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c 1993-96 Adne Brunborg, email@example.com
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At last, the Swordhawk Rules are ready for the public. It has been a long way in coming, but on the following pages I have tried to make the incompleteness and contradictions presented by TSR inc. in their various books for the Advanced Dungeons & Dragons 2nd ed. role-playing game. I have tried to make the combat rules more understandable and better, as well as developing a more comfortable magic system. It is loosely based on \Spellpoints III" (author: Tim Prestero) found in the Net Wizard's Handbook, 3rd ed. by Jim Gitzla .
Trondheim (Norway), October 10, 1994 Adne Brunborg
Preface to second edition
The most noticeable di erences from the rst edition is the introduction of the new hit point system and the use of character points, introduced by TSR, Inc. in their Skills & Powers rulebook. But changes have been made to both the combat system and the magic system since rst edition, as results of one year of playtesting. I have also included two priesthoods, these do not make a complete pantheon but should give some hints - if this is desired. Some sections are marked Optional, this means that I don't always use them myself. Of course, everything in these pages is to be concidered optional by the DM, but I hope the contents may prove useful for other than me. My gratitude goes to the netters that commented on the -version, and to my gaming groups, without whom this work might never have seen the light.
Trondheim (Norway), February 25, 1996 Adne Brunborg
1 Character Generation 2 Hit Points
2.1 2.2 2.3 2.4 Body Points . Skill Points . Wounded . . Death . . . . . . . . . . . . . . . . 1.1 Player Character races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2 Player Character classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
10 10 10 11 12 13 14 15 15 16 16 17 18 18 20
3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8
Optional: Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Specialization (melee) . . . . . . . Specialization (bows) . . . . . . . . The four ghting styles . . . . . . . Optional: Disarming . . . . . . . . Optional: Blocking . . . . . . . . . Knocking out characters . . . . . . Optional: Critical hits and misses . Magicians . . . . . . . . Priests . . . . . . . . . . Spellcasting . . . . . . . Optional: Casting check . . . . . . . . . . . . . . . . . . . .
4.1 4.2 4.3 4.4
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5 Misc. Rulings A B C D
5.1 Multi-classed characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 5.2 Energy drain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 5.3 Optional: Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
D.1 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 D.2 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Strength table Level advancement tables Racial tables Arms&Armor
23 24 25 27
E Priesthood: Adona F Priesthood: Starkad
This chapter is intended to be a step-by-step 1.1 Player Character races proceure for creating a character. It's intended for near-beginners or beginners with the aid of an ex- General perienced player or DM, so if it's too detailed just Cross-breeds between members of two sub-races withskip it. is and will be The creation of a character is divided into the in a race onepossible,parents (50%dominated by the blood of of the chance for each). following steps: The o spring will for the future be calculated as a 1. Roll the stats and arrange them as you like. full-blooded member of his dominant sub-race, alThis is done by rolling 4d6 (four six-sided dice), though traces of both parents can be seen. picking the three highest and add them. If all Cross-breeds between races is not possible. Tafour dices show the same number, you get +1 ble 1.1 shows sample ability score modi cations. on that stat. This will give you six stats in the Other tables that deals with races, such as maxi4-19 range. A strength of 19 is not possible to mum and minimum ability score requirements, are aquire this way, a 19 in strength is concidered given in appendix C. an 18. 2. Choose a race. Each race has sveral abilities Table 1.1: Ability score modi cations to choose between, presented on the following Race Bonus Penalty pages. If you are new to the game choosing Dwarves "standard" ablities is recommended. Coast +1 Con -1 Wis Mountain +1 Con -1 Cha 3. Choose a class. If you wish to be a multElves classed character, read section 5.1. The Skills High +1 Dex -1 Con & Powers book o ers custom-made classes Wood +1 Dex -1 Cha (modi ed herein), but beginners are recomGnomes mended to use the standard classes from the Rock +1 Int -1 Wis Player's Handbook. Forest +1 Wis -1 Str 4. Choose non-weapon pro ciencies (NWPs). This Hal ings is not dealt with in this book. Hairfoot +1 Dex -1 Str Stout +1 Con -1 Str 5. Choose weapon pro ciencies. This book ofHuman | | fers various specialisation systems, if you do Orc +1 Str -1 Cha not use Skills & Powers rules you may have trouble using them.' 6. Roll hit points. General Notes: 7. Roll for staring money and purchase equipIf a weapon bonus is chosen, this is for one ment as given in the Player's Handbook. weapon only. The character must also be procient in the weapon when his character is creFor those who don't use Skills & Powers, most of ated in order to choose these bonuses. Dwarves these rules may still be used. The section on characand orcs may choose two such bonuses, the ter classes should be ignored, and the specialization other races may only have one such bonus. systems should be modi ed. The rest of it may be used as it stands.
In order for thief characters to get racial bonuses armor, gauntlets and girdles, as well as priestly items to their Move Silently roll, Stealth must be used by dwarven priests. This non-magical nature chosen. also has advantages, dwarves receive a bonus on saving throws against attacks from magical rods, Infravision. There are two types of infravi- staves, wands, and wizard spells. They receive no sion, which works di erently: bonus on saving throws versus priestly spells. The bonus is based on their constitution score, and is Low-light vision enables the character to see in twilight conditions as if it were day- given in table C.3. All dwarves have infravision. This allows them light. Thus, characters with this type of to detect noticeable heat sources within 60', given infravision may ght without penalties under twilight conditions. This infravi- that no light source exist. (If a light source exist, sion is of no use unless there is a small the eyes of the dwarf will use the normal spectra.) amount of light available, it is useless in With this ability, dwarves can ght in total darkness against creatures that emit heat with combat absolute darkness. penalties normally used under twilight conditions. Heat vision enables the characterto sense heat Furthermore, dwarven sub-races have 25 characemmited from di ering sources if there ter points to purchase abilities as presented below. is no light present. If even the smallest Five character points can be saved for future use. amount of light is present, it is ine ec- Mountain dwarves may be paladins, if this is detive. This enables the character to ght sired. with twilight penalties in total darkness. Standard selections are: for Coast Dwarf (saves 5 cp); Axe bonus, Evaluate gems and Melee comCharacters points from the generation of races may be saved for use in purchasing class abil- bat, and for Mountain Dwarf; Hammer bonus, Melee ities. When the race and class is nished, all combat and Mining detection excess points are forever lost, except for hu- Axe bonus (5): +1 to attack rolls with hand or man charactres who may save ve character battle axes. points for \future use". Brewing (5): +2 to the Brewing pro ciency. The dwarf must have this pro ciency to gain this Dwarves bene t. The dwarves are divided into two sub-races, known as Coast Dwarves and Mountain Dwarves. Both Crossbow bonus (5): +1 to attacks with heavy or light crossbows. are fairly tanned (despite the amount of time they spend underground) and usually have dark hair and beard. Mountain Dwarves usually have brown eyes, Determine stability (5): The character is an expert in determining if the ground is stable. By while the eyes of Coast Dwarves are usually bright concentrating for one round the character can 1 feet tall. The blue. Both sub-races average 4 to 4 2 determine if there will be a dangerous tremor, average weight is slightly above 150 pounds for males collapse, rockfall or slide when the character and slightly under 130 pounds for females. enters an area. The chance of success is 1-4 Both sub-races add one on their initial constion 1d6. tution score, this is to re ect their sturdiness and endurance. Due to this, they receive a bonus on Determine age (5): By examining a building or saving throw versus poison based on their constiruins, the dwarf stands an excellent chance of tution score. This bonus is presented in table C.3, determining the approximate age of the strucappendix C. ture. The chance of success is 1-5 on 1d6. Mountain Dwarves are of suspicious nature, and thus lose one point from their initial charisma score. Detect poison (5): By sni ng food or drink, the dwarf can determine if is has been poisoned. Coast Dwarves are of a more open nature, and thus The chance of success is 1-4 on 1d6. has no modi ers to their charisma score. However, they are more foolhardy of nature and thus subtract Evaluate gems (5): A dwarf with this ability can one point from their initial wisdom score. determine within 10% the value of any given The anti-magical nature of dwarves may cause gem. magical items to malfunction. Each time an item is used, there is a 20% chance of malfunction. This Hammer bonus (5): +1 to hit with hammers. applies to all magical items except weapons, shields, 4
Mace bonus (5): +1 on attacks with the footman's as the other races. But still they are able to use
same level. Melee combat (10): Dwarves have +1 bonus to their attack rolls vs. orcs, goblins, and hobgoblins. Further, when ogres, ogre magi, trolls, and giants are ghting dwarves, they su er a -4 penalty to their attack roll due to the size and special training of the dwarves. Mining detection ability (10): A character with this ability is familiar with mining, tunneling and stonework. By concentrating for one round the character can detect:
Grade or slope in passage: 1-5 on 1d6 New tunnel/passage construction: 1-5 on 1d6 Sliding/shifting walls or rooms: 1-4 on 1d6 Stonework traps, pits, and deadfalls: 1-3 on 1d6 Approx. depth underground: 1-3 on 1d6
Meld into stone (10): Once a day a dwarf with this ability can Meld Into Stone as a priest of the
magic to great extent, and due to their closeness with nature some elves become able to use priest spells that are directly associated with nature (typically, ranger spells). As another result of this inheritage, elves have 90% resistance to magical Sleep and Charm-related attacks. Both sub-races have very keen sight, including the ability to see clearly in twilight up to 60' away. Thus, they su er no combat penalty when ghting in twilight conditions. Both races has 25 character points they can use to purchase abilities as listed below. Five points can be saved for future use. If a H or W is denoted in the cost, it may only be taken by High or Wood Elves, respectively. Standard selections are: for High Elves; Secret doors, Stealth and Magic identi cation, and for Wood Elves; Animal friendship, Bow bonus andStealth.
Animal friendship (10/W): Once a day, the elf can use the Animal Friendship spell as a druid of
Pick bonus (5): +1 to attack rolls with military
picks. Stone tell (10): Once a day a dwarf with this ability can use the Stone Tell ability, as a priest of the same level.
The elves are divided into two sub-races, known as High Elves and Wood Elves. They are all slim, although the High Elves appear more fragile than their somewhat shorter woodland cousins. High Elves usually have pale, almost white skin, while Wood Elves are of somewhat darker complexion. 1 High Elves have an average height of 5 2 to 6 feet, while Wood Elves are somewhat shorter with an average height of 4 1 to 5 feet. The average weight 2 for both are around 105 pounds for males and 85 pounds for females. Both races add one point to their initial dexterity score, this is because of their generally high agility and coordination. Due to their lack of sturdiness, the High Elves subtract one point from their initial constitution score. The Wood Elves is more sturdy than they look, and has no modi cation to their constitution score. However, due to their general mistrust, Wood Elves subtract one point from their initial charisma score. As a result of their immortal inheritage, elves do not have souls as normal mortals do. As a result of this, they are unable to pray for priest spells 5
the same level. Bow bonus (5/W): +1 on attacks with long or short bows. Companion (10): The elf gains the companionship of a cooshee or an elven cat. See the Animal Master kit (S&P) for more speci cs on companion of animals. Curative (10): Cure diseases of all non-magical types once a week for every six levels. This is done by laying hands on the subject. Dagger bonus (5): +1 on attacks with daggers, either thrown or hand-held. Healing (15): The elf is able to heal himself or others once per day by laying hands on them. The elf can restore two hit points per level this way. Note: This ability may only be taken by wizard characters with access to the Enchantment/Charm and/or Necromantic school. Javelin bonus (5): +1 attack roll bonus when using javelins. Magic identi cation (10/H): The elf has a 5% chance per experience level of identifying the general purpose and function of any magical item, reecting their interest in the arcane. This is as per the bard ability. Rapier bonus (5/H): +1 on attacks with rapiers. Secret doors (5/H) Because of their acute senses, elves are quick to spot concealed doors and
hidden entrances. Merely passing within 10' of a concealed door gives an elven character a one-in-six chance to notice it. When actively seeking for such doors, they have a one-inthree chance to nd a secret door and a onein-two chance of nding a concealed one. Speak with plants (10/W): Once a day, the elf can use the Speak With Plants spell as a druid of the same level. Spear bonus (5): +1 attack roll bonus when using a spear. Stealth (10): Elves have the ability to give their enemies a -4 penalty to a surprise roll if the elf is: 1) moving alone, 2) is 90' away from the rest of their party, or 3) is with other creatures able to move with stealth. If the elf must open a door or screen to get to the enemy, the penalty is reduced to -2.
for Rock Gnomes; Melee combat, Mining detection ability, Poison resistance and Stealth. of the same level. Melee combat (10): +1 bonus on their attack rolls vs. kobolds and goblins - the gnomes' traditional rivals for space and resources. Further, when ogres, ogre magi, trolls, and giants are ghting gnomes, they su er a -4 penalty to their attack roll due to the size and quickness of the gnomes. Dagger bonus (5): +1 to attack rolls with daggers. Dart bonus (5): +1 to attacks with darts, their preferred missile weapon. Defensive bonus (5/R): +1 to AC when in their native underground environment. Engineering bonus (5): If the gnome has the engineering bonus, he gains a +2 bonus to the pro ciency. Freeze (10/R): The ability to \freeze" in place in their underground environment. This gives them a 60% chance not to be noticed by passerby. Hide (10/F): The ability to Hide in Woods with a chance equal to a thief of the same level's Hide in Shadows ability. Mining detection ability (10/R): A character with this ability is familiar with mining, tunneling and stonework. By concentrating for one round the character can detect:
Animal friendship (10/F): Once a day a gnome may cast an Animal Friendship spell as druid
The gnomish sub-races are known as Rock Gnomes and Forest Gnomes. They are both of approximately same height and weight (and size of nose), but the similarities end there. Their average height is just below 4 feet, with the corresponding weight is around 85 and 80 pounds for males and females, respectively. Rock Gnomes mostly live underground, while their forest dwelling kind usually tries to avoid this as much as possible. Where the Rock Gnome is inquisitive and curious, the Forest Gnome considers the pros and cons to nd the best solution to a problem. Thus, the Rock Gnomes ad one point to their initial intelligence score and subtract one point from their initial wisdom score. The small size of Grade or slope in passage: 1-5 on 1d6 the Rock Gnome could warrant a reduced strength Approx. depth underground: 1-4 on 1d6 score, but due to the hard labor performed in the mines this is not done. The Forest Gnome add one Approx. direction underground: 1-3 on 1d6 point to his initial wisdom score, as indicated above, Unsafe walls, ceilings or oors: 1-7 on 1d10 and subtracts one point from his strength score as Poison resistance (5): Like dwarves, some gnomes he lacks the training of the Rock Gnomes. are resistant to poison. This grants them a Rock Gnomes has 60' heat vision, similar to the bonus on their saves vs. poison, depending on dwarves, while the Forest Gnomes has no such spetheir constitution score. This bonus is given cial vision. However, Forest Gnomes are able to in table C.3. Pass Without Trace through their native woodland as per the druid ability. Gnome characters has 35 character points to Potion identi cation (5): A gnome with this ability has a percentage chance equal to his Wisdom purchase abilities from those presented below. Five score of identifying a potion by appearance character points may be saved for future use. If an and scent. F or R are denoted in the cost, the ability may only be taken by Forest or Rock Gnomes, respectively. Short sword bonus (5): +1 on attack rolls with Standard slections are: for Forest Gnomes; Anishort swords. mal friendship, Hide, Poison resistance and Stealth, 6
the hal ing, he receives a +1 bonus on reacHal ings are divided in two sub-races, known as tion rolls. Hairfoots and Stouts. Most hal ings are around 3' tall and weighs 60 to 70 pounds, the stouts being Saving throw bonuses (10): Hal ings have a high slightly taller and heavier. resistance to magical spells and poison. Thus, Hal ings are a sturdy and industrious people, they receive a special save bonus vs. poison, generally quiet and peaceful. They enjoy all the rod, staves, wands and wizard spells. They recreature comforts, and while not overly ambitious, ceive no bonus on saving throws against priestly they are friendly and open. magic. The save bonus is based on their conStouts add one point to their initial constitution stitution score, and is given in table C.3. score, as they are endurant and sturdy. The Hairfoots add one point to their initial dexterity score Stealth (10): Hal ings have the ability to give their enemies a -4 penalty to a surprise roll if the due to their natural agility. Both subtract one point hal ing is: 1) moving alone, 2) is 90' away from their initial strength score, this is a result of from the rest of their party, or 3) is with other the small size and preference for comfortable life. creatures able to move with stealth. If the Hal ings have 35 character points to purchase hal ing must open a door or screen to get to abilities as listed below. Five character points may the enemy, the penalty is reduced to -2. be saved for future use. If an H or S is denoted in the cost, the ability may only be taken by Hairfoots Taunt (5): Once a day the hal ing can Taunt someor Stouts, respectively. Stouts may be paladins, if one, as per the 1st level wizard spell. desired. Standard selections are: for Hairfoots; Hide, Reaction bonus, Saving throw bonus and Stealth, for Humans Stouts: Attack bonus, Detect secret doors, Saving No other race is as varied as humans. They have no throw bonus and Stealth. standard abilities, except the ability to choose any Attack bonus (10): +1 to hit with all hurled weapons class and advance further than any other race. An average human is a little under 6' tall, with and slings. average weights for males and females are little over Detect evil (5/H) Hal ings are very pereptive. Once 170 and 130 pounds, respectively. Hair colors varies a day a hal ing with this ability can detecct from light blond to pitch black, and eye colors are evil in creatures or individuals. This ability light blue to dark brown with all variations inbedoes not function on items or locals. tween. Humans have 10 character points to purchase Detect secret doors (5): Because of their acute abilties from those listed below. Some or all of these senses, hal ings are quick to spot concealed may be saved for future use. Standard selection for doors and hidden entrances. Merely passing humans are no special bonuses, all are saved. within 10' of a concealed door gives a hal ing character a one-in-six chance to notice it. When Attack bonus (5): +1 to hit with any weapon of actively seeking for such doors, they have a the character's choice. one-in-three chance to nd a secret door and a one-in-two chance of nding a concealed one. Experience bonus (10): +5% experience point bonus. This is cumulative with the normal experiHide (10): The ability to Hide in Woods with a uence bonus if the human meets the requirechance equal to a thief of the same level's Hide ments to gain this. in Shadows ability. 7
sling. ability to sense emissions of heat. The range of this heat vision is 30'. Stealth (10): Gnomes have the ability to give their enemies a -4 penalty to a surprise roll if the Mining detection ability (5/S): A character with this ability is familiar with mining, tunnelgnome is: 1) moving alone, 2) is 90' away from ing and stonework. By concentrating for one the rest of their party, or 3) is with other crearound the character can detect: tures able to move with stealth. If the gnome must open a door or screen to get to the enGrade or slope in passage: 1-3 on 1d6 emy, the penalty is reduced to -2. Approx. direction underground: 1-3 on 1d4
Reaction bonus(5/H): Due to the merry nature of
Sling bonus (5): +1 on to-hit rolls when using a Infravision (5/S): Some hal ings have the dwarven
Secret doors (10): A human may have the ability Mining detection abilities (5): A character with
Orcs have an average height slightly over 6' for males, females are two or three inches shorter. Their average weights are approx. 200 pounds for males and 185 pounds for females. Orcs have brown to gray skin, dark brown eyes (exceptions exists), and brown to black hair. Most noticeable are their tusks 1 that are between 2 and 1 inch longer than their other teeth. This may give them a very erce look, and often causes distrust in other races. Due to their size and mass, orcs add one point to their initial strength score. They are generally mistrustive, this causes them to subtract one point from their initial charisma score. Orcish characters receive 20 character points to purchase abilities among those presented below. Five character points may be saved for future use. Standard selection are Attack bonus, Damage bonus, and Infravision (low-light). smell is sensitive enough to give a +1 bonus to surprise rolls. Acute taste (5): The character's sense of taste is so sensitive he gains a +2 bonus to saving throws vs. imbided poisons. Attack bonus (5): +1 on attack rolls with one nonbow weapon of the player's choice. Damage bonus (5): +1 damage bonus with one melee weapon of the player's choice. Infravision (10): The character receives infravision with a range of 60'. The type of infravision is chosen by the player (heat vision or low-light vision). This ability may not be taken twice to get both types of infravision. Magic resistance (10): Due to the resistance towards magic some orcs posess, they receive a +2 bonus on saving throws versus all types of magical attacks. This ability may not be taken by any spellcasting characters. Orcs with this ability runs a 20% risk of failing to activate a magical item. 8
Active sense of smell (5): The character's sense of
this skill is familiar with mining, tunneling to spot concealed doors and hidden entranceand stonework. By concentrating for one round ways. Merely passing within 10' of a concealed the character can detect: door gives the character a one-in-six chance to notice it. When actively seeking for such Grade or slope in passage: 1-2 on 1d6 doors, he has a one-in-three chance to nd a New tunnel/passage construction: 1-3 on 1d6 secret door and a one-in-two chance of nding a concealed one. Poison resistance (5): +2 to saving throws versus poison.
Orcish paladins are possible, in spite of the fact that maximum charisma for orcs are 14. In order to play an orcish paladin, the player must roll an 18 to use on charisma, modi ed to 17. The orcish paladin is concidered to have a charisma score of 14 when rolling reaction adjustmenst and so on.
1.2 Player Character classes
The following modi cations/clari cations applies to the classes presented in the Skills & Powers book:
Weapon specialization must be selected from all of the character's classes in order to be able to specialize. Only single-classed ghters may specialize in more than one weapon.
Increased movement is +25%. Magic resistance is not available.
Curative is once per week for every ve levels of the paladin.
Climbing: The ranger uses the Hide in Shadowspercentage as a positive modi er to his climbing chance.
Orc characters use the Half-Orc column for modi cations to thieving abilities. Combat bonus (10): Allows for use of the priest's THAC0 chart
Combat bonus (10): Allows for use of the priest's
Wizard spells is not available. The bard must
be a multi-classed wizard in order to cast wizard spells.
See the various priesthoods for details and list of abilities.
Wizards have 50 character points. Access to Alteration costs 10 character points. Access to Invocation/Evocation costs 10 character points. Armored wizard costs 10 character points allows only padded, leather and studded leather armor to be worn. Automatic spells costs 10 character points. The DM has the details about the aquisation of the spell, it does not instantly pop up in the wizard's spellbook. Casting reduction costs 10 character points. No di erence in e ect for mages and specialists. Combat bonus allows rogue THAC0 chart for both mages and specialist wizards. Priestly wizard is not available. No components is not available.
body, and constitution-bonus does not apply. All these points are Body Points and this amount does not change unless the stats of the character change. When a character has su ered a loss of body points, he is said to have su ered physical damage. All characters have base hit points equal to Str+Con , 4 rounded up if the fraction is 0:5 or more, down if below 0:5. This represent the physical condition of his
2.1 Body Points
2.2 Skill Points
As a character rises in levels, his combat skills increase and he dodges blows against him easier. Furthermore, his pain tolerance and ability to ignore e ects of magic upon his body increase. This is all re ected in his Skill Points, which is the Hit Dice of the character's class (d4, d6, d8, d10 or d12). Skill points are healed naturally at the rate of one point per turn of undisturbed rest, half the rate if the character is engaged in non-strenuous activity. Physical points are regenerated at the rate of one point per 24 hours of undisturbed rest unless the character has a constitution score of 20 or more, in which case the rate is a bit higher (see constitution table, Player's Handbook). NWPs such as Healing and/or Herbalism may modify this rate.
Table 2.1: Penalties while wounded Penalty at X physical damagey BP -1 -2 -3 -4 -5 -6 -7 -8 -9 4 1 2 3 5 1 2 3 4 6 1 2 3 4 5 7 1 2 3 4 5 6 8 1 2 3 4 5 6 7 9 1 2 3 4 5 6 7 8 10 1 2 3 4 5 6 7 8 9 y: To nd the percentage chance of spell failure, multiply the penalty by 5 Max 25%, rounded up, of the healing gained through
physical points (i.e. the 1st, 4th, 9th etc.). Thus, a Cure Light Wounds spell (1d8 points of healing) will cure 1-2 physical points. A character cannot have a higher fraction of skill points than of physical points, i.e. if a character has su ered a loss of 20% physical points, he will have no more than 80% of his skill points until he is cured for all wounds. When a character falls down, physical damage will be su ered. However, a character's skill in dodging allows for some skill point loss instead. A base of 65% of the falling damage is physical damage. A successful dexterity check will allow some damage to be taken as skill damage. The amount to be taken as skill damage will be increased by 5%, plus 5% per point of margin the check was made by. If a \1" is rolled, all damage may be taken as skill damage. If the chatacter has a dexterity score of 14 or more and rolls a \1", a second successful dexterity check will cause half the damage to be su ered. If this roll also is a \1", a third check is allowed and so forth.
Cure spells and the Lay on Hands ability will be
If a character has su ered physical damage, he is wounded. His concentration is failing some, his wounds hurt, and he is generally in bad shape. This re ects on his actions, he ghts less e cient, walks slower, a spell may zzle and so on. For each 10% of physical damage a character has su ered, he is at -1 to hit and damage, has a -1 penalty on all saves and a +1 initiative penalty, movement is dropped by 10% and there is a 5% chance of spell failure. On table 2.1 below are given the time at which the penalties are applied.
A Heal spell will take the character up to 1 hp, and further magical healing will then afA character is dead whenever his hit points reaches fect him normally. A failed Survival check ina negative amount decided by his constitution score. dicates that the character is comatose (see beHowever, his chances of survival lessens once he is on low) but stable. negative hit points. To help determining survival, Natural healing is slow, the character regains the Survival Roll is hereby introduced. It is simply one hit point per two days if two successive a System Shock roll with a -3% penalty per negative Survival rolls are successful (one per day). There hit point. is no chance of dying if precautions are taken There are four categories of condition a char(not moving the character, see that he has acter can have below positive hit points; Unconenough to drink, and so on). scious, Critically Wounded, Mortally Wounded and Comatose. To calculate these categories, do as in- Comatose ( Con to 5 Con): The character is on 4 dicated below: the threshold of death. A Healing check at 4 or 15 hit points of healing is required to Unconscious (0 to 1 Con): The character is un4 stabilize the character. A failed survival roll conscious and does not loose further hit points. after stabilization indicates that the character A successful Survival roll will allow the charlooses one hit point and a new survival roll acter to wake up after 2d20 minutes (still at is required. This continues until either the negative hit points and unable to do anything), character is dead or succeeds a survival roll. and he can be healed normally. If the roll is A successful roll indicates that the character failed, the character is still unconscious and is stable. He may accept Cure spells at oneregains one hit point per day of normal rest, third the normal e ciency (rounded down) up Cure spells can take him up to 1 hp and then to Mortally Wounded, at which point ha must 24 hours are required before further healing rest for 48 hours before further healing can be can be applied (except for a Heal spell). applied. A Heal spell will bring him up to Natural healing is one hit point per day (24 Seriously Wounded, and further healing can hours). be applied normally. Seriously Wounded ( 1 Con to 1 Con): The char- If no magical healing is available, the charac4 2 acter is seriously wounded and bleeds one hp ter can heal naturally. A new Survival roll per round (20 seconds). A character with each day three days in a row will allow the Healing pro ciency, as well as a -4 wisdom character to regain 1 hp, if all three rolls are check by others, a Cure spell or Lay on Hands failed by more than 20% the character will will stabilize the character. When the charloose 1 hp. There is no time limit to how long acter is stable, a Survival roll will allow him a character can be comatose, except for the to accept magical healing of power less Heal problem of nourishment. up to 1 hp, while a failed roll will cause such As a nal note it can be mentioned that special spells to have half normal e ciency. A Heal circumstances can modify both the categories and spell will still have full e ect. ers to the Survival rolls. This is (as Natural healing is one hit point per day if the apply modi in the hands of the DM. If a character usual) fully character rolls a successful Survival roll each dies, and his companions manage to retrieve him day. (not an easy task), the character looses one point 1 Con to (Con 1): The from his constitution score. Mortally Wounded ( 2 character is bleeding to death (1 hp per round). Example: Gillette is a druid with a constituA Healing pro ciency check (or a -10 wisdom tion score of 15. Calculations give check by a non-pro cient character) as well as a a Cure spell or Lay on Hands is su cient 1 5 1 15 2 = 7:5 15 4 = 18:75 to stabilize the character. Once stable, a suc- 15 4 = 3:75 cessful Survival roll will allow him to accept Cure spells at half e ciency (rounded down) which implies that she is at unconscious from 0 to up to 1 hp, at which point he must rest for 24 -3, at seriously wounded from -4 to -7, at mortally hours before he can be cured up to 1/2 his hit wounded from -8 to -14, and comatose from -15 to point maximum (rounded down). After that -18. If she drops to -19 or below, she is dead. 24 hours more he can be fully cured. 11
3.1 Optional: Initiative
The base for initiative is di erent for magic use and weapon use. For magic use or other mental activities, the nimbleness of the character is of little use, while a sharp mind is important. For physical attack, a quick body is more important than a sharp mind. Initiative is decided as follows: strike before he can attack with his secondary weapon. Instead, the second weapon comes in Initiative, minus twice the weapon speed, plus reaction adjustment. In no case can the secondary weapon come sooned than two segments after the primary weapon. It will always come at least two segments before any second attack with primary weapon.
Physical: Half the character's Dexterity score plus
Characters may choose to specialisein weapons, specialization re ects the characters interest in that weapon as well as mirroring a certain talent in using it. There are di erent e ects when concidering the e ects of weapon specialisation, the di erence lies In addition, armor may slow a character down, depending on the type. This has only e ect on phys- in the speed of the weapon, this is given in table ical actions, initiative of spellcasting and similar ac- 3.2. tions is not a ected by armor. The e ect is given Table 3.2: E ects of specialization in table 3.1: Grade Fast weapon Slow weapon Expertise +1 to-hit +1 to-hit Table 3.1: Armor Modi ers Specialisation +1/2 att +D dam Armor Type Penalty Mastery +2 to-hit +2 to-hit Leather, Padded, Studded Leather 0 High Mastery +1/2 att +D dam Brigadine, Ring Mail, Hide -1 Grand Mastery +1/2 att +D dam Chain Mail, Scale Mail -2 Plate Armor -3 Fast weapons are those with a base speed of 5 or less, slow weapons are those with weapon speed of The highest initiative acts rst. If a characIf the character ter has multiple attacks, these take place in Initia- 7 or more.the a weapon has speed 6,column to use, chooses at time of expertise what tive/2, Initiative/4, Initiative/8 etc. this change. Note that some monsters have modi ers that andThe emay neveras follows: to-hit means bonus ects are PCs usually don't have (DM's discretion). on the to-hit roll, att means extra attack, dam means extra damage. +D dam means that the Secondary weapon initiative extra damage depends on the base damae of the Secondary weapons are not calculated as normal weapon. This damage is given in table 3.3. The di ering grades of specialization may be multiple attacks when it comes to initiative. This is because the character need not recover his rst acheived at di erent levels and at di erent costs for
8, minus size modi er, minus initiative modier (such as weapon speed), plus 1d6. Mental: Half the character's Intelligence score, minus initiative modi er (such as casting time of spells), plus 1d6.
3.2 Specialization (melee)
Table 3.3: Extra damage by weapon Max wp-damage Extra damage up to 10 +1d4 11-15 +1d6 16-20 +1d8 21+ +1d10 the various classes, this is given in table 3.4. Warriors are paladins, rangers, and 50%+ multi-class warriors. A character cannot acheive the higher grades of weapon pro ciency without rst passing through the lower grades rst. At least one experience level must be spent on each grade.
amount of damage per round against Small and Medium (rapier: 6.75 hp; bastard sword: 7.5 hp), the rapier-specialist having the advantage of more attacks, but against Large (or bigger) creatures the bastard sword specialist is better o (rapier: 8.25 hp; bastard sword: 13.5 hp). (These calculations assume that the bastard sword is used two-handed.)
3.3 Specialization (bows)
The bonuses for thrown weapons and crossbows are as presented in the Player's Handbook. Rangers and 85+% ghters can specialize in bows at 3rd level or above, this requires 5 character points in addition to the cost for normal pro ciency. The bonuses gained are as follows: +1 to hit at short range, +2 to hit at medium Table 3.4: Cost of specialization and long range (cumulative with normal range Min. lvl / CP cost modi ers) Grade Fighter Warrior Priest If he holds one shot, he res one shot in the Expertise 1st / 2 1st / 2 2nd / 3 next round in initiative 20. Specialisation 2nd / 3 3rd / 4 5th / 6 Mastery 6th / 4 8th / 6 10th / 9 Can move up to 1 of his full movement and 3 High Mastery 10th / 6 14th / 10 NA still re two shots, each without the attack Grand Mastery 15th / 10 NA NA bonuses 2 Can move up to 3 of his full movement and Rouge Wizard still re one shot, each without the attack Expertise 2nd / 3 4th / 3 bonuses Specialisation 6th / 8 7th /10 If he stands still, he can re 1 shot at +2 to Mastery 11th / 12 NA NA: Not available. hit If he stands still, he can re 3 shots, each at Characters using the Weapon Master kit may -3 to hit achieve the grade one level earlier than other memUpon reaching 7th level he gets the following bers of their class. Thus, ghter Weapon Masters additional bonuses: may become specialists at 1st level, for a total cost Base ROF is 3 shots per round of 7 character points including the cost for pro 1 Can move up to 4 of his full movement and ciency. still re three shots, each without the attack bonuses Example: Gruld the Barbarian chooses to aquire 1 Can move up to 2 of his full movement and specialisation in bastard sword at 3rd level. To get still re two shots, each without the attack full bene t, he chooses damage bonus (usable both bonuses while using the sword one-handed and two-handed). 3 Can move up to 4 of his full movement and He has 1 attack per round, doing 2d4+1d4 against still re one shot without the attack bonuses Small and Medium creatures, and 2d8+1d8 against Large or bigger creatures when using the sword twoIf he stands still, he can re 1 shot at +3 to handed, and 1d8+1d4/1d12+1d6 when using the sword hit one-handed. If he chose better attacks/round, he If he stands still, he can re 2 shots, each at would get no bonuses when using the sword two+1 to hit handed. If he stands still, he can re 4 shots, each at Ramires the Swashbuckler specializes in rapier. -3 to hit He does 1d6+1/1d8+1 hp in damage as usual, but A ghter specilaized in the bow cannot reach attacks 3/2. higher grades than Mastery in any melee weapon. At 9th level or above a single-classed ghter or As can be seen, a rapier-specialist and bastard ranger can devote 6 additional character points and sword specialist each averages out at about the same get +2 to hit at all ranges. 13
Specializing in the styles are possible. Warriors can specialize in one ghting style at rst level, while the priest and the rogue can specialise at 2nd level. Wizards cannot specialize in the ghting styles, and only warriors can specialize in more than one style. Specializing in a ghting style costs one weapon prociency slot. The character points for a weapon slot is given in Skills & Powers.
In addition, rouges using relevant kits (DM's dis- with any other style specialization (including ordicretion) may devote 3 character points to get a +1 nary single-weapon style specialization). Bladesingto-hit as the DM sees t. ing is only possible when ghting with a one-handed weapon, without using the other hand for either shield or a secondary weapon. 3.4 The four ghting styles While bladesinging, the elf can on any round of combat choose one of the following bonuses: There are four di erent styles of melee ghting, as presented below. Only warriors are able to use all +1 to hit, +2 if 3 slots are devoted, or these, priests can use the single-weapon, two-hander +1 to AC, +2 if 3 slots are devoted, or and weapon-and-shield styles, rogues can use singlethe ghter may get one block attack against weapon, two-hander and two-weapon style, and maone front or ank attack without wasting any gicians can only use the two-hander and singleof his ordinary attacks. This option is only weapon styles. available after 3 slots have been devoted to Note that no character can learn other ghting this style. styles than they start with. Additionally, after 3 slots the elf also gets a +1 initiative bonus while using the style. Specializing in the styles
Two-hander Style all classes]
This style allows a character to get the AC-bonus of a shield. He may also perform a block-maneuver (see Section 3.6) with his shield, having -2 to hit with his weapon and -4 on his block maneuver. Performing a block-maneuver is only possible with a medium shield or smaller, unless the character is exceptionally strong. A strength score of 16 allows for a large shield to be used like this, and a score of 18 allows the use of a body shield for this use. Elven bladesong block-maneuThe elven bladesong is a special form of single-weapon ver Note that a character performing a for the entire looses all his shield-bonus on AC style that only the most talented of elven ghters learn. To re ect this, only elven warriors with a 15 round. Devoting one slot or more in dexterity and 13 or more in strength can lows the character toto weapon-and-shield style, albe an expert of shield use. If specialize in this manner. he decides to block with the shield, he has two opLearning this style requires intensive training tions. He may either perform over a period of several decades, and the elves will with no penalty to the attackone block maneuver and -2 never teach it to any non-elf. It requires 2 weapon blocking, or perform two with aroll penalty on the -2 on the slots just to be pro cient, and after some experi- attack roll and -4 on the block. ence (i.e. a new weapon slot) and more training a These penalties are 3rd slot may be added. It is not possible to devote ment for high dexterity.modi ed by reaction adjust3 slots to this style at 1st level. Devoting a 2nd No further style specialization is possible within allows the characterslot (only available to warriors) this style, and it is not possible to combine this style with no penalties, oreither to have one shield block 2 block maneuvers with 0/-2 14
This style is most popular among \civilized" ghters, the swashbuckler uses this style extensively. Specializing in this style requires a dexterity of 13 or more, and it grants a +1 AC bonus. Double-specializing is also possible, at 3rd level (or later) a warrior (and only a warrior) can devote a 3rd slot to get a +2 AC bonus and a -1 initiative bonus. Double-specialization require a dexterity score of 15 or higher.
Single-weapon Style all classes]
The two-handed style allows the character to use both hands on a weapon. Specializing in this style requires a strength score of at least 13. The advantage of specializing in this style is that when ghting with a weapon designed for two-handed use, the character gets a +3 initiative bonus. In addition, when ghting with any weapon two-handed, he gets a +1 on his damage rolls.
Weapon-and-shield Style warriors and priest]
to hit. 3 block-maneuvers are not possible without The DF is decided like this: a Haste-spell or similar magic. Joe Average is ghting his cousin Bill Average. As this ghting style are quite strenuous, a con- They both have average ability scores (8-12). Joe stitution score of at least 13 are needed to specialize decides to disarm Bill. They are both 1st level ghtin this style, and a 15 is needed to double-specialize. ers using long swords, in which they are pro cient. Fighting with two weapons is a tactic many warriors favor. In order to specialize in this style, a dexterity of at least 13 is needed. Specializing in this style drops the penalties for ghting with two weapons to 0/-2. Double-specialization is not available. In order to get strength bonus on his o -hand weapon, a character must either be a ranger (in light armor) or a speclialist in the ghting style. The strength bonus available for a given character is presented in table 3.5. Table 3.5: O -hand strength Dexterity O -hand strength bonus 13 5 classes lower 14 4 classes lower 15 3 classes lower 16 2 classes lower 17 1 class lower 18+ as primary weapon
Two-weapon Style warriors and rogues]
The question is: What number does Joe need to roll to disarm Bill? This number is the \disarmfactor".
A suggested number for DF is 15. Note that a disarm attempt causes no damage, regardless of whether it is successful or not, as the blow is directed against the weapon and not the man behind it. A disarm must be declared in advance, before initiative is rolled, and it imposes a +1 modi er on initiative.
3.6 Optional: Blocking
The normal parry-rules as described in the Player's Handbook still applies (lowering AC). In addition, a character may now opt to block speci c attacks directed against him (or others, as the DM's option).In order to do so, he must make a successful block-maneuver. This is calculated as follows: First, the attacker rolls, using his THAC0 with all normal modi ers. The defender rolls his block attack, using his BAC0 (Blocking Armor Class 0) The BAC0 is calculated from the defender's baseTHAC0, using the following modi cations: any bonuses/penalties for to-hit from strength any bonuses/penalties for to-hit from specialization or non-pro ciency reaction adjustment based on dexterity (not the defense adjustment) AC-bonus from style specialization
3.5 Optional: Disarming
This system is based on the principle that it's harder to disarm an opponent when he's a better ghting man than you, and is not based on what armor type he's wearing. DAC is an abbrivaion for \Disarm Armor Class". Additionally, are at In order to disarm an opponent, the attacker as well as havingshieldsmagical+2 on this maneuver, their bonus counted for. must make a successful attack vs. the defenders Blocking in this manner means sacri cing an atDAC. This is equal to his baseTHAC0, with the tack per block-maneuver. Note that various ghtfollowing modi cations: ing style specialization can modify this, as well as custom-designed weapons. the disarm-factor (DF) any bonuses/penalties for to-hit from strength Example: Timok, is atany bonuses/penalties for to-hit from special- tacked by an unwitting the 10th level a ghter,sword. orc, wielding long ization or non-pro ciency Timok decides to play a little with the orc and block defense adjustment (from dexterity) an attack. The orc swings his sword, rolls an 18 AC-bonus from style specialization hits AC 2. any magical AC-bonus (any + on armor and andTimok rolls a 3 on his block-maneuver. He's a rings etc., but not shield, Bracers of Defence, 10th level ghter, base-THAC0 11, has 18 strength Armor-spell etc.) (+2 to hit), being a Master gives him +3 to hit and -1 if weapon has a basket hilt a dexterity of 16 gives +1 reaction adjustment. His -6 if uses two-handed weapon block-maneuver is decided like this: 15
Timok blocks easily, then kills the orc with a ick of his sword.
11 -(3 +2 +3 +1) = AC 1
3.7 Knocking out characters
It is often desirable to knock a person out. One way is to ght him with bare hands, another (and more subtle) way is to strike him from behind and try to sap him. In order to do so, the attacker must either have surprised the victim or have moved silently successfully. (Note: If the Move Silently roll was unsuccessful, the victim may still be surprised.) Additionally, a successful attack roll must be made. The attacker must also use a weapon that is not designed to kill, such as a baton or sts. The percentage chance of knocking out an opponent, is 15% (may vary with weapon), plus 5% per slot of relevant specialization. Additionally, each point of damage caused by the attack is +5%, thieves multiply this bonus with their backstab multiplier. The victim may also modify the chance, it is modi ed -5% per point of hp-bonus from constitution, and -5% per slot of punching specialization and/or martial arts specialization.
3.8 Optional: Critical hits and misses
The rulings for critical hits and misses are as follows: Whenever a natural 20 is rolled, the die is rolled again and added to the result. The hit margin represents how well the hit was. For each AC hit better than needed, 1% of the damage (rounded down) is physical damage (see Chapter 2). Also, for each 10 margin the damage is doubled (AC 11-20 better than needed: double damage; AC 21-30 better than needed: triple damage; and so on). Thus, if a character critically hit AC-32 agains a character in plate mail (AC 3), that is a hit margin of 35. Damage is quadrupled, and 35% of the damage is physical. If an 8 was rolled for damabe, that is 8 4 = 32, of that is 32 0:35 11 points of physical damage. Whenever a natural 1 is rolled, the die is rolled again (if a 20 is rolled here, the die is rolled again and so forth), and the result is added to the character's modi ed THAC0. The exact details are up to the DM.
A wizard cannot do everything; a fact most magicians are reticent to admit, let alone discuss with prospective clients. Still, the fact remains that there are certain objects, and people, that are, for one reason or another, completely immune to any direct magical spell. It is for this group of beings that the magician learns the subtleties of using indirect spells. It also does no harm, in dealing with these matters, to carry a large club near your person at all times.
Because of what the ows of magic claims of and gives these wizards, they have only four-sided hit dice, and THAC0 and saves as given for wizards in the Player's Handbook. Magicians of the Greater Path may not combine with any other class. The sta of a magician is not a normal sta , it is enchanted by the wizard to have this channeling ability. To enchant a sta , a magician must be in a place of high magical ux and chant over the sta for one day per spell level the magician wants the sta to channel. Casting a spell without the support of a sta is di cult, the magician must make a saving throw vs. Death Magic with a penalty equal to the spell level in order to get the spell o . If the magician does not make this save, the spell fails and he is unable to cast spells for 1d2 rounds. Additionally, the sta must make a save vs. Magical Fire (as Wood, thin) with a -1 penalty per additional spell level or be destroyed. As the magician rises in levels his personal ow of magical energy increases, and he is able to cast lower-level spells without his sta . He can cast spells without his sta that is 2 levels lower than his maximum spell level, a 5th level wizard can cast 1st level spells without the use of a sta . Normally, a Magician of the Greater Path starts out with a sta capable of channeling 3 spell levels, a Magician of the Lesser Path starts with a sta capable of handling 2 spell levels. When a magician nds that his sta no longer su ce, he will have to enchant his sta further. A sta need not be a wooden quartersta (although this is the most common), other items have also been known to work (which items that are acceptable are up to the DM to decide).
The Power of the Sta
The Teachings of Ebenezum, Volume VIII
The requirements for being a magician (of any kind) is an intelligence score of 12 or more. Specialists must still meet the other requirements as given in the Player's Handbook. Those magicians that are self-taught (and survived) or taught by an incompetent master, are referred to as Magicians of the Lesser Path. These have the level progression, hit dice, THAC0 and spell progression as given for Bards in the Player's Handbook, but weapons allowed and saves are as a wizard. Magicians of the Lesser Path can be specialist wizards if they meet the requirements. In the character creation process, Magicians of the Lesser Path start with the same amount of character points as do other wizards, and create their class the same way.
Magicians of the Lesser Path
Magicians of the Greater Path
Those magicians that have received proper training have the full spellcasting powers of wizard. These are referred to both as Magicians of the Greater Path or, more shortly, Wizards.
the ability to channel spell levels as given on the various tables in the Player's Handbook (a 1st level A holy symbol is the connection between a priest priest may cast one 1st level spell, and so on). In and his deity. Just as a wizard cannot re-memorize addition to this, priests and Greater Magicians respells without his spellbook, a priest cannot change ceive bonuses for high wisdom, as presented in table his spell-selection without his holy symbol. 4.2. These spell level are cumulative. Furthermore, he does not regain spellpoints unless he has his holy symbol near his body, and must Table 4.2: Bonus spell points pray to his deity at certain times of the day (unless Wisdom Bonus spells he has a very good reason not to). 13 1st 14 1st 4.3 Spellcasting 15 2nd 16 2nd Magic is di cult to learn and master. Therefor, 17 3rd any spellcaster's spell-selection is limited by his in18 4th telligence, as presented in the Player's Handbook. 19 1st, 3rd Priests, paladins and rangers need not roll to learn 20 2nd, 4th their spells as wizards do, and is able to learn four 21 3rd, 5th spells more per spell level than indicated. 22 4th, 5th Furthermore, only those of high wisdom is able 23 4th, 5th to cast spells with no failure, the chance of spell 24 5th, 6th failure for all spellcasters (not only priests) are given 25 6th, 7th in the Player's Handbook. A spellcaster may have as many spells memorized at a given time as indicated in table 4.1. Basically, a caster can still only cast as many spells as given in the Player's Handbook, but he may memorize a few more. Note that a spell does not Table 4.1: Number of spells memorized vanish when cast, but stays in the memory of the Magician of the caster. Specialist wizards may both memorize and Lvl Greater Lesser Priest Ranger Paladin cast one extra spell per spell level, as in the Player's Path Path Handbook. 1 5 1y 5 | | If a caster already has used all his low-level spells 2 7 3 7 | | for the day, he may use one of the higher-level slots 3 8 4 8 | | to cast a lower-level spell, the extra energy is then 4 9 5 10 | | lost without side-e ect. 5 11 6 12 | | Any change in a caster's spell selection requires 1 6 16 8 15 | | hour of uninterrupted studying or praying per spell 7 19 9 18 | | level. 8 23 10 21 4 | 9 26 11 22 5 4 Example: Azrim, a 6th level wizard with both 10 29 12 24 6 5 intelligence score and wisdom score of 14, may mem11 31 13 27 7 6 orize 16 spells, divided between his three spell levels 12 35 14 30 8 7 as desired (5/5/4, 10/2/2, 6/7/1, etc...). However, 13 38 16 33 9 9 including the bonuses, he may only channel six 1st, 14 42 18 34 10 10 two 2nd and two 3rd level spells. If he desires, he 15 44 20 36 11 10 may cast ten 1st level spells by sacri cing his 2nd 16 47 21 38 11 11 and 3rd level energy (ten Magic Missiles, if that's 17 50 23 40 11 12 required). 18 52 25 43 11 13 19 55 27 46 11 14 Spellpoint recovery 20 58 29 50 11 15 y: can only cast Cantrip After a night's sleep, spellcasters have (hopefully) regained their energy. But what happens if the wizAs a spellcaster casts his spell, he releases some ard/priest cannot get the required 8 hours of sleep? Table 4.3 indicates the chance that a spellcaster of his acquired magical energy. A spellcaster has 18
has regained his spells at a given spell level. Check vs. AC 10 (dexterity, Ring of Protection and pluses the lower levels rst, as failure on one roll will give on magical armor are still accounted for, normal armor, Bracers of Defense and Armor-spells are not) penalties on the next. with his sta . If successful, the wizard causes 2d8 hp of damage per spell-level he wishes to use, with Table 4.3: Chance of spell recovery no save applicable. This damage is pure magical Hrs sleep Chance energy, and no creatures are yet known that are im1 4% mune. Magic Resistance still apply, though. 2 15% The levels blasted is normally taken from a spell 3 27% level of the same number, if the wizard exceeds his 4 40% limit the levels are drained from two (or more) suit5 54% able pools. 6 69% However, a Sta -Strike is exceedingly danger7 85% ous. First, if the sta is not built for spell levels 8 100% high enough, it must save vs. Disintegration (as Wood, thin) or be destroyed. Secondary, the Several shorter periods are cumulative. If the Magic as follows: wizard must make a save vs. Death caster is wakened after 4 hours, then fails to regain a certain spell level's energy, he can sleep for another a modi er equal to the di erence in spell lev6 hours and have a 40+69=109% chance. Sleeping els used and the maximum spell level the wizfor more than 10 hours is possible, but has no e ect ard can cast is applied to the save. (A 7th on recovery. It is not possible to regain energy used level wizard striking 3 spell points would get during the night this way. a +1 bonus, a 3rd level wizard doing the same The penalty for a failed roll is presented in table would get a -1 penalty.) 4.4. If more than one roll is failed, the penalties are a failed save will require a system shock roll. added. If the system shock fails, the wizard dies. The penalty to this system shock is -5% per point Table 4.4: Penalty for recover failure the save above was missed by. Spell level failed Penalty If the roll is successful, the wizard will fall into 1st 10% a coma lasting 1 week per spell point used in 2nd 20% the strike. A Restoration or Resurrection spell 3rd 30% allows the wizard to wake up, fully conscious 4th 40% and at full spellpoints (a Heal is not enough). 5th 50% 6th 60% if the save is successful, the wizard looses 3 hit 7th 70% points per spell level as well as all spellcasting 8th 80% ability for two days per spell level used in the strike. The damage can be cured normally, a Heal or Restoration spell will allow him to cast Example: Azrim is awaken in the middle of the spells again before the above mentioned time night. After only 4 hours of sleep, he is not sure to has elapsed (he needs to memorize his spells have all his energy back. He rolls 37, 87 and 09 on again if his hit point total was below 0). He the d100 to check for recovery. The 1st level energy cannot use scrolls, but he can still use magic is back (40% chance), but not the 2nd level. This items. gives him -30% to check on 3rd level, and barely A Sta -Strike costs twice the number fp as normanages it. He may now cast his 1st and 3rd level spells with no di culty, and also his 2nd level spells mal.
(by sacri cing 3rd level). Remember, he still has all of his spells memorized.
Example: Alafar, a 7th level mage with 24 hp is ghting a mind ayer. He is wounded to 11 hp, and has several spell levels left. He decides to risk Sta -Strike himself and his sta in a Sta -Strike. A wizard (a Magician of the Greater Path), when in He hits the mind ayer and blasts 5 spell-levels, dire peril, have the option to perform a Sta -Strike. doing 49 hp of damage. The mind ayer, as well as
To do so, he must successfully strike an attack roll 19
the sta , is annihilated, only the ashes remain. Alafar succeeds his save, but the backlash energy strikes him like a whip and sends him down to -4 hp. He passes out, but if his comrades can rescue him out he'll probably live.
If a spellcaster is wounded to 0 hit points or below, there is a chance that he will loose his spells. To check for this, a saving throw vs. Death Magic is rolled for each spell, failure indicating the spell is forgotten and must be rememorized (not relearned, the spellcaster still knows the spell). This is checked when the character reawakens. A -1 penalty per negative hit point is applied to the save.
Loss of spells
Example: Alafar, after besting the mind ayer, is stailized at -4 hit points. After a time he awakens, and his spells are checked for - a save vs. Death Magic at -4 for each spell. The spells for which the check fails needs to be rememorized - not relearned.
4.4 Optional: Casting check
With this rule, wizards are not guaranteed automatic success when casting a spell. A wizard's casting check is decided by following these steps: 1. Base chance is Intelligence + 6 ], this re ects 2 the wizard's understanding of his spells 2. Add level of wizard ] for the wizard's insight in magic 3. Subtract 2 level of spell ] for the di culty of the spell 4. Subtract % Spell5 failure ] for lack of psychic strength (due to low wisdom and/or physical damage). A spell is successfully cast if the wizard rolls equal to or below the number needed.
Many times, players and DMs alike wants a ghter with some minor spellcasting- or thieving abilities, or a wizard with some better ghting abilities, but feel that the rules about multi-classing is too strict. To x this, the following rules have been set up for multi-classing: A character can divide his experience over a maximum of 3 classes. A class must have at least 10% attention. Additionally, it must either receive a percentage that is divide-able by ve, or 1/3 or 2/3 of the experience. To go multi-class, a character needs 16 in the prime requisite(s) of the class he devotes 55% (or more) to, as well as 15 in the prime requisite(s) of the other class(es). If no class have more than 50%, no stat of 16 is needed. Hit points gained when a character goes up in level in a class is equal to the die roll, plus modi cations, multiplied with the same factor as the experience. Fractions below 0.75 are rounded down, while 0.75 and up are rounded up. If more than one class rises in level at the same time, the hit points are added before rounding. Dual-classing can be made normally. Multi-classing specialist wizards is still only possible for gnome illusionists.
How to combine?
5.1 Multi-classed characters
Dwarf: Fighter/ Thief; Fighter/ Priest; Thief/
Elf: Fighter/ Mage; Fighter/ Thief; Thief/ Mage; Fighter/ Thief/ Mage Gnome: Fighter/ Priest; Fighter/ Illusionist; Fighter/ Thief; Priest/ Thief; Illusionist/ Thief
Hal ing: Fighter/ Thief; Priest/ Thief Human: Fighter/ Thief; Fighter/ Priest; Fighter/
Mage; Thief/ Mage; Fighter/ Mage/ Thief
Orc: Fighter/ Thief; Fighter/ Priest; Priest/ Thief NOTE:
A priest-class combination is only possible with logical combinations, see under the various priesthoods for guidelines. Note that not all priesthoods have wisdom as prime requisite. Greater Magicians cannot be multi- or dual classed. The options above are for Lesser Magicians only.
5.2 Energy drain
Sometimes characters are exposed to energy drain from undead or evil necromancers. The character does not loose experience and skills, but looses hit points and saves as a character one (or more) level(s) lower. Multi-classed characters loose hit points from all their classes, this is calculated normally. As long as one class is at positive levels, the character is alive and may regain most of the lost energy. If a Restoration-spell is cast within the time limit, the character is restored to his previous state.
Example: Joe wants his character, Herve, to be a ghter with some thieving and spellcasting abilities. When his character is created, he chooses to devote 75% to his ghter part, 15% to his thieving part and 10% on his mage part. When he reaches 2nd level as a ghter, he rolls 1d10, adds his constitution bonus (if any), multiplies with 0.75 and rounds o as appropriate. The same goes for thief and mage, respectively.
The life energy is regained at the rate of one 5.3 Optional: Movement level per four weeks of game time. At this time the character regains hit points. The hit points A character's movement is not decided per race, but are rolled and calculated just as when the character per the character's height, as presented in table 5.1. were drained, except that he also subtracts one from the calculated amount. In no case can a character Table 5.1: Movement rates regain less than one hit point. Height (inches) Height (cm) Base move If a character gains a new level while under the 76+ 193+ 13 e ect of energy drain, hit points are rolled normally 71-75 180-192 12 and the new total is based on his current maximum. 66-70 168-179 11 61-75 155-167 10 Example: Herve is now a 6th/4th/2nd level 56-60 142-154 9 character. He was hit by a wright and drained one 51-55 130-141 8 life level. rolls 6, 3 and 3 on his dice, loosing 6 46-50 117-129 7 0:75 + 3 0:15 + 3 0:10 = 5:25 5 hp, and saves 41-45 104-116 6 as a 5th/3rd/1st level character. After one month up to 40 up to 103 5 he regains his life energy, and rolling 7, 1 and 4 respectively for hit points, he regains 7 0:75 + 1 0:15 + 4 0:10 1 = 4:8 5 hp, and thus is lucky Additionally, a character can carry more than and looses nothing. his weight allowance at cost of movement rate, as presented below in table 5.2. For each class of encumbrance, the character su ers penalties as of he were physically damaged. Table 5.2: Movement with Encumbrance
Wt all 1.2 1.4 1.6 1.8 2.0 2.2 2.4 2.6 2.8 2.9 3.0 Base move 13 12 11 10 9 8 12 11 10 9 8 7 11 10 9 8 7.5 6.5 10 9 8 7.5 6.5 6 8.5 8 7 6.5 6 5.5 7.5 7 6.5 5.5 5.5 4.5 6.5 6 5.5 5 4.5 4 5.5 5 4.5 4 3.5 3.5 4 4 3.5 3 3 2.5 3 3 3 2.5 2.5 2 2 2 2 1.5 1.5 1 1 1 1 1 1 0.5 7 6.5 5.5 5 4.5 4 3.5 3 2.5 1.5 1 0.5 6 5.5 5 4.5 4 3.5 3 2.5 2 1.5 1 0.5 5 4.5 4 3.5 3 3 2.5 2 1.5 1 1 0.5
1 2 3 4 5 6 7 8 9 10 11 12 13 14 y 15 y 16 y 17 y 18 y 18.1-18.5 $ 18.6-18.9 $ 18.10 $
To-hit Damage Weight Allowance z Op. Door (d20) BB/LG (d100)
-3 -2 -2 -1 -1 -1 -4 -4 -3 -3 -2 -1 -1 1% 3% 6% 8% 10% 12.5% 15% 17.5% 20% 22.5% 25% 30% 40% 50% 65% 70% 80% 85% 90% 90% 90% | 1 2 3 4 5 6 7 7 7 8 8 9 10 11 12 13 14 15 15 16
+1 +1 +1 +2 +2 +2 +2
+1 +1 +2 +3 +3 +3 +4 +5
1 3 5 6 7 8 13 15 20 25 30 35 40 45 45
y: If a rogue has a 14 to 18 strength, he uses combat values 1 category lower (example: 18 !
17), a wizard use 2 categories lower (example: 18 ! 16). Multi-class use the best category allowed to them, dual-class use the one they started with. It is possible for these classes to use weapon-slots in order to ght in a better category; one slot will reduce the penalty by 1 category. The weapon-slots gained at 1st level $: Warriors with a strength score of 18 note their cannot be used for this purpose, though. level behind the score. A 6th level ghter with 18 strength uses the 18.6-line, and has +2/+4. z: This indicates what percentage of the average At 10th level the maximumis reached, it's not weight for the character's race and sex the possible to get stronger without magical aid. character can carry without being penalized.
Example: A male dwarf with 16 strength have a Weight Allowance of 106.4 lbs, while a female hal ing with 16 strength have a Weight Allowance of 42.35 lbs. Max. Press is equal to Weight Allowance , but it is not possible to walk with more encumbrance than Weight Allowance 3.
Level advancement tables
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Table B.1: Most classes Rogue Fighter Ranger Paladin XP 1000 0 0 0 0 1.25 2 2.25 2.25 2.5 4 4.5 4.5 5 8 9 10 10 16 18 20 20 32 36 40 40 64 72 80 70 125 150 150 130 250 290 310 220 450 500 520 330 625 700 750 440 800 925 950 650 975 1125 1175 850 1150 1325 1375 1050 1325 1525 1625 1250 1500 1725 1825 1425 1675 1900 2025 1600 1850 2075 2225 1775 2025 2200 2425 1950 2200 2375 2625 Table B.2: Wizard Int.: 12-13 14-15 16-17 18 Level XP 1000 1 0.0 | | | 2 2.5 | | | 3 5 | | | 4 10 | | | 5 20 | | | 6 40 | | | 7 70 | | | 8 130 | | | 9 250 | | | 10 400 | | | 11 550 | | | 12 725 | | | 13 900 | | | 14 1075 1125 | | 15 1250 1350 | | 16 1425 1575 1625 | 17 1600 1800 1900 | 18 1775 2025 2175 2250 19 1950 2250 2450 2600 20 2125 2475 2725 2950 Table B.3b: Priest (cont.) Wisdom: 9-15 16-17 18 Level XP 1000 14 980 1060 1135 15 1150 1250 1345 16 1320 1440 1555 17 1490 1630 1765 18 1660 1820 1975 19 1830 2010 2185 20 2000 2200 2395 Note that the wisdom requirement for 6th level priest spells is changed from 17 to 16.
Table B.3a: Priest Wisdom: 9-15 16-17 18 Level XP 1000 1 0.0 | | 2 1.5 | | 3 3 | | 4 6 | | 5 12 | | 6 24 | | 7 48 | | 8 90 | | 9 160 | | 10 300 | | 11 470 490 | 12 640 680 | 13 810 870 |
Table C.1: Level limits Race Fighter Ranger Paladin Wizard Priest Thief Dwarves Coast 16 9 | | 10 12 Mountain 16 9 10 | 13 12 Elves High 12 12 | 16 | 12 Wood 13 16 | 12 | 12 Gnomes Rock 12 9 | 15y 10 13 Forest 9 15 | 13y 16 12 Hal ings Hairfoot 9 13 | | 11 18 Stout 11 11 10 | 9 16 Human U U U U U U Orc 16 13 9 | 12 13 y: Illusionist only Table C.2: Increased level limits Prime Requisite Level Increase 14, 15 16, 17 18 19 20 +1 +2 +3 +4 +5
Table C.3: Special save bonus
4-6 7-10 11-13 14-17 18-20
+1 +2 +3 +4 +5
Table C.4: Ability score limits (min/max) Race Str Dex Con Int Wis Dwarves Coast 8/18 4/17 11/20 4/19 3/16 Mountain 8/18 4/17 11/20 4/19 4/19 Elves High 4/18 6/20 5/17 8/19 4/19 Wood 7/18 6/20 7/19 8/19 4/19 Gnomes Rock 6/18 3/19 8/19 7/20 3/17 Forest 3/16 8/19 8/19 5/19 9/20 Hal ings Hairfoot 3/17 8/20 10/19 6/19 4/19 Stout 5/17 8/19 10/20 6/19 4/19 Human 4/18 4/19 4/19 4/19 4/19 Orc 10/18 4/17 10/19 4/16 4/18
Cha 4/19 3/17 8/19 3/16 4/19 4/19 7/19 5/19 4/19 3/14
Table C.5: Average height and weight Height in inches Weight in pounds Race Base y Modi er Base y Modi er Dwarf 43/41 1d10 130/105 4d10 Elves High 65/60 1d10 90/70 3d10 Wood 52/46 1d10 90/70 3d10 Gnome 38/36 1d6 72/68 5d4 Hal ing 32/30 2d8 52/48 5d4 Human 60/59 2d10 140/100 6d10 Orc 63/60 4d4 179/164 6d6 y: The base numbers are divided into male/female values. Table C.6: Age Race Starting age Maximum age Dwarf 40 + 5d6 250+2d100 Elf 100 + 5d6 | Gnome 60 + 3d12 200 + 3d100 Hal ing 20 + 3d4 90 + 2d20 Human 15 + 1d4 50 + 2d20 Orc 14 + 1d6 40 + 3d10
Arrow, ight (hunting) 1d6 Arrow, sheaf (war) 1d8 Axe, battle 1d10 |used two-handed 2d4/2d6 Axe, hand 1d6/1d4 Bow, long | Bow, long (composite) | Bow, short | Bow, short (composite) | Club 1d6/1d3 Crossbow, heavy (+3) | Crossbow, light (+1) | Crossbow bolt, heavy 1d4+7/1d6+7 Crossbow bolt, light 1d4+3 Dagger, soldier's 1d4/1d3 Flail, footman's (2h) 1d6+1/2d4 Flail, horseman's 1d4+1/1d4 Hammer, war 1d4+1/1d4 Hammer, battle (2h) 2d6/2d4 Knife, workman's 1d3/1d2 Lance, heavy horse 1d8+1/3d6 Lance, light horse 1d6/1d8 Lance, medium horse 1d6+1/2d6 Lance, tournament 1d3-1/1d2-1 Mace, footman's (2h) 1d6+1/1d6 Mace, horseman's 1d6/1d4 Morning star 2d4/1d6+1 Pick, military 1d6+1/1d6 Polearm, awl pike (2h) 1d8/2d6 Polearm, halberd (2h) 1d10/2d6 Quartersta (2h) 1d6 |unshod 1d4 Sling 1d4
Table D.1a: Weapons
| | 7 9 4 5 4 4 3 4 10 7 | | 2 7 5 4 8 2 8 6 7 8 6 4 7 4 13 9 4 4 6
12: 3sp 12: 6sp 5gp
Cost Weight (lbs.) Size
1: 1/12 1: 1/10 7 S S M
1gp 60gp 100gp 30gp 75gp | 50gp 35gp 12: 24sp 12: 12sp 2gp 15gp 8gp 2gp 5gp 5sp 15gp 6gp 10gp 10gp 8gp 5gp 10gp 8gp 5sp 10gp 2cp | 1cp
4 3 3 2 2 3 14+4 7+3 1: 1/2 1: 1/5 1 15 5 6 12 1/2 15 5 10 15 10 6 12 6 12 15 4 4 1/10
S L L M M M L M S S S L M M L S L L L L L S M M L L L L S
Table D.1b: Weapons (cont.)
Spear 1d6/1d8 |used two-handed 1d8+1/2d6 Scimitar 1d8 Sword, bastard 1d8/1d12 |used two-handed 2d4/2d8 Sword, broad 1d8+1 Sword, short 1d6/1d8 Whip, oxen 1d4-3
Speed Cost Weight (lbs.) Size
6 7 5 6 8 5 3 6 8sp 5 4 8 4 3 2 M M M M S M 12gp 25gp 25gp 10gp 1sp
Notes on weapons
tle axe is three to four feet in length, with a heavy metal head. It is a weapon favored by dwarves, and the dwarven axe sometimes has a spike head for use in tight quarters (in icts 1d3 points of damage) and a double head. The dwarven double-headed axe weighs 2 pounds more, has a speed factor one point higher, and in icts one point more of damage. Bows: Note the reduced weapon speeds. Crossbows: Light crossbows have +1 to-hit, heavy crossbows are +3 to-hit. This is noted in the table as (+1) and (+3), respectively. The weight behind the slash is for the loading mechanism (windlass or cranequin). Sling: The sats listed are for sling stones. Sling bullets costs 1sp per set of 12 and is +1 on damage. Whip: When used outside combat, a whip in icts only physical damage (this is often used as punishment) - 20 lashes will (on the average) in ict 5 points of physical damage. Due to the low damage and the space required, the weapon is rarely used in combat.
Axe, battle: Also known as broad axe, the bat-
Leather Armor: This armor is made from leather
hardened in boiling oil, formed into breast plates and shoulder guards. The remainder of the torso is covered by softer leather. It is the cheapest form of armor, and is commonly only used by bandits who cannot a ord better armor. leather reinforced with metal rivets. It is used often by scouts, and sometimes on irregular troops.
Studded Leather: This armor is made up from Ring Mail: This is the most common form of ar-
mor. It is heavier and more expensive than studded leather, but o ers greater protection. It is the armor of the common foot soldier.
Chain Mail: This armor is made of interlocking
metal rings, and is always worn with thick clothing or padding underneath. Although uncomfortable to wear, it o ers good protection and is very often used by the professional soldier.
Banded Mail: This armor is made of overlap-
Table D.2: Armors
(lbs.) 15 25 30 40 35 50
Leather 5gp Studded Leather 20gp Ring Mail 35gp Chain Mail 75gp Banded Mail 200gp Plate Mail 600gp
(S/P/B) 8/10/8 5/6/7 5/5/6 3/5/7 2/4/3 0/3/3
ping strips of metal covering the most vital areas, with chain mail and leather covering the joints. It is more comfortable to wear than chain mail due to better weight distribution through straps and buckles. The armor is mainly used by veteran soldiers and elite troops, as well as light cavalry. metal plates covering vital areas. Although heavy, the weight is evenly distributed through the use of straps and buckles. This armor is only made by request of the nobility, commoners are not allowed to use it without written permission.
Plate Mail: The armor is chain mail with solid
Adona, also known as \The Lady of Light" is In spite of the fact that Adona is very peacesaid to be a being of the purest light. She is the loving, she is the only deity that openly supports a goddess of Good, Healing, Peace and the Sun. class of holy warriors; the Paladins. The Paladins She lives in the sun, where she can watch mankind themselves are not directly bound to the church and in all actions and her own priests spreading the word does not have a clear organization of their own. Inof light among them. stead, they let their own consciousness guide them in their struggle against chaos and evil in the world.
Adona desires her priests to be wise and charismatic, thus a wisdom score of 13 and a charisma score of 12 is required. Both wisdom and charisma must be 16 or better in order to receive +10% experience bonus. If desired, the priest may choose to be a ghter/priest, thief/priest, or ghter/thief/priest according to the rules for multi-classing. Adona requires her priests to be of either Lawful Good or Neutral Good alignment. She has no preferred races, and does not di er between male or female priests.
The symbols of Adona always contains gem of some sort to re ect light. Additionally, the symbol has at least one of the following images: an Ankh, the sun, rays of light, or a sta . The symbol need not be made by the priest, as long as the craftsman is a true worshiper of Adona. The process of construction and sanctifying lasts from dawn to dawn. The craftsman starts his work at dawn, when the rst sun-rays of the day cast their blessing upon his tools. As the symbol is nished (before the sun sets), it is placed upon an alter, which is located such that the rst rays of the sun will shine upon it when dawn comes. Four priests are required to sanctify the symbol, one must be of 3rd level or above. The priest will chant from sunset to dawn, and when the rst rays of sunlight touches it at dawn, the symbol is empowered with the spirit of Adona. The holy water of Adona are taken from the sacred fountains found in her temples. The fountain is always located in a place where the rst rays of dawn may bless it. The priest approaches the fountain, invokes the blessing of Adona and casts Purify Food & Drink on the fountain. He may then ll one vial of holy water. This ritual may only be performed under the light of the sun. The priest is expected to give a suitable o ering to the temple (usually 25 gp per vial).
The structure of Adona's church is mainly built on a nation-wide scale. Within one nation, the church is lead by a council of up to ten high level priests (level 10+). The title of these vary from continent to continent, from race to race, and include such titles as Prelate (Bakorrah), Bishop (Simoriah), Vicar (Sandaria) and Lama (Kelewan). The hierarchy down from this council is usually well-ordered, not having a rigid structure allows for the priests further down the line to act more freely. Although the temples of Adona located in cities are impressive buildings, most holy buildings are of much simpler design and located in the countryside, often as a part of a lord's mansion or castle. These monasteries form the backbone of Adona's faith, as they serve as the common man's religious center. The leader of such a monastery is usually a priest of 3rd to 9th level, depending on the size of the monastery.
Adona requires of her priests to be chaste until properly wed. A priest who is not, no matter for what reason, will lose some or all powers until the deed has been atoned for. In general, the priests of Adona are peaceful and peace-loving, and should always work against wars of all types. If a war breaks out in spite of their e orts, the priests will follow the armies to care for the wounded. They do not di er between a highranking o cer and the common soldier. Adona requires that her male priests shave their heads on a regular basis. The priestesses may not cut their hair unnecessary, and is to keep it braided whenever possible.
All priests of Adona are given the following powers as they rise in level: | they have the ability to Turn Undead. The turning table is given in table 61, p. 103 of the PH. | they always have +1 to-hit and damage when ghting creatures that are inherently evil (such as undead and warlocks). | +2 to all saves vs. poisons and diseases. | at 10th level, they can summon a Holy Chariot of Light (described below) when in great need. This summoning require one full turn of prayer, as the priest describes his need and gives a suitable o ering.
...other churches: The priests of Adona does not
Additionally, they receive 30 character points to spend on the following abilities: tolerate the evil priesthoods, especially not demonworshipers. There are both con icts and cooperation with the other generally good-aligned religions. Detect Evil (10): Priests with this ability can see emanations of evil from creatures or objects The exact relationship within a given area mostly within a path 10 feet wide by 60 feet long. It depends on the priests involved. takes one round to scan a direction, and the priest cannot be attempting other actions. ...adventurers: The priesthood in general are not too happy with adventurers, mainly due to the lat- Detect Undead (10): Priests with this ability can ter's violent predisposition and the bloodshed that detect all undead within a path 10 feet wide often follow in their footsteps. However, several of by 60 feet long. It takes one round to scan a the priests choose to take up the adventuring life in direction, and the priest cannot be attempting order to spread the word of light. other actions. Priests cannot detect undead through stone or other thick materials. ...magicians: The attitude of the priests towards Expert Healer (5): This allows the character to magicians vary greatly from area to area and from cast one Cure Light Wounds in addition to priest to priest, and is mainly built upon personal the number of spells the priest normally can experience or the experience of the priest higher in cast. the hierarchy. Followers (5/10): By purchasing this ability, the priest can gain followers if he establishes a Weapons and armor stronghold and is at least 8th level. If this is purchased as a 10 point ability, the priest Being a peace-loving entity, Adona only allows her can attract followers whenever he establishes priest to use bludgeoning weapons such as the sta a stronghold, regardless of level. The DM has or the mace. The sta is the preferred weapon but details on the various types of followers. it is not required. However, as she also desires her priests to be Identify (5): At 5th level, the priest will be able as well defended as possible, she imposes no armor to identify what disease or poison a icts a restrictions on her priests, although plate armor is patient. generally disliked. Thus, the priests do not use it, except in times of great peril (adventuring is gener- Soothing Word (10): At 7th level, the priests get ally not considered to be times of great peril). the power of uttering a Soothing Word. This may be used once per day, and can do one of the following: - act as a Remove Fear upon all persons within 30 foot of the priest 30
- remove the Berserker Rage from a ghter who has gone berserk (save vs. spell to negate) - momentarily calm down 2 HD of monsters or persons per level of the priest. The exact e ects and limits are up to the DM
Holy Chariot of Light
This chariot is a manifestation of the chariot Adona herself uses to travel over the world. It shines with a bright, holy light and is pulled by two ery horses. The chariot appears with a bright ash of light that blinds everyone within 100'. The vehicle moves at 24 on the ground, 48 ying, and can carry the caster and up to seven other creatures of man sized or less (the passengers must be touched by the caster to protect them from the ames of the chariot). Creatures other than the caster and his designated passengers sustain 2d4 points of re damage each round if they come within ve feet of the horses or chariot. The caster controls the chariot by verbal command, causing the aming steed to stop or go, walk, trot, run or y, and turn left or right as he desires. Note that the Holy Chariot of Light is a physical manifestation and can sustain damage. The vehicle and steeds are struck only by magical weapons or by water (one quart of which in icts one point of damage), they are Armor Class 2, and each requires 30 points of damage to dispel. Naturally, re has absolutely no e ect on the vehicle or its steeds, but magical res other than those of the chariot can a ect the riders. Other spells, such as a successful Dispel Magic or Holy Word, will force the chariot back to its home plane, without its passengers.
(PH), Detect Magic (PH), Detect Poison (PH), Detect Snares and Pits (PH), Endure Heat/Endure Cold (PH), Invisibility to Undead (PH), Light (PH), Protection From Evil (PH), Purify Food & Drink (PH), Remove Fear (PH), Ring of Hands (TM), Sacred Guardian (TM), Sanctuary (PH), Shillelagh (PH), Speak With Astral Traveller (TM) Aid (PH), Augury (PH), Barkskin (PH), Calm Chaos (TM), Detect Charm (PH), Enthrall (PH), Find Traps (PH), Fire Trap (PH), Heat Metal (PH), Hold Person (PH), Know Alignment (PH), Music of the Spheres (TM), Mystic Transfer (TM), Resist Fire (PH), Sanctify (TM), Silence, 15' Radius (PH), Slow Poison (PH), Stun Relief, Withdraw (PH), Wyvern Watch (PH), Zone of Truth (TM) Accelerate Healing, Astral Window (TM), Create Food & Water (PH), Continual Light (PH), Cure Blindness or Deafness (PH), Cure Disease (PH), Dispel Magic (PH), Emotion Control (PH), Extradimensional Detection (TM), Flame Walk (PH), Glyph of Warding (PH), Line of Protection (TM), Locate Object (PH), Magical Vestment (PH), Negative Plane Protection (PH), Peace, Protection From Fire (PH), Pyrotechnics (PH), Remove Curse (PH), Remove Paralysis (PH), Spread Healing, Starshine (PH), Water Walk (PH), Zone of Sweet Air (TM) Abjure (PH), Blessed Warmth (TM), Cloak of Bravery (PH), Cure Serious Wounds (4d8 +8) (PH), Defensive Harmony (TM), Detect Lie (PH), Divination (PH), Focus (TM), Fortify (TM), Free Action (PH), Imbue With Spell Ability (PH), Join With Astral Traveller (TM), Neutralize Poison (PH), Protection From Evil, 10' Radius (PH), Protection From Lightning (PH), Re ecting Pool (PH), Spell Immunity (PH), Tongues (PH), Uplift (TM) Air Walk (PH), Atonement (PH), Blessed Abundance (TM), Cloud of Puri cation (TM), Commune (PH), Consequence (PH), Cure Critical Wounds (6d8 +8) (PH), Digit of Disruption, Dispel Evil (PH), Elemental Forbiddance (TM), Impending Permission (TM), Karma, Magic Font (PH), Meld (TM), Moonbeam (PH), Plane Shift (PH), Quest (PH), Rainbow (PH), Thoughtwave (TM), True Seeing (TM), Unceasing Vigilance of the Holy Sentinel (TM), Undead Ward (TM)
The priests of Adona may pray for the spells listed below. The spells are described in the Player's Handbook ("PH"), the Tome of Magic ("TM") and on the following pages (no marking). Note that Cure spells cast by priests of Adona have increased e ect. Analyze Balance (TM), Bene cence, Bless (PH), Combine (PH), Command(PH), Create Water (PH), Cure Light Wounds (1d8 +3) (PH), Detect Evil
School: Necromancy Range: 0 Components: V, S Duration: Permanent Casting Time: 5 Level 7: Area of E ect: 10' radius Astral Spell (PH), Confusion (PH), Gate (PH), Holy Saving Throw: None Word (PH), Regenerate (PH), Restoration (PH), Resurrection (PH), Spirit of Power (TM), Succor By the use of this spell, the priest is able to (PH), Sunray (PH), Symbol (PH), Wind Walk (PH) e ectively remove the e ects of stun and concussion damage to one creature per two levels within a 10' radius circle of the priest. When the spell is cast, Level 1 the a ected creatures are relieved of the e ects of Bene cence the stun or concussion and are then free to act as if they had never been stunned. Any nerve damage School: Evocation caused by the stunning is healed as well. Range: 0 Stun Relief is useful against spells which cause Components: V damage and then stun the victim, as this instantly Duration: 5 rounds/level negates the stun e ect. However, this spell heals Casting Time: 1 no damage, nor does it cure any e ected areas of Area of E ect: 10' radius/level the creature body. The spell merely relieves the Saving Throw: Special pain and allows the creature to move around freely. The Bene cence spell surrounds the priest in an Future actions can cause the creature to be stunned aura of mystical harmony and wisdom. All who again, and concussions can have mental side e ects see him recognize him as a holy man of virtue and which cannot be cured by this spell. kindness and many are predisposed to treat him in a friendly and respectful manner. The spell gives Level 3 the priest a bonus of +4 on encounter reaction rolls Accelerate Healing with non-hostile creatures. Creatures that view the priest with suspicion School: Alteration, Necromancy gets a saving throw to negate the e ect. Creatures Range: Touch directly hostile to the priest has a +3 bonus to the Components: V, S saving throw, and priests higher in level than the Duration: 1d6 days caster are immune to the spell, and may recognize Casting Time: 1 turn the spell if they know of it. The spell does not Area of E ect: One creature work on creatures who have no understanding of Saving Throw: None the priest's position or role. Bene cence does not deprive those a ected of This spell enables the a ected creature to expetheir free will and does not cause them to instantly rience natural healing at twice normal rate for 1d6 follow the suggestions of the priest. Their reactions days. This applies only to physical damage, as it are improved for everyday dealings, not for very un- is the natural regeneration of the character that is usual events. increased, not his stamina. The spell has no e ect on Potions of Healing or other magical forms of healing.
Blade Barrier (PH), Bolt of Glory, Call Phoenix, Find the Path (PH), Forbiddance (PH), The Great Circle (TM), Heal (PH), Land of Stability (TM), Legal Thoughts (TM), Mass Cure, Protection from Undead, Sol's Searing Orb (TM), Speak With Monsters (PH), Stone Tell (PH), Word of Recall (PH)
Level 2 Stun Relief
School: Evocation Range: 5 yards/level Components: V, S Duration: Instantaneous Casting Time: 6 Area of E ect: 1 creature By use of this spell a priest can magically calm Saving Throw: Special every creature in the a ected area into a state of This spell is a powerful weapon against undead being unable to attack anyone. The caster a ects creatures. When it is cast, a thin ray about 1 cm one creature at 5th level, plus one creature for every level attained thereafter. The caster may choose in diameter springs forth from the priest's pointing which creatures to be a ected, these receive a sav- nger and strikes the selected target. Any undead ing throw vs. spell in order to negate the e ect. creature so struck must save vs. spell or take 4d8 The caster must try to a ect as many creatures as points of damage. Additionally, the creature is afpossible, even himself and his companions if there fected as if struck by a Mace of Disruption. If the are "too few" hostile creatures within the area of save is successful, the a ected creature takes 3d8 points of damage, with the remaining 1d8 striking e ect. A ected beings are unable to take aggressive ac- the priest in a backlash of energy. tions for the duration of the spell. The spell ends immediately if one of the enchanted creatures is at- Karma tacked or otherwise treated with hostility (e.g. its School: Alteration treasure is being stolen). Range: 0 Components: V, S, M Spread Healing Duration: 2 rounds/level Casting Time: 5 School: Necromantic Area of E ect: Personal Range: 0 Saving Throw: None Components: V, S Duration: 1 hour With each casting of this spell, the priest raises Casting Time: 5 his e ective level by one, to a maximum of two adArea of E ect: The caster ditional levels of e ectiveness. The increase applies Saving Throw: None to all priestly actions (spell e ects, turning undead, By the use of this spell, the priest is able to saving throws and THAC0). Not a ected by this optimalize the e ect of his cure-spells. While this spell are hit points, number of spells known and spell is in e ect, the caster may opt to store curing level of spells known. The material component of this spell is the priest's and divide this as he chooses. Both physical points holy symbol. curing and skill curing may be stored and divided as the priest wishes. Cure-spells have their e ect increased when used Level 6 in combination with this spell. They are able to cure two, six and nine physical points, respectively, (for Bolt of Glory Cure Light, Serious and Critical Wounds) School: Invocation/Evocation The priest may not release more than one cur- Range: 20 yards ing per round, but as the spells are already cast the Components: V, S, M priest are not disrupted if he su ers damage. Ini- Duration: Instantaneous tiative modi er for releasing stored curing are +5. Casting Time: 4 Area of E ect: One creature Saving Throw: 1/2 By casting this spell, the priest projects a bolt of energy from the Positive Material Plane against 33
School: Enchamnment/Charm Range: 0 Components: V, S Duration: 1 turn + 2 round/level Casting Time: 7 Area of E ect: 50' radius Saving Throw: Negates
Level 5 Digit of Disruption
one creature. If the creature's home plane is the Mass Cure Prime Material plane, he su ers 5d6 points of dam- School: Necromantic age. Extra-planar creatures su ers damage as given Range: 0 on the following table: Components: V, S, M Creature's home plane Damage Duration: Permanent Casting Time: 7 Positive Material plane Heals 5d4 None Upper planes Area of E ect: 10 yard radius/level area Neutral planes 5d4 Saving Throw: None Lower planes 10d6 Negative Material plane 15d6 When this spell is cast, every creature in the area of e ect (including the caster) up to one creature per Most undead are considered beings from the Low- level the caster is cured for 1d8 plus the level er planes, although some may be considered as being of theofcaster points of damage. This is1/2 per Cure as from the Negative Material plane. Light Wounds spell (q.v.). The limitations on what A saving throw versus spell is allowed for half creatures can be thus a as per that spell. If damage. For ends, undead, and Negative Material more creatures than canected isected are within the be a Plane creatures, such a saving throw is made with spell radius, preference is given to those closest to a -2 penalty. The material component of this spell the priest. Also, if a near creature is not a ectable is a small amber rod banded with bronze. by the spell, it still counts towards the total number of possible creatures cured. Call Phoenix The material components for this spell is a vial of holy water that must be sprinkled into the air School: Conjuration/Summoning above the caster's head while the spell is cast. This Range: 0 spell may not be used in combination with the 3rd Components: V, S, M level spell Spread Healing. Duration: 1 round/level Casting Time: 2 rounds Protection from Undead Area of E ect: Special Saving Throw: None School: Abjuration Range: 0 This potent priest spell enables the caster to ac- Components: V, S, M tually summon a phoenix that will come and aid Duration: 2 rounds/level him. The most stringent restriction to this is the Casting Time: 1 round caster must be of good alignment or be a druid. E ect: Evil or non-druid neutral priests cannot summon a Area ofThrow: 30 yard radius sphere Saving None phoenix. When cast, a phoenix will always come to aid. However, depending on how far away the nearest phoenix is, it may take some time for it to ap- bol When this spell is cast, it causes the holy symof the priest with a pear. One of these powerful creatures will appear in when undead are to glow 30 yardsbright, blue light within him. All un1d8-1 rounds. A modi ed roll of \0" indicates that dead within the area will su er 1d6ofpoints of dama phoenix will appear right away in a huge burst of age each round due to intense pain, and must make smoke and ame. Because the caster must be good a successful save vs. Death Magic in order to cast or be a druid, there is seldom a con ict of interest spells. between the phoenix and the summoner. However, Additionally, the priest recieves a a phoenix will never attack beings of good alignment on his die roll when attempting to turn+1 modi er any undead (unless there is an extremely good reason for it). It creature while this spell is in e ect. The material will, however, risk its own life and will further the aims of good that the summoner has undertaken. component of this spell is the priest's holy symbol. When the spell has expired, the phoenix does not disappear, but it is free to do what it will. This may in fact be what the caster summoned it for, or it may leave if it feels the reasons for its summoning were insu cient. The material components for this spell are three diamonds of at least 500gp value (which are consumed by the energies of the spell) and a red hot coal. 34
Starkad, also known as \Fireforge", is the god of Courage, Crafts, Law and Strength. He is said to be a god of solid rock and blazing re, and his spirit lives within the very bedrock of the earth.
Starkad requires his priests to be strong, healthy and wise. Thus, a wisdom score of 9, a strength score of 14 and a constitution score of 12 or better is required to become a priest of Starkad. Both wisdom and strength must be 16 or more in order to receive +10% experience bonus. If desired, a priest may choose to be a ghter/priest according to the rules for multi-classing. Starkad requires his priests to be of either Lawful Good or Lawful Neutral alignment. His preferred races are dwarves and rock gnomes. Women are not allowed to become priests, as such hard labor is unsuitable for them.
The church of Starkad is organized in a hierarchical manner, where both level and length of service is considered when a priest is to be raised into a higher position. The highest ranking priest is called Patriarch, and answer only to Starkad. There is a Patriarch on each of the continents the church is established, and there is little contact between these unless more frequent communication is called for. The typical Patriarch is of 16th level or above, in any case he is not below 15th level. If the Patriarch dies, the High Priests elects the new Patriarch. This is usually one of their number but sometimes they choose some other. It is possible for a priest below 15th level to be elected Patriarch, in that case he is immediately raised to 15th. The Patriarch is head of the High Council, where all High Priests meet and the matters of the church
are settled. The High Council usually meets once every year, but may increase this frequency if there is a need for it. Additionally, the Patriarch sends out his orders to the High Priests who carries them out to the best of their ability. There is typically one High Priest in a nation, although in some there are more than one and other High Priests have more than one country under their jurisdiction. Most High Priest are of 13th to 16th level, although both higher and lower level High Priests are known, although no reports of High Priests below 11th level exist. In order to become a High Priest, the candidate must have proven that he is capable of handling such great responsibility. This is usually done through a long life of servitude to the church, where the priest has throughoutly ful lled all his duties, but reports exist of priests earning the title of High Priest through other means. The rest of the clerical hierarchy continues in this pattern, down through the system to the lowest apprentice. In addition to this system, there is a number of \questing priests" - priests who have left the sanctuary of the temples and travels the world. After some time, even these priests settle down and builds or takes over a temple. These priests don't usually get high in the hierarchy, but are called upon when other qualities are needed. Thus, the priest governing the local temple may be of higher level than the Patriarch, although that is not very likely.
The symbols used by the priests re ects the personality of Starkad. All symbols include at least one of the following images: a hammer, an anvil, an arm, and a mountain. The most common combination is the Hammer and Anvil. The symbol itself is usually forged from raw metal ore, the use of already forged metal will cause all spells to be cast with half e ciency with respect to range, duration and damage. Additionally, as the
spells are imperfect opponents gets a +2 bonus on ...adventurers: Although the church in general their saves. dislike adventurers, there are a number of priests Usually iron ore is used, but if mithril and adaman-who travels the world as "questing priests". Adtite ore are available, a special alloy can be made venturers far too often bring chaos and disorder in and the symbol will be more potent. Saving throws their tracks, and in general have little respect for versus spells that require the use of a holy symbol the law. The main goal of the questing priests is to su er a -1 penalty, and the priest turns undead as establish law and order in places lacking this, but if he were one level higher. Additionally, the priest also to increase the power of the church by nding is immune to all types of fear. and recovering artifacts. These symbols are only used by priests of 10th Thus, the adventure-party who has a priest of level or higher, as the lower level priests are unwor- Starkad among them will probably receive help from thy of such blessings. the local temple. The adventure-party who does not have a priest among them may also do so if what they are about to do supports the interests of the Holy Water church. The priests of Starkad rarely uses holy water. To make holy water, a priest must cast a Bless spell on ...magicians: The followers of Starkad have little the hardening water after a full day's work in the love for magicians. This is mostly due to their gensmithy. The smithy must be located on sancti ed eral lousy ghting abilities, but they also feel that ground, and the priest has a 25% base chance of magicians in general do more harm than good with successfully creating the holy water. This chance is their constant search for knowledge that was never increased 5% per level of the priest. One vial plus meant for mortals to know. one vial per two levels of the priest can be formed A priest is not forbidden by church law to work like this. with a wizard, and sometimes life-long friendships have evolved between a priest and a magician, but the priest who does must expect to have his faith Duties questioned by others from time to time. The priests of Starkad are expected to be pro cient in at least one type of craft, most common are met- Weapons and armor alworking of some sorts. They must spend at least one day per week performing their chosen form of Priests of Starkad must only use weapons that have craft, unless there are very good reasons for them a relation to common craft-tools. The preferred not to. Even so, the priest must catch up on his weapon is warhammer, but all the following is alduty as soon as possible. lowed: Battle axe, battle-hammer, dagger, footman's The priest can never back down from a challenge pick, hand axe, horseman's pick, knife, and warhamunless that challenge is made simply to force the mer. priest into a certain death, or if the duel would break All types of metal armor are permitted, as long the law. In such case the priest is obliged to defeat as it is crafted either by the priest himself or other the challenger in other ways, most commonly by the members of the church. laws. In general, the priest is expected to uphold the law wherever he is, even if the law is unjust. If the Granted powers priest feels that the law is unfair, he may do his best Starkads priests are given the following as they rise to change it but can not tolerate its violation. in level:
...other churches: The priests of Starkad recognize the existence of the other deities. Still, they usually try to convert the followers of the other deities if they nd them worthy. There does not exist any ritual to convert other priests to the belief of Starkad, but some priests have been known to convert of their own free will.
| they are immuneto all forms of strength-draining attacks | +2 on saves vs. Fear of any type | at 3rd level, they have +2 to hit and damage with warhammer Additionally, they receive 30 character points to spend on the following abilities:
other spells the priest has memorized. Followers (5/10): By purchasing this ability, the priest can gain followers if he establishes a stronghold and is at least 8th level. If this is purchased as a 10 point ability, the priest can attract followers whenever he establishes a stronghold, regardless of level. The DM has details on the various types of followers. Hit point bonus (10): Priests with this ability use 1d10 to determine their hit points rather than 1d8. Immunity (5): At 5th level, the priest is una ected by a Wall of Fire spell. Inspire fear (10): At 7th level, the priest can Inspire Fear in his opponents. This power can be used once per day, and requires the priest to boldly present his holy symbol while fully visible. It has the following e ect: It creates a cone, 60' long and 30' wide at the base. All creatures in that area must save vs. petri cation or ee for one round per level of the priest. Each a ected creature is 60% likely to drop whatever they have in their hands, this probability drops 5% per level/HD above 1. Turn undead (10): As given in the PH. Warrior-priest (10): Priests who select this ability use the warrior Strength and Constitution bonuses for exceptional scores. Weapon specialization (15): Priests selecting this ability may specialize in a particular weapon. The character points for specialization must be met in addition.
Detect ore (5): Once a day, the priest can cast the (TM), Magical Stone (PH), Morale* (TM), ProtecDetect Ore spell. This is in addition to any tion From Evil (PH), Purify Food & Drink (PH),
Remove Fear (PH), Ring of Hands (TM), Sacred Guardian (TM), Sanctuary (PH)
Barkskin (PH), Calm Chaos (TM), Chant (PH), Draw Upon Holy Might (TM), Emotion Perception* (TM), Enthrall (PH), Fire Trap (PH), Flame Blade (PH), Heat Metal (PH), Hold Person (PH), Produce Flame (PH), Rally* (TM), Resist Fire/Resist Cold (PH), Sanctify (TM), Silence 15' Radius (PH), Slow Poison (PH), Spiritual Hammer (PH), Wyvern Watch (PH), Zone of Truth (TM) Adaption* (TM), Caltrops* (TM), Create Food & Water (PH), Dispel Magic (PH), Divine Strength, Flame Walk (PH), Glyph of Warding (PH), Line of Protection (TM), Magical Vestment (PH), Meld Into Stone (PH), Negative Plane Protection (PH), Prayer (PH), Protection From Fire (PH), Pyrotechnics (PH), Remove Curse (PH), Remove Paralysis (PH), Rigid Thinking (TM), Stone Shape (PH), Strength of One (TM), Unearthly Choir (TM) Abjure (PH), Addition (TM), Cloak of Bravery (PH), Compulsive Order (TM), Cure Serious Wounds (heals 4d8+5 hp) (PH), Defensive Harmony (TM), Detect Lie (PH), Focus (TM), Free Action (PH), Leadership* (TM), Produce Fire (PH), Protection From Evil 10' Radius (PH), Protection From Lightning (PH), Spell Immunity (PH), Tanglefoot* (TM), Uplift (TM) Atonement (PH), Blessed Abundance (TM), Champion's Strength (TM), Cure Critical Wounds (heals 5d8+8 hp) (PH), Disguise* (TM), Dispel Evil (PH), Flame Strike (PH), Illusory Artillery* (TM), Impending Permission (TM), Insect Plague (PH), Oathbreaker, Quest (PH), Spike Stones (PH), Strengthen Stone, Transmute Rock to Mud (PH), Unceasing Vigilance of the Holy Sentinel (TM), Wall of Fire (PH)
The priests of Starkad may pray for the spells listed below. The spells are described in the Player's Handbook ("PH"), the Tome of Magic ("TM") and on the following pages. Some spells has been modi ed, in that case this has been noted in the list. Spells marked with an asterix (*) are only gran- Level 6: Aerial Servant (PH), Animate Object (PH), Blade ted in times of war. Barrier (PH), Conjure Animal (PH), Conjure Fire Elemental (PH), Fire Seeds (PH), Forbiddance (PH), Level 1: Bless (PH), Call Upon Faith (TM), Combine (PH), Godrage), Gravity Variation* (TM), Hammer of DoCommand (PH), Courage* (TM), Cure Light Wo- om, Heal (PH), Hero's Feast (PH), Legal Thoughts unds (PH), Detect Evil (PH), Detect Ore, Endure Cold/Endure Heat (PH), Log of Everburning 37
(TM), Spiritual Wrath (TM), Stone Tell (PH), Transmute Water to Dust (PH), Weather Summoning Through the use of this spell, the caster is able to (PH), Word of Recall (PH) endow himself with great strength. In game terms, the priest's strength score is raised by one point, plus one point per level of the priest above fth, to Level 7: Animate Rock (PH), Chariot of Sustarre (PH), Con- a maximum of 18. If several priest cooperates in the casting of this jure Earth Elemental (PH), Control Weather (PH), Creeping Doom (PH), Earthquake (PH), Fire Storm spell, the duration is given by the priest who leads (PH), Gate (PH), Holy Word (PH), Illusory Forti - the ceremony. Up to eight priests may participate in cation* (TM), Regenerate (PH), Restoration (PH), a single casting of this spell. If the Divine Strength Resurrection (PH), Shadow Engines* (TM), Spirit is shared this way, the strength points is shared of Power (TM), Succor (PH), Transmute Metal to in equal amounts among the priests. Fractions are lost, as well as those points that would raise a charWood (PH) acter above 18. Thus, if three priests of 9th, 7th and 6th level with strength scores of 16, 16 and 15 Level 1 was to cast this spell, they would share 10 points (5+3+2). Divided by three, this would be three Detect Ore points to each of the priests, raising all of them to School: Divination, Elemental 18. Range: 10 yards While casting this spell, the (leading) priest eats Components: V, S, M the heart of an animal specially prepared as follows: Duration: 1 turn An animal normally associated with great strength Casting Time: 5 and endurance (such as an ox or a bear) is sacriArea of E ect: 10-foot wide path ced. The caster kills the animal with a special Saving Throw: None consecrated sacri cial knife, and empties the blood of the animal into a concecrated brazier or similar When the priest casts this spell, he is able to item, and puts it to re. The caster(s) then asks detect the presence and possibly the quantity of Starkad to receive their humble o ering, and to ina speci ed ore. The caster must concentrate one crease their physical strength. round in a particular direction. If the desired ore is At the completion of the preparation, the heart in that direction, the priest knows the relative dis- of the animal is thrown onto the brazier, and if the tance to it. The priest also has a 5% chance per priest is on good standings with Starkad he may level of determining the quantity of that particular reach into the brazier and take out the heart withsubstance to within 10% accuracy. out being burned. The use of a Protection from Fire The spell is directional and the priest must re- spell will not please Starkad. main stationary while concentrating in a particuThis spell may be used in combination with Strength lar direction. Several di erent types of ore may be of One and similar spells, but is not cumulative with searched for with each casting of the spell, provided the 2nd level wizard spell Strength. there is duration left. Each di erent substance requires one round of concentration in each direction. The material component is the priest's holy sym- Level 5 bol and a piece of the ore to be detected for. Neither Oathbreaker is consumed in the casting. School: Conjuration/Summoning Range: 0 Level 3 Components: V, S, M Duration: Special Divine Strength Casting Time: 1 turn School: Alteration Area of E ect: 1 creature Range: Touch Saving Throw: None Components: V, S, M Duration: 1 hour/level The Oathbreaker spell is a powerful method of Casting Time: 1 turn obtaining vengeance for a fallen comrade. The deArea of E ect: The caster(s) ceased person must have been well known to the Saving Throw: None priest, and must have been killed through the treachery of the intended target of the spell. That is, the 38
target must have violated an oath or agreement with etc.) against physical damage. The DM adds +4 the deceased person (king to subject, guest to host, to the structure's saving throw against any type of etc.), or conspired to bring about the death of the damage, from siege engines to natural earthquakes. deceased. Additionally, if the deceased was not a The stone object gains a saving throw vs. the Earthworshiper of Starkad the spell will not function. quake spell (q.v.). The spell may only be cast once The Oathbreaker spell begins with the priest nam- on any stone object. ing the deceased and detailing the treachery which If a character cast this spell on a stone golem resulted in his death. Thereafter, two huge columns or other animated stone being (like one created by appear in front of the priest. Between the columns Animate Rock), the creature receives a -1 bonus to appears a great door. The priest then knocks three its AC and adds a +1 bonus to its saving throws for times on the door, names the deceased, and pulls the duration of the spell. Strengthen Stone has no the doors open. The deceased person then steps e ect on earth elemental or galeb duhr. This spell through the door as a spirit. prevents Transmute Rock to Mud from working on The deceased comes back in a near corporeal the a ected construction. form which mimics his form in life. The spirit has The material component, a diamond chip worth the same hit points as it did in life, and appear as it at least 500 gp, must be crushed and sprinkled on did in life. Although the spirit appears unarmored the construction. (and is unable to use armor), it has an AC of 0 and is a ected only by magical weapons of +1 or better Level 6 enchantment. The spirit has 5% magical resistance per level/Hit Dice, up to a maximum of 60%, and Godrage is una ected by sleep, charm, and other forms of School: Alteration, Enchantment mental control. The spirit may use weapons as it did in life, and Range: 0 Components: V, S, has the same spells memorized as at the time of his Duration: 3 rounds M 1 round/level + death. It is unable to memorize new spells, and Casting Time: 1 round needs material components normally. It is unaf- Area of E ect: Personal fected by loss of it's own physical hit points, but if Saving Throw: None the summoning priest is wounded, this will a ect the spirit in the same way it a ects the priest, due This spell cast when a priest is faced to the fact that the priest is its link to the world of with charactersmay be knows has violated Starkad's that he mortals. interests in If either the priest or the spirit is reduced to 0 priest calls a severe way. By casting this spell, the down the attention of Starkad and inhp or below, the spirit disappears. It will in any vokes his righteous wrath. He names the wrongdocase disappear after one week plus one day per two ers, sentence them to death, and raises his warhamlevels of the priest. Once the spirit has disappeared, mer at the completion of the spell. it is unable to return to the world of the living. As the earthly consequence of this, the priest The spirit itself is una ected by a Dispel Magic is empowered with increased combat ability, he atspell, but if cast successfully upon the priest the link tacks as a ghter of his own level specialized in will be broken and the spirit will disappear. The warhammer. While the priest is able to make inspirit may be driven away through the use of spells telligent decisions, the wrath that lls him makes it such as Banishment, Dismissal, etc. Once the spirit impossible for him to cast any spells. Furthermore, has avenged itself, it disappears to rest in peace. the presence of the divinity surrounds the cleric in the form of an aura that reduces all damage taken Strengthen Stone by the cleric by 2 points (1 point minimum) per dice. School: Alteration After the spell ends, the cleric must rest for twice Range: 10 yards as long as the time he was empowered with GoComponents: V, S, M drage. The material components for this spell is the Duration: Permanent holy symbol of the priest, as well as a consecrated Casting Time: 1 hour warhammer which disappears when the spell ends. Area of E ect: 1 building or wall Saving Throw: None
Strengthen Stone can reinforce any stone construction (house, tower, wall segment, aqueduct,
School: Evocation Range: 10 yards/level Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of E ect: 1 creature Saving Throw: Special warhammer straight up into the air. The dweomer of the spell lifts it out of sight and enlarges it monstrously. During the round of the casting the Hammer of Doom hurtles down towards a speci ed target with a piercing, whistling sound, striking it for 1d10 points of damage per level of the caster. The hammer will look monstrously huge as it comes down, terrifying those standing around the intended target. All those standing within a 1" radius area around the victim must succeed a save vs spell or be a ected by Fear, as the spell, for 1d4 rounds. If the victim succeeds a saving throw vs spell, he manages to tear himself loose from the sight of it, and throw himself partially out of the way, so as to reduce the damage to 1/2. If the save is failed, he remains rooted to the spot, paralyzed with fear and receives full damage. Likewise, all the victim's equipment must save versus crushing blow or be destroyed utterly. The material components are the priest's holy symbol and a warhammer under the e ect of a Bless spell. The warhammer is consumed. This spell is similar to the spell Spiritual Hammer, but much more powerful. The caster lobs a
Hammer of Doom
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