG (Gen Move): N/A INJURIES: All (magic)
PRIMARY ATTACK: Acid touch (large Acid Bolt)
Speed: N/A
Attack Bonus: 12
Injury Range: 19
ADB: 10
Damage Type: Acid
PSYCHOSIS: Minor
NUMBER: 1
HABITAT: Any
subterranean (Any)
TREASURE: 3
The Cave Amoeba is a large transparent blob of viscous mucus which is generally encountered in
caves, although they may be found in artificial dungeons and labyrinths, imported or summoned by
the dungeons owner to deal with the organic detritus left by adventurers. The Amoeba feeds on any
organic material, alive or dead, that it can envelop once inside the jelly-like body of the Amoeba,
digestive juices quickly dissolve the material.
If standing on a flat open plane, the blob would assume a roughly hemi-spherical shape (gravity
versus surface tension) about 3 metres in radius across the base, but the amoeba is generally
encountered slowly inching its way along tunnels and corridors in which case it changes shape so
as to take on the cross-section of the corridor, to ensure that it can feed on organic material on all
four surfaces of the corridor. (Cave Amoeb generally have a volume of about 125 cubic metres, i.e.
5x5x5 metres.) Consequently, adventurers will generally be faced with a slowly moving wall of
transparent jelly they may even walk into it before noticing it. Any organic material touching the
Amoeba takes effectively a large Acid Bolt attack every second (which cannot be dodged, parried,
etc.). Consequently, the Amoeba generally leaves a trail of beautifully clean walls and inorganic scrap
on the floor.
335
OUTLOOK: Hungry
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 to 10
HABITAT: Any
subterranean (Any)
TREASURE: 0 (3)
2ND ATTACK: Bash with spiked tail club
Speed: 4
Attack Bonus: 9
Injury Range: 20
ADB: 4
Damage Type: Puncture
The Rust Monster looks like a cross between a beetle and an Ankylosaurus. It is a quadruped about
the size of a squat sheep, with a 2 metre long tail at the rear and two 1 metre long prehensile
antennae protruding from its brow. Its hide is a smooth carapace with an incredibly tough, almost
metallic nature. The Rust Monster feeds exclusively on the rust of ferrous metals (e.g. irons and
steels). The touch of its antennae turns any ferrous metal to rust instantly, the Rust Monster
gobbling up the resulting powder with its Hoover-like mouthparts. The Rust Monster is able to
defend itself with these antennae if they touch organic material (e.g. flesh), the target takes an
attack as if from a medium Acid Bolt. In addition, the Rust Monsters long tail ends in a footballsized spiked club, which it swings at opponents.
Rust Monsters are commonly encountered in caves, although they are often found in artificial
dungeons and labyrinths, imported or summoned by the dungeons owner to deal with the metallic
detritus left by adventurers. They can be the adventurers bane if an antenna touches a piece of
non-magical ferrous metal, like a weapon or breastplate, the whole piece crumbles instantly to
useless ash-like rust. (Magical equipment is rarely affected, though.) Leather armour beneath offers
little protection either the acid like touch of the antennae seeps through organic layers to damage
the flesh beneath.
Rust Monsters generally eat on the spot, and do not make lairs as such. They keep on walking,
leaving trails of scrap consisting of beautifully clean non-ferrous metals and precious stones, and
burnt scraps of organic material.
1,2,11)
ELEMENTALS
An Elemental is a living, sentient embodiment of a particular element. Those that embody a solid
element ice and earth take the form of amorphous humanoids whose bodies are made of solid
yet mobile ice or earth and rock. Those that embody fluid elements fire, water and the storm
(wind and lightning) take the form of churning columns of flame, water or wind.
Elementals are generally invoked via magic and are subservient to their summoner; otherwise they
are belligerent. It is unknown whether the summoning spell actually creates each elemental, or
whether the spell merely transports an elemental from some alternative plane or dimension that
consists only of their element (unlike our world where all of the elements are present and they
coexist in balance).
337
OUTLOOK:
PSYCHOSIS: Minor
Aggressive
NUMBER: 1
IN (Gen Static): 3
HABITAT: Any
(Low)
except under water
SPELLS: Elemental
(Any)
Earth & Fire lvl 4
TREASURE: 0
fire bolt only (25)
PRIMARY ATTACK: Envelopes a target (any target wholly or partially within its volume takes a
medium Fire Ball attack every second)
Speed: 3
Attack Bonus: 10
Injury Range: 20
ADB: 4
Damage Type: Heat
A 2 metre high swirling column of flame, 1 metre in diameter. This elemental is unable to
manipulate objects (except by burning them). The Fire Elemental may pass unhindered through air
and flames. It is also able to move through cracks (e.g. under doors) and porous surfaces,
reassuming its column shape once there is room.
Cold-based attacks deliver double damage to a Fire Elemental and are slaying.
338
OUTLOOK:
PSYCHOSIS: Minor
Aggressive
NUMBER: 1
IN (Gen Static): 3
HABITAT: Any
(Low)
except under water
SPELLS: Elemental
(Any)
Wind & Wave lvl 6
TREASURE: 0
ice bolt only (25)
PRIMARY ATTACK: One or two fist bashes (both fists can be used to deliver two simultaneous
bashes, without penalty, which must be directed at the same target)
Speed: 3
Attack Bonus: 10
Injury Range: 20
ADB: 4
Damage Type: Crush
A humanoid made of ice, roughly 2 metres in height. It is able to manipulate and carry objects (up to
100 kgs) with its icy hands, and may use weapons. The Ice Elemental may pass unhindered through
ice and snow.
Heat-based attacks deliver double damage to an Ice Elemental and are slaying.
1,2,11,4) ELEMENTAL, MEDIUM STORM
PSYCHOSIS: Minor
SIZE: Medium
RE: 20 (Very Fast)
OUTLOOK:
NUMBER: 1
WEIGHT: 0 kgs
DODGE: 15
Aggressive
HABITAT: Any
MOVE: 1.0, 10.0 (fly) AC: 0
IN (Gen Static): 3
except under water
ST (CO): 10
HIPs: 50
(Low)
(Any)
AG (Gen Move): 10
INJURIES: None
SPELLS: Elemental
TREASURE: 0
(magic)
Wind & Wave lvl 6
lightning bolt only (25)
PRIMARY ATTACK: Envelopes a target (any target wholly or partially within its volume takes a
medium Lightning Bolt attack every second)
Speed: 3
Attack Bonus: 10
Injury Range: 20
ADB: 4
Damage Type: Electricity
A 2 metre high swirling column of air, 1 metre in diameter, much like a tiny tornado. This elemental
is unable to manipulate objects (except by shocking them with electricity). The Storm Elemental may
pass unhindered through the air. It is also able to move through cracks (e.g. under doors) and
porous surfaces, reassuming its tornado shape once there is room.
Water-based attacks deliver double damage to a Storm Elemental and are slaying.
1,2,11,5) ELEMENTAL, MEDIUM WATER
SIZE: Medium
RE: 15 (Fast)
OUTLOOK:
WEIGHT: 500 kgs
DODGE: 12
Aggressive
MOVE: 1.0, 7.0 (walk) AC: 0
IN (Gen Static): 3
ST (CO): 10
HIPs: 50
(Low)
AG (Gen Move): 10
INJURIES: None
SPELLS: Elemental
(magic)
Wind & Wave lvl 6
water bolt only (25)
339
PSYCHOSIS: Minor
NUMBER: 1
HABITAT: Any
except under water
(Any)
TREASURE: 0
OUTLOOK:
PSYCHOSIS: Minor
Aggressive
NUMBER: 1
IN (Gen Static): 3
HABITAT: Any land
(Low)
or subterranean (Any)
SPELLS: Elemental
TREASURE: 0
Earth & Fire lvl 4
earth bolt only (25)
PRIMARY ATTACK: One or two fist bashes (both fists can be used to deliver two simultaneous
bashes, without penalty, which must be directed at the same target)
Speed: 3
Attack Bonus: 14
Injury Range: 19
ADB: 10
Damage Type: Crush
As the Medium Earth Elemental, but 3 metres in height and able to carry up to 300 kgs.
OUTLOOK:
PSYCHOSIS: Minor
Aggressive
NUMBER: 1
IN (Gen Static): 3
HABITAT: Any
(Low)
except under water
SPELLS: Elemental
(Any)
Earth & Fire lvl 4
TREASURE: 0
fire bolt only (25)
PRIMARY ATTACK: Envelopes a target (any target wholly or partially within its volume takes a
large Fire Ball attack every second)
Speed: 3
Attack Bonus: 14
Injury Range: 19
ADB: 10
Damage Type: Heat
As the Medium Fire Elemental, but 3 metres in height and 2 in diameter.
340
OUTLOOK:
PSYCHOSIS: Minor
Aggressive
NUMBER: 1
IN (Gen Static): 3
HABITAT: Any
(Low)
except under water
SPELLS: Elemental
(Any)
Wind & Wave lvl 6
TREASURE: 0
ice bolt only (25)
PRIMARY ATTACK: One or two fist bashes (both fists can be used to deliver two simultaneous
bashes, without penalty, which must be directed at the same target)
Speed: 3
Attack Bonus: 14
Injury Range: 19
ADB: 10
Damage Type: Crush
As the Medium Ice Elemental, but 3 metres in height and able to carry up to 300 kgs.
1,2,11,9) ELEMENTAL, LARGE STORM
SIZE: Large
RE: 20 (Very Fast)
WEIGHT: 0 kgs
DODGE: 15
MOVE: 1.0, 12.0 (fly) AC: 0
ST (CO): 30
HIPs: 150
AG (Gen Move): 11
INJURIES: None
(magic)
PSYCHOSIS: Minor
OUTLOOK:
NUMBER: 1
Aggressive
HABITAT: Any
IN (Gen Static): 3
except under water
(Low)
(Any)
SPELLS: Elemental
TREASURE: 0
Wind & Wave lvl 6
lightning bolt only (25)
PRIMARY ATTACK: Envelopes a target (any target wholly or partially within its volume takes a
large Lightning Bolt attack every second)
Speed: 3
Attack Bonus: 14
Injury Range: 19
ADB: 10
Damage Type: Electricity
As the Medium Storm Elemental, but 3 metres in height and 2 in diameter.
OUTLOOK:
PSYCHOSIS: Minor
Aggressive
NUMBER: 1
IN (Gen Static): 3
HABITAT: Any
(Low)
except under water
SPELLS: Elemental
(Any)
Wind & Wave lvl 6
TREASURE: 0
water bolt only (25)
PRIMARY ATTACK: Envelopes a target (any target wholly or partially within its volume takes a
large Water Bolt attack every second)
Speed: 3
Attack Bonus: 14
Injury Range: 19
ADB: 10
Damage Type: Crush
As the Medium Water Elemental, but 3 metres in height and 2 in diameter.
341
OUTLOOK:
PSYCHOSIS: Major
Aggressive
NUMBER: 1
IN (Gen Static): 3
HABITAT: Any land
(Low)
or subterranean (Any)
SPELLS: Elemental
TREASURE: 0
Earth & Fire lvl 4
earth bolt only (25)
PRIMARY ATTACK: One or two fist bashes (both fists can be used to deliver two simultaneous
bashes, without penalty, which must be directed at the same target)
Speed: 3
Attack Bonus: 18
Injury Range: 16
ADB: 20
Damage Type: Crush
As the Medium Earth Elemental, but 5 metres in height and able to carry up to 1000 kgs.
1,2,11,12) ELEMENTAL, HUGE FIRE
SIZE: Huge
RE: 20 (Very Fast)
WEIGHT: 0 kgs
DODGE: 15
MOVE: 1.0, 15.0 (fly) AC: 0
ST (CO): 100
HIPs: 500
AG (Gen Move): 12
INJURIES: None
(magic)
OUTLOOK:
PSYCHOSIS: Major
Aggressive
NUMBER: 1
IN (Gen Static): 3
HABITAT: Any
(Low)
except under water
SPELLS: Elemental
(Any)
Earth & Fire lvl 4
TREASURE: 0
fire bolt only (25)
PRIMARY ATTACK: Envelopes a target (any target wholly or partially within its volume takes a
huge Fire Ball attack every second)
Speed: 3
Attack Bonus: 18
Injury Range: 16
ADB: 20
Damage Type: Heat
As the Medium Fire Elemental, but 5 metres in height and 3 in diameter.
OUTLOOK:
PSYCHOSIS: Major
Aggressive
NUMBER: 1
IN (Gen Static): 3
HABITAT: Any
(Low)
except under water
SPELLS: Elemental
(Any)
Wind & Wave lvl 6
TREASURE: 0
ice bolt only (25)
PRIMARY ATTACK: One or two fist bashes (both fists can be used to deliver two simultaneous
bashes, without penalty, which must be directed at the same target)
Speed: 3
Attack Bonus: 18
Injury Range: 16
ADB: 20
Damage Type: Crush
As the Medium Ice Elemental, but 5 metres in height and able to carry up to 1000 kgs.
342
PSYCHOSIS: Major
OUTLOOK:
NUMBER: 1
Aggressive
HABITAT: Any
IN (Gen Static): 3
except under water
(Low)
(Any)
SPELLS: Elemental
TREASURE: 0
Wind & Wave lvl 6
lightning bolt only (25)
PRIMARY ATTACK: Envelopes a target (any target wholly or partially within its volume takes a
huge Lightning Bolt attack every second)
Speed: 3
Attack Bonus: 18
Injury Range: 16
ADB: 20
Damage Type: Electricity
As the Medium Storm Elemental, but 5 metres in height and 3 in diameter.
1,2,11,15) ELEMENTAL, HUGE WATER
SIZE: Huge
RE: 15 (Fast)
WEIGHT: 6,000 kgs
DODGE: 12
MOVE: 1.0, 10.0
AC: 0
(walk)
HIPs: 500
ST (CO): 100
INJURIES: None
AG (Gen Move): 12
(magic)
OUTLOOK:
PSYCHOSIS: Major
Aggressive
NUMBER: 1
IN (Gen Static): 3
HABITAT: Any
(Low)
except under water
SPELLS: Elemental
(Any)
Wind & Wave lvl 6
TREASURE: 0
water bolt only (25)
PRIMARY ATTACK: Envelopes a target (any target wholly or partially within its volume takes a
huge Water Bolt attack every second)
Speed: 3
Attack Bonus: 18
Injury Range: 16
ADB: 20
Damage Type: Crush
As the Medium Water Elemental, but 5 metres in height and 3 in diameter.
1,2,12)
FELINES, LARGE
OUTLOOK:
Reclusive or
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
2ND ATTACK: Bite
Speed: 3
Attack Bonus: 12
Injury Range: 20
ADB: 4
Damage Type: Slash
343
PSYCHOSIS: None
NUMBER: 1 (1)
HABITAT: Any (Any
non-polar)
TREASURE: 0 (1)
1,2,13)
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 to 4
HABITAT: Any water
(Any non-polar)
TREASURE: 0 (1)
The Giant Electric Eel hunts by generating pulses of electricity (one pulse every 5 seconds). Any
sentient living creature within 5 metres of the eels body when it emits a pulse instantly loses 1d10
Hit Points and must make an Injury Roll. Any Injuries delivered are Mental Injuries. Once its prey is
stunned, the eel moves in to devour it.
1,2,13,2) KRAKEN, BOG
SIZE: Huge
RE: 10 (Medium)
OUTLOOK: Cunning PSYCHOSIS: Major
WEIGHT: 20,000 kgs DODGE: 6
IN (Gen Static): 5
NUMBER: 1
MOVE: 1.0, 5.0 (swim AC: 5
(Low)
HABITAT: Any
or crawl)
HIPs: Special
SPELLS: None
swamp, bog, marsh
ST (CO): 50
INJURIES: All
(Any)
AG (Gen Move): 10
TREASURE: 0(6)
PRIMARY ATTACK: Bash
2ND ATTACK: Grapple with 3RD ATTACK: Bite
with tentacle
tentacle
Speed: 3
Speed: 4
Speed: 4
Attack Bonus: 12
Attack Bonus: 15
Attack Bonus: 15
Injury Range: 17
Injury Range: 18
Injury Range: Targets
ADB: 15
ADB: 10
Contortions skill bonus
Damage Type: Slash
Damage Type: Crush
ADB: 5
Damage Type: Grapple
This attack form is used once a
victim has been grappled
successfully.
The Bog Kraken lurks in deep swamps and marshes. A truly giant octopus, it lies submerged in dark
pools and mud, and will attempt to grab any passing creature large enough to whet its appetite with
its 30-metre long suckered tentacles, each as thick as a mans trunk. Once grappled, prey is lifted into
its beaked maw to be sliced and swallowed.
344
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: Ultimate
NUMBER: 1
HABITAT: Any ocean
(Any)
TREASURE: 0
The Sea Kraken is the mariners nightmare. It is a beast with numerous huge tentacles, large enough
to embrace the largest galleon and crush her to matchwood. No-one is known to have seen the body
of this beast and survived. Those who have fallen in the brine during an attack and lived to tell the
tale have found the churning water too opaque with wreckage, froth, blood and black ink to see
more than a few metres.
A Sea Kraken has 1d10+10 tentacles with which it may attack, each of which acts completely
independently of the others (i.e. the GM should treat each tentacle as a separate being). Generally,
they strive to do structural damage to the ship (and anyone getting in their way) but, if one tentacle
feels pain, then others often try to grope out and crush the attacker. Causing a tentacle to be Injured
or to lose 200 HIPs will cause it to be withdrawn into the water or severed, depending on the GMs
discretion and the nature of the attack. Once severed, a tentacle may twitch and writhe on deck for
several minutes, but rarely with enough force to injure anyone further.
Those attacking a Sea Kraken do not benefit from Orientation Bonuses; the creature (what is seen
of it at any rate) does not have a front, rear or flanks.
1,2,13,4) LEECH, GIANT
SIZE: Tiny
RE: 3 (Very Slow)
WEIGHT: 1 kg
DODGE: 2
MOVE: 1.0 (swim or
AC: 0
slither)
HIPs: 3
ST (CO): 1
INJURIES: All
AG (Gen Move): 3
OUTLOOK: Hungry
IN (Gen Static): 1
(Instinctive Low)
SPELLS: None
345
PSYCHOSIS: None
NUMBER: 1 to 5
HABITAT: Any water
or woodland
(Temperate to Hot)
TREASURE: 0 (0)
OUTLOOK:
Aggressive
IN (Gen Static): 8
(Low to Average)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 (1)
HABITAT: Any water
(Any)
TREASURE: 0 (3)
346
RE: 15 (Fast)
DODGE: 12
AC: 0
HIPs: 5
INJURIES: All
(individual); None
(school)
PRIMARY ATTACK (individual): Bite
Speed: 3
Attack Bonus: 5
Injury Range: 20
ADB: 1
Damage Type: Slash
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: Varies
HABITAT: Any
TREASURE: 0 (0)
Piranha are only likely to pose a direct threat to a large target like a PC race if they are amassed in a
school, and then only if blood has been spilt in the water.
Should a lone piranhas attack characteristics ever be necessary, use those in the left-hand
individual cell above.
If a school of piranha attacks a target, the GM should first determine the numbers of piranha in the
school by rolling (1d20)x10. Although the school consists of many individual piranha making
individual attacks, the mechanics used to handle combat become easier if the school is treated as a
single entity. In this case, use the attack characteristics in the right-hand school cell above, where
# is the total number of piranha in the school. E.g. a school of:
10 piranha would attack every 3-(10/100)=3 seconds with an Attack Bonus and Attack
Damage Bonus of 10/10=1, and an Injury Range of 20-(10/100)=20;
200 piranha would attack every 3-(200/100)=1 second with an Attack Bonus and Attack
Damage Bonus of 200/10=20, and an Injury Range of 20-(200/100)=10.
Targets should be allowed to defend the schools attacks as normal, using Dodge or Block. Note,
however, that such motions will be impeded by the water and, consequently, the GM should require
a complimentary Swimming skill roll to determine the actual value of a non-aquatic targets Dodge
or Block skill.
The best defence is offence, of course, and a school can be attacked. If a school loses a number of
Hit Points equal to # (the school size), then the school is effectively dissipated the remaining fish
will flee from their attacker. Schools are immune to Injuries and just lose HIPs. Those attacking a
school do not benefit from Orientation Bonuses; the shoal does not have a front, rear or flanks.
347
OUTLOOK: Hungry
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 to 5
HABITAT: Any water
(Any non-polar)
TREASURE: 0 (0)
Use the same statistics for any large-sized fish (e.g. shark, killer-whale).
1,2,13,8) SQUID, GIANT
SIZE: Huge
RE: 10 (Medium)
WEIGHT: 10,000 kgs DODGE: 6
MOVE: 2.0, 10.0
AC: 5
(swim)
HIPs: 500
ST (CO): 100
INJURIES: All
AG (Gen Move): 10
PRIMARY ATTACK: Grapple with tentacle
Speed: 3
Attack Bonus: 16
Injury Range: Targets Contortions skill bonus
ADB: 10
Damage Type: Grapple
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: Minor
NUMBER: 1
HABITAT: Any ocean
(Any)
TREASURE: 0
The Giant Squid has a cone-shaped body about 5 metres in length, with a huge lidless eye on each
flank. Protruding from the front are 10 metre long tentacles, covered in suckers. The tentacles
encircle a huge beaked mouth. The squid can eject a cloud of ink before itself (volume 10 metre
radius), which it uses to confuse threats while it escapes.
1,2,13,9) TURTLE, GIANT
SIZE: Huge
RE: 10 (Medium)
WEIGHT: 75,000 kgs DODGE: 6
MOVE: 2.0, 10.0
AC: 5
(swim)
HIPs: 700
ST (CO): 100
INJURIES: All
AG (Gen Move): 5
PRIMARY ATTACK: Bite
Speed: 3
Attack Bonus: 19
Injury Range: 16
ADB: 20
Damage Type: Crush
OUTLOOK:
Reclusive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: Major
NUMBER: 1
HABITAT: Any ocean
(Any)
TREASURE: 0
348
OUTLOOK:
Reclusive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: Minor
NUMBER: 1 to 4
HABITAT: Any water
(Any)
TREASURE: 0
Use the same statistics for any huge-sized fish (e.g. sperm whale).
1,2,14)
Golems and Gargoyles are creatures which have been forged from bronze, carved from marble, or
moulded from clay. They are made sentient and are animated with magic, and will generally (though
not always) be in the service of the spell caster that made them, often as guards. Clay golems are the
cheapest to make and, generally being tools and labourers, are often only crudely carved into simple
humanoid forms. Bronze and marble golems, however, are usually elaborately carved into the shapes
of Humans, Elves, etc. so that they appear as harmless statues until they suddenly move.
There is a simple difference between a Golem and a Gargoyle Gargoyles have been bestowed with
the power of magical flight. They are often carved with wings, although they do not technically need
them to fly. Gargoyles are often mounted on the edges of rooftops, from which they can swoop
down upon intruders.
The descriptions given below are for the commonest forms. However, occasionally, golems and
gargoyles are encountered with special abilities. Some will have spells embedded within them, which
they are able to cast. Others always the Bronze type will contain intricate mechanisms within
their bodies that allow them to make additional attacks. A Bronze Golem might be specially
constructed, for example, so as to contain a concealed heavy crossbow that fires bolts through its
navel, and which is reloaded at speed via machinery within its torso. Alternatively, a Bronze
Gargoyle might be constructed such that is able to vent a fine mist of acid or a gout of flame from
its mouth.
Golems and Gargoyles detect the world around them with mysterious magical senses, and can see as
normal in non-magical darkness. They do not become fatigued. If one loses all of its HIPs, it is
destroyed, collapsing in a pile of dirt, rubble or scrap (a golems Soul Stone will generally survive
intact, however).
349
OUTLOOK: Varies
IN (Gen Static): Varies
SPELLS: Varies
PSYCHOSIS: Minor
NUMBER: Varies
HABITAT: Any (Any)
TREASURE: 1 (1)
Clay Golems (and Gargoyles) are made of clay and, hence, are the cheapest and easiest type of
Golem to make. They are generally crudely shaped into humanoid forms, attacking with their blunt
fists.
1,2,14,2) GOLEM, MEDIUM BRONZE
SIZE: Medium
RE: 10 (Medium)
WEIGHT: 2,500 kgs
DODGE: 6
MOVE: 1.0, 7.0 (walk) AC: 8
ST (CO): 10
HIPs: 50
AG (Gen Move): 5
INJURIES: No Soft
PRIMARY ATTACK: Weapon
Speed: As weapon
Attack Bonus: 10
Injury Range: 20
ADB: As weapon
Damage Type: As weapon
OUTLOOK: Varies
IN (Gen Static): Varies
SPELLS: Varies
PSYCHOSIS: Minor
NUMBER: Varies
HABITAT: Any (Any)
TREASURE: weapon
(1)
2ND ATTACK: Bash with fist
Speed: 3
Attack Bonus: 10
Injury Range: 20
ADB: 4
Damage Type: Crush
Bronze Golems (and Gargoyles) are made of bronze (or, occasionally, iron or other metals). They
are generally skilfully shaped like Humans, Elves, etc. carrying real melee weapons and sometimes
shields. If unarmed, they attack with their fists.
1,2,14,3) GOLEM, MEDIUM MARBLE
SIZE: Medium
RE: 10 (Medium)
WEIGHT: 15,00 kgs
DODGE: 6
MOVE: 1.0, 7.0 (walk) AC: 11
ST (CO): 10
HIPs: 50
AG (Gen Move): 5
INJURIES: No Soft
PRIMARY ATTACK: Bash with fist
Speed: 3
Attack Bonus: 10
Injury Range: 20
ADB: 4
Damage Type: Crush
OUTLOOK: Varies
IN (Gen Static): Varies
SPELLS: Varies
PSYCHOSIS: Minor
NUMBER: Varies
HABITAT: Any (Any)
TREASURE: 1 (1)
350
OUTLOOK: Varies
IN (Gen Static): Varies
SPELLS: Varies
PSYCHOSIS: Minor
NUMBER: Varies
HABITAT: Any (Any)
TREASURE: 1(2)
OUTLOOK: Varies
IN (Gen Static): Varies
SPELLS: Varies
PSYCHOSIS: Minor
NUMBER: Varies
HABITAT: Any (Any)
TREASURE: 1(2)
OUTLOOK: Varies
IN (Gen Static): Varies
SPELLS: Varies
PSYCHOSIS: Minor
NUMBER: Varies
HABITAT: Any (Any)
TREASURE: 1(2)
OUTLOOK: Varies
IN (Gen Static): Varies
SPELLS: Varies
351
PSYCHOSIS: Major
NUMBER: Varies
HABITAT: Any (Any)
TREASURE: 1(3)
OUTLOOK: Varies
IN (Gen Static): Varies
SPELLS: Varies
PSYCHOSIS: Major
NUMBER: Varies
HABITAT: Any (Any)
TREASURE: 1(3)
OUTLOOK: Varies
IN (Gen Static): Varies
SPELLS: Varies
PSYCHOSIS: Major
NUMBER: Varies
HABITAT: Any (Any)
TREASURE: 1(3)
1,2,15)
HERD ANIMALS
1,2,15,1) BULL
SIZE: Large
WEIGHT: 1,000 kgs
MOVE: 1.0, 8.0 (walk)
ST (CO): 25
AG (Gen Move): 10
RE: 10 (Medium)
DODGE: 6
AC: 1
HIPs: 200
INJURIES: All
352
Use the same statistics for any normal cow-type creature (e.g. cow, bison, buffalo).
1,2,15,2) CAMEL
SIZE: Large
RE: 10 (Medium)
WEIGHT: 700 kgs
DODGE: 6
MOVE: 1.0, 12.0
AC: 1
(walk)
HIPs: 100
ST (CO): 22
INJURIES: All
AG (Gen Move): 10
PRIMARY ATTACK: Kick with hoof
Speed: 3
Attack Bonus: 13
Injury Range: 19
ADB: 10
Damage Type: Crush
OUTLOOK: Mean
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 to 10
HABITAT: Any land
(Hot)
TREASURE: 0
Camels are amazingly adapted for desert environments and are able to travel for long distances
without water across sand. A camel can bear 150 kgs. Like Riding Horses, they will attempt to flee if
faced with combat or any creature of the Minor, Major or Ultimate Psychosis Classes, unless their
master makes a Riding skill roll versus a difficulty factor of 20. If the rider does control the beast, he
must pass Riding skill rolls versus 20 every 5 seconds or the beast will try to flee again.
1,2,15,3) DEER
SIZE: Medium
RE: 20 (Very Fast)
WEIGHT: 80 kgs
DODGE: 15
MOVE: 1.0, 12.0
AC: 1
(walk)
HIPs: 40
ST (CO): 8
INJURIES: All
AG (Gen Move): 15
PRIMARY ATTACK: Gore with horns
Speed: 3
Attack Bonus: 9
Injury Range: 20
ADB: 4
Damage Type: Puncture
OUTLOOK: Timid
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 to 20
HABITAT: Any land
(Any non-polar)
TREASURE: 0
Use the same statistics for any normal deer (e.g. deer, elk, gazelle).
1,2,15,4) DONKEY
SIZE: Medium
WEIGHT: 400 kgs
MOVE: 1.0, 10.0
(walk)
ST (CO): 22
AG (Gen Move): 12
RE: 15 (Fast)
DODGE: 12
AC: 1
HIPs: 40
INJURIES: All
OUTLOOK: Stubborn
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
353
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any land
(Any non-polar)
TREASURE: 0
OUTLOOK:
Unpredictable
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 to 10
HABITAT: Any land
(Any non-polar)
TREASURE: 0
Use the same statistics for any elephant-sized grazing mammal (e.g. elephant, mastodon, mammoth).
1,2,15,6) ELK, GIANT
SIZE: Large
RE: 20 (Very Fast)
WEIGHT: 4,000 kgs
DODGE: 15
MOVE: 1.0, 10.0
AC: 1
(walk)
HIPs: 150
ST (CO): 30
INJURIES: All
AG (Gen Move): 12
PRIMARY ATTACK: Gore with antlers
Speed: 3
Attack Bonus: 15
Injury Range: 18
ADB: 10
Damage Type: Puncture
OUTLOOK:
Reclusive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1
HABITAT:
Mountainous or hilly
(Any non-polar)
TREASURE: 0
2ND ATTACK: Trample with hooves
Speed: 4
Attack Bonus: 10
Injury Range: 20
ADB: 10
Damage Type: Crush
The Giant Elk looks like its smaller, more common cousin, but is 3m high at its shoulders, and its
antlers may span 4m in width.
1,2,15,7) HORSE, RIDING
SIZE: Large
RE: 15 (Fast)
WEIGHT: 600 kgs
DODGE: 12
MOVE: 1.0, 14.0
AC: 1
(walk)
HIPs: 100
ST (CO): 20
INJURIES: All
AG (Gen Move): 12
OUTLOOK: Timid
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
354
PSYCHOSIS: None
NUMBER: 1 to 10
HABITAT: Any land
(Any non-polar)
TREASURE: 0
OUTLOOK: Calm
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any land
(Any non-polar)
TREASURE: 0
Light War Horses are stronger (but slower) than normal Riding Horses, but have been trained not to
fear the fray of battle (no need for Riding skill rolls to prevent them from fleeing). However, they
will still try to flee when initially faced with any creature of the Minor, Major or Ultimate Psychosis
Classes, unless their rider makes a Riding skill roll versus a difficulty factor of 15. A light war horse
can bear 150 kgs.
1,2,15,9) HORSE, HEAVY WAR
SIZE: Large
RE: 15 (Fast)
WEIGHT: 700 kgs
DODGE: 12
MOVE: 1.0, 12.0 (walk) AC: 1
ST (CO): 25
HIPs: 200
AG (Gen Move): 12
INJURIES: All
PRIMARY ATTACK: Kick with hoof
Speed: 3
Attack Bonus: 15
Injury Range: 18
ADB: 10
Damage Type: Crush
OUTLOOK: Calm
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any land
(Any non-polar)
TREASURE: 0
Heavy War Horses are stronger (but slower) than Light War Horses, and will not flee even when
faced with a creature of the Minor, Major or Ultimate Psychosis Classes (obviously, they are
vulnerable to magically induced fear effects like everyone else). A heavy war horse can bear 200 kgs.
355
1,2,16)
INVERTEBRATES, LAND
All insects and spiders are able to see in non-magical darkness as if it were bright daylight.
1,2,16,1) ANT, GIANT
SIZE: Medium
RE: 10 (Medium)
WEIGHT: 100 kgs
DODGE: 6
MOVE: 1.0, 8.0 (walk) AC: 4
ST (CO): 10
HIPs: 50
AG (Gen Move): 15
INJURIES: All
PRIMARY ATTACK: Acid jet from abdomen
Speed: 2
Attack Bonus: 12
Injury Range: 20
ADB: 4
Damage Type: Acid
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
2ND ATTACK: Bite
Speed: 3
Attack Bonus: 10
Injury Range: 20
ADB: 4
Damage Type: Puncture
PSYCHOSIS: Minor
NUMBER: 10 to 20
HABITAT: Any land
(Any non-polar)
TREASURE: 0 (4)
Giant Ants are approximately 2 metres in length and are usually encountered in large numbers,
either on foraging missions (10 to 20 ants) or protecting their nest (1000 or more ants). They initially
attack by squirting acid from their upturned abdomen (the jet hits a single target within 10 metres; it
can be used 1d10 times per day, once every 10 seconds) and then follow up with bites. They can be
encountered at any time, hunting effectively in the dark by scent.
1,2,16,2) BEETLE, GIANT
SIZE: Large
RE: 10 (Medium)
WEIGHT: 1,500 kgs
DODGE: 6
MOVE: 1.0, 8.0 (walk); AC: 4
5.0, 10.0 (fly)
HIPs: 200
ST (CO): 30
INJURIES: All
AG (Gen Move): 5
PRIMARY ATTACK: Bash
Speed: 3
Attack Bonus: 14
Injury Range: 19
ADB: 10
Damage Type: Crush
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: Minor
NUMBER: 1 (1)
HABITAT: Any land
(Any non-polar)
TREASURE: 0 (3)
Giant Beetles are huge in comparison to their normal brethren, their dome-shaped bodies being
approximately 3 metres in height and 4 in length. They hunt at night, either swooping down on prey
and bashing with their forelimbs, or waiting in ambush, using their mandibles to bite anything
walking too close to that large round boulder in the dark.
1,2,16,3) TARANTULA
SIZE: Tiny
RE: 10 (Medium)
WEIGHT: <0.1 kgs
DODGE: 6
MOVE: 0.5, 2.0 (walk) AC: 0
ST (CO): 1
HIPs: 1
AG (Gen Move): 6
INJURIES: All
PRIMARY ATTACK: Bite
Speed: 2
Attack Bonus: 5
Injury Range: 20
ADB: 1
Damage Type: Puncture (poison)
OUTLOOK:
Aggressive
IN (Gen Static): 1
(Instinctive Low)
SPELLS: None
356
PSYCHOSIS: None
NUMBER: Varies
HABITAT: Any
(Temperate to Hot)
TREASURE: 0 (0)
OUTLOOK: Hungry
IN (Gen Static): 1
(Instinctive Low)
SPELLS: None
PSYCHOSIS: Major
NUMBER: 1 (1)
HABITAT: Sands
(Hot)
TREASURE: 0 (4)
The Giant Sand Worm is an enormous worm found only in deserts with very deep sands. Often
reaching 30 metres in length and 5 in diameter, they are covered in thick ring-like chitinous plates
which protect them from the abrasion of the sands in which they burrow. They are able to tunnel
through and move across sand at great speeds; it is thought that they power their locomotion by
generating an undulating motion in the thousands of short, stiff horns that protrude from their hide.
Sand Worms always make a surprise attack, erupting from the sands mouth agape and engulfing
their prey whole. They have a Stealth skill of 10 when making such ambushes. Note that, while the
worms mouth cannot snap shut quickly, it is so wide and bristling with spear-like teeth that most
prey will be impaled or engulfed before it can escape. Should the ambush fail, the worm will rely on
its surprising agility and speed to capture the fleeing prey in its maw, or may seek to crush it first
with its vast bulk. It is believed that Sand Worms locate their prey by feeling regular vibrations, such
as those produced by the footfalls of people and animals walking on the deserts surface, which are
transmitted through the sands into their horns and bodies.
Sand Worms are capable of carrying treasures within their stomachs. These are invariably extremely
clean magical items everything else swallowed being sand-blasted into obliteration.
357
OUTLOOK:
PSYCHOSIS: Minor
Aggressive
NUMBER: 1 (1)
IN (Gen Static): 2
HABITAT: Any land
(Instinctive High)
(Any non-polar)
SPELLS: None
TREASURE: 0 (3)
2ND ATTACK: Two Claw attacks
simultaneously (ignore Simultaneous Attack and
Off Hand Penalties)
Speed: 3
Attack Bonus: 14
Injury Range: 20
ADB: 10
Damage Type: Slash
Giant Scorpions are daytime hunters, approximately 3 metres in body length with a 5 metre tail and
2 metre pincer-ended forearms. They generally use their sting for preference. If the stinger attack
causes HIP loss, a poison is delivered also (the target makes a CO stat roll versus the poisons
Potency Factor of 13; if the target fails, it is paralysed for 1 minute per point of failure).
1,2,16,7) SPIDER, LESSER GIANT
SIZE: Medium
RE: 10 (Medium)
WEIGHT: 100 kgs
DODGE: 6
MOVE: 1.0, 12.0
AC: 4
(walk)
HIPs: 50
ST (CO): 10
INJURIES: All
AG (Gen Move): 15
PRIMARY ATTACK: Bite
Speed: 3
Attack Bonus: 12
Injury Range: 20
ADB: 4
Damage Type: Slash (poison)
OUTLOOK: Evil
IN (Gen Static): 10
(Average)
SPELLS: Illusion lvls
1 to 8 (32)
PSYCHOSIS: Minor
NUMBER: 1 to 5
HABITAT: Any dense
vegetation or cave
(Any non-polar)
TREASURE: 0 (4)
2ND ATTACK: Grapple with sticky web
Speed: N/A
Attack Bonus: 15
Injury Range: Targets Contortions skill bonus
ADB: 4 (target loses no actual HIPs)
Damage Type: Grapple
Lesser Giant Spiders have bodies approximately the size of a barrel of beer attached to a water butt,
and their eight legs span 4 metres. Their eight beady eyes can see effectively in the dark or even total
darkness (to a range of 10 metres), allowing them to hunt at night in dark woods or in the caves in
which they prefer to dwell. Their preferred technique is to herd victims towards their sticky webs.
Every second that a target touches a web, it suffers a Grapple attack with an attack bonus of 15 and
an Injury Range equal to the targets Contortions skill bonus or ST stat. (Note that these attacks do
not cause the target to actually lose Hit Points, but it is necessary to determine the virtual HIP loss
if an Injury is delivered.) Once tangled, the spiders close in and bite. If a bite attack causes HIP loss,
a poison is also delivered (the target makes a CO stat roll versus the poisons Potency Factor of 10;
if the target fails, it is paralysed for 1 hour per point of failure).
Lesser Giant Spider webs are extremely resistant to stretching or tearing, being able to support many
kilograms of force. This, combined with their sticky nature, makes Contortions skill or brute
strength relatively ineffective for escaping their tangling grasp. However, they can be sliced through
with any sharp blade and they burn extremely easily, dissolving instantly to dust in the flame (the
heat is channelled efficiently along the webs strands so anything tangled within the web will rarely
suffer burns).
358
359
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
2ND ATTACK: Bite
Speed: 3
Attack Bonus: 10
Injury Range: 20
ADB: 4
Damage Type: Puncture
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any land
(Any non-polar)
TREASURE: 0 (1)
Giant Wasps are daytime hunters, approximately 1 metre in length, which swoop down on their
prey, stinging it repeatedly until it is still. The prey is then either eaten on the spot or carried off to
some safe vantage point (where it is eaten, or a grub is laid within it). If the sting attack causes HIP
loss, a poison is delivered also (the target makes a CO stat roll versus the poisons Potency Factor of
10; if the target fails, it is paralysed for 10 seconds per point of failure).
1,2,17)
LYCANTHROPES
A Lycanthrope is a humanoid creature of standard mammalian physiology (e.g. Human, Elf, Dwarf,
Halfling, Half-Elf, Half-Orc, Orc or Goblin) which has been bitten by a creature infected with
lycanthropy. This is a magical disease which allows them to transform either fully or partially into
beasts, often that of the wolf to produce a Were-Wolf (Were is pronounced like where). Note that
lycanthropy is only carried and suffered by carnivorous or omnivorous mammals.
All Lycanthropes can only be damaged by magical attacks or attacks made with pure silver weapons.
Non-magical or non-silver weapons bounce off them harmlessly. Attacks made with pure silver
weapons are slaying to Lycanthropes. However, pure silver weapons become blunt or misshapen
easily (even if magical). After delivering a number of successful attacks equal to their weight in
kilograms (rounding fractions up), they lose their slaying ability and deliver only half normal damage
until repaired.
All Lycanthropes can normally choose when to shift between:
normal form (e.g. as a normal Human);
beast form (e.g. as a normal Wolf);
Were form, where they assume a partial halfway-house transformation, e.g. as a bipedal
Human with fur, fangs, claws and other bestial features. In this form, the Lycanthropes
personality becomes psychotically violent.
However, when exposed to moonlight at night, the Lycanthrope may be forced to assume its Were
form. If there is a:
360
full moon, the beast or normal form must pass a SD roll (default SD is 10) versus 20 or it
transforms immediately into its Were form;
gibbous moon, the SD roll is made versus 15;
half moon, the SD roll is made versus 10;
crescent moon, the SD roll is made versus 5.
The Lycanthrope must pass a new SD roll every time it re-enters the moonlight to avoid being
forced to assume Were form. If it passes 60/SD consecutive SD rolls, no further rolls need be made
that night.
Each transformation requires 60/SC seconds (default SC is 10). Note that the transformation does
not extend to the Lycanthropes clothing or belongings these must be discarded or they may be
torn and ruined by the violent spasms which reshape the Lycanthropes body.
Lycanthropes can be healed with normal Healing spells. However, while in Were form, a
Lycanthrope is a regenerating creature (like Trolls and Hydras). Lycanthropes in Were form
regenerate a number of lost HIPs equal to their CO every 20 seconds. These regained HIPs can be
used to either:
restore the Lycanthropes HIP total;
regenerate non-fatal Injuries. A Lycanthrope may use 10 regenerated HIPs to fully
regenerate an A severity Injury, 20 to fully regenerate a B severity Injury, and so on.
A bite from a Lycanthrope which causes Hit Point loss exposes the victim to the Lycanthropy
disease. If the victim is of the mammalian races, and if he fails a CO stat roll versus a difficulty
factor of:
18 if bitten by a Were-Wolf;
16 if bitten by a Were-Rat;
14 if bitten by a Were-Cat;
12 if bitten by a Were-Bear;
10 if bitten by a Were-Bat.
then the victim becomes a Lycanthrope (of the same type as his attacker). If the victim is not a
humanoid creature of standard mammalian physiology, or the CO stat roll is passed, the infection is
not contracted. A Resist Disease spell may help the victim to prevent infection. If a Renew Blood
spell is cast on a Lycanthrope (except those created through the Become Lycanthrope spell), then it
is immediately cured of Lycanthropy.
Note that Lycanthropes in Were or beast form gain the sensory abilities of that beast, e.g. good
night-vision, sensitive senses of smell and hearing, echo-location if a Were-Bat, etc.
Following are descriptions of the different Were forms encountered. Descriptions of the normal and
beast forms are given elsewhere.
1,2,17,1) WERE-BAT
SIZE: Medium
RE: 15 (Fast)
WEIGHT: 50 kgs
DODGE: 12
MOVE: 2.0, 10.0 (walk AC: 0
or fly)
HIPs: 60
ST (CO): 10
INJURIES: All
AG (Gen Move): 15
(magical and/or pure
silver)
OUTLOOK: Berserk
IN (Gen Static): 10
(Average)
SPELLS: Varies,
regeneration
361
PSYCHOSIS: Minor
(Were-form only)
NUMBER: 1 (1)
HABITAT: Any (Any
non-polar)
TREASURE: 1 (5)
The Were-Bat is able to transform between Were, normal (mammalian PC race) and beast (Giant
Vampire Bat) forms at will, although exposure to moonlight may force the Were form to be taken.
The Were form looks like a hideous winged bipedal cross between a Giant Vampire Bat and a
mammalian PC race (and is generally 75% of the height of the normal form).
Some Were-Bats may be powerful Hedge Mages, in which case they will not necessarily be
aggressive and will be able to cast spells from the Nature discipline of at least 18th level.
1,2,17,2) WERE-BEAR
SIZE: Large
RE: 10 (Medium)
OUTLOOK: Berserk
PSYCHOSIS: Minor
WEIGHT: 500 kgs
DODGE: 6
IN (Gen Static): 10
(Were-form only)
MOVE: 1.0, 8.0 (walk) AC: 1
(Average)
NUMBER: 1 (1)
ST (CO): 30
HIPs: 100
SPELLS: Varies,
HABITAT: Any (Any)
AG (Gen Move): 10
INJURIES: All
regeneration
TREASURE: 1 (5)
(magical and/or pure
silver)
PRIMARY ATTACK: Claw
2ND ATTACK: Grapple with 3RD ATTACK: Bite
Speed: 4
arm(s)
Speed: 4
Attack Bonus: 15
Speed: 4
Attack Bonus: 13
Injury Range: 18
Attack Bonus: 13
Injury Range: 17
ADB: 10
Injury Range: Targets
ADB: 10
Damage Type: Slash (Disease)
Contortions skill bonus
Damage Type: Slash (Disease)
ADB: 5
Damage Type: Grapple
This attack form is used once a
victim has been grappled
successfully.
The Were-Bear is able to transform between Were, normal (mammalian PC race) and beast
(Medium Bear) forms at will, although exposure to moonlight may force the Were form to be taken.
The Were form looks like a hideous bipedal cross between a bear and a mammalian PC race (and is
generally 200% of the height of the normal form).
Some Were-Bears may be powerful Hedge Mages, in which case they will not necessarily be
aggressive and will be able to cast spells from the Nature discipline of at least 18th level.
1,2,17,3) WERE-CAT
SIZE: Large
RE: 20 (Very Fast)
WEIGHT: 350 kgs
DODGE: 15
MOVE: 2.0, 12.0
AC: 0
(walk)
HIPs: 80
ST (CO): 25
INJURIES: All
AG (Gen Move): 15
(magical and/or pure
silver)
OUTLOOK: Berserk
IN (Gen Static): 10
(Average)
SPELLS: Varies,
regeneration
362
PSYCHOSIS: Minor
(Were-form only)
NUMBER: 1 (1)
HABITAT: Any (Any
non-polar)
TREASURE: 1 (5)
The Were-Cat is able to transform between Were, normal (mammalian PC race) and beast (Big Cat)
forms at will, although exposure to moonlight may force the Were form to be taken. The Were form
looks like a hideous bipedal cross between a tiger, lion or other large cat and a mammalian PC race
(and is generally 150% of the height of the normal form).
Some Were-Cats may be powerful Hedge Mages, in which case they will not necessarily be
aggressive and will be able to cast spells from the Nature discipline of at least 18th level.
1,2,17,4) WERE-RAT
SIZE: Medium
RE: 25 (Blindingly
WEIGHT: 50 kgs
Fast)
MOVE: 2.0, 10.0
DODGE: 18
(walk)
AC: 0
ST (CO): 10
HIPs: 60
AG (Gen Move): 15
INJURIES: All
(magical and/or pure
silver)
PRIMARY ATTACK: Bite
Speed: 2
Attack Bonus: 15
Injury Range: 19
ADB: 4
Damage Type: Slash (Disease)
OUTLOOK: Berserk
IN (Gen Static): 10
(Average)
SPELLS: Varies,
regeneration
PSYCHOSIS: Minor
(Were-form only)
NUMBER: 1 (1)
HABITAT: Any (Any
non-polar)
TREASURE: 1 (5)
The Were-Rat is able to transform between Were, normal (mammalian PC race) and beast (Giant
Rat) forms at will, although exposure to moonlight may force the Were form to be taken. The Were
form looks like a hideous bipedal cross between a Giant Rat and a mammalian PC race (and is
generally 75% of the height of the normal form).
Some Were-Rats may be powerful Hedge Mages, in which case they will not necessarily be
aggressive and will be able to cast spells from the Nature discipline of at least 18th level.
1,2,17,5) WERE-WOLF
SIZE: Large
RE: 15 (Fast)
WEIGHT: 400 kgs
DODGE: 12
MOVE: 2.0, 11.0
AC: 0
(walk)
HIPs: 90
ST (CO): 25
INJURIES: All
AG (Gen Move): 12
(magical and/or pure
silver)
OUTLOOK: Berserk
IN (Gen Static): 10
(Average)
SPELLS: Varies,
regeneration
363
PSYCHOSIS: Minor
(Were-form only)
NUMBER: 1 (1)
HABITAT: Any (Any
non-polar)
TREASURE: 1 (5)
The Were-Wolf is able to transform between Were, normal (mammalian PC race) and beast (Wolf)
forms at will, although exposure to moonlight may force the Were form to be taken. The Were form
looks like a hideous bipedal cross between a wolf and a mammalian PC race (and is generally 150%
of the height of the normal form).
Some Were-Wolves may be powerful Hedge Mages, in which case they will not necessarily be
aggressive and will be able to cast spells from the Nature discipline of at least 18th level.
1,2,18)
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1
HABITAT: Shore
(Temperate to Hot)
TREASURE: 0 (1)
The Giant Crocodile looks like its smaller common cousin but, when fully grown, will be 1 metre
high at the shoulder and 10 metres in length. Their first attack is always an ambush. They lie hidden
in turbid water and then lunge forward, by flexing their powerful tails, and snap shut their enormous
jaws around prey on the river bank. When ambushing prey from the water in this way, they have a
Stealth skill of 10. If their initial strike is not fatal to the prey, the crocodile will move onto land if it
needs to give chase it can move surprisingly quickly despite its ungainly lizard-like locomotion.
1,2,18,2) CROCODILE
SIZE: Medium
RE: 10 (Medium)
WEIGHT: 750 kgs
DODGE: 6
MOVE: 1.0, 8.0 (walk) AC: 1
ST (CO): 10
HIPs: 60
AG (Gen Move): 10
INJURIES: All
PRIMARY ATTACK: Bite
Speed: 3
Attack Bonus: 12
Injury Range: 20
ADB: 6
Damage Type: Slash
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any
(Temperate to Hot)
TREASURE: 0 (1)
Use the same statistics for any normal medium-sized lizard or reptile (e.g. crocodile, alligator,
komodo dragon). If a crocodile is ambushing prey from the water, give it a Stealth skill of 10.
364
OUTLOOK:
Reclusive or
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
2ND ATTACK: Bite
Speed: 3
Attack Bonus: 13
Injury Range: 19
ADB: 10
Damage Type: Slash
PSYCHOSIS: None
NUMBER: 1 (1)
HABITAT: Any
(Temperate to Hot)
TREASURE: 0 (1)
OUTLOOK:
PSYCHOSIS: Minor
Reclusive or
NUMBER: 1 to 5 (1 to
Aggressive
5)
IN (Gen Static): 2
HABITAT: Volcanic
(Instinctive High)
(Any)
SPELLS: Heat Injuries
TREASURE: 0 (3)
2ND ATTACK: Tail bash
Speed: 4
Attack Bonus: 13
Injury Range: 20
ADB: 10
Damage Type: Crush, Heat
The Larva Salamander is a giant (4 metre long) magical salamander that lives within the larva flows
and super-heated sulphurous lakes associated with volcanoes. It is immune to all types of heat and
fire damage, and any Injury Roll from a Larva Salamanders melee attacks is accompanied by a Heat
Injury Roll.
1,2,18,5) PYTHON
SIZE: Medium
WEIGHT: 20 kgs
MOVE: 0.5, 3.0 (walk);
0.5, 3.0 (swim)
ST (CO): 8
AG (Gen Move): 12
RE: 10 (Medium)
DODGE: 12
AC: 1
HIPs: 25
INJURIES: All
OUTLOOK:
Reclusive or
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
365
PSYCHOSIS: None
NUMBER: 1 (1)
HABITAT: Any
(Temperate to Hot)
TREASURE: 0 (0)
Use the same statistics for any medium-sized constricting snake (e.g. anaconda, python). They
generally ambush prey, and have a Stealth skill of 12 when making such attacks.
1,2,18,6) COBRA
SIZE: Tiny
RE: 15 (Fast)
WEIGHT: 2 kgs
DODGE: 12
MOVE: 0.5, 3.0 (walk); AC: 1
0.5, 3.0 (swim)
HIPs: 5
ST (CO): 2
INJURIES: All
AG (Gen Move): 12
PRIMARY ATTACK: Bite
Speed: 2
Attack Bonus: 8
Injury Range: 20
ADB: 2
Damage Type: Puncture (poison)
OUTLOOK:
PSYCHOSIS: None
Reclusive or
NUMBER: 1
Aggressive
HABITAT: Any
IN (Gen Static): 2
(Temperate to Hot)
(Instinctive High)
TREASURE: 0 (0)
SPELLS: None
2ND ATTACK: Grapple
Speed: 4
Attack Bonus: 6
Injury Range: Targets Contortions skill bonus
ADB: 2
Damage Type: Grapple
This attack form is used once a victim is
poisoned. Once grappled, more bites follow if
necessary.
Use the same statistics for any tiny-sized poisonous snake (e.g. cobra, viper, rattlesnake, sea snake).
In all cases, a bite attack that causes HIP loss may also poison the victim. The victim must make a
CO stat roll versus the poisons Potency Factor of 10; if the target fails, the poison takes effect.
The potency and effects of the poison should be varied depending on the species and the GMs
mood various snake venoms are described in the Poisons section of the Prices for Goods and Services
chapter. Other typical effects might be:
Extra HIPs the victim loses 1d20 more HIPs.
Stun the victim makes a 1d20 roll on the Injury Roll table, which is cross-referenced with
the poisons Potency Factor rather than Hit Point loss. Any Injuries delivered are Mental
Injuries.
Acid as Stun but with Acid Injuries rather than Mental (and severities A to F only).
Death the victim dies in 1d20 hours from organ failure.
The GM may wish to use a Spitting Cobra. These creatures have the same statistics as the normal
cobra, but their Primary Attack involves spitting acid into the eyes of their prey. The attack has a
range of 5 metres and can be used once every 5 seconds. The attack takes 1 second make an attack
roll with a bonus of 8 versus the targets Dodge, Block, etc. (remember this is a missile attack). A hit
indicates that the poison has entered the targets system via the eyes. The victim should then be
allowed a stat roll CO versus Potency Factor to try to avoid suffering the poisons effects.
366
RE: 15 (Fast)
DODGE: 12
AC: 1
HIPs: 150
INJURIES: All
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 (1)
HABITAT: Any cliffs,
e.g. mountains or
coastal (Any nonpolar)
TREASURE: 0 (3)
Wyverns are large pterosaur-like flying reptiles. They appear very similar to dragons, for their greyscaled bodies have long serpent-like necks and tails, bat wings and taloned feet, but they lack forelegs and have beaks rather than crocodilian snouts. Adult Wyverns may be up to 10 metres in length
from tip of snout to tail, with a similar wingspan large enough to fly whilst carrying up to 200 kgs.
For this reason, they are occasionally tamed and used as steeds.
367
1,2,19)
RODENTS
1,2,19,1) RAT
SIZE: Tiny
WEIGHT: <1 kg
MOVE: 0.5, 5.0 (walk
or swim)
ST (CO): 1
AG (Gen Move): 10
RE: 10 (Medium)
DODGE: 8
AC: 0
HIPs: 5 (individual);
Varies (pack)
INJURIES: All
(individual); None
(pack)
PRIMARY ATTACK (individual): Bite
Speed: 3
Attack Bonus: 5
Injury Range: 20
ADB: 1
Damage Type: Slash
OUTLOOK: Timid
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
PSYCHOSIS: None
NUMBER: Varies
HABITAT: Any (Any
non-polar)
TREASURE: 0 (0)
The rat is the only rodent likely to pose a direct threat and then only if encountered in large
numbers. Even packs of rats are likely to flee rather than attack a much larger aggressor but, if
enraged by disease or fear of fire, for example, they may attack.
Should a lone rats attack characteristics ever be necessary, use those in the left-hand individual
cell above. If a pack of rats is provoked into attacking a target, the GM should first determine the
numbers of rats in the pack by rolling (1d20)x10. Although the pack consists of many individual rats
making individual attacks, the mechanics used to handle combat become easier if the pack is treated
as a single entity. In this case, use the attack characteristics in the right-hand pack cell above,
where # is the total number of rats in the pack. E.g. a pack of:
10 rats would attack every 3-(10/100)=3 seconds with an Attack Bonus and Attack Damage
Bonus of 2/10=1, and an Injury Range of 20-(2/100)=20;
190 rats would attack every 3-(190/100)=1 second with an Attack Bonus and Attack
Damage Bonus of 190/10=19, and an Injury Range of 20-(190/100)=10.
Targets should be allowed to defend the packs attacks as normal, using Dodge or Block.
The best defence is offence, of course, and a pack can be attacked. If a pack loses a number of Hit
Points equal to # (the pack size), then the pack is effectively dissipated the remaining rats will flee
from their attacker. Packs are immune to Injuries and just lose HIPs. Those attacking a pack do not
benefit from Orientation Bonuses; the pack does not have a front, rear or flanks.
There is a chance equal to (#/10)% that any pack attack which causes HIPs to be lost will expose
the target to the Plague (the victim should make a CO stat roll to resist the disease as normal; see the
Diseases section in the Prices for Goods and Services chapter). Bites from a single rat are unlikely to infect.
1,2,19,2) RAT, GIANT
SIZE: Small
RE: 15 (Fast)
WEIGHT: 20 kg
DODGE: 12
MOVE: 1.0, 10.0
AC: 0
(walk)
HIPs: 30
ST (CO): 6
INJURIES: All
AG (Gen Move): 12
OUTLOOK:
Aggressive
IN (Gen Static): 2
(Instinctive High)
SPELLS: None
368
PSYCHOSIS: None
NUMBER: 1 to 20
HABITAT: Any (Any
non-polar)
TREASURE: 0 (3)
1,2,20)
There are obviously countless types of plants that characters may encounter. However, very few
pose any kind of threat (unless they are poisonous and are eaten). Those rare species that pose a
more overt danger are listed here.
Note that fire-based attacks deliver slaying damage to all trees, plants and fungi (see the Slaying
Weapon spell in the Magic chapter).
1,2,20,1) DEVILS HORN
SIZE: Tiny
RE: N/A
WEIGHT: 1 kg
DODGE: 0
MOVE: 0
AC: 0
ST (CO): N/A
HIPs: 1
AG (Gen Move): N/A INJURIES: None
PRIMARY ATTACK: Poison gas cloud
Speed: N/A
Attack Bonus: 10
Injury Range: N/A
ADB: N/A
Damage Type: Madness and death
OUTLOOK: None
IN (Gen Static): 0
(None)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any landbased (Any)
TREASURE: 3
The Devils Horn is a kind of fungus which appears like a 30 centimetre long blood-red phallus,
always found protruding from the gaping mouth of a corpse.
If the fungus or corpse is disturbed in any way, the fungus will puff out a cloud of spores which fills
a 10 metre radius immediately and which dissipates after 10 seconds. (The fungus can puff out
spores as frequently as once every minute.) The spores are too small to be visible but those
breathing them in will smell a strong odour like vanilla. Anyone within the cloud must make a CO
stat roll versus an attack bonus of 10 every second. Failure indicates that the spores have entered the
lungs and bloodstream.
1d10 hours later, the victim will suddenly gain the Amnesia and Manic Depression psychoses with
severities of 20 (see the Psychoses chapter; the latter causing only mania and not depression). The
psychoses last for 1d10 days. During this period, no other symptoms are apparent and the victim
can be fully cured with a Resist Disease or Renew Blood spell, or by herbs with similar effects.
369
OUTLOOK: None
IN (Gen Static): 0
(None)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any landbased (Any)
TREASURE: 4
Different varieties of Drowsemoss grow in many different climates, from cold tundra to sun-baked
rocks to deep caverns underground. They all attack in the same way, by exuding a cloud of
poisonous vapour which hangs in the air up to 2 metres above the moss. Any creature (unless it
breaths the air higher than 2 metres up) entering this volume must make a CO stat roll versus an
attack bonus of 10.
Success indicates that the creature is unaffected (it must roll again if it leaves the cloud and
re-enters it).
Failure by 5 points indicates that the creature becomes euphoric it feels totally calm,
totally relaxed and very drowsy. All it wants to do is to lie down on the comfortable carpet
of moss beneath it and sleep. (The GM may allow a companion, who makes a successful CH
stat roll or Leadership skill roll versus a difficulty factor of 10, to convince the victim to step
off the moss. The victim can also be ordered to do so by magical spells.)
Failure by >5 points indicates that the creature falls immediately asleep. It cannot be woken
by any sensation until physically moved away from the moss.
Once a victim is asleep on the moss, the moss begins to excrete acids which quickly dissolve any
organic material (flesh, bone, leather, etc.). The victim is attacked every second by the acid (treat as a
medium Acid Bolt which cannot be dodged, parried, etc.) while it remains in contact with the moss.
Sleeping victims do not feel pain whilst in contact with the moss, so the acid attacks do not wake
them.
Those attacking Drowsemoss do not benefit from Orientation Bonuses; the plant does not have a
front, rear or flanks.
370
RE: 15 (Fast)
DODGE: 12
AC: 5
HIPs: 600
INJURIES: None
(magic)
PRIMARY ATTACK: Bash with branches
Speed: 3
Attack Bonus: 20
Injury Range: 16
ADB: 20
Damage Type: Crush
OUTLOOK: Neutral
PSYCHOSIS: Major
IN (Gen Static): 20
NUMBER: 1
(Very High)
HABITAT: Any
SPELLS: Nature lvls wooded (Any)
1 to 20, except Become TREASURE: 5
Lycanthrope (90)
2ND ATTACK: Grapple with branches
Speed: 4
Attack Bonus: 15
Injury Range: Targets Contortions skill bonus
ADB: 15
Damage Type: Grapple
Ents are sentient and mobile trees, generally approximately ten metres high and with a one metre
girth across the trunk. Their trunks are stiff but their branches and roots can flex and bend so as to
enable walking, the manipulation of objects, and even combat. An Ent can make up to five different
bash or grapple attacks simultaneously, and these can be directed at the same or different targets
without penalty.
An Ent is able to sense and speak through a cluster of knots and cracks in its bark which make its
face. It is able to see in non-magical darkness as if it were bright daylight, is immune to non-magic
weapons and does not become fatigued.
All Ents speak Entish and Common, and may speak Elvish if Elves have dwelled in their woods.
They prefer to live reclusive lives deep within the forests, but they are not afraid to interact with
other races, especially when they threaten the Ents woodland kingdoms with axes and fire.
1,2,20,4) ENTLING
SIZE: Large
WEIGHT: 500 kgs
MOVE: 1.0, 4.0 (walk)
ST (CO): 20
AG (Gen Move): 10
RE: 10 (Medium)
DODGE: 10
AC: 5
HIPs: 150
INJURIES: None
(magic)
PRIMARY ATTACK: Bash with branches
Speed: 3
Attack Bonus: 12
Injury Range: 18
ADB: 10
Damage Type: Crush
OUTLOOK: Neutral
IN (Gen Static): 15
(High)
SPELLS: Nature lvls
1 to 10 (30)
PSYCHOSIS: None
NUMBER: 1 to 3
HABITAT: Any
wooded (Any)
TREASURE: 2
The characteristics of juvenile creatures are not normally given in this bestiary. However, Entlings
young Ents are worthy of separate description. They appear like smaller (three metres high),
smoother barked and less mossy Ents. Entlings are limited to making up to two different bash or
grapple attacks simultaneously, which can be directed at the same or different targets without
penalty. Like Ents, Entlings are able to see in non-magical darkness, are immune to non-magic
weapons, do not become fatigued and speak Entish and Common.
371
OUTLOOK: None
IN (Gen Static): 0
(None)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1 to 20
HABITAT: Any landbased (Any)
TREASURE: 2
The Mad Cap is a giant toadstool that grows up to 4 metres high. Its stalk, which may be up to 1
metre in diameter, is a dull grey colour while its wide domed cap, up to 3 metres across, will have a
vivid orange upper surface.
The many fleshy gills which radiate out under the cap will emit a cloud of spores should anything
(medium-sized or larger) walk within 20 metres of the toadstool vibrations from footfalls being
detected by a network of fine root tendrils through the surrounding soil. The puff cloud will fill a 20
metre radius immediately and dissipate after 1 minute. (The fungus can puff out spores as frequently
as once every minute.) The spores are too small to be visible but those breathing them in will smell a
strong odour like cinnamon. Anyone within the cloud must make a CO stat roll versus an attack
bonus of 10 every second. Failure indicates that the spores have entered the lungs and bloodstream.
A victim of the spores immediately becomes berserk, exactly as if he were using the Frenzy skill. He
will attack with violent fury whichever person or creature is nearest whether friend, foe or
innocent bystander until they fall unconscious or are slain, and will then move onto the next
nearest target. Unlike when using Frenzy skill, the spores victim cannot make a SD stat roll to try to
calm himself and regain self-control. Instead, he will remain berserk until he moves out of the 20
metre radius spore cloud or the cloud dissipates. Note though that subsequent movement within 20
metres of the toadstool may cause it to emit another cloud (if 1 minute has elapsed since it puffed
out the last).
Mad Caps tend to grow in clusters of up to twenty, each spread about 20 metres apart. The ground
around them is usually littered with the corpses of those which have fallen victim to the violence
that their spores trigger. Indeed, these corpses provide a fertilising feedstock to the toadstools.
1,2,20,6) SLOWROOT
SIZE: Huge
RE: 5 (Slow)
WEIGHT: 20,000 kgs DODGE: 3
MOVE: 1.0, 2.0 (walk) AC: 5
ST (CO): 100
HIPs: 500
AG (Gen Move): 5
INJURIES: None
PRIMARY ATTACK: Bash with branches
Speed: 3
Attack Bonus: 17
Injury Range: 17
ADB: 20
Damage Type: Crush
OUTLOOK:
PSYCHOSIS: Major
Aggressive
NUMBER: 1 to 5
IN (Gen Static): 5
HABITAT: Any
(Low)
wooded (Any)
SPELLS: None
TREASURE: 2
2ND ATTACK: Grapple with branches
Speed: 4
Attack Bonus: 15
Injury Range: Targets Contortions skill bonus
ADB: 15
Damage Type: Grapple
372
OUTLOOK: None
IN (Gen Static): 0
(None)
SPELLS: None
PSYCHOSIS: None
NUMBER: 1
HABITAT: Any (Any)
TREASURE: 3
Different varieties of Tangleweed grow in many different climates, and even underwater. They all
attack in the same way, by grappling targets with their mobile, prehensile fronds. Once a target is
tangled, the fronds tighten their grasp and their razor sharp edges slice into its flesh. The
Tangleweed absorbs any spilt blood through pores in its bark.
Any creature that steps within reach of a Tangleweed is grappled by one of its 2 metre long fronds
(the weed apparently senses via vibrations transmitted from footfalls through the ground). Any
Grapple Injuries delivered to the creature are accompanied by Slash Injuries too. Creatures can make
a ST stat roll versus the weeds Strength of 10 to break free at any time. A single Tangleweed can
attack up to 1d20 targets simultaneously without penalty.
Those attacking a Tangleweed do not benefit from Orientation Bonuses; the plant does not have a
front, rear or flanks.
1,2,21)
UNDEAD
Upon death, the souls of sentient creatures are released from their physical bodies. Dead souls
generally travel straight to the Spirit World but, occasionally, they become trapped in the physical
world (or are summoned back into it), where they manifest as undead. The undead are generally
ethereal spirits like ghosts and wights non-corporeal and so able to walk through walls and other
solid objects. However, it is possible, using magic, to bind such dead souls into corpses, so as to
create tangible undead like skeletons and zombies.
All undead can perceive by sight, sound and touch as well as they could when they were alive
(although they never retain any sense of smell or taste). In addition, all undead see in natural
darkness as if it were bright daylight.
As one might expect of a dead creature, undead do not need sleep or rest (they do not become
fatigued in combat). Neither do they need food, water, or even air to breathe; nor do they feel the
effects of poisons or disease. Finally, with the exception of the Vampire, all undead ignore damage
to soft tissues or bleeding as a result of Injuries from attacks (even from magic weapons).
373
OUTLOOK: Evil
IN (Gen Static): 10
(Average)
SPELLS: draining attack
and mournful wail attack
PSYCHOSIS: Minor
NUMBER: 1 (1)
HABITAT: Any (Any)
TREASURE: 2 (3)
A banshee is a type of powerful Zombie (see below), a tangible undead appearing as a withered
female corpse, with long and ragged white hair. In addition to a Zombies abilities, a Banshee is able
to make a special attack once every 10 seconds by uttering a mournful wail. Anyone hearing this
magical cry is affected as if by a Stun spell (see the Magic chapter; severities of F to I need not be
rerolled) and an Urge spell combined once emerging from the stun, the victims feel utterly
despondent. It is thought that Banshees are the revenants of female suicides.
1,2,21,2) DEATH KNIGHT
SIZE: Medium
RE: 20 (Very Fast)
OUTLOOK:
PSYCHOSIS: Minor
WEIGHT: As armour DODGE: 15
Relentless
NUMBER: 1 (1)
MOVE: 1.0, 10.0
AC: 8
IN (Gen Static): 10
HABITAT: Any (Any)
(walk)
HIPs: 150
(Average)
TREASURE: special
ST (CO): 30
INJURIES: None
SPELLS: None
AG (Gen Move): 10
(magic)
PRIMARY ATTACK: Two
2ND ATTACK: One-Handed 3RD ATTACK: Bash with
Two-Handed Weapons
Weapon
gauntlet
simultaneously (ignore
Speed: As weapon
Speed: 4
Simultaneous Attack and Off
Attack Bonus: 15
Attack Bonus: 14
Hand Penalties)
Injury Range: 19
Injury Range: 20
Speed: As weapons
ADB: 10 + weapons ADB
ADB: 10
Attack Bonus: 16
Damage Type: As weapon
Damage Type: Crush
Injury Range: 19
ADB: 10 + weapons ADB
Damage Type: As weapons;
Slaying
A Death Knight is a powerful form of tangible undead created by binding a Wight to a full suit of
plate armour (cuirass and visored helm, articulated arms and legs, gauntlets and sabatons) instead of
a corpse. Powerful warriors, they are invariably encountered undertaking some sort of task for their
master, e.g. guarding a lair or retrieving an item. Imagine the Nazgul in Peter Jacksons superb Lord
of the Rings films.
Each of the Death Knights gauntlets invariably grips a two-handed weapon, and both are wielded
simultaneously without penalty. A shorter one-handed weapon is carried for use in confined spaces.
A Death Knights weapons are always slaying, regardless of the type of opponent that they are being
used against. If a Death Knight is slain, its weapons will retain their slaying ability, fixed against the
particular species of target that they were last used against.
374
OUTLOOK: Evil
IN (Gen Static): 15
(High)
SPELLS: Necromancy
lvls 1 to 15 (75),
breath weapon
PSYCHOSIS: Ultimate
NUMBER: 1 (1)
HABITAT: Any (Any)
TREASURE: 0 (7)
The Dracoliche is a truly terrifying creature a skeletal undead (tangible) drake. It is not known by
what process a drake becomes undead possibly some arcane Necromantic spell of great power,
known only to a few powerful Liches, is involved. Different types of Dracoliche are encountered
some have skeletal wings whilst others do not, others have enlarged horns. Likewise, the exact attack
forms used by the different types of Dracoliche also vary some claw with their talons first whilst
others preferentially gore with their horns. (The GM should decide which variety of Old Drake was
her Dracoliche when alive, e.g. Fire or Earth, and use the attack characteristics as described for that
drake for all forms of attack except the breath weapon.) Like living drakes, Dracoliches may make
three simultaneous attacks at up to three different targets without penalty. Any Injury Roll from a
Dracoliches melee attack is also accompanied by a Cold Injury Roll.
All types of Dracoliche share the same type of breath weapon they spew a cone-shaped freezing
blast of sharp shards of bone from their skeletal maws. This cone can be sustained for up to 10
seconds (a 10 second interval must pass between one cone and the next), and is 20 metres in length
and 2 metres in diameter at the base. A Huge Ice Cone attack roll (see the Elemental Spell Attacks
section in the Combat chapter) is made versus anyone touched by the cone every second. The
Dracoliche is immune to its own breath weapon.
Unlike living Drakes, Dracoliches do not emit a Dragon Stench. However, they are immune to nonmagic weapons and may choose to emit an instantaneous magically induced fear effect (as frequently
as once every 60 seconds). Anyone within sight of the Dracoliche at this moment must make a SD
stat roll versus 10. If this roll is:
passed, the target overcomes his fears and may act normally;
failed by 10, the target is terrified and will flee until out of sight;
failed by >10, the target is paralysed by fear for 10 seconds and will then flee until out of
sight;
fumbled, the target has an adrenalin-induced heart attack and dies on the spot (Fumble
Range is 10).
A Dracoliche drains 1 POP from each living target within SC (default is 15) metres every 5 seconds
(even those within the radius for a fraction of this period are drained). Each drained POP restores
one of the Dracoliches lost HIPs. In addition, a Dracoliche is able to regenerate Injuries by draining
POPs an A severity Injury is regenerated by draining 10 POPs, a B severity Injury requires 20
POPs, and so on.
375
OUTLOOK: Evil
IN (Gen Static): 10
(Average)
SPELLS: draining
attack; telekinesis (weak)
PSYCHOSIS: Minor
NUMBER: 1 (1)
HABITAT: Any (Any)
TREASURE: 0 (0)
Ghosts (also known as phantoms, spectres, poltergeists) are typical of ethereal undead. They
generally appear as translucent figures which glide along the ground. They are as intelligent as their
live self used to be before death, but the experience of returning from the Spirit World to haunt the
living world almost always turns them mad. They generally attack the nearest conscious living
creature belligerently and then move on to the next (once all visible targets have been rendered
unconscious, the Ghost wounds the nearest until it is dead, before moving on to slay the rest).
Due to their ethereal nature, ghosts can make only limited interactions with the physical world:
A Ghost can move physical objects as if using a weak version of the Telekinesis spell; the
maximum force that can be applied is equivalent in strength to that necessary to lift up to 10
kgs from the ground. Otherwise, a Ghost moves through solid objects (if non-magical and
lacking souls) like walls and doors as if they werent there. Despite this, Ghosts follow the
ground (or floor) at all times and do not fly; the reason for this is unclear but may reflect a
mind-set retained from when alive.
They are able to strike living creatures with their ethereal claws, or with ethereal
manifestations of the weaponry they preferred when alive. Either way, the damage inflicted
is always the same. Attacks from Ghosts can reduce a targets Hit Points as normal, but
cannot inflict Injuries of any sort. However, a living victim also loses a Power Point for
every Hit Point that he loses as a result of a Ghosts attack. Each POP drained in this way
restores one of the Ghosts lost HIPs. Victims regain HIPs and POPs lost in this way as
normal.
Ghosts are immune to non-magic weapons. If a Ghost loses all of its HIPs, it dissipates its
soul being banished to the Spirit World. A Banish Dead Soul spell will also cause the same
effect (such spells will normally be resisted, however).
1,2,21,5) GHOUL
SIZE: Medium
RE: 10 (Medium)
WEIGHT: 70 kgs
DODGE: 6
MOVE: 1.0, 10.0
AC: 4 (may be
(walk)
armoured)
ST (CO): 10
HIPs: 60
AG (Gen Move): 10
INJURIES: No Soft
PRIMARY ATTACK: Claw
Speed: 3
Attack Bonus: 12
Injury Range: 20
ADB: 4
Damage Type: Slash, Paralysis
OUTLOOK: Evil
IN (Gen Static): 10
(Average)
SPELLS: paralysing
attack
376
PSYCHOSIS: Minor
NUMBER: 1 (1)
HABITAT: Any (Any)
TREASURE: 2 (4)
377
378
379
OUTLOOK: Evil
PSYCHOSIS: Major
IN (Gen Static): 10
NUMBER: 1 (1)
(Average)
HABITAT: Any (Any)
SPELLS: Elemental
TREASURE: 4 (4)
Wind & Wave lvls 1
to 10, cold or ice
related only; (50);
draining attack; cold
Injuries
PRIMARY ATTACK: Bash
Speed: 3
Attack Bonus: 15
Injury Range: 19
ADB: 4
Damage Type: Crush, Cold
A Greater Skeleton is a tangible undead created by using spells to magically bind a Wight to a
corpse. Regardless of the state of the corpses decay, transferring the soul of a Wight into it always
causes the remaining putrefying flesh to fall off the corpse, leaving clean blanched bone, and a dull
yellow light to ignite in each of the eye sockets. As with Ghosts and Zombies, the Wight is able to
control the motion of the corpse, effectively giving it a physical body (and, potentially, real weapons
and armour) with which it can attack the living. Consequently, attacks from Greater Skeletons can
deliver HIP loss and Injuries as normal. In addition, any Injury Roll from a Greater Skeletons melee
attack is also accompanied by a Cold Injury Roll.
Like Wights, Greater Skeletons drain 1 POP from all living targets within 5 metres every 5 seconds
(even those within the radius for a fraction of this period are drained). Each drained POP restores
one of the Greater Skeletons lost HIPs. In addition, a Greater Skeleton is able to regenerate Injuries
by draining POPs an A severity Injury is regenerated by draining 10 POPs, a B severity Injury
requires 20 POPs, and so on. If a Greater Skeleton loses all of its HIPs, it collapses and the bound
Wight dissipates its soul being banished to the Spirit World. A Banish Dead Soul spell will also
cause the same outcome (such spells will normally be resisted, however).
Unlike Zombies, Greater Skeletons cannot be damaged by non-magic weapons. They are also
immune to cold-based attacks.
1,2,21,9) VAMPIRE
OUTLOOK: Evil
PSYCHOSIS: Minor
SIZE: Medium
RE: 20 (Very Fast)
WEIGHT: 70 kgs
DODGE: 15
IN (Gen Static): 15
NUMBER: 1 (1)
(High)
HABITAT: Any (Any)
MOVE: 1.0, 10.0
AC: 0 (may be
SPELLS: Necromancy TREASURE: 5 (6)
(walk)
armoured)
lvls 1 to 15 (75); and
ST (CO): 20
HIPs: 100
AG (Gen Move): 15
INJURIES: All (magic) special powers
PRIMARY ATTACK: Weapon 2ND ATTACK: Bash with fist 3RD ATTACK: Bite
Speed: As weapon
Speed: 3
Speed: 3
Attack Bonus: 15
Attack Bonus: 14
Attack Bonus: 15
Injury Range: 19
Injury Range: 20
Injury Range: 19
ADB: As weapon
ADB: 5
ADB: N/A
Damage Type: As weapon
Damage Type: Crush
Damage Type: Special
A Vampire is a form of tangible undead created by a spell that can only be cast by skilful
Necromancers seeking immortality or power. The Vampire can assume four forms:
380
A bite from a Vampire which draws blood, allowing mixture of the Vampires saliva into the
bloodstream, causes a victim to become a Vampire himself if he fails a CO stat roll versus
the Vampires SC. If the roll is failed, the victim will fall into a deep febrile sleep the next
dawn; at nightfall, he will wake as a full Vampire. Vampires created in this way must always
obey the Vampire that bit them as if they had been affected by an Enslave spell, and this
control overrides any magical influence exerted by other parties (except that of a Liche).
Note that, if a Renew Blood spell is cast on the victim during the feverish sleep period after
being bitten, then the victim immediately wakes and is cured of vampirism. (Note that a
Vampires bite can only cause vampirism if the victim is of the mammalian PC races, i.e.
Trolls are not affected.)
Vampires lose 1 HIP every second that they are exposed to daylight. If exposure to daylight
reduces a Vampires HIPs to zero, its body crumbles into ash and it is slain its soul is
banished to the Spirit World.
Apart from exposure to sunlight, the only other way to slay a Vampire is to destroy its heart. This is
generally done by delivering to the Vampire an Injury which is specified in its description as
destroying:
the heart;
more than one unspecified internal organs in the torso (the GM should generally assume
that the heart is destroyed in this case); or
the whole torso or body.
If a Vampires HIP total is reduced to zero through damage from attacks other than sunlight, or if it
suffers a fatal Injury that does not totally destroy its heart, then the Vampire is forced to assume its
gaseous form and flee to its coffin until it is completely healed.
People who have not encountered Vampires widely believe them to be afraid of garlic, unable to
cross running water, to need permission to cross a threshold, to need to drink the blood of virgins,
etc. Anyone who has actually met a Vampire knows these to be old wives tales. Note that Vampires
which have been created via the Become Vampire spell will, as a minimum, be able to cast spells of
levels 1 to 15 inclusive on the Necromancy spell list (with 75 POPs). Vampires that were created by
a bite from another Vampire may not necessarily have any spell-casting abilities at all.
1,2,21,10) WIGHT
SIZE: Medium
WEIGHT: 0 kgs
MOVE: 1.0, 10.0 (fly)
ST (CO): 10
AG (Gen Move): 10
RE: 25 (Blindingly
Fast)
DODGE: 18
AC: 0
HIPs: 150
INJURIES: None
(magic)
PRIMARY ATTACK: Weapon
Speed: As weapon
Attack Bonus: 15
Injury Range: 19
ADB: As weapon
Damage Type: Special
OUTLOOK: Evil
IN (Gen Static): 10
(Average)
SPELLS: Elemental
Wind & Wave lvls 6
and 9 with ice only;
(30); draining attack
2ND ATTACK: Claw
Speed: 3
Attack Bonus: 15
Injury Range: 19
ADB: 4
Damage Type: Special
PSYCHOSIS: Minor
NUMBER: 1 (1)
HABITAT: Any (Any)
TREASURE: 0 (0)
A Wight is a powerful Ghost. In addition to a Ghosts abilities, a Wight can cast the Elemental Wind
and Wave Ice Bolt and Ice Ball spells. Moreover, all living creatures within 5 metres of the Wight
lose 1 POP every 5 seconds (even those within the radius for a fraction of this period are drained).
Each drained POP restores one of the Wights lost HIPs. Victims regain POPs lost in this way as
normal.
382
PSYCHOSIS: Minor
NUMBER: 1 (1)
HABITAT: Any (Any)
TREASURE: 2 (3)
The Zombie is perhaps the commonest form of tangible undead, created by using spells to magically
bind a Ghost to a corpse. The Ghost is able to control the motion of the corpse, effectively giving it
a physical body (and, potentially, real weapons and armour) with which it can attack the living.
Consequently, attacks from Zombies can deliver HIP loss and Injuries as normal. They also drain
POPs in the manner of Ghosts (i.e. if a Zombies attack causes a living victim to lose HIPs, then the
victim also loses an equal number of POPs and these drained POPs restore the Zombies lost HIPs).
Unlike Ghosts, Zombies are not immune to non-magic weapons. If a Zombie loses all of its HIPs, it
collapses and the bound Ghost dissipates its soul being banished to the Spirit World. A Banish
Dead Soul spell will also cause the same result (such spells will normally be resisted, however).
If the flesh on a Zombies corpse has decayed so much that only the skeleton remains, then the
result is known as a Lesser Skeleton.
383
2)
The following tables group the creatures described previously into different types of habitat. Within
each table, creatures are crudely listed in order of ascending power and sometimes divided by
climate.
The GM should select the table corresponding to the terrain in which the PCs find themselves, and
then choose a creature whose potential threat will challenge the PCs nicely. If the GM is feeling
unimaginative, the tables can be used to randomly select a creature. Remember, though, that:
many types of creature are sociable animals that will rarely be encountered solitarily typical
numbers occurring are listed in the creature descriptions;
the more powerful the creature, the more rarely it should be encountered;
Non-Player Characters should be substituted for creatures on a regular basis. Descriptions of
typical NPCs are given at the end of this chapter.
2,1)
ARID
This list contains those creatures that might be encountered in typical arid environments, i.e. barren
areas without running water.
CLIMATE
3d10
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
COLD
e.g. polar icy wastes
Crow
Yeti
Large Bear
Great Eagle
Medium Ice Elemental
Medium Storm Elemental
Roc
Were-Bear
Large Ice Elemental
Large Storm Elemental
Greater Skeleton
Liche
Young Ice Drake
Young Lightning Drake
Huge Ice Elemental
Huge Storm Elemental
Old Ice Drake
Old Lightning Drake
reroll
HOT
e.g. sandy deserts
Crow
Camel
Tarantula
Cobra
Crocodile
Giant Wasp
Great Eagle
Wyvern
Giant Beetle
Medium Earth Elemental
Medium Fire Elemental
Giant Scorpion
Roc
Lesser Naga
Large Earth Elemental
Large Fire Elemental
Greater Naga
Young Cave Drake
Young Fire Drake
Giant Sand Worm
Huge Earth Elemental
Huge Fire Elemental
Old Cave Drake
Old Fire Drake
reroll
384
2,2)
CITY
This list contains those creatures that have developed some kind of symbiosis with large settlements.
2d20
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
COLD
Rat
Crow
Donkey
Riding Horse
Light War Horse
Heavy War Horse
Dog
Giant Rat
Giant Vampire Bat
Homonoculous
Imp
Ghost
Wight
Gonchong
Incubus
Medium Clay Golem
Medium Bronze Golem
Medium Marble Golem
Mirror Demon
Were-Bat
Were-Bear
Were-Rat
Were-Wolf
Large Clay Golem
Large Bronze Golem
Large Marble Golem
Barghest
Vampire
Liche
Huge Clay Golem
Huge Bronze Golem
Huge Marble Golem
Plague Demon
reroll
CLIMATE
TEMPERATE
Rat
Crow
Donkey
Riding Horse
Light War Horse
Heavy War Horse
Tarantula
Dog
Giant Rat
Giant Vampire Bat
Devils Horn
Homonoculous
Imp
Ghost
Wight
Gonchong
Incubus
Medium Clay Golem
Medium Bronze Golem
Medium Marble Golem
Mirror Demon
Were-Bat
Were-Bear
Were-Cat
Were-Rat
Were-Wolf
Large Clay Golem
Large Bronze Golem
Large Marble Golem
Barghest
Vampire
Liche
Huge Clay Golem
Huge Bronze Golem
Huge Marble Golem
Plague Demon
reroll
385
HOT
Rat
Crow
Donkey
Riding Horse
Light War Horse
Heavy War Horse
Camel
Tarantula
Cobra
Dog
Giant Rat
Giant Vampire Bat
Homonoculous
Imp
Ghost
Wight
Gonchong
Incubus
Medium Clay Golem
Medium Bronze Golem
Medium Marble Golem
Elephant
Mirror Demon
Were-Bat
Were-Cat
Were-Rat
Large Clay Golem
Large Bronze Golem
Large Marble Golem
Barghest
Vampire
Liche
Huge Clay Golem
Huge Bronze Golem
Huge Marble Golem
Plague Demon
reroll
2,3)
FOREST
This list contains those creatures that might be encountered in typical densely wooded
environments.
5d10
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
COLD
e.g. snow-covered pine forests
Drowsemoss
Tangleweed
Deer
Giant Rat
Giant Vampire Bat
Wild Boar
Medium Bear
Wolf
Zombie / Lesser Skeleton
Ghost
Giant Boar
Bull
Large Bear
Warg
Great Eagle
Ghoul
Wight
Banshee
Lesser Giant Spider
Roc
Entling
Were-Bat
Were-Bear
Were-Rat
Were-Wolf
Barghest
Greater Skeleton
Slowroot
Vampire
Liche
Young Cave Drake
Ent
Greater Giant Spider
Old Cave Drake
reroll
CLIMATE
TEMPERATE
e.g. beech woodlands
Drowsemoss
Tangleweed
Deer
Tarantula
Cobra
Giant Rat
Giant Vampire Bat
Devils Horn
Wild Boar
Giant Wasp
Medium Bear
Wolf
Big Cat
Zombie / Lesser Skeleton
Ghost
Giant Boar
Bull
Large Bear
Warg
Great Eagle
Giant Toad
Ghoul
Wight
Banshee
Giant Ant
Lesser Giant Spider
Mad Cap
Roc
Entling
Were-Bat
Were-Bear
Were-Cat
Were-Rat
Were-Wolf
Barghest
Greater Skeleton
Slowroot
Vampire
Liche
Young Cave Drake
Ent
Greater Giant Spider
Old Cave Drake
reroll
386
HOT
e.g. steaming jungle
Giant Leech
Tangleweed
Deer
Python
Tarantula
Cobra
Chimpanzee
Giant Rat
Crocodile
Giant Vampire Bat
Gorilla
Giant Wasp
Big Cat
Zombie / Lesser Skeleton
Ghost
Bull
Horse-Eating Python
Great Eagle
Giant Toad
Ghoul
Wight
Banshee
Giant Ant
Lesser Giant Spider
Elephant
Giant Scorpion
Roc
Entling
Were-Bat
Were-Cat
Were-Rat
Barghest
Greater Skeleton
Slowroot
Vampire
Liche
Young Cave Drake
Ent
Greater Giant Spider
Old Cave Drake
reroll
2,4)
MOUNTAIN
This list contains those creatures that might be encountered in typical mountainous environments.
5d10
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
COLD
Deer
Giant Rat
Crow
Giant Vampire Bat
Medium Bear
Zombie / Lesser Skeleton
Ghost
Giant Elk
Large Bear
Great Eagle
Larva Salamander
Giant Beetle
Ghoul
Wight
Banshee
Lesser Giant Spider
Medium Earth Elemental
Medium Ice Elemental
Medium Storm Elemental
Roc
Entling
Were-Bat
Were-Bear
Barghest
Large Earth Elemental
Large Ice Elemental
Large Storm Elemental
Great Troll
Greater Skeleton
Vampire
Liche
Young Cave Drake
Young Ice Drake
Young Lightning Drake
Huge Earth Elemental
Huge Ice Elemental
Huge Storm Elemental
Greater Giant Spider
Old Cave Drake
Old Ice Drake
Old Lightning Drake
Hydra
reroll
CLIMATE
TEMPERATE
Deer
Giant Rat
Crow
Giant Vampire Bat
Giant Wasp
Medium Bear
Big Cat
Zombie / Lesser Skeleton
Ghost
Giant Elk
Large Bear
Great Eagle
Larva Salamander
Wyvern
Giant Beetle
Ghoul
Wight
Banshee
Lesser Giant Spider
Medium Earth Elemental
Medium Storm Elemental
Roc
Entling
Were-Bat
Were-Bear
Were-Cat
Barghest
Large Earth Elemental
Large Storm Elemental
Great Troll
Greater Skeleton
Vampire
Liche
Young Cave Drake
Young Lightning Drake
Huge Earth Elemental
Huge Storm Elemental
Greater Giant Spider
Old Cave Drake
Old Lightning Drake
Hydra
reroll
387
HOT
Deer
Cobra
Crow
Giant Rat
Crocodile
Giant Vampire Bat
Giant Wasp
Big Cat
Zombie / Lesser Skeleton
Ghost
Great Eagle
Larva Salamander
Wyvern
Giant Beetle
Ghoul
Wight
Banshee
Lesser Giant Spider
Medium Earth Elemental
Medium Fire Elemental
Medium Storm Elemental
Giant Scorpion
Roc
Entling
Were-Bat
Were-Cat
Barghest
Large Earth Elemental
Large Fire Elemental
Large Storm Elemental
Great Troll
Greater Skeleton
Vampire
Liche
Young Cave Drake
Young Fire Drake
Young Lightning Drake
Huge Earth Elemental
Huge Fire Elemental
Huge Storm Elemental
Greater Giant Spider
Old Cave Drake
Old Fire Drake
Old Lightning Drake
Hydra
reroll
2,5)
PLAIN
This list contains those creatures that might be encountered in typical plain environments, i.e. not
arid, densely wooded or mountainous areas.
CLIMATE
5d10
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
COLD
e.g. Siberian tundra in
summer
Deer
Crow
Medium Bear
Wolf
Zombie / Lesser Skeleton
Ghost
Bull
Giant Elk
Large Bear
Warg
Great Eagle
Giant Beetle
Ghoul
Wight
Banshee
Giant Ant
Medium Storm Elemental
Roc
Lesser Basilisk
Were-Bat
Were-Bear
Were-Rat
Were-Wolf
Barghest
Large Storm Elemental
Greater Skeleton
Vampire
Young Lightning Drake
Greater Basilisk
Huge Storm Elemental
Old Lightning Drake
Hydra
reroll
TEMPERATE
e.g. English South Downs
HOT
e.g. Kenyan Masai Mara
Deer
Crow
Riding Horse
Tarantula
Dog
Giant Wasp
Devils Horn
Medium Bear
Wolf
Big Cat
Zombie / Lesser Skeleton
Ghost
Bull
Giant Elk
Large Bear
Warg
Great Eagle
Wyvern
Giant Beetle
Ghoul
Wight
Banshee
Giant Ant
Medium Storm Elemental
Giant Scorpion
Mad Cap
Roc
Lesser Basilisk
Were-Bat
Were-Bear
Were-Cat
Were-Rat
Were-Wolf
Barghest
Large Storm Elemental
Greater Skeleton
Vampire
Young Lightning Drake
Greater Basilisk
Huge Storm Elemental
Old Lightning Drake
Hydra
reroll
Deer
Crow
Riding Horse
Camel
Python
Tarantula
Cobra
Dog
Crocodile
Giant Wasp
Big Cat
Zombie / Lesser Skeleton
Ghost
Horse-Eating Python
Great Eagle
Wyvern
Giant Beetle
Ghoul
Wight
Banshee
Giant Ant
Medium Storm Elemental
Elephant
Giant Scorpion
Roc
Lesser Naga
Lesser Basilisk
Were-Bat
Were-Cat
Were-Rat
Barghest
Large Storm Elemental
Greater Skeleton
Greater Naga
Vampire
Young Lightning Drake
Greater Basilisk
Huge Storm Elemental
Old Lightning Drake
Hydra
388
reroll
2,6)
This list contains those creatures that can be encountered in fresh water rivers and lakes, or their
banks.
1d10
1
2
3
4
5
6
7
8
9
10
2,7)
COLD
Giant Leech
Giant Electric Eel
Giant Octopus
Giant Toad
Medium Water Elemental
Large Water Elemental
Young Water Drake
CLIMATE
TEMPERATE
Giant Leech
Giant Electric Eel
Giant Octopus
Giant Toad
Giant Crocodile
Medium Water Elemental
Large Water Elemental
Young Water Drake
reroll
reroll
HOT
Giant Leech
Python
Piranha
Giant Electric Eel
Giant Octopus
Giant Toad
Giant Crocodile
Medium Water Elemental
Large Water Elemental
Young Water Drake
This list contains those creatures that might be encountered in salt water seas and oceans.
1d20
1
2
3
4
5
6
2,8)
CREATURE
Giant Octopus
Shark
Medium Water Elemental
Large Water Elemental
Giant Squid
Whale
1d20
7
8
9
10
11
12
CREATURE
Young Water Drake
Giant Turtle
Sea Kraken
Huge Water Elemental
Old Water Drake
reroll
SUBTERRANEAN
This list contains those creatures that might be encountered in subterranean environments such as
deep caves and catacombs (as opposed to shallow caves which are frequently used as lairs by a wider
variety of beasts).
2d20
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
CREATURE
Rat
Tarantula
Giant Rat
Giant Vampire Bat
Devils Horn
Zombie / Lesser Skeleton
Ghost
Rust Monster
Ghoul
Wight
Banshee
Giant Ant
Lesser Giant Spider
Pit Fiend
Medium Earth Elemental
Cave Amoeba
Mad Cap
389
CREATURE
Lesser Basilisk
Were-Bat
Barghest
Mummy
Large Earth Elemental
Great Troll
Greater Skeleton
Death Knight
Vampire
Liche
Young Cave Drake
Greater Basilisk
Huge Earth Elemental
Greater Giant Spider
Balrog
Old Cave Drake
Dracoliche
reroll
2,9)
This list contains those creatures that might be encountered in swamps, marshes or bogs.
2d20
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
CREATURE
Giant Leech
Crow
Rat
Drowsemoss
Tarantula
Cobra
Giant Rat
Giant Electric Eel
Zombie / Lesser Skeleton
Ghost
Giant Octopus
Horse-Eating Python
Giant Toad
Ghoul
Wight
Banshee
Medium Earth Elemental
Medium Water Elemental
Mad Cap
Barghest
Large Earth Elemental
Large Water Elemental
Young Water Drake
Bog Kraken
Plague Demon
reroll
390
3)
NON-PLAYER CHARACTERS
Common types of Non-Player Characters (NPCs) are described here. They are divided into typical
professions:
Fighter, including soldier, watchman, thug, bodyguard;
Thief, including assassin;
Ranger, including hunter, bandit, scout;
Farmer, including labourer;
Craftsman, including trader, merchant;
Sailor, including fisherman;
Magician, i.e. a specialist user of magic;
and three different strengths weak, average and strong.
Note that all of the values given are for typical Human examples of each type of NPC. The GM
should feel free to vary these defaults for NPCs of other races. In addition, the GM may wish to
make some NPCs priests, with the ability to use magic prayers.
3,1)
KEY
Most of the headings used in each NPC listing should be self-explanatory, but further explanation
may be found here if necessary.
3,1,1)
1ST ATTACK
BONUS
The bonus applied to the attack roll. If this bonus is 15, the improved Injury Range for this attack
is listed in parentheses afterwards.
3,1,1,3)
ADB
The Attack Damage Bonus (ADB) value modifies any HIPs lost by a target because of being struck
by the NPCs attack, if it hits.
3,1,1,4)
DAMAGE TYPE
The type of Injury dealt by the attack.
3,1,2)
MOVE
3,1,3)
ST (OR CO)
3,1,4)
RE
3,1,5)
DODGE
3,1,6)
ARMOUR
3,1,7)
SHIELD
The NPCs Block skill bonus (and the type of shield commonly used in parentheses).
3,1,8)
HIPS
The maximum number of Hit Points (HIPs) that the NPC has.
3,1,8,1)
RESISTANCE PENALTIES AND FATIGUE
For simplicity, the GM can assume that NPCs in The Bestiary have default Resistance Penalties of
zero, i.e. that the effect of any RZ due to equipment weight or armour rigidity has already been
worked into the skill and stat bonuses listed. (Strong NPCs are likely to have magic armour which
reduces or eliminates any Armour Action Penalty.)
As with PCs, an NPCs maximum number of HIPs determines how long he can fight in seconds
before he gains a Fatigue Penalty and, consequently, a (non-zero) RZ. Resting for 100/CO seconds
will eliminate any accrued Fatigue Penalty and RZ.
3,1,9)
SPELLS
This section lists the spells that the NPC can cast by discipline and level (and the maximum number
of Power Points that it has is listed in parentheses; expended POPs are regained each day).
3,1,10)
SKILLS
A list of the skills that this NPC is most skilful with, and bonuses for others.
3,2)
NPC LISTINGS
3,2,1)
FIGHTER
Use these statistics for any type of NPC that is predominantly skilled in combat.
1ST ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
2ND ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
3RD ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
WEAK
AVERAGE
Hand Axe
Long Sword
3
8
4
Slash
Thrown Dagger
2
6
2
Puncture
Unarmed Combat
3
6
0
Crush
4
12
5
Slash
Short Bow
1 (3)
10
3
Puncture
Unarmed Combat
3
9
0
Crush
392
STRONG
2 simultaneous
Falchion attacks
4
15 (IR 19) & 13 (IR 20)
5
Slash
Heavy Crossbow
1 (8)
13
12
Puncture
Unarmed Combat
3
12
0
Crush
MOVE
ST (OR CO)
RE
DODGE
ARMOUR
WEAK
7
12
5
5
None
SHIELD
HIPS
7 (Buckler)
25
SPELLS
Healing: 1
(15)
6
SKILLS
6
4
3,2,2)
AVERAGE
8
14
10
9
STRONG
10
18
15
13
Soft Lthr Hauberk,
Soft Lthr Coat, Chain
Chain Hauberk, Plate
Jerkin, Soft Lthr Hood,
Cuirass, Soft Lthr
Plate Pot Helm
Hood, Plate Full Helm
11 (Normal)
None
38
50
Combat: 1-5
Healing: 1-3
Healing: 1-4
(20)
(25)
Riding, Stealth, Distance Running
10
13
Frenzy, Appraisal, Observation
9
12
Other
6
8
THIEF
Use these statistics for any type of NPC that is predominantly skilled in subterfuge, with a secondary
interest in combat.
1ST ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
2ND ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
3RD ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
MOVE
ST (OR CO)
RE
DODGE
ARMOUR
SHIELD
HIPS
WEAK
AVERAGE
Short Sword
Broadsword
3
8
3
Slash
Thrown Dagger
2
6
2
Puncture
Unarmed Combat
2
6
0
Crush
8
11
5
6
None
None
18
3
12
4
Slash
Short Bow
1 (3)
10
3
Puncture
Unarmed Combat
2
9
0
Crush
9
13
10
10
None
None
26
393
STRONG
2 simultaneous
Rapier attacks
3
14 (IR 19) & 12 (IR 20)
3
Slash
Light Crossbow
1 (6)
13
6
Puncture
Unarmed Combat
2
12
0
Crush
10
16
15
14
None
None
35
SPELLS
WEAK
AVERAGE
Healing: 1
Shapechanging: 1
(20)
Healing: 1
Movement: 1-2
Shapechanging: 1
(25)
6
SKILLS
6
4
3,2,3)
STRONG
Healing: 1-2
Movement: 1-5
Shapechanging: 1-2
Wounding: 1-3
(30)
13
12
8
RANGER
Use these statistics for any type of NPC that is predominantly skilled in combat, with a secondary
interest in outdoor survival skills.
WEAK
Quarterstaff
3
8
4
Crush
Short Bow
1 (3)
6
3
Puncture
Unarmed Combat
3
6
0
Crush
7
11
5
5
AVERAGE
Long Bow
1 (3)
12
6
Puncture
Hand Axe
3
10
4
Slash
Unarmed Combat
3
9
0
Crush
8
14
10
9
None
SHIELD
HIPS
7 (Buckler)
20
11 (Normal)
30
SPELLS
Nature: 1
Shapechanging: 1
(20)
Healing: 1
Movement: 1
Nature: 1
Shapechanging: 1
(25)
1ST ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
2ND ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
3RD ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
MOVE
ST (OR CO)
RE
DODGE
ARMOUR
394
STRONG
Comp Long Bow
1 (3)
16 (IR 19)
9
Puncture
Battle Axe
4
13
8
Slash
Unarmed Combat
3
12
0
Crush
10
17
15
13
Metal Rnf Lthr
Hauberk
None
40
Healing: 1-3
Movement: 1-3
Nature: 1-3
Shapechanging: 1
Wind & Wave: 1
(30)
6
4
3,2,4)
AVERAGE
STRONG
Riding, Stealth, Fletching
10
13
Observation, Fauna Lore, Flora Lore
9
12
Other
6
8
FARMER
Use these statistics for any type of NPC that is predominantly skilled in outdoor skills.
1ST ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
MOVE
ST (OR CO)
RE
DODGE
ARMOUR
SHIELD
HIPS
SPELLS
WEAK
Hand Axe
3
5
4
Slash
6
10
5
3
None
None
15
AVERAGE
Hand Axe
3
8
4
Slash
7
12
10
6
None
None
23
Healing: 1
(10)
Healing: 1
Shapechanging: 1
(15)
6
SKILLS
6
3
3,2,5)
STRONG
Hand Axe
3
10
4
Slash
9
15
10
8
Wood Rnf Lthr Coat
None
30
Healing: 1-2
Nature: 1
Shapechanging: 1
Wind & Wave: 1
(20)
13
13
5
CRAFTSMAN
Use these statistics for any type of NPC that is predominantly skilled in crafts.
1ST ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
MOVE
ST (OR CO)
RE
DODGE
ARMOUR
SHIELD
WEAK
Dagger
2
4
2
Slash
5
8
5
3
None
None
AVERAGE
Short Sword
3
6
3
Slash
6
10
10
5
None
None
395
STRONG
Broadsword
3
8
4
Slash
8
12
10
6
None
None
HIPS
AVERAGE
19
Alchemy: 1-3
Healing: 1
Wizardry: 1
(30)
Various crafts
12
Appraisal
12
Other
6
Alchemy: 1-2
(25)
SPELLS
8
SKILLS
8
4
3,2,6)
STRONG
25
Alchemy: 1-7
Healing: 1-2
Wizardry: 1
(35)
16
16
8
SAILOR
Use these statistics for any type of NPC that is predominantly skilled in outdoor water-related skills.
1ST ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
2ND ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
MOVE
ST (OR CO)
RE
DODGE
ARMOUR
SHIELD
HIPS
SPELLS
WEAK
Spear
3
5
4
Puncture
Thrown Dagger
2
4
2
Puncture
6
10
5
3
None
None
15
AVERAGE
Cutlass
3
8
3
Slash
Thrown Dagger
2
6
2
Puncture
7
12
10
6
None
None
23
Healing: 1
(10)
Healing: 1
Shapechanging: 1
Wind & Wave: 1
(15)
8
SKILLS
8
3
STRONG
Cutlass
3
10
3
Slash
Thrown Dagger
2
8
2
Puncture
9
15
10
8
Wood Rnf Lthr Coat
None
30
Healing: 1-3
Movement: 1
Shapechanging: 1
Wind & Wave: 1-3
(20)
396
3,2,7)
MAGICIAN
Use these statistics for any type of NPC that is predominantly skilled in one discipline of magic.
3,2,7,1)
ALCHEMIST (ALCHEMY)
WEAK
1ST ATTACK
War Hammer
SPEED
4
BONUS
7
ADB
4
DAMAGE TYPE
Puncture
2ND ATTACK
Light Crossbow
SPEED
1 (5)
BONUS
6
ADB
6
DAMAGE TYPE
Puncture
MOVE
6
ST (OR CO)
8
RE
5
DODGE
5
ARMOUR
SHIELD
HIPS
SPELLS
SKILLS
AVERAGE
War Hammer
4
11
4
Puncture
Light Crossbow
1 (5)
8
6
Puncture
7
10
10
8
STRONG
War Hammer
4
14
4
Puncture
Light Crossbow
1 (5)
11
6
Puncture
9
12
15
11
Soft Lthr Hauberk,
Soft Lthr Hauberk,
None
Chain Coat, Soft Lthr
Chain Jerkin
Hood, Chain Coif
7 (Normal)
10 (Normal)
13 (Normal)
18
26
35
Alchemy: 1-15
Alchemy: 1-10
Wizardry: 1-10
Alchemy: 1-5
Wizardry: 1-5
Earth & Fire: 1-5
Wizardry: 1-3
Earth & Fire: 1-3
Healing: 1-5
(60)
Healing: 1-3
Illusion: 1
(75)
(90)
Metal Smithing, Stone Working, Mechanics
6
8
11
Spell-Casting, Appraisal, Observation
12
15
19 (IR 19)
Other
6
9
12
3,2,7,2)
CONJUROR (CONJURATION)
WEAK
1ST ATTACK
Long Sword
SPEED
4
BONUS
7
ADB
5
DAMAGE TYPE
Slash
2ND ATTACK
Short Bow
SPEED
1 (3)
BONUS
6
ADB
3
DAMAGE TYPE
Puncture
MOVE
6
ST (OR CO)
8
397
AVERAGE
Long Sword
4
11
5
Slash
Short Bow
1 (3)
8
3
Puncture
7
10
STRONG
Long Sword
4
14
5
Slash
Short Bow
1 (3)
11
3
Puncture
9
12
RE
DODGE
WEAK
5
5
AVERAGE
10
8
ARMOUR
None
7 (Normal)
18
10 (Normal)
26
Conjuration: 1-5
Combat: 1-3
(60)
Conjuration: 1-10
Combat: 1-5
Healing: 1-3
Wizardry: 1-2
Illusion: 1
(75)
SHIELD
HIPS
SPELLS
6
SKILLS
12
6
STRONG
15
11
Wood Rnf Lthr
Hauberk
13 (Normal)
35
Conjuration: 1-15
Combat: 1-10
Healing: 1-5
Wizardry: 1-4
Illusion: 1
Alchemy: 1
(90)
DEMONOLOGIST (DEMONOLOGY)
WEAK
AVERAGE
1ST ATTACK
Long Sword
Long Sword
SPEED
4
4
BONUS
7
11
ADB
5
5
DAMAGE TYPE
Slash
Slash
2ND ATTACK
Short Bow
Short Bow
SPEED
1 (3)
1 (3)
BONUS
6
8
ADB
3
3
DAMAGE TYPE
Puncture
Puncture
MOVE
6
7
ST (OR CO)
8
10
RE
5
10
DODGE
5
8
11
19 (IR 19)
12
3,2,7,3)
ARMOUR
SHIELD
HIPS
SPELLS
None
7 (Normal)
18
10 (Normal)
26
Demonology: 1-5
Shapechanging: 1-3
(60)
Demonology: 1-10
Shapechanging: 1-5
Wizardry: 1-3
Healing: 1-2
Alchemy: 1
(75)
398
STRONG
Long Sword
4
14
5
Slash
Short Bow
1 (3)
11
3
Puncture
9
12
15
11
Wood Rnf Lthr
Hauberk
13 (Normal)
35
Demonology: 1-15
Shapechanging: 1-10
Wizardry: 1-5
Healing: 1-4
Alchemy: 1
Illusion: 1
(90)
12
6
AVERAGE
STRONG
Stealth, Knock Out
8
11
Spell-Casting, Demon Lore, Observation
15
19 (IR 19)
Other
9
12
3,2,7,5)
SPELLS
SKILLS
STRONG
Mace
4
14
4
Crush
Staff Sling
2 (3)
11
4
Crush
9
12
15
11
Soft Lthr Hauberk,
Soft Lthr Hauberk,
None
Chain Coat, Soft Lthr
Chain Jerkin
Hood, Chain Coif
7 (Normal)
10 (Normal)
13 (Normal)
18
26
35
Earth & Fire: 1-15
Earth & Fire: 1-10
Alchemy: 1-10
Alchemy: 1-5
Earth & Fire: 1-5
Movement: 1-5
Movement: 1-3
Alchemy: 1-3
Healing: 1-3
Healing: 1-2
(60)
Shapechanging: 1-2
Wizardry: 1
Wizardry: 1
(75)
(90)
Mining, Stone Working, Climbing
6
8
11
Spell-Casting, Elemental Lore, Observation
12
15
19 (IR 19)
Other
6
9
12
3,2,7,6)
399
STRONG
Spear
3
14
4
Puncture
2ND ATTACK
SPEED
BONUS
ADB
DAMAGE TYPE
MOVE
ST (OR CO)
RE
DODGE
ARMOUR
SHIELD
HIPS
SPELLS
WEAK
Net
3
6
0
Grapple
6
8
5
5
None
None
18
AVERAGE
Net
3
8
0
Grapple
7
10
10
8
None
None
26
6
SKILLS
12
6
STRONG
Net
3
11
0
Grapple
9
12
15
11
None
None
35
Wind & Wave: 1-15
Movement: 1-10
Shapechanging: 1-5
Healing: 1-3
Alchemy: 1
Nature: 1
Wizardry: 1
(90)
3,2,7,7)
HEALER (HEALING)
WEAK
1ST ATTACK
Scimitar
SPEED
3
BONUS
7
ADB
4
DAMAGE TYPE
Slash
2ND ATTACK
Sling
SPEED
2 (3)
BONUS
6
ADB
2
DAMAGE TYPE
Crush
MOVE
6
ST (OR CO)
8
RE
5
DODGE
5
ARMOUR
SHIELD
HIPS
AVERAGE
Scimitar
3
11
4
Slash
Sling
2 (3)
8
2
Crush
7
10
10
8
None
7 (Normal)
18
10 (Normal)
26
400
STRONG
Scimitar
3
14
4
Slash
Sling
2 (3)
11
2
Crush
9
12
15
11
Metal Rnf Lthr
Hauberk
13 (Normal)
35
SPELLS
SKILLS
AVERAGE
STRONG
Healing: 1-10
Healing: 1-15
Mind: 1-5
Mind: 1-10
Healing: 1-5
Shapechanging: 1-3
Shapechanging: 1-5
Mind: 1-3
Alchemy: 1
Illusion: 1-3
(60)
Illusion: 1
Alchemy: 1
Wizardry: 1
Wizardry: 1
(75)
(90)
Healing, Riding, Knock Out
6
8
11
Spell-Casting, Observation, Pharmacy
12
15
19 (IR 19)
Other
6
9
12
3,2,7,4)
AVERAGE
Quarterstaff
3
11
4
Crush
Long Bow
1 (3)
8
6
Puncture
7
10
10
8
ARMOUR
None
SHIELD
HIPS
None
18
None
26
Nature: 1-5
Healing: 1-3
(60)
Nature: 1-10
Healing: 1-5
Shapechanging: 1-3
Alchemy: 1
Movement: 1
Wizardry: 1
(75)
SPELLS
6
SKILLS
12
6
STRONG
Quarterstaff
3
14
4
Crush
Long Bow
1 (3)
11
6
Puncture
9
12
15
11
Soft Lthr Hauberk,
Rigid Lthr Cuirass,
Soft Lthr Hood, Rigid
Lthr Helmet
None
35
Nature: 1-15
Healing: 1-10
Shapechanging: 1-5
Movement: 1-3
Alchemy: 1
Wind & Wave: 1
Wizardry: 1
(90)
401
11
19 (IR 19)
12
ILLUSIONIST (ILLUSION)
WEAK
1ST ATTACK
Short Bow
SPEED
1 (3)
BONUS
7
ADB
3
DAMAGE TYPE
Puncture
2ND ATTACK
Rapier
SPEED
3
BONUS
6
ADB
3
DAMAGE TYPE
Puncture
MOVE
6
ST (OR CO)
8
RE
5
DODGE
5
ARMOUR
None
SHIELD
None
HIPS
18
SPELLS
Illusion: 1-10
Shapechanging: 1-5
Wizardry: 1-3
Healing: 1-2
Alchemy: 1
(75)
Illusion: 1-5
Shapechanging: 1-3
(60)
6
SKILLS
AVERAGE
Short Bow
1 (3)
11
3
Puncture
Rapier
3
8
3
Puncture
7
10
10
8
None
None
26
12
6
STRONG
Short Bow
1 (3)
14
3
Puncture
Rapier
3
11
3
Puncture
9
12
15
11
None
None
35
Illusion: 1-15
Shapechanging: 1-10
Wizardry: 1-5
Healing: 1-3
Mind: 1-2
Alchemy: 1
(90)
MENTALIST (MIND)
WEAK
1ST ATTACK
Morning Star
SPEED
4
BONUS
7
ADB
5
DAMAGE TYPE
Crush
2ND ATTACK
Sling
SPEED
2(3)
BONUS
6
ADB
2
DAMAGE TYPE
Crush
MOVE
6
ST (OR CO)
8
RE
5
DODGE
5
11
19 (IR 19)
12
3,2,7,9)
AVERAGE
Morning Star
4
11
5
Crush
Sling
2(3)
8
2
Crush
7
10
10
8
ARMOUR
None
SHIELD
None
None
402
STRONG
Morning Star
4
14
5
Crush
Sling
2(3)
11
2
Crush
9
12
15
11
Wood Rnf Lthr
Hauberk
None
HIPS
SPELLS
WEAK
18
AVERAGE
26
Mind: 1-5
Healing: 1-3
(60)
Mind: 1-10
Healing: 1-5
Wizardry: 1-3
Shapechanging: 1-2
Alchemy: 1
(75)
6
SKILLS
12
6
STRONG
35
Mind: 1-15
Healing: 1-10
Wizardry: 1-5
Shapechanging: 1-3
Illusion: 1-2
Alchemy: 1
(90)
3,2,7,11)
NECROMANCER (NECROMANCY)
WEAK
AVERAGE
2 simultaneous
2 simultaneous
1ST ATTACK
Dagger attacks
Dagger attacks
SPEED
2
2
BONUS
5&3
9&7
ADB
2
2
DAMAGE TYPE
Slash
Slash
2ND ATTACK
Thrown Dagger
Thrown Dagger
SPEED
2
2
BONUS
6
8
ADB
2
2
DAMAGE TYPE
Puncture
Puncture
MOVE
6
7
ST (OR CO)
8
10
RE
5
10
DODGE
5
8
ARMOUR
None
SHIELD
HIPS
None
18
None
26
Necromancy: 1-5
Shapechanging: 1-3
(60)
Necromancy: 1-10
Shapechanging: 1-5
Wizardry: 1-3
Healing: 1-2
Alchemy: 1
(75)
SPELLS
6
SKILLS
12
6
STRONG
2 simultaneous
Dagger attacks
2
12 & 10
2
Slash
Thrown Dagger
2
11
2
Puncture
9
12
15
11
Wood Rnf Lthr
Hauberk
None
35
Necromancy: 1-15
Shapechanging: 1-10
Wizardry: 1-5
Healing: 1-3
Illusion: 1-2
Alchemy: 1
(90)
403
PALADIN (COMBAT)
WEAK
1ST ATTACK
Battle Axe
SPEED
4
BONUS
7
ADB
8
DAMAGE TYPE
Slash
2ND ATTACK
Heavy Crossbow
SPEED
1 (8)
BONUS
6
ADB
12
DAMAGE TYPE
Puncture
MOVE
6
ST (OR CO)
8
RE
5
DODGE
5
ARMOUR
SHIELD
HIPS
SPELLS
SKILLS
AVERAGE
Battle Axe
4
11
8
Slash
Heavy Crossbow
1 (8)
8
12
Puncture
7
10
10
8
STRONG
Two-Handed Sword
4
14
12
Slash
Heavy Crossbow
1 (8)
11
12
Puncture
9
12
15
11
Soft Lthr Hauberk,
Soft Lthr Hauberk,
Plate Cuirass, Soft
None
Breast Plate
Lthr Hood, Chain
Coif
None
None
None
18
26
35
Combat: 1-15
Combat: 1-10
Movement: 1-10
Movement: 1-5
Combat: 1-5
Healing: 1-5
Healing: 1-3
Movement: 1-3
Alchemy: 1-3
Alchemy: 1-2
(60)
Mind: 1-2
Wizardry: 1
Wizardry: 1
(75)
(90)
Riding, Stealth, Distance Running
6
8
11
Spell-Casting, Leadership, Observation
12
15
19 (IR 19)
Other
6
9
12
3,2,7,13)
PROPHET (TIME)
WEAK
1ST ATTACK
Cutlass
SPEED
3
BONUS
7
ADB
3
DAMAGE TYPE
Slash
2ND ATTACK
Short Bow
SPEED
1 (3)
BONUS
6
ADB
3
DAMAGE TYPE
Puncture
MOVE
6
ST (OR CO)
8
AVERAGE
Cutlass
3
11
3
Slash
Short Bow
1 (3)
8
3
Puncture
7
10
404
STRONG
Cutlass
3
14
3
Slash
Short Bow
1 (3)
11
3
Puncture
9
12
RE
DODGE
ARMOUR
SHIELD
HIPS
SPELLS
SKILLS
WEAK
5
5
None
None
18
AVERAGE
10
8
None
None
26
Time: 1-5
Wizardry: 1-3
(60)
Time: 1-10
Wizardry: 1-5
Alchemy: 1-4
Healing: 1-2
(75)
STRONG
15
11
None
None
35
Time: 1-15
Wizardry: 1-10
Alchemy: 1-5
Healing: 1-5
Earth & Fire: 1
(90)
3,2,7,14)
SHAPECHANGER (SHAPECHANGING)
WEAK
AVERAGE
1ST ATTACK
Broadsword
Broadsword
SPEED
3
3
BONUS
7
11
ADB
4
4
DAMAGE TYPE
Slash
Slash
2ND ATTACK
Short Bow
Short Bow
SPEED
1 (3)
1 (3)
BONUS
6
8
ADB
3
3
DAMAGE TYPE
Puncture
Puncture
MOVE
6
7
ST (OR CO)
8
10
RE
5
10
DODGE
5
8
ARMOUR
None
None
SHIELD
None
None
HIPS
18
26
SPELLS
Shapechanging: 1-5
Illusion: 1-3
(60)
6
SKILLS
12
6
Shapechanging: 1-10
Illusion: 1-5
Wizardry: 1-3
Healing: 1-2
Alchemy: 1
(75)
STRONG
Broadsword
3
14
4
Slash
Short Bow
1 (3)
11
3
Puncture
9
12
15
11
None
None
35
Shapechanging: 1-15
Illusion: 1-10
Wizardry: 1-5
Healing: 1-3
Mind: 1-2
Alchemy: 1
(90)
405
11
19 (IR 19)
12
VOLITANT (MOVEMENT)
WEAK
1ST ATTACK
Quarterstaff
SPEED
3
BONUS
7
ADB
4
DAMAGE TYPE
Crush
2ND ATTACK
Nunchaku
SPEED
2
BONUS
6
ADB
1
DAMAGE TYPE
Crush
MOVE
6
ST (OR CO)
8
RE
5
DODGE
5
ARMOUR
None
SHIELD
None
HIPS
18
SPELLS
Movement: 1-10
Healing: 1-5
Combat: 1-3
Mind: 1
Alchemy: 1
Wizardry: 1
(75)
Movement: 1-5
Healing: 1-3
(60)
6
SKILLS
AVERAGE
Quarterstaff
3
11
4
Crush
Nunchaku
2
8
1
Crush
7
10
10
8
None
None
26
12
6
STRONG
Quarterstaff
3
14
4
Crush
Nunchaku
2
11
1
Crush
9
12
15
11
None
None
35
Movement: 1-15
Healing: 1-10
Combat: 1-5
Mind: 1-3
Illusion: 1
Alchemy: 1
Wizardry: 1
(90)
3,2,7,15)
WARLOCK (WOUNDING)
WEAK
1ST ATTACK
Hand Axe
SPEED
3
BONUS
7
ADB
4
DAMAGE TYPE
Slash
2ND ATTACK
Thrown Dagger
SPEED
2
BONUS
6
ADB
2
DAMAGE TYPE
Puncture
MOVE
6
ST (OR CO)
8
RE
5
DODGE
5
AVERAGE
Hand Axe
3
11
4
Slash
Thrown Dagger
2
6
2
Puncture
7
10
10
8
406
STRONG
Hand Axe
3
14
4
Slash
Thrown Dagger
2
6
2
Puncture
9
12
15
11
ARMOUR
SHIELD
HIPS
SPELLS
WEAK
AVERAGE
None
7 (Normal)
18
10 (Normal)
26
Wounding: 1-5
Shapechanging: 1-3
(60)
Wounding: 1-10
Shapechanging: 1-5
Healing: 1-3
Wizardry: 1-2
Alchemy: 1
(75)
6
SKILLS
12
6
STRONG
Wood Rnf Lthr
Hauberk
13 (Normal)
35
Wounding: 1-15
Shapechanging: 1-10
Healing: 1-5
Wizardry: 1-3
Mind: 1-2
Alchemy: 1
(90)
Stealth, Riding
8
11
Spell-Casting, Pharmacy, Observation
15
19 (IR 19)
Other
9
12
3,2,7,16)
WIZARD (WIZARDRY)
WEAK
1ST ATTACK
Short Bow
SPEED
1 (3)
BONUS
7
ADB
3
DAMAGE TYPE
Puncture
2ND ATTACK
Sabre
SPEED
3
BONUS
6
ADB
3
DAMAGE TYPE
Slash
MOVE
6
ST (OR CO)
8
RE
5
DODGE
5
ARMOUR
None
SHIELD
None
HIPS
18
SPELLS
AVERAGE
Short Bow
1 (3)
11
3
Puncture
Sabre
3
8
3
Slash
7
10
10
8
None
None
26
Wizardry: 1-10
Time: 1-5
Alchemy: 1-4
Healing: 1-2
(75)
Wizardry: 1-5
Time: 1-3
(60)
SKILLS
STRONG
Short Bow
1 (3)
14
3
Puncture
Sabre
3
11
3
Slash
9
12
15
11
None
None
35
Wizardry: 1-15
Time: 1-10
Alchemy: 1-5
Healing: 1-3
Mind: 1-3
(90)
407
408
Chapter 10 Psychoses
CHAPTER 10
PSYCHOSES
Adventuring is a scary job. The rewards can be great but sometimes characters have to see and do
nasty things, and this can unhinge their minds
1)
PSYCHOSIS POINTS
When the GM decides that a Player Character (PC) has experienced something really unnatural or
frightening, the PC risks gaining a Psychosis Point (or PSYP, pronounced sipe). The more PSYPs
that a PC amasses, the more likely he is to develop some kind of psychosis, i.e. a mental delusion
affecting the sufferers perception of reality.
1,1)
UNNATURAL BEHAVIOUR
If a character behaves in an unnatural way i.e. in a manner that opposes his normal habits and
beliefs he must make a Self-Discipline stat roll versus a difficulty factor from 1 to 20 chosen by the
GM. If the roll is:
passed, the character does not gain a PSYP;
failed, the character gains 1 PSYP;
fumbled, the character gains 1d4 PSYPs.
For example, a difficulty factor of:
1 might be used if a normally good character steals;
20 might be used if a normally good character mercilessly slays an innocent;
1 might be used if a normally evil character fails to take an opportunity to safely steal
something of value;
20 might be used if a normally evil character mercifully spares the life of an enemy.
1,2)
If a character encounters a frightening creature, he must also make a SD stat roll. Again, if the roll is:
passed, the character does not gain a PSYP;
failed, the character gains 1 PSYP;
fumbled, the character gains 1d4 PSYPs.
1,2,1)
PSYCHOSIS CLASSES
The difficulty factor used in the SD roll made when encountering a frightening creature varies with
the creatures Psychosis Class. The Bestiary divides every creature into one of the following four
Psychosis Classes:
409
Chapter 10 Psychoses
2)
None witnesses do not gain PSYPs if they encounter a member of this species. No SD stat
roll is required.
Minor witnesses must make a SD stat roll versus a difficulty factor of 10 the first time that
they encounter an example of this species. Creatures in the minor class are inherently
frightening but are not so frightening that they shock anew with every encounter. E.g. seeing
a zombie for the first time may give a character a PSYP, but subsequent zombie encounters
will not.
Major witnesses must make a SD stat roll versus a difficulty factor of 15 every time that
they encounter a member of this species. Note, though, that if more than one of these
creatures is met in a single encounter, then only one roll need be made. Also note that a roll
need not be made if a specific individual is subsequently re-encountered. E.g. a character
should make a single SD roll versus 15 if he meets a group of vampires. If he later reencounters any of these specific vampires, he need not make further rolls. A roll will be
required, however, if he goes on to meet a new vampire.
Ultimate witnesses must make a SD stat roll versus a difficulty factor of 20 every time that
they encounter an example of this species. Rolls are required even if a specific individual has
already been met, unless the previous encounter occurred within the last SD hours. If more
than one of these creatures happen to be encountered together (probably an unlikely event),
then multiple SD rolls will be required. Creatures in the ultimate class are so frightening that
they never cease to scare the pants off people.
PSYCHOSIS ROLLS
Whenever the character gains a PSYP, his player must make a Psychosis Roll, throwing 1d20. If the
score is less than or equal to the characters total number of PSYPs, then the character gains a
psychosis (or a current psychosis becomes more severe).
Having a psychosis will affect a characters personality. Thus, the player should attempt to role-play
the psychosis, modifying his characters behaviour accordingly (and the GM should reward good
role-playing). Each psychosis has a severity score a number from 1 to 20 with 1 being the
mildest affliction of that particular psychosis and 20 being the most severe.
So, if the character has failed his Psychosis Roll and:
has no current psychoses, the character gains one randomly chosen psychosis. His player
should roll 1d100 on the following table. The severity of the psychosis gained is equal to the
characters PSYP total.
already has one or more psychoses, then the player should roll another 1d20:
o 1 to 19 the severity of the characters most severe psychosis increases by an
amount equal to the characters PSYP total;
o 20 a new, randomly chosen psychosis is acquired by the character. His player
should roll 1d100 on the following table. The severity of the psychosis gained is
equal to the characters PSYP total.
If an existing psychosis severity is increased, or a new psychosis is gained, the characters PSYP total
is reset to zero (and can start to increase again).
Each player should maintain a record of the severity of each of his characters psychoses as they
change with time.
2,1)
PSYCHOSIS TABLE
The following table describes the different types of psychoses that characters can develop, and the
behaviour they will exhibit depending on the severity (abbreviated to SV) of the psychosis affliction.
Note that:
410
Chapter 10 Psychoses
many psychoses are triggered by stress the GM should decide what constitutes a stressful
event for each character on a case-by-case basis.
some psychoses are directed towards a type of thing, which is known as the focus. Potential
types of foci are listed in each psychosis description.
how the exact symptoms are role-played should reflect the characters race, history,
circumstances, etc.
1d100
PSYCHOSIS
1 to 8
Amnesia
9 to 16
Compulsive Lying
17 to 24
Fits
25 to 32
Insomnia
33 to 40
Kleptomania
41 to 48
Manic Depression
DESCRIPTION
Whenever the character experiences stress, he has a percentage
chance equal to four times SV of forgetting his past completely.
(The character retains the use of his skills and spells, but will not
remember how he learnt them.) The GM should allow the
character to gradually regain his memory over the next SV days.
Whenever the character experiences stress, he has a percentage
chance equal to four times SV of becoming incapable of speaking
the truth. The more stressful the trigger, the more outrageous are
his lies. The GM should allow the character to gradually regain his
ability to tell the truth over the next SV hours.
Whenever the character experiences stress, he has a percentage
chance equal to four times SV of exhibiting some form of fit. The
GM should decide which type of behaviour is manifested in the fits
when this psychosis is acquired, for the character will exhibit the
same type of fit every time. Typical examples might be sneezing,
assuming a foetal position and sucking a thumb, tearing out hair,
peeling off skin or scabs, writhing on the floor whilst grinding and
gnashing teeth, and so on. The fit should totally incapacitate the
character for the next SV minutes. At the start of each minute, the
character may make a SD stat roll versus a difficulty factor of SV
if the roll is:
passed, he regains control;
failed, he continues the fit;
fumbled, he may not roll again during this fit.
The character becomes annoyingly irritable. There is a percentage
chance equal to four times SV of each sleep period being restless
and disturbed resulting in the rates at which the character
naturally regains Hit and Power Points being halved. (Note that, if
the subsequent sleep period is also restless, these rates are halved
yet again, i.e. are quartered, and so on.)
Whenever the character experiences stress, he has a percentage
chance equal to four times SV of attempting to steal the next
portable and (apparently) unattended object that he encounters.
Whenever the character experiences stress, he has a percentage
chance equal to four times SV of becoming either:
manic optimistic, energetic and extroverted. The
character enjoys taking risks the more stressful the
trigger, the more dangerous are the risks that he is prepared
to take.
depressed pessimistic, lethargic and introverted. The
character dislikes interacting with anyone the more
stressful the trigger, the greater the lengths to which the
character will go to avoid interaction.
411
Chapter 10 Psychoses
1d100
PSYCHOSIS
DESCRIPTION
Manic Depression, The GM should allow the character to gradually regain his balance
41 to 48
continued
over the next SV days.
Whenever the character experiences stress, he has a percentage
chance equal to four times SV of falling asleep and collapsing to
the ground. The impact with the ground will not normally wake or
harm the character, unless he falls onto a dangerous surface. Any
49 to 56
Narcolepsy
objects held by the character are dropped once he falls asleep if
these are fragile and the ground is hard, they may well break
(likewise, fragile and poorly-wrapped objects in the characters
pack or pockets may be damaged by the fall). If undisturbed, the
character will usually awake after SV minutes.
The character becomes annoyingly vain and obsessed with
grooming. Whenever he notices his reflection or image, he has a
Obsession with
57 to 64
percentage chance equal to four times SV of becoming transfixed
Appearance
until his line of sight with his reflection or image is broken, or until
SV hours have elapsed. (Blinking does not disrupt line of sight!)
The character acquires a general dislike of a focus, which must be a
specific individual that the character has met or heard about.
Whenever the character experiences stress, he has a percentage
chance equal to four times SV of imagining that he is under some
immediate threat from a trap, ambush or plot prepared by the
focus (or its allies, associates or kin). The dangers are purely
65 to 72
Paranoia
imaginary, yet the characters allies will be unable to convince him
of this the character will invent convoluted reasons as to why no
evidence for a plot can be found, reinforcing his own paranoia.
The GM should allow the character to gradually regain his
composure (i.e. overcome his fear of the most recent imagined
attempt on his life) over the next SV days; the dislike of the focus,
however, is permanent until this psychosis is cured.
The character acquires a phobia a sense of fear and revulsion
directed towards a certain focus. The focus is chosen by the GM
and should be something of which the character has had a negative
experience in the past. It may be a particular type of:
substance, e.g. tobacco smoke;
behaviour, e.g. coughing;
location, e.g. dark places;
73 to 80
Phobia
creature, e.g. spiders;
object, e.g. swords.
81 to 88
Philia
412
Chapter 10 Psychoses
1d100
PSYCHOSIS
81 to 88
Philia,
continued
89 to 96
Schizophrenia
DESCRIPTION
substance, e.g. potatoes;
behaviour, e.g. fire-starting;
location, e.g. beds with silk sheets;
creature, e.g. sheep;
object, e.g. gold coins.
If the character spends 24/SV hours without some kind of
exposure to the focus, he becomes irritable and must make a 1d100
roll. There is a percentage chance equal to four times SV of the
next sleep period being restless and disturbed resulting in the
rates at which the character naturally regains Hit and Power Points
being halved. (Note that, if the subsequent night is also restless,
these rates are halved yet again, i.e. are quartered, and so on.)
The character develops a second, distinct personality. Whenever he
experiences stress there is a percentage chance equal to four times
SV of the second personality becoming dominant (i.e. gaining
control) until the character wakes after the next sleep period. If the
characters:
SV5, the second personality shares the characters normal
outlook;
6SV10, the second personality is either slightly more
good or slightly more evil than the characters normal
outlook;
SV11, the second personality is diametrically opposed to
that of the character.
The two personalities should share the same memory, skill bonuses
and spells, etc. only their outlooks should differ.
Whenever the character experiences stress, there is a percentage
chance equal to four times SV that he will exhibit nervous tics and
97 to 99
Tourettes
involuntarily swear or make socially inappropriate and derogatory
remarks.
No new psychosis is gained. The characters PSYPs are still reset to zero. In addition,
100
the characters most severe psychosis is suddenly and miraculously healed, his
personality returning to normal (other weaker psychoses remain unaffected, however).
3)
AVOIDING PSYCHOSES
A player is, of course, able to use one of his characters Luck Rerolls so as to try to alter a SD stat
roll to avoid gaining a new psychosis or having an existing psychosis worsen. LURPs can also be
used to change the results of rolls used to select psychoses.
4)
HEALING PSYCHOSES
The Heal Psychosis spell (see the Healing spell list in the Magic chapter) can be used to reduce a
single psychosis PSYP level. Certain herbs can also provide a cure.
Note that death and resurrection will not heal psychoses.
413
CHAPTER 11
PRICES FOR GOODS AND
SERVICES
Adventuring the chosen profession of all PCs (Player Characters) is a high-risk job but the
rewards are great. While the average peasant farmers annual salary might be a few gold pieces, an
experienced adventurer may find and spend many thousands in a year. This chapter provides
example prices for goods and services that PCs will frequently wish to buy or sell. The GM should
vary all prices depending on the local level of supply and demand (e.g. village versus city), and the
attitudes of the buyer and vendor towards each other. (The GM may allow the optional Haggling
skill to be used.)
At the end of the chapter, common diseases are also described. While diseases are not goods or
services that can be paid for, there is some logic to listing them alongside herbs and poisons.
1)
For simplicity, a single exchange rate is used universally. The following sums of coinage all have
equal value:
1 platinum piece (pp);
10 gold pieces (gp);
100 silver pieces (sp);
1,000 bronze pieces (bp);
10,000 copper pieces (cp);
100,000 tin pieces (tp).
2)
WEAPONRY
WEIGHT
COST
(kgs)
Axe, Battle
3
13 sp
Axe, Hand
2.5
5 sp
Blackjack
1.5
10 sp
Blow-pipe
0.5
5 sp
Bolas
1
6 sp
Bow, Composite Long
1.5
17 sp
Bow, Composite Short
1
9 sp
Bow, Long
1.5
10 sp
NAME
415
416
3)
AMMUNITION
WEIGHT
(kgs)
1
1
NAME
Arrows x 20
Quarrels x 20
4)
COST
4 bp
8 bp
NOTES
For bows.
For crossbows.
SHIELDS
COMPOSITION
TYPE
Wood
Metal-Reinforced Wood
Metal Plate
Buckler
Normal
Tower
Buckler
Normal
Tower
Buckler
Normal
Tower
WEIGHT
(kgs)
3
9
15
4
11
18
5
13
21
COST
35 bp
7 sp
9 sp
47 bp
93 bp
12 sp
53 bp
105 bp
135 bp
Add 50% to the cost if spikes are required (which make a Shield Bash attack deliver Puncture
Injuries rather than Crush).
5)
ARMOUR
TYPE
Soft Leather
Wood Reinforced
Leather
Metal Reinforced
Leather
Rigid Leather
GARMENTS
AVAILABLE
Cap
Hood
Jerkin
Coat
Hauberk
Gauntlets
Boots
Shoes
Trousers
Jerkin
Coat
Hauberk
Gauntlets
Skirt
Jerkin
Coat
Hauberk
Gauntlets
Skirt
Helmet
Breastplate
Cuirass
Bracers
Cod Piece
WEIGHT
(kgs)
0.5
1
4.5
6.5
8
1
2
0.5
4.5
5.5
7
9
1.5
3
7
9
11.5
2
4.5
1
11.5
16
1
0.5
417
COST
5 cp
1 bp
1 sp
4 sp
6 sp
4 bp
1 sp
4 bp
4 sp
5 sp
7 sp
9 sp
4 sp
4 sp
6 sp
9 sp
11 sp
5 sp
5 sp
25 bp
45 bp
1 gp
1 sp
15 bp
TYPE
Chain Mail
Scale Mail
Plate
6)
GARMENTS
AVAILABLE
Coif
Jerkin
Coat
Hauberk
Gauntlets
Chausses
Hood
Jerkin
Coat
Hauberk
Gauntlets
Skirt
Pot Helm
Full Helm
Closed Helm
Breastplate
Cuirass
Bracers
Vambraces
Gauntlets
Sabatons
Cuisses
Greaves
Cod Piece
Suit
WEIGHT
(kgs)
2
9
13.5
18
2.5
9
2
11.5
17.5
22.5
2.5
2
1
2.5
2.5
11.5
18
2
2
2.5
2.5
3.5
3.5
1
35
COST
1 gp
15 sp
4 gp
55 sp
3 gp
4 gp
2 gp
3 gp
8 gp
11 gp
6 gp
3 gp
4 sp
9 sp
125 sp
2 gp
45 sp
5 sp
5 sp
5 gp
4 gp
1 gp
1 gp
4 sp
25 gp
CLOTHING
ITEM
Belt, leather
Boots (pair)
Breeches (pair)
Cloak, Hooded, cloth
Cloak, Hooded, fur
Coat, cloth
Coat, Long, cloth
Dress, cloth
Glove, cloth (pair)
Glove, silk (pair)
Hat, cloth
Jerkin, cloth
Robe, cloth
Robe, silk
Sandals (pair)
Shoes (pair)
Tunic, cloth
WEIGHT
(kgs)
0.25
1.5
0.5
1.5
4.5
1
1.5
0.5
0.25
0.25
0.25
0.5
2
1.5
0.5
1
0.5
COST
5 bp
1 sp
3 bp
1 sp
5 sp
3 bp
6 bp
4 bp
5 bp
5 sp
1 bp
1 bp
1 sp
1 gp
3 bp
5 bp
2 bp
NOTES
Trousers.
Sleeveless vest.
Covers whole body from neck to ground.
Sleeved shirt.
418
7)
7,1)
PRECIOUS STONES
VARIETY
Agate
Topaz
Opal
Sapphire
Emerald
Pearl
Diamond
7,2)
VALUE (gp)
10
25
50
125
250
500
1000
JEWELLERY
VARIETY
Stud
Broach
Amulet
Ring
Bangle
Chain
Circlet
Tiara
Crown
WORN ON
Ear or nose
Clothing on breast
Neck on cord or chain
Finger
Wrist or ankle
Neck or wrist
Head
Head
Head
VALUE
2
4
8
16
32
64
128
256
512
The VALUE column of the previous table indicates the monetary worth of the piece of jewellery
depending on the metal from which it is made, e.g. a stud made of gold is worth 2 gp while a tin
crown is worth 512 tp. Obviously, pieces of jewellery will often have precious stones embedded
upon them, and the GM should calculate the total value cumulatively. E.g. a platinum tiara with
three diamonds would be worth 256 pp + (3x1000) gp = 556 pp.
8)
ITEM
Backpack
Barrel
Blanket, heavy
Blanket, light
WEIGHT
(kgs)
1.5
5
5
2.5
COST
NOTES
2 bp
24 bp
7 bp
2 bp
20 litre capacity.
50 litre capacity. Wooden with iron hoops.
Bottle
0.25
2 bp
Candles
Chalk
Chisel
0.25
0.25
0.5
4 cp
2 bp
9 bp
Flask, ceramic
0.25
7 bp
Flask, metal
0.25
1 sp
Grappling hook
0.5
1 sp
Hammer
Ladder, wood
0.5
7
1 sp
30 cp
ITEM
WEIGHT
(kgs)
COST
Lamp
12 bp
Lantern
3 sp
NOTES
Exposed flame. Lights 10 metre radius. Oil
reservoir lasts for 6 hours.
Sheltered flame behind glass. Lights 10 metre
radius. Oil reservoir lasts for 24 hours.
Allows the radiated light to be varied. Lights 10
metre radius. Oil reservoir lasts for 48 hours.
Set of five.
Lantern,
shuttered
Lock picks
Mirror, hand
Nails
Oil
2.5
6 sp
0.25
0.25
0.25
0.5
1 sp
4 sp
1 cp
3 bp
Phial, glass
0.25
1 sp
Pole, wood
Pot, cooking
Pouch, leather
Purse, leather
Quiver, leather
Rope, hemp
Rope, silk
Sack, hemp
3
1
0.25
0.25
0.25
3
1.5
1
1 bp
7 bp
5 cp
5 cp
1 bp
4 bp
2 sp
8 cp
6 bp
Scabbard,
leather
0.5
15 bp
Scroll case
0.25
3 bp
0.5
20 bp
1.5
1
3
5
15 bp
7 tp
1 bp
2 sp
10 stakes
3x3 metres. Waxed canvas.
2 person. Double price & weight for 4 person tent.
0.25
1 bp
0.5
0.5
3 tp
5 cp
4 sp
7 sp
0.25
1 cp
0.25
3 cp
Attaches to belt.
25
0.25
12 sp
12 cp
0.25 litres.
0.25
3 sp
25 sheets.
3 cp
Sailors pack
Shoulder
harness, leather
Spade
Stakes, wood
Tarpaulin
Tent, canvas
Tinderbox, flint
and steel
Torch
Trap, cord snare
Trap, small
clamp
Trap, large
clamp
Water skin
Weapon loop,
leather
Wheelbarrow
Writing ink
Writing
parchment
Writing quill
420
9)
9,1)
LOCKS
All locks are supplied with only one key by default. Copying a key generally costs 1 sp.
LOCK
WEIGHT
(kgs)
COST
Simple
0.5
1 sp
Standard
1 gp
Superior
20 gp
Master
100 gp
9,2)
NOTES
Difficulty factor for Pick Lock skill roll is 5.
If Pick Lock skill roll is just passed, then takes
10 seconds to pick.
Difficulty factor for Pick Lock skill roll is 10.
If Pick Lock skill roll is just passed, then takes
30 seconds to pick.
Difficulty factor for Pick Lock skill roll is 15.
If Pick Lock skill roll is just passed, then takes
1 minute to pick.
Difficulty factor for Pick Lock skill roll is 20.
If Pick Lock skill roll is just passed, then takes
5 minutes to pick.
CHESTS
ITEM
WEIGHT
(kgs)
COST
Chest, jewellery
11 bp
Chest, small
11 sp
Chest, large
10
15 sp
Treasure chest,
small
15
25 gp
NOTES
Small wooden chest suitable for jewellery or magic
potion storage, etc.
Approximately 10x10x5 cm.
Simple lock.
Forced open by inflicting loss of 10 HIPs.
Wooden chest.
Approximately 50x30x30 cm.
Standard lock.
Forced open by inflicting loss of 20 HIPs.
Large wooden chest. Iron carrying handle on each
end.
Approximately 100x50x50 cm.
Standard lock.
Forced open by inflicting loss of 20 HIPs.
Wooden chest with iron reinforcing bands and
rivets. Iron carrying handle on each end.
Approximately 50x30x30 cm.
Superior lock.
Forced open by inflicting loss of 50 HIPs.
421
ITEM
COST
Treasure chest,
large
30
30 gp
Strongbox, small
30
110 gp
Strongbox, large
60
150 gp
NOTES
Large wooden chest with iron reinforcing bands
and rivets. Iron carrying handle on each end.
Approximately 75x50x50 cm.
Superior lock.
Forced open by inflicting loss of 50 HIPs.
Steel chest with reinforcing bands and protective
lock cover. Iron carrying handle on each end.
Approximately 50x30x30 cm.
Master lock.
Forced open by inflicting loss of 100 HIPs.
Large steel chest with reinforcing bands and
protective lock cover. Iron carrying handle on
each end.
Approximately 75x50x50 cm.
Master lock.
Forced open by inflicting loss of 100 HIPs.
Obviously, each kind of chest can be supplied with a different lock to the default listed above, or no
lock at all. In such cases, the GM should recalculate the cost accordingly.
10)
BANKING
Here are suggestions for the GM relating to the fees that banks may levy for their services. Owned
by merchants guilds, banks are rare institutions found only in the largest cities.
10,2)
STORAGE IN VAULTS
Each bank has a secure vault in which coinage and other valuables can be stored. Typically, the bank
will give each customer a numbered key for a corresponding strongbox in its vault; whoever
produces this key may access the box under the careful watch of a member of bank staff who
updates an inventory.
The bank will charge each customer a storage fee of 10% of the value of the item(s) that he stores in
the vault. This charge is levied annually such that, if the charge is not paid for 10 years, the bank will
take ownership of the banked item(s). Of course, no vault is impregnable and, if items are lost by the
bank, then a typical contract will oblige the bank to pay the customer compensation worth 50% of
the lost items value.
10,3)
MONEY LENDING
The GM may decide against the authors advice that banks in her game will lend money. The
rules for this are left to the GM to invent as they will almost certainly be very complex, involving
contracts, securities, interest rates and so on. She should also bear in mind that such activities tend
to be closely controlled by governing bodies lending may be taxed, performed only by agencies of
the government or even outlawed.
422
11)
TRANSPORTATION
11,1)
BEASTS
ITEM
Camel
Horse, Riding
Horse, Light War
Horse, Heavy War
Donkey
POOR
2 gp
1 gp
4 gp
10 gp
6 sp
QUALITY
AVERAGE
10 gp
5 gp
20 gp
50 gp
3 gp
HIGH
50 gp
25 gp
100 gp
500 gp
15 gp
NOTES
Maximum load of 150 kgs.
Maximum load of 100 kgs.
Maximum load of 150 kgs.
Maximum load of 200 kgs.
Maximum load of 100 kgs.
11,2)
Rigid
leather
armour for
war horse
Chain mail
armour for
war horse
Plate
armour for
war horse
WEIGHT
(kgs)
5
3
4
COST
5 sp
8 bp
1 bp
Head (chanfron)
6 sp
Neck (crinet)
7 sp
46
4 gp
4 sp
Neck (crinet)
14
3 gp
68
15 gp
Head (chanfron)
5 gp
Neck (crinet)
18
6 gp
91
30 gp
10
3 gp
423
NOTES
Leather. 10 litre capacity each.
Canvas. 50 litre capacity each.
Rigid leather plates linked with
soft leather sections.
Rigid leather plates linked with
soft leather sections. Must attach
to head armour.
Rigid leather plates linked with
soft leather sections. -2 Resistance
Penalty to horse and 20%
reduction in its maximum
movement rate.
Rigid leather plates with soft
leather straps.
Chain mail sections with soft
leather straps. Must attach to head
armour.
Chain mail sections with soft
leather straps. -2 Resistance
Penalty to horse and 20%
reduction in its maximum
movement rate.
Metal plates linked with chain mail
sections and soft leather straps.
Metal plates linked with chain mail
sections and soft leather straps.
Must attach to head armour.
Metal plates linked with chain mail
sections and soft leather straps. -3
Resistance Penalty to horse and
33% reduction in its maximum
movement rate.
Metal plates with soft leather
straps.
11,3)
ITEM
COST
Canoe
1 gp
Chariot,
1 person
16 gp
Chariot,
2 person
30 gp
Cart
4 gp
Wagon
6 gp
Cab
10 gp
Coach
30 gp
11,4)
NOTES
1 man. Maximum load 100 kgs. Multiply cost and maximum load by
X for an X man canoe.
Maximum load 150 kgs. Requires 1 or 2 horses to pull: if pulled by 1
horse, reduce horses maximum movement rate by 33% when fully
laden; if pulled by 2 horses, reduce horses maximum movement rate
by 20% when fully laden. All horse-to-vehicle tackle included.
Maximum load 300 kgs. Requires 2 horses to pull; reduce maximum
movement rate by 20% when fully laden. All horse-to-vehicle tackle
included.
2 wheels. 2 exterior seats. Maximum load 500 kgs. Requires 1 or 2
horses to pull: if pulled by 1 horse, reduce horses maximum
movement rate by 50% when fully laden; if pulled by 2 horses,
reduce horses maximum movement rate by 33% when fully laden.
All horse-to-vehicle tackle included.
4 wheels. 2 exterior seats. Maximum load 750 kgs. Requires 2 or 4
horses to pull: if pulled by 2 horses, reduce horses maximum
movement rate by 50% when fully laden; if pulled by 4 horses,
reduce horses maximum movement rate by 33% when fully laden.
All horse-to-vehicle tackle included.
4 wheels. 1 exterior and 2 interior seats. Maximum load 500 kgs.
Requires 2 horses to pull; reduce horses maximum movement rate
by 33% when fully laden. All horse-to-vehicle tackle included.
4 wheels. 2 exterior and 6 interior seats. Maximum load 750 kgs.
Requires 4 horses to pull; reduce horses maximum movement rate
by 33% when fully laden. All horse-to-vehicle tackle included.
TRANSPORTATION FEES
ITEM
Cab
Coach
COST
1 cp
2 cp
Boat
3 cp
Ship
5 cp
NOTES
Per person per mile. External seat costs half.
Per person per mile. External seat costs half.
River or lake passage, per mile, per person or horse or 50 kgs of
baggage.
Sea or ocean passage, per 10 miles, per person or horse or 50 kgs of
baggage. Basic food and bunk or hammock included.
12)
HOSTELRY
12,1)
Cold Meal
Hot Meal
Ale or Mead or Cider
Wine
Spirit
POOR
3 tp
5 tp
2 tp
3 tp
4 tp
QUALITY
AVERAGE
7 tp
1 cp
3 tp
4 tp
5 tp
OPULENT
7 cp
1 bp
5 tp
7 tp
1 cp
Tobacco
1 bp
1 sp
1 gp
SERVICE
424
NOTES
Per person.
Per person.
One litre.
Half litre.
One-quarter litre.
0.25 kg of Halfling pipeweed.
12,2)
ACCOMMODATION
Dormitory
POOR
5 tp
QUALITY
AVERAGE
1 cp
Shared room
1 cp
2 cp
Private room
Hot bath
15 tp
5 tp
3 cp
1 cp
Stabling
1 tp
2 tp
SERVICE
12,3)
TRAIL RATIONS
GOODS
WEIGHT
(kgs)
COST
Trail rations
1 bp
Iron rations
1 gp
Elven Waybread
15 gp
Dwarfen Tunnel
Biscuits
10 gp
13)
NOTES
OPULENT
5 cp
One night per person.
One night per person per
1 bp
bed.
15 bp
One night per person.
1 bp
One night per horse.
5 tp
Includes feed and water.
NOTES
Nutrition for 1 person for 1 week.
Keeps for 1 week.
Dried nutrition for 1 person for 1 week.
Keeps for 1 month.
Nutrition for 1 person for 1 week.
Keeps for 6 months.
Nutrition for 1 person for 1 week.
Keeps for 1 year.
HERBS
Herbs are plants with natural healing properties which mend the body or mind. Herbs only heal
creatures with similar physiologies to the PC races (except Trolls). Note than none are able to
regenerate body parts which have been totally destroyed or lost.
Each herb is described shortly. First, some explanation of how they are used is given.
13,1)
ADMINISTERING HERBS
Most herbs can be used without any preparation, i.e. in their raw state. In order to administer an
unprepared herb to the body correctly and in the right quantity, a Pharmacy skill roll must be made
versus half of the herbs Rarity (a value reflecting the difficulty of finding the herb in the wild). If
this roll is:
successful, the dose of herb is applied correctly and its healing powers take effect;
failed, the dose is applied incorrectly and the herb is wasted, i.e. it has no healing effects;
fumbled (Fumble Range equal to Rarity) then, at the GMs discretion, the herb may act as a
poison.
13,1,1)
All herbs can be prepared into either an ointment or tonic (some herbs must be prepared into such a
form as they cannot be applied raw). Ointments are applied to the skin while tonics are drunk.
A Pharmacy skill roll must be made in order to prepare tonics and ointments. The Rarity value of
the herb is used as the difficulty factor for this skill roll. In addition, the character must have suitable
equipment at hand:
425
Actually administering such preparations once they are made is a routine action, i.e. no Pharmacy
skill roll is required to successfully drink a tonic or apply an ointment in normal circumstances.
Additionally, preparation into a tonic or ointment will delay the natural spoilage of the herb. If kept
in well-sealed containers, all ointments and tonics generally retain their potency for a year.
13,1,2)
HERBALISTS
Herbalists sell tonics and ointments and, sometimes, raw herbs and pharmaceutical equipment too.
They can also be paid to prepare raw herbs into ointments and tonics. Note that the stocks and
prices of herbs in herbalists shops will generally reflect the local climate and habitats, although they
will also trade in imported and more exotic (and therefore more expensive) herbage.
13,2)
DESCRIPTIONS OF HERBS
The following tables describe the characteristics of the different varieties of herbs (listed
alphabetically). The descriptions give the:
EFFECTS what the herb does, assuming one dose is correctly applied;
APPLICATION how the dose must be applied in order to use it effectively;
INGREDIENTS the raw ingredients required to make one dose;
SPOILAGE how quickly the raw ingredients lose their healing powers after harvesting (an
ointment or tonic will generally retain its potency for approximately one year if stored in an
air-tight container);
HABITAT the type of habitat (i.e. terrain) in which the herb is commonly found;
CLIMATE the type of climate (i.e. temperature) in which the herb thrives;
RARITY a value reflecting the herbs scarcity;
VALUE the value in gold pieces of one dose of the herb in bottled ointment or tonic
form. If the herb can be used raw, then enough fresh raw ingredients to make one dose will
be worth 75% of this value. If the raw herb must be prepared into a tonic or ointment
before it can be used, then fresh raw ingredients for one dose will be worth 50% of this
value.
13,2,1)
BLACK LICHEN
EFFECTS: Purifies the blood, removing toxins like poisons and diseases; acts as a Renew Blood
spell.
APPLICATION: Ingest 1 dose of lichen (0.01 kg) or tonic
INGREDIENTS: 0.01 kg of
HABITAT: Woodland &
RARITY: 10
lichen
Mountain
SPOILAGE: 1 month
CLIMATE: All
VALUE: 25
13,2,2)
BLOODBERRY VINE
EFFECTS: Purifies the blood, removing toxins like poisons and diseases; acts as a Renew Blood
spell
APPLICATION: Ingest 1 berry or dose of tonic
INGREDIENTS: 1 berry
HABITAT: Plain & Woodland RARITY: 15
SPOILAGE: 1 week
CLIMATE: Temperate
VALUE: 100
426
13,2,3)
BLOOD HEATHER
EFFECTS: Heals 1 area of bleeding (takes 24 hours, during which time wound must be kept still)
APPLICATION: Ingest 1 dose of tonic
INGREDIENTS: Twigs of 1
HABITAT: Mountain & Plain
RARITY: 10
plant
SPOILAGE: 1 month
CLIMATE: All
VALUE: 25
13,2,4)
13,2,5)
RARITY: 15
VALUE: 100
COOL-OIL DOCK
EFFECTS: Heals all burns on 1 first division body location (takes 24 hours)
APPLICATION: Apply 1 leaf or dose of ointment directly to burn (1 dose required per degree of
burn)
HABITAT: Coastal & River- &
INGREDIENTS: 1 leaf
RARITY: 10
Lake-side
SPOILAGE: 1 month
CLIMATE: All
VALUE: 25
13,2,6)
EELSKIN KELP
13,2,7)
RARITY: 20
VALUE: 400
FIRE CACTUS
EFFECTS: Heals all burns on 1 first division body location (takes 6 hours)
APPLICATION: Apply 0.1 litre of sap or ointment directly to burn
INGREDIENTS: 0.1 litre of
HABITAT: Arid & Mountain
RARITY: 15
sap
SPOILAGE: 1 week
CLIMATE: Hot
VALUE: 100
13,2,8)
GOLDEN PONDWEED
13,2,9)
RARITY: 20
VALUE: 400
427
RARITY: 10
VALUE: 25
13,2,11)
RARITY: 20
VALUE: 400
HEART-CONE PINE
RARITY: 15
VALUE: 100
RARITY: 15
VALUE: 100
RARITY: 20
VALUE: 400
RARITY: 15
VALUE: 100
RARITY: 20
VALUE: 400
428
RARITY: 20
VALUE: 400
RARITY: 15
VALUE: 100
13,2,21) TINGLEWEED
EFFECTS: Heals 1 area of nerve damage (takes 24 hours)
APPLICATION: Ingest 1 leaf or dose of tonic
HABITAT: Coastal & River- &
INGREDIENTS: 1 leaf
Lake-side
SPOILAGE: 1 month
CLIMATE: All
RARITY: 10
VALUE: 25
RARITY: 15
VALUE: 100
429
RARITY: 20
VALUE: 400
RARITY: 15
VALUE: 100
RARITY: 20
VALUE: 400
13,3)
COLD
WOODLAND
Black Lichen
Heart-Cone Pine
Strength Wort
Whiteleaf Beech
Zinder Nut
HABITAT
PLAIN
Blood Heather
Good Nut Bush
Happy Grass
Squeak Bush
Whiteleaf Beech
Zinder Nut
430
CLIMATE
TEMPERATE
Bloodberry Vine
Blood Heather
Good Nut Bush
Rust Bush
Vitalberry Bush
Whiteleaf Beech
Zinder Nut
Black Lichen
Bloodberry Vine
Strength Wort
Tonic Willow
Vitalberry Bush
Whiteleaf Beech
Zinder Nut
HOT
Blood Heather
Good Nut Bush
Whiteleaf Beech
Zinder Nut
Black Lichen
Strength Wort
Whiteleaf Beech
Zinder Nut
COLD
Black Lichen
Blood Heather
Heart-Cone Pine
Memory Moss
Strength Wort
Cool-Oil Dock
Good Nut Bush
Squeak Bush
Tingleweed
MOUNTAIN
HABITAT
RIVER- &
LAKE-SIDE
Black Lichen
Blood Heather
Strength Wort
Cool-Oil Dock
Good Nut Bush
Tingleweed
Tonic Willow
Cool-Oil Dock
Rust Bush
Tingleweed
Whiteroot Yew
Golden Pondweed
Cool-Oil Dock
Tingleweed
COASTAL
FRESH WATER
SALT WATER
Lung Bladder
Mermaid Hair
Seaweed
Vinegar Seaweed
ARID
Memory Moss
N/A
SUBTERRANEAN
N/A
Mind Mould
HOT
Black Lichen
Blood Heather
Fire Cactus
Larva Hyacinth
Strength Wort
Cool-Oil Dock
Good Nut Bush
Larva Hyacinth
Tingleweed
Bone Nut Palm
Cool-Oil Dock
Tingleweed
Red Water Lilly
Eelskin Kelp
Bone Nut Palm
Fire Cactus
N/A
Note that arid habitat implies a dry terrain lacking running water, whether a hot sandy desert or a
freezing polar waste.
13,4)
HERBS BY EFFECT
13,5)
HERB
Blood Heather
Bone Nut Palm
Memory Moss
Cool-Oil Dock
Black Lichen
Zinder Nut
Good Nut Bush
Golden Pondweed
Eelskin Kelp
Heart Cone Pine
Black Lichen
Larva Hyacinth
Rust Bush
Whiteroot Yew
Vinegar Seaweed
Happy Grass
Strength Wort
Squeak Bush
Lung Bladder
Bloodberry Vine
Mind Mould
Tonic Willow
Vitalberry Bush
Tingleweed
The chance of finding herbs in the wild depends on the characters Botany skill bonus, which
reflects his ability to know where to look. So, after a character has undertaken a search for herbs, his
player should make a Botany skill roll to determine if the search was successful. A default difficulty
factor of 10 is used in this roll. As usual, the player must throw 1d20, aiming to equal or exceed:
10 + difficulty factor skill bonus = 20 Botany
431
14)
POISONS
Poisons are substances with natural toxic properties which damage the body or mind. They can be
extracted from plants or animals. Like herbs, most poisons only harm creatures with similar
physiologies to the PC races (except Trolls).
14,1)
EXTRACTING POISONS
Most poisons have to be extracted from part of a plant or animal before they can be used. This
process usually requires suitable equipment:
fresh (unspoiled) raw ingredients;
gloves;
a pestle and mortar;
a vessel of boiling water;
an air-tight container with a cork or hot wax;
a well-ventilated room (or, better still, an obedient golem or zombie);
and so on
432
14,1,1)
OILS
Oils are the commonest form of poison. These liquids can be easily administered to foodstuffs or
drinks, or directly into the mouth, nostrils, eyes or ears, or wounds. They can also be smeared onto a
weapon such that a successful attack may also poison the victim.
14,1,1,1)
CRYSTALLISING OILS
A crystallising oil is a special kind of poisonous oil that slowly crystallises into a solid form when
exposed to the air. A crystallising oil can be smeared onto a weapon as a liquid in the same way as a
normal poisonous oil. It will then crystallise into a dry granular coating within a few minutes. This
coating is much more persistent than a normal oil, allowing the weapon to make many poisoning
attacks before the poison is rubbed or washed off.
14,1,1,2) VAPORISING OILS
Vaporising oils are another special type of poisonous oil. They boil into vapour the moment that
they are exposed to air, generating a poisonous gas.
14,1,2)
POISONOUS GASES
The rarest form of poison, gaseous poisons are generally breathed in but may be absorbed through
the skin and mucous membranes. They are capable of affecting multiple targets at once.
14,1,3)
HERBALISTS
Some herbalists will sell poisonous oils, often under the counter. Such practitioners may also be
willing to prepare raw ingredients into oils for customers. Note that the stocks and prices of poisons
in herbalists shops will generally reflect the local climate and habitats, although they will also trade
in imported and more exotic (and therefore expensive) poisons.
14,2)
ADMINISTERING POISONS
In order to administer a poison, the victims bloodstream must be exposed to it somehow. This
might occur via ingestion, through contact with a wound or the eyes, nostrils or other mucous
membranes, or through inhalation in the case of a gas. Generally, no Pharmacy skill roll is required
in order to achieve exposure; the process should just be role-played.
14,2,1)
433
14,3)
RESISTING POISONS
Each time that a character is exposed to a poison, he may try to resist its effects by making a CO stat
roll versus the poisons Potency Factor. If this roll is:
successful, the poison has no effect;
failed, the poisons effects manifest themselves;
fumbled, the poison may have enhanced effects (the Fumble Range is the poisons Potency
Factor).
14,4)
The following tables give the characteristics of poisonous plants, listed alphabetically. The
descriptions list the:
EFFECTS what the poison does, assuming exposure to one dose;
FORM whether the poison takes the form of a normal, crystallising or vaporising oil or a
gas;
INGREDIENTS the raw ingredients required to make one dose;
SPOILAGE how quickly the raw ingredients lose their poisonous powers after harvesting
(an extracted poison will generally retain its potency for approximately one year if stored in
an air-tight container);
POTENCY FACTOR how strong is the poison;
HABITAT the type of habitat (i.e. terrain) in which the poisonous plant is commonly
found;
CLIMATE the type of climate (i.e. temperature) in which the poisonous plant thrives;
RARITY a value reflecting the poisons scarcity;
VALUE the value in gold pieces of one dose of the bottled poison. The raw ingredients,
i.e. the part of the plant or animal from which the poison may be extracted, will be worth
25% of this value whilst fresh.
14,4,1)
BITTER WALNUT
14,4,2)
RARITY: 14
VALUE: 126
BLACK SUNFLOWER
434
RARITY: 14
VALUE: 182
14,4,3)
BLADDERWRETCH SEAWEED
EFFECTS: Victim loses 1d20 HIPs instantly and must make an Injury Roll; Asphyxiation damage
type
FORM: Gas puncturing a bladder generates a 2 metre radius gas cloud which dissipates after 1d20
minutes
INGREDIENTS: 1 bladder (a gas bubble in a leaf; a flotation device for the seaweed)
SPOILAGE: 1 week
HABITAT: Saltwater
RARITY: 16
POTENCY FACTOR: 7
CLIMATE: Any
VALUE: 112
14,4,4)
DEATH ORCHID
14,4,5)
DWARFSBANE
EFFECTS: Victim dies in 1d20 minutes from the sudden failure of multiple organs (affects Dwarfs
only)
FORM: Oil
INGREDIENTS: 1 plants roots
SPOILAGE: 1 week
HABITAT: Woodland
RARITY: 20
POTENCY FACTOR: 15
CLIMATE: Hot
VALUE: 300
14,4,6)
ELFSBANE
EFFECTS: Victim dies in 1d20 minutes from the sudden failure of multiple organs (affects Elves
and Half-Elves only)
FORM: Oil
INGREDIENTS: 1 plants roots
SPOILAGE: 1 week
HABITAT: Mountain
RARITY: 20
POTENCY FACTOR: 15
CLIMATE: Cold
VALUE: 300
14,4,7)
FIRE THORN
EFFECTS: Victim loses 2d20 HIPs instantly and must make an Injury Roll; Heat damage type
FORM: Oil
INGREDIENTS: 0.01 litre of sap (naturally exuded from tips of thorns)
HABITAT: Plain and
SPOILAGE: 1 week
RARITY: 16
River/Lake-side
POTENCY FACTOR: 5
CLIMATE: Cold
VALUE: 80
14,4,8)
GIBBERWORT
EFFECTS: Victim gains 1d4 Psychosis Points and must make a Psychosis Roll
FORM: Oil
INGREDIENTS: 1 leaf
SPOILAGE: 1 week
HABITAT: Freshwater
RARITY: 18
POTENCY FACTOR: 18
CLIMATE: Any
VALUE: 360
435
14,4,9)
HANGOVER CACTUS
EFFECTS: Victim loses 1d20 HIPs instantly and must make an Injury Roll; Mental damage type
FORM: Crystallising oil
INGREDIENTS: 0.1 litre of sap
SPOILAGE: 1 week
HABITAT: Arid
RARITY: 16
POTENCY FACTOR: 11
CLIMATE: Hot
VALUE: 176
14,4,10) HOBBITSBANE
EFFECTS: Victim dies in 1d20 minutes from the sudden failure of multiple organs (affects
Halflings only)
FORM: Oil
INGREDIENTS: 1 plants roots
HABITAT: Plain, Mountain
SPOILAGE: 1 week
RARITY: 20
and Coastal
POTENCY FACTOR: 15
CLIMATE: Temperate
VALUE: 300
14,4,11)
HOBBLEBERRY
RARITY: 10
VALUE: 50
14,4,12) MANSBANE
EFFECTS: Victim dies in 1d20 minutes from the sudden failure of multiple organs (affects
Humans, Half-Elves and Half-Orcs only)
FORM: Oil
INGREDIENTS: 1 plants roots
SPOILAGE: 1 week
HABITAT: Mountain
RARITY: 20
POTENCY FACTOR: 15
CLIMATE: Hot
VALUE: 300
14,4,13) ORCSBANE
EFFECTS: Victim dies in 1d20 minutes from the sudden failure of multiple organs (affects Orcs,
Goblins and Half-Orcs only)
FORM: Oil
INGREDIENTS: 1 plants roots
SPOILAGE: 1 week
HABITAT: Coastal
RARITY: 20
POTENCY FACTOR: 15
CLIMATE: Hot
VALUE: 300
436
RARITY: 12
VALUE: 84
14,4,16) WOLFSBANE
EFFECTS: Victim dies in 1d20 minutes from the sudden failure of multiple organs (affects
Lycanthropes only, and not just of the wolf variety)
FORM: Oil
INGREDIENTS: 1 plants roots
SPOILAGE: 1 week
HABITAT: Arid
RARITY: 20
POTENCY FACTOR: 15
CLIMATE: Cold
VALUE: 300
14,5)
The following tables give the characteristics of animal-based poisons, listed alphabetically.
(Descriptions of the animals themselves can be found in The Bestiary.)
14,5,1)
14,5,2)
COBRA VENOM
14,5,3)
RARITY: 16
VALUE: 160
DRAKES BLOOD
14,5,4)
RARITY: 16
VALUE: 128
RARITY: 20
VALUE: 400
437
14,5,5)
EFFECTS: Victim is totally paralysed (physically) for 1 minute per point of failure of the CO stat
roll to resist the poison
FORM: Crystallising oil
INGREDIENTS: 1 scorpions full venom sack gives 5 doses
SPOILAGE: 1 day
HABITAT: Any land
RARITY: 18
POTENCY FACTOR: 13
CLIMATE: Any non-polar
VALUE: 234
14,5,6)
EFFECTS: Victim is totally paralysed (physically) for 10 seconds per point of failure of the CO stat
roll to resist the poison
FORM: Crystallising oil
INGREDIENTS: 1 wasps full venom sack gives 2 doses
SPOILAGE: 1 day
HABITAT: Any land
RARITY: 18
POTENCY FACTOR: 10
CLIMATE: Any non-polar
VALUE: 180
14,5,7)
EFFECTS: Victim is totally paralysed (physically) for 1 day per point of failure of the CO stat roll to
resist the poison
FORM: Oil
INGREDIENTS: 1 spiders full venom sacks give 10 doses
SPOILAGE: 1 week
HABITAT: Subterranean
RARITY: 20
POTENCY FACTOR: 20
CLIMATE: Any
VALUE: 400
14,5,8)
EFFECTS: Victim is totally paralysed (physically) for 1 hour per point of failure of the CO stat roll
to resist the poison
FORM: Oil
INGREDIENTS: 1 spiders full venom sacks give 2 doses
HABITAT: Woodland or
SPOILAGE: 1 day
RARITY: 18
subterranean
POTENCY FACTOR: 10
CLIMATE: Any
VALUE: 180
14,5,9)
RATTLESNAKE VENOM
RARITY: 16
VALUE: 128
438
14,5,11)
TARANTULA VENOM
RARITY: 16
VALUE: 128
14,6)
PLANT-BASED POISONS BY CLIMATE AND
HABITAT
The following table orders the poisonous plants by climate and habitat:
HABITAT
PLAIN
COLD
Fire Thorn
CLIMATE
TEMPERATE
Hobbleberry
HOT
Black Sunflower
WOODLAND
Acrid Birch
Bitter Walnut
Dwarfsbane
MOUNTAIN
RIVER/LAKE-SIDE
COASTAL
FRESH WATER
Elfsbane
Fire Thorn
Hobbitsbane
Gibberwort
Bladderwretch
Seaweed
Wolfsbane
N/A
Hobbleberry
Death Orchid
Hobbleberry
Gibberwort
Bladderwretch
Seaweed
N/A
Sting Moss
Mansbane
Black Sunflower
Orcsbane
Gibberwort
Bladderwretch
Seaweed
Hangover Cactus
N/A
SALT WATER
ARID
SUBTERRANEAN
14,7)
POISONS BY EFFECT
The following table divides the poisons by their type of toxic effect:
EFFECT
CAUSES
Psychosis
Paralysis
Acid
Injury Asphyxiation
Roll
Heat
Mental
Death
HIP loss
POISONS
(ORDERED BY INCREASING POTENTIAL DAMAGE)
Gibberwort
Giant Wasp Venom
Giant Scorpion Venom
Lesser Giant Spider Venom
Greater Giant Spider Venom
Acrid Birch
Bladderwretch Seaweed
Fire Thorn
Hangover Cactus
Banes
Hobbleberry
Rattlesnake Venom
Tarantula Venom
Fire Thorn
Black Sunflower
Bitter Walnut
Giant Octopus Venom
Cobra Venom
Bladderwretch Seaweed
Sea Snake Venom
Sour Birch
Arrow-Head Tree Frog Sweat
Hangover Cactus
Death Orchid
Sting Moss
Drakes Blood
439
14,8)
The process for determining whether a character finds a specific poisonous plant in the wild is
exactly the same as that for finding herbs see the Finding Herbs in the Wild section.
The GM may allow the players to hunt for common poison-bearing animals (like tarantulas, frogs
and snakes) using similar rules to those for finding herbs, but should substitute Zoology for Botany
skill. However, the hunting of larger and rarer poison-bearing beasts (such as Giant Scorpions,
Octopi or Spiders) should be role-played, since the hunter may well become the hunted...
15)
DISEASES
The rules for contracting and resisting diseases are similar in some respects to those for poisons.
Thus, although they are not goods or services that can be paid for, common diseases are described
in this chapter.
15,1)
CONTRACTING DISEASES
The circumstances required for contracting certain diseases are given in the following descriptions.
Note that all of these diseases only affect creatures with physiologies similar to those of the PC races
(except Trolls).
15,2)
RESISTING DISEASES
The effects of all non-magical diseases can be resisted on initially contracting the disease. The victim
makes a CO stat roll versus the diseases Potency Factor, and a:
success indicates the disease has no effect;
failure indicates the disease has full effect;
fumble indicates the disease may have enhanced effects or develops more quickly, e.g. the
incubation period is skipped (the Fumble Range is the diseases Potency Factor).
15,3)
DISEASES EFFECTS
The following diseases (none of which are inherently magical) are commonly encountered. The
descriptions list the:
EFFECTS what the disease does, and when (note that increases to the sufferers
Resistance Penalty during different stages are not cumulative);
CURE what must be done to affect a cure (usually a spell is required);
TRANSMISSION how the disease is spread;
POTENCY FACTOR how virulent is the disease.
440
15,3,1)
EFFECTS
CURE
TRANSMISSION
POTENCY
FACTOR
15,3,2)
EFFECTS
CURE
TRANSMISSION
NOTES
POTENCY
FACTOR
BRAIN ROT
The victim becomes senile.
1. First 1d20 weeks the victim has a tendency to become confused in any
stressful situation. Halve RE stat.
2. Next period the victims dithering becomes worse. At the end of each week, he
must pass a CO stat roll versus the diseases Potency Factor or lose 1 point from
his IN stat. Any skills with IN as their relevant stat also have their skill bonuses
reduced by 1 point whenever such a stat reduction occurs, until the skills
bonuses are reduced to +1. When the victims IN stat reaches zero, he enters a
coma.
Resist Disease spell if the new CO stat roll to resist the disease is passed, the
infection ends (the disease is removed from the victims system). Loss to IN is
not regained.
Renew Blood spell as Resist Disease, but no CO roll is required for success.
Regenerate Disease cures infection and regenerates damaged tissues, restoring
lost IN and skill bonuses.
Genetic passed to off-spring (chance of transmission equal to 50/CO). Disease
lies dormant for 2d20 years before starting with stage 1 of the effects.
13
THE COUGH
Nausea, diarrhoea and vomiting, leading to weakness.
1. Incubation period 1d20+12 hours. The victim slowly develops a hacking
cough.
2. Next 2d20+12 hours. -3 to Resistance Penalty. The victim becomes feverish,
with nausea, diarrhoea and vomiting. He is unable to stomach any food.
3. Next 1d20 hours. -6 to Resistance Penalty. The victim loses 1 point of CO every
hour (accordingly reducing HIPs, and skill bonuses if they have CO as their
relevant stat) because of weakness from lack of food. If CO is reduced to zero,
the victim falls unconscious and has a 1 in 20 chance of death.
4. Next 1d20+24 hours. -3 to Resistance Penalty. If the victim survives the
previous stage, then recovery is automatic. Assuming bland foodstuffs are
available, lost points of CO are regained naturally at a rate of +1 per hour.
Regardless of what is eaten, the fever ends at the end of this period. The
infection ends (the disease is removed from the victims system).
Resist Disease spell if the new CO stat roll to resist the disease is passed, the
infection ends (the disease is removed from the victims system). The victim
moves straight to stage 4 of the effects.
Renew Blood spell as Resist Disease, but no CO roll is required for success.
Regenerate Disease cures infection and regenerates damaged tissues, restoring
lost CO and skill bonuses.
Anyone breathing in an infected persons breath has a 1 in 20 chance of being
infected (assuming they then fail to resist). Requires close proximity (e.g. within 5m
outside or 10m indoors) for a full hour during the incubation period.
The Cough is also transmitted via water. Infection requires the consumption of 0.5
litres of infected water per point of CO.
The Cough has the same initial symptoms as the Plague, and is often confused for it.
10
441
15,3,3)
EFFECTS
CURE
TRANSMISSION
POTENCY
FACTOR
15,3,4)
EFFECTS
CURE
TRANSMISSION
POTENCY
FACTOR
MUSCLE ROT
The victims muscles waste away.
1. First 1d20 weeks the victim feels weak and tired, and his muscles ache.
2. Next period the victim begins to lose weight as his muscles wither. At the end
of each week, he must pass a CO stat roll versus the diseases Potency Factor or
lose 1 point from his ST and AG (reducing the bonuses of skills which have ST
or AG as their relevant stat) and 5% of his body weight. When either of the
victims ST or AG reach zero, he dies.
Resist Disease spell if the new CO stat roll to resist the disease is passed, the
infection ends (the disease is removed from the victims system), but lost ST or
AG is not regained.
Renew Blood spell as Resist Disease, but no CO roll is required for success.
Regenerate Disease cures infection and regenerates damaged tissues, restoring
lost ST and AG and skill bonuses.
Genetic passed to off-spring (chance of transmission equal to 50/CO). Disease
lies dormant for 2d20 years before starting with stage 1 of the effects.
13
PALSY
The victim develops a trembling which progressively worsens.
1. First 1d10 weeks the victim starts to tremble in any tense situation. The victim
may fumble any moving skill or stat roll on a roll of a 1 or a 2.
2. Next 1d10 weeks the victims trembling becomes markedly worse. -2 to
Resistance Penalty. The victim may fumble any moving skill or stat roll on a roll
of 1 to 3.
3. Next 1d10 weeks the victims trembling becomes severe. -4 to Resistance
Penalty. The victim may fumble any moving skill or stat roll on a roll of 1 to 4.
The victim loses 1 point of AG every week (reducing the bonuses of skills which
have AG as their relevant stat). If the victims AG reaches zero, he becomes
totally paralysed.
4. Next period the victims trembling worsens further. -6 to Resistance Penalty.
The victim may fumble any moving skill or stat roll on a roll of 1 to 5. At the
end of every week in this period, however, there is a 1 in 20 chance that the
palsy will cause the victims heart to flutter and stop.
Resist Disease spell if the new CO stat roll to resist the disease is passed, the
infection and trembling ends (the disease is removed from the victims system),
but lost AG is not regained.
Renew Blood spell as Resist Disease, but no CO roll is required for success.
Regenerate Disease cures infection and regenerates damaged tissues, ending
the trembling and restoring lost AG and skill bonuses.
Genetic passed to off-spring (chance of transmission equal to 100/CO). Disease
lies dormant for 2d20 years before starting with stage 1 of the effects.
13
442
15,3,5)
EFFECTS
CURE
TRANSMISSION
NOTES
POTENCY
FACTOR
15,3,6)
EFFECTS
THE PLAGUE
Nausea, diarrhoea and vomiting, leading to weakness, followed by sores and death.
1. Incubation period 1d20+12 hours.
2. Next 1d20+12 hours. -3 to Resistance Penalty. The victim becomes feverish,
with nausea, diarrhoea and vomiting. He is unable to stomach any food.
3. Next 1d20 hours. -6 to Resistance Penalty. The victim loses 1 point of CO every
hour (accordingly reducing HIPs, and skill bonuses if they have CO as their
relevant stat) because of weakness from lack of food. If CO is reduced to zero,
the victim falls unconscious and has a 10% chance of death. At the end of this
period, red sores like rosettes appear across the victims skin.
4. Next 1d20 hours. -10 to Resistance Penalty. The victim becomes delirious if still
conscious and continues to lose 1 point of CO every hour. If CO is reduced to
zero, the victim falls unconscious and has a 20% chance of death. If the victim is
already unconscious upon entering stage 4, there is a 25% chance of death at the
end of stage 4.
5. Next 1d20 days. -3 to Resistance Penalty. If the victim survives the previous
stages, then recovery is automatic. Assuming bland foodstuffs are available, lost
points of CO are regained naturally at a rate of +1 per day. However, 20% of the
lost CO points are not regained. Regardless of what is eaten, the sores heal and
the fever ends at the end of this period. The disease is removed from the
victims system.
Resist Disease spell if the new CO stat roll to resist the disease is passed, the
infection ends (the disease is removed from the victims system). The victim
moves straight to stage 5 of the effects.
Renew Blood spell as Resist Disease, but no CO roll is required for success.
Regenerate Disease cures infection and regenerates all lost CO points and skill
bonuses.
Anyone breathing in an infected persons breath has a 10% chance of being infected
(assuming they then fail to resist). Requires close proximity (e.g. within 2m outside
or 5m indoors) for a full hour during the incubation period.
Rats carry the Plague naturally. 5% of rat bites will potentially infect the victim with
the Plague.
15
THE POX
Causes sores which leave disfiguring scars.
1. Incubation period 1d20 hours.
2. First 1d20+12 hours. -3 to Resistance Penalty. The victim becomes feverish,
with nausea, diarrhoea and vomiting. He is unable to stomach any food. At the
end of this period, red pustules appear across the victims skin.
3. Next 1d20 hours. -10 to Resistance Penalty. The victim becomes delirious and
loses 1 point of CO every hour (accordingly reducing HIPs, and skill bonuses if
they have CO as their relevant stat) because of weakness from lack of food. If
CO is reduced to zero, the victim falls unconscious and has a 1 in 20 chance of
death.
443
EFFECTS,
continued
CURE
TRANSMISSION
POTENCY
FACTOR
15,3,7)
EFFECTS
CURE
4. Next 1d20 hours. -3 to Resistance Penalty. If the victim survives the previous
stage, then recovery is automatic. Assuming bland foodstuffs are available, lost
points of CO are regained naturally at a rate of +1 per hour. Regardless of what
is eaten, the pustules will have healed and the fever ended at the end of this
period. The disease is removed from the victims system. On recovery, the
victim is left with disfiguring scars. The victims BE stat is permanently
decreased by 1% per hour spent with the pustules. E.g. a particularly severe case
might lead to 40 hours with the pustules, causing a 40% reduction in the victims
BE stat. Skills with BE as their relevant stat (e.g. Seduction) should have their
bonuses reduced by the same percentage.
Resist Disease spell if the new CO stat roll to resist the disease is passed, the
infection ends (the disease is removed from the victims system). The victim
moves straight to stage 4 of the effects.
Renew Blood spell as Resist Disease, but no CO roll is required for success.
Regenerate Disease cures infection and regenerates all lost CO and BE points
and skill bonuses.
The Pox is transmitted via exchange of body fluids at any time during the diseases
progress, or by skin contact with unhealed pustules.
11
WHITE FEVER
Induces massive internal bleeding, shock leading to unconsciousness and death.
1. Incubation period 1d20 hours.
2. Next 1d20 hours. -5 to Resistance Penalty. The victim becomes pallid, feverish
and loses 1d5 HIPs an hour due to internal bleeding. If the victim is still alive at
the end of this period, he may make a CO stat roll versus the diseases Potency
Factor. If the roll is:
passed, go to stage 4;
failed, go to stage 3.
3. Next 1d20 hours. -10 to Resistance Penalty. The victim becomes delirious and
loses 1d10 HIPs an hour due to increased haemorrhaging. If the victim is still
alive at the end of this period, he may make a CO stat roll versus the diseases
Potency Factor. If the roll is:
passed, go to stage 4;
failed, go to stage 3.
4. Next 2d20 hours the victim falls unconscious (if not already) while the body
slowly repairs itself. Lost HIPs are regained at half the normal rate during this
period. At the end of this period, the infection ends (the disease is removed
from the victims system) and the victim awakes (assuming his HIP points are
positive).
As usual, if enough HIP loss occurs, unconsciousness and even death may result.
Resist Disease spell if the new CO stat roll to resist the disease is passed, the
victim enters stage 4 of the effects.
Renew Blood spell as Resist Disease, but no CO roll is required for success.
Regenerate Disease cures infection and regenerates damaged tissues,
preventing further bleeding and restoring lost HIPs.
444
TRANSMISSION
POTENCY
FACTOR
15,3,8)
EFFECTS
CURE
TRANSMISSION
POTENCY
FACTOR
15,3,9)
EFFECTS
14
WHORE ROT
A venereal infection which creates sores on the body, and then attacks muscles and
brain.
1. Incubation period 1d20 hours.
2. First 1d20 hours. -3 to Resistance Penalty. The victim becomes feverish, with
nausea, diarrhoea and vomiting. He is unable to stomach any food. At the end of
this period, red sores appear around the victims genitalia.
3. Next 1d10 hours. -10 to Resistance Penalty. The victim becomes delirious and
loses 1 point of CO every hour (accordingly reducing HIPs, and skill bonuses if
they have CO as their relevant stat) because of weakness from lack of food. If
CO is reduced to zero, the victim falls unconscious and has a 5% chance of
death.
4. Next 1d20 hours. -3 to Resistance Penalty. If the victim survives the previous
stages, then he should make a CO stat roll versus the diseases Potency Factor. If
the roll is:
passed, recovery is automatic. Assuming bland foodstuffs are available,
lost points of CO are regained naturally at a rate of +1 per hour.
Regardless of what is eaten, the sores heal and the fever ends at the end
of this period. The infection ends (the disease is removed from the
victims system). Some permanent scarring will be visible around the
victims naughty bits, however.
failed, the infection spreads to the muscles and brain. The victim
develops the symptoms of Muscle Rot and Brain Rot, both starting at
stage 2.
Resist Disease spell if the new CO stat roll to resist the disease is passed, the
infection ends (the disease is removed from the victims system). The victim
moves straight to the recovery part of stage 4 of the effects. Lost stat points are
not regained, however.
Renew Blood spell as Resist Disease, but no CO roll is required for success.
Regenerate Disease cures infection and regenerates all lost stat and skill
bonuses and tissues.
Whore Rot is transmitted automatically via exchange of body fluids during sexual
intercourse. It is thought that 5% of whores carry or are infected with the disease.
12
WOUND ROT
Necrotises (rots) flesh and releases toxins which attack the heart causing death.
1. Incubation period 1d20 hours.
2. Next 1d20 hours. -2 to Resistance Penalty. The wound and surrounding area
becomes sore, swollen and inflamed. If a limb is infected, the victim is unable to
use the limb at the end of this period.
445
EFFECTS,
continued
CURE
TRANSMISSION
NOTES
POTENCY
FACTOR
3. Next 1d20 hours. -4 to Resistance Penalty. The wound oozes foul pus and
gradually turns green and black through this period. Finally, the victim loses all
sensation in the infected area.
4. Next 1d10 hours. -10 to Resistance Penalty. The area loses structural strength;
if a limb, the bone and soft tissues have decayed so much that the whole limb
falls away. The victim becomes delirious and loses 1 point of CO each hour
(accordingly reducing HIPs, and skill bonuses if they have CO as their relevant
stat) as toxins course through his body. If CO is reduced to zero, the victim dies
the tissues of the heart becoming overwhelmed by the toxins. At the end of
this period, the victim makes a CO stat roll versus the diseases Potency Factor.
If the roll is:
passed, the infection ends (the disease is removed from the victims
system). Lost points of CO are regained naturally at a rate of +1 per
hour. The wound heals over, but destroyed tissue is not regenerated.
failed, the victim dies the tissues of the heart becoming overwhelmed
by the toxins.
Resist Disease spell if the new CO stat roll to resist the disease is passed, the
blood and tissues are cleansed of toxins and the infection ends (the disease is
removed from the victims system). Go to the recovery part of stage 4 of the
effects.
Renew Blood spell as Resist Disease, but no CO roll is required for success.
Regenerate Disease cures infection and regenerates all lost CO points and
tissues. Body parts which have completely dropped off must be regenerated via a
Regenerate spell, however.
Exchange of contaminated fluids (e.g. pus from the necrotising area or blood
carrying toxins as in stage 4) leads to automatic infection of an extremity if the
victim fails to resist.
There is a 1% chance that any Acid, Cold, Crush, Electricity, Heat, Puncture or
Slash Injury (all of severities A to I) leads to a Wound Rot infection.
14
446
Chapter 12 Treasure
CHAPTER 12
TREASURE
All PCs (Player Characters) are adventurers because nobody would want to role-play a cobbler or
weaver for very long, and one of the main rewards of undertaking risky adventures is finding
treasure valuable items that either become part of the PCs armoury or are sold off to raise funds
for the next adventure.
This chapter gives guidelines which help the GM to randomly determine the quantities and
denominations of coinage and the types of rare, valuable or magical items contained within a find of
treasure. Note that, whenever possible, the GM should ignore these guidelines and decide for herself
exactly what treasure is found by her PCs. These rules may help her when she is feeling
unimaginative, however.
1)
TREASURE RATING
Treasure can range from the personal belongings carried by a beggar to the huge glittering pile slept
upon by a dragon. The GM should first decide just how valuable is the treasure that the PCs have
found. Relative degrees of value are categorised into the following Treasure Ratings:
TREASURE
RATING
None
Impoverished
Poor
Mediocre
Normal
Wealthy
Rich
Obscenely Rich
EQUIVALENT
STATUS RANK
0
1
2
3
4
5
6
7
The higher the rating, the greater the value of the find of treasure and the more likely it is to contain
unusual and powerful items as well as ordinary ones. (In some circumstances, the Treasure Ratings
can be thought of as corresponding to Status Ranks see the Character Generation chapter.)
Treasure Ratings are referred to throughout the tables of this chapter. The GM may always choose
an appropriate rating for herself or may use the suggested ratings given in The Bestiary for creatures
carried belongings and hoards of treasure in lairs.
447
Chapter 12 Treasure
2)
COMPOSITION
Whenever her PCs find treasure, the GM must choose its composition. She must decide what types
and quantities of items have been found and if the players ask she must also be able to provide
details like the condition of the items, their age, style, design, origin, etc.
The GM is left to decide for herself which ordinary items, i.e. common non-magical items, will be
found. However, rules are provided shortly to help her determine the types and quantities of coinage
and special items (e.g. magic weapons) in a find of treasure.
2,1)
ORDINARY ITEMS
Ordinary items include all non-magical objects within treasure with the exception of coinage, herbs,
poisons and spell scrolls. These four specific types of non-magical item are described in the Coinage
and Special Items sections next because of their high potential value to the adventurer.
Ordinary items are the non-magical, prosaic, every-day things which the PCs are likely to find
whenever they come across treasure. If they defeat a thug and search his belongings, they might
expect to find objects like clothing, boots and a cloak, a sack containing a water skin, tinderbox and
a purse, a cheap knife and perhaps a few keys, some simple jewellery and a hand axe. In each case,
the GM must decide for herself which of these kinds of background items are found.
2,2)
COINAGE
If the GM decides that the treasure includes coinage, she may use this section to randomly
determine the quantity and denomination of the coins.
The first table below determines the number of 1d100 rolls that should be made on the second
table, depending on the Treasure Rating and whether the treasure was the carried belongings of
someone or a hoard. Obviously, if the treasure was carried belongings, then the number of coins is
likely to be small since it must have been possible to physically carry them all; this limits their
potential value. If the coinage is in a hoard, e.g. a stash of money found inside a treasure chest, then
a huge number of coins may have been found.
0
1
2
3
4
5
6
7
TREASURE
RATING
None
Impoverished
Poor
Mediocre
Normal
Wealthy
Rich
Obscenely Rich
NUMBER OF ROLLS
CARRIED
HOARD
0
0
1
2
2
3
3
4
4
5
5
6
6
7
7
8
448
MODIFIER
TO ROLLS
N/A
-40
-20
-10
0
+40
+60
+80
HOARD
MULTIPLIER
N/A
N/A
x2
x5
x10
x20
x50
x100
Chapter 12 Treasure
The following table is used to resolve the denomination and number of coins found. The GM
should roll on this table as many times as were indicated by the previous table, adding the relevant
modifier to each 1d100 roll.
1d100 +
MODIFIER
0
01 to 39
40 to 59
60 to 79
80 to 99
100 to 139
140
NUMBER AND
DENOMINATION
No coins from this roll
1d20
tin
1d20
copper
1d20
bronze
1d20
silver
1d20
gold
1d20
platinum
If the treasure is in a hoard, then the final number of coins of each denomination should be
multiplied by the relevant multiplier from the first table, so as to give a much larger quantity of
coinage.
E.g. the PCs have slain a Zombie and have found a small pile of treasure in its graveyard lair. The
Bestiary gives the Treasure Rating of a Zombies hoard as 3, i.e. Mediocre. Thus, the first of the two
previous tables indicates that the GM should make four 1d100 rolls on the second table, modifying
each result by -10. She throws:
38-10=28, i.e. 1d20 tin pieces;
96-10=86, i.e. 1d20 silver pieces;
08-10=-2, i.e. no coins;
25-10=15, i.e. 1d20 tin pieces.
Next, the GM throws three 1d20s, scoring 8, 16 and 3. This gives 11=8+3 tin pieces and 16 silver
pieces. Finally, these numbers of coins are multiplied by five the Zombies hoard therefore
contains 55 tin and 80 silver pieces.
2,3)
SPECIAL ITEMS
The GM can use this section to determine whether the find of treasure contains special items rare
and powerful items which are especially useful and valuable to the adventurer. Special items come in
the following types:
magical weapons, shields, armour, clothing, jewellery, potions and miscellaneous items;
non-magical herbs, poisons, spell scrolls.
Magic items are generally easy to identify. They are normally much harder to break than their nonmagical counterparts, and they do not become dulled, rusted or otherwise sullied with age.
Consequently, even an unobservant PC will quickly notice that, once wiped free of dust and
cobwebs, an ancient sword has remained in immaculate condition its blade retaining its sharpness
and guess correctly that it is a magic weapon. In addition, most magic items (with the exception of
potions) are powered by the energy contained within a Soul Stone. Consequently, such items will
have had a precious stone attached to them somewhere using alchemical spells. E.g. a magic axe
might have a sapphire welded to the pommel-end of its shaft, a magic cloak might have a small ruby
fused to the cloth of its hood, a magic throne might have a diamond sunk into one ebony arm rest.
(Note that magic items can be created with blessings or curses from priests using pious magic, but
these normally remain magical for only a short time. Consequently, it is generally assumed that the
magic items found in treasure will be those created by alchemists using profane magic.)
449
Chapter 12 Treasure
The higher the Treasure Rating, the more likely it is that the treasure contains special items:
TREASURE RATING
0
1
2
3
4
5
6
7
Key:
None
Impoverished
Poor
Mediocre
Normal
Wealthy
Rich
Obscenely Rich
CARRIED
PRESENT?
NUMBER
0
0
1%
1
2%
1
5%
1
10 %
1d2
20 %
1d2+1
40 %
1d2+2
70 %
1d2+3
HOARD
PRESENT?
NUMBER
0
0
2%
1
5%
1
10 %
1d2
20 %
1d2+1
40 %
1d4+2
70 %
1d5+3
99 %
1d10+4
The PRESENT? column gives the percentage chance that the treasure contains one or more
special items.
The NUMBER column gives the suggested number of special items if one or more are
present.
E.g. as we know, the Treasure Rating for hoards in Zombies lairs is 3, i.e. Mediocre. Thus, there is a
10% chance that the PCs will find one or two special items within the treasure. If the GM rolls
1d100 and scores:
>10, then none of the items that comprise the Zombies treasure are special;
10, then some of the items are special. She should then roll 1d2 to determine exactly how
many.
2,3,1)
TYPE
Once the GM has determined that the PCs have found a number of special items, she must decide
upon their type using the following table. E.g. if three special items were found in carried treasure,
then the GM should roll 1d100 three times and consult each of the first three columns on the left
side of the table. If special items were found in a hoard, then she should use the right-hand column
for each.
1st
1d100
01 to 30
31 to 38
39 to 46
47 to 54
55 to 62
63 to 68
69 to 75
76 to 80
81 to 95
96 to 100
2nd
1d100
01 to 08
09 to 16
17 to 46
47 to 54
55 to 62
63 to 68
69 to 75
76 to 80
81 to 95
96 to 100
CARRIED
3rd
1d100
01 to 08
09 to 16
17 to 24
25 to 32
33 to 62
63 to 68
69 to 75
76 to 80
81 to 95
96 to 100
4th
1d100
01 to 08
09 to 16
17 to 24
25 to 32
33 to 40
41 to 45
46 to 75
76 to 80
81 to 95
96 to 100
5th
1d100
01 to 08
09 to 38
39 to 46
47 to 54
55 to 62
63 to 68
69 to 75
76 to 80
81 to 95
96 to 100
SPECIAL
ITEM
TYPE
Magic Weapon
Magic Shield
Magic Armour
Magic Clothing
Magic Jewellery
Misc. Magic Item
Magic Potion
Spell Scroll
Herb
Poison
HOARD
ALL
1d100s
01 to 10
11 to 20
21 to 30
31 to 40
41 to 50
51 to 60
61 to 70
71 to 80
81 to 90
91 to 100
The GM will normally choose for herself the specific variety of each type of special item, e.g.
whether a weapon is a broadsword or a hand-axe or a long bow, etc. This decision should reflect the
circumstances in which the item is found and just how useful the GM wants the item to be to the
PCs. However, if shes feeling lazy, the following tables will help her randomly determine the variety
of an item.
450
Chapter 12 Treasure
2,3,1,1)
MAGIC WEAPONS
1st 1d20
2nd 1d20
3rd 1d20
1 to 11
1 to 6
12 to 20
1 to 11
7 to 11
12 to 20
1 to 11
12 to 15
1 to 8
12 to 20
1 to 11
16 to 18
12 to 20
1 to 11
19 to 20
12 to 20
1 to 11
1 to 6
12 to 20
1 to 11
7 to 11
12 to 20
1 to 11
12 to 15
9 to 14
12 to 20
1 to 11
16 to 18
12 to 20
1 to 11
19 to 20
12 to 20
1 to 11
1 to 6
12 to 20
1 to 11
7 to 11
12 to 20
1 to 11
12 to 15
15 to 18
12 to 20
1 to 11
16 to 18
12 to 20
1 to 11
19 to 20
12 to 20
12 to 20
1 to 11
1 to 8
12 to 20
1 to 11
9 to 14
12 to 20
19 to 20
1 to 11
15 to 18
12 to 20
1 to 10
19 to 20
11 to 17
18 to 20
VARIETY
Quarterstaff
Sling, Staff
Spear
Dagger
Trident
Axe, Hand
Mace
Bow, Short
Sword, Short
Sword, Cutlass
Sword, Sabre
Bow, Composite Short
Sword, Broad
Sword, Scimitar
Mace, Great
Bow, Long
Crossbow, Light
Lance
Pike
Axe, Battle
Halberd
Sword, Bastard
Hammer, War
Sword, Falchion
Mattock, War
Pick, Military
Hammer, War
Flail, Morning Star
Bow, Composite Long
Sword, Long
Flail, Great
Hammer, Great
Sword, Claymore
Sword, Two-Handed
Sword, Foil
Sword, Rapier
Crossbow, Heavy
Nunchaku
Sword, Katana
Sword, No-Dachi
2,3,1,2)
MAGIC SHIELDS
1d20
VARIETY
1 to 5
Buckler
6 to 15
Normal
16 to 20
Tower
451
Chapter 12 Treasure
1d20
1 to 15
16 to 20
SPIKES?
No
Yes
1d20
1 to 10
11 to 15
16 to 18
19 to 20
COMPOSITION
Wood
Wood with Metal Reinforcing
Rigid Leather
Metal Plate
2,3,1,3)
MAGIC ARMOUR
1st 1d20
2nd 1d20
VARIETY
1 to 5
Rigid Leather Bracer
6 to 10
Rigid Leather Cap
11 to 14
Rigid Leather Helmet
1 to 5
15 to 17
Wood Reinforced Leather Gauntlet
18 to 19
Plate Pot Helm
20
Rigid Leather Breastplate
1 to 6
Wood Reinforced Leather Jerkin
7 to 11
Metal Reinforced Leather Gauntlet
6 to 10
12 to 15
Rigid Leather Gauntlet
16 to 18
Plate Bracer
19 to 20
Metal Reinforced Leather Jerkin
1 to 6
Wood Reinforced Leather Coat
7 to 11
Wood Reinforced Leather Hauberk
11 to 14
12 to 15
Metal Reinforced Leather Coat
16 to 18
Plate Full Helm
19 to 20
Rigid Leather Cuirass
1 to 6
Chain Mail Coif
7 to 11
Metal Reinforced Leather Hauberk
15 to 17
12 to 15
Chain Mail Jerkin
16 to 18
Scale Mail Hood
19 to 20
Plate Breastplate
1 to 6
Chain Mail Gauntlet
7 to 11
Scale Mail Jerkin
18 to 19
12 to 15
Chain Mail Coat
16 to 18
Plate Cuirass
19 to 20
Plate Gauntlet
1 to 6
Chain Mail Hauberk
7 to 11
Scale Mail Gauntlet
20
12 to 15
Scale Mail Coat
16 to 18
Scale Mail Hauberk
19 to 20
Plate Closed Helm
Note that magic gauntlets and bracers are found singularly, i.e. not in pairs. If necessary, roll on this
table to determine the size of individual for which the armour was originally designed:
452
Chapter 12 Treasure
1d20
1
2
3
4 to 5
6 to 7
8 to 10
11 to 12
13 to 14
15 to 16
17 to 18
19
20
HEIGHT
(cm)
120
130
140
150
160
170
180
190
200
210
220
230
1d20
1 to 2
3 to 4
5 to 6
7 to 8
9 to 10
11 to 12
13 to 14
15 to 16
17 to 18
19 to 20
WEIGHT =
HEIGHT / X
X = 2.6
X = 2.7
X = 2.7
X = 2.9
X = 3.0
X = 3.1
X = 3.2
X = 3.3
X = 3.4
X = 3.5
Note that pieces of armour will usually fit a range of sizes. Most have adjustable straps and ties that
can be loosened or tightened so that each piece can fit an individual up to 10% taller or shorter
than its original owner. E.g. a roll of 1d20 for height scores 14, and a roll for weight scores 7. The
piece of armour can be worn by a person between 171 and 209 cm tall, and between 59 and 72 kgs.
2,3,1,4)
MAGIC CLOTHING
1st 1d20
VARIETY
1 to 6
Cloak
7 to 11
Robe
12 to 13
Glove (right)
14 to 15
Glove (left)
16 to 18
Belt
19 to 20
Hat
Note that there is obviously a limit to the number of magic hats, for example, that a PC can wear!
2,3,1,5)
MAGIC JEWELLERY
1st 1d20
2nd 1d20
VARIETY
1 to 10
Ring
11 to 15
Broach
1 to 19
16 to 18
Amulet
19 to 20
Bracelet
1 to 19
Circlet
20
20
Crown
2,3,1,6)
MISCELLANEOUS MAGIC ITEMS
This type of magic item includes tools, musical instruments, ornaments, etc. basically, any variety
of magical object other than those covered in previous sections (i.e. not weapons, shields, armour,
clothing, jewellery or potions). Some examples are given in the following table.
1st 1d20
1 to 10
2nd 1d20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
VARIETY
Cooking Pot
Backpack
Flask, Metal
Lantern
Saddle
453
Chapter 12 Treasure
1st 1d20
11 to 15
16 to 18
19 to 20
2nd 1d20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
VARIETY
Drum
Horn
Whistle
Lute
Harp
Scabbard
Scroll Case
Strongbox
Spy-Glass
Statuette
Mirror
Book
Crystal Ball
Font
Throne
2,3,1,7)
MAGIC POTIONS
A potion is a magical liquid which contains a single spell that automatically affects the drinker once
he has finished imbibing it. A table for determining the effects of potions can be found later in the
Allocation of Powers section.
All varieties of potions are colourless and odourless, and so are extremely hard to tell apart without
drinking them. However, a successful Attune skill roll will identify the spell contained in a potion
and, consequently, the effects of drinking it.
All potions are single-use items. A potion can never be shared the whole dose must be swallowed
or nothing will happen. Potions invariably come in single-dose glass phials a dose has the same
volume as a shot of spirit, such that it can be downed in one gulp. The narrow neck of the phial is
snapped off to allow the liquid to be poured down the throat. (Potion phials are often carried in
small wooden chests packed with straw or wool.)
2,3,1,8)
SPELL SCROLLS
A spell scroll is a piece of parchment containing the transcript, in Magicka, of a single spell. A table
for determining which spell is on a scroll can be found later in the Allocation of Powers section.
Spell scrolls are not inherently magical. If more than one scroll is found together, the GM may
decide that there are bound together as a spell-book.
Remember that a spell scroll will be unintelligible if its spell is of level X and its reader has a Magicka
Language skill bonus of <X. Being non-magical, a spell scroll cannot be attuned to identify the spell
written upon it.
2,3,1,9)
HERBS
Herbs are plants with natural, non-magical healing powers. They are described more fully in the
Prices for Goods and Services chapter.
454
Chapter 12 Treasure
1st 1d20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
2nd 1d20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 5
6 to 10
11 to 14
15 to 17
18 to 19
20
VARIETY
Good Nut Bush
Heartcone Pine
Rust Bush
Tingleweed
Whiteroot Yew
Bone Nut Palm
Golden Pondweed
Lung Bladder
Red Water Lilly
Squeaking Bush
Tonic Willow
Vitalberry Bush
Cool-Oil Dock
Whiteleaf Beech
Eelskin Kelp
Happy Grass
Mermaids Hair Seaweed
Vinegar Seaweed
Memory Moss
Mind Mould
Bloodberry Vine
Black Lichen
Blood Heather
Fire Cactus
Larva Hyacinth
Strength Wort
Herbs are generally found in their prepared form, i.e. as tonics or ointments in ceramic bottles or
jars with corks or wax seals. Note that, if the herb is more than a year old, it will almost certainly be
spoiled and ineffective.
As herbs are non-magical, they cannot be attuned to identify their powers. Instead, Pharmacy skill
must be used.
2,3,1,10) POISONS
Poisons are natural substances which cause non-magical toxic effects. They are described more fully
in the Prices for Goods and Services chapter.
1st 1d20
1 to 6
7 to 11
2nd 1d20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
VARIETY
Hobbleberry
Sour Birch
Sting Moss
Bitter Walnut
Black Sunflower
Arrowhead Tree Frog Sweat
Bladderwretch Seaweed
Cobra Venom
Fire Thorn
Hangover Cactus
455
Chapter 12 Treasure
1st 1d20
12 to 15
16 to 18
19
20
2nd 1d20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 10
11 to 20
VARIETY
Rattlesnake Venom
Sea Snake Venom
Tarantula Venom
Death Orchid
Giant Octopus Venom
Giant Scorpion Venom
Giant Wasp Venom
Gibberwort
Lesser Giant Spider Venom
Mansbane
Elfsbane
Dwarfsbane
Hobbitsbane
Orcsbane
Wolfsbane
Greater Giant Spider Venom
Drakes blood
Like herbs, poisons are generally found in their prepared form, e.g. as oils in ceramic bottles or jars
with corks or wax seals (Bladderwretch Seaweed may be found as a bladder of gas, though). Note
that, if the poison is more than a year old, it will almost certainly be spoiled and ineffective.
As poisons are non-magical, they cannot be attuned to identify their powers. Instead, Pharmacy skill
must be used.
2,3,2)
ALLOCATION OF POWERS
The rules in this section help the GM to allocate different kinds of powers to each magical item.
Descriptions of the different magical powers follow later. Note that not all of the powers will be
suitable for every type of item, and the GM should always use her discretion.
The initial rules apply to magic weapons, shields, pieces of armour, clothing or jewellery or
miscellaneous items, since their powers are the most variable. Magic potions and spell scrolls, herbs
and poisons are dealt with separately as they always have limited kinds of powers.
2,3,2,1)
MAGIC WEAPONS, SHIELDS, ARMOUR, CLOTHING, JEWELLERY AND
MISCELLANEOUS ITEMS
To allocate powers to a magic weapon, shield, piece of armour, clothing or jewellery or
miscellaneous item, the GM should roll 1d100 on the following table a number of times equal to
half of the Treasure Rating of the find of treasure (rounding fractions <0.5 down and 0.5 up). For
each result, she should consult the column which is relevant to the type of item to determine its
powers.
456
Chapter 12 Treasure
SHIELD
ARMOUR
CLOTHING
JEWELLERY
MISC
ONCE
THROWN OR
MISSILE
WEAPON
MULTIPLE
MELEE
WEAPON
FREQUENCY
MAGICAL
POWER
Skill
Enhancement
01 to 40
01 to 20
01 to 58
01 to 58
01 to 60
01 to 40
01 to 58
Range
Enhancement
N/A
21 to 40
N/A
N/A
N/A
N/A
N/A
Damage
Enhancement
41 to 50
41 to 50
N/A
N/A
N/A
N/A
N/A
Embedded
Spell
51 to 70
51 to 70
59 to 98
59 to 97
61 to
100
41 to 97
59 to 98
Injury
Enhancement
71 to 90
71 to 90
N/A
N/A
N/A
N/A
N/A
Vorpal
91 to 94
91 to 94
N/A
N/A
N/A
N/A
N/A
Slaying
95 to 97
95 to 97
N/A
N/A
N/A
N/A
N/A
Constant Spell
98 to 99
98 to 99
99 to
100
98 to 99
N/A
98 to 99
99 to
100
Sentient
100
100
N/A
100 *
N/A
100 *
N/A
If a 1d100 roll produces a double result i.e. 00, 11, 22, 33, etc. then she should not make any
further rolls on this table to allocate powers to the item.
If a roll indicates that the item has the Injury Enhancement power, then subsequent rolls for this
item that generate the same power should be rerolled. The same restriction applies to the Slaying,
Constant Spell or Sentient powers. I.e. a single item can only be allocated the Injury Enhancement,
Slaying, Constant Spell or Sentient powers once. An item may have the other powers multiple times,
however.
* Helmets, rings and crowns are traditionally the only kinds of armour or jewellery which may be
sentient.
457
Chapter 12 Treasure
2,3,2,2)
MAGIC POTIONS
The GM should roll on this table to determine the variety of each potion found, i.e. which spell
effect is bestowed upon he who drinks the potion.
1st 1d20
1 to 5
6 to 10
11 to 12
13
14 to 20
3rd 1d20
2nd 1d20
N/A
1 to 6
7 to 11
1 to 8
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
9 to 13
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
14 to 17
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
18 to 20
12 to 15
16 to 18
19 to 20
N/A
N/A
N/A
SPELL EFFECT
Varies *
Detect Magic
Blur
Enhance Attack
Nightvision
Heal Bleeding
Light Step
Heal Bone
Ignore Fatigue
Heal Muscle
Heal Burns
Statue Form
Urge (Fearlessness)
Gills
Detect Lie
Invisibility
Fly
Enhance Physique **
Berserker
Resist Cold
Resist Heat
Heal ***
Harm ***
Heal ***
The potency of many spells depends upon the spell-casting skill of the caster. Consequently, the
potency of many potions will be affected by their creators skilfulness. E.g. a potion of Fly created
by a magician with a Movement Spell-Casting skill of 20 will allow its drinker to fly for 20 minutes at
10 metres per second; the same potion created by a magician with a skill of 16 allows the drinker to
fly for only 16 minutes at 8 metres per second. By default, the spell-casting skill of each potions
creator is equal to the embedded spells level, but the GM can choose a higher value if she wishes.
* If the result of the previous table is Varies, then the GM should use the next pair of tables to
randomly determine the potions variety. This generates a spell of any level and from any discipline.
Note, though, that some spells will not lend themselves to affecting the drinker of a potion and so
should be rerolled.
458
Chapter 12 Treasure
1d20
DISCIPLINE
1st 1d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Alchemy
Combat
Conjuration
Demonology
Elemental Earth and Fire
Elemental Wind and Wave
Healing
Illusion
Movement
Nature
Necromancy
Mind
Time
Shapechanging
Wizardry
Wounding
2nd 1d20
1 to 15
1 to 15
16 to 20
1 to 15
16 to 20
16 to 20
Reroll
3rd 1d20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
SPELL
LEVEL
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
** For Enhance Physique potions, roll on the following tables to determine the particular variety
and potency of the potion:
1d20
1 to 5
6 to 10
11 to 15
16 to 20
ENHANCE PHYSIQUE
POTION VARIETY
Potion of Strength
Potion of Constitution
Potion of Beauty
Potion of Agility
1d20
INCREASES STAT BY
1 to 15
16 to 19
20
+4
+5
+6
*** For Heal and Harm potions, roll on the following table to determine the Healing or Wounding
Spell-Casting skill of the potions creator and, thus, the potions potency:
1d20
POTION CREATORS
SPELL-CASTING
SKILL
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
2
5
10
15
20
HEAL POTION
HARM POTION
NUMBER OF
HIPS REGAINED
ON DRINKING
20
50
100
150
200
NUMBER OF
HIPS LOST
ON DRINKING
10
25
50
75
100
VALUE
(gp)
10
25
50
75
100
Note that Heal potions cannot raise the drinkers Hit Point total to beyond its maximum, and Harm
potions cannot reduce the drinkers HIP total to less than zero.
2,3,2,3)
SPELL SCROLLS
To randomly determine which spell is written upon a spell scroll, the GM should use the previous
table as if for a potion.
459
Chapter 12 Treasure
2,3,2,4)
HERBS
The powers of different herbs are described in the Prices for Goods and Services chapter.
2,3,2,5)
POISONS
The powers of different poisons are described in the Prices for Goods and Services chapter.
2,3,3)
DESCRIPTIONS OF POWERS
BONUS
1 to 15
16 to 19
20
+1
+2
+3
ALCHEMICAL
PARLANCE
gifted
very gifted
extremely gifted
If an item was allocated this power more than once, use the previous table to determine the initial
bonus of the item. Then increase the bonus by one rank (e.g. from +1 to +2) for each additional
time that this power was allocated to the item. Once the item achieves the maximum bonus (i.e. +3),
any additional allocations of this power are ignored (they are not rerolled).
E.g. a magical silk glove which increases its wearers Pick Pocket skill by +1. Alchemists would call
this a gifted magical glove of pocket picking.
E.g. a magical cloak which bestows a +2 bonus to its wearers Stealth skill. Alchemists would call
this a very gifted magic cloak of stealth.
E.g. a magical saddle which gives a +3 bonus to the riders Riding skill. Alchemists would call this an
extremely gifted saddle of riding.
E.g. a magical hand axe which increases its wielders One-Handed Axes skill by +1. Alchemists
would call this a gifted hand axe (there is no need to specify when naming this weapon that the +1
bonus applies to the users One-Handed Axes skill, as this is obvious).
2,3,3,2)
RANGE ENHANCEMENT
See the Range Enhancement spell. The ranges of these weapons are magically multiplied by some
factor depending on the power of the alchemist who created the item. To determine the factor
randomly, use this table:
1d20
FACTOR
1 to 15
16 to 19
20
x1.5
x2.0
x3.0
ALCHEMICAL
PARLANCE
far-reaching
very far-reaching
extremely far-reaching
460
Chapter 12 Treasure
If a weapon was allocated this power more than once, use the previous table to determine the initial
factor of the item. Then increase the factor by one rank (e.g. from x1.5 to x2) for each additional
time that this power was allocated to the item. Once the item achieves the maximum factor (i.e. x3),
any additional allocations of this power are ignored (they are not rerolled).
E.g. a magical short bow with a +1 bonus and 1.5 times the normal maximum range. Alchemists
would call this a gifted far-reaching magical short bow.
2,3,3,3)
DAMAGE ENHANCEMENT
See the Damage Enhancement spell. Any Hit Points lost because of this weapons attack are
magically multiplied by some factor depending on the power of the alchemist who created the item.
To determine the factor randomly, use this table:
1d20
FACTOR
1 to 15
16 to 19
20
x1.5
x2.0
x3.0
ALCHEMICAL
PARLANCE
damaging
very damaging
extremely damaging
If a weapon was allocated this power more than once, use the previous table to determine the initial
factor of the item. Then increase the factor by one rank (e.g. from x1.5 to x2) for each additional
time that this power was allocated to the item. Once the item achieves the maximum factor (i.e. x3),
any additional allocations of this power are ignored (they are not rerolled).
E.g. a +3 magic spear which can be thrown 1.5 times the normal maximum range and delivers
double the normal HIP loss. Alchemists would call this an extremely gifted far-reaching very
damaging magical spear.
2,3,3,4)
EMBEDDED SPELL
See the Spell Embedding spell. If the GM wishes to randomly determine which spell is embedded
within an item, she can use the second table (with the single asterisk) in the previous Magic Potions
section. If an item has multiple embedded spells, the GM may wish to select them from the same
discipline so as to theme the items powers.
An embedded spell can be cast with a successful Attune skill roll. The GM should decide for herself
how large is the items pool of Power Points which are used for casting its embedded spell(s). Note,
though, that the item should have a number of POPs at least equal to the highest level of embedded
spell. All Soul Stones regain expended POPs at a fixed rate of 1 every hour. PCs will frequently find
themselves having to wait while their magical items recharge, so that the embedded spells can be
attuned again.
E.g. if the item is a +1 magic short sword with Fire Weapon, a level 2 spell, embedded within it,
then its Soul Stone should contain at least 2 POPs or the spell cannot be attuned. If it contains a
maximum of 10 POPs, say, then the Fire Weapon spell could be attuned up to 5 times from the
sword in quick succession before it ran out of power. It would then take 10 hours for the sword to
recharge itself fully. Alchemists would call this weapon a gifted magic short sword which casts Fire
Weapon.
E.g. a metal flask which has the Summon Water spell embedded within it, so it can be magically
filled. Alchemists would call this a magic flask which casts Summon Water.
461
Chapter 12 Treasure
2,3,3,5)
INJURY ENHANCEMENT
See the Injury Enhancement spell. Any target having to make an Injury Roll as a result of being
struck by a weapon of this type must make an additional Injury Roll versus a type of damage
specified by the alchemist who created the item. To determine the type of Injury randomly, use this
table:
1d20
1 to 4
5 to 8
9 to 12
13 to 16
17 to 20
INJURY
TYPE
Acid
Cold
Electricity
Heat
Mental
ALCHEMICAL
PARLANCE
dissolving
freezing
shocking
burning
stunning
1 to 15
16 to 19
20
2nd 1d20
1 to 6
7 to 11
12 to 15
16 to 18
19 to 20
1 to 10
11 to 15
16 to 18
19 to 20
1 to 19
20
AC
REDUCTION
-1
-2
-3
-4
-5
-6
-7
-8
-9
-10
-11
ALCHEMICAL
PARLANCE
class I vorpal
class II vorpal
class III vorpal
class IV vorpal
class V vorpal
class VI vorpal
class VII vorpal
class VIII vorpal
class IX vorpal
class X vorpal
class XI vorpal
Note that:
the AC of the target cannot be reduced to less than zero;
an item can only have this power once.
E.g. a magical +1 dagger which is class IX vorpal. Alchemists would call this a gifted class nine
vorpal magical dagger.
2,3,3,7)
SLAYING
See the Slaying Weapon spell. Each slaying weapon is enchanted such that it is more effective versus
a particular type of target, as specified by the alchemist who created the weapon. A slaying attacks
Injury Range is decreased by 3 points and the victims Injury Rolls are increased by +3 (see the
Combat chapter).
462
Chapter 12 Treasure
Note that an item can only have this power once.
E.g. a magical +3 staff-sling which can be attuned to cast Befriend Beast and which slays
lycanthropes. Alchemists would call this an extremely gifted lycanthrope-slaying magical staff-sling
which casts Befriend Beast.
2,3,3,8)
CONSTANT SPELL
See the Constant Spell Embedding spell. This item has a spell embedded into it which continuously
affects the person wearing it, holding it, carrying it, etc. The alchemist that made the item will specify
the exact conditions under which someone is affected by the spell.
Note that an item can only have this power once.
E.g. a ring with a constant Invisibility spell embedded into it, which turns anyone who wears the ring
invisible until they take off the ring. Alchemists would call this a magic ring which constantly casts
Invisibility.
E.g. a +1 magic shield with a constant Resist Heat spell embedded into it, such that anyone who
uses the shield gains +1 to their Block and Shield Bash skills and is continuously affected by the
Resist Heat spell. Alchemists would call this a gifted magic shield which constantly casts Resist
Heat.
E.g. a magic spy-glass with a +1 bonus applying to its users Observation skill and with the Detect
Magic spell embedded within it, so that its user can see magical auras. Alchemists would call this a
gifted magic spy-glass of observation which constantly casts Detect Magic.
2,3,3,9)
SENTIENT
See the Soul Awakening spell. Each of these items has an active soul, i.e. a personality with
memories, ambitions and fears, etc. The items soul will be able to magically sense the world using
the senses of whoever is touching it, and communicate telepathically with that person (if the GM
throws a 20 on a 1d20, the item can speak with an audible voice too).
The GM should role-play the sentient item. Note that sentient items will have a pool of Power
Points which they can use to cast spells embedded within them, and they can try to prevent others
from casting these spells if they are attuned. Additionally, some sentient items have a specific
purpose which they strive to achieve, e.g. to help their owner, to slay undead, etc.
There is a chance that any sentient item is also animated, i.e. able to move independently see the
Animate spell. This may allow a sentient item to make its own attacks. Such items are incredibly
powerful artefacts and the GM should think carefully about giving them out to characters.
Note that an item can only have this power once.
2,3,4)
VALUE
In order to determine the value of a magical item, use the following table to determine the price for
each magical power:
POWER
Skill
Enhancement
Range
Enhancement
+1
+2
+3
x1.5
x2.0
x3.0
PRICE (gp)
250
500
1000
125
250
500
463
Chapter 12 Treasure
POWER
Embedded Spell
Injury Enhancement
x1.5
Damage
x2.0
Enhancement
x3.0
Vorpal
Individual
Slaying
Species or Type
Constant Embedded Spell
Inanimate
Sentient
Animated
PRICE (gp)
Level x SC x POPs /10
100
250
500
1000
Class x 200
500
1000
Level x SC x POPs /2
5000
10000
where:
Level is the level of the embedded spell;
SC is the spell-casting skill of the spell-caster that embedded the spell in the item in the
embedded spells discipline;
POPs is the maximum number of POPs in the items Soul Stone.
The cumulative price of all of the items powers is added to the cost of a normal (non-magical)
version of the item to give the magical items overall value (less the value of the items embedded
Soul Stone see the next section).
E.g. a high quality non-magical broadsword usually costs 2 gold pieces, while such a broadsword
with a +1 bonus and a x1.5 damage enhancement is worth 2+(75+500)=577 gp. Obviously, items
with multiple powers quickly become very expensive!
2,3,4,1)
THE VALUE OF SOUL STONES
Note that almost all magical items (other than potions) will have a precious stone mounted upon
them a Soul Stone which the alchemist enchants to give the item its magical powers.
Consequently, the inherent value of the precious stone, which forms the Soul Stone, should be
added at the end to give a final value for the magical item. The GM should roll on the table below to
determine the variety of precious stone or choose one from those listed, selecting a low value stone
for a weak item and a high value stone for a powerful item.
1st 1d20
1 to 16
17 to 19
20
2nd 1d20
1 to 10
11 to 16
17 to 20
1 to 15
16 to 20
1 to 15
16 to 20
VARIETY
Agate
Topaz
Opal
Sapphire
Emerald
Pearl
Diamond
VALUE (gp)
10
25
50
125
250
500
1000
2,3,4,2)
MAGIC POTIONS
If the potion is made by a powerful spell-caster, it will often have more potent effects of a longer
duration and range. Thus, the value of a potion is given by:
Level x SC x 5
where Level is the level of the spell in the potion, and SC is the spell-casting skill of the spellcaster that embedded the spell in the potion in the embedded spells discipline.
464
Chapter 12 Treasure
E.g. consider a potion of Heal, normally a first level spell from the Healing discipline. If a magician
with a Healing Spell-Casting skill of 5 created the potion, then it will heal up to 50 HIPs if drunk and
will be worth 1x5x5=25 gp. However, if a magician with a Healing Spell-Casting skill of 20 created
the potion, then it will heal up to 200 HIPs if drunk and will cost 1x20x5=100 gp.
Some spells have fixed effects that do not become more potent as the caster becomes more skilful.
With such potions, replace SC in the previous formula with Level, i.e. the value of the potion
becomes:
(Level)2 x 5 = Level x Level x 5
E.g. consider a Potion of Enslavement. This casts Enslave, a level 19 Mind spell, upon the drinker
making him the slave of the creator of the potion. The range of the Enslave spell is the only factor
that varies with its casters SC. However, a potion always affects its drinker, so the range is
irrelevant. Consequently, the effects of this potion are the same regardless of whether the creator of
the potion had a Mind Spell-Casting skill of 19 or 25, and its value is fixed at 19x19x5=1805 gp.
2,3,4,3)
SPELL SCROLLS
The value of a spell scroll is given by:
(Level)3 = Level x Level x Level
where Level is the level of the spell written on the scroll.
2,3,4,4)
HERBS AND POISONS
The value of each type of herb and poison can be found in the Prices for Goods and Services chapter.
3)
EXAMPLE OF RANDOM GENERATION OF
TREASURE
Here is a worked example of using the rules given in this chapter thus far to randomly determine the
nature of a find of treasure.
3,1)
SCENARIO
The PCs have pursued a vampire into its lair in a mausoleum. There, after a valiant battle with much
bloodshed, they slay the vampire. In the rear wall of the chamber containing the vampires
sarcophagus, the PCs find a hidden door. This leads through to a secret room containing a number
of shelves and strong-boxes with other items weapons, pieces of armour, bulging sacks, etc.
piled around them. The PCs nominate one of their number to act as guard while the others begin to
search through the hoard and the belongings upon the vampires corpse.
The GM consults The Bestiary and learns that a vampires Treasure Rating is 5(6), i.e. its carried
belongings are classed as Wealthy while its hoard is classed as Rich. She needs to generate
descriptions of both types of treasure on this occasion.
3,2)
The GM starts by inventing the ordinary items found on the vampires person. She decides that the
vampire was wearing expensive red silk robes over a cheap taupe cotton jerkin and breaches, with
suede shoes. Within the robes pockets are found a key (which opens the iron mausoleum gate), an
ornate ceremonial silver dagger, a piece of parchment upon which is written a list of names and a
money purse.
465
Chapter 12 Treasure
3,2,1)
The first table in the Coinage section indicates that the GM should make five 1d100 rolls on the
second table, modifying each roll by +40. She throws the dice and consults the second table in the
Coinage section, scoring:
01+40=41, i.e. 1d20 cp;
41+40=81, i.e. 1d20 sp;
99+40=139, i.e. 1d20 gp;
97+40=137, i.e. 1d20 gp;
11+40=51, i.e. 1d20 cp.
The GM throws five 1d20s, scoring 19, 18, 18, 8 and 11. Therefore, the final composition of coins
in the purse is 19+11= 30 cp, 18 sp and 18+8=26 gp.
3,2,2)
The first table in the Special Items section indicates that there is a 20% chance that 1d2+1 special
items are present in the vampires carried possessions. The GM throws 1d100 and scores 57. Since
this result is >20, none of the items found on the vampires corpse are special.
3,3)
THE HOARD
The hoard in the mausoleums secret room contains several ordinary items. There are non-magic
weapons a hand-axe, two broadswords and a fine heavy crossbow bow. There are sacks containing
bundles of clothes, most mouldy. A large tome rests upon a lectern apparently the vampires
journal. On a shelf nearby are quills, ink, sheets of parchment and what appear to be specimens of
bones and minerals.
3,3,1)
In one of the strong-boxes, the PCs find a stash of coins. The first table in the Coinage section
indicates that the GM should make seven 1d100 rolls on the second table, modifying each roll by
+60. In addition, the final number of coins of each type is to be multiplied by 50. She throws the
1d100s and consults the second table in the Coinage section, scoring:
33+60=93, i.e. 1d20 sp;
16+60=76, i.e. 1d20 bp;
62+60=122, i.e. 1d20 gp;
39+60=99, i.e. 1d20 sp;
01+60=61, i.e. 1d20 bp;
19+60=79, i.e. 1d20 bp;
70+60=130, i.e. 1d20 gp.
The GM throws seven 1d20s, scoring 18, 3, 3, 9, 14, 19 and 2. Therefore, the contents of the strongbox are calculated to be (3+14+19)x50=1800 bp, (18+9)x50=1350 sp and (3+2)x50=250 gp.
3,3,2)
The first table in the Special Items section indicates that there is a 70% chance that 1d5+3 special
items are present in the vampires hoard. The GM throws 1d100 and scores 50. Since this result is
70, while most of the items in the secret room are dull, rusted, rotten or broken, a few are clearly
magical, appearing unsullied by the passage of time.
But how many of the items in the hoard are special? The GM throws 1d5+3 and scores 5, giving
eight special items. She then rolls eight 1d100s on the table in the Type section to determine the
nature of each, using the Hoard column. She scores:
466
Chapter 12 Treasure
3,3,2,1)
THE POTION
SECTION
RESULT
2,3,1,7) Magic
The GM rolls 1d20 and scores 17, indicating that the potion phial is intact
Potions
and full.
To determine the effect of drinking the potion, the GM rolls two 1d20s,
2,3,2,2) Magic
scoring 18 and 2. Thus, it is a potion of Resist Heat and Cold, an 8th level
Potions
spell from the Nature discipline.
The value of a potion is given by Level x SC x 5. The GM decides that a
2,3,4) Value
powerful Hedge Mage, with a Nature Spell-Casting skill of 15, created this
2,3,4,2) Magic
potion. Consequently, the potion will make its drinker immune to harm
Potions
from natural heat and cold for 15 hours. The potion is worth 8x15x5=600
gp.
3,3,2,2)
THE FIRST WEAPON
SECTION
RESULT
2,3,1,1) Magic
The GM rolls three 1d20s and scores 19, 1 and 8, indicating that the weapon
Weapons
is a great hammer.
The hammer was found in a rich hoard. This means that the GM must roll
2,3,2,1) Magic
1d100 three times on the table in this section to allocate its powers. She
Weapons, Shields,
scores:
Armour, Clothing,
34, i.e. Skill Enhancement;
Jewellery and
40, i.e. another Skill Enhancement;
Miscellaneous Items
49, i.e. Damage Enhancement.
The GM rolls 1d20 for the first Skill Enhancement power, scoring 16. Thus,
the hammer has a +2 bonus. The second Skill Enhancement increases this
2,3,3,1) Skill
to +3, the maximum bonus. Bonuses to weapons always apply to the users
Enhancement
skill with the weapon, in this case Two-Handed Hammers/Mattocks/Picks
skill. (They also decrease the weapons Injury and Fumble Range.)
2,3,3,3) Damage
The GM rolls 1d20 for the Damage Enhancement power, scoring 3. The
Enhancement
hammer therefore causes 1.5 times the normal Hit Point loss when it hits.
The combined price for the hammers powers comes to 1250 gp, from:
1000 for the +3 Skill Enhancement;
250 for the x1.5 Damage Enhancement.
2,3,4) Value
A normal great hammer would cost 20 sp or 2 gp. The overall worth of the
hammer (less its Soul Stone) is 1252 gp.
The GM rolls two 1d20s and scores 18 and 4, indicating that the Soul Stone
embedded in the hammers pommel is actually a sapphire worth 125 gp.
Consequently, the final value of this great hammer is 1377 gp.
467
Chapter 12 Treasure
3,3,2,3)
THE JEWELLERY
SECTION
RESULT
2,3,1,5) Magic
The GM rolls two 1d20s and scores 10 and 5, indicating that the jewellery is
Jewellery
a ring.
The ring was found in a rich hoard. This means that the GM must roll
2,3,2,1) Magic
1d100 three times on the table in this section to allocate its powers. She
Weapons, Shields,
scores:
Armour, Clothing,
09, i.e. Skill Enhancement;
Jewellery and
57, i.e. Embedded Spell;
Miscellaneous Items
67, i.e. another Embedded Spell.
The GM rolls 1d20 for the Skill Enhancement power, scoring 2. Thus, the
2,3,3,1) Skill
ring has a +1 bonus. Unlike weapons, rings do not have a particular skill
Enhancement
associated with them so the GM decides that wearing this ring will bestow
a +1 increase to Undead Lore skill.
To determine the first spell embedded in the ring, the GM rolls four 1d20s,
scoring 12, 20, 16 and 17. The 12 indicates that the spell is from the Mind
discipline. The last three results give a spell of 19th level, i.e. either Enslave
or Reshape Mind. The GM decides that it would be more fitting for this ring
to have a necromantic theme, and selects Phylactery, the 19th level spell
from the Necromancy discipline instead.
2,3,3,4) Embedded
Spell
2,3,4) Value
The GM rolls four 1d20s for the second embedded spell, scoring 13, 1, 14
and 12. The 13 indicates that the spell is from the Time discipline. The last
three results give a spell of 3rd level, i.e. Diminish Duration. The GM
decides that the 3rd level Healing spell, Heal Bone, would be more fitting
for this ring.
The GM also decides that the ring has 19 POPs, allowing Phylactery to be
attuned once before the ring runs out of power, or Heal Bone six times.
The combined price for the rings powers comes to 1044 gp from:
250 for the +1 Skill Enhancement;
686=19x19x19/10=Level x SC x POPs /10 for the first Embedded
Spell, assuming the alchemist that embedded the spell was 19th level;
108=3x19x19/10 for the second Embedded Spell.
A normal gold ring would cost 16 gp. The overall worth of the ring (less its
Soul Stone) is 1044+16=1060 gp.
The GM rolls two 1d20s and scores 1 and 6, indicating that the Soul Stone
embedded in the ring is actually an agate worth 10 gp. Consequently, the
overall value of this ring is 1070 gp.
3,3,2,4)
THE SPELL SCROLL
SECTION
RESULT
To determine the spell inscribed on the scroll, the GM rolls four 1d20s,
2,3,2,3) Spell Scrolls
scoring 7, 4, 15 and 20. The 7 indicates that the spell is from the Healing
discipline. The last three results give a spell of 5th level, i.e. Heal Burns.
2,3,4) Value
The value of a spell scroll is given by (Level)3. Thus, this scroll is worth
2,3,4,3) Spell Scrolls
5x5x5=125 gp.
468
Chapter 12 Treasure
3,3,2,5)
THE SECOND WEAPON
SECTION
RESULT
2,3,1,1) Magic
The GM rolls three 1d20s and scores 5, 11 and 6, so the weapon is a spear.
Weapons
The spear was found in a rich hoard. This means that the GM must roll
1d100 three times on the table in this section to allocate its powers.
Although a spear can be used as a melee weapon, the GM chooses the
2,3,2,1) Magic
column
corresponding to thrown weapons. She scores:
Weapons, Shields,
60, i.e. Embedded Spell;
Armour, Clothing,
Jewellery and
33, i.e. Range Enhancement.
Miscellaneous Items
Because she threw a 33, a double result, the GM prematurely stops rolling
for further powers.
To determine which spell is embedded in the spear, the GM rolls four
1d20s, scoring 6, 13, 12 and 1. The 6 indicates that the spell is from the
Elemental Wind and Wave discipline. The last three results give a spell of
2,3,3,4) Embedded
1st level, i.e. Summon Water. She decides that the 2nd level spell in this
Spell
discipline, Lightning Weapon, would be more fitting for a spear.
2,3,3,2) Range
Enhancement
2,3,4) Value
The GM also gives the spear 6 POPs, allowing this spell to be attuned three
times in quick succession before the spear must recharge.
The GM rolls 1d20 for the Range Enhancement power, scoring 11. The
spear can therefore be thrown 1.5 times the normal maximum range.
The combined price for the spears powers comes to 131 gp from:
6=2x5x6/10=Level x SC x POPs /10 for the Embedded Spell,
assuming the alchemist that embedded the spell was 5th level;
125 for the x1.5 Range Enhancement.
A normal spear would cost 23 bp. The overall worth of the spear (less its
Soul Stone) is therefore 131 gp and 23 bp.
The GM rolls two 1d20s and scores 3 and 10, indicating that the Soul Stone
embedded in the spear is an agate worth 10 gp. Consequently, the final value
of this spear is approximately 141 gp and 23 bp.
3,3,2,6)
THE CLOTHING
SECTION
RESULT
The GM rolls 1d20 and scores 8, indicating that the piece of clothing is a
2,3,1,4) Magic
robe. She decides that one of the sacks contains the white cotton robe
Clothing
which, unlike the other clothing found, is not mouldy.
The robe was found in a rich hoard. This means that the GM must roll
2,3,2,1) Magic
1d100 three times on the table in this section to allocate its powers. She
Weapons, Shields,
scores:
Armour, Clothing,
57, i.e. Skill Enhancement;
Jewellery and
28, i.e. another Skill Enhancement;
Miscellaneous Items
16, i.e. another Skill Enhancement.
The GM rolls 1d20 for the first Skill Enhancement power, scoring 19. Thus,
the robe has a +2 bonus. The second Skill Enhancement increases this to
2,3,3,1) Skill
+3, the maximum bonus. The third is therefore ignored. Robes do not have
Enhancement
a particular skill associated with them so, in a fit of generosity, the GM
decides that wearing this robe will bestow a +3 increase to Healing SpellCasting skill.
469
Chapter 12 Treasure
SECTION
2,3,4) Value
2,3,4,1) The Value of
Soul Stones
RESULT
The +3 Skill Enhancement gives a price of 1000 gp. A normal robe would
cost 1 sp. The overall worth of the robe (less its Soul Stone) is thus 1000 gp
and 1 sp.
The GM rolls two 1d20s and scores 5 and 6, indicating that the Soul Stone
embedded in the robes breast is an agate worth 10 gp. Consequently, the
overall value of this robe is 1010 gp and 1 sp.
3,3,2,7)
THE MISCELLANEOUS ITEM
SECTION
RESULT
2,3,1,6)
The GM rolls two 1d20s and scores 3 and 2, indicating that a suspiciously
Miscellaneous Magic
shiny copper cooking pot has been found.
Items
The pot was found in a rich hoard. This means that the GM must roll 1d100
three
times on the table in this section to allocate its powers. She scores:
2,3,2,1) Magic
58, i.e. Skill Enhancement;
Weapons, Shields,
Armour, Clothing,
66, i.e. Embedded Spell.
Jewellery and
Miscellaneous Items Because she threw a 66, a double result, the GM prematurely stops rolling
for further powers.
The GM rolls 1d20 for the first Skill Enhancement power, scoring 1. Thus,
2,3,3,1) Skill
the pot has a +1 bonus. The GM decides that a +1 bonus to Pharmacy skill
Enhancement
is obtained whilst preparing herbs in this pot.
Rather than rolling dice, the GM decides that the pots embedded spell will
2,3,3,4) Embedded
be Prepare Herb, a 9th level Nature spell. She gives the pot 9 POPs,
Spell
allowing this spell to be attuned once before the pot must recharge.
The combined price for the pots powers comes to 331 gp from:
250 for the +1 Skill Enhancement;
81=9x10x9/10=Level x SC x POPs /10 for the Embedded Spell,
2,3,4) Value
assuming the alchemist that embedded the spell was 10th level.
A normal pot would cost 1 sp. The overall worth of the pot (less its Soul
Stone) is thus 331 gp and 1 sp.
The GM rolls two 1d20s and scores 9 and 16, indicating that the Soul Stone
embedded in the pots breast is a topaz worth 25 gp. Consequently, the
overall value of this pot is 356 gp and 1 sp.
3,3,2,8)
THE ARMOUR
SECTION
RESULT
2,3,1,3) Magic
The GM rolls two 1d20s and scores 6 and 16, indicating that the piece of
Armour
armour is a plate bracer.
The bracer was found in a rich hoard. This means that the GM must roll
2,3,2,1) Magic
1d100 three times on the table in this section to allocate its powers. She
Weapons, Shields,
scores:
Armour, Clothing,
25, i.e. Skill Enhancement;
Jewellery and
78, i.e. Embedded Spell;
Miscellaneous Items
98, i.e. Constant Spell.
470
Chapter 12 Treasure
SECTION
2,3,3,1) Skill
Enhancement
2,3,3,4) Embedded
Spell
2,3,3,8) Constant
Spell
2,3,4) Value
3,3,3)
RESULT
The GM rolls 1d20 for the Skill Enhancement power scoring 20 which
indicates that the bracer has a +3 bonus. A bonus to armour is always added
to the Action Penalty associated with that armour, so as to reduce the
Action Penalty and make the armour less cumbersome to wear. Wearing a
single plate bracer would normally give an Action Penalty of -1. It would be
illegal for the bracer to have an Action Penalty of +2=-1+3, since Action
Penalties cannot be positive. Consequently, the GM decides to give the
bracer a +1 bonus instead, giving it a zero Action Penalty, i.e. it does not
impede its wearer at all.
To determine which spell is embedded in the bracer, the GM rolls four
1d20s, scoring 9, 1, 17 and 3. The 9 indicates that the spell is from the
Movement discipline. The last three results give a spell of 6th level, i.e.
Landing.
The GM gives the bracer 24 POPs, allowing this spell to be attuned four
times in quick succession before the bracer must recharge.
To fit with the previous embedded spell, the GM decides that the constant
spell will also come from the Movement discipline. She rolls three 1d20s
this time, just to ascertain the spells level, and scores 16, 15 and 16. This
indicates the level 14 spell, Disarm. However, the GM does not feel that this
spell could operate constantly because it is an instantaneous spell which
needs to be cast at a specific target. She decides to choose a spell instead and
picks the 7th level Ambidexterity. Thus, the wearer of the bracer may
continuously ignore any Off Hand Penalty associated with using his weaker
hand!
The combined price for the bracers powers comes to 1234 gp from:
250 for the +1 Skill Enhancement;
144=6x10x24/10=Level x SC x POPs /10 for the Embedded Spell,
assuming the alchemist that embedded the spell was 10th level;
840=7x10x24/2=Level x SC x POPs /2 for the Constant Spell.
A normal plate bracer would cost 2.5 sp. The overall worth of the pot (less
its Soul Stone) is thus 1234 gp, 2 sp and 5 bp.
The GM rolls two 1d20s and scores 19 and 9, indicating that the Soul Stone
embedded in the bracers breast is a sapphire worth 125 gp. Consequently,
the overall value of this bracer is 1359 gp, 2 sp and 5 bp.
SUMMARY
Chapter 12 Treasure
Thus, the total value of the vampires treasure (not including the worth of non-special items such as
the chests, sacks, non-magic weapons and armour, etc.) comes to approximately 6469 gp.
The GM may like to allow the players to roll the dice required for treasure generation, giving her the
pleasure of watching the recriminations when low values are thrown.
4)
ARTEFACTS
Magical items are not restricted to standard items with combinations of the magical powers
described in the previous sections. Some magical items have literally dozens of powers, or powers
which are far more potent than usual, or bizarre abilities that are dissimilar to the effects of any
known spell. Such items which are known as artefacts are invariably extremely powerful, very
rare and priceless. Some examples are given at the end of this chapter; other suggestions are
provided in the Relic of the Saint prayer in the Magic chapter.
The GM should feel free to invent items with magical abilities not restricted by the guidelines
presented here, but should ensure that such items are very hard to find and very hard to keep. An
artefact is almost always placed on the world for a purpose and this destiny might not be compatible
with that of the character which currently owns it.
Because of an artefacts great power, its exact abilities should have been carefully chosen by the GM
before she allows a PC to find it. There should not be a random chance that an artefact will be
found in any find of treasure, and no artefact should have its powers decided randomly.
Two specific types of artefacts obsidian items and firearms are described next. Note that these
are not inherently magical (although a firearm could be enchanted via alchemical magic) but are
potentially so powerful that they are worthy of being listed here.
4,1)
OBSIDIAN
Obsidian is a type of black volcanic glass which exists naturally only on the Demonic Plane. Items
made of obsidian are extremely rare on the Prime Plane and, thus, they are described here.
Obsidian is far stronger and harder than steel, yet is lighter than wood. In addition, if heated enough,
it can be moulded and then ground into forms with great strength and incredibly sharp edges.
Consequently, obsidian is an ideal material with which to make weapons and armour. Any type of
weapon or piece of armour normally constructed from metal and/or wood could theoretically be
made from obsidian instead.
An obsidian weapon is generally half the normal weight. This enables attacks to be made with it in
half the usual time without penalty, i.e. halve the standard speed for the weapon given in the Combat
chapter (minimum speed of 1 second, round fractions <0.5 down and 0.5 up).
A piece of obsidian armour (chain, scale or plate types only) is likewise half the normal weight and
has half of the normal Armour Action Penalty (see the Armour Action Penalties section of the Combat
chapter, round fractions <0.5 down and 0.5 up). In addition, wearing obsidian armour always gives
an Armour Combination of 11 at the body location protected (regardless of what is worn beneath).
Reflecting these benefits and their scarcity, obsidian weapons and armour are valued at 1000 times
the cost of their normal equivalents. The one disadvantage of obsidian compared to metal and wood
is that it is unaffected by all magical enchantments. Obsidian items are not affected by direct magical
spells such as those of the Alchemy discipline and so cannot have enchantments embedded within
them. Thus, it is impossible to make or find a +1 magical obsidian broadsword, for example.
472
Chapter 12 Treasure
4,2)
FIREARMS
The medieval period is famous for its development of heavy suits of articulated metal full plate
armour, often worn over layers of chain mail and leather padding, and designed to protect the
wearer from the blows of melee weapons and arrows. However, the spread of firearms in the
fourteenth and fifteenth centuries revolutionised combat bullets propelled by gunpowder could
penetrate such armour and, as firearms became more available and reliable, such heavy armour was
rendered increasingly redundant.
While the fantasy worlds used in this role-playing game are not tied to real medieval history
especially because of the existence of magic the widespread use of firearms by characters in the
game does have the potential to dramatically alter not only how PCs fight, but also how battles and
wars are resolved. Thus the dynamics of politics, nations and history itself are affected.
Consequently, firearms are discussed here in the Artefacts section. The GM should only introduce
them sparingly, and after thought about how they will alter the style of her campaign.
4,2,1)
GUNPOWDER
All firearms in this game are powered by the use of gunpowder. This is an explosive powder made
from:
sulphur (75%). This yellow mineral is generally mined from underground deposits, although
it may be found on the surface in active volcanic regions often around the brim of
calderas, hence its alternative name brimstone.
charcoal (15%). Charcoal is made by the controlled burning of softwoods like willows and
pines.
saltpetre (10%). This white salt can be manufactured by allowing a mixture of plant matter
and alkalis (such as manure and urine) to rot in damp air. Once a suitable state of decay has
been reached (usually after many months), water is run through the heap. Wood ash is added
to the solution, which is then filtered to allow the recovered salt to crystallise. Apart from
being an ingredient in gunpowder, saltpetre may also be used for preserving meat and by
some unscrupulous physicians (it is a dangerous treatment since it exerts an extreme
depressant action upon the heart).
Preparing gunpowder from its ingredients requires a skill roll using Chemistry skill, an optional static
skill with IN as the relevant stat. GMs should note that this procedure is fraught with risk. Each
ingredient must be ground into a powder separately, since the heat generated by grinding mixed
gunpowder is enough to produce an explosion. Characters will generally find it safer to buy prepared
gunpowder from sources like the Dwarfen Sappers Guild.
4,2,2)
After carefully packing gunpowder into the barrel of the gun using a ramrod, a bullet is loaded into
the muzzle of the weapon. Fire is then applied to the gunpowder, and the force of the resulting
confined explosion propels the bullet down the barrel. If gunpowder is carelessly over-packed into
the barrel (say to more than one third of its length), then there is a high chance that the barrel itself
will split with the force of the explosion, usually injuring the handler.
473
Chapter 12 Treasure
Early guns required the user to light a wick that ran through a hole at the closed end of the barrel,
leading the flame directly to the gunpowder. This required the use of two hands, however, and made
firing the weapon very clumsy. The designs of firearms potentially used in this game are more
advanced. Each uses a flash pan a cup mounted on the side of the barrel containing a small
amount of gunpowder which, once alight, safely conveys the fire to the main charge within the
barrel, thereby firing the gun. Flash pans are usually covered to prevent the gunpowder from
blowing away or becoming damp in windy or wet weather (damp gunpowder being less likely to
ignite). The fire is conveyed to the flash pan via one of two mechanisms, listed here in order of
invention and complexity:
match lock (1400s) in these guns, a string wick is attached to a lever. On pulling the springloaded trigger, the flash pans cover is opened and the burning wick is lowered into the flash
pan.
wheel lock (early 1500s) in these guns, pulling the trigger turns a roughened metal wheel
which rubs against a piece of flint or iron pyrites, generating a spark in the flash pan.
It is suggested that guns with both mechanisms be available in the game. Match locks are much
cheaper and more widespread, being simpler to construct and maintain because they have less
moving parts. Wheel locks have a more complex mechanism which is more expensive to build and
maintain. However, they do not have wicks which need lighting making them a much more
fearsome weapon in a surprise attack and are able to fire normally in wet or windy weather.
4,2,3)
Firing any gun requires an attack roll using Firearms attack skill. Like attack skills for missile and
thrown weapons, Firearms skill has AG as its relevant stat.
In addition, a Firearms skill roll is required to load a gun safely. The difficulty factor for this roll
should generally be 5, although the GM should increase this by +1 for each day that the gun has
been used since it was last maintained. E.g. if the gun has been used on three different days since it
was cleaned last, this difficulty factor should be 8. If the Firearms skill roll is:
passed, the gun will fire when the trigger is next pulled;
failed, the gun will fail to fire the next time it is used.
An unmodified 1 on either the Firearms skill roll for loading the gun or the attack roll for firing it
indicates that a fumble may have occurred.
4,2,4)
When determining the damage inflicted by an attack from a gun, the targets Armour Combination
should be halved, rounding any fractions down. E.g. a target with Armour Combination 9 is only
protected against bullets as if by AC4.
4,2,5)
If a fumble is indicated in either the Firearms skill roll for loading the gun or the attack roll for firing
it, the user of the gun should make a Fumble Roll. If the score is:
20, no fumble occurs;
19, the attempt to load or fire the gun has been fumbled, and it explodes.
Generally speaking, an exploding source of gunpowder generates a blast with a radius in metres
equal to five times the gunpowders weight in kilograms, which causes all within its blast radius to:
lose 1d20 HIPs per kilogram of gunpowder;
make an Injury Roll for the Heat Injury Description Table with a bonus of +1 to the roll per
kilogram of gunpowder;
make an Injury Roll on the Puncture Injury Description Table if the blast generated any
shrapnel (most blasts will), with the same +1 bonus per kilogram of gunpowder.
474
Chapter 12 Treasure
In all cases, round up the weight of the gunpowder to the nearest whole number of kilograms first.
Any explosion of gunpowder is likely to cause other quantities of gunpowder within its blast radius
to explode too. Typical sources will be gunpowder in nearby matchlock guns (not flintlocks), leather
powder pouches or wooden kegs, etc. If any of these sources explode, then the blasts of these
secondary explosions may, in turn, trigger other quantities of gunpowder within their blast radii to
explode, and so on.
The GM should handle such chain reactions by making a dice roll for each source of gunpowder
within the initial blast radius. A source explodes if an odd result is thrown. If the result is even, then
that source does not explode the GM need not roll for this source again unless a subsequent
explosion envelops it. The GM then moves on to the next blast radius and rolls for each source that
this blast envelops, etc. Sketching the locations of each nearby source of gunpowder and the extent
of each blast may be helpful.
Any non-magical objects within blast radii are likely to be damaged or even destroyed by the
explosion. Whether they are singed or annihilated depends on several factors:
their composition;
their distance from the focus of the explosion;
whether they are shielded from the blast in any way;
the size of the explosion;
and so on. The GM should take these factors into consideration and decide each items fate as she
sees fit.
4,2,6)
The pistol and the musket both fire a single bullet from the barrel. Pistols are light enough to fire
one-handed and small enough to conceal effectively. Muskets have longer barrels, enabling bullets to
be fired with more power over greater ranges, but they are consequently heavier to carry and almost
impossible to conceal. They are frequently supported by bipods.
20,20
Wheel
Key:
13
10
17 Punc(+3) ture
1.5
20
20
0.3
1.7
40
5.0
50
30
1.2
6.0
COST
Match
Musket
18 Punc(+2) ture
LENGTH
(metres)
Wheel
30
WEIGHT
(kgs)
MAX RANGE
(metres)
RELOAD
(secs)
20,20
SPEED
(secs)
Pistol
DAMAGE
TYPE
Match
INJURY
RANGE
ADB
mST
Fr,Ff
MECHANISM
NAME
250
gp
1000
gp
150
gp
600
gp
Mechanism = whether the gun is operated via a match or wheel lock mechanism.
Fr = Fumble Range for reloading.
Ff = Fumble Range for firing.
Injury Range = because of their power, firearms strike with a reduced Injury Range like
magic weapons; this column of the table lists each guns default Injury Range (and its
effective magical bonus).
475
Chapter 12 Treasure
Note that it unwise to carry a loaded gun around for long before firing it the gunpowder will
gradually unpack and spill out if the gun is lowered, and letting gunpowder waft around freely over
clothing can be potentially dangerous.
Additionally, note that a wick left to burn will last for one minute before being used up.
4,2,6,1)
RANGE MODIFIERS
As with other thrown or missile weaponry, when attacking a target at 10% of a pistol or muskets
maximum range, a +1 bonus is applied to the attack skill. When attacking a target at 50% of a
pistol or muskets maximum range, a -2 penalty is applied to the attack skill.
4,2,7)
THE BLUNDERBUSS
The blunderbuss is an ancestor of the real-life shotgun. Midway in length between pistol and
musket, it has a flared trumpet-like barrel into which a mixture of gunpowder and shot is packed.
Because of its flared muzzle, the shot is ejected as a cone-shaped blast that strikes much like an
elemental cone spell or a dragons breath. Although lighter than a musket, two-hands are still
required because of the blunderbuss violent recoil.
0.6
200
gp
800
gp
3.0
20
10
COST
LENGTH
(metres)
20
WEIGHT
(kgs)
Puncture
MAX RANGE
(metres)
RELOAD
(secs)
DAMAGE
TYPE
18
(+2)
SPEED
(secs)
INJURY
RANGE
10
ADB
Wheel
20,
20
mST
Match
Fr,Ff
Blunderbuss
MECHANISM
NAME
3.3
Purpose-manufactured shot consists of small spheres of metal, each a few millimetres across,
compared to the typical bullet which may be a centimetre in diameter. However, the blunderbuss is
versatile and a mixture of gunpowder and a handful of pretty well anything small and numerous can
be scooped into the muzzle and fired, e.g. sand, gravel, nails, coins (The difference between the
effects of different ammunition should be fairly limited, though. The GM may wish to increase or
decrease the Attack Damage Bonus of the blunderbuss by 1 to reflect the relative lethality of the
ammunition used in comparison to proper shot, which has an ADB of +3.)
The cone produced by firing the blunderbuss is 20 metres long and 5 metres in diameter at the base.
Each target within this volume should determine his distance from the muzzle in metres (round
fractions <0.5 down and 0.5 up), and then roll 1d20. If a target scores:
less than or equal to his distance from the muzzle, he is missed by the attack and takes no
damage whatsoever (his ears may ring a bit, though);
476
Chapter 12 Treasure
greater than his distance from the muzzle, he may be struck by the attack. If the distance
between the muzzle and the target is:
o 5 metres or less, the attacker should then make three separate attack rolls versus that
target (following the normal rules for firearms outlined previously);
o >5 but 10 metres, the attacker should make two separate attack rolls versus that
target;
o >10 metres, the attacker makes only one attack roll versus that target.
This process should be repeated for each of the targets within the cone. Consequently,
blunderbusses can be very lethal at close range occasionally taking out several opponents with one
attack. However, an attack from a blunderbuss can frequently miss everything!
4,2,7,1)
RANGE MODIFIERS
Range modifiers are not applied to blunderbuss attacks.
4,2,8)
Using guns like these requires the use of ammunition, gunpowder and a wide range of other tools.
NAME
COST
Bipod
Blunderbuss
Ramrod
Bullet
Gunpowder
Maintenance
Kit
WEIGHT
(kgs)
5 bp
4.0
3 bp
0.6
1 bp
1 sp
0.1
0.1
1 sp
0.5
NOTES
Two-legged stand used to support the end of a
musket; requires 4 seconds to erect before
aiming/firing. Its use halves any Strength Penalty.
Used to pack gunpowder and shot into blunderbuss
barrels.
For 1 attack by a pistol or musket.
For 1 attack by a pistol, musket or blunderbuss.
Leather pouch containing the various tools (brushes
and files) required to keep a gun in good working
order. If a gun is not maintained regularly, the risk of
it failing to fire is increased (see the Loading and Firing
Guns section).
Musket
Ramrod
Pistol Ramrod
4 bp
0.8
2 bp
0.4
Powder Flask
2 gp
2.0
Powder Keg
20 gp
20.0
Powder Pouch
1 gp
1.0
Shot
1 bp
0.1
Wick
1 tp
4,2,9)
REPAIRING FIREARMS
Repairing firearms requires a full set of metal smithing apparatus, along with the use of Chemistry,
Mechanics and Metal Working skills, and is generally best left to specialists.
477
Chapter 12 Treasure
4,2,10)
5)
Following are examples of magical items which have powers that cannot be created using the
generation process outlined earlier in this chapter. Some are powerful artefacts, while others are too
lowly in terms of their potency to be called such.
5,1)
WEAK ITEMS
5,1,1)
FRIENDLY ROPE
This Elven rope can be asked to spiral itself into a tight coil for convenient storage, or to untie a
knot that has been tied somewhere along its length.
5,1,2)
RELOADING CROSSBOW
This Dwarfen heavy crossbow (6 kgs) has a +1 bonus and, after being fired, magically cranks itself
into readiness for the next shot. This magical mechanism reduces the reload time between shots to a
single second! In addition, it has a hopper (containing a maximum of 20 quarrels), which
automatically feeds a new quarrel into the firing slot after the previous quarrel has been ejected.
5,1,3)
QUIETFOOTS KEY
This slim silver lock pick, with a tiny amethyst embedded in the handle-end, was made by Curly
Quietfoot, the master Halfling thief. Its use bestows a +2 bonus to the wielders Pick Lock skill. In
addition, it contains 30 POPs which can be used to cast the Alchemists Key spell. (Note that this
spell works using the lock picks Soul Stone; it is not necessary to embed another onto the door or
lock. In addition, the spell causes locks to automatically unlock if they have a difficulty factor versus
picking of 15.)
478
Chapter 12 Treasure
5,1,4)
This tiny strongbox, made of dark teak and reinforced with polished steel bands and studs, has a
large opal embedded above its heavy lock. The strongbox is sentient, the opal containing the soul of
Eleminie, apparently once an apprentice of the mad alchemist Ladrad Sol. She has a SD stat of 12
and is able to communicate telepathically in the Common tongue with those that touch her.
Eleminie always knows the exact value of the coinage placed within her confines. In addition, with
her lid closed, she is able to somehow transmute lesser denominations into gold coins. While this
provides a convenient way of reducing the numbers of tin, copper, bronze and silver coins that are
carried, Eleminie always vanishes away 50% of the value of coins placed within her. Fill her with
2000 tin pieces (the strongbox is about 15x15x25 cm), close and then open her lid, and you will find
a single gold coin, rather than the pair that the standard exchange rate might have led you to expect.
No key has ever been found for her lock, so those that wish to open the strongbox must bargain
with Eleminie (the lock can be picked but it has a Difficulty Factor of 15).
5,2)
POWERFUL ITEMS
5,2,1)
BERSERKERS AXE
The handle of this heavy battle axe (5 kgs) is made from the tusk of a giant boar. It has a +1 magical
bonus, causes twice the normal amount of Hit Point loss, and gives its wielder a +3 bonus to his
Frenzy skill. However, the owners SD stat is reduced by 3 points while he holds this weapon.
5,2,2)
BOW OF ICE
This fine composite long bow needs no arrows for, when its taut string is released, a bolt of ice is
launched towards the target. Treat as if a medium Ice Bolt spell has been cast, but use the wielders
Composite Long Bow skill bonus in the attack roll, rather than his spell-casting skill bonus. The
maximum range is 120 metres, as normal for this type of bow. Bows of Fire and Acid, firing the
corresponding types of bolts, can also be found.
5,2,3)
RING OF CONVICTION
Everything that the wearer of this ring says appears true, whether to those listening normally or to
those using Detect Lie spells. The ring makes the caster effectively believe that everything he says is
true, even though he remains capable of lying and will know that his lies are falsehood. A Detect
Magic spell will reveal the aura around the wearer. The wearer gains one Psychosis Point (see the
Psychoses chapter) each time he wears the ring.
5,2,4)
RING OF INVISIBILITY
The moment that this golden ring is slipped on a finger, its wearer becomes invisible (along with all
of his carried equipment), only reappearing once the ring is removed. The wearer gains one
Psychosis Point (see the Psychoses chapter) each time he wears the ring.
5,2,5)
UMBRAL RING
This plain ring of greasy lead enables the wearer to teleport between shadows. To act as a portal, a
shadow must be large enough to shade the whole of the wearers person. Once subsumed in the
shadow, the wearer may attune the ring and reappear in any other shadow within sight. (The
destination shadow must also be large enough to shade the wearer.)
479
Chapter 12 Treasure
Additionally, the ring can be attuned in such a way as to memorise one particular area of shadow.
Once a shadow has been memorised, the wearer can choose to teleport into this shadow rather than
a shadow in sight; there can be any distance between the wearer and the memorised shadow. Note
that, if a memorised shadow is no longer there perhaps a lamp has been placed near the shadow
the wearer cannot teleport there. The location of the shadow remains memorised in the ring,
however, and, if the light is removed and the shadow reappears, the wearer may teleport there once
more.
5,3)
ARTEFACTS
5,3,1)
This lump of amber pierced by a leather cord can be attuned once per day. For one hour, the wearer
(and his carried equipment) becomes a spherical orb of bright white light, like a 20 cm diameter sun.
While in this form, the wearer can still see his surroundings as usual (dark areas being lit by his
glow), but he cannot hear, smell, taste or touch anything, or cast spells. In addition, he cannot be
harmed by any physical or magical force (except for a Dispel Magic spell, which may force him back
into his normal form). The wearer can fly at a rate of up to 100 metres per second (i.e. 360
kilometres per hour). Whilst movement through air is trivial, the wearer may not pass through solid
objects; his motion will come to an instant stop if his path is blocked by such a barrier. The wearer
may not move through water either this will extinguish his fire and force him back into normal
form. Anything touching the wearer whilst in this form loses 2 Hit Points and must make a Heat
Injury Roll every second.
5,3,2)
This tattered cloak (1 kg) appears to be little more than scraps of dirty cloth, but it conceals great
magic. When put on, the cloak is transformed from rags into a very fine cloak of black velvet, and
the wearer becomes ethereal like a ghost. This bestows upon him several powers:
First, the wearer may control his appearance. He may become:
o completely invisible, detectable only through Detect Undead or Detect Magic spells;
o translucent, to varying degrees;
o or opaque, as a normal living person might be.
Second, the wearer may move through solid (non-magical) objects like walls and doors as if
they were not there. He must, however, follow surfaces like the ground and floors as normal,
for the cloak bestows no ability to fly.
Thirdly, the wearer can see all undead within line of sight, regardless of whether they are
invisible or not.
Finally, the wearer becomes immune to non-magical attacks.
5,3,3)
KHAZADS MATTOCK
This sturdy war mattock (5 kgs) contains a large gem within its pommel, holding the soul of Khazad
Longbeard, the renowned Dwarfen sapper. The mattock is sentient, has a SD stat of 17, and is able
to speak Common and Dwarfen in a loud and gruff voice. It has a +3 magical bonus, delivers 3
times the normal amount of Hit Points, and can be attuned to cast the Tunnel and Earth Ball spells,
Khazad having 33 Power Points. In addition, Khazad always knows if a dangerous subterranean
creature comes within 33 metres, although he rarely guesses the creatures type correctly. Finally,
Khazads wielder gains a +3 bonus to his Mining skill.
5,3,4)
This seemingly worthless scrap of boar hide (0.5 kg) is actually highly magical.
First, it makes its wearer immune to the effects of natural cold and heat, including sun-burn.
Second, it conceals a pocket dimension, working exactly as the Magic Chest spell but only
1 m3 in size.
480
Chapter 12 Treasure
Third, the loincloth protects the wearers nether-regions and seat as if with Armour
Combination 10.
Note, however, that all of the loincloths magical powers are negated the moment the wearer puts
on any other items of clothing or armour, with the exception of a single pair of footwear or scanty
bikini top. (Negation of the pocket dimension does not damage any items therein, but nothing may
be retrieved from or stowed within the dimension until the offending clothing or armour is
removed.)
5,3,5)
TORC OF GALEDINA
This Elven torc of gold (1 kg) is patterned like a scaled serpent, swallowing its own tail. Its fanged
mouth conceals a cunning hinge, enabling it to be opened and snapped shut around the neck. It
bestows +3 bonuses to its wearers Seduction skill and Beauty stat. One of its two jade eyes is a Soul
Stone, containing 12 Power Points which can be used to cast the Transfer Poison spell.
5,3,6)
TROLL BANE
This +3 magical two-handed sword is vorpal (body locations struck have their Armour
Combinations reduced by 11) and slays Trolls. It has a large diamond once a Trolls brain
embedded in its pommel.
5,3,7)
When attuned, this wand (0.25 kg) will summon a random creature of the forests as chosen on the
Forest table in the Creatures by Habitat and Threat section of The Bestiary. The beast is summoned into
the space pointed to with the wand (within 30 metres); if there is not enough space for the randomly
selected creature, a smaller substitute should be chosen from the table. The wand may only be used
once per day. Wands of Arid, City, Mountain, Plain, River, Sea, Subterranean and Swamp Summons
also exist.
481
Chapter 12 Treasure
482
Appendix
APPENDIX
This appendix pulls together the key processes and tables most frequently required during game
play.
1)
2)
ATTACK ROLLS
2,1)
2,1,1)
PENALTIES (NEGATIVE)
Strength Penalty
Location Penalty
Range Modifier
when target at 50% of
max range
(ignore for melee attacks)
Resistance Penalty
Off Hand Penalty
Simultaneous Attack Penalty
BODY LOCATION
2ND DIV
-4
TYPE OF ATTACK
Thrown or Missile
Elemental Spell
3RD DIV
-6
MODIFIER
-2
-1
483
Appendix
2,1,2)
BONUSES (POSITIVE)
Range Modifier
when target at 10%of max range
(ignore for melee attacks)
TYPE OF ATTACK
MODIFIER
Thrown or Missile
Elemental Spell
+1
+2
ORIENTATION
Front
Flank
Rear
BONUS
0
+1
+2
Orientation Bonus
2,2)
This skill bonus is reduced by the targets Resistance Penalty. It may be zero if the target is surprised.
2,3)
The attack hits if the result of the 1d20 attack roll is some value determined with the standard
formula:
10 + [ targets Dodge/Block skill bonus ] [ attackers attack skill bonus ]
2,4)
If the attack hits, subtract the value required to hit from the result of the 1d20 throw. This gives the
number of HIPs lost by the target, modified by the:
Attack Damage Bonus (ADB);
Armour Damage Penalty (ADP).
2,4,1)
DAMAGE TYPE
ACID
COLD
CRUSH
ELECTRICITY
HEAT
PUNCTURE
SLASH
ASPHYXIATION
GRAPPLE
MAGIC
MENTAL
2,5)
0
0
0
0
0
0
0
0
1
-1
-2
-1
0
-2
-1
-1
2
-2
-5
-2
0
-3
-4
-2
9
-9
-8
-9
+4
-9
-7
-9
10
-10
-9
-10
+5
-10
-10
-10
11
-10
-10
-10
-10
-10
-10
-10
INJURIES
If the attack roll scores an unmodified 20 (or less for high attack skills or magic weapon bonuses),
then the victim makes a 1d20 Injury Roll.
484
Appendix
2,5,1)
VICTIMS
1d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
3)
0
-
1
A
B
C
D
E
2
A
B
C
D
E
F
3
A
B
C
D
E
F
G
13
A
A
B
B
C
C
D
D
E
E
F
F
G
G
H
H
I
14
A
A
B
B
C
C
D
D
E
E
F
F
G
G
H
H
I
I
15
A
A
B
B
C
C
D
D
E
E
F
F
G
G
H
H
I
I
I
TABLE OF FRACTIONS
4/5
16
15
14
14
13
12
11
10
10
9
8
7
6
6
5
4
3
2
2
1
3/4
15
14
14
13
12
11
11
10
9
8
8
7
6
5
5
4
3
2
2
1
2/3
13
13
12
11
11
10
9
9
8
7
7
6
5
5
4
3
3
2
1
1
3/5
12
11
11
10
10
9
8
8
7
7
6
5
5
4
4
3
2
2
1
1
FRACTION
1/2
2/5
1/3
10
8
7
10
8
6
9
7
6
9
7
6
8
6
5
8
6
5
7
6
5
7
5
4
6
5
4
6
4
4
5
4
3
5
4
3
4
3
3
4
3
2
3
2
2
3
2
2
2
2
1
2
1
1
1
1
1
1
0
0
485
1/4
5
5
5
4
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1
0
1/5
4
4
4
3
3
3
3
3
2
2
2
2
2
1
1
1
1
1
0
0
1/10
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
0
0
0
0
1/20
1
1
1
1
1
1
1
1
1
1
1
0
0
0
0
0
0
0
0
0
Appendix
486
INDEX
Background, 61
Balance skill, 70
Balance spell, 195
Balrog, 320
Banish Dead Soul spell, 208
Banish Demon spell, 156
Banish Soul spell, 193
Banking, 422
Banshee, 374
Barbering skill, 75
Barghest, 318
Bark Armour spell, 199
Basilisk Lore skill, 75
Basilisk, Greater, 313
Basilisk, Lesser, 313
Bat, Giant Vampire, 314
BE, 42
Bear Strength spell, 200
Bear, Large, 314
Bear, Medium, 315
Beast Familiar spell, 199
Beasts, 198
Beauty, 42
Become Demon spell, 157
Become Earth Elemental spell, 165
Become Fire Elemental spell, 166
Become Ice Elemental spell, 172
Become Liche spell, 209
Become Lycanthrope spell, 202
Become Storm Elemental spell, 173
Become Vampire spell, 208
Become Water Elemental spell, 173
Beetle, Giant, 356
Befriend Beast spell, 199
Berserker spell, 146
Bestiary, 305
Bird Lore skill, 75
Birth signs, 44
Bitter Walnut poison, 434
Black Lichen herb, 426
Black Sunflower poison, 434
Blackjack, 77
Bladderwretch Seaweed poison, 435
Bless Item prayer, 247
Bless Person prayer, 247
Bless Place prayer, 250
Blink spell, 197
Block skill, 89
Development, 288
Block skill, 70
Blood Heather herb, 427
487
Damage, 107
calculating, 92
Damage Enhancement spell, 139
Damage to objects, 122
Damage Type, 93
Damage Type, of elemental spell attacks, 97
Damage Type, versus Armour Combination, 99
Damaging magic item, 461
Damnation spell, 233
Dancing skill, 75
Darken spell, 181
Death, 120
of Player Characters, 302
Death Knight, 374
Death Orchid poison, 435
Deer, 353
Deflect spell, 144
Delayed Reflect Magic spell, 226
Demon Lore skill, 75
Demon, Mirror, 321
Demon, Plague, 322
Demonic Familiar spell, 156
Demonic Plane, 153, 319, 472
Demonic Possession spell, 159
Demonic Telepathy spell, 159
Demonic Wrongness, 320
Demonologists, 244, 398
Demonology discipline, 153
Derange spell, 231
Destiny spell, 146
Detect Blessed prayer, 246
Detect Dead spell, 203
Detect Demon spell, 154
Detect Herb spell, 200
Detect Lie spell, 190
Detect Location spell, 224
Detect Magic spell, 222
Detect Poison spell, 230
Detect Soul spell, 189
Detect Summoned spell, 151
Detect Sustenance spell, 198
Detect Undead spell, 203
Development Roll, 287
Development Roll Modifier, 287
Devils Horn, 369
Devotion skill, 75, 254
Loss of, 263
Diagnosis spell, 177
Dice conventions, 35
Difficulty Factor, 64, 298
Calligraphy skill, 75
Calling, 55
Calm Water spell, 171
Camel, 353
Casting spells, 233
Cat Stalk spell, 199
Cat, Big, 343
Cave Amoeba, 335
CH, 42
Chandlery skill, 75
Change Appearance spell, 210
Character development, 287
Character generation, 37
Charge spell, 135
Charisma, 42
Chasm spell, 163
Chests, 421
Chimpanzee, 311
Climbing skill, 70
Cloak Comrades spell, 183
Cloak Self spell, 182
Clothing, 418
CO, 42
Cobra, 366
Cobra Venom poison, 437
Coinage
Exchange rate, 415
Generation, 448
Coinage, conversion, 422
Cold Ball spell, 170
Cold Cone spell, 173
Cold Weapon spell, 168
Combat, 83
Combat discipline, 143
Command Demon spell, 154
Command spell, 191
Command Summoned spell, 150
Command Undead spell, 205
Complimentary skills, 79
Conjuration discipline, 147
Conjurors, 244, 397
Constant Spell Embedding spell, 139
Constitution, 42
Consume Skill spell, 232
Contortions skill, 70
Control Flame spell, 163
Control Light spell, 188
Control Sound spell, 188
Cookery skill, 75
488
F
Faithless, the, 254
Falling, 121
Farmer, 395
Farming skill, 75
Far-Reaching magic item, 460
Fatigue Penalty, 86
Felv, 323
FERPs, 256
Fervour Points, 256
Regaining, 256
Fighter, 392
Fire Arrow spell, 163
Fire Ball spell, 163
Fire Bolt spell, 162
Fire Cactus herb, 427
Fire Cone spell, 166
Fire Setting spell, 161
Fire Thorn poison, 435
Fire Wall spell, 161
Fire Weapon spell, 161
Firearms, 473
Firearms skill, 474
Fish Lore skill, 75
Fishing skill, 75
Fletching skill, 75
Flight spell, 172
E
Eagle, Great, 317
Earth Ball spell, 162
Earth Bolt spell, 162
Earth Wall spell, 161
Eel, Giant Electric, 344
Eelskin Kelp herb, 427
Eject Summoned spell, 150
Elemental Earth and Fire discipline, 161
Elemental Lore skill, 75
Elemental Planes, 153
Elemental spell attacks, 97
Elemental Wind and Wave discipline, 168
Elemental, Huge Earth, 342
Elemental, Huge Fire, 342
Elemental, Huge Ice, 342
Elemental, Huge Storm, 343
Elemental, Huge Water, 343
Elemental, Large Earth, 340
Elemental, Large Fire, 340
489
H
Haggling skill, 71
Half-Elf, 41
Halfling, 40
Half-Orc, 42
Halt Time spell, 221
Hangover Cactus poison, 436
Happy Grass herb, 428
Harm spell, 229
Hasten Time spell, 217
Hawk, 317
Heal Bleeding spell, 176
Heal Bone spell, 176
Heal Burns spell, 176
Heal Elemental spell, 164, 172
Heal Muscle spell, 176
Heal Nerve spell, 177
Heal Organ spell, 177
Heal potions, 459
Heal Psychosis spell, 179
Heal spell, 176
Heal Stun spell, 178
Healers, 241, 400
Healing Change spell, 211
Healing discipline, 176
Healing skill, 71
Hear Thoughts spell, 191
Heart-Cone Pine herb, 428
Heat spell, 162
Hedge Mages, 242, 401
Herbalists, 426, 433
Herbs, 425
HIPs, 60
History skill, 71
Hit Point Loss Penalty, 68
Hit Points, 60
Regaining, 121
Hobbitsbane poison, 436
Hobbleberry poison, 436
Homonoculous, 324
Horror spell, 186
Horse, Heavy War, 355
Horse, Light War, 355
Horse, Riding, 354
Hostelry, 424
Hue and cry, 299
Human, 38
Hunting Bolt spell, 163
Hydra, 325
Hypnosis skill, 76
G
Gambling skill, 76
Games Master, 293
Garrotte skill, 76
Gas Form spell, 216
General Skills, 69
Geography skill, 71
Gesticulation
prayers, 256
spell-casting, 234
Ghost, 376
Ghost Drain spell, 204
Ghoul, 376
Giant Octopus Venom poison, 437
Giant Scorpion Venom poison, 438
Giant Wasp Venom poison, 438
Gibberwort poison, 435
Gifted magic item, 460
Gills spell, 169
Glass Blowing skill, 76
GM, 293
Goblin, 41
Goblinoids, 40
Gods, 257
Beasts, 261
Chaos, 260
Darkness, 262
Death, 261
Deception, 261
Earth, 257
Fate, 259
Light, 260
Love, 260
Plants, 258
Storms, 257
Water, 258
Golden Pondweed herb, 427
Golem Lore skill, 76
Golem, Huge Bronze, 352
Golem, Huge Clay, 351
Golem, Huge Marble, 352
Golem, Large Bronze, 351
Golem, Large Clay, 351
Golem, Large Marble, 351
Golem, Medium Bronze, 350
Golem, Medium Clay, 350
Golem, Medium Marble, 350
Gonchong, 323
Good Nut Bush herb, 427
Gorilla, 311
I
Ice Arrow spell, 170
Ice Ball spell, 170
Ice Bolt spell, 169
Ice Wall spell, 168
Icthoid, 281
Identification of magical items, 240
Ignore Fatigue spell, 144
490
M
MA, 42
Mad Cap, 372
Magic, 42, 133
Magic Armour spell, 145
Magic Chest spell, 228
Magic potions, 454
Magic Weapon Bonus, 85
Magical armour bonus, 103
Magicka, 74
Mammal Lore skill, 77
Mansbane poison, 436
Mark spell, 148
Master Demon spell, 156
Master spell, 192
Master Undead spell, 207
Match Lock, 474
Mathematics Lore skill, 77
Mechanics skill, 77
Membership of magical guilds, 240
Memorise Demon spell, 155
Memorise Demonic Location spell, 159
Memorise Form spell, 212
Memorise Location spell, 224
Memorise Scene spell, 184
Memorise Soul spell, 190
Memorise Undead spell, 204
Memorising spells, 237
Memory Moss herb, 428
Mentalists, 242, 402
Mermaid Hair Seaweed herb, 428
Metal Working skill, 77
Meteor Shower spell, 167
Mind discipline, 189
Mind Mould herb, 428
Minimum Strength, 83
Mining skill, 78
Money lending, 422
Monstrous Fusion spell, 153
Movement discipline, 194
Movement Rate, 59
Prohibited movement rates, 68
mST, 83
Multiple Attack spell, 145
Mummification spell, 207
Mummy, 379
Murder spell, 233
Muscle Rot disease, 442
Musical Instrument Playing skill, 78
J
Jewellery, 419
Jewellery skill skill, 77
Jogging, 60
Juggling skill, 77
K
Knock Out skill, 77
Kraken, Bog, 344
Kraken, Sea, 345
L
Landing spell, 195
Language skills, 73
Development, 288
Larva Hyacinth herb, 428
Law, 299
Leadership skill, 72
Leaping spell, 194
Learning spells, 236
Leather Working skill, 77
Leech Power spell, 225
Leech, Giant, 345
Lesser Communion prayer, 247
Lesser Giant Spider Venom poison, 438
491
N
Naga, Greater, 327
Naga, Lesser, 328
Name of Power spell, 229
Natural change, 249
Nature discipline, 198
Navigation Lore skill, 78
Necromancers, 244, 403
Necromancy discipline, 203
Needlecraft skill, 78
Night Watch spell, 223
Nightmare Nemesis spell, 192
Nightvision spell, 210
Noise spell, 183
Non-Player Character, 301
Examples, 392
NPC, 301
O
Observation skill, 72
Obsidian, 472
Octopus, Giant, 346
Off Hand Penalty, 87
Oils, 433
Ointments, 425
Optional races, 265
Optional skills, 74
Orc, 41
Orcsbane poison, 436
Ordinary items, 448
Orientation Bonus, 85
Outlaws, 299
P
Pain Tolerance skill
Development, 288
Pain Tolerance skill, 72
Painting skill, 78
Paladins, 243, 404
Palsy disease, 442
Paper Making skill, 78
Paralyse spell, 230
Parry
Block with a weapon, 90
Passion spell, 189
PC, 32
Pentagram construction, 147
Pentagram of Dead Soul Summoning spell, 206
Pentagram of Demon Summoning spell, 155
Pentagram of Demonic Portals spell, 158
Pentagram of Protection spell, 228
Pentagram of Summoning spell, 149
Pentagram of Teleport spell, 225
Pentagram of Time Travel spell, 221
Pentagram of Truth spell, 194
Pentagram of Wild Summons spell, 160
Permanency spell, 220
Persistent Portal spell, 160
Phantasm spell, 185
Pharmacy skill, 78
Phylactery spell, 209
Pick Lock skill, 78
Pick Pocket skill, 78
Pious Magic, 245
Piranha, 347
Pit Fiend, 328
Q
Quality Value, 90, 122
Quest prayer, 249
Quicksand spell, 166
R
Race, 37
Raise Corpse spell, 204
Range
prayer, 245
spell, 134
Range Enhancement spell, 138
Range Modifier, 86
Range of attacks, 296
Ranger, 394
Rarity, 426, 434
Rat, 368
Rat, Giant, 368
Rattlesnake Venom poison, 438
492
RE, 60
Reactions, 60
Reactions Roll, 80
Reactions spell, 197
Read Text spell, 223
Reanimation spell, 220
Recall Weapon spell, 144
Red Water Lilly herb, 429
Reflect Magic spell, 225
Reflex spell, 218
Regenerate Disease spell, 180
Regenerate Poison spell, 180
Regenerate spell, 179
Regenerative Change spell, 214
Rejection of Flesh spell, 143
Rejuvenate spell, 219
Relevant Stat, 43
Relic of the Saint prayer, 252
Remote Attunement spell, 141
Renew Blood spell, 178
Repel Demon spell, 154
Repel Summoned spell, 150
Repel Undead spell, 204
Repel Water spell, 168
Reptile Lore skill, 78
Reshape Mind spell, 193
Reshape Physique spell, 216
Resist Cold spell, 174
Resist Disease spell, 178
Resist Electricity spell, 174
Resist Heat and Cold spell, 200
Resist Heat spell, 166
Resist Poison spell, 177
Resistance Penalty, 67
for Block skill, 89
Resistible spells, 235
Resisting diseases, 440
Resisting poisons, 434
Resisting spells, 235
Restoration prayer, 251
Reverse Time spell, 221
Riding skill, 72
Rise of the Fallen spell, 209
Ritual of Greater Intervention prayer, 252
Roc, 317
Rocks, 95
Throwing large, 268
Throwing small, 95
Rust Bush herb, 429
Rust Monster, 337
RZ, 67
S
Sailing skill, 78
Sailor, 396
Salamander, Larva, 365
Sand Worm, Giant, 357
SC, 134
Scorpion, Giant, 358
Scrying spell, 226
SD, 42
Sea Snake Venom poison, 438
Seduction skill, 72
See Aura prayer, 245
See Illusion spell, 186
See Memories spell, 191
Seer spell, 225
Selecting PCs using Luck, 300
Self-Discipline, 42
Sentient magic item, 140, 463
493
U
Unarmed Combat, 96
Undead Familiar spell, 205
Undead Lore skill, 78
Undead Plague spell, 209
Undead Telepathy spell, 208
Unnatural change, 248
Unveil prayer, 251
Urge spell, 190
V
Vampire, 380
Vaporising oils, 433
Vaults, 422
Ventriloquism skill, 78
Vinegar Seaweed herb, 429
Vitalberry Bush herb, 430
Void Ball spell, 170
Volitants, 243, 406
Volume
prayer, 245
spell, 134
Vorpal Attack spell, 145
Vorpal magic item, 462
Vorpal Weapon spell, 140
W
Waking Roll, 270
Walking, 59
Warding Stone spell, 142
Warg, 319
Warlocks, 244, 406
Wasp, Giant, 360
Watch, The, 299
Water Bolt spell, 169
Water Wall spell, 168
Way Mark spell, 199
Weaponry, 415
Weapons, 93
Weaving skill, 78
Were-Bat, 361
Were-Bear, 362
Were-Cat, 362
Were-Rat, 363
Were-Wolf, 363
Whale, 349
Wheel Lock, 474
White Fever disease, 444
Whiteleaf Beech herb, 430
Whiteroot Yew herb, 430
Whore Rot disease, 445
Wight, 382
T
Tangleweed, 373
Tarantula, 356
Tarantula Venom poison, 439
Telekinesis spell, 197
Telepathy spell, 191
Tether spell, 197
The Two-Edged Sword of Glass spell, 188
Theology Lore skill, 78
Thief, 393
Time discipline, 217
Timing actions, 80, 294
Tingleweed herb, 429
Toad, Giant, 367
Tonic Willow herb, 429
Tonics, 425
Tools, 96
Total Regeneration spell, 180
Toughen Armour spell, 144
Traceless Passing spell, 201
Transfer Harm spell, 231
Transfer Infection spell, 232
Transfer Injury spell, 232
494
Y
Yeti, 312
Z
Zinder Nut herb, 430
Zombie, 383
Zoology skill, 72
495
496
FEAR RPG
CHARACTER SHEET
Player:
Character:
Race:
Calling:
Gender:
Age:
Height:
Weight:
Favoured Hand:
Sleep Requirement:
Social Status:
Birth Sign:
Special Abilities:
SKILL
Acting
Appraisal
Attune
Balance
Block
Botany
Climbing
Contortions
Distance Running
Dodge
Geography
Gymnastics
Haggling
Healing
History
Leadership
Observation
Pain Tolerance
Riding
Seduction
Stealth
Swimming
Zoology
Appearance:
Current LURPs:
(Max = LU/2)
Skill Bonus Increase/
Decrease Tally:
STATISTIC
INL
AGility
BEauty
CHarisma
COnstitution
INtelligence
LUck
MAgic
REactions
Self-Discipline
STrength
REL
STAT
CH
IN
MA
SD
AG
IN
AG
SD
CO
AG
IN
AG
CH
IN
IN
CH
IN
CO
AG
BE
AG
AG
IN
DRM
BONUS
INITIAL CURRENT
CUR
Resistance, RZ =
FEAR RPG
SKILL
Spell-Casting
Devotion
Alchemy
Combat
Conjuration
Demonology
El Earth & Fire
El Wind & Wave
Healing
Illusion
Mind
Movement
Nature
Necromancy
Shapechanging
Time
Wizardry
Wounding
LANGUAGE
REL
STAT
DRM
BONUS
INL
CUR
N/A
N/A
N/A
Notes:
IN
PSYCHOSIS
SKILL BONUS
L&S
R&W
Common
Magicka
Current
PSYPs:
SV
FEAR RPG
SPELL
LVL
SPELL
LVL
POWER POINTS
Maximum:
Current:
Incomprehensible Spells:
PRAYER
LVL
FERVOUR POINTS
Maximum:
Current:
FEAR RPG
Injuries:
RESISTANCE (RZ)
Encumbrance Penalty:
Armour Action Penalty:
HIT POINTS
Maximum:
Current:
Injury Penalties:
Misc Penalties:
RZ:
MOVEMENT RATE
Walk:
Jog:
Sprint:
Onset of Fatigue
(HIPs-RZ):
HEAD
AC
Face
Crown
TORSO
Neck
Front
Back
L Side
ARMS
L Up
L Low
R Up
PIECE OF ARMOUR
R Side
Groin
Botm
LEGS
R Low
L Up
ACTION
PENALTY
L Low
FEET
R Up
R Low
ACTION
PENALTY
PIECE OF ARMOUR
MAX
RANGE
FUMBLE
RANGE
DAMAGE
TYPE
ADB
SPEED
ST
PENALTY
MAGIC
BONUS
SKILL
BONUS
WEAPON
HANDS
FEAR RPG
Equipment:
PP:
GP:
COINAGE
SP:
BP:
CP:
TP:
ENCUMBRANCE
Max weight before
encumbered (3xST):
Weight of
Weapons:
Weight of
Armour:
Weight of
Other Equipment:
FEAR RPG