You are on page 1of 194

=-mnJo

=imv-?! a.

*! Peap =o=?!I ~~s 4 m -

'mog=gcn a w 9 W-PPBWJO vent) ~msp!3qoJ f=w!?Pg -8m-v I w ' a w q n d ~ q ln e P n-

?"or(lW P n @ a T lnrn TW s 3 3 0 m )' d N 'PSarRaH F.O O l W 'SlIOffVIqnd 9 'JJmmfl dq 2661 '1681'8W ' S I '2861 a 9QOuVeW3'3 W B S6 O

q s quoyiqdsu~ S ayq

"'P~MOTIOJ

?=w PUB 'WIM T@


~ O ~ 'M M s

a93 . r o ~ q x ayaqs s s ~ n ~

"? 9"OM s x 3 a w = p a p 0% q q p l ? " o ~ a =oq!In=ayJ,

r a ! z e q uea Lq pqupd

~ s w s s s p n S o Iaaa[ q l g ~ a -(LAI n r u f i o ~ ~ s 848 =rnwu% P=~O=OD a ~ ~ ~ ~ , u!swss~11 m w q w 11 ~IXIZ-W =~rrrau% UeAw P q a ? - IaAeI WOZ--(EL) 8-6 =ae=o= 1a.q ~ I U I G ~.wueH H) 'woa
4 0 1

r 1 1 9 ~earnmula ~ W P ~ ) 3A I ~ AWLT-(H) ~I

JO~UOUL

:urowoq ayq m o g aspix3013 -pa.)aadxaun aqq -703 %noy*=M 03 s=q 11??S s-nv pue saoJay s,Aels~ d n l s ~ o ~pa1quIassB $0 ~aj s g q 'punoj uaaq s,a.mseaz? aqq yZnoq$ U O A 3 - raao3 -9s 1703s - su!33asad4I, "aa-7aN 11XI J a I z e q ma lpqdure3 L m a ~ a p 03ncle3 -a - w

Welcome to a world of high adventure. A world of swords & sorcery, of light & dark. We, at Unicorn Games, care about what you think, and we appreciate any comments you may have regarding QkIn the end, it is you readers must judge the fmal work. Some w l love this produd; others will hate it. However, it has long been the author's belief that role-playing games are il too male-oriented, and that all gaming philmphies deserve representation, something he has tried to promote in his paat work. If you feel likewiw, perhaps this is the game for you. QA can be used to supplement whatever game system you normally employ. Use as much or as little of it as you see fit. Support articles for QA have appeared in a number of magazines, and we thank the reepedive publishers for their support. If you get a chance, check out the Gamer*, Vortext*, the Scroll*, and White Wow. Finally, the author would like to thank the following people for the inspiration they provided, large and small:
lo Above all, Roger E. Moore for his limitless encouragement and support over the years. A s : Jeff Albanese; Bob Anderson; Dave Arneson; Anne Brown; Dale Donovan; Jeff Gmbb (for his many accomplishmenta in the gaming field); Gary Gygax; Dave Hargrave; Scott Haring; Bruce Heard; Mike Hopcroft; Robin Jenkins; Hamld Johnson; Jon Pickens; Jean Rabe, Lisa Stevens; Barbara Young; Stewart Wieck and Chris Williams.

And.. Bill Curtis; Bill Mercer (for more good ideas than I can count); Lance Murphy; Mike Pannell; Scott "Nazier" Slater; Jim Williams; Charley Worstell. J L (for Sage Advice). "Lamb" Stu MacCheaney and Joan Tappe. David Argall, for mercileaa but brilliant critiquing. L. Frank Baum; Terry Brooks; J.R.R. Tolkien; Jules Verne. John Wayne; Errol Flynn; Clara Bow and Bonita Granville. (The original) Barnabas; Quentin; Sarah; Maggie; Carolyn; Victoria; Magda; Willie; Ben; Aristade--and, of course, Angelique. Raven; Arathom; Nightshadown'; Sturm and "the Witch. Michael Crawford; Sarah Brightman and Elisabeth Stringer

The Bangles; the Beach Boys; the Bee Gees; the Byrds; Chad % Jeremy; the Doom; Bob Dylan; EL@, Elton; the Five Keys; Fleetwood Mac; the Hollies; Mary Hopkin (whom I'll always have a crush on); the Idle Race; Jan & Dean; John, Paul, George, Ringo & George Martin; A1 Jolson; the Kinks; Led Zepellin; Andrew Lloyd Webber; the Moody Blues; the Move; Peter, Paul & Mary; Pink Floyd; the Pretty Things; Renaissance; the Rolling Stones; Simon & Garfunkel; the Who; Hank Williams; the Yardbirds; the Zombies.
Last of all to Donovan P. Leitch, whose magical HMS DONOVAN opened my eyes. The persons listed have not necessarily endorsed this produd
Denotes a trademark owned by a mmpany other tha UGP. UGPs use of lhese trademark without the written mnsent of their holders s h d d not be interpreted as a challenge to lheir ownership stat-.

Unicorn Game Publioatiom Box 4284 Fresno, Ca. SS728

CEAlTEB 1 ChUMtarcredion The nine stat8................................................................... 4 .................................................................. Page Character raw8 Page 9 Alternate charaderraces Page 1 1 Ethics Page 13 CHAPTEB 2 Clmrmhr p m h d 0 . l ~ Pigbh The CoasacL " " 15 The Ghdhtm " Page 17 The Knight Page 18 The Leeonnah Page 24 The Rogue Page 26 The Saracen Pqe 27 The T i Page 29 The Wcmkman Page 31

. .

Page 4

Wge 15

....... . . ...................................... ...................................... ...............................................................................................................................................


-

TheAssssi, The Bsnd The Cutpurse The Gypsy

............................................"

"

Page=

Page 37
Page 43 Page 47

The Druid

......................................................." TheMRiesL he N w Thesmcera " The Witch. The k c h i d stnrctunsoftbe professions S g l e & d u a l - p m f d e d eating new c h r a d a professions Level p4nt reqoiremenkfm eacb pofesdan

................Page86
pass m
Pages Page 89 Page 126 Page 127 Wge 128 Page 129

P g 66 ae

...

......... ........................................................................... . .

Innate magid *tias


CHAPTEB S Skills CHaPTBR 4 E g d p m e n t

......................................

.............ta.is-ista.ista......................ta.ta.ista..isis.... .............ista.ta.ista.is......................is.ista.is-tata....

.. . .

. Page 130
Wge 152

of~~lay page i3a - Page IS3 A k t of general pmda Armom & shields Page 146 Weapons ....h.9h..-.-........................................... ....9h.9............................................... Page 138 Riding beasts Page 138 Smvks Page 139

..The lkralratas................................ ... Page 140 Page 14a Sights & Page 141 CHAPTEE S - Cornbet.............. ...... .......................................................................................................................................................... *148 Ambu&Movement & Cambatpbases - Page 143
CHAFlWt 6
Mve~~bus
"

m d s

CHAPTER 7 WD................................................................... Page 153 ..................................................................... .................................................................... gPeb k Spell boaIdCrinhgnca, apeus Page 153 Rese&ing new spella Page 1 % Spen-tiw m i s c e a PW 166 Potions & e k i m d r m &Magic wands & staflslCweditems6Viuhur %e 168 -8-PmuQ Page167 lave1 pint&& awardsiGems &jewelry Page 167 Reasma gensnting tabledenchanted -pols Page 168 Masic-our & shieldwMk-llaneous magicitems . Page 159 Potions & eMm, d e s m i p t i o n o f l ~ Power of ........... Page 162 W c i t e m generaling tablea Page 168

. .

Spellcastias/theaUdcmlVCwbat mienllsnea Page 144 CombatiaMes Page 146 Handhhand 6 g h ~ f l s s i I e fh.&Wsm ........................... Pagc 1 W ~ a n N oombat movesWitherIng n ~ Page 151 lki&nce dk, .c.e-...-............................................ .ec...-.............................................. Page 152

........................ -

....... ............ . . ...........................

.............. .

................................. . .

e I&Y age 1~ CHAFl'EB 10 M O Z X S ~ Page 170 TO. an i n t r o d n m b r y s a ~ o............................................................................. . ............................................................................ . Wge 180 WnxrEW OUIDELINES." " "." " " Page 182 CHNIACTER SHEET End of book

c -

.-.... .-......

.......

Some of the i l b b t i o n s beRin a m taken from "Ancient& medieval people" by Jml Steele. puWished 1883:"Anbian Nights Entertainments'. pnbli&d l W " W s Semnd Reader" by &Ilen M Cy.publkbd 1 ' h H i s h y of the World" by Jahn Clark Ridpath. p n b k k d 1 w The Illuminated Mawzbe".puWished 1845; Te " T h e w sW n d " p~vb-d 1858;"Pgthian Kd&thmd" by Jamea Csmabao. p d i s b d 1887;"The Americanized envl~paedia" BelfmdClart pnblished 1880; by "Sollg ofthe Brmk by Tennyson.pobtiabed 1 % end 'The atndents refnenoe work" by Chandler B.Beadt. prrbliahed 1901 UGP ir prnsd ta help t i magnificent 8 ha art,some ofwhich is nearly 1 W years o d live a l, & so that a new g e - h urn appreoiate the crdbmn&p that went into it

AT AGLAN-nemting
Dad
*e%h

stab

Ef l
5D4 ID124

Dn5D4 1D12+8 1D12+8 Wl24 lDlZ+8 6D4

(humin,?

BallaIf em

W l et

n 1D124 ID1218 ID124 ID124 1D12+8 ID124

( h d w human)
1D12+8 1D12+8 1Wl4 5D4 Wl?.+8 1D12+8 2D6

1 D W

Mi&'
Conditioninp

5D4
lDBcl4 5D4 5D4 5D4

5D4
W 1 4 lDlZ4 lDlZt8

IQ
Charm Appe-e

6D4 IN14 1D12+8 1012+8 1D12+8 1Dl!2+8

LOEL
6tamina Baay

2D6

1D6

ZD6

208

2DB

(seeCbaptsr One) S M + Conditioninadhidedby two, roundiw u r n

Nnnmbraan Cbtb,krLin, leather,


gladiatorial, m

-aclrchaimmd

2
S

Chainmail shirt
W d p l a t e C h a i m d (fan soit) Prilfnlt atamhpae Uoine w d l shield:

US& medium shield: U i n - shield: sal

4 6 X+1) W+2) Deduct 1mint Deduct 2 h b Dad& 3 wink

4 5 W+1)

1 2 3 4 5

0 1
2 3

of-1)
0 1

M-2) M-1)

W9)
W-2) 0(-1) 0 1

w-4)
M-8)

2 8

1 2

of-2) N-1) 0

Character Creation
All charactem possess ninesbts, and their numeric range can m a @ affeol aWln and mmhat. The nine indnde: l ~ ~ r e n p(St) th

The Strength rating of a charactmrrflect~ several things.


Damage rulls
One.$ Strength can modify the damag~ done with melee or hurled woapaos. However. regardless ofapenalty to damage rob, a a w a p s f ~hit always innicts l and a t leaat I p i n t of * e (although an armm might negate this!).

Extra Body points


A High Strength, coupled with a god Con, can add to a &am&r*s B& both together and then dividing by points, for they are determined by two, wunding up.

Forcing dungeon doom

Dmrs or other pmlals will oRen be raded or w a p d *hut fmm y e m of n e e d , and they must be fmced opn. requiring n simple Strength roll on a W!. Thi. may be attempted o n e each phase (or 1 a&anda), by s single 0 character (in tht? ease d a n-al size dmr). N a h d l y , m e plrtals may be Mloeked or cwsCnrtod so that they just cannot be f , d and must either be b a W do- or overcome thronpa m e . In breaking down a d m , some sort of ram mnst be used-* stntue, 1%. elc. To note access, the Strength of th& i g the rain is mmhined and penentr7r: dim am rolled rqubing a ro .-.&ctxmath Lhr wruiiined h d n g . In all u s , m a d W fils. Om s attempt can be made each two phases.
Throwing things
ham nororal rnisae weapons. o b a m c k s may throw that an enemy. Light a b W , rmch as acid vials, may b h d e d up to five feel distant e per point of Slzength. Indoors, where there may be a low ailing, this range is q Thmwing moderately h e a v a j , b& s m h a4 a beayr jsclr-0-lantern. lowerti the range to two f c e t p r Strength p i n t i n nny s w e .
A&

pack fm a n extended period of time, he may briekly lift greater weights The maximum U a l may be lifted and mvscled out of the way equal. 20 lbs pr uuried. (And up to half the nrarimum lit2 Streoglh point, minus any =el& may be raised over the h d if n m 7 y . ) Thus, Vanor i a n emesency n can lift . to 2W l b ~ ercludine ihe w e i ~ h t his normal war. Lifting more u . of zequires a Strength roll, applying a penalty factor of 1fm each five-lb i n ~ ~ c m e n t above the madmum weight normally allowed. That is, 16e player must roll a DZO, ending with aresult beneath the character's Strrngth to indioate suwesT. A smre that qmls a erueeds the Strength rating is considered a failure! Example: Vanm with his 10 Strengtb can lifta maximum of 2W lbe (if he d e s no other weight an his p e m ) . But he waots to raise away a 2 0 l slab of atone 2-b seaGng O an u n d e r m n d chamber. He most roll a DW against hi. strength, N adding 4 to the reault fm the 20 extra lbs of weight. Vanar most tbus mll 5 or less on a D20 for s u ~ sOtherwise,the slab jost proves to be t much f a him . m and he mustget help. The lime one can hold the extra weight eqvals 1 phase (or LO seconds. remember) per five points of Con. After this, the charader must set the weight down and rest an equal length of time before undertaking any other tests of his Strength. The m i m u m 1LR ratin, also shows whathm one can climb a rope handover-hand, bearing his own weight and that of his equipmenl The rate of ascent equals G/phwe, and the character may climb without tiring for one phme for each two paints of& Can.After this, he mostrest a n e q d period of time. If he doesn't, he 1-s ID8points of S t d i each phase of dimhing until his Stamina is -nded (cawing him to fall), he stops to rest, or he ends the dimb. The Stamina loa4 is halved if the character is owming x rope laterally.

~~

(Of course, usiog sheer moscle to move s e a t weights is the least efficient who employa a tml for means of accomplishing the task at hand. So, a o h & leverage eNcdively h b l e s his marimrm t i n rating. And obviously> two or m m ~baradeA may add their Strength i a moerted eNort to move nbjects n that nre tm heavy for eilher to lifl u n d t e d . A single die roll is then made, d t h q h amU of 20 always resultsin failure, requiring more assistnnoe.) Table 1is a quick reference to note modifications for Streoglh. ikrilik (Ad A m t y awrjders nimbleness, mfleres, and W e y e amdinatinn. I t is a valusblc asset, &dly nNectjn~ following areas: the h o w rating

W a n g strength

One's S e n g t h regulates how much he ran cany. Armour, weapons and equipment weigh a lot, and those with higher Strength ratings can more easily handle large &ounta of gear. The working stmngth of a character denotes the weight he can paok with or without penalties to movement, skins, or Agility. Exduding one set of clothing mm, the load fadom that apply to charactem indodo: Lieht loads. A liphf load eauals 2 lbe a l a oer Streneth mint. Thus " \'anor. a cutpms with a 10 S ~ c n g t h can e a d y blc an exha 20 Its of gear. , \'?nn'slight mcumbmce may result in a b r h r chance ul i*rform Mls which tlmld be hindered hy hm packing g.4 roigbls. I t cerrjl~nlslets him move d 1 y and easily. between 2.1 and 6 I per Strength b Normal loads. A m d bad s pint. If Vanor packs between 21-50 lba of gear, he ts toting a m - 1 laad, applying neither bonus nor penalty to any skills or movwwnt Heavy I d . A lrcoy bad averages between 5.1 to 7 lhs per Strength point Should Vanor top the 50 lb mark, the load starts weighing him down, affecting his freedom of movement As a ontpume, Vanor ean climb variourr wan . * Packing t i much weight taLes its toll and his skill at dimbing hs declines from the s W n of the dead weight on his back Hs movement slao i begins to slow. Very hea- loads. A oery k w v y hmd varies between 7.1 to 10 lhs per Stlength point. Therefme, Vanor will be greatly encumbered a t the point he M lugs 71 to 1 ILLS of eguiplaent. Climbing a wall with a heavy pack is all but impossible now. In f d he can hardly w a l k w i h n t stumbling! Maxim- Mt.Whils the preriow iigmes show how much a cbarader can

A gad armour rntmg makes s target m a e diIXcolt to hit, and the better reflexes fwm s high AgiEty may apply a bonus to the armour rating of a character. Likewise, alow M l i t y shows nlow readiolls, making it more di&ult to dodge or parry away an enemy's blows. Thus.i t esn worsan the arm- rding ( e e Table 2).

- .

When rolling tonote a s u d u l strike during melee, one's Agility can alter the soore fabetter or worse (see Table 2). combat p*
Character's AgUB determines the p i n t i the n

game tom that he may

atbci an enemy.

Chapter Sixpasintogreater detail on the m m b a t p k .


Resisting spells

Many a i d @Is--but not all-pitan Agility roll to leasen damage. In s ~ c urses, a mll of s natlrml 1i&tm h no damage is talrenl As noted, a c h a r u s Agility can be lessened if he to& h loads of equipment or bmty as shown on Table 1 It can a s be halved if a character for . lo m e reason is f d to his h e e s m is mawling. AgUty can even be quartered

1 2

2 4

8 6

4 8

10

14

21

28

10

20

30

40

20 -2

40
-2

60 -2

80

-2

11 12 13 14 d (in lbs) 1 0 1 2 1 4 1 6 0 2 2 2 4 2 6 2 Movement adjostment (in feet per p a e : k, hs) Penalty to M l i t y 0 Nomnl I d (in b) 0 ~ 3 0 3 6 4 0 ~ M ) 5 6 ~ 6 6 7 0 Movement adjustment (in feet per phw): 0 Penalty to Wy 0 t J k m y loed (in lbs) 85 42 4 9 66 63 70 77 89 91 98 Movement adjustment (in feet per p a e : -2 hs) Renalty to A d i W -2 Very heavy load (k b) 60 60 70 80 80 100 110 120 130 140 Movement adjustment (in feet per phase): -5 Penabr to AziEty: . 6 Maximum lift (in lba) 100 120 140 lea 180 200 220 240 260 280 Damage adjmbnent to melee and h m l d missile attacks -2 -1 -1 0 0 0 0 0 0 0

10 Light I i S 2

15
8 3

18
0 i

17
a ~

18
3 6

19
8 8

20

106

112

119

126

135

140

150

lM)

170

la0

190

200

300 0

520

340
+2

Sea
+3

980
44 .

4 w
+5

+1

Table 2-.Armour r a k and attack m U adjmtmente. based on Adity

Table &Rest time.befme

~~slob
4 9
5

1 9

2 9

6 8

C O N D m mW E E 8 10 11 12 13 Horus of d needed 8 8 8 7 7 7 +5 minutea for each combined rank of soen cast

14 7

16 6

16 6

11 6

18 5

19 6

10 4

Table &Time needed to memorize ea~hspell, rank by

1
1

CHARACTER Ie 6 7 8 S 10 1'2 11 18 14 16 Minates to memmiee spen (if charaderhasslept.otherwise, increase tenfold) 6 1 4 1 8 1 2 1 1 1 0 9 8 7 6 Mtnltiplidby the rank of the spell, * lmpeslahe to p d m m spllcaatingat these low Ips.
c A MC m HR 8O

I
16 6 17 4 18 S 19
2

10 1

Table %-ReactLon adjustments, basd w Cham

1.

M e mil
N&ml01
or less

Demeanor ofcharaoter

Red0 Cwed: r e n i driven off Habar:attackedif-asma weiille Vidble nuiiendliIntense disliLe: lied toor deceived to get charader

charminpinp Bhi Intimidating, threatenina


C h m i n g , glib Intimidating, Wvaatening

Adjusted 01-26

say or do just sbovt

Optional adjustments to the d o n mu: +/- 6% for eachleuelofdiffmnce between the Ehrnscter and whomever he inkrack w t . ih -10if characteria knowm to haye a badreptation (onless the radim i made by those dEvU ethics; in this m e , it operatesas aplus). . +lo if char& ia knosm to have a good -tation (unless the re& is made by t h e of E d ethics, in t b case, oprates as a minos). h it

if one is f a d to his knees, is mawling, or txips and lies on the f l m . Activity in wld climates without warm dothine also nenali~es it bv 1D4 ooints. Underwater, ones Aahty ,core s l e a ~ n e d 1U p i n e l However, rr.yardlru:of by any indicated penalty Arrlily can never ir reduc-d blow 1 except hy maac. p r i s m disease, eu.Nntwaily, this hUs the eh~r.act.r so domg. in

A superior Con,coupled with agood Shength, can increase Body points Heeling Body a n d Stamina damage During combat, one can 1 both Body and Stamina +nts. StPmina damage, that of a p n e r a l deterioration of reflexes, alertness, and energy to turn away otherwise mnnecting blows, is regained a t a rate equal to the character's Con, for each fl how of rest. Healing Body damage, that of true physical ul wounds to the character'sbody, is done at a & of but 1paint, + I point for each 10 Con v i n e , each 24 horns of rest. Magic, of course, restoms Body and Stamina damage much quicker. Eoldina one's breath Adventurers m e t i m e s need to hold their breath The Conditioning score regulates how lang this may be done. In situati6ns where aue merely goes limp, seeking to hold hjs breath as long as possible, he may go without breathing one phase for each Con paint. If the character hdds his breath while moving normally, without 0thstrenoons activity, the breath may be held one phase for each two Con points. Holding breath while fighting, running,being strangled, e k , be done for only one phase for each five Con points. All these times rn doubled if the draracter hrst h-entitates. At the point one's breath is held beyond what is allowed, he suffers 108 points of Stamina l m each phase. (The lass is doubled if the charader exerts himself, fm instance by resisting strangulation.) At tbc point all Stamina is expended, he antomatically 9MB to breathe unless underwater or he is being strangled In these even&, he passe out and dies in 104 phases.

~~~

l~onditioning(Con Cn) or

Conditioning is s general indication of the hardiness, health, and physical mke-up of a eh-cter. I t also covers: Doingwithout f w d or water Apart hom going without sleep, adventurers may need to smrive without fcod or water. Of the two, water is the most important. To main* proper vigor, a character each 24 hours must drink at least one auof water for each 10 lbs of ita body weight This amount can be adjusted -nlatiaely by two factors ar shownin Table 3 . Table 3-Smvival on reduced rations

Light (rest, relaxation, standingguard, ete.) x l adjustment Normal (sbdying,light work, walking, ete.)

rZ adjustment
ffiavy (lighting, working hard, etc.) x3 adjustment
The result is then mcdikd by the temperature:

Cold (under 40 degrees Fahrenheit) x.5 adjushent Warm (41-75 degrees Fahrenheit) x l adjustment Hot (76-100 degrees Fahrenheit)
x2 adjustment

Very hot (101+ degrees Fahrenheit) x4 adjustment

Thus, a I W l b character performing m d activity in a warm area must drink 20 ounces (or 2 I cups) of water each day or begin losing vigm. This is R bardated by the temporary I - of one Con point per day without adequate
water (or double this if no water a t all is available). Restoration of t h e points is at the rate of four points per day after fluid intake retoms to acceptable minimums. If a character's Con falls to 1, he lapses into a wma and dies within ID4 hours if notgiven ample water. Note that magic -not restore stat points 1-t h lack of fluid intake. Surviving without fwd is somewhat easier. Afkr four hours per Con point,
a creature needs one ounce of (normal) rations for each 10 lbs of weight every24 hours thereaPtPr or it starts weakening. T k results in a loss of one S t r e 6 point for each three days t e ohmiter goes without adequate nutxi&, h

- --

--- --

Performing s h n u o o e activity
O d o r a & , a character may undertake strenuous activity. Conditioning orten regulates how lang he may do this (as in the case outlined earlier of holding great weight above the bead). Going without sleep. H e m s sometimes go long periods without rest If the character takes thingoeasy (for instance, aa a guard), he can go Cuo h o r n per Con point before fatigue nets in. m m I activity, exduding f l g h k g or spellcasting, A person mdecan remain fresh for np to 90 minutes per Con poillt Under k a u y d v i t y , oharacten can remain alert for one hour per Con point Once a chracter has stayed awake tm long, fatigYe s e b in. Each h w r thrreaffer, a roll must be made beneath the characteis Can on percentile dice. Failure me- his IQ and Conditirmingsmres temporarily drop by one point (In the case of the lowered IQ, this temporary loss does not affect one's level or expertise with general skills, although it penalizes IQ m k ) If either stat reaches 1, the chmxckr l m into a sleep hom which he cannot be awakened a for a t least 2D4 h o w Restoration of lost stats ia a t a r a t e d two points per hour of sleep after the Iimt six hours.

assuming he is undertaldng leht activity. Normal activity drops Strength by a p i n t each two days: and hay activity raises i t to loss of a Strength point each day. Point lossis a t +1if the chmade~ no fmd intake whatever. has If and when the Strength -re falls to 0, the character lapses into a mma and dies witbin 2D4 hours without navrishment Note that magic spells will not restom Strength points lost through lack of f a d Even a strengthen spell will not cancel the effects of stamatios and functions only for purposes of Strength mlls or damage adjustments during the time the recipient is undergoing penalties for doing without food. Nahrally, loss o Con or Strength points through dehydration or s+amation f adjvsts Body points downward and can lessen one's weight by half. Thus, a dwarf who lost a Body mint through astarranon or dehydration woad drop about nine ofweight

Fni8oddisoaw resistance rolls Orten, m e o n e snbjeded to pison m disease, whatever the s o, must

Extra body points

mmke a Conmll to resist same or all o f i k banefol effeds.

Rest time after s p e l l d n g

make reaaion mlls on percentile dice when a cbarsetn tnlks with a game m s b r chmetemete (GMC). The o h a r a d d s Charm adjustment may alter the restion either npward or down, based on his demeanor as shown in T a M e 8.

Even the simplest spellcasting affects a magiciads psyche, impadng a rest period befare reg-g-nded spellcasting slots The rest needed varies with the eharader'8 Con m e as shown in Table 4.

(A~)

[IQ
IQ, m inelled, is exbemdyimpmtant and affectstbe follnaing areas. Finding ~aretprmels

Appearme simply repreente the general atkadiveneulof the character i n physical termsIt can never be lower than I.

By v+c&e d their canshctim, seaet panels are diffloult to locate. When cbaractem suspect one lies within a n m a , those eearchii for it mustmll under their IQ on percentile dice to h d i t The time necessary generally equals five minutes per 10' oube of pace within the area (room, hall, ete) searched Regardless of hour many amas within a rmm m hall are examined by a character, only a single mll to determine sufcessis made. Some professions, nnd even r-. have bonuses to their rolls to find s e m t panels. Tricksters i n particular. if they have &trap skills, supersede the IQ roll with a &lmp mll to " m e . seaet panels. If there is mme than one secret panel in an ares, the GM should make additirmal mlls for each separate p a e l to note haw many are foond
Maximum level i n the ohaR&r'# profession
A peraads IQ regulates just how many of the inhieades he can grasp in masterine a nofesbion. The level limitations baapd on I 0 are listed in each of -~ -~ -the prufesion drssriptiono. Excepting IQ I - fmm 1.rrk of sleep, prmanmtand often krparary-lors of IQ r;m 1o me's skill lcvrl when 1Q level limir. begin to apply.

.. .

~~~

~~

~~

~~

~~

~.

~ ~

~ ~~

To use them, one must memaize spells, spell-gs, necessary is ahom in Table L

m prayers. The time

Example: Ferial, a 3rd level druid with a 16 I&, has cast two l s t d spells dong with her 2nd. Atbr sleeping to regain her spellcasting slok, she awakens, get4 out her spell b m h and decides to memorize entirely new spells. Cross referencing a 1st rank spell with he. 16 IQ, we see it will take her five minutes to memorize one 1st d spell. To note the h e needed to memorize a 2nd ranh spell, we moltiply the five minutes by the spell ranh (2). getting a result of 10 minutea. Thus, after a total of 20 minutes of study, Ferial will have both her new 1st and 2nd rank spells memodzed, and she may invoke them through her mstingslot4. skill poinbr

I.wk is very zmportanr It i s meant clrh<,r tcr pmuide s rsndom chanm of wrnvthnng helpful ocmming, m to note if ;m unvxoal action by n charmer dues what hr hopes 11 will whrn no other mll (such as a stat or akill roll w m s appnrprialr. In some itoar8nnr, for eramplc. a playrr may wek a doe lu a p u d e , or say something alum! the lines of "My rh:sscler'e looking fm a abpet urchin': ur 'Is there agladrws in the weaponsnu.42' In such cases the GM might permit the player to make a Lock mll to soo if fortune smiles and an urchin is nemby, or if the guards'weapons rack holds a mmmon blade like a gladius. H a w e w , players may not ask to make Lock rolls at their whim, m seek gratuities fmm them. A Luckroll won't provide heasme or magic items, nor will it supersede the r l mvering a situation or action! Example: Vanm the ue ap t knows his gmup needs a set of keys held by a m t a i n guardsman. He cannot use a Lock roll to "oickwckst" the euardsman. or to see if the heys will . just "fall oat": he must use a c b d pie&i?w skill. A Luck mll jost might, howeyer, assure that the Beys V a n a wants will be i n the s a r d m m d s packet instead of back a t the barracks! to notice Other times. the GM may allow a Luck dl for a something. E-ple: The GM asks Bill, Vanor'a player, to make a Luck roll. The roll is suFEessful and the GM sap: "While Vanor's got his eye an the guardsman having a drink a t the bar, he notices a man sitting by the fire. The gay resembles the highwayman who mhhed him a few weeks ao' In another g. instance, Vanm has missed his l+M mil and is standing around, mL46ated by a locked i n n chest. While Bill hasn't stated Vanor is searching the room, the GM knows help is in dear sight and d l s for a Luck roll. ARer it is made, he t e L Bill that Vanor notioes a set of keys hanging on a wall p . . g.. The GM may use a Lock roll if a char=& wants to do something reasonable that iw't mvmed in the rules. Example- several FCs, inclndbg a bard with a flute, e n m n t e r a banshee. As it atarb to wail, the bard w h i p out his flute and blows an ear-splitting high note, praying it will dmwn out the nobe to keep his comrades from running away. The GM panders the idea for nothing in the monster description or rvles suggest this action will he effective. On the other hand, it makes some sense, and he thinks the p d will otherrise ~ have a tough flght . He thvs allows the bard a Luck mll. which if successful might let the idea wmk-this time1 Next time, he may decide otherwise, and he is within his right4 to do so for Luokrolls do not necesasuiy establish patterns of what can and cannot be done with them! They represent sheer Luck and little more! Thus, tbey are allowed only when the GM feels one is appropriate.

atills that may come from Cdluwing a certain p r o t v ~ c s n . l d charurlrn hnvr (nlent4 Lhey acquired during t h e youth. The number uf poinu that may k allotted into vanow Lzlcnts me based on the 1Q of the char&? multiplied by 10 (see Chapter Three).
Apart from the

Lvck mlls a n neuer be rrsed to ouoid horn i f o r e a i d o m or skill mll i8 failed.


The greatest use of Lmek lies in the option permanently erpending a Lock point to save tbe character's life, avoid a bad happenstance, or perform an espedaUy hemic d o n . Example: Vr is asanding a 100' cliff and misses his climbing dl.MI: death. Bill a charaoter & for a Luck roll to avoid falling. A Luck mll cannot n q + k the repemmiow of mising a skill roll. u the CM says , "a Rill..rpluctantly-.r& the GM he crpnd a point Vsnu<s Lo& save him (rum dvine. Vanor's Lwk anm is thus lonvnrd wrmanenuv bv I. bur the . GMmlea tde i i 1 a t ihelestmment is broken by the irranehcsdatree. Later,a necromancer hits Vanm with a n energy blast. BiU makes his Agility roll fm half damage, but even that ia enough to finish off the chmcte,. A Luck roll can neither supersede tbe normal means of thwsrting the spell nor can it dbmont the penalty for missing a resistance d, Bill must permanently expend so another Lack point to guarantee V-'s survival, and M the GM mles Vanm avoids the dam= altogether. The next day, Vanor's group enters a trapped mom.As m e o n e steps upon a trapped section of f l d n g , the &starts to fall and crush everyone within. Standing near the wall, Vanm thinLs qoic%ly, and behveen the mof and d l , Bill t e L the GM the char& is wedging his d hoping to jam the mofand keep it from falling. The GM obviously won't permit automatic suaress. but he also denies a Luekmll. pointing out that Vanor s h d d ham checked for traps earlier. Gritting his teeth, Bill then offers to deduct a pdnt of V m ' s Luck. The GM agree. and the idea works, stopping the h l h g mofl He thas saves his life and the lives of his comrades. However, in expending

Many r N a lhose i n v u l v l n ~mind-mrm1 ur 'lono', n~ I 0 roll to ovommr their effects. A good I<)b handy in s u c h m u n o

wnolt an

..

Ib c-

(Ch)

While no help in mmbat, Chaw (or presence) can be very important. It in d e r a force of will, reflects in some instaness charisma and pers-ivenew intimidation and even fear. Take Robin Hmd and Al Capow. Both had very high Charm ratings but each was baaed on different W t y fa&. flobin Hmd was a ehsm&n of the common man. with a m d renutation and se- of o ju-occ. Thts mmbined r, make h m popular wilh the peasanmy. 'Thus. when he i enroontend people, hns rh~risma land reputation, nlmblned to plaa, them in a ~PCPDHYC to hrm. mmd Capane, on the other hand, commanded fear and intimidation i n those he ennmntemd. When he w k e , people listened-or e s ! Thus, the effects of le Charm vary with the pemmdity and ethics of the character. Often, the GM will
7

a Luck p i n t with the intent of atPeUiag others, a player must pmvlde the GM with Borne r e m b l e idea of how the chrwder is doing that O t h m k , giving up a Luck point guarantees only the chsrader's survival. No justification is required for this: it is w m e d m e streak of fortrme allows him to d d g e aside, &k b h n somethingat the laet moment, oose an opponent to miss the eid othemiae ~anne&mg b m ) , ek. Luck a h plays a part in sp&asL%ng, far in= l require a I wk & d to l resist their e f f p t s . Other times, a maskian may have to make a Lack m U to successcons get a spell off when he tsLes damage. These instance are outlined in 3-merit chapters.

inmase in stats, the charaotefs Stamina cannot be less than i t was previmsly, neither can i t be more, in the fsse ofrerollkg due to alatlw.) Chapter S x g n s into mme detail an how Stamina p i n t s function i i n -bat.

Luck rolls n e v a m t e e s death blowsor the defeat ofan enemy.

omiog play, the GM may 4 quickly g e n d random characters to withoot bothering with detailed generation of Stamina Assuming he wants a fast way to note Stamina range for tbmwaway character% the following soggestions are dfered
l'me

While GMCs also have Luck, the DM shoold remember that the world revolvea amnad the playn charactem Thus, except in the case of major personalities wh- aurvival is mitical to the campaign, GMCa should not be permitted the option of expending Luck points a m . w Luck rolls to pmantcs their continuad existence. Once a c h ~ v w t dLacL is gone,he truly is m t of LucU Few things short of s agreahr wish m grant by a deity oan restore a h t Luck p i n t or permanently m i s e it a h the starthg k. dmid spell Luck h a t , however, ran raise The the Lucksoore beyond the n m a l maxim- on a temporary*. A. noted in the races d o n , cbmctem mil 2D6 to generate their Luck -.But since hemes are a & an option for the DM to mndder is allowing for the chance of a o h a r W s having been barn under a Lucky st;n. This utn mean that the gods haw a specid eye an him, or that his m her birth d a t just the right place and time to pmtend the potential of a great and consequentid life. The @cal effect is to double tbe rolled Luck , to a maximum of 1 . But such oceumnees are d n g l y rare. A GM permitting 9 this optirm should allow hut a 01%c h a m ofsuch a blessinp. (As a point offad. within Islay, tha QA oameaign world, kwer than 10 GMOa have Luck mores exoeeding 121). Alao, some GMa may mn very tortgh cm awith a high amition rate. To help players somivet the GM may wish to permit the Lack smrr to be determined bymlling a D and adding 6. Phuny,LucL mlls are the B only stat rolls in whicb a tie amre is Eoasidaed a sluresr.

5p C character: IJM*vel

.. B character:DRlevel
~ ~

DlMevel

D character: DYkvcl

lBod

BP

The pbysiralbody ran only withstand ao muoh damage befme death occurs. One's Body poinls are an indicalion of mass and jost how much physical punishment the Eharaaer can t k .As mentioned, Body p i n t s are determined ae by adding Strength and Con *the= and dividingby Cao.rounding up. Chapter Gixgoes into more detail on how Body pointe function in -hat

Because of the dadslmtappaw methoda o f d i n g up slats, playera ebuuld mt alter nat. upward or swikb them around. U,however, tbr GM seeb m e d of hrmda far tbis. nnr optim is to prmit l b p i n t s to be exchanged m a I to l~far...nyHliap~~ptStaminaarBdy. Pm each two points of Agility, IQ, Strength m Con dedmdd any stat but L o d r , S t m b a a B o d y mayberaidbyapaint.
Such things as magic lomiaim =greater laiahes can alsobmst a charaEteI"s staa Anythii but Stamina, Body a LIlcL can be dsed by one point in aoeh caws, to a nm&n- dm.

As characters adsawe in . h n l w e b and work mtthmmgh frequent -bats and other strenmra activity, they build up a natmale of enegy ealLed SLornrm. This energy m e is expended when rmdertaldng bsld e e r& or during mmbat to ward off or a v d blowsor magid effectsthat might otberaile harm a ' s body. The range of a characte?. Stunina potential is debmined both by his initial Strength and Con smres and the degree his p m h s h is oriented toward fighting and physical e x e t h . Gtamina is slao d q o e in that it -tinually inoreases with level advan-ent, reflecting its build-up over time. StartiQgat 1st level and mtinaingthmngh 2 t .characters 0h mn what is Lnavsn as a Skmim die to -ate this energy reserve. To determine the Stamina die of a dmacter, SiwStrengUl and Can saaas are added together and then adjusted by the po& rf of the character as s h m below.

(Dd-pmfeagimed characters

object before .else, as t w o trampler). The means of handlinfi Ulis is f a bath partkipants to make stat r l s Whomever mns most beneath the stat in ol. soeation wins the -teat Ties are remlled

Sometimes. two creatmea mav une an action o k one c a n n a, d in c tpar 01 Strength t powcr a t of a bear hog, a an Agnlty muve (o grab an a o
~ ~ ~~~~ ~ ~~~~~~~~~

the mud favorable adjustment)

Type A char&r-Gleman; bight; +ry) Type B Char*-CW mgae: m c 9 wmdsmaa- +25 ae Type C c h a r & - - M n : b e cotpmse: dmid: earth priest; k mi: &s r e male g y ~ e m m m e x +20 n; Type D character--Halala (female m k sorcerer;witch:No adjusbnent
The total is then c
SMess : D4 8EM) : DB 61.60 : DB 61-11) : Dl0 80 : Dl2

M against the fable below to Dote the Stamina die.

E - n p k : a 1st level wmdsman bar a combined Strength and Con of 20. To this is added his profession adjostment of26, for a total 0145.Checking that sgainst the U t e , this reveabr his Stamina die w i l l ihem&m be s D6.The pkye. thus mlls a D6 to see how many Stamina p i n t s the &an has at 1st level. On reaching %d krel anothn D6 is rolled and the smre added to the p i n t s gained at 1st This P M ~ontinuesto 2 t h L Once the Stamina die has been 0h determined, it nwer changer. T h q tamor -anent las of Can a Strmgth does not a f f ~the d m m c t d s Stamina die. (Optioaany, the GM may t dineollnt this rule if be feela the Brnpaign would be bettered. However, there would have to be rerolling d plevious Stamina dice, and in the event of an

Ap a w stab for QA into your game system may reqa amne m . k Different games rme different stat nmw and wl- for the sta& themaelves In mnvertinp, the GM must decide which stat names in one system cmmepmd in type to t h e ofthe other. Sireilgth. for instance,is often w d in mla-playing games. However, systems may me amtber term sud, as m& The GM may thus have to translate termabsdr and fnth. i. Other gsmes may hare stat typs witb no -ding QA mtmbrpark In cases such as these, converted QA &rac&m most generate the mar siat ULtepriesappopuiete to that game. On the oWlsr hand, m e g a m a may not ntilize the same pmts of stab aa QA. b e games, it will be noted, go far realistio and plhL -bat, directly a l * the body with each bib. l%tw, characters are wmbk to sustain much damage. The concept of Stamina may not be emflayed, and amly Body pints might translate over to the &system. N u t , tbe GM most -par6 the stat val- dboth systems. QA stss ranging fmm 1to 20. In games with + vd- rmg+mg up to 99 rr 00, a need A o ~ l y m d ~ a a n e s b y 5 t o ~ . Clones adng different stat farnolap nqoire the GM Srst divide the nm&nnm paaaihle stat saae ofthe game beingtramdated by the marim- stat sme oftbe other game. The d m of the translated game's stat is then divided by that number, shoringthe value in the new d m . Example: A GM -tab banslate a QA stat into a game which l as the highest normal sale a 2 (

state. QA w s 20. and sa the GM would divide 20 by 12 The redt is L& Assuming the QA atat was a Strength of 16, the DM wmld next divide 15by La The resolt is 9.3, which is rnunded d a m to 9. Thus, the tio on is a S-a@ in the other game of 9.

~esa1sobanam~-of-tbetypandvdueofmetals
dism~rred As the hands of a dwazfteud tobe large. they can wield any wespoll short of a two-haodedgmtswmd

[ a n a m 1 bonluw b don e b b u

The bottom table on Wgs S of tMs bmL is handy for noling the bmoses to
s ~ a n d m m h a t r d l s ~ o n a ~ s s t a b .

T h e r e a r e 6 v e ~ n t ~ e a f m ~ s n d t h g r t . f m d a n &qinspedfleaaps~d~.Bothbcmsstmdtobe ~Ulanlife,adr~~~~porrMgbsramrrstban-.Thoa, while one might d 6D4 to g e d the . bd a nmmd member of tht race. l B anadrenlmerosr~ammfavmsble~oktocreatehia

To mate a d w m e n chsrsrter, th. fobwing famula is wed. S : 1D12+8 t 5D4 Gx 1D6tl4 IQ: 5M Cb: 5D4 Ap: 5D4 Lt- 2D6

As the -lim&b of bis family line is i m p r t m t to males, a rarity of d-en femalw has f a d pnapectise suitara to gmer 1 dowrinin quest of a vile, and this has pmmpted many dwarves to undertake advenlufing, a baditional oath to wealth. Thus. d w m a mav he aeen -nn t h d muoh of the lands o f ~ a r - ~ ~ A~ & d ahee~tri llstr ULMGorb. of Dwarves are p d i d a r i y motivated t advenhm in the h d s of M a d o H m t h , where they lost great empires in the First Otherwise. -here holding t e pmmise of baffleand profit is to these N e t , p o w d beiqg a gmd h place to be.

die

&.

The m n o n a l i b r o f d v m e s
Dwmes tend to be aolemn, hum& and prartiEaL And. they -forst a wmng done. Thw,i t is d i l l i d t for arme to make f r i e d with them. Bnt the- who prove their in batUe quickly b e accepted hy dwszvea And, despita their apparent lack d m t h , a dwarf rill at ba& s fellow advenhmr with hi.life and we The l6ghesthworadwarf-*may-ifa&pllabU

Asading to their he&&+ the elsea rere the fwt i n t e M ~ n t beings to inhDbit Islay, h a been d by their goade-s Brigit and Dellendryll a t th &an of t$ne some 1 . y c m sgo. Briefly, they enjoyed a gloriow reign 5 m under their king and qwm, the rvst cxeationa of Brigit Then other rams made g a ~ d t i m e ) , t h b . i g n i f t e s h e i s ~ h i s m a s t p r a d o o p a g d o n t o their appeanmee. and with them eve,enWy came the rire of Gems and his o a e h c m ~ ~ a ~ m ~ . T h e p o p e r ~ f r m n t h a n Ridto the wed. In the ataE1ysmic wa. that foUowed, the Elseddng was slain e * , honored ia to wtmn the weapon withod mmment Henoefartb. the dnuf hp. by S a p n , the -nd I d of the Triad, and what was known as the First Age "sdoptad"thepnond.sln-mtreatbimasfai-ashdone came to an end with the trio's deahuction. Since then, elves have remained a t O r M s r r m L i p ~ t o ~ t t P n t b e ~ i s ~ ~ ~ pt e e with the outside world, and most are mntent to stay in their o m lands. FLnallv. dwarves are b d a w f their ooosomntirm of almhd. A dwarf m c m ille aster, & I c v m a @m.dmtgot does YUc mme The psnonsllnol.lve, tbanplaEetbemintdmabkfqld~toLbmPmmnatirmi00. While outnvmked by humans, elves are truly the dominant rare in tbe The M o d of d w m o . world. Noble and Gxd, they an renowned for their aflinity with nahm. Their politeness is legendary, and elves are ofien engaged in smne sort of creatne The tyIdEal dwarf is three to fom feet in hei6ht. with short, stocky legs. and @ * an inrlrument, or moLing p-t, whe&n dmply -tiag lollg. mms. b e d * h t for -me females. their ampledon fmd. ancV, is a pnei- giff the -laan .-,,dleas srnrce and hair adoring tmdt to he steely gray and their skin rough, redling the fwon. legend that -god As&-Naz mated them from atones in the deepest parts of W e there is k t me alren race, *hiraOy there m tao different the world. D w live to be anywhere fmm 200 to 6M)y e m ofage. & of elE l m of BBrigit rm motbated towad athletic8 O h m a s t d i d rnehers. they md e . as hrmtsme., and ou-en They geod.1 a & are abo the ehief defenders of their lands DeZZendryIZian e l m are thase who instead f m a mtidic pmsoits soch as m d c , poelrs-and magic TypiraOy Because of their extensive uodergmud experience, all dwarves an to then ew the pea& mmfortabte in mines, caves or dungeons, and t h a e desiring udergmund kphgrrrr-thedtyoftheIsce. general &Us mayporchase them at half the normal rmt. Dwmes a t o see twice as far as svrfaDRdweUm in dark plaoe~ h w h d ofekes mephgdf.l they require s t least same li~ht.They suffer no p e d t g to attaEL r o b in dimly lit areas. The tgpical elf stands mmmd 6ve feet tan. and their feahmes an soR. with Becaw of their familiaritg with stone-k, dwarves have a bonrnd 10%to and so mew^ slpnted eyes of very intensemlm, rheir & m l a pdnted note awet panels set in stone. llds hones. in the Fare of d a a n e r *detmP to even dver ar gold. Ehen voices are soR and r e fmm laom skills, monte only when osing those to sanh for -t panela It b not pk-t apply when making adoal detmp mils. Elea typleally attire i -e, n mmfartable dothing of cotton a dlk. atri.lrforthedarrrfovrrand~thnormd&mrmdrofbsttle.Indn ease. a dwarf s t mmhat's end may present the f e l b r adrentma with him weapon. A8 a d d s weapon is sacred to him (dten b.nded dam aer

~ntm

&

,*

usually made up of several different calm l b e y often live to be aver 500 yeof age. Special notes
Because of their culture. elves of Brigit may q u i r e ouldmr general aLilIs a t half the cost Dellendryllian elves may do likewith artistie skilIs. Both have keen hearing. receiving a bonus of ZOB to hearing r o b . Elves are most mmfmtable in forrstr They dislike the undegraund. If they can be said to have a liability, it may lie in the fact that young elyes in their innaenee fail to understand what Evil troiy is. Salely ieolsted in the d to the harsh realities middle of the m t i n e n t , immature e k e s are not e s* and many who visit other tands s a e r a cultare ahoek Elves outside A h . are ah small in stahne and leap dorable than other ram, despite the fact that siches~ among them is rare. T h a , their Strength and Con tend to be inferior to that of dwarves and humans. A h , few elves today practice magic. a h d i t i o n dating hack to the 1 o their apelluvlters in deshoying the Triad. Same, f including the mmt d v i s m of the Elvenking, still learn the m a g i d a t . But r. typical elves either have no oapportunity to learn them, or else shun the spellcaster pmfePPioa9 to honor the memory of their ancestors. By no meshould this be i n l e m d as hinderine elves fmm bemminn m a d a m . hut underahn~ such a profemon should b vntewd lnlu aRcr some thought on the c h a r m s bsrLgmond concept Perhap the *If- study o mege has a f & 11 somewhat unpopular w t h hcnds and funlly bark home-and pcmde the motive for hemming an advenhuer. It is a fact that elves and dwarves share little enltmal s i d k i l y , and so there tends to be no m t v r d affinity between the two rasesHoweser. when both poplea joined f m s against the l t i a d in the Fimt Age, tbe meran enthusiasm of the moment prompted a joint declaration betrreen their tan young kinup that henceforth dwarves and elves would be brothers. Neither side has heen comfortable with that since. But to honor their ;mrestns.dwarves and elves treat each other with a cml palitenear And m d o n when elfand dwarf do share a h u e friendship, it is of lasting commitment

The physical appearan- olgnomGnomes stand about three feet tall, will long flawing beards (in the ease of males]. Unlike d w m e s , their featmes are m e w h a t w-er. with hair calm ranging fmm black or blonde, to white. Tlry n r e l y attire in metal, w f e r r i n g the comfort of linen clothing m leatker armmu. Mcst live to the ripe age of 200 or SO.
Spedel notes

Because of their love for gems and jewelry, gnome chancters have a 7 W c h c e of comedy identirying gem tgps and guessing the value of gems or jewelry foond. They may ah orc chase m y rvnt of jewelry- or g e m a t t i n e A h t i M S &UE &A I at lbcir v m m in such m a a ia 1 V2 times Gnomes ah sce .*ell in dark hat o f s m f d a e n e r s .and they only d e r a penalty f a r m of 1 to atlack rolls if&ht&uin the dark " " wield melee weapav uver 25- long only Due to their small size, l m e s p by ming n o h a n k Thlhisdm nnt include a pcat.sword.

To m a t e a gnome Eharacter, the foUmingformulais used.


S. t

& Ch. IQ:


Ch: A:

Lt:

5D4 1D12+8 1D12+8 1Dl2+8 1DlZc8 5D4 2D6

C m a t i n g elves To meate an elven character, the fallowing formula is used. St: 5D4 Ag: 1D12+8 Cn: 5M I$: 1D6+14 Ch: 1D12+8 Ap: 1D12+8 LL: 2D6

The bsckgmd of m o m e s
Gnomes m a brother raee to the dwarves, likewise h their me& to the god Ashk-Naz. when they a r m from the c h i p that fell as he chiseled the dwarves from the bowels of the planet. a l In the Pirat Age, gnomes ranged far and wide m u Islay, e s h b b h g holds and lettlements thmughout Hocwrath and Andor. then called M o d h W~th the rise of GRUS, they and the dwarves near them were the t i to d e r & persecution a t the Wad's hands, and many fled northward to Orlon. Af&r the demise of the M a d , 1 8 to both rs were aa heavy tlmt neither made a concerted effort to redaim their territories to the -th. and thusgnomes fm lhe mmt part settled in their ancestral homeland of Naz-AI. As gnomes are more acclimated to dwelling above gmond than are d-es, many have SDread out a bit Ram Nsz-AI. and small gnomish mmm11nities are to be fd =&red t h m h o u t AV&L the E@hmhTand even ~cmmcia These mmmvluties tend (u i . l-kd r in hrgh marnuin pbEes where the p m n can enjoy a paceful. quiet existence as rsmdrmen m miners.
~ ~~ ~ ~~ ~ ~~ ~~ ~

The ba&rormd ofhaU.ehe~


W - e l v e s are , for e k e s t r a d i t i d y pair only with tbee of their o m race. Bmt near the end of the First Age, an elven princess m e d Ellendyryl marrlpd Cormorant ToIliver, a ymng Tmreneian warrior. Th@ banished f a the acl, the prinsettled far fmm the elven capitol and 10 m 9 were bom to a she and her husband After the fall of the Trind, the Rinces4' gaang brother. now Elvenking, reunited with his sister m d her descendants since have overseen large partion. of the Eltlands and the Forest of Brigit Today the 10 branches of the f a d y still exist and may fmthe r u f f e s b l clan of halfelves. A listing of the various haU-eUelana fmm largest to smdksf indudes the DreatToIli~era, ErinToUivera, LeggothToIlivers, BerenTollnen, TbariUTOIliVe~. MorkothTollivera, MinosToIlivem, DarthToIlivers, TenTollivers, m d VanToUivera. Of these 10 dans. the TenToWers and VanToMvers play -~ . i m m t roles in the world and should not he open to plaBecause Bome eivea have martied hwnam. n' half+lses m y have bad no traditional elvcn upbringing, nor must they have m e fmm any of the 10 half.
~~~ ~~ ~~

The pelsonallhr of@omem


Gnomes are jovlal and I r i v o l o ~ unlike their dour mnsins. and thus they p t on with other raoea somewhat better than do d w m e a The majmity follow the path of Omd ethka M-t speak with high-pitched voices. Gnomes am ah renowned for their e o n of flnely wraoght jewelry and ather items. l k y are unrmps4sed as gemcutten and have always worked well with dwuven engasem to fashion the finest jewelry. In fact many a noble's mwn rm be traaed to gnomishldwmen workmahip.

e U e h

The p e n o ~ l l t y o f ~ l v e s
Half-elves raised a i h the elsen cultmr tend lu net woilariy to thclr fullblmdcd m v d n s Yet it is more mmmon to hnd a full range o rthirs amangst f half-elves, though most follow a path of Cood

W . e I w descended hum (heir o m ldnd tend to resemble eha, dUmngh tbeir feaare m e w h a t less d m e rmLa sport f&al hair. amething othemim t n m only to bo k n h t a d tbe Ibyd Family. In other sua,*a few hsy-clm ria a hmmn patent cam bcn IiWs m m-m~mmdf.appe~raanmdmemrolus~bajlm

e y e ~ i n ~ e c p l y a e a n b e b a y t b e i r ~ ~ e ~ ~ . ~ l i n t o d m .

Asin real W .bmmm am have arrg art of-alihr. e

Bemuse t h w m a y m p e h o m a n y satdbs4pmd.W.ehahm no d h n s f ~ ~ i ~ s a a l s M * H m m r , ~ ~ c o R e n l e s s f r d Wlan t - drsr Also. they h v e smmewhnt buer heating thl. htmmm, m e i r i n g a h m ~ c 4 1 0 8 t o ~ ~ ~ ~ Toaslt.ah.p..&m&r,theMbrhyfmmolaisd st. l D M Ah-. l D 1 2 4 ID124 To c w t e a Welf.the followiq lamula is d, on whether the IQ: 1 D l 2 4 character hu inherited more ftom its h m a n m ehm mcesby u envidonndby Ch: ml24 the player. Ap lDl24 Favc&zg e h m L k 2D6

ac

St:

-m-drY5D4

.ncatnSt

Ah-.
Cm I. *
Ch: Ap:

LL:
l~umam

-14 1D124 10124 ID124 ID124 ZD8

hs
Cn: 1%
Cb:

ml24
1Dd+l4 5D4 1D12+8 1Dl24 ZD8

1 D M

IWdsht table
In naiins the weight ofa-. the fobwine Immola bMedrnraoeaasdhiypDinia

I
be ob.erveb

& Lt

I
H: elbaprhiypoint

(Fmfemales, ddnct three ib.per BPI


4- D l O B i n d r a 1

phsan !nay chmc the age of their c h a c t a (dth@ ku@b and k m n m m s can be no vmwer than their 2& as gbmm in the b e n dncnptlmr i the cpcalnd;l-~&I& o c~ f (mds to be on par mth h tboogh .ddaosar h a m a a h a t I-. It is dmu.8 adnitbmdtJul~lmomtg~bolgbRomn~aiaable

Agmdnmdd-pmd~~8..meaaid.~ofchnsctrr
nra. Unfmhumbly, sp.re limits -it dneriptiom d only the five most pmr*nt n . in Islay. Bmt it M d b l e la other mime ram e n v i s h d 4 m. ,

The h o l l p o l l a d of h v m u u
Homaas are the monl varied end plentiful race upan Ialay. and acmvnts of

Fhr~ gue& r r nos a h d d be d& primarily t c& r o and darelop ml~plny.Allenma n 4have l&ir m sprnAc r u d ad.mrapr and a dmadvaowhich fm simplicity s b d d be based m d p m h t i n u of slat rnea rahs.than innate mqlicrl ponm (thowh m & d n. w i l l be dealt u. r i t h a t t b e a n d o f ~ h ~ . A l s theFholenmdedmahdmittbem. o, &ample: a plays. named S t m e* n n new m p a i g n raa e d a a d . h m a b b msm . t m from a hpms m s of novels he d?lm s firfml. e Skve d t a ritb Mike. hi.GM.ad tbe two mnnidpr the p5bb at.engU13 and-w d m & a chnactrr, amd a h t profedom might be apPmPthte. Both ackmw1cdPe a lmfmt d never be a witch m ne.romanoPr. Bnt Steve tmd its copy. pkying ctrtpttr4 lad~rrb becaw of tbe that smd pnt in the noreb) a lmfmt w d be rim& and qmck-uulhi lfm a l C Qm p Mike ameem a he must crute a slabrolling formula th.1 d n l J . , d befit such n race. He i Steve consider NlEh cbmckr stat to devwine into what d d i e range e d s b d d fall. The small size of a M o o ( m h it obvious s d a character wo8M not have. for instanm, a 20 Sbengthl ?dike therefore lists Strength as a

-.,

11

r m m - p p mqm =m!uuaaap V KO T, C q a M148) .Kay" m . q u 1 P)uOq0 l w 1

14mlw a l 9 P '4Pl.J

Jo m!mR

IJAQI BOV'Ju

ap l-

-q

opm em- s a =

-~

-a%mmrn mmod x - -- m. dnslR1m110 a ~ d DOYB anblm m .. . . - r m .. .- .rrsm uslnl ssrm"r3 .s+ ~ m s &I e mw mrs qou- ssrmww ilolus 7! x9 alqw.

q anp 'rmep3 ' . mm8 Xa p)q 'bI P 4@ b u m p o * ~ ! V ~ r n l a n ~ ~ w ~ X o d a r n m w m ~ o n m ~ ~ d o ( n a w l a p s ~

'm -

naq? 30 smalqoul aqa aqaj q 3s- + 7: faaj q p u q L e v 'SanaaoH 'aruapsom pxx 2 s aasq d- daqa 'os "an3 -smq@ q h u a ansq sqaw p w Kaq? uopqoad rapslap m q w a ue a d a?1qSv a - zdeld ou 'nmmo~ I aoj '-om dptl~ax . aqa araqmamos w a d d q p q r ' s q ~ n l w q l p u l l ~ .d % *m ? a maq ?uamicoCua ?a2 w q ? os d q d ~ O& .n?mmmo~ unro z!aq) p w i[q JO VamaJwapv p d 0 w w!a Kpmm a q ? y ?ma q IT aq * p P T ~ 1 3 v *u!laaJ m P wmlo!m W pau1~ tnq % a pao3 jo aldod m qm m - m m alqvmooq m wy1 aw appap ow0 w q o a 4!w!em s p-J ' aq 3 . m a6!moadmaa oaJ d a m WWl* elmPJUWwaASq ~ W J ?WP- rr! sldoad ?mN O J s 31 = S @ ~ J aq? ~r! uadqd law a moy lndo! a 'mapad aw Bma[osea ! m daq aql aq P F O ~ S = q d a m ? PW = O R ~ & N - d d q u a aw ww 4 AD op 4 s)wa r d q d aw ma suowfqo %Q lol sl s l ~ m qy au!pep p a g - sr d6aa aw on PV a!~eoo)m m!as 1n0ww 4 w h q ~ n 'q a d ow JO a n w w s aq? u ! ! m - ! PYP .)rpd W .Wd ?wm YYD w ?v a w s I tax !! la W aw m - a= ~rnoqs w FJA= 31 u a P pm8 aql * m u.wLqd p r e n a ~ 'yyf) arm .Quo jo do apsm m dtw.8 m u m a B '[p inq a d q &o d am aadqd r w .JW m u o ~ q a a d q ~ ~ l a q . i .I~PWO. usled- anb!m s duap ywqlqr. lane= p p m p YYDo 'uaq? S ~ ~ d awaqs v q a 8 ua arm* m3 -P r u -& -a P= 8-s ~UWA= am* Bolr(-ld JO -a= = adkl-aw!-=+apo~ JO aengs P r=ma aw n! w u - s m ! ! w ~wamfp a u o qms jo % poa a m 'mawamp .pmg. Lluo a d u d q d ispu! p w s l ~ ~ ~ ~ ~ m ~ d u e ~ ~ ~ 4 ~ ~ ~ 4 P B d g ) w ~ ~ ~ ~ ~ w w ~ dep3a1cu p w )uamdqaaap ~ a ) r o l ~p asuadxa a p oo S u g pm3 q o m d rp 4 am^ sl H a w ~~~~ . F a=@=ld Y I & w =m&v aw m -30 ww '=!we JO wmay P P ~ lolasqal q w W81d s em3 = w m as 4 W==P ' w - =J ' w d a l X( uaq? PW Sufiqd-elox g mpiuommm s 1 p L q d s a a w m p aw dna aq? d m p z s q ! 1 ! amo a u ! v a p q YYDew 4 a +I ! 'as lps!q - J!wa w lsll ua- loo 3 I q a w a a q d = ZRJ UI .dqd WQ!=~P loo PPW am ww 3 pw a ~ ~ ~ s o sla7wom q P- ppuarm $1 @!uas '(m8 m LW --a '(LI~uII~ a) am-q ' ~ ~ ~ J J ! P u ! - ~ I ~rm~!a aASq-4 ~ = ai=!mlalaP=~ 30 SaIU78aW '3lpS9VUOU F U8!IIas W!W em3 P SZqSUOIli 'lolaqX( p angdrusap d p w d ars wwa 'm l w mlns is a ~ so s l a 7 q qv 'Iuamarmp .jlan pue ssanqsyln sp-=add* dam ?! &! Imoq aawm ou 'uopngom q e q p q ? ~ p pwl-em ! r ol sl m-4Rn3 w w nLL pm3 due w ~ ~ ~ p d w o s aww pP P- wuaq P aem WOIPJ 'w m d w p saux kwa am06 lad .sardnrsp q ~ opw ---dm l jo zeuwm w

=+azwmmp a K q d q a w sdpq q d p )as reap s auptlH imm a o ) oq* aop)im~apm +mu i p p f i am aas lsnp iXpsfi a e L*V w% % -m = W E idlp an Ploy s qqqwa LOP o)adaq 611snlua~a J I qW3 saOPW4A! 'W m BO l
' 4

After chmsiDg a rare and rolling up the character. it fa& to the pkyer to pick one or two profesime. In a -Id of fantasy, anything can happen. But in d n g agame sib the demad fashion a - W e set of r o l a m u c k e d in a r e d l e manner. This is why each following profession miline liste what are mast ndted to that sped% m p a t i o n . O w easily pictures, faexamp*. a human a witch. But the th-t of a d d &mhg a cauldmn d Wztfh's Brew reciting a S h a h p a r e a n incantation is laughable. h d 90 the hemin suggest what m f e d o l y l are mast appropriate to a @n me. and the campaign world ie s h M around these *lines. But d W b ,esch gaminggmup ahould or accept a reject these gnidelines as k s t smib their style of play and game system. There are h e general cbarader ca-ea within Bk and e r h m f - i m falling within them is listed hmwdkr. An have their o m h e 1 point reqnirementr, dong with h i r own beneflisandbbilities.

is an inherited o e T%(Is. itis also a saeial ?& n. a.

l ~d- h ~
-h C

& ~ u r ~ ldthc o ss

I
an

&sacks date t h i c mi@nto a band dnmiw who battled the Riadunder 8 the =tion's first cm.mie themrtiany are e n a n t s of w& oser the pm be bemme w the czar. the of the of ~ r n ~ n and the da and d e q vw even m* poam t k the s i h d as snne of the h e their de *thin tbe ~arions b be ins bn pop& in some m@o"s *t),h are with hwe patterned Taking a erre horn T-nda the w h d hare w own d of h to the Code themsslva afler its -is,

mismbt.

&,,

of~hnatry,~tsn~ailmmar~asfD~w

[mphale

Honm t the Clm. o Honm to t h e o& f c r a e in the f c on p ae Death to the dishonorable. The aimplidty of the d mde results in no laas of Charm if it is not followed to the kaa. tmiiLe knights aith their chivahic d However. . cssacks do take it s e h d y , .and edend the mmtesy of fmd and lodging to

Fighters m a d c a l part dadsmtming party. I t is they who most dhaetly pIace themselves at risk with Ialay's monsters, allowing the party mngidans to work their splleraft without hindrance. At one -me, these p& d cu! be extremely simple. in the example of mgaes or l e g i o d m they can b e very eomptieated, in the of hdgbts or woodsmen. A plus to Rghter pmfe89im is b t they often require fever level points f dvaneemsnt than m do other -ptions.

Tnrsncim hdgbta
llbogbsstwltedformmwwb
Human

I
I

B& .Co&SwK

PI^- of midn best suitad ~ a a r u r l .


8arsia ldrmmvrsarrrm
Cuaach M t i a d l y M t a shirt dlight chabmd end dirdain the ose of

a *d l

The weapons gnuUcd them hcI&

.-.
'.\

2-

.* c.

Bow ( r d ) , dagpr, light b e e , -tar

c;$ &&iE +? .

L--

Inittal n-ber
= p r i m weapon)

of mnth.tsHU slots: I (plos the scimitar is antomatl d Y '

-1 1

Additional mmht &ill slots gained: USlesela coat for i a & T .e w P U p " @t e2 dot8

u kk mud
I;

pen.lt)n +2

1-0

hlrm

ahwed

Ceaacb may e m h msgic iterm,allowed fish&, excluding inappmrdate armour, ehieIss.e t r

7
.. gc

&-

Cossacks farm the backbme ofthe Sarvian military, dtbaugh the profnudon

15

/Level limitations e n d duabprofession options

I
C h a r a d e r IQ

Eaoe

(suggested) Dual-profession options


17
18+

I
EUMAN (other)

13ness

14

15

16

None

LEVELLlMllATIONS

SBiU level
1 2 3 4 5
6 7 8 9 10
1 1

Level point4
0-2,300 2,301-6,500 6,501-13,100 13,101-23,m 23,601-40,100 40,101-65,400 65.401-99,900 99.901-152.400 152,401.240.400 240,401-350,400 350,401.522,900 522,901-732,900 732,901-1,032,900 1,032,901-1,332,900 1,332,901-1,632,900 1,632,901-1,982,900 1,932,901-2,232,900 2,232,901-2,532,900 2,532,901-2,832,900 2.832,901+

Horsemanship.
50%+

Damage bonus
+1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special abilities

D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6%

B C
D

B E

12 13 14 15 16 12
18

+7
+8 +8 +9 +9 t10 110

B F

19 20

IExplanation of skills Horsemanship. As the knightk sEU, although the cossack may attempt acrobatic riding maneuvers, such as picking up an object from the grovnd or swinging up a rider while a t full gallop. Alsa, a cossack's skin in riding is such that if he makes his horsemanship roll, he can hansfer all or part of the damage he would receive *om a melee or spell attack (excluding antomatic hit spells like magic dart)to his steed. If the hmse takes more damage than the minimum required to Bin it, any overage is taken by the cossack. Damage bonus. Because of their mastery of mounted combat, cossacks gain a bonus of 1 to damage rolls every other level. This applies only to a cossack upon a warhorse, wielding a weapon in his primary hand, inclnding a light lance. phnation of special abilities

A. Mounted fighting. At 1st level, ca-cks have the skill of mounted fightins. B. Combat skill slot. Self-explanatory. C. Eztra attack." At 7th level, the cossack makes two attacks each turn with a weapon other than a lanoe. D. Establish bamny. At 10th level, a cossack sworn to serve a Boyer or the Czar himself may establish a barony within a Prwinee, gaining 2D6 1st level cossack followers. E. Extra attmk.* At 13th level, the cossack makes three attacks each turn with a weapon other than a l a n e . F. EItra attack.* On reaching 19th level, the cossack's sMll is such that he makes four attacks in the turn with a weapon other than a lane.

* A cossack fighting two-handed makes but one attack

with the off-hand

weapon.

Ol-eo: S h w . The .lave.* is r* e to put in tbnee yeof 6&ting, with h . master gamerbg an pdae money. If be swvives, he is granted i
heedom.TbeqtbrremetnoraystheGMmayhanme~a~,The ~ i s t o ~ t h e g l a d i p t m h a o a g e m m a s t n w b o i s s l l o ~ l toi m l adopt the l f of a n adrenhrer in r * ie e (or a titbe of 10%40% the h a w e of he fimh At the end of tbnee years of game t h e , the &am&r is given bis freedom. The second meof handbig the Ehsrackx is to mnsidn bjm a -wag slave. This ca.pmvide some i n b W oppmhlnities f a the GNI to hfminthe-pa@. 61-80: D d t c i Tbne an heed slaves reaprmslble to no m e other than eiii. themselves. I n & h however, they may not o m pnoperty, although they can l, mamyth- o f p l e h sodalclass, -ling offwing the same status. 81-9e: Ple&zbs. Plsbeians are freebmn, middle-class farmera or m&ts They alsD mag o m property and marry into the equeeMan class, vantinp ofi?.pring tbs( 8a tW U : P i ~ l r ~ h l h nls .e r e are upper middle-class individuals who also are thc ) b lowert MRIclass in Kmlh endtled t the full benefits ofcirirennhip. Tbey nu, o marry into the patrioisn class,granting heim that status. Patrichions are forbidden by law to be gladiators. [Races best snikd for sladiators

Dwarf, human
IPISIof origin h & suited f r rdadiatovr e o

Arwin ( s p e d f d y , the dtglpmrinoeof Amidu),RaspmZ KreIla


I KreIla, the gladiator enj-m a unique and popular plaee in &ty. n Re salelyon skill to preserve him, he enters the Bsld of the Ludium to the
Ehaote of thouearth lifts hs sword in aoknowledement of the Senate. then i ~~ ~ ~~~ ~

b& a man ur b a t . ~ f k n the death. If wounded. he might dmp u one h e w , and raise a h n p r in plea for life. Rmided he had foughr well a -humbs up- a the waving of a white do& spared him. Bat if his pdommnce w a poor, or if he &wed mwardiee, a "thumbs dawn'hughtwithitaswiftend.

]Arrnow&nrms

Gladiators may dun thc traditional helm ad greave armom, along with a *man dPhieM. (Nore b t ose of the W l d h s aot lowm tbe &&tds

denoteaollewbo~Lbe~.annair*~mpbygtheglsdi~~aasaposdm that sword is mtamatkdly a p m a y m t p m . The fall arms lisl fs as f & w

-.

. .

A natural outpmwth of the Krellan l a r b (or martial & - , &a gladldns have always existed, and were one of the W hornan e h t e t pmPesaloas to appear on the continent Their m t y t!xm&ut hissry ia attaasd to by d&lars,adao&natiEedhwethe~~eattim~,Weven the heredo em, Vd&m Gralm. is h a n to have fo&t over 50 timea in the L u d i m to the wild afdaim of a hsndred thcmsand M m dtizms before his & Today the pofcadan i aW1 a timehonord hditim, and gladiaun -1 . (or the hs& majority of k l l a n adsenbnem w lhey am the nm-dtary p e n m m l aOoed to openly w m a m a n and we And t h e most -r ae h-, a k w d m - have even been b * m to wander into
bIktotatcmptbepmfesdon-pprbapsrrragmder-totink~th~

Initid number of -bat


PW-e)

sLUl skds 1(plus both net and gladinn are

A d d i t i d cornhat skill dots gained; V5 kveb l h m t t r bppmphtsweape= 1slot b UndlIedatLolrped* +1


CMinOR horn k d n h m may add rhr Avwinian p n l a s w d exchmgQ it f a a hand axe if a e y desire.
W

the arms lwf

enemies h -Age. the Gladiatms may employ those magic i e s allowed &hiem, excluding tm I n a e a t i D g a K r e ~ ~ c b a r a d e r , a ~ s o d a l s o d s l c l a n r m l l i shappropdate arm-, shields, etc. madsby-ntiled*edrmthe~heIow.

ChPlPOh.

IQ
16

Dopl-~011opaoas
17
1, 8

DWARF (athe.) IwMAN

None

llllless

14

15

LFlrEL -ATIONS
14
15 15
16

17 I8

18 19

ZO
20

1 6

17

Skill level

Level

mints
0-2.300 2,SOl-6,700 6,701-13,300 18,SOl-243W 24,301-40,300 4O,l147,2M) 67.261-100,25CI 100,261-167.760 157,761-245,750 !245,751380,760 320,751635,250 533,251-758,250 753,261-1,065,!260 1,05~,Z51-1,3S5.260 1,353,251-1,668,250 l,W,251-1,955.750 1,955Sl-2253,250 2253,251-2.565250 1,558,251-2,L?s3,250 Zgss,251+

Net (St)

Pun

spsetal
~Wlitiorr

ua,
m
0896
D8% D8% D8% D88 D8%
0846

1 2 3 4 6

20%+ 0846
0846

0846
0846

6
7

8 9 10
1 1 12 13 14 16

D8% D8% D8% D8% DS% D8%


0846

B
C
D

D8% D8% DS%

B E

D8%
0846 D8% D8% D8% DS% D8% D8%

D84o
D8% 08% D8% D8% D8%

16 17 18 19

m
IEh~anetim akllls of

Net me. A g e t m enr@ a weighted net in his is horna as retorius, and he en* -Id. a trident irs his weapan. ~d rrse allom several a d d i u a t t a c h indTrip. This may be perf-ed a bipedal meatme on& lag^ du,with as m & shn d in&akbg that the target has been pdled off its feet, le8sing two @ions Wt fmm a pmne pwition with a penalty fsctm of S to attsL ~ 1 1 % @ his fmting without p d t y a t tbe wrt mmbat pmse (or a smwrifthegladiatndcedtstayonhim). h n n . Dbmaing i perf-ed by tbe gladiator'sentangling his enemy's s weaponin his net and then p f l i it h lh2 . however, is entitled to a S r n t d to mvlkate the aaaack A d i a a d chrnacter must resort to teeh - ~~- other arms unless he mmehow e paEleaniun ofthe & . s t a &M net, taking 1DB phases to Ree his w e Emnure. Ta emnore a creatw. the gladtrta esab fmth the net (eff&e range 20'). 1 it. use until combat is resolved. Rwided he mas his percentape, a n wponent will be caught xithin it far ID4 minutes, lordng any attacks daring that time, althoueb spellcasting withoat manual dexterity may be accomplished If throvn upon s m l l meat1IM wiaithin a Bvs-fmt &de are kapped. Otberaise, one medium-size aeatme can be manored. Largeledm-hrge creatws m o t be ern&. Adj-ents t the akiII: o Stnngth. The gladiator's Skengtb affects bis eapertise with the skill.

0896 0896

oertain~lss,savingthetryfmamm~hwhoisyettoattackinthe bxn. In the same way, a gladiator batthg - m e tighting with both sword and dagge. mvld take the * r blow and pot into blocking the sword. (In cases where the gladiator does not chmae to pa-, the shield will lowet his armour rating by apoint Otberniae, the gladiator never f a b in an ad-ent tohisAR whenUSiWashieId)
The s k of the enemy. This skill is mast effective against a mediwn--&d enemy's p w d I t can even be wed against humane& atta&bg with w-ns.. . or aeainst t e badilv attacks of snaU m mdiwn snimsls and h mmurrerp, hcqh a pmslly may apply in romr nrreo (.ee fib* 0). 11 i of no s benefit a(raimrt the ath& ofcrtm-large rn,atme?c &lily. Last of a l the character'sAgilily can MTWI h i s m ' n g . l,

~~~~

~~~~

~~~~~

~~

Table k-Adjnstmenis to bslie parrying ,


h d a l

based on opponent's size

Medium
=We E*laWe

Sldn hdved None Still habed SkiIIineffectim

)blenstiond d d amtie8
A. T w o - h z d d fl8nting. At 1st level a gladiator i mMidered to haw the s skill of tun-handed mhting. As other professions, hm,be never makes m a e than lee attackin the turn for the &-band weapon, B. &mb=Xotktll slot. %lf.explm&vy. C. &Un ottock.* AL8th level, the gladiator malres tao sttacks in the tmn. D. Open school. At 10th h e l , a Fharader w i s b k to may open a schml fm gladistom in either Aminiom, Freeport, h l l a In doing so, between ll,W m 20,000 ounces of gold must be expended, and 6D6 1st level g l a d i a h will be drawn to erne and stody d e t the m a s h . Unless slaves. these are hated sr retainera with a ban= of 26% to their loyalty. Thereafter, each will pwSe a yearly incmne to the schml of lOOMO m a s of gold per l e d (The GM must determine any adP811eement in level for the student gladiatrw b k e d e w on the rumingofa s c h d will be given in a 6 t h prod&) ~ E. Rztm attack.* At 13th level, the gladiata m a h s three attachs in the

Pany. As the 1egionnaire.a gladtrta is spdany keined in shield uaage. Bat instead of p a s i n g a n effsths ~ m a rating, he instead is given a v =haace of patn4ng away a n &Rise -nesting blow, p m i d d he is employing a a d shield The chanoe of w d b g off the shot is determined by a percentile roll againd his skill to do so, which may be obecked each time an oppanent Mble to the ebanMn makes a n at& mu. If the gl%sdiata wishes to par0 tbat attack, b h the DM announces whether or mt the atk& was suacessfol, the player mmstmn a DIW against the c b a r a e M s shi. Aaimrtmmbi tbe ski& m The roll of the enemy. A a a h a l 1Bnnot b prried, although the attempt stin manta The nrrmberofponiea within Llu hva. The %attsmpt.dpany in the turn is made at the fall value of the chmctds pmickncy in the skill. Each sobsequent attempt requires the &yer mU be-tbhis last die scow. Example: MC~S the gladiator has a 66%shn. An mc mmes a t him with a ward, and the player roUs a 4 on -3 . 9 lk dice, indicating a svcaesfvl blook. In the same turn, another m c h i b him with an axe. The player must now mn 42 a 1 to block the shot Asmdng he mlled a 19, his next attempted parry w d d r e q h that he d 18 m I N a M y , a char& may chmse not to parry
18

~~

tmn. F . W attack.' On reaching2Oth bvel, the gladiator m


the hnn.
' A gladiator fighting *handed weapon.

k four attaohs in

makes but a s i n e attack with tbe off-band

he most seek s e n i c a with a noble. Hk --who may be related to him-can range fmm the ~ollnt the province, to a Bamn. The beohehr i s then of knighted by tbat local imd and m e s him for at l e a d five ye-, becoming a bight -t (a u h t free to p his o m way) thereafh. Maot knight FCs win m e from wch b%kgamds. Aka, the pmaesr of thee knights v m widely, and they bave no dired authority over military permnnel unless by a knight of the Foorth m h& iorder. They passeas mat of arms and may adopt the pn6r ofsir to tbdr nsmea M& trapel with a paid sqnire. Knowingly reto a noble knight in gmd standing as a kmue is wmidemdaoinwlt ' Only under very onique chmstanees may "on-Tmndans or peasants become knightk U & , these are not actual knights, but will be rogues or ather @ tr knighted in r-ition @en of some extraordinary act of courage, Such "knights" oRen pmsess superior iighting ability-and ~hivalry~sompared to their noble munterparte. They might also be assigned mat of arms and land8 by a p t e N munt or duke, thereby bemming minor nobility with the title of laird. As mentioned, o o b 1 e . h knight8 may call thernsslves a r . The preSI Lord. however. is res~rved a hDlght who also ha, s t a w as a LaW n h i g h noble. to Such a chlraccer appropriately referr to hlmself as Lord Sir

-.

The knight is a newer p r o f d o n , desc=?ndin.g from .the barbarian hordes of the wmlmd Tmrencs a t the end of the First Age. Today, after millennia of development, the orders of knights have made warfare into bath an art and a phikmphy. And a m the KnIlsns in their analytical way view battle as only a meats to a n end, the knights of Torrenda traditionany consider it their meat and drink the highest possible means by which to demonstrate their murage, pmwess and chivalry. R m e s drange,however, and M a y knightbmd is losing m e of i k meaniw. Fewer nobles are W d n n the Code of Chivalrv to heart and rhr to master the ighting teehniqnes ai m e knightk In tan* mnny Twrmnan noblca are nothing more than mgucs. lit* mow sh7led rhu, thru uun f w t m m f ven ro, there are ample men of s a l a yet haoaiDg the proud traditionsestablishedby W h t s of old. Because of Tomenria's male-dominated culbsre,female generally arr nat members of this pmfession, although with an imaginative h a d p m d -pt one c d d create a female knight Some benefits granted malea would m I y not be possessed, however. Finally, becaw of the size of t e nation's mqingcl h adieennt snB o f knight backgmrmds are +1e for duvacters of this p m f d , ranging fmm t h w of the B r i M sort,to French-like chtvdiem (cavdiem), m even Cermanip or Spab&type knights.

nmeneeessary

lbighb of th. lkd lance. There are bot 16 of thest lofty ,individuals in Tmmnda one for each m ,and the W t s champion. They av"ge m n d In T m n d a miiiservice is mandatmy for males fmm the age of 16 to the 15th level of shn,and m granted entraoce i t the Order o the Bad no f 21. Thus, even the of pea4ant stock some sort of m i l i w experience. Lpa- at the b e w of their m n n t being knighted by the reigning swereign in Only nobles and the sons of the gentry (ie. free land holders of mme than MI an ebbmate memony. a m ) may hmme b e knighb, however. Ibe oWpdDg of noawble gentry This is the bightst mder of knighthead within the nation. Duties include e n t e r t h e ~ a r m y a n d ~ t h e i r e e r e e r = a n e o f s e w r a l ~ t ~ acting as their munt's -rial representative a t murt and defending his honor a to a K i t of at least the Sixth Order, c&n&! for his horse, & p e n t and in matiem of dispute by a fight to the death if neceesary. The 16 knights also ~n&Inretmn,theknight'spersaoal~ins~the~tson f m the hrmm guard a t public fanctions, symbolizing their monts lhe line points o f ~ h a and &pent m&taame. At the end of two n ~ unnverving loyalty to the h a m . Usually, these lmighk are of Ooad ethiol, years mmee aaaignment to a &I for or -h te of binhg onder cavalry altkmgh there are notable exceptions. lhey need not be noble-bars though knights. Next,they me farmed out as personal squires to a lmight of the Sixth most are. m FWtb Order for two yeThe knight refines his sq-s arms pmxes. as K n t g h b of the Filat Order (the Order o tbe Cmm). Tben an 1 f 1 we~ashis~erssnd~~,andiffbeshudestlearnsneU,hisLeafher knights within this order, one f a each principality, and one for the Navy. Thy - ~ ~ b h i m t o t h e l a c a l ~ t o f t b e P o m t h O r d e r , ~ k n i g h t h m d b e average smond 14th level and oversee all Crown miiitar~force within a granted. The request ia um&y approve4 and dm?= the next juhilea, the principality. An reside i w U e s assigned them in Tomeme, n their sqtdrr ia taken to Ta~nce, be knighted by the m n t heir to the t h m e to ordmhmtheKing,hwnRin~e,m~oftheIntedm,~~tbemrm (um&y the C m Rince, a the Rmgs champion should there be no heir or if m to their knig-hts of the Gemnd Order. Thee W g h b are mble in hkth (many are the beir is a child). ThereaRer, this new b i g h t of the S x h Order whuna it in Pact relatives of the W , attirsin flln plate armam. and home mder t e -011 h of a knight of the Fifth Order to m e either his K n t g h b o the 8soond Order (the Order o the Shield). This is a Seld f f mont a the h w n , in the case of thaee h m the Rindpalities. The service -hd within a prindpality, w s e l2tb level. H r e e k s mders fmm his e prioa I& five years. TbreaRa, he is free to re-enlist or depart military knightofthePErstOrderand~tbatlhe~taoftheThirdOndnkeep semis==. Chcb high* do not -ls mat of arms, nor may they adopt the p h r e-qtopar.Itisalaohis-Wtytoadrlsea-*or of sir to tki~ names d s s they achieve ran!iing af at least the Fltth Order duche88onmatiempertrdningto~the~tyiohbssbest (though any b i g h t ia rrmrtwvdy r e f m d to as "Sir Knight" by the pubtie at interestwhiktheknightofthe-Ondnhap.~lQlityosaanBarmu -1. On leaving military service, such a knight is often referred to as a fm and Lairds within a prieFipslity, he hap no direct d over a d u b m Ionce or know, which doaa not n e b l y denote W o n o r . The term um&y dllFhesPbsthefOrmerknights,tkeetbcseinpkteinplatemandbeof noble birth. refers to a non-noble knight without a spoasa, but can apply to a noble w t dismissed by a sponsor for wongdoing ~tsofthe~Order(theOrderofoftbse).Tberem~ of these knights in a &en M l y , headhg the t s boamen m b a The offspring of nobles have aneader thebecoming knights, for few ohmse mv&. They take orders directly from their knight of the Order, to work up through the ranks. Fmm childhwd, they are raised a m m d knights aPsmingtbattbeschml.intheirmshiEtmaintainhighbinhg~,and and by 16 know mast of the b d c a Fmm 16 to 21, the path bemmes a tbat t& A are wen equipped and paid promp*. M atlire in plate armmar bachelor, m pennnal squire to a knight h m to his family. On reaching 21,
19

and usually are noble barn,averaging amund the loth level of akin. Knighb of the Fourth Order (the Order of the March). This knight averages 8th level and mmmands 1,000 lrmp of cv, afmtmen, or bowmen in either e principality or pmvince. His traditional a% again is plate arm-. He receives no men-at-arms as do the orders of tnihthmd above him u k s s he pays for them. However. he may have 8a many quires as his hnses and arms require. These knights usually reside in large cities, l a a l bops. They receive all tax monies fmm the B m n s and are responsr31e for moving it d e l y up the chain of mmmand to the Minister d the Reasury. They need not be of noble birth. Knights of the Fifth Order (the Order of the Lamael. These knights M 5th leuel. Th& traditional a t r is a tie command 1 troops and average d colmful tonic over a set of pamhl plate. They need not be of noble birth, and they may not possess penarsl men-atarms, althmgh they have as many and arms require. These are the lowest ranLing no"squires as their hs noble knights who may adopt the p l e a of sir to their names, althmgh this daes not confer mat ofto a commoner. Knights of the Sixth Order (the Order of tbs -1. These lowest ranking knights are most appropriately referred to as men-atarma, and mcst non-wble eharaeter knkhts mme from this bckmmnd. Their attire while in They may not parseservice can range horn chainmail to partial p e m a l men-atarms, although they are given several squires for their needs Often, such a h i g h t oversees a q u a d of 10 or more pasant fmtmen when a knight of the Fifth Order a s i p s him a task.

Knights are entitled to m d e s y bg all pesanL1(and serfs). Those failing to show p&bed defence to a knight may be .anif the incident is reported to l i their lord. Note a h t a it is d ht y death for a p m t who s W either a knight or his h a . In gene&, the pe-trg most abide by the following rules when dealing with hnights: The knight must be addre& as Sir KRishf. He must be sp&n to in a mft manner without bsrsh wads. 4 they mnftict with the His mmmandS mart obeyed without gwd of the peasant's lord or the King.

The gentry of the land also must atow lespeetto knights. although they are m d to obey m d ~ n l g the knight is ansigned a task by a Laird or if higher noble. In the two former cas~s, d authmity extends only within the township of the Irdrd or the nhire of the Bamn. while a representative Of a count, duke or dosheg, has antbmity throughout the pmvince or principality. Outside it, soeh ahmlnre a&tyis lat, although the g e n e d papnlace do wen to assist a IonP. knight* any r e d l e means. PTrrally,noble-bmn bigkt4 are the only non.military personnel in Torrencia who may openly wear partial. or full plate a m o u r .

1%

Code o f c h l v a i r ~

Much has been made of k n i g h t h d s Code of Chivalry While its varioos

nuances are legion-and all tm &en inpmrnile for any knight to follow absolutely-the nine to the knight, repeated on the d o n of receiving his sword, and at all ae-oDid oaasimm are listed hereafter.
1. T o serve the& with faith." 2. Toserve the k n g with life and I-." 8. T o serve my imd with honor." 4. T o render my ohligations faithhrlly unto death." 5. T o seek wisdom." 6. "To render mtntesy to t h e wmthy."
8. T o TOamrender." 9. 'To seek glory.* Wanton disregard for acharge af the chivalric mde muses the hdght to lcse a p i n t of Charm (see the section under the spffial ability ofAdopt muse).

(Ririleges of being a knight

Knights tend to be treated well. If an as5gnment h m a noble, they mmmand full authority over all non-nobles within the principality or prwince. and may demand whatever assistance from them they deem appropriate--food. l o d g e , services. etc. Naturally, this is otten abused, making knights somewhat unpopular with the gentry, and especially the peasantry. A noble-born knight of any sonis entitled by an article under the 6th charge of the Code of Chivalry to fmd and lodging for he and his party (for up to three days or u n l he is able to travel1 at the home of any noble he chance9 upon in his havels. unless there is currently war between his s p o n w and the noble's house. This holds tme also in Sarvia for both Torrendan knights and S m i a n c s a l s extend this murt~sy each other, tho@ each mnsider their chivalric cscr to d e s superior.

They cerkinlybave them. Firat of all, the Code of Chivalry, wMe relatively simple, has a plethora of articln undlicidb tagsd to e s ~ h charge. Many knights, for example. consider any hndtdm at battle a failure at fotlowing the 7th and 9th charges regardlessof the r. e ("An hundred o r e in yonder hills lorded by a demon with an anny ofthe dead. ye say? Verily. let o m fekwship of four so& aany foah to vanquish them till the forhewn lie bloated and the disparpled bases pike to the outermost regiom of the land!' lbk fmm a 1st level ) Others taLe a mom liberal view, avoiding obvious s m i d e in favor of a strategy which gives hope both for victory and the pese~*atim life. of Still 0th- knights pmsess a samurai-like d e w o h to thir M w d . m e r i n g it an dm&able breech of the 4th charge for loeing it once his lord haspresentedit to him with the mmmand to wear it wen all the days of his life. Such a knighhven against ridicnlons odmt-would not hesitate to quest after his mi&=, non-magical weupan. Knights are known for a self-rightwrm armgance. As do witches. W h t s mnsciowly consid- themselves suptior to a l other profeadons. And d l y l it is they who are the h e leaders of a fellowship d advenhlren-theyk jast letting the others think they're deciding the best course of aedon when the b i g h t himself Inch the experience in dealing with wiviranir..m wer* fighting-.or Ntpmae guilds... or.... One of their beaer quirks is showing great courtesy to n-pe-t women. in foUowing the 6th =hags.A knight will always seek to protect a lady and defend her honor unless he or the woman is Evil. Even a female rogue twice his level woold find a b i g h t comrade doing his best to draw opponents away from t her and to him-first for persand glory, h also to avoid facing the fact that a female might handle a s w d better than he. Of course, this can be a weak spot for them, and more than one knight has met his end at the han& of a smart witch able to twist the Code ofchivalry to achieve her ends. Because of Uleir mientation w a r d warfare, even recreation wU have nome i martial significance. Apart from a gmd joust, a knight may well enjay a day of the Hunt, falloaiog the h o d as they chase dawn a stag. .hd smprisingly, knightp can show a great degree d charm and sensitivity--which can quickly disappear when a chance for battle shows itself.

....

c9mPEElem--prO&onaIly, two W t a wiIl do M e wer their h a . I n such osaes, ooteide interference is forbidden. l%e battle is tspiCany to the death, although one on the verge ofwinning, to show his ChRahy,may ask his opponent to *Id. If he m e n d e r s , the vanquished most by castom wrrender his armom, steed and weapons to the v i c t a . W h t s win seive to outdo each other. A knight treated to a feast by a f e h W win a t the ffrst o p p t o n i t y invite the maa ta a t w feast One t & &en a t by an equal will seek to rean even gnats gfn, and so on. That knights me somewhat i n a n d t e n t (some eay hypmitid) is wen known, An E d knight might lay his cloak upon a puddh fm a fair maiden to walk upon-then dap a pe-t gr later that day for not fetching water suickly il enotlgh. The permivedrigihss ofthe Code of Chivalry bas also forred into adapting what is Lnow 218 cLw%dbn. This occur8 when one knight says something another finds offensive. Rather than drawing weapons and immediately do& bettle, the &ended e h t states his (trievance, asking the other if he wishes to darify what he meant This pewits the &t knight to aid both in avoidine a fiehtbv honorable means ~ r e ~ h statementsin i an inofknsive way. I t is thus a IamenkUs f c & I F ~iat sbecause the C of Chisalryis followed more in letter tbsn in spirit & One of the mmt mmmm quirks o knights is the hhmce, or the Art of f tbs Boert Al but the moat powerful imights eagase in this art of stniching l t e l m t b to the breaking point without a d d l y lyiog. It invokes the knight'* h tatiog a n incident in battle and embellishing it to the paint where even a m& i by a humble mc slain a moment l t r with one blow arn 4 ae like a He-anddeath sknggle. ("Verily, the araged varlet tlang to me as a machine, his breath foul as a swamp and uttering a hiss Imm the very bells W~th llngodly strength, this h p d a den1 didst foin his @ive upon my an shield. nearly tearing i t a . & Then by t h e m of the aods didst I sheaf my sword into i mesh part thrm+ the dogs &morn and withdrew it, temiDg overthwart the foe.")

(ttk Xjabht)
leaarms
Armom is very impatant to a hi#t as not only does it boast of his profession, htit is the meby wuch his rank and displayed. The sat of m m m wmn gn pa?l fmm dudomail on up to full plate

., ,

M,~ medim-dzed The weapons used by W t s indade:


D m , flailed mace @all and chain), lance,mace, rapid, sword mastard,

brnad)

pm oombat skill slots gained: 1/3 levels Additional


3t lz .

h l d d number ofm m b a t s K l l dote 2 (plw the lane is

- - -

fari~~~ppmpriate weapons: 2 slots UnsklUed . t apenal* +2 t.

* The rapier is a relativebnew area- only jmst beginning to ba ahown favor by young nobles who emplay it whea not mmomed. Traditional knights disdain i a W t ' s =eapmsljst onless the character it, and the arm is not -n drop something other than the lance h i t .
Bowdc~ossbowaare rarely employed by knights, ffo killing fmm a "safe'
a a e is unchivalrous. Also, bowband the twohmdd petsword-are musidered peasantsl weapons. Even so, knights are not fmlr, and many ~ s r r y

laaces best suited for ~nlghb

m S e weapons fm use against cowards who will not e q m e themsehes to except by long range (by, fm instance, casting . e a t the knight fmm pb the safety of a flying rarpet). In the same way, a c h i v h knight will never tattle a normal opponent with a ceakward (not including a bastard d He ) . such B weapon against a manstar sveh s a drake, which is . might, however, both unchivalr- and wen able to defenditseIf. In the end, employment of such arms depends on how the Code of CbRahyis used in tho campaign.

fsugsested)

Peoe
lPI11s

Chnrsoter1 Q
14

Do.l-~slon options
16

16

1?+

None

UNEL LJMITATIONS
Any 15
16

17

18

19

20

SLLU level

Level point,

Horsemanship

Reaction bonus ICb)

Special abilities

l ~ x p l a n a t i o n skills of

Horsemanship. ilia fvst of dl mnferr the talents b t e d under the horsemanship &in Chapter Three. I t also, however, permits the knight to il l accomplish some e&a riding abilities listed below. The character may train a horse-like m&r (other than a unicorn hut including a pegasus) into a war steed, taking 2D4 months to do so if his mll is s-sEN. If the roll fails, the time is still spent hut the b a s t remains aild The knight may try again,however, until the roll is successful. A steed subjected to the effects of magical fear against which there is a resistance roll may disregard the I or Luck roll and instead determine Q resistance by the lmighCs making his homemnnship mll, so long as the knight himself is d e c t e d by the f e a . m n s t m e n t s to the skill:
we..-

Spreading the belief of the knight's chief deity. Semine (insert name of the Kine. m n t or oWler noble) with d l his faithfulness and his verylife.
~~ ~~

-.-~~~~-

The Cause must thus be unselfish. A knight muld not, for instance, t&
"Acquire beasure" as a Cause, although he muld c h m "Acquire tressore for the Temple of --",donating most of what he gets to a GMC-run temple of h s i

Beection bonus. Because of their demeanor and profession. b i g h t s mmmand resped wherever they ga This is translated into an adjustment to reaction rolls when the character to or negotiate* with someone. Thin bonus is cumulative with any beneficial Charm adjustment, and it also offsets some or all of any Charm penalty. (If two knights enmunter each other, however, both cancel each other's bonuses or penalties and operate only off of
m, . - -..rlin.tmmt, -.n n m-1 rh- - - ---.. , . , .

Adjustments to the sklll:


As per the normal rules under Charm.

A. Lone ban=. As jousting is an integral part of the lmightg training reeimm. the character neriodicanv pains soecial exnertise with thelance. " Beeinnine a t M level. and each four levels thereafter.. he adds a D4 to the .. d.mdgr. iullicted (4D4at 1 4 1~vl.l: 6D4 at 6th levrl. and u on,. He m u 1 .till , m& a l.uct roll to retain U>F o i thc -I after i t s t n t t . a wger, bur applies s ~ bonus of 1point per level. B. Mosnted firghting. This duplicates the talent listed in Chapter Three, permitting the character to Wht from hmsebaek without penalty. C Combat skill slot. Self-explanatory. D.Adopt Cause. O n reaching 5th level, the knight m u t c h 1 cause to serve. Thia is worked out between the player and GM, and examples would include: Death to dl Reedom for the downtrodden.

~~

deity. Needless to say, t e mme a knighfs Cause is likely to place him in great h danger, the more respect he mmmands from his fellows. In adopting a C a w , the character must, a t the fnst oppoltunity after reaching 5thleveL prenent himself either to his sponsm m a priest of his chief o deity t confirm i t A day and a night of solitode w d contemplation are then ahrrved, and on the following morning the hnight in the presence of h s i witness fmever more binds himself to c h a m ~ o n chosen Cause. A feast is the then thrown for the W h t and his friends. whereupon his Cause is announced publicly. Fmm that point, the knight is strictly bound to follow the Cause in thought and deed, and must a a e p t any opportunity to advance it, unless &is would breech one of the charges from the Code of C h i v e . Failore to do so oauses the knight to ime a point of Charm that cannot be replaced except through n major er quest in penan- (during which the c h a r ~ ~ t may bke no treasure). As an example. Sir Agravaine champions the Cause of slaying all Evil drakes and dragons wherever they may be. As a member of a n adventuring party traveling Agra~graaine along the way h e m tales of a in quest of a lost city in the d-rZ drake menacing vinagera in a valley some leagues distant in the oppsite direction. While i t is his obligation to slay drakes, Agrasaine has @ n his word e to join the fellowship in quest of the city. Thus, if the p u p M s to heed hie w h to divert from the quest to go after the drake. Agravaine suffers no dishonor or loss of Charm if he gives in, since he is following the 4th e h q e : rendering & obI&ations faithfully undo deoth. (After that jaunt, of course, the c b i v a h Aglavaine will waste no time in questing after his d r d e with or without his friends.) Now assume Agraaaine has no previous commitments and learns of the drake during his tavek, hat thinking it too tough for his adventuring party avoids it Such an ad.even if nobly done out of c ~ c e m for - a @nt of Charm, far weaker members of the party, c a w s Agravaine to I nothing prevents the knight from Lackling the beast alone if need be--even if the odds are suicidal. He can restare the point only by a future quest against another (pmbably more poxerful) drake, and he may bke no treasure, donating his share to a temple or other body aparl h m that w bya fellow character. If a knigbtk Charm reaches 1,he is brbranded n outEast and m n e d by dl a chivalrous knights. Suoh a dimputable knave mi he the target of enmity by any knight with honor, who may cbanenze him to battle upon noting his device-

--ming he has the -age to display i t A h . once a &wader ha. so h y e d fmm the path of h a m that his Charm reaches 1, no means will raiae it save a R w e r of ehtualgv ( x e Mansfem .Magic & SOIDLY In. While he need not be removed fmm play as a character. his l f from that poiat win udmbtedly be ie hard

Once a lmight has chosen his C a w . whenever he undertakes a quest apecifldy to M e r i t . the character may apply a bonus of 1 to any redatanor Luck rolls made doring the adventure.

E. Boldness. At 6th level. the bight gains spffial boldnes and mnfdenee. Thi read* in a bonus factm to resistanoe ralk vs fear 4 to It% skiU level. (Note that showiog fear is obviowly a great blow to a kcighb laide and a failure to follow t e 7th charge of the Code of Chivalry. If the a t is done h c willingly, the bight loles a p i n t of Charm rrs mentimed earlier. The lau can be cumulative with the penalty f a avoiding ch.mpimbg the CaoPe-and s r two quests to r e s h bath. If the fear is d magic, there is no by Charm lw.although the duuaeteris shamed and l a m face. On recovering, the knight win likely not reat until he slays whatever a 6 4 him-- he rmdea quest as penance, donating away all treawre he 4 normally

be endtied t. o) F. Eztm dfn& On reachkg 7th level, Ihe kInf~Lnightmakes two attask.in the tmn with a weapon other than ah-.* G. Wwpon e~pcrfise. At 8th level, aad + n a 15th level. the lolight's t pap onby gaining a bmna factor of 2 to atlack and damage intense mlls with aprimary weaponofidaehoice. 116s b n u a may be mnolative. K Bomny. At 12th level, the knight may establish his o w bamny. If formed within a developd natlon, tbe cbrpacm must eitber fmd a aponaor (such as a mnet a ~~IIw in Torrenda) a eke swear fedealty to the rrigning mm~archof the nation. In e n , the knight is granted s ahire 10 m more miles i area Thh mag a may not mme wiiA pemb ss the GM n detsrmiaea I. Earn amck. On reaching lStb level, the ludght makes three attacks in the tmn with a w n other tban a b * . J. Edm afbxLOnreaching lStb 1, 1 the knight make. foor attack in the him with a w e other than a lne' ac.

* A knight &htiagtao-hsnded makes bot one attack with the off-end weapon.

r e b of Balat the end of the Fint Aue. Tqgether with his father. Buinh Galiua, the great empen. ariginated the t of team R h ,employing gw the glsrtms (&m+swad). His kpndaw vidmies. to get he^ with the fact only KraIla em@ m a t h e d from the W s m c t i o n . remain a testament to the m i i d s style o warfare. f hat legio& are rrnamed for tbd. m i t tsstiss aver man-bman -bat m u t a for their nn, strategic n d t h e y are inferior to d 0thfighter pmfepim in up stamina hr leogt41y individual mmbat Tbis makes them T y p C charactem, to re&Et their reliance on the grwp aa a whole. Thus, the Stamina bto7d.up ofme oaed tointense man-bfipatingis usually b&ng in hgionnai.es Even so, this is largely baknred by *heir skill withthe~dthe&~sMeld,tht.euhmm b a t sdtedbmli..lmmIrea

may d m the hdih n z e toeastplate m segmented only the mfurn, nbichia h a t e d as a large shield. The weapom armom. An q g m p i & to the prof& indnde:

The le@nnnaire MISalmost esclusi'~ely fmm the nation afKrek T h m , all males of Eqoeshian a higher soda1 rank most join the military at sge 15 f a a rreriod of at least 1 s a s And whik most leeiannairer r 0 er. e to a wenhesenred life of comf2 u p mustered on2 a few who are lea. wealthy sometimes embark on a carper of adventming. T b . the starting age of s legionnaire character is at least 25.
l ~ h b e o b o n d & -e e

M U nmnbslof oombat skill slob: 1 (plus the gladius is a u u f a l l Y sprirnory weapon) Additional mmbat skill .lots d w d : U6 levels

of the legionnaire
date their fmding to the

k g k a m h a may employ ma& ilem. allawed lighters. erduding inappmmate mmour, shields. etr

Like mmt notable things in h I l a , Icgio&s

LEVEL IJMlTATIONB
HUMAN(other,
14

16

1 6

17

18

20

lkvel table ski11


kvel

I
Level
points
Eueotive

Damage
bone

speotd
.biUUes

AE*

When employing legionnaire arm- and smtnm, and not factoring in o t k adjdmena & however, the k&mak effwtive armmratiagmoves d a m three fsctora Note ther bonoses never @pIy ritb .hie& other than a wa . tm

emplorp the m t u m without m O 1 P . his

thme attorts ush tmn. is E. Rdm a& t* On Anany re20th level, the legionnaire's such t b t he mates four i the tmn. n ton~ofltodsmagemlkThk~e8onlytoagllvdi~diathe~s * A legionnaire figbaas t a o h d e d makes bat m e &a& with the &hand primary hand. w@awn.
~

r(tb tbe -tshield &in a nry E W w aR %interne the mmes eff&e armoln real way, f a with e& ~ v o af ratiag impmwa by 1 point. Thk b m does not apply with any other s r d m s ot &d I . Aho, becmse of their train& in d t hdim, whenever two or m e e l e g i d figbt side-by-aide, bath m d v e an a d d i t i d tonus factor of 1 t o their arm- mlinp. Damage b u s . A with his Bbield. the legionnaira haa ~ e x p with . e a t e gladius. S b r t h g at 2nd Ievel. and every other h a 1 h h & he .

mmmonly udmhke 20- a %mile m a r c h wlAe in the military, and trek8 of -0 to 70 miles bave been r mn in tima of n&t. Thaw a kgioNdre EharBCter poun*u a .operim (1SlphayI lodiml &wment rate; Aka. a l & m h has a daily base b m l tat.of30 m l s m d 6 d by terrain. ie, B Cnmbat skill sloL S e I f - e ~ ~ . . C.Rdm oMek.* A 8 t h l 4 tbe k&mab makes two a&ku each tmn. t D Rdm &k.* . At the point 15th level is reached, the legiaaaaire makes
~~ ~~~~ ~

A Pomd-nrych*yl.The Krelkn l & man is r e m d fm h i d . i y to i * m m h inmdbly distances owr the mwe of a day. h@o&

they wander the world, aeeingnen places and meeting new people.

The m n d i b s that can Cmm the baolrgronnd of a mgoe are legion. In general, he or she will have been raised whexe opprbmities for learning atber, more technical pmfessions were onavailable becatwe of low soda1 dass (fm b t a n e e , Tarendan or &mian pe-t stack) or iadatirm.

r-

oforlsin beet

or

the

Rogoes may use any smt of -om or shield. The playrr alm g e & arms list 01his b d e ~chmsing any four. ,

Initialamber ofowlbat skill slob: 1 Additional oombptakill slob gained: l levela & Cost for inappmpdate weapon% slots 2 UmkUed sttattak penalk: +2
Rogoes can be T o 4 anywhere. And despite the name, there is nothing intrinsically q o s a ~ 1 about the pmfsadan, for they sue merely &en. e men-at-arms, and mercenaries w b talenb and abilities are self-I-ed as

D1-

ibems allowed

lO/less

11

11

18

14

1st

Asn

Cm

LEVPZ LIMITATIONS

Elf
15
16

17

18

19

20

Wler

A. Shield erperlise. At 4th levee the gains special expertise in parrying away attacks with a shield. When employing a aMeld, he therefore improves Me armour d i n g by 1 &a factor. Or, the charadn may taLc a wnbotskill a b t . B. Carnbaf M Z sld. Self-explanatory. C. W e o p o ~ ~ esprta'se. At 5th level, and each fom levels thereaffn, the rogue gains w a expertise with aprimory w d l ofhis choice. %expert& takes the fnm of a bonw factor o 1 ta attacli and damage r o b (The bonw may be f cum-ve). Or, the may taLc a wmbot ekill slot D. E z t m alhz&* At 8th level, the mgue makes two sttacksin the tom. E . ~ m & . * At 16th level, the rque makes three attscLs In the hun.

* A mgoe fighting k h a n d e d maLes but o m attack sriUI the or-hand sea-

Gorua turned the green iands of what was then known as Karnalr into a deserl Duriw this @ d a of upheaval, the early inhabitants were reduced to near barbarism as the phareoie empire collapsed, throwing the land into a eenturieslong period of darkness Out of the ashes d what then was the moat ancient human dviliration. a hardyemerged, pmudly redaiming an existence from the wasteland in follow+mgy e w the special mnditions of the land gave birth to a special warrior. well able to smvive in an everhattile envimnment. ResenMay Saracens may mme from a variety of bacbgrounds, ranging from military service under an emir in m e ofthe w t a l cities, to being raised in one of the traditional nomadic dans of the inner desertr where survival is directly d a t e d ta haw well one handles a sward. In a rarer background, a saraeen character might even mme out of H d . for it has long been said that the Blaok M e of HaarraWs Land of Shadows have their &ins in Arwinian raiders rho long ago establirheda-t rity deep within its bardem.

IBawa best suited Lbr seracsna


Human Plaoes of origln best suited for aaracens

I
I
I

Amin
l ~ r m o u r arms s

Beeaose of the hot climate. matt Saracens, if they wear armour a t all. don only do& or leather, along with a amdl shield. The weapons appmpriate the p f e s s i o n inclnde: Dagger, sdmitm (regrrlar,tarehanded), polesword, whip.
Initial n o m b e r o f combat akill slokx 1 Additional eombatsPill .lots gained; yS levels Cost orinappropriate r e a p o m : 2 slob Umkllled a t t a c k pdts +2

Nearly all saracens hail from the Arwinian deserts, There, these hardy swordsmen have cawed an empire out of the blistering & through their bravery and horsemansldp. Bmt becaw Anvin is the matt reetrictive nation upon the mntinent toward women, female mracens are all but unheard of. Il'he backgmund & pau'poss of the earawn

&dc item.

Saracens may employ magic items p i t t e d fighters

Saracens are a newer profession,dating to the end of the First Age, when

[Level limitations a n d d u e b p m f e ~ s i o n options


lsugeeeted)

1
Character IQ

Baoe

Dual-pmfieapion options

LEVEL LIMITATIONS

HUMAN lother)
14

15

16

17

18

19

20

20

C ~ ~ ~ O - C professions r(tlkS m m ) h t e

Level table
Skill level

I
Level mints Horsemanship s e a pd l abilities

Horsemanm!~ip. This is as the bight's nldll. In addition, a n who makes a horsemanship roll may i n m m the charging s p e d of his oteed by Eve feet Each -bat phase. the s a c e n may atkmpt another sped inaease. halving his horaemanshig skill percentage each time. Submstrr the movement by another five-fmt inmment while failure predndes any fmther attemots A steed thus wmred can maintain the m for m e m b t e oer two Stamina p t n r r 7hcreafIer. it must h slowed to a hol n rested Ynor slowed the s a r a n must make s Luck roll each minule. Failon results in the hm mllapolng and dying from t x h a u r e ~ nThe horse will dir in m y event ifit is so . handled for a number of minutes equal to its Stamina p i n e .
~ ~ ~

M y go into a fanatical rage by invoking hia deity ta imbue him with murage. This effect is activated inslonfmmusiy on any combat phase and lasts for 2D4 minutes. Enacting the r q e entails the m m n ' s dedicating the battle to his deity's glory. While under it. effects, he gains one extra melee athck each turn while receiving a h u e factor of 1 to all resistance rolls (excluding Luck) for each two of his skill levels. One drawback to t i . howevsr. is that the charadrr hs -not rehorn battle mtil i t is was To do so dishonors the saracen's deity and will cerMnly c a w the lan.of this a b i t y ontil some Bort of atonement is
made.

E. Ertm attack.* At 6th level. the earseen makes two attacksin the turn.
F. Followers. Upon reaching loth level, the w a c e d s repntzton is such that 2D6 1st level ~ I U of I Eke ethirs w l seek to bemme followers. These il followers often fmm the bactbane of a meregroup or caravan, and it is w t o m a r y to tithe 10% of any treasure obtained to them. Such followers are maddered rehiners with a 509. t a t u s to their loyalty. G. IWm attack.* At llthlerel, the saracen makes three atta&s each bnn. H . Eztm ot2oek.- At 16th level, the saracen makes four attacks each turn.

Ilkplanetion of special abilities


A. Endumnce. Beeaose of the harsh environment of Arwin, m n s passeso a superior endurance in comparison to others They can go taze as long as other characters&fore needing fmd, water or sleep. B. Morrnkd fighting. The mace" at 1st level also p o s e the shill of mounted fighting. C. Combat skill riot. Self.cxpianatmy. D. Fanatical mge. At 6th level, a mace" faithful to his etbiar may once

* A saraen fighting tw-handed weapon.

makes but one attack with the off-hand

Hwwrath and Media. and rehmhg with va* amounts of brasme. Afterward. a split developed, with mart*= within the mn l remaining underthe Dseran dominion of Tom-. A few m i hthe northem islands, however. went their o m way, rehing to acknowledge tbe new king, beginning a poliey ofisolation that mntmues to this day. A s Tarencia to the -th mabred and developed into the land of kaights and chidry it m w is, Ule Vikings of the far narth held onto their andent dtme, lit* changing in the f o m i l l Indeed, the mme Tonencia adwnced, the mme the &pndi-, as t k y call themselves, moght iaalatian. And it is became of this isdation that V i tend toward a n Indeterminate aotlmk on Me. even^, no one d a d ap& tbe pmd Vikings of the Nmth, and even t h y ship fmm the nstw side o w obliged to make the lengthy f rn sail a l e the southern m t to rekh Torrrnda. lest they f l prey to T i n g ue al Viking w a h has lomg been a mmande& N a g o w fm p m h a m of memlmh and pvanmenta fmm Wh sides of the mnUnsnf and an endless ssries of a m h e nailed fm the lands of tbe N m . Nane b date have l e b n e d . i the rsn, of a ViLing Eharader who has samehow jomneyed to tbe n civilired lands, it is a c r a n y he or she -red atit the s k i h of this pmfession while being raised with a trh of P i from Scandia

laace.bastrmltadformn~
Human

Of all advenpmfesskm. V i are the least often seen. Mast are content to remain within their lands in northern Rarenda, where the passage of time has kR little change in its path. Every ao often, however, a pa&darly a d s e n b o o s V i i m& h s i a y into a i civilized w d d , and many of these have bemme legend, owing to their rarity, power, aal lust for

fbs

may don doth,a jerlin.m leather armour, and they may employ a mund shield of any dn (though @tics viIl .pply to annc aEllilla). The weapns a to the pmfessimindrule. Axe (hand, battla), dsggrr, nmrd (broa4 *handed)

battle.

WUd n-ber dsoabnt .till -2 Additional -bet skiualot. gain& Y4 levels Cost fw n a m & i 2 slots
u n s w a t t a o r pemltw +2

R e d of ViLinp go back wen into the mat Age. Then. &red V i tribes made np Tarencia's izbbftantpand they had the dishdon of being the least tsebnalogicrrl haman race an tbe mntinent. And ss the -Age drew to a dose witb the rising of Gmus, the legendarg w m M Tomerallied the rrPiDos m i ,jiuing f with the oppments of the Triad. Witb Dma.' demise, the horQI of T m n o e &d the w e t e m side oflslay. laying to

e 1

items allowed

w may employ magic items pemitkd Whtem.

I h l Umibtl-

end ddpmfepdon options

1
(mesested)
cluua&rq
m - p f e d r m opu1s

Race

I
IiLtMAN(other)

1S/kea

14

15

16

17

IS

90

None

LEVEL~

A T I O N E

&nd

TrsDt
(Y

Skin level

Level points

bemerker
Cmflge.

uw

Climb. (SU

rape

8-g.

Bpedd aMUlies

uw

aw

Cnmouf&e. As the wmdaman &iIL Climbing. As the wmdsman M although it is limited to wfaoes that , may he ascended witbout tmls other than a grapple a climbing hook. EMd berserker rage.While p i n g into a berserk rage may be done a t the whim of the player (see spffialaMlity B ,h a l t k it is mother thing entirely. ) when the play- wants to end the cbarader's battle Imt, a m n most be made to do so. Failextends the rag. m h that torn.Further attempts to end the rage can he made dming d m q e n t tams. A d j ~ t m e ~ ~ b d11: s the IQ. The V i s 1 can p m i d e a bonus a penalty to his chance8 of Q r a his s e All enemyfms m u M or dead. Ifhi. opponents haye been neutralized, the character receives a bonus of 508 to bis chanas of coming out of the rage. Raonng or Seamanship. The p l a p has the option of choasing either the wmdsmm'a t d n g talent or the general skill of seamanship (see Chapter 3. ) in the case of a seafming Viking.

A. Lonpm&. At 1st level, the Vildng may cha campaign Ianhe spakx roughly. This d m notinclude the ahUity toread or mite it. B. Beraerke r . h e all, V A i are h o r n for their battle lust. A fen V i m bemme so hyped up during melee mmbat that they go berserl, a h k i n g enemies with wild sbandaa Character TWngs have this M t y , which maybe inatantoncously activated on any -bat phase. Upon chmsing to go h e m k , a s u & melee M by the V i u g i d & maximt damage. (O~timallv. GMs wisbine a more c o m a t i t i t i bonlls mav anow a n exha &age &nt per two levels of &l. ~b'areare, however, r L involved in the il) i s act: First of all, the character bemmes so caught up in battle that he loses awareof w l m l transpire m a & him. Thus, he cannot make r a t i d decisions in the midst of -hati.e. cbaoge weapons (unless disarmed), nse a

magic itcm a spLial -bat move, warn somerme h t an appmachbx m m t e r , offersuggestions,switch to a special opponenk retreat, ete. Also, a f h dispatching his -nt foe, the V i will battle the n e w t mature, s W n g with anyone who atbobs him. l%s can spell danger for his comrades, who may want to keep their d i s m . A berserk Viking, however, will avoid attacking a fenow advmtmer if a pmper enemy is within bis line of sight But even if the character sees no w other than a friend, he i allowed a Ltlsk mn each t s s -bat phare to indicate just enaughralkmality to el& a troe enemy if me is available. Wltile b e ~ r kthe Viking alsaisimmune tomaot smts dfem. , The 6erserk rage can he invoked mce each 24 bnvD by ist to 6th kpel cbar80tus. and kept upamadmum ofmeminute per two Con &its. If It LkrtS more ulan three minutes, upon termination the \ T i must rest a n equal p e r i d before other activity. If chcomstanc~.lare such that resting would b e fatal, the rsge may he extended bqrosd the normal minute-per-Con-point maxim-. However, an subsaq-t hits d intlict Bafg damage, even if l Stamina points remain. The same holds trne if the character is fmeed to light during the time he is resting. O m a rest p e r i d is begnq the eharaetsr -not agah sgaio berserk 11r1tilit is oompkted. C. Combat skillslot. Self-lanatmy. D. B e ~ r k e mgo. At 6th level, theViking may go into a bmerker mgr at r wl il E.%m &.* At 7th level, the Viking makes two a t t a c k i n the k n . F Goin M r w r s . At 11thlevel, the Vildng may boome achieftain, gaining . 3D6 families of Viking followem if he retams to his d e lands. E d family indudes a 1st level husband. 0.Erlm aftzck.* At 13thleve1, the Ving makes three attacks in the b . , H. &rtm oftne*.* At 19thlerel t b e V w makes fom attack4 in tbe Dm.

'

'

AVi lungw 6ngtwa-bsnded

mahes but one

the

jay!&

smq!

doldma dsm uamsWM

=om rw

peaone smql o p q

Z+ FW WIR-fl q O p 2 :1111Odm& q61.'dOZddsll&.r01 p03 VAal En F n w - s m.+v-- I-OUmW 1 Z : 1 nRs ? v = - P 'q-nu I-RIq ws
.mpqs s.sadqd a jo uodeaa am + ' ( ~ N ~ Z U J a q 'wS%p ' ( p w axv o :apopn! oo-~oxl a p a a o l ~ su0dsa.a aq,c .(sl~qra m or sagpoad MI) plalgs e y ) %OF ~ 'marm~a q p a l u ' q z a l s ' ~ l ouop 68m u a m s p m ~ l , l~

'dlaposja s m q P@ a w v s Law im3 eql a ! I w 'slarmnanw JO d!q%onaj l dims JO amoJ lae* v aq q anold u q ~ u o p s a p d q jo w q l p m 'ZaAawoq 'uqlo%q o lanau ! dmaua ur pua4.1 .mom. l u o . La41 sdaad punom alwlollumun e p . .. . .. . lsom ars ~ a q l . luqslp ~eqmamasaq q p u q uamspma . ~ q q ~ l va y ~ s a ' m a u q l + $ am o! XOJ paurlnq [lam s m s purr 'amleu lo, am[ e uamoa pue rram am La- ' q s a q are a s q l zanalaqm punaj are namgpmh

~ w

'quamd wcq lo auo mozj u o ~ a j q d JO sllgs aql paqnbm aqs lo aq Xla~!l s I! 'urrmspma ~ a d e l d jo m= q u~ ! z a .a19-04 p 6 B JD p v aql q amoa 1" lsam purr 'saws ja q ploq mad 'a)!~ uo xoo"no 0: 1 i 9a q*lau!rmqapuI uv pmmq p u q uamspoom 'amqm bq!los qaq) JO asneaag 'laplo pue uog=!lup JO peaads dlqsddqsun aql q l w Lllsa.4 alpu+$p s l q m n u Iraq? qSnoq%p '[yguald llgs am uamgpmm L B ~ ~ J ,quamuan02 pazrue2xo pou s s q p JO ~uamdolaaap ww pauassal sllqs uamspoom lo] paau aq? 'zanamoq 'paz!gnp aq)

"

atdoad w 'panwns auo q>!qm Lq Sueam aql SSM pm1 aq? JJO amm au+g 'samy K p a u aoj 'suo!spajmd law0 isom a~ojaq q s p a UamSpooM ! p

Skill level

h e 1
p l b on

Cmflge.

a*

Climb.

Eerh
(rq,

(st)

Traok (I*

8Bnltb

h. blow

abilllia

up,

11 12 I3 14 15

427.701-82,700 EZZ,701-882,700 882,701-1,182,100 1,181,701-1,482,700 1,482,701-1,762,700

D8%

D8% D8% D8% asS

D6% D6%

DBB
Dm% DB% DBB

Dm
D8% D84b

D6%

Camowlage. T h M is d d h to the d s mnceolnrent t a h t It is usable only in n a h d terrain raith enom@ plant growth m debris tomasonably screen the cbaracier'8 presence (ia. bushes, trees, boulders, e.. If the 1 1 I k) 01 s socoesafol, the woodsman is unnotioed Adjustment8 to the sHU: h a r r r . Awom hindem the perfmanee of this SWby 1 W per (base) arm- ratine. Carrvine a shield alw 1 0 the cbanaes of a s u d mll bv 3, 10 or 16, dependii on its size. Thuq mast ssmdsmrn tend to r e a r drab n l u r p d u camcdagc i w b . One who -f armour in fave of s d atlire eairn n Mh m U) the h . i -~~ h I U U of ambient l g t D m lighting can help the wmdsman, for ih. i employing the skill i twilight or night oonditimL. adds 26% to the character's dumees of remaininghidden. IQ.AGmdIQ&",~int6is&ilL

Weight m d . The gear Carried alters the climbing percentage. A wmdaman toting a liglrt a m m t of weight adds 1E%to hi. clin+ng skill, while one p a c l d a g a d mount of weight makm no adjmbenta, d me m g a h q I d deducts 26% fmm his cbanh e o n e trging to dimh with a wry hwvr la lmslizes his .*inbv %1% for each mundh e his lvow ra*. od ' &:am ~trcogth aidsin fbia Wrar. Table S is a quick refennee for climbing momficatioas

.-

~~

~~

-~

~~~~~~~~~

I=r_-Smooth
W

g
C ~

Z Z
Dl -'
pmmd canied

C-4'

E-2'

W C i b n Wmdsmen are skilkd in - + lmig n eserytbing fmm mc$r m o o n W d e a to sheer w&. In doing so, they aften r & e to m e special eqnipmmt-pitons, elimbiaghmhr, cram-, eta. Adjndmanla to t e sbib h h o u r . Amom is a bane to this BkiU, forcing the chsmcte1 to deduct 10% per (base) -our r a w . T h q a wmdsman w d d be either fmlish or A shield also l e a the mr desperate to attempt this skin in bulky -om. climbing -atage by 5%, 108,or 16%. &pending on ita size. W h - or smoolhnegl of fhe sw%m b i scald. These tactom h e a ew marked effect on this shill. Ah sodace, such as that of m e m-taiddesdl atre+ o b~ilding-dcdle r the character's c h a m of climbing it. To scale this sort ofsurface, one eitherhis d s d s and feet or a climbing hpok. Movement equals three feet per phase nc6ng hands and feet A n& o swface is tbat mmt aften faced in the dungeaa Such smfmay be m e d r r n i s e but mdemd slippery Imm moist- o slime. There is r no modification to the climbing from thie amt of smface, which is psllanyscaled by hands and feet, climbing hook, or cramMovement equals two feet per phase (donblediferamprma are employed). A srnwth &inclndes a stone wall, sheer difkidw, e*. Asant of thek omfaces is diflidt malvingthe skill) and is 08mUy accomplished byimmekiw -keeping pressagainst two opprsing rorfaas with hands and feet while moring upward-or by pitons h-ad in ss handy footboMa Movement eqnals 1 per phase (doubled ifpitaas are d . ' l In all -8, descent is at triple the rate of ascent, onlegl a character rappels down a rope. In this event, descent is st a rate of3o'lphsse.
52

~
+15% 0% -26%

Light

Nnmal
Hem Very heavy

-%%and - % f r each l*o

A-Hands 81 feet B -ClirnM h m t a prapple.. C -Crampens. D --Isornetria


filling domogo. If the mil is fail4 the character haa faaen and d e r s lolo pcintsofsody damage for each 1 'ofths dmp, and a M ismDed to see at 0 what point ofthe ascent he or ahe fen. E-ple: IagaR a w with a 408 Ehaoceto-ndalWdiff,i.detamioedtofsll.AMismILedwithansultof 1 This shows he fen fwl the 26 point in t armt Tbe GM therefme mn4 . k 2Dlo+lD5 to note tlse Born, damape he takes If logen smvive8 or i h e a e d he . may try agsia FaMng onto a saR sorfaEe balws damage, whik falling onto spikes and thelike adds 2 0 6 damage, armour ahimpdan maybe appned
.athe*d;amsge. make an itendonal, rrmtmlled jump up t a o Note that charasters marimurn of 1V without harm.

cYaET%%IwO-~prd&

(tfic W o o h )

l'hase olimbillg cannot fight effeotively or cast spells re@ring manual d e x h i t y unless they make a Luck mll each ttne Failure of tbatmll indicates a fall unless the obaradsr is bound to a safety line. In the m e way, someone k Arm knowledge. y e n a amdanan is aaated, the player, with GM exposed to violent ePPects,such as an energy b h t or a n sthck fmm a monster, appmwl, swci6er on a map exactly where in the campaign world the character muat make a Luck mU to remain in plaoe. Also, the GM should tahe for granted is fmm. A t ist h e 1 the wmdaman ta p ~ a n m e d have W% knowledge of his to that some wrtr of olimbiw am basidly a u h a t i c No clinrbing m 9 fm h e area fr a didarm of two days' walk over mugh termin (i.e. a 2C-mile o iestance,need be made to gale a 8%-fmt fence. I n the same way, merely radius). Thus, heis EamW with me& every tree, rook, cave, inhabitant, and all getting into a low-hangiag i& n can be h e by anyone. Trying to scale the trails f d h g within the circle. Fmm a radine of between 21 to 40 miles, tbis f e n o e w ~ t D t i n g a n ~ ~ i r i e n d , n c l i m ~ t o t h e t o p o f a M t r edegree of b M g e drop to 2%. Beyond a 4O.mile radius, the wmdsman e. however, requires a dice mu. k n m only what the GM debmines. B. Z&nW drinkable leter. At 2nd level, the character can identi@ potable Herbalism. TMB skill is nsed to laahion healing and wimn-neutralizing +.-. poultice8 and broth The hgmdimts rn a few -& of exex& herbs which c.c o m m skill slot. Self.exp1-tmy. heal Sody damas are p - d as a podios. If needed to nemblize poison, the D. Sa s m s l .d i e nik. While w d s m e n of anv level can set simde animal h e r b are instead made into a bmth that is fed to a character not adtlany slain imps, upon reaching 6th level, the woodsman may set snares a dig pits to &the poiarm. In the 6rst caw, aswxesaful m n heals a tatal of 1D6Body points. en* a harm intelligent matures. These t r a p an camaullaged with their I n the s e m d a s m r e d dl neotrdi.es the mison effects within 10-W mmomdings and can only be found by magic, a suspicious character making a minotur ~ o a n e r the SUU laay not be a d e k e u restore certain exotic . , d e m p roll, or something probing the gmund with a long ahjeot. Fib may be damage. 71ae &nt i s ajmilsr to the regular shll, ereepl that it ran h . fitted with spikes or other harmful things, and a matme walking upon them usedon aoimalsas well as people. will fall in. Regardless of saaess or Mm, m of hsrlnlism expends the required a Something pa&ag within Sve feet of a snare mart make a Lswk mll or be healing herbs. left hangms. Cl"l'os, snares are considered to have a 10' area of erposme.) The Mjmbnents bo tlss s m l k to fmt length of h e nece%say fashion s m h lzap is f m minute. per OJMO ofa IQ. A pmd IQ aids in the prfnmance of this skill. pit, and 10 minutes fm a snare. (Obviously, the pit m a d be large eenoogh fm the AUenzptiw to heal o disease. He&dism also can be used t heal normal o meahlre i t i s to hold, and the snare m a t be able to 811ppmtthe welghk) dka- in D4+l dam. a l t h u h the charactar's d i l l a t dobiz so is halved. .. This talent also permits the wmdaman to try and d e t n t sucb mtdmr h a p a However, if the disease is msgieal or very exode, special h e r b may be reqwred In doing so, the chamder must his mwsmsnt rate and a n IQ dl to whi& the cha&r may not have ames to. (1.e. a quesr will be needed to l m s u determine sucres is made by the GM each time the wmdsman sppmaches w& i five feet of the tap's area of eipos-. Detrapping " p no tmls and isus~~pWed~~ahta~abjectatthetraptohateiL TreGng. This skill permits the wmdsman to follow a aeaturs's trail. The E. Rope skZl. Although f m i k with basic knots Iron early levels, base percenbge presomes the trackingia dose on terrain showing a n d o n a 1 armdamen a t 7 h level learn a n n m k of em& knob and rmes for mpa Such t sign of a weakwe's paswe--broken twigs, foot indentations, etc. shin@ as slings, lean-tos, mp W r a and the lihe can e d y he fashioned T i skill also allows a wmdsman to identify t& hs r he encounters if he mlla withim S minutes, and the obaracter may also ose his skill with m p s to -me O his base izacking percentage, provided he would be familiar with the creabne a b o n d ereatme cannot pmibly work itpelf free short of m a s i d means m a type and the sips of its pawing. A skill roll c a a s mnvey b 1 B a g . of hoa ~o l unie-oe ddl. Also. the character can note the tensile and old a trail is. strehgta of mpes, and the effectiveness ofany safety iima ~ h any ragistan& w Adjuetmentr to the M : o r L u- l i m l l a m a d e i n ~ a s a f e m l i o e r i e a e d b v a w ~ m d o n e w i t h a e IQ.A goal IQ is an asset in the p e r h a n e e of Ulis skill, b u s of 2 n 10% as appropriate. NumZxr of -c b e i w tmilcd. I f mom tban one matme is being P I&doahfi plunk. A1 I(& bvel, the woadsmam may identify any mt of . bailed each extra track-makeradds 5% to the u r w s dunces. ar h&inclodiog exotic cmes, pmnded they are native to the phf Length o f t i n e the tmil has moled. Each hom elaped between the targeh typs oflmds he grew up in. passage and the wmdrmads pickbgnp the tran dedods S% Imm h s Ehanca of i 0.Rdrn oLloeba At 9h lerel. lhc wualsman makes two attacks each nun. t following the trail H.Anirnal handling. At lmh level, the wwdsman acquires h e ability ta Quaw's hidine bocks. If the c r e a k beingfollowed taLes d e b t e step. handle a n b & W i L g to thi., the character first of GI gains +20% to any f pt t o W i D a t r a i l 2 5 8 i s d e d o c t e d f m m t h e ~ s c h a n a e s . N a t e . t h o u- h . r e d m mll made by nmmal animals (not including monsters), provided he e that one seeking to mver his tracts is re to onegaarter movement attemptr to smtbe or beIriend them. The wmdsman may also attempt training Termin. Employment of the skill over mom =colt terrain, such as over nnmal animals to obey commands or Wr tricks. To do so, he must spend at o m a stream, etc., halves the chance of followingthe hail.Following rocks, least one day hying to teaoh the beast At the end of the day, the animal makes s m 4 m e thmwh very solt gmnnd doohles the ebsncess. Attemplkg to track an IQmll which if sucressful i n d i h itbas k e n taught. ~ e t h i n g t h m ~ a d ~ m c a ~ e ~ r a t b e ~ I. FoNouem. On raaching 12th level, the wmdsman gains up to 12 levels of Light. The base SUU presume8 a gmd light snnee. The chartoes are hah,ed followera. These are chapen by the GM, and they can range from one a mom in dim Wlbg mndiliom animals of exceptional (i+. double normal IQ) intelligence, to several peasant Table 10is nquickreference for thi.slda families seeking to appoint the oharaoter as their village elder. (Each family indudes a non.rated m 1st level husband and munts as one level of followers.) Table 1 - a k adjllstmen~ 0n c w 80 long as the wmdsman treats them well, these followen wiU be absoloteb h smn loyal. X X U ~ b r : J. Eztm attack.* Upon reaching 15th l e d , the wmdsman malreg Unee IQ b m or pnalw. attachs each tun. +5 per matme above 1being traned. -3 per hom the hail has m w n d d . * A wmdsman k h t i n e h h a n d e d m h but one attack with the &-hand -25ifqllarryattemi)ts tohide trail. weapon. Halve adjmted skill if bailing over difficult terrain. D d e adinsted skill if traitios over soft tenah. Qrlilrrcr adjosted d i l l if t r a h g through dungeolvcave. H ~ l v adla-wd skill w m ifuallia. mder poor light ?

I~hti.,,abspsotdaMUtla

to

".

~~~

~~

~~

~~~

~~

-..

.". .

~~

~p~~~

~~

~~~~

I
I

Note that the tracker's movement is halved unless the kail is dearly -bIe 6.e. in soft ground, a otherwise easy to follow). The percentage is Eheoted hourlv nntil the wmdsman catches uo with his a or I c e s the trail One lur~ unl, u n ~ atu.mpt u n hr ma& O relosate rhe trail, thia being through the I w u d ~ r n m fimr m&ng a l uck mD m d then the tmcbw pncentage 9

Stealth. As the d skill. Aseasein blow. As vmdamen are adept at ambush and stealth, they posseas the eqoiwlent of the assasrdnSUU. 3s

[~ric~sters

greatly aid an advenhuing party, pod-smprior aoppmt compand to their cutporsp m t e r p r t s .

combat and h a p h d i %

Tricksters rely on stealth, glihnesa, m sleightof-baed t m d v e in a hp1tiIe o world. Becaw of ~hk, they q u i w a wide array of s n that a e wetimes augmented by limited magle use, offen making them the m& enjoyable charactem to game. This versaiiiity, however, tends to be expensive. luul so trisbters as a rule require -me to advanee in level than do otber profesdoan

[The b c h u n d

~mposc d

t h ed

Aaaassins-tbat is tboss who are traiDed to spy, inlilhate and kill if neceesary-hnue &dd fmm the beginnkg d time. m e y are to be found in every nation llpon Islay,dthmylh the phibqbim behind the pmf-m an a4 varied s~ these who practice them. In Amim fm erample, whole secret societies d sssassins exlst. M a w of these make the skill of o n a religim art, Wngit to the worahip deities, and acting at the behest of their qkilzd leadem to ebtinak inMeL perceived as a threat In Ashvryl, elves d this pmfesdan are doseiy tied to their Yop, keeping boned the &ills necessary fm spying, phollld wm ever again be forced on them. In Hacwath, assasim are baxly-mgmhd bounty h m t m and mnrdere~ avsilnble to the highest bidder, i t b - just one more p'akssion to be exploited. But the beste orgmked and maat sh7led m r m me tobe fomd i Reeport. There, under n the shadow of M. P i r e p 4 and beneatb me city in a gigantic nndewmnd t wn ofbmied city hi&, these of Ibis profession have maatered the art of spying, slaying or apturin& with the guildmasters -ding 8Litled individual8 m teama of assassins to thesecm the mntinent wedthy enough to affordthem. In the case of a easassin character,it is likely he or she learned the skius . from a parent who &d them in like ~ ~ D mI by sewing in the military as I a spy,smut, m kmnly hmter.

G&

6 . best snit& lor mssssins Lw

I
I

IPlaaea oforigin best d t s d for orsllsassins

Assssiw may emplq, any smt ofshield or -our dills)). weapons they mc inclode: The

(with penalties t their o

Blowgun, bow ( m e d ) , dagger, +one weapon of the player'schdng

The aaasssin (m b t y htmter) is a person s i d i inliltration, spyiw, he n and the eliminah of enemies in a emreptitioar mlmncr. H is not, as e belie~e, senseless h l any mare than a mtpwe by profession mast be an a im indisaiminate robber. N r must an aaasssin hold to Evil ethics. In general, the o
pmfeeon merely represents one ahwe rslents are b a d on stealth and ambash. And fm all the ignominy d t e d with te profemdon. assassins can h

..

--

Initial nomberofcombat aYU d t : os2 Mditlotul mmbat sYU dot. gai& v3 levels Cart farinappropriate weapons: 2 slots
UrmYUed at&& penal* +2

[ m e items allowed
Assasim may employ magic items anowed tricksters.

ILevel limitations a n d dul-profession opiiolu

18Aese

14

16

16

17

18

19

20

Bnr

Wdsm

lIos

Dnl

Neo

Wtch*

LEVJ?J. LIMITATION8

ELF

* Dd-profesfdoned witch/-

are limited to females.

Skill level

Level
poi&
Cllmb

MCnolmt.
Detrap
DbS.

If. no

pick

(st)

(IQ)

aw

1st)

(cw

ms,

Stealth (AS)

Ann. blow

Epeeid abilities

1 6
17

1 8 1 9 20

1840121400 ,7,0-,7,0 2140124400 ,7,0-,7,0 2,474,Wl-2,714,000 2,774,0013,074,WO S,W4,001+

D6% D6% D W D6% D6%

D8% D8% 08% 08%

088

08% 08% 088 D8% 08%

D m D8% 08% D8% D8%

D8% D8% D8% D8% D8%

D6% D6%
D6%

08%

08 8
D846

D6% D m

08 8
088

+16 C7 l +I0 +19


+20

her physical appemand take on a convincing m a patterned after another race, p d e d o n , -, p etr Simple C i s , like 001dng one's hair, need not be mlkd fm. More d E d t alteratiom, such as a ymmg p e w n IimMng,As the wmdsman skill. gaising as an aged beggar, m the asasin atkrnphhg to pas. himself off as a necromancer, r m p k a dies roll t a is affected both by hio IQ and the ht Concealment This talent permits t e asasin to dmk behind an object at h mmpligtion of the dispjrm. M t afthe percentage may cause a m m to be least half as wide as he, or witbin a darkened ama, and m t be noticed cast upom t e pedmman~. h Obviously, the shin munot be c s d mudm direct &nation. While the GM may ae Adjmrhnenttothe &U: permit the player to roll his own die, the Fbarader always presumes his hiding C W r attempts to pass himself of as anofher mix StAl paantage is sumessful and must be played acmdhgly. The &I1 can also be extended to halved. (Note that elves and half-elves may g i e as either rsa withmt penalby, us m l objects, such as palming a gem laithont M i noticed, h w a dagger a l e e as c a n d w m s and gnomes.) hidden h sigh%camcdaging a pit, etc. m C 7 oftempts to pass himself off ad onofher ser. SkSU percentage ML-hr to me eL111: halved A&W. Wearing arm- a carving a shield p a the skill by 10% pr Chomckr atkmpts b t h of Wle above: Skill p m n t a g e qma@?rd RmseJ armrating: and the shield & d m 6 . 1 4 ,m 15%. % 00 Chamcfer oftempts io oppsor Mtioeably y o ~ m g e r l a t d e ~ to baaa skill 30% Amm. Olwicnnly it lrhowes rhe -in u wear d a r k doUnnp if , to vantage. be i a m p i m o v s in n shadowed area. One donning a ninja soil or similar dark Character attempts to olkr Appanznea mom: -10%to bape skill percentage atdm gains a S hmrw tu this skill. Laeking tbis. dark* the e xd areas per point of alteration (to a ~ of 1a 20). ~ m of skin with w t =in euhrriluw fm weariog dark clothing, althowh ita bonus is ZQ.AgmdIQaidsintheperhormanaeoftbisskill. not m u l a t i v e with the former. This bonus does not apply if m e is using an Note that the more d E d t d&@ses require use af a kit casting 20 gd with object to hide behind. a weight of 1 lbs- Pmtber, &mionsly ridid0 disguises, such as a d d ZQ. A gmd IQ also aids tbe character in the pd-ance of this W. to masqurrade as an e f camnot mkragardlans of skill. l, This~mayalsobeosedtodisgoiseanotherperson,althovghno~Bto D s h p . When the character s l ~ s p e d an objed m area is trapped, a single s a d i n a emvim&g manner is im& to the redpienk roll is made by dther the player a GM. Soaceas d t s in the trap--if presentInPo-lion. Tbir shin aids the character in abeiaiag infmmation of k i n e found a d nemlzalkd (Note. however. that some t m auld be a vaiom snta Often, a h data is provided by "stnet" -a s l d, an com"kn0tedin a d a way that &yj& cannot be detmpped. 8uoh'lzapl csnnot ewndibme of ID4gd f a drink0 and tipg The i n f d gained ts W t e d to be a d d e d at all if kadd, their p q m $ being only to harm m e contachg that which might be known by the street mltnre of a p t t i d m ma them.) Failure indicates the character missed any t r a p that wen, there. Some ~ m r h n ~ tob smu: n the traps, it s h d aha be pdnted oot, are erpcinlly well mnsbted a &ky, and W n e s s of the infomation &d. M o m m a t h sought is or~ly a If the of tbis ean halve a quarter the chances of neutralizing them. The s x of t r a p & mmmon nature--fm instance, what time the Watch make ihr -dp-there is no tbatcan be n d r e d include small mechanical ones, tlmr pits, or sigiblnrner djwtment to the mlL I M m a t i o n of an unmmmn nabme-sd as how me placed upon obje&--i.e. magical trap. Note that this shin in m o t cases makes chan- of r e q n i r e s t h e t l s e o f t o o l s . A l s o , a n ~ ~ ~ ~ h e d e t i n e s t o s e t ~ m e ~ r a l contad with the local Meves grrild-Mvea tbe -r's maldng the mlL I n f a t i a n d a wly u ~ o n u n o n natnre-hn instance,whom on trap, the chance of doing so equals the d s &Imp sblll If t h e n is more the W t h m y be hzibd-qarka the &era&ds chances. (Note these ac than one trap, the GM should seoreyl determine whether the d and penalties apply against the toteled skill percentage, induding any Cham sumding traps were neutraliecd by t e ebaaetrr. h adjushnent) Yet the GM should keep in mind that the roll is intended only if Adinstmenis to the sLU1: the character seeks E&ly s p e d i w d infmmstim from eomoea A L o u r . Again, armamthe h a e t a , pen&* the skill by 1046 local skeet merchant, far example, might well know and impart the M m ofa per (baael m o m r a w . In nearly every ap, asaaadn, if armaured, will the reputable inn withoot need fm a dice roll. In ths same way, a character d lay aside the shield, so it amally plays no part in things. easily check with his guild on the WaYatch'smovements withont having to rdl IQ.AgmdIQaidsinove~~~ningbapa dice. A non&ldsman seeking the same data, however, -Id have w remmse Note this skill &o gopersedes a d m m c t d e nmmal c h a m to locate t bot lo make s skill roll toget the same answer. The pdse fa mkniw the roll is panels, althoogh a aeparate d is needed to deal with any traps. l len to the GM's h t i o n . Ere mmyht fail to get m n g fm hs m-oney with no i otherlepacuasions, a,... IHssdme. T h r o e employment of this a l l , the asrasPin may a t r h s a le i Charm.Any Charm adjustment affects the sLin e n - . 3 5
matimof #kills

~~

~~

Lockpiok. This is s i m i h b the detmp skill i that the same tmls are often n use& Also, some locks cam be especially well made-= sticlr--and this cam unfavorably modify their ehances of being picked (halving or quartering the assassin's chances). If the character fails to pi& the I d , he must advance in level before trying again- he may m r t to magicif a spelloeater. Adjurtmenb to the $kill: Armour. As alwayl, armour pnatioea the sb1ll.y 1 8 per (ba*rr \ R And 0 W,a shield can also lower the skill p e r w n w , though i' lrrnaliy lam >eldc t s during the attempt Agility. Agwd Agility aids @ the performance of this skill.

I t will be noticed that an m o o r e d character is greatly hindered in the performance of his slolls. The GM should therefore keep a close eye on those who go around in -our and then try to avoid the spirit of the ruling by shipping whenever they attempt using a & . Soeh characters will spend quite I a bit of time in the pursuit-time that muld well we a monster make an ap while they are half-dressed, and therefme vkhdb helpless! ,4190, while dPtmpping or lmkpicking is -3le while wearing gloves. these provide no real protection fmm poison needles apart fmm a hmos fador of 1 to a resistance roll--and that &if= Luckroll is first d hrther, wearing af . the gbves penalizes the two sldlls by 5%. lExdanstionof-dal abilities

Stealth.Thisimportant skill ia employed when the character seeks to move quietly down a hallway, slip u n n o t i d past an open d m , dock down an alley when goards suddenly approach, ete. Thus, stealth covers more tban just one specific act though it doesn't substitote for other skills. (A su-fot sleolth roll would not permit the assassin to pick a packet!) But tbe GM may call for a stalth roll when the char& intends doing something sweptitious. In using the am, the assassin most quarter any movement. Also, the GM should note that under some mnditions a stealth roll just won't work. An wassin mold not, for example, sneak down a well lit hallway with guards looking in his direction! However, if they momentarily divert their attention. .. Aajonhilenb to the skill: Annour. W e d n g m o m or csnying a shield penalizes a charader trying to be stealthy. The penalty eqoals - 0 per (base)armom rating of the attire, 18 aad -5%. -1040, m -158, depending an the shields dre. A leather j e r m f a example, has an armour rating of 1. Therefare, 10 percentiles are dedoded from the skill. Were one carrying alarge sbield. he wodd deduct 15 more percentiles, or 25% total. Note there is never a lessening of the penalty if the annoor is magical, or ifthe character's armomrating is lowered by agmd AgUity. &fib. Agility p n alsa aid or hinder an assassin trying tobe stealthy.
haamin blow. C e d n pmfeasioos, especially the d, to sue trained deliver a critical blow when the target isn't on goard. T i is accomplished by a hs strike into a vital area, and the damage intlicted is Body damage. The number shown under the beading is the amount of e x k a damage added to that of the weapon and any Strength bonus. Example: Roth Daggerspeak, a 5th level a'&, makes an ossnssin 61- against an unarmomred 8 Body poinVl5 Stamina point rople. Koth is using a magic dagger that inllicts +1 damage, and his mll is a 3. He therefore adds 5 to the 4 points of dagger damage,as s h o w by the table, for a total of 9 points of Body damage to the rogue. The rogue. while possessing 15 S.tamina points, has but 8 Body points, and so he dies with Wth's dame* i his back. Were the man a r m o u r 4 and therefore entitled to n absorption of damage,he might have survived The skill is limited in that the attack must be performed by a bladed weapn no loULYl a gladiu. Also, the victim must either be -wme of a mconcemed with the mming attack. There is no question, for instance, that an assassin striking from a n in-ble state is entitled to the attack The situation b-es mare t i k if the character seeks merely to move behind a mature rcy who sees him and deliver the blow. The GM therefore should reguiate the chances dman in blow if the victim is of es of to direct stimulus' Thus an Ogre httling a low 'Or instance' tend to IQ' knight may concentrate on the attacker currently swinging on him rather than another character moving to the side, unlike a human sorcerer who knows the danger posed by a trickster with a knife. In such - , s there is no chance of making the attack from a previously.seen position. The GM may therefme call fm a steolth roll if he is m u r e . ) Also, the skill does not work against matmes lacking vital wpm. If used against monsters based on a mmbined BPBP rating, an --in blow delivers double damage (as Stamina points, remember, are Instin a 1to 1 ratio with Body points. Hence the double damage. Otherwise, the damage is still treated as Body damage in the case of separating Body and Stamina points). Sameone performing an ossossin b / m is entitled to the damage bmus only on the fnst attack. Subsequent melee is perfamed nmmally. Finany, regardless of the number qf attacks usually allowed in the turn, a character whonssassinoks may take but one attact during his mmbat phase. It is also -%I1 to employ the talent with a misile weapon under the following mnditions: The target most be unaware of or unconcerned with the attack. The weapon must be a hand axe,dagger, bow or =-bow. 1 k m, dpjn most bc a primary arm The ~ l ~ ~ s ~ betd t s h a v - d wthm $0 of the b ~ e L mosI l Two mual be deduchd frvm the damage for each 10 of d l s b n n separating attacker and target. Note that b o n e s from another pmfession can never be applied to the attack or damage of an assassin blow. Thus. a -el& with weapon e z p p e k , as one example, would &ant his attack and damage bonuaes imparted fmm the rogue profession.

A Cornkt skill slot. Self-expl-tory. B. Erlm attack.* On reaching 9th level, an M Eharader makes two attscksr ~ turn. ? . c r C. Form Gvild. U p reaching 10th level, the assassin may form a p o o p of followers. Thir requires the character curtail adventming, for running the guild will occupy most of his or her time. After decidiog to farm a gaild, the character will at2D4 1st level followers, one of whom is chosen to be the guildmaster's chief assistant. This assistant may be played as a back-up charader, although the GM may later step s guild and the in and tahe mntrol aver him, based on the nature of the d campaign's direction. In determining the make-up of the followers, Table 1 1 shouldbe cheoked witb percentile dim.

0.: l m anntrygmld is formed in 81-65:Tnrenda w m Hocnath 7-5 1 7 Freepmt 7680: Sarvia 81-8s: Andor
8690. Arwin

91-95: Avalon

71-80:Dwarf 81-85: Gnome


86-95: Hall-elf

01-76:Single-pmfessioned

Note that large guilds hire mercenaries of various pmf-rn

D. Poison-fashioning. Although familiar with handling poisons from early levels, 12thlevelMslearn how tomatev poisons, includiogpoiso pations (if the character has shlls as a spellcaster). The mst varies with the types used in the eampaigu. To determine success, the assassin must make an IQ roll. Failure a t GM discretion om result in no effects, a bonus to resistance mlls, ete. Todns talren from monstersquire no die mU to-ver.
butone attactwith theoff-hand wespan,

lhsassin
Thmugbont Islay, an unofficial mde bas been developed amongst assassins fmm different regions so that they may discreetly mmmooi& with each other. The mmmunication is aaompiisbed while the assassin dines a drinks a t an irm a tavern where guild member -ins he doesn't h o w may likewiae be. A dagger and sheath are p h d to the assassin's dde, and the message conveyed varies with their preciselocation as shown hereafter. Doggersheathed, with seobbordpoint t w 3 ossossin's heart: A s a s h just o n * p thmigh area. Dogpr half unsheathed, with &rd pointing toward a s s s i n ' s heart: A-wen wanIing lu w n u c t mildin ordc,r w bind work. Lkgger unsheathed olop smbhrd wrrh hlnrlo pointing &u.unl .rsosnn's head. on assienrncnt: desires to ~ck".l+kr with guild to nr,.,d inhinging on territory. Dogger .mheathed, with smbbard pointing toward assassin's h r t and blode loin atop it ot nsht angte: I -a message from another g d d . Laeal d n s spotting mmmnnication of this sort usoally try and make eye-contact, and if any sort of acknowledgement is made, a @Id officer is infowed, who later meets with the newcomer.

,srqwrrnadsro-

p s q .mq!Loldma Lam e p z q

XIOJ

'xwlmst? 9 moqa pus Sam w = a m @ ~ a j q m d d ~q moqfi 9 0 0 4 w p W a waXnnsnbaq p=q aql 'sa!l!msj aw-P .paap pw S a F F a U a JO +1=0ml =P or( %=-d.alnr q TW 6,pq = nado ~ d m d d JOd w m r m u s aq n a pleg % ~ eq 'salqou c& 'no?WW slW -Pad 4 9 an?q00J salndS!P p la%141Bus m ! zm aq P= ' x l n ~ o u ~t w ol mua%ods w mlq 4 FI w mmmm 9 a % - w p moqd w papalaoemmeq wa h o g q m d a 1PIBq 3 ~ = m ' m = m e JQ d a w aql ! q wmfi W

l(llarm0J S W W II XO %Ran Pql SaaSrahO pmq MwD OU J1.qP 4 1 em m@== dq a=meq P 3 . e 'TJ mwawnl PUS harp) s-qd pus a t P = o ~ p s g P kww FW eq a 1 w w 3 sprsq ' o w '0s oeaa 'KWI 3 aq 4 nple s laqwlm %Wema m p s g ! PeawdIrlsm=S!=F~kBe4Pus'~F)"~~~.lapwuni

==~

m a.w-Jn8

I= 0 0 ? 1 ! ~ 4 q S U m >=a-ad am

s.uqa*v

*!

us WF

sa"~.n& -pad q pan aq zuo-prr! m t n / r a t m a r l " h o? P& er o w %-=v XI WIPI~ rs d a m mog h e x a o ~ luaoamnqsrr! aaeqJmd sa b m =W=-IJ d P=K

q w

ww

~ewl a.%w 'law q P%!~R= aspat3 pw VualayF Xmagmm 9 ~ W Prlew q m o p I p <g*apw ww ax= ~ f 'BPW~WJONw i a PU~OJ uaaa a= W E ?P= pm + m Boplm 30 -PC aql u ~ ! ~ 'uolasapd s!w m,p-!sq pug K I ~ E V WAIN - - + w c w A ?w ~ a $6 SPIDq q&P) ' W A V M WK ' ~ W 3 U a d s W W W W sauos.n& e m JO ssn a q?mq v a g a 11ad6 m o p d w @ n p q alqe m Smaq q sen laaod lalsa~2 a ~ a n ! ~ W s d! ? pus m jo 9ua1p) m a 1 +--J =qndod ax= sprsq ~noqanonll =odZ%+ qJnm

*wq

c M l P B X . W O - C h t r r p r c r f i (the !Bard
[ ~ e s elimitations & dual.profession options l (Suggested) Dual.pmfesmion options
19

I
ChereEter IQ
16

Race lMess

17

IS

20

Wdsmn

Drd

Wtch

LEVEL LIMITATIONS
HUMAN (ather)
14 h v e l table Sldll level Level points 15 16 17 18 20

1
Miscellaneous (T)peoial)
20%+ D6% D6% D6% D6% 06% D6% D6% D6% D6% D6% Dm D6%

Pelfor. rnance (Ch)


%%+

Song slots

T.ivia

Special abilities

a*
+
D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% 2 4 4 6 6 6 6 6 6 6 6 6 8 8 8 8 8 8 8 8

1 2 3 4 5

a.0 260
2.601-7,soO 7,801-16,800 16,801-31,300 31,301-66,800 56,801.95,900 95,g01.145,400 145,401-235,400 235,401-379,400 379,401-584,400 584.401-846,900 846,901-1,146,900 1,146,901-1,446,900 1,446,901-1,746,900 1,746,901-2.046.900 2,046,901-2,346,900 2,346,901-2.646.m 2,646:901-2,946,900 2,946,9013,246,900 3246,901+

20%+ D6% D6% 06% D6% D6% D6% D6% Dm D6%

20%+

08% D8% D8% D8% Dm Dm DW D8% DW D8% D8% D8% D8% D8% 08% D8% 08% D8% D8%

2 2 4 4 6 6 6 6 6 6 6 8 8 8 8 8 8 8 2 2 2 4 4 6 6 6 6 8 8 8 8 8 8

B,C
A
2 2 2 2 4 4 4 4 4 6 6 8 8 2 2 2 2 2 2 4 4 6 6 8

6 7 8 9 10
11

lE%

Dm Dm Dm D6% D6% D6% D699 D6% D6% D6% D6% D6% D6% D6%

B, C &B,D E
&B,C

12
13

D6%
D6%

14 15 16 17
18

D4 66
D6% D6% D6% D6% D6% D6%

D6%
D6% D6% D6% D6% D6%

k
B, C
A

19 20

IExptanstion of skills Miscellaneous. Because of their travels and experience, k d s observe many different things. Thus,a t 1st level they may c h m a desirable skill from another profession of interest to them-t-king, piekpockting, stealth r e d tert, etc. The skill must not fall within another profession's special ability category, and it must be one which relies on rolling percentile dice to note success. (Should the bard chmse a sorcerer's fidd of knowledge, note that he receives but one such field: others are not avtamatically gained.) At 3rd level and a& a t 5th. the bard may pick another miscellaneous talent (the bard's skill percentage is also affected by his stats if appropriate).
Performance. Bards are adept a t weaving a tale, singing a ballad, or performing kicks to entertain onlwkers. A skill roll is required only if the char& tries an outstanding display, and making the roll places onlmkers in a favorable -tion. In pradical terms, s succesful performmw roll after a nights entertaining a t an inn will net the bard ID6 gd in tip. Failure means i only that the nawd was unimpressed (and no t p were gained). At other times, a bard may find himself asked to entertain a t an impatant banquet. The usual hire for a professional bard is 10 gd per s i l level. In the e a ~ e a PC bard, the kl of GM must determine when or ifhis semi= are nought out. The Went utn aLso aid in &tion, although a bard must spend a t least D 4 t l minutes in wnv-tion with the one whom he seek to impreas. Pe@ormance cannot be r e s d d to in mmbat a after the bard has shown himself to be an enemy. Otherwise, making the skill roll moves a person's reaction to the bard (as based on Table 6 in the section under Charm) n p one category.

enchanted oum, etc. Certainly it is of no use in learning anything about a mundane maeic item. Adjustments to the skill: ZQ. The bard's IQ affects his expertise in this shill.

-~~

l ~ r p l e n a t i o nf s p e d a l abilities o

A Language. At 4th level, and each three levels thereafter, the bard gains geneml fluency in a language of his choice, including the ability to read and write i t :Monstern languages may be obtained only with GM approval. B. Combat skill slot. Self-explanatory. C. Instrument skill slot. Self-explanatmy. D. Apprentice. Anytime after reaching loth lelee1, the bard may t k on an ae apprentice. This is heated as a retainer, which m y be adopted by the player as a back-up character. While he remains with the master, the bard must see to the basic needs of the apprentice. Upon his reaching 5th or higher level, he may depart the teacher to make his own way in the worldif he wants. E. Ertm ottock.* At 11th level, a bard makes two attack each turn. F. School. On r e a c h 15th level, the character bemmes a M d ae Bard, a a tr . and as such may open an institute, attracting 1004 1st level students. In dmng so, B C 0 8 t expenditore of a t least 10,000 ounces of gold must be made for land, buildings, and equipment. Thereafter, the yearly upkeep equals 1 gd per level W of the stndents. Ifit is b d t within Avalon, the character must obtain permision to open the instilate, and swear ahsolute loyalty to the Queen and her descendants. Thereafter, he is appointed to the Council of Advkm? a 1-ly ceremonial psitior. (Note also that by tradition a master bard often k e e p his face masked.)
* A bard flghting two-handed ma& one attaek with the off-hand weapon.

Perfonnonee is different than the gypsy s W of fmt-talk, which employs wnfusiou and deception. Instead, perfomonce relies m the bard's natmal charisma and glib t o w e to place him in a position where thme he eneouotm will natmany desire to aid him. This doesn't mnfer m t m l over the target, who will remain true to its ethics and r e s w b f i t i e s . But the object of the bard's Example: attention will see the charaFter in the most fafaable light -ble. the Watch catches Saralynne the bard snealriog out of a sewer that is generally off limits t civilians. For the next 2 6 minutes. she awloeizes to the sereeant. o .. " . cxplxlnine w 1 , ~ is .md addtng she was un:tr;~rr th* srwcrs were closed, for she sha R X only t q ~ tu r e a v e r B nng that fell down n .rturm dr:iin a lie . M u g ~ g her pr<irn,on.i roll rcsults in the sergeant'* h.lnr\ln,: the. scory. H tbu. e accepts Saralynne's explanation, lecture her, then allows her to leave without further incident (something within his authority to do if he doesn't suspect u.lawEul aetiviti-the-. he would reluctantly take her to his soperins). A gypsy seeking escape through fast-talk would probably distract the Watch into lmking inside the sewers by claiming a monster was there-then he'd slip away. A moment later, the Wateh would realize they'd been tricked and mme after him. If he managed to elude them, the sergeant would slii mark the ~ ' face in his mind--possibly resuldng in futme problems. Thus, the difference n between the two skills is that performance results i long-term benefits while fart-talk lasts but a short time. Adjustments to t h e skill: Cham. The b a s s Charm affects his e e in the s i l kl. Laat of all, note that o n e ' s p e r f o m ms i l o n n o t exceed 95%. kl

Trivia. Also fmm their m v e h b r qnix a wide variety of trivial a& knowledge. This can range Iram information regarding hiatorid subjects, to Saralynne bits of general information on popie, places and things. E-ple: enters a lang-abandoned temple. Examining same of the artifacts and mating a s k i mil sbe e s Ulis was a temple to Istari. Putting that together with the laation. sbe & hearinn a stow of soch a t e m ~ l e i n e abandoned after k dememint by a n ~ n d o r a n n&mancer. A few dam later. Saraland her friends enanrnter a hnieht and hi4 " rerainem. M n k i n ~ lnvm roll when nodng the device on the hnkht's shield, she s rcalirea lhh i s llukr lc.?ymnnd. a d i o m t m M n tu lbc King ~TTornncia, Tn'uio imparts no details regarding magic items &as they are of legendary &in. Example: a bard is'asked about a wand with a head of bone carved in the form of drake. After a suacessfnl dim ron by the player, the GM informs him the character & hearing d a wand capped with a head of dragon bone that belonged to Tomnto, a famed Hocwrathian sorcerer who adventured thraoghout ADdn and Hncmath m e 60 years earlier. A m d i n g to the story, Toronto disappeared on an expedition into the Land of Shadows. Hs wand is said ta be capable of inflicting great harm upon drakes by emitting i powerful bolts of electricity. Thus, while the sldll might divulge nome historical deabout afamars maejc item, it does not substihlte for spells such as dekd

A noted, bards employ magic BpeUsmgs. These are handled in the same s way as spells. When the bard wishes, he effects the magic by playing his instrument a ceaain way. Not all smgs, it will be observed, are playable on every i n s m e n t Following is a list of h e w n bard songs, with a percentile formula for random determination, and a listing of what sorts of instruments can play them. Other than a handful of unique songs listed in bold print, it will be noted that mmt of these songs duplicate the effeots of various wit&, druid and necmmancer spells. Finger of amnesia, for instance, affects one failing the IQ roll even thongh the bard relies on his playing to achieve the effect rather than mncentrating and painting his Iinger a t the larget There may be diffexences in m m i u g time or fundon, and these are noted. Also, the playing time for a spell-eqoalp one phase per rank, with a s minimum of one phase of playing required even f a spells normally with an instantaneous ~asting time. In other cases, the playing time for a song is indefmite, and all effects last unlit tbe bard e u a to play. Such songs activate their effects on the pame obase as would the normal smll. I m d i e n t s eenersllv " are nor r c q d unless the hp.U vnchmLc mmr sort of item. . C n c rhnr are pl.tyable on all insrmmenw arc. listed in rtolrs. Repnning bards a l l m with I r o randomly determined I d rank s w and u . one c h m n with GM appmval. Thereafter,they may find other8 over the n n m a i m w e of events and ala, -idre a random spell-song within the rd 1 e by b each time a level is gained. I t is the barss choice as to the song rank, , ool- a paaiwlar rank song is needed to perform songs ofa higher level than the cbararter already owns. All songs are kept within bmks. Finally, sound dampening i the p a t bane tohard magic .

Optional game "ariaat: h e GMs may favor a mote traditiod means of soelleastine. In this case. the bard mav be treated as a m a l soencaster and . permtctrd ul CAI rpells m the wual fashion, pnrUmlnE the abilxry to learn magic i irpmr, d over the mlnae of his travels. The running rim< ior spells cast s then remilin. uncbonmd, and in the ease of tbe s p e d bard x s n p equnlr 1
~~~~ ~~

O p t i o ~gome uarionf:Group who feel the song.playing system as presented is l tm wmplicated may drop the idea of limiting certsin songs to s w c k t m m t n t s and allow any spell song to be played on any instrument.

'P~%!~s--(&M) 3 WM ' P S ~ ~ - - ( E- M ) J=W 3 1-velum u a wg 'PUW-(SM) UPIS * m d :amp)a=!umX .L~-.(sM) tuold

S8-18 08-3~ 9L-IL OL-99

w-19
093: SS-IS

PJIYs!N

-'u=d Tm's
. p m s ( ~ a )p o o f i ~ WM lualw q W q d :WN 'P-<P~) A

W'Z6

'*ARM

16%

~ m

m-a~
LL-IL
O L - ~ WLS

P-P-I*JO*OS
TU+-(PM)
'OOP

lamas

dm : a q a!uuna . p m e - ( + a ) a-d
' L w - < p ~m n o a n l m z n )

=as

a-IP
0~98 98-18 0892 $8-LZ OZYI s1-11 SI-10

dm :am9 a"!"unl~ .puw--(v,& = ~ ! ~ I I I GP-EP


sldaa~ Z P ~ E

pun- Lq q 1 O M :aloN -pa%uls<&M [la9 JIlUWXOmaN . d m :am9 a=!==n~.paauge-(s.w uowaua J I '-ayes! m a a- 4apgm [IW f!IIO' m o p w ~ - w e e P . v ! a n r ma = ) o +&rq qaoqt ' k e s a a u r m slqanq e p w 'I~AJVS S! B a 8 w:alo~ dm : a " l m &s-(&a) I=?J dam :amp) ~pa%!a~-(sM) w w JO 2 dm : a w % m TV-(SM) p=-?mq$ua = a =exlds!a EM :?w U F " ~ p a h r u l * ( & ~ )-q3 S PV-(EM) alqqna 'Lm--(EM)a ? q q w

dm : a q %!uuna

dm :am9 au!uuna ' p a S u g s - - ( ~P B ~ u a a e ~ v OIW ~j P

dm :amp) %!ma

: a q % p q 'puw-(pM raqmnls z a ) s a ~ ' p ~ g s - ~= e ) t o Lw--(*MI wwpJo da8uw , p a S u u l s - - ( ~b~hl!87s a)~aw ~) .p&ugs..(v~) mlafis ?=a
Xu=

ss-6~ 82-22 1241 PI% ~0.10


WV

dm : a m 2-8

EM) POD^ aour~uti

-V

10 lloW3

TUB.'PIS W-L6

[~pecial rank spell-songs 1st


Fire dart
Srmgranytype:yc Element; Sonic I n d e n t msC 0 Playable on: Cittem
kkimumrange:w Rmminglime: Specid

Area of e x:

Up to a Sr? length of mpe

Maximum ran~c: Sprnsl


Ronnmg time: WBE' ResisLm~e mu: None Area of e-me: One S length of r o w levels

Thissoogehtsakwthofmpeupto50'in length, cmsbg i t to y v rise up to its W l length and hotd hWhile the mpe i rigid, i t may . s be climbed by me ehrnaetar at a time weighing under4CQlb.Thempremrdnsskadyforuptoa minute &r the bard ce to play.

Resistance mn: Specid Area of e m : Spedal


When played, this song causes a mdl spot the bard selects to b m t into flame. If mmbtwlibles are targeted. the fire bmns u t l the foe1 snpply is ni expended m it is exdngukhed mas, a bard can quichly light a tmh, camp&, etc. If instead used offensively. the bard can briefly flame a hand-held object, causing, f a example. one to dmp his sword thas penalizing his combat phase by 1 wide i t is m e r e d However, a tare~would gain a Ltlelr mn to .wid the effects ifinvoked withihe intention of causing harm, the target is allowed an Agjty ran to avoid ID6 point4 o fne damage. And if the f intent is to desa flammable item, it @ts a resistance mn w Mtuml elemental f o m .

[special2nd rank spell-sow


BeMend animal
Song r n a21A Elemenk h i i c I&.%it'x& 0 Rayable ox &bged !

misspell emhank one a more 8-6lengths of mpeinto &like meatma the bard may send to M enemies within SW. The stab f a the snakes are as f0IloWg Armom r&ks0 Taaicd : 10' kvek Srikes as 1 m1 W U ) BP. Ulmlofcaster BP/SP& I n Average stat 8 Spdnl ru.k &lily-16 Attack1

Dm@

Ethic%1

Size: S
Special n . & By this Immune to Tgpe A
Q

spec

take double damage fmm fm sttaekr and magic

excluding a hiliar. Befriended animslp will not hsrm him, and, in the case of bmden or trained beasts, w n -pt i the bard as a rider, or will

-.

the bard may W e n d an animal,


-

-a1

3rd rank spell-songs

perform for him.

Pacify snakes
Sonprant/type: UA

Dispel fear

Calm planta
Srmg rankltype: 7JA Element: Sonic Ingredient msk 0 Rayable an: Any Maximum range: 4 Y ' Ronninglime: 1 minuteneve1 Reskiaxe & Special Areaof-e: 1 plant or cdmy of plants

Element; Sonic I-dient mat;0 Playable OE Flote or pbawm Madmom range: 3 ' 0 Runninp dme: W B P Resistance mE IQto nep. Area ofexpssre: A80' circle

This song is effective against one or more snakes. Upon its playing, snakes and s i m k reptiles, starting with those of the lowest level, most maLe an IQ mu a become pafifed. ~ ~ a s i n g dl mooement. The bard may afleet one m more makes whae combined levels do not exceed his
om.

By this amg, the bard may d m an aggressive plant or plant cdmw, including a nZ assuming an IQ mn i faikd. The smg is alao effeehre against an area underaplantgmb spell, and is checked as though diuaehanUnont were beingqplied.

By use of this song, the bard may negate the thew within 30' of him. e f f e ~of m s g i d feaz i

Night call
Sonp ranWtype:3/D Element: b i c Ingredient mat: 0 PlayatJe m: Any Manmum range: 0 Ennuirip time: W B P ResbhUEB mn Spedal Area of upasme:A PW' drele By this song, the bard h u e s a call to undead within listening distance of the music The effect is to earme one a mme &ad whose mmbined l m I s do oat exceed the bard's (starting with those of a t normal tndiml - lowest lmll to BDmovement to within 10' of the performer, where they will remain m o t i d s f the duration ofhis m playing. Any attempt to resbain,e u , d , m harm the monsters immediately ends the power of the m g an an affedees.

Rain shield
sw: Q1X:
Element Smk Ingredient 'x& 0 Flayable om Any Maximum r w 0 Btmning time: WBP RBsistance mn: N Area of e w ~ Circle 3'. +1' widelevel : k w h this sonn. the hard m a t e s an invisible umbwna above his h&d pmledhg anbeneath Rom being drenched by h w d s While d mast oAsn to avoid ran, the shwld a h wards otiliqnids such as oil or acid poured dawn horn b e . It offers no hindrance to solids inclmding liquid or semi-liquid monsters,

Fire mitea
Songr*?/B Element; Somi0 Ingredient rmk V d e Playable on: Any .kkimum range: 0 Running h e : WBP Resistance mll: S d

The ingzedient for this spell consists of a flame. Upon the song's being played, 10 tiny fie mites horn the Nether planes m e conjured and may be db&d toattaskone or more enemies within 20' of the M 'Ibe mites then dance upon their targetlsl, imlidw 1 paint d fire damage per mite. each minute The damage may only be avoided by a indicate . . making n Luck mn to that hun. e x l m p d m e n t of ID4 of the Y M y , eqeame to to 8.tmI or in water kills the mites.

..

~~

SonpranLngp: m E k m e d Samic I&ent&Upto3sr Playable Flute or shawm Maxim- r: 10' Rmmbg time: WBP. + 1 minute Resistawe mn: None

Song ranWtyp: ! F U Element: Smic I n p d i a n t mst; 1 ~~/len@h Playable on:Flute m s h a m 41

Soften material
s n g rankftype:sn: Element: Sonic Ingredient wet 0 Playable on: Violin %fanmumrange: 10' Running time: WBP ReslaLpoce rou: S p d a l Area of e x p e e x e : ~ ~ p a 10' cube to With this song, the bard alters the molecnlar slmctme of innganio material such as stone, metal, e k , making them softer. This bas the effect of permitting chnaetsrs to mwbmnel through an area in haif normal time. If direded toward a metal-amomed enemy, the song halves any armour absmp6on while leaving the armour rating uncbaagea

Running time: Rrmanent bsistanoe mlk special Area o f A 4 'circle 0 By this song. the bard may attempt to bestow death upon a empmeal nadead moreter within the area of exposme. When he plays, a speeihd d a d to the melody mast make a n IQ mu, applying a bonus m penalty huctor of 1 f a ach l n c l of didiffena between i t and the bard. M m e lp t e monster to reat as a h thou& i t had been aRected bv emrcism: success makes it h m to subsquest attempm MI3 the bard n x s in 1 4 'Ibe bard may attempt to a R d one undead witb this song.
the p e s s o f

intent at tbe -t tbe song bkes esect-attaEk their mmnvdeJ by weapon a speR heal their enemies; re instead of chage, etr The effeds nprm those in tbe area of expame last while the bard mntin- to play. Those leaving the area are entitled to a n IQ mn each tmm to retmm to n m d

P r water at
Song rn : a* YG Element: Sonic Inpredient m : t0 Playable on: Bagpipe Maximum 20' C e 2 minmtos Rmmbgtime: WBP,+ 1D4 minutes hsidanae mlk None kofe-. Apath 10 wide, + lo'langnevel When t i roag i s directed upon a body of hs
nater, it parts in an area approximately 10' wide, +

[Special5th rank spe~-songs


Calm spirits
Song ranhnype: yD Elemenk Son*
I M e n t mat 0 Playable on: WiDd Maximum r-: 0 Running time: 1ham Reswanee mlk 4Rial h a ofexpsme:A 40' drcle By this the bard may attempt to calm h& d a d we When he plays, such undead t within the -ofexpawre must each make an IQ mu. a abonrul or penalty f a d m of 1 for each level of diffhetween they and the bard. Failme cmses the srmit to de& and shun the bard and his psrty f a a n horn.Any ofIensise afflon agaiost an JRpdpd spirit however, frees all imm their subjection Io this @ . I

(special4th rank spell-songs


Greater charm
Song rankltype: 4lA Element: Sonic Ingredient sat: 0 Playable on: Stringed Maximum range: 50' Castinp: 1phase + mmmand time M n g time: Special Resistan- mu: IQ to neg. Area of uposme:A 10' drcle By this song, the bard implants a mental sopeestion into the mind of one m m a s tareets vhcombined levels -not ercerd K. o m . ihis range fmm deceiving a ncdm into beliemng and w i n g upon an m l m t h , to merely eoenurwng him to go elsewhere and perform some mundane t s , Thus, a nlahvely h m m o u s suggestion lasts ak until it is camied out. Otherwise, a n IQ roll is permitted each 24 h to break the charm. A ~ugsestionthat would d t in obvious sllidde immediately -tes the magic The ~ p e l lf w t JRecta thor o l m n t level 4 f - the bard specifies a w e m . t

iff bn&vel, that moves with the bard. Thh area

is centmad an the caster, t h m he and others may rmula We. river a s h a m in easy fashion.

Thaw
8angranUtyp:Sn: Element: Sonic
Ingredient mat 0 Rayable on: B a ~ d m Manmum rang.. Speoal plk s p e d Area of exposure: S p e d
&sis&ae

Ice bridge
Song r d t v p e : Sn: Element: Sonic I-dient cost: 0 Playable on: B a n d m m eeltic harp Maximum range: 2 ' 0 Running time: 2 minateSneve1 Resistance mlk None Area of expos=: A bridge 10' wide, + 20' longlevel

This spell may be used in one of two ways. The mat has a range of 50' and a to thaw a frozen & m a equal to a 6 cube per bard level. This includes amahue fmzen fmm a witcWs ice blast spell. m semnd form of the spell m a t e s a 10 e sphere centered on the bard thht acts as diwmhanfmenf against c o l d - b d spells within the area ofe-me. The sphere lasts for as long as the bard mntin- to play.

Ice path
Song ranh/type: 4m Element: Smic Ingredient cost: 0 Flayable on: Bandore Maximum ranze: 2 ' 0 Running time: 5 mmuu.s, 21)4 minuten Resistance roll: >oar Area of exposure: A path :' wide, ,10' langlesei I

-~

When the bsrd plays this song,he causes a 10'wide bridge ofice to arias fmm a body of water. The ice bridge a p m its soin a flat m c w a t e l y 5 S e the d a c e of the water, ' and mppmta m D r e s weighing up to 500 b I t .
may be da t normal movement, and upon cqiration of the mnning time mkpses.

Mistral wind
s o n g r ~ s m
Element: S d c Ingredient mst.0 Playable on: Wmd Maximum ran*: 1 ' 0 Running time: Special Resistance mlk IQ to neg. Area of exposme: A 20' circle
lhis song brings forth a magic wind inducing madness upon those subjected to the effacta. When the sang is played. intelligent creatures of equal or lesser level within the ares of expasme must make IQ rolls or act in a manner exactly apposite to their
42

Through this song, t e bard causes a relatively h still areaof water to freeze into a 6 wide path of ice Ulat may be -. d The path supports meatvres weighing up to 3 0 0 1 b and may be d safely a t a rate of Slphase. Attempted p s s g e a t a greater speed reqmkes an Agility roll to Leep hom slipping off.

Song of the dead


S g: a -m

Element: Sonic Ingredient -k 0 Playable on: Any Maximum range: 0

~ l % e b a c k m m u l & ~ o ~ t h e ~

Clltphm been d forever, md they can be found jast abmt attraaed to tbi. pmfeeaion. not for ~C-OUS or everyrbnr. ~ r r m slothful ie -h t for ita developing nimbleneru and sLm. prtiPg a if a m e f a d m t l w bwscm might be lock can an enjoyable revealed hy d Elsewhere an the amlinen2 the pm&&n is *tea fm a mgriad of masom. In Tomencia, for imtama, the nranu of the major cities are m l % a and onemplcyment so rampent Ulat maay have no other way of e ma

"* j,
? :
a '

~.Thn,itisnotrmMlalf~a~topaathetradeatoamn,orfora homslesr&to~ethsaLmDahisamallllegm~qmthestreeta. has k e n . the &nt in Reeprt, meanwhile, the sldpnaa nMintoandAanithnslasdns,tbelardsdthe~hmepcatyeafs devea *&men for MeLaters t a is mvinlbd 80 ht UI the @ d there, Uut s -her d branshes edst to ass%w desiring it eaa be k i m din n.pdalhr-the use of spelk in , and a on. , Intheryleofa~tpmx~,kareanynymberdaayshemahe may have learned the s k i i b m atdkit

that=

I&1 -

bat multad f m m a

oforleln b-t am~ted anmuraw for

*
( ~ r m o u& urns r
Cutpurses may rau m y amt d shield or armour (with penaltiaa t their o &Us). The weapons granted ths p ~ 6 id&: h

I I

D=Esr. s a a W O E d 8t %adiw), =Pi=


lbm b u r s e is a -free a d s k i h d in namerbz a livin~ b m z h stealth t and a l i & ~ u y r e d too&. rather & U&b m&tai kbm. hi while a romtwhat qaedomblc pmfnuioo. a bained mipme a 0 can k an indispsdlr membm of an advenparty - e b . mc rmddcn ths pasdble ~ofaeapped~oran~tedba8way. In many W m mtpwses typify the advenlntemw spirit Cash, for instame, tend. to fhm bthrough their bands, a mod are evmbmke and f e , ever-readyfor a new quest

1-0

itsma dowed
Cutp-s

I
magic items allowed triclrsters

mpg e * m

~Lavel Umltadons and d d - e o n ootinu

I
17
18

1Wkw

14

16

18

19+

m ' E

8u

Wdsmn

md

Nee

Wo th

LGVEL LUdlTATIONS

ELF
12 13
14

16
16
16

16

17

20
20

x x

-EF .L
13

14
13

16
14

17
1 6

l 8
17

x
I

DWARFffiNOME (other)
12 20

x (Gnome only)

Level table Skill level Level points Lock. pick Pickpocket ksn. blow Special abilities

I
Climb. (St)
50%+ 08% D % M D8% D8% D % M D % M D % M D8% D % M D8% D8% D8% 08% D8% D % M D % M D8% D % M D8%

Cnolmt. (IQ)
25%+ D % M 08% D % M D8% D8% D% M D8% D8% D % M D % M D8% D8% D8% 08% D8% D% M 08% D % M D8%

Detrap @Q)
25%+ D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% 06% D6% D6%

Info. (Ch)
25%+ D6% DG%

a&')

Stealth
(&)

(Ag)
25%+ D8% D8% D% M D % M 08% D8% D8% D8% D8% D % M D8% D % M D % M D % M D8% D8% 08% D8% D8%

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0-2,800 2,801-8,200 8,201-l6.m 16,601-30,mO 30,601-51,MO 51,801-83,800 83,801-125,800 125,801-193.300 193,301-309,300 309,301-459,300 459,301-661,UUO 661,801-941,800 941.801-1,241,800 1,241,801-1,541,800 1,541,801-1,841,800 1,841,801-2,341,800 2,141,801-2,441,800 2,441,801-2,741,800 2,741,801-3,041,800 3,041,801~

D6%
D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6% D6%

25%+ 06% D6% D6% D6% D6% D6% D6% D6% D6% D6% 06% D6% D6% D6% D6% D6% D6% D6% D6%

25%+ D8% D % M D % M D % M D % M D % M D8% D % M D8% D% M D8% D% M D % M D % M D% M D8% D8% D % M D % M

+1 +1 +2 +3 +3 +4

+5
+5 +6 +7 +7 +8

A B, C

19
+9 +I0
ill

+11 112 113 +13

[Explanatirmof skills Climbing. As the woodsman skill. Concealment. As the assassin skill. Detrap. As the assassin skill. I n f o m a d o n . As the assassin skill. Lookpick. As the m i n skill. P i c k p k e t . l h i s skin is used by the character to filch valuables from the person of someone else. I t relies on dexterity and sleight of hand to permit him to reach into the folds of n garment; slit a pursestring and remove it, etc. In general, the skill limits the character to remoring only small goods weighing less than five pounds. And should the roll be failed, the attempt has been noticed by someone--usually the target. Adjustments t o the skill: The level of the target. This is entirely optional with the GM, who may adjust the skill by 5% for each level of difference between cutpurse and target. Agility. Agility plays a significant role in the performance of this skill. The section fallowinggoes into greater detail onpickpocketing.

lThe fine art of pickpocketing


Few actions attempted by s cutpurse character can be a greater strain on the GM than handling a pickpocketing attempt. In contrast to designjng a dungeon layout or a specific GMC encounter, dealing with a sudden intention to filch a purse often results in a bogging down of the game as the GM quickly fashions in his mind a 'Targetq--his level; how much he carries, etc. And while this can be an annoyance, in fairness to the cutpurse he does have the right to ply his trade without earning the ire of the GM. The typical problem, however, is a lack of understanding on the player's part regarding what the action of ~ i c k D o c k d i truly entaits. .. n ~ , 'I.h m.my p l ~ s r r ,i*,umv rhr char srwr nwrvly ihcrlat 5 :& u,edlthy-lulklny pc.r*rl md m.,brr thr .~!bn?pr Th.. pnlbl.m 1. t h : ~ n L u-rurll) p<l\*il,lrL, ,mr. an o n .I p?rnrular o r , c .\lsrb' ulth put .~dv.mc. ,,r..pn.rrlort m u .tud) r

For while the cvtpnne keeps his eye out for a well-dressed merchant type with a nicely bulging purse, his main goal is to accomplish the deed without getting caught! There's no question that a cutpurse hanging around a street comer in a Isrge city will note many who )oak as if they have an ample amount of change on them. However, some will no doubt be goarded; some will be in a knot of people making dose access too difficult: a member of the Watch may just happen to be in the vicinity a t the wrong time, etc. These and other factms combine to make his trade a time-consuming one. Then finally comes the best opportunity: A rogue with a loosely-hanging purse; a customer engaged in a heated session d haggling; a spectator absorbed in watching a street brawl, etc. So the cutpurse strikes, hopefully making off with a fortune ...and usually taking home a few gold pieces a t mast. (Although his general expertise in pickpocketing can play a part in the average number of attempts he can make in the course of a day. While the novice must sometimes wait all day for one good shot a t apickpoeketing, the experienced cutpurse is often in a greater position to make a move on a target difficvlt for someone lem skilled.) Another misconception is that a cutpurse failing a t the attempt merely tries again an someone else. As webe seen, the pickpodreting p r e s s is not so simple a matter as dipping a hand in a random pnne every few minutes. The act takes time to do in a (relatively) safe manner. Thus, regardless of the player's views, the talent cadt be turned on and off like a faucet. This doesn't mean the player has no right to dedare apickpocketing attempt on a GMC he encounters during the murse of adventuing, for it is perfectly reasonable far a character to use his talpnts against a GMC known and detailed by the GM. The misuse occurs when the player seeks to exploit the skill outside the swped-out m a s of the campaign. The tables that follow are therefore provided for reference when a player's cutpurse ehaues to use his skills under circumstances the GM isn't specificallyprepared for.

. .

01-25: 26-40: 41-50: 51-60: 61-70: 71-80: 81-90: 91+:

Table 12-.Time spent in preparation 8 hours 7 hours 6 hours 5 hours 4 hours 3 hours 2 hours 1hour Modifiers: +3 per level of cutpurse

01-20: 21-50: 51-65: 6680: 81-90: 91-99:

Fighter profession of GM's choice Normal citizen Spellaster profession of GM's choice Merchant Trickster profession of GM's choice Normal citizen Noble Table 13A--Detailed table (optional) woods ma^ Normal citizen Necromancer Bard Legionnaire Normal citizen Male m s y Druid Witch Merchant Sorcerer Cossack Earth priest Gladiator Halalra or houri Rogue Cutpurse or highwayman Assassin Knight or templar Saracen Table 1P-Diffic"lhi factors Bonus! (adventurio~ professions lsL3rd level). Not attentive!: +lo'+None (adventuring professions 1st-3rd levell. Slight difficulty (advenhwing professions 4th7th level): -10% Moderate difficulty (adventuring professions 5th-10th level): -20% Diffidt (adventuring professions 9th-12th loarlb .Rn% . . . . - .. , Exhemely difficult (adventuring professions 11th-20th level): 50%

IOb05: 0610: 11-15: 1620: 21-25: 26-30: 31-35: 36-40: ! 41-45: 46-50: 51-55: 56-60: 61-65: 66-70: 71-75: 7680:
81-85:

8690: 91-95:
96-00:

1 01.10:
11-50: 51-65:
66-M:

81-w: 91-00:

-- -

1
1D6bz 1D4gd lD8bz lD6gd 2D6bz ID8 pd

Table 16-Amountcarried by target Dl00 Dice roll:

I
lD2gd 3DlOzd Reroll below Re~eroll below

1D4sr 2D6 gd

Coinage 1DGsr 3D3 gd


Jewelry lDlWgd

2D6sr 22DO gd

2D6 gd

3D6gd

4D6gd

4DlOgd

2DlWgd

3DlW~d

M a g i c (Reroll]

I
Modifiers: +1 per level of cutpurse (initial roll only1 Wealthy section of town: +I0 Porn sedion of town: -20

01-80: R1-9E 9600:


~~

Potion Scroll ~Rin~


~

I h e first step as shown by Table 1 is to determine tbe am-t 1 d time Adjustment topenonfngr:+10 spent in fn i* a suitable tagst (the m t p m ' s kvel is retlected by a b to . & & m t e - ~ t i v emember of m e t e ser *ts with tatst; punching the dice mll). Initially, the GM makes this check and begin. -ling 05 tbe match or fake swold~gbtbreab ne-&, k out h o w from the point the EharaEter fnst start8 his activities. (IT the eotpmr at Adjmfmenttopemntoge: +20 any point bemmer tired of wraiting, be may ahandon his plans) Onse the chsl&s opporhmity arrives, TeMe 18 is referenced to determine the t r g r t E r f m m e - h f d .pn goes ON visinity: (11(~11dMhbn in perf-ed on f-d-n-al citizen, adventuring p f e s d m , m . t ete. (Note tbat .ome citizen near targe$ ~ h swmd6ghf etc. o ~ pmfesiom are listed which m be prrminiag in the u p m i n g QA F'Jqem' n Adjustment topemen+: + % I P c . Table 14 is an optional aid to &&y mte t e level d advenak) h professions m merchants enmnnked, and it can a s be 4 to lo a When the 011tpme blona it dimcultv Iactm for nrpmai citizens. The laver tben adiostr his ~ i ~ k o o d d i ~ preen& by the d t s of Table 14, and &ws h s & . i'& larZ Unforhmately, the theheselaid p h d mice and &eves sometimes come to percentile m is made e U t Table 16 to note what g & o the m t p m bas nought. So it'sthat the G have some p m l l e d city guardsmen for when M to p c d b b je~eky, even a ainm a the h t e r s either* m in a pomp eamonter the Watch. And, it should be managed to aqt~&,rmginghorn magic item. Maltiple pichpeckling attempta are pcdble kwmgborrt the day if kept in mind that tb-k -y 1 a mp &when you need me. ' % , I there is the mtpbas the time and patiem to workthrmgb the syatem agaia a likelihmd that t e cbmcter nil1 be able to flee the area without having to h aetvally deal with the enrrmptrr. m e ideas falow. As an example d how the system wmb, a m m e at 6 AM a M lenl m mtpwanders down t an rues near the mmreychangers' tables, r e d y br a o Chance of o u w g b t evasion* W s d d t k The GM rolls a 69 on Table l ,adjwting it to 72 aRer ddiw 3 2 Area where catpuna n o t i d for the ehrnaetets being 1st level. Thi. shows he ssiIl be waiting thne haw -Avenge"part of t o m Omsin-) ontil he spots a gmd cadidate. The G now be* M -dng ON h the in ease the d m a c k decides to give up the idea and e v m he i n f m the "4venge"part of town (residential) playerthatatga0AMalikely tagstisspotted. R d b g a Z Z ~ t g m r r a l Wealthy" , o f t o m Omsineas) " Tahle 18, the GM tells the player that the target apto be a normal dtizen. Wealthy" part oftam (residential) Chmrdng to use Table 14, a d of 52 c a m the GM to decide that the c i h is l "Pmr"part0ftom talking with a friend who has a &ht chance of noticing the &.W&Q?S ' adnus + I %pr level of cotpmse (i.e. aslight difiulty of -10 to hispic&ckting percentage). The player, realizing that iSaning the oppmtonity as presented resldtr in lasing the chance altDgethar, deducts 1 fmm the otheraise 2596 0 of Note the above table dann't d d s r soch things ss invtnhility, s h 8 spells, , a d since the dunacter'sA@ty is 1 , no hrther adjashnent is 4 2 . or special preparations m the #dlaar enforcement. el&, Rolling an 11, be is sumesshl. The G mr* mIlr 84 agsiast Tahle 14 addiDg M 1 (10 for being i a rich d o n of town and 1 fm tbe mtporse's level). Tbe 1 n result of 86 shows be has acquired ID2 ooncea d@ld. 8 t e d t b . A ~the a s s s h sMI. ksassin blow. As the w a s i n am.

kI &

While many Cirmmstan~e~ mfavorably alter a m t p w e ' s chnaa. for can pi@ta, the character Mt prevented from taking his o m steps to better things. Dislractlons are uaehl for this, and they typically consist of- or mme d t e s who diskact a targees attentmn while the p i c k k t m a b his move. 1 8 can be as simple as haring an attractive female dnr the attention of rm othersrire cazztioos fighter, to as elsbaate ss having a fake sword fipht break oot in fmnt of a m e r c h f s stall. Some wtential m & e ~ follow. Slight-Asmiate h p in Imnt of target: asks directions; feignsibera.etc. i

lblanstlon

ofswabilitles

A rnmiv.# .mt .&:I

B. Porn guild. On rearhing 10th level. the character may form a guild.
4D4 bt level fonowers, C. &rtm &b.* At 10th level, the m l p m makes two attacks in the tom.

"-."-.." ~

1 c ~ i ~ ~ ~ t n r v

* A mtprse Sghting two-handed makes but one attack with the ON-hand weapon.

separate. In the case of a Gypsy charactpl. it is likely that he or she has been banished from the clan. or else is the last survivor of a Gypsy community no longer in existence. As mentioned, Gypsy clans tend to rrspfft authority only within their own l community. But above d the scattered dsns there is a Gypsy 'King' of 20th level. Andor. Hocwrath, Sarvia and Tamncia all poswss one of these lofty individuals (while Avalon's Gypsie~.known as Linkem, boast a 20th level Queen), who retains very I control over the Gypsy elms. His @tion is largely ceremonial, although some with deqeqte mlrvle exercise taxation upon the varioe. dans within their country. Each year a t Yuletime. the King may summon the c h to a meeting, issuing his directives, seWing disputer and receiving an a e h ~ w l e d ~ e m eoftfealty. n The myalty of the ootside world, however. have BUle use for aoch rebel 'Kings",slaying them when their identities are knmm and they are cavght

* Non-human Gypsies retain no knowledge of the culture they were born into. s and they may speak only the regional dialect and any clan t o m e s . Also, it i not uncommon for such 'Gypsies" to have be taught the skills of other professions--typicany that of a w e . mtp-, ete., mther than the "pure" GYPSY. ** Althrmgh it should be noted that h u e witches often detest Gypsies as secondrate tricksters who give them a bad name.
The gypsy is a sojourner calling no single p l a a home. and responsible to no one oubide of family or clan leaders. For this resson, few mmmunities tolerate their presence. And. like witches, they h a w often faced much persecution. But unlike the Sisterhood. much of it is warranted for many gypsies with no loyalties oatside of their communities do lead samewhat larcenoas lives. Thw it is a fact most Gypsies tend tow& Indeterminate or Evil ethics, although there are exceptions.

IRaces best suited f o r G m i e s Human l ~ l a c e of orisin best suited for Gymies s

I
I

lThe b a c b u n d & D W o e e of the Gypsy

( h o o r & arms

The origin of Gypsies has long been a mystery. Records d their e x i s t e m date to the beginning of the Second Age, and some think they were displaad civilians who began wandering in search of new homes. Unwanted by the nations they passed thmngh. the Gypsies settled into an endless pattern of sojourning throughoit Iday, moving on when their welcome w m thin. Other historians noting a similarity to the legend of the Witch Queen, together with the fact that Gypsies cast witch spells, have concluded that the Gypsies themselves may be d-nded from~mortnlswho traveled with the Queen, continuing to wander d k r her passing from the world. Today Gypsies are raised fmm childhod within a sodety made up of a single den or 2DB families headed either by a 10th or higher level Gypsy, or the patriarch of the largest single family. Many Gypsies have been b o r n to steal or otherwise "Adopt" young children to i n m e the size of the community. and for this reason they may be of any race though most are human.' Similarly to witches, whom they often arc equated withi*. Gypsies have a flare for fancy dress, although their taste leans toward the mudy rather than . . the flamboyant Gypsy adventurers are unusual. for rarely do members of the community
l ~ e v elimitations & duel-pmfasdon options l

The weapons dowed Gypsies include:


Dapper, sling,staff. whip.

Gypsies are denied the use of armour and shield.

lt. Initial n u m b e r of combat skill s o s 2 Additional combat skin slots gained: v5 levels. Cost for i n a o o m w i a t e realans: 2 slab tmalesV3 do& (females) Unskilled attack psdalh.:-2 rmaleaJt3 fmmlea~ Inidnl number of insburncnt s t i l l s l o b Imnlrs only : I Additional ilutrument . i ~ l o m kn gained Sorlr

~ ~ ~ ~~. ~.~~ . .

lnrsaio items allowed


Both male and female Gypsies can employ magic items dowed tricksters while female Gypsies additionally may utilize items permitted spellearkrs.

I
Character I Q
(Suggested) Dual-prole-on options

Sex

la

16

16

17

IS

19+

None*

LJ%VEL LIMITATIONS

13 12

14 14

15 15

17
17

20
18

20 20

* It will be noticed the Gypsy itrelf is a conglomeration of professions-cutpurse.

witch, etc. Therefore, a dual-professioned Gypsy wodd be most unlikely.

l ~ e v etable (male G M e s ) l

1
Level points

Skill level

Fasttalk (Oh)

Plck.
MLso. (8~1)

pooket

Asn. blow

Song slots 2 S

Special abilities

(4)

Fast-talk. This skill k employed to overwhelm someone with a tirade of arguments and assertions that momentarily deceive and bewilder. The effet lasts but ID4 minutes and is mostly used to get past guards or to a n one's way out of a dangerous situation. Example: a silk merchant notices Anton the Gypq's hand brush the folds of his robe--suspiciously near his purse. As the m e r c h t sstarts to draw a dagger,Anton unleashes a string of praise regarding the fine material of the robe, collars severd passersby and urges them to purchase a bolt or two of silk from the merchant's table. Briefly startled (and always anxious to make money), the merchant dive* his attention from the now-departing G y p y to close a sale with one of the those shanghaied by Anton. Later, Anton approaches the city gates as they close for the evening. Knowing he won't be allowed to pass, and unwilling to pay for a night's lodging, he mns up to a pair of yardsmen. 'Is there still a reward on the head of Redbeard the bandit?" he gasps, pointing amom the street. 'If so, he just went down that alleyway." Anxious to catch a major criminal, the guards run for the alley. But seeing nothing- and knowing the gates shouldn't he left unguarded, they mhlrn a minute later. Anton, meanwhile, is nowhere to be seen,having slipped out. Adjustments to the skill: C h a m . The Gypsy's Charm adjustment affecfe his expertise with the skill. (The GM shoold m y l a t e this skill within reason. Someone the Gypy just tried to hll, for instance, is unlikely to fall for his fast-talking excuses and apolagies. In the same way, a maneyehanger is not going to hand over his tray of wins merely bccanse a fasttalking Gypsy urges him t . o) Mi-llaneous. One talent of the Gypsy is that he may "steal" a ~Mll horn a character pmfession other than his own. Thus, when m a t i n g a Gypsy charader, the player picks any appealing profession skill that is based on mlling p e m n t i k dice to note ~ueees-excluding those falling within a special ability categmy m relying on other t l " the character doesn't possess. For example, ae& Anton's misceIInmus &ll migbt wen be the assassids lockpick talent; the wwdsman's herbalism skill, etc-or perhaps something new he works out with the GM. I t cannot be something like the legionnaire's damage bonus with a -us since is not k d on rolling percentile dice to note snccess. PicLpocLet As the mp tskill. A s a s s i n blow. As the asasin &n.

skill slot as does a bard Beginning at 1st level, the Gypsy may perform 1 M speU songs which he picks with GM approval. Thereaffer, he may gain other songs wer tbe normal m w e of events, and alw, acquire anothn random srmg when the table indicates his playing ability pmgrenses. (It is his droiee as to the rank of the m g d e s s a W a rank song is required to iill a srmg-playing d r allotment)
[Explanation of s&d ebilitles

A. Combd sMll slot. Self-emlaasmv B. htlp/follomers. U p n reaching 10th level, a male Cypry may declare himself u bc a Rino. of Gypies. A character adopting this self-appoinled. , onlenmrioor title w then attract 2D4 Gypsy families of the same e h c a , who U will act a followers or spies as long a the prince sees to their needs. The . . families will not m e to the extent of enteringa dongwn m &cing themselves in unreasonable danger. But they may be treated as retainers with a 25% bonus to loyalty. The monthly mst for these followers equals 5 gd per person. which includes upkeep of their wagons and &&beasts.
When determining the followem gained, These step s h d d be obremed:

1.Roll a 2D4 b notL haw many fmilies are gained.


2. Note make-up of each family by rolling percentile dice: 01-40: HusbandMfeInon-rated ohild 41-60: Husbandlwifeil.8 "on-rated children 61-80: Husbandlwifeflst level son 81-80: Hushandlwifeilst level daughter 91.96: HusbandlwifellstS~d level son %OO: Husbandlwifeilst-3rd level daughter
3. Roll percentile dice to note the level of the husband:

01-50: lstlevel 61-70: 2nd level 71.85: 3rd level 8695: 4th level 96W: 5th level

I ~ a l Gypsies dt e U

s -

1
40

Male Gypsies develop talents with musical instromenta in their youth along with a few magical uses for them. And so they start play with an instrument

4. Roll percentile dioe to note the level d t h e wife: 01-76: 1st level 7685: 2nd level 8696: a d level

F ~ t h l k This s!dIl is employed to overwhelm someone with a tirade of . argoments and assertions that momentarily deceive and b e . The e f f d lasts but 104 minutes and is mosth u d to net oasi euarda or to mn one's wav " out d s dmgems sibmbn Ezample: a silk merchant notieas A n h the (:ypsy's hand busb the folds of his robe--rnPpi"omb near h s p i . As the m r r h t arart. to draw a b r , Anton unlcasbn, a of praise m n g the 6ne m t r a of the mbe, collars several psssersby and urges them to aeil -base a bolt or tvo of Bilk from the m&ts taMe. Brieny startled (and always a n d m to make money), the m&t diverts his attention fmrm the now-&-Gypsy to elm a sale with one ofthe those shanghaied by Anton. Later, ADton approaches the city gates as they close for the ee. vb o w i n g he won't be allowed to panq and unwilling to pay fm a nights ldgiog, he mns up to =pair of-en. "Is there dl a reward an the head of Redbeard the bandit? he gasps, il painting anosa the k t "IT-, be jwt went do- that alleyway.. M o m to eatm a major criminal, the gaards run for the alley. But seeing nothing, and hosing the gates shouldn't be leR -Ed, they r e k a minute later. A n W meanwhile, is nowhere to be seen, haeng slipped out. A d j e e n t s to the skill: cnMR.The Oypay'a Charm adjoDtment his e*pertiae with the &l. il (IlreGM s h d d mgykte t i &within resrum. Someone the G p y just hs il l ys tried to h11, for instance, is nnlitely to fan fm his fast-tdkhg excuses and aplwes. In the same way, ammeis not going to hand over his tray of mins merely bemuse a fad-hkiug Gypsy m g e s him to.)

. .

A. Combat skill slot. W-expkoatny. B. l'ille/filloruep~. Upm reaching 10th level, a male Gypsy may delere himself to be a Xnoe of Oypsfes. A character adoping ti self-appointed, hs
astentatititle lain then stkaot 2D4 Gypsy families of the same eUlics, who will act as SIbowers or spies ar long as the prime sees to their needs. The famssln not serve t the extent of entering a aongeon or placing themsel~es o in e danger. But they may be trrated aa retainers with a 25% h u s to byalty. Tbe monthly mst far these fdlmers e q d s 6 gd per persam, which indodesupkeep of their wagons and draft beasts.

When determining t e follow-gained, h

These step s h d d b e observed:

1 ~ o au ~ to ll~te . 2 4 how many families are &&mi

2. Note male-up ofeaoh f d y byrollhgpementile dice: O l - U t Husban&%ife/no~~-rated child 41-60: Husbandlwifdl-a --rated &Mxen 61-80:Husbandld&t level I Y ~ 81.90: H u n L u n ~ f d l s t l e a daughter 1 81-96: H ~ ~ d l s t - S d l sonl m %W: H ~ & ~ ~ d h i f d l s tlevel daughter Sld

.Roll peren-

D l i s c e l w . One talent of the Gypsyis that he may "steal" a skill Rom a character pmfes6on atber than his awn. Thm -uhw maw a Gypsy character, the plqa any appealing pmtegdon sLin that is based onrolling p=mmntile dice to note ~ ~ 1 : ~ . u rsllinn~ 1those d i - within a wrM1 obilihl (ilk- . m . . relying on &her talenk the charade doesn't ~ s s For example, Anton's . &I&nnnrs skill mieht well be the d s lmknick talent: the sw h r h l w m skin,ev-or perhap something new h works out with Lhe OM. I c . -not be mmethiag Eke the e md l@ ds damage b u s aith a &dims Grin. this is not bnsed an rolling perentile dice to note a Piokpotet. As Ule mp tm. dsPaarin b h . As the as4assin skill.

dice to note the level ofthe h 01-50: latlesel 51-70: 2nd level 71-85: Srd level 8695.. 4th level 96W: 5th level
01-75: lstlevel 7685: 2nd level S s 5 : Srd level 4th level

4. Roll percentjle d i e to note the level of the wife:

Male Gypsies develop talsats r i t h musical i n s h e n t s in their p t h akmg with a few m a d naes for them. And they start play with sn i ~ h m e n skill f slot ar does a bard lkirmine at 1st level. the Gvnnr mav mf ID4 soell songs W M be Xth appmval. n e m A r , he mag gain h e r w ' w over the nmmal EO of events, and alm e r e mother random song r h r n the table indl8tes his playing ability pmsclaea (It is his choice as to the r w h of the song unless a particdar rank s o w is repimi to W a song-playing

OM

-. - . .

C gingship. Only one 20th level male Gypey can exist at a time within a . given -by. A character with enmgh pDints to reach 20th level may seek mt the I h g of Gypsies dmiag the Yale fedidties and challenge bim to a death battle. The K a must abdicate or amept, and the battb. is a n~hoI&barred ig struggle where marly mything goes, though ouOaide interfereis banned If the challenger wins, he admnca to 20th level and his d m be-es chief in the country. He also asmmes mmmand of the former W s ' sfobwe18 (BDB famiiiaa). If he fis but swives, he loses s e e n & al level paints to plaoe him midway betareen 19tb and 20th level. He may later re-cbalknge the ruling king after earning enough level pointe to r e d 20th level. Hasing assumed the kingship, an mrmwied chara&m muet select a G wife within one year ar forfeit bia pDsih. He must also kaep on &for there will always be a prie on hi8 head by the h e sovereign of a lsnd (although in cbaatic Hacwath the Gypsy &is as powerful as most other rolsn).

~ ~ - C h a ? u c tprof^^ (the Gypsy) r r


ILevel table (female Gypsies-i.e. HalaLas) SkiU level Level points

I
PlckWsc. (SPl)
Mist.

Spell sl&
1
2

mkot

Spedal abilities

(SF.1)

(ag,

1 1 12
13

14 15

615,651-165,550 755,561-1,055,550 1,055,551-1,36K,~ 1,355,561-1,655,550 1,655,651-1,955,550 1,955,651-2,266,560 2,255,551-2,555,550 2,555,551-2,865,550 2,855,551-3,155,550 3,155,551+

D6% D6% D6% D6% D6% D6%

D6% D6% D6%

D6% D 6%

D6%
0% 6

D6%
D6% D6%

D6%
DB9o
D6% D W D6% D W

6 6 8 8 8 8 8 6 8 8

6 6 6 8 8 8 8 8 8 8

6 6 6 6 8 8 8 8 8 8

2 4 4 4 4 4 6 6 8 8

2 2 2 2 2 4 4 6 6 8

C
D

E C

16 17 18 1 9 20

Dm
06%

D6%
D696 Dm

D6%
Dm

D68

r b l a n a t i o n OC~LLII.

msceuanooull, female Gypsy (or -la) may chmsc twos^& fmm me other professions as does her msle (Note fist since r ~ y p p cannot i~~ use a shield, the GM may deny tbem tbe ability to chmse the skill. Or, he may a t his option pernit tbis tobe arcomp~i&edby dngbracera. ln this went, should a G p y miss the mn, fun damage is kken.) ys Pickpocket. As tbe mtpskill.
l ~ r p l a n a t i w special abilities of

--

s A. Fortlme-telling (i.e. mnllteo hflpalrn-reading). At 1 t level, halakas may attempt to tell fortunes with either a deck of cards, tea leaves, or through palmisby. Fimt of all, she may foretell hers or another charadds lock during the next 24 hours. To do so, the GM checks the foUowing table by percentile dice roll to note what the cards, tea leaves or palm reveals. 01.26: Good luck. 26-75: significant change inlock. No 7 h : Bad luck. E) Good luck takes the form of a bones factm of 1 to Luck rolls. Bad lvck instead assesses a penalty kctor of 1 Either effect ends a t the end of 24 horns . and quereots may act as they will on the information imparted by the Gypsy. Only one reading per 24 horn is permitted a particuler oharaeter regardless of the me-. A h . the s i can never be used to provide an answer to a hn dilemma Example: Maris is h t r a t e d by a riddle. No matter what her Ekin a t telling f o r w e s , she must figure the answer out on her own. The shill may also be employed to learn whether weal or wue will be the r e d t of a specific action taken within the next hour, although this sort of d o g may be hied but once per day regardlessof whom the werent is. When the G seeks to faretell the future bv this means. her chance of mmectlv notinn what the cards. leave. or d m see e n d s 5W + . oer level of her sbll. ~, % This p.n*n~.tgv Ir rhrrkrd by the GM. w h o i n f a m ~ t b playn of rithrr the m t h r or 3 d m pllun .huuld the roll be failed. Note that rrgnrdle*~of thr 1;ypsy s skill. a roll of 96W always result4 in a false reading. E m p l e : Maria comes upon a large chest uith ihn.,. levpr; on i t and mp+cVI two of thvm 4,; rmpped. Forusinp on Ulr nnter lever. she ch& t h e m d o to know her fnw ~ i s h pull3 tr r The dice roll falls within the character's BLin prcenmge and tht. G\I. knuuing the center lever is kq@, t e k the player that woe will came fiom pulling it. Maria now has two other levers to deal with on her own, without help fmm either the cards, tealeaves, orpalm--unless she waits 24 hours to make a m t h reading. B e u s e of the limitati- of fortune-telling, a h a l h , as noted, must be very specific *th e westion, and the GM must reply eracWy as appmpride. If tbe

-.-

~~~

~.~~~~ .
~ ~ ~~

~~~~

center lever was the comet means of opening the chest, for instance, the reply to Maria's question OE "What does fate hold if I pull the e n t e r lever?" would be Weal." This despite the fact that a a d cloak she would retrieve and wear would slay her minutes later. And, little benefit is to be &ned by apting v w e m general questions. Example: forgDing a reading on the levers, Maris get4 I and polls the m e e t one to open the chest. Dimering a c l d witbin, she asks the cards,"What does fate hold if I take the cloak?" The answer ia W a ' el, for by merely isking the c l d she has gained a piof treasnre with no accompanying danger. Had she d e d her fate if she don& the d d , the answer, as noted, would be ' o . W e Additionally, a Gypalmay never combine two " or mme questions into one. Example: What does fate holdif I open t chest and & fahe what's within?' automaticallv results in a nebulous answer. At best the GM may interpret the question to mean the character wants more to h a w the lisk of M n g the cloak, rather Wlan the danger that may or may not result from openlug thr chr.1, uhich could k mpped. 'Ihe last u a y in which Lh,.sgill san be used is to ace ~ m l p . ~ tr* n n ~ .>nthe \r fumre regardinl: U r (:m or another. The GM must rr~ulxcwih~. undrr the following guidelines: The halaka may see up to 30 days hence. The information gained win only be of a general nature. The chance of m& interpretation is again 605, +S% per level, with a mll of 9600giving a fabe impression, though a roll d01.06 provides a special bit of information as seleoted by the GM. (A misinterpretation may be handled as the GM -he% A stranger the Gypsy foresees meeting, f a example, muld turn out to be a friend despite the fact she believes the car& reveal him to be an enemy.) This type of fortune-telling will never fundion as well as cry~lallornonc)., although it can be used to aid in confirming or questioning other auguries. B. Bind lyeonthmpe. Alao at 1st level, a halnLa may k n i s h or donriaote a lycanthrope in animal form similarly to how a necromancer does Nether creatures through erorcism. To do so, she must poses a a v e r pentagram or a sprig ofwolfsbane, which ia boldly p n t e d b any bcanthropes within S ' An O. IQ roll ia then made for the monsters, applying a b u s or penalty factm of 1for each two levels of difference between they and the Gypsy, with appropriate results. Each combat phase. the Gypsy may attempt this ability against a single target, thcogh one making its IQ roll is of mume immune to further attempts by the same Gypsy d she advan- in level. Banished lycanthropes, not being undead, are never laid to rest. At dawn, when the lyeanthmpe retmns to its normal form. the effects of the binding wear off. Suhseauentlv. the halaka must " . . make anolher bzndit!# ntlt.mpt iisllr t~nrnunwre monster ayaln. the C . Combo1 skrll sh.1. +lCcrpl.+n~t.~r) D. C ~ ~ t e p o M rltrcm. r 12th lzvrl. the Gypsy may fashion potions m d &n~ e m E. Cnote lyeantkmpe. Upan reaching 15th level, the Gypal has learned enough about the nature of lycanthropes to d l y inflict the disease upon

somwne. Needles to say. only Gypsies of qoestionable ethics w d undertalre such a n ad, and ne--n for the ts?rL are e i h a d of blood fmm a lycantbmpe of the sort the victim is be turned i i ,a some rare and erode no flower or plant-such asthe legendary moon orchids (ie.the DM should send the character an along and dangerous guest). Once te pmper materials have been obtained, the halaka must eaphne the h intended victim. An hour-low w e m o w i then required dmine a n i ~ ho the s tf fUu moon, with the victim placed upon & altar set $thin a pen&-dmun an the ground. The Gypsy then invokes her deity to c u m the hapless prisoner, and he is f o r d to drink a - d o n made hom the ingredients. The imbiber is then stricken with lycanthmpy, metarnaphosing at the next M m-n and e=h fun m m thereafter. F. Bemme Gmndmofherof Qypsba. On 20th level, the Power and reputation of the h h k a are such that she earns the title of Orandmother. Along with this title comes nominal headship over all other h a l h of the same dan nnle85 another halaka of sindm level is already i thin position. In this n evenk the character may s e the aMication of the -nt Grandmother, W e n g e her to a death dm1 f a headship of the clan women, a defer to her, acknowledging the aiginal Grandmother's headship and foregoing the right to call hersell "Grandmdher."

The last benefit granted s 20th level halaka who righ* cans hemelt Gmndmolkr o f ~ y p s i e are five qpen slots which ran be ddted as she wishes s (live 1st rank spell slots, a 2nd and Srd, one 5th. and so on).
l ~ ~ a l - and .psb

As nated, halw passeas Spencasting apart Uleir other slrills. i,,dode selee50ns fmm both the witch and newmarusr pmleasions,and are alwayl Lept within a spcn bmh ~ ~female Gypsies start play~ d ~ aith 2D4 1st rd i ~ spells, randome determined, and rme ch-n with GM ap-al. Thereafter, they may obbin others ~ l e course of events along with a random spell usable by them, each tirnethey advance in level Itis the halala's choiae what rsnk spell a rank is needed to a spensa&ng ,he

G-

m&

Following is a list of available Gypsy spells with a percentile system for a numb ,,fspecial spens fanow, are -do,,, deteminsti,,,,, listed in bnld

01-04

Alter animal (W1)

0145 06-10 11-15 1620 21-25 26-30 81-35 3640 41-46


4650

51-55 5660 61-65 6570 71-75 7680 81-85


8g90

91-96 96-00

Altar lreaaurs ( W ) Bone dust (NZ) Cmss water Cure wounds W2) Deteotipanthmp~ Discern enchanted ama(W2) Enchant clothing (W2) Finger of amnesia (WZ) MIdeparting WZ) of Fhedarts(W2) Fire zones W2) G&W(WZ) Net(W2) Night sight (W2) h k m dagger (N2) Phantom valuables B e h o e path Running Gun ball (NP) Windstep (WZ)

0105
06-10 11-15

1620 21-25 2630 31-95 3640 41-46 46-50 5155 5660 61-65 6670 71-76 7880 81-85 8690 91-95 96W

Awaken dead (N3) Babble (WS) Black flaw CryatallomansyW3) Ectoplasm (N3) Energy blsst (W3) plringolock

Forgery Hand of glory (W3)


Laughing skull OKS) Necromantic darkness (N3) Pathfollow Phantom mo-t

R1dymse
Sense fate (WSI Shadmun(W3) Some doakOYS) stonef-~a) TreeW3) Woodf-(WS)

01-05 06-10 11-15 1620 21-25 2830 81-35 3640 41-45


-60

Bat swarm (W4) Blade of biting Blwd t a l l Cat claw Cum pieon or disease (W4) Death's eye (W4) DispelRoger of fumbling ~ b n e(WQ) s

Hsx (W4)
Lycenthropio bolt Mindread(W4) Neuhaliee ama W4)
Seaace

5156
56M)

0145 06-10 11-15 1620 21-25 2630 31-85 3640 41-45 46-50 5155
6660

61-65 66.70 71-75 7680


81-85

8690

Seaet d m (W4) Wheel of summoning W d o m d the dead(N4) X-ray viaion (N4)

6145 66-70 71-75 7680 81-86


8690

Acid globes (W5) AsmW(W5) Amulet Ch~mlyoanthmpe C-hanthmpy Dispelwl Fetch (W5) Finger ofblindnew(W6) Greater rhsenchantmant (WS) w n t h m p i c h Lyoanthmpicwd Moon web W5) Nemtrdize epen efieots

Nlmble hand
M y x i s daw (W5) Shadon shift Spirit watcher (N5) Strengthen (W5) Touch bane (W6) Wall ofbones (W6)

81-95

9600

Remil or ehmse

96W

~ ? u l o - c l i a ~ a c tprofe55iun5 (tlic ~ y p 5 y ) cT
[special 1st rank Gypsy spells
Dandelion
Spell rsnWtype: llG Element: Non-sanic Ingredient cost 1bz* Maximum range: 0 Running time: 3 minutes Resistance roll: None Area of enposure: A 20' cone ending in a 10'base
When the Gypsy blows forth the fuzz of a dandelion, this spell converts it into a choking cloud, blinding thase within the area of enposure for one turn. For the remaining two turns, affectees then choke, suffering a penalty factor of 2 to attack rolls while halving their movement. (Leaving the area of exposure ends the penalties after a turn outside the cloud.)

msgicdly allows the recipient to safely cross over a rope or a cable, provided it will support the weight and it is not anchmed a t more than a 60 degree angle. Movement, however, is quartered. And should the spell duration end before the charader has finished m s i n g , he or she will be left hangi"g an for dear life.

I)e-

ly-kpe

Element:N on-so
Ingredient cost: ~axi,,,~~ range: Running time: 10 minutes Resistance roll: Nane ~ r e of exposure: The ~ y p s y a

spellranWtype:

Sphere of blindness
Spell ranWtype: 1/B Element: Non-sonic Ingredient cost: Variable* W m u m range: 0 Running time: 3 minutes Resistance roll: None Area of exposure: A 10' sphere By invoking this spell, the Gypsy brings forth a 10' sphere of intensely blinding light centered on henelf. The overwhelming brilliance of the sphere completely obscures the area f o any sort of rm vision save that of the eye palm or sonic sight spells, and prevents any from IwHng directly into it. Even so, the sphere gives o f virtually no f illumination to the surrounding area. During the casting, it is presumed the halaka closes her eyes and is able to walk out of the sphem in any direction without risk. Thus,the sphere * useful to prevent effective attack of the caster, for those hoping to battle her if she stands before it suffex a penalty factor of 3 to attack rolls. Note, however, that the spell is cancelled should the sphere be subjected to magical darkness. The ingredient is a fire source held by the Gypsy.

Gypsies are noted for their knowledge regarding lycanthropes, and this spell is one that assists in their detection. By passing her hands across her eyes, a halaka is enabled to note lycanthropie creatures within 20'. Such monsters-. even if invisible or in non-animal fam--will give off s silvery aura visible only to the caster, alerting her to their presence.

Phantom valwables
RanWtype: 2/H Element: Non-sonic Ingredient mst: 0 Maximum range: Special Casting: Instantaneous Running time: 5 minutes Resistance roll: None Area of expure: Special

Finger of dis-etion
Spell ranwtype: l/H Element: Nan-sonic Ingredient mt:0 Madmum range: 30' Running time: 1 phme Resistance roll: None Area of exposure: 1creature l%is spell is often employed to aid in a pickpocketing attempt, for when i t is enacted, a tvget will momentarly fu his attention in the direction the caster points. At this time, a piekpoeketiw or other stealthy action may be attempted with a bonus of 10%. W e no resistance roll is allowed, the spell only functions upon someone neither in combat nor engaged in spellcasting. Also, the esse of the casting is such that the Gypsy herself may undertake a pickpocketing in the same phase she enacts the spell.

This useful spell is aids inpickporketing. When


a Gypsy filches a small item or a handful of coins

from sameone, she may invoke tbjs spell in the same phase as the pickpocketing Uust after the
action). Assuming she has failed her pickpocketing percentage by not more thsn 5 points, the aotion is considered a success, although the mark has felt the move. However, anyone checking his passessions will apparently see them untouched. Note that spells which see through illusions penetrate the magic.

Spell ranWtyp: VG Element: Nan-sonic Ingredient cost: 1bz* Maximum range: 0 Running time: 1phasdeuel Resistance roll: Special Area of exposure: Up to a 30' x 30' x 10' area This teck-like spell is often used by the Gypsy when conducting a seance to give the impression of a supernatural presence. When she enacts it, unlocked (or unshlck) doors will blow open m closed, candles will be snuffed out, larches dimmed, the wind will shriek, light objects will be moved by invisible hands, etc. Thus, the spook spell is mast valuable as finesse magic. The ingredient is a handful of dirt taken from a freshly dug grave.

Re

path

Phantom soaud
Spell rankitype: 1/G Element: Non-sonic Ingredient cost: 0 Madmum range: 100' Casting Instantaneous Running time: Up to 3 minutes Resistance roll: None Area of expasure: Special

Spell ranwtype: 2/F Element: Non-sonic Ingredient mst: 5 gd Maximum range: 0 Running time: Up to 1hour Resistance roll: None Area of exposure: Special

When the Gypsy invokes this spell, she causes sounds of her choice to be heard from a pasition within 1W of her. These sounds cannot exceed the volume generated by more than two people per level of the Gypsy. (kssume n o k s such as that of an explosion or roaring monster equal that generated by 10 persons.)

l~pecial 2nd rank Gypsy spells


Cross natcr
SpeU rankltype: 2iG Element: Sonic Inmedient cost: 0

To prevent getting lost in underground mazes or in the wilderness, the Gypsy may enact this spell, anowing her to see and follow her own footprints back the way she came in. The spell also lets the character back out of a witch's curtain of darkness, although this spell ends immediately upon the halaka's exit. The ingredient consists of a polished glass lens through which the caster peers.

Rope 6
Spell ranwtype: liG Element: Sonic Ingredient cost: 0 Maximum range: 0 or touch Running time: 1 minuteneve1 Resistance roll: None Arca of exposure: 1 creature To aid in second-storey wmk, this spell

Area of expasure: 1 creature


This spell enables the recipient to stand or maw atop a body of water. If the water is relatively still, it may be crossed laterally a t normal speed. If swiftly flowing, the water carries one upon it in the direction of movement, and so m s i n g is done a t a 45 degree angle.

Spell ranWtype: 21G Elemen* Non-sonic Ingredient cost: 5 sr* Maximum range: 0 or touch Casting: Instantaneous Runnine time: 5 minutedevel " Resistance roll: Nane Area of e x p u r e : 1bipedal creature

For times that discretion is the better part of valor, this spen can aid in a Gypsy's quick escape as the recipient's energy i s increased so he is enabled

to run at full speed f a the spell duration without tirina. The i-dient consists of a small mir of shoe; or boots_

p& foUow
Spell raowtype: 3/F Element: Non-sonic Ingredient cost: 5 gd* di u fx m a m range: o Running time: 5 minuteslevel Resistance roll: None Area of e x p u r e : Special

certain death. The maximum running time of the a m s t i o n is 24 hmm.


To function, all prickly m e s most he willingly handled by the target meatme, who then makes a Luck roll to determine whelher or not the -'r thorns prick the skim and activate their effects. (Of ruurs... ;% glove or ohrr 11 .nd covenng pr.:vme Ule rose i r c m pncking th. sk811 lithe roll ir x o u ~ ~ f u l no harm befidlr the inLnd..d victim and thy I~.-I. immedjately bewmen powerlffs, somethins also OCCWing 72 hours after its mation if it is not used.

1 -

ial 3rd rank Gypsy spells

Blaek iiame
Spell rankltype: 3/E Element: Sonis Ingredient wst: 0 M u m range: 10' RDnning time: Spffial Resistance roll: None Area of expoaure: Special
This spell may be cast upon a small to mediumsize me ( a candle, tmch, bonfire, ete.). Thereafter, the tire and i illumination become invisible to all b hut the Gypsy and u p to three others tauehed by her during the casting. Note that heat is not diminished, so heal sight is atill spoiled by being near the s o of invisible flame. Anything ignited by the flames burns normally, however. The spell lasts until the fire soha. been extingujshed or unbl a time period of 1homllevel has elapsed.

supev e ~ r s if the 2nd rank , spell. B~~ instead of only the caster's footprints, the spell reveals the path taken by another person or creature. To enact the spell, the Gypsy ss a n area she suspects was traversed by someone and the fwtprints of those whe have wswd that wav within the last 10 minutes will be revealed for a few moments unless they were under the dmid spell passage. The halaha must then chone specific set of prints to follow, and she will be able to follow only thase prints. The ingredient is alens.
m i s is

Special 4th rank Gypsy spells

Spell ranwtype: 3/F Element: Sonic Ingredient cast: 4 gd b b x k u m ranae: 0 " Runmnr: time: Up lo SU minutes Rn-mrr roll. None Arcx uf v x p m e : The < : ) p )cloak '. doak into a This spell enchants the C&&S devise allowing her to fly at a movement rate of Wlphase. The spell, however, is broken upon the character's landing, although it is not wbjeot to disenchantment.

a318 spell rn: Element: Sonic Ingredient cost: I gd* Maximum range: 10' Running time: 1 hounlevel Resistawe mll: None Area of exposure: Special
The purpose of this spell is to conjure a mount
or pack beast for the G m y when one is othenvise

Spell ranwtype: M Element: Sonic Ingredient cosk Variable Maximum range: 0 Running time: Special Resistance roll: None Area of expasum: 1bladed weapon With this spell, the Gypsy invokes her deity to enchant a bladed weapon she herself wields in -bat Par up to 10 minutes thereafter, tho blade holla the potency to inflict Body damage during the h t successful shike. Thos, many halakas synthesize an ossossin blow through this spell. After the first hit, or after 10 minutes in any event, the blade reverts to normal.

unauailable. The ingredient for the spell mnsishl of the powdered skull of a hone (including a donkey 01 mole, but excluding a l other horse-like l matures)similar in type to that summoned. Upon completion of the spell, a mount appears i n a llash of smoke. 'Th.. ..ummoned bras1 pjssesses no a p e d abilities, but will perform n<rtnnlly. although it Iacksnding cquipmrnL At the \p:ll'r erplration ihr mount returns (ram whence it m e , dropping anything i t carries upon the gmund.

Blood t l ak
Spell ranwtype: 4iF Element: Sonic Ingredient m t 0 s: Maximum range: 10' Running time: 1minute Resistance roll: Nane Area of exposure: Special When the halaka casts this spell upon a hit of dried Mwd of a deceased person, eonv-tion between the two is enabled. The aster may ask simple questions, such as "Who were you?"; "What killed you?" etc., reoeiving simple answers in return. Naturally, the Gypsy most speak the language of the original creature so she may well nse a talk spell in mncert with this one. Note the voice of the blmd is in every case a falsetto.

Spell rankitype: SID Element: Non-sonic Ingredient cost: 25 gd* or 75 gd* Maximum range: 0 Running lime: Up to 1hour Resistance roll: None Area of e x p u r e : Special This spell is used by the Gypsy to forge a doeument in the handwriting of a particnlar person. The b&mdients for the spell indude a quill from a fantastic creahlre such as a pegasus, same ink, and a dmp of blood from the one whose writing the caster seeks to imitate. (Should a drop of blood be unavailable, i t is pasible for the Gypsy to use the targets wrptllred essence if she can somehow obtain it.) The h l d m essence is mixed t~gether with a 4 of ink as the halaka chants to her deity to blem the assembled ingredients. At the spell's mndusion, the caster mast pen the desired danrment, far the ink loses its enchantment within an hour. To t h e later viewing it, the writing will seem to be perfect@ mmistent with that of the target, alt$ough the caster must certainly be able to write the person's language, and her superiority or inferiority in spelling or grammay arouse suspicion.

Spell rankitype: 3/F Element: Sonic Ingredient 1 sr Maximum range: Special Castinz 10 minutes Kunning time. Sp-cul Rsiqt~nce roll. Special hn-;ro h ~ x p u t eSpecul :

This spell enchants a rose with a particular effect depending on its cola as shown below. Blaok. This rose aet. a a deadly pokon. . slaying instantly someone pricked by it. thoma. Blue. This mse causes one to forget any past experiences and to accept a new history told by the creator of the m e . The delusion Lvts until cursedispelling magic is cast upon the affeetee. Bed An enchanted rose of this mlor acts as a love potion against a parlimhrvidim. The creation of this rose entails its being bathed in a bod Wntaining the b l d of the person hoping to be the object of the hthhmtion. The infatuation lasts unbl curse-breahing magicis cast upon the affectee. White or yellow. When enchanted by the spell, someone pricked by the t h m becomes s-ptible to a suggestion made by the caster. No redstantan roll is allowed d e s s the suggestirm greatly violates the targets ethica or will result in

Cat e l a r
Spell ranWtype: 4 G ! Element: Sonic Ingredient cost:1sr* Maximum r-: 0 Running time: 1 minotenevel Resistantan mn: Nane Area of exposure: The Gypsy With t i spell, the Qster c a w s her hs fingernails to barden and extend into r ~ e 0 1 4 m r p daws. She may then slash out a t opponents, rolling to hit as a monster of equal lerel. Those struck suffer ID8 points of damage which is not absorbed by armour. While the caster is under this spell, which she can end a t any time, it is impossible to cast spells the GM infers require manual dexterity. The ingredient -consists of a -fa paw.

Dispel

Spell ranutype: rbm Element: Srmic Ingredient-t: 5 sr* Maximum range: 10' castine: 10 minutes llunnine lint<:Permanent iku\wncr mll: Special Area of e-we: 1 creature or object By this spell, the G y p y may dispel a h a , uey mil eye, ek. Casting the spell entails the character scribing a 10' pentsgram upon the ground and setting burning red candles a t the cardinal points. Thereafter, the affected meahlre 07 object is placed a t the pentagram's center and the halahs calls upon her deity to dispel the magic. The chance of suecew equals 5% per skill level. Note the magic functions upon curse-like spells beneath the 6th rank of power. Also, only one attempt a t thwarting the ape11 through this spell is permitted a particular Gypsy unless she advances in level.

Needed to cast the spell are a t least two other people and a l i t white candle placed at the center of a table a t which all sit. The halaka then goes into a trance, calling upon the desired spirit and the Fhance of its arriving equals 5% per level of the raster -1% per year it has been dead. (A bonus of 25% is added to the chances of the spirit's appearing if the deceased was personany known to someone a t the table.! Should a 95-00 be rolled, a maleeolent spirit inhabits the Gypsy, masquerading as whome~eris being sought, to cause mischief and deception. Optionally, other Nether creatures might be dramn to the Nexus through the ceremony. Upon the s e t ' s arrival, qnestions may be posed, although it is not mnskained t answer. It n might do so, however, if it was dose to the querent. or if by doing so it can exact revenge on its enemies. Should there be no luck in mnjming the spirit, the caster may not try again for 30 days. Note that a G never remembers what transpires when a spirit inhabits her.

Spell ranwtype: 5iA Element: Sonic Ingredient oast: 1 gd Maximum range: 30' Runnine time: Permanent ~esistance roll: IQ to neg. Area of exponure: 1 lycanthrape

W h e e l ofsummoning
Spell ranwtype: 4m Element: Sonic Ingredient cost: 10 gd + 1 pr* Maximum range: Special Running time: Special Resistance roll: Special Area of exposure: Special The Gypsy may use this spell to summon a person to her. The ingredients indude a spinning wheel and a piece of parchment npon which the t r e ' tme name is written. The parchment is agts affued to the wheel, which the Gypsy then spins while c l i g to her deity to invoke the magic. A aln charm-like fmce is then cast forth in all directions, and should the intended victim be within 1 mile of the caster per two levels of her a!dll, he must make an 1 8 roll or unexplainably head to the caster's lacation. The power of the spell also is such that the roll is made a t a penalty fador of 1 for each three levels of the Gypsy.

By use of this spell, the halaha bringa into s lyeanthropic creature. The ingredient consists of a small ailve? pentagram which is presented to the creature when in animal f o m . Should it fail an I mll, the lycanthrope mmes Q under the control of the caster. Note that creatures ehormed by the Gypsy remain so w e n in their "onlymthropic form. Those bound to a Gypsy in thw manner, however, greatly xeaent their enslavement and will seek to betray their "mistress" if a t a l l p s i h l e . U l k the c h o n spell, this fmm of nie mntrol is more powerful. While an order that woold result in certain death k e k s the enchantment, the ly-thmpe most obey any lesser mmmand
-Nice

Spell ranwtype: 4lH Element: Non-sonic Ingredientmst: 0 Maximum range: 2 ' 0 Casting: 1 phase Kunning time: Instantaneous Resistance roll: Luck to nng. Area of exposure: 1 mature This spell csuses a aeature whom the Gypsy points a t to dmp something i t holds in one hand, such as a weapon, shield, potion, ek. The dmpped object may be retrieved on the following phase unl- the target is in melee. In that case,retrieval and use unuon the nert aombat phase.

Spell ranwlyp: 5/G Element: Non-sonic Ingredient cost: 1,040gd+ Maximum range: 0 or touch cmting: 2 hours Running time: Permanent Resistance roll: Spedal Area of exposure: 1creature This spell grants the Gypsy a chance a t removing the disease of lyeanthmpy fmm an affeckd victim. The ingredienis for the spell indude a number of very rare (i.e. s quest probably required to find them) healing herbs which are mixed into a broth ta be drunk by the victim. The chance of being healed then equals 90%. -5% per year the person hm been infected with the disease. Should the roll fail, only a wish or grant by a deity will Sumce to cure him.

Spell rank/*: #C Element: Sonic Ingredient cost: 3 sr* Maximum range: I0'Aevel Running time: Instantaneous Resistance roll: None Area of exposure: 1 creature When the G y p y invokes this spell, it enchants
a small silver sphere into a bolt of energy she may hurl a t a visible lycanthrape within range. No

[Special 5th rank Gypsy spells

Dispel s3ga
Spell mwtype: S/E Element: Sonic I w e n t as* 0 Maximum range: 30' h o n i n g time: Special Resistance ron: Special Area of e-"re: Special This spell negates the power of sigillnmr-type magic (excepting the wit& mark spell) without alerting the original caster to the n;gil'n tampering. The base chance of s u e q d s 5 % which is 0 modified by +I- 5% for each level of difference between the Gypsy and whomever made the sigil. Note that permanized SI@LSINMS are not dispelled but are rendered inoperative for ID4 minutes.

s attack roll i required as the bolt unerringly shikes its target, similarly to a magic dad. Lycanthropic creatures in their non-natural form then sustain ID6 points of (Stamina) d m q e per level of the caster. Non-lycanthropes, or lyeanthropes out of animal form, are unaffected.

Spell ranwtype: yD Element: Sonic Ingredient cost: 10gd+ Maximum range: Touch Casting: 1 hour Running time: Special Resistance roll: Special Area of expasure: Special This is very similar to the witch spell talisman, for with it the Gypsy invokes her deity to enchant an amulet fashioned by her into a protective device. When the wearer is exposed to either a ohosen sort of damage-causing element (fire, electricity, cold, ete.) or a specific spell against which resistance rolls are allowed, half of the person's ourrent Luck may be applied as a bonus to the resistance roll. The amulet functions thus for three times, crmnbling to dust thereafter. Note that the Gypsy may cast this spell but once each 30 days, and she may only fashion one ornulet for herselfat a time.

yppn ranwtype: 4 / ~ Element: Sonic t Ingredient -: 1 sr* Maximum range: 0 Casting: 10 minutes Running time: 1 minuteneve1 Reristanw roll: Special Area of oxpasure: S p e d
This spell allows the Gypsy to summon the spirit of a dead person to speak thmygh her.

Spell mwtyQe: M; Element: M e Ingredient mat: 60 gd* Maximum range: 0 Running time: I hour Rpsistance mu: Nme Area of e-re: The G -

clothing, the w a d prevents d sach d e s in l their lycanthropic farm fmm appmwhing within 10'. This protection is last if the wearer takes offensiveaction against the lycanthrope.

Area of erpanne: The Gypy


This spen permits the Gypsy's hands to opsrate for pmposes of pickpocketing as if she has a 20 Agility-orit it will g a n t a banus of lU% to the skill if her Agility is already 20. The hand of a 5th or higher level cutpurse is needed as the ingledient.

The abiJity to change into the animal farm of a lycantbmp is conferred by fbis spell. The ingredient consists of a vial of blmd fmm a were o r e a h . When the b l a d i s h n L by the character at the completion of the casting, the h s l h and her equipment undergo the W o r m a t i m , which lasts up to an horn. While under this metamorphosis, the caster has all the benefits appropriate to s normal lycanUnop of that sort (including attack table but excluding the ability ta inflict the disease on meone). TI bane to her is that she ala is subject to all spells and aU& farms harmful to sueh ereatmes.

Spell ranytyPe: SIE Ekment: Non-sonic h g e l i e n t met: 5 gd* Maximum range: 0 Casting: Instantaneous Running time: 1p M e ~ e l Kesistantan mll: None Area of e - m : special

Spenrddtme:s!D
Element: Nm-sonic Ingredient m : gd* t 10 Maximum range: 0 Casting 1phase Runnine time: 1 minuWk"Il " Resistance m a None Area of erposme: The Gypsy

l'hk tempmarily removes the power of a spen dfedimg the caster. For example, s Gyp= trapped in a ban filled with sheel l & h W mald adivate the spell, allowing her to e-pe. In another instance, a G m struck by sponfaneolrs

By oe of this spell, the Gypsy M e 1 8 ber mnsdmsnw ioto her shadow. Her W . while
appearing entirely nmm* then bemmes the equivalent of e shadow, gaining immunity to p w c a l and targeted msgid attacks wch as w . 5 dart. The Gyp& "shadow", howeTer, retains the Ehsrscter's osnal m o m rating and is susceptible to an a she w d d n m a l l y Buffer from, including thspelk that damage undeed such as m n globe, armin of lrghf, e t c While the Gypsy is so altered, she may not nndertske m e a l though ~ p n e s ~ t i n gd e ~ t e d . is Also, her voice can be heard to emanate fmm her shadow by thme within five feet of her. The ingredientis an onyx @urine ofthe G-.

Spell rank!S/F Element: Sonic l n g r d m t m s c 5gaa Madmum range: 10' Castine: 24 homs Running b e : I daynevrl kiitance roll: S p e d Awa of exposure: Special
~~~~

combustron could stop the effects, possibly allowing her enough time to Fast other neutralising magic or run to a nearby pond and jump in. I t & d d be noted that the spell will not affect spells bringing forth solid obiects sueh as h a i l s t o m &Is of bus,rlx nor a ~ l it nlTcci -11s that change the l f m of somrthmg-poljmrph d glokr, and so m. The ingredient is a small hourdam

spell m : * sn: Element:Noa-sonic Ingredient mst: 250gdt" Madmum range: 0 Running time: 1minutellevel mll: None

The ingredient fa this spell consists of a silver


pntagram. When the Gypay Fasis this spell upon it, the pentagram is enchanted into a pmtedipe deem against lycanfhopes. If w m n upon t e mter h

* Ingredient disappears when spell is cast.

~~

SpeUcasters are the mmt powerful characters in the game, harnessing the power of Magic to achieve their ends Maskring such power, however, r e q h special dedidrm, and the demands rm a spellcsstds time are auch that he has littie wpdmity to spend on haining with arms and building up the Stamina for prolonged battie. Nor can he don arm- in mmt cases due to its redziclion of his movements Thm, a ~pellcaster ma& t k great pain to assme nothing ae i for he will then be gets close enough to h m to fmoe him into armed -bat, Rghting on his enemy's terma A s , much nse of mseje relies m the lo g r a d m n e s of a oharacter's deity, and thin can pkce restrictism on me's freedom to act or do things his own way. Magicians also tend to be rmpopular with msny a noble, afraid of the bonble a mjghty spellca~ter er visit upon he a d his lands. Spellcasters aLso must go thmagh a more complicated plaeess ta employ their talents. W e fightera and tricksters may vtibk their nonmagid skills a t wi4 spellcasting is limited to a certain number of times per day. Changing spells also rsquires tbe oarry and study bulky spell, song n prayer boob, taldng up space and time.

and i t is the oldest known priestly profewion. Unlike necromancers, &ds are mativated to serve deities aliiliated with m h , and thm lbey have leas experience in dealing with Nether mmbmes. And tho& they are not actually witches, there is no question the two pro&sions are related, and bothgenerally get on wen with each other. Most druids tend toward G c d ethiw, especially amongst W C Evil drnids are all but r m h d d. druids.

To this day, a debate erists as to whether drddism predated witchery a was i t r e K b n d e d fram witches. In any case, p n b d a y druidism does have its roots with the first elves. In the time before remrded history, elven dmids established the srolship of Rhiannon (&kit) and her stater D e l l s n M while in Avalrm a primitive fd druidism ass pradiced by the hmoan inhahiteats Wm&p of a natore pideas named Bridgin pervaded m d ofthis early human religion, aod during the A y a l m k d to elvenlm during the war ofthe First Age, the priestesses of Bridgitt became W e e d by the more refined wmahip of the elven w t " . Thus, both reX@ons were merged, with many . Avahisns concluding they were a sister race to the elves, which made the exclusively female Bbiannic d d d s the most numemvs of dnddbjnd. For this reason, Avalon and ths Ellhndsremain d-ly tied to each other. After the end of the First Age, aspects of dmidism *red down into colts worshipping other deities, and this is why a few male druids of 0 t h deities maybe found in A d o n , whereas they are unknown in the E % &
Irleoe. best suited for druids

I
I
I

E half-elf, human l,
IPbces oforigin bestwited for a d s

IA~-&

arms

Dmids me forhidden the use of armour unless thev m a s a second profession a b v i n g it. In + a event, they may don leather=mfter attire. The ht westhey m skilledwith indude: Dagger, sickle,s k i 7 Initial numberof oambat mkillslotr: 2 Additional combat sklll alom gainsd: 1 4 lesela Cast for inappropriate weapons: 2 slats Unskilled attack penal* +2

1
I

~ s a i ct e m allowed i
Druids may e m ~ l items allowed an s p e U c a s h . They may a h e4e items 0~ allowed witches ~nl&~snch speciflcallylYdenkd are them

I
ILevel limitations & dud-pmfession options
Raoa

As do witches. druds have certab holy daya w h m they honor their dciIieies. the most impatant being Uelteae, or ihv A& day of spring. They a h d m n e a bv other huly days, amow Bern Allhallows Eve, though *itches regard il more

hiihly. Druids do not practice human sacriflee.

I
Chamoter IQ mw-ted) Dvsl-pmfesslon options 19
80

I
ELF--ELF

1Bness

16

17

IS

W h n

Am

Clrs

Bnl

Wtolr*

LEVEL Ll?5TATIONS
14

HUMAN(0tber)

15
16

16
17

17
18

18

20
20

I
I

x x

x
I

15

19

* M-professioned dmidlwitchesare limited to f e n d s .

Skill level
!

Level

points
0-2.300 Z,.?Q1-6,7WJ 6,701-13900 13,901-25.m 25,901-47.660

1
2 4

Spell s l o b 4 5

a d d
6

~bilitien
A

1
2

3
4

4
4 6

2 4 4

l~rplanation f~pecid o ebtlltios

A. Banlsh animals. At 1st level, the char&t knid normal animals, h h a r e p t i h a a n . m does N e k mahnes through emrcism. Eeeh t m , the drvid may attemptthis s t y e t a -le animal or mlony of animals (such as bees kts). th-h a 4IQ grants immunity to further haniahing attempts by tbat dmid *ti1 she r$ea in leveL Boniphed animals an never laid to rest, not being ondead. B. C o m a skill slot. Self-explanatory. C. Se faerie gotee. On reaching 7th level, the dmid is e d e d to aee the invisible gaten d by friPi88 to &ifL between the Nexus and their lairs. D. Crrorepofio~ el-. & ~ t 8 t level, druids h poti- andelid=. E,Enter @, At lZth a may ntilize a gate, indudins penetrating in m outof the area mated thm~hLyrarel'spocket dimension. F. E m t s h e . At 16th level. a dmid mav in~oke a her dettv to elact a his s m e m l e as s place of vmhp lo h n p ; so.the &lty c a w 8 a nng of stones to from a c h a r n m , and therealter the m a plllna is mnsocmred. By the t

next full mwn. the druid gains 3DlO 1st level &uid fonowera of like ethic%. G.Enter faerie realm. At 20th level the * r may,dvring the night of a new mmn, enter the Realm of Faerie mwitboot need of a gate. H. Build temple. Also at 20th l e d , druids may mnstmet a true temple to their deity. In building it, no a s h erpendihne is r e m d so long w i t is made f m m natural materials in a wilderness area C~rnfmdion e is 2 5 months. h

F.llowb.g is a list of avaihhle drurid spells with a system fm random determination. Droids may cast a number d witch spells af equal rank as well as m e of their oan that are Wted in bold print. Novice oharacters atart play with OM apm* and One ~ t 2D4 mdomly generated h TbrrsaRer, they may &An other spells over the normal course of adventming, and also aalaire a m d o m spen aitbin t e ranlrr they are able to =st, each time h a lerel is gained. It is the M s Ehas to the spell rank unless a partimk m k spell is needed to I ~ aIq d l c a a allotment AU spena are kept in prayer ~

bmLa

l s t W
01-08
M06

m. & d%
01-03
M-06

Srd m k
Animal mimi* Chameleon Charm animal Cnre wounds Discern enchanted aura Echo lhchantcwhing Eyes o the f a m h f Firedart6
m e 8

4th rank 01-04 608 09-12 13-16 17-20 21.24 25-28 29-32 33-36 37-40 41-44
45-48
4LGZ

Bidanimal
Blood.bop onf fire tree Candlelire Conjure animal Createfamiliar Crown of light Detedenchanted aura Disenchantment Elemental protecdon Fag Identifyessence Magic script Mistaight Phantom&&@nhl PopF.",~tionhom

01-08
04-06

Animated Ball lighbing


Camooasge Captme essence (taten a u t o m a t i e at 5 h t

07-09 10-12 15-15 1618 19-21 2724 25-27 28-50 31-33 3456 37-59
4%42

07-W 10.12 13-15 1618 19-21 22-24 2627 2890 $193 34-S 37-99

M-09
l&lZ

level ifnot aheady


possessed)

4044
4846 4848 49.51 52.54 6657 68-80
6lJ3
64-W

43-45 4648 49.51 52-64 6657 68-80 6168 64-BB 67-89


70.72

nnliviog

Boichsand Read magic script

Firewes FIn whip FoodGeshen Lyr-Istreehoose Lp%weISswind chimes Moonstairs Nightsight Roteetionhompoison Ring mu"$ the moon Shiver

15-16 1618 19-21 2224 2627 2630 31-83 34-36 37-39 40-42 43-45 4-6 e4 49-61
52-54

CLoaL ofehllls CLoeLof w a m t h Elemental dart Enchantcord Enohant fire Fire blind Fao fire Gnarl Asatmom Know true &hi= NmanticbeU Rantgrab P m b c U o n h r n aqoatic oreatnns
Seal

Airdm Batswarm Create nature guardian Cure pobnldiseaae Delay spell Faerie portal Greater slumber Haz2tanes

Hex
Ice blast rWWl1e w rain L w 1 ' s globe of
pm-

~~ and M n k 57-80 m f y fwd


6164
65-68

Neutratieeama

Roliing firesphere
ShaoSingstarS

69.12 73-76 77-80 81-84 688 88-00

sooicsight Songlobe Wan ofwood Water breathe Witching horn Reroll or choose

Repair ShUofflame -onwind Thlkboanimals Treetalk

75-76 7678 79-81

Trick
Wlltor Whisper

67-69 70-72 18-76 7678


?a00

Telesight Thought projection Whirlwind WWO'tbe wisp Wind-p WiWl wand

5557
68-80

61a3

bl-66
67-69 7C-72 %75 7678 E-81 62-00

Remnmchmse

62W

Remll or chmse

Shadows Shapechange Sheetljgblning Staff& Stone form Water tall Witchring Witch wind Wbad form Remll or choose 7th rank
01-04 0508 09-12 lb16 17-20 21-24 25-28 2932 88-35 37-40 41-44 45-48 49-62 53-66 57.60 61-64 ffi-88 69.n 73-76 77-80 81-00

5 h ranL t
01-04 O5W WlZ 15-18 17-20 21-24 25-28 2852 8336 37-40 41-44
4548

6th rank

49-52 53.56 57-64 61-64


G68

69-72 73-76 77-80 8144


85W

BaalsbeLemeetal Bindnahlre Candlemagic Cmlbmnrnagic Elemsntal hlaet EnchantfEnahant shone Eye ofBhiannon Faerie dust n a m e ofpoison Greater disenchantment Lyrazel's p h e t dimension Orboftmth Plantgrow Protection lrom liquids Smobfm Stargems Rderenoe TRcmrt WiWlfire Wmdmt
Bemnarchmse

01-04 608 09-12 13-16 17.20 21.24 25-28 29-32 33-36 37-40 41-44 4548 4%52 53-56 57C 61-64 65-68 69-12 13-76 77-80 81-00

Bind plants Bmth of healing Cmtml weather Dominate undead Enchantfire Enflame hnoegrab Greater win O' tho wiap Lymzel's buchof immunig Wet moat MmnsparUe U s e dead animal Sleepmist Sptane-mmhtin StafiIoiheaUng Talisman Thunderbolt Ransfer spirit Ward of watching Well Reroll or choose

Abys Alter weather Bdyljgblning

Conjure %rth element4

Comampi3on Elemental wall Greater foo fne

Imm-ty to elements Lymzel's h d of sul~moning Lmml's p o p p t of pmtection Lyrazel's talisman Luck bowt Permamze F'hotasyllthesirr Song of Ehiannon Stone golem Stomguardian (lympathatic ward Vionglobe Whirlwind of fire
Remll m

[special 1st rank druid spells

Phantom footprints
Spell ranwtype: UG Element: Sonic Ingredient cost: 0 laximum range: 3 ' 0 Running time: Permanent Resistance mll: None : Area of " p o ~ r eSpecial With this spell. the b i d may meate a set of footprints in terrain where impressions would normally be left. She may materialize whatever sort of footprints she pleases, np to one set per &ill level, in a path up to 5W' i n length. The spell is most useful to distract purjuers into believing the ester and her party have ridden in a direction other than the one they actually have. A reverse of the spell erases existing fwtprints along the same guidelines, making them unnoticeable even thmugh spells svchaspoth follow.

Bid animal
Spell ranwtype: l/A Element- Sonic In,,rrdlmt roa'L'O \I.~r~mum rang*. 30' l i u n n ~ n /llme Spenal : Resistance roll: 1 8 to neg Area of exposure: Special This spell allows the druid to bind an animal of equal or lower level to perform a specific task, such as helping haul a wagon out of the mud: aUac!&g an enemy, ek. The spell permits the animal to understand what i t is to do, and the enchantment lasb to the tas8's completion.

areas of expasure. The first is a 40' sphere centered on the druid This h l u t e l y prevents smoll flying creatures from effectively attacking in the area. The second form of the spell emits a me-shaped breeze extending 80' fmm the caster and ending in a base of 20'. The wind generated therein fmces creatures under iarge size to make a Strength mU to move b o g h the area of e x p u r e ( s t halfspeed). Thfiring missiles through either area of exposme soffer a penalty factor of 5 to their attaek rolls. Also. both forms of the spell are useful in dispersing smoke or mist, excepizng that from the mrst mcd spell.

Talk to animals
Spell rank/type: UG Element: Sonis Ingredient cost: 0 Maximum r a w : 10'/1eve1 Running time: 1minuteilevel Resistance mll: None Area of expasure: 1animal
By this spell, an animal is enabled to communicate mentally with the druid. This is inferior to the communication enjoyed by a druid and her familiar as only limited mgnition is possible on the creature's part, althovgh it will impart information in rudimentary terms. The spell does not confer any control over an animal, though with a gmd reaction roll it may aid the druid in some way m cease attacking if offered food or assurance that its territory will be left undisturbed.

Blood stop
Spell rankitypa: 1 G Element: Sonic Ingredient cost- 0 Maximum range: 40 Running time: S minutes Resistance dl: None Area of exposure: A 20' circle With this spell, the dmid may delay blood loss from a wounded c r e a k . At the point the spell is cast, unconscious a a t u r e s within the area of e x p u r e endure no blmd lass for the spell's running time. This often aids in preserving a be rendered. comrade's life until further aid

Spell rankltrpe: VD Element: Sonic Ingredient cost: 1gd* Mnnmum range: 0 Ilunnml: time. I mlnuLe I .+I . . I*.sistance roll: Zone Area of exposure: The dmid This spell offers some protection against an unliving M i , acting as pmof against ii physical attack made by an undead, preventing witherings and damage from the body weaponry of these monsters (such as a mummy's punch, and various spells that cause withering, including withering devilddemons). The ingredient is a tallow candle -ed with crosses.

Tree tallr
Ranwt,",e: VD Element: Sonic Ingredient mt-0 Maximum range:20' Running time: 1minutdevel Resistaotao mil: None Area of expasme: 1tree or other plant
R e e s often know more than people give them wedit for. Tbis spell peonits the druid to manifest the spirit within a tree, that both may Eonverse. Excepting trees and vegetatim h n d to an enemy through capture essence, the awakened tree will be on gmd terms with the caster and win answer simple questions--such as: what persans have passed, and what direction they went; the sort of creatures that dwell in the area, and so m. The spell a h pernits cammnnicatian with tree sprites and other fairies who dwell within pockets of the faerie realm set in tr Use of this spell in concert with animafe uood allows a tree to effedively hnrl m k or make other e attacks as a 5th level monster upon enemies of the druid. The spell has no effect againstintelligent trees.

RanB/type: 1/F Element: Non-sonic Ingredient mst: 0 Maximum range: Touch Running time: Up to 8 h o r n Resistance roll: None Area of exposure: 1 tree or log

This vpell provides the druid with a me soduring evening hours. The ingredient consists of a shlmp, log m h e . When the spell is cast upon it, a law-burning lire is generated therein which discreetly warms all within 20' of the source in temperatures down to 0 degrees Fahrenheit. Below this, the m@c flre is treated as nmmal. Note the fire can be exfinwished only through disenchantment or by the aster's d o u s will. If not used upon n log or stump, mast druids will employ a sick or withered tree as the iowdient, so in no way should this spell he considered inconsistent with preserving nature.

SpellranWtype: VC Element- Sonic Ingredient cost:0 Madmum range: EQ Running time: I minutefle~el Resistance roll: Special Area of exposure: Circle 10' widdevel

Mist sight
Spell ranwtype: Mj F,lement- Sonic Ingrodientcost: 0 Maximum range: 0 or touch Running time: 1 hour, + 10 minutedevel Resistance roll: None Areaaf expo~ure: creature 1

This spell is usable only in an area of d l m sand, and with it the druid oauses enemies moving thmugh the area of e x p u r e to sink to their waist, regardless of height Thase making Strength rolls can move in a direction d their choice, although speed is limited to Rve feet per tnm. Others failing the roll remain trapped in the muck, unable to escape nr cast spells requiring manual dexterity until the running time ends. If a natural 20 is rolled, the hapless victim is swallowed up and Wed. Disenchantment has no effect against the speU

Water s t e m t.a
Spell rankhype: VG Element: Sonic Ingredient cost:0 Maximum range: 0 Running time: 3 minutes Resistance 1-011: Special Area of exposure: Special

spu ranutype: m
Element: Sonic Ingredient cost 0 Madmum range: Touch Running time: Special Resistance roll: None Area of exposure: Special With this spell, the druid conjures a s h a m of drinLable water from the ground. Up to one @ n

By this 8pen, the recipient is granted special sight, dineounting any mist, fog, smoke, eb., thus permitting unobetroeted vision through such obstacles excepting the fog from a mist m a t spell.

Tbis spell causes a strong wind to rush Ulmugh the area In e89tbg the spell, there are two possible
59

per pbase then nows forth to be utilized as desired. The stream flows for up to one minuteAevelzmless there is a high water table in the area. In this event, flow is permanent. (Allow a t least a 70% chance of a high water table in heavy forest or jungle, half this chance in in areas of lighter growth, and only a 1% deserts).

pjeo
Spell ranwtype: z/R Element: Sonic Ingredient pr' M-um range: So'nevel Running time: I minuteneve1 Resistance roll: None Area of exposure: Special
Thisspell mnjmes a horde of fiery insects that forth from the to either a creak or a within a 20. area. In " fimt , the frm,qks sqmou nd a chosen victim, diving in to inllict 204 of each tmn,

Running time: 2 haursilevel Resistance roll: None Area of eapaure: A 50' circle Thk useful spell is attributed to Lyrazel, an elf princess responsible for many witch spells, and. causes some to supLylazel was herself a druid . well as a witeh. The spell utiliee~ set of wind s a chimes as the ingredient, and when these are hung, the caster may select a pre-determined condition guideline to enact the magic. This guideline must be verifiable by sight, and should the act occur within b2 5 radius of the chimes, they will ring loodly, alerting those nearby. The chimes otherwise remain Silent even if a l*ow windis blowing. Disenchan'ment has no On the 'pel1'

[special2nd rank druid spells


Animal mimic spn r a n w t p : 2/0 Element: Sonic Ingredient mst: 0 blaximum range: 500 yards Running time: 10 minutes Resistaxe roll: Special Areaofexposure:Sped
This spen permits the druid to mimic some instinctual animal wunds, M b l y resulting in certain effedr as outlined hereafter. Danger. h i m * hearing this will flee from the source while the spell is in effect. Defend. This cry causes an affected animal type to attack anyone physically attempting to harm the dmid. Mating oall. This mimimy summons a particular sort of nearby animal. Such matures hearing the call immediately proceed to the caster. arriving within 2D8 minutes if out of the druiss immediate vicinity. This type of call is used primarily to bring an animal to the druid so that further magi- may bind m charm it into service. Unless visible. the GM must adjudicate whether desired animal types are in the vicinity (if he is unsure, a Luck roll can be made). ~h~ ~d may affect multiple whose combined levels do not her own, a single level animal. whichever is more. A,, to an IQ exceeds the caster.s, however, is to avoid the effeds. ~~t~ the druid may mly mimic the f one , animal type at a time. Throughout the duratioq however, she may the types of cries she m*es and the creatures she desires to ose & ,,,,, although remains limited to the total ,-ber f , she can affect. ~h~ can be used as a means for the druid to signal others through making certain preannnged noinen.

if the target does other than fend off the bothemme insects, which will pursue him for ID6 minutes if he moves beyond the stated spell range (thereafter, they return to the Nether planes). within a 20' In the second case, the &s SWsphere, subjecting those within to 1D4 paints of damage each t m of exposure, doubled if they are not fended off. The firefries are immune to all ljzpe Ad , fire-based spells, although greater slumber immediately renders them inert, and they may be slain by any cold-based spell inflicting more than s point of damage, or by immersion in water. The inpdient is a

Moon S t a b 3
Spell rank/*: BB Element: Sonic I y e d i e n t cask 0 or 50 gd* Maximum range: 2o' Runnkgtime: 1minutenevel Resistantanmil:None Area of elmasure: 2U, + l0.Aevel 'This spell functions similarly to the rank2 witch spell moon mpe. However, dmids are able to bring forth a stairway fi7e feet in width that permits p-e by numemap rreatmes none of whom will find it insuhrtandzl. The stair.may ascend up to an 80 degree angle, and disenellantment has no affect against them.

Fire whip
ranwtype: Sonic 1needientmFt.3gd* MBximumrangp:O l0minutes Resistaneemll:Nme Areaofexposure: This spell enchants a six- to eighGfoutred silken "to a fiery whip the druid may employ as a pnm-r)i weapon. The even meahlres requiring BF I wenpons i order to be harmed, n inflicting 1 0 4 points of dam*. On a roll of a natural 1. the whip entwines a v e a l target, doing One poiat of -age per skill level each "mainins minute d running time. The cord can only be broken by a m a t u r e rolling beneath it? Strength on w n t i l e dice, or by someone other than the entwined eotting it with a bladed weapon. Undead in an suffer d m ~ The . ingredient, as noted, consists of a red silk cord.

h t e d i 0 fmm p 0 h n ~
Spell rmkltyp: 2iG Element: Sonic invedient -t: 0 ~ a xrange: o~ touch i or ~ ~~~~i~~ time: 1 0 &sistance special of exposore: 1 ~ z e ~ t u r e

When cast upon a lid% creature, this spell allows one who makes h ~ i resistance roll against poison to auffer no damage. he spell also allows a n m a l con mll for half damagainst pisens usually permining none.

shiver
Spell ranwtyp: 2iG Element Sonic Ingredient cod: 1ST* or .pecid* Maximum range: ZWAevel Running time:Special Resistance row Aeility to neg. Area o erne: Special f This spell creates a wave of bitter cold that sweep over a single target, causing various effects lo asported matures failing an Agility mu: Nan-mebased living creatures suffer a chin. resolting in a penalty faetm of 2 to their eombat phase for 1D4 minutes. Reptiltan creatures, exduding -1.3-lovers, strike last in the turn for ID4 minutes. F i r e h s e d living ereahlrrs suffer 1 0 4 points pcr level of the caster. Vegetation-based m a t u r e s suffer one point of damage per level of the caster. Undead are unaffected. The ingredient is a shard of crystal or ice.

Charm animal
Spell rankltyp: U A Element: Sonic Ingredient cost: 0 Maximum range: 5U R m i n g time: Special Resirtancc roll: IQ to neg. Area of exposure: Special This spell permits the dmid to charm an animal of equal or lower level. Charmed animals are not imbued with superior intelligence, nor am they mabled to mmmonicatc with the caster. They will. however. assume a positive attitude toward the druid and her Wends so lung as they are not mistreated or exploited unreasonably. They will also 6&t (for the druid if a m a t u r e comes near enough to engage her in actual melee. The charm lasts until the druid dismisses the creaturr, d y as the borders of its native lands are reached.

Food W h e n
Spell rankltypa: Z/G Element: Sonie Ingredient cwt: 0 Maximum r a m : 6' " Running time: Permanent Resistance roll: None Area of expaaure: 1IMevel BYUlis - 1 the druid freshens perishable foal. 1, even ifit hasbecome rotted or dehydrated Up to a pound of foal per s!dll level can be purified thmugh the spell, although neither poison nor living creames are affected.

Lyrazel's w n chimes id
Spell rarankltrpc: 2iG Element: Sonic lnvedient m : gd t1 Maximum range: Special

W i d grasp
hnkltype: ZIG Elemmt: Nun-sonic Ingredient cost: 0 Maximum range: 40' Running time: Instantaneou Redstance rolk Sprdal Arra of r,xposure: 1 mmall object This spell evokes a strong wind gust to blow an object weighing under six lbs 10 the caster. The spell is not sufficiently powerful to pull a weapon from someone holding i t in actual combat, but a wand tucked in a magician's belt, or a sword casually hrld by someone can be affected. although the target creature can make an Agility roll to retain the item.

difference in texture between that r e m and what is felt. In the case of hidden apertures, something making physical contact (for example a probing hand1 will pass through, thus alerting its owner that an illusion is present. Note the spell can also be used to alter the appearance of living creatures. Those altered can m o w through the area, retaining their camouflapr. but will lose it if pa-sing beyond the spell area, or attacking.

Fire blind
Spell rank'typc: 3'TJ Elemmt: Sonic ~ n g r ~ d icost:tVanahlei', ~n >>mimum range: Spetid Running time: Sprdal bsisl>,n<eroll: sp<.ciatl Area of exposure: spmd This *pel1 protect5 the druid apainst those seeking tu learn h n uherrabouts or actions through a device or spell. Its maximum duration is 24 hours or until rxtinguishmmt of the fire,. Upon an attempt ta so spy on the druid, a searing flame bums the ryes of the intruder. If a Luck roll is failed, the affected creature suffem 206 points of damage and is blinded for 10 minutes per skill level of the druid. No sort of fire pmtection helps against unless the creature itself is nnhlraliy this immune to fire. In all cases, no information on the e druid will b gsined. The ingredient is a fire which is consumed upon the spell's bping activated by a spy.

C o k of c i l la hls
Sprll rankltype: 3/F Element: Sonic Ingredient mst: 50 gd* Maximum range: 0 Running time: 30 minntedeuel Resistance roll: None Area of exposure: 1 duak or cape This spell enchants a cloak or cape into a chilly garment. Thus, one may camfortably endure an a of extreme heat, though some sort of foot protection is advised to prevent burnt feet. The dnak halves any damage swtainrd from heatbased altacks. d i t h ~ n g h penalty faelur of 3 is applied to B resistance rolls vs cold-based attacks. The ingredientis the captured essence of a cold day.

/special3rd rank druid spells

Spell rankltype: 3iB Elemmt: Sonic Ingredient cost: 3 sr' Maximum range: 20'ilevel R d g time: Special Resistance roll: Special Area of exposure: Special This spell conjures up n small blue ball of elechidty resembling a will 0' the wisp. Upon its arrival, the ball may be G n t forward to attack, or the druid may have i t follow her for use on a subsequent combat phase. W h e n the caqter chooses to use it, the ball may be ordered forward at a tact&? speed of lO[l'Iphase, up to its maximum range. It then detonates in a selected spot or upon a chosen target. releasing arms of electricity in a 1lJ sphere that inflict ID6 points of damage per caster level. Creatures subjected to the effect are permitted an Agilityroll for halfdamape. Disenchantment on the ball results in immediate detonation. though an Agility roll is allowed for half or no damage. Thus, the ball is often left in one position that the caster may detonate i t with a disenchantment spell when she wishes, although she herself may some time be caught by an enemy spellcaster and subjected to her own boll lightning.3 explosion. The ingredient is a firefly.

Gnarl
Spell rankltypr: 3lG Element: Non-sonic Ingredient cast:0 Maximum range: Touch Running timr: Special Resistance roll: Con to neg. Area of exposure: 1creature or abject This spell causes either an appendase of a humanoid creature or a wooden object to be twisted and bent. In the ease of living meatures, the caster must ruccrasfully touch the target, which gains a Con roll to negate the effects. If the roll is unsuccessful. s D4 should be rolled against the following table to determine results. 1. Right arm gnarled--weapon or daw attack may not be employed. 2. Eight leg gnar/<!ii--movement and Agility halved. 3. Left arm gnarled--shield or daw attack may not be employed. 4. Left leg gnarled--movement and Agility halved. Ifbath legs are ,snarled, the target cannot stand. All these effect<last for 10 minutes per level of the

C o k of warmth la
Spell ranwtype: 3iF Element: sonic Ingredient cost: 50 gd'

Area of exposure: 1cloak m cape


This is an opposite form of the cloak of ci~ills spell. When the cloakis donned, the wearer, even if o t h e n r i s naked in a snowstom. is kept a t a constant temperature of a t least 75 degrees Fahrenheit, though once again a light foot covering is necessary to prevent frosthitten feet. The cloak also protects against cold-ba9ed attacks, halving any damage taken. One bane. however, is that a penalty fador of 3 is applied to resistance mlls vs fire-based attacks. The ingredient is tho captvmd essence of a warm day.

Elemental dart
Spell ranWtypP: 31C Element: Sonic Ingredient mst: Variable* Maximum range: 20'ilevel Running timr: Instantaneous Resistance roll: None Area of exposure: 1 creature or object This is a superior form of mogic d n in that it a enchants a dart-like object into a missile that automatically strikes a visible target fm 1 paint of damage per skill level, + 1D4. A difference, though. is thal the caster may specify a chosen type of elemental base, ranging from that of a 'homfl mapic dart. to fire. cold. electricitv. ete. The swll is . . thus handy for having a t hand an elemental spell to damage creatures subject to particular elemental attack forms.

Camouflage
S p ~ lranwtype: 3 H l Element: Sonic Ingredient - : 0 t Maximum range: 30' Running time: 24 hours Resistance roll: None Area of exposure: A 10' squareflevel This s p l l allows the druid to camoubge an indoor or outdwr area so that i t outwardly resembles a desired typP of terrain. Outdoors, the spell cannot hide trees or other large objects, but i t can alter their apparent form. Oaks, for example, could be changed to resemble eucalypti or other trees. The spell can also hide an opening in a hillside or ground, causing a pit, for instance,to loak no different than its surroundings, or a cave entrance to meld into a granite hillside. While there is no resistance roll against the spell, creatures touching an affected area will certainly feel a

caster. Nun-living targets receive no resistance roll. The effects a s p permanent warping and twisting of wuuden <>bjecls.

Heat room
Spell ranWtype: 31G Element: Non-sonic Ingredient coat: Variable Maaimum range: 0 Running time: I hourilevel Resistance roll: None Area of exposure: Up to a 10' cubeneve1 By this spell, the druid may heat a single r m . tent or other enclosure to approximately 75 degrees Fahrenheit. regardless of surrounding cold. This keeps the inhabitants comfortable, and also is a possible bane to cold-based spells and attach. Such that are attempted within a room subject to this spell are affected as though disenchantment is cast against them. The ingredient is a flame of any sort.

Note the spell is immediately cancelled if the flame is extinguished.

Area of exposure: 1 creature

Resistance roll: None


Area of exposure: 1 lb of foodilevel

Know true ethics


Spell ranwtype: 3/D Element. Non-sonic Ingredient emt: 0 Maximum range: 1 W Running time: Instantaneous Resistance roll: None Area of expwure: 1creature This spell permits the druid to see the aura of a creature or consecrated ohjeetiarea, revealing its true ethics. The spell is frustrated by the damsel spell as that alters a uitch's aura.

This spell alters the recipient so he may "swim' through air as though water, never toaehing a palid surface unless desired. Movement while under the spell's eff~cts equals IO'Iphase, and the spell may k interrupted numeroustimes a t win, so that one may walk normally for a while if he wi.;hcs.

By passing hpr deity symbol over a meal or drink. the dmia neutralize8 any poison, disease, or harmful bacteria prex~nltherein. The magic will oot, however. restore spoiled food as does the food freshen spell.

Faerie portal
Spell ranWhrpe:BIG Element: Snnic Inenedient awt: 0 " Maximum range J o r lnurh llunning time. jpecid lL,*nldnce roll. Sone Area of expasure: 1creature By use of this spell, the druid, or one touched by her may enter a faerie gate.

Sonic sight
Spell rankltype: BIG Element: Non--ic lmedient-k 1he* Manmum rang*: U Running time l v nm~r.ut.-. 1b.v. I k r t a n c e roll Z ,n., Area of mporure: A SW circle

~~-~

Protection

from

aquatic

creatures
Spell ranWtype: 3/U Element: Sonic Ingredient cust:20 gd*

Lyrazel's

~TTOW rain

Areaof rxpsure: A I S sphere This spell crentes a shimmeling sphere of protection centered upon the caster. While up, aquatic denizen* seeking to harm the c a s k are restrained by an invisible force field preventing physical penetration unless the druid or someone else within inflict$ damage on Be creature. Also, the spell is only partially able to force something out of the way. A group could push away a sea witch with the force field. for instance, but not a whale, by whose mass is so great that it is immovahl~ such a means. The ingredient is a pearl worth a t least 20 Ed.

Spell ranwtype: 4m Element: Sanic Ingredient & 1 n* Maximum range: 100' Running time: 3 minutes Resistance roll: None Area of ~POSDTP: A 301x301 cylinder This spell is usable only if water from rain or some other source is falling upon the ground, and im arrow is wed a the ingredient. The spell is so s named because water within the area of e-we coalesces into amow-shapd droplets, inflicting a variable amount of darnage upon exposed targets, depending un the intensity of the falling water as shown hereafte~. Light: 1Dfi poinwturn. Moderate: 2D6 p+iinWturn. Heavy: 3D6 poinWLum. Very heavy: 4D6 poinwtum. In an -=s, armour absorption may be applied "gainst the damage.

This spell heightens the hearing of the druid so that she may "see'' even in areas of tatal darkness, or if her eyes are shut or blinded The effect .approximaten the sonic navigation of ha&, and obviously subjection to sound dampening fruskates effective uso. Naturally, sonic sixht alone does not show an objjrel'a color nor doe8 it reveal fine details. Note that the area of e x p u r e quadrmples in liquid elements. Also. a bane to a druid under the spell is that she suffrrs a penalty faetm of 3 to any resistantan rolls vs sonic attach (auch as the stunning from a thundertolt, or a hanshee's wail). The in&ent is a pair of bat ears.

wl of wood al
Spell ranwtype: 4@ Element: Sonic Ingredient cost: i bz* Maximum rim-: ?O(ilevel Kunning time: Permanent Resistance rdl: None Area of exposure: A lV x 10' s e c t i d e m 1 Thiv s p l l causes a wall of w a d to spring up h-om the ground. Thv wall melds with any existing wooden walls or fuundations, or it remains freestanding if crrakd between two or mare good anchoring points. The wall is six inches lhick, and may bP hacked through in 4D4 minutes by one or more normal creatures with iues, or ID4 minutes by a giant, for i~qtnnoe.Naturally, the spell wwd rot is a bane to this spell. The ingredi~nt a sliver is of wood similar in type to that of the desired wall. although the spell b f i n ~ forth only mmmon w m d s s oak,pine, rtc.

Water talk
Spell ranwtype: :3lG Element: Sonic lngrpdient cost: 0 Maximum ran-: 1U Running time: Special Kenistancr 1.01l:None Area of exposure: Special By this spell, the druid may converse with a body of water, asking up to one question per sUll level reprding the knowledge it might huvr--such as: whit crratures live in it: where it flows to: what

Passage
Spell rmwtype: 4 6 Nlemmt: Non-sonic Ingrrdient cost: 1 br* Maximum range: 0 or touch Running time: 10 minulrdevel tksistance moll: None A r ~ n rxpunure: 1c r e a m of Hy w r of this s p d , thr recipient is enabl~d to employ normal movement even thmugh overgrown areas or snow, whilr l e a v i n ~ noticeable trail even no to heat slght. He may also avoid the effect9 of a plontgmh spell, for instance,although the magic is not sufficiently powerful to overcome spells such a q tim~ di$lorfiun, which do nut rely upon altering natural Lprrain to impede the progress of those ~auing through the area. 'The ingredient is a bit uf grPil..

Water breathe
Spell rankltyp: BIG k:lement: Sonic Ingredient m t : 1 bz* Mnximum range: 0 or touch Running time: I houflevrl Resinhnce roll: None h a of cxposurr: 1crcalurr Thiv spcll alluws one whom the druid touches Lo breath water as would a Rsh for the spell duration. The magic is dispelldlh. a t will by the reccpient, hewever, so that he may breathe air apain if he wishes. Note that dia~,zehnntmenthas no affect against the spell. Thr i n ~ ~ e d i eis t bh's gill. na

the spell halt% it$ aggression far up to on? minute/leurl while it and B e druid parlay, although no control is -anted over the creature.

l~pecial4th rank druid spells

Air s w i m
Spt:ll rankitype: UCI Elrment: Sonic ingredient mst: 0 Maximum rangr: 0 or touch Runnin~ time: 5 minutedevrl Keristann nJl: Nnnr

Purify food and drink


Spell rankitypr: UG Elemmt: Sonic Invrd~entcart. gd 1 Muximum range: 5 Running time: M m a n m t
6

l~paial5th rank druid spells


Banish elemental
spell ranknype: ND Element: Sonie Ingredient cost: 1 gd Maximum r-: 30' Running timc: 24 hours Resistance roll: Special Area of expsure: S p e d By this spell, the druid may seek to banish one or more lrue elementals or l e m r elemental creatures. In doing so, she must present her deity symbol, abjuring such srealures to depart. An IQ roll is then made, adding or subkacting 1 for each Irvel of dimerence between the druid and the manater(4. Failure reaulta in the mature(si departing the caster's presence for 24 h o w . The druid may affect at least one such monster. or multiple elementals (starting with those of lowest level'), if their oombined levels do not exceed her own. Those maldng the IQ roll are subject to another such ape11 if the druid tries again to affect them. Disenchantment has no effect against the ~pell.

make a ('on roll <,r d l . . \,,I.. rll:%t 1 ~ 8 :hh I,-v..I o f the druid ahovr 1:)lh. .ht. m I) utk. I n l pr..nn ulrh her. Disenchantment has no effect against the spell.

Klrsornl. Sunir

Eye o Rhiannon f
Spell rank/type: 51G Element: Sonic In-edient cost 100 gd* Maximum range: 0 Running time: 3 minutesfievel Resistance roll: None Area of exposure: A cone 30' in length ending in a 2D'base

lnmrdlcnt eocr:&lgd' Madmum range: MI Running time: Permanent Resistance roll: None Area of exposure: A SO' circle Upon the druid's cssting this spell, plant life within the area of exposure instantly grows ta maturity. Thus, a humble sapling can become a large bee, or a plant blossom fully in but a minus* time. The ingredient is a handful of soil any druid has cast encharit focus upon during Boltane.

T e fort re
Spell ranWtype: 5/G Element: Gonic Ingredient mat: 0 Maximum range: Special Casting: 4 minutes Running time: 1 hourflevel Resistance mlk None Area of expapure: A circle up to 3' widdevel This spell is usable around heavy tree go&, and c a w s nearby trees to move and mnverge in a cirde (with or without an opening to permit free passage), forming a stockade preventing passage of creatures larger than a cat. At the end of the spell, the trees return to their aiginal p~sititim Disenchantment has no effect against the spell.

This spell d e n s p e d sight upon the druid, prmitting her to see invisible creatures, secret panels, etc., and to penetrate any illusion-type magic. The ingredient is a 100 gd+ sapphire held to the forehead.

Flame of poison

spen &type:

Elemental blast
Spell ranwtype: UD Element Sonie Ingredient cost: 0 Maximum range: 100' Runnine time: Instantaneous KPsiiistance roll: A ~ l i t y 112 far h e n of *-"re: A 30' sphere or hemisphere
~ ~~~~

Element: Non-sonic Ingredient w : s t1r ' w m u m range: 20'/level Running time: Special Resistance roll: Con to neg. Area of expusure! 1 m a t u r e The ingredient for this add spell mnsists of a fire source of any sort carried by the caster, and a sp* of mistletoe. When the mistletoe is cast into the fire, the flame turns a cold black, lasting for up to 10 minutes. Within this time, the druid may select an enemy to attack, and tho flame then sumounds the victim for one minute per caster level. Though no heat damage is suffered, each turn of exposure a Con roll must be made, with the target sustaining 2D6 points of Ylsmina damage for failure. This damage is treated as poison damage, thus normal healing spells do not restore it. Spells such as uontml fire are ineffective &gainst flame of poison. Only direnehnnlmenf or entering an air s e a l can extinguish the flames.

6th rank druid spells

Broth of healing
spell ranwtype: WG Element: Sonic Ingredient cost: 50 gd* Maximum range: Special Casting 6 minutes Running time: Permanent Resistance roll: Special Area of exposure: 1creature With this spell, the druid mines up a magical healing broth that must immediately be drunk by the intended recipient. The bmth can restore ID6 paints of Stamina damage per &ill level of the druid, or it v i U m e a single specified disease or poison sa long as the recipient is alive to drink down the mixture. However, some magically-mated p a m s or diseasessuch as lycanthropy or 1epms.vurnnot normally be healed by the bmtii, but their o m t can be delayed up to 24 hours per sHll level. Subseqnent usage of this spell lowers in eflectictieness against these, requiring a Luck roll be made with each preparation, applying a cumulative penalty factm of 1for oreah time the bmth is so used. Once the roll M s , the bmth thereafter has no effect.The ingredient is a handful of healing herbs.

By this spell, the druid invokes her deity to unleash an explosion with a n elemental base selected by her--&e, mld, steam (ie. "water"), etc. Creatmes witbio endme base damage of I D 6 pointr per e s = a e level, halaled with a successful Agility roll.

Enchant stone
spell r a n k n m : YP memeot: Sonic lngedient m : t Variable Maximum : 30'

This spell enchants an area of stme, allowing the druid to bring about certain effects as shown heredter. Up in 10th level. Form stow. This version of the spell c a w s a sedion of stone no larger than s 10' cube to farm into a rhape of the casteis desire, although tine detail is imp>ssihleunless the druid haa skills aa a stone rnaqon OF w l p k n . The running time is permanent. 11th level a n d above. Pmsinp. This version of the spell allows the druid t 'nter n piece of stonework a t least as large o as herself, to hide there, or to move through it to emerge somewhere along its span. The maximum area that may be enchanted equals a 10' cube per caster level. The running time is 10 minutesflevel, and thc druid may perform either of the benefits a t will until the enchantment ends. Should she be a u g h t within the stonework at the spelys ending, she will be expelled, suffering no damage, bat must

Spell rankltype: 5/D Element: Sonic Ingredientmat: 1W gd* Maximum range: 10' Runnine time: 3 minutes ~esis&re roll: ~ r m e Area of expapure: 1creature This spell ir used to interrogate a m a & of equal or lesser level. The ingredient consists of a ball of perfect crystal whidr the caster employs to tempmarily aptrrre fhe essence of her prisoner. Upon the ball's being presented to someone, the druid may ask up to three questions. Failure to respond, or if a lie is related, causes the victim to suslain ID4 points of Body damage. However, a cunning evasion of the truth h k a t e s the magic. Note that the victim's caoflrmd eessenoe -not be used for any purpose apart from the spell. Alno, this spell may invoked against s specific persun but once per month.

Enchant fire
Spell ranlr/type: B/D Element: Sonic Ingredient cost: Variablr Maximum range: 17 I Running time: Special ResiPtance roll: None Area of exposure: Special This spell permits the druid to enchsnt a fire.

Plant grow
Spell ranWLype: WG 63

m'lwo-chbringing forth one selected effect h d on her level. Up to 12th level. Comrnunicotian. Through this form of the spell, the druid may use two fires to verbally communicate with sameone, though sight is not passible between the conversant*. For the spell to function, the druid must be aware of the particular fire suurer acting as the receiving paint, and someone obviously must be near i t to respond. The running time is 10 minutes. 13th level a n d higher. Spyinglcammmimtion. If s target of hers is within 80' of a fire, this spell form lets the druid create a bond between h o fires, using that element as a means to see, hear, and speak throogh i t The time is 10 minute&vol. Note the druid may use the spell O observe a chamber she is familiar with if a fire source is present therein. 15th level a n d hlgher. T r ~ n s p o m t i o nThis form of the spell permits . the druid to use two large fire sources as a means of traveling from one place to mother. Both musl be at least equal in size to that which would fill a large fieplace, and the caster will he t& -d to a receiving fire nearest the intended destination if mnditiona me not such that a specific point may be reached. Note that for each level d the druid above 15th, she may bring along one person. Further, all who make use of this fmm of the spell suffer no harm from the flames. All the above enchantment? work upon the plane occupied by the caster, but also can connect t o the Nether planes.

prof-

(the lhUidj
strike suffer ID8 paints of damage per caster level. halved if an Agility roll is made, and all within a W radius of the impact point must mahe a Con roll or remained stnoned and helplees for 1 0 4 minutes unless the area is protected by round dnmpening. The ingredient is a pair of wi11ov twigs.

Area of exposure: Special


This spell is ased by t h i druid to fashion a p r o w v e wall of magic fog between she and her enemies. When cast, a thick stationary ground fog 15' in height, and up to 40' in length per caster level, arises and rings a set of walls or other vertical surface. Excepting the druid, creatures penetrating either side of the fog will become last and will always exit in the same direotian as they entered. The same partially holds hue for *Us directed through the fog's area of expowre, for the spellcsster must make a Luck mll or the spell penetrates five feet and then rebounds directly toward him. Creatures which by virtue of height an walk thmngh the fog while lmking above it may pass through without hindrance, while those tunneling up fmm beneath or falling in from abwe are l w t for the spell duration. similar to the effects of a witch's curloin ddarkncss. Note that the spells mist sight and sonLe sight offer no benefits when inside a mist moat, neither will disenchantment cancel the effects. The ingredient is the captllred essence offog.

Well
Spell mnL/type: 6/D Element: Sonic cost: 50 gd. MBdmomrange: 10,hevel Running time: phase Ilesiatance roll: Agility to neg. i\reaafexpasure:A2ffcircle
This is a 1r venion of the 7th lank ab8s spen, and it the druid opens a cincw to portal the Nether rrgions, All creatures of cnpmure muvt make an Agility wiWn the or fan into a buttomleS pit, not (?) (o be seen 6 t h the portal c~as,ng up after &m, Stationary objects within the area of exposme reseive no roll and are immediately lost. A riek of using this spell, however, is a Iw chance d a Nether creature-such aa a devil or demon-using the pork4 as a means to enter the caster's plane.

mg

Raise doad
spell llanUtupe: Element: Sonic Ingredient cost: 50 gd" Maximum raoge: Casting: hour Running time: Permanent Resistanc~ roll: one Area of exposure: Special By this spell, the druid invokes her deity to raise a dead animal (excluding hue monsters1 of lesser level. At completion of the ceremony, the animal is raised units. the deity xishes otherwise 1i.r. OM discretion). The ingredient is a handful of incense burned in a brazier.

l~pecial7th rank druid spells


Conjure forth elemental
Spell r a n m e : 7IB Element: Sonic Ingredientcost: u Maximum range:3ff Running time: 10 minutesllevel ~ ~ s i s t a nroll: None cc Area of exposure: Special
This spell allows the druid to mnjnre forth any sort of elemental so long as a large quantity of the pmper substance is at hand. Conjured elementals are equsl in level to the caster and willingly obey

Essence grab
RsnWtype: 6iD Element: Non-~onic Ingredient cost: 50 gd Maximum ran.: l0'ilevel Running time: Special h - s i s t a n t roll: Luck to neg. Arca of exposure: I crc'ature This is a n improved version of the capture essence spell, usable only on ~ ~ r a t u r With it the es druid forces her target to make a Luck mil instead of an 1Q mll to rmist the spell.

s a f o healing t f f
Spell rankitype:

Lyrazel's touch of immunity


Spell ranwtupe: 6/D Element .Sonic Ingrrdi~nt t;0 m Maximum range: Touch Running time: 5 minutes/lcvel Resistance roll: None Area uf exposure: I creature BY luuching another, the druid m f n s immunity to any harmful spell E-1 by her for the rpm's running lime. Example: a druid -ts this sp11 upon n knight comrade. Ax he block? a dmrway to prevent passage by a p u p of monsters, she unlra-hes hailston~s upon the area, which kill the manrCrs but bounce harmlrsly off the knighL

Nan-sonie Ingredient mst: Variable* ,Maximum range: Touch ~asting: hours 24 Running time: Special Resistance roll: None Area of expasure: 1 creature
The i n p d i e n l for this spell consists of a sLPff (either normal or one made from a hee limb) opon which the druid carves certain magical runes and symbols. For up lu reven days. the sldl remaim charged and upon heins lain upon a wounded creature heals all Budy and Stamina damage. mumblinp to dust thereafter.

her commands The druid may conjure one elemental far each seven skill levels.
~ O O P U ~ ~ ~ ~ O ~

Spell rankitype: 7iD Element: Sonic ingredient cost: 60gd* Maximum range: 50' Running time: Permanent Resirtantanmll: Special Area of exposure: 1undend creature This spell is a dreaded h e to undead, for with it the druid boldly m n b n t s the creature with the unnaturalness of it8 exisknce and abjures its essences to depart on to whatever awaits it. Noncarpored undead--spectres, xlaiths, ek--are immediately banished fully to the re& of the dead, departing from the c a s k ' s plane. Corporeal ""dead-mummies, vampires, liches, etc.--are entitled to an IQ roll to ward off the effeoia. If unsuccessful, the m a t u r e bunt8 into feral flame, severing the binding that permit the dead remains and to stay animate. m d leaving behind only dusk such is We power of spell that the resistantan roll is made a t a penalty bctor of 1 for each level that the druid w e e d s her -get, and not even spen immunity ofFerv protection against Lhe

Tl,,,nd&ft
Spell r d t y p e : WC Element: lngredient cost: 2 sr* Maximum ranze: 100'hrvel Running time: Special Resistan= mil: Special Area of rxpusure: Special
calls usaMI outdM,,s only, the druid the down a mighty lightniug bolt with a which impacts the radius of the LTk*h, a

Mist moat
Spell ranwtype: 6 7 & Element: Sonic Ingmdient cmt: 50 gd* ~aximum range: 50' Running time: 30 minutealevel Resistance roll: Special

magic. The ingredient is a moss inscribed within a pentagram, containing a vial holding the essence of fire.

Luck boost
Spell rankhype: 7/D Element: Sonic Ingwdient msl: I fl' Mximum range. 0 or much Runningtime: lu mmuk<I.rcl Resistance roll: None Ares of exposme: 1creature This powerful spell bwste thp recipient's luck smre by 1U6 pints, to a madmum of 19. Xok. however, that any permanent Luck point loss must be deducted from the ohsmcter's regular Luck tolal; it is never taken off of the exhn iruck bestowed by this spell. Further, the effects of this spell ;ire nut cumulative, nor will any means make the h n s t permanent. The ingredient is a large shrmroek.

inprdirntu rrrr still nrcc.mary

Storm guardian
Spell mnk'typr: 711) Rlcmrnt: Sonic l n h ~ r d i me w t r 50 g t d ' Muimum range: Special Kunning time: S p ~ ~ i a l R e s i - h c e roll: None .Area of rxpmure: Special This allows the druid to protect her domain as d e h r d by her rnplrrn rssenw spell. If pred~trrminrd condition guidelines arc met, a girantir rloa x 1M' x 100') acntiant creature will farm within ID10 minutes to defend the druid's territory. Its description follows: . h o u r rating: 0 Tactical move: 5Wlphase Ixvel: Equal t c a s k o BAR: Variable BP/SPratia: 011 Average stat: 15 special slat; st--20 Attacks: 1 Iightninc bolt every three minuter or iorm whirlwind as air elemental. ilmg: 1l)R per level fligbtning) or by whirlwind. Ethics: 1 Size: XI, S p r d d notp: Only harmed by mvgic or mchmted missiles: immune to disenckanlmrnt and rlretricily. Thv storm guardian appears as a massive black cloud crackling with l i g h b k g and acmmpanied by high winds. It attacks either by emitting a lightning bolt each three minutes; or by Louehing d o m , which inflict* damage as an air elemental's whirlwind. The cr<?aturrremains until it i s slain, it has slain the intruders. or UIey lcme the druid's domain. (The elronliorr rcwnelates all damaee within 24 hours unlvu 'Killvd't 'The in~wdirntis .c \ i d clmr.sln#nj, ~ h c ~ w n c e a s m m . Only one such +I ! I I ~ ).1 r of ,1 , c.rrl A d hmr wlhin the druid'slund.

Lyrazel's hand of summoning


Spell rankitype: 7 D Eloment: Sonic Ingr~dient cost 105gd' Madmum range: Special Running time: lnstantaneoos K c ~ i s b c mll: S p e d p Aroa of rxprrure: Special Proper casting of this spell entails the druid chanting around a brazier burning valuable incense. She then ws a silk glove into it. and a spectral t hand rises forth she may direct to summon a piece of property belonging to her lhat weighs less than SYJ I& (such as a spell book, familiar, weapon, etc.). The hand then depnrts and retuma in a minutei time with Be desired item so long as the druid b o w s t e object's general location. If she doesn't, h there is but a 1% chance per level of the cater that the hand can find the item. Also, the hand is capable of plane travel if necessary to obtain the druid's property. Noto that only one attempt a t retrieving a 'losC' item is permitted through this spell.

Photosynthesis
Spell ranWtvpp: 71G Element Non-sonic Ingredient-t: I be* Madmum range: 0 Running time: 1minutdevel Resistann mll: None Area of e-ore: The druid

Lyrazel's poppet of protection


Spell ranklime: 7iD Elcmmt: Sonic Ingredient -; Variable t Madmum range: 0 Cantins 3 hours Running time: Spffial Kcsistance roll: None Area of expasure: The dmid This useful spell protects the druid fmm the
effects of Body damage. The ingredienls for the spell

include a doll carved into the caster's likeness, into which has been set a mystal holding her essence. Thereafter, the poppet remains enchanted for up to *"en days. If during this time period the caster suffers Body damage, up to one point per level of her skill is instead transferred to i t (Conversely, if the poppel suEfers damage. the druid suffers a like amount, up to her full normal Body points!) After the poppel has ahorbed all it can, the caster sostains normal damage. To function, the poppet must be in the druid's possession. Also, during the time the poppet is employed, the druid will be without the 7th rank casting slot used to create i t

This spell permits the dmid t draw strength o and Stamina from exposure to natural sunlight. When the spell is invoked, IDfi points of lost Stamina regenmate each combat phase, along with s point of Body damage if the caster has been injured. This process continues a long a the druid isn't below -5 Body poi&. Usefulness of the spell declines if the source of sunlight is from a quiekrunning time spell, far no benefiis are derived from less than a full minute of exposure to the sun's energy. Alsa, a bane to one under this spell is thal subjection to full darkness of any sort forces the druid to m a k a Con roll each turn or fall asleep until the spell eada or the darkness is removed. And obviously, no regenerative benefits apply in darknese. The ingredienl is a flower bud.

Song of Rhiannon
Spell ranwtype: ?/I) Element: Sonic Ingredient m k 0 Maximum range: 10'7level Running time: Special Resistance roll: None Area of exposure: Special This powerful spell-mg allows the d ~ i d to make up a spell as needed, within the following pnramcters: Offensive spells: Any sort of elemental base; damage -not exceed 1D6 per level of skill: area of exposure cannot exceed a 10' cubdcvel or 1 creatvre/Inuel, whichever i s less, and an Agility roll is allowed for half damage. A bonus to atLack or damage rolls cannot exceed I for eaoh five skill levels. Defensive spells: Armour rating cannot be bettered by more than 1 per three levels of skill. Penal* factors to opponenW attack ar damage rolls cannot exceed 1 per four levels of skill. No more than one creature per skill level can be affected within an area of exposure 20' in diameter. The dnration of damage-causing spells i s inslanioneous; all other; are one minutekvel. The spell also may be used to duplicate m y regular druid spell of 5th rank or less. Roper 65

Sympathetic w r ad
spell 7m Element Sonic Ingredient cast: 1,0011gd* Maximum range: 30' Casting: 1 hour Running time: Special Resistance roll: None Area of exposure: Spo~ial This powerful spell w a used in ages past hy the ~ first elves to protect their structures Rom magical damage. The ingr~dient consists of a diamond vial used as the normal mystal vial n e far the caplure essence spell. The vial is used to capthe essence of the area the ward is to pmtecL Thereafter, i t i s placed within a model of lbe pmtpcted ares. stored within the lacation in ad question. Prom this point, the w r absarhs ranks of m a g i 4 s p e h direded s m c a l l y a t slructurea, equal to 6 times that of the caster's level. An earthguoke spll. for instance, is a 7th rank spell, thus to ward against someone 1 g to destroy a castle by that means, the ward would deduct 7 from whateve absmption polential it had remaining. The maximnm area Lhr ward may cover ia a 100' cube per level of the caster. *Ingredient disappears when spell is cast.

Lyrazel's talisman
Spell ranWtype: 7iD Element: Sonic Ingredient cost; l,Wfigd(*) Maximum range: Special Casting: 24 hours Hunnin~ time: Uo to 30 davs Redslanw roll: None Area of e-"re: Special

This spell enchants a talisman of precious materials into a storage device that holds a spell placed in it by the caster. Upon a preset condition pnidetine occurring, the spell activates, under the caster's dkection if appropliate. The talisman thereafter rrumbl~sto dusl Note that the druid may fashion but one of these items per month.

I~heb~~d&pwmseofthee&p~ieet

Earth pries- me we d I oldedpmfessim hrmun,dating to the creation Us oftheir races in the First Age. Since then, they hne changed little, witb their hierarchy ministering to the DwsnenLing in the -tral underpound city of Orlon, where the - n o i an inhrrited one. They were never large in s nmbers, and many were s a n d m te gendde of Corns against dwarves li h and gnomes before the itlad came i t rrmflict with the rest of Islay. By the no Triadb demise at the beginning ofthe 8emnd Age, mt many remained b carry on the badition. and their nmbers since have hardly h a r e d . For this mason, few dep& a c s r l lmda and mmt thereby tend t o w d neta Indeterminate ethicp in the cpse of a playn4 priest. there is likely a good reason he n abe has taken up the psth d advenhne. Perhap the eharaeter hopes one day to eqlore and rsdaim lost tprritaries. Or, maybe he is an a p d quest to reolaim a lost Artifact ofmwsr. It might even be pasaible that the e d priest has been banisbed Rom his clan fm some tr;losgression, which maybe forgiven in time ifhe ah- himself worthy.
I ~ e o a .best mibd w l rt vririests o r a h
Dwarf, gnome

l~laaa oio.ldn bestwitsdfareutb vrisab

Naz-AI

(Arrnotu&

-.

E d priests may nse any emt of armom m *Id. fm theirs is a Unique spellcasting profesian whme gods give them the a i t y to cast freely when in hdky -our. The weapons appropriate to earth priesbindude: Axe (band,hat&). dagger, hammer
Initial number of d t sLLn a h 2 Additional oombst skill m b gained: 1/3l e d b t3st foriaappmpriate weapons: 2 dots uluktusa ~lultr: +2

A priestly profession unique to dwsncs and gnomes. earth priests are among the rarest of a d v e n m fm they m not often seen outside the e anestntl lands of Naz-AI.
[level l i m i t d o l v a n d dd-pmfession optiolu

I Mc ailowed Item.
Eaah priestr may nse m@ items permitted an speIIcaskr8.

1
C h o t s r IQ
) -

Race

Dtzd-pmh~ion optiolv
19

l a a s

18

17

18

10

None

LEVZLLIbUATIONS
Any
15
1 6

17

18

lS

20

skin
level

Level points

s p u slot3
1 2
S

Special abilities

[&planation of speoial abilities

A. Bind elementals. At 1st level, the priest may banish or dominote true element& as a necromancer does Nether creatures through emreism. To do so, he boldly wnfmnts one of this sort each phase. A,, IQ is then made, applying a bonus or penalty factor of 1 for each two lev&,of difference between the earth miest and the ~f the total exceeds the target namber of the elemental by 1-9 points. it i s banished, and will not bother the character or his m v for t, to 24 h before another binding attempt must be made. But if the adjusted mU exceeds the target number by 10 or more points, it is dominoled by the earth priest for the next 24 hours. Thereafter,another binding must be performed if the creature is not dismissed. If conbol is gained over an elemental bmught forth by a witch OF druid there is no chance the creature rail retnm under the former summoner's control. Naturally, an elemental that is not bound is immune to hrrther attempt. by that earth @st unl- he advances in level. B. Combat skillslot. Self-explanatmy. C. Extm attack.* At 8th level, the earth priest makes two attacks in the

F.Permanize. At 20th level, the earth priest once each year may beseech his deity t o p e m o n k a magical enchantment upon a n item or a r e a The request is -anted unless the deity has gmd cause not to 6.e. GM disnetionj. G. h m temple. Also at 20th level, the character may f a m a temple to his deity, attrading 2D6 kt level earth priests as followms. If built in d w m e n or e o m i s h lands, no cash expendihne is required as lay people me pesumed to
aidin the temple mtmdicm.
* A n earth priest flghting two-handed

makes but one attack with the off-hand

~~~~~~

~~~~~~

~~

weapon. Following i s a list of available spells, with a percentile system for random determination. Earth priests may cast a nnmber of witch and necromancer spells of comparable rank, along with a handful of their own that are listed in bold print. Descriptions of these spell. follow at tbe end of the spell lists. Beginning characters start with 1M randomb generated spells, and one chosen with GM appmval. ThereaRer, they may obtain others over the nmmal m u m of adventuring. and also squire alandom spell within the range of t h e castable each time they adadan- in level. It i s the player's choice as to the apll rank unless a .articular ranL mll i s necessary to fill a speUeasW allotment ''lspellsare keptwit6mme'bmb'

m.

D. Brtm attack.* At 15th level, the earth priest makes three attacks i the n turn. E. Pmyer. At 17th level, the earth priest may invoke the equivalent of the 7th rank necromancer spellpmyer. This may be done twice yearly.
let rank

2nd rank 01-07 08.14 1621 22-28 29-35


3642 4%49 60-56

3rd rank

01-07 0814 15-21 22.28 2935 3642 43-49


50-56

57-63 64-70 71-77 7 6 9 1 92-98


99-00

Air ball (Wl) Ball of bouncing (W1) Bl- (N1) Control fne (W1) Detect enchanted aura (W1) Detect living creatures (N1) Detect s e a t panels Disenchantment (Wlj Elemental protection (W1) Hammer of thmning Healing (N1) Repair(W1) Spell warning (W1) Water conjure (N1)
Remil or choose

57-63 64-70 71-77 7684 86.91


92-gS

Blesa weapon (N2) Embolden (THZ) hdarls(W2) Firr flmr (N2) Heat sight (N2) Markpaamage Night sight (W2) Phantom dagger (N2) Smoke doud (W2) Spirit flail (W2) Stone speak (W2) Wan walk (N2) W s p n wield Whirlwind(W2) RemUorchmse

01-08 a 1 6 17-24 25-52 33-40 41-48


49.56

57-84 672 73-80 81-88 8996


97-00

Chalie (N3) Enchant armour (N3) Enchant weapon (N3) Hend of entrapment NecromanticbeU (W3) Phase effect (W3) Seal(W3) Sense fate (W3) Sheet lightning (W3) Sound dampening (N3) Stamina transfer (N3) Stone fam (W3)

Reroll or shmse

99-00

4th rank 01-08 09.16 17-24 2 35-40 41-48 M 57-64 Bet swarm (W4) Body transfer (N4) Create stairway (N4) Cure pai&disease (W4) Death's eye (W4) Fist(N4) Pmtal of escape (N4) Secret d m (W4) Stonetongoe Strengthen W4) WormhoIs X-rayvision (N4) Rerollorch~~~e

5th mnk
01-07 08.14 15-21 2228 29-35 3642 43-49 50.56 57-63 64-70 71-77 78-84 86-91 92-W

6511
73-80 81-88
SM6

Acid globes W) Conmaate (N5) Creste wight(N5) Dispelweariness Greater disenchantment (WS) Mute Prevent ingress Protection from liquids (W5) Regeneration (N5) Snmmon elemental Summon weapon (N6) T -pt (W5) Weaponward
Reroll or choose

97m

lspeeialist rank earth priest spells

Spen ranvtype: Yo Element No-ic Ingredient m s t 10 pd* Maximum range: 0 Running time: 1minute Resisknce 1 1 : None 01 Area of expmum: The earth priest By this spell, the earth priest is granted %pedal sight enabling him to natioe secret panels within a 50' radius drde. The ingredient is a gl lens through which he peers.

By o . of ibi np4I. the priwc wn mark walls w with marts only he can w. 'lhr inpredient is a urriting device. &le the spell lasts, tb;.instrument may be nsed to mark arrows showing the d i d o n out; to ontline p t tr* i lewe notes upon wslls, h The m&, as mentioned, are unseen to , ek. all but the caster (though &fed e n e k m t d awn m d nrogic Jaipt makes them -We to a spellcaster), ,and they may be seen even in anss d n d darhAfter three h-, d mark8 appesr.

haldng span the hand (requiring 2D4 minutes of


b,.

Ispeaial4th rank earth priest spells

Hammer of throwing
spen ran*: l m Element: Non-sonic ingredient mat: 0 Madmum range: IO'llevel Running time: 1minotellevel Resistance raU: None Area of e r n e : 1hammer

Spell d t y p e : 1/D Element Sonic 1 w e n t 0 Maximum range: 0 or h e b Casting: 1phase Running time: 10 minllteylerel Resistance mll: Nane Area of exposme: 1meatme By tbis spell, the earth plies& or one touched by him, is imparted with special melee ability, d o w i n g him to wield any specific weapon he has not mastered as if i t were aprimory arm. Note the spell offers no protection against arms mnseemled to certain ethics, nor does it 0 1 any baneful etiects from enchanted or cursed weapons.

Spell ranVtyp: M Element; Sonic Ingredient & 0 Madmum range: 10' Ronning time: Special Resistance roll: None A m of expame: A section of stone

This spell is d 1 e upon a pi- of stone or stonework wdddne st least 10 b and has the . cffaet of enehaoUw-it t spat op to M w a d s when o a preset d h o n guideline mmes t pssg d l h w h o s p e h cannot be lasolvd (hmngh Uns proms. Note the m a hnot radiate magic.

This spell enchant. a hammer into a bmmerang-like weapon the priest may hurl a t an enemy or, t 1 W distant ner skill level. The hammer o tlies inward a t s of up to lW@hase to its marimom ranee befare a normal iittackro~~made, is fSwial 8,.d rank infliclbg Body damage with a suaeasfnl sMke. Whether or not i t hits, the hammer then returns to its a m w e , landing =t feet and e n d i i the spell ifhe~oootordaesnotch~a~etoeatchitNatethe e b h n e n t u p the hammer makes it im-We spe~ 3~: fmm e 0th- than it. thrower to pluck it omt d the ~l~~~~~ ~ ~ air. However, the hammer urn he stopped, and t e h Ingredient mst magic upon i t dispelled, by rise dm11 of q u k i o n . range: mbr wll, ete. Ca a* 1 phase

speed

Spell ranhlblpe:4 3 7 ' Element M E Iwgedient & 1bz* Max3,Uum r-: 10' Running time: Permanent R s s a c mll: None eitne Area o f : Ehvel
~ ~~

riest

%nb of entrbpment

mne:

This spell pennits the caster to mahe a n instant and when the tunnel. The ingredient is a m, spen i s oapt, a t n ~ m ~ t-el ar three feet high. and five feet long per skill level, is mated within an area of stone or earth. This and similar spells, however, can be frustrated by the 5th raolrpmmnl i ~ ingress spell.

Speoialand rank earth pried spells

Running time: Permanent R e s k ~ m l lsttoneg. : Area of e m m e : Special With this spell, the priest enchants a d o n of stone h trmnel, flmor wall, allowing him to a h entrap a mature under law size. When t e spen h a t e s , a hand of stone forms h base and it. grasp hold d a single s p d i d target srithin 50' of the a s t e r , who must be within 10' of the base (that is, either walking dose by or floating jost off the -dl. A Skengtb roll is allowed to -pe the hand; failme means the vidim is trapped d - be uses magic to e-pe, m he is freed by a b i d e help
68

lspecial5th rank earth priest spells

Dispel wariness spell ranvtupe: m


Element: lagredient & 0 Madmum range: 0 m touch -time: Permanent Reskiace mll:None Area of erposm: 1meatme By t i spell, the earth priest may cancel the hs

Spell ranwhrpe: 243 Eleme~t: Sonic Ingredient mt: 1ST* Maximum range: Special Running time: 3 hours Resistance mll: None Area of expasure: Special

effects of exhaustion due to lack of rest. Thus, any lost stat points are immediately restored, and the recipient may function as though he had just ended a restful sleep. Dimel weariness in no wav restores

Mute
Spell rankitype: S/G Element: Non-sonic Ingredient cost: 0 Madmum range: Touch R-ing time: Spedal Resistance roll: Luek to neg. Area of exposure: 1 creature By use of this spell, the earth priest causes one touched by him to make a Luek roll or become mute, preventing speech and the utterance of sonic spell elements. The condition lasts until a a r e (diseosei spell is obtained.

temple, mmt, m other sanctified area from unauthorized ingress through spells that affect stone. The spell ingredients indude 10,000 gd of precious gems, which are consumed in a brazier as an offering t the earth priest's deity. Thereafter, o the deity enchants the area in question. preventing any stone-affecting spell from allowing strangers ingress into the protected area. Thus, a witch hoping to employ stone form to penetrate into a lacked temple, or a dmid planning ta use erzchanl stone to walk through a wall into a crypt, would have no success. Other spells, such as astral pmjeetion and the like, would, however, be effective since they do not rely on magically alterins the stone in order to work Also, those with a legitimate right to penetrate into the area may discount the sp-ll.

cumulative chance per minute of the casting (cheeked by the GMI, to a maximum of 411% on the fourth minute, that an elemental will he nearby within 10-60 minutes tr, aid the priest. When an elemenbl is determined to be available to the caster, percentile dice should be rolled against the follawin~ table to determine its level.
01-50: 5 51-76: 9 7690: 12 91-99: 15 00: 20

Note the spell does not affpct d e m m t d s under the control of someone dae.

Weapon war;,
ILanwtype: SKI Element: Sonic lnpedient cost: 0 Maximum range: 0 Running time: 1hour Resistance roll: Special Area of exposure: The earth priest This protective spell grants the enrth priest s chance to avoid harm from a single specific weapon selected a t the time of the casting. Provided he makes a Luck roll each time an enemy shikes him, the spell negates d l damdamage. Note that only one such spell may aid the caster a t a time.

Prevent tng~ess
Spell rankitype: 5/G Element: Sonic Ingredient cost: 10,OWgdf M a d m u m range:50' Castins 1 hour Running time: Permanent Resistance roll: None Area of exposme: S p e d This spell is usually employed to protect a

Spell ranwtype: m Element: Sonic ingredient cost: 0 Maximum range: Special Casting: Up to 4 minutes Running time: 30 minutes after arriarrial Resistance roll: None Area of exposure: Special With this spell, the priest attempts to summon a nearby elemental to aid him in some task so long as there is an ample amount of the proper substance in the area (air, water, Sre, earth). If there are uncontrolled elementals in the a e r a one avtomatically appears within ID4 minutes to do the priest's bidding. Otherwise, there is a lOIb

* Ingredient d k p p e a r s when spell is cast

With the end ofthe k t Age, ne-ancy was driven u n d e x g m d , with its pmolitionezsbeii hunted down by the -paging hades of T o m n n , and e n by their former sewitas. As time m however, the Dark Covens, as they , called themselves, regrew in powa, allying themselves witb the remnants of Serpen's sorcerers, and re-emerged as the dominant fin Honurath. Rebuilding the d o n after the withdrawal of the Tmr~ncisna,both p u p s founded new mIleges, eslabikhing an unbreakable magmacy in the largeat cities. But in the ensuing centmies, many necmmsncers b e d from the pathe of darkness, -g+g benign deities and drawing followers wolkiag to mate the world a mme humane p k e . W t their eEarts, n e w m a w m ih a d ihrmghonl most d the human natirms, including Torrend*, witb the new pmditioa- dubbing themselves priestr n occlesiosts. But for many the en1 reputation of those who preceded them resulted in much p c u h and rejfftion. Evea witches, who had nothing to & with true n m m a n c y , were. mer the title of the Dark Coveaa and a similariB d spells, linked with Goth's descendents, e n d m i n g s k h unpopular hatment. So today, after millennia of winning over t e approval of the common people, t h e who refer to themselves h aspriests, and th- who still maintain the miginal title o f n e c m m m r , have at best a m o l ~ e g m d each other. fa Resentday neommancan hare a variety of backemund., fmm being raised in a temple or serving a n ap-ticeship in a H-thh College of Magic, to indodrination in tbe a from a humble traveling priest. There are & oo known of the oaft among the elves, dw-es or gnomes, who instead have dnrids or earth priests, following their mdeities.
Necma-~ (or priwts) are the mast mmmon swn& npon the mtinent. While some, perhap m e 4 bemme mnsumed in some of its darker a, s @ many f d o w the patbs of Gmd ethifri, using the skills of the profession to attract new w o r s h i p to their deities, ar to resist cnunterprb who would employ the -aft as a means of achieving the domination of the world by themselvee-and oltimatelj the powers of dsrkness.

lPhceso i o d d n beet emit4 fornsoromanoee

1ThedMast necmmsnas t r e their mirin to Go& who lived a t the


referred the member Triad
siik
--~A

P ~ m p a s e the -manol

I
Neemmamrra arp forbidden the a of armour unles* .9ey poareas mom * Lban one pmfeasion In char even5 they may don leather or wltr.r auire. T h w weaappropriate to the profession include: Dagger, dart, m e , staff

to ns fmb o(
of the Osten-

Semen's ---r---

lieutenant, Goth is said to have fmded n m a w as a BLaoL Art, head-them a o f m ' y in Serpenalik. None me c e r tain of his end. although i i is
g m e d y be-

I I

lalilal rmmber of -bat sUII slots: 2 Additiollpl -kt skill slots gained: W4 levek Cost fortnappmprtete weapons: 2 slats Unskilled nttaok penalty: +2
W c Items allowed

Necromancers may employ items anowed spne&ers.

aeved that he fen with Goms and Serpen in theirdemis~

LEVEL -ATIONE
lluMAN (other)
14

15

1 6

17

1 8

20

c-w-ter
SEll level Level mints

p r o f u h (the ) * -

Spell slots
1
2

Speoial abilities

l h p l a n a t i o n ofapeoial abilities

\. Ero~tmfi. The m a 1 lrnpnlant skin o f necmrnancy is the abilir) $ 2 r r p 4 hxnd tnw servitude undrad and Nether matmes. This is imparwd 1,) th. rh:~lrrk.ri PIT).. whogrants it 10 aid hw fulluwrrs, or for %me ulterior mu~ive The act is done thmngh boldly presenting an emblem of the necromancer's deity to such creatures during his eombat p k , sweeping it in up to a 360 degree arc while commanding them to depart or obey. The area of exposure is a 40' diameter d e centered on the nemamancer, and assuming he wm see and vwally direct his abjorations to intended targets, all must make a n IQ mll to resist the effect, applying a bonus or penalty fador of 1 for each two levels of difference between they and whomever faces them. In virtually all cases. a resistance roll of 1 overcomes the effect and a 20 fails. T h e resisting gain immunity to forther such emrrism attempts by that particular necromancer onb7 he advnner in kvel. ~At the necromancer's option, he may attempt to ererrck only a single target within a group, forcing it to apply a penalty facta of 3 to its IQ roll. This dws not apply if the m a t u r e is not part of a group d a t least t h e undead or Nether matures
clr
~~~ ~ ~~ ~~~~~~~ ~~~~~

Answer un to three a u e s t i m fun7 and tmthfullv lassuminr it is ca~ahleof cnmmun~rarion,. o k y simple nnmmands rhar do not endanger ur harm rhr and monrmr. departing after 10 minutex have pi~\cpdarif were bontrhed trum the it necromancer's presence. Needles to say, m e usingerorrism must he in good standing with his deity, else his iargetp may receive a GM-determined banus f a o h O their resistance mUs, or, w m t of all, the character may discover the p w e r shipped from him when he needsit mast.
IMiscellanea about esomlrrn

Optional same variant In the case of a nemmancer's attempting rwrcirm without showing boldne-ie. from the "safety" of one or more party members between he and the monster(s), the GM may consider disallowing any normal penalty h a o t a a to the 1Q mll. This shoold apply only if nothing hinders the character h m stepping forward and exposing himself dming the attempt Also. GMs who feel Ulat the number of Nether aeatures subject to eromkm ahonld be restricted may rule that each turn the chmader can aflect one rreatore par level of his skill, starting with the those nearest to him.
If the necromancer's intent is to banish, a resistance mll Ulat is 10 or mare
abase the monsteis IQ (or 5 or more if necromancer and t a g e t are of like

to dust if ifomgoreal, or ethics), lays an undesd to rest, causing it to -ble driving it back to the Nether planes if i t is a spirit or Nether creature. A lesser presence for tbe next 24 hours. failure causes it to flee the n e m - m ' ~ If the intent is to damimk, only one neatme per tmn can be affected, and it must fail a n IQ roll by a t least 10 points (or 5 points if necromancer and target are of like ethics), else it is ansidered to have made its resistance mll even if a score of 20 i s thm-. Assoming i t d w s fail as illustrated, resulh vary, depending on the ethics ofthe neaomancer and target: Both of like ethics Serve faithfully for the next 24 hours, departing thereafter. Of differing ethics, one step removed (i.e. one is Indeterminate, the other Evil or Gmd): Serve for one hour (but not in combat or other dangerous mle), thereafter departing as though banished Rom the necromancer's presence. Of differing ethim, two steps remoued (ie. one is Gmd, the other Evil):
11

Erorcism by ability daes not a& @ rreahnespsessing a p e m n or abject. mustbe employed Instead, the ranlr 3 erorcise ~ p e U When a monster is banished but not laid to rest, it will exit the necromancer's presence and avoid him for up to 24 hoors before a new erarcism must be performed, m l e s the necromancer or one of his party intlicta damage on it or makes it clear the rreature(s1 will be destroyed. This immediately frees the monster-and aoy o t h m i n its general vidnity who are likewise threatened-fmm the neaomanaer's power, and none can thereafter be -mimi (Ulmogh ability)by the same character unless he advances in level. h r e h d m a k e s mi not attack any f m e r master. In fad &minated monltem bronght into the presence of a previous master who cp athem through an eroreisrn roll, ceremony of binding spell, or thm& conjmation magic, make a resistance roU as though disenchantment arere being prfmmed by the original master. Succeas results in the monsters retuning under his mntrol. This control m o t be broken by the character without the original master's death. Spell immunity and dhmhontment are iwffective against ezorcism. A necromancer always s e w if the emrcism is soccessful. An intelligent "fakeit" i hope of betraying the character n undead or Nether creature -not should be considered to possess detailed later on. Finally, neaom-rs knowledge regarding mmmm, types of undedNether creatures, and general knowledge of rm-mm monsters of these types.

B. Cornbat skiU slot. Self-erpl-tmy. C. Cmeate potions & e l k i n . At 8th level, the necromancer can brew potions and el* D.B ~ i l d lemple. Upon reaching 10th or higher level, the charader, if be d 1 s adventuring and settles down, may build a temple (or s~bm1) his to deity. In the process, he will attract 4D6 followers d like etldf8 who 4seek to learn under the maste~. These are 1st level necromancers who are ansidered to have absolute loyalty unless the chwcter changes ethics or mistreats them. Needless to say, the temple must be of sulicient size to house the master and his followers. Generally, a casb expendike of 50.000 ounces of gold will be

neeenary to complete the complex. Thereafter, upkeep funds are presumed to come from donations and tithes. Other followers may be gained at GM discretion. E. Create goiem. At 12th level, the necromancer gains the knowledge of how to fashion any sort of golem hut those made of stone,brass, bronze or iron (see the monster descriptions f a full details). While there is no limit to the number of these creatures a necromancer can create, the mst and time involved will certainly place limits on them. F. Ertra attack.' On reaching 15th level, the necromancer makes two attacks in the turn. G. Become liche.At 15th level, the knowledge and s k l l of a necromancer are such that he discovers the means of becoming a liche. Obviously, many necromancers would be loathe to undertake such an act. H. Creote golem. On finally reaching 20th level, the necromancer may fashion golems of brass, bronze or iron (see the monster descriptions for M l ul details).

A nenomancer fighting two-handed makes one attack with the off-hand weapon.

Following is a list of available necromancer spells with a percentile system

for random determination. Neeromancers may east a nnmber of witch spells of comparable rank,along with many of their own which are listed in bold print.
Descriptions of these special necromancer spells follow a t the end of the spell lists. Beginning necromancers start with 2D4 randomly generated spells, and one chosen with GM approval. Thereafter, they may obtain others over the normal COUM of adventuring, and also receive a random spell within the range of those castable each time he advances in level. It is the necromancer's choice as to the spell rank unless a particular rank spell is necessary to fill a spellcasting allotment. All spells are kept within prayer books.

1st r a n k 01-03 04-06 07-09 10-12 13-15 16-18 19-21 22-24 25-27 2830 31-33 34-36 37.39 40-42 43-45 46-48 49-51 52-54 5557 5860 61-63 64-66 67-69 70-72 73-75 7678 79-81 82-84 85-87 88-00 Aura r e a d Ball of shadow Bless Bone d u s t Candlefire Cimle of protection Create skeleton Detect curse Detect enchanted aura Detect living creatures Disenchantment Grave Healing Helping hands Magic dart

2nd r a n k 01-05 0610 11-15 1620 21-25 26-30 31-35 3640 41-45 46-50 51-55 56-60 61-65 6670 71-75 76-80 81.85 66-90 91-95 96-00 Acid d u s t Befuddle Bless weapon Cleanse Diamond cloud Discern rnchantPd aura Fear phantom Finger of amnesia Fire flonr Fire palm Float Guardian skull Heat s i g h t Mind shield Net Phantom dagger Shadow sword Spirit flail S u n hall Reroll or choose

3rd r a n k 01-03 04-06 07-09 10-12 13-15 1619 20-21 22-24 25-27 2630 31-33 34-36 37-39 40-42 43-45 46-48 49.51 52-54 55-57 5860 61-63 64-66 67-69 70-72 73-75 76-78 79-81 82-84 85-87
88-00

4th rank 01-04 05-08 09-12 13.16 17-20 21-24 25-28 2932 33-36 37-40 41-44 45-48 49-52 53-56 57.M) 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-M) Astral projection Balance Bat swarm Bitingskull Blight Body t r a n s f e r Cloud leeoh C r e a t e stairway Cure paisonidisease Deathi eye Fist G r e a t e r helping h a n d s Neutralize aura P h a n t o m sail P o r t a l of escape Shift Snake arrow Spirit hind Summon s h a d e Sunburn Vanish Wisdom of t h e d e a d X-rayvision Reroll ar choose

Wmr Protection from withering Repair Ringshield See spirits Shadow d a r t s Spiritlights Skull of flame St. Elmo's fire Talk Unlock Voice mimic Wail walk Water oonjure
Reroll or choose

Awaken d e a d Babble Black steed Bonemarm Chalice Edoplasm Enchant amour Enchant weapon Energy blast Ether gas Exorcise Eye palm Laughing skull Lightning disc Mesmerize Necromantic bell Necromantic darlmess Necromantic familiar Phantasmal fighter Phase effect Seal Seek object Smoke sticks Sounddampening Spirit messenger Spirit talk Stamina transfer Wall of swords Warrior's might Remll or choose

73-76 77-80
81-84 85-08

Acid globes Activation Consecration Create wight Fetch Five fingers of death Greater disenchantment Mind meld Necromantic healing Nether bolt Protection from liquids Regeneration Shun Spirit wateher Stamina drain Summon Summon weapon Susoend animation Teleportal

Vex
Wall ofbones Wall of repulsion Watch dog Reroll or choose

73-76 77-80 81-84 85-88 89-00

Ahdatlah'o sand castle Blade of beeking Body drain Bone cage Bounce bane Circle of healing Displacement Excommunication Enflame Greater healing Hydra's children Necromantic flame pentagram of protection Phantom Phantom door Shift spell r a n k Skill leech Skull wateher Spell reflection Stasis Summon object Ward of watehmg Reroll or choose

01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-m 81-84 85-88 89-92

Air steal

89-92 93-00

Blaok sleep Ceremony of binding Demon flame Dimension walk Fear Immuniw to element. Leprosy Locust swarm Non-corporeality Pentagram of entrapment Permanize Phantom member Prayer Red death Restore withering Rune maeic Shattering Spell leech Summon Nether creature Talking skull Transmute creature t o dust Unholy s h e n g t h of darSala

93-00

Reroll or choose

Special 1st rank necromancer spells

up to 1 W away. If concentration is interrupted, or if the caster moves to another position, the bail remains where left for the spell dmation. The ingredient is a bead of onyx.

akUG Spell r n / : Element Non-sonic Ingredient cost; 0 Maximum range: 10' Running time: 1 phase Resistance mll: Special Area of expmure: 1creature

By this spell, the necromancer enchants a sackful of bone dust into a swirling aloud that flies out to the area of exposure, irritating the eyes of those within. While no damage is caused, those in the cloud are mast uncomfortable and will seek to move out. Spellcasting from within the doud is possible onlyifa Luck roll is made each turn.

This spell enables the caster to read We aura of a creature, thereby noting any spiritual passession, heres, magical charm, ete. I t also can be used to scan an area suspected of exposure or eonsecntion to an eatremelv ~owerful beinz from another olane.. such .. , % a d ~ n lI'hr s p l l c m ala, $ l l n h r knnwlcdge o i r r rrrrlurr .xmrr.d rthxrs. with rhr chann. uf rutty* cyunlhng I t Y 4 prr level of the iarg.,t. Shcluld rhr roll fail, the necromancer may not try again until he advances in level.
~~~

Spell ranwtype: ID Element: Sonic Ingredient cast: 10gd' Maximum range: 0 Casting: 10 minutes Running time: Special Resistance roll: None Area of exposure: Special

Ptirrle of protettion
Spell ranwtype: UD Element: Sonic Ingredient cost: 31 gd' Maximum range: 0 Casting: 5 minutes Running time: 10 minutedevel Resistance mll: Special Area of exposure: Up to a 20' circle This spell offers proteetion from attacks by spirits and other meatares from the Nether planes. Casting entails smibing a circle upon the ground with bane dust mixed with a vial of holy ol When i. the scribing is completed, the necromancer and anyone else he wishes may stand within. The circle offers a n invisible force field protecting from any sort of physidmagical attack from mdead creatures (including devilddemons) of equal or lesser level. Those exceeding this have a 10%chance per additional level of forcing their way into the circle or overcoming its protection. People inside are otherwise protected so long as they take no offensive adion against their nemesis save for an exorcism by spell or ability. Otherwise, the proteetion is lost. The spell is mostly used to offer protection while e m x i s i n g spirits or negotiating with creatures from the Hells, although the 7th rank spell ceremony of bindins lets the caster use the spell to hold certain creatures within.

Pall of @bola
Spell rankitype: l/E Element: Non-sonic Ingredient mst: 5 gd* Maximum range: 1W' Running time: 10 minutes Resistance roll: None Area of expmure:A 20' sphere Through this spell, the necromancer creates a spherical ball of darkness. Light within equals that of a dark night restricting vision to only a faot or two and completely blocking the sight of those outside peering through without hat-ornight sight. The bnll also can mentally be moved a t 20'lphase.

This spell is used by the necromancer as preparatory magic, including the creation of up to a gallon of holy waterloil. With it he c& upon his deity to bless (or curse) a n item, thus rendering it fit for other magic use, such as candles in the reflect curse or erorcke spells. The ingredient consists of holy water which is sprinkled upon the object to be prepared. The spell can also be used to bless (or ) ao object m area up to 10' square for an hour. Thereafter, an undead or Nether creatvrc m&ng contact with the objecVarea sustains 1D4 Body pink of damage each turn of exposure. If this vl latter effect is invoked by a necromancer of E i ethics, the magic is limited to creatures of Good from other planes.

Pone b a t
Spell ranWtype: liF Element Non-sonic Ingredient cost 1sr" Maximum range: lOjlevel Running time: 1minuteflevel Resistance roU: Special Area of exposure: Up to a 20' cube

Create &[toleton
Spell ranwtype: m Element: Naasrmic Ingredient mst: 0 Madmtlm range: m Running time: Pe-ent Reistam mll: None Aread exposure: 1 skeleton, + 1per 2 levels Through this spell, the necromancer awakelu one or more intact skeletons, causing them to arise and do hi8 bidding.

#enling
spell m Element: Sonic Ingredient cost: 0 Maximum range: 0 or touch Running b e : Permanent Resistance mn: None Area d e m 1 creature

Sbaboln barts
Spell ranwtype: m Element: Non-sonic Ingredient eost: 0 Maximom Y : 0 Running time: 1 minute/Level Resistance roll: None Area of erne: Special

Betat m r
Spell ranldtype: 1 D I Element: Nan-sonic ingredient cost: 0 M h u m range: 10' Running time: 1phase Resistance ron: SDecid Area of :e 1 cresh/objecVarea By this spell, the necromancer is enabled ta detect a cmse and its type upon a perm" or area The swll can &c reveal if an object is cursed. although the chance of correctly noting the f a d is 10% per level of the caster, and only m e attempt is allowed a partieulsr necromancer until he advances in level.

T i spell permits the caster to heal either Body hs or Stamina damage by touching himseY or another while d i n g upon his deity. In the first case, 206 points of Body damage may be healed, while in the latter 4D6 points of Stamina can be restored.

spell ranwtype: M: Element: Sonic Ingredient cost Sgd* Madmum range:Sflevel Running time:-Permanent Resistance mn: Now Area of expasure: Up to a 10' square
Thmngh this spell, the necromancer creates a minored finish upon a solid surface of non-organic material The spell is thus useful to aid in lighting a medusa or other creature with a gaze attack, and smart garners may think of other uses. The ingredient is a small hand mirmr.

This unnmal spell provide8 the necromancer with a ready supply of darts he may hurl a t enemies When the spell i s invoked, a shadowy dart appears in his hand, which may be hurled as a primary weapon up to 40' distant, delivering 1 mint. +1w h t of Stamina damage per three caster ievels with a successful hit. ( ~ ~ t e ~ t h a t is not damage absorbed by armour.) During subsequent -bat phases, the caster may matelialize and thmw more darts until the spell ends. Only one paint of damage is inflictsd if the dart is employed in a n area with illumination equal to sunlight

Spirit lights
Spell ranldtype: Element: Non-sonic Ingredient mst: 0 taaximum range: 0 Rnnnmg time: 10 minutes Resistance ron: None Areaofexpsnre: A 1W' drde visible to the caster
This spell anow* the caster to note the presenee of dead remains. When it is invoked. wispy lights appear before any spot where remains are W e d or otherwise hidden. This indudes both dead and undead.

B a t libing m m e 5
Spell ranwtype: liG Element: Sonie Ingredient a t : 0 Maximum range:0 Running time: 3 minutea Resistance mu: None Area ofe-re: A cane ending in a 30' base By -ng his hands across his eyes while reciting a n mcient prayer, the necromancer is enabled to see intelligent living plant and animal m a w , which glow to his sight even if masq~~emding non-living objects, or if under a as stone hide spell. The spell does not detect someone usine camouflase or mneealment sub. nor will i t . note someone under a oonish or similar spell 8s it in used primarily to determine if a suspicious object i s actually some sort of creature Spell ranwtype: 1/F Element: Sonic Ingredient eost: 100 gd* Maximum range: 0 Running time: 1 minuWkvel Resistance roll: None AreaofexpxweATdrdc
This spell radiates a shieldlike field of force from a ring of gold and diamond wmn by the caster. While up, the shield improves the necromancer's armour rating vs phyaieal attach by 1, + 1 factor F three shin levels. Spellcasting is unaffected. although no benefit is gained if one is attacked while casting spells requiring manual dexteritg. T h e bonus conferred by the shield is cumulative with other m a g i d protections, although dualprofessioned characters certainly -not employ a regular shield as well as the magical one, nor is twohanded fighting allowed.

at. Clmo'a fito

spenrmwtype: m Element: Nm-sonic Ingredient mst: 10 gd* Madmum range: 1W' Runningtime: 10 minutes Resistance mu: None Area of e-we: A 40' circle
By this spell, the necromancer causes animated creahnes to glow with a fiery aura The ingredient mnsists of a sunstone, and when the spell is cask an visible livinglunliving creatures within a s W e d 40' circle bemme limed in light. This hss the effect of cancelling any attack roll penalty for lighting in dim conditions, and also h e l p to hack fleeing creaturesin the dark.

Spell ranwtype: VG Element: Sonie Ingredient mst: 0 Maximum range: la Running time: Permanent Resistance ron: None Area of e-me: Up to 1W x 6' x 5 ' By t i - 1 the necromancer prepares a grave h s 1, or pit up to the size allowed, so long as the spell is cast upon natural ground, excluding m k AU excavated materials gather to the sides of the grave. which must be refilled manually, althangh a reverse of the spell acts accordingly.

Spell ranwtype: YG Element: Sonic Ingredient mpt: 3 1 gd* hlanmom r: 0 or much Running bme: 10 minote4tvc.l h a l a n c e mn. Nunr Area ofexpsure: Creature touched By this spell, the recipient is e n a d to see spirits or Nether creatures that are naturally invisible. This does not include ondead employing a uonish spell or similar invisibility-ting magic. The ingredient for the spell mnsists of a paste rendered from holy oil and the pulverized eye of a raven. When rubbed into the eyes, @ s sight is conferred, thus allowing the recipient to dearly see wraiths, fetchea, etc.
74

mil balk
Spell ranwtype: M: Element: Sonic Ingredient mst 5 sr* Maximurn range: 0 or touch Running b e : 10 minutes Resistance roll: None Area of exposure: 1 creature under 500 lbs in weight This spell allows the recipient to alter the flow of gravity a h t his feet, permitting him to walk up a wall or even across a rotted rwf. While so altered, one may undertake any normal action while suffering no penalty to movement r t . The ae ingredient is a pair of shak

W e r conjure
Spell rank/type: 1/B Element: Sonic Ingredient cost: Variable' Maximum range: 0 Running time: 1phasrflevel Resistance roll: None Area of erposurr: 1gallofievel This handy spell is used by the caster to conjure up drinkable water. The ingredient consists of a bottle or other container into which is placed a small bit of pure water. When the spell is thereafter cast, the necromancer tips the container and 1 gallon of water per phase flows forth. The water lasts indefinitely and may be employed as desired.

Resistance mn: None


Area of expome: 1 weapon

With this spell, the necromancer passes his deity symbol across a weapon while calling upon his deity to bless it. For a period of 10 minutes per caster level thereafter, the weapon gains a bonus factor of 1 to attack and damage rolls, and is also enabled to strike creatures requiring BF 1or better arms in order to be harmed. spell is not cumulative with any other spell that enchants a weapon.

Ingredient cost: 1sr' Maximum range: 0 or touch Running time 5 minutedevel Resistance roll: None Area of exposure: 1creature under 350 lbs This spell grants either the caster, or one whom he touches, the ability to float upwawir a t a rate of up to IUIphaae. While so affected, the person may carry no more than he might under normal circumstances, slowing the upward movement in any appropriate ratio for a heauy load. As minimal concentration is required to maintain altitude, spellcasting while floating is passible only if an IQ roll is made. Floating may be intempted and begun numerous times so that the recipient may walk normally for a time if he wishes to. It is not wholly effective against falls, however, as it takes up to a phase to activate, reversing the direction of travel in 2D100', although something impacting during this time takes but half damage. Even so, a ontrolled fall is possible if planned beforehand, with the recioient ~eentlv descendine a t a safe rate of smed. " In all cases, the spell is controlled by the recipients conscious will. The ingredient is apair of war wings.

Special 2nd rank necromancer spells

Spell rankltype: 2iD Element: Sonic Ingredient cost: 10 gd+' Maximum range: Special Casting: 10 minutes Running time: Permanent Resistance roll: None Area of exposure: 1creature or room
Tl& spell is orrd by the necromancer to prevent return by an Evil spirit or Nether creature, or to break the power of a onseemtion spell. In doing so, holy water is sprinkled upon the person or area that is the abject of the spell. In the first case, this prevents the Evil spirit from being able to return. Thus, aposs~ssed e m n i s freed permanently from p harassment by a troublesome spirit or devivdemon, and an area or object (such as a vampire's coffin) is Wereby protected from a spirit or undead wing it as a place of habitation. Only one attempt at breaking a mnsecration is permitted through this means, and the chance of doing so equals 5% for each level the caster is higher than the consecmlor. If successful, any magical effects from the mnseemtzon are broken.

. - .

Maximum range: Special Running time: 1 minute/(euel Resistance roll: Special Area of expasure: Up to a 20' mbc This spell releases a fine doud of acidic dust partides from a glass vial filled with a mixture of ash and acid. Upon the vial's being thrown and broken, the dust is released until it fills a space equal to the maximum area of expasure. Creatures a u g h t within suffer 1 point of Body damage per turn of e x p u r e . Thin metallic objects (swords, armour, ete.) exposed t the dust must make a o resistance roll vs lwht erposure to acid each turn or dissolve into useless slag. Creatures of metal, such as iron golems, sustain 2D6 points of damage each turn of exposure to the dwst. The range of the spell i s however far the caster can get the bottle within one turn. If not impacted by the end of the 6th phase of action,the m n d o n is rendered inert

Spell rankitype: ?JG Element: Sonic Ingredient cost: 5gd* Mz.imum range: 0 or touch Running time: 30 minutesllevel Resistance mlk None Area of expasure: 1 creature
This spell imparts special vision to a character in darkened surroundings, permitting him to note the heat traces of objects and matures The effect is to "see" things in various hues of grey, akin to a photagraphic negative. Though the spell is frnstrated by objects with very high heat radiance which o w e the vision with a blob of white three times its diameter, the spell absolutely foils something's hiding in shadowed areas if scanned under direct observation, and also lets the caster follow the heat trail of a fleeing creature so long as he is not more than f i ~ minutes behind it. (Undead, e for th- interested, appear as b l a e b h mid spots.) A bane to rme under this spell, though, is that subiectio~to normal suolieht blindb him fm 3ix phases until his eyes adjust& the light. The area of exposure for this vision is 1W' in darkness, half that in torchlight, and the ingredient is a catseye jewel.

Tr floor ie
Spell rankltype: ZlG Element: Sonic Ingredient mst: 0 Maximum range: IVflevel Running time: 1minntenevel Resistance roll: Special Area of e-"re: Up to a 5' squareflevel The casting of this spell entails the necromancer chanting while rubbing his palms together. The resulting magic excites the molecules of a vertical or horizontal solid surface, emitting large amounts of heat, pmsibly igniting mmbustibles. Creatures in the affected area without hard boots suffer Body damage as noted below, half that otherwise. 1st turn of activation: 1point 2nd h nof aotiration: ID2 points u Additional hvns of activation: 1D4 points Note that spells protecting against f i r h e a t aid

RanWtype: ?JA Element: Sonic Ingredient cost:0 Maximum range:Sflevel Running time: Instantaneous Resistance roll: IQ to neg. Area of exposure: 1 mature By this spell, the necromancer charms a creature in melee to attack one of its comrades instead of a n enemy. If an IQ roll is failed, a target creature makes its next single attack against a friendly person or creature so long as i t is within melee range (i.e. within five feet of that target). The spell has no affect against someone casting spells or using magicitems.

in overcoming this spell, which can also be directed


against a single inanimate object that is not worn, inflicting the same damage to those touching i t (glovedgauntlets Fount as protection). If the object, which must be visible, is in the possession of a creature, a Luck roll is permitted to avoid the effects.

Spell rankitype: 21G Element. Sonic Ingredient cost: 1n* Maximum range: 0 or touch Running time: 10 minuteslevel Resistance roll: Special Area of expowre: 1creature Through this spell, the necromancer conveys several farms of mental protection. First, one under mind shield is immune to spells such as mind meld or mind read. In addition, a bonus factor of 1 per five caster levels is assessed resistance rolls vs l h x A & H spelk. The ingredient is an oyster eaten- by the recipient.

Spell rank/typ%m Element. Sonic Ingredient m t : Variable Madmum range: 1 ' Running time: 10 minutefive1

Spell ranWtype: 2/G Element: Non-sonic

cm?two--prof-(tliG*-)
Bl~untom bagger
Spell ranwtype: ZlF Element: Non-sonic Ingredient cmt:4 gd* Maximum range: Special Running time: 1minutenevel Resistance roll: None Area of exposure: Special When this spell is cast, the necmmanm enchants a normal dagger into amagic weapon that appears next to him on his mmbat phase each turn. On completion of the casting, the a s t e r may pluck this dagger fmm the air and hurl it forth as a primary weapon. While it passems no bonuses either to s t h k or damage mlk, the dagger can shihe monsters requiring magic m s to be wounded. U p reaching the end of its fight, the WT vanishes and reappears a t the necromancerS next combat phase, when i t may be reused. If not 4 it remaihs floating near its creator until the , spell expires or it is employed. Note the dagger must be thrown: i t cannot be used as a melee weapon. Also. should it make contact with something that would mnsume it-for instance an acid monster-the dagger must make appropriate resistan- rolls to avoid destruction. At the expiration of the spell, the dsgger mumbles to dust.

Special 3rd rank nerromanoer spells


%Uordun b a a
spen ranwtype: m Element: Sonic Ingredient cost: 1 gd Maximum range: 30' Running time: Permanent Resistance roll: None Area of exposure: Up to 5 sets of remains By this spell, the necromancer returns the spirit to one or more relatively intact aeis of remains. The remains rise aa zombies (see the monster description). Such undead are little more than mindless golems. obediently fallowing then mator's simple commands ("Kill them"; "Slay any ma* but myself that approaches you." etc.). The ingredient is the necromancer's deity symbol.
&m j

Area of exposure: 1IMevel


This spell is enacted by the ~ e c r o m a n w ' s intense concentration, causing a ghastIy white mist to emanate from his person. This mist acts as tbe caster wishes, forming itself into various shapes or words. Thus, &es put i t to great ese in s e a n e scams. The greater power of eBefolum lies in the f a d that the w t e r may form it into r e gmdso dothing. -Ls, rope, ete., up toone lb per shill level. Things created of eetoplosrn shimmer with a pale radian- and a m as durable as normal items, although a t the expiration of the spell the ectoploam fades into nathiqmess.

@ k J &XilIOaT ?d&
SpellranLltype:.3iF Element: Sonic Ingredient & 30@* Madmum range: Touch Running time: 10 minutedevel Resistance roll: None Area af exposure: 1set of armam This spell enchants a set of "on-magical armour, lowering its AR to 0 and halving its equivalent bulk The ingredient mnsists of a vial of holy mil rubbed upon the armour.

S$aboltl &orb
Spell ranwtype: 2iB Element: Sonic Ingredient cmt:10 gd* Maximum range: 0 Running time: 1minuteneve1 Resistance roll: None Area of exposure: Special

Spell ranurn: 3 / ~ Element: Ingrrdient -: 3gd* t range: 3 Y ( Ronning time: 5 minutes mn. None Area of :e A lCV sphere

~~

ttnd~& bragon
Spell ranbltyp: 3&i Element: Sonic Ingredientmrt: 30gd* Maximum range: Touch Running time: 1hourflevel Resistance roll: None Areaofexpasure: 1raesprm With this spell, the n m r n a n a e r invokes bjs deity to enchant a amma1 aeaprm with s p e d potency against one particvlar snt of neatore--arc, hnmao, ogre, etc. For 10 minutes thereafter, the weapon gains a bonus f s d a of 1 per five levels d the castds skill to attack and damage rolls, -bling to dost a t the spell's expiration. The merit is a vial of holy oil prmred over the weapon tobe enchanted.

This spell enchants a sackful of bone fragments


into a cloud of shards that fly forth from the necromancer to damage creatmes caught within the area of e x m e . Those subjected to the whirling mass of bone suffer 2D8 points of damage each turn,
though armour absorption may be applied when Stamina points are gone.

This spell mnjures a shadov sword that is wielded by the caster as aprimory arm. In areas of relative darhn(i.e. bmhWht or I-), damage inflicted is 1D8 paiots. Under various lisht spens, and in brightly lit , the damage lowers to 1D4. No damage anus under lighting conditions equal to daytime illumination. Note that the sword is ineffective against shadow-based monsters. Also, its damage is not sbsabed by armour, nor will it deliver an adbossinofion.The ingredient consists of s small m x model of a sword. y

Cfpliu
Spell Element: Sonic Ingredient cast:50 gd+ Touch

Casting: minutes Running time: roll:N,,,,~ Area of expmnre: Special


The necromancer invokes his deity to enchant a chalice of precious malerials through Wlis w l l . One spe& effect may then be utilized by the caster fmm those listed: Create holy rater. This serves to m a t e a vial of holy water retaining its power for up to an hour. The water may be used as the ingredient for spells. Healing.A magical broth is fashioned through this version of the spell. If immediately drunk, i t cures both lD4 Body points and 3D6 Stamina
pints.

wu n a b t
SpeR ranwtype: 31G Element: Sonic Ingredient cmt: Mgd* Maximum range: 0 Running time: Special Resistance roll: Special Area of exposure: A 30' sphere This spell aids in batlling n m - m p m a l matures. The ingredient mnsisb of a borne rmed with a conmtion of alchemical h g r d k n t s . When the spell is then ast and the bottle unmrked, a -py cloud of gas splas f&. Illling up roughly a 30' sphere. N o n - m p m a l ondead and planchaveling mahus tben bke on solid farm, ma* their armour rating 0 sl long as they remain within Those under s p e b such as the area of e-are. non-m'po1~~1lity, sha&w spy, etr. are instead afEected as though disenchantment were applied.

iibm ball
ranh*rpe: Element: Sonic Ingredient eat: 10 gd+* Maximum range: 30' Running time: 1 minutellevel Resistance roll: None Area of exposure: Special Through this spell, the necromancer mnjures up a globe of sunlight in his palm. While held, it has the effect of illuminating a spherical area 30' in wish to, the sun ball diameter. Should the may be hurled a t an undead, impacting with a succesrful attack mll. A monster shuck by the ball is then surrounded, sustaining ID6 points of damage each turn of exposure until the spell ends. Note that subjection to m 4 d darkness immediately -s I the &dl. The ingredient is any sort of yellow gemstone.

w n

rn

Protection from poison liquids. In this case, any p i s e n witbin a beverage drunk imm the chalice is neohalized.

Spell ranwtype: 31E Element: Non-sonic Ingredient cwt: 0 Maximum range: 0 Running time: Up to 1hourllevel Resistanre mn: None
76

Spell ranWtype: 3/D Element: Sonic Ingredient cost: 5 sr" Maximumrange: 10' casting: Special Running time: Permanent Resistance roll: Special Area of e x p u r e : 1creature or room This ancient rite is used by the necromancer either to ezorcke an Evil spirit possmingi a person. or a creature he has failed to lay to wst through the natural ability of the same name. The ingredient for the spell consists of a white candle the caster has used the bless spell upon. Together with a book of prayers. a small hand bell, and a deity symbol, the necromancer scribes a cirele of pmtection on the ground, then lights the candle. Standing inside with anyone paasessed, he then abjures any spirits to depart. The length of uuting equals one minute per level of the spirit in question, and when i t is completed, the candle is extinguished and an erorcbm roll is made to see if the spirit is banished, applying modifications as though the necromaneer were five levels higher in skill (to a maximum of 20th Ipvel). If the roll is successful, the spirit exits whomever i t is possessing and must be dealt with i n any usual manner (a nmmal attempt a t ezorcisrn, fighting it, etr.). In the case of dispelling a Haunting, a sumecrrful roll forces the spirit permanently hom the room. While i t may seek a new home elsewhere in the general area, immediate use of the cleanse spell will permanently drive i t away. Should the roll fail, the spirit remains and must be fought, the cirele of pmtection being negated. Spell immunity is never proof against this enchantment.

Running time: Special Resistance roll: None Area of exposure: A 10' sphere Through this spell, the necromancer launches forth a flying disc that explodes in a shower of electrical sparks when i t shikes a solid object. The ingredient for the spell consists of a runed silver disc six inches in diameter. At the completion of casting, the necromancer flips the disc forward, making an attack roll if aiming a t a particular creature or object. If the roll is ~ucce~sful, disc the strikes its intended target and explodes, inflicting ID4 points of electrical damage per caster level to those within 1v of the impact area. If the attack roll fails, the disc flies on to its maximum range, exploding if i t collides against a solid object. or falling inert if i t exceeds maximum range without impacting against anything. In this event, the disc is reusable.

deity to assign him a special familiar, and the chance of the request bring granted that month equals 5% per skill level of the raster. The form of the familiar k left to GM discretion, but i t will typically reflect the ethics of the deity-implike if Evil: animal if Indeterminate or Good. .4ll necromantic familiars are between l s t 4 t h level, with IQs ranging from 7-12, and 1DR Luck, which can be expended to guvrantee survival. In addition, the creature may uanish a t will, and i t also possesses one ability chosen by the GM off devilid~mon powers table. A necromancer may have but one familiar a t a time.

Spell ranhs'type: 3 f i Element: Sonic Ingredient mst: 0

Spell ranhitype: 3A ! Element: Sonic Ingredient cost: None Maximum range: 30' Running time: 30 days Resistance roll: IQ to neg. h e a of exposure: 1 creature This is a powerful charm spell that brings one failing an IQ roll into the service of the caster. In fi.rn~an,: the qprll. th.- nctmtn>.lnwr mu*t nm:rk- )c cc,n~ct uirh hlr victxm durln.:d r ~ r d,In< ~rnlI , . . f,,rong an I rc~ll lw tnxdv. I f i r f:ttls, rh,. \wr!nl > q a, will becomes dominated by the necromancer and he willingly follows most any command, assuming bilateral communication is possible. Obviously suicidal orders, however, entitle the creature in a second IQ roll to overcome the charm. The spell is effective against intelligent monsters and people. Animals and undead are unaffected.

Area of e-ure:

Special

When this spell is cast, 103 transparent images of the necromancer appear and melee as he does, hitting when he hits and missing when he misses. A h t struck bv a ~hontosmal iiphter suffers

0, and t a k s two points of damage to dispel

@pe palm

Spell ranhitype: 3iG Element: Non-sonic Ingredient cost: 1gd* Maximum range: 10'Aevel Running time: 1 minutellevel Resistance roll: Special Area of e q s u r e : A 20' sphere This spell absorbs sound waves generated within the m a of exposure, frustrating spellcasting requiring sonis elements, and protesting against s sonic attacks such a the thlrnderbolt spell. Apsrt from placement upon an object (such as a floor. arrow, etc.) i t may be cast upon a meahme, which gains an Agility roll, with success indicating the spell centers in the air nearby instead of on it. The k g e t may thus avoid hindrance by moving out of the area of expasme. A brass cone stuffed with wax is used fm the ingredient.

Maximum range: Special Running time: 3 minutedevel Resistance roll: None Area of exposure: The necromancer

This spell enchants the nemmanceis palms into magical devices permitting him special sight. The ingredient consists of rare inks that are drawn into a closed eyelid upon the caster's palm. Thereafter, the necromancer passes his palm across his eyes, immediately blinding himself and opening the eye upon his palm. The enchanted eye can see invisible creatures and also makes its m a t o r immune to gaze attack-,. h his depth perception is affected, however, the necromancer suffers a penalty factm of 2 to any attacks he tries making, and his enemies receive a bonus fador of 2 to any resistance rolls to lessen damage inflicted by his spells. The eye can "see' as far as the caster would under prevailing conditions, and any spell like heat sight is transferred to the eye if the necromancer was under i t a t the time he cast the spell.

Spell ranhitype: 3iE Elementr Sonic Ingredient cost: 500 gd+* Maximum range: 1W Running time: 1minutrnevel Resistance roll: None Area of expasure: A 30' sphere This spell forms a sphere of utter darhness, completely bloc!dng any trpe of non-sonic sight, and negating various sorts of magical light unless their spell descriptions say otherwise. The sphere cannot be moved, and a black pearl worth a t least 500 gd is the ingredient.

i&fromantit familiar
Spell ranldtype: 3/D Element: sonic Ingredient mst: 100 gd* Casting: 1 hour Maximum ranee: 10' Running timy: P..rrn~nt.nr R ~ r i r ~ t n c r Sp.cinl roll hrrd .,i.,xp,.urr spwi.4

spell ranW1ype: 3/8 Element: Sonic Ingredient cost: 10 gd* Maximum range: 10' Casting: 3 minutes Running time: Special Resistance roll: None Area of exposure: S p e d Through this spell, the necromancer mnjures forth the spirit of a dead human or humanoid to act

Spell ranhitype: 3/C Element: Sonic Ingredient mst: 50 @(*I W m n m range: 2OSAevel

The ingredient of this spell is a handW of precious incense cast into a burning brazier. When the spell is cast, the necromancer beseeches his
77

of a torch or other fire source, and the departed spirit will be summoned forth. The caster may then direct the spirit to deliver a message of his choim to

someone, although it m o t be d to mnvey m e w s back and forth, mr will tbe spirit reveal any information it may be privy to. The chance of the spirit's finding the intended target is 1009. if that person was pwonany known to i t Otherwise, the percentage dmp to 10% unless tbe caster provides general d e w of the m t ' s whmabrmts. Note that a parfimlar spirit can be d BS B messenger but o m by the caster.

h k s as the righter even if his o m skill would normally be superior.1 Note the m t e r may attaeh with weapons nmmalhl unfamiliar to him, applying a n a& & penalty appropriate to the donor of the hair, ere" if he formerly was versed in such w e a p m The mpt for the inpedient varies, although s safe median w d d b e 10 gd per level.

%tiat
ranwtype: I.gnedient
sr* range: 20, Running time: Permanent R e d s h c e roll: Spedd Area of exposure: Up to a 10' square~level

Special 4th rank necromancer spells


Spell ranytype: 3/0 Elemenk N m d c m n t msk 0 Madmum Tm& Casti11~5 SDecial

~ e w - m :None mu Area d e w - : Creatme taucbed


With this spell, the necromancer transfers his own Staninn points to up to three matures that have lost some of their own. The casting time equals 1 phase per Stamina point imparted, and the necromancer may bestow as much of his Stamina aa he desires, although a recipient's Stamina p i n t s aur Dever be raised above his normal maximum. Any Stamina lage is firat deducted h m the new points, and the Stamina drained h m the oaster may be regained in any normal manner.

Spell d t y p e : 4 G Element: Non-sonic Ingredient mst; 0 Maximum range: Special Casting: 3 minutes Running time: 1 minutelevel + travel time Resistance roll: None Area of exposure: The neeromancer By redining in a comfortable position and then concentrating, the nemomance~may release his spirit to travel to a known place of his chmsing. The mode of transpatation ia through the Astral plane. reqdring ID4 minutes of travel, dodng which time the G M may check for M l e enmuntem. If h e arrives safely, the necromancer is vkiile as a shade, and is subject to t h e spells &+ S nndead and nmsorpneal creaken. He otherwise may freely pass thmngh solids or lly a t a tndical movement rate of 20'lphase. SpelleaPting while so altemd is impossible save for those magics that d d affect only the w d d s person or meatmer in a similar nan-mrpaeal state. At his de&e, or upon the s @ e n d i i , the necmmaneer is immediately drawn back to his bady-so long as it hasn't been located and destmyed in tbe interim! In this sad event, the caster bemmes a shade, forever mme mnsigned to the realm of t e dead. Socceasful h of d i s P n c h t m n t by another magidan caneels t e h

This spell is used by the caster to blight vegetation and plant growth, and is acmmplished by the nemomaneeis casting forth a handful of dirt horn a grave while calling upon his deity to ~ m a e the tax-get area. Immediately, any vegetation within x w i t h m and mllapses iota a the area d adried husk. Intelligent p h b and the like are entitled to an IQ mll to avoid the eRecta

Spell rankhype: Ur. Element. N o n w d c lugredlent msk 0 Marimam range: Touch nt gs :a ic Sped Rnnoing time: Special Resistance mu: None Area of e x p m r e : Creature a e d

This is similar to the 3rd m k Stomino tmnsfer


although Body points are instead implnted to

Spell r d t y p e : S/B Element: Sonic Ingredient cost: Variable* Maaimum ranee: 1W'

This spell leb the raster bring Porth a wall of h h i n g swords to hinder Unoe seeking to F thmagh them. The spell may be cast either v e r t i d y or hdmntany, and the damage delivered to a aeabne passing thmngh t e area of expmxe h d e p n d s upon its s z : ie S 2DGpOmts : P 4DGpoints & L: GDGPoints gL: lOD6points The i m g d e n t is a swmd.

45 Element: Sonic Ingredient mst: 1 gd* Maximum range: 1 W Running time: 1 minut4evel Resistance mu: None Area of expasme: Up to a 1 0 cobellevel

Spen rank/*:

~pn.

This spell conjures a type of midnight shodow (see MMS 11) from the Nether planes. In oasting the
s p n , s pinch of incense is cast into a fire source of any type, mnsuming it while the black cloud leech billows forth, moving where directed a t a s p e d d lCV/phsse. Once the cloud has reached its destination, it remains for the spell duration, disappearing at its conclusion. Living creatures +g through suffer a minor withering of 2D4 Stamina points during any hun they are e d to the leech.

Rankhype: rM) Element: Nm-xmio Ingredient cost: 10 gd Maximum range: 3 ' 0 Running time: Up to 1minutdevel RedsrollNone Area d e x p o s w : 1 m a t u r e With Ulis spell, a necromanoer may detect the righteousmess of someone belonging to his own faith The ingredient consists d a hand scale, and when the c&r invokes the magic, it shows the v~hipper's degree of cmrsistenoy and truthfulness. Assuming the wmhipper is entirely faithful to the tenets of his creed (a rare event), the balance remains still. If the worshipper is leas than faithful but working toward perfection, the b h e e tilts to the caster's right. If the worshipper is unfaithful and unrepentant, the balance tilts to the caster's left. This may result in a shun b e i placed upon the d m e r (see 5th rank spells). The spell can alsa be nsed to detect whether s creature of any faith is speaking an u n b t h with the balance tipping to the caster's left when lies are voiced.

spn

S K

Element: Sonic Ingredient msk Variable* Marlmm : 0 Running time: 1minuwkvcl Resistance roll Now Area of ex-: The acnomancer

By use of this spell, the nerromancer can be empowered with superior fighting ability. The m d i e n t fa the spell indodes a handful of hair lrom a deceased member of a a h t e r profession (bight, w e , stc.1. When the ne-ancer fans upon his deity, he i s imbued with the skill to attack as a fighter of that level. Thus,if the hair of a 16th level character was wed, the caster would attack ss a 16th level fighter, gaining any appropriate multiple attach andlor weapon bonuses. (If the hair belongs to one of lesser level, the necmmancer

Spell ranWtrpe: B G ( Element: Sonic Ingredient mat: 0 0 Maximum range: 3 ' Running time: Permanent Rasistana mu: None Area of S ~ M : S p d a l

This spell creates I stairway out of handy materials, for inatam a wall of done or w m d When cast, staim 5 wide and 1 0 long per level extend outward, allowing pwage up or down. S t a h of wmd a u p p r t matmes up to 3M) h in weight, rhii thoae of atwe permit use by thnr weighing up to BM) Iba The & n8 8 0 e n d l M i ' 1V r m 1 0 o f l c while d o n n i n g to any twists ~

WOCliamter p
they are useful in traversing cave or canyon walls.

r (the

*1 ranvtype: 4 I G Element: Son-sonic Ingredient cast: 3 g d ' Maximum range: 0 Runtime: 1minutPnevel Resistance mU:Sone Area of expos-: The necromancer This spell strengthens the castds fist into a lethal weapon, allowing him when punching to do extra damage equal to one-third of his She-. rounded up. Thus, a nemmancer with a strength of I9 would add 7 points of damagv to the 1 point he inflicts with a punch. The ingredient is agaunUet

Spell ranwtype: Element: Sonic Ingredient cost: 5 gdi* Maximum range: 10' Casting: 3 minutes linitially) Running time: Special Resistance roll: None Area of expasure: 1door up to 7' in height and width By w of this spell, the necromancer prepares a
special dmrway he may dispel at his whim. To

This bane to undead employs a large sonstone a shaft of pure light up to SO' in length springs forth fmm the gemstone, striking a de6ir.d undead within range.A failed Agility roll results in the creature becoming engulfed in purifying flame suffeMg 2D6 points of Stamina damage each turn until the monster is destroyed or the flames are broken through disenchantment. Sucrrss indicates the creature extinguished the flames, taldng 2D6 points of damage in the process.
as the ingredient. When the spell is uut,

@neater helping hwbs


Spell ranwtype: 4E Element: Sonic Ingredient cost: Variable* Maximum range: Touch Runnine time: I hour RPsistance roll: None Area of exp08ure: A pair of hands

fashim i l he must remove a portion of stone or w d w o r k and canstrvct a dmrway from the matprials, which is then rebuilt into the wall or floor. Thereafter. the dmr remains functional ontil the necromancer himself 4-s it while uttering a specific mmmand word It then is immediately dispelled aod replaced with a solid surf~ee.

Spell ranwtype: 4iB Element: Sonic Ingredient cast: 0 Maximum ranee: 0 " Running time: Inoranlaneous Ksianrr mil. Yone Ares of exposurr The nrcmmmr..r This spell may be used to aid in discovering information or the answer to same question. Catiog entails the nerromancercers calling upan the spirits of the dead to grant him wisdom. T h u , if the Gkf allows some sort of die mll for the character to m e out something. this spell may be employed to grant a h u factor of 5 or 25% to that d.I t l fnndiony. only when the intent is infmmalbn and noeoodistobeeaj,edthm~hitsuseiftheGhl hasn't already decided on an appropriate dice m n to gain the knowledge. neither is any benefit derivedif the character previously failed the roll and seeks to try again, using this spell.

spen

This is a supelior version of the witch spell helping hands, with these differences: First of all, the hands may be employed numerous times for various t s s Their greater power is that they can ak. employ a skill of their former host. Example: a necromancer uses the hands of a 6th level cutpurse. He may thus command the hands to pick a lock, and morning tmls are given them, the hands may aUempt that. though without any Agility banuses to their chances. The hands of a knight could wield a weapon and fight with any appropriate extra ahcks, Strength bonus to damage mlls, and so on. The hands m o t perform an os~ossinnlion.

Element: Non-sonic Ingredient w : t Variable Maximum range: 50' Running time: Spptial Resistance roll: Special Area of eqosure: 1creatum This spell is used by the n e m m s n m to trap a spirit. To do so, the caster must emrcise the monster, gaining domination over it. He then e m t s this spell, abjuring the spirit either to enter a specific ares a object. An IQ roll is then made for the spirit, applying bonus or penalty factms of 1 for each level of difference between it and the caster. Should the roll be failed, the spirit must obey; otherwise it is banished Prom the necromancer's presence. It is then sealed within a closet, bottle. rmm, etc., and there it must evemore remain unless released. Outd-, when this spell is used, the canter usually commands the spirit to enter the e & and an iron spike or other such object is then hammered into the ground, entrapping the creature until and unless someone removes the spike and frees it. The spirit is then released to act as spirits do. The ingredient m i s t s of the nemomancer's deity symbol and the spirits intended place of

X-rap bieion
Spell rmWtype: 4/G Element: Non-sonic Ingredient mst: 5 gd* Maximum range: Up to 20' Running time: 4 minutes Resistance roll: S p e d Area of exposure: The necromancer This spell enables the casteis vision to penetrate solids that he may see through them, assuming the area is lit or the necromancer also has heat ~ i g n t activated. The spell is foiled, however, by even a thin coating of lead or denser material. Also, each successive solid that must be penetrated results in a 20% ~ m u l a t i v e chance that vision halts a t that point. Example: Thoth the necromancer uses this spell to examine a locked wooden chest. He notes a small metal box within and seeks to l w k inside. Thoth has a 20% chance of failing. Rolling a 67, the vision penetrBteS, and Thoth, with his heat e tnow sees a small pouch. He has a 4 M chancp h, of his vision going no further, and with s mll of 32. he is frustrated in the attempt. Thoth must now manually retrieve the box and pouch to see what heasmay lie witbin. This spell i s espedany useful when employed by a necmnaneer with &imp &Ils, for i t doobles the chances of a sueceasful mU if wed against a trapped lock or area The ingredient is a glass lens through which tbe caster peers.

Spell ranwtype: 4/B Element: Non-sonic Maximum range: 50' Ingredient cost: lo gd* Running time: 1h o d e e e l Redstance mIL- None Area of e-me: Up to a 1(Y square ineremenfflevel This spell creates a shimmering n o n s n p n e a l sail that may be used to move a boat or ship in any direction desired. The speed a t which the a& moves equals 5 MPH times the number of sail increments divided by the gross tonnage of the vessel a 1, whichever is more. As an example, a loth level necromancer casts this spell upon a 20ton vessel. Multiplying the sail increments by the caster's level, he gets 10 sail increments that have a base movement of 50 MPH. This is divided by the vessel's 20 tons, and the fmal result is a lumbering 2.5 miles per hour. One spell of this s m t may be cast per mast of the vessel, thus bettering its possible speed. However, very small ma&, such ar a ship's longboat, cannot operate safely a t speeds exceeding 20 MPH, neither can larger vessels a t a speed exceeding 40 MPH. (These restriotions do not apply if the spell is cast within the Ethers.) The ingredient consists o f a patch of m e d silk.

abode.

Spell ranwhlJe: 4 B ! nement: Sonic Ingredient mt: 1 g d ' Maximum ranee: 10' Roming time: 1 hmfirvcl Resistvlee mn: Nmc Area o f e x p ~ ~ u rS : a l em

Thir speU allows the -ter to m m o n forth a shade (see the monstpr) for nse as a spy or guardian. The ingredient is a handful of h e dust from s human skeletan.

Spell ranwtrpe: 4fC Element: Sanic Ingredient cost: 50 gdr'

Special 5th rank necromaacer spells

Re&tane d k None Ares of apcmue: 1 homan(0id) body

to wither, are the only means by which an nndead may heal damage.

Spell ranWlype: yI Element: Sonic I n d e n t m k 6zds .\laximom range: Special Casrinp-: That of ta%pt spell+ 6 p h Running time: Up to 1 minoWJ levels Resistance mu: N m Area of exmure: Spedal

Bv this the neeroman- transforms an i n k b o d y inio wight thal it mry 9 - d i n t e n d mmsiru or a holy area. In doing so,thv u ~ g h w arc , set in the ares they are to guard, md the, r~m.!m a t rest ao b n g ss no one other than their meator or another necromancer of the same deity invades the m a .Otherariae, they arise to defend the object of Uleir guardianship From desecration.

Barr bolt
Spell rddtype: E m Element: Non-sonic Ingredient m t : 0 Mslimum r-: w Running Lime: Permanent Kpsis(ance mll: None A m of erprpol.e:1 Nether mature

may rpedfy preset mndithm guideliws that must to trigger release of the magic. As always, they mnat be v&li&k by sight. Fwtber, octrmrtion cannot be w d on spell8 that require special tr e a w on the psrt of the caster. F a example, g d m t i o n 4 placed upon a personal healing. be a an air slwl sppll, but not upan a mogic dart, whichreqoiRsthe caster apdflcally chwse a target in a EBttsin area to affect. Only one octiunlion spell be p b d on a livinghmliving matore. retaining its potentid no longer one minute per three caster levels fmm when it is invoted The i w r d i e n t is a small howless.

Thisis&ihrtothe4thLtbraaLdelqxII,nsed

by witches. A difiemnce, however, is t a the w t e r ht

spen ranbltyp: S/D Element: Sonic Ingredient m t : SOgd' Madmum range: 0 Running time: Spedal Resistance mlk Agility to neg. Area of expos-: The necmmmcer
This deadlv %ll enchants t e n e c m m a n d a h hand into a kthal.kapon usable again& Oprmnenb under size, exdoding &ms. The b g m d b t ~ofavialofholyailroWedon~the hand, and on his next mmbat pbase the nemmmcer may attack an enemy v+itbinmelee w. n doing BO he I ma& mll to hit tbe targets ~ O I rV w , and the a *dim then make a n W t y mll. If tbe mll fails, the ertstrr Ulmstts his hand through any m o o r and into the chest cavity of his enemy. p d h g forth the heart and slaying his opponent. The spell can thusbe llaed to slay certain golems and ondead, althougb spirits and meatmes lacking a heart are unaff&

By this spell, the necromancer unlesshes a bolt of energy f m m his palm that is a deadly bane to Nether cFeatmes(devlidemdondead, eta.). Such that are i m w by the bdt mftb~ ID4 points of damage for each shi level of the h e r . Note that even spell immunity offers w protection From the effects.

spen -: * w Element: Non-sonic Ingredient m t : 0 Maximum range: 0 or touch Running time: Permanent Resistance roll: None Ares of expasme: 1m a t m e This spell i used by the &r . to "%enera& BOay damage Uuougb empathic e x c b m s of life energy. When the caster lays hands an hinw?U or anathe., he may heal a paint of Body damage fm each point of Stamina he deducts. However, the loat Stamina can only be regained thmmgh adoal rest, a t a rate of one paint per day. b, S t a m i i laps the mmes M y h the caster's oam Stamjaa--it may never be t&n fmm lceebed Stsmina points gained through S h i n 0 dmin, f m a c e . The spell can alaD regenerate lost a with& limbs ahntofadecapitatkmBObngastbespllisurst *thin an hom of the injury. The Stsmina paints to enact the regeneration, however, are pe-enWy lost aod can never be regained thmogh any meshat of expiration o a Luck f point, a grant by a deity, or a wish.

Spell ranWtype: 5lJ3 Element: Sonie Ingredient mst: 5W gd* Marimurn range: % J Casting: 1 hour Running time: Permanent Resistanep mu: None Area ofexposme: 1 objector area
This spell is nsed by the mmanm to consecrate an obpa or area to his deity. In using t i upon an abject, a t the splb mmpktion only hs someone of the rame general ethies of the caster msv handle the item. These of other ethim suffer lD6 points of Body damage m y tmn they willincly handle it. The s p O can also mahr an nbjvcr fir fop P* as 8 magic item, with a chansr o l lr,alouxl cqud to 5% per level of the caster. If the spell is u g d upon an area,it may only be d m in a temple a place of sacrifice. Thereafter, these not of the caster's ethics suffer a penalty factor of 1 to r e s i s h c e mlls if forced tom& them within the area of exposure. Likewise, t h m of the caster's ethM gain a bonus factm of 1to resistance mUs within the same ares u n l e ~ they are deflSng it. Cowemlion also keep out spirits of different ethies. The ingredients include 500 gd of incense that ar? burned m a brazier el w t i s penihn m k d on the pund.Dwnehantmrnt hasno affert against the spell, neither can m d n be cast on something p&sently uader such magic
~~ ~ ~~

Spsu rsnUtype: m Element: Non-sonic Ingredient cost: 0 Maxim- range: Touch Ronnine time: Smdal ~esistsnce I I Special ~ : Area of exposure: 1m a t u r e This spell permits the necmmanen to pmbe the mind of an intelligent ma* end s e W v e l y scan its memaies to extract any inlormation he see& The resistance mll is uluntal in that t e ehanoeP of h s v a e s d d m c l w equal 6%per point ofthe targets IQ as c r e a m of I intewnhave instinctoal rather than organired memmy. This charmisdoublediftbewbjectfm-eressonis d b g . Failing the -nta@ ends the s p n , inUictinglD6pointsof~tothenccromanm. The spell lasts while the caster tmwhes hts victim, and the GM may m e r any of the player's regmdhg knowledge posssssed by whomever is being melded.

Ra&Qpe:

Element: Sonic Ingredient m :1gd t Msximum range: 20' Running time: Special Resistance roll: Special Area of exposme 1 creature This hex-like spell is moat offen ured as a means of enmwsging repentance on the part of one Who has offended the Chmeh. This can only be arh upon m e o n e beneath the level of the necromaooer, and when tbe speU tat- effed, the victim emanates an aura of unease, causing an but his c h e s t mmpani- ta shun his company. D r n this time. uig anyone meeting the affpctee applies a 50 penalty to any reaetionmUs. Ifcsltmpaoamemkoftbesamefaithofthe 7 1 the eff& last until r e d l e , -tanis made. Othraise, they wear offaffer one week per level of the &r has p a d . No reajstanap mn is permitted agaiast the spell unless it i cast uprm m e ofa different faith. In this event, . a Luck roll negates the magic. The ingredient

s ~ rddtype: 5m n
Element: Sonic Ingmdknt -: 0 t Madmom range: 0 or touch Runningtime: Permanent Resishcerolk None Area of exposure: Creature touched This spell heals 1D4 points of Body or Sbrmina damagerl~vel,as specified by the caster, upma a omporeal undead meetme. This spell, or an ability
80

spen ran-: S/D Element: Snric 1 n g r a e n t tmst: 0 Msximum : Spedsl Cas* 2 honrs Rumiwtime: Permanent

cutmists of the caster's deity symbol,

h n i n g time: 1hanllerel Resistance roll: None Area of exposme: 1creatwe In using this spell, the necromancer lowers his bodily functions to such levels that from outward appearances he seems dead. No pulse or respiration may be detected, and he suffers no damage fmm either poison or normal wounding (even a sword thrust thmugh the head or other vital part o f t . body will instenfly regenerate upon the character's deciding to wake up, although full decapitation. a monster's eating up the body, or something similar will indeed be lethal). While in this state, the necromancer can hear what kanspires amund him, although no sort of communication other than mental i possible. The spell may be cast upon a s willing or unconscious recipient, and lasts unt0 the running time ends or the recipient decides to s awaken an a combat phase. The ingredient i a human rib bone.

Maximum range: 10'Aevel Running time: 1 minutellevel Resistance roll: None Area of expure: A 10' s q m / 3 level*

Spell ranwtype: 5/B Element: Sonic t1 Ingredient m : sr* Maximum range: 30' Ca9tins 3 minutes R&g time: 13 homs Resistance ran None Area of expaame: Special

This spell summons a spirit to watch over an ares for the faster. Invisible to all but the
aommoner, the spirit m o t be eurrdsed, nor can it cause direct harm. I t is capable, however, of duplicating poltergeistal effecte as outlined in the 1st rank gypsy spell spook. I t may also communicate mentally with the caster, describing evenis it has witnessed, or even awakening him should something unusual occur or if a preset plideline m e s to pass ("Wake me a t duslr," etc.). The ingedient i a handful of bone dust h m a human s skeleton.

A shimmering f m field is mnjmed by this spell, halting physical objects from approaching within 10' of a elected side, and c r e a m weking pa may do so only if they make a Strength raU on percent& dice. Note. howeve5 that t h e within 10' of the wdl during its appearance, or those who pas th-h its back side. are granted immunity to its effect% The moll may be shapd as desired in 10' sqoare increment& The ingredient is a pair of m w e b

Special 6th rank necromancer spells

&rn~ina brain
Spell ranwtype: S/C Element: Non-sonic Ingredient cast: 0 Maximum range: Touch Casting: Instantaneous Running time: 1hour Resistance roll: None Area of expure: The necromancer This spell permiis the necromancer to wither a living person (excluding monsters), drawing away ID4 Stamina points per three levels of sLin and bestowing them upon himself, pmsibly upping his i Stamina point total above h s normal maximum. The leeched points laat for a maximum of an horn, any Stamioa I- fnst being dednded from these. Shoold the dice roll indicate the v i b i s drained of an remaining Stamioa poiu++ any owrage i s b u n t e d as Body pointsare not hamferred by the spell. h, one svcb spell may aid the caster at only a time.

Spell r a o w w : m Elemenk Sonic Ingredient c& 5 sr* c Madmmn r-: 10 mileslleuel casting: 10 minutes Running time: S p d Resistance roE Luck to neg. Area of expasme: 1m a h e

Spell rankltype: WG Element: Sonic Ingredient cast: 0 Maximum range: 50' Runnine time: 1 hornkvel Resist&e roll: None Area of exposure: A 10' cube/lerel

spenr a n w m : m Element: Non-sonic Ingredient mat:0 Maximum range: 0 Running time: Permanent Resistance roll:None Area d exposure: Special
By concentrating, this spell enables the necromanoer to summon a weapon of h k To fundion,the weapon in question must be lain upon an altar to the caster's deity. The spell i s thus -lid in some instances to aid in obtaining arms in an otherwise searea, or to re-after losing om's flghtingimplements.

This spell is vsed by the necromancer to enact one or more baneful effects upon someone through sympathetic magic. The ingredient consists of a pmdl doll fashioned from a mandrake or hangman's tree m t , to which is f i e d either a lock of the victim's hair or a portion of his clothing. Thereafter, the caster calls upon his deity to curse bis target and one or more sharp abject4 are placed in the body part the necromancer wirhes to effect. Should a single Luck roll be n u c e e d , no h a m b e f a the target, and he becomes immune to a - t n casting of this spell until the n m m a m e r dses in level. But if the Luck roll i M a d , the vidim suffers s wracking pains in the targeted area of the body translated in the following way: Arm affeded-deduct 1 poiat d Strength ppr needle inserted (to minimum of 1 remaining Strength point). Leg affected-deduct 1paint of W t y p r n e d e inserted (to minimum of 1remaining Agiitypoint). H a &cted-deduct 1 mint of I0 rrr needle ed inserted (to minimum of 1remaining lQ paint). Baly affected-ddod 1 Body paint per needle inserted (to minimum of 1M y p i n t leR.)

T i spell is named for its M n i a n mator, hs who designed it to f a m a tempmary dwelling-pk. When cast, the mud, sand m si in the area taLe on ol the shape of a building or fort as envisioned by the caster, although h v n i h w doesn't mme with i t The *and eostle remains infor up to an horn per caster level. collapsing afterward. The power of the magic also is such that the sbu-e is reasonably stmnp, poaaessiog the same stre& sr though it were made of adobe.

spenran*:

M )

Element: Sonic Ingredient m t : 30 gd' Marjmum range: 0 Rnnning time: 1minuteneve1 Resistance roll: None Area of exposure: Special Through this spell, the necromancer invokes his deity to bestow a special blessing upon a weapon. For one minuteneve1 thereafter. it is empowered to strike a specified creature requiring magic weapons of any rating up to BF 4 in order to be harmed, although no banus factors are imparted to attack or damage molls. If rnngic weaponry is not a prerequisite to attacking, a boom factor of 1 per three canter levels i s instead granted to attack roILs when employing the blade against =chosen creabxe type. The ingredient i holy oil po-d s over the weapon.

..

One sharp object per t h e levels of still may be inserted into the doll, and the remains in place unt0 the doll is found and desboyed or it is litled by -B IW i n p c . ~f s lifted, a new do11 and o W e n t s mast be obtained before the spell may be recast Only one uer may affect a creature a t a time. Note that an affected p-n remains under the vex even if he moves beyond the spell range, although the effects are cancelled if he shifts to a different plane.

gob? brain
Spell r a n w t y p M: Element Nm-sonic Ingredient m t : 0 Maximum range: Touch c eIostantane~~~ Ronniogt h e : 1born Resistance mn: None h a o f expasme:The necromancer

b)uapenb animation
Spell ranwtype: 5/C Element: Non-sonic Ingredient mst: 1m* Maximum range: 0 or touch Casting: Instantaneous

Element: Non-sonic Ingred~ent t : 20 gd* m

-.

This powerful spell allows the necromancer to leech away and bestow upon himself 2D6 Body paints fmm a living humanoid. Assuming his Body paints are a t their normal level, any subsequent Body damage is fimt deducted fmm these leeched points. If the caster has earlier suffered Body damage, this is healed a t a rate of one p i n t per hao leeched, and a t the end ef the spews nmmal w i n g time, any extra Body p i n t s are last The victim, meanwhile, may heal the lost Body points only by rest or the mstorp withering spell. Note that only one Body dmin a t a time may increase the caster'* Body points above their normal m-um. Thus, the e f f c are not cumulative, although multiple uses of the spell are allowed for purposes of healing Body wounds. The extra Body points gained never be used by the caster for spells such as Body tmnsfer, ete.

the curse until he advances in level. Note that if this spell is east afkr the necromancer's awn magic has bet" returned to him through a reflect curse spell. sueeespfol use ends the effects after seven days of suffeTing.

Spell ranwtype: M I Element: Sonic lngedient cost: 0 Madmum range: 50' Running time: Permanent Resistance mll: None Area ofexpwme: A 2 circle W By tbis spell, the necromancer momentarily f l d a 20' circle with magical rays of healing, m t a i n g up to 3D6 points of Stamina and 1D6 points of Body damage to all matures therein except for undead, which suffer 3D6 p i n t s of Stamina damage.

Spell rankltype: MI Element: Sonic Ingredient cast: 0 Madmum range: 0 or touch Running time: Special Resistance roll: None Area of exposure: 1 creature By calling upon his deity and then laying bands upon himself or another, the nemmancer may bring about a full healing of either Stamina or Body points as he selects. Note, however, that the spell has no effect on p i n t s deducted as a result of losing a limb, or those lost thmogh disease, dehydration, s w a t i o n , or poison.

Spell ranwtype: WB Element: Sonic Ingredient mst: 1 bz* Maximum range: 20'IIevel casting: 2 phases Running time: 10 minutedevel Resistance mn: special Area of exposure: A 10' cube By this spell, the necromancer causes a cage o f bone to a i s e from the ground, enhapping creatures of sma to law size. Erlm large beings are toa bulky far the cage and easily brush i t aside. As the bones regrow as quickly as they a m damaged, someone within can only e m p e through magic (excepting disenchantment) or tonneling out fmm beneath. Also, dirrcting spells out of the cage against foes is dih%colt, requiring a Luck roll be made each time it is attempted. An Agility roll to avoid entrapment is permitted if the easter e m the spell against a moving target, or one near the edge of the area of exposure. e At the expiration of the spell, the bone w mumbles to powder. The ingredient is a shard of bone.

Spell rankhype: 6 % Element: Non-sonic Ingredient cost: 10 gd* Maximum mge: 10'Aevel Running time: Special Resistaxe roll: None Area of exposure: Special
By this spell, the necromancer mwes the center area of expasure of a spell up to 1 per kvel in any ' direction he cbwses, ending its power in the area cleared. For example, a necromancer whose minions are under a sleep mist spell may employ displar~mentto move the spell w e r a few feet, dispelling the sleep fmm his comrades and possibly affecting someone new. The magic only functions against noninstantaneous running time spells &ding a n area rather than specific targets, and the easter need not know the center of the spell in question. d h g h its leading edge must be within 10'af him per skill level.

Spell ranhnype:Bm Element: Sonic Ingredient cmt: 50 gd* \Irxln>um range: 0 lC~#~nnng S minuteflesel lime O &.itltvnu mll: None Area of exposore: A 30' sphere In casting this spell, the necromancer causes a cold tongoe of red flame to appear over his head. The h e flrst of all dimly illuminates an area 20' wide without hindering heat sisht. Its greater power is a color change t green as its caster enters an o area under the effects of a magic spell such as mn~ernrtion, noor claws, etc.. or blue if undead penetrate within the 30' area of expasure (or greenish blue in the event both fadors apply). This warning of nearby undead prevents the necromancer fmm b e i i ambushed by such creatures. Last of all, the caster may reach up and hurl forth the flameup to 1 W distant, whereupon it will flare, bristly illuminatiw double the normal - . area of e x p for five minutes. The ingredient is a ruby worth a t least 50 gd.

B n r boor nt n o
spell ramtype: WG Element: Sonic Ingredient mst: 5 gd* IvIazimum range: 10' Running time: Permanent Resistance roll: Special Area of e m - : 1door up to T in height With tbis spell, the necromancer creates a d m in a wall where there is now, and the ingredient is a sale m d c l of n door similar to the type desired-. i.e. wmd or i m . When the spell is cast, the door disappears and materializes in full size upon the wan. A small tunnel beyond the dwr is also fashioned through the spell, entending l'nevel. lllultiple uses of the spell can create more doors and extend the tunnels to get thmugh very thick obstacles. Disenchantlnent restorores the wall to normal, deshoflng the dwr and tunnel, although creatures inside are entitled to an Agilihl roll to escape k i n g walled up and killed.

Spell ranwtype: MI Element: Sonic Ingredient cwt: 56 gd* Madmum range: Spffial Casting: 1 hour Running b e : Pe-ent Resistance mn: S p e d Area of e x p m m : 1m a t u r e This sppll grants the necromancer a chance of turning a curse, her, oes, e d l eye, etc. bmk upon its caster. The ingredients for the spell constst of a brazier filled with burning incense placed a the t center of a pentagram mibed in the gmund with blessed candles burning a t the rardinal pints. The affedee then enters the pentagram and the caster begins an hour-long spelleasling, seeging to break the power of the curse. To determine sums, a roll similar to disenchantment is made, applying a penalty fador of 5if the caster seeb to use the spell vpln himself. If a sufficiently high die seme is li& from the affectee and centers made, the e w whomever cast it, remaining for a t least 13 days no matter what action is undertPken to dispel it. iocluding the destruction of any mntrol dous. Failure means the caster may not h y again to I -

Ramtype: W I L Element: Sonic Innredient cost: I =d

Maximum range: 30'


R&K time: &ecial ~esist- roll: None Area of exposure: 1mature

T i is the next step after a shun spell, hs and is used as means of punishing one of the caster's faith who refizPes to repent from wrongdoing. When the spell is east, a l deitical l benefits granted the offending person are stripped, including the ability to cast Type D spells! Note this o-s only if the deity concurs that the transgression has been ongoing and flagrant (i.e. GM discretion). Restoration of these abilities m a y or not be possible as the GM determines. The ingredient is the necromancer's deity symbol. Disenchantment is, obviously, ineffective against this spell.

SbiEt spell rank


Spell ranwtype: WE Element Sonic Ingredient emt: 10 gd*

Maximum range: 0 Running time: 30 minutesAevel Redstmce roll: None Area of exposure: The necromancer This spell is used by the nemomancer to theoretically b a t the rank of spells so as to sect creatures normally immune to spells of eertsin ranks. Up to five ranks of difference may be invoked, and the specific spelLr are chosen during the casting. Example: a necromanee7 knows he will be battling a creature immune to 1st3rd rank swlls. He thus invokes this swll to raise his mwic doH to the lh~oretiral equivalent of a 4th rank spell so that i r nil1 be effective. .7la#ic d o n is a 1st rank spell and he a raising it three ranks. Thus, he has two ranks he may distribute amongst other memorized spells, and he decides to up hisphantom dosger two ranlrs to the theoretical equivalent of a 4th rank spell. The altpred spells, however, may still be invoked fmm 1st and 2nd rank costine slots. The ingredient is a prism.

Madmum range: Touch Running time: 1dayllevel Resistance roll: None Area of exposme: Up to 20 IWIevel
This spell serves to keep organic material fresh and free fmm dieor decay for the spell's running time. I t is most often employed to presprve rations on long journeys for the spell may be r e i n f a d whenever desired I t can also he east re its hide or or-. Note, upon a creature to p though, that the recipient must either be unconscious or dead for the spell to function; in no way can it be Uspd 0ffeMiYely to eve-e a foe. h o m i n g the spell is -t upon a comrade of the necromancer who has heen grievoosly wounded or m i m e d without available healine. it mav helo in -. prolongn~ life until later Ad for ;an uownriuur his rsop~c,nt will not die . + u l c , n .w the r p l l iq m-t upon ~ h ~ m , f s m the pmnt ~ I x t l ~ ~ la t h . h dl
? ~ ~ ~ ~ ~

This ancient spell enables the necromancer to halt all bodily functions as the supend aninrotion spell. It is more powerful, however, in that the caster drops into a catatonic sleep lasting up to 30 days per level or until preset condition guidelines mme to . However, in undertaldng this spell there is a 5% chance that the caster's enchanted slumber win I& far longer than he desires 0.e. GM ketion).

- .
~

spell rawtype: 7m Element: Sonic Ingredient mat: 1.000gd* Maximum range: 30' C a s 30 minutes w Roooiog time: S p e d Resistance m* S p e d Area of er : -e 1mahlre

Spell ranwtype: B/G Element: Non-sonic Ingredient cost: 0 Maximum range: Touch Casting: 1 phasp Running time: 5 minutes&. Resistance roll: None Area of expmme: Spedal This spell enables the necromancer to drain away, and bestow upon himself, a sldll (excluding special shilities) possessed by a live person of another character profession. For example, Mephisto the necromancer lays hands upan an sssassin. The s p a alerts him to the talents owned by the man and Mephisto leeches away the a s a s i d s s&aZth si. He may then attempt kn stealthy actions with tbe same base percentage of sn as the sssassin. At the end of the spell's mnning time Mephisto loses this abiiity and it will retmn to its aiginal owner if a Lwk mll is made. Othenuise, it is lost for ID6 mon&, althoogh a grwter wish or expiration of a Luck pint can restore it earlier. Note that nothing will make the casteis retention dthe sldn merit.

Spell rankltype: 6/D Element: Sonic Ingredient cost: 100gd' Maximum range: 0 Casting: 10 minutes Running time:Special Resistance roll: None Area of expasure:Special This is similar to the 5th rank summon rueopon spell, although the caster may use it to instead summon an object weighing less than 50 Ihs.

Special 7th rank necromancer spells


Btr steal
Spell ranhitype: 7lG Element: Non-sonic Ingredient cost: 0 Maximum range: 20ilevel Running time: 1minuteneve1 Resistance roll: Special Area of expasme: A sphere up ta S' wideneve1
This p o w e m spell causes gaqes to fly out of the area of expapme, leaving a partial vacuum. Breathing, talking, spellcasting with sonic elements, ete., is impmsible while the spell is in effect.Fire of any smt also is immediately mufled out. Thus, the smll ex ti mi she^ . . . ete. In eastine the swll. fm fines. the tarnet area must be clearlv visible to the caster. -~ ~~, and the hcfieca do not exteni thmugh w a . m e spell may b ursl underwater. di9peIhg the oxygen in tbe area oferparme, h a l w fvlh from breathing. Creatures prevented fmm breathing must make an adjusted Con roll or pa98 out and die without aid (see the d o n under Conditioning in Chapter One).

Spell r d t y p e : M?

Running time:-1 m&utenevel Resistance roll: S p e d Area of exposore: The necromancer This spell permits the caster to toetlect hack spells cast a t him if a Luck mll is suceemfol, affecting others as though he himself had east it. In reflecting back agiven spell, it will rebound up to its full normal range before activating its effects. Note that the magic will not renect spells a e c t i n g multiple targets (energv blasts, etc.). The ingredient is a mirror set in bone.

. .

TO- Ulis spell, the necromancer must scribe a t circle of prnfection. which may enmmpaS.9 a m j m a t i o n circle. This has the effect of keeping trapped any undead or mnjmed creature for 30 minutes. During this time, the necmmancer must bum a brazier iilled with precious incense to his his blessing. No sort of deity while -king interruption is permitted during the time of -ling, else the spell is bmken, negating any previous erarcism and wbjecting the character to harm from the released creature, which is now immune to emrcism by that necromancer. If the ceremony is completed, a monster that has earlier been captured through emreism becomes permanently enslaved to the necromancer so long as it is of l e m level. Otherwise, it is entitled to an I& mll each 24 h to break the necromancer's m n h l . If it does so, it cannot be exorcised by that oharacter unless he advances in level. In veing this spell against a conjured undead from the Nether planes, a t the ceremony's completion an IQ roll is permitted to overcome the effeote, applying a penalty factor of 1for each three skill levels of the necromancer. If the roll i s successful, the creature may return from whence it came or breah through the circle of pmtoetion to be battled normally, for erorcism is thereby ineffective. If the roll is failed, the monster remains indefinitely on the Nexus under urntral of the nemmancer. A demon or devil with s . . name who fail.! its roll Dmwr instead is forced to perform a single service for the summoner. This can raoge &om battling a specific person or adventuring party, to acting as a gasrdian, answering a question through triuio, or even teaching the caster a spell usable by his profession.
p

~~ ~ ~~~ ~

~~

~~~~

~~

~~~~~~

~~~~~~

~~

~~~

Spell r d t y p e : 7fE Element: Sonic Inpzdient mat: I,wO ga* M h u m r-: 0 Running time: 1minutenevel Resistance mu: None Area of expasure: The necromancer
This spell swoonds the necromancer with a shroud of demon flame making him immune to fire, melting any non-magid weapons that &e him (with magic ones anawed a resistance roll), and woiding any damage from them in tbat event The flnrne also idkb 2D6 p i n t s of Stamina damage each tmn to anyone within 6, and ID4 Body F d L b

Spell ranWtrpe: W Element: Sonic Ingredient cost: 0

Spell ranwfype: 7ffi Element: Non-80nic Ircgedient msk 0 Madmum range: 0 Running time: Spedal Resistance mll: S p e d Area of expasure: The neaam-r

.Il* awl* 0 889 J . ~ a u ~ u o q ~ u a 'alaa 'UOW!I~U!-~?P 'hluaqlw sl T- slJaua I-@== S u y ! n ~ = 'qmx PI ayl 4 a)spdwdds wag.mrg w d z a h a h a u sqee!tdnp ! q m a m pwqdaz a w 'mwmadde ! a a p e a $ m u

p w apd aW* pw .uogs~np [lads ayl m j pazqsas aq nw qmg w ! m B 'auOamDs uadn 7 u a w - q a ' p u q '%I ' m e ?sol s s a q s a Ll"~lodruq 7 1-91 ! m 'ranamoq 'pjasn r("sa% s 11 '[[ads s!q? jo paau ! ! (waslad adsq 4 aahau sdoq slaawmomau 1~

. ~ ~ . . ... ~ . . . ... . ~

'ys?rndasoar88 jo asn w lwia 18*g!ap dq aal!~md s! v l o d %sol JO =vvm=n 118 .ltzcpaA! earn w p m a m saneal B ~ W -p a=as!p aql p a q leu IIV %naqjo q w q (awarrpl arm uah3 'saneal s u w Xrepma%[ ayl mag papm q % o y hq PWFI aq dluo urn = ! e =P a m .r(w?=w no q u ~ S w ja spll q u a h a d 'za*a*oq 'It@ q w d a jo u o g e q d q 'sa~p aap=zw+~e w '0 q a a a no3 lo &* ! I ' e a 4 s rawra p p o w ~ o t o d ms aaqlou= q$w Boop '(I saqaa aql uaqm %!ddqs) 1601 PI . ~ .l o d m a d d w laulow 'r-+ram . . . l .. .. smoq PZ qmx .A,loopuol u m q > ,UO,) A 0 L,!,& ' q g u a q s 1aw1.8 YO+ lulad e ilile PUY a7uareaddt 8q mcq ! r s-1 mw!h ayl i.oja.+ldql slnoq n ~V!M 'no1 TI * TJ ?r n amme P~P-JP am q a ! ~p ~ u q &?m q n q s a~n$eam p w 'aug=x ! B l o a sJmana w l!q q [lor hem m w o l o u a u aql 'amg q q l .%)ulm(l -sqnu!m any 4 do l q m sp m d a l s q l w pqwqaua amolaq spoeq al S '&!ap s!q UOdn S1p3 Xe3UBm1113a0 aq? ! q

BWll Wpa

--

moy & m p p llos due q p p w aq a q v aa s aanleam T :a~nsodaajo a ww 1" d p q l o w s s! lua!eaS"! a m .-am ' paddzqoa aqq p p o w qals man due -3mq mwa q a a w Xluo p w s ag ~ qolod erg sueam mo4 m p p a w quanaxd ? q a o g ~ y r l ~ u ,BOO 4 w n :noz ~ w a d s :amq a m p d 'uop~rmj llads a WJ mll~lam Lq aeB= q a -ads jo =am ua s?lueo& p w '?no 2 ~ 6 ~ q3noJ a :* mn.JL!Xsyy r w .amraw* aq ~ m m x o n ~ e ~ u s d IIOJ = xo l! ~ g n o ~ d u e kal-m ' w &X I JL IUOIJ l a 2 ~ 0 w? - ~ I aql 30 moq w q q l y p a h ~ d m e6! n* q ap) qaanard rllavqosq* play a m j a m .zqarrm!p jaamam j s m n 8 w!ma)ap 4 a p m llm ou s!azarll h ! '7 atB my1p )y w a I! w Bvol 0s amqaam o ! m!ws .@a JO =I on ~0 am!^ PZ~ZCO s spm-s play aWoj au~b01a OIL : nadS hem m peqJaal wawsqm q%owP 'pal=*q LlPJ ! q = 'XW-D~J~U a w dq pqona s llads mu a w ! lms pa!dgax arg 'dn pasn uaeq a n q qt@ -91 d50Xb-E JO nopzad e m p )I 'aaqzaal a w dg dn past? uaaq apzp ,OT 4 d n :amsodxa )a s a q s ' w m q pq 8 ma4 anoqja ~ o u amq haw ss 5 ~ 0 10s roes& p@p ,!am aedau 4 q a q :I[OJe m q s p q ! ' ~ + ~ a m n q :am* au!uuny Im -@ B 3 ~ u a p a s u !a w>q~a sa)=aau qa!qm aq? q wa*a= d l a l w m m ! (=!=P @n pawaal ' z a l a l ap) dq paq381)~b8alm U O ~ J B d w a q e l q ~ a n :&wz w r n p e m w q u m d o ap) s qms) JWBW %y!ue~o n e ps . qqwn ' B L Y ~ l a w 03 amsodla jo s u ! - aq? qua dg pea* qt@ d w ' m a u p p u ~ - a n w w w p m p *pS ~ 1 s -luay!biaul oqaa m q u a ~ r m a %ran Bo!mrn 'maj jo =me a ~ m p a p n n dg anop manl a w -su n d * *u !c 3~ jaamal3 horns e Sa)e!pa= x q m ayl 'llads s!q% h a OIL : a i d l n w l nsds amqaao 1 :a~nsodxa a a q jo axaqds ,og ti :amadxa jo s a q p p d g :~IOJ a $ w ) s ! s ~ lwuimma $0 WlsBOUB aUoN :IIOZ q s p q a l u a w m a d :amp %!uunn l a n a y q n u p 1 :amp Bu!uunx q 3 n o m 0 : S w z mmpeyy ~ 'q-c*ylisnWPBao=889?UaUI1UDYJUaslP 0 :a%= - ~ P ( B Y U *paoc:l m mmno ! PW ' 1 $ ~P ~s-d JW v .m r :r- l u a q a l s u ~ 3!uos.u a[qf@o s! nads a %vmo~jo plo~zano 'nznmq ~!uos-uo~ :?"amam ~ ~ L : * n ~ ' l l ~ s p a p eql ~q =-yo oa ss u q q 8.8 34 aql WL :ad6Mwz I l d S [WJ am05 ayl m p W d q q f i 'SeU4e alol!W mopad o pa m.9 lseq r. jo q-m ! neds am m j lua!pa~S+ aq,~, ' a ap) n( qsau q q q I U ~ O ~ .l q-1 aq* 'uog~q&e s,nads aqq 7~ .ealnu!m om? mj L p o m m d x a jo =am q -a12 zsozq LWzaua ss qans ! ~ms&dq ~a~~ e a .oo aql 'pna sdlads a w $?am jo asn ~ o 81 e aqem sarg s a p sa)nu!m zn s aq a q d am ao yo[ q ! 9 1 m j u o p q mopuex e ($ $ - p m 3d 1 1~ '(labava)nu!m I) a q wads ow ILW prmo~ .d=m= mwaqqa=d 20 sasloq pe qms $6 (m s!w u deoq o %OF 1 ! ! q am16 w w lo =law3 a w mcq m q c q s D I S * aH .~iaem anom p w spas"! a q jjo pua) myl laylo 2tqqlou ap l o snsds ?no d a q &pYVaas dam s a l u n s~lads dsm p aarrep ou z a p s a m p q ~ a alg u!qy q p IV manswad-uou wow* aq? jo due qanoiql samleam r a w 0 .sqnu!m 9 amq padd-s s uopq&ah Kreu!pao al!qfi ' o ~ w x a a ! q % ssgd dam w 30 *sly an . s l r a w a q q2oorql aw jo q q a d pa1 u")ms samlzam i w l d ?a&g~a)q u!gs 4 raJwmomau am salqeua uads s!u .amsalxa jo =am aql urmw ajx 1-d m b ~ x p w an!mm~s 'punos a w m q &*ma sl~asa! aq? '[lads argjo uogaldmoa u o . F a a w u au!daa[s ! qy!ds ?snJo[ aql s u a v m s llsdn py1aacd 8 % ~
B s e q a m wql *=om ou 7aq nads a s q sr all! stq,~,rllqsaa)u! p a 9 sN!ee ems eq qsaq p q p w '@ q p)w s m r a l w oo q p n m ~a1aam.19 a w '=d==d a w UI .w dassal B Buprsrn w ames a w paapgum aq p~noqs ~ d m w s lpns 71 a d v 03 a d 4 pw r a ~ d w s,&!ap aqq qu! %@dm sx o. a -u aq) pepem aq osl. ~ q % ms a m m jo SPS zw a .(manag w d q 3 aas) me)l e m B JO n q e a m p p q q usds JOam r a m o v T1a-1 rgoc-ylsz .w!) 4 p p ew P (anal 1 1 9 aql l e pa-~ld 'llads xwwmouau q w z m w s r d w JO UOV!I~~P erg apnlJu! pa)saj!wm eq wa lgyl qaaJ3a aq& apBx!m e ouojrad 4 &!ap q s ~ l w w l a?! q?% Pm had. l w w m a u a u lnjnllamod lsom aq$ s! sru

mn og

*-

~ m u e m o u a u :amsodxa jo s w 9% arro~ a a q s ! s q :llor l ~ p s d :am9 an!uonx s 0 : a h = m~ - y *pa P :wm l=arpafiu~ ~ ! u o s - u o ~u a m a l 3 ~ 3/L UAS

p p a d s :msodrajo raw FWadS :1IW WWSrSW e s d s :amg W u u n n ppadg : & u e ~ mnmpepy I U W ~ SV J wa!eh~
qua ma^

3@ll uolewune lpa

WL :adXUq=ea nadS

a1~1p 71-: a JO s q P a d s :Uol WWl a a a m n ~ m : a q 8qoonx 01 Salnu!m E *3 . @ m ' sj s 0 3 $ u a q a B u ~ + ,009 : a f l u ~mnm!XSA l a!uo~:?uama~z wL'L:adQfluaalladS

U U U W ISIUQ

msw

.auro2/ sourap q m a Lprmou 1 q l*ap m ~ o m a p mog p 1 q jo pp B s ?ua!pbiau! B ! .pp p q ~ n n d 'a~!ldd*s qanoaql) q w m u m p w q d S p p m aoodw q

spell r a n w m ~ 7n3 : Element: Son-sonic Ingredient m :0 t W m u m range: Touch cast in^: Instantaneuos Running time: 1 horn Resistance roll: Some Area ofexposure: 1cream By Ulis spell, the necromancer drains away and bestows upon himself the energy t instantaneously o load and cast an additional spell of up to the 6th rank of power. As an example, Dar the nemmaneer lays hands upon a witch, chaoping to leech away a 3rd rank casting slot The witch l m s it, and Dar may now utilize this ss both a rnernoriatron and mstlng slot within the next hour. invoking any 3rd tank spell he trio-ven if the spell was not currently memarized. (Note that an -emmized spell can only be cast through the leeched dot. not thmugh any otherall lf the &r attempts to leech a spell slot his target hasn't got available, the spell is wasted.

Casting entails the nmnmaneis SLTibing a circle of mnjuration upon the flmr.then burning a brazier of prrdour incense whik chanting to his deity to bring forth the desired monster. The creatures that may be summoned i n d u b undead or demons o equal or f Ir level, or a specific demon or devil of any level whose m e is hown by the caster. [Note that demonsldevlUl of higher level than the caster m y discard the smmolrirrg at their desire.) Snmmoned undead fallow the caster's bidding without question dming the 24 h they can remain on the N e m . But in summoning devik a demons. they may be contmlled only Ulmugh s a d er(rmirm or use of the nmmony of binding spell. Thus the necromancer will d y employ a circle of pmtection when prfnming this spell-and the being so enslaved win evermore hold a grudge. An option. however, is to ciTer appropriate renumeration to the F iin rebmn for senice. In either case. the creature will make its best attempt to perform me s ff task for the casts. At the wi end of 15 dqs-m upon completion of the --the mmster returns fmm whence it m e . along with any promised tre-, @less of s t e p tahen to retain it. Disenchantment will not rea Nether being to its pmper p h e .

mature into durt Casting entails t h ~ necromancer'sletting fan a handful or dust from his palm while abjming the large1 of the spell to fall to dust If a Luck roll is failed, d l W i l y fluid within the m h e dries up, leaving behind a dead husk au that crumbles to powder before the ryes of onlookem. Thereafter, only a 8-kr wish or grant fmm a deity win sllmn to restore the character.

Spell rmkltyp: 7iD Element: Sonic lngndimt cort: 50 @ hlanmm rangP:0 Running time: 10minutps Resistance ran: Sonc Area of clrpmure: The m m a n e c r
his spell is named for the Hoswrathian nermmancer who orylnated if and with it the c+st, calk uprm his deity to imbue him with innedible stre&. immediately raising lhst Stat by D 1 points. to a m2ximnm of 20. If 20 Strength is & already p a s s e d . his h y s factor to damage mlls ie1mrhanm3 hut fa. o m s of Suenzth rolls or - - ~~-, ~ marimurn lifl ratings. the caster is treated as Wlougb he has a Strength of 26. The ingredient consists of a d of blood h m a giant or other powerful m a t m e which is smeared over the hands. This is never -dative with a normal slnngthen spell.

~~.

Sprll ran7R) Elemenl: Sonic Ingredient cost: 1,WO gd* Maximum range: Special Casting: 1hour Running time: Spedal Resistance roll: None Area of expoam: S * Thmmgh this spell. the necromancer may
mnjme forth a being fmm the Nether planes.

Spell rankftype: 7R) Elemcat: Sonic I d n t mst: 1bz* Marimurn range: 30' Running time: Permanent Resistance mu: Lwk to neg. Area of expo-: 1matme

Ingredient dhppzarr, when spell is cast

This powerr'

sem to

l ~ h beckemold & r e )

of the ancerer

No one is oertain where ~aeerers miginated. That tbey played an important part in the event. a t the end ofthe Fhst Age is unqnestiond It is also bue that there are no traditional ties bemeen smeerersand ohes. Thus,s m a y m a y wen be the 6mt human spellcaster profeasiw if necromancy urn tmly be a t h i b t e d to Goth. Today there are generally trao b a c k g m d for smoererj. In the fnst, a soreem may have m e out o f m e of the traditional bwrathian schmt. d magic. In the -d, a yoong pmay have m e d an apprenticeshipd e r ao old sage who has now given his *dent leave to make h b a her mn r a y in the world.

[PIS-

oforid,,

baet suited for so-ra

k r e n are fmbidden the use of armour u n l they passeas a -d ~ pmfessiondoraingit. In that event, they may don leather m softer attin.Their two weapons me: nagger, staff

I i i l numberofoombet s t i l l dots 1 nta Additional -bat akiU lrlots gained: U6 levels Cost for l n a p p m p l i s k weapons: 8 slot.

Sorcerers (or sages) - y p a middle gro~zl~d between wibzbee and ~lffmmaneers. those of tbir profession, magic and all it holds is ofpaamount To interest And, in many ways, sacerers might be considered scholars, for they relentlesslyseek lhe answers t an questimur. o

Sorcerers may employ items allowed spenossters.

lLeve1umitatlons Cdaal-prohnlonoption.

I
(Suggested)

Race
1mes8

Cr -

IQ
18

DmLpmk%eion o p t i o m

18

17

IS

all

None

LEY&L LRuwATIONa
EIJMAN(other)

14

15

16

17

18

20

(Yi3WTERm-w
]Level table Field(#) of bowledge (IQ)

prdlsdum (theSmuns)

I
Skill level Level points Read tent (IQ) Spell slots
1 4

Specis1 abilities

l ~ r p l a n e t i o n skills of Read text. This &U permits the sorcerer to comprehend the general subject of a text written in a common campaign language the character has pmbably seen in his lifetime but doesn't actually speak. (If adapting this pmlesioo ul game syxtems Lhar mnke of mage wiongs--such a proll.cto * invoke 4pll elfectx, the *kin rill p.rmlt the character to employ t h a r witinp by deducting 5% wr rank uf the ~ r i t i n g spower. Slising the prrc.ntagt. rklolts in failure and should be handled as appropriate.) Adjustments to the skilt ZQ. The smcerer's IQ has a deflnite effect on this skill.

Field(s) of knowledge. Fmm tbeir delving into the world's mysteries, sorcerers acquire a range of information regarding unique subjects. At 1st level, the player chooses a s p e d category of knowledge for the character. The sorcerer starts with a base knowledge level of 208, which increases by D8% with each level gained. Each six levels thereafter, anotbotbr freld of knowledge is selected by the player. Some possible fields of knouledge are listed below, along with descriptions ofwhat they might do. The list is by no means complete. and the player and GM may deVipe others--for instance dwarves, which wodd grant a charwith an interest in that race a full compliment of howledge r e m n g the laws, customs and history of that people, excluding speaking the language. It should also be noted that some technical skills might require the sorcerer mffit alsboratory andfor library. The cost for this would be 1,WO gd, increasing by a like amoont each h e a skill level is gained.

systems throughout the campaign world. LrnguistiCS. This allows the o h m w t a to grasp the rudiments of a spoken language. As with the read lerl a!4ll, it doff not d e r linguistic fluency,but after 1D3 hours of dealing with a willing sobjed, the sorcerer can communicate on asimple level with intelligent meatmes. Medicine. This indicates a familiarity with biology and the doctoring of wounds. A ~6ar8Cter with this skill may set bmbn limba. and can attempt to heal 106 Body points with s successful roll ii he has heding herbs. This can be done o m per battle, not once per wound. A sorcerer making his roll and tending a wounded person also doubles the rate of Body healing each day. Mytho*. A sorcerer with this skill would be familiar with the various myths and tales of the campaign world. Theology. This offers an understanding of the various religious beliefs customs, and tabom of the campaign world. T i i .As the bard skiE rua MJvstmenCB to the skill: Eactness of ony ininfannation &sired. When information of some sort is sought from a %Id of knowk&-e, no adjaatment is made to the skill percentage for ouestions of a r m m n nature. Qae&ons of an unmmmon nature halve the skill p:nvnrwr, ul181rinlrrrc@tivesof a rery unmmmon nntur. qu:sr. r i t . l'h. GSI h.b Rn.21 u y wtder wlna~eategmy agiseoquestion falls. And in c . w > whrrr a field of knowkdge is narrowed to one s w c race or ares--for example dwarves, as listed earBer--questions of ammmon natnre aduanygrant a bonus fador of 25% to the &ill preen-, while no adjustment is made for uneommon interrogadves, and very unmmmon howledge sought merely halves tbe chances of making the IOU. 10.The sorcerer's I 0 can affect his chances ofmakine the mU

Alchemy. As m - do not acquire the ability to fashion potions or e. l & this grants thcse talents. with a ski1 roll to determine succes.9. The shill aiso permits identification of normal potions he handles. Non-normal potions on be identified after 2D6 hours of laboratmy rerearch (ifthe roll is successful). k?tmlogy.This acts as the gypsysm offorllme-telling. Calligraphy. With colligmphy, a skill roll when encountering a sigil or rune immediately confers knowledge of what magical effeas) would be activated by it. It is otherwise similar to the general skin. Customs & Etiquette. One with this skill understands the proper behavior when in different parts of the campaign world. If dealing with foreigners, a sueoesSfu1skill mll confers a 10%banus factor to any reaction rolls Histov. This grants a knowledge of the world's general hs. iIkm analysis. This skill lets the sorcerer glean a baaic undenbnhg of a magic item's general properties. Full details of all powedeffects may not n e d l y be revealed, nor will the number of charges. The skill i s nevn soperim to the disrrm enchanted oum spell. Law. This s i l imimparts a general understanding of the law and judicial kl

l ~ r p l a a a t i o n s m c i a l abilities of
At 5th l?v*l, m d each four I -"el$ thereafter, the sorcerer fluc.nt in a language of h ~ choice I hlr iw.ludr. thr rl.ility to read and s *,nw 'Mon~ta'langoagps may be ohtalncd unl) nirh <:\I ~ p p r ~ v a l il. B. Combat skillslot. Selfsxplanatory. C . Apprenliee. U p reaching lOth level, the character may take on an apprentice. This is comddered to be a retainer which may be adopted by the player as a baek.up character. While he rem;dns with the teacher, the sorcerer must see to the basic needs of the apprentice. Upon his reaching 5th or higher level, the apprentice may depart his teacher to make his awn way in the world i f he wants. D.School. On reaching the 15thlerel ofskill, the sorcerer can open a school, attracting 10D4 1st level students. In doing so, a & expenditure of a t least 500,wO ounces of gold must be made fm land, bdldings, saiptmioms and libraries. Thereafter, the yearly upkeep of the shoal equals 100 gd per level of
hrrurne

A Ian-.

the students. Also, i t is not unknown for a new school to attract tbe enmity of another if its masters feel an infringement is being made an their territary.
\~~mlels & spells

I
2 n d rank

The sorcerer is specifically d-ed to be an open-ended character for the GM to utilize ss he best sees fit As ao aid, however, a spell list fallows which employs only spells from QA. With the release d the QA Ployen' Pock, in 1993. we hope to have a new spell lint for sorcerers induding their own unique spells

1st-k 01-04 Ak ban (W1) 05-08: Ball of bouncing (W1) 09-12 Ball of shadow lN1) 13-16: Candlefire lW1) 17-20: Cat fall!wlP21-24: Conjureanimal (W1) 25-28: D living m a t u r e s (W1) e w 2932: Detect enchanted aura (W1) 3336: Disenchantment (W1) 3 7 4 Fog (Wlj 41.44 :Helping h a & (Wl) 45-48. Magic dart lW1) 49-52: Magicscript lW1) 53-56: Mirrm ( N l j 57-M): Read magic script (W1) 61-64: Ringshield (Nl) 6568:Shadow darts lN1) 69-72: Shut portal (W1) 73-76: Slumber (W1) 77-80: Spell warning (W1) 81-84: Rick(W1) 85.88.Unlock lW1) R9-92:Wan walk(N1) 9S-96: Witch warrior: (W1) 97-00: Reroll or ch4th rank
01-06: Ashal projection: (W4)

Srd r a n k
01-05 Animate wood (W3j 0610: Black steed (W3)D 11-15: Charm !W3) 1620: Daggers ( W e 21-25: Electric arc (W3) 2630: Enchant mrd (W3j 31-35: Energy blast lW3) 3640: Eye palm (W3) 41-45: M& i refleetion (W3) 4650:Nemmantic darh- lN3) 51.56: Phantasmal lighter lW3j 5660: Phase eflectlW3) 61.66: Seal lW3) 68-70: Shift (W3) 71-75: Smoke stick IWS) 7 6 m Snsre doak (W3) 81-85:Wall of swords (N3) 86-90:Witch mark lW3) 91-95: Woad form IWa)
SBOO: Remll or ch-

01-06: Acid dust (N2) 07-12: Chameleon (W2j 13-18:Diamond cloud IWZ) 19.24: Discern enchanted s m a (W2) 25-30: Enchant bracers lW2) 31-36: Fire dartFW) 37-42: Fire m e s l W j 43-48: Float(N2) 49-M Heat sight (N2j 5 6 0 : Mind shield (N2) 61-66. Moon sigils (W2) 67-72: Net (W2) 73-78: Phantom dagger IN21 79-84: Smoke d m d lW2) 85.90: Stone speak (WZ) 91-9& Unloek (WZ) 97-003 Remll or ch-

6thrank 0 l c X Aaivstion (N5) 07-12: Agility (W6) 15-18: Ethereal vortex (W5) 19.24: Memory stone (W5) 25-30: Monster mojure (W5) 31-36: P o l y m q h lW5j 37-42: Protection flom liquids (W5) 43-49: Shadow visage (W5) 5054: Smoke form (W5j W. Talking script I W , 61-66: Telepartal (W5) 67-72; Transference (W5) 73-78: Wall of bones lW5) 79-84: Wall ofrepolsion (N5j 65.90: W m d m t (W5) 91-00. Reroll or choose

6th r a n k 01-05: B m e cage (N6) 06.10: B k k rider (We) 11-16:Displacement IN61 1620: Enchant bottle (W6) 21-26: Enflame lW6) 2630: Ether ball lW6) 3136: Flmr d e s (W6) 3640: F - field (W6) 41-45: Pentagram of protection INB) 465@Phantom (W6) 51-55: Phantom d m IN61 E . Shift spell rsnL(N6) 8 m 61-65: Sleep mist 0 eS70: Spellrefleaion (W6j 71-75: Stsnis (W6) 7680: Stone flesh (W6) 81-85: Stone hide (W6) 86-90: Touch bane (We) 91.00: Remll m eb-

07-12: Bat swarm lW4j 13-18: Create stairway (N4) 19-24: Delay spell (W4) 2650: Ear wall lW4) 81-36: IUusionlW4)- ,$. 37-42: Mindread (W4) ' a 43-48: Neubalize aura (W4) 49-54: F'mtal of escape (N4) 5560: Secret d m lW4) 61-66: Shooting stvs lW4) 67-72: Spider sigil (W4) 73-78: Staff of ahsorption !W41 79-84: Summon shade (N4j 86-90: Vardsh (W4) 91-96: X-ray vision (N4) 97-W Reroll or ch-

7th rank 01-07: Black sleep (N7j W l l Body lightning lW7) 15-21: color W ~ (wn I 22-28: Dimension walk IN71 29-36: Elemental wall lW7) 3642: Ethereal whirlwind (W7) 43-49: Greater teleportal (W7) 50-56: Immunity to elemenfs (W71 57-63: Non-corporeality (W7) 6470: h m a n i z e tWn-note this is a s p e d version of the spell which dwsn't require a deity's blessing to function. 71-77: Rune magiclNn 7584: Time distortion (W7) 85-91: Time warp (W7)
92-00: Reroll or chomp

While it has been pointed a t that m e witches have been and continue ta be m t e d wrongfully, in many undeveloped areas the loeai witch may be one of the moat important members of soeiety. filling the role of doctor. shaman. &st, etc. Thus, when and if a witch settlee in an area, instead of hiding her existence, she may make her presence known in a beneficial way, instilling a healthy respect of her powers in the minds of the commonfolk, who may look to her as a pmteeta and ally. The Evil witch, of course, will not be so well thmght of. In general. she will l i i d i d swamps or darh wwds under her mntrd and bound to her ar n mmmands.

One reason witches can bring persecution upon themselves is Uuovgh setting themselves s t d d s with political or rcligim leaders in the area they reside in by their habit of worshipping and swearing total fealty to their goddesses. Witches rarely fallow the mainsbcam deities ofa locale. and d tend l to have a marked d i s r e d f a the authority of petty I d s and mmigns. submitting themselves only to the Elve(in the case of elfihalf-elf wikhes) or their deity. A h , the fact that witchery was raid to be the first and greatest magic mated haa never sat well with many fmm the human nations, jealous of elven primacy in the world and witchery's female p r e d i l ~ b . Because of this dual potential fm pe-tion, and became 4jealously p a r d the ~ e e r e t oftheir smerics. a wikh may rmly admit to being what she s b. steadfastly mainagainat any evidence to the m t r a r y that tme witches are in fact am*, and that she h-Ifis a kmmer'm - r i . (In fact dud" witches generally get dong well with m. and the similarity of spells pmvide a winitch with a mrrvfneiDg masqrvrsde a a n sdventmpr of that . ) - wm i= fp e Yet another kait shared by many witches is a W f a tlamboyant dress. Female witches in particular, while o s d l y far off. aloof and aoWupd. will do a mmplete h a b o o t when in the presence of a source for h e clothing, Of thare who practice magic in Islay. witches are the mast powerful m e t i m e s lasmg their mmpowe and throaing away money like water for a although they are outnumbered by other spellcaster pmfegdons. Lqtimately. ebance to buy a silver-irimmed doah or a h e l y tail& mbe. witches are spellcasters especially dedicated to the pmctice of elemental and sympathetic magic. And though presumed by many to be En1 ia n a h m . this i s lasses hest suited for witches certainly untrue as mast tend toward Indeterminate cthies. The remainder who follow the paths of Gaod or Evil, however. invariably prove to be either very Elf. halfslf. human Gmd or very Evil. And due to this, the sinister reputation of some witches has mlored the perception of all witches amongst sariam peaple. Many "Goad" knights, for instence, never fully trost any witch. keeping a wary eye on socb party members if they bewme a w w of their tme prof&. Having on measion been subject to exassive pemeutin, in a -Id dominated by men, witches reciprocate the feeling folly, with even a saintly witch m c a s h d l y failing prey to a streak of m W c f present in all of h w porcpdm, perhaps "accidently*catching a self-rwteoua k n w t in the area of c x p a u . of her plant grab spen (althoqh msoally when the d d s an not terribly I . Wlkhs rue forbidden the of m o m , although doal-pmfessioned Like dmid=, witches tend to respct and a m natme, with mast witches may employ leather m sofie attire. The weapons appropriate to the chmsing todwell a horn linse n t e r of population in n a M mmmmdings p f h n &I& that suit her m t y .

l ~ h b a c k p o u n d & v m m e of the r f e h e
The trne Bigiosof wikhery lie with the e k e s &me b u d . ray Magic was given them by Brigit; others asert the elves dismrered it on their o m , ofiering it as a gift to their deities Whatever the mth. most pesentday wikhcs arv either the re%or children of witches, having learned fmm their elders the rituals ofwitchery. It is for this r e a m that they w r w l y fmnd within any of the Wtional H-athiau &Is of magic. and thus some &I-trained spelleastem aware of their existence view these practitioner of ancient sorceries as renegades At soch time ns the witch reaches adolthood she mavleare Uu nest to seek a path toward perf* her Men% lo Lhr cap of a &yer character, t h i i s translated into a desire t o p advenrrmng, thal the wiceh may gain bowledge and rwrienw before chmslng to r t U c down prmwenrly.

Dapper. dart, Stan


Inldal nomberofoombet.klII rloh:2 M d l t l w n l o a m b a t . U s l o e gained: 1 511~vrl.i M Cost for inappropriate weapa11a: 3 slots UmMIIed a t B o L penalty: +3
IlVLpfoitems ellowad

Witches can employ those items allowed d l spellcasters. They may further use magic items exclusively permitted druids unlrss such am specitically denied them.

l ~ e v eUrnitations & dual-profession options l (suggested) Dual-profession options

1
Character IQ

Race

Sex

M F
RUMAN (other)

1 1 14 1 0 1 3

12 15 1 1 14

1 3 1 6 12 1 5

14 17 1 3 1 6

1 5 18 14 17

16 20 16 20

x x x I

x
i

x
x
I I

P
l ~ e v etable l

x x

I
Skill
level lnvel points

1 2 4 4 4 6
6 6 8 8 8

Spell s l o b 4 6

Special abilities

1 2 3 4 5

0-2.200 2,201-6,600 6,601-13.W 13,801-25,800 25,801-47,660 47,551-18.600 78,601-126.600 126,601-204,100 204,101552,100 352,101-522,100 522,101-769,600 769,601-1,069,600 1,089,801-1.369.600 1,369,801-1.669.600 1,669,60l-l,968,WO 1,969,601-2.269.600 2,269,601-2,569,600 2,569,601-2,869,600 2,869,601-3,169,600 3.169,601+

2 4 4 4 6 6 6 8 8 0 0 0 0 1 0 1 0 1 0 1 0 1 0

2 4 4 4 6 6 6 8 8 8 8 1 0 1 0 1 0 1 0 10 8 8 8 8 8 10 10 10 10

A B

7
8 9 1 0 1 1 12 1 3 14 15 16 17 18 1 9 20

2 4 4 4 4 6 6 8 8

C
2 4 4 4 4 6 6 8 8 1 0 1 0 1 0 2 2 4 4 6 6 8 8
10
T)

8 1 1 1 1 10 10 1 0 1 0 1 0

2 2 4 4 6 8 8 1 0
B

1 0

IExplanation otgpecial ahilitlee

A. Create foeus. Upon reaching 5th level, the witch must call upon her deity to imbne a physical object of her choice with a special blessing. The item can be anything of small to medium size-a ring, book, d w , wand, mirror, d d ,etc. On completion of the blessing, it becomes a focus th-h which the character receives from her deity the ability to advance in level over the following year. The witch may either stme her focus in a safe location or carry it about on her prson. But it mast be in the charaek's possession for her to e m additional level points. If the focus is ever stolen or otherwise removed fmm her control, she will advance no further in level elotil it is recovered. Each year, on Allhallows Eve, the witch most rededicate the focus to her deity in a semet ceremony. Failure to do --m if the focus is not in her passession at this time-. resulb in the eharader's being unable to gain level points until the following year (assuming 8he then enads the ceremony). A witch's faens may be considered to be indestructible except by a unique method. Regarding this, should the witch a t same point use her enchant fmu spell to imbue the f m s with a magical power, that power may pmvide some ideas for how the focus might he desboyed. A cloak focus enchanted with the easenee of a shadow, thus anowing the witch to be invisible in shadowed areas, could have as its bane subjection to the noonday son on the summer solatice, as hut one example. In aqy event, the witch will certainly be aware of her f-i Achilled heel and win undertake all steps to keep it fmm danger. And so finding the means to deskoya witdl's focus can indeed be a major task, althoogh in the case of a legendary focus a bard or learned sage might or might not know some rumor connected with the task.

If the f can be destroyed, there is a55 chance per level of the witch that she wl be destroyed with it. If the witch survives, she wiIl lose all level points, il beginning anew a t 1st level. Conversely, if its creator is slain, there is a 5% chance per level of the witch that a magical focus will 1 its special powers. Failing that, it w l s i l lose t e pmteetian which maluff it nearly indestructible. i l tl h If an enchanted focus m e s into the w o n of someone not meant to have it, its powers may be activated a t great risk. Each time the device is employed, there is a 5 6 cumulative chance the user Will come under the w n b l 5 of the witch, retoming the focus to her at the tirst safe opportunity. Fnrther, every time her focus is used, there is a non-cumulative 5% chance per level of the witch that she will note exactly where her f a presently is. Failing the percentage, the witch will still gain a general idea of its whereabouts. Note that a f a u s never radiates magic &as imbued with magical powers. B. Combat skill slot. Self-explanatmy. C. Create potions & elizirs. At 8th level, the witch may create potions and elidrs. D. Form muen. If she desires, a witeh on reaching 8th level will attract twelve-1st level followers of the same general ethics if she curtails advenhlring and settles in an area These fesnnwers will be fanatically loyal and will remain in the same area as the wven head unless they are allowed to depart service and form their own covens (Fealty is still, however, sworn to the original coven leader, who is then entitled to he known as a Duke or Duchess of witches.) Under unique conditions, it is posn'be for s lientenant or a leader of an allied coven to challenge the ruling witch for headship of the coven or cult. To do so, a challenge must personally he issned to the head witch, who is honor-bound to a m p t or face the break-up of her followers. She does, however. enjoy the

privilege of determining the following: 1. The fight f o control may take place when and where she desires, within ~ one year horn issuance of the challenge. 2. It may be by spell, non-magical weapons, or a combination of both (note that paism is never allowed). 3. It may be specifically to the death or to submission (if to submission, damage-causing spells m banned). Should the witch achieve 20th level and form a temple, her coven members will become priestesses, personally ministering to her if they have not previously departed to fmm their awn covens. (Note that a coven a t any time may ered a stone circle as aplace of worship, although it is not onsecmted.1 E. Form temple. As mentioned, a witch achieving 20th level may build a temple in a secluded, relatively inaccessible area, most likely one in which she has employed the capturn essence spell to bind it to her. The cost for the temple equals 1,000 ounces of gold per follower she attracts, and in nearly every case, this temple will be dedicated to Brigit (Rbiannonj, the traditional goddesses of witches, regardless of ethirs or race, although the goddesses Artemis and Hecate have been known to be worshipped by small human witch-cults, and a few elVhdf-elf witches have built temples to Brigits sister Dellendryll. On chmsing to build a temple, the witch will attract 10D4 extra 1st level followers of the same race and sex. These followers need not be bound to dwell with her, but may form their own oovens or adventure, tithing a portion of what they acquire to their mistress. The nominal title of this witch is R i n c e s s of Witches, although a few in the past have dubbed themselves Queen of Witohes--and some of these have perished under suspicious circumstances not long afterward....

LWitches and spells


Witch spells are kept in a tome generally known as a b w k of shadows, which can also hold fmmulae for herbal remedies should the character have those sorts of skills. Witch spelh d s o have in common sonic elements that are almost poetic. A witch casting a witchfire spell, as an example, might mouth something dong the lines oE

Elsyra--Queen of Witches (25th level witch)


Armour rating: M-5) Tactical moue: 10' or aa applicable in different form BAR: 17/10/54 Stamina paints: 70 Body points: 13 Stots: S+-12; Ag--20: Con--14; IQ 20; Ch--20: Ap-20: Lk 19 Attack 1 Dmg: 1D4+5 (d~gger) by spell or Ethirs: I Size: 6 tl ' al Special note: Shape change a t will; pmsesses Artifact of Pouer-the Scarlet Flame: her symbol is a 4-armed spiral, eagle or hummingbird Elvyra appears as a tall elf with flaming red hair, typically attired in blue and white with a red sash b u t her waist. Upon her head she wears a silver mown over which floats a k g e emerald acting as a device that doubles her is+ 3rdrank spell slots. She thus possesses 40 slots of each of these spell ranks, and 20 slob each of ranks 4-7 The flame removed from the temple was later enchanted into her wand focus, meating an Artifact of Power known as the Searlet Flame. I t appears as a wood and silver sceptre with a huge ruby set into its tip, containing a burning name within. The wand ahsorbs all spells directed at the possessor, converting their ranks into potential that regenerates any stst loss, similarly to the Mind Sapphire of Serpen (see Chapter Eight). I n addition, the wielder is able to use any fire-based spell a t the 35th level of skill a t a cost of 1charge off the wand per spellrank, castable in a single phase. Elrna's rarely used melee weapon consists of a BF 5 unicorn horn dagger, which provides the further benefit of making her immune to poison and disease of any sort. One interesting fact about her relates to her ability to shape change (as per the witch spell) a t will. When she remains in a single form, her eyes change color each minute. The Queen has e h t e d in legend since the dawn of time, and most believe that if she yet lives, she and her followers no longer remain on the Nexus, but iastead dwell with their goddess, the Queen of Faerie, within Her enchanted realm. Nevertheless, some have claimed to have encountered the Witch Queen in the midst of isolated sylvan woodlands, and in a nyged area of volcanoes in Naz-A]. I t is even been reported that she hequents the Witchwood, a forest in hvalon, bul this ~ U n y i\givcn liltlv mwdmn. I! she i* c n c r ~ u n ~ n . sh,. utll rnrhrr hc nmompo8cd by her famllLr, hcr d, chirl handm2ldr.n ur b t h 2M X + Z 'W . h r t 8.f ll, t:lv)r~ ib hrlirvrd to b o u Imt spells that are vastly more powerful than many used today.

"Haggardnun of mugh attire-With blade unsheathed to strike our fighter-. The glou bum bright to tohow my i m ~ And st* you now with mitchesfire"
lThe Queen of Witches a n d a tale of the elves Amongst elven witches is told a tale that the elves of today are originally descended from a race of immortal elves meated in ages past by Brigit and Dellendryll, their patron deities. At the d a m of their appearance, the elves were ruled by a dynasty of regarded as Brigifs first meation, the house of Pallandar, and one of these monarches was an elven princess named Elvyra (pmnonnced el-veer-uhj. For reasons long ago forgotten, she and the prince to whom she was betrothed were banished from their people. But prior to departing with a retinue of handmaidens, the story goes, Elvyra removed horn the inner-sanctum of Brigifs temple a n ever-burning flame placed there by the goddess Herself. The theft of the flame was not discovered until after her departure, and though the most powerful elven spellcasters used their powers to scour the world for her, neither she or her followers were seen again. With the s a m d flame gone from the temple, the hand of death came to embrace the elves as other races. Yet even so, their lifespans remained far superior. Thmugh the power of the flame, E l m was able to hide both she and her followers from those who sought them, and while wandering the world in search of a home, the elves taught afew of the IEendly mortals they encountered a few minm wmkingrj of witchery. Thus witchwaft passed from elf to h u m a d . The exact fate of E l m a and her followers was never ~known. But more than onlc. h:%w :xdv.nlerrrr come n m t , ~ p n - lvmplc.s .mnd51~-.ld.&lr.d ~ o ulw,dl.tnd. hrnnny the t h n r f hraners uwd in uor-hip I, I1riL<t \ J duubi ~i Ir.j,t 2 frw i n . uf rhtrv db~ndv~,r.d vmplvs k,lunk?,d tu El\,)~.t her hmdn~mdenr. .md
~~

The description of Elvyra, her familiar and chief handmaiden follow.

Familiar (AKA "Breather?-white

dragon tiger

Spe"~ White &awn tiger Arm- r a w 0 T a d i d mow: 7Cr k v e k 6 (40 SP) BAR 17/10/50 BWGP ratio: m Aver= Stat: 15 Spsisl stat: IQ: 8 A t t a c k 2 claws and 1bite or breathe fire Dmg: lDBIlDBIlD8 or 4D6 Ethia. PZayful Siee: M Sneeial note: Breathes flre in a 20'mne e n w i n a 1V E l ~ a ' fsmiliar is a dragon hg*r parbc;iarly I d of j m p i n g Rom a gmd s hiding place upon a n uosuspeedngp m and hrlong their faa nnnl remained. 1{1, mismear takes anextremely dim vier of anyone who harms her p-1.
~

Attack1 Dmg: 1DG (star blade Bcimitar) or by spell EI Size: 8 tall BF 5 bracers + other magic items of OM' cbda S Special note: Night i always dreased in a dark blue robe and d m d by two s spirsla 7Rhib only Wb l e s t ' golden discs upon which are smibe-3 4-ed besutiful than her mistress. Night prefers to keep her fam shadowed by the hood of her cloak as a t&n of honor to E b y m Her melee weapon is a star blade functioning as asdmitar. She otherwise relies on her considerable arsenal of spells to aommplish her ptupases, posressing 16 slots of each rank of witch and druid spells. Nights focus is a dDaL which grante her control over the winds and westher as wen as alloher aaes to the Realm of Faerie. The cloak m w a l s o d - a e ~ ~ ~ t h e r ~ . -lo fad it was N i 8 h t . h aminor pries& ulthin thy temple of B-who removed the e v e r . b m m e , prrscnting it t her friend nnd mistress alter o she and r wtinoc uf follmers had departed Rom h r i r p uple. Poll+ is a list of available witch spells with a pemniile v t e m fm random determination. Nwice witches start with 1Ll4+4 randomly determined spells, and one c h m n with the approval of the GM. There*, the wit& may reseed or spells through the n d enw.of dventming, and fmther aq&e s random spell within the range of those w t a b l t eaeh time she g"im a level (her choice as to the rank of the speu d s a prnfieular rank spell is e required to fill her spellcasting aUohnent).

!d Night-Chief handmaiden1 (& Armom

level witcbR3rd level Rhiannic druid)

W-6)

Tactical *me: 10' BAR: 17110% Stamina points 95 Body points 16 S t a k St-15; Ag-20; Con-1% IQ 20: Ch-20: Ap-1% Lk 12 1st rsnL 01-02 05-04 05-08 07-08 08-10 11-12 13-14 1616 17-18 19-20 21-22 23-24 W26 27-28 2930 3132 83-34 3536 37-38 89-40 41-42 43-44 4646 47-48 48.W 51-52

Ilnd RnL
01-02

Srd ,-a&
01-02 03-04 0508 07-08 09-10 11-12 13-14
1516

4th

Air ball Alter animal Alter garb Ban ofbouncing Beme Candlefne Gatfall Clean C d m e animal Canjme plank Conbol fne Create fsmiliar Gmmofljght Detect enchanted aura Disenchanhnent memental protection Evil eye Finger of beckoning

a344
MB O
07-06

09-10 11-12 13-14


15-16

17-18 1920 21-22 23-24 25-26 27-28 29-30 31-52


38-54 55.56

Altertreasure Cbsmelwn Curewounds Diamond doud D i m enchanted aura Echo Embolden Enchant bracers Enchant clothing Eyes of the familiar Fear phantom Finger of amnesia Finger of depaaiog Fire darb Firepalm Fire-es Piretongoe
GmardiansLull

Animate wmd Babble Bubble Blacksteed Cap* ~urence Charm


htdbmmcy

0142 0344 0506

17-18
1 -X 9! I 1

la-24 E2 -6 27-28
2930

Fog
Helping hands Identify essence Light ball Limbstretch Lyrazel's silent scream Magic dart Magicscript Mindshadow PDpm PmkFtiOnh withering Read msgie script

37-38
89-40

41-42 4-4 ?4
6

41-1-48

4. 9W
51-52 53-54 5658 57-58 59-M 61-62
63-64 65-66

53-54
5658 57-58
59-60 61-62 63-M

Repair
ShutpmM SbU offlame Slmber Snapping pockt SpeU warning Talk Trick Unlock V i e Mimic oc Whisper Wltch warrior

65-66
67-60 69-70 71-72 73-74 75.76 77-78
7980

67-68 69-70 71-72 73-74 75-76

J&-0-lantern Lpazelktre h o w MaonMaon+ MwnsiIwr Net N i t sight Phantom double Ring amund the moon Smoke cloud Sparkle stone Spirit flail Stone speak Telesight Thought pmjedion Whirlwind WUlUthewbp wmhtep wand Witch wind

31-52 33-34 3636 37.38 3e-40 41-42

Deggers Eledxicm Enehantmrd E n e m hlaat erofbuth Pmfie Hand of glory Laughing skull Lyrazel's spinning top Missile reflection Neermanticbell Phase effect Plantgrab ReflectSeal

0748 08-10 11-12 13-14 1616 17-10 19-20 21-21 23-24 26-28 27-28 as30 31-32 8S.34

Banewater Batswarm Biting skull Create nature guardian Cure pkon/disease Curtain of light Damsel Death's eye Delay spell Earwall Pingerasdomn Greater slumher
Bdsbmes

Her leebht lllusim Lyrazel'aglobe of pmteFtim

3536
37-38
89-40

Masque
Mind read Neutralize aura Rolling Sresphere Secret dwr Shapechange ~hoatingstars Snakearrow Spider* Staffofabsorption S&.ptaen
Songlobe

48-44 4646

41-42
48-44

Seekobject 474 Sensehte r195oshadow 51-52 Sheetlightning


53-54

ShiR
Smokesticks 8naLebita Snarecloak Spirit t l ak Staffsnake Star burst Stone form

55% 57-58 59-60 61-62


63-64

4546 47-48 4950 51-52 53-54 55-56 57-58


59.60

61-62
BS-bl

65-66 67-68 69-70 71-72 73-74 75-76 77-78

Tree
Witch knock Witch mark
Wmd form

65-66 67-60 69.70 71-12


73-00

Timevision Ransform Vsnish T i o n o f ~ l W i t c h i hour WiWseye Words ofbewitchment

Reroll or choose

7 - - 0 Remllorchmse 7T0
7(MO RemUach-

81.82
83-84

S W

d or c h o w

c . 6

rar(l~a1lo

-*

.o I qsoa %aapaz%q .l z q q m P nsq a q ~ ~ 9 3 . a uds ~pos-uo~ qmamalg w : * W R W ~rids nsqI:-Paarir u d e am iwrs* JIB O= B B J V ~ U J U W Z , S V ~ ~ (.pq a l d ~ u B 8: ~ I m ~q ~ W N- = w= :u = ! n @~allv lua!pe&! a u ,.ne u .%!u~olp., pvne 4 p a e o ~ p se or : a q % ! ! sr 1lol.(1@y w 'a%!* wnlpaw oeq? -1&~l ou a m p e m lT&:amnW=M . a A a ! t w o r 11 JS I wm ~UJWI %tp"sazqralze s isup% X ~ e n ~ s u e Pw JI s a r m * ~ m p p o supq e ~ l a JO -8 w-q JWS-N wamw 61w ol PWW - l e y a w ~ q ~ JO W~JJ. 11 dn : w x u r l s cop 'slI ' W %Weanll ! J weaq+ q a 3 ~ cqs llcq J!D a q ~.,u o p m p [lads 3 i9em o) WF a W P ~ ! ~ J B m F n a y O SYU* aql m j (U)P-UU ss qons) ~uemu01pueB B ~ F m -!! e w .-T(P~P 4 ~ T- q s ar(lBB& 6! zq t q m g q lqpXdq-1p w ~ e o w q a w p s a q *WJO m J O h 4 mn eq 3 pqaw :emlsan lawme ro wn7paur u WOW, j0 m s p zq pasn q &em q q a o q * m srq amdJo pqV

Fn r P P m -In *I'ImUP3 ' o m P J e ~ ~ u e ~ a q J , ~ ~ ~ s SOP a pew 'ormpm a ammaeu -pa


arllpamlBaPLamowqmpmplenmpmrayaw

=a

ed sIlads

~ a V q o a J ' a J Q W T m J ' ~ V ~ @ W a ~ wIB

I B " B I :m-jo

anan a n g q o l d ro q p q l u a p p b a q dsfi ou Y! IeW alON 'UO 0s PoS 'W l!P W'1 f i m amm s : a m a ss mad* rn p e s v quamdplba p w suodeam JO 9 m a d d p erg eaxmp osp ~iads w 'pea!sap JI -(aaq ploq - plnoa sa1d-a a F s a q l p asleaw ayl) ?a 'mlaq = a gwl b m - lq B ! ~ p m u p q ~q =add= d e m w w v.amop qaoo aq jo mwj aw ,1418 q smaas l ~ a d s q l ' l - m a w ~

I* F

' J W ) ~

moq I : a q *rml~ .OI : u 1 u & p m0 jsm lWrparaoI


J~OS m q 3 w

a n q s x I : m a p =w ~ F= .a- w n g m !Q salnzqm or :awl a0m-w :r * mnqqq &rw%~arpaiaor 31nas-oaN Joamaw

sn:-n-

un%eam :amsodxap saw 1 a m o :IIOI a$uqr!sw ~ laAaysa?nu!m 01 :am3 3u!uuon s n o a q q s u l :%qss3 .Or :SUOZ m n m - ~

Wr :--I

UdS

WJN

P JalN amoqa 30

I = = ~ P ~ I I W I OOSL

110lw

W-LL

3P -M
F*WL

VL-EL 63-L9
99-39

SL-5L IL-EL G ZL-IL OL-~S 8s-LS SS~S

FaWIA U-IL W ~ T A OL-69

t~ss
~9.19 09-65
~rj-LS

ose
WL*
WEV

99-95 p9-w 2s-IS

8U!WaM J P-M O UoVVJd J P S M O lu!de ~ ~ P W aunq q 3 n o ~ wms!IB& -rp lo 110ral1 w mls~g aplq a w s w f i d ~ WM o BB-LB qsa~u q ~ a ~ W Y g l d 96% P"mq?!M 66-16 WWS "~snrlm- m o ~ n g n d s WP P U F I ~ ! ~ 06-88 wlas WPM ~6-s v!mdaal~ P ~ A mz8 W u o w n 18% -rplsdhllaq~ ~aasqfiopgqs ~IBM~QU EL% WWJ.~P~QU SL~L-SL Wrwed lPX**IB& ZLOL mqdaools 69.~9 =OPW~JO a n a d

W-9

J~A-TSX~S sw s
"9WIBlOIS
SW9
OS%s L999

W ~ S - Y Y WIV a=N (W-66 l!d aIqp)rod s.l-Id1 BE-LE


O ) U T

wJw=lS
WVpaZl

=a
I -

SauOqJon~M WE9 a3uazajswq zg-1s w o d a ~ a & ow39 a o p l ~ e ~89.~5 "mmns ssss e m a ~ 1 ~ 1 s VPW u ~ 11% w w-re mwaqome 09-BP a%MfioWS WLP SPPLb!l maY- Q'T?WoY W 9 Wdoa w-E? 9dmUlod 2~11 Msaa l!d W-66 qaa-N 88-LS amWU)WON 9696
amwhmep~

w8 e
WIS

"umd !~4 4r-00~

'JOPnamIp

X~~S.I==W 9e

WL

laa3od s.lam* OS-BE s . l ~ ~a-LZ 1 ~ ~ 0 q J o t - w . W 92%


na

m *

laarm--~m3 -=QqJo wad W p m xal-~le-wa =-4-3-n3 =a=xlsp~m.=u

J1SW'm~ww
om-3

27-12 0z-m 81-LI 91% *I-SI ~ I 01-60

mu)
wm

a n q ~ p w 909

quamala 4 4!mmml Z~OP mlhaH 66-LE ~uommnslsea3 9s-w wlodalal ~ 4 ~ ~ 86-163 x aly OOJ ~ a t s u o 06% %pIOqs Jo l A H LIZ% puun~l!qfi ~ e e r a s a IZ'ZE nsm mnama13 IZ'BI *@m ma 81-sr aqenbsw 91b1 ~ l e a w i o c ~ ZVOI au!ulqs!~ LPOE 80.~0 WqlBSM lalW 90-PO d q v 60-10 xu-

GwJ . 1 ~ ~ 9 1X S s f n q w s g r p b ~ W'SE dsla JW.OW*-~ =IS PI~Y -d OE~Z W S m 4 m-LZ =epmld %s7. ~ u u m q s y , v~z a 1199-93 72-12 w-61 aDloq lwq3o3 81-LI 91-91 p = a p ~ a l PI-EI ~ fio-aleq 21-11 1amgaml04~03 01-60 ~ ~ P U X T E 80-LO ~T~PQ!E m u o d = a a a u e ~ w-&7 ma330 ~ m v zoso
9UBJ

fi!~!%' sasorSpov

mro

w9

W'UW

~ ? U t o - C i i a I a c t epd r & r
into a bouncing sphere the witch may W in the direction of her choice. The ball bounces in an arc 6 high and 10' forward each seoond of activation, imp*the ground with a force equal to the caster's weight. It most obviously i s used to check for pits or unstable flaming. Should the ball strike a wall or other impediment to ita direction of travel, the enchantment is broken.

(tiie Wtd)
area's being smbject to a tire spell or tire breath, the enchanbent reduce two points of per level of the csster from the harm t a would be ht suflered. (Note that any of the caster's fire-based spells win not function in an area she uses this ward in.) Last, the witch can eh-e to extinguish an nonmagical flames within the area of exposure, and for the duration of the spell, only magical fires (including breath attacks) will function.

bottom: it must be enacted immediately upon falling. The Merit is a bit of cat hrr or the mptlrred essence of a cat.

clean
spell ranldtype: M : Element: Non-sonic Ingredient mrk 0 ~ a x i m ~:m 10' Rmning time: Permanent Resistance m k None Area of :e Special With ujs spell, the witch can iwtantly make clean and fresh both herself and any clothes warn, even if just emerging from a fllthy bog, for instance. Further, her hair will be perfectly arranged and ~ r l e d her desire. Note the spen may be used to upon a friend if the caster wishes, and i t also can be employed to dean a room. In that case, the area of expasure equals a 10' cube per casier level.

Begde
Spell rankltype: YA Element: Sonic Ingredient COB* 0 Madmum range: 30' Casting: Instantaneots Running time: 1minuteAeve1 lhisbnce m k IQ to neg. Area of erposure: 1 mature

create f

Spell rankltype: 1/D Element: Sonic Ingredient cost: Variable* Maximum range: 20' Casting: 10 minutes Running time: Permanent Resietance roll: Special Area of exposure: 1 animal This spell allows the witch to m a t e a mmpanion out of an animal (or colony of animals, such as a bee hive) whose combined levels do not exceed her own. If the witch d e s a Luck mll, the creature or colony is imbued with a n IQ of between 7-12 and a Luck of 6, which may be expended to guarantee survival. (Failure means that the animal or colony is muitable.) The familiar will obey its mistress' commands without question, and may emmanicate with her telepathidy within a 20' ranpe. The spell may be cast once between new moons, and the ingredient is B m a p of fmd pleasing to the animal. Creating a familiar is a long.term commitment and a witch can ever dismjs. itremaim to her indefinitely. Also, deliberate sacrificing of a witbout gaad cause M certainly result in n the witch.s deity causing this spell to if subsequently attempted until . some sort of atonement is made. Note that familiars are never affected by animal control or conjnring spells from other than their mistress. Also, a witch may not have more than one familiar a t a time.

This spen is osed to charm a creature who understands the witch into aqoiescence. Example: a witch i ordered to pay for passa%e a t a toll bmth. s Ens- the spell, she suggests the tonman let her ae. pay l t r Failing an IQ roll, the man agrees, letting her pars. Later,he wonders why he w e d , passing it off as a result of w o r b g too hard. The power of the spell is such that s penalty factor of 1is assessed for each three levels of the caster. While the spell can influence an &=tee to perfom some innocuous actions, it won't force a victim to undertake risky suggestions or thase conhadietmy to his ethics. Nor will it cause one t hand over valuables. It works o best as a means to allow the witch to undertake her own non-violent actions without hindrance.

Conjureema[
Spe'lranwb'Pe:

lwedientcos*O
1' Running time: 10 minutes4evel Resistance mll:None Area Of

Cnlie ader
Spell ranWtype: 1/F Element: Sonic Ingredient cast: 1n* Maximum range: 0 Running time: 1 minute/level Resistance roll: None Area of e x p u r e : 1 candle

to canjUP a This spell permits the single animal of equal or lesser level (ouch as w d d exist in our own world) to serve her for the spell's running time. While the creature is incapable of mmmunieating with its m b k , it understamis any commands.

CJ OU ~E

plank

This spell imbues a candle with an iotense flame for use as a weapon. The candle easily ignites combustibles, or Lhe wiich may atback with it as though utilizing a dagger, inacting damage of 1 point, +1 point for each two shill levels, with a suaessful hit, althongh a n mossin blow cannot be perfmmed. At the spell's end, the candle disxzlves in a puddle of wax.

Spell ranWtype: Lm Element: Sonic Ineredient cask 0 Maximum ranee: 10' Running time: Permanent Resistance mil: None Area of exposure: Special

Crown o k&t f
Spell rawtype: V D Element: Sonic Ingredient cast: 0 Maximum range: 0 Running time: 1 hournevel Resistance roll: None Area of exposure: The witch Though all but forgotten by witches of the present day, the origin of this spell dates to the first elves, who employed it during c r a n gatherings eti was to assist in ranking bath and rites. Its purwitches and Rhiannic druids -ding to power (is. level). When the s p l l is cast, a halo horieontdly aonoonds the head of tbe caster, glowing a certain color depending on her level : IsbSrd level: Red 4th-6th level: Orange 7th9th 1evel:Yellow 10th-12th level: Green 13th-16th level: Blue 16th-18th level: Indigo IBh-Zlst level: Violet 22nd-Z4tb level: Silver 26th level or higher: Gold The exact l e d of the witch was noted by the intensity of t e glow, whether dim, medium, or h bright. Thus a 5th lwei witch would have a

Cat fall
Spell rankltyee: UG Element: Non-sonic Ingredient cast: 1 bz* or 50 gd* Maximum range: 0 Casting: Instantaneous Running time: Speoial Kesictance roll: None Area of exposure: The witch
I h. .y.ll pro,. rr. th. w w h n 1". thr drngerr of 8 r huddrn r:dI .illhu,nl: h. r r.1 l ~ >wivly upon her d frr, I I i r mih!h!. lmmcdtlr..l) upcm rv?ll,ing she is plummeting downward, she may activate the magic, which permits a safe descent for up to 311, + l0'hevel. Falls exceeding this height intliet appropriate damage, although the witch may deduct this from her Stamina pints. No benefit is to be gained from invoking the spefl just prior to hitting

This spell conjures up common plant^, vegetables or fruit for use as rations. Up to one pmmd, + one pound per two skill levels, of these staples may be provided. The spell, however, cannot bring forth rare herbs and the like.

Control ke
Spell ranWtype: VE Element: Sonic Ingredient mst: 0 Maximum range: 10'Aevel Running time: 10 minutes Resistance roll: None Area of exposure: A 5' eube/level This spell lets the witch m n b l one of several aspects of the element of fire as selected during tbe casting. She first may alter the course of aborning area, causing, for instance, a river of burning oil to flow m u a d of instead of over a selected spd, or the flames in a room to move away fmm a valuable tapestry and toward an enemy within the area of e x p u r e . She can also invoke some pmtedirm from magical fire damage. In the urse of a pmteded

~ ~ - C l i a r m t c r pr4kimu (the Witch)


medium-intensity orange crown of light encircling her head. The spell is of little use to characters of the present day but for the fact the own dimly illuminates an area five feet in diameter, which may aid in seeing in dark areas-including those of magical darkness. However, a few -ens of elven witches or Rhiannic druids might yet make use of the spell in their gatherioge or when they meet with foreign witches (as a means of establishing their rank during negotiations).

Detect enchanted m a
Spell ranhitype: liG Element Non-sonic Ingredient cost: 0 Maximum range: 0 Running time: 3 minutes Resistance roll: None Area of exposure: A 20' cone ending in a 10' base This spell grants special sight to the caster, allowing her to see the auras radiated by enchanted items or areas under the effect3 of a spell, although details of the magic are not imparted. It requires a minute of concentration to scan one full area, and so up to three spots may be checked before the spell expires.

When used, this spell protects one from either cold or heat as specified during the casting. For the spell running time, Lhe re~ipientmay comforL+ly endure any reasonable extremes of temperature, and if conditions are sufficient to cause actual damage, someone under the spell each minute dednds five points from the harm he would otherwise suffer. A bonus factor of 5 to resistance rolls is instead granted the recipient if he is subjected to a harmful spell with an elemental base similar tu that warded apainst. Note, however, thal this spell will not work in concert with any other spell protecting against heat or cold. The ingredient is a bit of weathered bark from an oaB tree.

witch may limit the increments of fag as she chooses, up to the madmum allowed. The in-edicnt is a small crystal vial containing a bead of pure water. Disenchantment has no effect against the spell.

Helping han&
Spell rankltype: F ' L Element: Sonic 1np.edient mt:Special* Madmum range: Touch Running time: 10 minutedevel Resistance roll: None Area of exposure: A pair of hands This spell enchants a pair of disembodied hands (including thase from a skeleton) to act as a servant for the witch, with their Strength considered equal to that of the host creature. The hands obey simple commands while moving up to 100' from the caster, although they are incapable of fighting, picking lacks, etc. But they can force d m and the like. Helping hands are not designed to carry people over ohstacles or danger areas. However, the GM may permit them to carry a wounded creature if it is upon a sling or litter. At the spell's compleL2on. the hands turn to dust. Should someone seek to harm the hands, they are AR 0 and take two points of damage to destroy. (Readers should not infer from the listed ingredients of either this or the many slmn spells that a witch must resort to human sacrifice or grave-robbing to obtain them, or that these are 'Evir spells. Old bones and animated skeletons are common in dungeons, and a witch would likely have no problems in picking np a usable skull here and there without violating her morals. Likewise, the same holds tme far utilizing the hands of an Evil monster or enemy s h i n in battle. But as an optional game variant, those greatly troubled a t the thought of using "real" organs may employ substitute materials, such as skulls carved from waod: gloves wrapped with some hair from a strong creature for the helping hands spell, something's captured essence, etc.1

E eye d
Spell ranwtrpe: l H / Element Non-sonic Ingredient cost: 0 Maximum range:30' Casting: Instantaneous Running time: 1daylevel Resistance roU: 1Q to neg. Area of expasure: 1 person Upon making eye-contact with a creature, i t will, if an IQ roll is failed, suffer a penalty factor of 1 to all resistance and attack rolls in addition to feeling uncomfortable and irritable for the spell's duration. If the target resists, it gains immunity to that witch's casting of this spell until she advances in level. Disenckontment b m no effect against the spell.

Spell rankltype: VE Element: Sonie Ingredient mstr 0 Madmam range: I0'flevel Running time: Permanent Resistance roll: Special Area of exposure: Special
Dcsenchontment is used to disrupt or cancel the magic of another magician. When directed agsinst a spell or enchanted area, a resistance roll is made by dicing against the level of the original caster, applying abonus or penalty factor of 1to the roll for each level of difference between the witch and the author of the target magic. (Optionally, a GM may also assess an additional penalty factor of 1 for each rank of the spell being targeted.) If the result is either a natural 20 or is over the level of the original caster, the spews effects are cancelled. (A natural 1 always fails.) Disenchantment in no way affects magic items, potions, etc., nor s p e b with a permanent running time. Other spells that likewise are unaffected by disenchantment have this fact noted in their descriptions. A h , a particular spellcaster may have but one attempt a t osing this spell to negate a spell or magical effects unless she rises in level. Use of disenchantment against the ca~ter's own magic w& automatidly withuul need of a die roll. Note that only one disenchantment spell per turn is effective against a spellcaster's magic. Thus, should two or more magicians attempt to cancel the same spell, only the higher level of the two checks for sumess.

Spell rangitype: 1/A Element: Non-sonic Ingredient cmt: 0 Maximum range: 5 ' 0 Running time: Special Resistance roll: IQ to neg. Area of enpatime: 1 creature If an intelligent creatme viewing the witch fails an 1Q roll, it will praeeed toward her a t normal laetieal movement, heedless of any obstacles-pits, waiting swordsmen, ete.--although the spell will be broken if any damage is suffered. Those affected by the spell remain moving un61 within 10' of the witch or until she ceases to beckon, a t which time the spell ends. I t is thus ~ s s i b l e that a witch. who can move while beckoning, could lead someone into an unfamiliar area, leaving him lost a t her leisure.

Spell ranWCrpe: 1/D Element: Non-sonic Ingredient mst: 0 Maximum range: Touch Running time: Instantaneous Resistance roll: None Area of exposure: Special This spell permit.. the witch to identify the sort ufcuplurrd essrrrcu w13Lained iu a crystal vial (sew the rank 3 spell capture essence). Note, however, that the speD only confers howledge of the type of essence: it does not reveal, for instance, the name of a specific person whose essence is captured.

Spell ranlritrpe: l/B Element: Sonic Ingredient cost 5 gd' Maximum range: 10'flevel Running time: 10 minutedevel Resistance roll: None Area of exposure: A 50' cubeAevel Upon casting this spell, a wall of nearly impenetrable fog springs up, limiting n m a l vision to 10'. Note, though, that creatures under any form of invisib4lity save that of the chameleon spell are outlined, negating any attack roll penalty against them. The witch may shape the increments of fog as desired so long as the shaping is done in 50' bloc& and the leading edge of the fog bank lies within the range she is capable of utilizing. Naturally, the
95

Li&t ball
Spell rankltype: 1/B Element: Sonic Ingredient cost: 3 n* Maxim",,, range: 10' Running time: 1 hour, + 10 minutesflevel Resistance roll: None Area of exposure: Special This spell fin- forth a small ball of floating

Spell *&type: Eleaent: Sonic Ingredient cost 1bz' Maxim",,, range: 0 or touch Ruming time: 30 minutes Resistance roll: None Area of expos-: 1creature

light Y in diameter, which the c a s e may dim or brighten as she desires. It softly illuminates a 10' area,and moves a t e speed of 3Wlphase as the witch o commands u p t 3W'fmm her. I t does not interfere with heat sight, nor can the light ball be used to blind matures. The ingredient is a firefly.

Magic a p t
Spell rzmkQpe: VH Element: Non-sonic Ingredient mst: 20 gd* Madmum r a w : 0 Casting: 10 minutes Running time: Permanent Resistance roll: None Area of expure: S p e d By use of this spell, the witch may pen a map or docnment in a magical script readable only by herself. To others observing it, the script appears as a meaningless jumble of bl-d lines. The Merit consists of a vial of ink into which has been added a mushed prism and a pinch of ruby dust. The orenzed inkis sufficient to write uo t 10 o , normal payee af mdarial. A h , it may be scored up to 30 dqr, rrL4ining irz potential use dunng lhls "me. The 9pell dcrb nnt wmk in rhe mesuun r f ip.11 bmks or other magic writings. Spell r n / : ak* 1/E Element: Sonic Ingredient mst: 30gd. Maximum range: 0 or tooch Running time: 5 minutedeeel Resistan* roll: Special Areaof exposure: 1creature

Lm stretch ib
Spell r a n m e : UG Element: Non-sonic Ingredient cost:0 Maximum range: 0 Running time: 1 minntefievel Resistance roll: None Area of expasure: Up to 2 limbs

This spell pennits the caster to temporarily stretch out and lengthen one or two arms m legs. The maximum length equals six inches per level of skill, doubled if only a single appendage is lengthened. Note that the lengthening of an appendage lessens its diameter. Thlts, the spell could be utilized t escape fmm shackles or ropes, or o t grab onto a high tree Emb and dimb up, and so o on.

~~

~~

This spell protects against the en& of withering. The ingredient &ts of a vial of holy oil mbbed upon the e d parts of the body. If during the =pen's running time the recipient is struck by a withering monster, she gains a Luck mll t avoid any withering effects. Failing that, any o non-permanent Stamina or Body point lms may be healed normany, without need of rest or the mslore withering spen. (Other stat loss returns normdy.) The spell also acts as proof against a necmmancer utiliang s spell that drains stat paints, negating their effeda altogether without need of a resistance

M dshadow m
Spell ranWtype: UH Element: Non-sonic Ingredient cost: 1 sr* Maximum range: SO'. + lO'fievel Running time: S p e d Resistance roll: None Area of exposare: Special This spell allows the witch to create a phantasm that a p p e m as a man-sized meature, heavily cloaked, with face hidden in shadow. The phantasm, which must remain in contact with a solid Pmfaee, will obey the mental commands of the Faster, appearing, for instance. to move its hands as though casting a spell, hunching over a chest as if a t t e m p h g t pick a lock rvnning away (100'Iphase) o or climbing a wall (Slphare) to "escape", etc. The phantasm lasts unhl it moves beyond spell range or the w i t h ceasesto concentrate on it. While it has no attack forms, the mind shadow cannot be harmed. Note that the witch's casting this win not s c e l such spells as chameleon, shadows, ete., a natural abilities duplicating similar functions. The i n p d i e n t is a doll doalrodin black cloth.

Read msejc scnpt


Spell rank/-: UH Element: Non-sonic Ingredient mst: 5 gd Madmom range: 3' Running time: 1minutelevel Resistance roll: None Area of exposure: Special This spell enables the caster to read someone's m@c m i p t by peering thmngh s polished glass lens, which is the W i e n t .

Lyraze1's silent scream


Spell M y p e : UG Element: Non-sonic Ingredient cost: 0 Maximum range: 1W Castins Instantanem Running time: Up t 3 minutes o Resistance roll: None Area of exposure: 1creature Lyrazel was an elf princess, who with a company of elven companions wandered Islay many seasons past, adventuring both in the Forest of Brigit and Tmrenda. A witch of unparalleled aEll, Lyrazel is responsible for a number of spells used to this day that bear her name. Tke k t , Lymzel'k silent scream, is employed against a creature the witch's party s e e k to slay quietly, for when i t is enacted the target's voice becomes a nearly inaudible whisper. Note the spell in no way prevents the utterance of sonw spell elements. It is most usefd to assure a quiet ambush or nssossinahon.

Spell d t y p e : UG Element: Non-sonic Ingredient cost: 0 -mum range: Touch Running time: Permanent Resistance roU: None Area of expasure: A 3' Nbe Through thk spell, the witch oan fLr objects w h i h have been damaged as a result of breaking tearing, or smashing. To effect the spell, the broken pieces must all be within a 3' cobe, and the magic invoked through the spell then re&& them together. While broken magk iitem sbe put back together by the spell, there is but a 1 chance that % their original enchanbnents will be likewise restored, and this only if they are repaired within 10 minutes of the break. Bmken items which are mising their component pieces, or items which have been damaged as a result of fire, rust or acid, efc, a n a t be Sxed with this spell.

Pop corn
Spell =&type: IJF Element: Sonic Ingredient mst: 1 sr* Maximum range: Special Running time: 1 minute Resistance roll: b l i t y t neg. o Area of exposure: A 10' circle The ingredient for this spell m s i s t e of an ear of dried corn. At the aster's desire, she may hurl the ear toward one or more enemies within a 10' circle. Upon striking the ground, the kerernels s h o t for& in all direction$, forcing creatures within the area of e x p u r e to malie Agility rolls. If they f , a each point rolled above the minimum number to lesist i n t l i h a point of damage. Example: a monster needs 10 m less to malie its Agility mll. A mll of 15 would result in five points of damage being taken. (Note that armour absorption may be applied vs either the Stamina or Body I-.) A creature ao foolish as to attempt t grab or o kick the corn ontof the way takes a flat ID20 points of dam-.
96

Msejc dart
Spell rankltype: liF Element: Non-sonic
Runnxnl: timv: Ins~mtaneous Redntsna run: Nonr Area of rrpasurt. I d+rl-likeobject

This spell enchants any sort of dartlike objecbnail, knife, dagger, shard d g k or stone,etc.-into a missile weapan the witch may thmw. The dart unerringly strikes a visible target within range, o inflicting Staminadamage of up t 1 paint per level of skill +1D4, doubled if the *get is undead. (The greater damage potential a t higher levels reflects the casteis better ability t strike vital areas. She o may also do leh* than maximum damage if she desires) Note the spell does not deliver e x h damage from an assassination.

Bhut pdal
Spell ranwtype: 1lG Element: Non-sonic Ingredient cost: 0 Madmum range: 10'/Ievel Running time: Special Resistance roll: SpRial Area of exposure: Up to a 1 ' cube 0

Bnappq pocket
Spell rn: a* 1/P Element: Sonic Ingredientmet: l sr Madmum range: 0 Ronning time: Special Redstance roll: None Area of exposure: Special

This spell may be used by the witch to dose a hinged object from range. ObjeN, subject to this spell indude chests, d windows, secret p e l s , and even open boob. The spell can be usedin one d two ways: In the ftRf all such objeds within a 10' cube will dose shot. In the second, the w t e r may soe& . whhb o h i d she chmses to affect. Should .~n &pet be r e s h m a d from easy clurmr, auch by hcnnp: blocked by a d m t o p . wedged against n hght object, etf, the w l e r must make a Strength roll to indicate sumess. If the object is blocked by a stmng p-me--thmugh, f a instance, water pouring though a submewd hatch or porthole; or by something trying to hold open a dmr-the witch must mll under her Strength on percentile dice. For a m o d of one minute per oaster level thereafter, the portals cannot be opened unless a meatme makes a Strength roll on percentile dioe to negate spell effects on that abject. Only one such attempt is allowed a would-be thwarter of the spell.

Some believe this spell came about through wiaiWlei desiring to pmtect their foci from pilfering by thieves. The ingredient of the spell mnsists of a pair of jaws from a human or humanoid skull that are placed within a pocket, purse, or backpack The jaws thereafter sot as a guardian against pickpocketing. Should a hand other than thek creator's come within reach, they will clamp down, biting for a point of Body damage, which usually alerts the caster to the presenae of a robber. Tbe spell lasts for a madmum of 24 hours, and the jaws will only snap once per spell, holding on mtil pried loose.

SpeU w m i q
SpeU ranhllwe: yI Element: Sonic Ingredient mst: 1gd* Maximum range: 50' Rmmhg time: Special Resistance mll: None Area of exposure: Special This ublity spell aids the caster in not being caoght by smprise when a previously-cast spell suddenly ends. The ape11 warning is directed to the area of exposure of the former spell, and 1D4 minutes before its expiration a bell-like gong sounds to inform the witoh of the imminent cessation of her magic. The ingredient is a small hand bell.

discretion, but examples might indude the instantaneous snuffing out or lighting of a tonh, campfire, etc.; a smoke puff to m e n the casteis movements for a phase; a flash of bright light the mating of a section of a hallway with grease; the opening of an unlocked dm? while the witch has her hands full, ets. The trick also duplicates the function of the clean spell, though only upon the caster; and to a minor extent it ads as the rank 8 shii? spell in that it cnn teleport the canter. However, the range is limited to no more than 5',+ 1 per level. Also, the ' energy to enact the eNect is such that it requires the complete power of the spell. Thog no other t r i c k must have been enacted, nor ca.sobsequent ones. Tricks themselves never m s e damage, although malive players may find a means for them to delay the combat phase of an enemy by 1, or to asist in msking other spells more eNective. At best, a very creative irick might force a magidan to make a n IQ mll to avoid being distracted while casting. The area of expasure of a trick is also left up to the Ghss dimetion, although a suggested madmum of 10' in diameter may be employed as a guideline. Also, the mnning time of a trick (not including WIP fire of a lit tmch, or a similar mundane intent) will be but 1phase a t most. When the spell is cast by the character, it remains as potential for precisely one hour. During this time. the witch may enact one trick + an additional trick per five levels of shll. Players are v g e d to have their oharacters practice ahead of time the tridu they want to utilize so as to not cause headaches f a the GM.

Spell ranwtype: 1/F Element: Sonic Ingredient cost: Up to 25gd(*) Miudmum range: 10' Runnine time: 1hourAevel Reoclanue roll Vun,. h e a of espaurv I human or hommond &dl

Unlock
Spell rmklh.pe: VG Element: Non-sonic Ingredient east: 1 sr Maximum range: 10' Ruoning time: Permanent Resishnee roll: None Areaof exposure: 1portal or lack By c o n c e n t r a w on an area no larger than 10' sqnare, the witch may cause a door or secret panel to s w i n g open even if barred with a latch on the other side. If either is looked, there is a 6% chance per level of the caster that she oan mentally manipnlate and unlock the door. Note, however. that the spell has no effect against a portal secured with a heavy m s bar. Naturally, the spell may also be cmt upon a lack the witch would like to pick. although no detrapping ts done. Missing the roll in either case requires another spell be hied, although the initial failure springs any txaps. The ingredient is a sprig of mistletoe.

When this spell is cast upon a human or humanaid skull plsced on a stick or pole, it will flame andilluminate the m a as a bmch. Should the witch desire. she may hurl this skd-torch up to 3W. The skull then explodes in a small fireball, inflicting ID4 points of damage to anyone within f i ~ e of feet i t Use of this skull in this manner destroys i t

Talk
Spell ranwtype: Mi Element: Non-sonic Ingredient met: 0 Maximum range: 10' Running time: 1miautenevel Renistance roll: None Area of egpa~me: m a m e I

spell ranwtvpe: Mi Element: Sonic r Ingredient mst: 1 s Mmimum range: ZO'flevel Running time: 10 minutes Resistance roll: Con to neg. Area of exposure: A 20' sphere or hemisphere as chosen

a one a more When cast, this spell will ecreatures ta m&e a Con mll a fall asleep either f a 10 minutes, u t l they suffer damage,a until they ni are awakened. Shmber &-st affects those of the lowest level nearest the center of the spell, d e s s the caster directs the spell only oprm a single target. In all cases, the witch may affect a number of lwels equal to her OM. (Thus, a 3rd level witch could slrrrnkr three levels' worth of creatures.) Note that if the spell is w t upon someone on a horse, he does not awaken when he falls off The ingredient is a n@htcap. Undead subject to this spell include mummies, wights and zombies.

This spell lets the witch to mmmunicate with a creatme m i n g a language. If wt with the intent of mmmunicating with an animal or creature kcking a t m e language, only rudimentary mmm-tion is passible on the targets part. although it will understand what the caster speaks to the best Emits of its intelligence. The spell does not confer any control over the target or its actions, however.

Voice m c
spen ranwtype: YG Element: Non-sonic Ingredient mst: 1sr* Marimum range: 0 Casting: Instantaneous Running time: 1minvteflnvel Reismlk None Area of e-re: The witch By this spell, the caster may alter her voice to mimic the speech tones of someone else whose voice she is familiar with. In no way, however, is she physically altered. The ingredient is a mockingbird feather.

Spell ranw*: VG Element: Non-sonic Ingredient mst: 0 Madmum range: Z'flevel Casting: Instantaneous Running time: Special Resistance mll: None Area of exposure: Special This simple spell allows the witch to aeate one or mare minor tricks. Such h& are rmder GM i
91

%a p
spen m t y p e :

objects appear precious.

Chamelem
spell raidtype: 2/G 'lement: Sod= Ingredient wst 1 Maximum range: 0 ol taoch Running lime: 5 minutede~el Resistance rot None Ana of eIP"ur111: 1meatore
This spell allom the recipient to "blend in" with her mmmndingx aldn to the camouflage abilities of a chameleon. The spell wmks best if the recipient remains atill, in which case she is in-ile. Movement of up to 6' per phase d e l y re* the invisibility (although armoured cbiackrs might be les. than silent!), but a faster speed allows tbom sMMing the area to note the witch's faint, blfmm. While the spell is not cancelled by the witch making an attack. she will bemme visible during her combat phase, rehming to a state of camouflage on the fallowing phaap. The spell otherwise lasts live minuteslevel. The ingredient is the skin o f a chameleon.

Running time: Instantaneous Resistance roll: Special Area of exposure: Special


With this spell, the witch may comprehend the aura given off by enchanted items a amas under the effectsof aspell In the case of o h j d , the witch must take hold of the prtioular item (paasibly subjecting herself to any repemwiona f o doing rm SO!), and the spell d then show the item's general function, althoogh fnn detaih o all powers and f liabilities may not necessarily be revealed. As regards areas under the effects of a particular spell, the witch, if fam& with that specific magic, will note what spell affects the area. otherwise, the caster will l e m only the general nature of the magic--prokcti=, harmful, etc.

Casting: Insbntaneons Running time: 10 minates Resistme r o t None Area of e-lare: Up to a 1W' circle
This spell projeds the witch's whispered voice, making it sound as if coming from an n n h a b l e M t i o n (or e~erpvhere) within the v d l e areaof exposure. Only those in that area cao hear tbe voice, bowever.

Witch wm%Jr
Spell ranlinj.pe: I/B Element: Non-sonic Ingredient cost: Special Maximum range: S. +l'Aevel Running time: 2 minutes, + 1minutelevel ReAshmce roll: None Area of e-me: Special

Echo
Spell ranWtype: 2/(: Element: Non-sonic Ingredient cost: 0 Maximum range: 0 Casting: Instantaneous Running h e : Spedal Resistance row. None Area of exposme: Spaial This spell lets the witch project her voice in all d& i m so that op to 20 words may be heard by BU m a k e s within a mile of her.

T b spell creates an invisible fmae controlled by b the caster. While the spell lasts, the mitch warrior strikes with the same chances of hitting as ite caster, inflicting one of two s o h of damage: either that cawed by a w e a p n held or by a punch or kick The witch warrior strikes as many times per turn as may the caster (for instance, twice if the witch were time-dislortpd, using two weapons, etc.1, and a hand-held weapon is necessary only if the witch desires to c a m weapon damage, although magical bonuses h m a weapon never apply. Thus,a BF 1 dagger would not affect a m k l r e -siring magic weapons to be woonded, nor would it allow the bonto attack and damage rolls. The spell allows the caste= to undertake battle immediately upon artiwtion. It d not deliver an assnssination, nor is damage 8bsorbed by armour.

spen ranwtype: 2 / ~ Element: Non-sonic Ingredient cost: 10 gd* Msximum range: 0 or touch Runnine time: Permanent ~esistice roll: None Area of exposure: 1m a t u r e This spell effects a healing of 2 0 6 Body points. Or, it may instead be used to rrstme 1D4 Stamina points for each level of the witch. The hgpdients are a small hwdful of healing herbs either purchased or gathered in the wild by the character. These are robbed upon Body wounds, or eaten to restore Stamina damage.

Spell rank l,vv P .\ Element: Sun-wnic Ingredient c e r C hlanmum range: b u c h Running time: 1 m~nutellrvvl Resistance roll SprMl Area of exposure: 1m a t u r e By tcuehing someone other than berselt the witch m . recipient immonity to any smt of t the fear and allows him fight with a bonus factor of 1 to attackrolls. Note, however, that Be spell$ effects a s make it impossible to retreat fmm or refuse lo -bat even if it mieht be wise to do so. Also. vikings in a kraerk rage are unaffected by the spell. Th- choosing to resist gain an lQ roll.

Diamond cloud

l2nd rank witch spells


Ar treasure k l e t
Spell rn : a* 211 Element: Non-sonic Ingredient east: 0 Maximum range: 10' Casting: Imtantaneo11~ Running time: 30 minukdeeel Resistance mll: Special Area of expasure: Up to a S cobe Spell ranhnvpe: UG Element: Non-sonic Ingredient mst: 100 gd* M a h u m range: 0 Running time: 10 minutes Resistance roll: None Area of exposure: A 20' hemisphere Thia epell is used when the wikh f e w danger fmm an invisible creature nearby. To enact it, the Easter h s up a handful of powdered diamond e. dust. which rains do- in the area of e m u r~~. , m a m g any msmres lhenln. Thtw under any sort of tnvisibihty-including v r d h r , tcrchl.a .I iri'k-ter hiding i a shadowed a r e a ur thcw under <p.!ls n such as chameleon, shadows, uanish, etc.. immediately are muinedin a shimmering coating of dust, revealing their presence. At the same time the dustmating prevents all who were struck by the dust, including the Easter, from becoming invisible until the spell has run its course.
~

Enchant bracers
Spell raid*: 7JF Element: Sonic Ingredient wst: 0 W m u m range: Touch Running time: 1 hour Resistance mu: Nane Area of expasore: 1set of bracers This spell enchants a pair of bracers to absorb
exba Body damage equal to 1 paint, + I pdnt for each five & I levels. (Thus a 3rd level witch's bracers would absab 2 points of Body damage instead of 1, as non-magic bracers do.) The spell

The appearance of valuables is altered by this spell, making them resemble ordinary materials. Gdden goblets, far instance, would seem to be ootbing more than tin, and a witch casting this upon herself could make her jewelry and clothing simulate the raiment of a peasant, as the dtergarb spell. Affected things also remain mder the enchantment even if separated and removed fmm their original location. The spell b &n nsed by witchlcutpurses in pursuit of mare effective hurgltrs zlrhough romp faerie neslures may <ax1 $It,. .peII. trtclud!ng leprechauns, who w it U, illi~sk thr rdu. .I thew trcasuro. T h m handlhg allrrcd items gain an IQ mll to note the ill,laay change. A reversal ofthe spell is permissible, maldng valueless

does not work in concert with enchanted clothing that a h h i Body damage n m does it affect magic

Discern enchanted aura


Spell ranWtype: 2/H Element: Sonic Ingredient wst: 0 Maximum range: Z or touch Q
98

bracers.

Enchant clothuig
Spell ranwtype: Z/F Element: Sonie Ingredient cost: 0 Maximum range: 0 Running time: 30 minutesllevel Resistance roll: None Area of expure: The wikh
clothim she w e.

h a o f expasure: 1 creature Upon pointing her finger a t a target, an a e c t e d creature will depart its present loeation for tbe spell's running time, exiting whether or not it i s aware of the witch's presence while avoiding obviously dangerous obstacle. Of murse, should the target be attacked aRer it has begun to depart, the enchantment w n be bmken. i

1-dient coat: 1 gd* Madmum range: Special Running lime: 1 hourfievel Resistance roll: Special Area of exposure: Special The spell may enchants the caster's mouth. enabling her to hurl s fiery spittle a t a nearby enemy. The inpedients include a small mixture of sulphur and pitch which are swallowed. The witch may then spit fmth the flammable concoction up to 20' distant prior to the expiration of the spell. A creature then f a i b g an Agility mll suffers 2D4 points of flame damage. Note that no roll i allowed s if the target faces away horn the c a t e r when the attack i made. The GM may also rule there are s other chumstances under which no resistance roll s is allowed. (Por instance, if someone i shouting a t the espter with his face deliberately t h m t mere inches from hers.) The spittle may also be ured to ignite combustibles, or against such things as mpes binding the casteis hands with a resistance mll w spell-caused damage indicating whether or not they are burned through

F darts m Thmugh this spell, the easter enchants the so that i t will ahorb Bodv ~ e: d..m;xv : . . q ~ ~ a l1 point. - 1 for each .IX skill I~vi.1~. spen ~ w t y pm to Thc spc4I doer not funenon if bmrr.rr :,mwur, or Element: Sonie Ingredient m : gdldart* t2 item* that Improve the armour ratlng a r v w s m . Maximum range: 0 Running time: Special Resistance roll: None Area of exmure: 1 dmVtwo levels Spell rank/@pe: 2m Element: Non-sonic Thh spell enchants up to 1 dart per two levels of Ingredient cost: 0 the caster's skill. Thereafter, she or another may Maximum range: 1 milelleeel hurl them normally a t a chooen taget, and upon Running lime: 10 minuteslevel coming to the end of their flight, the darts explode Resistance roll: None xnto flame, inflicting normal dart damage (ID4 Area of expasore: A f-iz ofthe witch Body), plus an additional 1D4 f i e damage (applied
This spell allows the witch to both see and hear thmugh the eyes her familiar. She also can mentally emnmunicate with the creature for the spell's running time.

to stamina points). AU darte must be released within 10 minutes f their magic to W e effefed. m

Few phantom
Spell ranwtype: 2/H Element. Non-sonic Ingredient cost: 1 gd* Maximum range: 20'flevd Runnine time: 5 minutes " Resistance roll. IQ to neg. Area of exposme: S p e d

spell rankitype: 2/8 Element: Sonic Ingredient mt:1sr* \l&mum rangc. J Running "me: 10 mlnukul.:vrl &.si.mce roll: Sprclal Area of expcaure: Sperial

Spell ranwtype: m Element: Sonie Ingredient mst: Variable(*) M u m: 10' Runoingtime: 3 hours, + 1hourfievel W t a n c e roll: None Area of expasure: A 20' sphere

This speU materializes a ghastly apparition that makes threatening gestures. Though harmless, any facing the phantom must make an IQ mll or flee in fear for the spell duration. The ingredient is a b n e doll cloaked in spider webs.

This spell ca a fire to spring forth hom the caster's palm, allowing her to illuminate a 20' area. At the caster's will, however, she may dim the flame to nothingness, that she may reach into a pack m m ,instance,and then restore it later when tfor i t pleases her to do so. If foreed to battle an oomnent. the fire~olm inflids ID4 mints of fne damage lo unr <truck The mgrcd~cnts are a In1 of pnuh and Lv rubbed over the uraur'a palm

When a skull is placed upon a pole or staff set into the ground, this spell enchants it to wakh over the witch's party. Should any creature of hastile intent approach within 3W, the skull shouts a warning to awaken any sleepers and then vanishes in a flash of light, illuminating the m a for one minute. If no encounters ocnu, the skull may be reused.

..

Spell rankltype:ZH Element: Non-sonic Ingredient mst: 0 Madmum range: 10'flevel Cmting: 1 phase Kunning time: Permanent Resistance mu: IQ to neg. Area of expasm~: creature 1
ThiS enchantment oauses an affected creature to farget an happenings within one minute pa4t for euerv level o f the witch. (This includes the Iof md r,w~ILsnrfz~lurrof any spell bemg 1 by s targeted cncmy .u thlr * p l l L l k n r l l e c t , The loo1 memmy can bc r r \ t o r d t h m q h a ulslon of m i l

Spell ranwtype: Z/F Element: Non-sonic Ingredient e s t : 25gd* Maximum range: 20' Casting: 10 minutes Running time: Special FIesbbna mn: None h a of exposure: One 10' x 10' wall section

Spell ranLyrpe: m Element: Non-sonic I-dient cost: 1 H*) Maximum range: special Running time: Up to 30 minukdeeel Resistance roll: None Area of exposure: S p e d
This spell enchants a pumpkin of any size, causing a feral glow to show forth fmm a face that The fiery illumination spreads a c r e its &ace. equals that of a candle, but the greater power of the joek-0-lontem lies in its use as a weapon. If the caster desires, she may hml forth the pumpkin by hand or device, and upon impact with a solid surface i t explodes in a 10' fireball. The damage vloies with the pumpkin's size as shown below: 8man lmder 6 h : points. ) ID6 M d - ( 6 1 0 lbs): 2D6 points. Lag. (11 l b or more): 3D6 points. If the pnmpkin is not employed as a weapon, it is reusable.

Spell ranwtype: 1IA Element: Non-sonic Ingredient cast: 0 Maximum m g e : 20tflevel Casting: 1 phase Running time: 1 minutelevel Resistance mll: IQ to neg.

This spell allows the witch to leave a message up to 50 words in length on a wall. The message remains invisible until preset mndition d e l i n e s set by her are met. These guideline* c be as bmad m as desired, but depend upon criteria that urn be visually ve.riIied. At that time, the words bmn the message into the stone or w m d withoot mnsuming the base it imprints upon nor igniting nearby mmbustibles. The ingredient indudes a special ink mixed with a crushed piece offire opal.

Lyrazel's t e house re
Spell ranhitype: ZG Element: Non-sonic I n p d i e n t cost 0 M n m range: Touch

ZIC Spell **type: Element: Sonie


99

Running time: 1hamfinnnl Resktantiln roll: None Area of : 1large h e


This spell aids in prea restiog-place during the evening if a large tree i s handy. When the spell is c a t , the upper branches gmw and ehaoge shape, f m i n g themselves into a rough platfano 10' sqoare. Aftaward, th- in the witch's party cao ascend, and camp foz the night. Failure to d-nd before the spe11's expiration, however, resultsin a fan to the ground.

maximum sizeof a 3' cube). Items of m m n siluer are nearly invulnerable out of d w s while the spell lasts, having8 resistance roll of 1Mess vs any effeot. Indoors, the roll is lowered to lMess and if magic light is present, the roll worsens to .We88 vs all
effeds.

Mccm rope
Spell ranhityp: 2iE Element: Sonic Ineredient wt:0 or SO " ed' Marimum range: 20' Running time: 1 minuteneve1 Resistance roll: None Ares d e w r e : 20', + SAe~el

M w n siloer is particularly useful when made into weapons, for it is a deadly bane against lycanthropes and other monsters harmed by silver, inflicting double b a g e upon a successful hit. (Note that the boneweapon spell will not function with a weapon made of this material.) The spell, of course, may only he cast a t W t , when the mmn is present. At nighrs end, the moon siluer disappears.

ranging from that of total darkness to night, vision within a 40' sphere is as in twilight. In even brkhter conditions it is similar to daylight Note that someone with night sight negates someone's hiding with a s h a h u s spell or using c o n d m n t within a darkened area. The ingredient f the spell wnsbts m of s pair of cab or owls eyes.

Phantom double
Spell ranknyp: 2/H Element: Sonic Ingredient mt:5 gd* Maximum range: Special Casting: Instantaneons Running time: Up to 1minutekvel Reistance roll: None Area of erposme: Special This spell is most uhelol if cast oatdm for i t can aid in distracting pu1911When invoked, an
exact dupliaue of the caster and any mount she

Nt e
spell r a n w w : m Element: Sonic I w e d i e n t cost:1gd* Madmum range: ZVilevel Running h e : 2 minutedelevel Resistance mu: Special Area of e-ure: Special When the witch cats this spell, she spmp forth one of two sorts of magical nets fmm her lingers The first chokes an ares with a thick mass of sticky netting, forcing creatures within to make Strength rolls to avoid entanglement in a heavy silken earnon. The area of erpaslre of this form of the spell equals a 40' mne ending in a 2ff base. If formed so that the net is anchored at two or m a e p i n t s with a solid, hemy m - (such as a wall or &kg), it d retain the patential of entrapping others for the spell dmation. Otherwise, i t win rain down and Mlver any presently within the area of e-me, but will thereafter prove h l - to those moving mer them. While matures inside this form of the net may not cut themselves h e , someone else may take a minute to do EO provided they rise a s a m d m dagger. The -nd form of the spell allows the witch to create a giant net up to 40' in diameter This net must be anchored between a t least two pints, and is used primarily to seal a passage, for creahues larger than a cat will lind the-hes unable to pass between the tough, elastie strands while they remain, although me may cut through them with s magic weapon. The net othenaise may be cast between two or more points of a chasm, acting as a &er to catch someone who may fall from above. O .it may shakily be n-d r by charadera a t a rate of Slphast. Note that the net is flammable only by means of magical fire, which mnsumes it in 2D4 phases, subjecting those caught to 2D6 Body points of fire damage in addition to that ca-d by the magical lire. Also, disenchontmenf has no effect against the spell. The ingredient for the spell eansiats of a handful of silken netting.

The m w n mpe spell allows the witch to m a t e a shimmering rope of maonbeams atretching between two points of her chmsing (either laterally or to a 45 degree angle) within the area of expasure she may employ. She and up to one person per level of her skill may then crass in safety to the other side without need of die rolls to determine success. (Should additional meaturea attempt marsing, the rope will seem to be insubstantial, cansing them to fall.) There is no ingredient necessary for the spell if used under the night sky when the mwn is present. Otherwise. the witch may employ a vial containing easence of moonbeams (obtpined Rom a copBm essence spell). Those initially crossing the rope may r e m s at will for the spell duration.

rides separates fmm her and moves off m a direction of her choice at -parable speed,

following any mad or The phantom will mntinoe an its way m M the spell expires a i t up with a solid object such as a wall. While there is no msiskmce m n against the spell, the fact the d d l e is d e n t and may do such m d things as cross atop the waters of a stream m river can enlighten a pmsuer as to its magical nature. The ingredient is a small mi= into which the caster has earlier a u g h t the reflection of both she and her
lo-t.

+.

I2qm dthe moon


Spell raovtype: m Element: Sonic Ingredient mpt; lOgd* Maximum ranee: 0 Gas* 10minutes Running time: Untit dawn Resistance roll: IQ to neg. Area of expasme:A 3U' hemisphere

M o sigh on
Spell rankl*: ZT Element: Sonic Ingredient cost: Special* badmum range: 0 Running time: Permanent Resistance roll: None Area of exposme: 1 written document
This spen allows the witch to invisibly pen a d-ent, including a spell within a spell book. None but Lhe writer may see and read what is written unlesg the text i s read in mwnlight. The ingredient is a powdered mmnstone(s) of mot less than 25 gd in value for every rank of the spell. which is added to the ink If speIls are not involved in the work a single moonstone with a value of 25 gd is acceptable.

During evening hours, the witch may cast this outdoor protective spell should a ring be present arwnd the moon (allow a base 20% chance). For s 30' cirde centered an the spot she casts from, any hostile creatures must make an IQ roll to enter the protective k l e unless attacked from within. The ingredient is a moonstone valued a t not less than 10

pa.

6rnoke cloud
Spell rankltype: 2iG Elemenl: Nun.~unic Ingredient cost: Special Maximum range: 0 Running time: 1minuteAevel Resistance roll: special Area of emmure: A mne 10' londlevel . This spell causes a thick cloud of smoke to billow forth from the caster a t a speed of Slphase. The cloud forms in a care, expanding in width by S f a every 10' of travel. Thus. a 3rd level witch who cast this spell woold meate a cone of smoke which would extend 30' and end in a base of 16. Air-breathing creatures within the area of enpasme will be distracted by fits of coughing and choeng, soffering an roll penalty of 3. Spellsasting f a airis possible only ifa Con roll is made each

spen X :zle Element: Sonic I-dient upt: 0 Maximum range: 3 ' 0 Ronning time: Dusk to dawn Resistanw roll: None Area of exposure: Spedal
Through this spell, the witch binds and focuses

Nt&t . t &
Spell ranWtype: ?JG Element: Sonis Ingredient cost:2 sr* Maximum range: 0 or touch I
Ares
Of

the rays of the moan, altering them into the solid form of shimmering siher. U p to one lb of silvw
may be seated per level d the c a t e r in any shape desired fmm that of a br very to ornately e n p v e d goblets. platters, chests, etc (to a

exposure: mature
this
the recipient is

see well in dimly lit areas. With illumination

to

~ 2 W O - C b o c t e profwions (the Witch) r


tura The ingredie~tis fue somce of any smt held a bytbewiteb. other side, with answers along the lines of "A creature"; "Nothing'; "Solid mk": "Dust": "An abject", etc. All questions must be asked within 10 minutes of casting the spell.
an area 20' in diameter and can move a t a speed of 2WIphase up to 600' Emm her. It obeys simple commands such as "Go dawn to the ~ n of the hall d

8 p d e he
Spell ranwtype: ZIA Element: Noo-sonic Ingxcdient cad: Variable Maximum range: 0 Running time: 1minutdevel Resistance roll: 1Q to neg. Area of expa4o~:1 neatme With this spell, the witch may enchant a small stone she holds, causing it to sparue with patterns of multisolmd radiance. She may then tass the s h e in the general direction of an opponent. If the stme lands within 10' of a target, it must make an IQ roll m bemme fascinated by the hypnotic shirtings, forgoing other activities to paand examine the stone for the spell duration m until damage is suffered. The spell is limited in that the stone will not affect one engaged in melee. An archer or spellcaster making his own attacks fmm a position of relative safety, however, would be fvlly auhiect to the charm. Note that the witch mav onlv select one wtential t m t . end sa no extra bonuses -~~~~~ would be gained by G n g the atone Into a nowd of enemies, for instance. Funher, no resistance mll L4 allowed if the caster persuades a victim to willingly grasp the stone. The iagredient is a shiny stone tnken ham a stream.

SpeU ranwtype: 2/G Element: Sonic Ingredient cast: 1sr* Maximum range: 0 Running time: 1minutelevel Resistance roll: None Area of exposure: The witch Upon casting t h i s spell, the witch's sight is improved to the point she may focus upon and observe goi-on within a 20' area up to two miles distant as though she were but 20' away. The ingredient is an eye from an eagle or hawk.

and wait; Follow me," ete. If the witch desires, she mav order the w i s ~ attack a creature. It strikes as to a monster of es& level, inflicting 204 p i n t s of damage to no"-metal-armound targets, or 4 0 4 points of damage if the target is either metal or wearing metal amour. An undead stmek by the wisp suffers SD6 points af damage. Irrespective of whether or notit has atruck the intended Larget, the wisp dissipates. It otherwise lasts for an how. Should something attack the wisp, it is musidered to be AR W-5). If the attack is one whieh would mndwt the electricity, the attacker is affected as thongh the wisp had struck him. Otherwise, there is no effect to the attacker or the wisp. The ingredient is a firefly.

.~~~~~~ ~~-~
~~~ ~~

. .
~ ~

~~

~~~

~~

Spell rankitype: 2IE Element: Non-sonic Ingredient cost: 1g' d Miudmum range: Special Running time: 10 minutev'level Resistance mu: None Area of e x p a : Special
This s p l l permits the & I to mentam project her thoughts to an intelligent mature, although she -not receive replies. The range fm the spell is a maxim- of 300' d e g g two witches mordinate like spells simnltaneoosly (the range then is mnoidered to be one mile, and they may send and receive thoughts baek and fmth). The ingredients are two piece of silver wire dram ioto aloop.

Spell ranknype: 2*0 Element: Non-srmic Ingredient mst: 1bzL Madmum rango: 0 or tonch Rmming time: 10 minotes Resistantan mn: None Area of erpomrr: 1 mahue
l!h spell allows the recipient to move with absolutely a n t fmeven in the mast oneondmive sitnations ( e m* fl-, dry leaves, ek). The w e n t is a feather.

Spell rank/*: 2/F Element: Sonic Ingredient cost 8 gd* 3lanmum range. 0 Hunnmg nms I mmuwrlevel I(r.n-r?ncr roll. None Area ofexpom~e: Special

spell rankltype: 2m
mement: Sonic I w e n t m :1 sr or special t Max%n* range: 0

This spell is often d against undead spirits, hs especially t e e possessing a companion of the witch. The ingredient iqdudes a normal flailed mace that dematerializes when the spell is cast upon it. leaving the witch holding a faintly glofield of force in the same shape. The wemay be wielded by the caster as a primary arm, and it a c t s t s y spirits and other non-cmpmeal ereatme, who & r e 2D4 points of damage with a strike. If employed against an individual presently adhg as il hart for soch monsters, a mU must be made to strihe the person's nurent armom raw. The mnRoIihg spirit then &ers damage as noted, thou@ the hostibwlfis mharmed.

Spell ranwtyp: ls l Element: Sonic Ingredient d0 Maximum range: 50' Running time: 10 minutes Resistance d : to neg. l St Area of exposore: 1 neatme
When the witch casts this spell, she summons forth a whirlwind that moves a t a speed of W'lpbase while seeking to envelop e medium-sized or smaller target of her choice. If a Strength roll is failed, the m a h u e eaugbt within the whirlwind will be cut to half movement and attack9 fm the spell dwation Further, the affectee may not employ missile weapons. If the roll is suaessful, the whirlwind seeks to envelop the nearest creature until i t finds a victim. The witch may dismiss the whirlwind on any mmbat phase.

Runaing time: 1minntdevel m t a n c e ran: None Areaof e x m e : Special

Through use of this spell, the caster may temporarily enchant a Y-shaped willow or hazel twig into a magical detection device. When performing the casting, the witch may imbue the wand with one of the following hmctians:
Defect enchnnted aura: 20' range Detect wafer: 1 W range O Detect Gaal aura: 20'range DetectEuiianra: 20' range Delect undead: 30' range. Detect living creatums: 50'range.

spell ranh/type: 218 Element: Sonic Ingredient d0 Maim- G3rKe: 10'


Rmning time:-s@d

Upon concentrating and turning it about, the twig will point tnward the direction of the desired Note that all ranges are subject if it is within 7-. doubled if the witch manages to obtain a twig &om an intelligent tree as the ingredient.

UW 0' aisp the


Spell r&typ: m Element: Sonic Ingredient mst: 3 sr* Maaimum range: 30' Running time: Special Resistance roll: None Area of exposure: Special When cast. the u cowrue, a a x k h n g , semil d srnl~snt ball of clesaieal energy which illumlnaren

Witch M d n
spen ranlo'*: 218 Element: Sonic Ingredient cost 0 Maximum range: 1mildwe1 Running time: 1 minuteneve1 Resistance mll: None

Resktanoe mn: None Area of--: A 1(Y1 10' done sedian


This spell mnjures forth the heessence of an elemental in a d o n of stane. Once it is summoned, the caster may ask up to three questions regarding the knowledge the stone might posses. Fm instance, the witch mnld cast this @I just before a cbsed darr or a wall suspected of hiding a secret mom and query on what lies directly on the

Area ofexlmptlre: 1 mature This spell brings forth a msgical breeze Sowing the witeh to mmmonieate with someone within

range,eneblinghertospakaitbandHrtentoany respmse.Whileihespenornnotbelrsedasameans to & a harmful spell at someone, tba witch may use atoIk spell in -rt with it

1Srd rank witch spells


himatewood
Spen ranbrhl)e: SIF Element: Srmic Ingredient owt: 0 Madmum range: 80' Running time: 1 m i n u W h e l Resistawe rolk None Area of expawre: 1wmdenobjst Wxth this spell, the witch may mima& a wooQn object, indumbg a kee. which dl obey all mmmands given while the spell lasts, but is limited in the operations that may be performed. A door, for mstanoe, mald be mmmanded to open and then dse i k l f and hold f a d requiring it to be forced open: a h e w vmden table oould be ordered to mme against and bloek a d m , but neither mold @ t likewise, a n oak muld lower its boughs and then lift the witch un to zet a s o d view of the s m w munoysldc, but the eyeless tree d d rroletTtNvrly hurl .% at an enemy. ruck

Babble
Spell renbltyp: s m Elemsnt: Sonic I n p d i e n t COA 0 Maximum r: 20'/level Run* time: 1minuWLevel 1p& asi i:s fne ema Area of expowre: 1or more c r e m within a tide

Thia spell amiws verbal communication, cathose within the m a of exposure to speak a n inmmprehendble kabbling rather than normal speech. Tbis fmskates non-bardio swllcastiag with sonic elements and makes ~eoslmuni&n im-. Note, however. that babblers believe their own speech to be entirely n m a L Though an IQ d is permitted to avoid the sEe& a penalty factor d 1 is applied for each th- caster his.

Black steed
Spell ranWtyp: 3IE Element: Sonic Ingredient met 50 gdf Madmum range: 101 Runniw time: S m i r m ~ ~ e l O

Tbis spell conjures a fiery h l a d abed fmm the Nether planes to sew* aa a mount. The steed reeembles a large, muscular mare with flaring ncskih be smoke and h e . Normal hnees and animals will avoid the steed and it win not allow mom than two riders, one of whom mwt be the caster. The mature has two &A& fmm s pidous kick with its hinda&rs or a mne of fire extending 20' and ending with a 1IY that may be employed t w i e ~ daily. rThP damage is donbled if the manse98 attack roll ia nuarmful.) It will k h t for the witch only iraheia ridingil i h n t a k follow.
~ ~

mature's mptumd essence is mqrked as a spell ingredient, it moat be alive when the -nee is Level: 8 obtained, and Ulat it suffers rn d i d eN& fmm BAR- 18/11/57 the spell, althoughits IQ d ts made with a penalty B S n to m W P ri : factor of 1for a a ~ level of difference between i t and h AT BodyLStsmina: 1 W 7 (40) the witohif& ts h i g h in h 1 . Average stat- 15 In mring this in conjunction with a he%, the spefia1skk con--a0 w i b 3 need not know the target's true name nor A m 1 a lock of ha+ or dothine to enacl that snell " Dmg: 2D6 (Lick); 4D6 (breath) an IQ d i failed against this rpeU. ~ophre s E h c :E tis essence may a s be d in the creation of potions lo size:M and e l i x thas mhlihlbng for solid ingredients. The hgmdient is an onyx stahle -ededin the (Reearchmsts still apply, however). shape of a mme. To store Ule essence, the witch m u d have a Note that disenchontmnt dl not retorn the piece ofaystsl worth a t least 50 gd. steed to the Nether planes. Another way in which the spell & wed is O enchant the local6 m o d the charactd~ permanent b e . E 9th level onward the witch k m Bubble may cast this swll when s e r&?dicates ber focoa h to her deity & Allhaliows Eve, assnming she bas speuranwtyp: 3/C claimed an area sa her own. Up to the 19th level of Element: Non& skill, a drele one mile wide per kvel of her shSl dl Ingredient msk 1 g ' d radiate outwand. and the -tnnide within it4 area of irpasure d l begin to take &her general nabme. In the case of a Gm3 witch living deep in a remote forest. a m and wgetatlm win gradnally become I d t , game dl be plentifol, and one or more W this spell, the witch may blow forth one of faniasiicmatmes,wch aa a &my of fairies, might * be &awn then. two sarts of bobbles as listed below. Tbe h d e of a n Indeterminate wit& might not P-vw Thisis alI i" . bubble. clear on the inside ehaoge at al m might take on the nature of any l, bru opaque from mrhomt, which allolas up u one , C m d m E d tenden& poaaessed by the character, e-a &#urn-nzrd creature p w chree levels of the depending on +heir degree of depth. The island lair castn to enwr. Thr / u b / . k may then be commanded ofan Indeterminate witch with Evil tendencies, fm to fly st a movement rate o WIpbaae for up to two instaxe, might become known as an areaof somber, f hours or 10 miles of distance,whichever ts mme. It grey dies and choppy seas. In the case of a n Evil m ~ s u p t o 4 0 p o i o t e o f ~ Q m a g e b e f m a witch, a fmest with a good water smme might take bursting, and i t may only be a b c k d eN&Iy by on the fmm d a swamp or dark, thick wmda The spell. Its mcupants, though,are in no waypmteeted creatures left to inhabit it might indude -I, from physical m maejcal a t k h Note those inaide Evil spiders m venomow "rpents. Again, one m also may enter or leave at wil for the spews more m m t e r n auch as a pmng drake m a t n i of duration. goblins or m a might chto d d n k . Oygm.T& spell form mates a bubble simiLv I Inhabibnts drawn to the area dl be on g o d insi%eandfnadiontoafly+wbubblewithtwo terms with the witch. wiIlin& a d k g as henchmen ai&nnces: I t W i d only atop m under water and if re , though d y within her enchanted aonenn for t h m within during that domain. (Of mwe, the GM sboold keep a careful time. eye on campaign integity when determining what The m n t s for both bobbles include a small mdmes,ifaoy. m drawn toher baae.1 vial with a soapy mncodion, and a metal ring Note, however, that the spell effects do not affached to a handle which ts dipped in the s M h l t e fm the character's sctaally clearing the container. Neither ts subject to disenchantmed. area of b n a& maapters, nor does it automaticany f ndrhdly inhabitanb to depart. In fact the act d bindine the lands to a witch w d d immediately be sensed by any patential enemies nesrby, -by precipitating a mntlid (which is Spell r&type: 31D why such an a d is usually performed only in Element: Sonic isolated areas). A Good witch who b a d lands to Ingredient cost: 50 gd her which included the lair of a liehe, fa example, Madmum range: Special would cause the c r e a k to immediately smr the Running time: Special unpleasant aura of G o o d Such a monster 4 FasiBtance roll: Spedal thareafter feel most mmx&&dle in the area end Area of expmme: Spedal might attaok the witch's base to do away witb the source ofhis a n n m , &r tbanjastmove on. This most important of all witch spells is As the witch gmwp in power. UR lands under autmmtiralhr taken fa the witch's 3rd rank arrell her mntrol wil bsome mme attaned to her. Fmm afquirnhm when d r reashes 5th level S not already between 12th-16tb level the witch may wind speak -oped 'Ihu spell la frequently used mth the her lands once per day aitbollt resating to the h i g k level ernhant i - or k spells, lor wich it r apell. At 17th 4 higher level, .he may do thia a t the witch may caplam the vital esselup of virtuany dl,and her o n e m with ber domain is such that q y i h h g . For instance, she might use the spell to her lands wil mntain a d w e e of sentience, able to capture the essence of the wind to help faahion a commmricate with her of their own volition if ring of m k h i ~ g ; essence of a bird a t flight fa a the Uwatcned m bftlkated by enemies. In the event flying bmorn, eto. The effective range of the spell two witches find themselres under oircamstanFe8 sgajnst bindunliving &gets may be omsidered to where both their rneas of exposure omlap. the be IWAevel, while the range is o n l i m i t 4 and a n IQ mde~ with the greatest numbex of lmel points d l roll unnecessary for n a W fmces-wind, smlight. cancel mt the other's binding of the lands in the moon, eto. Note, however, that when a spec&

Armoar r a t i w 0

T c i a mwe: W atcl

l?%wlBtm--terpr4h
question. And should the caste, fail to enact the spell yearly, her lands will gradually revert to their original condition.

( Me 5 6 t1)
EnePey blsgt
Spell rank&p: 3lC Element: Sonic Ingredient cost: gd* Maximum range: 100' Running time: Instantaneous Resistance roll: Agility for V1 Area of exposure: A 30' sphere This spell oauses a small sphere of plasma to appear in the caster's palm, which may immediately he hurled up 0 300' distant or held for up to two minutes and then dismissed if not cast forth an a combat phase during this time. If launched, the sphere has a movement rate of 150'/phme, and i t explodes a t the witch's cmnmand in a 3 ' area of 0 exposure inflicting ID6 points of damage p r caster level an those failing Agility mils, half otherarise. Should the witch suffer damage while holding the sphere, she must make a n Agility roll, applying a penalty fadar of 1 per point of Body damage suffered; failure means the sphere detonates. Note that spells pratectingagainst fne/heat are efledive against a n energy blast. The ingredient is a sunstone.

UWn?
Spell ranWtype: SIA Element: Sonic I w e d i e n t cost: 0 Maaimom range: 40' Running time: 24 hours Resistance mll: Special Ares of e-re: 1eresbme This spell fwls a target wiUl an IQ of 4 or higher into becoming a servant, or a t w m t tAing a neutral attitode toward the caster if communication is not passible. While the m a t u r e is under the effects ofthe spell, it will obey mast requests to the best of its a i i y An order that would result in blt. certain death, however, negates the spell. Likewise, something's being told to commit an act grossly against its ethics, s ~ c as a G a d elf's being ordered h to betray a friend and comrade, also breaks the spell. Note that this spell funotians only against creatures beneath the urster's level who fail an IQ mu. Also, the power of the spell is suoh that a penalty factor of 1 is applied to the resistance mll for each 3 levels of the caster.

dngem at one or more targets within a 1 ' mbe np 0 to 59 away. The dagg- strike as monsten of equal level, iatlicbhg Body damage. Thereafter, they lase their enchantment. Note that only one sueh s p d may aid the caster at a time.

Eledrrc wc
spen
3 ~ :

Elemen* Non+onic Ingredientcost: IOgd* Maximum range: 0 Running time: Instnntaneous Resiatancero1l:None Area of exposure: An arc 10' wide and 5 ' long 0 This spell evokes a blue bolt of eleetri~ity that
arcs forward from the caster, delivering 2-5 (i.e.

C ~ ~ O r n ~ ~ y
Spell rankltype: 3fl Element: Non-sonic Ingedient mst: mgd Marimurn range: Unlimited Running time: I minuteflevel Resistance roll: None Area of exposure: S p e d

D4tl) points of damage per caster level to those within it subject to electrical attacks. The i y e d i e n t consists of two magnetized iron rods horn which the sre originates, lashing out in a flat cone shape roughly in the specified area of exposure. While sufficiently powerful to blow through a normal door, the arc rebaunds like a billiard hall ifitimpads with a heavy d i d object such as a stone wan. (Creatures subjected to mme than one strike of the m take additional d a m e , but can make a Luck roll to halve the extra harm they might otherwise suffer.) If the are hits a large object of metal or other eleehidty-conducting material. such as a n ima grated flmr or flmded hallway, i t p u n k going no further but elechimng up to 5~ sqvare feet of area. The spell -ot be wt underwater.

Fmgm oftruth
Spellranh/type:wA
~~~~n~~~

Mm-'lw
Gaslhg: 1 p

Enchant cord

P Running time: 1minoteflevel m c e rdk Special Area of erpoaue: I m a t u r e If a n IQ mll is failed, a m a t u r e subjected to fbis spell win answer any of the witch's questions iXiy and trnthfnlly for the spell duration. The power of the spell is such that the IQ mll in made with a penalty factor of 1 for each positive level of difference between the witch and the target.

S p U rnnldtype: S/P Element: Sonic With this spell, the witch may temporarily lngredientmsc 2 s z enchant a hall of perfed crystal worth a t least 5W Marimurn range: Touch gd into s crystal ball. Fmrther, she may attempt to Running time: S@al see up to one day distant in the future per & l Resisbnceroll: None d level. I h e infarmation gained m l be along the od Area of exposure: 1 rmd 1 ' to 30'long 0 lines of B gypsy fmtune-teller ("Isee a tan, dark stranger who stands in opposition to yoln venture," A p i e of mrd is enchanted by of this spell, etc.). The chances for socaess are determined by imbuing it with one particular ability chosen from using the folmula below. the listbelow. Binding. This version of the spell magically Baae chance ofsu-: strengthens the cad,which may then be used to 10% per level of skill. bind a aeature. Regardless of its Strength, the one so bound will find it impossible to break free, Modifiers: although a aniqoe escape skill could be employed to -10% per day in the future the witch seeks to slip out. Should the cord be used as utility line, it foretell. safely holds UP to 1 0 0 lbs of weight, breaking if .0 +5% per 1,WO gd of the crystal ban's valne. subjected to more. The duration is 1hourilevel. This version of the spIl causes the Note that aroIl of 9600 always resulk in a false cord to laterally sn& out as the oaster deskea reading,regardieas of banuse9 either binding up a mat,,re no larger than tall: or affudng itself to a selected point as s means of spanning a small cham, for example. In the former Dw~ ease, the range equals two-thirds of the cord's length, and a t a g e t creature gains a Strength mll to SpeU ranwtyp: W snap the entwining eard in two. In the latter, the Element: Nw-sanio range approximates the full length of the cord, Ingredient cost: Igd+ although it supporte no more than 150 lbs Of course, Maximum range: Spedal the cord could be tied to a thicker piece of rope and Running time: Up to 20 minutes then Imp itself around an anchorhg point and Resistance roll: None rehun to the caster so that the heavier line could be Area of expajwe: Spedal employed. Needless to say, this halves the range. The daretionis one minote/le~el. This spell enohants up to one c[irn8ing. of the spell in dagger per two levels of the witch, causing them to mrd rising upwerd up to its length and holding floatup and follow her about. At the witch's desire, may be by she may use her combat phase to launch the under 300 ibs The darationis two m i n u ~ e ~ e l .

Too fire
Spell rankltype: 3/8 Element:Sonic lyedientcost:Variahle* 30' Marimurn
Resistance Area Of
for

*
0 the wisp spell in .

This is

to the

that it summons a small hall of e n e w 1-ldng very much like a creature of that type. An important difference, however, is that fm frm 3 conjured s is lTom the Nether re@oos and based rather than ele-ztrical. I t iIIemioates a n area in diameter and moves at a hpeed Of lMY/pb while obeying simple mental -man&. Its attack -Eom expldmg in a smsll 6reball 2w in

which 5LM points of to those in the area of e-re. The fm fve ean be moved up the caster at which it "winks out," returning to itri own plane udmdered to explode at Iange. Once the witch need not -edtoadvaoce and -centrate on it, but the fm fin -not be halted ~ b e ~ i n g i t a k t a d e r s letter. Thw, if the to the witeh orden it to explode in the center of an enemy P i t d do s even though its a p ~ r w h o may have been noted and the area vacated. I t otherwise

lasts for an hour. The ingredient is a fire so any kind.

of

Hand of glov
spen r w t y p e : SIF Element: Non-sonic Ingredient cast: MX) gd + 30 gd* Madmum range: Spedal Castins 24 horns h i n g time: 10 minotesllevel Resistantan & spedal Area of exposure: Circle 5' dimeterneve1

a hillimd ball, pmsibly inflicting a second attack on those it earIier passed. As an alternate usage, th.witch may la-h 16e top in such a way that it remains statio---ta block ch 10' hallway, for example. The top then lntlicts damage without s resistance mll to a n willingly attempting to pass.

Rrmning time: 1minute~level Resistance d: to neg. St Area of e-m: A 30' circle This speU is usually cast outdmrs in areas of wmds or gr-lands. Its effect is to cause any e up vegetation to enlarge and strengthen, rand out to hold f a t creatures within the area of exposure. A Strength roU is allawed to break h e of the plants, although in heav gmwth, such as a thick forest or jungle, a penalty fadm of 4 applies.

This spen allows the witch to fashion a unique magicitem allowing her freedom of activihr whiIe in the presence of sleeping individuals. The ingredient for the spell consisb of the right hand of a 10th or higher level catpune or essassin, and a candle rendered fmm line wax which is fued in the hmd's palm. The casbing time considers plimntily the enohmtments enacted upon the candle,and when i t is completed, the candle when lit k e e p all sleeping oreatwes within the area of exposfrom awakening. In addition, the power is such that there is a 5% chance per level of the caste= that anyone not already asleep must make an IQ roll ar fall into an enchanted slumber. While the witch may undertake virtually any action without fear of awakening any sleepers, if her intent is to kill. targets gain a Luck roll to awaken. While the hand may be reused, the candles may not.

Spell rankltype: 3X: Element: Sonic Ingredient mrt; 5 d* Madmum r-: 0 a touch Ronning time: 20 minutes Iklstance roll: Special Area of exposure: 1creature
Ihis s p l l allows the recipient ul reflect away any *mall m mtdium size m i e l e ( a r m w , bulk spexr. ,,u.., n , his dircenon if a Luck m k rorrp9rrp9fully e U made for each missile. Further, it someone is attacked by magic, shodow a elemental dam while Luck under the protection of this spell, a su-ful roll will send the incomingdarl back upon its caster. The ingredient is a small m i m a of polished silver.

Reflect curse
Spell ranhltype: 3/D Element: M c Ingredient mat: 50 gd* Madmum ranee: Unlimited Casing; 10 minows Running time: Spcial Kmslance rolt Special Area of exposure: Special

Necromantic hen
Spell ran. %@ I Element: Non-sonic Ingredient m t : SO gd Marimom range: 0 Running time: Instantaneous Resistance roll: None Area of exposure:A 30' sphere The ingredient for this spell consists of a clapperless hand bell of silver and bone which aids the caster in battling skeletal mature. When the a solid abject, it emits bell is rapped sharply -st a high-pitched sound wave having a deadly shs*tering effect against skeletons,liehes, etc. Such monsters within the m a of exposure immediately suffer 4D6 p i n t s of damage. Note that a soznd dampening spell or employment in a medium that muftles naise abolutely foila the magio. Also, spell immunity is no proof against the magic.

La+$

s ul kl

Spell ranwtype: 3iF Element: Sonic Ingredient cmt: 25 gd Madmum range; 10' Running time: Special Resistance roU: S p e d Area of expnmre: 1human skull
%speIiimbaes a human skull with the ability to emit a diabolical laughter when preset condition guidelines are met (as in the case of lire runes). Any intelligent 1st level creature will flee in t e r r a upon seeing andim hearing the skull. Those of kvel two or mare must make an IQ roll or mewise follow suit. Creatures frightened away d not willingly return unless they first receive an embolden sppll or are shown that the skull has been destmyed The skull only laughs one.

This spell is employed by a * h to turn a m , her, uer, euil eye, ek., back mpon its -ter. I t is special in that members of a witch's m e n may also participate in the casting, which e n chanting around a n altar upon which i s placed the affected p e m n and two braziers flied with burning incense. The cbance of turning eqoals 1%for each of the combined levels of those chanting. Note that the head of the mpen, should she be the one affected by the c u r s e l k , must rely an another witch to enact the spell, for she cannot take part in its -sting. M a b g the hzraing percentage results in the bane affecting the original caster as if mother magician of equal level had succesfully sku& him with it, lasting a t least seven days no matter what adion i s tslren. Use of bounce bane &pels the magic with no other affects after seven days pass. Note that a partiouI%r ooven may have but one attempt a t thwarting a particular effectwith this spell.

'

Phue effect
Spell ranUtype: 3iE Element: Nowsonic Ingredient cost: 10 gd Maximum range: Special Casting: Instantaneous with another spell Running time: Special Resistance mil: None Area of e m u r e : Special Employment of this magic causes a second spell ost by the witch to h a ~ e effects transferred to its another plant as seleoted, affecting m a k e s presen* there. The spell may also be used to make non-mrporrals vulnerable to spells they might otherwise be immune to b e c a w of their state. The ingredient is a prism.

SpeU r d t y p e : 3/G Element: Sonic Ingredient met:0 Marimom range: 10' Running time: Permanent Resistance roll: None Area of expure: 1object

Lyrazel's s p q top
spen ranbnrpe:3/c
Element: Sonic Ingredient mst 1 s* Max%nom range: 0 Ronning time: 6 phases Resistance ron: Sped! Area of ex-e: A path 120' long and 10' wide
s a child's top as the This unusual spell i n ~ e d i e n tThe top may be hnrled up to 20' h . the caster, and it then begins moving f m a r d a t a rate of 20'lphase, unleashing spiral arms of electrical energy that inflict 4 0 6 pink of eketrical damage to t h e within 6 of it. An Agility mn i s permitted to d d g e the arms,although metal-armoured creatures must a o d v a oenaltv factor of 5 to their roll. Sucoess rcsulrq in half damage The u p vlll connnuv i n thr dinc"on it is sent for up to 12(1. * I ~ t ~ o q,I i t h rtrikwa solid object, such as a wdll it wldusd* lnhr

This spell is employed to seal objects sllch as smmphagi, bottles, boxes, eb.. f r when two o matching pieces are fitted together and the spell is cast, the pair meld into a single, seamles fmm. The spell is limited in that fhe pieces to be joined must be of the same material PmWler, disenchantment negates the seal only if the two mated pieces originate horn different sources. Thus a mphfashioned from a single piece of granite would remain intpet while a box made of different wmden materials win revert to its earlier multicomponent fmm. Objects over 10' in length, width or height re multiple uses of the spell fur each extra increment Use of detect enchanted u r n reveals the seams to the caster's sight.

Plant grab
6peU rankhype: 31G Element: Sonic Ingredient m t : 0 Maximum r: 10'Aeeel

. . - .~ .

Seek object
Spell m t y p e : a m Element; Sonic Ingredient -: 0 t Meximum : Spedal Casting: 10 minntes Rrmningtime: I ~ t a n e o u s Re&None Area of expowre: S p e d Spell rankttype: 3/E Element: Non-sonic Ingredient m :0 t M u m range: 20'Aevel casting: Instantaneous Runtime: Instantaneous Resistance roll: None Area of expure: The witch

Running time: 1minutdevel Resistance mll: 8t to neg. Area of expasure: 1 creature This spell will illuse a non-magical cloak to fly up to 30' fmm the witch's hands and enh.ap a medium a smaller creature if a Shength roll is failed. Onee bound, the creature may not free i h l f , but may be cut loose by someone else. The spell even affects spirits or non-corpmeals.

* .

This spell alloars the witch to know the general direction (North, Sonth, East, West, etc.) of an ohject she is p e m m d y familiar with-such as her focus if it is stolen. Range is not s factor, although the spell functions only if the object is on the same plane as the caster, and the vagueness of the information is such that ever1 hiangalation reveals little detailed knowledge of the item's whereabouts.

Sense fate
Spell ranwtype: Element: Non-sonio Ingredient cost:0 or 50 gd* Madmum range:Special Running time: Instantaneous Resistance roll: None Area of exposure: 1 person Through this spell, the witeh is enabled to h o w someone's general state of being-whether they are alive, unconscious, dead, imprisoned, haveling, etc. Information " wined is vaeue. and so no disclosure of location is provided. S o ingredient is necessary if the object of the spell is well known to the caster. Olh*ru?w, the Mwh must ~ 8 hiemplumd e m m e . e

This spell allows the caster to warp the fabric of the time-space continuum and instantaneously vanish and reappear in another visible looation within spell range, facing the direction she desires. Or, the witch can instead tramprt herself to a no=visible location she specifies up to maaimurn range, althovgh she m s the risk of striking a solid object, sustaining 306 points of Body damage while being displaced as dosely as podble to the intended destination. Note the spell is sufXioiently powerful to transpart only the witch, her normal equipment, and perhaps one other person. And should the caster be =strained by a li-glunliving creatnre when she enacts the spell, a Luckmll must be made for the magic to wmk, and the reshiner i s not brought with the witch. ORen. doal-pmfegsioned witches d l make use of i t to simnltaneously get behind a t a g e t and --inate on their -bat p h .

Spell ranlritype: 3IS Element: Sonic Ingredient mst: 0 Madmum range: 10' Casting: 10 minutea Running time: 1minutukvel Resistance ron: None Area of erparure: M
This spell summons fath the spirit of a dead human, eU,dwarf, etc., to speak with the witch. The ingredient is the &dl d t e deee-d, h thmugh which the spirit mmmunicates.

Smoke sticks
Spell rankltype: 3/G Element: Non-sonic I l l g r e d i e n t d 5gdf Madmum range: 0 Casting: 1 phase Runnizlg time: Up to 1minute!level Redstance ma. None Area of expame: A 10' mne of smoke Thin spell shmts forth a sman cloud of thick, nmdous smoke in the face of a n enemy, forcing i t if a n air breather to blm away from the irritation, thereby fmsk85ng attempted attacka The ingrediene include two s t i c k previo* dipped in an alchemical mnmstion which must be held bv the

Spell ranhngpe: 3m Element: Non-mnic Ingredient a 8 k 1,000 gd+ Maximom range: 0 Runningtime: 1minotdkvel Redstance mn:None Area ofexp3me: I carved staff

Spell r m t y p e : 3/E Element: Non-sonic Ingredient cast: Variable Marimum range: 0 n touch Running time: 30 minotes Resistance rolk None Area of exposure: 1creature

This enchantment changes a staff fmmed in the likeness of a serpent into a creature of the sort it resembles. In preparing the spell, the witch must f i s t mount a pair of jewels valued a t not less than 5W gd each in the head d the staff to aot as "eyes." ARer this, she must employ a capture essence spell upon either a constrictor or venomous snake as the staff is carved. The staff is then sufFioienUy prepared as the ingndient of the spell. When enlivened bg the enchantment, the specifias are as follows.
Constrictor stafi. Armour rating: 0 Tacdcal move: 5' (note: cannot charge) Le7ek 3 BAR: 1619/45 Body points. 2 per level of the witch BP/SPratio: lil Average stat: 10 S p e d atat: St-15 Attack 1 Dme: A man-sized or smaller tareet successfvnv shuck by the snake will be bounddfor the spell; duration, suffering ID3 points of Body damage each minute if the witch desires. A happed mature gains but one chance to be freed, by making a Strength mll. Ethics: I Size: M
Venomous sfoff. Armour ratingr 0 T a c t i d move: 10' (note: cannot e k e ) Level:3 W 1619145 Body pint.: 1per level ofthe witeh BPBP ratio: Vl

This spell p i t s the recipienl to meld undeteaably into shadow+ similarly to the way a !zickster might ose mncwlment d l , although il spells soch as heal seh4 sonic siglrt and the like frnshate it While movement tempaariiy negates the speBs e f c s upon once @ h a l w , the fet, Witch may reactivate the spen. The ingredient is a hk-mlmlddoah- or ouffit which must be .

Bnake bite
RanUtype: S/C Element: Non-sonic Ingredient w e 1sr* Madmnm range: 0 Ranning time: 1minuwtwo levels Resistance mn: one Area of exposure: The witch Thmugh this spell, the witch mutates a desired band inta a piemous serpent'shead. She may then attack opponents within melee range, with those bitten suffering poison damage as appropriate to the ingredient, whioh consists of a poinonous snslre's head Note that the witch's poison reserves last the fvn mning time.

Spefl ranhngpe: 31C Element; Sonic I&nt d z pa* Madmum range: lwflevel Rnrmiog time: 1minuWlevel Rer6staoeemmtyfam Area o exp3mm: A 10' squzmenlerre1 f
This spell c a w s stre& of elechicity up to 20' in height to shaot upward fmm a floa. Creatures cavght within the area of expapure sustain ID6 points of damage per level of the caster for eaeh bmn the" are emased. or half that if an AdiAeilihr mll . is sumessfol. The ingredients are two magnetized pieces ofiron entwined with copper.

Snare cloak
Spell rankltype: 3/F Element: Non-mnic Ingredient mst: Variable Maximum range: Special Casting: 1phase
105

. .

JO

la.\al ,all uo pawq


laqWU B
JO

JD

' I w d l d q U I J ~ ~ X \?u.)tp~ldu! q l PUY 11qs r d ~ajsw> aq, .<qu a ~ q ->T: s 1 3 . 3 ~ ) aU0 I n O q V d U U { (lln ( ( 4 s JLI(,I,

- p p e jo poolq a* 41% parwiald dazomauw 1~ *ON iuoslod = w a w *mep nnJ s u g e n s latDc7ZaVtq SUgUpp arnleV ' O a W S! alqnop ' p l q o a o sq moy p a d a x d dazomauoq ! dq X ~ J D s! Sauo JI -q=~ds 8 ma4 78% J P ~!4 ~ 1 ' JO ~ U ! o d 9(IZ SUWmS pSXtp B r O 0y
7dW aq1 'Yu-vl
amaq hq d1I-W)
S!
?$-?UoJ

p!nb!l

aql p w ?-3

ads aq*

uayM

sax?= .uo!ssajo~d

'dnoqa p a w 4 raq ZOJ a a q w aslmsaqlo P%O w JO " o w B d p 1qp q asmqa dsm aqs 'asmm jg 'm PW a q m f i a u o i s qlw uw -q evs ~ ~ I wqp,sod U U ?OUa- m a p q h w 'am l l m l q P ~ P Z ~ ~ paqepry a w aqs wqm uo a " ? ~ ? 4 ~ = ' ~ m pw 3% + v q MI m-v s JO mro) 8 alu!aa!qo = ad-s d=m q n w a w 'n* s W ~ M m

:smolloj se pa,* s *me ! a% .(par(smlqxa aq nw '%~S!I!IL~)S ~eztqsussalnn 'mmos 1qSg aq? -%ON).qm ! za =p u ,01 4 p b a a~osodxa earn ue u!ql+ ! jo spreqs o! apldua p w p w q s,lqsel aql moq r ( 'dpqSyq ~ ha18 IIW an[an o Pa 001 1w 78 JO P ~ ~ W P ! B 'IaaSa sa98) llads aql u a q ~n x a x d 7 i JO l u n a m e r n ed-~ 4 paxu51 d ~ = q! ~ ~ u q o d aql s &mep asoqm 'Xlpedea ah!so[dxa ~ ) ~ a ~ o d q l y PUOW!~ e oramdma [[ads paB
' WJ u Y 'oy

U F mu ' p w p B
WIU"

lads a w pna zuaurzumpuaqp MI p q e u o p aq u- xaqlrao 'osw


(R

7 a & q r 4 pam !

llads muasa arlydm raao e

sn~m a m w m s ~ a n ~ e 1. ~ 9 7 s 1 -ON

:az!S I :=!ql3 'my uall!q p8q JJW aql olu! p u n q sl a a u m a esoqa q ~ o saw jo 1ued.1- au+!t B q%ow SB q q ~ p m u aqq 4 pa!qns aq 20 nor a " 0 3 B aqgm qwnm a v w aql Lqqanqs a u g S m a I :9TlV FPadS PI--bl!m

ynlm B ivq8% angxyau! are slfads ympn . u o p 1 l q p q 4 ssaa(am %!qsw ?saw : a p m j "paqml q W o q w pasola sulamar a s p l a w 0 mop aq& .xaq dq pwalas mo@sajo&d u suoslad , laqlo d m p w r q w a aq1 ja x qa l aql q p w m m3m s7! .JO =ad0 TIvn l C P = uodn 1683 S! uadS ' -~~ ! ' O aql Uaqa PW 'laxmuq m p B p q s F o a lue!pafio! wO'1 w l o h a m 'mos~ad paqzoq?nwun dq W d %Farq r m p saqqddss q y peppms 8 u u u a p l d 8 P! luePaLSn! l az!s-m@az B q o e q 3 ~ a q w aq? 'uads s g ? La q a q ~ ,.aaoaxejmnae i?uu! aql spaexa a m d e JO wale q n o p m urn0 laq sapnlau! s!w, 'SmlladsP amjaq q q y aq+jo laha1 aqq 4 pnba snads jo qw1 sqmsqa Bug ahg3qold aq& ''am q apnpu! qaaUa ! asoq~ [lads d w may ousq pwhs dsm u o ~ 3 q a r d JO a u u aql woq& 'uog~y!~~nu-llads JO e m w s q s e l ~ u p s(w, 'uo?z&mqn jlads S ' B W B PUB WSI 'p" 01 wu,&e m B v)w paqy.xu!aab~p ja a q u B S! luapaBu! a% ' s a ~ w e w e p r m daqua p 4 pam aq $orrum poe anpoajep klaqua sl. mads a w 18q? -ON .leAal ?W&OI lo WW -8 b,xqaq? p a m e lo" op slanaI pauRmm asoqa p a p u n u o m ro auo b w XE Waaq >! mJ ' p a q u n U W a ? d a W l J O %U 8 WJQl

L :?s)s&lan-+

missile weapons, and extitachCreatures subjected to the bats may undertake no other actions except movement at h a speed to escape. The ingredient is a pair of bat wings.

u m n him. The ineredient is a handful of exotic healing herbs obtained only from sylvan forests or purchased from an herb suvrce (usually druids).

Running time: Special Resistance mu: None Area ofexposure: Sprdal

Spell ranlrltype: m Element: Sonic Ingredient eosk 26 gd Maximum range: 0 Casting: 10 minutes Running time: Special Resistance rdl:None Area of exposure: 1human skull When this enchantment is cast upon a human skull, it is imbued with the ability to act as a guardian, attacking intruders by jumping np to seven feet high and then snapping a t its opponent's head and shoulders The $klrull leaps up to 10' per pbase M r aUacking as a 1st level monster w t a oe ih damage potential of ID6 paints. The skulrs armonr ratiog is 0, and it takes five paints d damage. The skull(s1 win a k when preset mndition guidelines are met. Huwever. they may not move beyond the immediate area--room, hallway, ek.--they are set to guard. Further, only one skull may be set per 10' a e The skulls -not be exorcised, are rmaffected ra by disenchantment, and their goardiaaship lasts until they a r e destroyed or their orders are changed. While almost any condition goideBnes om be imposed upon the skulls to actisate them, the grddelines are not so broad, for instance, that a witch mnld carry one far use whenever she desires.

Spell ranVtgpe: rllS Element: Sonic Ingmdient cast: SO gdf Maximum range: l0'nevel Casting: 1phadwall d o n Running time: 1minute~level Resistance roll: None Area of exposure: A 10'x 10'sestiodevel This spell brings forth a wall or curtain of light h c t i o n i n g as a barrier to undead creatures Undead passing through sustain 1D4 points of damage for each level of the witch, assuming they m o t move a m m d m over the altoin. While the mlfoin may only stretch in one direction, the witch may increase its height by penalizing its length. Also, the &in, while bright, is not entirely opaque,thus it does not blockvkkt. The ingredient is a vial c o n t d d q the e-nce of sonlight.

The effects of another spell are delayed by the witcKs lird taLing a turn to cast this. On the following tmn ibe caster may then enact another spell of her choice, which will not take effect for one or more minotes as specified. The amormt of time the delay ean be in effect varies with the rank of the companion spell as shown. 1sMrd rank. Up to seven minutes. 4Ur6th lank. Up to five minutes. 7th rank. Up to three minutes. The ingredient is a small homglaos.

Ear w d
Spell r a n k b e : 4/F Element: Sonic Ineredient md S n e d " Maximum range: Spedal Casting: 10 minutes ar 1 phase Running time: Special Resistance mfi None Area of exposure: 1room up to 50'r W'

Spell ranwtype: 4'G Element: Non-sonic Ingredient cast: 1 gd* Maximum range: 0 R-ing time: 30 minutewlevel M t a n c e ran: None Area of expamre:The witch Through tbc urr;tinb. of this spell. a female witch is warsformed inlu a fair (up u 20 Appearm~r , maden u ~ t h Gwd a a The spell mmr ohviourly is employed as a mesas to permit a witch to pass herself off as something she w b d 1 y is not, although spells that penetrate illllrions 4 1 m a l the caster's natural form. A reverse of tbe spell transforms the w t e r into a twisted (down to 1 Appearace) old crone with an Evil a u r a The ingredient consists of a doll formed in the shape of the &sired change in physical appearance. Disenchantment has no effect against the spell.

Create nature ~ w d m
Spell mwtype: m Element: Sanic Ingredient cost: 0 Maximum range: 10' carting: 1 hour Running time: Permanent Resistance roll: None Area of exposure: 1tree or vine With this spell, the witch may m a t e a nature m a n within her domain (as defmed bv her & p e n essonee spell). The guardians that may be created depend on the witch's ethics.
Cood or hdeterminate-.Nt

This spell permits the witch to listen to gaingsw within a rmm up to the dimensions listed in the spell outline. Initially, a wall must be selected which theremust have an ear carved, seolpted or otherwise attached to tt, including a hung tapeshy. (Certainly the ear may be part of a demrative scheme to - 4 a g e its h e purpwe.) Next, the spell most be cast upon the ear, and any time - w e n t to this, the witch may chto activate the magic allowing her to hear through it for one minute per level of her skill at the time the spell was cast. Or, she may instead specify preset condition guidelines that will automatidly enact the magic. Note that distaxm is not a factor although the witch must be on the same plane as the wall for the spell to function. Upon activating the mngic, the spell must be renewed to allow subsequent usage. An alternate -age of this spell is that the caster may enact i t and then place her ear to a dmr or wall. For the spell's running time, she may then hear perfectly all that transpires on the other side.

Death's eye
Spell ranutype: 4n Element: Sonic Ingredient -t: Sgd* Maximum range: Touch Running time: InstantanResistance mlt: None Area of exposme: The wit& Spell =addtype: 4m Element: Non-sonic Ingredient cost: 0 Maximum range: 1O'~evel Gas% 1pphase Running time: 1 minutellevel Rrsirtancp roll: I$ to neg. Area of exposme: 1creature When the witch points at a desired target. a feeling that dmm is a t hand sweep over the creature, causing if if an IQ roll is failed, to be tentative in its attaclis, doing but half damage. The elfed, if the spell is employed against a berserk Viking, is to instead end his rage. (Fmm that paint, the Vildog may 6gbt nmmslly, although hits from melee a t t a c k do Body damage until be can rest and regain strength if the rage lasted mme than three minutes.) Note this spell i s effeclioe only against intelljgent, non-spellwtstiag oppmenta

Evil-Strangle t n e (other sorts of guardians may be allowed a t the GWs dkmtion]

The gwrmlions are M u t e b loyal to the witch and will not h a m her in any way. Also, their combined levels cannot e x 4 k o e the a s k ' s . The ingredient is a tree.

Cure poison or dsetse


Spell ranwtype: 41G Ekmmnt: Sonic Ingredient cosk 50 gd* Manimum range: 0 or touch Ronning time: Permanent Resktaace mll: None Area of e-ure: 1creatme
Through use of t i spell, the witch may heal hs damage or disease W not both a t either poioneel as desired. In either case, the recipient must not ha-re a c t d l y died before the spell was &

The caster may use this spell to observe the last thing glimpsed by a creature as it died. To enact it, the witch, uskg fine i n k , must paint eyes i n s m i within pentagTams on the palms of her hands. These are then placed over the eyes of the deceased, and the caster then catches a vision of the last thing seen by the cmpae. The spell obviously works only with thee recently s a n (i.e. within seven days). li

0 Spell ranwtype: 4 3 Element: Non-sonic Ingredient cost: 5 gd* Maximum range: S p e d

Spell ranwtype: 4/A Element: h i e Ingredient met: 1ar Maximom range: PWllevel Ronning time: 2 minukdle~el Resistance roll: Con to neg. Area of expasure: A 2V sphere a hemisphere as chosen

bounce bane spells are cast against tbe her. If the witch lacks the proper ingredients, successful x of arptrrre essence will 8 6 . Should w a captun e s s e m be osed i n mncert with the right ingredients, no resfstance mll is allowed. Note the vidim may have but one het: spell upon him a t a time by members of a particular coven.

L r l dobe ofprotection ym' s


Spell rank-: 4 % Element- Swic cost: 5Wgd' Madmum range: Ranning time: 1minutslevel Resistance roll: Nme Area of expasure: A sphere 1 diameteflcrel '

blaslt
Spell rankitype: UC Element Sonic Ingredient wsk SO&* Maximum rage: 0 Running time: Instantaneous Resistance ma: S p e d Area of expmmre: Spedal

This is similar to the 1st rank

shnzbpr spell,

although i t affects all creatures under halfthe kvel of the witch rounded up, who must m&e a Con mll m fall into a deep slumber for the spell's duration. Thaae d higher level me dd. Iwgedients are identical to the 1st rank counterpart

Hial stones
spell rn: a4 m Element: Sanic Ingredient cost 50 gd* Marim- range: lWAevel Running time: 1minutslevel Resistance roll: None Area of e m u r e : Circle 6 diameterkvel This spell allows the witch to summon forth a hailstorm intlicting 1D6 p i n t s of damage each to any targets in the area of exposme. The ingredient is a vial containing the essence of a hailstorm.

This spell bkes one of two forms: the Srst shoots a erme of ice extending 30' and ending in a base of 10'. All but undead smffer one point of cold damage per level of the witch ( S r ~ b a s e d creatures-elemenials, dragons,ek-take double damage). The semnd form of the spell consists of a narrow beam of abso11zte zero temperature which when launched at a target forces it to make a n Agility mll or be encased in ice and "Rozen' f a ?D4 minutes. If in l n with the ie the target resists, the next creabeam must do likewise or suffer the same effeste. Both undead and fire-based creatures are immune to this farm of the spell, whose length i s fmed a t 50'. The ingredient is a vial containing the essence of a snow- or hailstorm.

The ingredient for this spell mnsists of a r m n d diamond of at least br3l gd in value, which is ased to a e a t e a mobile globe protecting those within from one +c spell chosen by the aster. Fm instance. a witch stopped by a hallway filled with sheet lkhtning may enact the spell to protect her as she passes through thp electrical dkharges. An energy blast cast a t her during this time, however, would be fully effective. The globe protects only from the effeds of a spell whose area of expmure wadd encompw ita oocnpantds). Thus, an e n e m blast illusion would dissipate around the cimumferrnce of the globe, but the phantasm of a dragon 50' away wouldbe viewed, and perhaps believed.

Masque
Spell ranWtype: UG Element- Non-sonic Ingredient mst: 1 gd* Maximum range: Speoial casting. 10 minutes Running time: 10 minuteaeve1 ReJistanoe roll: None Area of expsure: 1 person With the m m p e spell, the caster is enabled ta communicate through an intermediary of hers The ingredient is a tiny war impression of the w i m s face tbatis canied by a servant. Upon the senantk rmshing t e impreaeion in his m her palm, the h magic is activated for its full rrmning time or until the caster wishes to end it. While the representative is under the effects of the spell, the witch d see, l hear and speak thmngh her, imparting whatever message she desires. though spellcasting ability is not conferred, nor does she mntrol the body. A bane to the witch is that she too must resist any gaze or sonic attack forms directed a t her messenger while the spell is in effect.

Hex
Spell ranwhip: rM) Element Sonic Ingredient cost: 5 sr* Maximum range: Unlimited Casting: 1hour Ronning time: Special Resistance roll: Special Area of exposure: 1 creature With this spell, the witch i s able to cause one or more baneful effefeds upon someone. She must &st dirover the true name of her enemy or else obtain a lock of his hair or portion of clothing, and then fashion a doll hwm either a mandrake or hangman's .tree root On completion of the spell, the meatwe is allowed a Luck roll whioh if succesful wards off all effects and makes him immune to fnrther such spells from the caster until she advances in level. If i the roll falls, the GM m y m some sort of bane on his own a refer to the table below for some random atllilietion (In that event, 1should be added to the roll for each level of the witch.) 01M: Penalty factor of 1 to resistance m k 41-65: Penalty factor of 2 to resistaoce rolls. 676: Victim in continuous pain; if a spellcaster, must make a Con mll to invoke each spell successfully. 77-80: Penalty factor of 8 to Luck rolls. 81-86: Victim heals a t half normal rate; any healing s p e b work a t half effectiveness. 86-BO: Strength, Agility, Con m IQ lowered ID6 p i n & (but not below 1. ) 91-(h5: Random arm rendered usel leak 96-99: Random log rendered nselm. W+: Reroll twice.
All effects remain until the witch is &in, ends the her, the doll is destroyed, or the mAed curse a

Spell r n : a* 4m Element: Nan-sonic Ingrdirnmt m t . 0 hlaximum r ~ n g e IU&vel . Running: time: While ursfer conatmrrnu r Resistance roll: 1Q to neg. Area of expmore:A 1 nrbenevel W

This powenid mind-affecting spell allows the cater to implant semi-hallucinogenic visions in the
minds of those observing the area of expasre. While she conoentrates, the witch may create whatsoever sights, s o d and smells she wishes. Immediately upon the phantasms' appeamnce, an IQ roll must be made by all who are exposed to determine if there hap been a successful melding of their mind with the caster's. Success rosulta in me or mare targets noting a shimmering and thinning of the scene, andlor the disappearance of any smells m soonds. Thereafter, they are totally nnaffected by the illusion. Those failing the mU consider the musion real and bemme subject to any appropriate damage.An illusionary wall of h e , for example, would caose those failim IQ m b to s a e r nmmal fire damam if . they were caught inside it. Zlluaion win duplicate spells such as en6 M . Thase believing in such phantasms suffer damage as per the normal spell. (Agility rolls are anowed for "half damage'' if a real spell of that smt permits.) Once something has f d e d an IQ roll, it will continue to believe i n the Pusion w e n if advied of its true nature. However, those told of the coming illusion before the spell is cast, or those who have earlie? practiced with the caster to note the a p ~ c de a particular sort of illusion, may be masidered to automatically resist
~

ranwhip: rn Element: Non-mic Inmedient mst- 0 Manmum r w IWIlescl or u n Runrung time: 1 minuw/level RPsistana mlk Uonr, or 1 coney. 9 Area of exposure: 1creahue

*n

~~-~
~~~

Upon concentrating on a chosen vkille target within 10' per level of the caster. this spell permits the witch to read its thoughts if a n IQ mll is failed. Optionally, the witch may invoke the spell by touching a target, which in that event is no& permitted arrsistance roll. Note that the spell functions only against mahrres m e s s i n g a language the --ate; understands.

k u k & ~aim e
Spell rankltype: 4rE Element: Non-sonic Ingredient cost: Special Madmum range: 10' Running time: Special Resistance roll: Nane Area of exposure: 1 object

RuMing time: Special Resistance mll: None Area of exposure: The witch This spell allows the witch, along with her epoipment, to shape change into any sort o f n m a l animal as exists in o w own world--such as fish, fowl, reptiles or mammals. (Note that no poison bite capabiliw comes with a shape change, nor is speUcasthg apart from a tliek h permitted.) The spell remains in effect until the esster chooses to reborn to her own form. Only one shape change is pogdble perwll, Theingredientis a wcoon,

Nether planes to attack thme violating a place the witch desires to pmteet. Casting entails the witch's mixing n vial of rare ink with gold d u d and the essence of a spider. Next, she must draw a lage spider uprm s surface a t least f i ~ e feet square. specifying preset condition guidelines with which to activate the magic. Upon these wnditions being met, the ink malesces into s spider demon that attacks any nearby creatures, excep!ing the witch. The monster's dewription followwa Armour rating! q-6) Tactical move: 1 S Leu& 8 BAR: 1W1V57 BPEP ratio: V1 Average B o d y h i n a : (40) Average s t a t l5 Special stat: NIA
Atk3Cks:lbite

This spell the of an musing detect enchanted num, whether by spell or device, to reveal nothing d the item's h e nahrre. Note that the enchantment is only eff&e a g a k t the first spell or device used against it, and that a subsequent check through either another detpd enchanted num spell or a different device with that power would reveal the m & d aura. The ingredientincludes the object to be protected.

8ho0h~h6
SpellranWtype: 41C E1ement:Sonic Ingredient mat: 10 gd* or 100 gd* M a d m u m range: 10'nevel Running time: Instantaneous Resistan- roll: Special Area of expaswe: Special This
creates an eqMVe

o &sphere ~ ~

damage in a 10' sphere of lire if i t strikes a solid object or a creahrre (which gains an Agility roll to dodge). I t otherwise flies on un6l the range is at which time it l ss all potency. me oe This spell creates a rolling sphere of fire that iments are are ormmepiecesof a meteori te--or moves in a desired direction a t a s p e d of S'lphase, a me opal ofalhst ingredient rolling upon and over any obstacles while intliaing the lire to 4 * ,Note that the witch D) ID4 points of damage per caster level (half that if one shmti"g star for each four of may an Agility roll is su-full and W t i n g any sldU, combustibles. Although the sphere's initial MOD cannot be changed once the witch orders it to advance, she can W~II it to whenever she Snake WOW wishes. The detonation then ea d within a 20' l radius to make a n Agility mll for half damage of Spell r a n m e : 4iF lU6 per level of the wit& Should the sphere of fue Element: Sonic enmunter an obstsde it m o t mll oper (fa Ingredient mst:60gd* instance, the end o f a d m ) , it doubles back. The Maximum range: Special sphere d otherwise mll until willed to explode or l Running time: 6 minutes the spell runs out, when it will dissipate. It may not Resistance mll: Special cross water. The inaredient is a fue opal of a t least Ares of exrmsure: 1w e d m w . 10 gd in value. This spell enchants a n arrow w e d in the general likeness of a venomous serpent with a n ability to a e M y become a poisonous snake once it is fired a t a taget. Assuming i t sMkes its intended Spen M t y p e : M vidim, a Con mU must be made; failmeans loss Element: Non-sonic of 2 l S t r e d points, none otherwise. A struck L6 1~edier.t cast: 1s* target t h e w must spend the next combat phase M u m range: 30' removing the serpentarmw a else make aucee&ve Runnine time: 24 hours m& in the same manner. Once the snake is ~esist&ce mll: Special removed it shwld be mnsidered equal to a level 1 Area of exposure: 1d m p+snous snake which the caster has no mntrol over. If the arrow misses the intended target, the With thh spell, the witch may camonflage a magic is dispelled. The ingredients include the dmr with its surroundings, thus hiding it fmm view. w e d arrow and the rnptured essence of a poison Pm others ta note the M s presena, a snmssful snake. roll to find s e t p e l s must msl be made and then an IQ roll (note dekd e h R t e d earn clearly Spider sigil rewals the d m ' s presence). This spell w i l l not benefit a s e m t panel. The ingredient is a chamelm shin. RanWtype: 4/B Element: Non.sonic Ingredient cast: 100 gd* Shape c h a n ~ Maximum range: Special Casting: 1hour SpllranMype: YD Running time: Spffial Element: Nan-sonic Resistam mll: Nane I m d i e n t mst: 1rrr* Area of expoawe: Special Maximum range: 0 Casting: ImUantsoems This spell conjmes a spider-like demon horn thc

Spen ranhngpe: 4 C l Element: Sonic Ingredient mst: 10 gd* Madmom range: 10'fleeel R u K j n g time: Up to 1minutekvel Resistance roll: Special Ares of exposure: S p e d

that

shmts forth from the witch's Palm toward asel& impacting and exploding for 4D6 points Of

Damage: 1D6 + wither Con Ethie~: E Size: M Special note: Withers a Con point when it hits (this has the effect of regenerating one point of damage the monster has sufferrd, although its Stamina its starting level); it also CBM,,t be the natural abilities of all demons Note that only one spider sifil can be placed within s r a hall. Also,in no way is the monster under the cuter's control. ~t remains for np to 10 minutes after its appearance, r e to the Nether planes afterward. Disenchantment will not return the mans& from whenceit m e .

Staffofabaopptim
spell m Element: Nm-sonic Ingredient cost:10 gd+(*) Madmom range: 0 Casdng: 10 minutes Rnnning time: Spedal Resistance roll: Speoial Area of exposole: Special This spell prepares a w e d staff to absorb a particular spell of the witch's choice. To do so, the & I specifies the spell in question the staff is to ahsorb, and it thereafter remains enchanted for up to one hour per two levels of skill. If during this time the witch is caught inside the area of exposof the chasen spell with staff in hand, it absmbs the baneful spell, protecting its creator and crumbling to d u s t The absorption is automatic if the spell can affect only the witch. If it is instead one which has a large area of exposure ( BS 8. energy b h t ) , the d caster must make a n Agility mll in order fw the staff to absorb it. Shoold she fail the mll, the spell centers direcay on her.

Spell ranwtype: 4/G Element: Sonic Ingmdient cast: 1bz* Maximum range: 0 Ronning time: 1 hour ReAstsoce roll: None Area of exposure: 1creature
This spell betters a charadeis Strength by 1 paint per three levels of the caster, to a madmom of 20. The effects are not cumulati~e, and the ineredient is a handful of spinach eaten bv the

?
V&h

- prdfcssimrs ~ WtCJi) C (the


This spell may be used at midnight, under a full mmn, when a t least seven members of a wiW1's coven are present. Thus, only a witch of 9 h or t higher level may inyoke the spell. Ttnongh the casting, one of the m e n m e m b m to whom is given yesemiom of a vial (which k e e p up to 24 hours) mntainingthe e~9en-x ofthe oeremony receives two bnefits for an hoar aRer he or she calls upon t e h magic. Theyinclode: Wee mns are based on c a s t d s (normal) stats if they me superior. Effective level of (witch) speUcasting raised by 1D4, to a 20th level, this fonctions only with to range. of

recipient Natmally, Strength inme- thmugh this spell can op Body points, onless a penalty i s in effect horn h a t i o n or dehydration.

81x1 d0be
Spell ranwtype: 4iB Element: Sanic Ingredient cost: W gd* Maximum range: 0 h i n g time: 1 minutellevel ReGtulce mil: None Area of e: e A 10' sphere

s p n raahnype: m Element: Non-sonic Ingredient cost: 0 Manimum range: 0 Casting: 1phase Running time: Up to 1hour Resistance mll: None Area of erpawue: The witch

This spell a state dinvisibility upon the caster. -using her to disappear fram sight. Wme the is in effed, the witch with This spell surrounds the caster with a stationary we or urst spells without bemming - k i. globe of shimmering sunlight which prevents the Opponents aware of her general position. howesler, i n e m of undead creatures, i n c l u k shadow can mehe blind attacks with a penalty f h 6 3 to m a t e m and someone under ah& spy or shadow attack rolls. The GM should not take lor granted, though, that enemies easily b o w a uonished witch's s e 9peIIs. Such creshves caught within thegloWs h a n t i n e s during its initial appearsuffer Z D ~ location. in general, this can &be id oat if she attacks someone with a melee weapon, or if she does points of damage, and a like amount for subsequent minutes of exposure. Undead outside the gtobe will something thnt makes her presence very obvious. not enter u n l w = t e e d from within. The While the caster's scent is not hidden, it should be noted that normal animals will tend to recoil ingredient is a vial aontsining the essence of fmm creaturrs they cannot see, rather than sunlight a h k i n g . Emtile monsters, on the other hand, tend t o r e a d i n the appasite manner. Tie vision

expasure and damage. I t does not allow ertra s p l k to be oust. Further, no magic will sastaio the level bonus indefinitely, including a wish, permanke spell, etc,)

W'tch'~ eye
Spell ranlrltype: 4/F Element: Sonic ingredient-t: Wgd' Marimumrange:O Running time: S p e d Resistance mll: None Area of exwsme: Special This socll creates a visible se-m nean which ~r~nsmile visual informrtiun to thr a s t e r while nrcveling sr a movement raw of op to IIiiphase. The v),. l t ~ the fdos abiliticr, rmr nf uhirh may be chosen when casting the spell.

Spell ranknap: 4A Element: Sonic Ingredient cost: 6 gd Merhnum range: 0 Running time:Up to 1 minutellevel Resistance roll: None Area of exposure:Special
A vision of past events is d m e d to the witch through this speU. To invoke it, the caster stands in a dmrway and activates the power of the spell by

Viion o recall f
Spell ranwtype: 4/H Element: Non-sonic Ingredient cost: 0 Maximum ranee: 0 Running time: 1minute/Level Resistance mll: None Area oferpasore: The witch
a This spell permits the caster t "replay" clearly in her mind an episode she has witnessed up to one day past per level of skill. While the spellis in effect, the witch may view a scene, focusing in on details, causing events to move in slow motion, relistening to convemtion, etc. With respect to sight and m d s , however. the caster must hwe achlally heard what she seeks to r e d , or have had in her field of vision a p a r t i d a r episode she desires to b m e . For example. a n -nation is performed on sameone n- the witch as she dines a t an inn. Although she only raught the incident Prom the m-r of her eye and did not aotually see what happened dearly, she a u l d employ the spell to observe the scene as though her eyes had been f-ed directly on it. In another example. the wit& enters s chamber and glimpses a map befare its owner m n it from view. Later, she may employ the spell to "freeze" the *ision and see the map dearly. As regards sounds and convers~tion,the caster may use the spell to recall someone's precise words or isolate any ambient s o d which may be of interert. Once a prtieulau episode has been rrviewed, it cannot again be studied. Note that the virion mnld be viewed and heard by another party if the witch is sobjeeted to s mind read spell.

B d sight-mning time 2 minutesne~el. e Night sight-rmnning time 5 minutedevel. X ~ a uisian--running y time 1 phasenevel.
The witch's eye may move up to 100' h m the caster. Note it is stopped by dmrs, walk, etc. Further, the caster is fully subject to gam attarkq directed a t the eye, which "see" up to 20' before it. The ingredient is a catseye of a t least 26 pd in value.

overturning a s m d hourglsss. She then specifre8 the staning point, to a maximum of 30 minutes per caster level into the past. Thereafter, the witch may see, but not hear, events transpiring beyond the doorway as if she were staoding there as they happened. The ape11 is most w f n l for noting who might have burglarized a rmm, h i k d a guard, etc., although the witoh must h e a r d l y gwd idea of how far back in time to go with the spell. Such M may be viewed mom than once if desired.

spen ranuw. a Element: Non-smic Ingredient cost: 3 sr* W m u m range: 0 Casting:Instantaneous Running b e : 10 minuteAve1 Resistance roll: None Area of exposure: The witch With this spell, the witch may transfarm herself into the form of a will 0' the wisp. While no special attack forms are gained, she can fly a t a movement rate of ZWlphase for 10 minutes per level (or about 13 miles per hour). Regardless of her usual m o m rat&, in this form it will be AR q-5). and she may only be harmed by magic dnrt spells or magic weapons The ingredient is a firefly.

Spell : #A Element: Sonic Ingredient wt;0 Maxk~om range: 40' Csstjnp: 1phase Running time: Special Resistance roll: Special Area of exposure: 1m a t u r e Often caned a hwikhing or the mmr hither, this is a powerful charm spell employed only aftera creature haa declared some sort of intention or belief. The spell then beguiles the crealure and deceives i t into following another murse of action, or twists its beliefs. Example: a witch is stopped by a constable who informs her she's wanted lor questioning, and that he will esmrt her back to his headquartera. The witch muld suggest he meant only to a d h e her that she was wanted for queshoning, and that .hr " 0 mmr l headquarlpn o on her own when uhr &lr t r chsnv Ifan IQ mll i h s !sled the urnstable would belnere her In another ease, the witch enmunters the chamberlain of a local duke, who ref-s to d o w her admittance to comt since she has no appointment. She could then assert that a n important person as henelf need not make a n appointment. A failed IQ roll would result

Wtchmg hour
s p u d t y p e : 4ID Element: Sonic Inpedient cost: 50 gd' Maximum range: 0 Casting: 1 hour Running time: 1 hour Resistance mll: None Area oferpanue: 1designated witch
110

in the chamberlain's believing her and granting entrance. The spell i s limited in that a c r e a k a n n o t be tricked into killing itself, for instance, or doing something groa9ly contradictory to its ethie. such as a Cmd knight's being told to commit mm&r. The power d the spell is such that the resistance roll is made with a penalty factor of 1 for each positne level of diffezenee between caster and &get The spell also remains in effect up to an hour after the tar@ has left the caster's presence. Nate that meatures m d y immune to Type A spells receive no r e s i s h c e apart from the IQ roll againat this spell.

mmmands as they are able. A swarm of homek would sting her enemies; beavers -Id fashion a dam: fenets wuld gnaw apart a rope to lower a drawbridge, etc. The spell may also be cast upon a single matme, which makes an IQ mll to avoid the effeeta If employed against meahmes under the contml of a monster or other spellcaster, the resistance roll is made a4 though direnchontmrnl were being performed.

Candle magc
Spell ranldtype: 5dF Element: Sonic Ingredient cost: 1 s tor 50gd* + 1 a* r Maxim- range: 0 Running time: Special Resistance mil: spffial Areaofe-me: A 10' sphere

1 t rank witch spells 5h


kid eJobes
spenranutype: 5/G Element: Sonic 1-dient cask 1pa:Maimom range:0 Running time: 1minute/level Resistance mn: S p e d Area of exposure: S p e d This spell converts a vial of water into an acidslime that may be hurled up to 3 ' impacting and 0. breaking with a auoeessfut attack mil. One struck then suffsm ID4 Body points of add damage each tarn until it is washed off with water or wine or the vicrim'a dothing is disuuded. Metal armom also worsens in absorptim capacity (while lowering in m o m rating) by 1p i n t fer each turn vf expoame until the acid eats it away. While the armour la,ts, however, it will absorb some of the damage the character is otherwise subject to. (Nate that magic armour entities the wearer to a resistance roll vs hay e~pos- to acid each t n m to avoid damage to it). One globe may be created for each three levels of the caster's skill.

Spell rankitvpe:5 G 1 Element: Sonic Ingredient cast: 1ar* Madmmo range: 0 or touoh E m i n g time: SO minutewlevel Resistan- mil: None Areaof e r p a ~ m e1 creature : This spell magidly raises the recipient's Agility o by 1D6 points. l a madmom of 20. The effects a r e not cumulative, aod the ingredient is a piece of sinew from an agVe meatue. As with the strengthen spell, no mewin make the baast -anent.

This spell enchants a lit candle with one special effect selected fmm the following list: Candle of secret panel detection. This makes such t h i n g within the area of t e cam3Ws light h glow with a faint blue am% o u t h i n g their hation. The running time is 1 minute/leveL Candle of mechanid a l p detection. As above,but mechanical traps are revealed C w d l e of invisible illomination. Thin version of the spell hides the light of the flame, permitting the witch to see normally while preventing others from noting m y light fmm the wndle. W u s o of the spell's effects, heal aiglrf directed toward the inli4ible light reveals only a spherical wbite blob. The running time is 10 minutes/leveL C a n d k of life. Thk candle alerts the caster to the & i of a perah m familim. So long aa the object of tbe male lives, the h e wl burn. Upon il its death, however, the flame is snnMed out. A necessary ingredient ls the t r e ' mphlred agts earn-. Also, the hcne a n n o t be moved frers the ead l rwm or area it is fashioned in or the spell is disrupted. Candle of multiple lights. W t h k version of i t h the spell, the witoh may seled one or more s@ to on leave a sphere of cnndlelight. Vp to t o e sphere may be created per urater level, and an last until the spell itself expLes ($0 minuteskvel). The area of e m u r e for all candles is a IU' sphere. Nmmally, no check need be ma& to see if the Hame goes o u t If the caster is attacked, moves suddenly, or is subjected to a strong wind, however, an Agility roll m m t be made to sustain the h e . Movement ereeeding lfflphase also requires a check to determine if the flame p out. Note, however, that the witch may place the candle in a lantern to better p t e c t i t

Fqg bank. This wnjuration pours out thick mists the aster may direct anyplace within a mile. The fag may then be shaped in 100' x 1W' x 50' blocks (up to one aueh bloelr per level). While a stmng wind win blow i t away, the fog otherwise lasts for two level It is unaffected by hours per &r disenchantment, and virdmty within is limited to 10'. The a s t far Uis wnjurafioo is 100 gd. 11th level a n d above. SrnobP clmd. This mnjmiltim arises fmro tbe cauldron, and it may be dirup to 5(m away and laced in a blodr up to 50' r 50' r 10' in size. n o s e subjected to the doud endure eye initation, s d e r i n g n p e d t y factor of 1 to attnck mile vhih inside i and for three minutes after leaving tbe t area of expasure. The olond lasts for 10 minutes/leveI, and the oost for the conjuration is 15 gd. I6thlevel and abov9. Hrrrrimne. This mniuration brines forth a small hurricane (treat as a whirlwind of an a r elemental). i The witch may send the h m r i a n e in the direction of her choice but thersdtex she I wntrol of it. The hurricane lasts for an hom and is d e c t e d by disenchantment, although spelh w n t m i b g weather can have an affect.The mnjnratioti's cast is 100 gd.

Spen ranklhipe: 5iB Ekmenl: Sonic Ingredient oxt 50 gd* Maximom range: lW/le"21 lktieg. 1 p h d w a l l section Rooning time: 1minute/level Resistance mil: Luck to neg. A 1V x 10' ~ectiordlevel Ares ofe-me: This spell brings fmU, a curtain of ntter blackness to f o m a barrier against non-undead meahmes. Excepting the witch, anyone seeking passage hhmugb the barrier mask m&e a Luck to svoid being trapped within a nl i+ for the spell's duration. Missiles and spells cast thmugh the curtain toward its creator are also absnbed (without harm to the occupants] so long as the witch makes a Luck rdl. Otherwise, the spell penetrates and generates normal effects. (Note that it is also Bef a the -ter to make a Luck roll to east through her o m nrrtnln.) The wit& heneHmay, if she chooses, antcr the nilspace a t one point. exiting anywhere almg tho boundary she charses on the Ionowing phase. This may be done with others if they hold hands with the thus be used as s caster d enter. 'rho spen handy means to % a chanm, for i~~stance. although i t daes not penehate solids. As with the nr&roin of Iiglit spell, the height may be varied at the witch's desire. 'fie ingredient i s a -vial c n hg o hn i the essence dn$ht

Cauldron mqc

B d nature m
Spell ranWtype: 51A Element: Sonic 1neredier.t ast: 0

Area of orposure: S p e d

Spell rank/*: rn Element: Non-sonic Ingredient cast: Variable* Maximum range: 0 . 1 hour Running time: Special Resistan- roll: Special Area of-m: S&al W1th thia spell, the witch may conjure certain magics from a cauldmn rmed with a boiling mixture of secret herbs and ingredients. What she can wnjure varies with her level of shill aslisted below. Bth level snd above.

Enchant f

When -ting thi3 u p a colony of n m a l animals, insects or reptilea, the wiixh temporarily binds them to do her bidding. To note success, the caster must d e a L d m n . C r e a k s charmed by her, while unable to mmrnoaigte, will obey

Spell ranUtype: m Element: Sonic I&ient mak Vlviabk Maximum range: Too& C a s t i w 4 hours Running time: Permanent Hesistance mlk None Area of e x m e : S p c S On Allhallows Eve only, the witch may ase this spell to invoke her deity to enchant her focus into a magic item with one Specidpww. h e eiamples

wauld be a ring f enebanted into a ring of uanishing; e wand focns enchanted into a magic f enchanted into a spying wand; a midevice-m W b l y m e t h i n g entirely new. The chance of the deityk granting the request is SO%, + 5% per level d the caster, and the ingredient, natmany, is th. witeh's focus. Note this spell may also be wed as the means to fashion a magic item if the witch desires, although the soof the e n h t m e n t i s her deity, and the spell may be sash but once per year. ID this case. the chance of the deity enchanting the item e& q 5% per level of the witch -1Wo per bonus factor in the ase of weapons, armour, etc. (The GM may alw,ays ignore this formula and deny the enchantment if the player seeks to m a t e somemjngunbalancing.1 (Note that some other professions--notably the mcerer-may ead a non-deity-based version of tbis spell. The casting time of the spell is sesen days. and their chance of successfully enchanting the intended item equals 70% + 1%per caster level. F d m e means that the item is d t l b l e f a use in the spell, and a aubstitvte m-tbe found)

control over the a e a k is conferred, and the charm is bmken shoold the witch seek to hano the &-tee. When thrmaiog the dust, the wikh must malie asucemfd sttackroll. R w 10' n : Resistance mll: None Invisibility. This dust causes a c r e a k up to T tall to vanish from view for D 4 t l minutes when the dust is sprinkled on them. Range: 10' Rcsiatanre mil: None Sleep. This dust c a m the ona struck by it to fall d e e p f r 10 minutes or until he is physically o awakened. Range: 10' Resistance mll: Con to aeg.

Area of erposure: 1m a h n e
This spell blinds a meatore for Wle speu's m i n g time if an Agility roll is failed An alternate -e is to tempnarily neutralize a moasterrs gaze attack, although it d l 1 not be blinded, and the caster will not a c t d y know whether i t has been affeded.

Greater hchmtment
Spell ranwtype: 6 % Element: Sonic Ingredient mst 0 Maximum range: 10'flevel &nnning time: Permanent ResisknQ mll: Spedal Area of exposure: Special
Gleoter disenchantment differs fmm its 1st rank counterpart only in that the die roll to determine success is made by rolling a MO under the caster's level i n s t e d of above the level of the m e t magic. If the result is either a natural 1 or is under the level of the witch, the target spell's effects are canelled. Of wmse, adjustments to t e die d h l apply as in the case of the 1st rank disPnehmment spell, although aroll of a natoral20 always fails.

Smokepuff. This fmm of the dost c a w s a mowing sphere of hot smoke to materialize,
entirely obscuring the area h m nonanicirnist sight for seven phanes. Ran&: 0 Resistam m a None Should the witch not employ the dust, it may be reused. And if someone other than her attempts to make upe of the dust, the GM should roll a random
eflect

Ethereal vortex
Spell rankltype: 5/B Element Sonic lngmdient-t: IW gd* Maximum range: 10'IIevel Running time: 1minuteflevel Resistance ron: St to neg. Area of exposure: Special With this spell, the witch may open a 10' x 10' stationary vortex or hole to the Ethers. All rreatures within 10' of it must make Shngth rolls m be sucked within, vanishing into that plane, not (7) to be seen again. (Note that those able to return still suffer a time-wazpge of 2D6 hours.) The caster mag also use this spell as a means to enter that plane. although a subsequent spell must be used to open a gate back to the Nexus. The ingredient is a pane of diamond.

retch
Spell ranwtype: m Element. Sonic Ingredient cost SO gd* Maximum range: 10' Castiw 3 minutes Ronning time: 30 minoteaeve1 ilerdstance row None Area of exposure: Special

5iP Spell ran-: Element: Non-sonis Ingredient mt: 1M*) Madmum range: S p e d Ranniog time: 1hourllwel Resktane roll: Agility fm V2 Area of -we: Special

Spell ranWtrpe: 5/F Element: Nonuonic Ingredient -. 5 M ) gd' t Madmum range: Speeial Castine: 12 hours " Running time: Special Resistance roll: Special Area of erposure: Special This ingredients for this spell are a handful of crushed crystals, rubies and diamonds. When the spell is -t, the dust is magicany enchanted for up to 24 hours per caster lwel. Thereaffer, the dust i s kept within a handy pouch, and s h d d the witch she may hurl it forth to enaot one find it nee-, of the following ch-n effect% Burning. This form of the dust causes a n onpleasant burning sensation upon the exposed epidermis of a creature. One so affeded sostabs no actoal damage, although he suffers a penalty factor of 2 to attnekralla far 1I%minutes. Range: 10' Resistance mll: Agility to neg.

This spell conjures forth a spirit pmfor the witch. The ingredient for the spen wnsists of a handful of incense thrown into a fne S O at completion of the spell. Immediately thereafter, the fetch appears, awaitingits bidding. The spirit offers several benefits, and is osed mostly as a guardian, for it cao be seen and heard only by the caster. although it is detedable thmugh magical spells that see invisible abjeds, appeariog as s hmded shade near her. The spirit has 100' heat &kt and can advise the witch of anything she approaches of interesL It also is aware of other spirits, and thus i t by is impassible for the caster to be ombu~hod any sort of spirit or nm-wrporeal m a * while the fetch is present. It also halves the caster's chances of being arnbwhed by other -hues. The fetch may be ordered to guard the caster as she sleeps, awahening her if nee-. It is affected only by spells that harm ondead, dispelling if it suffers more than 10 points d damage. At all times the fetch must remain within 10' of the canter, and i t may not oenetrate walls. floom. etc. Thus. it is not an Independent smut

A with the 2nd rank version of this spell, a s pump& is enchanted thmugh this magic. The spell transforms it into a semi-intelligent meatore capable of speech. When the pmmpLin is active, the witch may place i t m e w h e r e , with whatever orders she desires. Wkde the spell remains in effect, the pumpkin acts as a guardian or lure, utilizing its speech capabilities in a rational manner to persuade o r e a k s not to pass, m to lore them to harm. It is also capable of mkting on its base, although it -ot otherwise move. When preset mndition guidelines are met, the pumpkin explodes in a 20' sohere offlame. inflictine 1D6 mints of d a m e mr -ter level those ?ail& Agility roll< hslf otherwise. Disenchantment and normal physical attacks h w e no efFect against tbe pumpkin, although i t may be deaboyed by mme than 10 points of nagic dwt damage, which results in immediate detonation.

Fmger o blindness f
Spell rankkype:5/G Element Non-mic Ingredient 0 Maximum range: l0'level casting: 1phase Runrdog time: 1minuWIeve1 Resistance mu: AgXty to nes. 112

Spell ran-: 5D 1 Element. Sonic Ingredient cost 25 gd Madmum range: Spcizl Casting: 10 minutes Running time: Specid Resistance mu: Special Area of :e 1pound ofwax

Charm.This causes one stmck by the dust to read p 4 t i ~ e l to the witch for I 0 minutes, fmgoing y any desire to harm or restrain her, although no

This spell is u s d y employed by a wven to view a n enemy of theirs. Casting eatails the wven ~ h a n t m gamend an altar upon which has been phced a pound of very fine wax. To note mccess, penentile dice are rolled with a smre equal to or

less than the combined leaels of those present indicating that the *he$ deity has responded, causing the wax to form into a small figure of whomever has caphved the mven's interest As an example, someone unknown has made an unsumssful assassination attempt upon a mven leader's lieutenant. The mven casts the spell seeking to know whom the perpetrator ts, and the wax on the altar assumes the form of a lacal human a d n . The mven may then take what action they deem appropriate. I t should be noted that the ape11 only shows the form of a person a t the time of the casting. Further, a coven may attempt this spell but once against a particular individual.

the firat, i t will impart an empathia message up to


50 words in length. In the semnd, the witch may

load the stone with a vision up to a minute long. This vision does not include audio components, but will reveal either an incident the witch herself has seen, or something she visualizes during the casting (perhaps as a means to convey a more detniled message). When preset condition guidelines are met, the gem glows and emits a t h r o b b ' i which u s d y c a m s its owner to *asp hold of it. In an instant, the gem's handler then receives the vision. The gem then mumbles to dust. The memory storre cannot be used as an aid in other spell casting.

enchanted claw allowing her to do 1D8 points of damage with a suacesful hit while attacking as a monster of equal level. A struck opponent must then make a Con roll or be paralyzed for 2D6 minutes. Note that while the cmter is nuder this spell, which she rul end on anv mmbat ohase. there is a 2 9 0% . chance that spells requiring manual dexterity will fail. The i n p d i e n t is the hand of a demon, devil, or m a t u r e that can cause paralysis.

Lypazel's pocket dimension


Spell ranwtype: 5m Element: Sonic Ingredient cost: 100 gdt' Maximum range: 20' Casting: 3 minutes Running time: 1hourilevel Resistance roll: None Area of exposure: Up to 30' x 30' a 20 This spell creates a pocket of the faerie realm through a doorway of normal or small size. The ingredient for the spell includes a finely crafted model of a room or series of rooms fashioned to d e . When the witch casts this spell before a d m d d m , a fuU.size mack-up of the model appears on the other side of the doorway, including any furniture, fountains, plant life, etc. Thwe with the caster may then enter this packet of faerie and remain there for the spell's running time, clming the dmr behind them until they desire to leave. Just prior to the spell's expiration, the pocket begins a series of shim, alerting the inhabitants to its imminent disappearance. Five minutes later, the pocket mmpletely dissolves into nothingness, taking with it anyone or anything left therein. While time passes normally in the outside world, occupants neither age nor suffer damage from bleeding wounds, poison, disc-, etc. The "normal" rmm beyond the dmrway is entirely d e c t e d by this spelL In fact anyone there who observed the door open would see noWling of the charadem as they entered the packet. In the same way, after the characters closed the dmr, anyone subsequently passing thmugh would enter the normal room, dmet, etc., withovt noting the pocketk existence. (Should the d m be propped open or locked tight in the "reallworld, no pmhlems are presented for a magical door eimilar in appearance remains in the packet. And when the characters depart, they seem to appear from nowhere.) Disenchantment has no effect against the pzkct.

Monster c a p e
speu r n : a* 5iB Element: Sonic Ingredient cast: Variable* Madmum range: 50' Running time: 1minuteneve1 Resistance roll: None Area of exposure: Special This spell allows the witch to mnjure up a monster or animal to serve her for the spell duration. The ingredient is a heart of the creature type she calls up, although she is limited to summoning a creature not normally exceeding half her o w level. Assuming the spell is succeh9fu1, the summoned monster will have all the normal abilities of a creature of that sort. Note that the spell is effective primazily for monsters; it cannot bring forth humans, elves, eic., nor will it conjure up undead. Disenchantment has no affect against the spell.

Spell rankitype: 5lG Element: Sonic I y e d i e n t mt: Variable Maximum range: 40' Running time: Permanent Resistance roll: Special Area of exposure: 1m a t u r e Through this spell, the witch may polymorph a creature into a normal animal (usually a toad) if it fails an IQ roU. The victim retains much of it.i memories while in i k new form, although it assumes an animal's nature and cannot cast spells nor communiccte by any means other than through n mind read or mind meld spell. The power of the spell is such that a penalty factor of 1is assessed the roll for every four levels of the caster. Further, the magical effed can only be done away with by the original caster or a wish. The ingredient is a portion of the type of animal the target is to become.

Moon web
Spell ranwtype: 5/E Element: Sonic Ingredient cast: 50 gd* or 0 Maximum range: 10'flevel Running time: 1minuteflevel Resistance roll: Special Area of exposure: A 10' cube13 levels

Spell ranwtype: 5% Element Sonic Ingredient cost: Variable Maximum range: 2w Casting: 1 hour Running time: Permanent Resistance roll: None Area of expure: 1puppet up to 3' tl al With this spell, the witch may meate a minor golem from a mandrake root and a doll or puppet. The basic poppet has but a 3 IQ and does little more than obey simple commands They are therefore most useful for simple chores. All possess Indeterminate ethics. I t is pssible to create a greater poppet if the heart of a cutpurse is used as an ingredient. The resulting homunculus then possesses all the talents of a 1st level cutpurse, with stats generated by rolling 2D6 (excluding Agility which is fixed a t 12). While loyal to their creator, gmaterpoppets are highly mischievous and must be kept an eye on. Either s m t ofpoppet is immune to Type A & H spells. Other details follow.
Armour rating: 0 Tactical move: 5'lphase [le-1--lS/phase (greater) Level: 1(lesser)--4 (greater) BAR: 15/8/40 (les~r)--16/9/47(greater) BPiSP ratio: Ill (lesser)--JR (greater) Average stat: 3 ~e-r)llO (greater) special s a : Agility--10 (1esser)IAgility--12 IQ-tt 10 &eater) Attack 1 Damage: Variable Ethics: I
aze:

M m r stone e oy
Spell raddtype: 5iF Element: Non-sonic Ingredient cost: 1W gd* Maximum range: 0 Rynning time: Special Resistance mll: None Area of exposore: 1gemstone

This spell creates a thick netting of shimmering moonbeams, entrapping non-mqmreal and semicorporeal creatures within the area of expmure, including undead spirits, creatures in smoke form, plane-shifters, etc. The effect on these meatmes approximates that of a normal net spell. Further. the spell absolutely prevents escape through spells such as shift, shodom tmuel, etc., or natural abilities duplicating these functions,irrespective of whether or not those in the area of exposure are otherwise subject to the entrapment. The inpredient essence of captured moonbeam is necessary only if the spell is cast when the moon is not present to draw the energy fmm, or if the spell is used indwrs.

Pw@sIs claw
Spell rankhype: 5/G Element: Sonic Ingredient cost: 1W gd* Maximum r a g e : 0 Running time: 1 miouteAeve1 Resistance mu: Special Area of exposure: The witch
Tbis spell mutates the witclis right or left hand, depending on the ingredient mad, into an

This unusual spell enchants a gematone valued a t 100 gd or more into a magic device that imparts a vision to the one who po-sses i t When cast, the witch may enchant the gem io one of two ways In

Because of their small size and Strength, weapons

~ ? U l o - C l i a r a c t c r p (the Witch) r ~ ~
employed by them never exceed a D4 in damage potential. Poppets m o t speak. hteCti0n

BpeU catch
Spell rn: a5JE Element: Non-sonic 1-dient m :Variable t ?.himum r-: 0 Castiw. l m t a n e o u s Running time: 10 minutesnevel Resistance roll: Special Area of expasure: Sphere 1 diameterfleeel '

k0m hqcllds

Spell raddtype: ffi Element: Sanie Ingredient mst- 1@3* Maximum range: 0 Running time: 30 minutes R-e ec roll: None Areaof nmosure: The witch This spell protects the witch fmm the harmful effects of liquids (acid, ail, etf) and semi-liquids &I&, ek.1. W X k she is pmteded by t e spell, h harmhrl liquids mi Bow amund her without making physical maact (similarly to how water might bead OKof a waxed car). The effect on semiliquids. ineluding applicable dungeon d e n i m , is that the invisible harrier about the character p v e n h true physical contact Regarding semiliquids, the DM has the final on what a e a h n e s fall into this w. ingredient is The an ounce of flne wax.

hour has elaped or the table has been checked a number of time. equal to the c a s t d s level of skill. At the start of each torn the witch either makes an attack or is attacked, a die is mlled to determine randomly which gemstone will aid her. A11 benefits Isst only during the turn the gemstone is determined to be effective. and as the caster has no idea what the benefit is (except, perhaps, when she becomes invisikle, quickened, etc.), she may not base her actions on the result rolled on the table.

This spell permits the witch to catch and store a ranged spell cast near her dming actual combat The ingredient is a cloak of any sort worn by the caster. To catch the spell, the witch must hold out one side of the doak and make an Agility mll. The spell will then be drawn in and held within the cloak, and she may cast i t plior to the expiration of the enchantment (else it fades away). If the caster fails to ostch the spell, she will be subject to its effeds as if it w r targeted at her. Note that only ee one spell may be stored within the caster's doak.

~~~
Spell =addtype: 5/A Element: Sonic Ingredient - : 1gd* t Madmum range:2mileUlevel Running time: Special Resistance m I t Special Areaofex-e: 1person With this spell, the witch may summon to her a n intelligent creature (including one of her familim) she is personally familiar with. To enact the spell, the caster wriks the subject's name upon a piece of parchment, which is then burned. The ashes are then scattered to the wind, and the taget, upon the spell'e being cast, wiU be aware that the witch desires his presenoe and will proceed to her. An IQ d is permitted thwe chaasing to resist the magic. Note, however, that the caster will sense whether or not the summoned c r is coming to her as she bids. Only one soeh spell may be directed toward an unwilling individual until the caster in

Bhadow
Spell ranbnype: 5/G Element: Sonic Iagredient mst: Variable Maximum range:0 Casting: 1phase Running time: 20 minutes Resistance roll: None Area of enporiure: The witch The ingredient for this spell consists of a h o d or cweting the witch draws about her head. When the spell is thereafter oast, her face melh into shadow, disappearing fmm view and leaving onty an inky blackness. While the caster may oee, hear and speak withmt d i m d t y , the spell grants her immunity to an Type A & H spelk and forther allow. a bonus fadm of 3 to reishnce mlla vs gaze attacks. Identification of someone under this spell is also impassible. The spell is cancelled should the h d be removed or & a m back

spell d t y p e : 6/F Element: Sonic Ingredient mst: Variable Maximum range: 0 Running time: S p e d Resistance roil Spedal Area of expoanre: S p e d

This spell temporarily enchants a handfd of jewels with certain protective powern, one of w i h hc randomly aids the caster each minute. The passiblle ingredients for the spell and their powers follow.
1 Amber (at least 10 gd in value): Grants 5% . bonw to any percentile dim rolls, and a bonus factor of 1 to anr Luck mlls. 2. a t (at least 26 gd in value]: Forces any intelligent aeahme who would seek to harm the caster to make an IQ roll or ignore her. S. Sunstone (at least 60 gd in &): Grants proteetion from withering. 4. Catseye (at least 25 gd in value): Prevenh withering orpossession. 6. R a r l (at least 50 gd i n value): Grants bonus factor of 2 to resistance m h l 6. Sapphire (at least 1W gd in value): Granh vanish spell. 7. Diamond (at least 3W gd in value): Makes casterimmvne to the next successful physical attack made on her i n the turn, cancelling after i h m n c e . 8. Emerald (at least W gd in value): Time J distorts raster that turn, doubling movement and actions. 9. C a m l i a n (it least 25 gd in value):

Tdhg s q t
Spell ranWtype:&F Element: Nm-sonic Ingredient mst: 0 m u m range: 10' Running time: Up to 10 minutes Resistance roil None Area of expmure: 1written abject This unusoal spell is often employed when the witch desire a verbal translation of a written language she is d a m i l i a r with. When cast upon a written tert, a voice simt?ar to t e nigioal -ter's h emanates forth, spealdng in the witch's normal on l a n m and providing as m a t e s translatj as -We. (The GM should decide bow much of the text d d be read vitbin the spell duration.) Naturally, the spell may also be used on something the witch otherwise esn r e d If employed upon a carved a i n s m i teat, the voice in every urse will be one of emotianleas low tones. Note that magic writings me not subject to this spell.

8mdre form
Spell ranwtype: W G Element: Sonic Ingredient -t: 1 gd* Maximum range: 0 Running time: 5 minuteslevel Resistance mn: None Area of expsme: The witch

Thrwh this spell, the witch may a v a p o u s , insubstantial fam. ~ o while so ~ altered is ZWIphase, and the caster may Bow thmngh m k s and holes, although vision may be limited if she doesn't passes night s i ~ h lor if the , area is dark While she is in s m o h fom, the witch can only be struck by m@c darts or magic lvenpona (consider armom rating to be q.5)).A h , subjection to an air s k d spell acts as disenchantment against the magic. The ingredient is a vial containing a wisp of smoke.

Regenerates ~ p0int.l of Body~ damage t (if ~ ~ taken duringthe 10. Moonstone (at least 20 gd in value): Raises caster's level Of magic by to a maximum Of
2Mblevel.

Teleportal
Spell rank/*: 5/B Element: Non.sonie Ingredient cost: l,WOgd* Maximum range: Unlimited Running time: Up to 1phaseflevel Mtantanmn:None Area of e r n e : A 10' x 10. area
This allows the witch to interdimensional portal between two

value): We-based per die damage. 12. Lapis (at least 10 gd in value): Grants immunity to poison.
(at least at

The caster must employ between 8 to 12 of the listed gemstones in order for the spell to function (no du~li=ti=- snowed). When the spell is cast. the gematone'leap Om ' the witch's hand and whir' about her head, remaining active until either an

an
places.

a blank initially, the epell must be w m e d wall a t least 10' x 1 .feet i n sire, which functions as 0 the destination point, Thereafter, a subsequent

casting of this spell opens a shimmering portal of equal size directly before the witch. She and up to one other creature per phase may then step thmugh the portal and be transported to the paint of destination. Of eaum the witch may closs the pOrtal immediately after stepping through to prevent pursuit if she wishes. The ingredient is a square-cut diamond of at least 1,000 in value. gd

gjjd
Spen-:m
Non-sonic
Mentmst;O

Msrimom range: 0
C a s w 10 minutes Running time: 1minute or qllestionReve1 Area of e-ure:

Tramfmce

Resistance mu: None A cirde 1 mtle widellevel

spenm~ype: WG Element: Sonic Ingredient m : t0 Maximum range: 0 Running time: S+ Resistance roll: None Area of elrpasure:The witch
This permits the caster to drain fmm someme, and bestow upon herelf. ,a Type G spen wch as stmngthen, Agility, ek. To enact the spell, the witch must physically touch the tuget, and the spell, which most be running a t the time, will be transfelzed to her for its full remaining duration. Of course, nothing will make retention of the magic permanent.

Wd of bones
Spell ranwtype: 5 % m m e n t Sonic Ingredient cmt: 1sr* Mu -m range: 50' Running time: Permanent w t a n c e ran: S p e d Area of orpasme:A 1 'x 1W sectiodevel 0 Through this spell, the witch conjures a wall of bones fmm the gmund, blocking peaage of anything larger than a cat The wall of jutting bones is t-Ra feet thick, and a section may be h&d through in 10D4 minutes if up to three charades try to do so: or 1 minutes ttl for f a or more 0 oa characters. (A giant or extremely powerfol aeatme would break through in only ID4 mioutes) Unlike other w a l l - h soelk.. the caster mav stack the sections back-&back to more effectively b h k a hallway, for eurmple. The ingredient i s a n bone i fmm a humanoid skeleton.

By concentrating, the witch is enabled to become one with the wind, sensing what i t knows Uo to one ouestion wr level of her skill mav then be p a r d to the C\I, who a n s w m with either s yes c r n~ s epprapnaw. I t is alao pooslblc to obmn a totnute-long virion d a particular pl- in thl. :n& a. urd ouch vidons count as five qur~tionsEramplv the witch queriesif om are nearby. Afrrr told Yes'hy the CM. the caster lsks in what dirertiun and is answered with 'Worth." She then =quests a vision of the orcs and observes a p u p of 10 such monsters maldng their way along a stream. The whole mnnts as seven questions asked. The spell only functions outdwrs in other than a dead calm, and certainly does not penetrate buildings or other man-made struames. ALSO, answers can only be &en h d on v i d or verbal data The wind. for ~ n s m c e . u l d n latc that the 10 u m art, in ihe a ~ area, bol it cerhmly would not knuw thvm purpose in coming--excepting they had spoken it aloud. Uul- cast witbin an area bound to her by capture easenee, there is a 5% chance of the wind's being mischievous and givingafalse or misleading anawer to any questions. This chance is increased tenfold if the spell is cart within lands bound to another spellcaster through mphrm essence.

glass or crystal within the area of expmme. Enchanted items of glass, however, are hut 56% likely to be harmed. "Living" m a t u r e s of glass or 1 suffer 3D6 points of damage with w other effects. Note the spell cao be vsed to 1 s o d dampening (norall necessary). A second form of the spell lets the witch emit a wailing like that of the banshee. Nessfor this version of the spell i s the captured e m e m of a banshee, certainly a rare ingredient valued a t 1,000 gd+. When the spell is thereafter cast, all intelligent creatmes within the area of exposure b e m e panicstricken, running away in a r a n d m direction for m minutes. 4

Spell ranhnype: SN: Elemenk Sonic Ingredient mst: I sr* Maximum range: IW,le/lesel Running t h e : Permanent hSi8tan~e s@d Area of exposure: S@d
c This @pel1 a w s objects o f w d within the area of exposwe to rot and fall into a state of mrmption. In the ease on inanimate ohjeds, the afieded area is equal to a 1 'cube for each two caster levels Thm. 0 a witch can easily deatmy a dungeon d m , ship's hull, or a cabin or house. In the case of animated objeots or living creatures of wood (wood ploms, nta, ek.), the area of exposure is limited to a single target and an IQ roll is allowed to avoid the effects. The ingredient i s a termite.

L t rank witch spells 6h


Spell rankitype:5iC Element: Sonic Ingredient cmt: 50 gd* Maximum range: 50' Castine: 2 nhases Running time: Special Resistance ron: Special Area of exposwe: 1 creature

" .

.. .

Element Sonic Ingredient cesk 0 fvbzimmn range: 0 Running time: 1minutdevel Kesistaoce mn: Special Area of expasue: A Z sphere W
When the witch casts this spell, a n a of fear 0 radiates from her in a 2 ' sphere. AN intending harm to the caster, or who enter it with hasme intent, must mage an IQ mll or back oot in tern. remaining diedented for 1D4 minutes. Note t a ht even matures wually immune to fear-e1(~ladbg 6emerk vildngs-must still make the resisitance mu. Further, any who do resist suffer a penalty factor of 2 to attack mlk until they strike the witch, when the spell's effeds will end far them. Should the caster attack someone who has hacked away in fear, the enchantment ends.

..

Watch dog
Spell r a n k b e : 5/B Element: Sonic Ingredient cost: 10 gd' Maximum range: Special Ronning time: 1 hourflevel Resistaoce mu: None Area of orpasme:S p e d This spell sommons forth a -1 guard dog of maximum damage potential (i.e. 20 pints) to faithfully wakh over a particular area or person. The brute is particularly +dons, gaining a bonus f a c k of 2 to atand damage rolls. Although funr able to comprehend any -man& given by the caster, the watch dog lacb the ability to communicate with its m i s b s p as w d d a normal familiar. The ingredient is a amall onyx statue famed in the shape of a dag.

This spell muses a Bheak of flame to issue forth b m the witch's fimrs to engulf a &get creature for 2D6 points of T i damage. Should an Agility roll then be failed, the m a t u r e remains afire for as many minutes as the caster's skill l e v 4 suffering a like amount of damage d aec minote. Success a ga m eh i n d i h s the h e s were e -d xe befare the oreature was totally e w e & They otherwise can be extinguished only by disemhnnbnen5 control fire, or immersion in rwter or an nrca under air steal. The ingredient is a vial m t a i n i n g the -nee
nf fir*

Witch

a911
spn rankltrpe: WF
Element: Sonic Ingredient cmt: X gd* +special I Maximum range: 0 Cas* 1hour Ronningthe: S p e d hsietance mn: None Area of e x p a : 1weapon

Spell ranwtrpe: 5iG Element: Sonic Ingredient cost: 0 or special* Maximum raoge: 0 Casting: Instantaneous R-inp time: 1minutelevel Rzistance ron: S p e d Area of expasure: A 30'circle BY this spell, the caster emits a powerfhl sonic attach shattering all e d non.magioal items of 116

This spell permits the caster to enehant a non-

- W - m t c r p r o f m
magical weapon with special pmpertiel against a certain type of c r e a k or person. In the first caae, the witch may ranse the weapon to be a bane against certain mooster types. The ingredient for the spell inclodes the captured essence of the particular sat of monster, and when the enchanhnent is completed, the weapon inflicts doohle damage against the fvst monster of that type against which it is employed, lasting a maximum of 1 minuteilevel after tbe fnst aUack roll (Strength bonuses, etc., are not doubled). Also, while having no other bonuses, the m i s empawered to strike ao e the target m t r even if it otherwise reqnims a special sort of weapon in order to be h i t i n the semnd case, the caster may enchant a weapon against humanoids, although the ma& only works against p a r t i c a h individoalp. The mprured essence of the k g e t must be obtained, and the enchanted weapon will then do maximum damage with each successful strike for the spell's running time.

(tlic Witcli)
Ingredient cast: VlPiable allows the witch to 6onirh undead as a his w d d a necromancer thmugh eurrcism, affecting mdtiple targets whose mmbined levels do not exceed her own 9 ( with those of lowest level). Or, a t her option, she may instesd concentrate on dominating a single undead monster of eqnal or lesser level. In either caae, an IQ roll negates dl effects. It should be noted that in dominding a c r e a k , a mmmand resulting in certain destmction allows a subsequent 1Q d lo resist the spell. Thus, a controlled vampire would obey a mmmand to return to his crypt even though aware the witch would next seal him within. But he would gain an additional attempt to resist the spell were he ordered to lie s b i as a rogue approached with a s e e and rnallet. The ingredient is a .. , which is boldly presented to the undead.

qowg, cannot be escaped from exrept by magical it means. The monster is detailed hereafter. Armour rating: 5 Tactical mwe: 10' Level: 10 BAR: 19/12/62 BPISP ratio: VS Average BodyIStamina: 10140 (50) Average stat: 16 Special stat: NIA Attaslre: 1sword Dmg: 2D6 Ethics: E Size: M Special note: 8590 tracking ability, regardless of terrain +standard demonic abilities.
The ingrediente of the spell consist of 5,000 gd worth of precious stones. Note that disenchantment will not return t e rider imm whence it came. h

Bmd plants
Spell -type: 6/G Element: Sonic Ingedient cost: 0 Madmum range: 10'nevel Running time: 10 minuteslevel Resistance mll: Special Area of erpasrue: Circle 10' wideAevel

Control weather
Spell ranutype: EIG Element: Sonic 1-dient wt: 50 gd* Madmum range: 0 Cashhg: 1 hour Running h e : 1week Redstance roll: None Area of ex : Circle 1 mile wideneve1

Doppe4FFr
Spell ranwtype: B/D Element: Non-sonic Ingredient mst: Variable* Maximum range: 0 Running time: 24 hours Resistance roll: None Area of exposure: The witch

This spell brings vegeiation within the area of exposore under the caster's control. The plants will then follow the witch's bidding as best they can, duplicating, for example, a plonl grab spell; parting their brambles to allow easy passage through them; entwining to form a barrier, and so on. An IQ roll to resist the effects is permitted inteu.int plants or t h e under some magical enchantment (In this case, the mn ia based on the IQ of whomever enchanted the plants.)

Black nder
Spell r d t y p e : 61B Element: Sonic Ingredient mst: 5,WO gd* Marimnm range: 10' Castingr 1 hour Running time: Special ResistM~e roll: None Area of exposure: Special

This spell lets the witch maintain current weather mnditions within the m a of exposure for u p to seven days. Thereafter, another spell must be -d to reinforce the magic m normal conditions will return within 12 hoWhile useful, prolonged employment of this spell may oause emlogical damage if the surr-ding counkyside is denied n e c e q seasonal climatic changes. While dhnclrontment h&s no affed against this spell, use of the alter rueother spell works in precisely that way, and is checked for success in Eke manner. The i w e d i e n t for the smll is a brazie~filled with h-iag incense

This spell alters the physical form of the witch, allowing her to adopt the appearance and vocal tones of another person roughly her same s z (i-e. ie no mme than two feet taller, shorter andlor wider). While tbe s p a is in effeek the caster's masquerade is perfect, although her s t a b remain unchanged. Also, should her reflection be viewed in a reflective surface, her true form w i l l be apparent. There arr Cro possible ingredients to the spell: The witch firstofall may utilize a mirror of any size into which she has previously captmed the refledion of her intended target (whether or not he was alive): otherwise, she may employ the person's mntrrredeseenm.

Create e c w m
Spell ranhlhrpe: WF Element: Sonio Ingredient mst: 10 gd Madmum range: 20' Casting: 1hour Running time: 1or 12 months Resistance mll: None Area of erpasme: 1 scaremow

Enchmt bottle
Spell rsnWtgpe: WF Element: G lngedient -: 25 gd+* t Maximum range: 0 Casting: 12 hours Running time: Special Resistance roll: None Area of exposure: I bottle This spen enchante a ane-pint or smaller botUe of fine material. into a magic item to hold liquid To prepare the bottle, the caster apecifles what sat of liquid i t is to hold and then IXk it. ARerwa~d,the botWe may be emptied normdly, bot i t cannot be refilled and it lmes ik m&c when the last of the contents run o u t The volume it may hold equals the normal storage W t y multiplied by the aster's level, unless the intended liquid is water. This increases the fsetm to 10 times its normal stmage capacity multiplied by the caster's level. Note the weieht of the container is not inmaned bv what it holds. Breaking the battle releases dl stmed liquid.

This spell summons a demon Rom the Nether planes to act as a tracker for the witch. Upon the soell's W e cast.. the demon materializes in the .. form of A h.nxlrd warrior armurmd in partial plarr, mounrrd t m p medium-sire rmrhor*. of maximum Body points. When the demon arrives, the witch may direct i t to hunt down either an object or person with whom she is p e m a n y aq-nted. The monster w i l l then undertake one of t h e possible c o w of adon as ordered by the caster: shadow its quarry, keeping an eye on it: atiack a s m e indiddual a t an oppoaune time with intent to bill, subdue for return to the witch, or m s e r an item for the caster: or hack the ato its base. thereafter manic all^ imparting 'this -howledge the witoh &fo& returning to the Nether planes. When it has its orders, the rider and its tireless mount then depart, travelling up to 100 miles daily, modified by terrain. . s noted in the monster 4 description, the demon has an excellent tracking ability, and shodd it make v i d sighting of its

.,

W i t h this spell, the witch may create a straw golem (see the monster) fmm m a p s of wood, clothing, and a pumpkin head. Unlike the normal one created by a ne-anoer, it remains active only 30 days unless crested an Allhallows Eve. which givesita "life" of 12 months. Disenchaatnzent haa no effect againat the
8MIoClOW.

Dominate mdead
Spell
M )

Sonic
wmumrange: Castinglphaae

l(Mevel

minuteneve'
ReetanceroI1:lQtoneg. Ares of e-are: 1level of undeadnesel

Edme
Spell ranYtype: 6/F Element: Non-sonic Ingredient cost. Special Maximum range: 0 casting: 1phase Running time: 1minuteAevel Resistance mll: None Area of exposure: 1weapon This spell flames a weapon to inflict an extra 1D6 6 r e damage on creatures, doubled if the &get is undead. Note that one may enact this spell in conjunction with s banerueopon if a non-magical weapon is inininlved. The ingredient consists of the weapon to be enchanted.

F o r claws lo
Spell rankhype: VF Element: Sonic Ingredient east: 0 Maximum range: l0'flevel Casting: 10 minutes Running time: Permanent Resistam roll: None Area of exposure: A 5' aquayelleve1 This spell enchants a noor to protect itself from i n h d e m . Anyone stepping upon the area will be struck by ID6 writhing claws, each inflicting 2D6 points of damage every turn. The claws are AIL 0 and require three points to destroy. Once a tKget has been freed from his attackers, he will not be bothered again even if he later re-enters the area (although this immunity does not extend to othersj. Note that the witch will not be harmed by the claws, nor will anyone she wills to be proteeied when she initially casts the spell. The enchantment upon the floor lasts untd the witch cancels it. Only one such enchantment may be lain within a rmm, hallway,
etc.

Greater will 0' the wisp


Spell rankitype: 6lB Element Sonic Ingredient wst: 3 sr* Marimum range: 30' Running time: Special Resistance roll: None Area of exposure:Special This spell is similar to the 2nd rank spell, except that its madmum attack range is 1 mile, the damage inflicted is 3D6 points on non-metal armored %eW6D6 points on metsl-armoured targets, and undead suffer ID4 p i n t s of damage per level of the caster.

Ether ball
Spell rankitype: 6/B Element: Non-sonic Ingredient wst: MO gd* Maximum range: 0 Casting: 2 phases Ronning time: Special Resistance roll: A@ty to neg. Area of exposure: A 6 sphere This spell opens a spherical gate to the Ethers that appears as a floating ball of swirling black mist. To enact the spell, the witch casts forth a black opal worth a t least 5M) gd, that immediately tramforms into the spherical gate. Moving a t a speed of ZW'Iphase, the ether 6all ha9 arange of 2 ' per level 0 of the caster. Mediam or smaller creatures within f i ~ feet ofits path of travel must make a Strength e roll or be drawn into the Ethers with the same repercussions as outlined in the ethereal oak spill. Should the ball encountpr a solid object such as a wall, it dispels in a silent explosion.

Spell ranWtype: 6/E Element: Sonic Ingredient m s t 20 gd per tooth* Maximum range: 10' Casting 3 minutes Running time: Special Resistance roll: None Area of exposure: Up to 1skeletonilevel This spell brings forth a number of undead skeletons to serve the csster. The ingredient consists of one or more teeth from a hydra, which are sown along the ground during the casting On the last minute of casting, the ground bursts apart, and emerging to do the bidding of the caster are skeletal warriors, each armed with a sword and shield, giving them an armour rating of 0(-71, with a damage potential of 1D8 points per hit. The skeletons possess a superior IQ compmd to their normal cousins, allowing them to attack with &g and pnrpose (consider IQ to be 16). They have maximum Stamina p i n t s and the summoned warriors will serve to the completion of their initial orders or until a period of 10 minutes per level of the caster elaoses. At this time. the" and their . . armament fall to dust. Disenchantment has no effect aghinst the skeletons. L y r ~ ~ e imqc lantern 's

Spell ranwtype: W F Element: Sonic Ingredient cost: Special Maximum range: 20' Casting: 20 minutes Running time: 1hour Resistance roll: None Areaof expasure: 1skulVlevel
When cast upon m m more human skulls, this spell tempo~arily imbuea them with the ability of biting skulls. (Their stats are also camparable.) The skulls may fly a t a tactical speed of W/phase while obeying their creator's commands. They may thus be ordered to follow the witch about and later attack ch-n tareets of hers.

spell ranwtype: m Element: Non-sonic Ingredient mt:0 Maximum range: 10'ilevel Casting: 1 phRunning time: 1minuteflerel Resistance rdl: None Area of exposure: Special There are two forms of t i spell, either of which hs may be used. The first causes a single living creature whose present Stamina points do not exceed the witch's to be stunned and helpless. The second fmm allows the witch to shtn several living creatures within a 20' circle whose combined Stamina pointri do not exceed her own, starting with the weakest (i.e. least Stamina points). Thus, a group conskting of a 3rd level k g h t with 25 Stamina points, a 4th level eutpurje with 18, and a 6th level necromancer with 20 attacked by a 35 Stamina point witch would result in the c u t p m ' s being stonned while the b i g h t and n e m a n c e r would remain unharmed. If the GM combines monsters' Body and Stamina points to determine wound potential, the KitCh should add her Body points to her Stamina points to note what she can affect.

Force Eeld
Spell rankitype: 6/B Element: Sonic Ingredient mst: 5W gd* W m u m r-: 3wneve1 Running time: While caster concentrates, + minutes Resistance roll: Special Area of exposure: Special

A powerfd barrier of invisible f m is brought into being by this spell, helping prevent the passage of s p e b and v e a l objejectrirreatures.The area of exposure ofthe spell i s chosen a t the time of casting, and is equal to either a 10' x 10' pane per skill level (formed as desired), or a single sphere 1 wide per ' level of the witch. If created so as to entrap a creature, either force m d must be large enough to e ii entirely encompass the intended victim, and an &lily roll is permitted to dadge out of the way if the GM thinks one appropriate for the conditions. The form field remains up for ID4 minutes after the witch's concentration is broken. It may be brought dawn earlier, however, if it sustains more than 10 points of damage per level of the caster in a single turn. Note that s p e b which do not c a m damage simply dissipate if they strike the wall. The ingredient is a diamond of a t least MO gd in value.

Casting: 6 hours Rnnning time: Special Xesistance roll: None Area of exposure: A cylinder 4 'long and 10' wide 0 This spell requires a finely crafted lantern and an engraved candle rendered from a war golem. The casting time considers primsrily the enchantments upon the candle, and when this spell is used upon it the witch enchants the candle with one of the following properties: Dispel invisibility. This candle causes invisible creatures--including those in a non-corporeal state or under a speU such as chameleon, shndow spy, e b -to become outlined, revealing their presence and cancelling any attack roll penalty. The duration of burning is 10 minutes. Penetmte h r k n e s s . This candle illuminates darkened areas, even those under the effects of magical spells. The duration of burning is one hour. Reveal GwdlEuil c u m . This candle limes

q lqaaolq aq Kern inq suFmar pgm aw ' " U ? w& paUvb\B aq lamre3 SJlWOaU qm n l w m yllm atfq um%w na a a o . !mx % samlaam lew W N .salnmm 0s m3 d-lw WJ s l f ~ -03 q m P umw 4! 4d P?ml-m %v% IIBI~~~IWJ'~~~(SPPF=~~~~~-U*S~~GL

"

+-

mg l9

? % -

.smopqs pmmujo a3oosse eqq au!u+qmn pp s ?ua!paLSU! a 'q mauo Bugs81 -a10 uads a* m v u P s ~ a ~ aarql wd a l e ! v al 9 snww Ila 'uq w 919 .c*m 'awe w q304 s - 0 ~ 6 aql 8. %I 0. %+m ~ e 1 m p m e q smopsqs p n a m mog fa*ldsm T pw '(Pa=ar-vm soy q w w ) a p q s aqs sam ro m ! x q B JO quadwoo p w aq? sanuw w aw W JJO k : m d w a wr

W W

!=

u d

L93a

u *

Ti&

.-vara a A y m B Kq m q d I*Tq&Brre "0 qr" q pvacqns J mxaN aql =oy a m FW ! w s!UL %W6d uqlP 4 1883 J! ~ S I M 6686~ I ~ 1lF PW m 'snsds r n ~ a a d 4 pq3al)B ion a 'Ii)~i)aaoq s 1 s@qq -a '2mm1 r n O p m l P W s w q ~ n soopw?@s W m w $0 w P awaql n-mlaq -allol la-q aw. . >! azojaq s-3 p ~ + gB a o a p a d m p m s ~ a s d e 'awld laqlaue q ahfqnu e ~ w w m ys pqaarlp s s! n d aql n a r l ~ e m s l p ol saqnr! oml w a t w la Oon PW I a A P Jo -4 P P I P B 60 a -

?= @%G .-mv pw W ~ P m p = Isaoeld l a w olay 6 q -vmq = P pteg Bmaoia a sels- u d spll


5 = w

-0s

.. --

... .

..

.- -

maqPws.B)s=ww'=A w - e m m =@a= waauam* ' w u w m P powd ouo m-mq! ~ - ~ 4 m o p w a ww sdsp 01 s 03 %g s s ! 'aloq w al~qw!~ i w o s araql m ! 'xaaamj s d d s q %uaypaLSU!aql pw w 0 9 8u!u!emex 6- 'qoq aql 'PO& ww P eoa am PV .pane%= aq dam e l o e l ~ 6 o % wq != peawlear uaw *to SrrCmp 'swmm or 'pma wS@q = Zqwqn uodn -(-a +a 'auqs) ?*a~a m &=-@!= f l d s erg vw w e m aw ! sq W-=az w M a wd u a q eq% ~ W q q w aw g p l l q ?*w 4ual-7 mt s a w m d q alnl aw 'pe~ewexs! ! wd aw naqa p w W w pa)Wap aq new durn m q a -9 30 v w q ? 30 I'AJI ddaap w auo 4 dn F 'wd uarllls a ol m w u~lwba qoy w www=m--d&aql'dolwo3Wh=p aolyms F U s u d n 78BJ Itads XI RU . IB ! I - .corn v l q o m a = = sr- Fuonmam!P=+)ol 4 = d -! w alaq w m aw sl# m 'ralarwlp o ?aey a a n ~ ! an! W I ~ w=dv w JO peuw * P rn-m rids s7m rol ?a =a m

-aw 'll*

=+=

---. , , " znr lapworn) s l peapun m suod~a~ b m lal- am 'I[* m30 =q 4e s aq n. %!umu eq% Su!mp 'w ~mUamIanu- apnpu! loo .e sn* aw J X I ~ O ! sl w B n 3 SJe mcpqs ~ m m u q a auo d p %q@I P aJu-sqe w 4 e a u ~ = ~ v P m '? w P saoe S!%G O P = 'Jww rm~lsoa %w w w q ? lam ~rvlrs 4 raq .k= =w p a l m .S[F& c@!mx sbsd ~ m I U S ~ JO s ?oo~*vaw8. blw m o q ! pamop aqs q a n q p '&!uado 30 sada am- eq% u e w a q = ' a m ! ma mm wq aqs ildqlda r a m v d* Xsm -4s 'ma03ma )!F -= Fm 8 T aqs q w wq S a m q w aw '%m e w e?eldmaJ OJ ~doomuea aw Pumq w pue %?earnpafiepew ( ! p 6gJe)lad & = m a w Ia ~ am 'pexqp os a m 'norap q e s a r m p m m xaq -4W-A 9 m4

' a

-*

a l wTF~T
la-nlm
G +-nqP
no)lpmp arll, T! s m *

m s a

xaq

6 -

m w m ww

m mu =J

sl-=lq=a

q q~!qa m 3 amrp p~ g 3 p q m q a s u ! aq mBaq ap)Ueqa aofS p a r s ww psddsq wllql au.w+=pamBUanq=wqlwwawuaqa aIpwJslrlI,.sdwInn*cmm?@wp.nw sU !L %a&nqma a m +%!umqlo no!?-p a& mnn l 1~~wjo-aw'g%~x~qs~!=.mneao3*
UurPlrm

pow

S !

If*

SJ o :

aary

jo asa3 aql al ? *q I8 wla Wq m -?-a= @ !* lo

consciousnes after it has dissipated or they are taken out. Alth~ugh witch is not immune to the the affects of the mist, she need only mn a 19 n lower to stay awake while inside i t (note that a strong wind will dissipate the mist in ID6 minutes).

dpltfire
Spell rankltype: W Element: Nan-sonic Ingredient cost: SO gd+' Maximum range: 0 Casting Instaotaneous Running time: InslantPneous Resistance roll: Agility far y2 Areaaf exposure: A cone MI' long with a 10'base

immed~awly ruslains 2 W Stamina pnnh of L dam=. m d m y mcrnl xmaur barn? Is i~ lxgins healiw lu red-home-s <nu.nngthe hlloumt: effecrs each minute of expasure until i t i s removed ae shown hereafter. Pnd-4th thinntes: ID4 points of Body damage. 5th-6th minutes: ID6 points of Body damage. 7th minute: IDR points o f m y damage. 8th minnte; 1U4 points of Body damage. Bth minnte+: None. Hand-held metal items beoome hot enoogh that they mustbe dropped unbl they cool off (on the 9 h t minute of effeot). Note that full submersion in water cancels the spell's effects after sh phanea. In the same way, e-me by an arm& character to a cold-based spell negates the effects of both spells. (The spell is thus helpful in some instances.)

inseds nearby, directing them to swam within a 1W' circle, devastating all plant and animal life d m h m a t e enoogh to be caught by the swarm. Fm the spell's duration, living creatures laching a magical barrier between they and the swarm suffer 2D4 points of damage for each minnte of enpasure. Though spellcasting for those in the area of exposure is impossible. the explosion of an energy b&t or foo firewill ckar their area of expasure for three minutes. Note that the spell works best in outdoor fields and foreets,failing in terrain l a c k large numbers of insects.

This swll empowers the caster to spit forth a


cone of m& fire, inflicting ID6 pointsof damage per skill level to those mught within the area of emnsure. The i m e d i e n t for the soell mnsists of a " piem of tongue from a frrpbreathing creature. The caster must have eaten the tongue within 24 h -

before &hespell was cast.

spell rankitype: 6lE Element: Sonic Ingredient mst: 50 gd' Maximum range: 20'Aevel Running time: Special Resistance roll: Special Area of exposure: 1 meatme or object This spell gains most d its power from the lifeforce of its target, and causes either a m w r e a l creature or object to b u n t into flame, suffering ID6 Stamina points of initial damage (assuming i t is not immune to fire). Livindunliving aeatlues on the second and succeeding hvns may forego any other activities and make a n Agility roll with no m a d banuses to indicate extinguishment ofthe flames. (If the ta'get is d t e 4 a bonus factor of 2 is applied to the roll f a each person helping.) Each Lime the mll is failed, the m a h m suffem an additional die of damage that turn (2D6 in the semnd turn: 3 0 6 in the third tom; 4D6 on the i d , etc.), until it either makes the roll or dies. Note an unconscious mature is not entitied to a roll, althongh someone helping may roll beneath half his Agility to get the flames out. Didemhan6menl will also cancel the spews effects. In the case uf objects, a single resistanoe mll against speU-mused damage is allowed on the second turn of effed: failure results in its possible mnsumption. In neither uw will immersion in water extinguish the flames, although oir sfed snolfs mt the fire. Tr ingredient is a vial h containing the essence of fire.

Spell ranwtype: 6tG Element: Sonic Madmum range: 0 Ingredient cost: I bz* Running time: 2 minutesllevel Resistance roll: None Area of exposure: The witch
This spell transforms the witch's skin to the
t a t m e of stone, enchanthg her so that she -ot

Spell ranwtype: Gm Element: Sonic Ingredient cost: SM)gd+ W m u m range: 0 Castine: Snecial ~~" Hwrning time Special Reristancc nl: S p e d Area ofrrposurr: S p n a l

be spoek by nan-magical weapons In addition, four pints are deduded from Body damage she would otherwise suffer fmm melee or m s e weapons. The inmedient is a bit of pure quartz.

&tonehide
Spell ranWtype: WG Element: Nan-mnic Ingredient cost: 0 or touch Madmum range: 0 Running time: Up to 1 hour Kesistance rolk None Area of exposme: I person By use of this spell, one may enter and hide within a stone or section of stonework weighing at least as much as ho (sizeis not a consideration). For the spell's duration, the recipientis held safe within the stone, hebling normally, although he cannot see. Movement of up to Wphsse is permissible. Thus, one could use the spell to pass through a wall if he chose to, although the spell is cancelled upon exiting. Also, should one fail to leave the stone within the allotted hour, he will be expelled, suffering 4U6 p i n t s of Body damage i n the pmeas. If far some rethe stme holding the person is destroyed or pulverized, he d i e . Otherraise, he takes one point of Stamina damage for each two the stone sutfutfrs.Disenckantment will not expel one under the spell from his hiding place.

Through this spell, the witch may invoke her deity to enchant a specid device offering pratedon against a chosen danger. T h i i warded against indude: singular damage.causing elements (nonmagical fne, ekchicity, etc); a p a r t i d a r special attack form ( w i t h i n g , poison, a medusa's gaze, ete.); a single ~hysieal attack form (the bite or daw of a dragon, the crushiog ofmnshiotor snahes, etc.): a single sort of weapon (gladin, dagger, m o w , etc.):.or a . mticular smll (cham. Bodv drain, etc.). . . To enact the spell, the witch must obtain a taliaman of precious metab with a t least a WO gd value and have i t engrayed with aymbols representing what it is to ward & g i s. The casting a ant time of the spell then equals one day per 5W gd of the talisman's value, and when i t is completed, t e h device will be empowered to pmtect its matn, or one to whom she unmercedly gives it, against the particular danger. Whenever the wearer is e-d to what is warded against,he or she must make a Luclrmll with no bonuses apart B a n a bonus fa* of 1 fro every 1,000 gd of &e talisman's value. If successful, the tzlisman proteets the wearer. Otherwise, it anmbles to dust, subjediog the wearer to any harmful effects. Note that the caster may own no more than tbree mch devices, only one of which may be worn a t a time.

Touch bane
Spell ranwtype: 6 1 ~ m m e n t Sonic Ingredient msk 0 Maximum r-: 0 Running time: 1minutdevel Resistance roll: None Area of exposure:The witch
This spell acts ss proof against touch attacks by spell m device, bmning any special spell-like effeds back upon the at-er. A fighter attaching the witch with a weapon foreing a Con roll to be made m be paralyzed, for example, would himself have to mabe the mll. Likewise, a necromancer who hied a .<lornrmdmrn \ p l l upon one pruhlsd by n 1r.lu.h b m would wffer the s a m ~ i T ss if the u.ikh r ~ ~ had i n e r r d strtlek him uirlb that spell. The -1 la 1 not aulliciently powerfd to turn back the MIch attachs of monsters.

s%n ranknype:~ I C
Element: Sonic Ingredient m s t 0 IvIaximum r: 50' Rvnning time: 8 minutes Resistance roll: None Area of expasure: 1 matme 'This spell is usable only at night, nnder a starry sky, and with i t the witch calle do- a myriad of white-hot 9parIcr to s e e a ohosen target within . A creature not immune to f i r e h a t spell ranutype: 6/B Element: Sonic Ingredient msk 0 Maximum range: IWAeuel Casting:3 minutes Rnoning time: 1 minutelle~el Resista11ae rdll: None Area of exposure:A 1W' L i d e This spell gathers ail manner of biting, stinging
119

spenranwtype: WE Element: Sonic Ingredient met:0 Madmum range: W Running time: S p e d Resistance mlk None Area ofe a p - : Special This spen allows the witch to totnursfer her one of her famThe familiar's Stamina and Body points w i l l then equal the witchi a t the time she cast the spell, and she may utilize i b lammotion and attack forms, although she may cast no s p e L 0 t h than t k k . S h d d the familiar be slain while the witch is -%sing i t she maat make a Con roll or die. Her conscio-eas will then reto her inert body (if it hasn't been located and destroyed in the interiml). The witch may otherwise rehun to her body a t her desire, up to the maximum spell duration of 13 hours. Note that the witch may use this spell to possess a normal animal within spell range, although an IQ mll is allowed to avoid the effects,
mnsdousneas to the body of

Ward of mtching
S p n rankltyp: 6/P Flement: Sonic Ingredient met: 10 gd* Maximum range: Special Casting: 1 hour Rnnning time: Special Resistance roll:None Area of expapore: 1portal

the area,and fiery c r a b appear within the e r h at. Those within a 60 hemisphere-even if flying, W t i n g , etc.--are then ulst down and drawn into the Nether regions with Ule crachi elwing up after them if they fi a Luck roll. al

Alter weather
Spell ranh/type: 71G Element: Sonic I-dient mst: 0 Maximum r-: 0 Casting: Special Running time: 10 minutaderel Rerdstanoe roll: None Area of exposure: Circle 1mile wide~leyel

Ward ofprokhon
spen rankttyp: m Element: Sonic Ingredient mst: 0 Maximum range: 0 Running time: 1 minuteneve1 Resistance mlk S p e d Area of erne: The witch

This is a minor farm of the 7th rank sigilry spell, which magiutlly alerts the caster to an enemy's passage t h r q h a certain area Casting entails the witch's i m ' b i n g a si@ upon a door, stairway, hall, window-or even the mver d a bmk or stopper uf a battle. T h e r e a r , any creahue of 6 or higher IQ passing the d or opening the object causes the sigil to vanish in a flash of a f e r light. The &T, irrespective of her whereabouts, will immediately sense the intrusion and may respond as she desires. (Note that even "on-mporeal, ashal or e t h d matures are sllbject to h a t i n g the w a d ) While the caster is immune to her own ward, she can extend this protection to others by incorporating their captared essence into the ink used during its creation. Said ink is made of finely ground glass with a mirhne of silver powder and me . I t s h d d also be noted that a witch successfully making an IQ roll will note the p e of the aigii. Disenchosfment instantly informs the caster of the sigil's being fooled with.

This powerful spen altem local weather conditiom, and its casting time varies with the degree of change desired, ba4ed on current mnditions as shown hereafter M h a r conditions are relatively calm, a l t h w h a light breeze or sprinkling of rain would also come under this heading. Signi&znt mnditiom would include a shong rain andlor wind. Modemte e o n d i t i e ~ indude g a l - f a winds or a torrential downpur. Seuex oonditim include hmrieanes, tmnadaes, etc. To determine the casting time, note on the bottom table how radically the witch seek8 to alter emrent weather conditions. For each step removed from the emrent condition rating, the casting time increases: one minute for a O-step change: thrm minotes f a l-step change; five minotes fm a 2 m step change: ten minutes for a %step change. Exampk: a witch s e e k to create 'a hurricane out of a calm day (i.e. minor oonditim). This is a aeuere effect, 3-step change tmm the ourrent conditions, aa a I@-minute casting time i imposed. s In the same way, a witch wanting a rainstorm in a desert with no doud cover also is sewrply altering the weather. Creating a hurricane fmm mode& g&fon:e winds, howeyer, is a l-step alteration requiring three minutes of casting time. Halting the hurricane altogether i aSutep alteration with a 10s minute essdng time

17th rank witch spells

This spell brings a p r o t c ~ t i ~enchantment e


aroond the caster. While it is in effect, the witch hes aness to 1 p i n t per level of her skill. Shoold the dice indicate a failed re-noe roll, the caster may apply as many of the points as she has access to, to bring it up to the minimum number needed to resist, although she lases the points on a l to 1basis for subsevent resistance rolls (and note U~at 20 a will always fail). Thus, if a witch with a bank of 15 p i n t s missed an IQ roll by four points, she would deduct this fmm her nurent protective points, leaving her with 11 p i n t s a~ailable. The spell will also allow the witch a Luck roll to resist spells normally allowing no resistance mll, although the poinebenk may not he employed if she fails the

Spell ranwtype: 7Kl Element: Sonic Ingredient cast: 0 Maximum range: 1 W Running time: 1minute Resistance mn: Luck to neg. Area of exposure: A 50' hemisphere By this spell, the caster invokes her deity to consign her enemies to the Hells. At the casting's conclosion, a great earthquake ripples throughout

C G

TIME

Spell rankltype: 7 G Element: Sonic Ingredient eost: 0 Maxim- range: 0 Running time: Special Resistance roll: None Ares of exposure: The witch
This spell causes the witch's body to crackle with e l h c i t y . Anyone p h y s i d y s!A&g her with an electricity-mnducting weapon suakim damage equal to what he infids (whether Body or Stamina), up to the casteis fl n-al ul Stamina pinto, b e f m the spell is drained. The witch may alsa attempt to touch an opponent, disca variable amomut of damage up to the maximallowed. Note this spell win foil anyone's attempt to we s spell delive~edby tooeb, delivering ID6 points of Body damage in the press, which doesn't munt toward dimpting the magic. The spell etherwise lasts a madmom of one minute/leeel.

Casting 10 minutes Running time: Up to 1semnd4evel Resistance roll: None Area of expmwe: Cirde 90' widelleeel This powerful speU c a w s a masaive tremor to ripple throughout the area of exposure, damaging buildings and causing fissures to open. T c h potential damage is determined on the tables following, based on the earthquake'slength.

damage potential is a t least that of Category A and it cannot exceed that of one factor lower than that affecting the epicenter. In the outer third of the cirde, the damage potential is a t least that of C a w A and it oarnot exceed that of two falower than that affecting the epicenter. The ingredient is s hunting horn.

Spell r d t y p e : 7iF Element: Sonic Ingredient -C Special* Maximum range: 0 Castiog: Special Ronning time: Special Resistance mu: Special Area of expasme: Special
This ancient spell may be used to enchant an
egg with one of the followingabilities. Monster mnj!dring. This remian ads as a

Color wall
Spell rankltype: 7lB Element: Sonic Ingredient - : l@l per wall type* t gd Madmum range: 10'1level Castins 6 phanedwall Rvaning time: 1mioutenevel M t a n c e roll: Special Area of e-wt: A 10'x 1(Y sectionilevel This spell m a t e s various w l s d mlor with al certain pow-. The ingredient is a two-inch square pane of crystal valued a t 20 gd, into which are set panes of gems mesponding to the pmticnlar color desired. The walls that may be d e d i t being and no their effeds follow. Red--Acts as a M e r against spells cast by witches or dmids (note that the witch may still cast through the wan). The ingredient is a mby. Omnge--Keepsout non-li<ng material not w m n or camied by an intelligenl mature, and bars earth elementals. The ingredientis a jacinth. Yellow-Acts as a barrier sgainst spell* c a t by non-druiMtches (note that the witch may still cast through the wall). The ingredient is a topaz. Gmn--Keeps out breawgaze attacks. The ingredientis an emerald. Blue--Acts as a brnrier against water and waterdwelling matures. The ingredient is a zircon. Indigo--Keep out living matures (note thaL the witch may papr through a t her desire). The i e e n t is a beryl. Vmkt--Keeps out undead. The ingredient is a violet garnet. Each combat phase, the witch may put up a wall of her choice so long as the pmper elements remain in the wstal. While the sections of the iiil wall nta may be shaped as desired, subsequent walls most back the original. All wall types are subjeot to disenchantment by any meter type, which brings down but a single wall in order of thaee put up by the caster.

Earthquake
Spell rddtyp: 7lD Element: Sonic Ingredient eost: 10 gd Maximum range: 1mile visible to caster

Key-. A-Neglig'ble dmehual damage to boil*mostly just a mess cavsed by things falling off of shelves onto the flm, etc. The gmund shakes, causing matures to stumble. If cast upon water, choppy seas are created, m k i n g s h i p and swamping 8malIL-ts. If cast underpound, a w e s chunks of ceiling to fall, inflicting ID6 p i n t s of Body damage to those within the area of eqmswe. %Light structmal damage-a& appear in masonry: tiles come free, etc. Standing creatures lose fmting and fall, suffering ID6 points of Body damage; the gmund sinks or rises a bit. If cast upon water, swells me mated, swamping small boats and inflicting 3D6 points of hull damage to ships. If cast muderground, la?& chonLs of ceiling collapse, infliding 3D6 points of Body damage to t h e within the area of expmme. C--Moderate stmstmal damage-roofs mllapse inward: small buildings tipped off their foundations or leveled Standing creatures are thrown down, suffering3D6points of Body damage. Fusurea up to 20' deep appear in the ground. If cast upon water, heavy swells swamp ships of under 60 tons and inflict 6DlO points of hull damage upon all others. If cast muderground, c i i g mllapses, inflicting eln 6D6 p i n t s of Body damage to those within the area of exposure. &-Major sIxuamal damage-any small Mdinge or houses leveled; large bu18We 93% d&oyed. Standing creatures are thrown down. d e r i n g 8D8 points of Body damage (80%) or are swallowed up by h w e fissures and killed (20%). . . . If cast upon water, gigantic swells are m a t e d that either bemme s full tidal ware or gigantic w h i r l p ~ lAU watercraft me swamped regardless. . If cast underground, mllapses ceiling, killing all c r e a m within the area of m o r e . To determine effeds, the percentages of each category are checked only if the preceding perantsge was made. Example: a witch brings forth an earthquake lastkg 20 seconds. CategmyA and B damage is automatic and s a mll is made against Category C. A result of 30 increases the damage to rhta cakgory, and n percentile n,II ir now made vainst Calegory D. 1hr mll of 26doesn'l fall within the 2Wr chancp of thix nor! of damqe, w the c f k o of Category C is r e d t of the spell. Alm, the effeds of the earth* leasen the further one is from the epicenter. Madmum damage oaos in the center third of the circle. In the middle third of the circle, 121

superior rnonskr mnjvre spell, bringing forth an animal or monster up to the witch's level to serve for one minute per caster level. To enchant the egg, the captured essence of the particular tyee of m a t u r e must be obtained. Thereafter, the witch must spend one day per each of it. levels sculpting its form onto the shell of an egg. Upon completion, the spell binds the essence into the egg. Later, the caster may hurl the egg to the ground, immediately conjuring forth that sort of creature. I t wiO then obey her mmmands for the spell duration, r e t u m k home afterward. If used to briog forth a powerful creature horn the Nether plane, the caster is well advised to render payment to the monster before the spell expires to avoid its holding a grudge againat her. If the egg breaks accidently, the witch will have no control over what appears. ( E v e n s . it might always be possible to m a l e a deal on the spot for service, though a t lessthan-peaeettermn.) Poison. In this -, the witch may enchant an egg to release a 6 c gas in a 10' diameter sphere upon her throwing i t dawn. All creatures therein most make a Con mll or suffer ID6 points of Stamina damage per caster level, half that otherwise. The ingredients for this version of the s p l l include 5W gd worth of poison powden placed in a hollowed.mt egg thereafter sealed with black war. The casting time is 30 minutes. If the egg either i n t e n t i d l y or by a d d e n t breaks near the caster, she is fully subject to its effects. Spell so. This expensive vendon of the spell permits the a t e = to store a spell within a gold- and jewebencrusted em. The mst is 1,OW pd per spell rank,and casting time equals the rank of the spell in h o w + the normal & time of the spell. U p the witch's brealdng the egg, the magic is released under her full direction ifapplicable. If the egp breaks accidently, no harm b e t e caster h unless the spell held is one of a damage-causing type with aliuge a r e a o f e x p u r e .

Elemental wall
Spell ranwtype: 7lB l e m e n t : Sonic I m e n t cast: Variable* Maximum m g e : llYAevel Running time: Vsllable Resistantan - 1 Spedal 1: Area of exposure: Special With this spell, the witch may create one of tbe

fonnwiog wall type* ohe de-s Stone. This wall melds into existing stone formations, creating a solid barrier, or it remains freestanding if mated so that half its height is set in the gmund I t may a b b e used to fashion a stone flmr. The mr\nine time of this wall is permanent, and its area of exposure is up to a 10' r 10' x 1 ' sqoarenevel. The ingredient is a rook of tbe smt the wall is to be made of. Fke. This maring inferno c a w s any a e a k e wsceptible to fire damage to & s 1D4 points of damage per level of the witch if passing through. The -wall lasts one minute per level, and may be shaped as desired, up to a 10' 1 10' sedion per skill level. The ingredient is a lire source of any type, which disappears when the spell is east Air. This maring vortex of air absolutely k e e p out aU m-es and flying aeatures d e r than a drsgon (including its breath attack). Others may p a s thmngh the wall only if they mll beneath their Strength on percentile d i e . Failure to make the percentage results in the matme's being thrown L z hkbg 2D6 p h t s of Body damage in the vk pmeess if it is possible to impact a solid abject, none otherwise. Multiple attempts to pass through the wall are allowed. Note that a ship skiking against the wall suffers 6D6 p i n t s of hull damage, and has a 75% chance of bang mippled. The running time of this wall is 1 minutes, and its area of exposme is 0 up to a 5 O x YY section per level. The i w e d i e n t is a pinwheel which is m u m e d in the casting. Ice. This wall fashions a wall of ice with an area of expasure equal to a 1 'r 10'r 1 pane per level of 0 ' the easter. The ingredient is a dmp of water.

immediately s h g d a t e , fordng a Con roll to avoid passing ont unleas mrygen is not a requirement for its survival (see the section under Condilioniw)). Of m m non-bardic spellcasting with sonic elements o , isimpossible while the w e t is

Greater foo 6 e r
spell rankltype: 7 m Element: Sonic Ingredient mst: Variable* Maximum range: 30' Ron&% time: Special R s s a s a mll: Agility for 112 eitntn Area of exposure: Spedal This is similar to the 3rd rank spell with the fonawing exceptions: Damage is ealmllated a t 10D6 paints, and the foo fue can be halted and its orders changed once mmmanded to advance and explode.

Spell rankltype: ?/A Element: Sonic Ingredient m : t Special Maximum range: S@ Casting: 10 minntes Running time: Special M n c e roll: None Area of expasure: 1 person

Spell ranWtype: 7 B Element: Sonic I o W e n t cost: l , W gd* Maximum range: Unlimited Running time: Up to 4 phases Resistance roll: None Area of exposure: A Gdrcle
This is similar to the 5th rank feleporlal spell, but with a few differences: I t is unnecessary to have a prepared receKng point, for the spell opens both an e n h c e and exit to a known plsce af the eastefs chmrdm. The ineredient is a cimlar-cut diamond. and up to four may cr- thmugh the portal before it doses. Naturallv. the witch mav dose the mrtal . immsdiawly upon slrpping thmogh w husnak purlui, if she de-. The p ~ w wn also provide l m t r y c.r c w r from other p1anc.s.

Ethereal & h d
Spell ranklh/pe: 7 B Elemenc Sonic Ingredient nat: 1 gd* 0 Marimurn range:M ' ) Running time: 1 minute/level Rekkmce roll: St to neg. Area of exposure: A 20' sphere This speU ia similar to the ethereal vortrz spell. An impataot diffenne, however, is that a whirlwind of ethereal energy is summoned onto the Nexus, which om be sent in any single direction by the witch a t a movement rate of 3W/phase, caall matures within 1N of it to make Stre@ mlls or be drawn within, vanishing to the Ethers, not (?I to be seen again. Note that once the whirlwind is spnt in a @cuSr direction. it will m t i n u e irresistibly, passing thmogh solid obj& if necessary as it sweeps up alllivkgcreatures. ks mentioned, those picked up by either the whirlwind or the v o h may return to the Nexus if the nbility to plane trayel is passible, although a time-wof 206 horn win still be enmonkred. The ingredient is a~lystal mne. Disenchantment has no effect against tbe wrter.

This ancient spell fmces a matnre to mmply with the witch's demands. The iogredients indude a vial of the tvgees hlmd and a fine hourglass, whose cost is k e d a t 100 gd per hour of sand flow, to a maximum of 24 horns. To enact the spell, the witch mixes the sands of the hourglass together with her target% blmd. When the glass is shown to the victim with the mmmand to perfmme tasb it is capable of completing in the allotted time, he bemmes bound to the easter'a -ce, dying upon the sands' running out if the t s has not been ak accomplished. lls the ho& most be bmught into the presence of the victim within S minutes of O the completed incantation, it is likely that the affectee will be the witch's prisoner when the spell is performed. Once the sands begin flowing, only mmpletion of the aasjped task or the death of the easter win break the spell. If an attempt is made t o extend the spell by periodically turning over the g k , the sands immediately flow to the point they were previously at, gaining no added time. If the hourglass is broken during the spe1Is running time, the character must make aCon mll a perish, unless the act is done with the caster's approval. In this case, the spell isbmken with no other effects.

Great smons
spell d t y p e : 7m Element: Sonic I r n d i c n t mst: 0 Maximum range: Special Running time: Spedal Resistance roll: None Area of exposure: Spffial

---~-

spell ranbylpe: 7K: Element: Sonic Ingredient cost:0 Maximum range: 0 or touch Casting: 2 phases Running time: 1 minotedlevel 0 Resistance mll: None Area of exposme: Creature touched This spell pmteds the recipient against any damage fmm elemental forces (fire, lighbing, h i n g , etc.). In addition, the recipient may s m v R e within any of these envimnments for the speF8mnning time. Disenchantment b no effect again$ the spell.

."

Spell ranWW: 716 Element: Non-sonic Ingredient cost 0 Maximum range: 10'/level Casting: 1 phase Running time: 2 p h d e v e l ~esistane con: con to neg. Area of e-urc: 1 human(dd1
This spell causes an mected king creature to

Use of this spell is r e s t r i h d to a witch in an area bound to her through a coptare essence spell. The effect is to impart a summons to all other witchea within her domain (or to seleaed witches, for inslance her coven members), caosing them Lu m e to a place of her ehmaing. A rqairement of the spell, however, is that the caster may not emdov it to draw other witches into a trao. Her purpose must Lr. u mthrr them fm rnthrr talk ur , counsel under a tPmpmary true. This can xncludr n c b d l ~ n p -bat, uf bul the w~t<hlc. r-?nnot be prevented from declining and departing in peace. Regardl- of ethics. treachery on the part of the caster will certainly cause her to fall into great disfavor with her deity. Only witches with fewer level points are forced to mme to the &. I A version of this spell usable mywhere by the Queen of Witches affects all witches within 260 miles of he,.

Lyrazel's hex
Spell rankltrpe: 71D Element: Sonic t Ingredient m :10 gd Madmum raoge: Unlimited C881h a Ranniog time: Special ksistanre roll: Special Area of exposme: 1 meahre This is a mom powerful version of the 5th rank Lymzl's diuidion spell nssble in either of two ways: I t first may dxiitote far the 5th rank spell. Its second fundon, if desired, is to use the wag figurine (obtained either fmm this or the lower rank spell) as afto enaot a hex upon he whose image is revealed. No resistance rall is permitted, and the he= remains in effect until the -en leader ends it. Once she has ended it, however, she may not use

..

this

spell again to enact a her against the rimm

Spell rankltypc: 71G Element; Sonic Ineredient m :W " t nd* " Maximum range: 0 Running time: 1 minute/Ievel Resistance roll: None Area of emsure: The witch Th this spell, the witch is enabled to become non-mrpaeal. appearing to be s shade. While altered, she is AR W-51, and is sbpolutely immune to s p e k and weapons not employed against her by m e o n e in similar form. Of anuse she tikrwi~pmay only affect other non-corpaeal c r e a k s including spirits. The caster's movement rate is unchanged, although she may walk or fly as she c h m , effatleasly pasping thmugh solids. The ingredient is *crystal figurine of the caster.

catch and store within a mimm of polished lrystal (indicated by a failed Agility roll allowed only if the targel wlively tries to avoid his reflection b e i i esoghtl. Thereafter, the caster begin* a p o w e m incantation fmm minute to minote, ending it a t be= desire when she hurls the mirror to the ground. Assuming the target m e a w s reflection was succesdulty captured, it then suffers damage according to the length of the casting as shown below:
1turn: ID4 points of Body damage. 2 h s : 204 points of Body damage. S tome:i3D4 points of Body d y . 4 -.4D4 points of Body damage.
5 h s : 5D4 points of Body damage. 6 turns: 6D4 p i n t s of Body damage.

inflintlitiog spells always function a t the lowest level of effectivenesr when bound into ti@. Thus, the energy blost would k limited to 6D8 in damage. It is possible to sigil a person's M y directly, allowing ~ertainm a p i d effects to activate upon pt condition guidelines mming to psss. These sigils resemble tattws, and vanish when the running time of the spell bound into Lbem expire. Only one can be placed on a person's bodg at a time.

Shuuld rhe target be reduced w 0 Bod) p~inL3. it w10 shatter into shards. which burn mo!nr.nlwly and them d i s s p p u . 'Chrrrdter, only a g n o t r r wish will restore the character.

&I&
spen rankltype: 7m
Element: Sonic Ingredient cost; SW gd* Maximum range: l0'flevel Casting: 9 horns Running time: Permanent Resistance roll: Special Area of exposure: Special When the witch cslls upon her deity to invoke this magic, she makes permanent the running time of a spell p r e d o d y cast upon an area or object apart from a li-w creature. Ultimately,
the GM has the deity the request in order to maintain campajgn integrity. The iwent eondsts a brazier with

Spell rankltype: 7 F I Element: Sanic Ingdientcost: Special' Maximum range: Special Casting: S p d Running time: Special Resistanoe roll: Special Area of expasure:Spedal wayH, sigilry is a disBphic binding certain spells eff
art
es

The pmcess for fashioning sigils is a long one. enbilbg one day of work per rank of the inscribed spell, with a mst equal to 1 , m gd per spell rank. Also, eopmre essence must be uJed if the triggering Hdelines are based on a particular type of m a t o r e or ethic. A svsmd meant to do something when employed against a demon, for instance, would require the captured essence oi the particular sort of demon (or of Hell itself if the intent was to mate a wewith potency against more than one type). A dagger meant to do something when -d against an Evil matme would require the capered rssenee of Evil (i.e. that of a powerhi1 meatme fmm the Nether planes, or the emnce taken fmm a shrine ~ n s e e m t e d Evil, etc.) to Sgils are drawn -ding to universal patterns, and so a speneaster who makes an IQ ron will nde the type of magic in it (A/B/C/D, etc.!, and the spell d Non-permanent sigiIs are affected by disenchantment. As sigilry clearly is a complicated spell, the GM should keep a carefd eye an game balance when it is employed, and he may wish to limit the types and &oispeUs that can be W e d .

burning i n a m valued a t SWgd or more.

Ded death
Spellranknype: 7lG Element: Sanir Ingredient cost; 1 sr* 0 Maximum range: 8 ' Running time: SpeLial Resistance mll: Can to neg. Area of exposure: Sphere 1 diameterllevel ' This deadly spell causes those failing Con r o k to be stricken with a horrid blmd dehydration, 8weaiing away 1D3 Body pintsts worth of vital ie a are fluids each minute until dead or they - v (disease) spell. Note that even thoae who -st the spell are still under its effeots far ID4 minutes The ingredient is a blmdleech.

8hattering
Spell rankltype: 7/D Element: Saoie Ingredient m : gd* t 26 M u m range: BO' castiog:Special Running time: l ~ t a n t a n n o u s Resistance roll: Special Area of exposme: Special This powerful spell may be employed against a single creature whose refledion the caster is able to

of power in& on an object or Mng b% e. ' I n the first instance,tbe d r may bind aspen into a single with a *ring bssed an preset condition pidelines. A reqvirement is that tbe magic must be triggerrd by either the =tiom, presence, or conscious will of some sort of being. A sigii iinarribed upon a sword intended to grant a strengthen $pen, for example, could be set to Mgger when the wielder t&s a minute to d upon the mapic, or automatidy when he faces a particuh monster, such as a demon or dr~gon. The types of spells that may be bound differ as to their creation and effects aslsted hereafter. Spells affecting the s t a b or f of a meatwe rewire that the sigil must be ioscribed upon an object d e d or w w by the intended recipient, such as an amulet I ~ W dagger. When the preset or condition guideline is met, the spell will then activate for its full normal &g time. Such d@ls ean be made permanent through use of a p e r m a n k spell, although they fundion but once per Z4hr period Those ei@ls creating some sort of charm may be placed upon a n object or person. If vpan a n object, adual physical contact must be made by a target crestwe and the spell then functions normally. n u s , a &guile spell sigiled upan a vial d paison would reqoire someone picking i t up to make an IQ roll or desire to immediately swanow the contents. for example. Of copture essence is used against a particular person who later encounters such a W, the spell is considered to have no resistanoe rd.1 If damage-inflick magic is bound into a sigil, it must be inscribed upon an object, and its guidelines must indude a rreahue.s with the object or passing pwd within 1 of the ' per of the aster, Fm example, a sigil placed upon a dwr might be e t to than release an energy bht when a the caster opens it. Note, however, that damage-

slot-dte~~tion
spellranWtype: 7ffi Element; Sonic I m e n t cost: 0 Mu -m m: o ~~~~i~~ Special time: ~esistance None mu: Area of eaposme: The witch This spell enables the witch to load a single memorization slot with a spell from a profession other than her o m . If the GM uses magic - 1 1s in the - a m p&, t h i n spell will anow the caster to invoke the m a g i d effectsfrom - s U as if she were of the proper pmfession to read it. The effectne level of s!dl at which she fundions in either case varies with its spell-type as shown: Droid: As equallevel. Othez As 5 levels lower.

&park
Spell ranwtype: 7fB 'lemenkSaniC IDgredient cost: =* M u m rsnge: 30' Running time: Special None Area of exposme: Spefial This spell conjures a greater will 0' the wisp with extra powers. Should the witch desire it to, the wisp can make two special attach First of all, she send i t down a chosen direction at a movemenL rate of lWfphase, with it mining sparks of electricity upon th- below it in a 20' wide area of exposure. This causes damage equal to 2D4 p i n t s

for n o n - m e t a l - m o d targeb (double otherwise). l'he ether attack form consists of the tuisp's explaling in a shower of elechieal sparks. This causes all within a 20' cirde below it to suffer two points of electrical damage per kvel of the caster (do* to metal-armomed targets). The ingredient is a Fnefly. spen r n : a* 7n EkmenC Sonic Ingredient cost: 5gd+* Maximum r e : WAeve1 Running time: 2 m i n u t e d e ~ e l Resistance mll: Area of exposore:Up to a 40' circle

those present apart from the mven leader. The spell is failed if powerful magical protections m e n the target horn detection. Note t h a t i t i s passible for the m e n leader to verbally communicate with those viewed by the globe if she desires, hut casting spells through it is not passible. (Although a version of the well used bv the Queen of Witches oenetrate an prolsctivns and will d l u w th8s.l The ingredirnl is a handful of Ylow.bmis: i n a . ~ CBnSumd in >% brazier d m i n g the caadng.

~.

Spell l a w t y p e : 1m Element: Sonie Ingredient cost: Variable* Maximum range: 30' Casting: 3 days Running time: 13months Resistanee roll: None Area of m u r e : A slab of stone Through use of this spell, B e witch may create a stone golem hom a slab of stone no smaller than 6 x 6 x 4'. During the three days the witch is ceupied ' with the spell, she may undertake no 0th- duties and if disturbed must begin anew. On the spell's mmpletion, B e wit& most rest a day before sttempting any other spell-tins. Rom the slab whence the creature originated. the -ter must tahe a piece of stone to fsuhion into a ring. This will allow her (or anyone to whom she gives it) to mmmand the golem. Details on the golem follow. h o u r rating: 2 Tactiml move: S Level: 10 BAR: 19/12/62 BPISP ratio: Vl Aver=. BodvlStuaina: (50) Average stat: 6 S p e d stat: Sb20 Attacks: I punch Dmg: 3D6 Ethica: 1 Size: M or L Special note: Immune to spells Ulet do not affect stone except for magv dad, elemental don, and nue fingers of death Note that the galem may venture no further than a mile hom where it was created.

This spell alters the flow of time within the area of exposme in one of two ways: The first dowo the now of normal time, halVmg movement, spellcasting, attacks, etc., but doubling the running time of spells. It also halves Agity ratings vs attacks from outside the area of -e. The second speeds time, doubling the m e factors and halving the running time of spells. This version a s lo d o m e s Agility ratings (to a maximum of 20) vs attacks from outeide the area of exposure. Ao A@lity mll toavoid the magic is permitted creatures who are only partially within the area of exposure. And, needle58 to say, those leaving the area of exposure return to normal time, while thaae entering become subject to the magic. The ingredient is an howglassof any size.

SpellranWtype: 7IG Element- Sonic Ingxdient mst- S , W g d ' Madmmn range: 0 Running time: 1minuWleve1 Resistance roll: None Area of e-are: The witch
Tbjs spell transforms the witch into a shadowy form that gives off a laud M s k m the air mmmunding it is d r a m into a fe~hm1ess black void leading to the Ethers. While so altered, the caster is immune to all spells m e disencluntment, which returns her to normal. She further is immune to all physical attacks, causing missiles, fm instaxe, to pass harmlessly through her, and hand-held weapons to be torn from the p p of attackers who fail s Strength roll. Flying movement while in uoiil form is equal to 30'lphase. and the witch may effortlemly pws b u g h =lids. Note that spellcasting while i n uoid lam is impassible, although a touch attack may be attempted agsinst a "tedium a smaller opponent. T w s h k who fail . h a Strength mll are drawn into tbe Ethers with the same results as outlined in the 5th rank ethereal m a r spell. The ingredient .is a black diamond of at least S,CW gd in value.

T e warp i m
Spell ranh/bype: 7/I Element: Non-sonic Ingredient eost 5 gd+* Maximum range: 0 Castine: InstantanIkuoning d m e S p h l b u w n c e roll: None
. w n "i'.xposlue:

The u itch

*ll r a n w w : 7iF Element: Sonic Ingredient cosl: 25 gd* Maximum range: Spw'al casting 1 hour Running time: Special Resistance mn:Special Area of exposure: 1 human skull

h does time dialortion, t i spell alters the flow hs of time, although the area of exposure is limited to the oaster herself. To the witch, time seems to halt about her, for she is sped up to m incredible rate and thus is permitted one phsse of time per sldll level to take whatever activitiw she wishes-. movement, spell-ting, pondering some dilemma, etc., while those around her are unaware. A possible bane to one under this spell is a 5% chance when the spell is cast that a time-vortex is created, adversely affecting the caster and perhaps others near her. Details are left to the GMk discretion. hut it i oassible the wiWl could nee bv decades, be d r a m ' t o another place in tm ank i e s-, etc. If this spen is -t within an area under the effects of limp dialortion, the time-vortex automatically happens. The ingredient is an hourgtass of any s z . ie

Wau ,QpdIm
Spell rn: a7/G Element: Sonic Ingredient mt-Variable Maximum range: 5 ' 0 Running time: Special Resistance mu: None Area of expos-: S@al This spell will allow non-living creatures such as skeletons, golems, scarecrows, etc. to meld into a stone wall thick enough to hold them. The pardlons remain until preset mnditio~ +&line are met, at which time Bey step out and attack. Should the witch ohme, this spell may also be used to hide inanimate objects such as chests, weapons, etc., with the bidden objects being redeposited outside the wall when guide!ines are met. Those &jeeWhreatues hidden by the spell m also be released by a atone form spell. The ingredient is the creaturolobjest to be hidden.

This spell enchants a skull with the ability to mnverse in m y tongue known by the o s s k regarding a chosen sobject when preset mndition guidelines w e m e t The skull speaks with the same voice and mannerisms aa the witch herself, talking as she would under the circumstances, although i t m o t csst apells and may dionly those things related to one particular topic. It may thus be osed a a means of conveying a message to someone a a s .a euardian. for certainlv it is mav attemot crrnvincing intruders to depart. In mnaection with . this, the skull may laugh once a a h w h i n g skrrll, bnt thereafter may do nothing more Ban threaten and cajole. After nn hour of sdivntion, the enchantment ceases.

Spell ranwtype:7iD Element: Sonie Ingredient cust: 50 gd* Maximum range: 30'

Area of expoawe: A 10' sphere A floating globe functioning as a crysfol boll is brought into being thrmgh this spell, permitting the caster and othetb to observe and &ten to a person or place of their interest. The spell is unique that other members of a w i W s mven may participate in the casting, and the chance of locating the target F n or area is increased by 1% for each level of
124

spen

TIE

Element: Sonic Ingredient m :Variable' t Maximum m e 10'Ilevel g: Casting: 10 minutes Running time: 5 minutewkvel l b i d m c e roll: AgiliQ for 1/2 Area of exposure: 5iYx 5 0 x 10W whirlwind

Thi. spell allows the wibh to summon a huge whirl-d of fire Fmm the Nether planes. The whirlwind will s a t off in a d b d i o n chosen by the tr witch, remaining in mntacl with the earth and ipniiing an mbustiblea Moving a t a speed of Wlphase,it will go where the witch wNs it to, but if she ends macentration on it, the whirlwind win not , but will veer in a random stay troe to Maneach turn,inIliictiog 808 damage upoll making -tact with an abject. I t then mntinues on. Once m n b l is volunbdy relirmuished, it - 1 0 be regained, nor may the i t c h &mias the whirlwind w i b t udragdipE11cha1fmont. Should the witch desk, she may order the whirlwind ta inatead remain shti--to blook a narmw mountain . fm instance. or to remain b e d on a m & r building Cree.tma, vningly pa~ng Lbmugh tc take foU mUed damage. Note lhe uhmlwmd can pagposer Wa of aacer, although tt e lwes one die of damage potential per mile it mast so trayel. A ship abuck by i t will =offer M rolled points of hull damage, and haa a 6% chmce per point of damage of being crippled. The ingredient is a fire resource.

one pmfedon being affected by the spell. Further, the portal may be no larger than 20' r 1' Thme 0. whose level exceeds that of the original donor have a 20% chance of resisting the magic for each additional level, although characters with more than one profetsion receive no extra benefits for this, the hell beiog based entirely an the spedfic pmfesnjon warded against Note disenchantment cancels the effeds of the spell for only 104minutes. The caster is alsoimmune to the spens effects in the event she w a d s against a a f e s i c n possessed by her.

Wod dpower
spell m t p : u y e 711) Element: Sonic Ingredient cost: 0 Maximum range: 10'Aevel or u Casting: Instantaneous Running time: Special Reei~tanoe None mu: Area of exposure: Spcial This powerful spell allows the caster to bring forth certain effeots with the utterance of a single w a d as listad here*. Fear.-surround. the witoh with an aura of t e r n 10' in diameter. All of lower level who enter are sbuck with terror and cannot h w n her in any way (note the eNeots are cancelled if the witch aUacks someone affected by the spell, although the spn remainsin W ) . H a . r s o e witcWs Body and Stamina points el-etrs to their normal madmum, or nnes disease or poianr. Onen--adsan a n~ znlock well on a 20' cube. r ~ ~ BLunr-take the witch & a known place of her chmsing on the same plane. Si&-gives the Witch eye of Rh-no" us tbe druid spell. SLLm-causes targeted aeatmds) to be hit by f u l l h n g t h M r of s t u n n k , even if the caster has saNerad damage. Tmmfbrm-&ws tbe witch to invoke thc 3rd rank spll of tbe same m e or to a s m e animal form as the shape chDnge spell. Vanish-cl& the Witch in total invislXty, which cannot be seen even by spells such as eye of Rhiannon,or devices. It is otherwise similar to the witch swll uonish. (A-ding to legend, it is said there were 13 words of power, only 8 of which are today known)
~ ~

mtchmtq
Spell ranhnype: 7/F Element-Nonenic InErdien1 msk Spedsl* G m m o raoge:0 Castmg: 10 minutes Rnnning lime: Special Resivbnce mu: S p e d A r e a o f ~ : l p a g e u p t o Z ~
Thi. spell tirst of an may alter the contents of a work penned by the caster-+ell bmk, m l l , ctc--to resemble another work entirely. To one of the caster's chmsing, however, the h e mntents of the page m i k m e apparent upon its di. (The ingredient for this effect is the cophrred essence of the intended reader.) Tbe greater power of the apes i s thatit may cause certain effects to the fimtptaan reading it ss noted below. Charm. This implants a & # d i n g planted in the reader's mind if an IQ roll is failed, lasting until the suggestion is carried out. The ingredient is n vial of harpy blood (valued a t not less than .0 gd). 5 Palyrnarph. This version causes the reader to make a Con roll or palymorph into a meature of the w t r r ' s ohmsing. The ingredient is the captured es~ence the proper creature type. of Turn to slone. This version of the spell oausea ule reader to make a Strength roll or turn into a stone statue. The ingredient is a v i a l of medusa blood (valued a t not less then 5M) gd).

Witch ward
Spell ranwtype:711) Elemenk Sonic Ingredient msk Variable* W m o m range: 30' R-ing time: Pewanent Resistance ron:special Area of exposure: A single patal This powerful enchantment serves to prevent ceridn profa& from penetrating through an area the witch seehs to pmtect, except through magic. The m n t inclndes the essence of a m.tpnse, , witch, druid, etc, and when the spell i s cast before a patal or dmway, the magic absolutely prevents passage by those of tbat profe*o= Note that only one sneh spell may be placed upon a doorway, but the essence of a doal-pmfesdoned dmacter d t s in more than

* Ingredienl disappears when spell is a

he techniasl etmohue of the p m M o n .


All character professions fallow the same general outline. Below is an explanation of i b various mtegmies.

The background & pnqmae of te.. This is a superdeial overview of the h.. history of agi~em pmfesion; how a character may have mme to adopt the hadd: and his pasaibk motivation for advenhuing. Races best d t e d for.... As mentioned. OA mwides euidelines to b e the best delermination wc~rdinl: whnt pmfcaaionsmt n wvrn race in Islay. UH. camp.aikm world. It is perlrcdg allowable. however, lor :< yamlnl: coup to modify a d i s p n x mth these suggestions if they w h , and to m d f y ihcm to s d their Unskilled o t b k penole. Charade18 unskilled in vsing an inoppmpriate style of play. weapon have a w m chance of * i h + with it. This is reaffted by penalieing Pla- of origin beet ssoited fa.... Within Islay, certain pmfesions are the attack m u by one or more points. A listing of '+2", for example, shows that more prevalent in s p e d = . This category suggests the moet Wrely when a charade1 attacks with a weawn not in his arms list. he adds 2 to the Ermntriea of origin for those ofa given -upation. m rulltd when m&ng his atrack wll. A* m e wishes to roll 1.m when m&ng Armour & arms. History and fantasy suggest certain types of armour and actack rolls, thi* h u r e the chances of h i u k a Lugrt. weapons are appmprhte for various professions. and thus suggestions for The churrvr ;&lwoys atracb as a 1x1 level with rnoppmpriorr wr:%pms. allowable arms and armour are listed here. (However, with GM permission, players may -tote weapons more in Leeping with the character's muntry of Magic items atlowed This indicates what sorts of magic items a +en origin. An Amhim m t p m , for example, might exchange the rapier for the to their profession may employ. piphters, for example, may use items scimitar.) Four sub-categories& fall within this general category, inelnding merall profeasion (such as m o w ) , bat cannot ose magic a a n d a Magic Initial number of mmbat s k l s& f. Starting characters have a list of arms weapons in theory are usable by anyone, though penalties t attsck rolls may o they are proficient in using. When the character begins his adventwing career, apply for using arms one is unskilled in. A few magic items are restricted only to it is presumed that he practices with certain weapons over others, bettering his spec& character professim. skill with them over time. As the character advances in level, his haining with Level LLmltatlom & dual-pmfession optl-. A character's IQ and race these weapons m pay off by periodic betterment of his mmhat table. The (and m e t i m e s sex) can affect his madmom auairmble level in a profeem. number of combat shill slots altowed show how many weapons he may select for mtchery, for example, came fmm the elves, a faerie race, so they can advance spffial hak+. w t h 8 i n s h e , a 1st level b o w how e4e daggers, darts 1 E Cfor , t higher in that profession than m e dher races with the acme IQ. and staffs They also have two combat skill slots the player fan fill with two of Backgomid culhtre also determines what group of professions might fit a the three listed weapons, shmwing that the character is placing hpecial emphasis character. Hum-, for imtance, are well tailored to function as either saracens on training with these arms. There weapons tbos b e m e primory weapons, a necromancers T h q a player could game a dud-pmfessioned human allowing the character to vield Ulem at fun combat value--ir. he uses the nemmancer/santcen (see the following section). This isn't hue far elves, who mmbat table for a chamcter of bin level. The other arm is relegated to a are never (?) saracens nor necromancers. semndary weapon. Semndary weapons are always employed as if the character Mme iM -p i may wish to dispense with the idea of limiting certain is 1st level. rto certain le~els.This is fine, and in tbjs case all races go off the mast When the witch reaches 5th level, the base number that must be rolled to favorable table. Dual-professionoptions are determined by the GM. sk&e a particular armourrating (as shown on the combat hhles in Chapter Six1 Level table. This is the heart of the profesrim description, showing how is bettered by one point with herprimary weapons. Assuming the two slots were many points are needed to advance from level to level. Many professions also liIied with dagge~ and staff, the witch may a h c k as a 5th level character with have certain skills listed on this M e . A wwdsman, for iastance, has skins of these arms. She would still attack as a 1st level oharaeter with darts, however, mmolrfInge, climbing, trading; krblinm, stoalth, and msas8ir blow. His as these are s e m d r y weapons1 (Note d that exha attacks allowed in the chances of s u c c e d use of these skills increase as the h e advances in h n apply only toprimary 1 u level. Camozpqe, as a n example, starts a t a bsse percentage of 25%. When the Additional mmbal skill slofs gained. Every few levels, c h r a d e ~ ~ gain wwdnman reaches 2nd level, he rolls a 08, permanently adding the score to his another mmbat skill slot. A listing d"U3 levels", for instance, shows that one 25%. As~uming roll was a 6, the 2nd leael w the h would now have a 31% new combat skill slot is gained each three skill levels. (Notations of new mmbat (base)ski3 in mmou@e. This process condnues on to 20th level. Unless noted skill ~ l o eare & listed in a pmfessiois spffiol ability category far otherwise, one's skill percentage can top 10J%, though a roll must be made convenience.) This exha skill slot is used to bring a chosen m c o d r y weapon when attempting to use the skill, and a scme of 00 is always considered a into the ranking of a primary weapon, or to gain skill with arms not in the .-ail..n . profession's list. Where appropria*.. any 3tnts that can apply n honus a penalty to thv An exha mmbot skill slot can also be osed to gain special expertise with a chanu.5 of making the \kill m xw lbrackewd b r t a r ~ t h rkill in queanon. U the p r i m arm, granting a h n u s of 1to either n h c k or damage rolls as chosen by S p o a l abiliaes an alw lirtrd m the level tuW*., fur each pmfe~sa~n the player. (Such banuses may or may notbe oumulative as the GM prefem, and periodically receives ce& bonuses or benefits such as mmbal skill slots, this option cannot be adopted a t lstleuell) Example: Gar the assassin -at@ heightened expertise with weapons, ability to make potions, etc. has agladius as aprimory weapon. On reaching 4th level, the character gains a S p U (or song)slot.. Some professions have aapell table, showing the spell mmlvlt skill slat. A player muld expend the skill slot to gain Gar abonus of 1 to slob they have aver the course of a day. The nnmbers below t e top listing from h attack or damage d s when he employs the gladiua (The GM may also, if he 1 to 7 or 1 to 5 when cross referenced with the numbers showing the character's wishes, limit damage bonuses gained in this manner to no more than an amount level fmm 1to 20 show the slob a charade= ofa given level may utilize. T h w o equal t the weapon's manmum damwe, alota can be uscd as either memarizotion or m t i w slots. Memorizotiom slob Combat .*rll s 1 t . h further can be e x p e d d to provide a banus wl,r#a ~nnlnng allow r e to memorize one or mare spells of a given rank. Costing slots are osed m unusual mmbal n.c. ,la xr Chapter Sx. i,Slots allocauvl lor this would providr n to invoke the magical effects. A 2nd level witch, for example. has fom rank 1 general die roll bonus to snusrrol m m M maws regardlegs of what weapon is spell slots as s h a m on the table. She ean memorize between rme to three being employed. different rank 1 spells, any of which may be invoked thmngh her remaining Last of all, a combat skill slot can be expended to improve one's parrying casting slots. ability. A specific melee weapon must be ohosen by the character. When he Chapter Seven gces into full detail on spellcasling thereafter uses that arm in melee. his armour ratim is lowered bv 1 ar slot &planation of skills. This sedion gives a n in-depth erplanstion of how all-bd. This bonus never applies to missile weapons, in ambush dtnations, or MS work and what factors may alter the base chance of successfally I if the character is not actively defending against an attaclr. perfarming them. Cmt for inoppmp?iote lueapons. Some gamers may want their character to Explanation of spdal abilities. As above, but the special abilities are w e a weapon that isn't in the list This is especially h u e for players wanting to explained. arm 9peUutete with swords. Doing so is aaomplished by charging extra Optional game variank Often, more than one idea is presented lor mmbaf skill sloe. A cost listed as "2 slots" means that the player must we a handling a given aspect of gaming. These additional ideas are reflected in this total of two combat skill alots to make that a semndary weapon. (A tbird ~$33 category. The GM should employ the i d e a he likes most, or those that best fit slot would m&e it *primary arm.) These slots need not be expended all a t once. within his game system. One ma". for examole. exxend a slat toward the inannm~rinb weamn a t 1st . . level, paying o f the remaining slot(s1 later, when the charf advances in 126

..

level. If this option is taken,one penalty factor to the attack roll is oncelled for each slot placed in the weapon. Example: a player arms his wit& with a broadsword, a weapon not in her weapons list. Witches have a n unskilled ottnd penally of +3 when using inappmp%zle weapons, and the mst for one is three mmbat skill s h . The character has two combat skill slots she hasn't nllotted, and the GM may permit the player to place two of these slots into bmadsword skii, offsetting two of the penalty factms in the process. Thus, the witch w i l l only add 1 to her attack roll instead of 3 When she gets another mmbot skill . slot and pays offthe cost of the weapon, she d have no penalty to her a t k k roll when using the sword and may wield it as a secondary weapon. Later,she can make it aprimory arm.

~~~

~~~

-. .

. .

.. .

1 Single- or daal.r)mfeadoned
When a character is created, the player may game either a single- or dualprofessioned character regardless of its race. Single-pmfessioned eharadezs are simpled and have a major advantage in that they require fewer p i n t s to advance in level than do those with two pmfessiom. This is es@ally noticeable at the low and middle skill levels. Dual-pmfessioned charaoters have two armpations, usually fmm different categories, such as witchlcutpurse, w a s s a s h , neoomanmrh-n, etc. Being dual-profmioned offers a great advantage in that the char& can aumnent one set of k%lenbl with t h e fmm another m f e s i o n . A downside. as noted. >* that the point wqoirements are eflectively doubled, imprmng a longer w l t i n y p r i d unul Lhp hnefila uf the next ahiU levd arc mali~ed. Sume dualpnf*wi~med ehuartprs may don light m o m , however. m e t h i n g denied all single-professioned spellcasters apart h earth priests.
Crea* doal-pdessioned h a d e r s requires a bit of math work The s t e p are as fall-. 1. Determine the mmbined lewl point requirements of the tmpmfessions. In
the p r i a u s sections, m t e d dual-profesion combinations were listed in

Last ofall, h s c t e r s never advance in one profession before another: level advancement always c m m simultaneously.

professions for Inventive players or GMs may wish to create e-ental campaign use. This is 4for i t can encourage imagination. However, creadng , a new character profession carries with it the chance of designing something too parerfol, so ld designs sheuld remain a p n t modification if campaign i o i* n@ starts to soffer. In creating a new profession, there are several step.
1 Determine iLs ehssifmtion. As noted, there are three profession . &silicatititi-fishters, l&BStem and spellmsters. Fighters should not be allowed magic "use. Tricksters may be permitted limited magi0 use w i t h a spell

each pmfession desription. A player should n 8 reference the professions that o9 appeal to him, verifying that they fit the particular race a n d h sex (in the care of witches). After this, the player refers to Table 16. These show the number of p i n t s i t t d e s each profession to go from one level to another. The point requirements are added together to meate s tailor-made level table showing level ad~anoement B e dd-profession. Example: a player decides to game a for witchlcutpmse. The tables show that a 1st level witch needs 2,2W points to go fmm 1st to 2nd level, and that a cutpurse requires 2,800. These figures are added together, showing that the character must obtain 5 , W level points ta advance to 2nd level in her profeusiuns. Thus, when the character has 6,000 level pints, she will be a 2nd level witcwcutporse. ks shown by the tables, 9.W p i n t s later (a, after a total of 14,8W pints), the character will now be 3rd level. It win be noted that the kvel p i n t requirements are listed even for professhns best played by themselves. This is in the event the gaming gmtlp chmses to override the guidelines and permit these to be part o a dualf profession. 2. Combine skill-slots, skills, and special nbilitles. The fact a oharacter is dual-professioned doesn't mean things happen for it in the same way as with single-professioned charsders with respect to lLFing s!dk or gaining s p e d abilities. In all cases, a duplication of skills or special abilities i s handled by dropping those off the less-fapiorable table; they are never combiwd.Charasters do not, for instance, stant piay with double mmid skill slots (although they do have the benefit of the two weapom lists, along rith double spell slots if appropriate, though these slots are not mixah11 with spells fmm the other may utst the same spell). Tbe adventure profession unless both pdessiinstead g e e off the most favorable listing as though he were single~rofessioned.Exam~le:A witch and a waodsman both s a t with two mmbat tr shll slots. However, n wmdnonn gaim n new mrnhrrl ~ h l slnl c v a y h e l lcvela irutcad of every five as does a witeh. A dual-pmfcssioncd witcNamdsman w d d therefore w e the more favaable t i l i n g and p i n new mmbat shill slon every three shill levels instead of every five. In the same way, since w e e n are superior in melee mmbat to wikhes, the cbarader would referen- the fighler's-hat table with all weapons And any a t h ~ k penalty for ushg a roll weapon in neither ofthe lists w d d also be based on the wmdsmads +2 instead of s witch's +3. In another example, both cutpurses and woodsmen make massin blows. An a mtpmse's progression in this talent is superior to a wwdsrnan's, a outpurse/wwdsman's damage bonus would obviously be determined from the eutnunw's table instead of the wmdsman's (the" would never be added tngetherl). In the same way, h t h have stealth M I , but a cutpurse increases his by D88 each level while a woodsman rolls D6%. Thus, a cutplv~eiwmdsman would use the better D8% prwession. Characters having two pmfessions allowing multiple attack tmns would ignore the attack multiples from the less-advantageous table in favor of the better one. (The GM decides which is the "Better" table if there is a question.) To note the Stamina die of a dual-pmfessioned oharacter, use the most favorable profession adjustment. If a point comes when a character can no longer advance in a particulu acupation because of his IQ score, he continues on aa though eiagleprofessioned. Example: a n elf cutpmselwmdsman has a 14 IQ. Cms. referencing both tables, we see his maximum p d b l e levels are 13 in the cutpurse profession and 15 in the wmdsman. When the elf reaches 13th level as a cutpurse, he no longer applies level p i n & to the eutpprofedon and instead uses the woodsman level table exclclosiuely, as though he had but the one and the character retains profession. No penalties are applied when this 0 his "~ualStamina die.
~~ ~

table no better than a halalLa's. Spellcaaters generally are denied amour and most weapons, although they can use a spell table comparable to that of witches (An obvious exception to the armour rule, however, is the earth prieat. A quick examination of the earth priest's limited seleotion of spells, pmr spelleasting table, and the martial culture of dwarves explplaim the rationale for this s t d out profession.) 2. Find oppmpriate Stamina modirication. The GM should assign a profession type--Type A, B C, D--as , shown in Chapter One. The Stamina die is then determined normally. 3. Note mhat mees the new pmfession &st fits. Self-explanatory. 4. Decide what dwl-pmfession options mvld E appropriate. In general, e new -patiom should not be part of a dual-profession until they have undergone play testing as they might be so powerful or versaLile that they stand alone just fine. Otherwise, the GM shoold fixlogical doal-profession options. 5. C h m e oppmpriafP ski& ondlor spells. Examination of the regular professions gives a goal idea of how many mmbat skill slots src aoceptsble, which sorts of &Us fit the v i w a dashic%tionsof h a s t e m and what their base starting and improvement perrentages s h d d be. T m k i n g , for instance, can fit within the smpe of many lighter pmfessi-, while sfeolth is appropriate Spellcasters o h b e no &ilbbut rely on magic to help for most tricksthem. Thus,it fa& to the &of the new profession to cheither the best s!dk or the best spells available to it. (Note that s p e k t i n g pmfessions without Pmne sort ofreligious fmudatitin ~ a n n o t l e a m cast Type D spells.) m 6. Create appropriate s p d abilities. Each profession hap special abilities-. mmaat skill s o s gained, e x b attacks, brm-s lt with certain weapons, potionmanufa-g, etc. The originator should eh-e reasonable special abilities that fit the m n a p t of the profession without making it tm powerful ( a Sghkr profesion that gains an e x k a attack each two skill levels is clearly ont of proporlion, as one example). The s p e d abilities within the "Normal" character pmfnwdona may be used as guidelines. 7. Genemte the lewl fable. This is the most complicated part In writing &A, a level paint fmmula was neated and used. This same formula is ovtlinsd hereafter and Fan be utilized in crafting new professions. It may require alteration depending on the game system employed. Rrst of all, there is a base paint requirement to work through the various levels as shown in Table 17. Table 17-(Base) level points for new professions level-. - .. . . 1.2: 2-3: 3.4: 2,000 4,000 6,000
7"-

b*.

.-.

M: 67:

7-8:

6: 9 9-10: 80,MY) 10.11: 100.000 11-12: 150.W 1213: 200,000 13th and higher 300,003 maximum These figores are adjested by a nomber of fsctms as shorn hereEkh m r & skill ~ s s e (tmckiw, stwltk, asassin blow, etc.): x.06 d each kvel that the ddlimpmveg E d m i s c e l l o ~ e ~ ~ pawemd (that is, a s16n allowing the player to skill eha sent fmm another profession): x 1 each level that the skill improves. . Emh special nbilitygained:r05 that level only. Emh pelt slot gained.x.05 per rank of the spell that l e ~ eonly. l

14000 23,WO 30,000 50,000

127

J T S ~ I ~- I ~ point requirements for each profession. IB I

,Level 1-2 2-3 3-4 45 56 67 7-8 a9 9-10 10-11 11-12 12-13 13-14 14+

I
Gladiator Knight
2,300 4,400 6,600 11,000 16,5W 26,450 33,000 57,500 88,000 115,m 172,500 220,000 300,000 300,000 Level 1-2 2-3 3-4 45 56 67 7-8 8.9 9-10 10.11 11-12 12-13 13-14 14t 2,4W 4,400 6,6433 11,m 17,250 26,450 36,000 57,500 88,000 115,000 165,000 230,000 300,000 300,000 Level 1-2 2-3 3-4 4.5 5.6 67 7-8 8-9 9-10 10.11 11-12 12-13 13-14 14+

Cossack 2,300 4,200 6,600 10,500 16,500 25,300 34,W 52,500 88,000 110,000 172,500 210,000 300,000 300,000

Legionnaire
2,100 4,200 6,300 10,500 15,750 25,300 31,500 55,000 84,000 105,000 165,000 210,000 300,OW 300,000

Level 1-2 23 3-4 4.5 5.6 67 7-8 8-9 9-10 10.11 11-12 12-13 13-14 14+ Saracen

Rogue
Level 1-2 2-3 3-4 4-5 5-6 6-7 7-8 89 9-10 10-11 11-12 12-13 13-14 14+ 2,000 4,000 6,000 11,000 15,000 24,150 31,500 52,500 84,000 105.000 150,000 200,WO 3W,OW 300,WO

Wkng
Level
2,300 4,200 6,300 11,000 16,500 25,300 33,000 52,500 88,000 115,000 165,000 210,000 300,000 300,000 1-2 2-3 3-4 4-5 5.6 67 7-8 a9 9-10 10-11 11-12 12-13 13-14 14+ 2,6433 4,800 7,200 12,000 18,750 28,750 37,500 MI,OW 100,000 120,000 187,500 240,000 300,000 300,000

Woodsman

Level 1-2 2-3 3-4 45 5-6 6-7 7-8 a9 9-10 10.11 11-12 12-13 13-14 14+

Level 1-2 2-3 3-4 4-5 5.6 67 7-8 a9 9-10 10.11 11-12 12-13 13-14 14+

2,7W 5,200 7.W 13,000 20,250 28,750 42,000 65,000 108,000 135,000 195,000 260,000 300,000 300,000

Assassin
Level 1-2 2-3 3-4 4-5 5-6 fi-7 7-8 B9 9-10 10-11 11-12 12-13 13+ 2,800 5,600 8,400 14.500 21,000 32,200 43,500 70,000 116,m 150,000 210,000 300,000 300,000 Level 1-2 2-3 3-4 4-5 5-6 6-7 7-8 69 9-10 10-11 11-12 12-13 13+

Bard
2,600 5,200 9,000 14,500 25,500 39,100 49,500 90,000 144,000 205,000 262,500 300,000 300.000 Level 1-2 2-3 3-4 4-5 5.6 6-7 7-8 89 9-10 10-11 11-12 12-13 13+

Cutpvrse 2,800 5,400 8,400 14.W 21,000 32,200 42,000 67,500 116,000 150,OW 202,500 280,000 300,000

GYPSY (male)
Level 1-2 2-3 3-4 4-5 5-6 6-7 7-8 8-9 9-10 10-11 11-12 12-13 131 2,700 4,800 8,100 12,000 21,750 28,750 46,500 60,000 116,000 125,000 255,000 300,000 300,000

Aalaka (female gypsy)


Level 1-2 2-3 3-4 4-5 5-6 67 7-8 8-9 9-10 10-11 11-12 12-13 13+

Druid

Earth priest
2,300 4,400 7,200 12,000 21,750 29,900 49,500 77,500 140,000 170,000 240,000 300,000 300,000 Level 1-2 2-3 3-4 4-5 5-6 67 7-8 8-9 9-10 10-11 11-12 12-13 13-14 14+ 2,300 4,400 7.200 11,500 18,000 29,900 37,500 72,500 104,000 155,000 195,000 280,WO 300,000 300,000

Level
2,900 5,4N 8,700 13,500 23,250 36.800 43,500 82,500 124,000 175,000 240,000 300,000 300,000 1-2 2-3 3-4 4-5 56 67 7-8 8-9 9-10 10.11 11-12 12-13 13+

Necromancer Level 1-2 2,300 2-3 4,400 3-4 7,200 4-5 12,000 5.6 21,750 6-7 29,900 7-8 42,000 8-9 77,500 9-10 148,000 10.11 175,000 11-12 240,000 12-13 300,000 13+ 300,000

1.0 is added to the fito get the multiplier, and the base point requirement is modified by the re& revealing the paints needed to advance in level Consider witches, for example. At 1st level a witch has no sldlla and no special abilities yet, so no adjustment i made f a these f a o h . She does get two Ld rank spell slots. This modifies the paint requirement by .l. that we add To 1.0 for om multiplier o 1.1.Multiplying the 2,000 levd paints by 1.1, we see the f witch most gain 2.2W points to reach 2nd level. In another case, talre the bard. At 1st level, he has two regular skillsperformance and tnuia. The modification of these is .% each, for a total of .l. The bard also has a rnsscelloneous shill. As noted on the table, this c o b .l, making the level point modfication .2. The bard also gets two 1st rank spellsong slots. This adds another .l, for a total of .8. No modifications are made for special abilities and so the tolal modifimtion stands a t .3. We add 1.0 to this, getthg a multiplier of 1.3. Multiplying 2,WO points by 1.3, we get a total of 2,MX) points needed to reach 2nd level. ?%is At 3rd level, the bard gets a second rnismllomus W. b t a tbe point requirement by another . . The same happens at 5th level when he gets his I third such sgin. Thus a t 5th level the bard mwiiI3es the level point nquimment by .4 for his two regular and three rnirrellomus s k i h He also gets two special abilities, maiifyiog the point reqnirement by an additional .1 (.CIS for each). I h e bard also gets two '2nd rank spell-song slots, a d d i i another .2 for a tdal modification of 1.7 &r we add 1.0 to get the multiplier. Multiplying the base point requirement of 1 . by 1.7, w e get a tdal of 25500 level points needed 5W to work through 5th to 6th level When a s!dl does not improve at a given kvel, its adjustment is -celled during that kveL Erampk: a i s t level c u m has a m d f i c d m of .4 due to his eight stills. At 2nd kvel, his assassin blou, doea not improve. Thus, the mdfication drops to .35 a t that lmeL At 31d kvel, the w s i n blow improves byapoint,daad~mmodifioltianre~to.4(oratotelof1.4aRerl.Ots added to eet the furalmulti~Eer\. . Nok. however. that when the adjustrd pain1 nymirernent tops 200,000, oobseqoent level point 'pqrmpmcnl~an l w a p o s p p d at.lr0,OW points. a

unpermissible. So, innate abilities dm shouldn't be bawd upon a powerfd defense against harm. This leaves open the option of permitting magical abilities that are utilitarian. Logical examples muld indude: Flight capability, in~eibility,shifiing or night sight (as per the spells), palymorphing into different guise*, etc. 2. See i f the ability duplimtes or nearly duplimfos an established spell. If a @ d a r ability is similar to an erisIing spell, note thtr as i t prmides a gmd yardstick for adjusting the level poinla Mo8t manytbi Dgwable rsill at least mme dose to one of the hondrrda of spells within QAl 3. Defermine if the toleat should & mnaidered mundane, benefidal or highly beneficid Mundane talents are thcee that are innmow and oNer no p a t aid--maling flowers blmm; some smt of limb-stretching ability: exceptional heariag, e t r Beaefidnltalents pmvide n&sbIe utilitarian gain to the ~ ~to t l to (hot not mntml) animals: d e n t movement, etc. ak ~ t y Highly &MW talents w d d include invisibility: mntml of aeatmMl a natme:night, ete. 4. Note how offen these nbilities m n b e d . Are the talents usable a t will, or~a~n~rofthneseach24bamr? 5. Adjmt the d m m t d s leuel table fopay for UIese talents. As mentioned, the w i f m g c l Writs is a point penalty applied throughout the m m aia ~ r ' s l e v e advancement. This is M e d similarly to the formulagiven for l creating new pmfessions, and the variables are listed below. x.1 for each rank of the spell duplicated. No sdiustmentif the talent is mundaae. x 2 adjustment if the talent is knefrcial. x.5 if the talent i s highly beneficial.

No adjustment if t e talent is usable but once each 24 h. h x.3 if the talent is usable up to three times each 24 hours. x.7 if the talent is usable a t win.
Example: a GM allows a player to game a bmwnie-like cutpurse that can blend into the swounding terrain a t will to become invisible. We note this duplimtea the 2nd rank witch spell chameleon (and the GM there* bandles the ability as the spell with respect to mo~ement rates and penalty factors to opponents' attsrk m l ) This applies a point m d f i e r of 5 The talent ls. . obviovsly is highly bneneflcial, applying another .5 modilier. As the ability is asable a t will, this applies a krst m d f i e r of .7 for a total of 1.4. W e then add 1.0 to get the multiplier of 2.4. The cutpurse level table mi now be adjosted each level by tbb number. Multiplying the 2 , W level points needed to gel to 2nd level by 2.4, we note the bmwnie maat gain a total of 6 7 0 , 2 points to achieve 2nd level. Working t6mugh 2nd to 3rd level wl take 12,960 points instead of the il 5,400 it would normallyt!.

In Chapter One an ooUine wss given for generating optional oharacter races. A facet not m e r e d was the ps%ilt inomprating innate magical osb'ig of abilities within the raae. U d y this i =desirable, for characters could s quickly kcone tm or eclipse the standard pofenions. Yet soma gmnps may aiab to experiment w t the concept when such abilities fit a ih prl%da~ or game -tern. race These are paid for with a penalty tolevel points and to meate them invokes several step. 1. The OM ahovld use common sense in outlining the proposed abilities. Gaming a character that thmws electric arcs a withers a t will is t o much. o Thus, innate magical abilities should not include oNensive power. In the same way, a creature that cannot sustain damage except by unique means also is

~~

In the years before taking up the road to adrentme, charactera are presumed to have acquired some sBilk, talents, and perhapa a general bade. This is relleded by allowing the player to chone or more skills from the fdlowing 1i.L Same skills, it will be obsemed, duplicate talents of various sdoenb& pmfemims in such c a w someone wi& an identical profession M may not purchase a similar taknt fmm the general a list. To h a h o e m this out,the pmfession skilla us do more than a general skill of the same name,and a few permit the character to have ashill percentage of over 100%(to cover penalty adjus+ments). There are fom sorts of ~1611s:(A)?'tisties W involve creativity or selfexpression. (0)uMoor help a person to s-ve in the wilderness. CPimde skilis include " i mtrades, along with talents that develop a charadeis inor aid in his adventuring professim. l7I)nde'ground shills assist one in delving beneath the earth. S b I h are purchased with points determined by multiplJing the character's IQ by 10. These paints may be used to acquire as many skills as the player wishes, although it should be kept in mind that the shills should fit the baellgmund concept and po r* The m t fm s k i b vmies. Some have a set a u t while &em grant a percentage of M t y for each p i n t placed in them. A skill mst listed as "111" means that a char& has a 1% chance of suceesfdly wing the sloV for each p i n t placed in it.A talent with a mst of "V2" grants 1 in the skill for each two % points placed in it, and so on. One may purthase op to 9% proficiency in any &l, il althotlgh rwme might have aqjusbnenta in a given oimmstance that ups Ihe m n t a g e to above 9 . But, regardless of the percentage, a d of 00 % h y s indicates failure. In cases where the use o f a particnlar talent takes a set amount d lime, the skill roll is always made a t r the requisite period has passed In making the fe roll, percentile dice are d e d with a result equal to or beneath the l a r w t e r ' s sM1 percentage indicating (N-SS. Alisting ofgeneral M s followa with the= Mtgpe and m s t

Calligraphy (A). This skill lets the char& write in an attractive style. No skill roll is necessary u n l e s qualitg is of the utmmt importance-for instance, when petitioning a king. In ooch eases, for each three p i n t s mlled beneath the character's nldU a bonus of 1% i Imparted to the reader's r e d o n s rs the letter or petition. A sLill roll also indicates a perf& copying of langosge or m e . an vnfamW written/-ed
cost: 211

Carpenter ( I A carpenter may fzhion namal abjeds horn wmd, T. including cabins, and can also identify various smts of wood and trees encountered. M a l d n ~ a skill roll also conveys any relevant information -ding a given type of wmden mnsIxuction and its relative safety. I t is p i to declare a specialty in tbi.field, fm bsbnce shipwright, which limits s% the talent to component parts for saiCngve~6ek. cost: 111
A Eharacter with thin skill may ascend mugh or normal, but Climbing (0). as mthd in We wmdsman shill of the same name. It is not s m t h smf-s, othenvise i d e n t i d to the woodsman skill but for the fact no adjustments are made for Strength Cost: V1

Combat skill slot. (T) Characters wishing more than their hegkmiw mrnht skin slois may pnrchase exka. The eost varies with We dagdfratim of
the c h a r a h : Pigatel: m points Trlobtel: 75 points Bpelloaster: 1M) points Note that mrnht skill slots purchased by this means can only be used to gain skill with inoppmprinte weapons, or to make szmndary weapons into

primary arms. Animal handling (T). A character with this &ill may train animals to do various tdehs andlor to obey whistle or gestimlar commands. To note succesq ZLM days must be spent teaching the animal and then a skill mil is made, dednEting 5 for each point of thc b e a d s IQ. Failure methe p-ss most be repeated.
cost:

Cuunlinrs. (A). Thtn ~ m p l r l .mod manners and gt ncr4 knowledge of lhc ~ nrstomr ir ~uurtesythmughonl the cnrnpaign world In pp~d21alterms one mabna a qbll rull add. 16% to rr%t~uns made by people at h q l l a r r , folmal introd"cti0118 and tbe me.
cmt: 2 1 1

Armourer (T). Someone with this Ment keep vsriow a r m o m in shape, thus avoiding the monthly upkeep mst (no skill mll necessary). Secondly, a chaxackr with amss to a forge and m a t e d may craft various sorts of metal arm- or shields for half the n d mst. in doing no, however, a skill roll must be made, deducting 3% from the chrnaoter'~~ percentage for each akqJion factor of the attire. The lime to h&im the armour equals Z w e b per ahsorption factor.
Cmt

LZ'

Danger sense ( ) There is nothing psychic or paranormal about this T. talent i t denotes only that one has heightened senses and alertness permitting him to note a sudden sound, movement, change in existing oonditions, etc The charactor may thus make a skill mll to amid being caught in a n m a l ambush. -0ming it would othe* be rnceshl. This detection in no way extends benefits to me's comrade% Also, the shill is o no use in a~dding f magical ambushes sveb as aigils or runes, nor does it protect against hap. At GM ontion. this sLUl mau also be used as a wrce~tionmll. .
cost

A t s r (A). A character with this sldu is b l e e d with a specific artistic rity sketching, sculpting, w m d d n g , etc. talent of his choi~p--painting, Cmt: 10 (ba;dcyW(ereellentV6Mmasterful).
B h a k m i t h l n g (T). This show experiem in using a folge to ma* metal with this skill also is familiar with the general care of h m , wagons, etc.

'

tmls and implemente. A char-r


r k 512 m ~

Demonology (TI. This skill imparts a working knowledge of spefic devil or demon types. For game purposes, charactera who make their skill mU can reference detailed knowledge of tided devils and demon8 in ? monster 'A supplements. A character maling his mll is also able to remgnize sped% de& or demon lords unless they are altheir n m a i appearance. Cost: V2 Foreign ( A 1. This vanable-cmt shU 410- a chroacvr to speak bur nor rc,dor wite, s furrkn mngu?lcw ~ h i n heearn& the world. CwL ' 0(very basic w i t h rhwk aucnl); SO @nerd l l a ~ n r y 2 wilh accent.; 50 .

Blind~ipht A . A blm&tghW r h v a n e r has heightened his s ( ms to the paint wh<rr,rven in total darknrscr if hlindrd, he may function ad~quacply. In such ci-stan-, he only & m e a penalty factor d 1 to attack raUs in total darkness, none othemiae. Also, one need only make a n IQ mll to know in what direction he is faeing, or how far he has moved over the worse of a turn.
Copt: SO

r n p I e t e noen&

h e r 07.A character with this slilII is familiar with the meation ofbows, arrows, and the gear neaessary for an archer. The rate of rnmufachm for bosss eouals one oer week. or one oer month in the ease o a cornmsite bow. UD to f i ~ e f m o w s may be fashioned M y . cost: Ill
130

Furrier (TI. A fumier can skin, tan and utilize the fur of aoimals and monsters. In such cases, s furrier with a pelt may later sdl it for triple its base value after workins with it (assume 206 dam o time reauired to see the f " finished ~rndtzct).If the shill mn is failed, the pelt is permanently Ie -d in value by 1% for each point mUed abwe the character's skin. rmt.IFL . . -. . .

Hearing ( I This indicates that the character has exceptional hearing. For T. each two paints placed in the skill, the chamder's base hearing percentage (25% as shown in Cbap(er Five) ia bettsred by one point. Cost: 1bonus point per two poinis placed in the skill. Ekrbelism (0). This skin is offen p a s s e d by witches and druids I t fnd permila the character to identify various smt. of plants and herbs he encounters, incladmgrare ones. With healing herbs, he or she may also attempt to restore ID4 p i n l a of Body damage on someone with a mce&ul skill roll iassume a -st of lOgd per use Stbe h a t needs to purchase healing herbs). This may be hied un a given character once per ballle, not once per wound (However, a t least 1 pohrt of Body damage will remain and must be healed normany or by magic). Cnrt: m Horsemanship (0). Characters may acasionally find themselves having to do same fancyriding (such as jumping a barrier, controlhg the hmse if it starts to panic, ete.1. This skill allows for that and the GM msy call for a horse-hip d l when he feels one is appropriate. If more than 20 p i n t s are placed in the W. the knowledze of how to eoide a war-horse to make ita own attack is sotomsncdy h o w (no akiU roU r~qrdrrd).Horsrmsnrhip alone dws no1 p e m n .:fIeoive lighting froo~ hmebact (seemunfedfighluys,.

Photo(paphic memory (TI. This powerful skill blesses the character with incredible powers of r e d . Revioualy-read text, speech, or faces on be mentally -seed at win, and the char;d~tercan immediately nuts if Ule contents of a rmm have been disturbed However, this d o g not nRessarily relieve one limo having to reference a spell bmk to memorizdchzmge spells. CWk 180 h d & write (A). This W allows a oharacter to read and write a f e i g n Impage a t the heme level of proficiency he speaksit. (Note that characters are p r e m e d able to read and write their native language.) Cm1: 10 Soamanship (TI. First of d , someone with this W M t get seasick! Beyond t i ,he is familiar with bandling ships and boala, althnogh he lacks hs navigation ability. Coot:111 Sign (A). Adventurers ofkn know thi. skill, which permits basic c o m m W o n with one who atherwise may not speak the b e langmxe. It is e a s m also d e n t which mmes in handv on m i o n . It is not the same as the hand utllp-tiadby merchanlp Cml: lb Sleight of hand (T).This shill indicates that the character has exceptional manual dexterity with his hands. Things such as card trieb, palming small objects, switching drinks, surreptilhdy dropping a poison tablet into a goblet and the like are permhsible. althmgh the skill never snbstitotes for talent4 such aspickxkting. A successful ski11 roll also permits one to work his hands free if they are tied, rather than manacled. cost: lil Stone mason ( lAs withm'perrlersldll, hut the factors apply to stone and U. stone work Cast! 111 Swlmmlng (0). Even so little as five p i n t s within this &l il permit a character to dogpaddle amoas a calm body of water while t w a lipht load o without need of rolling dice. M m difiicnlt tests of one's ability require a skin roll, applying a pnalty factm of 1 for each pound of geaz a t m e the swimmer's light I d rating. h: tVl Tailor (T). A c b t e r with this skill can fashion articles of clothing. A successful skill d c m also A r t one to the nature of a magic garment without l need of doludnn it, nnlese the item is indistinmisbbk from others of different function. Cost: I n Tracking (0). T k duplicates the wmdsmsds W with the fanowing exceptions IQ adjasbnents do not apply, and if the t r a c k loses the trail, be cannot regain it. cwt: I n Tao-handed fighting (T). This highly s p e c i d i d shll -its a character be longer tban 3 " Of 0. to flght with a weapon in each hand, neither of which mutse, shield oae when handling tva w e q m s is impassible, as is spencasfing requiring manual dexterity. Regardlea. of the number of erha attach a character is d o w e d in the twn, he never makes mme then one attack for the off-hand weapon (assume SOB chance the off-handis Uleleflone, unless the GM d o w 9 the player L ebo whether the character is right- or lefthnoded). Cost: 1 W Should IQ be lost, 10 pointa are deducted from skilk known for each lost point. Thk las is spread out as evenly as possible, although s k i b with a set cost are d e c t e d until all variable-& sh%s are lost. In the same way. IQ betters skiIl percentsges in like ratio as even?" as P.=sibk Ih-asing skill la-ntanes

~~

~~~

~~~

Jeweler (TI.Characters with jeweler &may fnd of all note the value of il l p m s by using tmls gems. They are also capable of increasing the value of-h to cut them. (These tmls weigh two ihs and mst 1Wgd.) To determine sosess, a skill roll is made and for each number rolled below the c h s r a ~ t e i ssM1 percentage the value of an unout gem is raised by 2%. If the roll exceeds the skill peperceatagc, the gem's value decreases in like ratio.
CastVZ

Know depth a n d direction (U).This skiIl permila me to h o w his approximate depth and direction of barel in underground areas. Alm, a successful skiIl r o n m a l s the degree of slop the character may be traveling. Cm8 U1 Miscellaneous (?I. A miscellaneous skill is one m a t e d by the player with

GM approval. The oopt i also set by the GM, who should fu a low price for s
innomo~ talents and raise it for helpful one. Cast:V1 -e
&anted fighting (0). Fighting or spellcasting from horseback is somewhat of a n art. Those without this sldll s e e r a n attack roll penalty of 2, while unskilled ohmoastinx spells fmm a m e horse must make a Luck roll to determine suapss.Note, however, that spe~eas.&ng horn a moving horse is impassible if the spell requires manual dexterity. The W l also confers knowledge d h o w toguide a warhmss to make its awn attach C& 10

M w i d a n s h i p (A). Charaders wishing the talent to play a m e s i d instmment mav select one existine within the world hkdertul pmfinency with a given i n s h e n t is nffessary to perform spen-wmgs or to lnvake the power ofmagical inahmenis. (Ofcomee, though, only bards or male M e s are able to invoke the power ofspeII-songs.) Cost; 10 W c ) / 2 6 (exceUentY50(masterm). Natore lore (0). This skill permits a roll to be made when the character s e e b general information pertaining to the outdms--such as what sort of normal animal made a particular set of backs: distinguishing an edible mushroom fmm a W t m 1 ; remgnieing a bsaver lodge f a what it is; knowing that wolves lair in dens, etc. Cost: 2/1 Navigation (0). This isn't limited to thp sea alone, but may also be used upon dry.land. It relies on the charaetds notillg his geneml W o n on a map by using the rrrm and stars. Wxthmt navigational tmls. the h c t d s skin perrrntage is halved. Cast: liZ

.-

Outdoor (or U n d e g m u n d ) survival (0 U). This permits a character to or locate enough natmal faod staples to nourish him on a particular day. Wlth s
successful roll. adequate food and water is f w d in an area that otherwise offers no visible means of nuIxition. T h e taking this as a n rrnde~roundskin are limited to using the talent within saves, mines, etc. Staple therein usually consist of edible rwts, fungi,etc Cost: 1 1 1
1

If the GM allows characters to better their skills, the methad of doing so is to i m c general skillg by D6% with each level gained, to a maximom of % . ~ % M e s s i o n skills are bettered by their own farmulael

Equipment
All adventurers start with the clothes r their back. boots, a non-magical m weapon of their choice. a spell, song or prayer bmk lifthe character uses magic), and 1W ounces of gold to purchase other equipment There are various sorts of coinage in Islay (see Table 18). GMs wishing to flavor the game may give out keasi n different coins This can be a bmkkeping chore, however. So when all is paid and done, whatreally counts is the weight of the metal For optimum simplicity, then. most coins can be presumed to weigh an oonce, and the exchange rate based upon a dedmal system as shown below. The lowest minted coin is a bmnze piece, worth about 10 cents i n o m money. 10 h n z e = I silvrr piece about a dollar in oor money,. I gold pil,ce tabout 10 dollam in our money,. 10 vilrcr pieces = I l l gold pi-= 1 platinum p i e laboll1 IW doll-in our money,. The general abbreviations used for wins is as foflows: Bmnre: bz Silver: ra Gold: d Platinum: pm O n w u n n d v e r mius usually are the size of a a v e r dollar. Gold m i n s typically are the size of a fltty-cent piece.

Table l&Coiof Islay (Optional table) Countm Coin metal Coin reieht
Andor (as determined bv the GM)

Coin name

i
I

Silver
Platin-

ll4 ounce 1ounce

1 ounce V&Ie
1m c e l ounce

Talent -talents Dellendryn BWt Earth piece Half-moon Mm o

Ashmi

Silver Gold

Coinage of other metats generally crisis only between merchant guilds, who pkens representing an amount of metal deposited within mint their own a guild beasmy that is redeemable upon the token's presentation. This system was instituted by Freepart'spow& Guild of Busbe88 & Commem and taday is widely used throughout Inlay by its branches.

I
I
I

Avalon

Bmnze
%er

Silver Gold

1 ovnse 1ounce 2m c p a
1O I I ~ C P

Snn
Mark lbmnre ma&) 10 mksfsilrer mark) 100 mark (gdd mark) 1mmark. (platinum . mmk1 Measlye Standard Talent

Rwport

zF
Bmnm Ratinum

!E
1m e e 1ounce

Hoclarath

Bmnze Silver Gold Bronze Silver Gold


Silver Gold

1 1ounce
1 ounce

b l l a

1 ounce 1m e e 1o m 1 ounce
1ounce 1 me 1 mnee 1o u n a 1 -

As Denarius
Seaterse Hammer Cmwn Ruble 10 m e s I00 rubles 1.000 rubles Pence
ShVling

Na-A1

8ervia

Bronze
Sam

Gold Platinum Tomncia Bmnm Silver Gold Gold

lovnce 1ounce 5 ounces

LbSovereip

M a n y lagt cities require cash for goads or senices be rendered in the 1 1 C d n of the Realm. The usual rate of exchange fmm moneychangers is 5510%. In Freeport. however, the Guild of Budness & Commerce makes it a practice to ~ h q but a 3%rate of exchange for any smt of continent.d coin* e
Following is a partial b t of eqaipment charactera may pmehase. It should be noted that the listed weight mnsiders not only actual weight but tbe bulkiness of the item as well. Th-. some things mighl actually weigh mure or less than listed but b e c a w of their bulk or lack thereof are tagged with a functional weight

20 gd
2 gd 20 gd I gd

Holds 16 ounces: does 2D6 points of damage ton target k t is subject to m w &sorption. Does mot harm metal. Holds up to 75 lbe of gem. Holds up to 60 lbs of gear. Enough to bandage 10 B d y p h t s of damage for one cr -.

Bwts (hard leather)

4 1bs

6 gd

These provide a banus factor of 1 to Con mlls vs poison delivered by leg bites. But one cannot move quietly in them.
Holds megBnon. Includes an tmls necefordetmpping, loekpiekins, climbing (including =climbing h d ) . After lst level, buglard tmls ran only be purchased from a cutpurse or assassins guild Shedsdim light in 20'radius: burns up to four hours.

I gd mgd I gd

lo gd 1gd
8 gd 4gd
4 gd

Size equals 21 1 r 1;holds up to 3w o m s of coins. ' ' ' This item is &n used by w e e n and others as alight grapple. I t holds up ta 8W lbs and has a 2Wb chance of catchingonto a h d y p m p c t i o n u p to 2 'abwe the thrower. This may be tried once 0 each two phases. Counts as warm clothes If a character wank a @cnLv garment, the GM sets the weight and price. If nmmal, assume a price between 1-10 s . The price isinneased tenfold fa. quality garments. r One set of clothing worn, excluding armom, is not mnsidered in the weight factor carried by the character. Failure to wear warm clothingin temperatmerbelow 40 d s Fahrenheit penalizes Agility by 1D4 points! Aids in climbing. Needed for various spells and for emrdsm. Needed for dispise s i l Bt. Holds eight ounces of liquid (weighs double when filled).
This holds up to 600 lbs and has a W iohance of catehing onto a handy projection up to 35 above ? the thrower. This maybe tried once each three phases. Often used with spikes for climbing. Inflict. ID4 points of damage if used as =weapon. Used for herbzliam and -me healing spells. Holds f m wn-; -d as spell ingredient Holds f m mnees:&a 2D6 points of damage to undead and Nether creatmeswhen splashed on them. Runsforonehm. H8FlW6"~4"pges. Holds live gallons (1.280 om-) of liquid: weighs 40 lbs when full. Hakla 40 lbs of gear. Shedslightin W radim+ bmns fa. 2 hours per oil f a k used. ls Includes baWe with 16 ounces of mead, ammal or pumpkin beer, ek.--excluding fineliqueurs. Optional portionofburglad tmlLit Al10wsdetmpping and lockpicking. Only available fmm mtpurae m - 1 19 goild after k 1-el. t Used to keep metal arm- from rusting. Includes amonthb supply. Usable for signalling, peeking m o o d m m m s , e t c Insufficient to reflect gaze sttscb.

6 gd 2 gd I gd 20 gd 1gd

2 gd
I gd

lOgd 30gd logd logd 2Ogd 5gd 1gd 3 gd I gd+ 15gd I gd 5 gd

ngedinstmment. Reat as mandolin for purposes of capting spell-songs.

Hand-harp, e b e n

10 gd 2 gd 25 gd 2Ogd SO gd 20gd 20 gd 2 gd 25 gd 2 gd 2 gd 20 gd 25gd 2Ogd 100 gd

H d - h e l d strinped insLrument Wmdinstnrmsnt. This unique i n s b e n t i s a mnch-shaped device that m p over the hand. Three lingers then pluck its sewn s t h p , making an unusual tintliDg melody. Hand-held stringed imtmment Stringsd insbment. Shingedinstrument Sidngedinstrument, Sweet potabshaped wind instmment. Stringed insLrumenS smaller version of a lute. Elute-& wiadinstmment. Elute-like wind instrument. Sttinged instrument 8 instrument. Stnhged i n s b e n t Indudes cmnsextant, ek. but not a chronometer. An hourglass iagenerdiy esed fm this P'=P=. Nefded for nel uee a 1 h1 Holds 16 ovncea of o l I&& 2D6 points of dam* if ased as mobtas arktail. i.

Net (gladiatarial) Papyrue (20 leaves1 Parchment (10 leaves) Pen (d) & ink vial Kpe (for smokiw)

lOgd 2 gd

3& 5 sr

om inkvial is enovgh for 10 pages of writing or the mpyingof three spens.


Fmmoking. Holde five l d small mate*. b Holds M1nmcesofsoine If duckin boot to hinder pkkpxketi49,no more tban 10 o w e s o f d m may be held within. Charade18 wanting a prlieular sort of fmd or herb can obtain it a t a mst Cued by the GM (1-8 sr if annmonl. These masist of--perishable vegetables, toasted h a 4 m o h d meat, d 16 -tea of water. Without water, weight is about- lb (16 ounces). Nmmalratiats last up to e v e n days. These mosiptofjerky, dried h i t , nuts, and 16 om- ofwater. Without water, weight is about onehalflb(eight ouncea). Railrations last up Lu 50 d a p a 0 fm plupases of nohition one ounce is heated as if it wen two ounces of n a m a l r a t i m Has working strength of 1,OW lbra Fm each 20 lbs above t16s tbe rope must hold, there is a 1 % cumulative cbanoe of its breaking. Has working strength d500h For each 10 l b above this the rope must hold, there is a 1% ~ m u h t i v chance of its breaking. e Holds 500 ounces of mins or 50lbs of small items. Holds 3 W ounces o f d m or 301bs of small items. Often used for weighingcoinwe. Watsrpmot Holde two s01oIlsm 20 leaves of papyrus. Includea needles. thread, pkhes
Small (36") porbble &, I H O Iup to 20 ~p&. ~

3gd 1 gd 1 gd
Ratioaa, miscellaneous
Rations, normal (day's1

3 sr 1 112 1bs
1gd

Batioas, trail (day's1

W gd 10 ms 4 gd In 1gd lOgd 1 gd 1 gd
I gd 50 gd

l0gd

Sa
Tent (two-man) Tent (two-man e h n ) Tent (four-man) Tent (fom-man elven)

lOgd 4gd
4Ogd

10 gd lWgd 1gd 3 sr I gd

Waterpmof. Usedinclimbing. Comas embmidered with chamckfs a e s t m symbal. Waterprct Wakpoof. Waterproof. Waterpmf. T h lD4 phases to light a flame. Sbedslightin 50' radius andbums fm 30 minutea Does ID8 points of damage if used as weapon. Thialight, ninja-like W can aid in usm&ment t skill within shadowed areas,andmmer

Fur quick outfitting, a suggested list of eqoipment is offeredbelow


-

Item
Backpack inormall Bandages Bedroll Climbing hmk Clothes (8W 1 Holy water Oil f l a k (molotml Wrehment (10 leaves, Pen & ink vial

Equiv. bulk
51b

Cost
2 Ed
1

lm
5 Ibs 2 Ibs 5 1bs WZ lb 2 1bs
1

Pa

Armour also absmbs Body damage inflicted by missile weapons and wsossin blowrArmour never w e t s against Body demage intlicted by magic spells unless t e s p l l description spcifically states that i t does One reasan far h this is that to do othenvise would constantly result in maLing resistance rolls to see if the armour is destroyed. This would quickly be a frmtmtion to smmth play. and so in mast cases a person's armom is presumed to survive magical athcks. althongh the m t for this is non-absorption of magical damage. At GM discretion, armour, excluding bracer% win absorb damage fmm breath attacks. It should be noted that armom with an AR of 3 or less p r o k t mostly the upper body. while thme rated 4 a higher mver one from head to f m t A s . a n lo appropriate helm m e a with a set of armour apart fram doth a a jerkin. If not worn. the absorption potential is leasened by 1.

2 9a

4 d
4@ 10 9 2 pa 5 gd

If2 lb
1m

sgd
1 pa 7gd

PUM
Rations. h d 17 days1 Rope (50' normall

1OV2lb
5 lb I lb

Saek
Tinderbox S torches Total

I lb
6 mS 48 vZ lbs

1 gd 1 gd
9,

Opfianol gome variant: A group may think that m o o r ehmld absorb any damage dming melee -bat and not merely Body damage. Thb may retard Stamina point kss beyond a mmfortabk IeveL but is a permissible option. Fmther, a GM unmmfortable with the thaught of certain iumo- absorbing d l -iIe harm of weapons with a low damage W n t i a l (such as daggers) may m l e that a rueceuful body hit a l w a p does at least 1point of damage regadless of any armour sbsorptiDn.
Optional game mrianL.Some games abandon the idea of armom absrbiw any sort o f d a m a g ~ famr ofa system whereby the benefit is instead realized by ik in improving one's -our raliw. If the p o p prefers this mDeep2 0 b e s the 'worst" base AIt, and tbs abso+on ateinstead &odd be t h t reflect o a ban- him to the weem's m o o r rating. U i g this system, a knight in fan sn plate m o m d d have a n a r m m rating seven step better than that of an ~ ~ n m o m witch ( a h AR of W-7), in other wads). He wmld not receive the ed benefit oldemage absorption, however. Magk braceR d fonetion likewise. Also, ski% that are penalized by the wearing ofamtom w d d be atfeoted by the bass number of steps the at&e a l h the annoor rating. Finally, manstere should be given an A8 bonus of 6 if this system is employed
Eqdv.

4 . ed 59

I*

&ield.

A r m o w tyw
None Bracers* Cloth or jerkin
L e a t b p r , d

boll
0 4lb 6lb

b u m m R t i n ~ A-on
0 0 1

tAd

--

1
1

2 gd

10 @

ehainmdar . . g armChainma1 shirt Legionnaire plate Chainmail (M snit) partial late FUn plate Gamtleb

10 lbs 16 its 25b

1 2
Y

2 3

4
6 B
7

4b 6
55 uJ3 65lb

so d
75 gd

2a pa gd 4 ga 0

6 5

6Gu

ga
The pmpcs~ armour is to pmteet the body. In donning armour, however, of
one's freedom of movement is restricted horn the weight a n h bulkiness of the attire. This is reflected in thearmour d n g factor, or AR. A base armrating of 0 represents no armom. while from 1 to 5 are m e t 3 vsrha armour Cyp.. (Thehigher the -om rating, by the way, the easier i t is to strih the character, h t the more damage the armour abporbs) A@ity and shields 8.benefuially adjmt one's armom rating, offsetling some or all of an armour rating pnalty. The benefit of m p is that it oan absorb one a more Fady poink of a dama m i ~ h athewise s d e r in mmbat Tlds tuoany mmes into t effect when a chamcter has used up his Stamina points SDbseqoent hits, as noted in the mmbat section. inflict Bady damage. Tbe number shown in the obso'ption m l u n . however. shows how much of this damage the armour will absorb and eaacel m t on each separate hit Example: a character with two Stamina points is a t l i d in a j a b and strosL by a swmd intlictiag three p i n t s of damage. The k t two points use up his remaining Stamina point.. leaving one point that a d d otherwise be deducted from the Body points The armour absorption now mmes into play. and we note that a jerkin can abpmb 1 p i n t of damage. The charader therefore suffers no I of Body points. Had the sword inflicted 5 points of damage. 2 points of Body damage w d d have gotten through.

41b (Theseare heated as brhand-&hand m h a t l

L* n

5 gd f r ppmposes of o

* Bracers are a unique pa-3esi.e that slip oser the farearm=.. When one a d f m a melee blow Rom a enemv. t e wearer. s lone sr he makes a n h o Agiiity roll, may dedact 1 point of &damage he mightathawise M e = .
(Optionally. the GM may albw the inventing of a bmaer w sldll f a thar mith low Agiiity r) a Anyone, indadlug spellcasters, may mse braem, although they me of no -x+e if other armom is warn, or if a shield i emplved. Should s both ccem in the same phase, the act of parrying inimmpk spellcwtiw if Ule GM presumes m a n d dexterity is a requirement Non-magial bnoas also break if the mer mlls a nahnal20.

The time reauired to don armom ow minute. + m e minute c r e n b r p t i o n factor of the attire. The h e nc Lo e s s d y remove it is hall laLl.n onethird if the inlent is jpsl to s h d lhe gear. Note that the armom eqoivdent b d k i halved fasmall vL- as p for dwarves, gnomes, ete.
p~ ~

~~ 4Eq&mmt
doesn't k t fmver and periodically needs repix. However, it does nothiag to b e t t e ~ a game by impwingrecord keeping of how mmch damage one's ~ O I takes. The simplest means of hading tbe sobjest is to require that an V advenblrer nee an armourer each month and pay a n mpteep cost to cover minm repaim. The cost equals one ounce d gold per *tion factor of the armour (sewn ounces,for example, in the case of Pan plate srmour). Failure to pay the cost deducts one abamptim fadm from the swm.This penalty is cpmolative n+ Mng the double. if

Arm-

Shield S ~ E O
Small
hcLIW) Medimn
L W E

Eqoiv. bdk
lbs

AR bonus

Cost

Spedalnoh

(indode

1
2

6 pa
l2 gd
18gd

15 Ibs 20 1 b

im usable if mounted

Note that a cbarsctrr with ormourer shill can un v i tbe monthh. *keep r a od m t TheGM may insist he have access to twls and perhaps afmpa, however.

mp one to away and thus they me.s gendy of is conshucted plated over a wden base, a l L h q h they can also be made of w e d m even leather. I n meh cases, the -dent mhis halved, but tbc is -ed upn an s t t a o ~ rmuing ~s a nahnal 1 with a melee we. Shields also come in d shapes but fm l shpEEity are broken downinto three ins.

w. A

ae&

The All bonu rateggory reveals the extent that a charscter with a shield lmvers his armour rating w p h p i d attacks A k level rogue, f a example, haa t a base armour rating of 4 when in a n m a i l . If using a large shield, his m o m rating is lowered by three steps,efPsetirelymaking him AR 1. As people aredt fmmn in time during melee, the bonuses imparted with shield usage (and Wy sue never last regardless of how many ntkzkem are t ) b a t t l i i the cahrlong as he known he is being athcked and bia mov*ment is - m d ! bonus is granted in e ta game would be far in p d a-y against a hack aide =aesta GMs who believe that a shield should be attackshouldLeepthisinmind' In a pinch shields can be wed to bash a n enemy. DetaOs ffillow. 8hield size Penalty to d h c k mll Damape done

Smd Medium

Axe (handi Axe (tw-handed

hMe1

3 1bs 12mS

2-5(D4+1) 2-9 (DBtl)


1-8 (D3) 1-4 (D4) 1-4(D4) . . 1point l-S(D8) ZS(ZD4)

5gd 9gd 3gd

16 36"
4"
8'

Ball &chain (see M e d ) Brass knuckles Dagger Hammer

2 Ibs 2 1bs 6 lbs

When p n , u* Chapter Sir).

an ioflid mmbmrbable Body damage (ser

Kick Mace
Mace Wailed) Practim weapon

. .

. .

4gd

led

. .

14" Can intliet uhabeabsbk Body damage (see Chapter Six).


M c e weapons are made of w m b They m d l y rrre blunt ta

81be 10 lbs

-- lbs

Sgd 8gd . gd .

20" 30"

. .

l a n e (heavy)

LaaaOigbt)

mnch

Sharpening atone
Sickle spear Staff(0ak) SwordsBastard Bmdswmd Gladius Pbleswmd

. .
2 Ibs 6 lb 10 ibs
?Us
6 1bs

1point

. .

lgd

6"

pack a l q wooden weaprms fm use against unique memres In & oases, a penalty factor of 1 is d damage mlla. The mst fm practice weapons is half tbat of a real weapon of similar type. A mounted lance atBeL an h l y be devastating. However, retention of the lane im't always possible. After making a aucceanfulstrilre, a h & m l l muat be made to indieate the h c e hasn't b m h . Knights gain a bonus faetm of 1 to the m n fm each level ofslin. U d by k horsemen and sarscenn, a LueLmn must again be made to retain use of the lance. However, the main dsL to the wielder is not that the lance breh t that it m n c b s s free d u l n g t h e hit. Cossacks apply a bonus factor dl to Ule mll f a each level of shill. Can inflict vnabmbable lludy damage (see Chapter Su, Rlrded weapons rhat am not sharpened wrcUy lose one porn1 kom their damage potential!
Can be osed as missile weapon. Comes w e d if player wants Fm 20 gd mme, can be q p e d with dddr.

v e n t damage, but s few &enbmem

1-4@4) W(W1) 26(M+l) S-8(D6+2) 1.808) I.B(D6) 2-7(D6+1)

4gd 5gd 5gd

15" 60" 60"

3 1bs 6 1bs

8gd 8gd 6gd 7gd

36

Two hands are needed to wield this sword.

SO'
22'
" 0

This Arwinian weapon conaiste of a 20" blade mounted upon a 86" shaft, Two hands are Deeded to wield it. and it gn be used

[Weapons (melee) Contd.

I
i
S lb
2-7(D6+1) 7gd
3' 6

I
Rapier

to be popular lor i B light weight and good damage potential. However, pmpr uae of it fmhids a shield, bracers, m i n m n n with an AR of 4 or higher. I t is also useless againat someone in armour with a n AR of4 a higher.
This new weapon is p-g

Sdmitar Srimitar (two-banded) Shortsword 1 ghlius) %*handed greatsword Mdent Whir, Note that weapom can be &ered

4 Ibs 10 lb 12 lbs

1-6 (D6) 2-8(2~4) S-lO(DS+Z)

6gd 8gd lOgd

30"
40"

48"

6 1bs 26(D4+1) 6gd 48" 3 lbs 1-4 (D4) 4 fi 84" f m f m times nmmal cast. Also, awmds come with backor belt seabbrds a s a d . Daggers mme with belt or boat scabbards.

This arm reqoires a Iffarea t pmprly employ. Thug, no o comrades m a y E@t within S to either side of the wielder. Can be used as d e weapon.

Note that the following missile weapons, b e e a m of their speed of Lrs~el and difficulty in defense, intlid Body damage on a successful hit. However, missile reapom are unusable against opponents who are engaged in melee with the attach. Unless noted oth&, missile weapons not listed-including rock. hurled by a iantintlict n-al S h i m damwe.

&i. "s
h a

Damwe

Cost

length

Ranee

Miss fador

I
1

Slb 25gd 16" 20' A ZS(D4rl) 126gd S 400 B Ballista (light) 5b 0 4 2 4 (4D6) W s t a (heavy) 1 180gd 10' MK)' B 636(6D6) Note that ballistee are used mastly by military f Banish bolt (small) 20 lbs . . 10 gd 8' . . . . Ballista bolt (large) 4k 0 . . 20 gd 6' . . Blowgun 1lb None lgd 18" 25 A Note this weapon c a w s no dsmsge save fortbat ofany poisrm u p the dart. Blowgun dart 114 lb l m 3" Bows should require s p e d ban6bg, for they m e in dl dzes and poundages. For practical game pu-5, however, it is presumed that dl bows have a base range. But in addition to the number shown, Iff i added to the effective range for each S h e n g b point of the character. Thus, a 16 Strength woodsman s fning a normal r-ed bow adjast, the range horn 2 0 to aBO' before applying any miss factors. Shength adjustment. do not apply to damage mils when 0' wing bows, a l t h w h they do to hmled w e a m AU bows llre usable within dungeon settings unless space is so limited that t e character must mmch. Note h that rrosrboras, becathey are mmhemome to met and load, can only be tired once per combat phase, regmdles of the a t k h j s normal number ofatbdm per hyn. A s , when a aatmal mU of30 mmes up when aring a bow or -bow, lo the string or thong break.% Bows-. Remmed lZgd 48" 2 ~ ' B 41b 1-6 lD6) Recwedmmposite 61bs 1-6(D6) 24gd 48" 3W' B 3 lbs 27(D6+1) 14gd 70" 400' B bngbow Longboa mmpopite 41b %7(D6+1) 28gd 70" 5W' B I@ V M e 1lh Bowstrings 120) 1s 30" U lb Z Special Arrow (ram- pierdng) Note t i stobby-tipped m w di-unts the ahzaption of all metallic armohs However, it in&bbut 1D2poinbof damage re@es of the bow w d . Arrow (normal) 1Rlb ST 30" UZlh 1gd 30" . . . . h w (&per-tie) Arrow (whistler) YZlb 2 gd 30" . . Note thiaanms is carved in such a way that when in fight it emit. a ahdl whiaWe that is often used for . Once fired, arrows and mossbow bolts are not reusable unlessa repair spell is-d upon them. Side * r e 3mS 3 gd 28" (Holds 10 arrows.) Back W e r 6 Ibs 6 gd 28" (Holds 20 armws: preyenis wearing o backpack.) f Catapult s w b ~ 1 6 D 6 ) lmgd 10' 300' B Note this weapon inflict. damage upon all within a Iff square. When M a t a s p d h c b p t area, there is hut a 25% chance the ammo will hit the intended

Are, hand (balanced)

--

--

. .

. . . . . .

muare.
C k b w (heavy) Cmsrbow (light) cmssbow bolt Crmbow bolt (dyer-tip) Belt quiver Crossbow thongs (10) Dsgger (balanced) Dart Belt pack

30" 5W' 24' 4x7 12' 12" 10" (Holds 10 boltn) " d l e. . . . 8 . 2ff 6" 40 6" IHol&B dm&.)

B B

I
I

A A

Polesword 602' 0 A Sling 36M A . . 3Sling bullet 6' 0 3' 0 A Spar . Trident 6lbs 2-6(D4+l) Sad 4" 8 2 0 ' A imbalme if stmug PCs mwtantly resort to daggers or Note: Ths ntionsle behind m i u i raspon. inflicting Badg damsee is rtmng and well reasoned. Hoarslr, GWI mag e r p M m dartah agukkLill. Iftbi.a t u t . making it t n o ' e w ' for the playerr, the GM may diamunt aStxngth bonw tn hurlednnpom, or eke m l e that hurled weapons imxct only Stlmina damage.

h o u r mting. Self-cxpIsnatory. Movement mte. The fnsl category shows l a & ! movement per phase. The semnd is the animal's movement per phase if tmliing. and the third i n the base dairy travel rate in miles. The GM may halve these rates over much terrain a quarter them in the case of uery rough tmnin. Note that the sped of a hasp in
a M chame eouals 10 b e . its b e e movement rate. Mmement rates roe halvcd ifthe beast carties mom Lhan Uuee-qwu.rs the weight it is capable of hearing. Cnshod h -no1 h v e l over u e n mugh terrain for mom than fuur h m a day without te-their hmes. Level. This n-nts how many Dl08 an rolled to germate the ham's Stamina points. BPISP mtio. If the DM chooses not to are a mmbined Bodyffitsmina point rating (see Chapter Ten), this figure shows how many of the h0m.s indicated Stamina points are to be conridered Barn/ points. A medium warhorse. for example, ha.a BPffiPralio of 46.This means that 4 of each 5 of its normal Stamina points are artuany Body points More specifically, a 10 Stamina point mediom warhorse moldhave exgtly 16 Lkdy points and 4 Stamina points. h e w e alal. This is the osaal range of the h-b s t s b A &aft hmse. for p of resistance a example, w d be mnsided to have stat. of 17 for atat mb.(But note the next seaion!) Becane A p m c e m d Charm play no par( in -bat, they rm nut considered. Aa with other monsters. hnscs are presomed to have a Luck rating of 6. special sfar. This eatsgmy ia for espgially high or low stars a be& might have. The same draft h m , while it might be misidered to bave a 17 Shength or Con. 6a.an average Agility and IQ ofbut 6! Attocku. This represents the number w d sort of aUaclo a hmse hau. (All h-s. ~. sho~lld noted. can bite for a wint of d a m e . althou~hthis is it he osdly fm legwhen the &is diqdeIL&d with him.) Note that horsemans@ or mounted tighting skill is r e q d d to snide warhorse to a t w k when and whom the rider d e ~ Dm#. Thi. shows how much damage the home inflict3with hb attach Ethic. This shows the zeneral ethicsofthe horse. Normalanimal.. i t wiU bp rrcatled have Indeterminate ethifl Qtp. Illlis reveal. the sire ofthe h a . Corqiag copaeity. llda i how many p u n & of weight the hone can carry . per Stamina pointit-tly has. The @me is -%the h is hitched to uut, wagOD lit&. This halves its speed, h n n . or Cart. The mrt ofthe h, p r Stamina point.
~ ~ ~~~ ~ ~~~
~ ~ ~ p p ~ ~ ~ ~

-~~-~~~~~~

When a missile ex=& its effective mange, there is a cbnnoe i t win miss, even if the attackmn is wraeaaful as shown below. Mias foefop A. Fm each S beyond the weaPPaPPs Ulere is a 5 % mmuiativc chance the sbot vlll m i i . rcprdlrza of atta=<mll. . b factor B. Yw each 10' beyond the r e a p ' s rangp, there is a 5% M 4th a m k roU a m d a d r e ch the shot will miss.

ibc

-.

pidins beasts

-- --

- , --

In all o w e , a formula baed on the "Stamina points* ot a horse achmlly~onalders combined total ofboth Body and Stamina points. a

Often, an adventmer's m a t useful companion is his hnse. Detslls follow on tb the east and sa for vari0u.i horses, along with an explanation of the outline "4~d

Non-warhmsebthat is. those untrained to attack on command--cost one-qoarter of the listed price

-F ! m -

Equiptmt
(se~iCharwtem d t e n need services.-food and lodging. blsElsmithimg, etc. Suggested d for some of these follow.

I
Cost
1gd
4 gd

Armw(ck) Armom (plate)

150gd 200gd 50gd


Sgd

ipoints
5points

&'o ,l e

Cart (2-wheeled) Hitcbingharness Rations (daily horse) These consist of

(to gmom and stable bolse) (to shoe horse) Ld+g (averageinn) BMssmith Ld@g Cgxd inn)

2 gdhight or 10

gdhveek
sgdbightor1.5
of -centrated

5 sr
a special mix-

grain and grass.

meek
Meal (average) 5 s Meal ( W B ) 1gd Retainer Spnial. Chanrctrrs may want to hire assistauk As a general rule, retainers w i l l anly take senice with those of higher s b i lev& Simple aenanbomks, maids, ek-can be had fm 10 gd weekly. B p d a l i a s , such as an meto watch mer the character's h d s , m a bodyguard, cart much mae. The d rate of hire is 20 gd per week, multiplied by the retainer's n l level. U d y , ooch hireling6 win not hl = m e to the extent denterlnga dungeon or ping overland on a quest An exception is a knights qdMs). T h e will not anxiously enter dnngeam but will guard hmsea and the l k , although i t is expeded ie that the knight-to illustrate his genemsity-will pay W l e normal wages, along with an mcasional tip! If the DM roles that retainers otherwise will l o b w their master an an adventme, the ldreling will certainly erpet an equal sham o treasure! f I t i s permissible to play a r a ean r as a bash-up character if t e DM e rt i r h will anow it. Alao, the &her level a retainer is, the m u n likely he rn she may want to depart and make their o m n y in the world. a Retainers have a base loyalty of 1Wo +/- their master's Charm adjurrtmenk Thb figureis increased faor-fold if the retainer is treated m paid wen. I t is quartered if the retainer is mishated or cheated. Them may be acasions that the DM makes a die mll against a retainer'sloyalty! N t that retainers are distinctly W e r e n t from the fdlowexs that oe some characters automatically acquire upon rearhing certain n l hl levels.
Slave

* This rig &wa the bmse to be ened as a pack beast, bearing up to its maximum carrying capacity in e-ent Smell items such as bridles, h U e and brvsbes to graom the animal m e with it when the animalis pmchased

See below. Throughout Islay, &very is officially sanctioned in hot two nations-Arwin and h I l a It is t o l d maot other plto the extent that the law will not interfere in a mask's having a slaslae travel with him. In Avabn and the Elflands, howe~er,slaves may obtain sanctuary. The cast is t y p i d b 1Nl gd per stat point mmt a m o p i a t e to t e slave's function. h

Adventuring for the sake of excitement and new experiences i the meat s and drink of most characters, other rewards being incidental. Within the scheme of t W . Adventure has several elements to it. the maat important of whicb is

The old peasant hod finished speokiw. Now his eye^ pleadingly smnned the foaea o f thme about the m r n , seeking to know who might help. Mast lmked o m y , nhrrning to their own hsinees. " k n d i t s , say you?" The voice m m fmm one of the fao who yet faced peasant's way. AltiAmred in the ehainrnail of a Toneneian hi&( he flexed his firt and p m h d his h n k d away. 7 will go to your uilhge, old man,'' the youth soid " t a m Sir Colin Bmiford, and my sword doth euer stond ready to do &ftk with bondit scum--ifsuchsklh mithin the hillapnder." "Thq do," added added blue-mhed woman sitting to one side, her only mmponton o large hloek dog obededientlylnying at her feet. h k n g ot no one, she the inn. " I s e m theirpresence." stared out a windom toward the hills With o look ofpuzlPment upon herface, o puag ellwornon standin# m z d y squinted ond meked her h a d to one side in the m n e r o f her people Lohen they orep-led 'Why loould &&its want to &ha oillogel" she finally ok. a& "Are you just w t ofthe cmdle, girl?AtfmYng uillages ia whot h n d i t s do.' The reply am from o gount lipme mh& heod to foe in b h k , his hands wmpped oborrt o gwrled woodDn staffwhose skull-shop& silwr cap larp nuve than o passing resemblam to the skeletal feohues of his omn hairless cmnium. ,'I am Mophisto," he mntinued with o no4 "a humhk..priest. It will be my pleosure to... aid yoursbvggle ofoppmsion ogoinst these h n d i t p " "Z'm F e w " the elf chimed in, " priestess ofDellendry11 from Erin's Oote. a Who are you =priest ol:Mephisto.'she osked innocently. Mephirto cleared his thnmt and looked t o w d thepewant '"Your i l l o p is, u you soy, three hoarst wolk from here," he spok, avoiding the elfs query. "And these bond;&, mhieh oa 1-11 have p l u R d e d o mmuon or two lotely os well, basD within the muntoins to the west of the ualleyl" 'Xye, they do," answered the ~ n l Their lpodrr mlk himself Redbeard, . may the gods pm him. 'Tis soid he and his pack of m l w s lair in o m p n
." "ma..A.r.

...

m m p l e , might go thmugh a number of adventures as tbey wander about the world pioking op a lead here, a map there, etc. Next, the GM should make a detailed campaign map of the quest area, noting landmarks, suggested encounter spots, e t r With respect to encounters, there are two amts:set encounters and mndom enmlmters. Set enmontere are designed by the GM to arm at a predekmined piace in a set manner. Random encounters can happen anywhere. U d y , the GM will generate a list of paaible random encounters. To note if one occnrs, he m i typically d a D6 each horn of the gmup's travel (or as the gmop e n b a new hex on his map), with a mll d 1 indicawsnch an oeourrence. Third, consider the relative strength of the adventuring fellowhip and stcck the area with a p p m m t e denieeng ndingtheir locations on the campaign map. Keep in mind that encounters s h o d be tailored to thestyle of campaign play. If the garners avoid mleplay in favor of the sheer pleasum of m % bare m enemies ambush them and s h d a fight with a new twist rather than mme out for a seasion of bmgaining and n e g o i k t h +hat won't be appreciated. In the same way, garners heavrly into roleplay ahonld be given the opportunity f a interaction with potential friends and enemies, rather than having m i * combat f d upon them without other options. Fomth. anticipate the cbmcters' rereactions and game plan. m i n g a dmgerms forest to weahen the party before they reach a neermaaner's -We, a planning a crafia:mleplay encounter on a mad can quickly be neotralized if everyone has flying b m m s , or if a w i k h m s a bubble spell to h, her friends over the encounter area. Rememk. charactem often are tbree.dimeasanal in ~ ~ ~ ~~. them traveLlt klnnning on thi. and amking the r t i e with &"&!em greater than that of the wood* will qdcUy get the v o u p bBeL on the pound where y m *an1
~~~~ ~~~~ ~ ~

- ...--. ...
I" +A.

.r.osl , I

Wolwr oren't Oud creatures, )ou knuu,. ' FeMI pulnled out ' I l h r r 1 I know theplow. 'The r ~ u rrnmermrn o cornrr , UII bporded mountain mon dresoed in a mddy & k t of leather owr which he wore on old green el& IIe appeared liUle different fmm the pea& himself-but for the long handle of a sword that fmm n &rd sfmooed to his belt. He

Rfth. l u r k the enamncer e x witb appraptinrc masmc. mi% be hard can for ofwn a GM might p l r c out magic ivmr rhal l a m pmvc t<, he oseriy powerful if .wch io the case, rather than lust ta*ing the item(%away. the DM should mme up with sihuuions whereby they cannot be w d to gmd effect. E n e w blast wands, f a example, are dmgem-m to all in nrmow space8 or amnod flammables: BF 5 m s are of oo aid against creatmw that attack d from range: the best armour in the wald doesn't help agaiost m& darts, and sa on. Often, creative use of natoral conditions d l compensate for powerful maeic. Sixth, provide a general map to the players if wmanvd. N a h O y , do not indicate rnrvunterareas unless the party issoppovd u, know of them.

--.. ... .. .

l ~ e m n there g
Adventmers have several ways of getting from place to place:

leaned forward, tapping his pipe upon the toble *Nom's &nukeye. I'm walked m w h in the hills o m & here, and ifmenzory spms me tm,I reall an old bor anyon seueml Iewues to the west with a g w d water supply. Emily defensible and on hish ground 80 that l&ts cnn spot enemiea coming up fmm hbw and pick b m offone-by-one.My "oger is, thrrt's where the h n d i t s are holed up, and they'wpicked a good bns. Only o fool mould try and take it out" Using the fleme of a mndle b l@ht his pipe, the luoodsmnn look in a breath and then let w t n blue smoke ring thof floated toward the gmzp. ' g u t Ijust happen to know on old deer tmil owr tho mountaim UtDi winds mund the mountain and reocha inta the m n p n fmrn above...."
While ifs m h l e to do nothing more than hit the road until a qoed offers itrelf, the GM will d l y declde on a set goal before the adventme begins. His means of intraducing it can range fmm as simple as having a peasant come to an inn and k g for help againsl bandits, ta allowing one of the l a r a c k b shlmhle upon an old "treasure map" for sale in a marletplm, or hear a legend regadkg an abandoned wizard's tower in a swamp miles away, and ao on. The key to presenting a quest lies in the GhTs first deciding what it should enh1.-freeing peasants fmm oppresion: retrieving an item taken by mischievous W e * sneaking thmogh hostile wmds: re-saling an undead monster within its tomb; en a conple of agres and then loeatiog their lair after disptching them, etc.In mneetion with this, there are two rvrrtr of qoestr Minor quests are simple, require only a few seasions of play, and end when the enemies are vanquished. Epic qwsa can last through many s e s s i m of play, with n-mos side adventmes. each functioning as a separate piece of a seater poazle. A group seeking a lost pyramid in the ARiiniao deserts, for

Pmt travel

This is the most M Emeans of going horn p i n t A to point B When . considering fmt travel, there are five movementratas. Tocticnl mouemnt. This is measured in feet per phase and is mmidered to be the usual rate of s p e d when in dungeons or possible daager areas. Nmmal characters (exclading legionnaires with their base movement rate of 15) walking in t h e situations are ansidered to have a base movement rate of 1 ' 0 oer nhase (10 seconds of he). This oresumes the emu^ is dadne itrelf on " guard a g i n r t pnaaibk *r. Thus, they rre delibemkly uaveliag dower than they might jwc waking down n citysme~ The party can atill bc omburhd but they are a t least doing their best to be on -d. Tmdding. This equals W/phase (or double normal toCercerml speed), and represente the movement rate of one w l i g leismely, without pladng himself akn on spffial alert to danger. Tmdding charare twice as Wly to be omhmhrshed. Jogging. A character moves .l(r@hwe (or fom thna tadiml speed). and is three times as likely to be ambushed. Jaggin# rn be maintained threp minute per Con point. After this, cbaraotem most rest for a period equsl to half thepgging time before they can attempt movement faster than tmdding. making a full charge have a speed 10 t i e that of i ms m Charging. their tactical movement This can be kept up for one minute per five W t s of Con. After this, the character muat rest twice as long b f mwement faster em than tmdding. Charging matwresare a u t o m a t i d y omhushed.

. .

.. . .

Doilv mwnrcnt. The base daily movement of characters is 20 miles (SO fm hbqonn&es,. This ti@m is halved& area* of mrqh urnan and i s qaar&d in wrfl n q h LPnain. Tbmc pushing thcmwlver hard-.mn other words dcrhmg &a1 m a en phare they are troddinpdoublr Lhrir I x druly mmrnrnc nk. mNote that an daily movement ligwea aasume travel time of 10 b o w . If a group want4 they can b a w l far longer penads, though exhaustion may set in
Note that a movement of about 16 p r phsae equLsrme mile per horn of travel
As noted in the section on Strength, l&ht or h l y loads adjust one's movement by one m more feet per phase. These same adjnshnents affect daily movement i miles. n Naturally, a group's standard movement rate eqtlals that of the slowest person or animal.

Shims and boats


.g4

?..II

Oubdd. the dollgeoll, chard y employ hmsea, which were dealt with in Chapter Fom. However, wte that a tmtfing hmse and its rider are t w i e a likely to be ambushed. A charging horse and "dm are automatieally nmbushed.
W E a lbvel

Those d n g bodies of water may resort to ship, M, rafb, etc. hrll details on these will be pmvided in a future product desmibng Free* Until then, a handy d e of thumb is that ship have a base daily movement of ED6 miles, while rafts travel 3D6 miles.

to place,and can This is the most versatile means of p t t i o g from entail imsbntaneaus kansporlation thmugh a teIepartd, to -flying -ts or bubble spells.

8.slmming
Land-dweUing characters swimming or walking about underwater have a movement rate one-quarter that of normal. Jogging doubles movement, while charging multiplies the mwementrate by four.

18iqhtsand - s d

v e o n is extremely important. Often, the distance an enemy ia spotted can spell tfie m n c e between winning and lming a battle. Thisis mast impmtant in an ondeqqmnd setting, where natural darknegl is a n ally to h e denire-. Bst before a group e n t m an underground area, they will kathe abovegmund world. Here, an a dear day, sight may e x k d f r miles. & evening falls, o vision is mooh reduced and once again an advantage returns to creatures of the Dark The table above offers some general guidelines for noting how far one can see under eertsin conditions. The best mle of thumb, however, is fm the GM to make his awn determination on the matter, b a d m the &-stances he
mates.

Key-. Good light: Equal to daylight. In thk sort offuminahn,sign-t details can be made ot u. Auemgr light: Equal to aver& day a twilight In this light, gmd detaih can be made out if object@) szanned are W h t in mlm. Amr light: Equal to bright night,torchlight a bonfbe. Includes most spells that give df light. Out of directfuminatim, deb% cannot be made out save fm size and general shape of abjeeUs). Very p w r light: Equal to dark night, candles, bright glow mau, ete. Out of direct inurnination, no details are apparent. Movement alone can be detected. Attacker. are mnaidemd to be lightingin dim conditions. Note that when mshg a n artificial light Bomce, dim conditions are m-dered to existbeyond half the illuminated radiw. In the case of a tach, for example, beyond 25 from the bearer one is considered to be in dim Wt, even though the W s illumination extends another 26.

* Underwater, lightis qoiFkly abmbed The base m e represents the r- of vision within 10' of the smfaee. Wbea des~endingbeyond this. 1 of vision i lost ' s for esch f m t lhaL one penelralea M e r a l light wurees illuminate but half their nmmal area ofexponne when in a liqdld environment.

** The of onde-d. where darkness is namal, is -y 1 QLerminedby the anace oflight carried by a party. Deldls on the inumioation of tmchn and the like were given in the se&m m equipment In mnditiother than clmr. the area of illumination drop by onequarter with each s t e ~ r e m d Note tbat undergrounddwelling m o & e m hovker. h e three t i m i the range of vision of surface-dwellers in dark S.EBL E v a s . virhdly no o malure "-"without a t least some miniso& degree &light ilr ocular system can f on to provide sight. In most casn. ondergmmd m with a h e slnae of sight rely on the llminatioo given off bg gbw m ~ s or other natural s mnditim. Stuf-dwellers ~ n n o make ope of ibis dim inmination and t remain blind without ather light In the e a ~ e of light u n n a s , =me races can better uMize the m d a h l e light A dwarf aith a tmeh, for example. could see up to 1W away, while a human stamding next to him wuld see but half that distsna. An mdmgmmd-dweIbg an mnld see 160' with the same , ugnr

ease of m n v e d o n , d he detected. Listening with an u n a n n f d e degree of bsekgmmd noise quarters one's chances of hearing what trsnspirps hehind a dm. Elvcs and half-elveshave Lrunuat.8 of lWlO% to heariryl m k G e d sotlnda can athenvine he heard long d b w in the W t a-mrstic environment A seream, f a instance. d d bawl for milcs in a mmpkx of B V a f a hundreds of yards outdmn on a quiet day. Underwater. sounds ~ f a incredible distances. Thus. the area of e x p a r e of any qelh that better one's hearing aew (such as sonic signl) quadmple in a liquid cnvimnment.

[&uW camp

.. .

rmdly, rtde l M t ma poside mly a modest illmination f a t h e witbin Uvir rma ofeffeh they can be a dead giveaway to thnse 1 in their direction fmm a a . Under prfect conditions at sea, f a example, the MEh.d a fr h m b l e -dk can be k e n from as far away as 15 m h l U d q m m d , mormte~ who spend most of their time in darkxi- w i l l spat a kmh-bedng paag fmm a great distance, W b l y resalting in a chance to lay an amor m m o n mbf-menta

Sounds bequently play a part in a d n n M n g . Charoften. for instance, pause and listen a t a dosed dmr. To do so, one must remove any mverinz d the e m . and the base a hemine amthine is 25%. If less of than haif a character's ludcperrentage Is m b b h e h&r with rplanvr clanry. noang any s u b j d bemg dwmmd. Otbnru.mly a mvmbhng m chc

mest make eamp. Smart adventwill When night mmea, on a small bilk the safety of a chmse a goad defenaibk qt-a mppe of large oak sobjected to@-l's bee h, Having done this, i t falls to the etc. GM to Dote defensive meamma taken by the gmup How many guards will be on watch. and for how longl What is Uvir range of v s o ? What abwt the iin -which make temgting morsel8 ta hungry monsters? Are they hobbled so they amnot he& free and run away to be Ian? Are they FgbUy tethered so they can break h and escape danger if need be? It is dUMg the evening h that enmunters often happen with n o c h m d crratws out for fmd or bmty. A campfire, beyond keeping a gmae warm, alaa makes normal animals shy away. Intel3fgnt monsters, on the other hand can be sttracted to the sight of a camphe. Note that a 6re r&tict8 vision to the in-ination given off by the &e itsew. Generally, watches are three how long and there 2ne three a night,, W n n i n g a t 9 PM and ending at dDvn (6 A ) l h ~ h each watch, the GM M. g should roll fa paasible emmntem. with either a 1 in 6 a 2 in 6 chance of such an occurrence. After battle is joined, all Eharaders awaken fmm the noise without need of a die roll. ~ower&,a cbnracter d to remain d e e p unlesa physicaly make a Luck mll to do so. aw&ned (ford-,tired Last of an, remember that no one deeps in metal armour if they have a
UlrnFe,

v h

~.~~.
~2
~

Combat is one of the most impntant aspects of adventuring, and them are several facets to it, incloding:

Ambwh m r s when an enemy or group of enemies is positioned to launch a surprise attack on one or more opponer~ts. Thia usually happens when the ombushlnrr side strikes from a mneealed -nosition. raneine from iom~ine of out . " " a darkened rr-LI ., tn a dungeon wall, m appearing hum a s k t e of inviaibdrty a ramouflagr 'I\< (:M does not c h c ~ k r :+uutmaticallyfar an - h u h rhenevvr there is an enrulmtcr! An ambush requrrrs fmelhought, and ul rnact one, the attackers must be unseen or they must have a means of launching a totally unexpected sbile. If either of these criteria me met, the ambush might work. There is a base chance of s w e a a as shown below, based on the anditions rmder which it is attempted: Attaker unseen and unslupected:% Attacker nnseen but s u & E M (Resumes that defenders swdficallv l m & are aware of a c~eahm'spresence, that they are merely on p r d l ) not Attacker preuioasly seen, but laonching strike ogoinst unsuspecting or unprepared target: 30%

. . -

six l&semnd t c i a increments of time oned phases. These range horn atcl phase 1,at the start of the turn, to phase 6, ending it. Five of these phases are movement phaaes. Doring a movement phase, those net casting spe& may take any non-ofiensive action they d e s k Move toward or away from an enemy: draw (but not swing)a sword: engage an enemy (thwgh not make an attack roll): cast one of the handful d smlls which are treated as mouemeat: grasp'but not c~nploy, magic it*m, :xnd won a It is duris: r m m b e t pha.9~ rh?r actual die-rolling begins and all arCarks are made. This ir the point in the g;lrns lorn that on* ran make phpical attacks or ose a magic item. ChamcLers have a hxed mmbat phase for nonspellcasting attacks which is determined by their Agility. sane as shown hereafter:

If the ornbrrsh succeeds, attaelrers are considered to have a mmbat phase of 1 witb a bonus of first strite repd- of a defender's &$My or -bat , phase (see next section). Otherwise, both sides attack on their normal mmbat
phases.

n i
Mfitr
Combat Phase
9-5

4orlsss

Noh that t h e making a successful ambush apply a bonus factor of 3 to their first a * roll. In addition. to reflect the ambushed wwn's lack of delenaive prepm-dness.the ombusher lnflirts Body damagv. Opuonally. GMs may apply Lbe damage first to Stzmina poinu if they feel thih mnkcs Lbe game more h c d

r~ovement and combat phasea


A game b n lasts one minute. QA presumes that within the minute are m

The -hat phase for the oppming side is determioed randomly by the GMg making either a single D6 mn for the group', or separate mlb for all enemies (-minp they are do not have Fued Agility sarres end thus fued mmbat phases). The result is tbe phase they may attack the party. In the event of ties, both sides act simultaneously. Optiomlly, the attacker with the higher Agility aets k t , possibly slaying his enemy b e f m any retzKatim (Note that charactem osually entitled to moltiple &acts in the combat phase must be wielding aprimary weapon. Otherssise, only one attack is permitted, as a 1st Level.) since he employs inoppmp&te andssoondary

Movement is always allowed on non-bt phases. And shodd an attacker's w b a t phase befare be has had time to move into melee range with an enemy, the emobal phase automatically shifts forward until he is capable of making a n ahck.

* GMa wishing to inject mme m & m n e s s into mmbat may mmider permitting p b r characters to also dl a D6 to determine the emobal phase for namal W, rather t b a n r e p n g on their Agility rating.
Sometimes a character mi delay attacking. This can hapeen for several reasoos: he may svish to see whom will survive a spell fmm tbe H wit& I I he muld be waiting to nee if enemy remfomemenk arrin; h might be dec.idim who mesenla the meatest threat. and so on. De the mmbat phi t h a s &miadble, an2 it can be held even tbmngh &nl tmm of play. Howcvrr, sttarken may never have murr than w e mmhal phase per tm. Those using spells most declare their intention at the dart of the turn, then act on the proper phase aa lhoan below. Othemi%, they may begln casting on their normal -bat pbak, fm once the option of immediate spellcasting has been dedined, the &ara&x esnnot resort to normal s p U s until his combat phase arrives, Eaects then m r an appropriate number of u phases later. This maythe magidm to lose the appartunity of employing other spells or maLing r* e a if his length of casting overlap into a mbequenttmn.

ph-a witbollt an effect from a magidan daea not n e e d y clue one in on the rank of spell he may be e m p m On arrival ofhip - t phase, the caster has two ohoiea: d e c k to the b DM he is -elling his speU,or specify the range and area of expoPme he is =homing. a h g with any p r b h e n t -tan= dl data E f f d mcm imm-ly tbereaRer. Wde w t i n g , no movement save for t u n i n g in up to a 360 desree M e is anowed unlea the 3pn does not require manual dexlmily. In this event the eh;nadrr can iravel no faster than M m movement i 2 -engaged i n melee while raeting

If an oppnent moves to a spelkastm with tbe intent of making a melee ~ t t a ~the two are mnaidasd -e k, in - a bt Thus, the magician begins the natural movements of one ~ o t amid b e i n e k k with a weamn (else - - * s 1. A this is that spells he i nurornnndly hit f a Body -) requiring manual dexterity isimpassible U begun prior tn being engaged. In tbis erent. the magiELan csn make a Lmckmll to avoid lmiog m n c e n k d o a However, if be is srtodlg s t he may h e to make additional mlls to get the spen &(see belor).
~~

.-

dcd

-I&

Taking demae. while Easting

Withdrawing b m combat
Chanrters withdrawing from rombat have one of options: Fighting wrthdrnwol. Thir i#wolvesa = h a r e ' s &iq up any attarts and d m l y moving back at quarrrr v r d while In s& a case. the t enemy attach normally while following, but rithno extn bn. aTodieel urithdmcual.This ena cbracter's baokbg a t of meke while a mmrade takes his place. No penalty acooes and m extra sttaok is allowed the enemy, The bUans are osiDg tffhnique in formation to rest their tmaps. Retreat. A chrnaetrr tmm his hack and mas. The enemy, unless engaged with another oppment at the same time, may take a free attack with a b n u s factor of 3 to the attackmll, or pe -.

This is a bane to a magician, for damage of any wrt can disrupt mncenbation and waste the swll. Laas of 8tamina while ramires a is mm-& and simple IQ mll to complete the-spell. h of Body f a Luck roll to be made, applying a penalty hctm of 1 for each point of M y damage sustained. Failore means tbat the span is wasted.

m.

l ~ h attack roU e
When someone makes a physical attack, he can roll a DSO, D20 or DlOO as of The author the PQP Pfm to the D30, and the eramplengiren hereaRer in mmbat presume use af this die. The ehanasof the a t h k p e n e k a t i n g the target's defenses are t d lapon a tbesefachm
Tne leuel and type of atocher. Monsters, to balance the advantassa of hwe the best ehanoe~ striking a given armour diw, darting of with a base mil of22 m leap to hit AR 5(+2). the wt d k -W r a h ~. -., eiremnskamx for a mnscioas, moving target
ch;wcteR,
~~ ~~~~ ~~

18pellcssting i the turn n


lbar c a h g spnr determine their mmbat p h a r mffcrenuy h m others using w e s p n s n magic Items. Spellcasunr usually hare a curnlmt phase equal t the rank of the ,pen b i n g cast. Eramplc: s wiailrh ease o dart, a 1st rank spell. This means her mmbat p b is 1 A nemmamcer casting sound . dampening, a rank 3 spell, sees the efferrs m ~ on p b 3. (7th ranL spells m take effect a t the end of phase 6, sRer dl others acting on that phase have performed their adion.)

The enemy's armour mting. This is a miticel factm. TecbhUy, there are sir armour ratings within Q A fmm 0 (no armom), to 6 (fd armaurl. plate However, various factors can either aid or bider an diackeis chance of striking these ARs. ' &Agility Lnight in fnn plate armour without a I a5 shield, and a similar mgoe in d & arm-. As noted in Chapter One, an n e Agility rating this pmr penalize8 the m n rating by hvo points. w know that someone in full pkte armom bas a n AR of 6. Since the knight is a h d y a t the u p p r limit of AR 5, the h p o i n t penalty for a 5 Agility is handIed by
declaring that a n attacLer has a b u s of 2 p i n t s to the number be normally weds to strike that armom rating. Thus, under game conditions, m m m .lavine" this lmieht would tell Ule GM that his character ha. aa AR of "Eve plus t m ' Tbe w e , meanwhilr, would adjust his armom rating of 1 by lwu PI. to AR 8. Sine this falls within the w armow rathi@, the play*r simply s l a m Ulc character has an A H of 3. rather rhaD an AR of Unc plus

Note that a spellcaster can never make a melee/misiIe attack and use magic in the same turn unless he invoke spells with inslantaneous oasting times. Exaeptito the above role indude all "finger" spells (finger ofafuanining, etc.), which always bave a -bat phase o 1. Other spells with e s p c i d y f

short or l m g -ling lengths nahnany override the guideline and hare t i hs noted in their spell desmipti-. As suggested, spells with a n i ~ t o n t o n a w s casting time are mnaidend movement and may be e n a d d on any ph-I But onlyone insfontonewsly-cast spell is permitted per phase, and then only if the magicimis not casting another spell in the same p h . The spell most also be east before making an attack mll if it is the speUeasWs intent to engage in melw in the same phase.
Optional game uoliont: GMs may eomider d l m i n g spen-ters to quick eost This involves getting a spell off one ar mme phase smner than normal. A requirement is that the spell mast m m d y taLe +ua or more phases to cast. The player then m b a n IQmu, applying8pnalty fsetar of 6 for each phase deducted from the normal castiog time. F d m e wastes the spell.

two."

At the other end ofthe d e , many factors can better a ' s m o m rating. An unanno-d necromancer with an 18Agility, for k b n = e , hss a n ARbonw of 3. H e is aheady AR 0, so the player wmld ammmce to the DM that the character's armour rating is "Zem miaus three." The GM takes this to mean that the character is ARO, and that a n aMaeLer most deduct tbree points from the die smre i t needs to s e e AR 0. *lity adjustmen@. noted in Chaptsr One,a character's Agility sxm As can apply a b u s a penalty to aaacL r&
Magic &jmtmnta. C & s p e a -ant banus or pen& factors to a * mlls. Magic areapon. also impart b a s e s to attackmlls if beneiicbl (as in can the-ofaBFld).
h i l i o n of me oltoebr. If nn .III_IC~CI strikes fmm a n u m e n Phition (h a tagsrs mar or by omlrtrh,, hr applies a bonus of3 t the am& ron. o 7hw B c h a w r striting hnm Iwhand with a score of 12 m a DSO adjolts the d t down to 9 from t h i benefit of making the a h k from the target's re=.

During the pbsses prior to the spell effeets taldng place, the ch;wcter is presumed to be doing a q nomber of things-reaching for spell ingredienk, seleclhg a t r e ,mncenkating, intoning sonic elemenla, ek. He might even agt be d e w his d o n so far as hip opponents know. Thus, the of
144i

each bonus or penalty factor of 1 indicated on the D20 m 030 combat tables is heated as a 6% modification on the DlOD table.) These two +Ie bonuses are never cumulative, so a character who m&es a svccessfnl ambush a t a targees back gets a bonus of 3 to the attacL mil, not B

[Critical hits
A natmal 1 is considered to be a critical hit and inflicts Body damage even if
Stamina points remain.

l~gility rolls to Iessen damage


Often, same elemental a t e permit a n W mil to lessen damage. In t y eases where manic smells or items lessen d a m e of this sort the h i m n is m l d e before applying adju~rmen(s for magic unless the sp.n rn ikm drwiptlrm apcirvsny stares othemtse. In dl , a mO of a natmal 1 resmlts in no damage frcm the rlferL

- .

.. .

Optional game uoriant: GMs who want to take the critical hit idea even further may call f w a penentile dice mll for an attacker who rolls a natural 1. If ihe result is equal t o m leas than the attacker's level, the target is rendered nn-scious, a t 0 Body points, dying 1D4 minutes later without aid. Monsten as wen as characters, wouldbe entitled to Wlis bonus.

l ~ s t r a ~ ~ t combat her
Charactr.ra on the Ashal plane -due( combat normally. Howevrr. cht, on the Nexus means that the chuaclcr h:ls trio Fkdy points! When Stamina is redmeed to 0, the psychic umhlieal i s ~ u l d m the c h m a c k dies. Ether mmbat is conducted normally. (Note that spitib
fact that the bcdy is left behind

Regardless of armour abecqtion, a natural 1 always results in a t least one point of Body damage,although armour can absorb some or all of this harm.

1Crushing damage

within t e Ethers are treated as cmpaeal, making their base AR 0.) h

IAttaeks on sleeping5elplesa targets


Armed at& by intelligent creatures sgainst sleeping m helpless tagets resoloi in automatic death so leng as the victim is between small to medium in size and has vital organs. Otherwise, the weapon inflicts maximum Body damage. No attackroil is required. Such attacks can be made on- each phase until the viotim is able to defend himself.

Harmful things occasionally may be dropped on characters. The ranlr 7 witeh spell earthpllohe provides some guidelines an mllapsing roofs. In obvious cases, such as a l a t o n bloek falling upon someone, death is automatic. Othemise, assume ID6 points of Body damage is suffered per 100 l b of a falling object. Extm large monsters, such as dr-, might choose to make a crushing attack on a c W r ( s ) .Awuming the meatore ts able to pin its target sgainst a wall or beneath itself (noted by a so-ful attack mu), the damage inflicted equal. ID4 umkmbable Body p i n t s for each levd of tbe mormler, and an Agility mll is permitted in half damage. If a matme attempts to crnsh a character, this is the only aUsck the monster may taLe in the tmn d e s s its dewziption indicates otherwise.

[~reath attacks
Some monsters breathe fire or other damage-causingelements. In doing so, the monster must make separate attaekrolls against all within the breath's specified area of e-"re. Succ- delivers double damage to t h w shuck (with regular damage being taken otherwise), while a mlaral50 results in no damage being taken

IFalling damage
Charwho fall i t pits or are dmpped by flying monsters endure no lDl0 poi.& of Body damage for each 1 ' they fan, although landillg opon a 0 son a d (water, boshes, e k ) results in half damage. The rate of fall is h t 50' each second. See the woodsman skill climbing fm more information
meardiWthkr9obiect -~ Falling upuo s p i t e inmrts a n ntn,206 k d y damage. However, armour
~ ~ ~

-~~ ~~.~~~ ~~~-

IChargiOg attacks
If a monster or character *s k by c a h(that is,by hwrying f m a r d a t maximum speed or by aerial power dive), no penalties amoe to -bat roils unlthe attacker &em demage in the same phase as the amok is made. 'bk applies a penalty f& to the attack ml equal to the damage l suffered.

3hsaption may be apfied ;yaindthe spite damage.

(~aee attacks
Some monsters, such as a medusa, have a harmful gaze. The range is aPuany SO', and it may be enaded automatically on the monster's combat phase against a single opponent who from phase 1 h a not been averting his gaze (and takings penalty fadar of 3 to attack rolls). One can make an Agility r l to avoid harm. However, possession of a gaze attack never faces everyone ol Imking a t the monster to make resistance rolls; only one target per turn as outlined. Assuming a reflective device a t least 12" in diameter is employed thmughout the turn against a monster with a gaze a t t d tbat t u r n opponents to stone,it must make an Agility mil or suffer like consequences. If i t sweeeds, it must from p h a ~ e of the neat turn avert ib gaze (sufferin8 a 1 penalty facta d S to attack mils) or make su-ssive Agility rolk to avoid huning itself to s h e .

[Combat expertise
A free talent granted chzrackm and mansters alike is r m b z t expertise. of 1 to attack mlls with primary we or, at their option, ammbzt skill slot. W t respect to game ih

P b m c t e m may take a bonus f& , c

char&^ 6&fplS gab cornkt erp& m r fickly tban do hiaksters oe and speU&rs. W t e m begin with a base mil of 20 or less on a DSO to ntrike AR 5(+2). EWA they and monsters can better their chanes of hitting a given armnu rating by 1 point for each two levels they have (with primary weapons, of mmse). Rickstem and spellcasters both begin play needing a 20 or less to hit AR 5(+2). Each can better their chances of striking a given armour rating by one point f a each three and foar skilllevels respectively, withprimary weapons. As agenersl rule, mansters are presumed to take the ezper'ss in the form of bettering their attack rolls. Another type of combat q e r t i s a only permitted characters involves extra attack4 over the course of the turn. While not Res, the benefit does allow a character ta make a n ertrs attack with any primary weapon dming h . b -bat phase. Or, a t h b option, he may exchange the exha attack in favor of b!dw a bonus factor of 2 to bis a m o u r rating when employing any primary arm.This bonus appliea only when the character actively defends against an attack.

General combat tables


For mnvenience, oombat tables fallow, showing the numbers " a r i a attackers must mll to hit a given armour raW, ~~9-k m&nW they take m m h t erpprtis. in the farm dbetlcring attack mlls. The table is b tb t mm e e down into four uttegoriex Wnsters (Mtr): Fighter (fi)pmfesslons; ~ r i c b t e (m)pmfesdons; and $pelloester (Sx) p m f e s i m . As will be r noted, a loth level monster, for example, must m U 19o r b on aD80 t strike o a n AR 0 taget. A loth level kd&t requires 17 or leas to do likewise (with primary weapmz+otherwise, he attacks ss a 1st level!). man cases, a n djnstea or u 3 0 misses, and a natural m adjusted 1
ht is

h o w

Level ofattscker
1 2 3 4 5 6 7 8 9 101111131411161118192 Die e m r e or less to hit CJ8O)

rating

Mtr 10 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 18 18 19 19 Ftr 8 8 9 9 10 10 1 1 12 12 13 13 14 14 15 15 16 16 17 17 1 1 Tkr 8 8 8 9 9 9 10 10 10 1 1 1 12 12 12 13 13 13 14 14 1 1 1 Scr 8 8 8 8 9 9 9 9 10 10 10 10 1 1 1 1 12 1 12 12 1 1 1 1 2 l Non-rated eharactrrs-ie. those without my m s training, such a3 peasantr-may use any handy weapon, althoogh they apply a penalty factor of3 to a l attack rolls. They also have M Stamina pints. 0(-5)

lother combat systems

While QA euggesta use of the ofbignoredD30, *yen may not have aofessto a D30, or t e may favm other sorb of dice-rolling system%for instan- a 0100. hy Alternate cambat tablea thna follow for use w t eitber aD20 or D1W -bat attacksystem. ih

Fh Tkr

srr
0

7 7 8 8 7 7 7 8 7 7 7 7 9 7 6 6 9 7 7 6

M h 8 8 Fh 6 6 Ta 6 6 l Scr 6 6 Mh

0(-1)

7 7 8 8

Fh 5 5 6 6 Tkr 5 5 5 6
Ser

5 5 5 5
6 4 4 4 6 3 3 8

Of-2)

Mh Fh Th Sa

6 4 4 4

7 5 4 4

7 5 5 4 6 4 4 3

0(-3) M h Fh

Tkr
Sa

6 6 3 4 3 3 8.9

Armom ratinp.

Level of attacker 1 2 3 4 6 6 1 8 9 1011121370151617181Y20 Die score or less to hit (DIM))

Armom rating

Level of attacker 1 2 3 4 5 6 7 8 9 1011121570151617181Y24 Die score or L s to hit D l W ) es

5(+2) Mtr 75 77 80 82 85 87 90 92 95 95 95 95 95 95 95 95 95 95 95 95

Fh f f i 6 7 7 0 7 2 7 5 7 7 8 0 8 2 8 5 8 7 9 0 9 2 9 5 9 5 9 5 9 5 9 5 9 . 5 9 5 9 5
Tkr 6566687071737576788081838586889091939595 s" 65 66 67 69 70 71 72 74 75 76 77 79 80 81 82 84 85 86 87 89
5(+11 Mtr 70 72 75 77 80 82 85 87 90 92 95 95 95 95 95 95 95 95 95 95 Ftr 6062656710727577808285879092959595959595 Tkr 60 61 63 65 66 68 70 71 73 75 76 78 80 81 83 85 86 88 90 91
Ser

q-5) Mtr 1517202225273032353740424547505255576062 Ftr 050710 12 15172022252730323537404245475052 Tkr 0506081011131516182021232526283031333536 Scr 0506070910111214151617192021222425262729 W-6) Mtr 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50 52 55 57 Ftr 05 05 05 07 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 Tkr 0505050506081011131516182021232526283031 Scr 0505050505060709101112141516171920212224 0(-7) Mtr 05 07 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50 52 Ftr 0505050505071012151720222527303235374042 Tkx 050505050505050608 10 11 13 1516182021232526 Scr 0505050505050505050607091011121415161719 q-8) Mtr 05 05 05 07 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 Ftr 050505050505050710 1215172022252730323537 Tkx 0505050505050505050506081011131516182021 Ser 0505050505050505050505050506070910111214 W-9) Mtr 0505050505071012 15 172022 25 27303235374042 Ftr 05 05 05 05 05 05 05 05 05 07 10 12 15 17 20 22 25 27 30 32 Tkr 0505050505050505050505050506081011131516 s" 0505050505050505050505050505050505060709 0(-10) Mtr 05 05 05 05 05 05 05 07 10 12 15 17 20 22 25 27 30 32 35 37 Ftr 0505050505050505050505071012151720222527 Tkr 0505050505050505050505050505050506081011 ~ c ro ~ o 5 o ~ o ~ o ~ o 5 o 5 0 5 o 5 o ~ 0 ~ 0(-11) Mtr 05 05 05 05 05 05 05 05 05 07 10 12 15 17 20 22 25 27 30 32 Ftr 05050505050505050505050505071012 15172022 Tkr 0505050505050505050505050505050505050506 Scr 0505050505050505050505050505050505050505 q-12) Mtr 0505050505050505050505071012151720222527 Ftr 0505050505050505050505050505050710121517 T r 0505050505050505050505050505050505050505 lr Ser 0505050505050505050505050505050505050505 0(-1% Mtr 05 0505050505050505050505 050710 12 15 172022 Ftr 0505050505050505050505050505050505071012 Tkr 0505050505050505050505050505050505050505 Scr 0505050505050505050505050505050505050505 O(-14) Mtr 0505050505050505050505050505050710121517 Ftr 0505050505050505050505050505050505050507 Tkr 0 5 0 5 0 5 0 5 0 5 ~ 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 S m 0505050505050505050505050505050505050505 0(-15) Mtr 05050505050505050505 050505050505050710 12 Ftr 05050505050505050505050505050505050505OF, Tkr 0505050505050505050505050505050505050505 Scr 0505050505050505050505050505050505050505 N-16) Mtr 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 ~ 5 0 5 0 5 0 5 0 5 0 5 0 5 0 5 0 7 Ftr 0505050505050505050505050505050505050505 % 0505050505050505050505050505050505050505 Ser 0505050505050505050505050505050505050505

606162b;l65666769707172747576777980818284

Mtr 6567707275778082658790929595959595959595 Ftr 5557606265677072757780828587909295959595 Tkr 5556586061636566687071737576788081838586 Scr 55565759606162 6465666769707172 7475 76 7779 Mtr 80 62 65 67 70 72 75 77 80 82 85 87 90 92 95 95 95 95 95 95 Ftr 5052555760626567707275778082858790929595 Tln 5051535556586061636566637071737576788081 Scr 5051525455665759606162646566676970717274 Mtr 5557606265677072757780828587909295959595 Fh. 45 47 50 52 55 57 60 62 65 67 70 72 75 77 80 82 65 87 90 92 Tln 4546485051535556586061636566687071737576 Sm 4546474950515254555657596061626465666769 Mtr 50 52 55 57 60 62 65 67 70 72 75 77 80 82 85 87 90 92 95 95 Ftr 4042454750525557606265677072757780828587 Tkr 4041434546485051535556586061636566687071 Ser 4041424445464749505152545566575960616264 Mtr 45 47 50 52 55 57 60 62 65 67 70 72 75 77 80 82 85 87 90 92 Ftr 3537404245475052555760626567707275778082 Tkx 3536384041434546485051535556566061636566 Scr 3536373940414244454647495051525455565759 Mtr 4042454750525557606265677072757780828587 Ftr 30323537404245475052 555760626567 7072 75 77 Tkr 3031333536384041434546485051535556586061 s" 3031323435363739404142444546474950515254 Mtr 35 3740 42 45 47 50 52 55 57 60 62 65 67 70 72 75 77 80 82 Ftr 2527303235374042454750525557606265677072 Tkr 2526283031333536384041434546485051535556 Scr 2526272930313234353637394041424445464749

~ ~ ~ 0

0(-2) Mtr 30 32 35 37 40 42 45 47 50 52 55 57 60 62 65 67 70 72 75 77 Ftr 2022252730323537404245475052555760626567 Tkr 2021232526283031333536384041434546485051 Ser 2021222425262729303132343536373940414244 q-3) Mh 2 5 2 7 3 0 3 2 3 5 3 7 4 0 4 2 4 5 4 7 5 0 5 2 5 5 5 7 M ) 6 2 6 5 6 7 7 0 7 2 Ftr 15 172022 2527303235374042 4547505255576062 Tkr 15 16182021 23 252628303133 3536384041 434546 Scr 15 16171920212224252627293031323435363739 W-4) Mtr 2 0 2 2 2 5 2 7 3 0 3 2 3 5 3 7 4 0 4 2 4 5 4 7 5 0 5 2 5 5 5 7 W 6 2 6 5 6 7 Ftr 10 12 15 17 20 22 25 27 30 s 35 37 40 42 45 47 50 52 55 57 2 Tkr 10 1113 15 16182021 23 25 262830 3133 3536384041 Scr 1011121415161719202122242526272930313234

The expanded detail of the DIW combat system requires characters wishingcomkt expertise in the form of m m h t skill slots to note how many levels thase of their clas4ification must usually work through to gain (normal) mmbot evertbe. The skill slot is then obtained after the requisite number of levels have been gained. In the meantime, any improvement on the combat table is ignored. Example: a 1st level mssack fagaes the overall betterment of his attack skill, wishing to t&e m m k t ezpertise in the form of a mmbot skill slot. Cmsach are lighters, and fyhters normally gain mmbat esperLise each two skill levels At 2nd level, he must still attack as if he were a 1st lwel. Upan reaching 3rd level, he obtains his mrnbat skill slot while still attacking as a 1st level. Assuming the cossack now wishes ta take the standard mmbat expertise, at 4th level he would attack as a 2nd level character withprimav weapons.At 5th level, he would attack as a 3rd level, and so on.

C%lFE%Jm-Cmnfiat

Monster roster
These tables are provided for the GM to photocopy a a means of Leeping hack d monsters usedin enmunters. .

Monsterbvel Average stat: Monsterbvel Average stat: MonsterILevel Average stat: MonsterILevel Average stat: Monsterl'evel Average stat: MonsterlLevel Average stat: Monsterbvel Average stat: MonsterILevel Average stat: Monsterbvel Average stat: Monsterbvel Average stat:

AR

T M

I I
I I

BAR
/ I

At tag

Special stat:

Body Stamina Special note:

AR

TM

BAR

AttackdDmg

1 1 Special stat:

Body stamina Special note:

AR

TM

B R A 1 1 1 Special stat:

AttackalDmg

Body

Special note:

AR

TM

B R A 1 1 1 Special stat:

AttackdDmg

Body Stamina Special note:

AR

I BAR 1 1 1 Special stat:


TM

AttackdDmg

Body Stamina I Special note:


d

AR

TM

B R A 1 1 1 Special stat: B R A / / Special stat:


TM

AttackalDmg

Body Stamina Special note:

AR

I I

AttackdDmg

Body stamina I Special note: Body stamina I Special note: Body Stamina I Special note: Body Stamina I Special note:

I
I

AR

TM

BA& 1 1 Special stat:

I I

AttackalDmg

AR

TM

I I

BAR

AttackdDmg

1 1 1 Special stat:

AR

TM

B R A 1 1 1 Special stat:

AttackdDmg

I~and-to-handg h i i n ~ li

I missile fire into melee


Latanding w o w s or vial. into melee is risliy. U n l w the ah&r is 6rbg at a bmatsback there isachance that a m i m d shot lain hit a friend battling the enemy. Thc chance issa f&ws A M e b r Antq with f i n d drrpr(1). in llne olPm: 5 0 8 auaeherpnq fmm the&:23;

Wtna~tsdoddetopolrbitaatbathattaokduriDgdphasein the tmn as th-h xieldim n r i r n a ~ weamns. and the inflicted is onabnorbeble B& damW~ibpti&ly, th. G& .lay a ~ u w& l na Swim br.allhough tMs m y d t ia a kngthy lighL) Weapd- ch-tera meal leeat to hand-!&-hand tighbng if they don'l s e t escape. hlonsrprs ariag natural body weqmryare mddered armed. If only one opponent resorts to ponching and his target declines in favor of nmmal mmhat, they attack a* duriDg t e r appropriate -hat hi phases The dam= done by both a p p l k to Body points and is not z b m b d 4 arm-. , ~ e w ofq ~ o d y h m ss a -dt of punchkgm&ng is done on an lost p homlyrather than adaiiyk&s (seetnwking out rn opponent).

Io

v e r b ~

Attsdrers may hurl molotos mchaJa or vials of other Eqaid. In such osses, the rangeis five feet per strength pint. AMumlng the sttkLroB is sucnssfui, tbevislbasa9046chanetd~and~ap~atedamageilit imps& ageiast anything h t a very soft or h m h a n t d a c e . In ttds event the o h ~ ofbreabageis hot 10%. e

1e l

opponents

I
Ooerbwring happens when Kve m more enemies of -parable m larger sire descend en maa. opon a m . rNo a h & mlk are neaessary fm any participants, and the victim aotcmatleally m j s 1 6 points of mabmbable bn Body damage each hnn minus the am-t of damage he does *th his weapnr(s).The oan either be normal a hnmk-out damage, depending on the intent ofthe crowd. Example:a mgae refuses to surrender his weapon to a m p of guardsmen. All eight then msh forward, seeking to mWme him. The plager rolls 11p i n t s of dam= for the rogue, whicb is subtracted from 15. Thus, he s u b j n s d y fom points of hock-nut Body damage. The next tmn,the r o p e ' s damage mil is eight pints. He therefme take8 a m t h e aeven

V?wn mmbat is m n d d against an unssen enemy, attacken apply a penalty facta of 8 to at&& mlls. They a h lose all attacL and damage mn
bonuses fmm Apjltyor spedal skill.

I~~lmping

Sometimes chilladem must jump abstadee. The range of lateral jmpiog is Sgmed by adding Shmgtb and W t y together, dividing by tug. The d t is the number d feet the character can broad j m Tbc amount is u p by one-half il he bss a mnning s t a r t PC- e& fmt beyond the rsllge d the char&, there is a20%cumuladve chance he win fall short. Cbrnaaers are awe to jomp 1 6 hi& per point of Agility,+ lII6inches. ." All figures are halved if tbe ehmacter is toting a h m g load They are goarkred if one is bearinga oery b u y load.

I~nocking an opponent out

One may employ weato lmaeL wt rather than tl an e-y. il Combat is mndnc&d nmmally, k t the attaeLrr win usnally employ the blunt end of a sword, andlor aim for nn-dtel areas. Once an enemy bas been rendered d~ious,heerrgainsBodypointsonanebk&sunIeshebnlsa Con roll with a b u s factor of 6 and diea Points last under thee circumatan- are referred to a k m k a t dontoge. .

Body pints. IfthevictiminMctsmorethanlSpintsofdamageinUletmqthe@ts (which ine unabmbable Body ) are deliverel to his enemies, m e at a time, mtil there are fom or f e a e r w e n t s . Combat then p r d normally.

lperrgingwith weapo~w
It is p m b l e fa characten employing melee wehponn to parry Uuwr enough to n w t e some or all of the d a m w that would sthrrwise be NRrred 'Ibis mrt ofparoing ~9m k l y dinerent thnn the glsdialol's, and Innmoos &the followinggvidelinee

(Magicweapons needed i order to be hit n


Some spells lender a magidan immune to attacks from n o n . m e d weapons, while some monsters nablraUy hare thin bonus. At the GM's disoetion, he may role for campaign in%rity that for each f levels of a monster, i t can .hike samething mmdlyrequiring 1bonus factor in order to be hit. Thw, a 4th level monster mukl hit m e t h i n g d y rqnkhg a BF 1 or better weapon in rider to be hit, an 8th h e 1 monster m l d abike something requiring BF 2 a better weaand so on. Player dlaractem aren't neoe-bentitlad to the same bonus onlas the GM rules othemise.

1 The C most declare his intent to parry a t Ule start ofthe turn and then . logo all aihcb, hmt immediately roll damage as if all his attacks had been suceensfvL 2. The rewlt is deducted fmm any damage inflicted by his opponent(s1
that*.

Thi. sort of parrymgisinrlledive against m M e aeapoos,oasMain h l m s and ambushes.

f ~ against moving targets e


When launching m M e s at maRiDg targets, a pnalty hctca of 1 is a p p W to the attack mll for each %(Y dthe target%movement per phaae.

I
Characters may Lr, subjected b poian. whether 11 be h a h e ' s btr m m an - n ' ~ dsggn.Ustally, i t affects a spenflc slat, m d &o Stamina (:on or *wtb. If a a d of p l d any v ~ a bat Slamim is lowered u 0, the l , oharacter dies. (If t e poisrm uses up Stsmioa, Body points next &.) h Specifla for monster poisons will be fnmd in the monster d o n . Note, however, that onless i t is stated otherwise, a mature with a paison bite may isidvenom only on its s l s t three soFeendul strikes before its poison reaemes are msed u p Also, a benefit of ofom-eroluding bracers-$ that it imparts a h factor of 1 for d absorption factor to rS * &rons vs poismc -ted fmm bites m weapons. This applies even to m o m s protecdng mly the upper bo@, to kdanm its pnaliaing the c b a r a d d s overall AR Hard leather boots ako grant a bonos fadm of 1 to resistance rolls w poison if

Mi.noles find a t non-coqmrds, or sgainst creatures * k t Body points, illfli.3 no damage unlass they are magic or they are launched from a magic bm,aospbow, etc.

delivered by creatures such as snakes or regnlsr scorpions which usually attack the legs. Normal healing spells do not rerlure poison damage. However, if the character snnives the poison, lost points are recovered a t a rate of 1 point, +1 point per five merit Con points, each day. Poison potions are fashioned by magicians who also follow the assassin profession. Details are provided in Chapter Eight. In the case of pokns, they are usually broken down into four categories. Light. Light toxicity results in lass of 1D6 stat points. Moderate. Moderate toxicity affects 2D6 stat points. Heavy. Heouy toxicity lowers 306 stat points. Very heavy. Very heauy toricity inflicts loss of 406 stat points.

In the case of draining Stamina, once it has been reduced to 0, further withers affect Body points. These continue to better the monster's Stamina. However, withering cannot bring a m a t u r e below 0 Body points. And if as a result of withering a victim is brought to 0 Body points he dies immediately with no other repeomions. Demonddevlls that hare permanent withering ability still lase extra Stamina a t the rate of one poinVZ4 hours, although their victim never heals. Monsters that wither are themselves immune to the effect.

l ~ a m a rolls and point loss ~e

A successful Con roll usually results in half damage. In all cases, however, a natural or adjusted roll of 1 results in no harm from poison! Optionally, the
GM may design some poisons that inflict no damage if a Con roll is made. There is nothing instrinsically Evil in using poison upon a weapon. However, it is viewed by the public at large as dishonorable and unchivalrous. Poison has no effect against non-corporeals or creatures lacking a functioning circulatory system. A s a general rule i t is also ineffective against largegeztrn-largematures unless they are subjected to a massive amount. Stamina point loss A creature's Stamina points are built up as i t matores (in the ease of monsters) or it ad~ances skill level (in the we of chsmders). During this in time, the creature automatically builds up a reserve of stamina M e an athlete in training. This extra stamina is reflected by what are called Stamina diee. Each time a level is gained, the indicated Stamina die is rolled and the result added to the Stamina point total of the previous skill level. During combat, the away blows and character begins expending this extra Stamina as he p-es makes quick movements to avoid bodily harm. This causes the bodily damage the character might othenvise suffer to instead be deducted in a 1 to 1 ratio from his Stamina pints. The result is that the body sufTers a t most alight nick which is insufficient to count as a full point of Body damage, though some bleeding might o m . (However, it is still enough to be withered or to reqnire a Con roll to resist poison effeds in two examples!) Generally, then, Stamina points are of use to the character only if he can reasonably defend against a particular attack They are useless against a quickly moving missile, being mushed by a 50-ton stone block, falling down a shaR, etc. Stamina can also be lost under circumstances where a character undertakes very hard physical exertion. The GM in such cases should assess a Stamina loss he feels appropriate-typically ID8 p i n t s per phase or turn. Once the Stamina p i n t s are gone, the activity can no longer be performed. Note that under these circumstances, no loss of Body p i n t s accrue if the character 13 mme Stamina points than he has available. Stamina points, as noted in Chapter One, return a t a rate equal to the charader's Con score for each hour of rest. ("Rest" means halting all activity and taking things easy, or sleeping.) Once all Stamina points are gone, the character endures: Body point l w s

Some monsters can possess a person. If they attempt this, the target is allowed an IQ roll to avoid the effect. If successful, he cannoL be possessed by a spirit or demon-. that monster. If the roll fails, the monster--*ically disappears into the victim's body, gaining control over him. While in control, the victim's Strength becomes that of the monster (if superior), and the possessor can force the victim to perform whatever physical acts it desires, including fighting on the monster mmbat table. The possessor can also fmee the victim to cast spells either knows, although the possessor's casting slots alone can be used. This control can be exercised once each 24 hours for a maximum of two minutes per level of the monster. While the monster is in possession of the individual, most attach do not harm i t An exception include* the rank 2 witch spell spirit flait. Holy water sptashed upon the possessed also inflicts 1D4 points of damage to the possessor while leaving the host unharmed, and may force the monster to depart. Hendering the victim to 0 Body p i n t s pmevents the monster from taking offensive action while in control of the host Erorcism by ability has no effect againstpossession.

Scars should not play a part in combat, for magic heals in such a way that no -S remain. Also, the game is not bettered by farcharacters to lose Appearance points. Of mnrse, some gamers may want to have battle-searred charactera missing ears or part of a nose. Such players may d e e h the deformities they want their characters to have.

tunusual combat moves


Sometimes a player will ask if the character can make an unusual combat move--knoc&ug a sword out of an opponenrs hand: hitting something in the leg with a n m w to slow it up, etc. If the GM will permit such called shots, the method of doing so is for the character fixst of all to make a successful attack roll without bonuses. Next, he must mll his level or less on a D30 for the attack to work Failing either roll means the attack misses a l m t h e r . Monsters may also t&e advantage of the concept.

Some creatures, notably spirits, have the ability to wither living opponents, and its purpose is usually to heal the monster. Upon a successN strike, a pmtion of the body i s withered and a specified number of stat points are transferred to the attacker, upping its Stamina to the maximum p s i b l e for a m a t o r e of itslevel. (After t i ,the monster wntinues to wither but gains hs no extra benefits.) Generally, this is not a permanent loss to the character, but the stats and body withering regenerate a t a rate of only one point each 24 hours, disappearing from the monster a t the same rate if its own stats have been raised above its normal amount. Note that even magic spells apart from restore withering are ineffective in healing Stamina or Body points last as a result of withering.

After the ckaracter has tired to the point his energy reserves are depleted, he is fighting by sheer instinct. The result is that damage now a m s directly to hk physical body. (Aa notedin Chapter Four, armour or bracers can now aid in absorbing some of this damage that otherwise might be d e r e d ! ) Humanoidbdies can withstand relatively little punishment. A character's Uody points are determined by adding Strength and Con together and then dividing by two. This means that the maximum Body points pmsible for a character under normal circumstance is 20. After all Stamina points are gone, damage is subtracted directly from the Body points. Once these are lost, the character lapses into unconsciousness and dies in ID4 minutes unless aid in the form of binding bleeding wounds, healing spells, or other ministration is rendered. An exception to this is damage from hand-&hand fighting or spells that do not cause some sort of blood loss. Under these circumstances, the character merely goes unconscious, dying in 104 minutes only if there is no ministration and he fails a Con roll with a bonus factor of 5. Otherwise, he may awaken later if nothing eats him, for example! If attacks inflict more than double a charadeis normal Body poinb, he dies immediately. (Of m, expenditore of a Luck point can save one from such a disastrous occurrence.) Some attacks, such as an enemy's rolling a natural 1 the assassin bIom of , or missile weapons, inflict Body damage even if woodsmen and -ins, Stamina points remain. To reflect overall weakening from Body wnnds, one Stamina point should be deducted for each lost Body p i n t . The Stamina p i n t s return only if and when the Body points do. And if the character has insufficient Stamina to cover the loss, no extra penalty applies, and his Stamina total is merely reduced to 0 This enha record-keeping may prove a . bit confusine to new " eamers. so to streamline ohv a GM mav dmo the conceot. " . . However, it should be employed during Body attachs if the GM ndlizes a mmbined Bodyfitaminaratingin designing monsters.

..

Body poinb are regained naturally at a rate of 1 point, +1 point for each 10 points of Con, every 24 hours of r s . Mseie, however, reatme Body and et Stamina points far mme quickly.

Damage b o n w s fmm s p o i a l akiUs


Some pmfessiona have specid damage bonusl9. If this ban- is listed an the level table, only the +tp ahow for that level apply; they are never -dative. As shown on his level table, a 2nd lwel Muuin. for instance, has a h a e e bonus of 2 akn maLine an assassin b b . The assassin would never ~beat that a9cxm-e vitb the:-point h n s h e d d at 1st level.
~ ~ ~~

W W l s
A westion may arise as to whether a c h r a c h can voluntarily chnot to expend S t a m i in -hat a qs &+ spells, relying on m m m Pbmptioa to negate d. The answer is no. f a the act of moving to avoid being struck is reflexive. Not to do so is tantam-t to standing there and taking damage-cdm+g spell effedewith no attempt at covering up, a letting oneself be d e h i t e l y struck. The latter d d entitle an enemy to a a d shot in a vital m a , resulting in an a b a t i c hit f a lion-e Body damage. Thnn,characters must expend h i n a d u r i n g any -using a Even a person who bas lost all Stamina is still moving to avoid being struck, althoogb his effectivenese greatly redud. The result is that he can is manewer just m w h for his armom a bracers to take and ahwb the damage, mUlar than have the Mm m i s altagether.

rolls

Body pointr of separate l i m b


Ssdly, c h a r a d m might end- the l- ofan m m leg. ln m& m a -anent k of Body points (along aitb Stamina pints) is aoaered as shown heref?m.

If the lo= takes up mme Body points than the chsuacter n-ally considered such a shock to the kndy that he dies

has, it is

Tke last aspect of mmbatis the resistance mll. Spells or paiaon often force t6ose sobjeded to them to mate resistance mlls to avoid gome or all banefd effects. In all cases, -e c rolla are made by d n g a DZO under an indicated stnt-She&, Agility, e t e Bmepting LucL mb, a die smrr that equals a d that stat -re is a failmcl h e b e 8 an abject must make aredsbrnce mll or be dntmyed soch as a sundwhenitbitsanmidm~r.Attbebottom ofthe-isawggested &stance roll table f a itama All Sgurea on the table presume a leht exposure to the effect.That is, the e v s o r e is anlymomentarybefae the item is r e d the character d etc. In the event of b y ozpwure, m& as a delibemte targetillg ofan object by an a&&, a *ping an item into a vat of add for one a mme mjnutes, the r d s t a w target roll is halved And if objects sustsin mlld damage (fm i~mbzxe, h n explodingenew blos0, apenalty fador d 1 is applied to the a reabbnce mll for each 10 pointsofdamsge. The table is meant only as a guideline. GMs may determine an-the-spotan appmpriate resistaxe d V8 a given effeot,a Uley may declare no r e m is allowed. U Magic items have base rssistance mlls h b l e that of t e nmmal smre h needed to red&. In all cases, however, a d of a natural 20 indicates failure. Items carried by a consdous character need not make -e c rolls agzimtspen effects unl- the spell desxiption spedResnystate they do. Artifacts of Power me immune to all eff& and can only be deshoyed by some unique metbad

I t e m of glsss a stone are -l 1y

unaffected by mid. numerical h n s of2. The player rdlsa 16on a m 0 . Hia 17 Agility gmnb Ldm a b u s factm of2 points to the mlL This adjusts the mll down to a 14, which indicates a successful mllf zWdamage. e In another example, a 6th level ohslaotez with a 5 Con (due to &ad *ering, lees say), is biffen by a paison snale. The taMc show that a W level char& has a resistance rou of 11 vs. all effects. Sine a Can d hi tbe player muat adjwt his die mn , d l y allmed for half damage w by the ws Eon . A .tat scone of 5 a p p h a penalty adjustment of 2 points. If the player had thmwn a 10 for the &stsnce roll, U penalty of 2 because o f h char=teis bad Con smre 4 , adjust the rdl d failure. up toa 12, indieatillg-0s

Alternate resistance roll table


A s an alternate formula for resktacerolls, a GM may basa the resistance mII nr all effects on a tageh level, rather tha. itr dats as shown on the table fn* oo. The die *auld be adjusted by the a p v w i a t e bonus m penalty of the stat which laaald normally be rolledagainstin Ulat instance. Example: a 10th level cbaraetu w t a 17 Agility is hit by an energy blast. Under the spell ih desniption. the player would mate a simple Asility mll for half damage. Under the alternate table, a lDth I d PC must roll a 15 rn l g . on a W to O indicate a somessfol r&&ne mlL He must adjmt the mU by any normal boa= a penalty l y to that stat. Rpferelring the At0 Glance table at t the beginning of Chapter One, we nee that a stat of 17 normally bas a

Hmmte*a m Cham&+#
1 14 14 14 16 16 ( 7 14 19 110 111 114

level

11s

114

115

114

119

1%

1 10 1

11

T w t a m b e r m less om a DBO torsslat any efleet 12 1 18 1 14 1 1 5 1 16 1 17 1 18 1 19

(20)

(Zll

(2'2)

(23)

(24)

(26)

Since a smre of a0 always indicates a reskmce mll failure, note that resistance ron penalty fmbm to the &stance mll which might nmmally apply.

n m b m exceeding 19 W o n only l p u m af o W e W a

Magic is the great random element wi&h the game, and a n e & book n m l d be written on the subject Ractkaiity, however, permits a n ootline of only its mcetimporlsnt faats. The aitiealelemenis of magicindude:

Learning new mpeb When a character a q m i m a spell usahk by his profession and level, he use it immedistely, for it is presumed his past baimhg allows compmheusirm of any spells found.

he swllosster
W c i s not paunefhinga n advenhrerjust learns. One must have a s p e d "gift' to cast spells. TbjS g i 4 be it d divine bestowal or as a n inherited trait, l e b the char& use his body and mind as a condet, tappjng i t the no unfathomable sources of power bahind magic and sbpiw it into substaaee. This is why a witch bring dorm a mighty warrim by poinhhg a fmger. while his imitation of the move would be meleas. Thus, the place of a spellcaster in the wmld is a unique one, and th- characters can be prrsomed to have spent their entire lives r e l b h g this gift to the paint where theym y - c a . employ a humble Lst ranL spell. h o m this pint, the magidads howl+ and skill increase m u t i a l l y , permitting him to utilize more pwerhd magics mme &denUy. 1Smlls a n d speU boob

are mast o b erpmed to magic spells that spellcasters, a9 shown in their profession descriptions, start play with a variable number of spells or spell-songs to help them survive their BrJt adventore. Naturally, no m&er how many &ells o has it is never e & h and sooner m later the chswcter f the problem of:

It is tkm&

* B

Aoqulsition ofnew splk

The mait common means d enininn new m b is thmueh dhmvmhc a " book (or oraver m of other nmfessionsl. This tome is . " book in the =~ created by h e OM. who i3I.1 it with the spells he deems appmpriate. Witch rp.Ih are h e b s k e d nm a r e t wiU1ia QA and mrny are easlabk by other n m r h nm na prolr,s*om. n ~ b p r .prufrwions wiU1 any witch splh in their spell llrl may ualiw (hem rpgsrdlr~~ the sort of spell book they 3- found in. The w e of concept applies fm charactem anowed i p U r horn another vparav profession W e s , who may cast a few necromancer spells as one example). Otherwise, only those of the mneet pmfeaairm may a r e the spells within a im%-assuming it is written in slanguage they can read! There is mthkw inkinsically maghi h u t a spell bmk. Technically, it is an i a s ~ c manual of incantations, bady movements and methods to place n the magician in the right mind to east a spell. And theoretically, anybody can copy one. Howeyer, magicians universally shme a feeling of pride and protectiveness rrgarding their bmks. This is often retleoted in the owner's d n g only the finest materiala for it-a drakeshin cover; parchment from unique aeatmes;Bpecial rare, watapmof inks, detailed ulostratim, ete. Thus, a spellbmk tends to be a n a t b c t i v e item. This als affectsits value, and so a cafe median is to =tune a spell book is w a t h 100 gd per each combined spell m k within it-if the spells are common. (A bmk with a lst, 2nd and Snd rank spell would thosbe valued a t 600gd.) This same price h u l a holds w e f a a character wishing to -a spell from a GMC magician he meeb in his travds. If the GM permib this, the char& most pay this modeat am-t for the privilege of copring another's bmk. At Ute same time, he must spend an equal am-t to reflect his o m matnial msts. (Of rmuse, there might be cbmnstances when a GMC spelhrster out ofgratitude or kindness wfll permit his bmk to be mpied h e of charge. The DM will determine when m ifsuch occasions m e abut.) The time b mw a spell eqoals two honrs per rank (presuming the character does a gwd job, not a slovenly one, which takes but 10 minutes per r a n k 4 als results in a 25% chance ofits being wphdincnredly). l b s e guidelines als hold I m fm prayer d -books. x Note that the OM should assure that the pmper books go b r pmf-on= A bmk of witch splls s h d d go to a witch rather than b a newommerely because he ca. a d a few d the snehaohnenh However, c g d players will permit fellow party members to copy spells usable by them SOm bmlol they acquire during the anuse ofadventmiog.
~~~ ~~~~ ~ ~ ~ ~~

- -

Characterslacking them may attempt toreseareh spells in their list. Doing sa repires a c e s to a library and reference materials. Such a library coats 50,000 ounce of gold or more! Many characters will lack such funds and thus they may seek access to a GMGmn libraryin Ht -b or elsewhere. The wt to tltilize a library is genmlly gd per day unleas the character is an 0 alumnus from the partifnlar instihlte. In thiscase, the GM sets alower mst. Once the character has accers to a hbrary, the d t i s d spell research are eal as follows: Minimum time newled b m-hJhe spelb 1day per spell rank ChMee of s~ccessfully re-hing the s p a : l a per s l l l level above that needed to c a t a spell of t h t m k , to 99%.
~ ~~~ ~

If the character fa17s in researching the spell, he may not try again until he advancein level. Optionally, the GM may anow additional hea t researching i the spell by raising ita rank t a penalty. Nate that the GM may rule some spells to be so rare or unique that they m o t be researched normally.

.4

.A ? . ,

9-

. -

-.

Optional 8 rmiant: GMs wishing a mom conservative spell system ran opt to rule that spell slots are always divided equally between memorizalion and -ling slolr Thus. Jennifer. as a 2nd level witch. must have exactly two memorimtion and two d i n g dots. She would not have the option OF allocating the slot types as she desires. Changing spells alnady loaded Assvming a character rants to change a loaded spell to something else. he must restudy. Sleep is not a percquisite, although the minimal rest time belter prepares the aster for the intenve cuncenwatiun needed to memorize a spell. Otherwise. the study time is increased tenfold. Example: Jennifer, with her 15 IQ, want. to change slumber to protection ,+om witkring. H r b a ~ e spell memorization time a shown in Chapter One is six minutes multiplied by . the rank of the spell (assuming she sleep). Changing the spell without rest increases the study time tsnfold. so the prucrsa requires 60 minutes for the 1 1 rank spell. Optional game tmian+. There are a legion of stories wherein a magidm faced with a pmblem ponders it. snaps his fingers and says: "Ah! I h o w a spell for this situation." CMs favoring thi. m a a p t may experiment with dropping the idea of memorizing spells altogether. Instead. the character doesn't memorize any spells and in a given instance utsts one fmm th- that he knows. If this is adopted. his number of spell slots should be cut in half. In other w a d s a 1st level witch would have but a single rank 1spell slot she could use to c a t m y spell contzined in her bmb. This may result in epellutsten, becoming overly powerful, so to help balance tbe benefit, the DM may r e p i r e the character to m&e an IQ mll to learn how to cast new spells he obtains, excepting those he stark play with. Another option is for the GM to mIrdder dowing spellcasten, with phologmphic memries to avoid the need of studying books once they posse- a given list of spells. They must still load memorimtion dots, however. Usinga higher rank slot bopt a lower n n k spell
A character may use a higher rank msting dot to activate a lower rank counterpart. Example: a 4th level necromancer has expended his 1st rank msting slob, bnt not s 2nd In a pinch, he may expend a 2nd rank d n g slot to invoke a single 1st rank spell. (Bat he may not east two rank 1 spells in place of the rank 2 slot, and the spell still is treated ar a 1st rank spell for pmpaseo of monsters' immunity to spells of certain rantpl)

r
7

$ 1
<
Z

Researching original epells


Characteta may -arch miginal spells i they have m s s to a library.To f L so the player most -write the spell up in proper format and present i t to the DM for appmnal of function and rant O m the DM has modified the swll as he desires. the character may attempt actual research. D e e follow. Minimum time needed t reseomh the spell: 1 week perrank. o C h c e of smessflrlly m h i n g the spell: 5% per skill level above that needed to east a spell of that rank If the character fails. additional attempts are permissible unless the GM rules othe-.

Memorizing and oasting apells Using spells is e m f o l d process. The player mnst check the character's spell table to see how many spell slots of varying ranks he has. These spell slots are h l e as two separate slot typr: memorizedon slots and casting slots. All who use magic must first s h d y an appropriate bmk of their profession and then decide how many memorkation slots they want, loading different spells for each separate one. Example: J e d e r Ecelea, a 2nd level witeh. has four 1st rank spell slots. This means she can have one, two or three mema-tion slots. Jennifer decides to incmpaate two memor?ahn slols and she loads them as follows: 1. Magicdart 2. sI,'mixr Daring the adventure. she will activate these spells through her two casting dots. She has the option of. Casting two magic dark...
OT

The apeli template


It mi be a k e d that all spells follow a general outfine. An expl-tion of the h e within that oatline follows. Name. Self-explanatmy. Spell ranldtgpe. The first category notes the rank of the spell for anvenience. The d reflects the prIdalar type of spell. There are nine: Type A. These spells beguile or charm a creature in some way, twisting its beliefs or intended actions. TypeB. These spells osnally conjure living or non-living matter. Type C. Very simply, these spells inflict damage of m e sort. It will be noted that many spells list damage '"perminute-a "per turn"of exposure. This is not literal. and the listed damage is actually sustained if during any portion through the ares of elpasure. A victim can sustain of a turn one -4es additional incremenb of damage if. for instance, he were to pass through an area ofsheet irghtrririg more than ma:over the mmse of a rum.

Casting two slumbers ...


OT

Casting one magicdart and one slumber.

As noted in Chapter One under Conditioning, the magiFian most sleep to restore Lhe energy expended from ranling - . (Hiscasting slots regenerate a starting with 1st rank slots and working upward.) Restudying is necessary only when spells that are mmntly memotized are to be replaced with others. This is lesl to refresh om's memory of the pmper incantation and baly movements. and more to 1 concentration and attune himself to the task a t hand. Once the spells have been memorized. thay may be a s t normally. To change any rnemorkation slots to msting slots, or vice versa, the character need merely go through his base amount of sleep time.

Note that spells flmt infliot Stamina damage unless otherwise notedl Type D. These powerful spells beseech the casteis deity to intervene on his servanrs behalt granting him the ability to bring forth certain magic effects. Type E. These affect energy within their area of expmure. pssihly exdnguishing such things a lire=.or disrupting the power of spells that are . currently in operation. Type F. These spellsenad some sort of enchantment. Type G. Thee spells cause some sort of metamorphads in the cument physical mnditim of a person or area Type H. Ther spells sect the mind. most often causing a targel to see or feel something that is unreal. They can slso, however. affect the mind beneficially. R p e I. Thew are the rarest of spells. which often affect the flow of time.

Element. Spells are made up one of two possible elements: Sonic elements include sound-an incantation, scream, plucking a musical note, etc. Nan-sonic elements have no sonicrequirements and thus may be invoked silently. Ingredient crmt. Some spells require a solid ingrediene-a moon, holy dl, clr. .\:. >nlyJ gc:r.nr.rul ptidvline, thnr ci.u.gry ..u~:cxrr nn nppruprinte roc, for .pll infln.divnL.. \lcrl are intidt.nwl, io 1 8 ir nor unrc~.<~nahle a (:>I ir, fur di.pnu. uirh hrun,!ny and qilrcring the chwrxur u, dvilth lbi, dusn't hdld true in the case of rare andfor valuable ingredients. Organic ingrediente need not be fresh or alive unless the spell description states they must. Some ingredients are consumed in casting the spell. lkis indicated by an ' asterisk ('1 placed to the right of its cost. Maximum range. This is the maximum distance from the spellcaster that the leading edge of the spell's area of exposure must fall within. In a few other cases, this can also be a synonym for ''Area of expsure'. Such cases occur if a spell's h e range is 0 but a second appropriate range rating should override the f n s t A magic dart, for instance, theoretically has a maximnm range of 0 as i t is enchanted while in the caster's hand. However, i t may be hurled up to 20' per level of its c r e a k . Giving it a 2OS/levelarea of elrpasure might be confusing and conjure images of an explosion, so for simplicity its maximum range i s Such instances of superseding one maximum range rating listed as "Zrlflevel". with another more appropriate are usually obvious. Some spells have a range listed as 'Teuch'. This v s d y means that, on the final phase of casting, the caster must touch the target, requiring a successful attack mll. F d m means the spell is wasted. Thi. can &, however, indicate that the caster must be touching an item that he is somehow enchanfing. Non-c-eals are immune to 'Touch" spells unless the spell description s p e f i d y states otherwise. Other spells with a range of O' mean that their areas of expasure center on the caster. Casting. Thie category exists only if agiven spell has an unusually long or short casting time. Most spells, as noted, are considered to take one phase per rank to cmt. A few spells that are "Instantaneous" in their length of casting are treated as movement and may be e n d on any phase. However, one can never enact two spells within the same phase unless time-distorted. Running time. This notes how long the spell runs before fading out. Some spells, such as disenchantment, can prematurely end a spews mnning time. Otherwise, the caster can halt the mnning time of a non-permanent spell on any combat phane unless its description states otherwise or spedfrcally requires use of disenchantment. Some spells have a "Permanent" r u m k g time. This may or may not prove to be literal. Instances such as a conjured elemental wall of stone remain indefinitely. The restored points from a cure wounds spell obviously can be lost drning subsequent combat A bit of thought should easily due the garners in on when "Permanent" practically means "Semi-permanent". Resistance mu. Some spells permit a die roll to resist some or all of their effects. This categmy shows what sort of roll, if any, is allowed. Example: a spell listing 'Can to neg." indicates that one who makes a successful Con roll B would mean that a negates all effects upon him. A listing of "AgiXty for I " snnessful Agiityrollresulte in taking half rolled damage. (As noted in the last chapter, however, the GM may dispense with basing resistance rolls on s t a b in favor of a general table.)
Area of exposure. This refers to the maximum area that can be exposed to a spell's magical effects. Usually, a spell's area of exposure is fued. In some w r , ltuwever, Lhr c a t e r is permitted to determine his spell's exposure area Spells listed as "...upto - feet per skill level," for example, permit the caster to ch=variable area of exposure net exceeding the maximum listed. Many spells n f e r to a cinulm or spherical area of exposure. Unless otherwise specified, the listed area considers the diameter, not the radius.

Casting when blinded or averting gaze If a magician attempts casting spells when he cannot see or he is averting his " eaze. soells that reauire s ~ e d f r c " tarsetin* . - (such as man'= d a r t s 1 are impossible to cast effectively. Otherwise, a n IQ roll is required to succersfully cast the spell. Blindsighted characters apply a banus factor of 3 to the roll.

..

Ground zem spells Characters may sometimes be f a d to cast h m f u l spells a t their feet in order to damage clme attackers. If a resistance roll to lessen damage is normally permitted, the spellcaster need mll only 19 or lower vs his own spell, regardless of his atah. Healing speb upon -dead

As noted, undead may restore lost damage only thmugh the 5th r n ak nemmnntie healing or through natural withering abilities. Use of healing spells upon corporeal undead creatures aehlally inflicts damage. The 6th rank necromancer spell cirde of healing is the only healing spell that can damage spirits or non-corporeal undead. I t is never harmful to withering demonsldeds.
Manual dexterity i n spell-tiog Manual dexterity may be inferred as a requirement of some spells. (All finger spells, for example, require the caster point a t the tslget.1 In eases where the GM decides manual dexterity is needed, the magician must be unencumbered and have a t least one hand free to perform the spell. Also, the act of parrying (of any sort, including bracers) cannot be performed while invoking a spell needing manual dexterity. Note that instantaneously-cast spells, and those without solid ingredients, usually do not require manual dexterity. Penalty factom to resisting spells Many favor the idea that spells cast by high-level magicians are harder to resist. QA handles that by imposing penalty fadors to some spells--especially those affecting the mind--based m, the caster's level, or the l e ~ e l of difference s between caster and target. Some may wish to smmth out the idea by expanding the concept to all spells f a which resistance rolls are allowed. If this option is desired, the specific spell listings for penalty fadors are discounted and a common penalty factor of 1 for each fam levels of a caster is instead applied b all resistance rolls vs his spells.

Spellcasters of certain levels may invoke the permanire spell. This themtically can make a spell's mnning time last forever. However,permonize does not function upon livbg/unliving creatures, nor will it work upon spells with an instoataneons running time, or those that are consumed when they deliver damage--such a s s will 0' wisp. the Permanize is often uaed in the creation of magic items as will be shown. The GM should keep in mind that an allowed option when permanizing magic items is to rule that the magic effects are osable up to a maximum of one time daily for each f i ~ e levels of the pemonizer. A s w d enchanted with a strengthen spell, for instance, might be mled to function whenever the blade is held--or a set number of times daily. Heinforcing spells to increase running time For spells with a m n i n g time of more than one minute, a n allowed option
is to extend theirrunning time by a subsequent casting of the same spell. To do

1Spell-ting

miscellanea
o d

Casting when m

so, the second spell must be cast befme the fnst expires, and there is no change in effect. Thus, an extended ogility spell would not be rerolled but would merely be extended in mnning time. When the reinfor* spell is cast, the running time immediately bemmes that of the second spell regardless of how much time is left to the first. Reversible spells Some spells have a reverse form (damsel, etc.). The reverse need not be memorized separately and may be cast a t the magician's desire.

The bdkioess of m o m hinders the movements and concentration of a magician. Thus, spellcasters as a general rule may don only leather or softer armourr-if they also have a profession to which such a r m o m are suited.

Varying the damage potential of spells


Unless the dewziption slates otherwise or i t is obvious, spellcaster. can
~ a r y damage inflicted by their spells by chmsing to cast a t a lower s!dl the level. Example: a 10th level witch invoking a 3rd ranL star bvrst spell mold

prayer he will use to focua his concentration on the task at hand. If the GM allows, a character may research an appropriate phrase after ID4 days of experimentation if he finds a s b w g e wand.
Staffs are more powpowful than w a d Tbey are fashioned of wmd and are a t least flve feet tall. Staff* work similarly to wands, although they function a t the sldn level of their creator. (Optimally, the GM may rule that sbff8 fundion a t the level of the o.er if this h e l p maintain game balance.) Also. st& can hold up to three dinerent sorts of enchantments. e the staff. I t takes approximately 30 days to carve and/or e

choose to cast i t as though she were between 5th to 9th level, d e w its range and damage in appropriate ratio. The m e would hold true for sheet lkhlning. which could be cast as if the witch were so l t l as 5th level--the ite level a t which the spell may be invoked. The damage thus inflicted lowest would be but 6D4, while the damage of a will 0' thz w e would be onchangeable since it is set regardless of skill level. One exception to this to general rule is mogie dafi, the damage of which is ~ariable the madmom allowed, r e d a s of s i level. kn

Generally, only spenolsters can use wands n MS. IMi~isce~~aneous items mapic

1Potions S elixirs

At certain levels, ohsracten may fashion potions or ekir.. If he or she lacks a written u t of hslruetions, library research must be performed as outlined below. Base re8-h time: 4D6 d m + C h n m ofa~e~espful msearch: 5% per skilllevel, to 96%. When the formula is known, the character must e t h e r the proper ingredients. These are not necessarily set, and often mme than one type of ingredient will suffice to create a potion. Elixirs, dne to their permanent effects, require very rare and unique ingredients. Thus,the GM sets a list of materials required for either item's cteation and infmms the player of them after successfolreeamh is performed. Afterward, the character must quest for or purchase them. (The cost is fued by the GM.) A s noted, c o p e e m e m substihltes for the solid ingredients. Crealhg the potion or elixir reqoires a laboratmy for maximefffdency. The md for outfitting it ranges np to 20,000 ounces of@ldd, although schools of gd/day. magic will rent laboratmy use for 300 . . (There is osually a 3D4 week waiting period. howevcr.)Other details folbw. Time needzd to nuurufactarepotton: ZDB days C h a m ofsumessful monufaetum 5% per skill level, to maximum of 96%. Time needed to manlrfoclure e l k i c 1D4 months. Chance ofsuccessfil manufacture: 5% per skill level, to maximum of 99%. Identifying potions w elixirs Taste-testiog d m toidentify only potions that heal a harm. And in the latter case, appropriate effects befall the taster, although Con mUs are made with a bonus fadm of 3. The d-rn enchonled a u m swll and the m c e w r skill ofa1chem.y can also enlighten ow as to the natvre ofa potion or el-.
rBh#lc staff & wands

Other magic items are mated though a process s i m ~ k the one for to wands and sbffs. Nemmunand earth pries@ however, must use the prayer spell in place of mnseeratioa to invoke the deity to enchant miscellaneous items The DM may also require the character W n m e we materials, and mndoct research. To determine research time, the GM should note what spell or spells the intended item approximately duplicates the functions of. Stndy is then mndocted as if the character were attempting to research the spell(s) in question, As a general rule, magic items may not bear mme tban one sort of enchantment per six $Ell levels of the mator. Apeman* spell is required to complete the item's mation.
ICursed items

Cmaed items are fashioned by using the reverse of a helpful spell, or by special baneful spells researched by tbe creator.

Magic armour and weapons are relalively simple to create. However, different prafe&ons tend to fashion different sorts of enchanted items of this sort. Necmmancers and earth priests. for instance, typially m a t e practical items of BF 1 or higher rating. The method d ddng sa is to invoke the mnmrate spell upon the desired weapn. Next, eRehaat -pen is cast to determine its bonus factor. Finally, permanire is employed to finish the creation, extending the running time indelinitely. Magic a r m m i s created similarly, employing the enchant a m o u r spell.

Nemmanand earth prieats may imbue weapons or m n~ 6 t ather n h msgical ~ t i e s o n l y thmugh ose ofsuhrquentpmFr sPUs, Witches and druids favor esoteric sorb of enchantmenhi. Thus, a witch's dagger (or athame as it is called) might be e n h t e d to work as a bneweapn, rather than a baing BF 1implement And as witches and druids rarely don arm-, they often rely on fashioning magical hraeers or enchanted clothing, althothey are not abea11tely prevented fmm mundanely enchantiw armour so long as they research appropriate spelh or use necromancer spells as an aid. Mast of the time, however, the h & a result will be armour that is uniqoe rather than practical--leather armour enchanted to permit the wearer t o s d hide, as one examole. Apermonize apell isrequired to complete the pmcesg Items of BP 5 or higher rating can only be fashioned by deities.

Wands are up tot- feet long and can be made of a variety of materials-w e d , bone, metal, and so on--and the wand itself is invariably decorative, perhaps as a w n of respect to the deity enchanting i t Its purpase is to hold a c s enchantment, mwt often a spell. In creating a magic -4 a witch m druid c h e t e r must use enchant f m s , while necromancer. and earth pries& employ a mnsecrate spell. Thereafter, the wand may be imbued with the proper spell in one of two way%: Enegired wands. The wand may be set to hold up to one c h a p per five sEU levels of the character. Once these charges have been expended, rubsequent castings of the spell inB the wand must be performed to recharge it. The wandia not harmed hy erpendina all charma. . Pepenired wands. A wand which llnder a permonk spell need not be recharged, and it each day hetion. once per five levels of its meator. At twilight, in the case of droidlwitch wands, or a t d m , in the ease of other profe&ons, all expended charges regenerate. Within the Realm of Faerie, however, magic wands never need recbrgkngifof witch or druidic origin!) Wands always operate a t the lowest slon level a t which the spell could normally be cash excepting r& n and elemental dart spells. And when these spells are loaded into a wand, yrme sort of studding is placed upon the head for we as the enchanted darn. I t takes approximately 10 days to m e and/or eograve the wand. After this, the enchantment may be enacted upon casting Wle requisite spells Nahually, the GM may always decide the deity will deny the requested enchantment in order to preserve oampaign integrity. To activate a wand, the char& must concentrate on releasing the energy. in connection with this, oflen them is some s a t of phrase or brief

lWishRl

Last of all, the enigmatie Wish must be dealt with. A full discourse on handling wishes mi be mered a t s future time. For now, mnsider that thfre are two f m s of wishes: Greater wishes are authmed directly by deities a major de*, and can do such thing. as restore a dead person to life, permanently raise a stat, dqllcate the eff& of any known spell, restore lost limbs, heal all pa* members of damage, etc. In other words, greater wishes are limited only by the GM's maincampaign in+@. Lesser wishes are under tbe direct oontrol of the charactem (through a magic pool that grants wishes, an amulet containing a wish, and so on). These wishes usually affect one c r e a k in a & m i f l a t way--healing, a d v* a dangerous sitostion, etc. They can, however, enact benefits comparable to greater wishes, although with a significant &nhne of wish failure. acac In all casee, greedy or unreasonable wishes will fail.

I semiprecious gem
Agatp(1gdlcarat) Amber (5 gdl-at) a. h t t h y r r t (3 @carat) 4. Beryl (2 @-at) 6. Carnelian Cl @ a a ) crt 6. CatMye(l@-at) 7. Caral(1 srlearat) a ~-~t(z@-) 9. Jade, normal (3 @carat) lU. LBpi9(3O@unat) 1. M 1 me (20 @carat) 12. Onyx (1@-at] 1s. o w l (10 & E B I ~ ~ ] 14. &I (white m pink 50
1.

I ~mcious aems
Coral.gold I100 @carat Dipmad 1300gdlcarst) 3. Fire opal IlM gdlcarar 4. Emerald (l.OMl gdtcarat, 5. Jacinth (1.50 @mat1 6. Jade, fine (100 gdtearat) 7. Rear1 @Lackorblue 1,500 gdlcarat 8. Ruby (8aO@carat) 9. Sapphire (200 gdlcarat) 10. Topaz (1W gdkarat]
I. 2.

1.

15. 1. 6 17. 18.

Quartz (1 bd~a~atl

Serpentine (S @carat) Sunatone (10 @carat) Tmquoise (1@carat)

To determine a gem's specific weight the DM sbDtlld make a p n t i l e dice mll against the table below.
The rewards of advenhuing take several tangible forms.

Level -hi determine the rate of level advancement by a character. They are awarded by the GM at tbe end ofa play .eMon, or a t the conclusion of an advenm GM should allot level points as appropriate to his usual game sydtem, e orasheseesfit.
Gaining me mxt ebllllweI
has e-d the of level poinb to reach the &a level. hapautomatically. Cham:ers NEVER n d inrtrwfbn lo nolirp the benefits of Iruol aduoncoment! In cases where a spellcaster goes up inlevel "on the train", be or she is aUowed a new spell to w i t e in their books, provided ink is available. It ia pneaomd that prim has made this possible, even though the charader may not have acaas to reference materials on the spot
On- a

One ounce of gems weigh 142Unats. Uncot eems are dhot 25% of the ?aloe d cot mms. Also. when e m s m jewelry "r given out, the "aloe listed by the GM generall; 80% 07 the ae rate penalty and taxes. under amount to mver the circumstaoEeswhere & - may for full value, their listed worth is mppd another 20R-25%.

-*

is

Jewelry combhi o cut g e m s h e s that have been worked into a setting of f of the mstefials used by 308. predous metala This the

lcurh . & a

The teblea fdovdng are offered for a quick determination of hasme. However, the GM will mnaUy decide on his own how much k e r n to pl- in a given horde.

Another tanglble award is wealth in the form*o f stones m matala Redow metals are easily handled and there is no great need fm a lengthy outline on them. However, decorative objects of prezi- metals as a g e d rule can be wmth up to 10 times the loeo* f weight algue.

l ~ s m and jewelry s

One drawback to p d u s metals is tbat a tbomYlnd ooncee of gold i s cwnbrsame. A 1,000 gd valne gem, however, can fit in a pastet with ease. Thus,gems are highly desirable from the standpint of portsbility. However, they are redeemable only in large dtie where there is a lot of cash available. In the wildemem or in d areas, a humble innkeeper &1y cannot cash in such valuables, and charade* mnveriing their wealth to gems may wind up paying a 10 gd-1 tab with n 100gd p a r L A partial list f d o w ofsvggested gemstanes. They are broken down into s d two U I ~ B & H C S E ~ ~ ~ ~ & ~ m (h y worth m d e r 100 gdlmatl, e n d p m d o w gems ( i l s d l y d100gd+Imat). b

Table 2lA--Monetary treasure 01-56: l h l W gd value 3656: lW4a)gd value 56-70: 100-EQLl gd value 71-W: Reroll below-. 01-40: 41-W: 61-96: 96W: 200-8M)gd ZCKbl.2Wgd 3XL1,8M)gd RemU below.. 01-50: 51.76: 76.96: 9600: Table 215-Gem heasure 01-25 1p m 2650: ID4 gems 51-75: ZI)rl@rns 76-96: 3D.l-ms 96W: 4D4mma (or more) Gems are t 01-20: 21-80: Gems rne cnt 81-00: Treasure is in fmm of jewelry (Assume 26% chance gems are precious)
J%gic item.

01.20

Table 254--Wc weapms & bonus factor Hand-held mn-sion weapon 01-25 Flailed mace 26-50 Hammer 51-75 Mace 79-00 Staff/ Jhnd-held o u t l i ~ g . ~ e . ~ p o n s Axe (hand) Are (two-handed) D z Bastard w o r d Broadsword Rapier Soimitar (regular) ScimiLar (two handed) Shoriswmd @ i s Mu) Sickle Taro-handed peatsword Whip f l Missile weapon@ Fkeur~ed bow Fkeuned mmposite bow Longbow Composite longbow' ID10 msgic arrows* Crogsbow (heavy) Cmssbow (light) lDlO magic crassboabolts* Dart Polesword Sling Spear Trident Remllorch-

21-90

1,000-lO,CNl gd 3,000-18,WOgd
4,OIM.%MOgd

01-09 10-18 19-27 28-36 37-45


4654 5563 64-72

8,CnXbfd,CNl~d more) ((or

73-86 8690 91-98


99-CU

91-00

01-07 WlO 11-15 16-20 21.35 3638 39-42 43-49


5056

Natmally, magic items tend to be of great interest to adventmers. There are several sorts.
W g l c weapons

While mundane, these are mitically important and nsoally range in bonus from BF 1 to BF 4. Eaoh factor imparts a bonus of 1 paint to a k k and damage rolls (although GMs wishing a mare mnsewadve srjtem may restrict the b u s factor to either attack or damage, not both). Table 22 provides s but random means d determining the type ofweapon and its bonus ackr.

1I
wc

57-89 64-70 71-90


91-99

00

r mows and dw oneshot items t b t lo= all bolts are enchantment upon ~ - h i the end of their night d e s o uniqoe. Their bonus ~ are -ulative with that ofa magie l a r m w d e v i c e .

Bone. factor o weapon f

Enchanted reaprma
Enchanted weapons are h r m n e interesting. These may or may not impart a bonus factor to -bat rolls, but are often unique doe to their possessing n special power. A few enchanted weapons are outlined below. But most of the time, the GM will design his own. Baneblade. These are ouraed arms any s o r t While functioning as weapons of BF 1or b e k enchantment to attack mUs, thebonus is actually heated ass minus to damage r o b (though a min$nom of 1point is always realized). This latter f a d should be kept secret by the DM,who secretly deducts dombk the a p m t e factor when the cbmacter ann-Ees his damage. Thus, someone with a BF 2 boneblade, believing he is entitlsd b add 2 points to 3 points rolled. would annohis damege as 5 points. The GM would deduct 4 points to mmpemte, h w the damage done as but 1 point. a Flameblade. These weapon? are spedal, fm when drawn and held. the blade flames, illuminating the area as brightly as a torch (in the case of words) m candle (in the ease of daggers). Flameblades are W as utility items, f a they can easily ignite mmhuskiles, including magical nets. Also, while no extra damage isimpaaed from tbe flames, a strike with allorneblode is heated as a fire a m One possible drawback is that the flame cannot be
158

extinguished unless it is denied oxygen, m a posses= releaser it. Thus, its h e nature cannot be hidden, and there may be timeswhen exposed flame ~n oause problems. Homrner of hurling. This weapon typically resembles an e w a v e d hammer, and is usually cr&d by powerful dwarven earth priests. The hornmer has a range of 2 W and may be hurled a t s target within range, intliciing Body damage with a successful shike. It thereafter rrtmns a t the end of the phase to its owner fa. another use.

Kris of As m These balanced, wavy daggers are said to have been so . fashioned at the behest of the master d a m n A d l a b fm certain of his operatives Beyond functioning as a BF 2 weapon, the kris allows the daily invoke the witch open unnirh. beto

Sash whip. This unusual weapon i s very handy for iwbnces when a character wishes a disoeet weapon. It takes the f o w of a frne waist sash six to eight feet in length, which a t the bearer's desire may employed as a whip. inflicting ID4 p i n t s of damage with a auccesdul sbihe.
Star blade. Of witch or draidic origin, slar blades consist of nothing more than a sword a dagger hilt, oftmn of +my or silver m n s l m d o n . The .

enchanted hilt draws its power h m the night sky and in conditions of twilight or nighttime darkness a misty blade forms when the weapon is grasped, inflicting damage as a real weapon of that type. Althuugh i l has nu bonuses to attack or damage rolls, the stor blade is fully effective against d l spirits and non.mrporeals. And beof its lightness, all professions may wield it as a primary weapon.
Vemm blade. This powerful but unchivalrous weapon forces those sbuck by i t to make a Con roll or lose ID6 points of Stamina in addition to the damage done.

Magic amour
Magic armour is of great use to charaden. Its benefit lies in the fact that it is treated ae normal dothing granting an AR of 0, althoogh it retains its absorption capacity. (Its equivalent h d k i s also halved). Cursed armour may or may not appear as magical. However, while i t has an AR of 0, it a b m b no damage! There is a 03% chance that a set of magic armour found is in fact cumed. Table 23 fob^ pmvides a r a n d m means of noting what smt of magic armom is d-ered, and its sire. Natmally, same m o n m , such as chainmail, may not exis4 in dwarf or gnome size as these races are not cossacks One d d , however, assume the previous owner happened to be of very small dature.

4664

55-RS

M-72 75-81 02-90 91-99


M

Bracem* Cloth (canindude m d c cloth@) Jerkin Leather Cossack chainmail Gladiatorial m o o r Chain-1 s& k Iagionnaire plate ChainmailPartial plate Fun plate

ending with the sentence: '...Then this Book of Destinies came ioto her parrearion.' Thereafkr, the book, which holds a number of blank pages. mnrfanUy u r n itseIf, writing out what befalls ita pwse-. In mnnfftirm with this, some owners have been alerted to potential danger by, for example. the b d s mentioning the plots of an enemy in mnnectim vith events +hat have recenUv transoired. or bv its revealine the bue nature and intents of -~~~~~~~ someone the witch encounters. Such instance are mmparpartively rare, however, and certainly the tome does not provide fail-safe lnsight into any and allimpending danger faced by ite owner. The g~eater power of the bmkis that it permits the owner, by her penning changes into the text, to altcr recent histmy in the event of a baneful occurrence. For instance, Bssume the witcss fmus is stolen while she is unwnscious. Upon awakening, she chmses to anss out the baok's desdption of the incident and on a blank page anites that the foeus was left behind. Its theft is therefore cancelled in mother instaoee,a witch's friend is slain during a battle. W g y the owner of the h m k rewrites the text to read that he had c l , insteadbeen prievously wounded but sumived, thu changing the outcome of the 6ght. To use this power, the book's owner must personally pen the change to the text within 10 minutes of the incident's occurrence.(Should the witch be u n d o u s or incapacitated during this time, the time limit Wins fmm the paint she awakens.) I t is also said that one may influence future events in the same m m e r , although the degree is leR to the DM'S di-tion. And cerhinb a g r a n d i w desire will be fulfilled in a pemerted manner. la d l , tben, the historyaltering power of the tome should be handled as a g&r wish. Also, no one other than the owner of the book will be aware of events being h g e d unless she writes it in such a manner to allow h t . The Bmk of Destinies may be employed to alter hiatmy 1D4 times. It thereafter disappears, asit also does upon the death of its owner-even if she is subsequently restored somehm. If sobjected to dam-ausing farces, the tome is considered to have ac -e mll of lWless YB 811 effects.
~~~ ~

. . , ~ ~~

The b m m offhe mnwl Msny believe this b r o w broom with gulden flax Lwlooged U Kathpn. the lkotcornl uf i.xdenna. if not U, the archwitch , h r w l f lsct the k n n i n ofLodrsnn). It i s named lhvs for the fact it mwes a t double the sped of a n-al flying broom while surrounding the rider witb a fiery umbra which is apeetacular to observe,espeLially a t night.
CIaakofcols. This dank or cape is fashioned from the fm of n o m e m s cata and is commonlv dark in color. Its unioue mwer is that once eveN 72 horn the witch may hurl it a t a single enemy, t r d m i n p the garment into a which may do horde of angry cats that will swarm upon and daw the nothing more than try and fend them 0%. As the cats are enchanted, they me anaffected by mast spells, althowh disemlronbnent vs 13th level msgio returns them to eloak form, something that also ocnns aRer seven minutes of

~~~n ,,~h,

. .

01%5 6685 86M

Homm ElVhalf-elf Dwarflanome

*Magic bracers never improve the armour rating. However, each h a s lactm allows an additional point of Body damage to be dedoded. Thus, a pair of BF 1 bracers would allow the wearer to deduct two pDiots of Body damage fmm a hit, pmvided he made his Agility mll. Magicbrasen do not k a k except under unique circumstances.

mdisoe~eo~ mPgic items

Cloak o f t m w l i w . This unwoal device appears as a normal hooded cloak of dark color seemed by a clasp holding a sqme.cut diamond of 1,000 gd or more in value. When warn bv a witch and smead outward. a faint vision is resealed in the garments inn& folds of a par&ular plaee--usually a chamber M&o shields orgmvc f a v d by the owner. At the witch's deaire, she may step Uvougb tbe cloak-which seems to f d d up with her--and be trsnaported to the place shown While enchanted shields with sp&al , ~p 1 or f may as long as i t is on the same plane. This special power is usable once between higher rating do not, simply because a shield is no better than its wielder, and cannot mahe it function more effidently. c ~ ~ t i ~ ~ new l ~ , and the point of destination is specified by use of the feleportnl ~ ] moons, a magical spell, which is cant upon the clasp of the do& This need be done but one h e . the GM may disregard %s roleand permit magic to lower the Note. however, that once a particular witch ch-s a receiving paint, she may rating beyond the base bonus factm. i time unless she employs a wish to erase Ule n m e n t not a l t e ~ t a t a f u t u ~ e location.
Faerie moms. These m a g i d amms are so named b u s s of their ability within a s h d time. meir origin, gmw into f,,".sired interestin& enoueh, is said to be t a e to the Realm of Faerie. where it is rcd h: who plucked amvn. horn the magical hees of the Faerie believed that t o Queen and later returned with Ulem to the world of mortals account for their presence on this p h . Prom 656 a m m are usually discovered, and to enact their magic, the need only tom one or more onto the soil. Within lDl0 minutes thereaRer, huge & of the largest size sprout forth from t e h gmnnd. Poerie mm are thas most often used to decorate the area of a witch's lair. If 10 or more acorn. are sewn in the same - , a 30% chance a exi& that a n t will be created. (There is a 20% chance the n t will be female.) Should 25 or more acorns be sewn in the same location, there is also a 1G% chance of a h e e sprite being formed (who naturally will consider the paWl of oaks to be under her dominion). Both matwill remain on gmd terms
t ,

Wiscelaneoun magic items can be p a t fun for the GM to design. A few examples follow of some unique magic items of Islay, starting with.

Bwk of Destinies. This powerful item is & y I some sort of Artifact of Power. While no clues are available as to its origin, the legend of the bmk(s) extends back into the farthest reaches of histmy. %me believe the item was crafted by none other than the Witch Queen h e ~ e l fwhile others attribute it , to the first generation of elves who preceded her, or perhaps even to Brigit Whatever the smnre of its creation, the book appears as a blue, leatherbound tame a p p m x h a k l y 12"x 9" x 2", and upon its front cover is set a silver spiral. Should a n o e i W I , indoding a druid, examine the tome. it appears to be nothim mme than a bioeranhv of its mevioos owner. trachc her h i s t w fmm birth ootil death Rut in the hands of a nue femdt. wivh, Lhe tome changes, h m i n g a hiup;lphy of iw new owneio life up II, U~ntWnl and

- ..

with the witch--or druid--if she treats them well.

I t should also be noted that there me reports of other seeds and pcda from different smt4 of faerie trees working in e similar W o n . Brigit, for indance, is known to have presenled gifk of seeds and acorns to mortals she favored. The apples from s d 4w are said to be es@dly deledable, and even -~ enchanted

expcsme, and other such variables. I t does not grant ertra

T e glows of Withenuone. Little is known aboot the namesake of these h gloves, though Witherwane is said to have been an elven witchiwoodsman who adventured in the Land of Shadows long ago. For her f, she is believed to have chosen a pair of 6w soft doves of black drakeskin which she later enchanted intothe item now k k n g her name. Eaoh of the t-oa W e s possesses different p w m The right glove. when w a n and holding a weapon, oe can be released o m per 24-hnn perid to independently battle an opponent, freeing its owner to &mm spellcasting. When in this made, the glove remainsin fmnt and within five feet of the witch, atribjllg ones a d minute as a 8th level lighter a t a m a t u r e moat directly threatening its owner. The glwe itself cannot e f f h e l y be attacked and it readne for 11 minutes, themafter falling inert to the ground anless retrieved befmehmd The let? glow once each 24 h fmstions as a &rrgle helping hand (at t e 11th level of skill). h The whereabouts d the gloves are taday &own, althoogh the Adventurers' Guild of Preepoa is in w o n of a diary formerly belonging to a knight who sought the treasmes of the fabled Fortress Betwen Two Worlds. A passage of interest mentions the writer's encountering a n '.or ..ge chieftain who poasesrth a bewitched gauntlel witch dath fight of its own accord as thongh gh &st wieldeth a sword....", a posslile referen- to a least t one of w~th-ma plovea
The hennin of Ladenna. This device is &shioned i the shape of the n pointed hat often sasodated with witches, known r. a M. so named I t is

51-75 7&86

As above,hut the level of magic use is raised by two.

Each 24 hours, permits the ebaracter to freely cast one lsbSrd rank spell of he^ choia she has memorized. (Ingredients are also necessary if the spell requires them.)

As above,but the dunacter may cast a spell up to the 5th rank

After the pariiculm power of the ring has h n determined, i t cannot be Ebanged for that character. Ako, each time the ring is remwed, ihe time nffesaary for it to attune itself back to the owner dmbIn.
Ring weapons. Usually, d y a single ring weapon is found, although on nue occasions (10% chanae) a m p l e t e set is discovered in some law-last treasure horde. The oagin of these rings is believed traceable to a lsgendam group of high-level assaasinwitches who employed them in order to m @ e arms into wppasedb sgllre m gThe typical ring of thia sort appears tobe a a gold or d v e r hand mscribed with various decorative reliefs that i n c l d e -e sat of we. When the w emcentrates on it, the ring k m d a m s into the weapon in q w o n , all~raing instant use. I t rehmm to ring f a m when desind. The type of ring meapon found is determined by randam dice roll on the table following:

for perhaps the most powerful human witm of anti@@, pptPpartedly its matm. The hennin flrst of all haIda asmall nil-space permitting the storage of up to to 50 of small items. I t alw may be hurled f d , spinning in rapid fashion to summon a 10th level el elemental to do the witch's bidding for 10 minutes. After that time. the elemental vanishes and the henin flies back to the caster's gra*p onless the elemental was slain, which destmys the item. This latter power is arable once between fun moons.

51-70
o n 91-99

GMiw Broadsword BP 1weapon. (Determine type by rolling again on the table, am uentroU of W.1

Messwe h. Resembm a n ordinam box w i t h a slidine lid a ~ ~ bx may be fmhioned of -&ranging Prbn simple oak to -ed &bast&. An arc no larger than 12" a 8" x 3". and their k c t i o n is to d&er a written measage to a creature of the paasessar's choice. To activate the device, the witch must h t pen a non-magical bent to m e o n e she has personally met. She then plaoes it in the box and sets Rrr to it, thereafter closing the lid. The document is consumed within m e minute and immediately appears intact before the intended receiver in a tksh of smoke and name, assuming both parlies are an the same plane. The bcormay be used once per 24hour period.
Tlre rings of the mwn. hr both she and her ooven, Ladefashioned 13 of these unusual items The 12 basic rings are made of gold inset with the signet of armen. At d, - r the o may activate the msgieal signet,which transforms iota a normal raven ready to do as it is bidden unhl ordered back into the ring. The raven is most often used to carry a m ,or a spy, for dnrlng the time it is &sated, the witch may nee thmogh the creature's eyes, althwgh no means for bilateral mmmunication exis& F.Shollld the raven be slain. the ring permanently becomw n m - m a g i d Lsaenna'a own ring was hurhioned of elven &er, and brought forth a s p e d raven with whom sbe wold mentany m m u n k a t e , even when the two were separated by p a t diskma (Some theniae the meature was in fact a n enchanted familiar.) All these rings are d g o e in that t e will slip from the lingers of nonhy witches who don them.
Ring of wikhe'y. In keeping with the fondness of witches f mating m things of beauty and uldquenesa,this ring d y is faghioned in the shape of n gold or siker band engraved with varioos mnes and &Uslls. When first donned by a witch, the ring requires seven f l days to aUum itoelf to the ul wearer. On the eighth day, the ring confers one of a number of passible buses, as determined by random pereemhle diae mn rm the table following:

Note that the n n r m s g i d ring weapons do not S e c t m a k e s needing mapic weapons in order to be struck, althovgh silver ring weapons are usehil against seam harmed by silver.
Skull of s&ht. This item resembles a Wcslzed skon of alabaster or ebony into which a ball of flawless rrystal r d u e d a t 1,WO gd hss been sat. While most useful as the h m d i e n t i n the ~ s W l 0 m . m ~ these items alw 2oe rmell, enchanted with t e -&lie to once h 24 ho=s mnfer special sight to a w e a s o r peering through the rrystal a t a specific area ar object. The potential power of the item is determined randomly on the table followiskg

ekb

1. Lktede&nted

mum. bkhllmrange

Areaofexposme: Rnnrdng time:

80' A lOcube.

5 minutes.

2 Eye of Rhionnon. . Marimom range: Area of -me: Running time:

0 A30'mneendhgioal(Ybase. 5 minutes.

8. Detect enemy (ie.someone who desires the witch to come to harm).

Maximum range: Area of :e Fanning time:

3' 0 1 mahlre (per minute). 3 minutes.

4. K~LOW etlrics. tnre

Maximum range: Areaof expwure: Ronning time:


5. Detect seeretpanels. Maximum range:

50'

1 creature. 1 minute.

strangulating donned by an intelligent creature, the choker omsthick, -bly the wearer (see the section under Conditioning in Chapter One). It can only be removed by sameone rolling beneath their Strength on percentile die. One such chann is permitted each person. Clmk 0fpmhet-s.This useful garment can be of any mlor, and holds 2D4 six-inch-wide enchanted pockets within its inner folds. Each pouch safely contains u p to 20 lbs of small items without noticeable bulkiness or weight factOK Cloak of s h o d o ~ sWhen w m and drawn about the character, this magic . doak allows him to ondetectably meld into a shadowed areaand not be noticed by normal or even hen1 sight. Clmk of smolhe~lzg. Whether appearing as any sort of magic cloak or Smened with a neutmliae aum spell, this baneful garment when donned instantly wraps about me's head, smothering him until dead. It can only be removed prior to that through being destroyed by 20 or more points of damage. Halfthe damage intlictedis deducted from the wearer's Body points. Crystal all.l i enchanted ball of rrystal permita a spell-ter (excluding hs earth priests) m h a l h to use it as a snying device. Instantly, the caster may uwrm in on a mom or - she has personany seen before, observing the sights a and sounds therein. The ban can a b b e used to focus i n on someone the caster has p e d y seen before, although the target g a b a Luck roll to sense L%zbg spied upon. Unleas his l a a h is h o r n within a Smile radius, there is but a 20% chance that the device csn locate him. The oystal ball may be used once each 24 home for atotal of 10 minutes.

Areaofexpure: Running time:

30' A 10'square (per minute). 5 minutes.

6. IJeleUtraps. w m u mmge: Area of -"re:


Running time:

2' 0 1 abject, or an area of wall or floor no larger than 30' in length and 10'in height 1 minute

Staffofgems. This five-fmt staff ofebony or walnotis so named because it is t o p d with a silver cappillginto which are set three gems. The p&He gem types held in the staff are determined by random dice mU on the table following:

1 Qnartz. .

Grants invisiWi@ for five minutes. I t is otherwise similar to the 4th rank witch s p l l uoniah.
Allows the witch to employ L e staff as a BF 3 weapon for 10 minutes. For five minutes, =wounds the w i t h with prokction from Zjmmthmps in a 10' &us. All such -atme are prevented ham entering the protected area for the magic's duration, and those caught within the area when the magic is activated will immediately seek to
leave.

2. Diamond.
3. Momstone.

F+ b m m . Needless to say, these are most often construoled by lw witches. And while somewhat unmmfortable on long trips, flying bmoms anow up to 300 lbs of c h a r W s ) to ride u p n tbem a t a speed of up to mY/phase movement, or a flyingrate of 20 miks per hoor. Conbol of the broom nothing more than the rider's conscioos will. It cannot is simple, re+ring hover, though, and must move no slower than 5'/p/phase.
Flying carpet. These Arwinian devices are by far the most mmfntable means of flying fmm m e place to another. The typical carpet is approximately 1 ' 6 in size, hss a t a d c a l speed of ZLWY/phare, and an hourly mmement rate 0r of 12 miles. I t is controlled by simple vocal command-"Up: down: right; lee." etc. It beu p to 1,200 b of weight and is @k of hovering. The equivalent bulk is 50 lba
&nip bottle. These vary rare devices are thought to migkate with ultrapowerful neavrmanaers or perhaps even deities. Each mntains a genie of greoter or lesser i k In the f-er l. case, opening or destmying the b a l e hees the genie to go h b own way, though in gratihrde he may render a service or grant a wish. Lesser g e n i e bound i t such devises are forced into serving no whomever holds the= prison, although greedy or Evil masten, may h v e r the genie will -k to pervert their mmmands when mi. Desboying the container also frees the genie. While the above item is listed as a genie bottle, dher containers have been b o r n to hold genies-lamps, rings, amulets,etc

4. Pearl.

Creates a 20' globe of silvery light, illuminating the area with the same intensity as twilight. The duration is one bur, and the light does not interfere with night sight, althoogb heal siglit is halved.

6 Ruby. .

This crystal acts to protest tbe bearer a&wt a fue a t t y k I t will absorb one-fourth of the damage the must resist from a f i r e - b e d athck, whether by spell, breath, ete.

6. Sapphire.

Grants a h u s factor of 1 to any IQ rolls for five


minutes.

7. Sumtone.
8.Turqudpe.

Releases a Sun globe spell centered on the s a f tf.


Surrounds the witch w t pmtedion from aquatic ih creatures i n 10' radius for live minutes. All aquatic creatures are prevented fmm entering the p m k c t d area for the magio's dmatim, and those caught within the area when tbe magic is activated mi immediately seek to leave.

Each of the gems may be activated once per 24-hour ( ~ ~thate t dqlications of gems are A w e d when rolling them tap.) AS the staffis it t&s up half the eqesalent bulk of a normal ~taff, its damage potential is but only ID4 p i n t s

Hourglow. Thia enchanted hovglass i s invaluable to alchemists and navigatoq for when merturned its sands will flow normally, regardless of how i t is handled. The hourg2- keep perfed time and generally runs for an hour, althmgh a few have r a d n g times of u p to four hours. Use of an hDuglaap when conpotions and el* adds 10% to the chances of wccessful alohemy. The equivalent bulk for the device is five lbs per hour of mnning time. Mirror of tmveling. This device appears as a f1111-kngth mirror, with an ornately carved frame of rare wood. I b power lies in it., generating a grater kleportal to a place W by the posseonce each 24 homs. Up to four b a c t e r s may then step tbrough to the other side. Unless tbe rnirmr is manipulated by rme of a spellcasting profession (including halakas but not other tricksters), it can only be d a t e d by one mating an IQ mil m percenae dice. Missing the roll means the attempt fails that day. The eqoiealent hulk of the minor is 200 lbs.

Other items
Cot slippers. W l e sometimes made in the form of bmb, mt slippers have a lining or him ofcat fur. They are most oseful to tbase who regularly climb up walla or &Bides, for in +he event of a fall, the slippers permit a safe landing from a height of u p to 4W. F a each 10' beyond this, the character s u s t a k ID10 paints of d a m e , althongh it maybe deducted from Stamina

a chara&&

Chameleon c k d . This cloakis often green in color and when drawn about similarly to tbe rank 2 witch spell of the w e name.

Choker. This banem device resembles a bejeweled choker and is d l y emhued with the neutmlize onm spell to hideits enchantment. When Wmingly

Pillotu of slwn&r. These are highly prized by spellcastera, for one who lays his head npon one instantly d r o p into a mmfmtable sleep for up to 10 hours, r e of the surrounding conditions-noise, light jostling, ete. The e s ms one bane to the spellcaster is that he must make a Luok roll to awaken in the

event of houble. The enchanted d-br in instantly halted if tbe &per jwtled hard or S I - damage. Its equivalent bulkis f o m k U T

is

Potion ofpurifimlion. This potion may be utilized to permanently purify up to l0,Ow gallof l i q i d sagpected of being poisoned or emtaking harmful baderia

Ring ofenergy b h . Appearing 8 a golden bandinto which are let up to s tlnee~thiskpemitstheweslertoplda~tocreatea Potion of shape-changirt8.This potion allows one to invoke the 4 h rant t 10th level energy blast. Once plwked. the mmbmea 2nay be r e p l a d with witch spell s b p d a . rw similar sems w a u l a t least 1 g . ARer a perid of seven days, during whioh 0d lime the ringmust be w m , the opals lsln be smflkbntly magiclied to emply. f i n of shrinking. This potion alters a C ~ I s z and mass, iIe -him to a mere six ioohes in height while altered, the ran*, area of Ring of eyes. These deviee4 take the f n m of a gold or siher band into wpasurr, ete, of any spells decmase in like Ditia Likenis. aUsob with tiny which is set a eataeye gem. O n e per 2Cbonr period, the bearer may release veacan inflict no m a e than a paint of damage mlnleaa wmbat is the gem, which funotians as a t&&s eye. At the end of the npellg running sttamptea a n creatures ofsimilar size. time, the gem r e in its letling, requiring 24 mntinhow to regenerate i e d m n t m a n t Dming the regeneration time, the t s must he b t i o n of sleep poiron. C o n d as either sn ingested poison m blade w sobjeded t o i t to mate e Con roll on percentile dice m venom, this u t fall " c s o fm 1 M h nm& w Ring of drieIding. This -fyl device projects a shieldlike &Id of force at the rank 1mrromanaer spn ring shield. PbtiM ofsfmn@h. When drank, this potion has the &ed of raking the will, imbihr's Meagtbratiag to20. If 20 Strength is already n benefits , a m . Zing o f w i t h . This b w t W item can w a r as any sort of jeweled ring. When donned, a wraith is immediately released to atb& whomever wears the hiion of wolcr-mmiuol. This rurehd potion a O the imbiber to breathe am devie. Thereafter, the monster most be daln or the dng removed to save the aapInu wearer. To n m w e the rill& the rictim mnat make a suacesafol Lndr aster for a n horn, although oharaNR do notbemme ampldMoluL Inatead, the roll on his -bat phase. A & v of this ring is &a known to e&t that p t h ' s e K e c t s can be endedat will, to albn mrmalbreathing once again. releases I S waithe to baffle aogone in the general a r e a D
Note that

may be w m under or over glwm. Elixirs are & m a e powerflll than potions, for their effects an of I permanent duratirm.
Eli& ofdrtmifrmtion. This elixir is very u s e a for if b k or fed to a M n g m t a under the effects of poison or almhd, it a m I s all hsrm. Eli& o f healing. When drunk, this e M h.rr t e effect of instantly h heding all Bcdy damage suffered unless itis doe to Ices ofa body member. Elirir of refrwnofion. This bady @on Stamina unleas it is due to E d y damage.
instantly rejuvenates an lart

Srrvim eloss. This useful imdement take the fmm of a n m a l .. msgmfylng gla98 a monocle. When peewd Uuough by a character 11 m&dly dcdphera m t t e n text mu, the beam's mti.e hguage. Whilr ihc s m i n s g k d o e not deoipher nurgieocript,it will show moon sigils.

Sharnmek ofLmk. Theselarge llhammeLs are highly prized, fm they bmst the Luck rating of a Eharaotar by a point, to a maximum of 18. Uwally, these .hammeLs are -ivd as giRs fmm tbass who da leprechasome senice, although it issaid that some bare diecovered a few witbin the Reahn ofPscrie, returning with them to the N e m The Luck imparted by the d e v h is not curnulalive with ather shammcbg k t i t can be expended to gwmntee survival, although the sbamm=kis destroyed in the pmesl.

Elixir af youthfulness. e h l y mugbt after by many, this very rn elixir hae the effect ofremoving 6DSpars of age from one imbibing it

Potions are one-shot m@ items that when drvnk @me a @ven effect d y lasting fm an hour. In the case of blade venoms, their potency is retained only for ID6 minutes sffer they are employed in combat. Other+&%. they win keep up to an h a . Note that disemhm%menthss no effect against the ma& of e W o n or elixir. A h , there ism, penalh, for one potion while another is sliU in operation

These a m the mast powerful of all magic items, and cannot be mnshucted Thus,Artifacts of Power m l require the aid of of deity dy in their creation. Their placement in the campaign as trearme should be well thoogbt out by the GM. Certainly, mch abpets may exert sane degree of mntml over a p e - r , and ththns only the mast con6dent.m fodishcharacters will risk using these items Examples of two Artifacts of P o w fonow.
by nmmal me-

- f i n ofombk'ezkrity. Of p e a t bemat in i n plim potion* m e this &inkingi t a m w e ,allowing free use of either light m left handr with q profid-. d The character is a h heated as if he poasesse.the skill of Lwo-ha& frghfing. f i n of deudly poison. These lethal m n e wmk in one of two ways. Ifmade aa an ingested type ofpoison, i t i s mlmless, odorless and tasteleaa If 04 placed upon fwd a drink Ulat is s d o w e d , the pdam inflicts 1 D points of Con loss to the imbiber within ID10 minutea If created as blade v e m , the poison appears as a t i k black gm. An enemy s h c k by a n envenomed hc, weapon, sostaim within 1 minutes a paint of Con or Strellgtb loss fm each M abU level of the potiodscreator, dyiqgif the s m reach= 0. Death as a r e d t of mhjection to these pobons i s obviously permanent. Othe&, lost M s t m a t e at the rate of one paint per day. (To nde the kvel of the mator, the GM can - m e 12th level, or he may mn 1D20, r W also mnsiders m e manufacture by a smcerer usingokhemy -3

The om& of Goth. Leeend sws this six-minted star of inn and silver h 4 o w d to 00th. father of nrcmntancy. who fashioned it with UP aid af the I'rince of Devils It. psenm fate h e o more bmlm tbm that of its m a w , and cntainly there m no mnfimrd repmu of ita r e a m - sinw Uoth'r demise in the Fust A . * Bemfrrs: If &d when exorcising, the a m h t fmces d a d and Nether meatto apply a penalty factor of 10 to their reslvbne roll. Four times daily, the onrrrlrt generates ape"ofpmk?ion operating a t the 20th level of shll. One who wears it alsobwomesimmone to any smt of withering. Last of all, the amuIet once daily invokes fom necromancer spelle of the GWs chmaing, each operating at 20th level. LiaUlitiea: None known fm certain. I t is thought, however, that m e who makes uae of any of the ornulet's powers becomes enslaved to Asmsdeoq gradUanybemming Evil with the amulet's use.

Pbdion ofhordmess. This is most usefhl to hen-, fm when drunk it permite the character to go for m e n fhll d s p withmt fmd or matar. Potion of pomlym. This poison potion d i m p t s the central nervous w t e m , cawing one slxuck by an enmnomed blade to make a Con mll m become rigid and helpless. No effeh. are realized if the podonis swanowed.

The mind sapphire of Serpen. Perhapa the mast paPerflll of M a d s , the mimi sopplure is known to have originated with Serpn. the m n d lord of the T i d Lost for millennia, it was h e r e d by the " a Nightshadow and ra. bW D a k , present King of Dwarves, dming a n expedition into the Land of Shadows. Since then, the sqpphire hss m n f d inoredible power upon the half.elf and he is thought to be unbeatable in battle. I t appeam as a coiled cobra of gold into which is let a large star s a p p h i .

162

rn--IIadg I=@ W 3

lS x%
%I8 OkIL OL-I9 05-16 OE-10 (sywr
0088
00-g~

m-s

M ' J P M -wmaaN Qal!M

09-1'4

uds w -

q umnim

m arqw =-)-qteds

= u @ u s n o ~P m a = ? I ~ ~ C = m Oa J mPqJov!I3

mww ~ 0 0 8

U o W y p o l l a p Jo

rn

%-Is w1z 02-10

WU

' -

F W * l a l a M P W?)Od 00-16 -PooRad 08-18 uoemd d-JO u o w WIL 9 30 m W ! OL-10 -&8ssPUW 0s-19 ~ g ~ ~ wwn d WIF u ~ s @ l e d P W!Pd WIC 30 mRad OE-IZ &eP Jo U O W d OZST 4 ~ ~ ~rrqlod ~ 1 m0 3 o 0 -suoIwd O* L (YV34PWm) PWM 00% ( P y ' J b q ~ s ~ ) g p ~ s 96-16 VIJO am0698 98-18 anwpm8 OSBL C'TL O% L

m m a m e JO wa
saXa JO

vwq

9+ 3! 4

(a*

m a r e s! o !

9 -

aes

e m Tarosq I " 1ms a I JO mal! iar m wwqa g b ~ b 9 - a s = 'bnszauw -waq 1 we pue.mqp small a!%m axe -w~&%mloo JO weam moem = ssrleae ~3 a s luaaa ayl u! pepraold al ~8 e!q*&

--

---

~~

- .

JaqmnlsJO MOlI!d L9-IS .%1~68410 m=!w 09% m1-H LVZ? m) anouq aloa3 IF ?-j=WM OWE mmrq* ! l @d WIS mskl w9z Idopqoms 30 qeol3 9Z nfi0Pprls )o V I 3 W1.2 SWJOWI~ 02-1 lx13 a01 PI-11 WD ~ 0 a r a - t ~ ~ or90 =a.wPo%l 90-10 -smsp!~aw 96ds m*JOlJelS 0316 11 06-18 fiaq-v JO ma OE-IL uodlua O .9 L1 apr P 8rmr O D s

4
-.

xal

li95V

!me2
12-3 t 1.80 UTIO

oF66 86%

muapa?pu y u a ~ -Mo - J ! ="I0 (sag) a?ued STlaAOq P W I D h7Ba 30 4WL? oamm a m p m a w "!'JRSaPP V W -wepI9o*L&

8222

a %
00-6e
06%

--

--a=4~1

nmw

Le.rs

m-IL

OL-LS

-SpuaW qqlnoum p m q d 1 w p w a f i d lsom s,Kqq slaqmnu aq 'w u a w pquammop w s! wuarog prsaot isuaeuar ~m s a ? n ~'~ ~ 4 o 9 3 ! am, -rm ' P sq $0=vw fiooeswrig~q 3 w ' w d h aw h W ' 7 3 T m u 1 1 W IOJ 3 6=m S pW ' W ! W PJW F U W W ~epsapu a 30 mj h s l w w qwm 8 p aweam ey) 'rabilm~ 'zem+p a,argddc= a s -"IS w m 6 uao* rn aolrerlslqa!~ w l ~ apl X a e ~q aomq dmwd 9 3 8.a w u ! Xem m r m w d q WQ& :snwqw ! wu 9*law pod- 'FI? 40 r ! q d d n s u e w mu m -plaqfi ! w ?I ' F S M )P W ~ ~ aw UWJ mr q I e uo w e m a w 4 m ! m I! 'WI 1 m zawo m 6poa m p -0 o.ar!yddop em uaqm '3sy) @aa -ahoqo pooq)no se as1 s,wmam 3~ w e n s 4 K p p pawpap iupd aua rs68a OM% p auo m papradxe d U 8 3 ! v w = s VP ! ! * FRUN o)u! PWW= %u=uw swum am ayl a"%twq lamd
ayl

upl~ asow

ape19 ===A emlsls Qfi qses v W = V 3 0 5%

99w

B E B ~ ~ ~ a r ~ y d d o p a p l ' ~ p l ~ ~ ~ ~ m q m 4 y p l s n e J J a u o a ~

s m a \ w 30 lammea
w~a-=w

ZWZ BZ~I

apqgawa
- - -e p = a v q - I eoadmoa a
m

rr-ro oea
81-10 aY9e.t

d mJ PZ) O P *a46 E

' I o .F m I"v 'pm~ lnowua lauao 673 suprlslls osa pw ~ a r t l o o j ~ ~ ~ IaAer q?oz s m u * 4% osle =!vdd= P U ! ~ae~. 'UVP la.-l?sIz ew wsauaq Z ~ ~ O R ~ s ~" ) s m %pnu V ad. Q ! qa z. pray J?t?m-gws n p %ooj-ang B y)e a a s Bp "ar!qm 'll s r s a oqm a m rmdo ( 0 w S u a q ~ p q 1 ?J!Vd~sPulW 'lrgnl : m W a
0 -o ) m

QaahoW

Sm?l!O!%I-%

Islay is a hrge m n m t upon the planet Jewel that is home to a numba of different peoples I t is thought to be d15.000 y e m OM, and its r e e d e d hiatray is broken dowm into tro cstegories: the First and Secrmd ages Littk is h m of the First Age, when the m e s were oeatsd by their deities And while no -rate Mstories chmnicle early eve-, it is generally believed the period lasted q to 5,000 ye-. During this time, a number of events hmught the age to a dose. Elves are thought by some to have fallen hom a state of imm-ty with the removal of a n enchanted flame fmm Brigit's temple in Tdcm (see the stmy of the WW Qoeen), wl& in the il human nations to the west three evil bhgemee up. led by G o m , t h e k h d Matia. the three famed a trisd of nati- seeking to dominate Isby, and in tbe e i c war fobwiag, the T.iad was routed by a mmbined force of elves and other races. Hansrath and Modia paid dearly for their aggression, d e r i n g more than two years of plundering by the barbarian hordes of Tomncia (then known as the Eastern Wastes). Of the three kiwg of the Mad-Gmos, Serpen and Baltams-their f t s ae are unknown. Legend states that a f ofheroes sailed to Gmas'irland lair, defeating the brd of the 'Riad at tbe mpt of their own lives. Sxpznnsend is entirely a mystery. Mast assume he was slain by a gmup in6lkating his Etbrreal fortress. Of Balbmm, &Uan myth 6dds that he was taLen to heaven by Mars, tho@ d a m e s say he was alainint&kk. Since then. May has remained relatively stable and most assume the trend will mntinoe. Only a handful fear the continent may be appma=hingits last dap. An Blaient prophecy aesds that with the return d Srrpen, Gow win rise again and desboy an of Islay in his eventual fan. W the msoVery i t h of Fkpds Mind Gapphirey e m a by the bard Nightahadow, some think the @ h t &of the prophecy has been folflned. If so, G&d retarn is a matter of time and -not be stqped, thoogh men and women ofvalor mast try. There are 10 nati- within Islay: And-. This wm the fame* gpitol dlhms during the First Age. Known then as Modia, it was a p w & nation that united w i t h Ht -h and KreUa to T a m a mafederacv seetine to m a t e the mntinent Attet the demise of ( and his ltlrd,'~odia h into a .iuk of cham and darlness lartmg f a anturies. It ib leR un&veloped for the C hl to udli2P as he ehmsea. Capitol: A r b . Gouemmer& As determined by GM. Souereipn: As determined by CM. lkifiee uamhipped: As determinedbyOM.
~

passiog though the city. Their presence here in what was formerly the hdy oity of Amin is gxeatly resented, and their h l i s t e d contml of the region leaveslittle mom for tolerance. Other major oity-states inBaLal. Tyre, Serendib, Zotal and GiIead, which borders T a r r e d

Arain. Comprised mc&y of desert, KarnaL was once the most ancient human empire under ibr pharaohs. Matia. it fell into early mnMd with Gonu, who s o p w l y turned it into a wsntelaod of deserts with his sorcery. (Adoany, a plague killed off n tn te bees and nahve saw to the rest) ai ai During ti time, many interim d e were covered by e n a h k g sand%and hs Us today the land is replete with tales oflost cities holdinggreat t r e a s m ~ s . After the First Age, KarnaL, like Malia, vndement a period of opheaval W g for ceshies as its remaining inhabitants were dn to wander the deserts in sear& of water and grazing lands Then appeared al-Amin, the legendary pmphei A h-ble bed&, al-Ardn, whose true naw is unknown,is repnted to have had a-on i which the &dens W appeared n to him within a dead city. Adsjnp as her priest, a l - M n hecame a great healer and spread wmd of tbh new gorideas. Wnship of she and her pantheon spread thmughout the m a & tribes, eclithe remnants of the pharaoic godg and taday the fdowimg of latari is w i d e w a d . Of a l - h n , his true fate is unknown. Legend says he gained eternal life by drinking fmm a msgie fountain and then asended to a hisher plane. With the prophet's passing, the nation hewme known as Arwin, a k the city in which he erected his fvst temple. S i m then, Amin has developed txn rkh d t m n Along the fe* -them shores, the Arag6ans have become h o w as shrewd tradersand =&en. Within Amirisinterior deserts many & hold to the nomadic W t i o n s of old. These riaracen hibewen are J renownrd a horsemen and breeders of 6ae equines. Fiercely independent and * proud, thr, nomads of Arvnni i n t e n a are well-respecred by d l who bard their lands. Copilol: None apedfically, for A m i d 8 sauthern shares are comprised of a n u m k of city-states ruled by various emks or dipha l&e largest city, A i md , has for c a ebeen a K r e l h odpast and home to the 27th legion. Here, in fhin gateway to the West, the Knellana exact tolls Rom those
~ ~~ ~~~~~~ ~~ ~ ~~~~~~

Oowmrnent: Hereditary monarchies, for the most part, whether one is the emir d a city or a dan sheik. E x c e p h indude Arwinium, which has a KreUan pmcmatn, and Serendib, which is controlled by a satellite of Freeport's G d d of Busineaa & C o r n m e . Souenign: Rashid al-Hman (Caliph of Bakal-13th level m n ) : Ali alSidh (Emir of Tyre-17th level nerromancerfeaacan); Rincem Sindra (prinaeas of Zukd (11th level wit& Rince Mekbim (prince of Cilead--9th level rogle). Deities w @ p p d : d (Gad goddess): Vsn (Good gnl); Caspr . iba (Indeterminate god); Endra (Indeterminate goddess); Kali (Evil pddesa)), to name a few. A handful of followers secretly retain warship of the Egyptian panh-Osiris, Isis, Bath, etc.

AshvryI. Also h o w n aa the Maods, A h sis h e to most of Islay's hondred tho-d or a elves and ite several hondred half-elves. Bmdered on , three sides by nearly impenetrable movntaina and by the Sea of Dellenddl to the east, Asbngl has always been deb idatad from the remainder of the mnbhent, and remains the maU advanoed of all cultures. Mast of tbe interior is taLen npby the Forest of Brigit, a hvge tract of land iUled with the magical and m d .Its most common legend is that no Evil can dwen within it. Yet tbb is only partially true. G%binly, Evil cannot l m g exkt within Brigit's forest. But rathex than eliminating it h a l f , Brigit, from the sun thmugh which she m e s the world, will often draw thm of Caod oharader to deal with baneful elements taking upreaidence i her forest. n Another p p u l a r legend involves Brigits white h a r t This magid beast is said to mam the length and breadth of the forest, and it is believed that one able to catch it may daim a wish Rom the goddess. A similar tale is told of the mmn, which is cooddeRd ta be DellendryBs eye upm the world. When it shines full upon the w s t a s of the Sea of Dellendry4 elves believe the pddesa hems the r-te ofthmv upon its ahonsiftbey involve m a n e . Ten half-elf families oversee large portions of the Forest of Brigit. Gaosidered nohiitykcau8e of their desoent from Ellendyryl, an elf-princess of the First Age, the Tolliver dans have many dealings with the humans of the outside wmld. mere are two regolar entrances into Ashvryl. To the west, a pass lesdmg in lrom S a r u i . reaches the two cities of Marbleball and Fern, overseen by the
Ii4

GreatTolliversand m t h W i s e ~Much trade is mmdmkd hem, and t h w . aishing panssge tlnntgh the interim of the Elfiands mast &bin permission Imm lwal authorities.

At the same time, the 'Riad was b e d . In the war following. the Krdans m h e d into Avelon and the inhabitants retreated dl the way to the elven capitol d T h . With the erenkd fall d the R d the Avaloniaas redaimad their land i . andhare d m made it a home to spellcash, scholars and lntista of all sorts

c9pitd Avdm C t . iy ~oue-a+' m t a r y monarchy pasing to fintban a


( I Y.

of

Sowemipx Queen h e ( % 1we1d r d h d ) . 1 RmalfmniIiar: Baser T. Cat hs I& . r n h i p p s d . Ihmaan (Gmd @dwk A m (Indetamioategoak m BrigiURhiamm (Indeterminate goddeak Lnsh (Indetermbte.god); Ogma

Ondeterminate d Celtic pantheon.

k Cwrmo0(1 @ (Evil k

Monigan

goddars),and other

%port Iong a notraipinte baren, Reepnt is patt of a l? a@ vdcsnic island within the Bay of KnILa L m as Ghh. A refuge f a Baltarus w Eastward lies the city of Rink Gate (a pictme o w m la on page 146), f when he tkd the Raetm, i t wr. granted eternal srchmion h m the Empire raledby the ErinTdJhm. Hm, andent bridge s p m a narrm pmtan of an ahen the yomag emperm cane to -, I and f a mmennia afterward, pirates the Sea of Denend+, permitto m h the province of fmrm d Iday made it a base d openrtiona. Then, m e 20 years ago, a Nordenmdd in Tomencia. pung frebmta named h e n TenTolliver in a bold mwe eliminated most The elver, capitol, T l n lies at the center d the ELllandr Built u p a ao, t e pirate lords at a banquet and tmL mbol of the c t . A few who survived h iy greatmm~itisla&in~~~andishometotholloaad.of~her fled t o w neau Andor, *ding the pnate islands d Farataria Wna? these L i t t l e e v e r ~ w i ~ t h a ~ ~ y a n a ~ @ d b e a u t i f l l eraat., Rsepmt baa dow a mmplete t w m m ~ n d l under Raven'a direction. --at least in them-bas been mtlawed. and i t has bamme a mwrm -~ bsdiag pal, caterhg to mnchanw horn an'pmdons of islay. It i hek rhat ; the D l l d B d n m L Commcn.e, the mndncntwide W n e s s tld onuarfiom, was born under Haven's dirmiun. The Guild tcday is the nost scx (althmgh there rcsoa~y~i* me& but h-toa and -a). pw&d entity upon Islay, standing on the verge d dominating thc Samreign E v e r e m lhe .hd (20th level woodsman). continent's economy. I*&8 ~ ( ~ ~ h i p p~ rd g i ~ ~ h i a o modeterminate goddess): Denenmyn e i. noo Free@ is alsa renowned as a place o m r i d k d training hiiiiiw im f tricksters. Its famed Advenhuera' Gmld aLsa atbami bemes ddl ethics fmm amund the mntinent. Freapmt alao beash+ the Raven's Ina-1rk.f~ m e t lavish A d - Avalon is a green, b n q d land that is home to a few elyes and and expensive i n established bg Raven for the wealthy memhanta who trade n, many m e s ar wen is hormaa No ldstmyrecords its formding with aocnracy, there. Rates start a t 1M)&might, incln hemktkt d stadish on toeat but kaditim hdds tbal tbe bards and M d s who made uo Avalon's rust Laat of all, the part baasts a large popolatlon d uitcaeS, d a there by the rm

~~~

~~~

~.

peremtian fafatbizm d smcerk. Tbe d & G , with their preference im isolation, m d into tbe aease foe* of the interim, while the b d s settled in the light h t s and glens d t h e lowlands, building anumber of cities that atend even today. At same paint in time, bath gmup came into conflict aver the bards appointing Silvanas Lorebard king. The druida, disturbed a t the move, began thinLing that the bards shmld be driven out of Avalan altoether. Sibanos wisely f m w dm1 war hewing and to salve the p b l e m imk admidw as a rile. The*, he made a d s m that each strccassive heir to the t m e b n w d alternate in kdnlng as a W d or bard that neither gmop d be favored oner the other. This p l e d the dnada and E the lifltbat had M atartad ta fmm. Not many pnerations later, two gnat leadem sppeared-the bard Dellenthar and the druid Mgrfgr. Bath masters did much to advance their respective professions and ta this day are d theArslm5am by

165

m
Capitd: Freeport. Gouernment: Resomed to be a n hereditary monarchy. However, speoulation exiats as to whether the Guild is subject to Lydia. or whether she is nothing more than a shompiece mntmlled by the body foonded by her retired mob. . % W w n : D u c h L y h hndr(16th level d m d m k h ) . LbI(re8 wonhtpppd: A rm~ltrnn' of an eorb. The dmidw cult headed by -1 . follows the lndetermtnate goddess Artemis, while many srafarers are drawn to wmship Neptune (Indeterminate god).

H m t h . Hocwrath is a my land of plains and mountains, and this nation of city-states remains home to most of islay's apellcasters. It4 early Metmy has long been last, but its psrt in the W events of the Phst Age is well documented. Led by the J M king Serpen, a master samm, - & Ha threw its combinedmilitary and magical w p w t into the triad with k I l a and Modia. While with a cmrdinated plan of battle Ha.snUh muld have spelled the difference in the last W e s against Talon, &rpn instead hunched a suiddal a % n t a n army of elves and d-es +s masing in While the battle mceedd in *ng the Elvetking, the md to Ht -h was exceedingly h, and reduced to a Raaion of what it had been, h s army of i & i men and moostera offered liUle aid to Gmrm and Baltams in the following
.. " " ' h

In the years since, Hmwatb has w chaa* No Irmg-term mler has e d ever again materialized, and as a general mle any wizard or warlord strong enoogh to keep and hold an areamay daim it as his own. I n keeping with its baditiom as a center of magical studies, Ht -h is flned with many acho& of mrceries - k e d throughout its v& cities. These schmk taday h o m m W ~ H limited government, with its Cooncil of Wizards in SerpenaEk kwhggcneral edids to the paid memenadea who form their armies. H m a t b is split in half by a hvge region known as the Lsnd of Shadows Mmh adventore is to be had within this dangem trad of land but only the brave-* foolish-leave the caravan t a l to penetrate within. Reasurea and ris .monsters abound within the Land of Shadows, including a legendary gmup of raidas h - as the Bkck Hmde. The GM may utilize the region as he
d e a

Capitol: Serpendik (Serpents Eye), altbollgh there arr other large dlies of equal influence. Gowrnmenf: Magomacy. mn by a niaarss council with representatives hem the largest sch-xd~ temples Reaided over by N&"s and a 20th level n m ti&. Souemign: None. Deities mrshippd: A smattering of all smts. Redaminan% the Dark Gods, including the Rince of Devils. KRlla. Rrellan hadition assert. the early inhabitants of this nation migrated to Islay from a cnntinent far to the west that sank into the sea Known then as Polifhum, the yaoag mIim became wmcked by civil aar between its R a e t a and a re&d governor h e w n as B a l m . Defeated, Owernor Baltams was erecoted Years later, his son, Krenus B a l k m , organized a aemnd rebellion. Bot despite a successful shing of W e e m n through his -9s m d MCB Rghting, ik ultimate defeat at the of unit resulted in his fight to Free@ There, he had a hands of superlor f faterul m e e w with Gorus and Serpen, two powerfol spellca&m with ambition q to their powers. With their a i d a new c a m p i p was hegun, and d B d b r w defeated the praetor's forces Nor e m, w e r the m x t two degdes he r e P d his two allies with suppert enabliDg tbem to mnquer hrst Hwmath, and then Modia The three r&om then formed a confederacy h o r n ever & I as the Ms4 and= thmghts lamed toward the East In the war following, k l l a n legions hesieged the elven capitol of Talon. But during the last months of the campaign, Ekdtarus disappeared horn the scene and command passed to hfl chief legate Marcus Paulus. W t Talon on ~h the verge of stamstion, a f m a of its W e s t level spellcastera larded a suioide attack against G m q appsrently defeating him. The remaining defenders simnltanemdya t t d the besieging f , and with mne of the three lards remaining to martial their folioweq drove them ant of the
t tactics, Paulua made a lighting withdrawal to Krella, returning the army relatively intact The barbarians of Tarenee, having l e d respect a t the hands of the M a w , -tented themselves with looling Hacwrath and Modia, leasing k h to enter the 8econd Age rmharmed. The m a t e , comprised of the A t h i e s t hadowners, now becmae the nation's governing body, and go it bas remained but for the brief reign 500 years ago of the heretic emV M u s Oratus, who met his end at the hands of Hamatbian asasills hired by that august body to stop b phmed attadr against the Eask T h y KreIla is stin highly militaristic, but itr sims, d e d e d in its governing body, roe m m e r d a l . Knowing that a n a against A d o n would A t e ancient trratiea of the ekes, dames and Tomemkns, and that a m m h into H-ath would be met by scores o* f k l l a has mntented itself with bemming the main supplier of grain and wine to many lands of lslay thmugh Freeport's GuiM of B d & Cmmerae. And what it might or might not have gained by fom of arms it has accomplished throtrade. emnomic influence of the western lands of Iday. Even so, none question that KrelLa's vaunted militmy is onmatched except for perhaps the ! n g t of iihs Tomnda, and a n ancient belief among the legions is t a Bdtaros w i l l m e ht day reand sweep the em* into other lands, brlan of Lslay Omier Par ICmb-pace llader k U a o m l e . As noted in the gladiator profession, there are Tom raial dasses within &Ila Highest are the patricians. These lue wealthy -daub of the PDliRiana who colonized b l l a in the Phst Age. Next m e the equestrians, m i d d l w cititizena deacended horn at leapt oae BdlBim. Plebeians next fdlma. These are generally Ule pmr &sendank of faeigners who settled in Krella, but also included in the clase are &born descendants of Krellak miginal inhabitants who were m n p r e d by the RtliNians. Lart of an cmme the dediticii, or freed a y e s of M ior plebian descent. Slaves teehnicdly

In the Ikd weeks d the cam-, the three lords of the 'Itiad disappeared in preparation for their final attack against the besieged elven mpitol. While Cmus and Baltams are belie~edto have retreated to an island la* somewhere wrth of KreIla for re-s unknown, most spedate tbat Serpen rehvned to what legend bas dubbed his Fortreaa &keen Two Worlds, an Ethereal forbegl located deep within the Lsnd of Shadows Here. with Enendgrgl, the kidnapped mahiarch of the Tolliver d a y Serpen is said to have besaogbt aidfmm the Dark Gods. Dming this period, a force from Talon sought ant Gmrm and in s climactic W e wereamream him a t the cast of their own lives, while at the same time Riwea.Enendyryl's sons mounted an a h k against the Fortress. Serpn. m t h e r with his lieutenant Cath, is tbollght to bare fallen during the Fomeas' infiltration. Details on the F m h d b d i o n are sketchy,although the whereabouts of Serpen's -nt toner are h . is presently -pied m It by the s m e w Greenfeather and his retsiner Baltar Revenwmd. V i i h are unwelcome and do not oRenreBm. With the heads of the Triad gone, its fs collapsed and were muted. Only the K r e k , onder the M i a n t leadership of bbrcw Padus, soccessfullyretnatedint~ emerging unscathed Ran the lbmen&n sacking t a hefell their allies. ht

Ekds. Thmugh n

are not emsidezed to have a social mnk. and thus the one benefit they eniov is

Copilol: Orlan. Gouernmenl:Hereditary monarchy, psnsing to eldest son. Sowreign: Dork (16th level raguel. Deities mnhipped: Bradidallurn the Gnom~mother(Gaad g d d e s ) : Ashk-Naz (Indeterminate god): Klaggolloth the Twist-tongue (Evil godl, and others. Capital: Dramnium. Cmvernment: A plutmacy mruisting of several dozen a e n a t m who awn most of the nation's land and wealth. Sowreign: None. pantheon. Especially Jupiter ( G d Deities worshipped: The -rcmm god): Rora (Godgoddessk Vesta (6aod goddess); M m (Indeterminate g d k Neptune (Indeterminate gal: P & (Indeterminate goddess): Pluto (Evil god): a Hecate (Evil d h l . A l o e the Hendaom wninsula to the far west of the " nalion. the inhabitants wonhip the Cnxian furmr of !he gods listPd.Seur, in the case ofJopiur. k s . in the rssr of Mars. elr. R a l t a n s i s also honored as a god, although he has m priests. A temple in Drmnium erected to him in the First Age has been l&d since its mmpletion in the belief Baltarus himself win open i t upon hiarelvm to Jewel.

Naz-Al. Home to the dwarves who mnnel endlessly into its bowels. Naz-AI
is a land of hieh mountains and d e e chasms. Few benisn inhabitants are to be ~
~~ ~~

found above-pund. and few bui dwarves have &Y desire to bod the dangerous mountain patha into Naz-Ns interior regions. I t is said by the dwarves that the mountains of Naz-A1 were tlnost up as the god Ashk-Nas awoke from his sleep. Then, with his great hammer, the god chiseled the dwarves fium a h c a in the deepest bowels of the earth. Initiany actins as senants of the god. the dwarves and their @ w e mnsin. carried the valuables mined by the god to his great hawe horde. A s time passed. however. they wandered from realm of Ashk-Na2 in search of ireasores for themselves. Bemming lost, they sough1 to reand ever since have tunnelled into the earth. -king to reach the depths where they were born. During the First Age. dwarves and gnomes ranged fm and wide thmugh the western side of Islay. Both were the k t to feel the wrath of Gorw and Serpm, jealuus of their wealth. and were all bnt exterminated. The remainder, driven back to Nm-AL m s their musins to wrath and joined the other md races against the Riadwhenit spread eastward Many were lmt in defeatjng the Riad and dwarven territories in Modia w d Hoevrath were never redaimed Today Naz-AI is little changed From Lhe First Age, and few indeed are the hamaas or elves who have seen firsthand the wonders its inhabitants have wrought within the deep parts of Jewel.

sarvia. Sarvia h d a r s H o c m t h Andor. ARvi- the E%ds and Avalon. I t is n hilly land. filled with many forests and shams. mu& Wre A v h to the south. However, Sarvia is far less benign than its nekhlwr. H m the vampire sucks lire from the living, the werewolf howls, the p a t snow wolves bring down the lone traveller, arrd tile feared ogre witch Baba Yaga flies her b m m a m the nighlsly. In the First Age, S a d a had no m e and wap s1 -y populated. With the rise of the W a d , sane d i t s pople endured the Wad's -patio" while 0.

w~rn

.slapoaJap xaqlo am qlla amp2 mop& qu! o a n w Kgpwuaaa aram Xmre s q pus a m a m & 'as ua- .61p a q no q~qv ~ ipql u! p a ! u & K ~ o d m q alafi sa!mre s , p a-~ 3+w moy s w y q r a q aslag a m rol paredadun ?q%Oq? O W -4 57 W J 4 B 'maql30 m o ' U O ~ L4 paq-m w P- ~ U W L laem = w W paewq s a q g a q $ ' w aql dq p a u a ?sea aq? my amq7 K s q s p-pum q arara d a g p ~ o-ah l s ~ a q sn-n a aq* qarqm 1 %paam B w j S u @ w u e 'naqg pad aq q &-am was om? aq? ' w w w = p q aq moqm wrm 'sau-& p 1 . 1 ~ ~ aql q pzom a u ! -saqa-smar(l m j WOW ~ >an(+ 4~:- 8 8 ~ -*sea 'e aw %pn1=u! 'Xstsl dn a q z u e u ! 8 . m 9% jo paurea1 mew 98n01g1 p w epwl ~m leau s a m m p pap qzw aesq nl p a 'em u a p l w 'saqul asaqq jo spmlmm aql jo a n 0 5-3 cw.mq'~q a w - snoqn jo pa-submm p sera ' s a l s s ~ oralsga a w ss mmonq uaw gpuazmx, z s 1 ~ w UI a

' e

$q d m

.KVIJO no@ s! a)w!mop 4 pamasap l qq pa[??as aaEq m o p plaqptq'maql oaamlaq re* p a l o a n d

pqvm

w 1mn I ~ BKI-I s! ow ow aug===da-s aw, =n=x ~q m L q ! ~ ms,="oam& ' L q q modn uogzu ?sa%re[a= .~pmauo&

7-a

,soqflm N iwo%!e=4 all7 d!q-fi slpmn~ JO A a 'slaq~oew '(@ nam-qapul) raqqa-am& a w u w m o u :(ssapp& alsurmlqapul) UaanB A aq? sp :(P& W D ) l d a a q m l w - w o a91 1 0 q ? w :osappd) pm3) =I=H aw ~ U P W :(@poof)) m~ 3a-3 aql JO uguenb :(p& ) p a s a u q aql jo u r s :padd?q=m s w a n ~ la-I VOI) IU a~u-q:uaarmos uosisepla q %!sed Xq3wom d r a l g a r a ~ u m u ~ m w q 'muam& :p$rd!q 'eagpduw aql ss -oq p u q jo seare a 3 7 laho p l 'Kpm% p l o aql JO vaqmam ~ ar. moqm ja il.'sassaqsna p w s a m jo laqmnm e 'sluno3 a! moy W v 'lpm3) XDA 7 U O O 3 !(P3)3 0 UOA ?uno3 :(%=o!rmwapu~)m w d w moa ?on03 :(1+3) =mnlJaS ?on03 : ( 1 ~ 3 ) auprmaf) '1s i-03 :(alW!mra)aPnl) -!==P=q!n ?U"03 !(em3) PF-uaPmN auno3 !(?lau!rmalaeul) WSN lono3 :(alw!mra)apul) v u a p u ! l vuno3 :(al.smmra)ap=I) nmaBld? ?nna3 :(ma)a m m 3 ae ~ssal-03:(alsurmla)aPuI) aunalw13.p luno3 :(ma) u0qmaa.p ?urn3 :(woo!rmala~u~) PW-AV 7-3 :(pm3) n a ~ q ?-3 v : a e n p m w w ano pus-m-03 ,I a u .$uam?sanu! m j &!uo+do rpnm apgard sea" am p w '(asmmjo ' u m m z a d q ? ~s )a q u q dn S q a s roj sIqE[IBnB S! p q 3 o ?q B ! q e b h o g w zaraal am uw 7 n a a m m n p paw drms am np&q. jo qanm ! & amqm 'slsaaoj ow a w q n l leeaqlroo w ' W ~ N mu! w o n ' ~ ~ u s m 3 mu! aq? warn augpeay smtqua&ps lo) ?u@go-au!dmnlr paap!ss am=" a m aql ! j a U M 4 a* u!wra, p p m u a p m ~ uul paumwai a .@.TPua[[aa JOwas aql jo m auauaploq ' p - a p ~ jo wu+oxd a w m w w m w m w d 1 'slamluaap 0 q qsnm a-ago h q m paloadsax B 6% vuaLyI& '&~l?qw asnsJaa q JO ! '=am q7w SB0x-P m u w a l u a p w q w s aq? q v m . a ! . l~1'17e w3 3 a-I on a a ~ p = - 10 B%UPr+ aql &=L '=a!e=a ?uavuw z!ew olidaq pus = q v s m sw p 1 sw mag m q m ! a m wren aq% q e w e ! a .slqil!ml m slowxam i!aq? p w ' s a g u r n %!nsua aq? =am s+uum %m ~!s~~a!qo "UB9mq 91 sl! 'nogw Paz!lgu s qu! padolanap woos a w q e"oam& .lam awn- JO 138d w *=!= n !P' s a m q naqlq paamla1 w w u m~a w moq s l a m 0 .rnoaury. jo uo!u!mop aq7 lapun Su!upmaz s a q y lsom ql+ 'nogeu sql u padoladap q![ds n '?up4 7 q m q 'sangdsa p w a m m a 4 JO q m ! m p q x m amoq Su!umlal ' s ! p o ~ pue q l s m a o %maws 4 naj uaq? ' ! aq3 ~ pq inox a w P ~~ ~ 3 1 8 w m u a m & 'snlwJU W ~ Pa W I ~m p 4 w !M
3 -

60 . w i f

Tz.kJ, :,o$!dq, .Lqumeed am K pq!lsg u w o a m 'a00 u Kq ! pus =~!l!m 'rnrld se ~ U W q 'Mb l p q l n e JO UOWus op ' ana hql bB 8 U p S ~ f f 0 d '1SBa aw 4 B p y m &Wq? $B 6 q 6 @aq Sg-g q wp6". sleEuom jo wed S u p ~ u g o o ~ p w '=a@ aw w uraoml 'saqnp s,nogso aq? uaamzaq aJgS q s a l u ! 'za-a~ .qqS!q s . w u - ~ leye sanlasm9w pauq18d aAEq 4 3 PW 'W'JaUoL 4 q " B OJ TMW XepoJ, ! 7 u e w w q m q388803 adqr a p u B u v a p ~ fq 1 0 4 oqm slzas--sa$K3 jo u!3y aq? aq q amas kqlq%oq s! ! i ?w!e rn- . j w J w I m Karl? ~ ' 1 JO slmzpuawae am lol UW!P* 1 moqs anBq s q n a sq pus ! 3 aql%quw usm-q p3ss.m aw 'mop Jan3 'PW aq? JO SW 6~)wfi 'dm3 m 'pmpam -a 6m ew q3u-a3 '.osua- ?aw $0 PW aql PU q WOAw a ~ q u !a 4 maw e %!mmaq .s) w 'smloj p e w a q 3 o 11101 a q Z u p p a g r a g jo qsemj pue sumunom ay) qu! pamaddss!p soaz!uap Suadaas jo &UZW 'wq ~ g @ a o w J O I ~ Maq? lapun P P PW m = m J ' ~ O P Lq soeloo@nva w qlw p v a 4 . w slam

The " N d " world is rm what is called the Nexus. The existerm afolher planes, however, i s well imosun, and it is thought that there may be limitlas. dimensions beyond thisrealm of edstencr. b e uf lhe h u m dimensionsindude: Thz AFtml plnne. The Astral plane bmdem the N and Ute higher planes of eistenee, wherein dwell the gods. %me mmtals often shill their spirit to the h a l plane as a means ofpyohicdlg traveling fmm one place to another. Needless to say, many disembodied entities may be enmmtered within the A t a plane, including&& and demons srl

The Ethers. The Eth-rn Ixlrder lhe Ne- and Nslher planes, and a p p a r asa misty realm of shadow. Few native denizensexist there. but many rc,llr& spirits wander its borden. I(CCIU_P*(he Ethers m said 10 exist 1argel) % a < rurmin betueen dimcadvoa. m e elhereal ereaturps, especially spirits, ur. able 10 manipoisu ila fabric lo rri.1 partially n, the Nexus as well, floating eflorrlersly through -lids in a n o n w n l form. A few humans with spells
p e r m i t t i n g s h i h effectso h ose the E h r as a means of quick traveL tes CrenhmswithintheEthe~1dondage.

The Netherpfmm. These enmmpsss the planes of Hell, tbe realm of dsvlls ad their demonic m a n t a Many nnspe&able ten- dwell within thee kid planes, alrmg with the tormented souls of t w who followed a p t h of h
E-1~ Within the Hells, there is much intarnal strife ad dirision between the v& I d . It is for this rethat two devil-wcxshipping neaomanars
mayemrdse each other's Nether minions.

The Realm of Foetie. iP_ is the m a g i d realm of Brigit, Bligh exists out of time and apace. Here,in what is th-t ta be a s h s h of the Nexus,faerie il Bmdeml by twilight, many matures build their h and time a(rmd.&l. ofall magic power. believe that this realm is dthatelythe

All monsters follow a standard ou&e as shown hereafter.


h u r mting. Most monsters have a n armrating of 0. Many, due to f are even harder to strike. But their small size, camouflage,or other ,m e have higher ratings and are easier to hit This is often b e c a w of tbe

monster's bulk, or beauee o f n a k d morning or a r m m scrap that may be wom. These f a c t m also p i t the m& a degree of damage &sorption equal to its AR. This absorption applies to any nm-spU damage, but to balance that bonus a smcessfol hit by a character always iutlieB a t least one point of damage. A h , mmsters with a psitive AR apply a m a t e banto p h n reskhnce mlls (But note that poison, as a general mle, will not affect m a t u r e s of large or eztm-large size nnlthey receive a massive
amnmt)

lbcfiezl move. This is the foctiaJ qed of the m&r per phase. Naturally. maat monsters can c h o w - i e . i n m a s e their speed to 10 times that of normal for brief p e r i d s (generally 13minutes). Leuel. This primarily represenb the number of dice rolled to generate Stamina points. Some monsters have a range of levels pasible. Ors. for y level 1monsteq can range even high- a t the G W s example, while d option. Stamina points are normally determined by mlling a Dl0 for each indicated kvel. However, some especially large or small creatmes may use different Stamina dioe to reflect their size. A fairy, for example, might posses D4 Stamina dice while a dragon has 0129. In sueh c a s q an appropriate
stamina & vnll b Rrrarketadi. ~

constantly c h the monster desoriptions to note st& h swb a ease, there is a s h e t . requiring that he memorize three numbem 6.10. and 15. These are tlat smres representing belowayemge, aye-, and abue-owmge r e m e mll targets for quick handling. In agivenimtmce, the GM makes a d i n g into what category a aeatuds atat wmld fan within and m b against the target number. Example: a witoh ws +ilp t a an ogre, suggesting he let t her go so she can fekh sene treamre for him. The GM knows ogres are relatively stupid, and so he asurae8 a blow-auemge IQ, making the resistance roll against the target number of 6. Thus, a 5 or lower an a MO indicates a suewssful IQ m U At the same time, an qgre has a g m d Con, and m the GM would use a 16 as the target number against a paboned arrow. Monsters are presumed to have a Luck rating of 6, althoogb this applies only to t o rob. They should not be allowed the aption of expending LoeL to p a r a f e e suwival except in special esm In the casz of throwaway GMCs, the GM can presume average s t a b of 10 for wnvenience. Optional game unriant: GMa raitMogto dmp the mncept of using s t a b to determine resistance mils may instcad p m e that the target number of any resistance mll is 5, to which abonus factor of 1is applied for each level of the monster. The table on page 167 i s offered for this method of resistance mU determination. Special sf&. This otegory is for especially high or low stab a monster might have. M c d of the time, however, no adjustmenb apply to aUack or damage m b by virhm of high or low s t a k this is w m i M in the range of possible damage,or in other ways. In the Ease of certain powerful matures, GMs may wish to treat some stats as high as 26 for purposes of xesistance or stat mlla. Another option for him is to do away with the idea of making some stat mlls on percentile dice. Instead, special stat mlls 4 made on a D30. Example: A human Lnight be wants to force his wav tlnoveh a barred dmrwav. The GM Wh iosists the tr player ~ I under I un ;I U I A ~ dr& aitemphng a M). similar action d d logxally mske a S n r n ~ l h roll on a DSO to perfthe same aftion. AaoUF.This tens the numberand sort of attacks a monster has. Dmg. T i shows how much damage the a t h c b i n f l i c t hs Ethics. This indicates the general e t h k ofthe monster. S i a . Thin reveals the size of the monster. Since pdlicafion of the first QA game manual, the size lidings have been s h - k e d a. follows: small (under 3'1, mdirrrn (3'-1V tam, large (11'31Y). e t -a (3r+). rm l w Special note. This category - r e a any s p e d 4 a b i t i e s of the monstarwithering, spell lmmvlnily, etc. This optional c a t e m can a h &ow any partimlar prdesion a monster might pcesess. (Ree&tea, fr o example, fonelion as druids.) However, unleas they are beiog d rrs a n alternate -g @n race, monsters, regardless of pmfesion, the m m s k r combat table to determine their BAR. Common kmwledge. This is the howledge that same of the public might know n believe about a particular monster. Comparable information is also imparted by a suacessful tn'uio mll. De&zi&d knowledge. T i is more spedfc knowledge which might be hs possessed by a bard or sorcerer with the pmper fields of knowledge. Others might, through l i d h a n d experience, imaw -parable informatim.

A sb-t for the GM when generating Stamina points is to tag the figme at exactlr half t e maximum possible for a monster of that level. h Also, shoold a GM desire a formula to ree if a monster loses morale and reheats. the method of doire so is roll against twice the mature's level on a D20. A s a v e above that-or a w a l 2 0 - m e a n s aloss of morale. BAR. This is the monster's Ims a k c k mll, or the number or les. i L needs to strike AR 0. The liAt number is for using the D80 combat table; next is the DZO m e : and 6nany the Dl03 combat table. A given number can be bettered in the ease of monsters that are higher in level than the basic rreatme of that sort. BPISP mlio. This Ftgvle shows how many of the mmskr's indicated S b m i m point., are to be wnaidered Body paints. A monster having a BPISP ratio of V4, for instanoe, means that one of every favr of its normal Stamina points are actoally Body points. Mme 8peeifdy, a 18 Stamina point monster with this ratio would be wmidered to h e exactly 3 Body and 10 troe Stamina poinb. (If the m a & had 16 "Stamina" points, f a equal di * could be made, and thus it 4 have 4 Body points and 12 h u e Stamina poinis.1 However, ane ofthi. form& can be somewhat of a hassle, and a GM may not want tobother with emstant oheoking of the BPBP r t o wr mental ai, l math work when he is msing s e ~ e r adicerent monsters. A s h m h t is to are a combined BodyBtamina point rating. That is, Body points are not ansidered when rolling the Stamina dice. However, attach that wonld innid Budy damage-mh as m h l e weapons-are handkd by inniaiog doobk damage (as Stamina Writs are lost in a 1 to 1 ratio with Body paints it d l be recalled). T h u , a W Stamina p i n t monster sbuFk by a n arrow flred fmm a re-ed bow woold suffer ID6 points of damage multiplied by two. This still gives a monster a slight advantage but is workable. Naturally, against monsters so cumbersome that they lack Stamina poink (i.8. a BPBP ratio of Vl), damage would be heated normally. Some monstempirits, for example-have nu Body pointr. Such mausually rea n a h h e r uae BP 1 or better weapons i n ader to ham them. If using "Nnmal* character races in an enmunter-eke, dwarves, humans, eb--a handy formola is for the GM to assume flatBdy points of 10. Crratmea with any pasitive BPisPratio alwaphave at least 1Body paint. Am BcdylSlamina. This lietp the average Bodg and Stamioa points sf a-ical monster. The firstnumber is the monster's Eady pointy the second is the Stamina listing; and the (bracketed) l i p r e repnesenb the monster's average wound potential for gmups using a wmbined BdylStamina p i n t rating. In the c of monsters L h a L e i k lack Body poink or have a BPBP ratio of 111, only a combined total of Body and Staminais given. Laat of all. note that beasts whose weightbaring limite are teed on their "Stamina points" aetuallyare based on a combined total of Stamina and Body. Auemge s t o t This indicates the usual range of a monster's stats for puqmses of detailed resistance rolls. (Because Apparanm and C h a m play no part in combat, they are not considered.) Once mare, a GM may want to avoid

uw.G&G~S~rrngth

A special note regarding M . bm&hh# a colony of mi& d A "Colony" is &lined a a . p of m a t u r e s which imlinctivc2y have a mordinated manner of movement andlor behavior (such as a BoeL of birds moving in perfect onisam), or which are broken down into workers, breeders, queens, etx. The kvel of a normal colony (for pwof W h i n g )is treated ra, five levels higher than that of a single member. I t may occasionally be n e m for a GM to da some mental math work to Sgure the effective level &st which the druid must contend in and- to k n i s h a mlonv. Note. " however, 1hA u m c n c a t u r e over 5 d 1ert.l. while d e y meet the mireria fwr being mnsidrrvd a mlony, are not h a t e d as w h hrcauw of their h g level ih andim IQ. Opt~onnlly, GM may allow a hrtut~,ni: against t h e , d i n ( ! the roll that the druid each turn may affect one or mare creatures in the group w h total levels do not exceed her m Colonies, by virtue of their n-bns, . uaually a h k e n m at ammbat value equal to level of the wlny-itrelf.

Banshee
Armour rating: M-5)

Tactical move: 20' Level: 8 B f i 18/11/57 BPBPratio: Oil Average BodyiStamina: (401 Average stat: 12 Sredal stat; NIA Attach 1 withering t a d , m fear Dmg: 1 W Ethics E
Size: M

Average BodyBtamina: (1) Average stat:2 Spffial stat:Ag--20 A t t a c h 1gmup of stings each phase Dmg: ID4 Ethics: I Size: S Special note: Not banishable by druids Common Imowledge: Blmd, or vampdm bees, suck hlmd from the Mng. Detailed knowledge: Blmdbeea-mbk normal bees, although they are somewhat larger. They are feared fm the fact that whok w a r m s mi attack and sting living a drawing their Mmd into s storage sack within the bee's &omen to later be rendered into myal jelly. When swof hlmd bees attack, they d-nd upon all meaturea within a 4 drde, prefening humanoids. Thereaffer, numerous hees attack each ' phase, infliding a total of 1D4 p i n t s with each h i t And while blwd bees have but 1 Body point, they attack in soch numbers that killing them en m u s e is possible only thou& ape& soch as -gy blast. Greater slumber also renders them inert withont a resistance mU f i r all their targets m dead m else have escaped, the bees rehvn to their hire, where the hlmd stored is made into royal jelly. This jelly is greatly pdand 1Dg doses may be foundin a hive. If eaten,the jelly restores all last i , Stamina points. If imtead rubbed onto wounds, a dose of the jelly heals all normal Bady damage.

Spedal note: m c weapon needed toh% immone to emrciarn and speUs( withers Stamina

A&H

wailing foretells Common knowledge: Banshees are ghust women whd m . Whiled bowl+ Banshees are the spirits of women c d fm holding bsch infamation in life that could have saved an innocent In death they now bemoan their unrest and foretell doom to the living. Their name literany means "Woman of the wmd', and the ootdtdrs are osuslly where the spirit is e n m t e r e d . When the banshee appears, she emits a horrid wail, casing those failing IQ mlla to flee in terror for 2D4 minutes. Others may take what action they desire, although the monster if attacked may respond with a withering touch that traosfers 1DB Stamina points to i h K . If not attaobd, the banshee wiU vanish r phase 6 of the fdlowiq tmn. m S h d y thew&=, the gmup or p e m will bemme invobed in a n encounter invariably .ar more deadly a threat than the banshee i k K - a drahe; W group of withering undead, stc. If, however, the M e e is slrdn,the encounter will he avoided Thus,a banshee should be employedby the GM only with prim thought.

Arm-

rating: 0

Tactical move: 16' Level: 5 (D4 SD)

Armoar ratins 0 Tactical mwe: 0 m 6 Level: 3+ BAR; 1 W 4 5 BPiSP ratio: l/l Average BcdyBbmimx (15) Average stak 6 Speeiat s h k N/A AUack l m 4 Dmg 2D6 EI * Size: M m hger Special note See below

BAR: 17/10/60 BP/SPratio: lil Average BodyiStamina: (10) Average stat: 6 Speciai *tat: st-15 A t t a c h 1 butt and 1 hite Dmg: IDSllDlO Ethics: I Size: S m lmger S p e d note Bonishnble by druids:jaws lo& if i t mUs 5 or more below its target number to bit Common k-* nI: Boll dogs are homed dogs inhsbiting deserts. Detailed -ledge: Boll dogs a m aggnsrdve carnivores who prefer lairing in awes lauded in dry, hot are* including demts. The typical male i s solitary, wbik females may mcasimdlybe found with 1D4 p u p (value 1W gd e&l. The h e a t ha.ts.o &ach, +he tbet of which is a butt with its bull-like h o w followed up b y a v k i m b i t e . When biting, if the monster rolls 5 or more points below the smre needed to hit, ite jaws lock in a death grip. Thereafter, the dop cannot h u e althmgh it inflich bite damage automatically s t the W n i n g of e& brruof -bat u t l either i t a its prey is dead. ni

Common knowledge: Blabs are gelatinous creatmes lairing in caves and d m g e m . They often s c t acid damage, and are only affsctsd by certain at* forms. Wtailed knowl+ Blobs abrmnd in h d o n e d vndergrmmd m s a, and are p h a p e the ultimate annoyanae to adventurers. Some &e mobile, and they can he of any mlor (a few can even camou5ge with their -1. but the damage they intlict and the means to harm them often wry, and are dekmined by random die roll an the tables following.

2-blun1 neapna
&d&
weapon

atak0,mSi.e

-Tme(-speu

h o u r rating 0 Taaiutl move: I S Level: 1+ BAR: 16/8/40 BPBPratio: V1 Average BodyBtamiaa: (6) Average stat: 16 S d stat: AG 7 Attach: 1strike m kick Dmg: As per weapon, m 1D6 Ethics: G Size: M Spedal note Allowable as charafterrace Common knowledge: Centsms are hots-& beings horn Avaion with T in size from mere ponies to that of a the upper torso of a human. They p a t wmhnrap. Detalled knowAralonian legend assert4 that in ages past there lived a man and w k named Ctlnen aed Anyria, a childless muple whose a ars greatest joy l y in raising h m w . So great w u the p i ' devotion to their steeds. that even the Q w e n o Fnitiea wm totnuched. One day, f Cullen and Anyliarode t m h the forest, s banafmation came upan them, and the two 171

Blood bees
Armom l a * . NIA T a e t i d move: 1(Y Level: 5 as a whole (1 pinteach) BAE i ~ n w BPisP ratim l/l

ever aRer mamed tbe f-te of Avalon as centaura Since then, their de-ndents have multiplied. And while mmt c e n t a m prefer isolation, a haodfol hare taken np the path of adventuring, foodioniog best as woodsmen or dmids If f m d to Bght centaurs can employ weapons, or make a kick with their h i n d q s r k s . If used as a charaderrace, stat details fonow:

In creating demons m deul7s, the following s t e p shrmldbe fallowed:


1. Ron percentile dice to note the monster's sier. (True devils are no smaller than medium size.)

2. Roll percentile dice to note the maaster's f m .

Arm- ratins W-5) T a d i d move: 20' Level: 4+ B m 16/9/47 BPISP ratio: y3 Average BodyIStamina: W14 (20) Average stat: 7 Spedsl stat: Ag-20; St-15 A h & : 3 whips Dmg: 1WlD611D6 Ethia I

3. Roll ID20 to note tbe monster's level, adjusting the r l by size, to a ol minimum of 1st and a maximum of 20th level. (True devils, remember, are no less than level 10 monsters, and the GM may roll a D10, adding 10, to fix their level.)

Size: M
Spedal wte:908Hkely t o o m b w h Common h o w l e d g e : Dancing s t w are uuoivnoua, star-shaped a e a t m e s dwelling within caverns. Able to bemme invisible, their whip-like arms spell death for those passing near. Most stand about seven feet tall. Detailed Imonledge: This bane to arkenis so named because i t resembles a giant s-h with a Imnbering, bnt fast gate. I t lairs within natmal cayerns, disappearing @t the stone thmugh its chamelecm-like abilities. When a meatme paa~es near. the star launches out m d m p fmm a cavern rmf, am6uwhing 908 of the time. Its arms then lash out in whiplike fashion, htklitg 1DB pcints o damage each strike until its prey is slrda The ( monster then f e e prefemlng bones and marrow over meat.

4 Roll percentile dice t note the base baseage i t i d i s t a with p h y s i d . o attack%,applyiogadj~&~~ents ran based on size asilluskated. to the

Size-

5. Roll 1Ll6to note the number of extra powers for demons; m U 1D8to note the number of erka powers for devils.

Armom rating:0 (base)

Tcia mwe: 10' (base) atcl


Ie~ek 1+
BAR Variable BPISP ratio: Variable Average BodyIStamina: Vrviable Average stet: 15+ Special stat:As determined by GM A t t a c k 1or mme D m s Variable

6. Ron percentile dice to note the type of ex&* pow-, applying adjushnente to the mll based on the monster's farm as shown hereafter. (Duplications may be remlled or combined if the GM prefers.)

01-15:

E k E
Size: S m kger Specid a o k See below

1625: 2630: 3143: 34-31: 38.40


4150:

Common h e w l e d g e : Demons and de* are -itants of the Hells. Their appearance on the Nexus is u 9 d y &-able to powerM spellcastera who wmmrm them. Detailed knowledge: The He% are indeed home to these powerful monsters. Of the two, demons are the weaker, ranging Irom small i m p to 20th level gargantuans. Tme devils are overlords of the hells. being no 1 than lewl lo monsters with ertra p w . / the gods, theae monsters are forbidden op to directly interfere in the affairs of mortals. However, thwho sommon them override thi~ i v e d a n a t a n t p m i t t i n g them to wmk their evil on m the N e w albeit under the "Authority' of a mortal. Wise sammone~ l not d treat the more powerful of these creatures aa geryante, but will instead bargain for their aid. All devils and demons of level 10 n greater b e tme names that ean aid in their wmmoniniag. Demoddevils have the following benefits in mmmon: 9 tlivio skill. % 5W'heot sight. " tmmumly ~,Typ+ spells n a s p m k s n y meant fm them. A S h ~ n . t w v r n the Ethers. Astral and N c h r planes st suill. h Exist without need of oxygen.

5155:
5658

Funstion r a ~psUcaetarof eqoal l e d . IThoss with thia power kmr all normal spells allowed the pmfcssi.., a d may teach one to a n summoner h r p p , Emmemtiii) Immuoe to IsMrdnaL @la. immuoe to M t h rank sps1le. Posaesn. castrandomspellat rill. Resene8ete ID10 points of Body and Stnmioa on phase 1of each tvrn lOksO%spell immunity 1i.e. there ia a p e n t c h a m that magic spells of one or mole type-B, C, ate.-determinedbythe GM rill not the moneterj. A,, eroeption h the sptlNNurwl. ID10 point ARbnon. Permanent wither. (Boll to note tme) Ole4 Stnmi"a
6. 1W
Coa

5965:
6670:
71-73: 74-75:

1680.

81MI SLrrngWl Normal wither (See abbe) Onlgblt by BF 1 or htter weapon. M y bll byBP2orhetter map". M y hit by BF3 or h t t e ~ reBpon. h n tlMu 1i.a. avrrounded B a fiery umbra inflcthg 206 Stamins &mag to ereatwithin five feet, and I M Body points to those who touch it. Melts all non-magical reapom strihing it rhiie making the demon immune to
even-cd

6re . )

8145:
86W

91.98: 99-00:

4-ermed(aodthus foor attacks). 1D4 point. ofdamage abaorpU0nptttthl Winged lwmorementrate). SDeClal talent ofGWsebok

~ a N - s M m r s t m s
Fnm-

Humid: Reptilian (or GM choice):


Nebubu.:

No adjustment +lo -15

Tbe prma of an devils and demome is h o d e m , a level 30 no&.


Dolr (Guard)

h o u r rating: 0 Tactical mwe: 20' Level: 5 (D4 SD) BAR: 17/10/60 BPISP ratio: VL Average BodyBtamina: 6/6(10) Average stat: 10 Special stat:I&--4 Attacks: 1bite Dmg: ID10 Ethics: I Size: 6
Common knowledge: Guard are hounds trained to kii. Detailed knowledge: Guard dogs are trained to obey simple vocal, oommande-'attach': 'stop": "guard", etc. They may be of whistle or -ti& any breed and cost between 1W3W gd, depending on how many types of commands can be followed.

Level: 10+ (Dl2 SD) BAR: 20112162 BPBP ratio: V1 Average Bodyffitamina: 160) Average stat 20 Special s a :Ag-2 tt Attacks: 2 clawdl bitell tail whip; a breathe lire Dmg: 5D6/5D6/8Dgi3DB:or breathe Rre for ID10 points per level Etbi(9: Any Siee: XL Special note: Immune to poison and Iurces similar tu ita breath

Common h e w l e d g e : Lh@ns are ertinct nyinglieards that breathe fire. Detailed knowledge: Rare even in the FirJt Age, true dragons are now thongbt to be e n t k l y extinct As &ales, they an move no faster upan the p o n d than twice their n-al speed. At will, they may breathe flre for of l another elemental fm the GM's choadng) affectkgin a 180 degree arc a l m a t w e witbb 4 ' Or, they may d i d a mne of lire up to 1 W in length 0. ending in a 2 S drde. In doing either, however, the d 4 r momentarily exposen itself, and an eharaetem in melee with the beast may automaticalhl slxike it. When breathing, the damage equals lDlO pointe for each level of the beast. doubled with a nreeessful attaekmll. The seal- o f a drsgon are &=able for the fact they can be made ioto a set d that grants the half ta forces similar ta its breath,

Drake
Armour rating: 3 Tactical move: 20'

h o u r rating: 5

Tactical mwe: 10' Level: 4+ BAR 1 W 4 7 BPlSP ratio: V1


Average BodyBbmina: (20) stat 20 S p e d stat IQIAG-7 Attacks: 1 Dmg: 3D4Itum &=being swallowed Ethica: I Size: M or L Special note: 9040 lihely to &h; & m i n h v m damage fmm blunt weapons: can be bor4nd by earth priests

AS^&

Level: 10+ BAR: 19/12/62 BPiSP ratio: 111 Average Bod~iStamina: (60) Aver- stat:20 -~ Special slat: IQ..W.4g..3 AlWk%2 claw% bite a breathe fire 1 Dmg. 3D6 3DBaD6 or 1D6 per level Ethics: I 01. E Size: XL Special note. Immune to poison and forces similar to its breath
~~ ~~~~

-~

~~~~~

Common knowledge: Draggers are k monsters some seven feet long that oat people. They sre noted for their ability to swim tbroogb mck, and their chameleon-like mouklage that renders them nearlyinvisible. Detailed knowledge: A matnative to the earth, d r s g s r s are d y encountered in natural caverns. They are boulder-shaped e r e a m whose limbdike appendages permit them Lo move through solid stone unhindered The dragger typically 'Floats" in a section of Ilmring, camouflaging its presence by creating a n inusion of stone in a 10' square area centered on itself. Anything stepping upon the hidden dragger risbr being swallowed by the creature's gaping maw. If its initial attack fails, the dragger will submerge beneath the ground to a place of safety, returning to ite lair 10.40 minutes later. But if the attack succeeds, the draggep's target will have m e or more appendages (nsually feet) trapped within the oreatme's mouth. On the fonowinp hnn, the dragger will momentarily lween its grip as it attempte to draw the vidim deeper within itself. At this time, the prey may attempt w, indicated by a succeasfd Agility roll, to which s bonus factor d 1 is applied for each p e ~ o nassisting. Should the roll fail, the prey will be swaUowedinto the da& rg* gullet. On the ihid turn, the dragger will submerge into the ground to enjoy ite meal a & from harm. Should the oeahlrc be slain, the caphared prey can be freed in 1D4 minutes, sdf3D4 points of damage per turn fmm the &s r ' d v e digestive juices. Dragger's can digest virtually anything except gems, and any treasure of il theirs wl ainmnskt of gems posse& by previously swallowed victims. The only ape=- that affect them are: Mgiclelemnfnl dad; eorihquake (which caoses the &-r to depart for 10D6 minutes, releasing any p e y not already swallowedk and stonefarm.which fully heals tbe aeature.

Common knowledge: Drakes are wingless dragons that breathe fire. Det.iled knowledge: DrAes are some of the most powerful adversaries c h a E t n s might face. C-on in the b t Age, only a handful remain. hales, as mentioned lack the ability to lly. Their e n o r m a size, however, permits them an excellent movement rate. although in &aging they merely double their speed. At d, r h are able to breathe fire (or another d d t h e GNPs choice) affecting in a 180 degree are aU matures elemental f within 28 of it. Or, the drake may d k c t a mne d fme up to 80' in length ending in a 10' cimk. (Asa dram the beast may anbmdkdly be stlock by t h m in melee with it when it bredhes, and damage is doubled with a s-fd attack mn). hales b e no ssles and the ?-ather of t h d r viags is highly desirable to fesbion arm- fmm aa it grant.the wearer bdfdamsge to forcessimiliutait4M Elemental
&( .h

*r i

Armour rating Tactical move:

Wl
600'
6+

Fhe 001

W.t-

0
60' 5+

10' 5+ U1

ao.
fir

Level:

BAR BPISPratio:
Average
Bodymta.

17110i30 011 011 (251


15

Ul

minr Average

15
IQ-8
1

15
IQ-8
1

15
IQ-8
1
206

stat: Special stat: Attschs:


Dmg:

IQ-8

6D6

Armoor ratios 5 Tactical move: 30'(on ground) or 50(Y(Ilying)

Ethica: Size: Special


note:

I
A

306 4D6 I I M or larger B C

I D

Corn011 knowledge: Element& are sentlpnt aeatmen of elemental suhsbn~e. Detailed h o w l e d g e : LiWe diNerenl h h e . Elementala are spirit d e s t a t i m of the four elements, and ran appear as humanoids, in the case of earth elementals, a nebolnu ORen they are summoned by m Q c h m , although they cannot ventme mom than 1 fmm the sat of elemental W substance that gave bhth to them. Other pertinent data foIlowa. A Earth elementah are immune to all Typ A spells not m e t for use against them. They dso taLe half damage from weapons made o f natural a relined materials found in the earth.-@on, steel. etc. The monster attacks with itslarge iis& or it may hurl boulders (100' range). B. Air ekmentals are immme to all non.ma&d mkdles, hut they .odain double damage fmm lire. These monsters a t t d bg forming a whirlwind that imliob m t i n g damage to an within 1 0 (noaUaeLmnregejred). 0' C. h ekmentals attack by lashing oul with a llaming pseIrdW, m by hurling a 4fireball with a 1 'area oferpasme (anAgiKly roll is permitted 0 for halfdamage).The greatest danger to fir.ekmentalsis the spell a r steal. If i +t within its area of erpasure,tbe monster is permitted an Agility mU to esgpe-othenuiae, it is slain. V i ofwater thrown a t the monster intlict 2D6 damage. Fire attacks from outside lnmzsheal them. D. Water elemen* are inriai within their element until t h y l a d m attack with B pseudopod. Optionally, &those on land may envelop vi&ms equal in size to themseheq IntMhgdmwning. Elementals occasionally merge, thereby creating some m d effecPr An air and water elemental merging, lor instance, create a w a k s p m t m tyehmn.

~~

Common b01Idge G h d are undead devourers o bodies who dwell f in miw m graveDetailed knowledge: Ghods are Evil humanoids cmsed with a s & of d e fm their dns wMle alive. AwaLeniw in their saeg the gnarled c m a h r e anoe fmth and derive nourishment from the bodia of the dead. The "blood" mmaj2lg through their veins is a t&n tbat muses Stre* 1 upon crealnres it through wounds. And as a g a d s hands are t y p i d y taw and snared. a n amount of thbr venom -eates its claw-like hands, fardng those &a'&ed by Ule m-ts to m& Con mlls or lose ID6 paints of Strength. The effect lasts one hom. G h d s cannot abide the bhht of dav. SUrtehz a ooint of dam= fm e d to Td&, they &I &pically "rrst'm M e in minute they are their graves during the day, e m only a t night.

the -.

Armam*s

Taotlcal m m : W
Level: & BAR: lsllv67 BWSPlstio: Ill AveBdyBtamins: (40) A= st& 20 S & stat:IQ--ranging from 5 to 1 p d 5 Attack 1 club a hml mdr Dmg: 1D20+5 Ethim: Any Size: L to XI, Giants are tall humanoids inhabiting wild placea -led h w l e d g e : Giants are rare in the w d 4 and none know fmm whence they m e . While there are vmims .mts, all prefer isdated areas in which todreU, ahumhg conbct with o h racsk Their ethicl vary fmm G o d to Evil, niLh most Indeterminate. Th lower the IQ of a girmt, however, the mom pone i t is toward EviL Their weapon of c h o h is a tree hunk used as a club. They otherwise may hml W e - at target. up ta S00'dktant. Glow moss
h o u r rating NIA

Arm- r m O(-5) Tactical move: 2' 0 Level: 1 BA& W 4 0 BP/SPratio: Oil Average BodyBtamiw ( ) 5 Ayerage s a :1 tt 2 Special stat: Ag-20 At0 Dms 0 E t h i a Any S r :M ie Special note. Sees invisible meaturns m h t r a l l y i n m only b e d by spells t a damage d e a d : immune to Type Aspelk ht

Commol, h - l d g w

Common knowledge: Fetches are nhiaperins spirits haunting ruins and other ahmdoned places. When e n , Uley -as hmded shades. Detailed know-: Fetches are bound to t e Nexm until they h atone im a misdeed in a n earlier Iife bg petforming m e service. Thia ran entail anything fmm being b W to hdbg a party of adventmers hlto a e , tranmd area as bidden bvan d v a demonic master. Fetohea are h m l b common and during the night o AUhaUows Eye f mam the w d d , & w atone f a their past actions. Thia is almost the only e to time they are clearly M e . They otherwise are samethee gibnped mariog in the shadows m out dthe m e r of one's eye. Always, the spirit is not to he seenif the pmm mnsrimsly lmks for it. Witches and necromancers mmmonly n h l m f e e o nke ethica f thmgb a 5th ranL spell, and an- a fetch has sewed a a m m e r , it is free to go on to what awaitnit. Fetehe8 ean speak with a whispery mice. At their desire, they may restrict tkse able to hear them to s c k k d partymembna

Tactical move: 0 rpne1- n BAR; NIA B P S ratio:NIA A~erage i n u : NIA m ~ v e r & stat-1 Spdal* NIA

Abcko
-0

..

Etbis: I 8irs:Any

Common h t o r ~ : m w i rm m Glow s d gmwth tbat emit. a feeble light p r m w - e to sn in the dark Detailed howledge: Glow moss is a grey colony o m u s a h m d k g m f caves, m i t w and otber sub-an plaees. Qoickly growing, it has a relatively and is matantly dying oIT to be rqked by new gmwth. In this p m a ~ q decaying cell. of the m e . emit a l u m h s i t g that the &e eyes of -d-dwellers amplify as a means ol "seeing" up to IN' distant (m half this in the case of d m ) . In most essas, anface.dweUers geie no benefit h the dim light, thollgh sane mlrmiea erist which emit brightoes qml to mdleliiht.

h r m r ratins 0

T a d i d move: Z T I Level: k BAR: 1 W 4 7 BWSPlatio: V2 Average BdyBtamina: l M 0 (20) Average stat: 1 2 Special stat:NIA Attacks 2 clam Dmg: IDWID6 + paisan Ethics: E Size: M Specidnote: Poison claw: immune t o m A spells and poison
3

Armour rati"g: W-8)


Tactical moue: 6

Level: 1 5 (D6SD)

BAR:2211Y75
BPISP ratio: I l l A m a g e Badymamitm(45) Average stat: l?: spd.l s& IQ-20 t Aaacks 1 D w BYmaprm a upen E-ImE 8irs:M

9LI

jo m d a* .sa~sld 0 q (w)q luapue jo s u e r p d peapun 4 u!=! s- !& qu! p a m b ~ w q slauop ro sanqs sa!mmny\[ :a%pa1aoy pal!qa(I sqmm w t u w no-03 auapue jo s u e ! p d peepun a m sqmmnpy :a%pelaonq

aaBmmp alqnop a ~ !urn@ pu= s ~ ~ a H sg q d

va

YY :azs a :rn!a uodeaM =ad sv S m a T 73811v L--BI :1W IBPadS a%xahv zr (9) p n =o!=ws/Lpaa a a ~ a ~ F[ I ds/dK W ~ :m I +I :lane, 91 :anom P Q X L 1 lo 0 S ~ B I mnotuv
-0

erg mng 4 axtnmm~ :v a d s w YY :azs I "W ! 3 9az Sma q3md I :srl"71~ 81---~3Rs:1qs FWdS y :~B)s a ~ a a v a (0s) =vvwLpaa *-Av Ill :O!?*x dS/d0 Z9/OI/LI :m +9 :[enq .9 :a.&o= PPL

z -ex

m o w

's~und wssa3m.s e w w q m o d E+Y~I P!W sam7eau aq? 'qsg <erg asn ol P - ~ J JI .st~lod ZIOI JO a * ~ a%sm~p 8)~s B suOd~a& JOezw a .dad u&op w q 4 m JO qnla w qaos d osoa apom Z +J " s d d o o ~ !$ 'pool JO qamas q a q qaq7 jo qanm p o d s sa%o 'larraq alqeqesu! w )o eassassod . ~ g ! m j azom lo a a q JO s d n d U z a q p a q p~ ! uayo p w qua) d m U pal8301 sen- q =aMp ! rajazd Laq~ .~q.?;aq u .6-J amos sp!owmnq are s a s o :a%pat&oq pelsrqaa ! ~ o g @ s p amseqjo s @zpms an^ s a S o :a8paraonq n o m m o 3 m

m p mu

r . q

:as

3 :651913 E+ZIaI S m a I :w=?lv OZ--=3 53-3sw+a Pods y :1qs eZe1anv (0s) :smme)SiLpq a%zaav m :on~xds/aa Z ~ ~ O I I L.WK I +g :[ma? .OI :am= PV=& a :%tqw+1 m o v

d o

.a8ue1 mog y ~ q z 4 smoqdoldma uago a m p a w a . a ~ ! p! lqsuom a w w 3 u o l w p q sahlasaz mooan -1 .as-eqojpq s 'm1uo3 ~ W a J ~ m =I @ s 4 q= w s oa+-!nu! k o u q %sa!lpeap ow JO amos s moue* s ! q 71 q l w eelam q dmaua ue q l q 4 s d s a ~ ~+eq as" dam ! o st! -Pam e ' a d s)! n ~ 0 4 1 ~ 3 d'L-apun V aq!~-aqgos B q l w sppuawq-$mas ro sppwmnq w r a m p maddv p w safdmq 1oa"w r q & p y ( xajexd m p a y y ?=pol -~q1 a ~ o ~ a q pqdmalla aa1w =JJ p a w a x ! s lamod erg ?! may u e m s p a q s.rqsrrom aq? 1 .a=qn 4 JIT! uml ro ! ' ! 1 pwauax moqamos q a m 3 uolh* wa $snm m p a m aql 'has)! $8 s,lqsoom erg Zupmesv '.06 s! -7ama aq7 jo a5m1 a .I aaeqd moq (8 m JO& p a d 11ol q w = w 3-aps p w ) a d +ayl *ah= am I %wq-q% ! s a p m d v q m m s,xqsuom erg 2-p apem Lne~g=mqn= q ~ q '?a%= q a s g 4 laalqns s amg a 38 = q > = x q euo .QUO lauqs q u ~ z q urn 1 W ! ~ ro ( 1 ue aqgm twrn a h a w u 6! " m a q Smplm1 -m ww alq-q rn *m * s ql+ p a s m 5+m' & y m ~qaq1 i(q apda a w p a ~ a oqm samqsayd h aauo aaaa -pa= 7891 sa%s w11azx dq PF s 11 :eaPai*oq pal-a(~ ! 'auqs 4 an0 swn? aze3 amqm sapma, 3uplml-a(qyoq are aesopa~y :e3pa[ao'of uommo3
[anal p b a ] rq-ndw ~ w u a p q ire3:wo p@s

w :az!~ 3 :=!3
am8 lo uads 'q!quc+d 9 1 'uodeamL0 :2ma (* a*+allqI:~W V N :+?s w a d s 91 :lqs & r a ~ y (81) zm m!=w~/~paa *law 8 n :Og=JdS/dE ZmIlL1 : W E ( a s 9 0 ) +Y :la".OI :anom PVBL 0 :awn1 m o w

' I I ~ W 1*7=wl $0 m m B ~metlaq amdaals +-am xs)xr& a q jo saqawxq =am aq q paaa![aq are m u n o m papwm amos mog hlnnoxds "saaq- a q l l q 'qu aseql are a a l q os @qjo lsamfi a* u!q+ ?spa q runooq are az? asoamrn!]~ s u a m p d s l u a p m pue '~qlomm! are sau ' a p a e j ja m p w aql 4 a n g w are Law saw -azn&a jo aare ,001 B &+=q llads gar8 7uolde agoau? L=m Law 'uoq!ppa ul ..OZ u!q1+ -g18"71~ 4 saq~uexq 1pq1 asn dam ' p a u q s a r q l j ~ -uns am &u !a 4 auqe ljel aq 4 a q a p LIP& w mj 'oog=z!~vp % q 3 1 ? u a mag UOFIW as)& q uog?3JoI *am d a q 3 U W pee ' q * X aolS B 1B 1"B aAOm 4 a l p are saaq ~ u a g u a s asaill .wnag== q w pal@ 6! q w &@uyds w aq* JO auo +sw~ n s s u m am jo >@em aaql 'nay0 0s h a .apevj jo m p q ! aql may axaq lqlnolq m ~ o m wanJ q r o ~ ~ p un7m qnao mads q q w m 8 aq? q za41sa alqaaseq p a n a m s st=JO uiauo ! :aSpalaoua P ~ I W ~ ( I .vaaq 2-ads are s ) :aSpel.aonq nomm03 ~

va -

q aunmm! !all) moy &mep

3 d g a m :aamq3 1 03

TIdS :woo Ppds

l x :azs
I :s3!3 10P [anal rad ?mod I S m a nads q m a ~ ~ q d l -ro -6 I7 m 1 v 27% PPdS O 3ws *A Z - v (E) :su!mqs/dpoE a%zahv Ill :o!Vl d u d 0 Z9nII61 W E +OI :[aha? .g : a m 1 m g 3 q g Sq91m o w

r q a w 1o 1 7 a ! pmrou jo 11 4 7uap~plba 'sauqrep s W m u! uana ' u o ~ s p s) ' 1 14 ~ ~ q a w c saoqnzp zajezd pue rms a q jo ssaqqa!zq aq7 a p q % o o m a q q ? s .y~napJo sra&j(anj( ads laawmoaau aql qtdn0191ooqanqsap 4 alqgd-6 a m saqs!~ ' ~ r e a q q u 3m-a~ ! ! wuarraaj!~ s,amp-ao erg JO em'paMqsap j [ a q s lmaq st! mrm 1s- oo mooq dem poe ! 'ranamoq 'suymaz q q prmcq m p m a {nos q~ ma^ arg no Bogpap d p j m ! a n q n m 4 Lsm e q a a s 1 q!qa w u q s p a q+ ; Bm~ozd sueam e JO qmas 4 =JJ V ~ O .w=ap. 1 %mod~ 1 9 % P 0 u ! w3!1 ' ~ w ) 4 rf11~ a1qmn.m q s e 18 saocq s?! [gun ' s a w o w roj ?spa 4 anuguoa Lsm 1 q h w p ~ ! 'laha[ 11pls U z a w ) on a3wnpe Lsm a q a ~ ')u!od $ q m o q .qem!ue 1 ! aql ! s d a q mu--am soi q&omp 'qlaap o! shmap Lpaq p ~ q = m q 'q'lqparaq~ e . w a q umo q q 4") u!uasassaal!~ qq au!pu!q s,zq-nads aq~ sanfonu! aqa![ B Sucmmaq ]a ss-d a m .mopaqJg q h q 1 qleap l e e q ~ oqm 'raqa!q zo 51 lam1 JO =woemowam d B ! are s a q q : a % p a ~ m x q e ( ! w U JW p 'laha1 q ! L~ameqxx s z q s = ~ u d s Zq p peapun are s a q q : a 3 p e l a o q u o m q

'mwao q!~o spuemmm aq7 saouoj aml=ao aq? 'ZeqeazaqL . ) s u a ~ mpus susmax aql 4 1p!ds st: spu!qLmmnm 1 s aql P a w uodn q>!w q l o q = qo! PaaqsF s rlraq ow? ! e m a41 1 ~ ornomi ? 11 'lams am30 a3pa1soml ~ A V?aL?qam spa3 3 . a w 10 srammmonau paxallms ma] = inq '1ml uaaq 3=ol w q maw S u p a m

w w

Comnon knowledge: Orcs are hostile humanoids inhahilimg tha wild place of the world. Evil and w e . they posseas a m m b g that bss permitid them to smvive well in a hostile world. The l A an: is stocky, & s b d i n g about five feet i ,nitb tnirhed green featole. and *like d teeth. Detailed Lwrkdg:O m were miginally hmnan mmldgl of a snt, into which Goth, En* of necmmancy, bund spirits imm the Nether plin hope of meding a @ k - h e d i n g race of m b t waminm Whether m not the race 4have evolved into a m a e intelligent sped- tlnaqBh GoKis -tinned in flu en^^ is debated. h t w t the Riad's demise, .eameredhands of ih mca-mRentoan~of~.keLingre~indeepp~abpolated wmd.. Hunted incaasantly, tbe ma have nunetheleas thrived and p e n themselves to be amadDgbr d @ v e to an sata ofenvbnmenha Ore mmmmities rmalst of bibes n u m m XI m mne m e m h . And despite their br 1 they are cunning and o m l i b , and wen able to tishim % effectiva,if&, weaponry.

Spedal stat:SVC-20 AWkw 2 daas I w SDBmD.3 b Ethic% I


S kM Rock bMrrs are some 20. in diameter, with stone them difficult. They are able to sink boats with their the crew. Detdled knowled@: Rock lobstrrs to dwell in warm, shaam w b m smelimimes beneath sandy b e & All have incredibly L g M e m spsn* nomhering into the ~n~ and exhibit s tendency to remain h a o t Ia years at a lime. This dmmmcy on the sea fl- d t a i b v y n marine p w w l upon their s e accounting for its nabmal mmmdng. Every hw le*. years, the lobster sin di.fmm its undersea lair and lreL d m e n t or , amd the creatures are mating. WLm are dten tha targets of lobsks h able to s w a m p 4 d to get at their prey. They c%kr&e can be awakened t h r o e natmal phenomena soch as sborms rmd earthquaha, a by m m than 1,mOlhL of LRatmes walkingthe sand above them.

Cammon b I +

shells that makes harm@ claws, there&devomhg

h o r n rating: 0 Tactical move: 20' (on landYW (tlging) Lsmk 6 BAR: 17/10/30 BPBPratio: W 3 . AvB o d p m n a : 8/17 (2S) Average atat: 12 Speeid stet:IQ-15 A: 1 !i , & Dmg: 2D6 Ethics: I

Size: M
Spcialnote:~clay10hper8P,bomly~rat.isSOmiln

Detailed kmdedgw T h e ssioged steeds are asidby sfnw to have been created by the KreILm god dm~ter.h l y ken, they mam the lands of Hosanath, KreIla or Naz-AI, favoring caves u r n h& mamtsins as laira Their i rarity d t s i their being valued at 300 gd per SP, but catching one is n m t Most deshshle are p @ eggs h, a and young pep& Since training an dl is d i f l i ~ l tpten6al buyers eagerly pay u ln , p of LMO gd fmanespand5,oWgdforafd.

*.

Common knowledge: Pegasi are Wng homes that inhabit isolated

h o u r rating: 2 T a W mwe: 20. Level: 8+ BAR: 1 w m BPESPratjo: I R Averam BodyiBtamina: UYZO(40) AVsi& 15 Specid stat: IQ-6 Attacks: 2 clawdl t d s * Dmg: IDWlD811D6+ poiaon Ethica: I size: L
Common k n o w l ~ e Giant amrpimur are found in desert rhea. Their r

*is

deadly.

Detailed knewGiant smpions reside in atid climates. pmlicula~ly in Axwin. The aeabmes typiEany bdld large gmmd bmmws, lying undm the sand until pny of mitable siae mmes near. In b t , the sexpion emplay. ita a& two claws and its deadly tail. Those stmok by the tail sustain 4D6 Stamina I. haloed with a Cmr mll.

Bed devil d w
Armmur*o

T a d i d mwe: 50' Level: 4 B R 1W47 A: BWSP ratio: 112 Average BodyL3tamhz 1WlO (XI) Average stat: 12 S p e d stat:8e-15 Attack l b i i e a h a t h Dmg: 2D6 m SDB Ethia: E size: M

Amom rating:0 Tactical move: 1 ' (1Win water) 5 hrel: 5+ ( . SD) D3 BAR; 17/10/60 BPISP ratto: u4 AVBodpBtemina: WlQ (25) Average stet: 12 Spffial stat:IQ--16 Attack 1 Dmg: As per weapm or spen Ethies: E

Size: M Common k n w k d g m Theae fnabresthii red hmds m m e hom the


Hells. They resemble kgelad,harmds with glowing eyes. Detailed I m e c t l y r e f 4 to as lalghests by same, red devil dogs do cai&~te from the Nether planes, and it is thought their -ne on Jewel can be hated to cWjuraliun on tbe part ofnaromaneen;or smwrem long ago. Sina then, the d w hare mdtiplied and t y p i d y mam in pscLs of 2M individds. Fm obvi- reaboq thay prefer lairing in halated areas. ahckkzlone kinelem and sman emanr W h i i a ridonsbite. thev are mosrfesred f r UIeir ability to-t&e licy o aci lire3 a m e enendit& In' and ending in a base o f q d width.
special note: hx%dionaa wit& of equal kvel

Armem r* a 5 W e a l move: 6 (in waterL!lO'(onland)

Common knowlsdgo: Sea witches are Evil spllolsters wbo dwell beneath the sea. Detailed knowledge: The migin of these banem matmes is unknown, though ancient Krrllan legend asserts they were Vestal sirgins who cumorled with the sea god Nepbme and were c u r d by Uusir goddess with bidems featmea SQ others along the shoT m & fm n s ' Salt &a believe tbe E d creatme are sea demons who spend tbeir lime grinding selt fmm msgif Winradrrtopaisanthe-. Able to survive either on land m beneath the water. sea aritehes d e r a diet of humans thevcakh # m m d a a. often emdo& adamzl &ell as a ~-~ . . mean, d luriog png to tbpir dotches. In their vndemea l a b , tht, hap are rypieally served by -tic denizens drawn to thc ares thmwh thew lue of capture - m e npcm the aeaflan.
~

Level: 0+ BAR: 17/10/52 BPBP ratio: U1


Average BdyBtamina: (30)

Average stat 8

Shade h o u r raling: 0 Tactical move: 16 Level:2 BAR: N/A BPBPratio: O/l Average BodyIStamina: (10) Average stat: 12 speoial stat: N/A AUacks: 0 Dmgr 0 Ethics: Any Size: M weapon needed to bit; immune to spells that do not Special note: BF 1or be& harm undead or non+mpmeals; can p a s th-h solids. (At the GM's option, shades may have some other minor powers) Common knowledge Shades am restless spirits of the dead who haunt the bing. Detaikd Lnowld#e: Shades are the e a r t h - h d spirits of thee who for some reason cannot paason to the next plane without the aid of m o r e . Often, this is b e c a w the creature died without proper burial, or because its last request -was oot honored. I t is -b1e 20% of the time for a shade to mentally mmmnnieate w i t h a p u p , erplsining how they may help lay it to rest. Otkmise, the spirit will attempt to convey as best i t can what aid it desires, and i t may even take to haunting characters in an attempt to get its way, "banging mound" nnlil it receives help. AD shades bmught forth through the 4th rank necromancer spell summon shade can mentally communicate with their summoner within arange ofZW'.

mll allowed for hdf m no damane as the GM neferg %ittine mbras do no dmmze with their snittle but bind charactens' failinn ! k-i g r o l l s for 1D4 - l . h. Naturally. they may bik,affecting s stat o m a l l y h r ihlmr venom. A; on nolrd. the poison bite of a matme usable up t three times a day h.furc i r r o paism rerprves m expended.

"

Armour r a w 0 T a c t i d mme: 3' Level: 5+ BAR: l?fl(Y50 B P W ratio: W 1 Average BcdylStamiaa: (25) Average stat: 12 S p e d stat: Ag--2 Attacks: Strandation " Dmg: 2DWphase after m a t u r e can no longer hold breath Ethics: E Size: L to XL S p e d note: Cannot charge; bke triple damage,Rom fie
Common knowledge: Strangle trees are m a t e d by witches. T h e resdngbeneath are choked to death by its branches. Detailed Imowledge: Strangle eees are brought about by an Evil witeh or druid's use of the mate nature guardian spell. In casting that =pen, an E d spirit from the Nether pianep is bound into a tree of-e snt. Thereafter,any to creatures who might pose a t h a t to their meator bemae -p!ible strangulation by the monster if they pam near. Often, &angle trres m i be left near trails or other ol-s inIxders mieht cam-. Its a c f m e d made of attack m to lower iLs brnnchea upn sleeping characrprs fm an antoma& hit, althwgh th.. trcw i*~ p r h i n l y txpdnle of nttxking a n m e w i t h i n m g e of its li branches (generally within a 20 radius). Tbase s a n by the monster are then dragged beneath the p o n d by its pow& mots. It i s horn the tree's buried virtlms that beamre may he -ered I n ~m m thco 16 points of damage d hee ow horn a shaneolnbllg i ~ branch, bol only ton damage upon tbr tronk hiRr the monster.

ATmow rating: 0(-3) Tactical move: 20' Level: 2 BAR: 15/8/42 BPEPratio: VI Average BodylStamina: (10) . Average stst: 5 Special stat: Ag-17 Attack 1 Dmg: As per weapon Ethics: I Size: M S p e d note: Immune to Type A & H spells and non-magical missiles
~

Common b o w l +

Skeletcos are animated hones that are immune to

arrows and other non-magical missiles.

Detailed knowledge: Normal monster skeletons are m a t e d by n e e m m a n m to act as minor &wdiansTheir lack of vital c"lgns renders them immune to migslles of a n&magid nahue, alththey suffer double damage horn b I u n t W ~ Whik they h e m, "eyes", skeletow like mast ondead, can sense living matures. Thm, they treated as thowh they posses sight, although they are unhindered by darkness.

Armour ratias q-6) Tactical move: 10' Level: 1+ (D4 SDj BAR: 1618140 BPBP ratio: 113 Average BcdyBtamina: Wl(2j Average stat 8 Special stat: Ag--16 A t t a c k 1 bite or spit (20' range) Dmg: 1point + poison Ethics: I Size: S or larger
Common knowledge: Snakes are lepQes with a p h n bite. Detailed knowledge: Little diflerent fmm above. Their venom affects either Strength, Agility, Con, or Stamina as determined by the DM. The degree of toxicity ts dm chosen by the DM: 1DB; ZDB; SD6:or 4D6 points, with a Coo
177

Armnnmliwo T a d i d move: 3 ' 0 Level: 5+ (D6 SD) BAE 11110/50 BPBPratio: W4 Average BodyBtamina: 3/12 (15) Average stat: 12 Special s t a t N/A A t t a c k 1spell D m s By spell Ethics: I a**-. -"-. w Special note: Function as druid of equal level; invoke chameleon and beguile awns a t win Common knowledge: O t n d e d mluon fairies or d'yods, tree sprites fe are mischievous fmeat fairies who sometimes kidnap peaple. Detailed knowledga; R e e sprites are the ioul of sane forests m a t e d by deities, m those subjected to long-term exposure to capture essenoe. Appearing as attractive human a elven females, tree sprites normally dwell within pockets of the faerie realm mnstrueted within large trees. Every so aRe9 a male child or adult passing through their forest cap+ their interest, and the sprite will seek to lure him into her tree thmugh a beguile spell. The sprite's new plnymatelmmpsnian thereafter remains with her for up to several y and is then released when the sprite tires of him. TLnough this process, tbe person learns bowledge armparable to that h w n by the sprite, excluding spellcasting ability. f Destruction o the spritds tree while s b is inside permanently seals her within the Realm ofPaerie, while homing the h t itaelfslays her.

'..

Amour rating: 0 Tactical move: 10' Level: 5, BAR: 17/10/50 BPMratio: V1 Average BodyiStamina: (25) Average stat: 9 Special stat: Sticon--19 Attacks! 1 Dmg. 1D12+4 Ethics: E Size: M Special note:See fully in any s a t of darkness Common knowledge: Trolls are hunchback giants of small (9) size. Detailed knowledge: Trolls appear as gnarled hunchhack humanoids. Their migin i s haced by some to Goth, who is said to have mated ogres with some sort of Nether creature, resulting in holls. Brash and intimidating, holls often extort tolls or other goads from weaker species. Giant cave tmlls are a n especially large species of troll, being level 8+ monsters. These denizens prefer roaming during hours of d a r k s . Both sorts of trolls wield giant c l u b as weapons. Unicorn (female) Amour rating.0 Tactical move: 3 W Level: 4 BAR: 164147 BPBP ratio: 3 4 Average BodyiStamina Average stat: 14 Special stat: NIA A t t a c k 1kck or stab Dmg: 2D61lD8 Ethics: I Sire: M Special note C-es 20 lbs per SP,immune to poison and disease Common knowledge: Unicorn are immortal magical horses fmm the Elflands. Detailed knowledge: Unicmns are native only to the Elflands, and are greatly desired for their swiftness and intelligence. However, the exdusively white female unimrns are shy and dimcult to capture. Also, they will only allow female riders of Goal ethics. Above all, the steed is renowned for its hmn. Mere possession of it i m W magical immunity to all poison or disease, and it may be employed to create ai e l g r of youth, fm unicorns, as everyone knows, are immortal, and some yet live which were foaled in the Fint Age. Unicorn (male)
Armour rati"g. 0 Tactical moue: 2 6 Level: 6 BAR: 11110152 BP/SP ratio: 314 Aver= Bodyistamina: 2317 (301 Average s a :17 tt S p e d stat: NIA Attacks: 1kick a stab Dmg: 3D6nD6 Ethics: I Size: M Special note: Carries 20 lbs per SP: immune to poison or disease; radiates disenchantment

Black unicorns are highly territorial and prone to fighting other males. On those exhemely rare occasions that two riders of such steeds meet, a t least one rider must make a hornemonship roll to keep them apart Vampire (normal1 Armom rating: 0 Tactical move: 1W/30'(woW1G (flyiog) Level: 5+ BAR: 17/10/50 BPiSP ratio: 114 Average BodyiStamina: 6119 (25) Average stat: 18 Special s a : St--20 tt Attacks! 1 Dmg: 1D6+5(fisO, m by weapon +5 Ethics: E Size: M Special note: Mqic weapon needed to hiS mesmerizing stare: can function as adventuring profession of equal level: immune to Type A spells and poison; east no reflection Common knowledge: Vampires are the mast powerful of undead, sucking blood fmm the living and turning into bate or wolves at will. They fear the crass and other deity symbols. Detailed knowledge: Vampires are a corporeal d a d that feed off the blood of the living. Said to h their origin to succuhus demons, vampires sleep in coffins during the day, then rise a t night to seekvictims of the opposite sex upon which to feed. Th- they find usually are subjected to the stane of the monster, which has the effect of intlicting a meseriang (see the rank 3 necromancer spell) if a n IQ roll is failed. The monster then bites the victim's neck, sucking nomishment. Eaeh such feeding lowers the victimi Con by one point, and upon its reaching 0, the hapless person dies. (Retoration of the lost Con points otherwise occurs a t a rate of one point per week.] Prim to this, the vidim becomes enslaved, heating the vampire as lord and master. He can also be summoned m e n a y fmm a distance of up to one mile per level of the monster. Withio 24 hours after dying, the victim arises as a vampire under the will of his or her slayer. Any vampires created by these servants are ultimately b u n d u, the hrrd of the vsmpnr. lin.. ~ l rwopirrs b r k ausy irwn a n ( r , ur ,,thcr d d y ~ y m l u l ~ i prrwnlrd l I~ t I<,1h.m Huucucr, t a prowenun is 1 1 if the rrealun i j rtmcked. V:mbp~rr> l r m w east no reflection. Daylight i s death to avampire, and one unable to reach a coffin in wbich to sleep sustains 1D4 Body points of damage per minute of e-me to the sun's light. The only way to slay a vampire in melee is by driving a stake t h m w h its heart or the necromancer spell fiue fingers of death. Even rendering the meatme to 0 Body p i n t s through combat does nothing more than face it to depart the area. AU damage is healed after a day's sleep. At wii, "ampires may assume the form of bats or wolves, often using this as a quick means of haveling fmm one piace to another. If battling with a fvr this is not considered a hand-*hand attack. Vampire (Elithian)
Armour rating: 0

Common knowledge: See above. Detailed knowledge: Male, or black, unicorn are easily distinguishable from a distance. They will allow any rider of their choosing, and possess the same immunities to poison and disease had by females. In addition, their golden homs radiate disenchantment. This last power is lost should the unicorn be slain.

Tactical move: 10' Level: 10+ BAR: 19/17/62 BPBP ratio: V4 Average BodyiStamina: 12/38(50) Average stat: 12 Special stat: St-20 Attack 1 Dmg: 1D6+5(fist), or by weapon +5 Ethics: E Size: M Special note Exist in daylight in addition to the powers of normal vampires: can function as adventuring of equal level: nnbothered by deity symbols if they make an IQ roll;immune to erombm; have reflections Common knowledge: Lilitbian vampires are legendary undead who can exist in daylight. l Detailed knowledge: The rarest of d undead, Ulithian vampires trace their origin to the demoness Liith, dying under her blmdsucking lips. Lilith

herseUisdtohtheQueenof~,andin theFhstAge Lgehada mnsiderabk fdlmsing amongst Sk-rpen's rmmmmcers and -, who sacrificed pow& memies to her. A handfol of tbe4e v*tims are said to have Prisen as vampires of ertramdinary power, aMe to fbmtton Puny even in W They a h have re8ectiona. No veriIi&e amnnts of Lilithhn t vamexist today, and it is (honght that-thankfull4 were slain i the n R i a s s fan. Pe .ar by these momters mlmm as n m a l vampires l i,
Wight

Beamse oftheir white fur,the spdws are dimcult to spot in area8 of snow a f% admshing Y % of the time in d modifions. The fur pelt of a snow J wolf is p r i being valued a t 1C-100 gd if undamaged by d or ~ damage (0thnai.e. valm is qwtered). If made intD a robe m M y clasL, it p m d e exeallent c m a f a a b d e r in srmw a f g making him 858 o, likely O be unnoticed, or a like bonus to m d - t mlk Three p l t s
are needed f a this. 8 m wolf pops are wmth 1 W g d on the o p n market n

Arm- rstinp: 0 Taclid mom: 10' Levet 5t


BAE 1 7 n m BPEP ratio: 1/2 Average Bady&%a&z 1 / 8 (25) 11 Average stat: 12 Spedal star IQ-6 AUsst!~I daw Dmg 106+ laither Strength Ethics1 Size: M Special note: 7lfithen StrengU1; immune to Type A spell8 and paisoa
Common knowladg, Wights are ondead h h madbs, able to vitber

Arm-

rating: W6)

T a d i d move: 20' Levet 5 BAR 1711ar60 BPmratio: M Average Body/Stamiina: (25) Average #tat: 12 Spedd atat: NIA Utseb:l Dmg 106 Stamina wither E W E sir... M -. . only harmed by magic a silver Special note: I to Type A & H m, partiany invidble; can par-; rithw weapons; 40% likely to a~

s u .

Detslbd howled@: Wights are a cmpmsl mded bound into g w d b m h i p of a tomb by-n a earth priests. UnXke other undaad, M remain a t rest mkss t e suea of their w t s h p is penetrated. The crratmea then arise to Mn the remains they are given ed l ehrags over, 8 mt w i t h their talon-tihs hands. Thia delivers 106pdata of dam-. and addithdlv the monster w i t h w a ooint of S t r e d . This bea the elfed of regeneratirg- +t of damage ithss smf&d,-dthough its Stamina is not u p p d above normal mezimum.

thnmon h o w l s + Wraiths sue withering spirit* D e w knowledge: Wraith are the angry SO& Y tbDse who died befare inftiding revenge apon smnanc. Uaable to reaZ they wander places near where they d i d , bemoaning their i d i t y to gain aatidzdm. Wndths nmmally are i%& ni, v! bot their presence can be felt by these i the asme n mnn. When it a+hcks, the monster lases % i n @ , appearing ea a shadowy fi-. The oeatme bas a single wi'dering attaJ which draws 1Dg +lsofStaminahomliviagbeiagg Wraitbs~ms b l s t o ~ s v i c t i m s t o achieve tbstr ends.

r a w0 T a d i d move: 3W kd. 4 BAE 1 W 4 7 BWSPratio: V2

Arm-

Armow ratiw 0
TaEtical move: 6 '

Average BodyElbmina: 1W10(20)


Average stat: 12 spdal stat: I Q 4 AmocLs: 1bite Average Badyl8tamina: (15) Average W 16 Spedal stat: IQ-4 Attach1

hg aoe

E W I Slu:M Spsdal note: 50% like to ambosh i snowy mditions: can be 6onished by n druids

10s Ethira: 1
&A Spaial note: Immto Type A spelk: s e e r ID4 points of damage fmm salt thmwn at them (+Isofsalted water an tnated as acid) Common Imorledgs: h M e s are h m n m remains d a t e d into mindlesssemitms by-n DM s M hmrle+ Zonbies are remains animated by the rank 3 necmmaver spell awaken dmd. Tbep are typically emploped a m i n a s @mdiam or servants, f a they lack tbe 1 to handle mare tbao the most Q menial of tasks.

mr. Snow wolves ue Common taofher lands wpo &ram h e kmelera. hh

vi&w

h-da

in SWM m d

Debited knowledge Snow wolves are large, vhik canines that rsnow-ed lands in packs of Iom or more indivWaah Tbey rmkemsdiy have a had -tation, f a tbey n m shun man. Only i times of fmd a m b n -citg will ta m h e s attack hmnaneids, and then only if they move to pmtesl o h animals in their gmup. However, in i o s b n ~ e s where splkastem a momtern have Dach oeatmes nuder thekmotml, the wolves make excellent ~ o f t h e i c l a e d . , ~ a ~ n g i n ~

W t ~2h lower--Anintroductory adventure for &A. ~


L n g q o . the Evil u~rrlb<'elline l n d r d mer the inhabntanm of the ~ m i ~ l l loun of 1r. :aw Vale. In tune, shecame ~ntoc~~~mflirt r m n , a Goad uluh wth A ufryual poucr and the fucnr uf the two fuwht :* rlimxcnc 1,;rule in Cclline's

~ ~ ~ i the taeried a l e s ~ ' m o d u lanthology from ~ e ~ e

mountain tower. Aramis was the winner. slaying Celline and w a l l i i up her remains in the upper level of the tower. For many years. the ~ p l of Grass e Vale lived in relative security. But recently, villag~rs have been ak disappearing. and t l is that Cellids ghost may be responmlole. WhaL'a achlally h e n happening is that a r i n g e d siren has made its home in C e l W s abandoned tower and h s been raiding outlying farms fm f m b % carrying o f several hapless vletims. In hope of ending the hecurse upan their f bwn. the villagers have begged the player characters to explore the tower and put an end b Cclline once and for all Play opens with the p u p having anired a t her m-tain tower a few league from to-.

Level 5; BAR 17/1(V50.BP 20 (exehl: Avg stat 6: Spl stat 3-20: Attacks 1 punch: Dmg 2D6: E t h i s I: Sire M. Spl note-isuffer 1 extm domogeporntper die fmm fire a l k k If the dwr is faced open. they will draw weapons and creakily move toward the intruders. These were once creations of Celline. taken over by Aramis. who rendered them inoperative through her magic (after sustaining some damage by Aramis' force). ARer the flghting was over. the triumphant Aramir altered the d e n of the mnstructa. leaving them to resume their goardianship of the tower. As their purpose now is to deter rather than harm, the two gumdims will shut the d m and return to f their pmts i the intruders depart.
2. Buraeb. Dust now m e r s 10 bunks lakccurs and a p t Iwlhrd stme that are set h u t Uus rmm. which sprved a quartPm for Cellinr'r buman . mro-atama. If xarched. a btal of 25 gd in varrous coinage wiU be found scattered throughout tbe men's rotted pemnal effects.
3. Capbin.. quarters. A be& wardrobe and pot bellied stove m contained in this rmm, where Cellinei lieutenant was W d . The aigoa d a struggle here are apparent, as dl is in disarray. The dmr of the wadrobe is broken inward udm the force of somerma's being pushed against it, and the bed has mllapsed in a heap. A search af the wardrdx will reveal some old clothes d m g with a ragted set of human-size partial plate. Of greater inLereP1is a smdl copper chest beneath the collapsed bed. The chest has a magical Qap upon it. Anyone Ming to use the pmper hey to the lock. or migsiog s lockpick roll. releases a single mngic &rf (DGl dmgl upon the bm's being tlmpered with. Inside will be found: 16 pm 20 gd 12 ar An elirirof healing
4. M n l n g hall. A long table skmds below a chandelier in the center of thi.l hall, with seats for up to 1 diners. To the south, a pair of double dmrs 3 p r m i t entry to staim leading to the -nd level of the tower, while b the north is a large h p l now choked with the webbing of n-a1 spiders. These dyawingnear to the he& will note a maping sound emanating from the flagstones within, and bursting out of the flmr will emerge a large Tunnel ret: AR 0: TM IS: Level 5 (D4 SD): BAR 1 7 1 1 W BPBP 7 3 ( 0 : 1 1) Avg stat 6 Spl stat S - 2 Attacks 1bite: Dmg 2 4 Ethics I: Size S. : t1: D: The rat, which l i s beneath the tower with several others, w i l l atlack ar the nearest chnader. If the c r e a k is &in. thexamining the hearth will note the neatme's small tunnel extending into the earth. While tm s m d b b e navigated by anything* thao a dog, the tunnel does lead to a nest of eight of the creatanes. They have no treasure.

4 . Arms closet. Shelves line this small alcove. which once held arms A spears now remain. and armour for Celline'a bmpa Only a few
4B. Emtryway. Upon the northeast wall of this e n m a y hanp a dusty silk tapesw. If cleaned, a sene o f a maiden fleeing from a wizard by tumiDg into a f a h n and flying away will be revealed. The t;rpesby has a valve or25

gd
Next to a d m r in the western wall st& amour. I t mi Oike two days after leaving town to rcmh the mountain atop which stands the tower. A weed-mvered k a i l long unused. hckona The building itxelfis agranite stmulure three atarepin height, 4 t h %lit windows tm small to --it ~ renetration.~and ~ f n is m M bv an ataeonal tower. The r ~ ~. * hulr i x part of a lrrkyr complex of *rage buildink* and stables, murl uf which have fallen into d$xayore? the years from weather and neglect. T c hw now cwenng the area wll a p p r u h g the Lower over LC catpel ofI d detect no signs of recent -e by any unusual creatures. Near the mbance, however, d l be observed a m - grave marked only by a cairn of stones. Ingress to the tmer may be had through a set of oaken d m a t the kont. or thmugh a h k dmr to the t i w e n (which must be fmced as though under a shut portal spell). As the w& of the tower are very smmth, thattempto dimb them halve their climbing percentage.
~~ ~~~~~ ~

a my set of demnative plate t

4 .Entryway. Thin is a h v i n o f 4 B , althau* the outline of a tapestry C once banging on the wall sbowsit wm removed a t sane p h t
5. Kitohen. Shrivrs, racb of rusty cutlery and other w m s d t r d of fmd may be found within t h b r h a m k r . To the narth. wth the a dmr Ira& c~utside. I* h t h barred from wrhm and has bundles of w m i It stacked against i t to discourage anyrme's entering from that way. To force it open from the outside. one must mU beneath his Strength on percentile die. At the northeast, s fireplace and cauldron will be found. and next to i t a dmr leads to a starage roam. To the south are several small tables for the q' meas use. If anyone makes a suecedul mU to find secret pane14 a lmsr flagrtone in t h e southwest m e r of the rmm reveals a n o k tnonel rat burrow.

1 Entryway. Shaped into the wmden dow is a sLull and b n e s , . the universal sign of dmger. The dwrs are lacked. However, a trickster may pick the lock. which wn also deactivate the golems just inside. Wlthin m i l i x noted an old chandelier lying upon the flmr of the ocfagonal chamber beyond. Two wmden statues of )mighta will also be seen standing against the east and west walls. Tkese are achrslly small Wood golems: AR 0: TM S:
180

6 Sbremom. Inside this chamber will be found the empty remnants of . fl- vrckr along with a number of meat hoah. At the south of the chamber is a small hand miU fm grinding flour. T h e e walking upon the flmr of this m m will attract the a n t i o n of a young T-nel rat: AR 0:TM IS,Level 5 ID4 SD): BAR 17/1D/50: BPISP 5n (7);AWE stat 6: Spl stat Sb1Z; Attacks 1

bite; Dmg 2 4 Ethics I; Sire S. This smaller version of the denizen in &mm D: 4 will emfrom a I tlagsbne a t the n a t b d the roam, a k c l d n g any handy character. 8-nd level

12.Coqj-tion mom. A ghastly stench emanates from what was once a conjuration mom. The odor is so stmng that anyone entering the ballway will immediately note the stench. Beyond the door lay the fouled remains of the ainged siren's earlier vidima, placed there by the monster. Beneath them d be found a dm& ofmnjumiian sc.ibed onto the floor. The chamber l d brazier. is otherwise empty save for several bras candle holden and a
13. CeUine's chambels. Entry to the tower's uppermust level d be diflidt, for one must pass %ugh the elemental wall ofstom that seals ON the stairway. Those who do d find Celtine's remains lying near the top of l the stairway. And one might presume that the in-& would &st within t e chamber as a maith, spectre or other powerful undead. Such in not the h ease, although Celline yet haunts the tower chamber where she edata in m e form ofa Poltergeist ARO; TM 4 0 Level 1 BAR 16/8/40. BP 5; Avg stat 12; : Attacks 1 Dmg 1D4: Ethics E: S z M: Spl note--8F 1 weapon needed lo hi$ : ie inuisibk. Each turn, the poltergeist will hurl any handy small object-. eandlestiok, a cup, hook, etc.--at someone in her rmm, with a successhrl hit indimlisting that searching has been dismpted that turn. If a idl 10 minutes of searching (on the part of one person-or five minutes on the part of two, and so on) ean be had,the following h e m e willbe fonnd-. 20 pm; 75 gd: 2 W n (in a sack on a doset shelf). Aring of i n s t m l ~ n f(mandolin) (in as under tbebedl. A magical comforter, enchanted to keep one sleeping under it warm (on the bed). Thi item has a d u e of 1,WO gd, and is helpfol to those adventuringin mld climates. Those who bury Celline'sremains will dispel the haunting.

7. Music mom. Though Evil, cenine, like many in Islay, was a lover of music, and had a special music mom in her tower. Scattered about the chamber are a full-size harp (value 200 gd, and 1 W lb equivalent M M . violin, hmpichord (value 750 gd), and upon a shelf rests a wwden bor mntaining a hand-carved tlute (value 20 gdl. A few mumbly score sheets lay on a small table next to a wing chair facing the southern window. Two sets of dmrs are set into the northern wall. T h e to the northwest are made of braas and are w i t c h - k n d . No keyhole n hsndle is evident, although a flat square plate will be noted a t the center of the portal. Originally, the enchanted d m was set to open a t the touch of cenine's palm upon the plate. An identical door is to be found a t the northern entrance to Room 8. To the southwest, shim begin leading up to the toweis uppermust s h y . Just several feet up, howeuer, they are sealed offby a fmtthick wall of stone. Stonefomzed into the wall are a skun and &nea along with two measagea. The &,in Torrencim, reads BEWARE. The semnd, in I A v a l d , is a bit more mmplete, reading HERE I8 THE BESTING PLACE O F EVIL.DISTtXlB IT NOT.
8. Laborntow. Safely sealed dffmm the remainder of the tmer behind two sets of witch-knocked dons is the laboratmy. -S I, burners, tla* and the assorted tmls of the alchemist still rest upon shelves and within boxes. Numerous types of components are a s here, and a p u p managing lo to gain entrance may find a ready source to replenish spen ingredient. (assume a 5 % chance that ID4 oses of a mmmm spell ingredient are C available in the lab). Celline and her apprentice conducted many experiments here, their last being the maskmction of a pennartized straw golem, which lie8 atop a large work table a t the center of the lab. Upon a Ifftern before the pumpkinheaded mas. of sticks and atraw rests a scrull &listing several mniral and mmmand words. The cbarcbarters'unfamiliarity with magic make it extremely risky to aUempt the awakening and mntml of the monster, although they may hy. Speaking the word ownken while holding the scroll will cause a feral light to glow in the d e n sacketa of the scarenow's eyes, and the meatme win jerkily sit up, awaitingthe bidding of its new master. Each 10 minutes of activation, however, resolla in a nunulalive 10% chance of tbe meatme's m n i n g amok and attsckhgits master. 8 h w golom: AR 0; TM 16: h e 1 3;BAR 1619/45; BP 15; Avg stat 6: Spl s b t &--la; Attacks 2 punches: Dmg 1DMD6; Ethics I; Size M; Spl note-t n k s d m d l e domoge fmrn /ire.
9. Bath. A comer tub. nww ereen with aee. stands within this mom. ~ - ~ . along aith a hram'boilrr fur heabM: r tank of uater. A funnd lrading to b i n pipe is r1 into the suuthweat mmer of the rmm. .

Armam rating: 0 Tactical mwe: W

Level: 1 BAR: 15W40


BPISP ratio: Om Average BwlyBtamina: (5) Average stat 12 Spedal s a : NIA tt A * 1 Dmgr lD4 Ethics: I or E Size: M S p e d note: BF 1weapon needed to bit; invisible Common knowledge: Poltergeist. are mischievous spirits. Detailed knowledge: Poltergeists are the restless spirits of some who are fmstrated wez their earthly demise snd refuse to pass on to the realm of the dead. These &rib haunt the ares *ere thev died. and are extremelv . ieal- of the livine who invade "their" knitorv. In resamae. the w l t e m i d may hml small ubjseta which * i ID4 flntaofdnrnage, the ublfft bdng u , drive the Iivrng away. Ap.zt from exorrwm, polteqrwta may wmctimes ( 7 l ~ ~ i h o e , h, durplled by burying their earthly rrmaina, m w n i n g thi, has n a been done previously.
~ ~~

-~

~~~

10. Winged siren's lair. This was once the chamber of Celline's apprentice. The rick feminine d e w of the mom has been transformed into s chaoticjumble ofbmken hunihne, water damage, and gattered h e . oftbe winged siren's victims Weeks earlieli, the m a t m e d i m e r e d the tower, entering here thmugh the oolccked eastern window. Since then, it has used the i q e chamber as a lair, padding it with an aswtment of bushes and small trees for mmfort Characters have a normal chance of ambushing the monster, unless they mshe noise or firat explore Room 12. In the i-er case, the creature will immediately activate its song of mesmridng, fmcing the hetomake I& rolls or dmp their weaand stand helplessly while they are attacked lor Body damage. In the latter, the monster will leave its lair Uvoogh the dmr.attacking the h , who are pn-d for an assault in another direction. 7 i s A niren: AR . TM 40':. Level 6: BAR 1711Oi52: BWSP 15/15 ( O : Rn-~ . .S ) . Ava r l ~ l12; ALLlclo. 2 ciswdl h t e m rmic a l m k , 1)mg 1WlI)WlD4 or spend. Eth~es SIP Spl note-mmmz~ngsonirallock. E: 51: 'Ihe wingrd siren's treasun, mnsiats uf twoplgllwr ufsbill-mrnng which willbe f w d in the m-of itslair, inside a victim's punr.

Itat (tunnel)

~~~

~~

11. Library. This was a functional, though not lavish, library. Small bmLcases line the walls to either side of a fireplace. A perusal of the bmts reveals only a few unimportant works. A d e t stands i n the alcove to the south, and a search will l=rn up a few leaves of parchment and a bottle of dried ink. Of mom immediate interest to explorers is an open secret compartment in the southern wall. Spell books and other important items were kept here. They were removed by h a m i s years ago.

Armaur rating: 0 Tactical move: 15' Level: 5 (D4 SD) BAR: 17l10160 BP6P ratio: m AY BodyBtamina: 3t7 (10) Average stat: 6 sped St-12 Atts* 1 bite Dmgr 2D4 Ethia I Size: S Special note: Can be banished by druids; W% h c e of ambushing under certain conditions
Common knowledge: Tunnel rats are undergmund mdents some 2'1' long. Known for mnsbvoting hidden tunnels, the creatures often ambush those stumbling into areas frequented by them. Detailed knowledge: Tunnel rats me vicious predatma tbat lair beneath or to the side of dungerm, -em or sewer areas. Though not overly intelligent, the rats are skilled tonne1 builders, honeymmbing psnsages thmugh stone.

These m s , which om connect to Isuger tunnels or earems employed by other matures, are often camouflsged by a loose section of atonework that aUow the c x d u r e s to m h out and ambush prey. The rats are otherwise encoonteredin n m a l tunneIs while hunting or muting. ARer slaying and rendering their vicfim(s) into smaner pieces, the rats remove the remains to a central mmplex where the young are raised, replacing the hidden tunnel entrance for future use. And while there may be dozens of th- rodents in a &en area, tunnel & usually mam b t in packs of sir or fewer individual% Winged siren Armour rating: 0 Tactical move: 40' Le~e1: 6+ BAR; 17/10/62 BPkF ratio: yZ Average BodyBtamina: 15S15(30) Average stat: 12 Special stat: NIA A 2 clawdl bite or song Dmg: lDWlD811D4 or special Ethic*: E Bize: M Spcial note:Mesmerizing song Common knowledge: Wlnged sirens are bird-like humanoids whose d l lures men to their death. Detailed Imowledge: Povnd mostly in the wilds of Krena, winged sirens resemble hideously ngly human females with an underbody resembling a bird of prey. These baneful meatu- are among the most selfish known in Islay,

In this adventme. the foliowine format is a d to describe the monsters. Example: T-el kt:AR 0; ~ ~ 1 5 v' e;I 5 ((04 SD); 1711LVEQ BPiSP 52 h BAR (7):Avzstat 6: Spl stat St-12: Attacks 1bite; Dmg 2D4:Ethic. I: Size S. FiFltis the name of the monster f h e l rat). Seeond is the monster's armourrating CAR). T h i ~ d the monster's L0Cti-d movement (TM) is Fourth is the creature's level. FiRh is its b aMek mll (BAR), showing what it needs to hit AR 0 on the a e s D3MJ20ior DlW -bat tables. Sixth is the monster's Body and Stamina points (BPISP). Seventhis the value of the monster's average stats. Eighth is any especially high or low stat. the creature may pesse3.3. Ninth is the number and types of attacks made by the creature. Tenth is the range of damage inflided (Dmg). Eleventh is the marster's ethi-, Indeterminate a Evil. Twelfth is tbe monster's siae-smll, medium m l g . oe Any special details of the monster wonld be b t e d after i b size.

taking delight in destmying or f e w whatever c r o p or fmdstdfs they do not entirely consume. While not overty pwerful in combat, wlnged sirens pxsew a powerful sonic attack which fmces t - within 60' of it to make IQ rolls, h applying bonus m penalty factors of1 for each two IwsIs of difference between they and the siren. Those failing remain hanaked, unable to act, which subjects them to wssibly being carried off to its nest. The effeds last for as long as the siren , and one Cull t=m thereafter. During this time, any attacks by the monster on the one so alTeded automaticdW aueoeed and inflict Bady dam-.

Quest o the AncientsTM writers guidelines f


Any previous urittng you've done for other game companies, magazines, etc. If
possible, send a witing sample, and don't worry if your grammar or spelling aren't college level-. we're more m n w n e d with ideas than technique. Your past gaming experience Your adventure idea. Detail ti&, number and proposed level of PCs, and general soenaria outhe. Estimate length i single-spaced pages. n including map space. A h , enclose a self-address4 a t a m p d envelope. I will contact you by mail or phone to let you know if I like the idea I may ask for more details. Bnt if I like your idea, you can pt to work. Note, though, this doesn't mean I have agreed to accept it for publication. It only methat I am willing to I d a t i t I may hun i t down, so be p p a r e d for that! Make sure you enclose a signed release form with your submiasion or I must return it unread! Also, endthat self-addressed stamped envelopel

Unicorn Game FnhIieations is just about the smallest game manufachmr around, and we like it that way. In fact it mnsists of lit& mme then Vine Garcia. who wrote Qwst of the Anaentc. Apart from him, the company is comprised of a group sf friends and Reelance writers who enjoy role-playing games rmd think of UGP as an outlet to share the writing end with the gaming community as a whole. Mwt of us are ea-hippies, musicians. Viet Nam veis and other assorted 'Mbi people. Becaw of that, we take a laid back appraach to things. And while thars not a sure fmmula to make us rich, i t does make for a fun work environment, which permits writers and artists to do their best work free of haaole.

Try and keep settings generic until lslay has been b e e developed: "Samewhere in the Forest of Brigit": "A small mountain village in Avaton': "Anyplace in t e campaign world", e t r h I like the length of your adventure to run at least 10 typed pages, although this isn't written in stone. (Three single-spaced pages work out to about a page of printed taxt.) If you can handle a full-length 166module, that's fine. But extended w m b like that roe really a pain. so dadt getin over your head. Ifpossible, enclose a 5 114 high density IBMformatted ASCII disc with your suhmissian.

If you wonld like to be placed on a special list of freelance module designem, please mail us a sample of fantasy-type modules you have mitten non.pr&ssionally far any game system: m list past works for mmpanias we know. If you have a preference for certain types of work--low bvcl, outdoor, epic quests+ ete.--indieate that. Youll then be placed on a list for mmideration on upmnning projecta If instead you are more skilled a t designing monsters, spells or magic items, well keep you in mind for our various monster and magic item supplements. If you're so talented that you can handle both, that's h e too.

If you have a module idea, you should send a query letter. In it, address these points:

I want fun-bplay adaenture senariw. I especially like t see interesting dungeon layouts o and nice art (if you can draw). I like a t least one gimmick in each adventure. By "gimmick' I mean an especially neat idea, twist or encounter that is out of the ordinary and catches one's attention. Example: Bill Mercer and I once wrote a module in which there was a mom where s demon was happed between dimensions, with only its head sticking thmogh a conjuration circle. Depending on what was said to it, the party could Em it to attack free it to go home, or kill it helplessly. That aras the gimmick-an unusual enmunter that wasn't the upual see monsterh3I same scenario.

Do not base an adventure on fanlaay baoks read or modules printed by other companies. Use your o w n ideas. Never cay any profession (witches, amashm etc.1 a intrinsidly Evil. 9 Never require all characters to be of Goad (or En11 ethics. Don't include gratxzitous violence or ~rnfanity. Don't design GMCs above 14th level (ercluding Behcs). Don't blow the world up if the PCs fail in their mission. Avoid overly lengthy room descriptions. Fmyers quickly 1 interest in a fivcminute reading of module text, so keep tbings brief. You can prov?de mom detailed information for the GM to use or not as he prefers within a mom description fdowing the text read to the players. Example don't do thix
you've

Yolr haw entrred o 30'=30' m m . Against the center ofthe north wall lies a Eed with a woolen mmfortor that lmka as ifil has mcently h e n slept in. To the I& of the bed is o table upon which is on unlit candle. Agoinst the south wall is a l o g e w h n

Note that I like Hildehrandt-style artwork with detailed backgrounds best of all. Unless a s W c contract to the contrary is made, the company retains o v n e r s h i p and possesdon of any artwork it specifically -missions.

Do this instead-.
You how enlemd o 30'130' mom. Agourat the csnbr
J l h e nonh d l 1-s o bpd unth o t d l e Lo its leR whlb Lo the south a n h a l o g e w k n mrdmEe If the group investigates the bed, they will fmd a wmlen mmfmter dill w and milled, as if someone were recently lying on i t An unlit candle lies atop the table. The d m to the oak warambe is shut, and if anyone opens it, they hey d b x v e r an Oro: AR 1; TM 1% k e l 2 ; BAR 15/8/42: BPiSP Ul2 (16): Avg stat 1% Spl stat IQ I; AttacLs 1 broadsword: Dmg 1D8; E t h i a E; Size M.
1 margins tap and bottom; L W margins right ' and left, 12 pitch (or 10 point). If your word p m s s o r allows, italic text to be read aloud. Also, italic magic items and spell names, unlem the latter are listed as part of a GMC's memriwtion slob. If you can't use bold or italics, underline itahwin red andbolds in black. When bting monsters, write them as shown hereafter: The number and n a m e of the manster(s) b i d e d ; M r a l move; Level: BAR; Body paint415mnim points and the combined total of both W e t e a k Aperage staG Any spnial stats; The nnmber & tgpe of a t e The damage for each alhck ( n d 4 b r a c h e t ) the damage potential if i t is M y rather than Stamina damage): Ethia: S i z ~ and W y any spedal details-spell immunity: magic ase,etc. Example: Orc: AR 1 TM 10'; level 2; BAR 15/8/42: B P r n : 4U (16); Avg siat 112: Spl stat IQ--I; Attacks 1 f h r c a d s w e omg IDS; Ethics E;Size M.

Rmnnce for perfomnee; k p k (for lcckpkk); T i i (forttiuia) rva Other ahhreviations include: End B m t (for end h m r k r mge): Hsmnshp (for howmanship): Resot b Parry (for pony); Net use ( f a net m); (for reaction &nus); Smnshp (for seamaship) and Track (for tmcking). For a amarer's fild of knowledge, list the field-zlchchemy, demonology, etc. However, avoid over-detailing unimportant GMCs with no"-profession skills imm Chapter 3 of QA. Most of the time they don't need any other skms apart from t h e offered by their profession. If detailing a spellcaster, you Ean me this format: Caseandm Evenstar, 5th level elven witoh: AR 0: h o u r atam 1&t (Irracera)*: TM 10'; BAR 1&4o. BP SP 10jio:'~vg=rat 10; spi scat 1Q.-9: Auacks 1 BE 1 dagger; Dmg 1D4+1; Echrm G ;Sire .\I: Splls memorizedcarting slats. Rank 1:Alter animal; slumber14 Rank 2: Cure wounds; Lirazel's tree boosem Rank 8: Energy blasVl
Or this fmmat if you wish to detail his stats:

If you'd like to hy yaur hand a t detailing one of the countries of Islay, you mnat be a gmd writer with excellent ideas. If we break the pmjed down into separate works, a finished game pack will p i n t out to a t least 48 or 64 pages (150200 typewritten pages, including map space). If we instead do one large bmk detailing Islay, length will be helevant. I recommend you do not consider this sort of work unlees you an a professional writer.

0-dm Evenstar, 6 h level elven t nltch: AR 0; h o u r absrp 1point (bracers)'; TM


la; BAR 15/8/40; BPBP 10/10: St 10 Ag 11 Cn 12 IQ 19 Ch 14 Ap 13 Lk 9: Attacks 1 BF 1 dagger; Dmg 1D4+l; E h c t i s O, Size M; Spells memnizedlu~~ling slots: BanL 1 Alter animal: slumber14 -~ ~~- :~Bn 2: cum woo,,&; . L Iirarcl's b + hoa*rL e Rank 8: Enegy b W 1 If I person has M PDgPihl~ o m ~ t m n . & m

Fm more Lhan one of the same monster, you eao uac t i form (it's best, though, to give the hs woup e q d MY Stamina unles you have a good reason not to).
(:I, O m All 1;
!tV,Sl'412 1 16, (10, U4 ( 6 ) ;Avg scal 1% Spl r u t IQ--7: Attacks 1 bmadswad: Dmg 1D8; Ethics

...m

TM 10'; Level 2; BAR 15/8/42:

...

To do their best work, writers do not need the pressure of dictatorial restridions with respect to length. UGP wanh to lead the way in letting writers set their own limits so as to produce with madmum creativity. Thus, except for a general suggestion about length, yon can set yonr own bormdrniea Make yom &en* as long or as shat as i t needs to be in ader to be done well. However. I dodt want to see anyone ST-RE-T-CH their m&l You pms know what I'm blhing about. and you know we dl do it & h e d works M e r in quality, s be aware-I will penalize the o
grdlty!

E; Size M. If designing a new monster, detail i t M y a t the end of yaur adventure, using the f m a t in Monsters,Magic & Somery. If listing a relatively unimportant GMC with an adventuring profeaaion, here is an outline you can use: J a r 1 longhand, 8rd level h m m w m d w a n : AR W-1) wlsmall shield; h o u r Absrp. 1point (jerkin); TM la; BAR 14/1/35:BPISP lWl2; Avg stat 10; Spl stat St--% Attpcks 1 broadsword: Dmg 1D8+1**; Ethics I; Size M ; Woodsman skills--Cmtlge 32WClimb 5696;Tmck S24y.He* 31WStlih 31WAsn blow + 2. If the GMC is important enough that his stats should be detailed, uac this f m a t : Jarl longhand, 3rd level human w o d m m m AR W-1) wlsmdl shield: h o u r A+. 1pint (jerkin): TM 1% BAR 147/85; BPBP 1M2; St 16 Ag I 3 Cn 14 1Q 11 Ch 10 Ap 12 Lk I; Attacks 1 broadsword: Dmg 1D8+1**; E t h i a I; Size M: Wmdsman skib-Cmf7ge S2WCIimb S S 9 b ; h k a2'IdHerb 31WSUth 3 l W n blow + 2

Bc prepaml Lu w e y m bnillianl writing altered s drr-ticany Lbnt yon won't remgnize it a 1 b l ' x wlwt e d i h paid t do. o

m=p.iab~mgaltynpredflat fee. U s d y , you will be -ded with a piece of text we want illus-, and you may then mme up with your o m ideas, incmparating any suggestions by myself or the author. All potential artiatp, if we Wt know yom work, must submit a sample of pen & ink fantasy art (keep the originals). You?l then be &wad on a list for future m s i d a a t i m . I mav a h send vou a page of sample module t n snd request you du n e rough illusnation 90 1 can get an ~ d c a how you of approaoh thin@. Cover &b me paid a Rat fee of S00-SMX) dollars, or b y prearranged royalties. To be considered for cover work, we must see photos of caver-type color artwork you have done. (If you'~e done cover art for existing modules a magazines, listing the titles and companies should suffice.)

** If the person is using a BF 1or better weapon,


factor that into the person's BAR, and note that in the attack rmd dzmqqe d o a Example: W o . 3rd level human : AR M-1) ulamdl shiela; Arm- Abarp. 1 point (jerkin); TM 1% BAR 15/8140: B P W 1M2; St 20 Ag 10 Cn 14 IQ 13 Ch 12 Ap 12 L I; AtBcks 1 BF 1 k Dmg 1D6+6**: Etklcs$ Si.e M For k i ~ k S k Use tbes &in: ~, *os h blow (for nssossin blow).; Clmb (for climbing): Cndmt (for mneedment);D g (for -; ) Dhp (for detmp); Fsttk (for fmt L&; o) Info (for information); Stlth (for stealth):PP (for pickpekt):

There are three methods of p y m e n t far modole w e and a writer may Ehoose the methad he prefers: P w m t method 1 We pay you $1 per . page* of your work when we agree it is suitable for eventual publication; and thats it, we own i t This way'. q u i e t , hot you won't male much. Payment methodP. We pay $150 per pagepage within 70 days of p u b b h h g it; and tbat's it, we o m it. Payment method 3. You p t paid on a royalty basis for up to two years (tho"@ you agree to surrender d publishing rights of the work l immediately upon acceptantan). At the end of a calendar year (December 31). we total up the groap revenues for a module in which your adventure appears. 10% of this amount is set aside for the writers and artish, and each printed, lypesel page of text entitles the writer to one share of the pot, while artists are paid 1 to 4 shines depending on the size of their mustlation. Example: we gross S10,NW (wouldn't that be nice!) on a 100-page module in which a writer's text c w e s out to 10 pages. 1G%of the gross revenues La $1,000. Your 10 pages of module entitle you to 10 of the 100 m e shares, a BIW. (Note this does not indude a n a t s ' share, however. Assuming an artist rits pmvided a page map or drawing, he would meiw f m shsns ofhis own f a that work.) These royalties a p p b for the k t two years of a module's existence. After tbia period, the company stop payingrayaltiesamd considersits -ations to the writers and a r W folfllled. In the csr of monster m magk item s n b m b l a s , payment is made only by royalties, with the writer getting 1 share of tbe royalty pat for each s&mkion acsepted Artists generally gain 1 ahare per illustration onless special arrangements are made with the company.

*"kr-"referstowhatyo.hxminhmpm wmd pmcsasa, and presumes, in our opinion, no sketched t a t or -eesarly kge mapa N t oe aka that all i s k d w e for UGP is mnsidered Work made forbire."

So, p l e w dodt tldnL we just want to exploit yom t l n onjmstly. aeb

Payments, myallies and adtern. d b are made only fathe original work in whtch they first 4ohPegnent un of t e material in htma h pod& does not entitle the anthor m arbt to a d d i h a l -ties. Why? Well, imagine if e~eryrmewho ever wrote a monster for a mGm For M to wnsider anything done by you, you game -puny nith dozens of m a n s given s m& kclode a -ed releaaa f . By signing it, credit and myalties every time their man* was y o . l e l e * r u l ~ a n y ~ i ( w e d i n a ~ o d u l e . T h e d t p s k e w d d t . L a ~ p Eoindentaoy similar W without giving you h l tbe book, and t e -er af h woold make no the d. game CoXmpmies ng"ire such t An money. Thuq fma a amp"IYYs pdnt ofview, it is re is, release fams to p&d Lbsme?kes. impraced toghe &t and payment prpekrally. new monster, magic item a scenario idea While thia m@t eeem unhir, if8 redly the only might be entirely a x k i d to you, k t the mmmny work. (If you dodt way a game eompany m& have a &idea it is already -king on. believe me, atart yom om mmpany andyouU ree.) By having a wd release fmm, the wmpany e

Rjght MW, UGP is mast interested in advenhre scelurios far 6th-10th lwel characters. We are also interested in nan monsters and m g c ai ilema And. if it re& ns in time for the h n ' IheL m d b e pleased t see sew spells rmd o ermgs,W dz for the sorcem and male ggpsy. C al y

&-

frees its& from a lawdb.Aa an e ~ m p l e . I once wrote a module which was bsaed m n d some enchanted doll. and puppets- Another writer appmxhd the same game pmblisher with a similar plot and had it turned d a m . To this day, heis~theyandI~redtostealhisid+ Actually, my modole had been written a year before his war, and had been a i m amund awaitingp w m . h the event the pllblishe. had mnsidend that . r r i t d s work without a release l a m , he omld have med in the belief he had a valid c a ~ . With t e release fmm signed, the writer had no dance h of winany lawsuit, which his attaraey would have told him, and thua the release form =La as a buffer against needles l w n b Believe me, asi. +how@, no mmpany can l s long if i t makes a at practice of stedimg work submitted for mosiderati- W d p b out qukkb an that mrt of thing. That's abmt it. If yo. b e any other queatians. d e w write and nsU hy to get an m w e r toyon.

Release form
1o&r the following work for consideration by UGP,t e working title of which is: h

I
1

I understand that thia i made on a non-coniidentialbasis to UIdmrn Game P & J i a and that its acceptance for consideration does ~t s in whok or in part establish any relationship between myself and Unicorn Games Publications inel*, b t not limited t . u o Aqy acbnowledgementoforigirdity Anylinanoial obligation except as outlined hereafter
If Unimm Game Publications decides to publish q y submission, I mhquish all ri@a to it, and the method of payment I desire is checked below:

Paymat metbod 1 I ampaid 5 . 0 per page* of my work w h the company agrees it i s suitable foreventual publicatio~~ . 10 PavmemtmethodP. I emuaid $1.50 rer uaee* of mv work within 70 dam of mblication. G e n t metbod 3 I aminid myahiea &tho lirg two eakndar . work ism publieation and a v a i l e on the market. (If I am submitting a monster or magic item, I understand that I must check lhis box and accept 1 share of the royalty pot for each submission which i ~ n b l i ~ h e d b v a,nmanv.)l underatad t a in all cases mvaltv shares that would o & r w k eo to a writer &-artist who has & s h e d s the ht royaltie& favor of tkt fee shikvert to the company.

- .

"Per p ~ m "h to what youturn in from your word processor, and p~ebymes, our opinion, no stretched text or in Note also that all work done for UGP is considered Work made for hire."

h W mapa.

** * l b e 6r%ltwo calendar years"

is defined thusly: The hat calender year is any portion "fa year betwrpn the actual printing ofa module and December 31. 'Re aecond year is one full year, sLarting from January 1.

I h d h e r state that I have the legal right to sell the work o K m 4 and my elling of them doe* not violate the rights of m y third party. 1 ~loderstand chat Unimrn Came Puhligtiona shall b free to edit the work as it deems fir. e I am of legal age ta enter i t binding contracts, or I am the authorieed representative of t e author (circle appropriate category): na h Pmellt Legal-

Name:

h l h e to photocopy this form


UGP Box 4284 Fresno,Ca. 93728
1 %

Name Level L e v e l points: Age:-Height St: A!%


Cn:

IQ: Ch: Ap:

Race: Ethics: - Profession(8): Needed for next level / Weight: Lbs Movement: f e e t AR base/adj.: -Absorption: -points Damage Adj.: L/N/H/VH loads: / / / Max lift: Lbs AR/Attack adjustment: Combat phase: Rest time for spellcasting: Hrs. Stamina/Body recovery rate: / H r / D a y Base spell memorization time: minutes X rank of spell % Reaction adjustment:

Lk:
Stamina die: Nonnal Body poinb: -Special Body loss: BAR: -/-/STAT SCORE 10-14 15 16 17 Adjustment 0 +5% +TO +lo% 0 0 1 2

Normal Stamina points: -Special Stamina loss: -

1-5

&7 -10% 1

8-9
-5%
0

18

19

20

+/-

-20% 2

+12% +IS%
3

+20% 5

Profession skills
Base Impw. Adjust. Final

General ski&
Base Irnprv. Adjust. Final

1. 2. 3. 4. 5. 6. 7.

/-/-//-/-/-/-/-//-/-//-/-/-/-/-//-/-/3 4 5 6 7 34-5-6-73 4 5 6 - 7 3 4 5 - 6 - 7 3 4 5 - 6 - 7 23 4 5 _ _ 6 _ _ 7 -

Total spell slots (profession1) 1 2 Memorization slots 1 2 Casting slots 1 2 Total spell slots (profession2) 1 Memorization slots 1 Casting slots 1 Spells memorized 2 2 -

Rank -/
_J

1 -/ -1

Rank -1 -1 -1 -1 -/

1
1 -1 1 -1 -/ -/ -/ -/
Weapons h damage

1
-/

-1 -1 1 1 -1

1 1

MAGICAL M)SSESSXONS
Pack
Kqulv,

#*

*-+

t '"
3 % e

Hulk

hdrmehes

Equtu.
Bulk

;I"

pert#&' ; .

You might also like