Professional Documents
Culture Documents
rkO’
Bannon
Table of Contents
Introduction 1
1 - Characters 3
2 - Skills & Professions 8
3 - Combat 19
4 - Movement & Fatigue 26
5 - Injuries & Death 31
6 - Morale & Healing 38
7 - Fighting Styles & Tactics 41
8 - Spiritual Warfare 53
9 - Fate & Magic 61
10 - Ceremonial Magic 68
Alchymy 71
Conjuration 75
Ritualism 82
Spiritualism 93
11 - Natural Magic 105
Deceivers 103
Elementalism 109
Enchantment 120
Sorcery 129
12 - Extrasensory Magic 137
Mysticism 140
Psychic 146
Seer 154
Talismanic 160
13 - Black Magic 168
Hexes & Curses 170
14 - Time & Money 178
15 - Weapons 195
16 - Armour & Shields 214
17 - Mythical Races 234
Appendices 243
A - Spell Lists 243
B - Weapons 257
C - Armour 325
D - Suits of Armour 339
E - The World in 1121 A.D. 375
F - The World in 1348 A.D. 384
G - Reference Charts 393
Index 418
Character Sheet 430
Bibliography 437
Introduction
Introduction Experience
Chapter One : Characters
2
Chapter 1
Chapter 1: Characters stamina. How quickly a person is fatigued. Spellcasters use
Chapter One : Characters
4
player may switch two characteristics if desired (the Winded: Endurance.
5
Ceremonial: (Intuition + Self Discipline) ÷10. Female Characters (optional)
Chapter One : Characters
Personal development works normally, so that female Stereotypes will also change the way people will react to
characters can still acquire high strength by spending skill a character. Think of how people change after they hear that
points or experience points. a person is a priest, a knight, or a witch. After the obvious
things, try to make the character different by using stereotypes
against others. Take something familiar and make it strange.
For instance, a wine merchant that doesn’t drink at all would
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be unusual. Stereotypes can define how a character is and
Character Flaws
These are aspects of a person’s true character.
✴ At the start of each story, the Storyteller may give the
players 10 experience points to spend in exchange for a
character flaw.
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7
Chapter 2
Chapter 2: Skills & Professions percentage numbers in the blanks on the character sheet.
character sheet will be 34% (2 x 10 plus the base 14%). order for a special talent in a combat or magick skill, the
Most players end up figuring out all of their basic skills player must roll over 90% on percentile dice (d100).
and recording them. When spending skill points, players
put the number of skill points spent to the left of the skills. Personal Development
After they are done spending skill points they multiply the Skill points may be used to increase an individual’s
numbers by 10 and add it to the base and then record the final characteristics (strength, ego, reasoning, etc.).
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✴ 1 skill point = +1–6% (1d6) increase. The first number refers to the professsion’s social class.
Chapter Two : Skills & Professions
✴ 1 skill point = +1–3% (1d3) increase for characteristics The next numbers are the annual income & savings for
that are over 80%. the listed profession. The final number at the right is the total
✴ 1 skill point = +1% increase for characteristics over skill points if all skills in this profession are purchased at 5.
90%.
✴ In order to increase a characteristic, the player must SC Profession (Income / Savings) Total Skill Pts.
roll above the characteristic on percentile dice. 2 Animal Trainer (11£ / 1£) 40
If successful, increase the characteristic by the amount Animalcraft, first aid, foraging, hideworking, oratory, riding,
indicated above. streetwise, survival (forest).
If unsuccessful, the player loses the skill point.
For example: Fearless Fred wants to raise his self 3 Apothecary (24£ / 4£) 65
discipline (it is only 40%, and it doesn’t make him very Alchymist’s script, astrology, chemistry, brewery, first aid,
fearless). He spends a skill point to do so and rolls percentile foraging, herbology, legends & myths, mathematics, physician,
dice. He gets a 68% and is successful. He now rolls a die, gets reconnaisance, script (reading & writing), survival.
a 4, and raises his self discipline by 4%.
✴ Remember to increase the character’s basic skills (or add 2 Artist (12£ / 2£) 95
to current skills) after increasing any characteristics. Cartography, counterfeiting, drawing, engineering, etiquette,
forgery, heraldry, herbology, hideworking, intrigue, legends
Experience & myths, legerdemain, masonry, painting, script (reading &
During the game, the Storyteller will give out experience writing), sculpture, shipwright, woodcarving, writing style.
points at the rate of 1–10 for each gaming session. Experience
points may be used to purchase new skills or to increase the 3 Astrologer (24£ / 4£) 50
ability of skills that are already known. Acting, astrology, astronomy, cartography, drawing, etiquette,
In order to increase a skill, the player spends one interrogation, legends & myths, mathematics, script (reading
experience point for a skill development roll. & writing).
A successful skill development roll is where the player
rolls over their current skill percent. 1 Beggar (6£ / 1£) 75
✴ 1 experience point = +1–6% (1d6) increase. Acting, brewery, bribery, disguise, foraging, foreign language,
✴ 1 experience point = +1–3% (1d3) increase for skills gambling, intrigue, legends & myths, legerdemain, rhetoric,
that are over 80%. stealth, streetfighting, streetwise, survival.
✴ 1 experience point = +1% increase for skills that are
over 90%. 2 Brewer / Winemaker (14£ / 4£) 40
If successful, the player may add the above amount to the Agriculture, brewery, bribery, business, chemistry, bargain,
skill. script (reading & writing).
If unseccessful, the player loses the experience point.
For instance, Fearless Fred has an experience point to spend 3 Cartographer (24£ / 4£) 60
and chooses to increase his gambling skill. He spends the skill Cryptography, cartography, drawing, foraging, foreign
point, & rolls percentile dice. If he rolls over his current skill language, legends & myths, mathematics, painting,
percentage, he may raise his skill by 1–6%. If he rolls equal reconnaisance, script (reading & writing), other scripts,
to or lower than his skill, then he will lose the skill point. survival.
timbercraft.
Professional Skills Table
Here is a list of professions, along with those skills used 3 Clothier (25£ / 5£) 40
by each. Players may spend up to 5 skill points on these Business, drawing, etiquette, foreign language, hideworking,
skills. Players also must spend 75% of experience points on jeweler, sewing (hand), textilecraft.
professional skills.
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2 Cobbler (23£ / 3£) 40 3 Glassworker (24£ / 4£) 35
Acrobatics, acting, bribery, buckler, first aid, foreign business, dancing (court), etiquette, foreign languages,
language, gambling, heraldry, intrigue, oratory, physician, heraldry, history, intrigue, mathematics, musical instruments,
religious doctrine, streetwise, unarmed combat, knife, axe, oratory, riding (horse), scripts (reading & writing), tracking,
short sword, javelin, military fork. weapons, writing style.
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5 Lady (Noble) (90£ / 20£) 110 2 Miner (40£ / 5£) 60
Chapter Two : Skills & Professions
Acting, administration, astronomy, brewery, business, Axe (mattock), brewery, carpentry, club, engineering,
cooking, dancing (country), dancing (court), etiquette, gambling, geology, jeweler, metallurgy, minerology,
first aid, foreign languages, heraldry, herbology, intrigue, streetfighting, warhammer.
mathematics, musical instruments, perfumery, riding (horse),
scripts (reading & writing), sewing (hand), textilecraft, 3 Perfumer (24£ / 4£) 40
writing style. Alchymist’s script, chemistry, business, foreign language,
herbology, intrigue, perfumery, seduction.
4 Lawyer (40£ / 5£) 75
Acting, administration, bribery, etiquette, foreign language, 4 Physician / Doctor (40£ / 5£) 90
heraldry, interrogation, intrigue, mathematics, oratory, Administration, astrology, chemistry, first aid, foreign
rhetoric, script (reading & writing), other scripts, streetwise, language, heraldry, herbology, interrogation, intrigue, knife,
writing style. legends & myths, mathematics, oratory, physician, religious
doctrine, script (reading & writing), streetwise, writing
3 Lexigrapher (23£ / 3£) 35 style.
Drawing, cartography, hideworking, legends & myths,
painting, script (reading & writing), other scripts. 3 Pilot / Navigator (25£ / 5£) 85
Administration, astronomy, cartography, club, drawing,
3 Locksmith (24£ / 4£) 35 foreign language, mathematics, piloting, script (reading &
Administration, business, carpentry, legerdemain, writing), seamanship, shipwright, streetfighting, streetwise,
locksmithing, masonry, metallurgy. survival (marine), swimming, weatherlore, writing style.
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1 Serf (6£ / 1£) 70 2 Teamster (12£ / 2£) 70
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Military Professions 2 Artillerist / Engineer (14£ / 4£) 85
Chapter Two : Skills & Professions
5 Knight (80£ / 10£) 160 Carpentry, drawing, engineering, first aid, foraging, foreign
Administration, astronomy, dancing, etiquette, first aid, language, hideworking, masonry, mathematics, script (reading
foraging, foreign languages, heraldry, legends & myths, & writing), streetwise, survival (forest), weatherlore, siege
mathematics, musical instrument, oratory, riding (horse), weapons, handaxe, club and one of these: axe, short sword,
script (reading & writing), strategy, survival (forest), tactics, mace or warhammer.
knight shield/ heater, kite shield, roundshield, sword, lance,
axe, short sword, saber, hand–and–half sword, two handed 2 Scout (12£ / 2£) 75
sword, ball & chain, mace, warhammer, spear, close combat. Ambush, Awareness, first aid, foraging, heraldry,
4 Squire (38£ / 3£) 95 reconnaisance, riding (horse), stealth, survival, tracking,
Etiquette, first aid, foraging, foreign languages, heraldry, weatherlore, close combat, knife and two of these: axe, short
legends & myths, musical instrument, riding (horse), sword, sword, club, mace, warhammer, spear.
animalcraft (horse), script (reading & writing), survival
(forest), roundshield, sword, axe, short sword, mace, 2 Skirmisher (11£ / 1£) 60
warhammer, spear, close combat. Ambush, first aid, foraging, reconnaisance, riding (horse),
stealth, survival, close combat, javelin, sling, staffsling, and
3 Crusader (23£ / 3£) 145 one of these: axe, short sword, club, or mace.
Ambush, brewery, carpentry, cartography, climbing, cooking,
first aid, foraging, foreign languages, interrogation, intrigue, 2 Man At Arms (12£ / 2£) 65
jumping, legends & myths, masonry, oratory, reconnaisance, Ambush, first aid, foraging, heraldry, reconnaisance, survival,
religious doctrine, sewing (hand), singing, strategy, streetwise, close combat, knife, roundshield, sword, spear & two of
survival (desert & marine), swimming, tactics, weatherlore, these: axe, short sword, mace, warhammer, glaive, military
any 4 combat skills. fork, or partisan.
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3 Viking (15£ / 5£) 105 Bargain: The ability to speak eloquently and to persuade
a situation better. Hints should be given out by the after a in order to mislead others by presenting a false identity.
successful skill roll is made.
Diving: The skill of plunging into water with style. The ability
Astronomy: The science of the celestial bodies and of their to stay underwater without air for long periods of time.
magnitudes, motions, and constitution. Predicions of Solar or
Lunar eclipses may be made with a successful skill roll.
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Drawing: Making a sketch of something. The ability to make Herbology: The ablitiy to identify and use herbs & food for
Chapter Two : Skills & Professions
clear maps. the healing of illness. With this skill, the healing time for
wounds may be reduced.
Driving: The ability to control a team of horses or oxen to
pull a cart, wagon, or chariot. Hideworking: The manufacture of leather products such as
armour, parchment, shoes, etc.
Embalming: The skill of treating a dead body so as to protect
it from decay. Also used to protect objects from decay or History: One’s knowledge of the past.
oblivion, preserving them.
Interrogation: The ablitiy to discover the truth as percieved
Engineering: The ability to create structures, machines, by someone, without their knowledge.
products, systems, and processes that are useful to people.
Intrigue: The ability to discover hidden motives, plots,
Etiquette: The conduct or proceedure required by good & schemes. The ability to arouse someone’s interest in a
breeding or prescribed by authority to be observed in social subject.
or official life.
Jeweler: The ability to manufacture jewelry. Also used to
Falling: This skill is used to avoid damage from falls. appraise the value of jewelry.
First Aid: A successful skill roll will prevent an injury from Juggling: Used to perform the tricks of a juggler.
getting worse. Also used to bring someone out of shock.
Jumping: Used to jump accross obstacles such as a pit or
Fishing: Catching fish, using nets, poles, etc. crevass. Also used to jump verticaly.
Fletching: The making of bows and arrows. Legends & Myths: One’s knowledge of myths & faerie
tales.
Foraging: Finding food. Also used for locating things that
are difficult to find. Legerdemain: The ability to manipulate objects using sleight
of hand. Used to pick pockets, to manipulate cards, or to roll
Fortune Telling: The ability to predict the future or to answer coins accross the hand.
a general question regarding a person.
Locksmithing: The ability to pick locks, open safes, & to
Foreign Languages & Customs: To speak another’s work on complex locking mechanisms.
language and to use their customs (see chapter 15: languages
& scripts). Masonry: The construction of stone structures.
Forgery: The art of making false written documents. Mathematics: The science of numbers.
Gambling: Not only the ability to win in competition with Metallurgy: The science and practice of metalworking.
others, but to make money doing so. To spot a winner, a
player must roll under one quarter of this skill. For example, Milling: The practice of milling grain.
a person with an 80% skill in gambling will be able to spot a
winner 20% of the time. Minerology: The science dealing with minerals.
Geology: The study of the solid matter of a celestial body, Mountaineering: The ability to climb sheer surfaces such as
such as the earth, or a moon. a cliff face, using tools such as ropes, spikes, etc.
Glassworking: The ability to manufacture glassware. Musician: One’s ablitiy to play a musical instrument. Each
instrument must be learned separately. Some medieval
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Heraldry: The practice of devising, blazoning, and granting instruments include: drum, dulcimer, flute, harp, lute, lyre,
armourial insignia and of tracing and recording genealogies. mandolin, & pipes.
With this skill, a person may be able to discern the identity of
a particular noble by looking at his or her armourial insignia, Oratory: The ability to make speeches and to manipulate
or heraldic achievement. the attitudes of a crowd of people. Also used to command
soldiers.
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Painting: The ablility to create a painting using oil, etc. Tactics: The ability to direct small battles successfuly.
Reconaissance: The abililty act as a scout. Trapping: The ability to set snares to catch animals.
Religious Doctrine: Knowledge of religious practices. Weaponcraft: The manufacture of weapons (not bows).
Riding: The ability to ride an animal, such as a horse. Each Weatherlore: The ability to generally predict the weather.
animal must be learned separately.
Woodcarving: The art of ornamenting objects of wood.
Seduction: The ability to lead others astray usually by
persuasion or false promises. The skill of persuading others to Writing Style: The ability to write a book eloquently.
disobedience or disloyalty. Also the ability to entice another
into sexual intercourse without the use of force. Forbidden Skills
Here is a list of skills used with magick. These skills are used
Sensuality: The ablilty to sexually please another person. in magickal research, where new spells are discovered &
Scripts: The skill of reading and writing in a particular type written as spellbooks. These skills are also used to learn &
of writing (arabic, for instance). Each script must be learned cast spells. Note that these skills can be used for more than
separately (see chapter 15: languages & scripts). casting spells.
Sculpture: The skill of creating a three-dimensional work of Alchymy: The making of magickal devices, potions, &tc.
art, such as a statue. This skill is used to identify the same. Most Alchemists are
preocupied with discovering the Philosopher’s Stone, and
Seamanship: Sailing. immortality.
Sewing (hand): The manufacture of clothes by hand. Conjuration: The summoning of Angels, Devils, Faeries,
Elementals, &tc. This skill is used to identify & decipher the
Shipwright: The construction of ships. secrets of magick circles, and to communicate with these
supernatural beings.
Singing: The skill of professional singing.
Pagan Ritualism: The calling forth of miracles by pagans.
Skiing: The ability to ski. This skill is used ward off evil. Members of the priesthood
who practice this discipline solely are not accused of
Song Lore: Knowledge of songs. practicing witchcraft.
Stealth: The ability to move silently, without being seen. Spiritualism: Voodoo, necromancy & the knowledge of
spirits. This skill can be used to communicate with the dead,
Strategy: The ability to direct large battles successfuly. and to influence the spirit world.
Streetwise: The skills and attitudes necessary to survive in Deceiver: The making of illusions. This skill is used to
an often violent urban environment. discover magickal illusions, and to detect lies in others.
Survival: The skill of surviving in a particular type of Enchantment: Binding others to your will. This skill can be
Fantasy Imperium
environment, such as a forest. Skills may include building used to tell if someone is under some kind of enchantment,
a fire, making shelter, fishing, etc. Each skill is learned and to identify the nature of an enchantment, along with it’s
separately. source.
Swimming: The ability to stay afloat in water. Elementalism: The study of the elements. This skill can be
used to communicate with Elementals.
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Sorcery: Modern Thaumaturgy. This skill is used for sensing, Weapons are grouped into these categories:
Chapter Two : Skills & Professions
Seer: The second sight. This skill is used in fortunetelling, Missile Weapons
and for divining the future. Aclys, Rock; Axe; Crossbow; Javelin; Knife; Short Bow;
Longbow; Sling; Staff Sling; Spearthrower.
Talismans: The making of amulets, talismans, rune weapons, Shield Parry
wards, and magick scrolls. This skill can be used to identify Buckler; Round Shield; Heater; Oval Shield; Viking Shield;
the same, and to read magick runes and scrolls. Kite Shield; Legionary Shield; Tower Shield.
Unarmed Combat
Black Magick: Hexes, curses, etc. This skill can be used to Boxing; Wrestling; Streetfighting; Close Combat;
communicate with evil supernatural beings, and to read a Groundfighting; Unarmed Combat; Unarmed Restraints &
person’s dark Fates. Manipulation.
Firearms
Combat Skills Handgonnes; Arquebus; Wheel-Lock Pistols; Flint-Lock
Here is a list of combat skills. Each weapon skill will allow Pistols; Muskets; Blunderbus; Bombs.
a character to use every item listed for that type of weapon. Siege Weapons
For instance, a skill in Short Sword will apply to all types of Battering Ram; Oxybeles (tension); Catapult (torsion);
short swords. Note that weapon categories (Edged Weapons, Ballistae (torsion); Trebuchet (traction); Trebuchet
for instance) are not skills. (counterpoise); Greek Fire; Cannons; Sapper.
Combat Techniques Weapon Expertise (5 x.p. each - once per individual weapon only)
Choose individual weapon (a Langseax for instance).
Combat Actions can be used by anyone with a weapon
Reduce the Initiative penalty by one for that weapon. Add
skill (see Chapter 7: Fighting Styles & Tactics).
+1d6 damage for that individual weapon.
Rapier Combat Techniques are available to anyone using
a Cut & Thrust Sword or a Rapier.
Maneuvering in Armour & Shield Expertise (5 x.p. each)
Shield Combat Techniques can be used by anyone with
Leather; Ring; Scale; Mail; Plate & Buckler; Round;
a shield skill.
Heater; Oval; Viking; Kite; Legionary; Tower Shield.
Unarmed Combat Techniques can be used by anyone
Reduce Initiative penalty by one for each level of skill.
with that particular unarmed combat skill.
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Chapter 3
Chapter 3: Combat or point), and the location of the hit.
Chapter Three : Combat
weapon. and there is some time before the next attacks occur (several
12. Subtract the armour protection from the damage. This is arrows fired simultaneously would prevent this).
determined by the armour value of the location that was
hit. Also record damage to the armour.
13. If the armour is penetrated, then roll extra damage dice,
which is determined by the type of attack (edged, blunt
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Ambushes Aborting to Dodge
✴ When a person reacts to an attack, he forfeits choosing †Complex attack Defend Only
any other action. †Multiple Parry Defend Only
Usually, a reaction will be a defensive maneuver, such as Wait for an opening +5
a parry or dodge. En Garde Opponent Attack & Defend at Half
If the defender chooses to ignore the attack and it misses,
then he may choose an attack. If it hits, he is completely open.
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Weapon Initiative Penalty Weapon Materials
Chapter Three : Combat
Each weapon has a penalty that is applied to one’s Weapons are made out of defferent materials. Better
initiative. quality weapons have smaller chances of breaking.
This penalty is applied to polearms as well. When two The likelihood that a weapon will break after rolling
weapons are used, add both weapon’s penalties together. under it’s break percentage on an attack roll is dependant on
the material of the weapon.
Polearm Bonus Weapon prices are listed for iron weapons. If a better
Polearms and Staves are given a +10 bonus to their material is desired, the multiply the listed price by the
initiative because of their length. This bonus is applied in number on the table. Fine alloy and mithril are not normally
addition to the normal weapon initiative penalty. However, available.
when an opponent steps close to the bearer of a polearm afer
winning initiative or succeeding in a counterattack, this bonus Weapon Material Table
is eliminated until the polarm bearer wins initiative and steps Material Price Break %
away. Wood x1 50%
Bronze x.5 35%
Aggressiveness
Iron x1 25%
Characters may add up to 5 to their initiative rolls
to simulate how aggressive they are. For every +1 to their Steel x2 10%
initiative, they must take a penalty of –10% from any Fine Alloy x5 5%
defensive action. Mithril x10 1%
For example, Harold wants to attack with his axe before
anyone else. So he decides to add +3 to his initiative roll. Drawing a Bow
Unfortuneately, he rolls a 1 and he still takes his action last.
Archers need a certain amount of strength in order to
He is attacked and he wants to parry the attack. He will suffer
draw a bowstring properly. This is referred to as the “Pull” of
a penalty of –30% to his skill roll (shield or weapon) and will
the bow and this number is equal to the strength required by
also suffer the same penalty to a dodge attempt.
the archer to use the bow without penalty. If the character’s
strength is insufficient, then there is a -25% penalty to hit
Weapon Sharpness with the bow and the fatigue rate is doubled.
Every time that a person uses a weapon, there is a chance
of damaging it or dulling it’s edge. Breaking Bows
The chance of damaging a weapon is called it’s break
Each time a bow is used, there is a chance of it breaking.
percentage.
When rolling to hit, if the character rolls over 95%, either the
✴ When someone rolls less than or equal to the weapon’s
bowstring or the bow itself will break.
break percentage, then the weapon will lose 1d6 from
The bowstring will break 90% of the time.
it’s damage capability, and there is a 25% chance the
weapon will break.
Although it is necessary to roll low to hit an opponent, it Care of Bows
is not good to roll too low. Bows must be left unstrung until they are used. A bow
can be used for up to four hours before it must be unstrung.
Breaking Weapons Otherwise it will lose some of it’s power and accuracy. A bow
must remain unstrung for at least one hour for it to recover
✴ When someone rolls less than or equal to the weapon’s
it’s elasticity.
break percentage, there is a 25% chance (for iron
If a bow is not unstrung after four hours, then the chance
weapons) that the weapon will break.
of the bow breaking when it is used is doubled.
Modify this chance by the material the weapon is made
Furthermore, the bow’s range is reduced by one category
out of (10% for steel, etc.).
(i.e. there is a penalty of –25% to hit at short range, etc.) In
✴ When someone rolls 01% on a to hit roll, the weapon
addition, the bow will inflict one less die of damage.
will break.
The chance or ruining a bow that has not been unstrung
✴ When the weapon loses all of it’s dice of damage from
after four hours is 10%.
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Rapid Firing Bows Incendiary Arrow: Burning materials can be attached to
Barbed Head: Barbed arrows were difficult to remove. Blessed Arrow: When used against the forces of evil (pagans,
Apply a penalty of -1d6 to damage, but when it is removed, it etc.), these arrows will have a +5% chance to strike their
will inflict +1d6 damage to the wound. This may increase the target. In addition, these arrows will affect non-corporeal
severity of the wound by one category. spirits, as if they were physical.
Broad Head: These were used for hunting and were designed Pissing on Arrows
to cause their target to rapidly bleed to death. These arrows On the battlefield, archers would usually stick their
will double the rate of blood loss. Not very affective against arrows upright into the ground so they could fire more
armour. Subtract 1d6 from the penetration of the arrow quickly. This had the effect of making any wounds inflicted
against armoured opponents. with these arrows more likely to get infected. Additionally,
archers would relieve themselves onto the same ground
Swallowtail Head: A wide, barbed arrow used in hunting. holding their arrows. Reduce the chance of recovery from
When it is removed, it will inflict +2d6 damage to the these arrows by -25%.
wound. This may increase the severity of the wound by up
to two categories. Not effective against armoured opponents.
Subtract 2d6 from the penetration of the arrow against anyone Crossbows
wearing armour. These weapons came in many varieties. There are three
trigger mechanisms: Notch Lock, Roller Lock and Clap
Bodkin Arrow: This arrow was developed to pierce heavy Lock. Notch lock weapons are less accurate, while Clap lock
armour. Apply a +2d6 penetration bonus when using these weapons are more accurate. When using a crossbow with
arrow heads. Penetration will only apply to armour, and will a Notch Lock mechanism, apply a penalty of -15% to hit.
do no extra damage to the person. In some regions, anyone When using a crossbow with a Clap Lock firing mechanism,
carrying one of these arrows would be arrested and hanged, apply a bonus of +15% to hit.
since they were thought to be a threat against noblemen.
Loading Crossbows
Waxed Arrow: These are arrow heads that are not firmly There are many different ways to cock a crossbow,
affixed to the stele (shaft), instead being attached with a each having their advantages. See the following page for an
small blob of wax. Meant to come off inside the target when illustrated example.
the arrow shaft is removed, they would usually cause an
infection. Reduce the recovery rate of the victim by -25%
Method Requirement
after the arrow head had been removed. The victim will not
recover at all with the arrow head still inside. If not handled Hand ST check
properly, these arrows will break before they are used. Belt & Claw ST check, half fatigue
Cord & Pulley half fatigue
Crescent Head: Designed to kill birds and other small game
Gaffle half load time, half fatigue
without imbedding itself into a target, like a tree. These
arrows inflict -2d6 damage against humans. However, when Cranequin Need mechanism to load
used against small creatures (such as faeries), there is no Windlass Need mechanism to load
penalty to hit applied (if any) because of their small size.
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Fantasy Imperium Chapter Three : Combat
24
diagram here
add crossbow
Hand & Half Weapons
En Garde
This is a defensive posture that allows you to defend
yourself easier.
✴ With a successful weapon skill check, your opponent
attacks and defends at half ability.
✴ There is a –10% penalty for each opponent after the
first.
Choose how many opponents you would like to try to
defend against, apply the penalty and roll once.
If successful, all the named opponents will attack and
defend against you at half ability. If not successful, no
penalties are applied to your opponents.
Markers should be used to indicate who is en garde.
Place them next to the miniatures.
Wait
This action will allow you to hold your action until a
later time during the combat round. You may act at any time
and will preempt any other actions.
✴ If you take no actions during the round, you will gain a
Fantasy Imperium
25
Chapter 4
Chapter 4: Movement & Fatigue Horses
Chapter Four : Movement & Fatigue
Speed Attack Parry Dodge 25% of the time (check every round).
To stay on a horse, roll under one half riding skill.
Walk – – –
Jog –10% –10% –10% Cart Horses, Plow Horses & Pack Horses
Run –20% –20% –20% These work horses use the movement rates for riding
Sprint –30% –30% –30% horses, except that the fastest they gallop is 12” and they do
26
not canter (walk, trot & gallop are the only speeds). ✴ A rider cannot use any riding skill higher than that of
endurance (it is not halved). See Long Term Fatigue. The amount of fatigue accumulated each round from
movement is listed on the movement chart.
Riding Skill & Horse Quality
The quality of the horse will determine how well a person Combat
can use his riding skill. During combat, the use of weapons and shields
27
accumulate fatigue points. Each weapon & shield is given a
Chapter Four : Movement & Fatigue
Those with superior strength will accumulate less fatigue Long term fatigue applies to those riding a horse as well
with each action they take. Also, those with inferior strength as those walking.
will accumulate more fatigue points with each action. These The speed that the horse is traveling will determine what
modifiers do not apply to movement or spellcasting fatigue. level of fatigue will be reached at the end of the day.
This fatigue can be avoided with a riding skill check.
Modify the fatigue rating for each weapon and shield as The speed will also determine the distance traveled.
follows:
28
Rider Fatigue
Travel Distances
Foot travel averages about 10 miles a day. With a forced
march, a person can travel about 20 miles a day.
Horse travel averages about 50 miles a day. If a horse is
forced to travel further, it will kill the horse.
A team of horses pulling a wagon or chariot can travel
about 50 miles a day also. Horses will need rest, food, water,
and horseshoes. The distance traveled will be affected by the
terrain, weather and road conditions.
A horse cannot sustain a gallop for more than a few
minutes. This will cover a distance of about 1 or 2 miles.
29
Chapter 5
Chapter 5: Injuries & Death attacker rolls the damage of the hit. The damage that each
1. Determine the location of the hit. Superior strength damage is added before subtracting
2. Roll damage (adding superior strength damage). armour.
3. Subtract armour protection. Superior strength damage is added before applying
4. Roll extra damage, if any. bonuses for magick weapons. So magick weapons will also
5. Determine the severity level of the wound. magnify a strength bonus.
6. Determine trauma & total number of hits lost. For instance Fearless Fred is using a gladius that is a
7. Make a stun roll. rune weapon (double damage). Since his strength is 93%, he
8. Determine what happens from severity level. will roll 3d6+5 and then multiply the result by 2.
9. Record the rate of bloodloss.
Magick Weapons
Hit Location There are eight types of magick weapons:
After a successful hit is made, the attacker rolls for the Holy weapons, spirit weapons, elemental weapons,
specific location of the hit on the Hit Location Table. charmed weapons, dream weapons, slayers, rune weapons,
Hand-to-hand attacks must be directed against a general and cursed weapons.
part of the opponent’s body (head, body, arm, or leg). If a Holy weapons inflict x3 damage.
general hit location is not specified, then the attack is directed Spirit weapons inflict 3x damage to evil spirits.
against the opponent’s body . Elemental weapons (such as a flaming sword) will inflict
Missile weapons hit a random location unless the attacker 1-6 dice of elemental damage.
uses Selective Aiming at a penalty of –15% to hit. This would Charmed weapons will inflict 1-6 additional dice of
allow the choice of a general location, such as leg, damage, depending on their magick strength.
body, head, etc. Dream weapons will only affect the spirit world.
Selective Aiming for any type of attack may be used if Slayers will kill their intended target automatically.
a specific hit location is desired, at a penalty of –25% to hit. Rune weapons will inflict x2 damage.
If this causes the person to miss, then he misses completely. Cursed weapons will inflict a curse on the target (and
Note that to hit a specific location with a missile weapon, the sometimes the user) in addition to any damage inflicted.
attacker must take a –15% penalty for the general location Some cursed weapons will prevent healing.
and a –25% penalty for the specific location. This totals a Additional types of magick weapons with other kinds of
–40% penalty to hit. effects can be created.
Fantasy Imperium
The location of the strike will determine the extra Any bonuses from magick weapons are applied before
damage, trauma, and the rate of bloodloss. This is modified subtracting armour protection.
by what armour is covering the area.
Armour
Damage All armour is given a rating against all types of attacks.
After the specific location of the hit is determined, the Different types of armour cover various parts of the body
31
and these are listed on the armour tables. Various types of Extra damage
Chapter Five : Injuries & Death
armour may be worn over different areas of the body and Extra damage on the hit location chart is determined by
armour may be worn in layers. the type of attack that is being used (edged, blunt, or point)
Armour is listed by the type of material, the name of the and by the location struck.
piece of armour, and what parts of the body it covers. The extra dice indicated on the Hit Location Table are
Record the armour values for each part of the body on the rolled only after penetrating armour. If the armour was not
character sheet. penetrated, then there is no extra damage or trauma.
✴ When armour is layered (Mail over Padding for After the extra damage is added to the damage remaining
instance), use the higher armour rating value & then after penetrating armour, the severity level of the wound can
add 1 point to each value for each layer of armour be determined.
worn.
• No more than two extra layers are allowed (Plate on Mail Severity of the Wound
over Padding, for instance).
All wounds are rated according to their severity. The
• If the extra layer is made of metal, then add 3 points
more hits sustained, the more severe the wound. There are
instead.
five levels of severity for all injuries. The level of severity
For example, plate over chain over padding would have a
for a particular injury is determined by the amount of damage
value of the plate plus 3 for the chain plus 1 for the padding.
(hits) inflicted after penetrating armour.
The armour rating for the specific location is subtracted
The levels of severity are minor (1-4 hits), light (5-9
from the damage done by an attack.
hits), serious (10-14 hits), critical (15-19 hits), and terminal
The remaining damage is then applied to the specific
(20+ hits).
location of the target’s body.
✴ If the armour absorbed all of the damage, then the target
takes none.
Trauma & Total Hits Lost
• In either case, the armour will take damage equal to the After the severity of the wound is determined, multiply
amount of hits it absorbed. the remaining damage by the trauma value listed on the
• When a particular piece of armour runs out of hits, it will HitLocation Chart.
no longer protect the wearer. This will determine the total number of hits lost.
Warding will prevent all damage from one type of weapon. passed.
Black armour will not protect the individual, but it will
curse those who harm the person wearing the armour.
Additional types of magick armour with other kinds of
effects can be created.
32
Injury Table
33
Serious Injuries less than or equal to the character’s dexterity.
Chapter Five : Injuries & Death
A person will be stunned for a minimum of 1 round. If ✴ The chance of avoiding injury for an uncontrolled fall is
the person fails their stun roll, they will be stunned for 1-6 less than or equal to half of the character’s dexterity.
rounds. ✴ Modify this check by -1% / 1’ of distance fallen. For
A serious wound in the arm or leg will render the limb instance, -10% is applied for a 10’ fall.
useless. Serious injuries will cause sprains.
A serious wound in the body will totally incapacitate the Acrobatics
person within 2–12 minutes, where he will pass out. If desired, a character may substitute an Acrobatics skill
A serious wound in the head will incapacitate the person roll for a dexterity check. However, the skill roll is still made
immediately. at half for an uncontrolled fall.
Furthermore, without proper medical attention for head or
body wounds, death may occur (25% chance) within 10 days. Falling Skill
A person’s falling skill may be substituted for a dexterity
Critical Injuries check. The skill is not halved for uncontrolled falls.
A person failing a stun roll will be stunned for 2-12
rounds. If passing a stun roll he will be stunned for 2 rounds. Number of Injuries
A critical wound in the arm or leg will criple the limb & The number of injuries sustained will depend on the
render it useless. Critical injuries will fracture bones. distance of the fall.
A critical wound in the body will totally incapacitate the ✴ Roll 1d6 to determine how many injuries occur with
person within one minute, when he will pass out. modifiers for the distance fallen. There will always be
A critical wound in the head will incapacitate the person at least one injury when a person fails their dexterity
immediately. check so a negative score is treated as 1 injury.
Furthermore, without proper medical attention for head or
body wounds, death may occur (50% chance) within 6 days. Number of Injuries from a Fall
34
Size Falling off a Horse Fire, Ice, Lightning &
35
If this endurance check is failed, then the person must Sudden Drowning in Cold Water
Chapter Five : Injuries & Death
make a recovery roll for moderate hypothermia. When a person is suddenly dunked in very cold water,
Consider the person to be winded until they recover. there is an involuntary reaction where the person will gasp
✴ Moderate hypothermia (such as exposure to very cold for air.
water for more than 15 minutes). ✴ If a person fails an endurance check after being engulfed
Recovery is made with a successful endurance check. in icy water, they will immediately begin to drown.
Recovery will take at least 15 minutes.
Subtract 5% from the person’s endurance for every 3
minutes of exposure.
If this endurance check is failed, then the person will die.
Consider the person to be exhausted until they recover.
✴ Severe hypothermia (such as swimming in icy water).
Recovery is made with a successful endurance check.
Recovery will take at least 30 minutes.
Subtract 5% from the person’s endurance for every
minute of exposure.
If this endurance check is failed, then the person will die.
Consider the person to be exhausted until they recover.
✴ Hypothermia recovery rolls are made after a person
gets out of the cold environment.
✴ The length of time a person can be exposed to the cold
environment without dying is:
Moderate hypothermia conditions: 1 hour.
Severe hypothermia conditions: 20 minutes.
Lightning
When a person is struck by lightning, whether from a
storm or from hostile magick.
The injury is not location specific.
✴ Metallic armour will increase the damage from
lightning.
Double the number of dice of damage when the person is
wearing any metallic armour.
✴ All lightning damage will inflict x3 Trauma.
Drowning
When a person is underwater, they must make an
endurance check periodically to avoid drowning.
✴ The first endurance check is made after 30 seconds.
✴ The next endurance check is made after half the previous
time has passed (15 seconds).
✴ Continue to make an endurance check after half the
previous time has passed (8 seconds, 4 seconds, then
every round thereafter).
✴ Subtract 5% from the person’s endurance score with
each successive check.
When a person fails this endurance check, they will
begin to drown.
✴ The length of time it takes a person to drown is equal to
Fantasy Imperium
36
Chapter 6
Chapter 6: Morale & Healing The chance of recovery is specified on the injury table.
Chapter Six : Morale & Healing
If the roll fails, then the 5 experience points are lost. Until the Black Death in the early 14th century, the most
feared disease was leprosy.
Unsanitary living conditions produced a number of
Healing
diseases including typhus, cholera, and typhoid. Spoiled
Every day, a recovery roll must be made for each wound grain could cause ergot poisoning, which would bring about
in order to recover any hit points. hallucinations and death. Wool caused many skin diseases,
38
while poor diet caused maladies of the intestinal tract and The Plague
39
Chapter 7
Chapter Seven : the character can use a weapon in either hand. Most
acquired, these penalties are negated. 10% of the For instance, if a character has spent 15 x.p. in Round
population is left handed. Shield expertise, then the initiative penalty would be reduced
by 3. So when using an iron round shield (penalty of 3), the
✴ Ambidexerity: While using a weapon in the character’s entire penalty is eliminated. If using a wooden round shield
off hand, there is a –25% penalty to attack & parry. (penalty of 2), the entire penalty is eliminated, but there is no
When this style is acquired, there is no penalty and bonus (1 is left over, but is wasted).
41
Tactics • Impale Shield: When a shield is impaled with a polearm,
Chapter Seven : Fighting Styles & Tactics
These combat techniques can be used by anyone with the it becomes useless. The chance of a polearm impaling a
appropriate skills. shield with a successful hit depends on it’s material:
Rapier Fighting Styles are needed in order to use
Renaissance Combat Techniques. Metal: 10% Wood: 20%
No Unarmed Combat Fighting Style is needed in order Leather 30% Wicker: 40%
to use these various Unarmed Combat Techniques. This attack may be parried or dodged.
42
Combination Attacks • Multiple Parry†: This is an attempt by the defender to
strength check.
parry at –25% & then strike at –25%. If the defender fails
• Draw Shield: This takes 1 round. You may parry this
to parry successfuly, then he may not be able to strike,
round at –25%.
depending on how badly he is hit. If the attacker had
• Prepare Shield: This will provide passive defense to
chosen a strike, then he cannot parry the counterattack.
the arm & takes 3 seconds (2 rounds). Without this, a
• Parry & Dodge†: The defender may parry as normal &
strike to the arm will not hit the shield.
then dodge.
43
• Sling Shield: This takes 2 seconds (1 round). Mounted Combat
Chapter Seven : Fighting Styles & Tactics
• Change Hands: This takes 1 second. Speed Attack Damage Turn Fatigue
• Stand Up: This takes 1 second (1 round).
Walk (3”) –0% +0 0” 0
• Stand up from prone position: This takes 2 seconds (1
round). Trot (6”) –10% +1 1” 2
• Dive: Instant. May require a self discipline check. Canter (9”) –20% +5 2” 3
• Turn around: This takes 1 second. Gallop (18”) –30% +7 3” 5
• Open / close door or window: This takes 1 second.
• Lock / unlock door: This takes 2 seconds (1 round). Attacking on the move
• Pick lock: This takes 3 seconds (2 rounds) per attempt
While on a horse, you may move & attack multiple
(locksmithing roll).
opponents with a penalty until you are out of movement.
• Break Window: This takes 1 action (attack).
✴ After the first attack, each subsequent attack will suffer
• Move through door: Instant. Make an awareness check
a penalty of –25% to hit cumulative.
upon entering a room.
✴ The entire movement penalty to attack is also applied to
• Move through window: This takes 2 seconds (1 round).
each attack. See also Chapter 4: Movement & Fatigue.
• Climb flight of stairs: This takes 2 seconds per flight.
Pay 5 fatigue points per flight up.
• Mount horse: This takes 2 seconds (1 round). Unarmed Combat
• Dismount: This takes 1 second. The procedures used for unarmed combat are slightly
• Pick up or place an object: This takes 1 second. different than for normal combat.
• Get object: This takes 2 seconds (1 round). Initiative is rolled as normal, with no initiative penalty
• Search for object: This takes 2 seconds (3 rounds) per applied for unarmed combat.
search. Make an awareness check. Since weapons are slower, unarmed people will often be
• Put on clothing: This takes 2 seconds (1 round) per able to choose an action before an armed opponent.
article. ✴ When it is time for an unarmed person to choose an
• Put on Armour: This will take various amounts of action, they may choose two unarmed actions each
time. round.
Each piece of armour must be donned separately. The person attacked will then choose an action. If
Usually this will take 2 seconds (1 round) per article. unarmed, they may choose two actions also.
• Put on snow shoes or skis: This takes 20 seconds (10 Different types of unarmed combat will each have a
rounds). separate skill and these are used to determine the success or
• Remove snow shoes or skis: This takes 10 seconds (5 failure of an action.
rounds).
• Light fuse (bomb): This takes 2 seconds (1 round). Unarmed Combat vs. Armed Opponents
• Sip potion (1 dose): This takes 2 seconds (1 round). ✴ When facing a person with any kind of weapon, the
• Drink potion: This takes 5 seconds (3 rounds). person with the weapon may choose an attack as a
• First aid, examination: This takes 3-18 seconds. defensive maneuver. If the attack hits, then the unarmed
• First aid, apply dressing: This takes 2 seconds (1 attack will fail.
round). ✴ This defensive option is negated when the unarmed
• First aid, apply bandage: This takes 5-30 seconds. attacker has an initiative of 5 greater than the
• Other Actions: These all take various amounts of time, defender.
which is determined by the Storyteller. ✴ Combination attacks involving weapons and unarmed
combat will also prevent this defense from being used.
Mounted Combat
The use of a horse in combat affords an excellent Armour vs. Unarmed Combat
advantage in speed and maneuverability. ✴ Subtract armour protection (if any) from unarmed
If one glances at the Initiative Table, it can be seen that attacks that strike a protected zone.
a charging, mounted knight with a lance is very difficult to
attack (+16 to initiative rolls!). Quick Combat
Fantasy Imperium
While mounted, there are no penalties to parry while ✴ If desired, the outcome of a fight may be decided by
moving, but the penalty to dodge is –25%, unless the rider making a skill contest roll.
jumps from the horse. Both opponents roll percentile dice and add their
The speed your horse is traveling will also reduce your respective skills. The higher number will win the fight.
chances of scoring a hit and will increase the damage you Skill contests may be made against different types of
inflict as follows: skills, but the results will vary depending on the skill used.
44
The loser of a boxing match or street fight will be ✴ When the winded score is reached, the person may act at
45
• Combination (5): 2d6 damage. Roll to hit three times. person to get out of being grabbed.
Chapter Seven : Fighting Styles & Tactics
Each successful hit will score separate damage. The • Sprawling (2): This will counter a takedown. If
defender chooses one defense for each attack, and will successful, the attacker will be on the ground immobilized
expend endurance for all of these. instead of the defender. The defender suffers a penalty
• Body Punch (2): 1d6 damage. The only available attack of –15% to his skill roll.
during a Clinch. • Counter (3): After a successful skill contest is made, the
attacker will suffer the results of what he is trying to do.
Defense He will be grappled, put on the ground or immobilized.
• Block (1): This will prevent a hit being made if a • Escape (5): Allows a defender to escape from being
successful boxing skill roll is made. immobilized after rolling under his wrestling skill.
• Bobbing & Weaving (2): If the defender rolls under the • Reversal (5): Allows a defender to escape from being
attacker’s roll, the shot will miss. immobilized and to immobilize his opponent after
• Slip (3): If a successful skill roll is made, subtract 2d6 rolling under half his wrestling skill.
damage from a hit.
• Soak (0): If a skill roll is made, subtract 1d6 damage Streetfighting Techniques
from the hit.
Attack
• Clinch (0)†: If a skill roll is made, the defender will
grab the attacker who will be unable to attack (except • Punch (1): 1d6 damage. A simple punch. The attacker
for Body Punches) until he wins a boxing skill contest. will suffer half of the damage he inflicts to his hand.
During this time he will recover at the rate of 5 fatigue • Roundhouse (3): 2d6 damage. Attacker suffers a –15%
points each round. If his opponent wins a skill contest, penalty to hit. The attacker will suffer half of the damage
he will break free. he inflicts to his hand.
• Kick (2): 2d6 damage. Groin is a popular target.
• Trip (1): No damage, but opponent will fall to the
Wrestling Techniques ground if a skill roll with a penalty of –15% is made.
Attack • Push (0): If skill roll is successful, the opponent must
• Fake (0): Defender must make an Awareness check or make a Dexterity check at half or fall to the ground.
he will suffer a penalty of a –25% to his next action. • Body Slam (4): 1d6 damage. This will knock an
• Grapple (1): A successful skill roll will result in the adversary to the ground unless they make a Dexterity
opponent being grabbed. This is in preparation for other check at half.
maneuvers. • Bear Hug (3): 1d6 damage each round. This will
• Takedown (5): This will immediately put an opponent immobilize an opponent who will continue to take
on the ground. There is a penalty of –25% to success damage until they break free (escape) or pass out.
unless preceded by a successful grapple. • Strangle (1): The attacker will suffer a penalty of –25%
• Throw (5): Requires a successful grapple. A successful to hit, but only rolls to hit on the first round. The defender
skill roll will throw the opponent to the ground. The will suffer 3d6 damage each round until he escapes.
defender will suffer damage from an uncontrolled fall. • Grab Clothes (0): After succeeding at this maneuver,
• Slam (3): Requires a successful grapple. Success will the defender will be immobilized and if thrown, will
put an opponent to the ground. take an additional +1d6 damage.
• Pin (3): After putting an adversary on the ground, this • Ear Pull (1): The attacker will suffer a penalty of –25%
will immobilize an opponent. There is a penalty of a – to hit. Normally 1d6 damage, this will specifically target
25% to succeed in this. However, escapes and reversals an ear and the opponent will take double damage.
suffer a penalty of –25%. • Eye Poke (1): The attacker will suffer a penalty of –
• Joint Lock (1): After putting an adversary on the 25% to hit. Normally 1d6 damage, this will specifically
ground, this will immobilize an opponent. There is a target an eye and the opponent will take double damage
penalty of a –10% to succeed in this. However, escapes and will also be stunned for 1d6 rounds.
and reversals suffer a penalty of –10%. • Hair Pull (1): This will do 1d6 damage, and will stun an
• Leg Riding (2): Both opponents must be on the ground. opponent for one round.
After putting an adversary on the ground, this will • Basic Head Butt (1): The defender will suffer 2d6
immobilize an opponent. damage, but the attacker will also suffer 1d6 damage.
Fantasy Imperium
46
Defense Defense
47
10+2d6 injury damage to the part of the opponent that • Pain Compliance (1): With a successful skill roll, any
Chapter Seven : Fighting Styles & Tactics
has been grabbed (arm or neck). Designed to break opponent in a wristlock can be made to drop whatever
bones. they are holding and will be immobilized.
• Leg Kick (4): 3d6 damage. • Come Along Hold (2): After a successful skill roll, an
• Popup (1): A forceful shove. If a successful skill roll is adversary can be escorted where desired.
made, the opponent will suffer an initiative penalty of
–5 next round. Defense
• Wedge (3): A palm strike to the shoulder combined with • Break (1): With a successful skill roll, this will allow a
a side step. 1d6 damage. This will give the attacker +5 to person to get out of wristlocks.
their initiative next round. This is usually done to force • Counter Restraint (3): After a successful skill contest
an opponent out of the way so that you can run away. is made, the attacker will be placed in a wristlock or
• Knee Destruction (4): Pinning an opponent’s knee and armbar.
then kicking the knee. This will inflict 10+2d6 injury • Escape (5): Allows a defender to escape from a restraint
damage to the opponent’s knee. The attacker suffers a after rolling under half his skill.
penalty of –25% to hit. • Reversal (5): Allows a defender to escape from a
• Head Butt (4): Hitting an opponent’s nose with your restraint and to place his opponent in a wristlock or
head, this will inflict 2d6 damage to an opponent. The armbar after rolling under one quarter his skill.
attacker will not take any damage. The attacker will
suffer a penalty of –25% to hit.
• Straight Blast (4): A palm strike to the neck and a foot
Renaissance Combat Techniques
pin and knee kick. Designed to stun and knock down an Renaissance Combat Techniques are available to anyone
opponent. The defender will be stunned for 1d6 rounds using a Rapier or a Cut & Thrust Sword.
and prone. The attacker will suffer a penalty of –25% to
hit. The Rapier
• Palm Strike (1): 1d6 damage. The rapier was a dueling sword used for personal self
• Elbow Strike (1): 1d6 damage. defense in towns where it was impractical to carry around
• Knee Strike (3): 2d6 damage. heavier weapons and shields. It was not a military weapon.
• Running Kick (5): The attacker drops to the ground and Rapiers introduced new styles of fighting which were
kicks the defender’s knees. This will inflict 3d6 damage faster. Because of it’s speed, a rapier is also very difficult to
and also trip an opponent who will fall to the ground. parry with slower weapons.
• Neck Grab (1): This is in preparation for another ✴ Rapiers can attack & defend each round without
maneuver such as a drop or a choke. The attacker suffers penalty.
a penalty of –25% to hit. ✴ There are no movement penalties to hit, parry or dodge
while using these weapons.
Defense ✴ Rapiers can only parry other rapiers.
• Block (1): This will block an attack. ✴ When using any weapon other than a rapier, there is a
• Two Handed Parry (3): The defender gains +10% to penalty of –25% to parry a rapier.
parry with this maneuver. This will block an attack.
• Dodge (0): Roll under the attacker’s roll to succeed. An Cut & Thrust Swords
attack cannot be made in the following round after a The military renaissance sword was the Cut & Thrust
dodge. Sword, which is a direct descendant of the medieval knight’s
sword. These weapons were used during the wars of the
Unarmed Restraints & Manipulation Renaissance, primarily by foot soldiers.
Techniques ✴ Cut & Thrust Swords can attack & defend each round
without a penalty.
Attack ✴ There are no movement penalties to hit, parry or dodge
• Wristlock (3): After a successful skill roll, the opponent while using these weapons.
will be placed in a wristlock, which will allow pain
compliance to be used. Rapier Fighting Styles (5 x.p. each)
Fantasy Imperium
• Armbar (4): After a successful skill roll, the opponent These are used with Renaissance Combat Techniques.
will be placed in an armbar, which will allow come Rapiers and Cut & Thrust Swords use these fighting
along holds to be used. styles.
• Takedown (5): Requires a successful wristlock or ✴ Single Rapier: One hand is free with this technique.
armbar. After a successful skill roll, this will place an This is the most common rapier fighting style.
adversary on the ground immobilized.
48
✴ Rapier & Dagger: The dagger can be used for dual won by the attacker, then the defender cannot use their
• Probe (Scandiaglio): Attack at –25% to hit. Next round, and cannot be used until they win a skill contest (check
defender suffers a penalty of –35% to parry. each round).
• Cloak Sweep & Strike: Requires a cloak. Distracting • Break Weapon: The attacker must roll less than or
sweep of the cloak. Defender suffers –10% to parry. equal to twice the break percentage of his opponent’s
• Entangle & Strike: Requires a cloak. Entangling weapon to break it.
opponent’s weapon with a cloak. If a dexterity contest is • Circular Parry: Roll to parry with a bonus of +25%
49
to the rapier parry%. Suffer a penalty of –3 to initiative and the Blunderbus, which was similar to a shotgun.
Chapter Seven : Fighting Styles & Tactics
next round. Cannons were used during the 14th century and
• Side Step & Counterthrust: Roll under opponent’s continued to be improved as the technology improved.
attack roll and then attack if successful. If the side step
fails, the attack will hit. Misfire
• Void (evade): Similar to dodging, but only used against When firing a black powder weapon, there is a chance of
rapier armed opponents. Roll under the opponent’s misfire occuring. This is indicated on the weapon charts.
attack roll to avoid being hit. You do not sacrifice the When a misfire occurs, the barrel of the weapon will
opportunity to attack next round. either explode or the powder will not ignite. The chance of
• Buckler Parry: Requires a Buckler. Roll to parry as this happening is as follows:
normal.
• Buckler & Rapier Parry: Add the parry modifier of
Century Powder Dud Explosion
the weapon to the buckler skill.
• Dual Weapon Parry: Requires another rapier or dagger. 13th Serpentine 01–50% 51–100%
Add the parry modifier of the secondary weapon to the 15th Corned Powder 01–75% 76–100%
primary weapon’s “parry %.”
• Multiple Parry: Parry up to three blows at –10% Penetration
penalty, cumulative, up to a –30% penalty. By the 14th century, firearms became more effective and
• Dodge†: The defender must roll less than the by the 16th century they could challenge the supremecy of
attacker(s). the mounted knight.
• Parry & Dodge†: Defender may parry & dodge as When using a black powder weapon, there is an improved
normal. chance of penetrating armour.
* Note that rapiers can only parry another rapier. ✴ Every firearm has penetration damage dice. Roll the
† = After these actions, an attack cannot be made in the penetration dice and apply the total against the armour
following round. of the defender.
✴ Penetration damage does no extra damage to the target
Firearms and is only used against armour.
“There was a new noise in the world. A brilliant orange flash For example, a handgonne is fired against a knight
leaped from the tiny package of black dust. Thunder smote the wearing a mail hauberk (armour value 10). The weapon rolls
ears of the bystander and a cloud of white smoke filled the air. 3d6 and applies it to the armour and then rolls 3d6 as normal.
There was a strong smell of sulphur, too, a hellish atmosphere The penetration rolled is 14 points and the regular damage is 9.
that signified the presence, and perhaps the directing hand, of The penetration damage punches through the armour and the 4
the Devil himself.” left over points don’t do any hits. So the target takes 9 hits.
– “Friar Bacon and his Secret Powder”
The Treasury of the Gun, by Harold L. Peterson Greek Fire
Greek fire was a substance used by the ancients in
The ancestors of firearms came into use very early in the warfare.
Middle Ages. ✴ These weapons deliver fire damage. Therefore armour
Greek fire was used as early as 660 A.D. by the Arabs. will not protect those on the recieving end of greek fire.
Serpentine was the name given to early forms of ✴ Heavy or wet clothing will provide 5 points of protection
gunpowder. It was not too dependable, and it failed to burn (not cumulative).
when it got wet. ✴ Fire damage will inflict x3 trauma.
Roger Bacon wrote of the composition of serpentine Also see Fire, Ice & Lightning in chapter 8.
around 1250 A.D. Greek fire can be made in various consistencies, including
Black Berthold, a franciscan monk who was an alchemist, liquid, paste, or solid. The paste will stick to a target. The
is said to have learned of the composition from Satan 100 solid form will inflict more damage the first round it strikes
years later. the target.
Handgonnes, which were primitive metal tubes mounted Greek fire can also be attached to an arrow or javelin and
on wooden hafts, were used in the wars in Spain during the fired from bows or siege weapons.
Fantasy Imperium
12th century and afterwards throughout Europe until the 14th Greek fire can be shot out of a spray tube, to incinerate
century. everything in a cone shaped area from the mouth of the tube.
Corned powder was invented in 1429, which allowed
for improvements in weapons. Cannons, Bombs & Explosions
The Arquebus was used until the 16th century, when Cannons require a crew to operate. When the crew of a
they were superceded by wheel locks, flint locks, muskets, cannon is half strength, then the loading time is doubled.
50
When there are not enough people to crew the gun, then the Structural Hit Points
Structural Damage
There are two factors affecting structures: The combined
total structural damage to a building, and the amount needed
to breach the structure.
✴ All damage to structures are in the form of Structural
Hit Points.
✴ When the combined total amount of Structural Hit
Points are exceeded, the building or wall section will be
destroyed.
✴ When the total amount of structural damage to a
building or wall section exceeds the breech number,
then an opening will appear in the structure from the
partial collapse of the building or wall section.
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Chapter 8
Chapter 8: Spiritual Warfare The War in Heaven & on Earth
53
mankind. These can be released by Conjurors using Circle who are often on both sides of a war.
Chapter Eight : Spiritual Warfare
Magick.
The Fallen Angels bound within the earth can also be The Crusades
realeased by Conjurors or other demons. The crusades were the result of the Pope’s desire to stop
Free Demon Spirits are those Fallen Angels that roam the the nobles of Europe from waging war among themselves
Earth freely. These demons are responsible for possessions, and also to prevent the spread of Islam throughout Europe.
disease, and much suffering.
Human Agents are those among mankind that have Flying Clouds
completely lost their soul. They do great evil. Most of those
Angels (both Heavenly and the Fallen) travel in flying
practicing magick end up as human agents of Satan.
ships of various shapes and sizes. These ships are able to turn
invisible, take on the shape of clouds, and can move at any
The Brotherhood speed.
This is an ancient secret order that influences the affairs
of man by wielding vast power. The Wanderers
The Brotherhood is controlled by The Prince of Darkness,
These are Angels that take the guise of normal people in order
who rules the earth.
to move about without being noticed. Both Angels of Heaven
The Brotherhood secretly tries to infiltrate all secret
and the Fallen Angels engage in this activity.
societies in the world in order to influence them.
One person in 1000 is a Wanderer. Those normally encountered
Most of the kings of the earth are members of The Order
on earth are Dark Angels who are in positions of power and
(another name for the Brotherhood), as are all who wield
influence.
power and influence in the world.
Sometimes an Angel of Heaven will be encountered.
It is nearly impossible to gain power without belonging
Wanderers cannot be detected in any way while they are
to The Order, because of it’s great power and influence.
in one’s presence. Only after they are gone can they be
There are a multitude of secret societies in the world
discovered.
whose members are the prominent leaders of mankind.
All knowledge of magick is disseminated by the
Brotherhood through it’s members who use it to gain power
The Truth
and influence in the world.
“I went up to the light of truth as if into a chariot:
Angelic Orders And the Truth took me and led me: and carried me across pits
There are seven orders of God’s Angels: and gulleys: and from the rocks and the waves it preserved
The Angels, Powers, Principalities, Dominions (nations), me:
Thrones, Archangels, and the Seraphim/Cherubim. And it became to me a haven of Salvation: and set me on the
(Also see Chapter 20: Monsters) arms of immortal life:
And it went with me and made me rest, and suffered me not to
Guardian Angels wander, because it was the Truth:
People have Guardian Angels watching over them.
And I ran no risk, because I walked with Him:
These Angels protect people from the Fallen Angels, but their
ability to do so is inhibited by the person’s ability to listen to And I did not make an error in anything because I obeyed the
them. Truth.
For Error flees away from it, and meets it not: but the Truth
The Church proceeds in the right path, and
The Christian Church is the principle agent for good in Whatever I did not know, it made clear to me, all the poisons of
the war against evil. error, and plagues of death which they think to be sweetness:
The Brotherhood is constantly attempting to infiltrate
the church to destroy it from within. This is one reason why And I saw the destroyer of destruction, when the bride who
there are so many problems with corrupt or evil people in the is corrupted is adorned: and the bridegroom who corrupts and
church. is corrupted:
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54
And give them to drink of the wine of their intoxication, and Piety
55
Miracles & Divine Intervention Prayer to One’s Guardian Angel
Chapter Eight : Spiritual Warfare
God will intervene to help a person whenever the This prayer will bring the aid of a person’s guardian
Storyteller chooses. angel if they make a piety roll.
This intervention can be at the request of the person
(through prayer) or not. Devotions
✴ The chance of Divine Intervention occurring is equal to
the individual’s piety score minus a variable percentage, These prayers can be made by Christians and they will
depending on the degree of aid sought. grant various benefits. Only one devotion can be active at any
The likelihood that God will help a person depends on time (the bonuses do not add together). When the benefits
what the person is asking for. Some guidelines include: from a new devotion are obtained, any previous bonuses from
other devotions are canceled. To obtain the benefits from a
Divine Intervention particular devotion, the character must roll under their piety
score on percentile dice (d100).
Prayer Penalty
To Meet the Love of Your Life - 25% To the Blessed Trinity (1 hour)
To Recover from an Injury - 50% This will raise a person’s piety by +10% for the rest of
To Recover from a Disease - 75% the day.
To Heal a Wound - 100%
To Our Lord Jesus Christ (1 hour)
To Recover from Certain Death - 125%
This will give a person +5 points of spiritual armour for the
To Strike Down an Enemy - 150%
rest of the day and will raise a person’s piety by +5%.
To Drive Away an Evil Spirit - 75%
To Banish a Demon - 125% To the Holy Spirit (1 hour)
Resurrection - 200% This will give a person +10 points of spiritual armour for
To Cause an Event - 0 to 100% the rest of the day.
To Recover Spirit - 10% per 1d6
To the Blessed Virgin Mary (1 hour)
Bonuses (each requires a piety roll)
This will will raise a person’s piety by +5% for up to 3 days.
The Lord’s Prayer + 5%
Hail Mary + 10% To Saint Joseph (1 hour)
Intercession of a Saint + 25% This will give a person +5 points of spiritual armour for
up to 3 days.
Prayers
Stations of the Cross (1 hour)
Prayers are used to call for God’s protection. These
common prayers can be used by any Christian. To succeed, This will give a person +5 points of spiritual armour for
the character must roll under their piety (d100). the rest of the week.
56
Holy Water (5 seconds) Holy Orders
Baptism
Spirit
This will forgive the sins of the person and begin his
initiation into the Church of Christ. This sacrament can only Spirit is a representation of God’s natural protection for
be performed once. It will also raise a person’s piety by an individual and forms a barrier to spiritual attacks.
+5%. ✴ Roll 1d100 to determine a person’s Spirit.
This will prepare a person for death, relieve suffering, Out of the Darkness
and restore their spirit to their original starting value. It will
The enemies of mankind in the war are the Fallen Angels
confer +10 points of spiritual armour until the person has
& Evil Spirits. Both are fearful enemies. Fallen Angels do
either passed away or recovered.
not seek only to slay, but first to corrupt the soul of a person
and then to cause an Affliction. This will be in the form of a
57
Mental Affliction, Sickness, Curse or a Fate. Animated Spirits such as skeletons are created by
Chapter Eight : Spiritual Warfare
Fallen Angels cannot be harmed, but must be exorcised necromancers, who bind them to their will. Killing the
or banished. necromancer will release the animated spirit. Destroying
their physical form will also release them.
Demon Possession & Influence
Fallen Angels use two main forms of attack. Demon Weaknesses of Demons and Evil Spirits
Possession and Demon Influence. Demons are susceptible to the Cross of Jesus Christ, and
Demon Possession occurs when a Fallen Angel enters will retreat from it.
and occupies the body of an unbeliever. Evil Spirits have a Focus, which is a physical object of
✴ To resist possession by a demon, a person rolls equal to personal significance to the dead spirit.
or less than their Piety. If the spirit’s focus is physically destroyed, then the spirit
✴ Demons cannot enter the body of Christian believers will no longer be able to harm the living. What the focus is
because the body of a Christian is the temple of the Holy varies and is determined by the Storyteller. The focus may be
Spirit. the spirit’s corpse itself.
✴ After possession, the victim will suffer a Mental Holy Water will harm both Evil Spirits and Demons at
Affliction, Sickness, Curse or a Fate (this will not use the rate of 6d6 damage.
up any Fate Points).
✴ The victim of demon possession will not be aware of the Nightmares
possession. Demons and Evil Spirits often attack people in their
✴ After possession, a demon can control the actions of the dreams.
victim at any time. However, the victim can attempt to While a person is asleep, a Demon may make only one
resist this control by rolling less than or equal to their attempt at possession or influence each night. Evil Spirits
piety. can make many attacks, but each round the individual has a
✴ The only cures for demon possession are an Exorcism, chance of waking up.
which can be performed by a priest, or through Prayer. Demons and Evil Spirits will not go into a house under
Demonic Influence is the residence of evil in the soul. God’s protection, such as a house that was Blessed, etc.
This form of attack will work on believers and unbelievers
alike. Dream Weapons
✴ The Fallen Angel rolls his Spiritual Attack Dice and
Psychics can create dream weapons which can be used in
subtracts the result from the victim’s Spirit.
psychic combat during asleep.
✴ When a person’s Spirit is zero, they will suffer a Mental
Dream weapons function exactly like a normal weapon,
Affliction, Sickness, Curse or a Fate, which is chosen by
except that they exist only in the dream world of the sleeper.
the Storyteller.
Use the appropriate weapon skill to determine the chance of
✴ After a person’s Spirit dies (reaches a score of zero),
hitting with a dream weapon.
the demon can influence the person, controlling their
These weapons will be able to harm any entity
actions. The victim may resist each attempt by rolling
encountered in a dream.
less than or equal to their Piety plus 25% (making it
easier to resist).
Spiritual Wounds
Evil Spirits When a Spirit Attack is made, the Storyteller rolls the
Spiritual Attack dice and adds them up.
Evil Spirits are the wretched souls of those who have lost
Subtract any spiritual armour points from the attack and
their soul before they died. They seek to destroy a person’s
the remaining damage will determine the level of severity of
spirit and then seek to drain a person’s life.
the Spiritual Wound.
There are three varieties of the Evil Spirits: Corporeal,
The severity of the Spiritual Wound will cause additional
Non-Corporeal, and Animated.
effects as noted on the Spiritual Wound Chart.
Corporeal Spirits such as ghouls have a physical body
The Spiritual damage is then subtracted from the
and their attacks can be parried as normal. If they attack
defender’s Spirit score. When the victim’s Spirit score reaches
without a weapon (unarmed combat), then an attack can be
zero, their soul dies and they will lose consciousness. They
made instead of a defensive action and if it succeeds, the
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Spiritual Wound Chart Raising Spirit with Experience Points
59
Chapter 9
Chapter 9: Fate & Magick Death
61
Forbidden Skills Researching Spells
Chapter Nine : Fate & magick
discipline is under.
Practicing Magick
There are three steps to using magick; research, learning,
& casting spells. Each step requires a certain amount of time,
expense and a successful skill roll.
62
Spellbooks Casting Time
Casting Spells When practicing magick, use this table to determine the
Once a spell in learned, the person may cast it as often as amount of time or experience points used, the expense, the
desired. modifiers to the skill roll, and the results of a failed attempt.
63
Researching Spells This is determined before spell point loss or fatigue &
Chapter Nine : Fate & magick
Time 3 days/level or 1 x.p./level trauma loss is counted. If successful, the new spell point is
used up immediately instead of the fatigue loss.
Expense 1 £ / level
For example, Azedine Alaiya, a Seer, has 15 spell points.
Diffuculty Skill - (level x 3, 2, 1) She could not gain any more spell points unless she casts
Failure Lose time / x.p. & money a spell that is higher than 15th level. After researching and
learning a new spell, “Scrying” (a 25th level spell), she will
Learning Spells have a chance of increasing her power every time she casts the
Time 2 days/level or 1 x.p./level new spell, until she has a total of 25 spell points. To increase
her spell point total, she must make a successful Seer skill
Expense None
roll at 25th level after successfuly casting the spell. Since her
Diffuculty Skill - level skill is 89%, she needs to roll under 64% (89% -25) both to
Failure Lose time / x.p. & Failure cast the spell and to gain a new spell point (she must roll for
both separately). If she gains a spell point, then she would
Casting Spells use 16 spell points and then take only 9d6 trauma, because
Time Variable the new spell point is gained immediatly. If she does not gain
a spell point, then she uses all of her 15 spell points and takes
Expense 1 s / level 10d6 trauma.
Diffuculty Skill - level The new spell point is added to the total number of
Failure Lose money & Failure spell points, not what is left after casting a few spells. For
example, Azedine Alaiya has only 5 spell points after casting
Spell Points a few spells. She would not roll to increase her total power
unless she casts a spell over her total power (15). Therefore,
Spells are not forgotten when they are cast.
after casting the Scrying spell (25th level), and succeeding
Instead, a character accumulates fatigue and trauma each
in increasing her power, she would use up 6 spell points, and
time a spell is cast.
then take 19d6 trauma.
✴ Fatigue cost: 10 fatigue points per spell level.
✴ Trauma cost: 1d6 trauma per spell level.
Developing Power
Over time, a character builds up a resistance to the fatigue Power can be acquired with experience points.
& trauma loss. This is expressed in terms of spell points, or For every 5 points spent the character gains a power
power. development roll.
The terms “spell points” and “power” are interchangeable. To succeed, the character must roll over their current
✴ 1 spell point = 10 fatigue points & 1d6 trauma. power.
If the roll fails, then the 5 experience poinst are lost. If
Thus, one spell point cancels out the fatigue cost of one successful, then raise power by +1d6 (1-80 power), +1d3
spell level. (81-90 power) or +1 (91+ power).
Spell points are used up first when casting magick, and For example, Azedine Alaiya wishes to raise her power
then fatigue & trauma is accumulated. which is 12. She spends 5 experience points and then must
In this way, a mage can continue to cast spells after roll over 12%. If successful, she would add 1-6 points to her
running out of spell points, although he will suffer trauma power.
damage from doing so, but if one of his spells fails…
Recovering Spell Points
Starting Power 1 spell point is recovered for every hour of sleep, up to
Those who practice magick as a profession are called the character’s maximum power.
Mages. Fatigue is recovered at the rate of 1 point for every
Those who practice magick on the side are called second resting.
Dilettantes.
✴ Each Mage begins with 10 spell points. Burnout
✴ Each Dilitante begins with 5 spell points. Burnout is a major hazard for spellcasters.
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Put simply, when burnout occurs, the character dies. Starting Spells
65
Concentrating on a Single Discipline of Magick Learning Variable Level Spells
Chapter Nine : Fate & magick
Concentrating on only one discipline of magick such as Variable level spells are researched & learned at whatever
Sorcery allows a spellcaster to research, learn and cast spells level the spellcaster desires.
more successfully. Spells cannot be cast at a higher level than the spellcaster
As long as a spellcaster acquires skill in only a single is familiar with.
discipline of magick, he will gain a bonus of +10% to all For example, Kilia the Witch wants to learn the Candle
Research, Learning and Casting rolls. Magick spell, Hesitation . She decides to research the spell as
As soon as any skill is acquired in another discipline of a 10th level spell. After learning the spell, she may cast it at
magick, the bonus is lost. any level up to 10th. If she later wanted to research the spell
The spellcaster may still attempt to cast spells from other up to 15th level, she would simply research the spell as if it
magick disciplines with his Basic Skill. were 5th level.
Range
The distance that a spell can be cast from.
Casting Time
The length of time that it takes to cast the spell.
Duration
How long the spell lasts.
Area of Effect
The area that the spell will affect.
Component Cost
The amount of money spent on the material components
that are burnt up when casting the spell.
66
Chapter 10
Chapter 10: Ceremonial Magick Prayers are spoken by the spellcaster while conducting
Chapter Ten : Ceremonial Magick
68
Explanation of Spell Failures
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Alchymy Philter
71
Apparatus Aqua Vitae
Chapter Ten : Alchymy
This will create a magickal apparatus, which can be Aqua Vitae is a substance that is used to create artificial life
used to cast spells. While using the apparatus, increase any (a Homonculous). The created being will obey the Alchymist
alchymy rolls (research, learning & casting) by +25%. and it will also take on the qualities of it’s original form.
A faerie must be captured and bound to the apparatus for It the Alchymist wanted to create a Troll for instance,
it to function. then some part of a Troll must be used in this spell. The Troll
would regenerate and would also possess all of the other
Ring abilities of Trolls. A clone can also be made with this spell.
Spell Points: 25
Construct
Range: 0
Spell Points: 25
Casting Time: 1 week
Range: 0
Duration: concentration
Casting Time: 1 month
Area of Effect: 1 person
Duration: permanent
Component Cost: 25s + materials (1-25£)
Area of Effect: 1 Creature
An Alchymist can make a magick ring with this spell. Component Cost: 25£+
The person wearing the ring will be able to use whatever
spell it placed in it. This spell is used to create Golems, which are fairly
intelligent creatures that will obey the commands of their
Empower Weapon creator.
Spell Points: 25
Create Horror
Range: 0
Spell Points: 25
Casting Time: 1 month
Range: 0
Duration: until discharged
Casting Time: 1 month
Area of Effect: 1 Weapon
Duration: permanent
Component Cost: 25s + materials (1-50£)
Area of Effect: 1 Creature
This spell will create a weapon that will be able to cast Component Cost: 25£+
spells.
This spell is used to create a Horror, such as a slime
Ambrosia horror or watery horror. Sometimes the horror will eat it’s
master… See Chapter 20: Monsters.
Spell Points: 25
Range: 0
Casting Time: 1 year
Duration: permanent
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Essences Jewel of Alchymy
Polish Gem
Spell Points: 2
Range: touch
Casting Time: 10 minutes
Duration: permanent
Area of Effect: 1 gem
Component Cost: 2s
Alloy
Spell Points: 10
Range: 0
Casting Time: 1 week
Duration: permanent
Area of Effect: 1 item
Component Cost: 10s
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Conjuration Protection from Evil Spirits
75
Protection from Extrasensory Magick Circles of Containment
Chapter Ten : Conjuration
Spell Points: 5-10 These magick circles are designed to keep someone
Range: 0 inside a small area. After one of these circles is created, the
first being that the circle is designed for to step inside (or to
Casting Time: 15 minutes
be summoned inside of) the circle cannot leave the circle.
Duration: Permanent Instant death occurs when the one entrapped steps out
Area of Effect: 1 circle of the circle (unless a Magick resistance roll vs Ceremonial
Component Cost: 5–10s Magick is made). The circle functions for one being only.
Anyone inside a circle of containment will instantly know
This circle confers 25% magick resistance from any that to step out of the circle means death.
Extrasensory spell directed at those within the circle. In
adddition, for every spell point above 5, an additional 5% Here are a few examples of Containment Circles:
resistance is confered. For instance, an 8th level spell would
conver 40% magick resistance. Circle of Secrecy
Spell Points: 5
Protection from 1 Magick Discipline
Range: 0
Spell Points: 15 Casting Time: 10 seconds
Range: 0 Duration: until stepped out of
Casting Time: 15 minutes Area of Effect: 1 circle
Duration: Permanent Component Cost: 5s
Area of Effect: 1 circle
Component Cost: 15s This circle prevents any knowledge from passing the
confines of the circle. To attempt to transfer knowledge of
This circle confers 75% magick resistance against one any kind out of the circle would kill the person.
discipline of magick (Sorcery, for example). A separate circle
must be researched, learned, and invoked for each discipline. Circle of Imprisonment
Spell Points: 5
Protection from Dark Angels
Range: 0
Spell Points: 25 Casting Time: 10 seconds
Range: 0 Duration: until broken
Casting Time: 1 hour Area of Effect: 1 circle
Duration: Permanent Component Cost: 5s
Area of Effect: 1 circle
Component Cost: 25s Anyone within this circle cannot leave without risking
death. The conjurer who made the circle may break the circle
Keeps out the powers of the Fallen Angels. A Dark Angel at any time.
cannot enter the Circle, and will not harm anyone within it.
Elemental Containment
Protection from Evil Spell Points: 10
Spell Points: 25 Range: 0
Range: 0 Casting Time: 5 minutes
Casting Time: 1 hour Duration: Permanent
Duration: Permanent Area of Effect: 1 circle
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Spiritual Containment If successful, the summoned being will obey one
77
Animal Summoning Djinni Summoning
Chapter Ten : Conjuration
This circle can be used to summon a particular type This circle will summon a djinni. Wishes must be
of animal whose name is inscribed in the circle (tigers, for bargained for and not coerced from the djinn.
instance). The conjurer is able to communicate one command
to the animal. Angel Summoning
Spell Points: 25
Faerie Summoning
Range: 0
Spell Points: 8
Casting Time: 1 hour
Range: 0
Duration: 1 task / dismissal
Casting Time: 5 minutes
Area of Effect: 1 circle
Duration: 1 task/dismissal
Component Cost: 25s
Area of Effect: 1 circle
Component Cost: 8s A summoned angel cannot be commanded, but may
be negotiated with. Circles of Containment & Circles of
This circle can be used to summon a faerie. The type of Protection do not work against Angels…
faerie summoned will be random unless the conjurer writes
the type of faerie in the circle. Dark Angel Summoning
Spell Points: 25
Spirit Summoning
Range: 0
Spell Points: 10
Casting Time: 1 hour
Range: 0
Duration: 1 task/dismissal
Casting Time: 5 minutes
Area of Effect: 1 circle
Duration: 1 task/dismissal
Component Cost: 25s
Area of Effect: 1 circle
Component Cost: 10s Once a demon has been summoned, it cannot be dismissed
except by a priest. See the Ritualism spell, Banishment.
A spirit of the dead may be brought forth by the use of
this circle. The spirit will possess a person if desired. Symbolc Weapons of Ritual Magick
These are magickal “weapons” that are used in the art of
Elemental Summoning
Conjuration. Each group of Conjurers will have their own set
Spell Points: 10 of magickal weapons, which are consecrated by an appointed
Range: 0 officer in the presence of witnesses. These are wielded, in
the name of the Order, by duly appointed officers, and are
Casting Time: 15 minutes
absolutely not for the private use of any individual member.
Duration: 1 task/dismissal To use these weapons, the appropriate summoning circle
Area of Effect: 1 circle must still be used. An angel is summoned in order to use the
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Sceptre The Great Sword
This spell will create a magickal sceptre that will be able When The Great Sword is used to make a Circle of
to cast whatever spells are placed in it. It can absorb spells up Protection, no spellcasting roll is necessary.
to 10 power. In addition, the conjurer is able to automatically dismiss
(banish) a summoned being.
Wand
The Holy Grail
Spell Points: 20
Range: 0 Spell Points: 25
Casting Time: 1 hour Range: 0
Duration: until discharged Casting Time: 1 day
Area of Effect: 1 spell Duration: permanent
Component Cost: 20s + material cost of 1-25£ Area of Effect: 1 cup
Component Cost: 25£
This spell will create a magickal wand that will be able
to cast whatever spells are placed in it. It can absorb spells of The Holy Grail will completely heal a person, & remove
any power. all curses on a person.
This magick item allows the conjurer to automaticly This item allows automatic summoning, dismissal &
summon any being except an elemental. A Circle of Summoning command of earth elementals.
must still be created, & the spell points must still be spent, but
the roll to successfully cast the spell is not needed. The Elemental Burin or Dagger
This item will also allow the conjurer to automatically
Spell Points: 25
create a Circle of Protection without a spellcasting roll needed
(although the circle must still be created and the spell points Range: 0
spent). Casting Time: 1 day
The Great Wand will also automatically allow the conjurer Duration: permanent
to command any summoned being (except elementals)
Area of Effect: 1 dagger
without a Conjuring skill roll.
Component Cost: 25£
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The Elemental Cup
Chapter Ten : Conjuration
Spell Points: 25
Range: 0
Casting Time: 1 day
Duration: permanent
Area of Effect: 1 cup
Component Cost: 25£
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Ritualism Restoration
Chapter Ten : Ritualism
Spell Points: 10
These are rituals that will grant aid to those that use
them. Priests are versed in these rituals. Range: touch
Casting Time: 10 seconds
Ritual Invocations Duration: permanent
These are prayers for aid used by priests. When priests Area of Effect: 1 person
use these invocations, they will not be accused of witchcraft. Component Cost: 1s+
If failing a ritualism spellcasting roll, there are no additional
effects other than the power loss. Restores a person’s spirit to 1 point after the death of the
soul. (see Chapter 8: Spiritual Warfare)
Heal Can also be used to restore a person’s characteristic that
has been drained as a result of an encounter with an evil spirit.
Spell Points: 5 per wound or 10
The characteristic (usually strength) will be restored to
Range: touch it’s original value.
Casting Time: 10 seconds
Duration: permanent Reveal Spirits
Area of Effect: 1 person Spell Points: 1c
Component Cost: 5s or 10s Range: anything in sight
Casting Time: 5 seconds
This spell will completely heal one wound (5 power), or
Duration: concentration + 1 minute
will completely heal one person (10 power).
Diseases can also be cured with this spell, at a cost of 10 Area of Effect: invisible spirits
power. Component Cost: 1s
Light This will allow the priest to discover any spirit or Entity
within sight. The caster will learn the approximate location
Spell Points: 1c /minute
of the spirits, their intent, & number. This spell will not allow
Range: 100 yards communication to take place, however.
Casting Time: 5 seconds
Duration: concentration +1 minute/s.p. Sense Hatred
Area of Effect: 25’ radius Spell Points: 1c
Component Cost: 1s Range: 100’
Casting Time: 2 seconds
Creates a globe of light equal in intensity to a lantern,
Duration: concentration +1 minute
centered upon whatever the caster desires.
Area of Effect: 1 person
Refresh Component Cost: 1s
Spell Points: 5
The Ritualist will gain the ability to ascertain whether or
Range: touch not an individual hates another, and the degree of hatred.
Casting Time: 5 seconds
Duration: permanent
Area of Effect: 1 person
Component Cost: 5s
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Sustain Detect Good & Evil
Removes all trauma sustained through combat & Enables the person to tell good from evil.
spellcasting.
Bless
Exorcise Spirit
Spell Points: 5c/1 luck
Spell Points: 2 /power level Range: 500’
Range: 100’ Casting Time: 10 seconds
Casting Time: 5 minutes Duration: until used
Duration: permanent Area of Effect: 1+ persons
Area of Effect: 1 person Component Cost: 5s
Component Cost: 2s / level
A person may not bless himself. A Blessing will convey
This will force an evil spirit out of an object or person luck points to an individual at the rate of 1 luck point for
that is being inhabited. every 5 spell points spent by the Ritualist.
The Ritualist is able to Bless a group of people while
Free Spirit concentrating on this spell. Only 1 luck point will be conveyed
to each person, unless more spell points are spent.
Spell Points: 2/level or 1c/level
Range: 100 feet Calm
Casting Time: 5 seconds
Spell Points: 5 or 10
Duration: permanent / concentration
Range: 100 feet
Area of Effect: 1 undead
Casting Time: 3 seconds
Component Cost: 2s / level
Duration: 0 minutes
Releases the soul of the dead so that it is no longer bound Area of Effect: 1 or all within range
in the physical world. Component Cost: 5 or 10s
This “destroys” the evil spirit. The only way to do this
without this spell is by finding the spirit’s “focus” and then Creates total calm in an individual (5 power), or a group
destroying it. (10 power). Those affected by this spell will not fight, argue
The spirit may be simply “held at bay” and not “destroyed” or think violent thoughts for the duration of the Invocation.
by only spending half the spell points (i.e. 1 spell point/level). They will still defend themselves, if attacked.
Duration is only while the Ritualist concentrates.
For every additional undead being “held,” add 1 spell Courage
point to the total cost of the spell.
Spell Points: 5 or 10
Range: 100’
Casting Time: 5 seconds
Duration: 1 hour
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Holy Water Banish / Dismiss Spirit
Chapter Ten : Ritualism
Creates Holy Water that can be used to cleanse a person, Forces a spirit to travel back to it’s original plane of
place or object of negativity. existence (Phantoms go to heaven, etc.).
Holy Water can be used as any one of the following Works against ghosts, spirits, or the faerie folk.
Invocations: Bless; Heal; Refresh; Sustain; Restoration; Purify.
Holy Water will also cause damage to evil spirits, at the Exorcism
rate of 6-36 hits (6 dice).
Spell Points: 10
Purify Range: sight
Casting Time: 10 minutes
Spell Points: 5
Duration: permanent
Range: 100 feet
Area of Effect: 1 spirit
Casting Time: 5 minutes
Component Cost: 10s
Duration: permanent
Area of Effect: 1 cubic foot or 10 foot sq. area Forces one devil, demon, gargoyle, elemental, or spirit to
Component Cost: 5s stop possessing a person or object.
This renders spoiled, rotten or putrid food & drink totally Scriptures
suitable for consumption. It will also “cleanse” an area of
Spell Points: 5c
negativity.
Range: touch
Remove Poison Casting Time: 5 minutes
Spell Points: 5 Duration: concentration +5 minutes
Range: touch Area of Effect: 1 person
Casting Time: 1 minute Component Cost: 5s
Duration: permanent
Allows person to read & understand any written script.
Area of Effect: 1 person Note that this invocation will allow a person to read &
Component Cost: 5s understand a script that is written in a foreign language. The
invocation will not confer any ability to read the script in the
This Invocation will remove all of the effects of any future. All knowledge of the script is lost when the duration
poison. ends. The duration may be increased by 1 minute for every
additional spell point.
Truthsense
Spell Points: 5c
Range: hearing range
Casting Time: 2 seconds
Duration: concentration + 5 minutes
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Tongues Banish / Dismissal
Allows a person to speak & understand any language. Forces a spirit to travel back to it’s original plane of
This does not confer the ability to understand written words existence (Phantoms go to heaven, etc.).
(scripts). The duration may be increased by 10 minutes for Works only against one Dark Angel, Gargoyle, or
every additional spell points point. Elemental. This spell will not affect Angels of Light.
A priest may make a Holy Artifact with this spell. Summons a spiritual guardian that will watch over and
protect the individual for whom it was intended. The nature
Consecrate Holy Weapon of the gaurdian depends upon the nature of the minions of the
particular religion.
Spell Points: 25
Range: touch Invulnerabilty
Casting Time: 1 day
Spell Points: 25
Duration: 1 Holy Quest
Range: touch
Area of Effect: 1 weapon
Casting Time: 5 minutes
Component Cost: 25s
Duration: 1 hour/1 day
Creates a Holy Weapon for a specified purpose, such Area of Effect: 1 person
as the destruction of an “evil” temple or the recovery of a Component Cost: 25s
religious artifact. The weapon will remain enchanted until the
purpose of the consecration has been satisfied (Storyteller’s The recipient will become totally invulnerable to any
discretion). kind of harm for the duration of 1 hour or will become totally
The Holy Weapon is unbreakable & will inflict triple invulnerable from harm directed at him or her from a single
damage to anyone in opposition to the Holy Quest. individual (including their servants) for 1 day.
In addition, a Holy Weapon will inflict triple damage vs. For instance, the Ritualist wishes to become immune
Dark Angels (demons). to danger from the sovereign King of a region & casts this
Invocation. Afterwards, the King & anyone working for him
will not be able to harm the Ritualist for 1 day. If the King
orders that the Ritualist be cast into a raging furnace, for
example, the priest will be unharmed.
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Miracle Primitive Ritualism
Chapter Ten : Ritualism
Creates an area that will confer total protection to those Duration: 1 week
within it. No combat, spellcasting, etc. can take place within Area of Effect: 1 doorway
the Sanctuary. This Invocation can be used to protect a church
Component Cost: 1s
or other holy place and will include the entire building rather
than a simple 100 foot radius.
Doorways that have been charmed will not permit evil
spirits to pass through.
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Eclipse Prediction Godstone
An eclipse can predicted with this spell. After the eclipse This will erect a giant sacred stone that will funtion as
the spellcaster will gain +25% oratory skill. The spellcaster a depository of magickal power. Any person that knows the
will also learn a prophecy that will apply to the region of the secret rites associated with the stone will be able to use up to
eclipse, and this will usually be a disaster of some kind. 50 power in spellcasting. The secret rites are chosen when the
godstone is created. The godstone will recharge at the rate of
Fertility 1 power every hour.
Spell Points: 5
Prowess
Range: sight
Spell Points: 3c
Casting Time: 1 day
Range: touch
Duration: 1 year
Casting Time: 1 hour
Area of Effect: 1 person
Duration: concentration + 1 minute
Component Cost: 5s
Area of Effect: 1 person
This blessing will guarantee a child to be born within a Component Cost: 3s
year of casting this spell.
The person that is given prowess will become a great
Frighten Spirits hunter and will be able to acquire two times the number of
kills as other hunters.
Spell Points: 8
This spell will also give a person +25% stealth, +25%
Range: sight ambush, and +25% to a missile weapon skill.
Casting Time: 10 seconds
Duration: 1 scene Shapeshift
Area of Effect: one area Spell Points: 15c
Component Cost: 8s Range: touch
Casting Time: 10 minutes
All evil spirits will be driven away from the area of the
Duration: concentration + 1 minute
spellcater. This spell is usually used to drive away spirits that
are causing evil or sickness in a person. Area of Effect: 1 person
Component Cost: 15s
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Soothe Vengeance
Chapter Ten : Ritualism
This spell will calm a group of wild animals or monsters This will bring down divine wrath upon one enemy of
so they will not harm the spellcaster. A herd of rampaging the spellcaster. It could take many forms…
horses could be calmed down for instance.
If the spellcaster tries to soothe monsters that are alien Pagan Ritualism
in nature such as an elemental or if they have very little
intelligence, such as a slime, they will not be affected. These spells are used by pagan priests to call upon the
powers of false gods.
Taboo
Appeasement
Spell Points: 25
Spell Points: 4
Range: sight
Range: sight
Casting Time: 1 day
Casting Time: 1 hour
Duration: permanent
Duration: scene
Area of Effect: 1 object, place, or society
Area of Effect: 1 event
Component Cost: 25£
Component Cost: 4s
This will create a forbidden custom, practice, object
or area that is dangerous to go against or touch without This spell will usually involve some form of sacrifice
permission from the spirit world or shaman. and is an attempt to appease the gods, and to prevent a
When anyone touches the object or trespasses in an forthcoming disaster. The type of sacrifice required depends
area where a taboo is located, he will suffer a random curse, upon what disaster is trying to be avoided…
accident or disease.
If a taboo is placed on a local society, the custom cannot Avatar
be broken by anyone in the society. To break the taboo will Spell Points: 12
result in a random curse, accident or disease. Some taboos
Range: sight
could include forbidden foods, etc.
Casting Time: 1 hour
Tattoo Duration: 1 scene
Spell Points: 15 Area of Effect: 1 person
Range: touch Component Cost: 12s
Casting Time: 1 hour The priest’s god will send his avatar to the aid of the
Duration: until discharged priest. The avatar is a powerful being such as a fallen angel.
Area of Effect: 1 person Sometimes, the avatar will take over the body of the priest
Component Cost: 15£ who will gain it’s powers.
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Cleansing Heal Injury
This spell will cleanse an area of negativity. Evil spirits This spell can be used to heal a single wound in an
and demons will be driven out and will not be able to reenter individual.
the area.
Idol
Desecration
Spell Points: 14
Spell Points: 3 Range: sight
Range: sight Casting Time: 1 hour +
Casting Time: 1 hour Duration: permanent
Duration: permanent Area of Effect: 1 item
Area of Effect: 1 area Component Cost: 14s
Component Cost: 3s
A god’s idol can be created with this spell. The idol can
When a temple or other holy place has been desecrated, be any object, such as a marble statue, a picture, or another
it will lose all of it’s powers until it has been cleansed. type of object. Often placed in holy sites, the idols of a god
are used in worship. Pagan priests that use idols will be able
Destruction to control the actions of their followers.
Anyone praying at an idol will have a 10% chance of
Spell Points: 50
gaining whatever they ask for. Fallen Angels answer the
Range: sight prayers of those who worship idols.
Casting Time: 1 hour
Duration: 1 scene Knowledge
Area of Effect: 1 enemy Spell Points: 8
Component Cost: 13s Range: self
Casting Time: 5 minutes
This will cause the destruction of the enemy of the
Duration: instant
spellcaster. This can be used to destroy a city, organization,
army or a powerful person. Area of Effect: 1 person
Component Cost: 8s
Fortune
Priests use this spell to gain knowledge. The player may
Spell Points: 11
ask the Storyteller 5 questions about the story.
Range: touch
Casting Time: 5 minutes
Duration: permanent
Area of Effect: 1 person
Component Cost: 11s
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Manifestation Sacrifice
Chapter Ten : Ritualism
The priest may use this spell to manifest, or bring forth A sacrifice will purchase the aid of the god in whatever
whatever he likes. Manifestations always appear out of the endeavor the sacrifice is made for. The degree of aid may
scene and could include anything the person needs or it can require more significant sacrifices…
also be used to cause an event to occur.
For instance, a person may manifest a horse, or he may Smite Enemy
cause an event such as a circus to occur in his area, etc.
Spell Points: 25
Events and objects that are manifested cannot be of too
great power and must be approved by the Storyteller. Range: unlimited
Casting Time: 5 day
Messenger Duration: permanent
Spell Points: 2 Area of Effect: 1 enemy
Range: sight Component Cost: 25s
Casting Time: 5 minutes
One enemy can be destroyed with this spell, which is
Duration: 1 scene
an appeal to a god to destroy the enemy of the priest. Some
Area of Effect: 1 person enemies cannot be harmed if they have magickal or divine
Component Cost: 2s protections however.
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Temple
Tomb
Spell Points: 50
Range: sight
Casting Time: 1 month
Duration: permanent
Area of Effect: 1 tomb
Component Cost: 50£
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Spiritualism Animated
Types of Evil Spirits & Their Levels of Power Commune with Spirits
There are many kinds of evil spirits of various power Spell Points: 1c/level
levels. For spellcasting purposes, each type of evil spirit is Range: sight
given a power level. These are used in spellcasting.
Casting Time: 5 minutes
For instance, if an animate corpse spell is cast, a dozen
skeletons could be animated for 12 power, or 6 zombies could Duration: concentration + 1 minute
be animated for 12 power. To cast bind dead on a vampire, it Area of Effect: 1 spirit
would cost 50 power. Component Cost: 1s / level
These power levels are also used by priests. To cast
exorcise spirit on a ghost, it would require 10 power. If free By the use of this spell, the Spiritualist is able to
spirit were cast upon a dozen skeletons and 2 wights, then 20 communicate with a spirit of the dead that is haunting a
power would be required (8+12) to hold them at bay and 40 particular area. If a spirit cannot be seen, then the range of
power would be required to destroy them. the spell is 1 area that the spirit is haunting.
The priest would also have the option of destroying or
holding at bay whatever evil spirits he chooses. In the above Spiritual Barrier
example, if the priest cast a free spirit spell of 20 power, he
could hold the 2 wights and 12 skeletons at bay, or he could Spell Points: 5
destroy the wights for 16 power and hold another 4 skeletons Range: 0
at bay. Casting Time: 10 seconds
Duration: until dawn or 10 minutes
Corporeal
Area of Effect: all undead
Ghoul 3
Component Cost: 5s
Wight 5
Mummy 10 The Spiritualist draws a line up to 50’ long that will
Vampire 25 prevent any type of undead from passing over. If the undead
spirit passes the line, then it must pass a Magick resistance
Non-Corporeal roll vs. Ceremonial magick or be banished. The Spiritualist
Phantom 1 may increase the length of the line by 5’ for each additional
spell point spent. The undead will be aware of the line.
Apparition 2
Shadow 3
Spirit 4
Ghost 5
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Wraith 10
Spectre 25
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Trasfer Ectoplasm Banish Spirit
Chapter Ten : Spiritualism
This transfers ectoplasm from the spirit world to aid a This spell will banish one spirit that is haunting a person
spirit. This will totally heal any ghost, spirit, phantom, or any or area. It will force a noncorporeal spirit to travel back to it’s
type of noncorporeal spirit. This will not work for vampires, original plane of existence (Phantoms to to heaven, etc).
for instance.
Cause of Death
Animate Corpse
Spell Points: 2
Spell Points: 1 Range: 10’
Range: 100’ Casting Time: 1 minute
Casting Time: 10 seconds Duration: instantaneous
Duration: permanent Area of Effect: 1 person
Area of Effect: 1 or more corpses Component Cost: 2s
Component Cost: 1s / level
This spell can be used to determine the cause of death of
This spell will animate one corpse and will empower it to one person. In order to work, the corpse must be present and
move, fight, and do whatever it’s creator commands it to do. within range. The Spiritualist will see a picture of the object
Corpses may be used as guards, soldiers or for more menial that caused the person’s death.
types of work.
The amount of corpses that can be animated at one time Dispel Relative
is equal to the amount of spell points spent. If five corpses
Spell Points: 2
were animated, for example, then only up to five corpses can
be animated at one time. If ten more animated corpses were Range: any
desired, then the caster would have to spend 15 spell points Casting Time: 5 minutes
to animate them, etc. The spell lasts until the corpses are Duration: permanent
physically destroyed.
Area of Effect: 1 spirit
The type of animated spirit created will depend on the
types of corpses available. If the flesh has rotted away, it will Component Cost: 2s
become a skeleton, while zombies are covered in flesh.
If a person is being haunted by the spirit of a relative,
Locate Spirit then this spell can be used to send it away.
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Forced Materialization Spirit Ward
This spell forces a Phantom or spirit to materialize, if When these symbols are drawn upon a person, they will
one is haunting some person or place. repel any spirit that would attempt to harm or possess the
person. This spell will repel any type of undead.
Call Spirit When this spell is cast at night, it will last until nightfall
of the following day.
Spell Points: 6c
If the symbols are washed off, the spell loses its effect.
Range: sight
Casting Time: 10 minutes Necromantic Shape Change
Duration: concentration Spell Points: 15c
Area of Effect: 1 spirit Range: touch
Component Cost: 6s Casting Time: 10 seconds
Duration: concentration +1 minute
This spell asks a spirit that is named to appear. The
chance is 25% if the spirit is not known by anyone present Area of Effect: 1 person
and 50% if known by someone present. Spirits that appear Component Cost: 10£
can communicate with those present.
This spell does not force a spirit to come. It only indicates a The Spiritualist may transform himself or herself into
strong desire for their presence and aide them to return hence. one type of undead being and will gain all powers associated
with it for the duration of the spell.
Reveal the Past
Spell Points: 8 Spirit Cage
Range: 1area Spell Points: 15
Casting Time: 5 minutes Range: 50’
Duration: 1 scene Casting Time: 3 seconds
Area of Effect: 1 area Duration: nightfall
Component Cost: 8s Area of Effect: 1 spirit
Component Cost: 15s
This spell allows the Spiritualist to view one named
scene from the past that affected one area. The scene must Imprisons one noncorporeal spirit inside a magickal cage
involve someone dying, however. that lasts until nightfall. If the spell is cast during the night,
then the cage will last until nightfall of the following day.
Death Inquiry
Spell Points: 10
Range: 10’
Casting Time: 15 minutes
Duration: 1 scene
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The Hand of Death Voodoo Charm
Chapter Ten : Spiritualism
This spell allows a Spiritualist to kill one person by touch. This is a charm that will protect the bearer from the
The Spiritualist chooses the exact time of death and it may occur effects of voodoo magick or necromancy. The strength of
at any time within 2 weeks after the Spiritualist touches the magick resistance is equal to 5% / spell point. The maximum
victim (although at least one day must pass before death occurs). resistance is 25%. Magick resistance is rolled for separately
There is no way to reverse its effects once the spell has begun, and in addition to Magick resistance rolls.
and the victim’s only chance is to make a Magick resistance
roll against Ceremonial Magick. The victim ill know that the Bind Dead
Spiritualist has cast a death spell when the victim is touched.
Spell Points: 2/level
Necromantic Transformation Range: 25’
Casting Time: 2 seconds
Spell Points: 50
Duration: permanent
Range: self
Area of Effect: 1 undead
Casting Time: 1 month
Component Cost: 2s / level
Duration: permanent
Area of Effect: self The Spiritualist can take control of one type of undead
Component Cost: 5000£ by using this spell.
If the undead is currently being controlled by another
Once this spell has been cast, the Spiritualist will Spiritualist, then the Spiritualist and the other Spiritualist roll
transform into one type of undead after he or she dies. The percentile dice, adding their Ceremonial Magick percentage,
spell will not take effect until the Spiritualist dies. and the highest roll wins the contest for the dominion of the
The type of undead that the Spiritualist will transform spirit.
into is up to the choice of the Spiritualist. Examples include If both rolls are within 25% of each other, then the spirit
Liche, Ghost, Vampire, Wraith, Phantom, etc. is free to go where it wants to, and will not be subject to
anyone’s control.
Voodoo Some types of undead are immune to this spell.
This type of magick differs from Necromancy in that the
Command Spirit
Spiritualist gives up his life to the spirit world, allowing the
spirits to control it, instead of trying to control the spirit world. Spell Points: 2
However, the difference is not apparent in game terms. Range: 50’
Casting Time: 5 seconds
Impair
Duration: 1 command
Spell Points: 1/5%
Area of Effect: 1 spirit
Range: unlimited
Component Cost: 2s
Casting Time: 1 hour
Duration: permanent The spirit will obey one command of the Spiritualist, and
Area of Effect: 1 person then go back to what it was doing before the command. If
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Nightmares Cure Disease
This spell will bring a nightmare to a person. The This spell will totally heal one person of any disease,
nightmare can be random, or the Spiritualist can specify including mental diseases, but not including those conditions
exactly what occurs. The Spiritualist can also choose whether brought on by a hex or curse.
the victim remembers the nightmare.
The victim’s true name must be known, or the victim Ju Ju Magick
must be seen or met for the spell to work.
Spell Points: 8
For every 2 spell points, the duration of the nightmare
can be extended one day. To cause nightmares 3 days in a Range: affects the carrier of charm
row, for example, the Spiritualist could cast three spells at Casting Time: 5 minutes
2nd level, or could cast one spell at 6th level. Duration: 1 month
Area of Effect: 1 person
Spirit Friends
Component Cost: 8s
Spell Points: 4
Range: touch This is a magick charm that can be made. It will give
Casting Time: 3 seconds 1 of luck point to the carrier of the charm each day. The luck
point cannot be saved up and if not used during the day, will
Duration: 1 day
be lost.
Area of Effect: 1 person The Ju Ju charm is contained in a small pouch.
Component Cost: 4s
Soul Search
This spell will make any noncorporeal spirit friendly
Spell Points: 10
towards the subject of the spell. Any spirit that would
normally attack the person would not do so after this spell. Range: unlimited
Casting Time: 1 week
Terror Duration: until soul is released
Spell Points: 5 Area of Effect: 1 person’ soul
Range: unlimited Component Cost: 10s
Casting Time: 1 hour
After the ritual, the Spiritualist can locate the soul of a
Duration: 1 week
person whose soul is imprisoned inside a magick jar. The
Area of Effect: 1 person Spiritualist will be aware of the general location of the soul
Component Cost: 5s and will be led to it, until it is found and released.
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Sympathetic Magick Spirit Possession
Chapter Ten : Spiritualism
In order to cast this spell, the Spiritualist must acquire The victim will be possessed by an evil spirit after this
something from the intended victim, such as a lock of hair, a spell is cast. The spirit will attempt to bring about the demise
piece of a nail, etc. of the person, will cause the person to do strange or unusual
The Spiritualist then constructs two dolls that look like things, etc.
the victim. Then gives one doll to his or her victim. When The person’s true name, along with something from the
the doll is found by the victim, the Spiritualist is then able to victim (hair, etc.) must be used in the making of this spell.
affect the victim.
The Spiritualist is able to inflict pain on the victim by Zombie Powder
harming the doll.
Spell Points: 25
The Spiritualist can inflict 1d6 of trauma to the victim
each day. Every day, the amount of trauma that can be Range: 10’
inflicted can be increased by one die. Eventually, the victim Casting Time: 1 month
can be killed by the Spiritualist. Duration: permanent
Area of Effect: 1 person
Spirit Shield
Component Cost: 25£
Spell Points: 15
Range: 0 This is a powder that is made by the Spiritualist from
Casting Time: 1 hour several innimical ingredients such as the bones of a corpse,
the dried skin of a poisonous frog, etc.
Duration: 1 month
When this powder contacts the skin of its intended victim
Area of Effect: 1 person or is eaten, it will cause death for 2-12 days, followed by the
Component Cost: 15s “resurrection” of the victim who will then be bound to serve
the maker of the powder, who holds his soul captive inside a
This spell will confers 50% magick resistance to any magickal jar. The victim is thus transformed into a zombie.
type of hostile Spiritual magick. Breaking the jar will release the soul of the victim and
will break the “spell” holding the zombie.
Death The identity of the victim must be known to create the
powder. The powder is only affective against the person
Spell Points: 25
named during the creation of the powder. That is, the powder
Range: unlimited will only kill others and will not create a zombie. Only one
Casting Time: 2 weeks person can be affected by the powder (the first to come into
Duration: up to 1 month contact with it).
Area of Effect: 1 person
Component Cost: 25£
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Army of the Dead
This spell will summon an army of the dead that will obey
the commands of the Necromancer. The army will consist of
various kinds of Evil Spirits and these will be chosen by the
Storyteller.
There must be a supply of bodies for this spell to work,
so it is usually cast around graveyards or battlefields.
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Chapter 11
Chapter 11: Natural Magick Enchantment spells are created with herbs of various
to create their illusions. Void: No one has ever returned from the Black Pit…
Elementalists need a material made from the element
that they are working in to create their spells. Incense for air
spells, gems or stone for earth spells, a candle flame for fire
spells and something wet such as water or wine for water
spells.
101
Deceivers Blur
103
Charisma See Invisible
Chapter Eleven : Deceivers
This illusion raises a person’s Presence by 10% for every This spell allows the Deciever to spot invisible persons,
2 power. objects, creatures, etc. The spell lasts as long as the Deciever
For each additional person to be affected, add 1 power. concentrates.
The latter cost is added after the base level is
determined. Shadowing
For example, Sedrick the Deciever wanted to raise 6
Spell Points: 2c / level
people’s presence by 30%. The cost is 11 power (2x3+5).
Range: touch
Minor Phantasm Casting Time: 5 seconds
Spell Points: 2c Duration: concentration + 1 minute
Range: 100’ Area of Effect: 1 person
Casting Time: 5 seconds Component Cost: 2s
Duration: concentration + 1 minute
Allows the Deciever to follow another person without
Area of Effect: all viewing being seen. The spell confers +10% Stealth skill for every
Component Cost: 2s two spell points. The Deciever is able to concentrate (thus
maintaining the spell) while moving.
This spell is identical to the spell, “Minor Illusion”
except that a Phantasm is moveable. Silence
The movement rate is walking.
Spell Points: 2c
The speed may increased one level (walk, jog, run,
sprint) for +1 power each. Range: 100’
Casting Time: 3 seconds
Misinterpret Duration: concentration + 2 minutes
Spell Points: 2 Area of Effect: 5’ radius
Range: 100’ Component Cost: 2s
Casting Time: 1 second
This spell does not create actual silence and will not
Duration: instant
prevent spells from being cast. Instead, this spell makes
Area of Effect: all viewing anyone within the area of effect unable to hear. This may
Component Cost: 2s cause a spellcaster to stop casting spells anyway.
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Façade Multiple Images
Allows the Deciever to adopt a diguise, looking like Several duplicates of the recipient are made. One
someone else. The Deciever is able to adopt an appearance of additional copy is made for each spell point.
a different species (goblin, for instance). For instance, 9 spell points would create 5 copies.
Displacement Obscurement
Spell Points: 5c Spell Points: 5
Range: touch Range: touch
Casting Time: 2 seconds Casting Time: 1 minute
Duration: concentration Duration: 1 day
Area of Effect: all viewing Area of Effect: all viewing
Component Cost: 5s Component Cost: 5s
The recipient of this spell seems to be slightly to one side The person touched cannot be detected by magickal
of their actual position. Subtract 75% from all attacks while means, such as clairvoyance, scrying, locate spells, etc.
the Deciever concentrates.
Each time a foe misses, the chance of that foe missing Mask of Deceit
again goes down by 5%.
Spell Points: 6+1/hour
Illusion Range: touch
Casting Time: 2 seconds
Spell Points: 5s
Duration: 1 hour
Range: 500’
Area of Effect: all viewing
Casting Time: 5 seconds
Component Cost: 6s+
Duration: concentration + 1 minute
Area of Effect: all viewing This creates an everchanging, visual disguise that can be
Component Cost: 5s altered as often as the Deciever wishes.
This immobile illusion covers all senses and can be up to Deaf & Mute
50’ in diameter.
Spell Points: 7
Invisibility Range: 100’
Casting Time: 5 seconds
Spell Points: 5c
Duration: 1 hour
Range: touch
Area of Effect: 1 person
Casting Time: 10 seconds
Component Cost: 7s (84d)
Duration: concentration + 5 minutes
Fantasy Imperium
Area of Effect: all viewing The target of this spell believes that he cannot hear or be
Component Cost: s heard.
105
Mask of Desires Cripple
Chapter Eleven : Deceivers
Anyone looking at the recipient of this spell sees what The victim of this spell believes he is paralysed.
they desire most. There is no outward change in the person’s
appearance. Do No Evil
Spell Points: 15
Impersonation
Range: 100’
Spell Points: 8+1/hour
Casting Time: 1 minute
Range: touch
Duration: 1 hour
Casting Time: 10 seconds
Area of Effect: 1 person
Duration: 1 hour
Component Cost: 15s
Area of Effect: all viewing
Component Cost: 1s / level The victim of this spell believes he cannot see, hear, or
speak, and will be paralysed.
After a person has been observed for at least 1 minute
of concentration, the Deciever can use this spell to totally Enchant Concentration Focus
impersonate that person.
Spell Points: 25
Blind Range: 0
Casting Time: 1 hour
Spell Points: 10
Duration: until destroyed
Range: 100’
Area of Effect: 1 item
Casting Time: 5 seconds
Component Cost: 25£
Duration: 10 minutes
Area of Effect: 1 person Creates an item (focus) that will function as if it were
Component Cost: 10s the spellcaster concentrating upon the spell that the item is
focused on. This creates semi-permanent illusions.
The victim of this spell believes he cannot see. If the focus is found and destroyed, then the illusion
disolves. Crystal Orbs can also be charged with this spell.
Phantasm
Mirage
Spell Points: 10c
Range: 500’ Spell Points: 25
Casting Time: 5 seconds Range: anything in sight
Duration: concentration + 5 minutes Casting Time: 10 minutes
Area of Effect: all viewing Duration: 1 hour+
Component Cost: 10s Area of Effect: all viewing
Component Cost: 25s
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106
Phantasmagoria
Fantasy Imperium
107
Elementalism Encase in Stone
The area enriched with this spell will have double crop
yields.
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109
Transform Earth Pass Through Earth
Chapter Eleven : Elementalism
With this spell, the Elementalist is able to change the The Elementalist may use this spell to travel through any
form of earth from one substance into another substance of type of earth without creating an opening. Other persons may
equal value. For instance, stone may be transformed into also be allowed to travel with the Elementalist for extra spell
mud, dust, dirt, lead, sand, earth, clay, etc. points.
This spell can also be used to crumble stone, to rust The spell lasts as long as the Elementalist concentrates
metal objects, to crystallize an object, to petrify an object, to and those traveling through the earth do not need to breath.
magnetise an object, to create a magnetic field in an area, to If something were to happen to the Elementalist while
mend metal or stone, to close fissures in the earth, and to split traveling, causing a loss of concentration, then anyone
open stone or break metal. traveling will have 30 seconds to escape before they are
In addition, this spell can be used to add +25% to the trapped inside the earth.
following skills:
Ceramics; Glassworking, Masonry, & Metallurgy. Elemental Armour
When used in this way, the spell lasts as long as the
Spell Points: 15 +1 / extra day
Elementalist concentrates and will operate at 5th level.
Range: touch
Move Earth Casting Time: 1 hour
Spell Points: 6+1 / level Duration: 3 days
Range: 100 feet Area of Effect: 1 piece of armour
Casting Time: 5 minutes Component Cost: 15s
Duration: permanent
This will make a piece of armour more dense, increasing
Area of Effect: 10 cubic feet / level it’s value by +12 and doubling it’s hits. The weight of the
Component Cost: 6s + armour will not change. The chance of a weapon breaking
while striking this armour is doubled. When the spell wears
This spell can be used to move hills, & to dig holes, off any damage sustained by the armour will vanish. The
chasms, pits & tunnels. The amount of earth that can be moved duration can be increased by spending +1 power for each
or dug will vary with the amount of spell points used for the extra day.
spell. A 10’ x 10’ x 10’ pit may be dug for 6 spell points, and
this pit may increased in size by the same dimensions for Earth Elemental Shape Change
every additional spell point spent.
Spell Points: 15c
Range: touch
Casting Time: 10 seconds
Duration: concentration +1 minute
Area of Effect: 1 person
Component Cost: 15£
110
Enchant Gem Earthquake
Magickal gems may be created with this spell. This spell creates an earthquake that can level buildings,
etc. For 25 spell points, the earthquake will register 5.0 on
Lithovivifacation the richter scale. For every additional 5 spell points, the
earthquake will increase in magnitude by +1.0 on the richter
Spell Points: 25
scale. For 40 spell points, for instance, the earthquake will
Range: 100 feet register 8.0 on the richter scale.
Casting Time: 1 hour
Duration: permanent Erupt/Extinguish Volcano
Area of Effect: 1 statue Spell Points: 50
Component Cost: 25s + statue cost, if appropriate Range: sight
Casting Time: 1 month
One statue may be caused to “come alive” with this spell.
Duration: permanent
It will obey the mental commands of it’s creator.
The statue can be created as a “living statue,” or it can be Area of Effect: 1 volcano
triggered to “animate” after some event occurs. Component Cost: 50£
111
Light Ignite/Extinguish
Chapter Eleven : Elementalism
An area may be lit up with this spell. If cast on an object, All objects within range that are made for burning can be
the light can move. ignited or extinguished with this spell. These would include such
If this spell is not cast on an object, then it will appear as things as candles, logs that are in a fireplace, lanterns, etc.
a globe of light. With concentration, the globe of light can be Other types of objects can be ignited such as clothes,
made to move at a walking pace. staves, chairs, etc., but only one such object can be affected
in this case.
Temperature Alteration Objects on fire, that are not normally used for burning
can all be extinguished. If several people are on fire, for
Spell Points: 1c + 1 / object
instance, the fires can all be put out with this spell.
Range: 100 feet This spell can be used to temporarily extinguish a
Casting Time: 3 seconds magickal flame. When used in this manner, the flame will
Duration: concentration remain out while the Elementalist concentrates and 1 minute
thereafter.
Area of Effect: 1 object / level
Creatures that have a normal affinity for fire can be affected
Component Cost: 1s/level with this spell. Fire Elementals cannot be “extinguished,” but
they will feel pain (3d6 damage).
The temperature of an object may be altered with this spell. A Dragon can be prevented form breathing fire while
Water may be made to boil of freeze solid (1 gal. / level). the Elementalist concentrates, but not afterwards. Demons
Metal objects (swords, etc.) may be made red hot, doing cannot be affected with this spell.
an additional 1 die of fire damage, or metal objects can be
frozen, doubling their chance of breaking. Incense
Armour heated with this spell will cause 1 die of damage
every round of contact. Armour must be removed one piece Spell Points: 5
at a time. Range: 0
Casting Time: 1 hour
Cold Flame Duration: until discharged
Spell Points: 2c Area of Effect: 1 spell
Range: 100 feet Component Cost: 5s
Casting Time: 1 second
Duration: concentration + 10 minutes This spell will create magickal incense that will be discharge
when it is burned. It can absorb spells up to 5 power.
Area of Effect: 1 flame
Component Cost: 2s
112
Sense Fire Fire Elemental Shape Change
The Elementalist is able to locate the general direction, The Elementalist may transform himself or herself into a
distance and size of a fire. The number of fires (campfires) fire elemental and will gain all powers associated with it for
may be detected also. the duration of the spell.
Fire Elementals may be located within 100 yards of the
Elementalist. Wall of Fire
Creatures that have an affinity for fire, such as Dragons,
Spell Points: 20
Salamanders, etc. may also be sensed (but not identified) with
this spell. Range: 100 feet
Also, while the spell lasts, the caster’s skill in Metallurgy Casting Time: 10 seconds
is at +25%. Duration: 1 hour
Area of Effect: 1000 sq. feet
Fire Resistance
Component Cost: 10s
Spell Points: 8
Range: touch Creates a wall of fire with a surface area of 1000 sq. feet.
Casting Time: 3 seconds Length & height can be varied.
Examples would be 50’ x 20’, 100’ x 10’, 200’ x 5’, 1000’
Duration: 1 minute
x 1’ high, etc. The wall is 5 feet thick. Anyone contacting the
Area of Effect: 1 person wall will take 5d6 fire damage. Anyone passing through the
Component Cost: 8s wall will take 10d6 fire damage.
Those affected with this spell will become impervious to Enchant Censor
normal fires and will only take half damage from exceptionally
Spell Points: 25
hot fires, such as a Dragon’s breath, lava, magickal fire
attacks, etc. Range: touch
Casting Time: 1 day
Fireball Duration: until discharged
Spell Points: 11 + 1/level Area of Effect: 1 gem
Range: 100 feet / level Component Cost: 25£
Casting Time: 2 seconds/1d6
Magickal censors may be created with this spell. Spells
Duration: instantaneous
are released by burning objects placed in the censor.
Area of Effect: 5 foot radius/level
Component Cost: 11s +1s / level
113
Eternal Flame Silence
Chapter Eleven : Elementalism
This spell will create a flame that will burn for 1000 Creates an area where no sound may pass through. The
years. The flame cannot be extinguished by any means, silence will prevent spellcasting from all categories of magick
except magick. except extrasensory magick (this includes scrolls).
A flaming sword that will inflict an additional +3d6 fire Creates a gust of wind that can be varied in its effects.
damage can be made with this spell. A pleasant, light cooling breeze can be made, increasing
the morale of those present by 25%; a howling wind that
Sheet of Flame lowers morale by 25% can be made; the wind direction can
be changed; a hot, desert wind that will dry out skin can be
Spell Points: 50
created; a northern breeze that will chill to the bone can be
Range: 0 summoned; a gust of wind can be made which will put out
Casting Time: 10 seconds torches & fires, and cause items to be lost and people to fall.
Duration: 1 minute
Area of Effect: 500 yards radius
Flash
Component Cost: 50£ Spell Points: 5
Range: sight
The Elementalist is able to shoot out a sheet of flame, Casting Time: 2 seconds
centered on himself, which will incinerate everything within
Duration: instantaneous
500 yards. Supernatural beings are immune to the effects.
Area of Effect: all viewing source of light
within 25’
Air
Component Cost: 5s
“This is a vital spirit passing through all beings; giving life
and subsistence to all things; moving and filling all things. It
This produces a bright flash of light that will cause
immediately receives into itself the influence of all celestial
everyone looking at the source of light to be momentarily
bodies, and then communicates them to the other elements. Air is
blinded. Those blinded will suffer a penalty of –50% to hit
the cause of dreams, and of many other impressions of the mind.
and will make awareness checks at half. The blindness will
“A man, passing by a place where a man was slain, or the carcass wear off within 1d6 rounds. If a Magick resistance roll is
newly hid, is moved with fear and dread; because the air, in that made, there are no ill effects.
Fantasy Imperium
place, being full of the dreadful species of man; slaughter, doth This spell can be linked to a lightning bolt spell. If this
being breathed in, move and trouble the spirit of the man with is done, increase the casting time for the lightning bolt by +1
the like species; whence it is that he becomes afraid. round and add +5 spell points to the total casting cost.
“For every thing that makes a sudden impression astonishes
Nature.”
— Francis Barrett, The Magus (1801)
114
Sense Air Deflect Lightning
This spell will enable the Elementalist to locate the The Elementalist will be able to deflect one or more
presence & quantity of any type of unusual gasses. lightning bolts with this spell.
Magickal Suffumigations may be identified with this
spell. Air Elementals may be located within 100 yards of Whisper in the Wind
the Elementalist. While the spell lasts, the caster’s skill in
Spell Points: 6
Weatherlore is at +25%.
Range: self
Thunderclap Casting Time: 1 minute
Spell Points: 5 Duration: 1 message
Range: sight Area of Effect: 1 person
Casting Time: 2 seconds Component Cost: 6s
Duration: instantaneous
This allows the communication of one message to one
Area of Effect: 25’ radius person through a quiet whisper that is carried on the wind to
Component Cost: 5s wherever they are, even miles away. Only the recipient of the
spell can hear the message.
This produces a loud clap of thunder that will cause
everyone within 25’ to make a moral check. If a saving throw is Weather Control
failed, everyone in the affected area will be deafened, and will
Spell Points: 8 + 1 / hour
make awareness checks (for listening) at half for 1d6 rounds.
This spell can be linked to a lightning bolt spell. If this Range: sight
is done, increase the casting time for the lightning bolt by +1 Casting Time: 5 minutes
round and add +5 spell points to the total casting cost. Duration: 1 hour + 1 hour / spell point
Area of Effect: 1 mile diameter
Transform Air
Component Cost: 8 s+
Spell Points: 5+1 / level
Range: 100 feet The weather can be controled, allowing the Elementalist
Casting Time: 3 seconds to bring storms, cause rain or snow, bring dark ominous
clouds, create a rainbow, or a hurricane etc., Concentration is
Duration: permanent
only required for changes.
Area of Effect: 10 cu. ft. of air / level
Component Cost: 5s+
This spell can be used to change the quality of the air. Air
can be changed into poison gas (save vs. Natural magick or
die), sleep gas, into fresh air, or more air can be created.
The area of effect is roughly equal to a 5 foot radius,
and can be increased by the same amount for every spell
Fantasy Imperium
point over 5. Gasses that are created are permanent, but will
gradually dissipate at the rate of 10 cu. ft./minute. Sleep gas
will render it’s victims unconscious for 8 hours.
This spell can also be used to create magickal gasses
when the Alchymy spell Suffumigation is used.
115
Lightning Bolt Enchant Mirror
Chapter Eleven : Elementalism
Allows the Elementalist to either cast a bolt of lightning Magickal mirrors may be created with this spell.
from his hand or from the sky at one target, which will do 5d6
of electrical damage. Tornado
Every additional spell point spent will allow the addition
Spell Points: 50c
of 1 more bolt of lightning, which can be cast at the rate of 1
bolt/second, or withheld while the Elementalist concentrates. Range: sight
If desired, the Elementalist can shoot all bolts at once. Casting Time: 5 minutes
Duration: concentration + 1 hour
Air Elemental Shape Change Area of Effect: 100’ diameter line
Spell Points: 15c Component Cost: 50£
Range: touch
Casting Time: 10 seconds Creates a storm that will have a tornado that can be
directed at the whim of the Elementalist. The tornado will
Duration: concentration +1 minute
sweep away everything in it’s path. After the Elementalist
Area of Effect: 1 person “lets go,” the tornado will go in a random direction for up to
Component Cost: 15£ 1 hour until it will dissipate. This could be dangerous…
116
Breathe Water Sheet of Ice
Allows the person touched to breathe underwater as Spreads a thick sheet of ice (1’ thick) upon the ground,
long as they concentrate, or 1 minute per spell point without making travel along the sheet hazardous. The sheet of ice
concentrating. may be used to bridge chasms, etc.
Used to waterproof one item, which will be resistant to The Elementalist may use this spell to swim through
water damage or rust. or walk on the surface of water at the speed that it would
normaly take on land.
Sense Water Other persons (or horses) may also be allowed to travel
with the Elementalist for extra spell points.
Spell Points: 5c
This spell can be combined with the spell Breathe Water,
Range: 100 yards and both can be concentrated on at once.
Casting Time: 5 seconds
Duration: concentration Transform Water
Area of Effect: self Spell Points: 5 + 1 / level
Component Cost: 5s Range: 100 feet
Casting Time: 1 minute
This spell will enable the Elementalist to locacte the
Duration: permanent
general direction, distance and quantity of water. Underground
water can be located also. Area of Effect: 1 gallon / level
Water Elementals may be located within 100 yards of the Component Cost: 5s+
Elementalist. Creatures living in or by the water may also be
located with this spell. This spell will transform one type of liquid into another.
Examples would include fresh water into salt water, wine into
ale, etc. Magickal potions thus transformed will not lose their
magickal nature.
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117
Control Water Ice Storm
Chapter Eleven : Elementalism
One body of water may be controled. Examples include This spell will totally freeze everything within 500 yards
the prevention of “sea monsters” reaching the surface; of the Elementalist.
enraging the water; creating whirlpools; “parting” water to
allow passage; bringing a flash flood (if it’s raining); etc. Tsunami
Spell Points: 50
Wall of Ice
Range: sight
Spell Points: 12
Casting Time: 1 day
Range: 100 feet
Duration: 1 wave
Casting Time: 10 seconds
Area of Effect: 1 coastline
Duration: 1 day
Component Cost: 50£
Area of Effect: 1000 sq. feet
Component Cost: 10s A tidal wave may be made to strike one entire coastline.
Creates a wall of ice 10 feet thick, with a surface area of Create Magick Cloud
1000 sq. feet. Length & height can be varied. Examples: 50’
Spell Points: 50
x 20’, 100’ x 10’, 200’ x 5’, 1000’ x 1’, 32’ x 32’, etc.
The wall will melt in 1 day’s time, unless the weather Range: sight
would permit it to remain. Casting Time: 1 day
Duration: permanent
Water Elemental Shape Change Area of Effect: 1 cloud
Spell Points: 15c Component Cost: 50£
Range: touch
Casting Time: 10 seconds This spell will create a magickal cloud that will be solid
enough to walk on. A magickal castle will also be created on
Duration: concentration +1 minute
top of the magick cloud.
Area of Effect: 1 person The cloud will travel to wherever the Elementalist desires.
Component Cost: 15£ The magickal cloud will often attract magickal creatures
such as pegasi, cloud giants, air or cloud elementals, baloon
The Elementalist may transform himself or herself into people, and other flying creatures.
a water elemental and will gain all powers associated with it
for the duration of the spell.
118
Enchantment Depression
Chapter Eleven : Enchantment
120
Understanding Luck
This spell will double the learning rate for 1 skill, and This will give a person an additional luck point.
will allow a person to raise a skill at twice the normal rate
when an experience point is spent on it. A skill development Adaptability
roll is still required however.
Spell Points: 6
Persuasion Range: unlimited
Casting Time: 1 day / hour
Spell Points: 4
Duration: 1 day
Range: unlimited
Area of Effect: 2 skills
Casting Time: 1 day / hour
Component Cost: 6s
Duration: permanent
Area of Effect: 1 person By the means of this enchantment, one skill can be
Component Cost: 4s “exchanged” for one other skill, confering all abilities at the
same skill level as the original skill.
This spell will change someone’s opinion about something,
acquiring whatever attitude the Enchanter wishes. Honor
Spell Points: 7
Seduction
Range: unlimited
Spell Points: 5
Casting Time: 1 day / hour
Range: unlimited
Duration: 1 week
Casting Time: 1 day / hour
Area of Effect: 1 person
Duration: one night
Component Cost: 7s
Area of Effect: 1 person
Component Cost: 5s The recipient of this spell will behave “honorably” for 1
month and will treat people fairly, will not lie, cheat or steal
This spell will allow a person to seduce another person (unless an honorable way to do so can be found), etc.
automatically.
The enchantress chooses both people involved, both the Love
person seduced and the recipient.
Spell Points: 9
Alternately, this spell can be used to make a person more
likely to conceive, and the enchantress can choose what the Range: unlimited
gender of the child will be. Casting Time: 1 day / hour
Duration: permanent
Area of Effect: 1 person
Component Cost: 9s
Fantasy Imperium
121
Stalemate Eldritch Magick
Chapter Eleven : Enchantment
Spell Points: 9 This kind of magick deals with the ancient powers of
Range: unlimited nature.
Casting Time: 1 day / hour
Binding
Duration: 1 contest
Area of Effect: 2 opponents Spell Points: 1
Component Cost: 9s Range: sight
Casting Time: 2 seconds
An Enchantment will be lain upon two parties (whether Duration: permanent
individuals or kingdoms), so that there are no winners or Area of Effect: 1 person
losers in any single battle, fight, or contest.
Component Cost: 1s
Changeability
One person can be “silenced” by the use of this spell,
Spell Points: 8 which binds the person into keeping a secret.
Range: unlimited
Casting Time: 1 day / hour Enchanted Writing
Duration: 1 week Spell Points: 4
Area of Effect: 1 person Range: touch
Component Cost: 8s Casting Time: 1-6 seconds+
Duration: permanent
The victim will constantly change his mind, cannot Area of Effect: 1 book
concentrate on anything for very long, & will have trouble making
Component Cost: 3s
even the simplest decisions (shall I have the mutton or pork?).
The enchantress may instantly write something with this
Tranquility
spell. If the subject matter is extensive, such as a book, then
Spell Points: 10 the enchantress must flip through every page of the book one
Range: unlimited at a time, or combine this with the spell psychic quill, which
allows instant memorization of a text. The enchantress must
Casting Time: 1 day / hour
have materials handy.
Duration: 1 day
Area of Effect: 25’ radius or 1 building Cryptograhy
Component Cost: 10s Spell Points: 6
Candle Color: white Range: touch
Casting Time: 3 seconds
This will create an area where no hostile actions, or
thoughts can exist. Furthermore, anyone spending at least Duration: permanent
1 hour within the area will lose all memory of any recent Area of Effect: 1 book
traumatic events and will be completely healed. Component Cost: 6s
Duration: as per spell will allow anyone to read the book if they recite it.
Area of Effect: 1 person The skill cryptography may also be used to decipher an
encrypted book.
Component Cost: 12s
With this spell, the Enchantress may cast one single spell at one
target, with unlimited range. The spell can only affect one target.
122
Summon Familiar Spirit Cord Magick
This spell summons a “familiar” spirit which will inhabit This enchantment creates a magickal cord that will hold
the body of a common creature or object. any spell that is cast into a knot that is tied in the rope.
This familiar spirit will be totally loyal to it’s master One charge or spell can be placed in each knot for every
(the Enchantress that summoned it), obeying all commands, foot of rope, up to a maximum of nine charges (knots).
acting as a sentry, spy, etc. When a person desires to cast one of the spells bound up,
The familiar can communicate with it’s master through then he simply unties a knot.
telepathy at a range of about 100 feet. If the knots hold different spells, then only one knot may
Only one familiar may be summoned at a time, and the be untied each day.
current familiar must die or be Dismissed before another If the knots hold duplicates of the same spell, or charges,
familiar can be summoned. then the effects of the spell are increased when more than one
To Dismiss or send away a familiar, the Enchanter must knot is untied.
roll under their Enchantment skill. Example: An Enchantress may sell knotted cords to
sailors that have winds tied up in the knots so that if the sailor
Roll Type of Animal needs a wind for his ship he just unties the knot. One knot is
1–30% None Available. untied for a light breeze, two for a strong wind and three for a
gale. Note that in order to create this particular magick cord,
The spirit inhabits a nearby object, as in
the appropriate spell (Breezes) must be known or accessible
the spell, “Phantom Possession.” Another
to the Enchantress.
familiar may be summoned.
31–60% Cat Phantom Possession
61–85% Animal chosen by Storyteller.
Spell Points: 5
86–90% Animal chosen by player.
Range: 100 feet
91–95% Unusual creature.
Casting Time: 10 minutes
96–100% Gremlin or Imp. Evil creatures that are
Duration: 1 month
difficult to control, occasionally disobeying
their master, causing trouble, etc. Area of Effect: 1 object
Component Cost: 5s
Youth
This enchantment allows a phantom or spirit to inhabit a
Spell Points: 15
nearby object (chosen randomly by the Storyteller) such as a
Range: touch broom, mirror, cauldron, crystal, etc.
Casting Time: 1 hour While phantoms do not have any physical existance,
Duration: permanent they can be used as sentries to guard an area.
Phantoms can communicate telepathically with each
Area of Effect: 1 person
other and with the Enchanter that brought them forth into the
Component Cost: 15£ world.
Phantoms can sense life within 100 feet. Phantoms can
This spell will make the person affected ten years also materialize into a visible apparition, which will cause
younger. This spell can be used to extend a person’s life. fear in anyone viewing it (pass a morale check or run away).
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123
Witch’s Bottle Enchantment
Chapter Eleven : Enchantment
Spell Points: 10 These spells primarily affect the mind and the will of
Range: unlimited their victims, but also deal with the forces of nature itself.
Casting Time: 1 day
Attention
Duration: until unearthed
Area of Effect: 1 enemy Spell Points: 1c / person
Component Cost: 10s Range: sight
Casting Time: 1 second
This spell creates a magickal bottle that after being buried Duration: concentration + 1 minute
will confer a special type of magickal protection against one Area of Effect: 1 person / level
enemy, and will tend to reflect an enemy’s hostilities back
Component Cost: 1s / level
upon them.
The bottle works best against an enemy’s intentions.
This spell will instantly draw the attention of one
Against direct melee or magick, the magick bottle is less
person / level. Those affected will be extremely “interested”
effective. In other words, the magick bottle does not make the
in the Enchantress and will be unable to concentrate on
Enchantress invulnerable, just extremely hazardous to harm.
anything else.
For example; the Enchantress’s enemy sends a group of
Note that those affected will not necessarily be attracted
knights to kill her. Something will happen to the knights, or
to the Enchantress, but will simply be interested.
their attack will be blunted in some way. Something equaly
Alternately, the spell can be used to push someone’s
harmful will happen to the Enchantress’s enemy. The local
attention away in another direction. In this case, the person’s
authorities may send someone to kill the Enchantress’s
attention will be drawn to whatever the Enchantress wishes.
enemy, etc.
Note that if the Enchantress’s Bottle is unearthed, then
the spell will be negated. Suggestion
The enemy must be known by name, or must have been Spell Points: 1 / person
seen or met in person. Range: sight
Casting Time: 3 seconds
Spirit Possession
Duration: 1 action
Spell Points: 25
Area of Effect: 1 person / level
Range: touch
Component Cost: 1s / level
Casting Time: 1 week
Duration: permanent Those affected will obey one simple suggestion which
Area of Effect: 1weapon has been stated verbally by the Enchanter.
Component Cost: 25£
Emotion
This spell forces a spirit to possess a weapon, creating an Spell Points: 1 / person
“intelligent” weapon, with it’s own desires, values, and goals. Range: sight
The spirit will be able to detect life in a 100 foot radius,
and can communicate with the person holding the weapon Casting Time: 10 seconds
telepathically. Duration: 10 minutes
In addition, the weapon so possessed will inflict trauma Area of Effect: 1 person / level
damage equal to the amount of damage normally done. For Component Cost: 1s / level
instance, a weapon that inflicts 3d6 damage will also inflict
3d6 trauma damage. The Enchanter can create an emotion in others. The
The spirit will often disagree with it’s owners desires emotion can be as strong as the Enchanter likes & can be
and can often force a person’s actions by winning a Presence
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124
Spinning & Weaving Holding
Used to create bolts of cloth quickly. Requires raw This enchantment will catch the attention of one person
materials such as wool cotton, etc. and will cause them to cease all activity while gazing at the
Enchanter, causing them to enter a deep trance. This trance
Clothesmaking cannot be broken.
The enchantment will fade within 5 minutes without
Spell Points: 2c
concentration.
Range: touch To affect several people, an additional spell point must
Casting Time: 10 seconds be spent for each additional person.
Duration: concentration
Area of Effect: 1 garment / minute
Sleep
Component Cost: 2s Spell Points: 5
Range: touch
With the proper materials such as wool, cotton, leather, Casting Time: 0 seconds
etc, clothes can be made quickly with this spell.
Duration: until broken
Armour Making Area of Effect: 1 person
Component Cost: 5s
Spell Points: 3c
Range: touch This enchantment will cause a person to enter a magickal
Casting Time: 10 seconds sleep that will last until it is “broken.”
Duration: concentration The Enchantress that created the enchantment must
choose one condition that will “break” the enchantment,
Area of Effect: 1 hauberk / minute
allowing the person to awake. This condition must be
Component Cost: 3s approved by the Storyteller.
The condition that will break this enchantment must be
Armour can be made with this spell, but the raw materials made known.
are required. While asleep, the victim is immune to the affects of
aging, disease, and will not need to eat.
Charm
Spell Points: 2 + 1 / person Calm
Range: sight Spell Points: 2 + 1 / person
Casting Time: 5 seconds Range: sight
Duration: until broken Casting Time: 5 seconds
Area of Effect: 1 person+ Duration: 1 hour
Component Cost: 2s + 1s / level Area of Effect: 1 person +
Component Cost: 2s + 1s / level
Those affected by this enchantment will always view the
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125
Forgetfulness Talespinning
Chapter Eleven : Enchantment
This enchantment will cause a person to lose his memory. This spell can be used to enthrall an audience with a
All of one day’s memory will be lost for every spell point. story. Anyone listening to the tale will be totally absorbed by
In addition, all of the person’s trauma and injuries it and will be unable to to anything but listen.
will vanish if they occured within the time that has been This enchantment lasts as long as the Enchanter keeps
forgotten. talking (concentrating).
The person will not be aware of the memory loss. Note that if the tale is good (a successful rhetoric skill
roll), those passing a Magick resistance roll may still listen.
Hypnosis
Replenishment
Spell Points: 5
Range: touch Spell Points: 9
Casting Time: 20 minutes Range: touch
Duration: 1 week Casting Time: 1 minute
Area of Effect: 1 person Duration: 1 week
Component Cost: 5s Area of Effect: 1 object
Component Cost: 9£
By using this enchantment, the Enchanter can make one
subject believe, think or do whatever the Enchanter wants, This will create an object that will continually replenish
including commiting suicide. whatever is stored inside of it. A quiver will always be full
Any number of suggestions can be made to the subject, & of arrows, a barrel of ale will not go dry, a sack of grain will
the subject can be made to forget that they were hypnotized. not run out, a backet of fruit will always be full. Although a
All suggestions will fade within a week, except a money purse or chest of coins will also replenish itself, this
suggestion to forget being hypnotized. enchantment cannot be used to multiply one’s wealth. The
This enchantment can also be used to recover the memory enchantment will remain for a week.
of incidents long past.
Induce Quest
Mists of Sleep
Spell Points: 10
Spell Points: 1 / 100 foot radius Range: hearing distance
Range: unlimited Casting Time: 1 hour
Casting Time: 2 hours Duration: until quest is fulfilled
Duration: 8 hours Area of Effect: all within hearing
Area of Effect: 100’ radius / level Component Cost: 10s
Component Cost: 1£ / level
After the Enchanter gives a rousing oratory, everyone
This enchantment causes a mist to form which will cause within hearing distance can be made to undertake a quest.
anyone within 100 feet / level to fall into a deep slumber for
8 hours.
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126
Mists of Confustion Enchanted Building
This spell will surround an area with mists that will serve This spell can be used to give a building magickal
to confuse any that go inside. Those traveling inside will properties. A spell is cast into it and the building will exhibit
become lost and will lose their way. The mists of confusion the abilities of the spells cast into it.
will protect one place. If the enchantress desires, a secret
password may be created which will allow people to travel Fortress
inside the mist without suffering any ill effects.
Spell Points: 50
Enchanted Clothes Range: 0
Casting Time: 6 days
Spell Points: 25
Duration: permanent
Range: 0
Area of Effect: 1 area
Casting Time: 1 week
Component Cost: 50£
Duration: permanent
Area of Effect: 1 clothes item This spell will magickally create a castle or other type
Component Cost: 25£ of stronghold overnight. The castle’s design can vary with
whatever landscape is it constructed on. A garrison of up to
This spell will create a magickal clothes item. It can 100 soldiers will appear with the castle and will be at the
be any type of clothes. Shoes, tunic, gloves, etc. It will be command of the Enchantress.
endowed with whatever spells are placed in it.
Castle of Dreams
Enchanted Armour
Spell Points: 50
Spell Points: 25 Range: 0
Range: 0 Casting Time: 6 days
Casting Time: 1 week Duration: permanent
Duration: permanent Area of Effect: 100 yards
Area of Effect: 1 piece of armor Component Cost: 50£
Component Cost: 25£
This spell creates a enchanted area that will appear to be
This spell will imbue a piece of armour with magickal a beautiful castle filled with very friendly people who will
properties. This spell will not give better protection, but it is give visitors anything they desire.
used to place spells on the item instead. See also the Sorcery Those entering the castle will be totally enthralled by it,
spell Transmutation. This spell can be used to enchant any and unless a Magick resistance roll is made, those inside the
piece of armour, such as a helm or hauberk. castle will remain there for the rest of their lives.
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127
Sorcery Counterspell
Bladeturn
Spell Points: 2/ level
Range: touch
Casting Time: 10 seconds
Duration: 1 hour or until used
Area of Effect: 1 attack / level
Component Cost: 2s / level
129
Charmed Armour Penetration
Chapter Eleven : Sorcery
This will give a piece of armour a higher defensive Weapons enchanted with this spell will automatically
value. For every power put into the spell, the armour value destroy all Bladeslip and Deflection spells that are used in
will increase by +1. defense, allowing a normal attack to hit an opponent.
For instance, a Mail Hauberk (steel) whose armour value For example, a person with 15 levels of Bladeturn (30
is 10 that is charmed with a 15th level spell will have a value power) & 10 levels of Deflection (20 power) who is hit with
of 25. a weapon enchanted with Penetration will lose all defensive
Each piece of armour such as a helmet, gauntlets, a spells and will be subject to being hit normally. Thereafter,
hauberk, etc. must be charmed separately. these defensive spells will be gone until they are cast again.
The armour will be charmed for one day after which it Weapons enchanted with this spell, will also slice
will return to normal. The Sorceress can increase the duration through a Shield spell or a Circle of Protection, destroying
by spending +1 power (spell point) for every extra day the protective spell. Penetration will also cut through all types
desired. of magickal defenses, including magickal armour.
For instance, the Charmed Hauberk above would last for an
extra 5 days if the spell is cast at 20th level. Safekeeping
Spell Points: 2
Deflection
Range: touch
Spell Points: 2/ level
Casting Time: 5 seconds
Range: touch
Duration: until item is retrieved
Casting Time: 10 seconds
Area of Effect: 1 object
Duration: 1 hour or until used
Component Cost: 2s
Area of Effect: 1 attack / level
Component Cost: 2s / level This spell will allow the Sorceror to protect an item from
being stolen.
This spell will prevent one missile attack from hitting the The object cannot be touched by anyone except the
person touched for every level of the spell. Sorceror.
At 12th level, for instance, six missile attacks will Only one object at at time can be so protected.
automatically miss the recipient of this spell.
However, this spell will only work against missile Magick Rope
attacks, and will not stop melee attacks.
Spell Points: 2
Range: touch
Casting Time: 1 minute
Duration: 1 day
Area of Effect: 1 rope
Component Cost: 2s
This creates a magickal rope that will tie and untie itself
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130
Short Teleportation Absorption
This spell opens up a door into another dimension through When a spell is cast at the Sorceress, this spell can be
with the Sorceress can move. It will allow the Sorceress to used to “catch” it.
move up to 100 feet in any direction. The absorption of spells is dangerous, since the Sorceress
must pay additional spell points equal to the level of the spell
Weightlessness being absorbed.
If the Sorceress fails to cast this spell correctly, add the
Spell Points: 3c
level of the spell incorrectly absorbed when rolling on the
Range: touch Spell Misfire Table.
Casting Time: instantaneous Once a spell is absorbed, it may be “held” while the
Duration: concentration + 30 seconds Sorceress concentrates and cast one time thereafter without
a spellcasting roll.
Area of Effect: 1 person
Memory of it will fade afterwards and it may not be used
Component Cost: 3s to research a spellbook.
The spell being held can be identified with a successful
Makes a person as light as a feather, so that they can fall Sorcery skill roll.
most any distance without being injured. Instead of using a held spell, it can be “discarded.”
Static spells that are present may be absorbed with this
Shatter spell by touching the area of effect. The Sorceress will not
Spell Points: 4 take damage from a static spell (a Wall of Fire for instance)
when trying to absorb it.
Range: sight Magick items cannot be affected with this spell.
Casting Time: 2 seconds If the Sorceress wishes to “catch” a spell that is being
Duration: permanent cast at someone else, then a successful Sorcery skill roll must
Area of Effect: 1 object be made, and if it fails, the Absorption spell is wasted.
Component Cost: 4s
Closing
Completely shatters one object, such as a window, glass, Spell Points: 5
sword, wagon wheel, jar, door, etc. Range: sight
Magick items are given a Magick resistance roll equal to Casting Time: 10 seconds
95%. Magick items that have been shattered are destroyed.
Duration: permanent
Spider Movement Area of Effect: 1 door
Component Cost: 5s
Spell Points: 4c
Range: touch Magickally closes a door, chest, portal, or object so
Casting Time: 10 seconds that it cannot be opened by any means except destruction.
Duration: concentration A password is made for the door so that it can be used. This
Area of Effect: 1 person spell can also be used to seal scroll cases, packs, etc.
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Component Cost: 4s
131
Convert Opening
Chapter Eleven : Sorcery
This is a minor transformation spell allowing the Magickally opens a door, chest, portal, or object. An
Sorceror to convert one small object into another object for a opening spell is used to open magickally sealed doors, etc, &
new or different use or funciton. Changes cannot be radical. can be used to force open a locked or barred door, portal,
A few examples would include a broom handle changed into gateway, chest, etc.
a sword; a rock into a bottle of wine; sand into water, etc.
Container
Entangle
Spell Points: 5
Spell Points: 5 + 1 / person Range: touch
Range: 100 feet Casting Time: 5 seconds
Casting Time: 2 seconds Duration: 1 week
Duration: permanent Area of Effect: 1 small container
Area of Effect: 1 person + Component Cost: 5s
Component Cost: 5s+
When cast upon a small container, such as a pouch or
Creates a magickal force designed to immobilize one bag, this spell will create an extra–dimensional space that is
person. Another person can be affected for each additonal 10 cubic feet in size.
spell point. Anything may be kept inside this magickal container, as
The form can be anything desired such as a web, iron long as it “fits” inside.
bonds, ropes, etc. If the Sorceror desires, a “password” may be required to
Those entangled may break free by rolling under one– open the container.
half of their strength. After one week, the extra–dimensional space will not
be accessible, and anything placed therin will be lost. The
Levitation only way to recover the contents of an expired container is
to cast the cdontainer spell again while specifying the same
Spell Points: 5c
“password.”
Range: touch If a permanent container is desired, Runes of Permanency
Casting Time: 10 seconds must be used (see Talismanic Magick).
Duration: concentration + 1 minute
Area of Effect: 1 person
Supress
Component Cost: 5s Spell Points: 5c
Range: sight
Allows a person to levitate himself while concentrating, Casting Time: 10 seconds
and for 1 minute thereafter.
Duration: concentration + 1 minute
No movement other than up & down is possible.
Area of Effect: 1 active spell
Component Cost: 5s
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132
Weapon Charm The final size class of the target will also change the
One person, creature or object may be enlarged or shrunk Lighter Weight will halve the weight of an object.
with this spell. Other effects are possible and should be approved by the
Persons or objects may be enlarged or shrunk by one size Storyteller.
category from their present size. Only one main effect can be applied to an object at a
The final size class of the target will affect how to modify time. Lighter weight & resilience would require two spells
the Injury Table. (see Chapter 20: Monsters) for instance.
133
Dispel Magick Shield
Chapter Eleven : Sorcery
This spell will neutralize one spell, or will destroy one Creates a magickal barrier through which nothing can
magick item. pass without a command word that the Sorceress specifies.
Magick items with Runes of Permanency will not Length & height can be varied. Examples would be 50’ x
explode, although they will recieve a Magick resistance roll 20’, 100’ x 10’, 200’ x 5’, 32’ x 32’, etc.
equal to 95%. If a magick item makes it’s Magick resistance
roll, then it will be supressed (neutralised) for 2–12 days. Transformation
Spell Points: 10
Portable Room
Range: sight
Spell Points: 10
Casting Time: 5 seconds
Range: touch
Duration: until negated
Casting Time: 5 minutes
Area of Effect: 1 person or object
Duration: 1 month
Component Cost: 10s
Area of Effect: 1 object
Component Cost: 10s With this spell, the Sorceror can change one kind of thing
into another. The change can be radically different.
When this spell is cast upon an object or upon the For example, a person could be turned into a toad, a
surface of the floor, wall, carpet, curtain, etc., then an extra– bridge could be changed into a tree, a rock into a chariot, a
dimensional room, 1000 sq. ft. in size, is created. loaf of bread into a horse, a person into water, etc.
The room can contain anything the Sorceror desires, Those changed will gain all of the abilities of the new form.
including people. The change will last until a condition that the Sorceror
If the Sorceror desires, a “password” may be required to specifies occurs. The condition must be approved by the
open the room. Storyteller. An example would be a toad that must be kissed
After one month’s time, the room, along with its contents by a princess to change back into a human.
will vanish forever. Anyone within the room will die within a Change into a supernatural being such as an Angel, is
week unless the room is recovered, or if they have a means of impossible.
surviving (although it is not necessary to create air to breath,
provisions are needed). Speed
The only way to recover the contents of an “expired”
Spell Points: 12
room is to cast another spell again while specifying the same
“password.” Range: touch
If a permanent container is desired, Runes of Permanency Casting Time: 5 seconds
must be used (see Talismanic Magick). Duration: 1 minute
Area of Effect: 1 person
Component Cost: 12s
134
Reflection Call Dragon
This spell will reflect hostile spells back at the opposing This spell will summon the spirit of a dragon that will destroy
spellcaster. or drive away the adversaries of the Sorceror for an entire day.
The spirit dragon will appear as a misty serpent that will
Enchant Staff accompany the mystic. See Spirit Dragon in chapter 20.
Spell Points: 25 Timefire
Range: touch
Spell Points: 25
Casting Time: 1 day
Range: sight
Duration: until discharged
Casting Time: 5 seconds
Area of Effect: 1 staff
Duration: instantaneous
Component Cost: 25£
Area of Effect: 1 person
A Sorceror can make a magick staff with this spell. Component Cost: 25s
Shapechange Will age the victim 100 years. Unless a shock roll is
passed, the victim will die.
Spell Points: 25
Range: sight Timestop
Casting Time: 5 seconds Spell Points: 50
Duration: 1 day Range: unlimited
Area of Effect: 1 person Casting Time: 5 seconds
Component Cost: 25s Duration: 5 minutes
Area of Effect: 1 person
Similar to a Transformation spell, but this spell allows
the person affected to change form as often & as many times Component Cost: 50s
as desired, for one day.
This spell stops time for the Sorceress, allowing her to do
anything for up to 5 minutes while the world is frozen in time.
Teleportation
Spell Points: 25 Disintegration
Range: unlimited Spell Points: 50
Casting Time: 3 seconds Range: sight
Duration: instantaneous Casting Time: 5 seconds
Area of Effect: 1 person Duration: permanent
Component Cost: 25s Area of Effect: 1 personor object
Component Cost: 50s
The Sorceror can magickally teleport himself to any
Fantasy Imperium
location that he has been to by first concentrating on it. The Sorceror can totally destroy one person, creature, or
Places that are pictured or described can be teleported to object with this spell.
but this is dangerous: Double the chance of spell failure. Magick items, dragons, castle towers, etc. can be
disintegrated.
Magick items have a Magick resistance roll of 50%. Inanimate
objects (a wall for instance) have a Magick resistance roll of 10%.
135
Chapter 12
Chapter 12: Extrasensory Magick Fortunetelling
as a card game, they were not used for divination until the
18th century.
137
Explanation of Spell Failures
Chapter Twelve : Extrasensory Magick
138
Mysticism Remove Curse
Chapter Twelve : Mysticism
140
Animate Tree
141
Create Food & Drink Sensory Restoration
Chapter Twelve : Mysticism
This spell allows the Mystic to create enough food & This spell will bring back any sense that has been lost
drink to sustain one person for one day. for each spell point such as sight, hearing, etc.
above 4, five additional people can be fed.
Bind Faerie
Free Will
Spell Points: 9
Spell Points: 5 Range: sight
Range: sight Casting Time: 1 round
Casting Time: 5 minutes Duration: one task
Duration: permanent Area of Effect: one faerie creature
Area of Effect: 1 person Component Cost: 9s
Component Cost: 5s
One faerie can be bound to the mystic’s will with this spell.
This spell allows the Mystic to diospel any form of The faerie will perform one task after which it will depart.
magickal control from various enchantments affecting any
single victim of such a spell. Awe
Spell Points: 10c
Resist Cold
Range: self
Spell Points: 5 + 1 / person
Casting Time: 5 seconds
Range: touch
Duration: concentration + 1 minute
Casting Time: 5 seconds
Area of Effect: self
Duration: 8 hours
Component Cost: 10 s
Area of Effect: 1 person / level
Component Cost: 5s+ After casting this spell, the Mystic will be surrounded by a
bright, spiritual light that will prevent anyone from harming him.
Those affected with this spell will become imperfious Those that pass their Magick resistance roll will still
to cold (frostbite) & will only take half damage from hesitate for 1-6 rounds before attempting to go near the
exceptionally freezing elements, such as magick. Mystic.
Allows the Mystic to cure any form of mental illness, Summons a large swarm of nasty, biting insects that will
except that which is brought on by an evil virtue. inflict 1d6 damage every second they are in contact with
those in the area affected. They go right through armour.
142
Warding Enchanted Path
Allows the mystic to become immune to all harm from one With this spell, the Mystic is able to create an enchanted
discipline of magick or one type of weapon (i.e. maces, halberds, path covered with flower petals that will keep anyone traveling
or swords) for 1 hour. This spell will not grant immunity from along it safe from any kind of harm.
broad classes of material that would cause damage (i.e. iron Only the Mystic & her companions can travel along the
weapons). path. Strangers will not be able to use it.
This spell will summon one kind of enchanted woodland This spell will create an enchanted area in a grove oftrees
creature, such as a Pegasus, Centaur, Pixie, Unicorn, etc., that will keep anyone within it safe from harm as long as they
which will be friendly towards the Mystic and will accompany remain inside.
her for one day. The Sacred Grove will be bordered by a thick wall of
thorny brambles that cannot be passed.
Oath Only those persons that the Mystic allows can go inside.
Others will be blocked by the thorny wall.
Spell Points: 15
The Sacred Grove is nearly impossible to find by those
Range: touch who would seek to destroy it.
Casting Time: 5 seconds
Duration: until oat is satisfied or broken
Area of Effect: 1 person
Component Cost: 15s
143
Slayer Animate Forest
Chapter Twelve : Mysticism
Mystical Garden
Spell Points: 25
Range: sight
Casting Time: 1 hour
Duration: 1 month
Area of Effect: 100 yards in diameter
Component Cost: 25s
144
Psychic Empathy
Chapter Twelve : Psychic
Spell Points: 2c
Psychics are those individuals that were born with or
have developed extra sensory perception. Range: sight
Casting Time: 2 seconds
Sensing Duration: concentration
While most of these powers are defensive in nature, Area of Effect: 1 person or creature
some mental powers are very useful. Component Cost: 2s
Personal Power The Psychic can sense what one person or creature is
feeling. This will last as long as the psychic concentrates.
Spell Points: 1
Range: self Inquiry
Casting Time: 2 seconds
Spell Points: 2
Duration: permanent
Range: sight
Area of Effect: self
Casting Time: 1 second
Component Cost: 1s
Duration: instantaneous
A psychic can instantly convert his hits into power for Area of Effect: 1 person
use in spells at the rate of 1 power for every 5 hits. Component Cost: 2s
For instance, a psychic casts this spell, and then converts
50 of his hits into 10 power. Since the spell cost 1, the net With this spell, the Psychic can mentally ask one person,
gain will be +9 power. who is unaware of the mental probing, one question which
must be truthfully answered.
Concentration
Spell Points: 2c / spell Staunch Bleeding
Range: unlimited Spell Points: 2
Casting Time: 1 second / spell Range: sight
Duration: concentration Casting Time: 1-6 seconds
Area of Effect: 1 spell / level Duration: 1 scene
Component Cost: 2s / level Area of Effect: 1 injured person
Component Cost: 2s
A spellcaster can only concentrate on one spell at a time.
Most spells will not last long after the spellcaster stops The psychic can stop all bleeding in a person with this spell.
concentrating.
With this spell, the Psychic is able to use several spells Enhanced Acrobatics
at once. The Phschic will be able to maintain several spells
through an enhanced sense of concentration at once. Only Spell Points: 3c
those spells that require concentration to maintain can be Range: 0
used with this spell. Casting Time: 1 second
For every 2 spell points, 1 more spell can be used with Duration: concentration + 1 minute
other spells.
Area of Effect: self
Component Cost: 3s
146
Psychic Quill Enhanced Abilities
After a psychic flips through the pages of a book, he will The Psychic is able to go into a trance that will allow him to
be able to memorize it and at a later time, he can write it out acquire full knowledge and abilities associated with one skill.
from memory. For 5 power, the person will be able to acquire a skill
If instant writing is desired, then the enchantement spell at 50%. In addition, for every 2 spell points spent by the
enchanted writing may be used. Psychic, add +10% to the skill.
Allows the Psychic to anticipate what another person The Psychic is able to read the target’s surface thoughts.
will do in the near future. No questions may be asked however.
In combat, the Psychic will be able to anticipate what his
opponents are likely to do. Therefore add +10% to all combat Resist Fatigue
abilities.
Spell Points: 5
Sense Danger Range: 0
Casting Time: 1 minute
Spell Points: 4
Duration: 1 hour
Range: 0
Area of Effect: self
Casting Time: 5 seconds
Component Cost: 5s
Duration: 1 hour
Area of Effect: self The Psychic will only take half normal fatigue for the
Component Cost: 4s duration of this spell, including fatigue accumulated through
spellcasting.
The Psychic can sense imminent danger with this spell,
which will last 1 hour. Resist Hunger & Thirst
Spell Points: 6
Range: 0
Casting Time: 5 minutes
Duration: 1 day
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With this spell, the Psychic does not have to eat or drink
anything for one day. This spell can be used for one month.
147
Transcend Pain Life After Death
Chapter Twelve : Psychic
The Psychic will not have to make any stun rolls, and all If this spell is cast before a person dies, they will leave a
damage sustained will be at one level less severity, although psychic imprint of their mind in the area. The person’s mind
the amount of hit points lost will remain the same. can travel as desired.
This spell can also be used to bring another person out of If a psychic is nearby, they can communicate with the
shock. person’s mind with a skill roll.
If the dead person has skill as a psychic, they may
Telepathy continue to cast psychic spells from this area. The psychic
must have known the spells before dying however. A psychic’s
Spell Points: 10c
power will recover at the rate of 1 point every hour. A psychic
Range: sight can even regenerate himself from his psychic imprint (see
Casting Time: 5 seconds regeneration).
Duration: concentration
Area of Effect: 1 person or creature
Drain Artifact
Component Cost: 10s Spell Points: 15
Range: touch
The Psychic can read the target’s mind, and can mentally Casting Time: 6 seconds
communicate.
Duration: permanent
Astral Projection Area of Effect: 1 artifact
Component Cost: 15s
Spell Points: 12
Range: – The psychic can drain a magickal artifact of it’s powers
Casting Time: 1 hour with this spell. The psychic will gain +25 power (for a net
Duration: up to 8 hours gain of +10 power) after draining an item.
The power gain is only temporary, and it will not increase
Area of Effect: self
the psychic’s total power.
Component Cost: 12s Magickal items that are temporary (those with charges),
such as potions, etc. will be drained permanently.
This spell will enable the Psychic to travel in astral form, Semi-permanent items will lose all power except 1 point,
leaving his body behind. Travel is instantaneous while in and will then begin to recharge. Permanent artifacts will lose
astral form. their magickal ability for a day.
While traveling, the spirit is connected to his body by a This is a dangerous spell to cast. Treat it as a spell of 25
silver cord. If this cord is cut, then the person will not be able power for casting purposes (–25%) and if failure occurs, all of
to get back into his body and will die. the psychic’s power will be lost, although it can be recovered
While the person is away, his body can be possessed by normally.
spirits, demons, etc., unless it is protected by a Watcher.
A Watcher is a spiritual being that can be summoned
with a summoning spell to protect the person’s body while he
is away.
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148
Phase Shift Hold On
This spell will allow a psychic to step into the astral This will permit the subject of the spell to resist any
world temporarily. He may travel as long as he concentrates, adverse effects, such as death, poison, interrogation, etc. for
but he will not be aware of the physical world and could as long as the psychic concentrates. The person’s name or
return in the wrong place… appearance must be known for this spell to work. Combat
damage cannot be avoided with this spell.
Regeneration
Spell Points: 20c Psychic Warfare
Range: sight These spells are used in psychic warfare. Most result in
putting a person to sleep, but some are more deadly.
Casting Time: 5 seconds
Duration: concentration
Psychic Combat
Area of Effect: 1 person
Spell Points: 1c+
Component Cost: 13s
Range: sight
As long as the psychic concentrates, the person will Casting Time: instant
regenerate wounds, injuries and diseases. Duration: concentration
A person can be brought back to life with this spell, but Area of Effect: 1 person
they must have died recently or their mental imprint must
Component Cost: 1s
remain.
A form of mental wrestling, this spell is used to fight
Death Trance
other psychics.
Spell Points: 25c There are two parts to psychic combat.
Range: 0 The first part is occurs after the psychic spends 1 power
and succeeds his spellcasting roll.
Casting Time: 5 minutes
He will then know if his opponent is a psychic and also
Duration: up to 10 days if he has this spell.
Area of Effect: self The second part is the psychic combat itself, which can
Component Cost: 25s take several rounds.
Psychics with this spell can choose to use it by instantly
The Psychic can place himself in a trance where all his making a spellcasting roll and spending 1 power.
body functions wll cease and for all intents and purposes, he Every round thereafter, each psychic chooses how many
will be dead. power points to put into the psychic combat.
The highest number chosen by the two psychics is how
many power they must both use. Both psychics must then
make a spellcasting roll at the higher level.
If one or both fail their roll, they will suffer the effects of
spell failure. If only one fails, he will also be put to sleep in
addition to the spell failure results.
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each power level). Directed Will
Chapter Twelve : Psychic
Area of Effect: permanent dreaming, he will die. This is often the only way to affect an
Component Cost: 2s evil spirit or demon that is terrorizing the psychic.
The dream weapon can be used by anyone desired, but
This spell will repair a psychic leak caused by a burnout after one night’s sleep, it will cease to work.
spell in a person.
150
Spoonbender Psychic Leech
Metal objects such as spoons (or swords) can be bent each The psychic can drain 1 power from a person every round
round with this spell. One object can be bent each round and with this spell. He will also recieve psychic impressions and
the spell lasts as long as the psychic concentrates. scattered memories of the person being drained.
The victim will not be aware of this attack unless he
Dream Armour makes a presence check.
Spell Points: 7
Psychic Parasites
Range: self
Spell Points: 11c
Casting Time: 5 minutes
Range: sight
Duration: 1 night
Casting Time: 5 seconds
Area of Effect: self
Duration: 1-6 nights
Component Cost: 7s
Area of Effect: 1 person
Before going to sleep, the psychic may prepare himself Component Cost: 11s
for dream warfare and create psychic armour that will work
against all attacks while asleep. The armour provides 20 After looking at another person, the psychic can infect
points of defense against all types of attacks while asleep. them with psychic parasites that will eat 3d6 of the target’s
spirit each night while they are asleep for 1-6 nights.
Invade Dream The psychic must know name of the target for this to
work. If the spellcasting roll fails, the psychic will be infected
Spell Points: 8
himself for 1-6 nights in addition to any other spell failure
Range: self results.
Casting Time: 10 minutes
Duration: 1 dream Dream Transformation
Area of Effect: self Spell Points: 12
Component Cost: 8s Range: self
Casting Time: 10 minutes
The psychic can invade another person’s dream and can
Duration: 1 night
communicate with the person, whose appearance or name
must be known for this spell to work. Area of Effect: self
Component Cost: 12s
151
Psychic Vampire Burnout
Chapter Twelve : Psychic
This will allow the psychic to drain the spirit from This spell will force it’s victim to automatically burnout
another person, who will not be aware of it, and add it to his (and die) on their next spellcasting roll because of a psychic leak
spirit score. in their power. The psychic leak will fade within 1-6 days.
After the spell has been cast, there will be a link between
the two people that will allow the psychic to drain 3d6 spirit Twist of Fantasy
every day, for as long as the psychic desires, until the person’s
Spell Points: 25
spirit dies or until the link is broken. The psychic must be
nearby his victim for it to work. Range: sight
The link will be broken when the victim has been made Casting Time: 2 seconds
aware of the psychic vampire. Every day the victim may make Duration: 1 day +
an awareness roll at one quarter ability to become aware of
Area of Effect: 1 person
the psychic vampire.
For instance, Giselle is draining Arthur’s spirit through a Component Cost: 25s
psychic vampire link. Arthur only gets one Magick resistance
roll when the spell is cast. Every day Giselle rolls 3d6 and This spell will force a person into a fantasy dreamworld
then adds this number of points from Arthur’s spirit to her where they cannot return from. If awake when the spell is
own. cast, a person will instantly fall asleep.
Every day Arthur will recover 1d6 spirit, and he will also They will effectively be in a coma, until they make their
get a chance to notice the psychic vampire. If his awareness Magick resistance roll, which is made every night.
is 84%, his chance to notice something is 21% (84/4). When
he notices it, the link will be broken. Body Theft
Spell Points: 50
Mental Transference
Range: touch
Spell Points: 15 Casting Time: 3 seconds
Range: touch Duration: permanent
Casting Time: 3 seconds Area of Effect: 2 people
Duration: 1 day Component Cost: 50s
Area of Effect: 2 people
Component Cost: 15s The psychic can use this spell to steal another person’s
body, swapping minds in the process. The transference is
The psychic can use this spell to swap minds with another permanent unless another spell is cast.
person, and they will swap bodies. Some evil psychics use this spell to continue their
The person can resist with a Magick resistance roll, but existence after they have grown old.
the transference is only temporary, lasting 1 day.
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Seer Guess
Chapter Twelve : Seer
Spell Points: 2
Seers are those who are adept at divination, scrying,
fortune telling, and other methods of discovery. Many are Range: –
called Oracles or Prophets. Casting Time: 1 minute
Duration: instantaneous
Prophecy Area of Effect: one choice
These spells deal with the Seer’s ability to prophecise and Component Cost: 2s
tell the future.
This spell will indicate the probable best course of action
Divine Truth to take regarding a situation.
Spell Points: 1
Enlightenment
Range: –
Casting Time: 1 second Spell Points: 3
Duration: instantaneous Range: –
Area of Effect: one subject Casting Time: 1 minute
Component Cost: 1s Duration: instantaneous
Area of Effect: one subject
This spell will uncover one truth about a subject. The Component Cost: 3s
Seer may ask one yes or no question about a subject.
This spell can be used to discover the truth of any matter,
Premonition if hidden. It will show what is going on, the nature of those
involved (but not any identities), and their motives.
Spell Points: 1
Range: sight Fortell
Casting Time: 10 seconds
Spell Points: 4
Duration: instantaneous
Range: sight
Area of Effect: one premonition
Casting Time: 1 minute
Component Cost: 1s
Duration: instantaneous
By means of this spell, the Seer will have a brief vision Area of Effect: 1 person
of one hazardous event in the subject’s life. It cannot be Component Cost: 5s
avoided, but can possibly be changed.
This spell allows the Seer to fortell what will occur in the
Sense History person’s future.
Also, one fate can be predicted. Fate still cannot be
Spell Points: 1c
avoided, only fortold.
Range: sight
Casting Time: 3 seconds Discovery
Duration: concentration Spell Points: 5
Area of Effect: 1 person Range: –
Component Cost: 1s Casting Time: 1 minute
Duration: instantaneous
The personal history of a person can be seen and
experienced as long as the seer concentrates. Area of Effect: one subject
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Component Cost: 5s
This spell will allow the Seer to ask one question about a
subject.
154
Omen Vision
An omen will determine whether or not a future This spell is used to gain a vision about one subject, and
endeavor, such as an adventure, battle, marriage, etc. will be will show the Seer past events in regard to the subject, current
successful. events, and what is likely to occur in the future.
If the Seer is personaly involved in the subject, then this
Dream spell may show his fate, which may be shocking. If so, the
Seer must make a Shock roll or go into a catatonic state for
Spell Points: 10
1–6 hours after the vision fades.
Range: –
Casting Time: 1 night’s sleep Prophecise
Duration: instantaneous Spell Points: 20
Area of Effect: one dream Range: sight
Component Cost: 10s Casting Time: 10 minutes
Duration: instantaneous
Before going to sleep, the Seer can cast this spell to create
a dream which will answer his questions about a problem. Area of Effect: one person
Upon arising, the Seer may ask the Storyteller 25 yes or Component Cost: 20s
no questions about a subject.
All of one person’s fate can be divined using this spell.
Uncover Evil The events that fate will bring about are seen in a vision.
Fate points that have not been accumulated through the
Spell Points: 12
use of magick will not be forseen.
Range: unlimited
Casting Time: 5 minutes Holy Decree
Duration: instantaneous Spell Points: 25
Area of Effect: one person Range: hearing distance
Component Cost: 12s Casting Time: 5 seconds
Duration: permanent
This spell is used to uncover any hidden evil influence in
an area. The Seer will ghain an image of the person, spirit or Area of Effect: one person
power that is directing teh evil influence that is affecting the Component Cost: 25£
situation.
After the Prophet or Seer pronounces this decree, the
person affected will have all of his fate occur within 1 month,
and will then die.
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True Identity Psychometry
Chapter Twelve : Seer
The true name of an individual may be needed in order This spell will enable the Seer to divine facts about
to cast certain spells. an object or it’s owner through contact with the object.
This spell will give the Seer the true name of one person. Information that could be learned would include an item’s
Supernatural beings or creatures will know of the Seer cultural & historical significance, how it was made, why
when this spell is cast regarding them, but their true name it was made, and when it was made. A visual image of it’s
will still be discovered. owner along with his temperament would also be learned.
This spell will grant total omniscience to the Seer, who Nearby traps can be sensed with this spell, although the
will possess complete knowledge of everything for up to ability to disarm the trap will not be conveyed.
six days. The Seer may ask the Storyteller anything he likes
about anything. Locate
After the spell fades, add 25% to the Seer’s Intuition,
Spell Points: 3
Reasoning, Awareness, & Presence and subtract 50% from
the Seer’s Ego. Range: unlimited
In addition, the Seer must pass a Shock roll or become Casting Time: 5 seconds
permanently catatonic, totally withdrawing from the world. Duration: instantaneous
Area of Effect: one person or object
The Second Sight Component Cost: 3s
These spells allow the seer to discover more about their
surroundings. One person or object can be located with this spell.
Either the general direction and distance will be
Sense Magick discovered, or a brief vision of the location will be seen.
Spell Points: 1c
Identify
Range: sight
Casting Time: 5 seconds Spell Points: 4
Duration: concentration Range: sight
Area of Effect: anything viewed Casting Time: 1 minute
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Clairsentience Clairaudience
This spell is used to locate the presence of sentient beings Conversations taking place at one place within 100 yards
nearby, whose location may be hidden. can be eavesdropped on with this spell.
The Seer cannot move the location once chosen and
Decipher cannot follow people who leave the area.
Spell Points: 5c
Analyze Spell
Range: sight
Spell Points: 10
Casting Time: 5 minutes
Range: sight
Duration: concentration
Casting Time: 10 seconds
Area of Effect: one inscription
Duration: instantaneous
Component Cost: 5s
Area of Effect: one active spell
Inscriptions can be deciphered with this spell. Component Cost: 10s
Nightvision The Seer can look at an active spell and discover what
kind of spell it is, and it’s power.
Spell Points: 5c
When used in spell research, the Seer does not have to
Range: touch roll on the Spell Misfire Table after failing a research roll.
Casting Time: 5 seconds
Duration: concentration + 1 minute Message
Area of Effect: one person Spell Points: 10c
Component Cost: 5s Range: unlimited
Casting Time: 5 minutes
The person touched will be able to see at night or in
Duration: concentration
darkness as if it were brightly lit by daylight.
Area of Effect: 1 message to 1 person
True Sight Component Cost: 10s
Spell Points: 6c
When this spell is cast, the Seer can send a message to
Range: sight one person, who will receive it while looking at a fire, pool of
Casting Time: 5 seconds water, mirror, or any other plain surface.
Duration: concentration + 1 minute The person receiving the message can communicate with
the Seer by also casting a Message spell. This would allow
Area of Effect: everything in sight
both spellcasters to communicate with each other as long as
Component Cost: 6s they both concentrate.
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Clairvoyance Decipher Spell Invocation
Chapter Twelve : Seer
The Seer gains a brief mental image of one location that By using this spell, the Seer can discover how a particular
is known of, along with what is currently occuring there. spell was cast, and can then learn it.
It will be as though the Seer wrote a copy of the spellbook.
Scrying
Scrying Stone
Spell Points: 15c
Range: unlimited Spell Points: 25
Casting Time: 1 minute Range: touch
Duration: concentration Casting Time: 1 week
Area of Effect: one person or place Duration: permanent
Component Cost: 25s Area of Effect: one crystal ball
Component Cost: 25£
Faraway persons or places can be spied on with this spell.
The Seer will be able to see & hear what is going on, and can This spell is used to create a scrying stone. This is a
look anywhere she pleases, as long as she concentrates. crystal ball with a permanent scrying spell placed on it.
If the Seer scrys a location where there is another person The seer can also put other spells into the stone. All that
who is using this spell at the same time, their gazes will meet. is necessary is that the seer cast the other spells that she wants
If this occurs, then they may communicate with each other. to use onto the stone while it is being created.
Magick may also be used against the other spellcaster,
who can also use magick against the Seer. Any spell whose
range is “sight” can be used.
Decipher Riddles
Spell Points: 25
Range: –
Casting Time: 10 seconds
Duration: instantaneous
Area of Effect: one riddle
Component Cost: 25s
158
Talismanic Amulets
Chapter Twelve : Talismanic
160
Amulet vs Elementals Amulet vs Fallen Angels
Elementals will not harm the wearer of this charm. Demons & Devils will not harm the wearer of this amulet,
but may seek to do so at a later time…
Amulet vs Enslavement
Amulet vs Ghosts & Spirits
Spell Points: 10
Range: touch Spell Points: 20
Casting Time: 1 minute Range: touch
Duration: until discharged Casting Time: 1 minute
Area of Effect: 1 scene Duration: until discharged
Component Cost: 1s Area of Effect: 1 scene
Component Cost: 1s
Prevents others from dominating or enslaving the person.
Prevents those from the spirit world, such as ghosts,
Amulet vs Evil spectres, wraiths, ghouls, etc. from harming the carrier.
Spell Points: 20
Amulet vs Hexes & Curses
Range: touch
Spell Points: 13
Casting Time: 1 minute
Range: touch
Duration: until discharged
Casting Time: 1 minute
Area of Effect: 1 scene
Duration: until discharged
Component Cost: 1s
Area of Effect: 1 scene
Evil will not harm the carrier of this charm. Component Cost: 1s
Amulet vs Faerie Folk Black Magick will not affect those possessing this
amulet.
Spell Points: 5
Range: touch Amulet vs Imprisonment
Casting Time: 1 minute
Spell Points: 10
Duration: until discharged
Range: touch
Area of Effect: 1 scene
Casting Time: 1 minute
Component Cost: 1s
Duration: until discharged
Faeries will not harm those wearing this token. Area of Effect: 1 scene
Component Cost: s
161
Amulet vs Magick Amulet vs Ruin
Chapter Twelve : Talismanic
This amulet will prevent one spell from affecting it’s Prevents the holder’s life from falling apart for a while.
owner.
The amulet will only protect the wearer against one Amulet vs Sickness
discipline of magick & separate charms must be made for
Spell Points: 4
each.
Range: touch
Amulet vs Nightmares Casting Time: 1 minute
Spell Points: 4 Duration: until discharged
Range: touch Area of Effect: 1 scene
Casting Time: 1 minute Component Cost: 1s
Duration: until discharged
Sickness & disease will not affect those wearing this
Area of Effect: 1 scene amulet.
Component Cost: 1s
Amulet vs Thieves
Those with this charm will have pleasant dreams.
Spell Points: 3
Amulet vs Poisons Range: touch
Casting Time: 1 minute
Spell Points: 5
Duration: until discharged
Range: touch
Area of Effect: 1 scene
Casting Time: 1 minute
Component Cost: 1s
Duration: until discharged
Area of Effect: 1 scene The wearer will not be assailed by thieves.
Component Cost: 1s
Amulet vs Toads
Poisons will not affect those wearing this amulet.
Spell Points: 1
Amulet vs Possession Range: touch
Casting Time: 1 minute
Spell Points: 15
Duration: until discharged
Range: touch
Area of Effect: 1 scene
Casting Time: 1 minute
Component Cost: 1s
Duration: until discharged
Area of Effect: 1 scene Toads will not venture to harm the wearer of this
Component Cost: 1s amulet…
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Amulet vs Warewolves Talisman of Friendship
Warewolves will find the wearer of this amulet This talisman is used to acquire new friends.
unpalatable.
Talisman of Good Fortune
Amulet vs Spell Failure
Spell Points: 2
Spell Points: 25 Range: touch
Range: touch Casting Time: 1 minute
Casting Time: 1 minute Duration: until discharged
Duration: until discharged Area of Effect: 1 scene
Area of Effect: 1 failed spell Component Cost: 2s
Component Cost: 25£
This will give the owner one luck point.
This amulet will prevent the negative effects from failing
one spellcasting roll. Talisman of Happiness
When a person wearing this amulet fails a spellcasting
Spell Points: 15
roll, the amulet will discharge and then the spellcaster will
not have any adverse effects from failing to cast the spell Range: touch
correctly. Casting Time: 1 minute
He will not roll for power loss or for additional effects. Duration: until discharged
The spell that was attempted will still not work this round.
Area of Effect: 1 scene
Component Cost: 15s
Talismans
An object worn or carried to attract a specific influence. Those with this talisman will the given the opportunity
Emphasis: What we desire. to acquire true happiness.
Those wearing this talisman will not have to take a The wearer of this charm will enjoy good health.
morale check duing one scene.
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Talisman of Honor Taliman of Power
Chapter Twelve : Talismanic
The wearer of this talisman will be treated honorably. This talisman holds spell points that can be used when
casting spells. The talisman will hold one spell point for
Talisman of Love every 2 levels invested in the charm. A 10th level talisman
for instance, will hold 5 spell points.
Spell Points: 10
Range: touch Talisman of Seduction
Casting Time: 1 minute
Spell Points: 5
Duration: until discharged
Range: touch
Area of Effect: 1 scene
Casting Time: 1 minute
Component Cost: 10s
Duration: until discharged
A charm to acquire the love of your life. Area of Effect: 1 scene
Component Cost: 5s
Talisman of Money
This charm can be used to seduce one person.
Spell Points: 2
Range: touch Talisman of Wealth
Casting Time: 1 minute
Spell Points: 10
Duration: until discharged
Range: touch
Area of Effect: 1 scene
Casting Time: 1 minute
Component Cost: 2s
Duration: until discharged
The wearer of this talisman will have money when needed. Area of Effect: 1 scene
Component Cost: 10s
Talisman of Pleasant Dreams
The wearer of this talisman will have a shot at acquiring
Spell Points: 1
great wealth.
Range: touch
Casting Time: 1 minute Talisman of Life
Duration: until discharged Spell Points: 25
Area of Effect: 1 scene Range: touch
Component Cost: 1s Casting Time: 1 hour
Duration: until discharged
Pleasant dreams will be given to the owner of this
talisman. Area of Effect: 1 person
Component Cost: 25£
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Rune Magick Rune Breaking
165
Runes of Permanency
Chapter Twelve : Talismanic
Spell Points: 25
Range: touch
Casting Time: 1 day
Duration: permanent
Area of Effect: 1 magick item
Component Cost: 25£
166
Chapter 13
Chapter 13: Black Magick as the spell “Transmogrify.”
Chapter Thirteen : Black Magick
168
The Black Arts Hex
169
Misfortune Curse of the Vain
Chapter Thirteen : Black Magick
The victim will suffer a misfortune, such as the death of The victim will become wither extremely beautiful or
a relative, etc. hideously ugly (choose).
The victim’s Attractiveness will be raised or lowered to
Vermin either 100% or 1%.
Spell Points: 3
The Evil Eye
Range: sight
Spell Points: 5
Casting Time: 2 seconds
Range: sight
Duration: 1-6 months
Casting Time: 1 seconds
Area of Effect: 1 person
Duration: permanent
Component Cost: 3s
Area of Effect: 1 person
Vermin such as rats, bats, insects, spiders, lice and Component Cost: 5s
maggots will infest the person and his property.
After eye contact has been made, the victim of this spell
Accident will be strcken with fear, and will succumb to 1–6 Fates
within 1 week.
Spell Points: 4
Roll on the Fate Table.
Range: sight Burn (cancel out) an equal number of the victim’s Fate
Casting Time: 2 seconds Points and increase the spellcaster’s Fate by the same number.
Duration: permanent If the victim runs out of Fate Points, death will occur (the
last Fate Point causes death).
Area of Effect: 1 person
Component Cost: 4s Infatuation
The victim will have an accident. The accident will cause Spell Points: 5
problems but it won’t cripple. Range: sight
Casting Time: 2 seconds
Stillbirth Duration: permanent
Spell Points: 4 Area of Effect: 1 person
Range: sight Component Cost: 5s
Casting Time: 2 seconds
Duration: permanent The victim will become infatuated with a person, or
ojbect. This could cause problems, especially if the affection
Area of Effect: 1 child
is not returned.
Component Cost: 4s
170
Taxes Infertility
You haven’t paid your taxes recently, have you? The victim will not be able to have children any longer.
Hopefully the king will not take too much… This might not be considered a curse for some…
Theft Cripple
Spell Points: 6 Spell Points: 9
Range: sight Range: sight
Casting Time: 2 seconds Casting Time: 3 seconds
Duration: permanent Duration: permanent
Area of Effect: 1 person Area of Effect: 1 person
Component Cost: 5s Component Cost: 9s
Something valueable will be stolen from the victim. It The victim will become crippled in an accident, thereafter
may prove extremely difficult to recover. walking with a cane (or not walking at all), or losing the
function of a hand, etc.
Enslavement
Heretic
Spell Points: 7
Range: sight Spell Points: 9
Casting Time: 3 seconds Range: sight
Duration: 1-6 years Casting Time: 3 seconds
Area of Effect: 1 person Duration: permanent
Component Cost: 6s Area of Effect: 1 person
Component Cost: 9s
The victim will be enslaved for up to 6 years.
The victim will be labeled a heretic, which could lead to
Seven Years of Bad Luck his arrest or execution.
Spell Points: 7
Range: sight
Casting Time: 3 seconds
Duration: 7 years
Area of Effect: 1 person
Component Cost: 7s
171
Debilitate Twisted Offspring
Chapter Thirteen : Black Magick
The victim will become impaired. The nature of the The victim’s next child will suffer from a monstrous
impairment is chosen by the Storyteller. deformity.
Some examples include; blindness, deafness, mute, loss These could inclued such things as one eye, two heads,
of feeling, loss of smell, loss of taste. excessive hair, etc.
Alternately, the victim may lose one characteristic such
as Strength, Dexterity, Reasoning, Presence, etc., which is Old Age
lowered to 5%.
Spell Points: 12
Imprisoned Range: sight
Casting Time: 5 seconds
Spell Points: 10
Duration: permanent
Range: sight
Area of Effect: 1 person
Casting Time: 5 seconds
Component Cost: 12s
Duration: 1-6 years
Area of Effect: 1 person The victim will become old and infirm rapidly. All
Component Cost: 10s characteristics are halved.
The victim will be imprisoned justly or unjustly for 1-6 Ancestral Curse
years.
Spell Points: 13
Every year, the person can try to escape. The chance of
escape is 10%. If caught, the person will have 1 year added to Range: sight
his sentence… Casting Time: 6 seconds
Duration: permanent
Power Drain Area of Effect: 1 person’s ancestors
Spell Points: 10 Component Cost: 1s
Range: sight
Casting Time: 5 seconds All of the victim’s future progeny will suffer from the
evil eye, or another curse as chosen by the storyteller. One of
Duration: instantaneous
the victims descendants may atone for the victim’s misdeed.
Area of Effect: 1 spellcaster The quest will be as chosen by the Storyteller.
Component Cost: 10s
Pestilence
The victim will lose all Spell Points, and will not regain any
Spell Points: 13
through rest. The person’s effective Power total will be zero.
The victim may thereafter increase his Power total Range: unlimited
through normal means (spellcasting, etc.). Casting Time: 30 minutes
If the Black Mage touches his victim, he will temporarily Duration: 1-10 months
gain the victim’s Power. These will fade after spellcasting, or
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172
Nightmares “Shot an arrow,
Kingslayer
Spell Points: 20
Range: sight
Casting Time: 6 seconds
Duration: permanent
Area of Effect: 1 person
Component Cost: 20s
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Black Armour The Hangman
Chapter Thirteen : Black Magick
Those striking a piece of armour such as a helmet, shield, The victim will be hanged within 100 days. The only way
hauberk, breastplate, etc. with a weapon will suffer the effects to avoid this is to figure out what crime he will be accused of
of a black magick spell, which is cast into the armour with and try to prevent it.
this spell.
The curse must be cast separately. Several curses can be Hexed Weapon
cast into the armour, and these will use up it’s charges in the
Spell Points: 25 + curse
order they are cast.
If the person wearing the armour wants to control which Range: contact
curse affects the person striking the armour, he must use a Casting Time: 1 hour
secret trigger word before being struck. Otherwise the curse Duration: until discharged
is randomly selected from the list of whatever curses are
Area of Effect: 1 weapon
contained in the Black Armour.
Black armour can have up to 50 charges, depending on Component Cost: 25s + 1-50£
how much money is spent. The charges will be used at a rate
of 1 charge for each power level of the curse. When a weapon that has been hexed strikes a target,
For instance, a Black Helmet contains the curses, Dark either the target or the user will succumb to whatever curse
Thoughts (1), Impairment (10), and Disease (25). has been placed in the weapon. The choice is made when the
When struck with a weapon in combat, the curse is weapon is created.
randomly chosen. If it is the curse Impairment, then 10
charges will be used. Negation
Spell Points: 25
The Burning
Range: unlimited
Spell Points: 25 Casting Time: 1 hour
Range: sight Duration: permanent
Casting Time: 5 seconds Area of Effect: 1 person
Duration: permanent Component Cost: 25s
Area of Effect: 1 person
Component Cost: 25s This curse will “wipe out” all magick that is being used
by a person.
The victim will be burned at the stake within 100 days. All of the victim’s active spells will be “turned off”
The crime is usually witchcraft or heresy. (dispelled).
This will include all symbols, scrolls, potions & other
magick items that have been made by the victim.
Also included are those magick items that belong to the
victim, even if they were not personaly made.
If this curse is subsequently removed, then all magick
items will return to normal.
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Ruin Curse of Lycanthropy
The victim will lose his wife, his kids, his house, his The victim will be cursed with the disease known
money, his possessions, his horse, his dog, his cat, and his as Lycanthropy. The Storyteller should choose what type
friends. Even his familiar will leave him… of Lycanthropy the victim will be infected with. Some
Don’t worry, you’ve still got your health. examples include; Werewolf, Wererat, Weretiger, Wereboar,
Werebear, etc.
The Martyr The only cure is a silver bullet (or a silver weapon),
which will end the victim’s immortal pain.
Spell Points: 30
Range: unlimited Curse of the Medusa
Casting Time: 1 hour
Spell Points: 50
Duration: permanent
Range: unlimited
Area of Effect: 1 person
Casting Time: 1 hour
Component Cost: 30s
Duration: permanent
If a person is known by the spellcaster, this spell can be Area of Effect: 1 person
cast in an hour at any distance and it will cause him to suffer Component Cost: 50s
the horrible, painful death of a martyr.. However, the victim
will still go to heaven. The victim will be transformed into a Medusa, who will
turn people into stone just for looking in her direction.
Transmogrify The victim will be immortal, of course.
Spell Points: 50
Curse of the Vampire
Range: touch
Spell Points: 50
Casting Time: 2 seconds
Range: unlimited
Duration: permanent
Casting Time: 1 hour
Area of Effect: 1 person
Duration: permanent
Component Cost: 50s
Area of Effect: 1 person
The victim will gradually transform into a hideous Component Cost: 50s
monster (chosen by the Storyteller) within one month.
Those affected with this spell will become a Vampire
within one month.
It isn’t all that bad, since the victim will also be
immortal.
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The Slimy Death
Chapter Thirteen : Black Magick
Spell Points: 50
Range: sight
Casting Time: 3 seconds
Duration: permanent
Area of Effect: 1 person
Component Cost: 50s
Dark Immortality
Spell Points: 50
Range: sight
Casting Time: 1 minute
Duration: permanent
Area of Effect: 1 person
Component Cost: 50s
When this spell has been cast, the person affected will no
longer die.
When his death is near, one of his friends, relatives or
acquaintances will die instead, and he will steal their life.
He will become youthful and healthy every time this
happens.
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Chapter 14
Chapter 14: Time & Money to his family & indifferent to his king.
Chapter Fourteen : Time & Money
“But the man who hath naught in his purse is unkind to his
“Abundance does not spread; famine does.” family & is disloyal to his king, for his own heart is bitter.
– Zulu Proverb
“Therefore, the man who wisheth to achieve must have coin
that he may keep to jingle in his purse, that he have in his
Time heart love for his family & loyalty to his king.”
Mechanical clocks were invented in 1360 A.D. Before — “The Richest Man in Babylon (1955).”
their invention, people used sundials and clepsydras (water by George S. Clason
clocks) to tell the time.
Sundials and clepsydras were put in churches and public Money
buildings. The church would signal the changing hours by
Throughout history, people used the system of bartering
ringing the church bells.
as a means of exchange. When coinage was invented, people
Church bells ring every three hours, which mark
could carry their wealth with them.
the canonical offices of the church. These are roughly as
The main problem with systems of currency is that the
follows:
people in control of minting the currency can debase the coins.
Debasement is where another metal is mixed in with the
Service Time
original metal, allowing more coins to be minted. In this way, the
Matins Midnight people in charge of the mint can repay their debts with money
Lauds 3 A.M. that has less value. This is a form of theft and it causes inflation,
Prime 6 A.M. which can destroy a nation’s economy. There are literally
thousands of coins that have been made. Coins were made in
Tierce 9 A.M.
gold, silver, copper, and bronze, as well as other metals.
Sext Midday As the relative prices of these metals changed, the rate
None 3 P.M. of exchange also changed. This was also influenced by the
Vespers 6 P.M. debasement of the currency by whatever government was
minting the coins.
Compline 9 P.M.
178
Italy, and the pfennig in Germany. Common Coins
The solidus is a gold Byzantine coin worth 1 shilling. parent’s occupation. This money represents the money the
The basic coin is the silver penny (d). It is also known character started with after leaving home and should all be
as the denier (French), dinero (Spain), dinheiro (Portugal), spent on clothes and other personal possessions.
denaro (Italy), pfennig (Germany), and the denarius (Rome). • Refer to the Annual Income & Savings table to calculate
Abbreviated with a “d” because it is based on the denarius. starting money.
179
Seven Cures for a Lean Purse
Chapter Fourteen : Time & Money
1. For evey ten coins thou placest within thy purse take out
for ue but nine. Thy purse will start to fatten at once &
it’s increasing weight will feel good in thy hand & bring
satisfaction to thy soul.
2. Budget thy expenses that thou mayest have coins to pay
for thy necessities, to pay for thy enjoyments & to gratify
thy worthwhile desires without spending more than
nine–tenth’s of thy earnings.
3. Put each coin to laboring that it may reproduce it’s kind
even as the flocks of the field & help bring to thee income,
a stream of wealth that shall flow constantly into thy
purse.
4. Guard thy treasure from loss by investing only where thy
principal is safe, where it may be reclaimed if desirable, &
where thou will not fail to collect a fair rental. Consult
with wise men. Secure the advice of those experienced in
the profitable handling of gold. Let their wisdom protect
thy treasure from unsafe investment.
5. Own thy own home.
6. Provide in advance for the needs of thy growing age &
the protection of thy family.
7. Cultivate thy own powers, study & become wiser, become
more skillful, & act so as to respect thyself.
— “The Richest Man in Babylon (1955).”
by George S. Clason
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Incomes & Savings
181
2. Lower Middle Class
Chapter Fourteen : Time & Money
182
5. Wealthy Monthly Living Expenses
183
Prices
Chapter Fourteen : Time & Money
c. Hats Price
Apparel 1 Beaver Hat 2s
c. Tunics Price 1 Caul 2s
1 Chainse / Undertunic 1s 1 Hat 1s
1 Tunic, Long 5s 1 Brimmed Hat 1s
12 Tunic, Knee Length 4s 1 Peaked Bonnet 1s
13 Tunic, Thigh Length 3s 1 Skullcap 6d
12 Tunic, Short 3s 12 Phrygian Bonnet 1s
13 Surcoat 4s 13 Chaperon Turban 5s
14 Cotehardie 5s 13 Rounlet 1s
14 Courtpey 4s 13 Roundlet w/ Chaperon 5s
14 Houppelande 6s 14 Coif (cloth) 2s
12 Pourpoint 3s 14 Hennin 2s
14 Princess Style Gown 10s 14 Sugarloaf Hat 2s
1 Sideless Gown 6s 14 Turban 1s
1 Breeches w/Crossgarters 1s 15 Bagcap 1s
14 Stockings / Tights 3s 15 Hennin, Exoffion 2s
1 Codpiece 1s+ 15 Hennin, Steeple Headdress 2s
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Chapter Fourteen : Time & Money
c. Accessories Price Fruit & Vegetables Price
1 Jeweled Girdle 1£ Apples 1d /lb
1 Mittens 3s Berries 1d /lb
1 Moneypouch 1s Beets 2d /lb
1 Pomander 10s Cherries 2d /lb
12 Fan 10s Pears 2d /lb
13 Apron 1s Plums 3d /lb
13 Eyeglasses 1£ Grapes 4d /lb
13 Feather 1s Beans 1d /lb
13 Peacock Feather 2s Cabbage 2d /lb
14 Silver Bells, Small (each) 6p Lentils 2d /lb
15 Mirror 1£ Olives 5d /lb
15 Mirror, Large 10£ Peas 1d /lb
15 Walking Stick 1s Turnips 2d /lb
Mushrooms 3d /lb
Food & Spices Spinach 3d lb
Breads Price Parsnips 1d /lb
Rye (loaf) 4d Zuchini 2d /lb
Wheat (loaf) 4d
Oatcakes (dozen) 4d Flessh Price
Scones, Buns (dozen) 4d Beef 8d /lb
Rye Flour 2d /lb Chicken 6d
Wheat Flour 4d /lb Duck 8d
Oatmeal 2d /lb Goose 8d
Ham, Bacon 6d /lb
Crops Price Horsemeat 1d /lb
Wheat 8d /sl Lamb 1s /lb
Rye 6d /bl Lard 3d /lb
Oats 4d /bl Mutton 3d /lb
Barley 5d /bl Pheasant 6d
Hay 6d /bl Pidgeon 1d
Beans 5d /bl Pork 7d
Rabbit 2d
Dairy Price Swan 1s
Butter 3d /lb Veal 1s
Cheese 3d /lb Venison 6d
Cream 1s /gl
Curds 2d /lb
Eggs (dozen) 1s
Honey 2s /gl
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Milk 6d /gl
Goat’s Milk 4d /gl
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186
Chapter Fourteen : Time & Money
Soppes et Potages Price Breads & Cakes Price
Brune Sauce +2d Parsley Bread (loaf) 2d
Prune sauce for poultry & cheese Burrebrede (loaf) 1d
Corans Sauce +2d Shortbread
Wined currant sauce for meat Floteres 2d
Creme Sauce +2d Salmon & currant dumplings
Honey cream sauce Rysbred 6d
Fyssh in Jance Sauce 2d Rice pancakes
Fish in yellow sauce Soppes Dorre 1d
Galantine Sauce +1d Spiced toast with almond sauce
Spiced broth for fish Tansy Cake with Peppermint Cream (loaf) 2d
Gos Sauce +2d Nutterbrede (loaf) 1d
Wined cheese sauce for goose or chicken Nutcake
Sauce Blanc +1d Oreaoles (loaf) 2d
White butter sauce Elderberry fennel cakes
Sauce de Limon +1d Circletes (loaf) 1d
Lemon wine sauce for fowl Almond cardoman cakes
Sauce Verte +1d Foyles (each) 2d
Parsley & pine nut sauce for fowl Layered spiced pancakes
Stawberye Sauce for Byrdes +2d
Strawberry cream sauce Flessh Price
Vyne Sauce +1d A Roste 5d
Grape sauce for fowl Beef roast with crisps
Charlette 1d Baked Bland of Beef in a Collar 6d
Curded beef soup Spiced flank steak
Cabages 2d Boyled Rabbit 2d
Cabbage & almond soup
Canelyne 2d
Onion Soup 1d
Caneline beef pie
Rota 2d
Custard Lumbarde 1d
Barley fruit soup
Marrow & fruit tart
Sorrelye 3d
Dilled Veal Balls 3d
Sorrel soup with figs & dates
Galantine Pie 3d
Spring Broth 1d
Meat & berries in a pastry
Turnypes 2d
Gruelle A Forsydde 2d
Creamed turnip & parsnip soup
Meat porridge
Maumenye Bastarde 3d
Mawmenye 4d
A prodigiously mulled wine
Lentils & lamb
Mulled Apple or Pear Cider 1d
Mouton y Rosted with Sawse Carmelyne 3d
Spicy Pomegranate Drink 2d Roast Lamb
Wyne Potage 2d Nomblys de Roo 2d
Spiced wine broth Humble pie or spiced tripe
Ypocras 6d Oxtail and Leek Stew 3d
A spiced red wine
Roo Broth 4d
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Venison Stew
Roast Beef with Sauce Aliper 6d
Roast beef with garlic pepper sauce
Visorye 3d
Veal custard pie
187
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188
Chapter Fourteen : Time & Money
Sweets Price Spectacles Price
Blak Perys 4d Marchepane 1s
Pears with carob cream Almond confection sculped into something
Bolas 2d Poumes or Pomme Doree 1d
Wild plum & stuffed pear Veal made to look like apples
Broonie 3d
Oatmeal gingerbread Products & Services
Chardwardon 1d Buildings Price
Spiced pear sauce Cottage 10£
Coventry Gingerbread 1d Farmhouse 25£
Cream in the Italian Fashion to Eat Cold 1d Barn 5£
Custard
House 25£
Crustade Lombardy 2d
Estate 50£
Custard
Mill 25£
Damson 2d
Plum & currant tart Tavern / Pub 25£
Faun Tempere 2d Inn 50£
Gilli Flower pudding Church 100£
Fruyte Frittous 1d Cathedral 500£
Parsnip & apple fritters Manor 500£
Fygeye 3d Keep 1000£
A tricolored fig confection
Castle 5000£
Almond Cake 1d
Perys Cofyns 1d Chandler Price
Lentil & berry filled pears
Candles 6d/ dozen
Quynade 1d
Quince sauce Candle Wax 1d/lb
Red Ipocras 2d Grease 2p/lb
Spiced wine Lantern 1s
Shrewsbury Cakes 2d Lamp Oil 1s/gl
Troycrem 1d Cooking Oil 3d/gl
Tri-Cream Tar 9d/gl
Valencye 3d Tinderbox 6d
Fried valencia oranges
Ye Cure for Ye Bite of a Mad Dog 2d Hideworker Price
Rice & molasses stew Harness 3s
Quiver 1s
Spectacles Price
Boots, Calf 6s
Appraylere 1s
Meat gingerbread sculpted into a pitcher Sandals, 8p
Cockentrice 4d Whip 1s
Four & Twenty Singing Blackbird Pie 1s Wineskin 1s
Gelye de Fysshe 6d Hide (ox) 2s
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Chapter Fourteen : Time & Money
190
Chapter Fourteen : Time & Money
Medicines Price Metals Price
Skullcap (calms the mind) 2d /oz Lead 2d /lb
Thyme (skin irritations) 1d /oz Tin 8d /lb
Valerian (sedadive, epilepsy, stops seizures) 4d /oz Copper 6d /lb
Violets (bronchitis) 4d /oz Zinc 1s /lb
Willow (fever, pain) 5d /oz Pewter 1s /lb
Witch Hazel (nosebleeds) 3d /oz Brass 1s /lb
Yarrow (flu, colds) 3d /oz Silver 1s /oz
Yellow Dock (fatigue) 2d /oz Gold 1£ /oz
Salt 5d /lb
Metalsmith Price
Axe 1s Miscellaneous Price
Axle 6d Basket 3d
Branding Iron 2s Blanket 1s
Cauldron (iron) 10d Bottle, Glass 5d
Chain (1 foot) 2d Cabinet 12s
Crowbar 8d Charcoal 5d /lb
Grain Flail 2d Chisel 6d
Goblet (pewter) 10d Coal 6d /lb
Grapling Hook 1s Contract 1s+
Hammer 6d Court Appearance 1s /day
Hatchet 6d Deed 2s
Hoe 2d Dog, trained 2s
Horsecomb 2d Dog, sled 2s
Horse shoe (each) 1d Donkey 10s
Knife (kitchen) 6d Dye, Purple 1£ /oz
Nails 1d /lb Dye, Red 10s /oz
Pan (copper) 1s Dye, Blue 5s /oz
Pick 8d Dye, Yellow 10s /oz
Pitchfork 6d Dye, Green 7s /oz
Plate (pewter) 5d Falcon, trained 10s+
Ploughshare 1s Grant of Arms (heraldic achievement) 25£+
Razor 1s Horn, Hunting 1s
Scythe 2s Incense (Frankincense, Myrrh, etc.) 1s /lb
Sickle 1s Ivory 10s /lb
Shovel 6d Key 3d+
Spikes (each) 2d Lockbox 1s+
Spurs 2s Opium 1£+
Tankard (pewter) 8d Paint 1s /qt
Wedge, Chisel 2d Perfume 1s+/oz
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Chapter Fourteen : Time & Money
Timber Price
Ink, Black 3d /qt
Ash 9d /ft.
Ink, Blue 4d /qt
Birch 2d /ft.
Ink, Green 5d /qt
Cedar 5d /ft.
Ink, Brown 3d /qt
Elm 5d /ft.
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Chapter Fourteen : Time & Money
Timber Price
Fir 6d /ft.
Maple 10d /ft.
Oak 1s /ft.
Pine 4d /ft.
Spruce 3d /ft.
Woodcrafter Price
Bed 5s
Bucket 2d
Chain 1s
Coffin 6d
Ladder 1s
Spoon 1d
Trunk 1s
Cart (2 wheeled) 5s
Wagon 1£
Wheel 1s
Wheel (w/ iron rim) 3s
Wheelbarrow 1s
Plough 3s
Ox Yoke 6d
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Chapter 15
Chapter 15: Weapons
Knives
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Anelace 13th Europe 1 1 -12 +2 0 1 12% 8% 4% 2% 1% 2d6 PE 4s
Acinaces 8th Persian 1 1 -2 0 0 1 6% 4% 2% 1% 1% 2d6 EP 5s
Ballock (Kidney 14th Europe 1 1 -2 +3 0 1 20% 15% 10% 5% 2% 2d6 PE 5s
Dagger)
Baselard 13th Europe 1 .5 -3 +1 0 1 15% 10% 5% 2% 1% 2d6 PE 4s
Bodkin 14th Europe 1 .25 -10 0 0 1 20% 15% 10% 5% 2% 1d6 P 2s
Butcher Knife 1st All 1 .5 -8 +1 0 1 21% 14% 7% 4% 2% 1d6 EP 1s
Cinquedea 15th Spain 1 1.5 -6 +5 0 1 9% 6% 3% 2% 1% 2d6 PE 1s
Cuchillo 15th Spain 1 .5 -8 0 0 1 27% 18% 9% 4% 2% 1d6 EP 1s
Cultellus 12th Norman 1 1 -2 +2 0 1 12% 8% 4% 2% 1% 1d6 PE 2s
Dagger 10th Europe 1 1 -2 +2 0 1 12% 8% 4% 2% 1% 1d6 PE 4s
Dirk 11th Scotch 1 1 -4 +4 0 1 12% 8% 4% 2% 1% 2d6 PE 4s
Hadseax 4th Saxon 1 .5 -4 +3 0 1 20% 15% 10% 5% 2% 1d6 EP 3s
Icepick 10th Europe 1 .5 -5 0 0 1 15% 10% 5% 2% 1% 1d6 P 1s
Jambiya 10th Arabian 1 1 -8 +3 0 1 20% 15% 10% 5% 2% 2d6 EP 3s
Kard 13th Persian 1 .5 -5 +2 0 1 12% 8% 4% 2% 1% 2d6 EP 5s
Khanjar 10th Arabian 1 .5 -4 +4 0 1 24% 16% 8% 4% 2% 1d6 EP 3s
Left Hand Dagger 16th Europe 1 1.5 -5 +5 0 1 20% 15% 10% 5% 2% 2d6 PE 4s
Main Gauche 16th Europe 1 1.5 -10 +7 0 1 12% 8% 4% 2% 1% 2d6 PE 5s
Mattucashlass 11th Scotch 1 .5 0 0 0 1 9% 6% 3% 2% 1% 1d6 PE 2s
Meat Hook 1st All 1 .5 -10 0 0 1 15% 10% 5% 2% 1% 2d6 P 1s
Misercorde 14th Europe 1 1 -5 0 0 1 15% 10% 5% 2% 1% 1d6 PE 2s
Parazonium 1st Greek 1 1 -3 +4 0 1 12% 8% 4% 2% 1% 2d6 PE 4s
Pavade 1st Europe 1 1 -4 +3 0 1 15% 10% 5% 2% 1% 1d6 EP 3s
Peshkabz 1st Persian 1 .5 -2 +3 0 1 27% 18% 9% 4% 2% 1d6 EP 4s
Poniard 14th Europe 1 1 -5 +6 0 1 12% 8% 4% 2% 1% 2d6 PE 5s
Pugio 1st Roman 1 .5 -2 0 0 1 15% 10% 5% 2% 1% 2d6 PE 2s
Rondel Dagger 15th Europe 1 1 -6 +4 0 1 12% 8% 4% 2% 1% 2d6 PE 5s
Sikh 12th Persian 1 .5 -8 0 0 1 12% 8% 4% 2% 1% 1d6 EP 2s
Sgain Dubh 1st Scotch 1 .5 -5 0 0 1 18% 12% 6% 3% 1% 1d6 PE 1s
Skain 1st Irish 1 .5 -5 +1 0 1 20% 15% 10% 5% 2% 1d6 PE 1s
Stiletto 14th Europe 1 .5 0 0 0 1 21% 14% 7% 4% 2% 2d6 P 2s
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Hand Axes
Chapter Fifteen : Weapons
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Chopping Axe 1st Europe 1 2 -5 0 -2 3 20% 15% 10% 5% 2% 2d6 E 3s
Danish Hand Axe 1st N. Europe 1 2.5 -3 +2 -2 2 15% 10% 5% 2% 1% 2d6 E 4s
Doloire 5th France 1 2 -15 +3 -1 2 18% 12% 6% 3% 2% 2d6 E 4s
Double Bladed 1st Europe 1 3 -2 +5 -2 3 12% 8% 4% 2% 1% 2d6 E 5s
Hand Axe
Flint Axe 1st All 1 .5 -15 0 0 1 27% 18% 9% 4% 2% 1d6 E 1s
Francisca 6th France 1 3 0 +5 -2 2 12% 8% 4% 2% 1% 3d6 E 12s
Hand Axe 5th All 1 2.5 -3 +2 -1 2 18% 12% 6% 3% 2% 2d6 E 4s
Meat Cleaver 1st All 1 .5 -5 +1 0 1 20% 15% 10% 5% 2% 1d6 E 1s
Skeggox 2nd N. Europe 1 2.5 -5 +5 -2 2 15% 10% 5% 2% 1% 3d6 E 10s
Taper Axe 1st Europe 1 3 -5 +7 -2 3 15% 10% 5% 2% 1% 3d6 E 10s
Taille Fond 6th France 1 2 -15 +3 -1 2 15% 10% 5% 2% 1% 2d6 E 6s
Doloire
Thin Axe 1st Europe 1 3 -10 +4 -1 2 18% 12% 6% 3% 1% 2d6 E 8s
Viking Throwing 1st N. Europe 1 2.5 0 +2 -2 2 15% 10% 5% 2% 1% 2d6 E 10s
Axe
Viking Double 1st N. Europe 1 3.5 -3 +6 -2 3 15% 10% 5% 2% 1% 3d6 E 12s
Bladed Axe
Axes
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Battle Axe 1st Europe 1 4.5 -8 +7 -3 4 15% 10% 5% 2% 1% 4d6 EP 1£
Bearded Axe 10th N. Europe 2 5 -20 +10 -4 5 18% 12% 6% 3% 1% 5d6 EB 2£
Bipennis 1st Greek 2 5 -10 +12 -4 5 15% 10% 5% 2% 1% 5d6 E 2£
Bradui 4th Russian 1 4 -6 +9 -4 4 18% 12% 6% 3% 1% 3d6 E 1£
Broad Axe 1st Europe 1 4 -10 +7 -2 4 12% 8% 4% 2% 1% 3d6 E 12s
Crusader’s Axe 10th Europe 1 3.5 -15 +10 -3 3 15% 10% 5% 2% 1% 4d6 EB 1£
Double Bladed 1st Europe 1 4 -6 +9 -3 3 12% 8% 4% 2% 1% 4d6 E 1£
Battle Axe
Durbash 14th Persia 1 4 -15 +6 -3 5 12% 8% 4% 2% 1% 4d6 EB 1£
Executioner’s Axe 12th Europe 2 6 -30 +10 -5 6 15% 10% 5% 2% 1% 5d6 E 3£
Kheten 1st Egypt 1 4 -30 +8 -4 5 27% 18% 9% 4% 2% 4d6 E 1£
Mordaxt 13th Sweden 2 4 -20 +8 -3 4 18% 12% 6% 3% 1% 4d6 E 15s
Nachakh 11th Egypt 2 5 -25 +9 -4 6 24% 16% 8% 4% 2% 5d6 EB 2£
Saxon Axe 3rd Saxon 2 5 -25 +10 -5 6 18% 12% 6% 3% 1% 5d6 E 8s
Sparthe 13th Scottish 2 5 -30 +12 -5 6 24% 16% 8% 4% 2% 6d6 E 2£
Tabarzin 9th Arabian 1 4 -25 +12 -3 4 15% 10% 5% 2% 1% 5d6 EB 2£
Topor 11th Russian 2 5 -25 +7 -3 5 24% 16% 8% 4% 2% 5d6 E 10s
Tuagh 11th Ireland 2 4 -15 +6 -3 5 18% 12% 6% 3% 1% 4d6 EB 1£
Two Handed Axe 10th Europe 2 5 -25 +12 -4 5 15% 10% 5% 2% 1% 5d5 EB 2£
Woodsman’s Axe 1st Europe 2 4 -20 +5 -3 4 24% 16% 8% 4% 2% 3d6 E 8s
War Axe 9th Byzantine 2 4.5 -12 +10 -3 5 21% 14% 7% 4% 2% 4d6 EP 1£
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Short Swords
Sabres
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Backsword 17th Europe 1 1.5 -15 +5 -2 2 12% 8% 4% 2% 1% 3d6 PE 15s
Craquemarte 14th Europe 1 3 -30 +8 -3 3 21% 14% 7% 4% 2% 4d6 EP 1£
Cutlass 15th Europe 1 2.5 -25 +3 -2 3 24% 16% 8% 4% 2% 3d6 EP 10s
Falchion 12th Europe 1 3.5 -15 +5 -3 4 27% 18% 9% 4% 2% 4d6 EP 15s
Firind 9th Arabia 1 2.5 -35 +9 -2 3 15% 10% 5% 2% 1% 3d6 EP 10s
Miqdab 11th Arabia 1 2 -20 +7 -2 3 18% 12% 6% 3% 1% 4d6 EP 1£
Palarak 13th Persia 1 3 -35 +12 -3 3 15% 10% 5% 2% 1% 4d6 EP 1£
Palash 13th Russia 1 3.5 -40 +8 -3 4 18% 12% 6% 3% 1% 5d6 EP 2£
Qilich 13th Turkey 1 2 -25 +4 -2 3 18% 12% 6% 3% 1% 4d6 EP 9s
Sabre 9th Europe 1 3 -25 +10 -2 3 21% 14% 7% 4% 2% 3d6 EP 15s
Sayf 6th Arabia 1 3.5 -35 +10 -3 4 15% 10% 5% 2% 1% 4d6 EP 1£
Scimitar 15th Europe 1 3.5 -30 +12 -3 4 18% 12% 6% 3% 1% 5d6 EP 2£
Shamshir 10th Persia 1 3.5 -35 +11 -3 4 18% 12% 6% 3% 1% 5d6 EP 2£
Shotel 1st Abyssinia 1 3 -40 +6 -2 4 27% 18% 9% 4% 2% 5d6 EP 1£
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Swords
Chapter Fifteen : Weapons
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Canaanite Sword 1st Holy Land 1 2.5 -20 +10 -3 3 20% 10% 5% 2% 1% 3d6 EP 10s
Celtic Sword, 1st Europe 1 2.5 -30 +9 -2 3 24% 12% 6% 3% 1% 4d6 EP 15s
Early
Celtic Sword 1st Europe 1 3 -35 +11 -3 4 21% 14% 7% 4% 2% 4d6 EP 1£
Cherev 1st Holy Land 1 2.5 -25 +8 -2 3 18% 12% 6% 3% 1% 3d6 EP 15s
Crusader Sword 10th Europe 1 3.5 -25 +12 -3 4 18% 12% 6% 3% 1% 4d6 EP 1£
Danish Sword 4th N. Europe 1 3 -15 +8 -3 3 21% 14% 7% 4% 2% 4d6 EP 1£
Herevra 1st Phonecia 1 3 -30 +7 -2 3 21% 14% 7% 4% 2% 3d6 EP 12s
Kopesh 1st Egypt 1 3 -40 +10 -2 3 30% 20% 10% 5% 2% 3d6 E 10s
Machaira 1st Greek 1 2.5 -15 +8 -2 2 18% 12% 6% 3% 1% 3d6 EP 15s
Norman Sword 9th Norman 1 3 -15 +12 -3 3 21% 14% 7% 4% 2% 4d6 E 1£
Pallasch 15th German 1 3 -20 +10 -2 3 15% 10% 5% 2% 1% 3d6 EP 1£
Saxon Sword 4th Saxon 1 3.5 -30 +8 -4 4 27% 18% 9% 4% 2% 4d6 EP 10s
Saxon Sword, 6th Saxon 1 3 -25 +10 -3 3 24% 12% 6% 3% 1% 4d6 EP 15s
Long
Scramaseax, Long 4th Saxon 1 3.5 -30 +5 -4 4 18% 12% 6% 3% 1% 4d6 EP 1£
Seax, Long 4th Saxon 1 2.5 -30 +5 -2 3 21% 14% 7% 4% 2% 3d6 EP 15s
Spatha 1st Roman 1 3 -25 +10 -3 3 24% 12% 6% 3% 1% 4d6 EP 15s
Sword 1st All 1 3.5 -20 +8 -3 4 12% 8% 4% 2% 1% 4d6 EP 2£
Trojan Sword 1st Greek 1 3 -30 +8 -3 3 27% 18% 9% 4% 2% 4d6 EP 15s
Viking Sword 4th Viking 1 3 -15 +10 -3 3 21% 14% 7% 4% 2% 4d6 EP 1£
Xiphos 1st Greek 1 3 -30 +5 -3 3 30% 20% 10% 5% 2% 4d6 EP 12s
Yatagan 16th Turkey 1 3 -35 +9 -4 4 15% 10% 5% 2% 1% 5d6 EP 2£
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Two Handed Swords
Rapiers
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Early Rapier 14th Italy 1 2 -30 +5 0 1 50% 30% 15% 7% 3% 2d6 PE 3£
Swept Hilt Rapier 15th Europe 1 2 -30 +0 0 1 50% 30% 10% 5% 2% 2d6 PE 2£
Cage hilt Rapier 15th Europe 1 2 -30 +5 -1 1 50% 30% 15% 7% 3% 2d6 PE 2£
Cup Hilt Rapier 15th Europe 1 2.5 -30 +15 -1 1 50% 30% 15% 7% 3% 2d6 PE 4£
Dish Hilt Rapier 15th Europe 1 2.5 -30 +10 -1 1 50% 30% 10% 5% 2% 2d6 PE 3£
Estoc 15th Europe 1 2.5 -35 +10 -1 1 50% 30% 10% 5% 2% 2d6 PE 3£
Fleuret 18th Europe 1 2.5 -35 +12 -1 1 50% 30% 15% 7% 3% 2d6 PE 2£
Foil 15th Europe 1 2 -40 +5 0 1 50% 30% 20% 10% 5% 1d6 PE 1£
Rapier 15th Europe 1 2.5 -35 +20 0 1 50% 30% 10% 5% 2% 2d6 PE 5£
199
Ball & Chain
Chapter Fifteen : Weapons
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Ball & Chain 11th Europe 1 3 -30 +0 -2 4 24% 16% 8% 4% 2% 3d6 B 15s
Double Ball & 12th Europe 1 4.5 -40 +0 -3 5 24% 16% 8% 4% 2% 4D6 B 1£
Chain
Triple Ball & 12th Europe 2 6 -50 +0 -4 6 24% 16% 8% 4% 2% 5D6 B 2£
Chain
Mace & Chain 13th Europe 1 3 -30 +0 -2 4 21% 14% 7% 4% 2% 4D6 BP 1£
Double Mace & 13th Europe 1 4.5 -40 +0 -3 5 21% 14% 7% 4% 2% 5D6 BP 2£
Chain
Triple Mace & 13th Europe 2 6 -50 +0 -4 6 21% 14% 7% 4% 2% 6D6 BP 3£
Chain
Flail 10th Europe 1 3 -40 +0 -3 3 30% 20% 10% 5% 2% 3D6 BP 10s
Chain Flail 11th Europe 1 3 -50 +0 -4 4 27% 18% 9% 4% 2% 4d6 B 15s
3 Ring Flail 13th Europe 1 2 -40 +0 -2 2 18% 12% 6% 3% 1% 3D6 B 1£
4 Ring Flail 13th Europe 1 3 -50 +0 -3 3 18% 12% 6% 3% 1% 4D6 B 2£
Spiked Flail 14th Europe 1 4 -35 +0 -3 4 15% 10% 5% 2% 1% 6D6 PB 3£
Clubs
Weapon C Source H Wt. Throw Parry I F Wd. Ir. St. Fa Mi. Dam. Type Price
Belaying Pin 10th All 1 1 -10 +5 0 1 5% 0% 0% 0% 0% 2d6 B 2s
Blackjack 10th All 1 1 -15 0 -1 1 5% 0% 0% 0% 0% 2d6 B 1s
Club 1st All 1 2 -15 +5 -2 2 10% 0% 0% 0% 0% 3d6 B 3s
Cudgel 9th All 1.5 2 -25 +5 -1 2 5% 0% 0% 0% 0% 3d6 B 5s
Heavy Club 1st All 2 3 -35 +10 -3 4 10% 0% 0% 0% 0% 4d6 B 6s
Hercules Club 1st All 2 8 -50 +15 -6 7 10% 0% 0% 0% 0% 6d6 BP 10s
Maul 1st All 1 6 -40 +5 -5 5 15% 0% 0% 0% 0% 5d6 B 12s
Sap 1st All 1 .5 -75 0 0 3 5% 0% 0% 0% 0% 2d6 B 1s
Truncheon 15th All 1 2 -10 +5 -2 1 5% 0% 0% 0% 0% 3d6 B 3s
Staff
Weapon C Source H Wt. Throw Parry I F Wd. Ir. St. Fa Mi. Dam. Type Price
Goedendag 13th N. Europe 2 3 -20 +15 -2 3 15% 0% 0% 0% 0% 4d6 BP 10s
Quarterstaff 1st All 1.5 2 -35 +15 -1 2 10% 0% 0% 0% 0% 3d6 B 5s
Quarterstaff, Oak 1st All 1.5 2 -35 +20 -1 2 5% 0% 0% 0% 0% 4d6 B 10s
Shillelagh 1st Ireland 1.5 2 -35 +12 -1 2 15% 0% 0% 0% 0% 3d6 B 3s
Staff 1st All 2 3 -40 +25 -2 3 10% 0% 0% 0% 0% 5d6 B 15s
Staff Mace 10th Europe 1 2 -50 +18 0 2 30% 20% 10% 5% 2% 3d6 PE 10£
Staff Morningstar 16th Europe 1 2 -35 +12 -1 2 33% 22% 11% 6% 3% 3d6 PE 10£
Staff Morgenstern 10th N. Europe 2 6 -20 +10 -4 5 21% 14% 7% 4% 2% 5d6 EB 2£
Walking Stick 1st All 4.5 2 -35 +10 -1 2 20% 0% 0% 0% 0% 2d6 B 1s
Fantasy Imperium
200
Maces
Warhammers
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Bec de Corbin 14th France 1 2 -5 +3 -2 2 15% 10% 5% 2% 1% 3d6 BP 10s
Bec de Corgin 15th France 1.5 3 -10 +9 -4 4 21% 14% 7% 4% 2% 5d6 BP 2£
Lourd
Bisacuta 1st Europe 2 3 -50 +7 -4 5 33% 22% 11% 6% 3% 4d6 P 10s
Checken 15th Russia 1 2 -25 +5 -3 2 18% 12% 6% 3% 1% 3d6 PB 12s
Crowbill 15th Europe 1 2 -25 +4 -3 2 15% 10% 5% 2% 1% 4d6 PB 15s
Heavy Hammer 9th Europe 1.5 3 -20 +8 -3 4 21% 14% 7% 4% 2% 4d6 BP 1£
Heavy 15th Europe 1.5 5 -35 +10 -5 6 24% 16% 8% 4% 2% 6d6 BP 3£
Warhammer
Kriegshammer 15th German 1 2 -25 +6 -2 2 15% 10% 5% 2% 1% 3d6 BP 1£
Martel de Fer 8th France 1.5 4 -30 +12 -5 5 27% 18% 9% 4% 2% 5d6 BP 2£
Marteau de Guerre 6th France 1 3 -5 +5 -3 3 21% 14% 7% 4% 2% 3d6 B 5s
Kabir al Harb 9th Arabian 1.5 4 -30 +5 -5 4 27% 18% 9% 4% 2% 5d6 BP 1£
Oncin 15th Europe 1 2 -40 +6 -4 2 20% 10% 5% 2% 1% 5d6 P 3£
Plommee 7th Europe 1 3 -5 +5 -3 3 21% 14% 7% 4% 2% 4d6 BP 10s
War Hammer 13th Europe 1 2 -5 +15 -2 3 18% 12% 6% 3% 1% 3d6 BP 15s
Fantasy Imperium
201
Whips
Chapter Fifteen : Weapons
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Bullwhip 1st All 1 2 -50 0 -5 2 0% 0% 0% 0% 0% 1d6 B 3s
Cat o’Nine Tails 1st Europe 1 1 -50 0 -3 1 0% 0% 0% 0% 0% 2d6 B 5s
Flagrum 1st Roman 1 1 -50 0 -3 1 0% 0% 0% 0% 0% 2d6 E 5s
Whip 1st All 1 1 -50 0 -4 1 0% 0% 0% 0% 0% 1d6 B 1s
Bills
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Bill 13th Europe 2 4 -15 +10 -2 4 24% 16% 8% 4% 2% 3d6 EP 15s
Black Bill 15th Europe 2 6 -25 +12 -4 6 18% 12% 6% 3% 1% 5d6 PE 2£
Brown Bill 13th Europe 2 4 -20 +9 -3 4 27% 18% 9% 4% 2% 3d6 EP 10s
English Bill 14th England 2 4 -20 +12 -3 5 30% 20% 10% 5% 2% 4d6 EP 2£
Falx 15th Europe 2 5 -25 +15 -3 5 21% 14% 7% 4% 2% 3d6 EP 1£
Italian Bill 15th Italy 2 3 -15 +15 -2 3 18% 12% 6% 3% 1% 3d6 PE 1£
Scorpion 15th Europe 2 5 -30 +10 -3 6 21% 14% 7% 4% 2% 5d6 PE 3£
Guisarmes
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Asm 12th Egypt 2 3 -25 +17 -2 3 15% 10% 5% 2% 1% 3d6 EP 15s
Couse 13th German 2 4 -20 +12 -2 3 18% 12% 6% 3% 1% 4d6 PE 1£
Couteau de Breche 13th Europe 2 4 -15 +10 -2 4 15% 10% 5% 2% 1% 4d6 PE 2£
Das 13th Persia 2 3.5 -35 +14 -3 4 24% 16% 8% 4% 2% 3d6 E 10s
Fauchard 13th England 2 3 -25 +11 -2 3 21% 14% 7% 4% 2% 3d6 EP 12s
Glaive 10th Europe 2 5 -20 +18 -4 5 21% 14% 7% 4% 2% 5d6 EP 2£
Guisarme 11th Europe 2 6 -35 +25 -5 6 27% 18% 9% 4% 2% 6d6 EP 3£
Nizah-I Marg Gir 13th Persia 2 3 -40 +15 -2 3 24% 16% 8% 4% 2% 4d6 E 2£
Sabarbarah 12th Egypt 2 4 -25 +11 -4 4 27% 18% 9% 4% 2% 5d6 EP 2£
Scythe 1st All 2 4 -50 +12 -5 4 33% 22% 11% 6% 3% 5d6 E 5s
Voulge 12th French 2 3 -20 +10 -3 3 18% 12% 6% 3% 1% 4d6 EP 2£
War Scythe 11th Europe 2 3 -25 +10 -3 3 30% 20% 10% 5% 2% 3d6 EP 10s
Halberds
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Alabarda 15th Spain 2 2 -25 +15 -2 2 27% 18% 9% 4% 2% 3d6 EP 1£
Early Halberd 13th Europe 2 3 -30 +10 -3 3 33% 22% 11% 6% 3% 3d6 EP 1£
Halberd 14th Europe 2 2 -20 +12 -2 2 30% 20% 10% 5% 2% 5d6 EP 4£
Hallebarde 15th German 2 5 -20 +14 -4 5 21% 14% 7% 4% 2% 5d6 EP 3£
Italian Halberd 16th Italy 2 2 -20 +20 -2 2 15% 10% 5% 2% 1% 4d6 EP 3£
Late Halberd 16th Europe 2 5 -15 +19 -5 5 18% 12% 6% 3% 1% 5d6 EP 3£
Sabre Halberd 15th Europe 2 4 -20 +16 -5 4 36% 24% 12% 6% 3% 6d6 PE 5£
Spanish Halberd 15th Spain 2 2 -20 +18 -2 3 24% 16% 8% 4% 2% 3d6 EP 1£
Swiss Halberd 15th Swiss 2 4 -25 +17 -3 4 15% 10% 5% 2% 1% 4d6 EP 2£
Fantasy Imperium
202
Lances
Military Flails
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Holy Water 10th Europe 2 3 -50 +6 -3 3 24% 16% 8% 4% 2% 4d6 B 15s
Sprinkler
Heavy Military 10th Europe 2 6 -50 +10 -5 6 21% 14% 7% 4% 2% 8d6 B 3£
Flail
Military Flail 11th Europe 2 5 -50 +15 -4 5 15% 10% 5% 2% 1% 6d6 B 2£
Spiked Flail 10th Europe 2 4 -50 +8 -4 4 33% 22% 11% 6% 3% 5d6 PB 1£
Staff Flail 9th Europe 2 3 -50 +5 -3 3 27% 18% 9% 4% 2% 4d6 B 10s
War Flail 10th Europe 2 4 -50 +9 -3 3 18% 12% 6% 3% 1% 5d6 B 1£
Military Forks
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Catch Pole 16th 2 2 -40 +8 -2 6 45% 30% 5% 7% 3% 3d6 PE 5£
Fork 15th 2 2 -40 +10 -1 2 39% 26% 13% 6% 3% 3d6 PE 7£
Fuscina / Trident 16th Europe 2 2 -35 +12 -1 2 33% 22% 11% 6% 3% 3d6 PE 10£
Half Moon 16th Europe 2 2 -35 +11 -2 2 36% 24% 12% 6% 3% 3d6 PE 8£
Military Fork 15th Europe 2 2 -10 +7 0 2 18% 12% 6% 3% 1% 3d6 PE 6£
Pitch Fork 14th Europe 2 3.5 -25 +10 -3 4 18% 12% 6% 3% 1% 4d6 PE 1£
Scaling Fork 15th Europe 2 3 -20 +13 -3 3 15% 10% 5% 2% 1% 4d6 PE 2£
Partisans
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Bohemian Ear 15th Europe 2 6 -5 +10 -4 5 21% 14% 7% 4% 2% 4d6 PE 1£
Spoon
Chauves Souris 15th Europe 2 3 -5 +15 -3 3 18% 12% 6% 3% 1% 3d6 PE 12s
Corseque 16th Europe 2 4 -5 +20 -3 4 27% 18% 9% 4% 2% 4d6 PE 1£
Langue de Boeuf 15th Europe 2 3 -5 +10 -3 4 21% 14% 7% 4% 2% 3d6 PE 10s
Partisan 14th Europe 2 4 -5 +12 -4 4 24% 16% 8% 4% 2% 4d6 PE 1£
Ranseur 15th Europe 2 2 -10 +15 -2 3 15% 10% 5% 2% 1% 3d6 PE 15s
Spetum 13th Europe 2 5 -15 +25 -5 4 27% 30% 5% 7% 3% 5d6 PE 2£
Fantasy Imperium
203
Pikes
Chapter Fifteen : Weapons
Weapon C Source H Wt. Throw Parry I F Wd. Ir. St. Fa Mi. Dam. Type Price
Awl Pike (10’) 14th Europe 2 4 -10 +10 -2 3 10% 0% 0% 0% 0% 3d6 PE 10s
Boarding Pike 15th Europe 2 5 -15 +8 -3 4 15% 0% 0% 0% 0% 3d6 PE 12s
(12’)
Pike (20’) 15th Europe 2 10 -50 0 -4 6 25% 0% 0% 0% 0% 4d6 P 15s
Plançon à picot 15th France 2 3.5 -10 +12 -3 3 15% 0% 0% 0% 0% 4d6 PE 1£
Qanah (16’-18’) 8th Arabia 2 8 -50 0 -4 5 25% 0% 0% 0% 0% 3d6 P 10s
Sarissa (16’-22’) 1st Greek 2 12 -50 0 -4 6 20% 0% 0% 0% 0% 3d6 P 15s
Short Pike (12’- 13th Europe 2 6 -25 +5 -3 5 15% 0% 0% 0% 0% 3d6 PE 2£
16’)
Poleaxes
Weapon C Source H Wt. Throw Parry I F Br. Ir. St. Fa Mi. Dam. Type Price
Berdiche 15th Europe 2 6 -50 0 -5 6 30% 20% 10% 5% 2% 8d6 E 3£
Danish Axe 10th N. Europe 2 6 -35 +10 -4 5 21% 14% 7% 4% 2% 5d6 E 2£
Falcastra 13th Europe 2 5 -50 0 -6 5 27% 18% 9% 4% 2% 7d6 P 3£
Jedburg Axe 15th Scotland 2 4 -50 +5 -4 4 21% 14% 7% 4% 2% 4d6 E 1£
Lochaber Axe 16th Scotland 2 5 -50 +5 -3 5 18% 12% 6% 3% 1% 6d6 E 3£
Lucerne Hammer 15th Europe 2 3 -40 +10 -3 4 15% 10% 5% 2% 1% 5d6 BP 2£
Poleaxe 14th Europe 2 2 -40 +15 -3 3 21% 14% 7% 4% 2% 4d6 EP 1£
Spears
Weapon C Source H Wt. Throw Parry I F Wd. Ir. St. Fa Mi. Dam. Type Price
Ahlspiess (5’) 14th Europe 2 3 -15 +15 -2 3 8% 0% 0% 0% 0% 4d6 PE 1£
Anazah 8th Arabian 1.5 3 -12 +12 -2 4 12% 0% 0% 0% 0% 3d6 P 15s
Angon 1st France 1.5 4 0 +10 -3 5 18% 0% 0% 0% 0% 4d6 P 5s
Bilkash 8th Persian 1.5 3 -10 +7 -3 3 22% 0% 0% 0% 0% 3d6 P 12s
Boar Spear 1st Europe 1.5 2 -15 +5 -3 2 24% 0% 0% 0% 0% 3d6 P 8s
Brandestoc (8’) 16th Europe 2 4 -20 +14 -2 3 10% 0% 0% 0% 0% 5d6 PE 2£
Celtic Spear 1st Europe 1.5 3 -5 +13 -3 3 12% 0% 0% 0% 0% 4d6 PE 5s
Falarica 1st Roman 1.5 3 0 +6 -3 3 16% 0% 0% 0% 0% 4d6 P 10s
Harpoon 15th Europe 2 5 0 0 -6 6 20% 0% 0% 0% 0% 8d6 P 1£
Kontarion 6th Byzantine 2 4 -15 +5 -4 4 22% 0% 0% 0% 0% 4d6 P 10s
Nizah 1st Arabian 1.5 3 0 +8 -2 3 19% 0% 0% 0% 0% 3d6 P 10s
Pill 9th Norman 1.5 3 -5 +9 -2 2 25% 0% 0% 0% 0% 3d6 P 12s
Pilum 1st Roman 1.5 2 0 +6 -2 2 12% 0% 0% 0% 0% 3d6 P 15s
Spear 1st Any 1.5 3 0 +10 -3 3 20% 0% 0% 0% 0% 3d6 P 5s
Viking Spear 1st N. Europe 1.5 3 -10 +12 -3 3 15% 0% 0% 0% 0% 4d6 PE 10s
Viking Thrusting 1st N. Europe 1.5 2 -5 +8 -2 2 18% 0% 0% 0% 0% 3d6 P 6s
Spear
Fantasy Imperium
204
Javelins
Thrown Weapons
Weapon C Source H Wt. Pull Load I F Br. S M L X Dam. Type Price
Axe 1st All 1 3 0 1 -2 2 5% 5 10 20 25 3d6 E 10s
Hammer 1st All 1 2 0 1 -2 3 10% 4 8 12 16 3d6 B 10s
Javelin 1st All 1 2.5 0 1 -1 3 10% 10 15 25 35 4d6 P 10s
Knife 1st All 1 1 0 1 0 1 5% 3 5 10 15 2d6 P 2s
Spear 1st All 1.5 3 0 1 -3 3 10% 5 10 20 30 3d6 P 5s
Slings
Weapon C Source H Wt. Pull Load I F Br. S M L X Dam. Type Price
Sling 1st All 1 .25 0 1 -2 1 2% 25 50 75 100 3d6 B 1s
Fustibulus 1st Roman 2 1 0 1 -2 1 5% 50 90 125 175 3d6 B 2s
Staff Sling 1st All 2 1 0 1 -2 1 5% 50 75 100 150 4d6 B 2s
Short Bows
Weapon C Source H Wt. Pull Load I F Br. S M L X Dam. Type Price
Flat Bow 1st All 2 1 20 1 -1 2 96+% 25 50 75 100 2d6 P 3s
Frankish Bow 6th France 2 1.5 55 1 -3 6 96+% 55 110 165 225 4d6 P 1£
Norman Bow 9th Norman 2 1.5 60 1 -3 6 96+% 60 120 180 240 4d6 P 1£
Saxon Bow 3rd Saxon 2 1.5 40 1 -2 4 96+% 40 65 100 150 3d6 P 10s
Fantasy Imperium
205
Longbows
Chapter Fifteen : Weapons
Composite Bows
Weapon C Source H Wt. Pull Load I F Br. S M L X Dam. Type Price
Assyrian Bow 1st Assyria 2 1.5 55 1 -2 4 96+% 55 120 185 240 4d6 P 2£
Greek Bow 1st Greece 2 1.5 40 1 -1 3 96+% 40 80 120 150 3d6 P 1£
Byzantine Bow 9th Byzantine 2 1.5 60 2 -4 5 96+% 60 125 200 300 5d6 P 3£
Hungarian Bow 11th Hungary 2 1.5 65 2 -3 5 96+% 65 130 225 350 5d6 P 3£
Mongolian Bow 6th Mongolia 2 2 70 2 -4 5 96+% 70 100 250 400 6d6 P 4£
Persian Bow 1st Persian 2 1.5 60 1 -3 5 96+% 60 120 190 250 4d6 P 2£
Scythian Bow 1st Scythia 2 1.5 50 1 -2 4 96+% 50 125 190 250 3d6 P 1£
Turkish Bow 9th Turkey 2 2 75 2 -4 6 96+% 75 150 300 500 6d6 P 5£
Crossbows
Weapon C Source H Wt. Mech. Cock I F Br. S M L X Dam. Type Price
Roman Crossbow 1st Roman 2 8 RL 3 -2 5 96+% 70 140 280 350 4d6 P 2£
(H)
Alpine Crossbow 9th Europe 2 6 NL 2 -1 5 96+% 40 65 90 120 3d6 P 1£
(H)
Nawak (HBCG) 10th Arabian 2 5 NL, RL 4 (2) -2 5 96+% 50 100 150 200 4d6 P 2£
Norman Crossbow 9th Norman 2 4 NL 4 (2) -2 4 96+% 50 75 100 150 4d6 P 1£
(HBCG)
Two Foot 10th Europe 2 6 NL 3 -3 5 96+% 50 85 120 200 4d6 P 2£
Crossbow (H)
Crossbow (HBC) 10th Europe 2 5 NL, RL 3 -2 4 96+% 60 100 200 250 4d6 P 2£
Light Crossbow 11th W. Europe 2 3 NL, RL 2 -1 3 96+% 50 85 120 200 3d6 P 1£
(HBC)
Crusader 11th Europe 2 5 RL 4 (2) -2 4 96+% 50 100 200 300 4d6 P 2£
Crossbow (HBCG)
European 12th Europe 2 4 RL 5 (3) -1 3 96+% 50 125 225 275 5d6 P 3£
Corssbow (HBCG)
Small Crossbow 12th Europe 1 1 NL 1 -1 2 96+% 25 50 75 100 2d6 P 5£
(H)
Large Crossbow 13th Europe 2 6 RL 6 (3) -3 5 96+% 50 100 200 250 6d6 P 4£
(HBCG)
Italian Crossbow 14th Italy 2 5 RL 6 (3) -3 4 96+% 65 120 200 300 6d6 P 4£
(HBCG)
Military Crossbow 14th Flemish 2 4 CL, RL 5 (3) -2 3 96+% 75 125 250 350 5d6 P 3£
(HBCG)
Danish Arbalest 15th Denmark 2 6 RL 6 (3) -3 4 96+% 75 150 300 350 6d6 P 4£
(HBCG)
Sporting Crossbow 15th Germany 2 3 RL 4 (2) -1 3 96+% 50 100 200 250 3d6 P 1£
(HBCG)
Fantasy Imperium
Large Arbalest 14th Europe 2 8 CL, RL 5 -4 5 96+% 85 150 250 350 7d6 P 5£
(Crec)
Heavy Arbalest 15th Europe 2 10 CL, RL 8 -5 5 96+% 100 200 300 400 8d6 P 7£
(W)
Siege Arbalest (W) 15th Europe 2 15 RL 15 -5 5 96+% 100 200 350 500 10d6 P 12£
206
Chapter Fifteen : Weapons
New World 16th Spain 2 3 RL 3 -1 3 96+% 75 120 200 300 4d6 P 2£
Crossbow (H)
Easy Loading 16th Europe 2 4 CL, RL 1 -1 5 96+% 50 75 100 150 3d6 P 2£
Crossbow (S)
Stonebow (L) 15th Europe 2 4 CL 2 -1 5 96+% 75 125 250 350 4d6 B 2£
Hand Crossbow 15th Europe 1 1 RL 1 -1 5 96+% 50 75 100 150 2d6 P 1£
(H)
Pistol Crossbow 16th Europe 1 1 RL 1 -1 3 96+% 25 50 75 100 2d6 P 1£
(H)
Lance Crossbow 11th Holy Land 2 +1 RL 2 -2 5 96+% 25 50 75 100 2d6 P 2£
(H)
Shield Crossbow 11th Holy Land 2 +2 RL 2 -3 5 96+% 25 50 75 100 3d6 P 2£
(H)
Notes: Fatigue is only paid while cocking a crossbow and while aiming without a support rest.
After cocking a crossbow, it takes an additional round to load it.
NL, RL: Notch Lock: If the weapon comes in both types of firing mechanism, there is a -25% to hit if using a Notch Lock.
CL, RL: Clap Lock: If the weapon comes in both types of firing mechanism, there is a -25% to hit if using a Roller Lock.
Handgonnes
Weapon C Source H Wt. Load I F Misfire S M L X Pen. Dam. Type Price
Hand Cannon 14th Europe 2 3 20 -5 4 76+% 3 9 21 30 2d6 2d6 P 10s
Hand Culverin 14th Europe 2 5 10 -5 5 81+% 4 12 28 40 2d6 3d6 P 1£
Handgonnes 14th Europe 2 6 8 -4 6 86+% 5 15 35 50 3d6 3d6 P 2£
Spiked Handgonne 14th Europe 2 8 8 -4 6 86+% 8 20 40 60 3d6 3d6 P 3£
Handgonne Mace 14th Europe 2 15 8 -4 5 86+% 5 12 30 50 3d6 3d6 P 3£
Handgonne Axe 14th Europe 2 15 8 -4 5 86+% 5 12 30 50 3d6 3d6 P 3£
Handgonne 14th Europe 2 20 8 -4 5 86+% 5 10 20 40 3d6 3d6 P 4£
Crossbow
Serpentine 14th Europe 2 6 8 -4 7 90+% 10 25 50 75 4d6 3d6 P 3£
Handgonne
The Beast 14th Europe 2 25 8 -5 8 81+% 10 25 50 75 4d6 4d6 P 5£
Dragonslayer 14th Europe 2 35 8 -6 10 76+% 10 30 60 90 5d6 5d6 P 6£
Note: Fatigue is only paid while shooting a firearm and while aiming without a support rest.
Fantasy Imperium
207
Arquebus
Chapter Fifteen : Weapons
Wheel-Lock Pistols
Weapon C Source H Wt. Load I F Misfire S M L X Pen. Dam. Type Price
German WL Pistol 16th German 1 5 8 0 7 86+% 5 15 30 55 4d6 3d6 P 5£
Swiss WL Pistol 16th Swiss 1 5 8 0 7 91+% 5 15 30 60 4d6 3d6 P 6£
Double-Barrel WL 16th German 1 6 8 0 7 86+% 4 12 25 50 4d6 3d6 P 10£
Pistol
Quad-Barrel WL 16th German 1 7 8 0 7 86+% 4 12 25 50 4d6 3d6 P 12£
Pistol
Wheel-Lock Pistol 16th All 1 6 8 0 7 86+% 5 15 25 50 4d6 3d6 P 4£
Note: Fatigue is only paid while shooting a firearm and while aiming without a support rest.
Flint-Lock Pistols
Weapon C Source H Wt. Load I F Misfire S M L X Pen. Dam. Type Price
Snaphaunce Pistol 16th France 1 5 8 -2 7 81+% 5 15 25 50 4d6 3d6 P 3£
Double-Barrel 16th All 1 6 8 -2 7 81+% 5 15 30 55 4d6 3d6 P 4£
SHP
English Lock 16th England 1 5 8 -1 7 86+% 5 20 35 60 4d6 3d6 P 4£
Pistol
Dog Lock Pistol 16th England 1 5 8 -2 7 81+% 5 15 30 50 4d6 3d6 P 3£
Miquelet Pistol 16th Spain 1 6 8 -3 7 86+% 7 14 28 55 4d6 3d6 P 4£
Snaplock Pistol 16th Sweden 1 6 8 -1 7 81+% 6 12 24 50 4d6 3d6 P 3£
French Musket 17th France 1 4 8 0 9 91+% 6 18 40 70 5d6 4d6 P 4£
Pistol
English Musket 17th England 1 4 8 0 9 86+% 5 20 35 60 5d6 4d6 P 3£
Pistol
Spanish Musket 17th Spain 1 4 8 0 9 86+% 5 20 30 55 5d6 4d6 P 3£
Pistol
German Musket 17th German 1 4 8 0 9 86+% 5 15 30 60 5d6 4d6 P 3£
Pistol
Arabian Musket 17th Arabian 1 5 8 0 9 81+% 4 16 32 65 5d6 4d6 P 3£
Pistol
Note: Fatigue is only paid while shooting a firearm and while aiming without a support rest.
Fantasy Imperium
208
Muskets
Blunderbus
Weapon C Source H Wt. Load I F Misfire S M L X Pen. Dam. Type Price
Donderbus 16th All 2 16 15 -3 9 81+% 5 10 25 35 3d6 6d6 P 2£
Wheel-Lock 16th All 2 14 10 -1 9 86+% 5 10 30 40 3d6 6d6 P 4£
Blunderbus
Snaphaunce 16th All 2 14 10 -2 9 86+% 5 10 35 45 3d6 6d6 P 3£
Blunderbus
Flintlock 17th All 2 12 8 -1 10 91+% 5 15 30 50 4d6 6d6 P 4£
Blunderbus
Note: Fatigue is only paid while shooting a firearm and while aiming without a support rest.
Bombs
Weapon C Source H Wt. Load I F Misfire S M L X Pen. Dam. Type Price
Fire Pot 13th Byzantine 1 .5 2 -3 4 66+% 5 10 15 20 20’ 3d6 P 5s
Bombs 14th All 1 .75 5 -4 5 76+% 3 5 10 15 25’ 6d6 P 1£
Grenade 15th All 1 .25 3 -1 2 86+% 10 15 20 25 10’ 4d6 P 10s
Petarde 16th All 1 .5 2 -2 3 91+% 5 10 15 20 15’ 5d6 P 15s
Qidr / Fire Pot 8th Arabian 1 .5 2 -3 4 61+% 5 10 15 20 10’ 2d6 P 3s
Muhariquah / 10th Arabian 1 .75 5 -4 5 71+% 3 5 10 15 20’ 5d6 P 15s
Bomb
Qunbalah / 12th Arabian 1 .25 3 -1 2 81+% 10 15 20 25 5’ 3d6 P 5s
Grenade
Qarurah / Petarde 13th Arabian 1 .5 2 -2 3 86+% 5 10 15 20 10 4d6 P 10s
Fantasy Imperium
209
Siege Towers
Chapter Fifteen : Weapons
Weapon C Source Full Crew Half Crew Min. Crew Move I F Break % Dam. Price
Tower 1st All 20 10 5 4” -10 10 - - 10£
* Half Crew: Half movement (2”/round). Minimum Crew: One quarter movement (1”/round).
Battering Rams
Weapon C Source Full Crew Half Crew Min. Crew ROF I F Break % Dam. Price
Ares 1st Roman 40 20 10 1/3 -10 10 20% 6d6L 30£
Battering Ram 1st All 32 16 8 1/2 -9 8 25% 5d5L 20£
Screw 1st All 24 12 6 1/1 -10 3 15% 3d6L 10£
Hook 1st All 3 2 1 1/2 -5 4 10% 1d6L 10£
Dammagha 8th Arabia 28 14 7 1/2 -9 9 20% 5d6L 30£
Diwarka 8th Arabia 20 10 6 1/2 -9 7 20% 4d6L 20£
Hasak / Hook 8th Arabia 3 2 1 1/1 -4 4 12% 1d6L 10£
* Half Crew: -2d6 damage, x2 ROF; ** Minimum Crew: -1d6 damage, x4 ROF
Oxybeles (tension)
Weapon C Source Crew* Ld Pr. I F Break % S M L X Rad. Dam. Price
Oxybeles -4th Roman 2 15 Javelin -4 7 91+ 90 150 200 300 1’ 4d6L 20£
Zopyrus Oxybeles -4th Roman 2 10 2 Ar. -3 6 91+ 75 150 250 350 2’ 6d6L 30£
Greek Oxybeles -4th Greek 2 12 Javelin -5 8 86+ 100 200 300 400 1’ 5d6L 30£
Springal 3th Roman 4 15 8 Ar. -6 6 81+ 60 120 250 350 5’ 3d6L 40£
Petrarie 1st Byzantine 8 30 20 Ar. -8 7 86+ 50 100 200 300 10’ 3d6L 50£
Springauld 15th Italy 4 15 Javelin -5 6 76+ 100 250 400 500 1’ 5d6L 50£
* Half Crew: x2 Load time.
Catapult (torsion)
Weapon C Source Crew* Ld Pr. I F Break % S M L X Rad. Dam. Price
Onager (sling) -4th Roman 4 15 Stone -6 8 91+ 40 75 150 250 10’ 5d6L 40£
Catapult (sling) -4th Roman 2 10 Stone -4 5 96+ 60 125 250 350 5’ 3d6L 20£
Mangon (cup) -4th Roman 5 30 Stone -8 10 86+ 30 50 100 200 10’ 6d6L 40£
Mangonel (cup) -4th Roman 3 15 Stone -5 6 91+ 50 100 200 300 5’ 4d6L 30£
* Half Crew: x2 Load time.
Ballistae (torsion)
Weapon C Source Crew* Ld Pr. I F Break % S M L X Rad. Dam. Price
Scorpion -3rd Roman 2 12 Javelin -4 5 96+ 40 100 250 400 1’ 3d6L 20£
Palintonon -3rd Greece 2 15 Stone -5 10 96+ 50 125 300 400 1’ 4d6L 30£
Euthytonon -2nd Greece 2 15 Javelin -6 7 91+ 65 125 250 450 1’ 4d6L 30£
Philon’s Wedge -2nd Greece 2 10 Javelin -3 4 91+ 100 200 300 400 1’ 3d6L 30£
Polybolos -3rd Roman 2 4 Stone -3 5 91+ 50 100 200 350 1’ 3d6L 30£
Ballista -1st Roman 3 10 Javelin -5 8 91+ 75 150 350 500 1’ 6d6L 50£
Arcuballistae -1st Roman 2 8 Javelin -4 4 96+ 65 150 300 450 1’ 5d6L 40£
Cheiroballistra 1st Roman 2 6 Javelin -3 5 86+ 100 200 400 600 1’ 5d6L 50£
Fantasy Imperium
Dionysius Rptr. 3rd Byzantine 2 3 Javelin -2 3 86+ 40 90 150 350 1’ 4d6L 50£
* Half Crew: x2 Load time.
210
Trebuchet (traction)
Trebuchet (counterpoise)
Weapon C Source Crew* Ld Pr. I F Break % S M L X Rad. Dam. Price
Mangonneaux 13th Europe 50 10 Stone -6 7 91+ 30 60 90 120 10’ 4d6L 100£
Biffa 13th Europe 50 7 Stone -5 6 96+ 60 100 140 180 5’ 4d6L 100£
Couillart 13th Europe 60 10 Stone -7 7 91+ 50 90 130 165 10’ 5d6L 120£
Bricoles 13th Europe 40 7 Stone -6 6 96+ 75 125 165 200 5’ 5d6L 120£
Bible (wheeled) 14th Europe 40 5 Stone -5 5 86+ 40 65 90 120 5’ 4d6L 120£
Belfry 14th Europe 80 10 Stone -8 8 91+ 65 90 125 165 15’ 6d6L 150£
Tout le Monde 14th Europe 90 10 Stone -8 9 96+ 90 120 150 180 25’ 7d6L 180£
War Wolf 14th Europe 100 10 Stone -9 10 96+ 90 130 165 200 25’ 8d6L 200£
* Half Crew: x2 Load time.
Note: Load time is in minutes.
Greek Fire
Weapon C Source Crew* Ld Pr. I F Break % S M L X Rad. Dam. Price
Greek Fire Liquid 8th Arabia +4 15 Liquid -2 +5 81+ -25 -50 -75 -100 25’ 3d6 2£
Greek Fire Paste 8th Arabia +2 5 Paste -2 +3 86+ -10 -15 -25 -50 10’ 4d6* 2£
Greek Fire Solid 8th Arabia +2 5 Stone -2 +2 91+ -5 -10 -15 -25 5’ 5d6** 3£
Greek Fire Arrow 8th Arabia +1 +1 Arrow -2 +1 91+ -10 -15 -25 -50 1’ +2d6 1£
Gr. Fire Javelin 8th Arabia +1 +1 Javelin -2 +1 91+ -5 -10 -15 -25 1’ +3d6 1£
Sulphuric Gas 8th Arabia 2 10 Gas -5 8 76+ 5 10 15 25 15’ 4d6 4£
Spray Tube 8th Arabia 2 15 Liquid -5 10 81+ 5 10 15 25 25’ 6d6 5£
* Sticks on Target.; ** Double Damage to structure on the round it strikes target.
Note: All negative ranges are modifiers to the current range of the particular weapon.
Fantasy Imperium
211
Chapter 16
Chapter 16: Armour & Shields
Chapter Sixteen : Armour & Shields
Material Value
Linen 1
“The skillful warriors in ancient times first made themselves
invincible and then awaited the enemy’s moment of Gambeson 2
vulnerability.” Leather 3
– Sun Tzu “The Art of War.” Ring 4
Studded 5
Armour Cuir-Bouilli 6
Armour is classified by it’s name, material, coverage, Scale, Leather 5
and value. Scale, Bronze 7
The name is what the particular piece is called, such as a
helmet or a hauberk. Scale, Iron 9
The material is what the piece is made out of. Scale, Steel 11
The coverage is what parts of the body the piece covers Scale, Fine Alloy 13
and protects. Scale, Mithril 15
The value is a representation of how well the armour
Brigandine, Iron 7
protects what it covers.
Brigandine, Steel 9
Brigandine, Fine Alloy 11
Brigandine, Mithril 13
Banded, Iron 11
Banded, Steel 13
Mail, Iron 8
Mail, Steel 10
Mail, Fine Alloy 12
Mail, Mithril 14
Reinforced Mail, Iron 10
Reinforced Mail, Steel 12
Reinforced Mail, Fine Alloy 14
Reinforced Mail, Mithril 16
Fine Mail, Iron 12
Fine Mail, Steel 14
Fine Mail, Fine Alloy 16
Fine Mail, Mithril 18
Splint, Steel 16
Articulated Plate, Bronze 14
Articulated Plate, Iron 16
Articulated Plate, Steel 18
Articulated Plate, Fine Alloy 20
Articulated Plate, Mithril 22
Plate, Bronze 16
Plate, Iron 18
Plate, Steel 20
Fantasy Imperium
2
Greek Helmet c. 1000 - 200 B.C. Republican Helmet c. 200 - 100 A.D.
Couir-Bouilli 6 25 2 15s
Plate, Bronze 16 35 5 1£
Plate, Iron 18 45 4 2£
-w/ Plumes - - .25 1£
3
Ridge Helmet c. 350 - 250 A.D. Coif c. 1000 - 1400 A.D.
Chapter Sixteen : Armour & Shields
4
Celtic Helmet c. 100 + A.D. Aventail c. 100 - 1300 A.D.
Spectacle Helm c. 100 - 950 A.D. Heaume (Barrel Helm) c. 1180 - 1280 A.D.
Skull, Eyes, Face Skull, Eyes, Ears, Nose, Face, Chin
Material Value Hits Wt. Price Material Value Hits Wt. Price
Plate, Bronze 16 50 5 2£ Plate, Iron 18 65 4 7£
Plae, Iron 18 60 4 5£ Plate, Steel 20 75 5 12£
Plate, Steel 20 70 4.5 10£ Plate, Fine Alloy 22 85 2.5 24£
Plate, Fine Alloy 22 80 2 20£ Plate, Mithril 24 95 1.25 60£
Plate, Mithril 24 90 1 50£ -w/ Crest - - +.5 +5£
Aventail c. 100 - 1300 A.D. Heaume (Barrel) w/ Ventail c. 1180 - 1280 A.D.
Neck Skull, Ears, Chin + Eyes, Nose, Face (faceplate)
Material Value Hits Wt. Price Material Value Hits Wt. Price
Mail, Iron 8 25 1 1£ Plate, Iron 18 65 5 10£
Mail, Steel 10 30 3 2£ Plate, Steel 20 75 6 15£
Mail, Fine Alloy 12 35 .5 4£ Plate, Fine Alloy 22 85 3 30£
Mail, Mithril 14 40 .25 10£ Plate, Mithril 24 95 1.5 75£
Reinforced Mail, Iron 10 30 1 2£ -w/ Crest - - +.5 +5£
5
Heaume (Conical) w/ Ventail c. 1280 - 1325 A.D. Camail c. 1290 - 1430 A.D.
Chapter Sixteen : Armour & Shields
Skull, Ears, Chin + Eyes, Nose, Face (faceplate) Chin, Throat, Neck +Face, Nose, Mouth (ventail)
Material Value Hits Wt. Price Material Value Hits Wt. Price
Plate, Iron 18 75 6 15£ Banded, Iron 11 15 2 1£
Plate, Steel 20 85 7 20£ Banded, Steel 13 25 2.5 3£
Plate, Fine Alloy 22 95 3.5 40£ Mail, Iron 8 30 1.5 2£
Plate, Mithril 24 105 1.5 100£ Mail, Steel 10 40 2 3£
-w/ Crest - - +.5 +5£ Mail, Fine Alloy 12 50 1 6£
Mail, Mithril 14 60 .5 15£
Heaume (Conical) w/ Visor c. 1280 - 1360 A.D.
Reinforced Mail, Iron 10 40 2 3£
Skull, Ears, Chin + Eyes, Nose, Face (visor)
Reinforced Mail, Steel 12 50 2.5 4£
Material Value Hits Wt. Price
Reinforced Mail, F.A. 14 60 1.25 8£
Plate, Iron 18 85 5 20£
Reinforced Mail, 16 70 .5 20£
Plate, Steel 20 95 6 25£
Mithril
Plate, Fine Alloy 22 105 3 50£
Fine Mail, Iron 12 50 2.5 5£
Plate, Mithril 24 115 1.5 125£
Fine Mail, Steel 14 60 3 7£
-w/ Crest - - +.5 +5£
Fine Mail, Fine Alloy 16 70 1.5 14£
Pot de Fer c. 1290 - 1700 A.D. Fine Mail, Mithril 18 80 .75 35£
Skull -w/ Ventail - - .25 +2£
Material Value Hits Wt. Price
Bascinet, Reinforced c. 1335 - 1500 A.D.
Plate, Iron 18 65 2 5£ Skull, Ears, Neck
Plate, Steel 20 75 3 10£
Material Value Hits Wt. Price
Plate, Fine Alloy 22 85 1.5 20£
Plate, Iron 18 90 5 9£
Plate, Mithril 24 95 .75 50£
Plate, Steel 20 100 6 15£
Bascinet c. 1290 - 1500 A.D. Plate, Fine Alloy 22 100 1.5 30£
Skull, Ears Plate, Mithril 24 120 1.25 75£
Material Value Hits Wt. Price
Chapel de Fer c. 1300 - 1500 A.D.
Plate, Iron 18 75 4 6£ Skull
Plate, Steel 20 85 5 12£
Material Value Hits Wt. Price
Plate, Fine Alloy 22 95 1.25 24£
Plate, Iron 18 70 3 4£
Plate, Mithril 24 105 1 60£
Plate, Steel 20 80 4 8£
Bascinet with Visor c. 1290 - 1500 A.D. Plate, Fine Alloy 22 90 2 16£
Skull, Ears + Eyes, Nose, Face Plate, Mithril 24 100 1 40£
Material Value Hits Wt. Price
Bascinet with Gorget & Visor c. 1325 - 1360 A.D.
Plate, Iron 18 80 5 10£ Skull, Ears, Chin, Throat + Eyes, Nose, Face (visor)
Plate, Steel 20 90 6 15£
Material Value Hits Wt. Price
Plate, Fine Alloy 22 100 1.5 30£
Plate, Iron 18 80 4.5 12£
Plate, Mithril 24 110 1.25 75£
Plate, Steel 20 90 5.5 18£
Plate, Fine Alloy 22 100 2.5 36£
Fantasy Imperium
6
Bascinet with Mentonniere c. 1325 - 1360 A.D. Camail, long c. 1360 - 1430 A.D.
Plate, Iron 18 75 4 8£
Plate, Steel 20 85 5 14£
Plate, Fine Alloy 22 95 2.5 28£
Plate, Mithril 24 105 1.25 70£
7
Salade c. 1450 - 1600 A.D. Armet c. 1450 - 1600 A.D.
Chapter Sixteen : Armour & Shields
Skull, Ears Skull, Ears, Neck, Chin, Throat + Eyes, Nose, Face (visor)
Material Value Hits Wt. Price Material Value Hits Wt. Price
Plate, Iron 18 65 3 5£ Plate, Iron 18 90 5 10£
Plate, Steel 20 75 4 9£ Plate, Steel 20 100 6 15£
Plate, Fine Alloy 22 85 2 18£ Plate, Fine Alloy 22 110 3 30£
Plate, Mithril 24 95 1 45£ Plate, Mithril 24 120 1.5 75£
Salade with Visor c. 1450 - 1600 A.D. Great Heaume (for Jousting) c. 1360 - 1500 A.D.
Skull, Ears, Neck + Eyes, Nose, Face, Chin (visor) Skull, Eyes, Ears, Nose, Face, Chin
Material Value Hits Wt. Price Material Value Hits Wt. Price
Plate, Iron 18 85 4 10£ Plate, Iron 18 110 7 25£
Plate, Steel 20 95 5 15£ Plate, Steel 20 120 8 50£
Plate, Fine Alloy 22 105 2.5 30£ -w/ Crest - - +1 +5£
Plate, Mithril 24 115 1.25 75£
Pageant Helmet c. 1525 - 1600 A.D.
Salade with Bevier c. 1450 - 1600 A.D. Skull, Ears, Chin, Throat
Skull, Ears, Chin, Neck, Throat + Eyes, Nose, Face, (pulled Material Value Hits Wt. Price
down) Plate, Iron 18 15 4 25£
Material Value Hits Wt. Price Plate, Steel 20 25 5 50£
Plate, Iron 18 90 4 12£ -w/ Crest - - +1 +10£
Plate, Steel 20 100 5 18£
Plate, Fine Alloy 22 110 2.5 35£ Burgonet c. 1525 - 1600 A.D.
Skull, Ears
Plate, Mithril 24 120 1.25 85£
Material Value Hits Wt. Price
Mentonniere c. 1450 - 1600 A.D. Plate, Iron 18 65 3 7£
Chin, Throat Plate, Steel 20 75 4 10£
Material Value Hits Wt. Price Plate, Fine Alloy 22 85 2 15£
Plate, Iron 18 40 2 4£ Plate, Mithril 24 95 1 50£
Plate, Steel 20 50 1 6£
Plate, Fine Alloy 22 60 .5 12£ Cabasset c. 1525 - 1600 A.D.
Skull
Plate, Mithril 24 70 .25 30£
Material Value Hits Wt. Price
Plate, Iron 18 60 2 6£
Plate, Steel 20 70 3 9£
Fantasy Imperium
8
Morion c. 1525 - 1600 A.D. Republican Lorica c. 200 B.C. - 100 A.D.
Greek Cuirass c. 1000 - 200 B.C. Republican Cuirass c. 200 B.C. - 100 A.D.
Chest, Abdomen, Back Chest, Abdomen, Back, Shoulder, Groin
Material Value Hits Wt. Price Material Value Hits Wt. Price
Plate, Bronze 16 60 8 15£ Articulated Plate, 14 55 10 9£
Plate, Iron 18 70 6 25£ Bronze
Articulated Plate, Iron 16 65 8 12£
Greek Cuirass c. 400 - 200 B.C.
Chest, Abdomen, Back, Shoulder, Hip, Groin Imperial Cuirass c. 50 - 250 A.D.
Material Value Hits Wt. Price Chest, Abdomen, Back, Shoulder, Groin
Linen 1 25 1 10s Material Value Hits Wt. Price
Leather 3 35 2 1£ Articulated Plate, Iron 16 70 8 12£
Scale, Lthr 5 50 3 5£ Articulated Plate, Steel 18 80 9 16£
Etruscan Cuirass c. 500 - 200 B.C. Byrnie / Shirt c. 100 - 1600 A.D.
Chest, Abdomen, Back, Shoulder, Hip, Groin Chest, Abdomen, Back, Shoulder, Armpit, Upper Arm, Inside
Material Value Hits Wt. Price Arm
Linen 1 15 1 10s Material Value Hits Wt. Price
Leather 3 25 2 1£ Linen. 1 15 1 5s
Ring 4 30 3 2£ Leather 3 30 2 1£
Studded 5 35 3 3£ Ring 4 40 6 2£
Scale, Leather 5 40 3 4£ Studded 5 50 5 3£
Scale, Bronze 7 45 7 3£ Cuir-Bouilli 6 60 4 4£
Scale, Iron 9 50 6 5£ Scale, Leather 5 50 4 3£
Scale, Iron 9 60 5 5£
Fantasy Imperium
Articulated Plate, 14 55 8 7£
Bronze Scale, Steel 11 70 6 7£
Articulated Plate, Iron 16 60 7 10£ Scale, Fine Alloy 13 80 3 14£
Scale, Mithril 15 90 1.5 35£
9
Byrnie / Shirt c. 100 - 1600 A.D. Hauberk, Sleeveless c. 100 - 1600 A.D.
Chapter Sixteen : Armour & Shields
Chest, Abdomen, Back, Shoulder, Armpit, Upper Arm, Inside Chest, Abdomen, Back, Shoulder, Hip, Groin
Arm Material Value Hits Wt. Price
Material Value Hits Wt. Price Linen. 1 15 1 5s
Brigandine, Iron 7 50 5 4£ Leather 3 30 2 1£
Brigandine, Steel 9 60 6 5£ Ring 4 40 6 2£
Brigandine, Fine 11 70 3 10£ Studded 5 50 5 3£
Alloy
Cuir-Bouilli 6 60 4 4£
Brigandine, Mithril 13 80 1.5 25£
Scale, Leather 5 50 4 3£
Banded, Iron 11 40 4 6£
Scale, Iron 7 60 6 5£
Banded, Steel 13 60 10 7£
Scale, Steel 9 70 7 7£
Mail, Iron 8 70 6 5£
Scale, Fine Alloy 11 80 3 14£
Mail, Steel 10 80 8 6£
Scale, Mithril 13 90 1.5 35£
Mail, Fine Alloy 12 90 4 12£
Brigandine, Iron 7 50 5 4£
Mail, Mithril 14 100 2 30£
Brigandine, Steel 9 60 6 5£
Reinforced Mail, Iron 10 80 8 6£
Brigandine, Fine 11 70 3 10£
Reinforced Mail, Steel 12 90 10 7£ Alloy
Reinforced Mail, F.A. 14 100 5 14£ Brigandine, Mithril 13 80 1.5 25£
Reinforced Mail, 16 110 2 35£ Mail, Iron 8 70 6 5£
Mithril
Mail, Steel 10 80 8 6£
Fine Mail, Iron 12 100 10 7£
Mail, Fine Alloy 12 90 4 12£
Fine Mail, Steel 14 110 12 9£
Mail, Mithril 14 100 2 30£
Fine Mail, Fine Alloy 16 120 6 18£
Reinforced Mail, Iron 10 80 8 6£
Fine Mail, Mithril 18 130 3 45£
Reinforced Mail, Steel 12 90 10 7£
Splint, Steel 12 75 5 8£
Reinforced Mail, F.A. 14 100 5 14£
Reinforced Mail, 16 110 2 35£
Mithril
Fine Mail, Iron 12 100 10 7£
Fine Mail, Steel 14 110 12 9£
Fine Mail, Fine Alloy 16 120 6 18£
Fine Mail, Mithril 18 130 3 45£
Splint, Steel 12 75 5 8£
Fantasy Imperium
10
Hauberk c. 100 - 1600 A.D. Hauberk (long) c. 1180 - 1600 A.D.
Studded 5 60 6 3£
Scale, Leather 5 65 5 4£
Cuir-Bouilli 6 70 5 5£
11
Lamellar Cuirass c. 800 - 1400 A.D. Epaulieres c. 1360 - 1430 A.D.
Chapter Sixteen : Armour & Shields
12
Demi-Brassarts c. 1320 - 1360 A.D. Demi-Vambraces c. 1250 - 1350 A.D.
13
Gauntlets c. 1100 - 1600 A.D. Chausses c. 1100 - 1600 A.D.
Chapter Sixteen : Armour & Shields
Wrists, Hands (1d6 punch) Hip, Groin, Thigh, Knee, Shin, Calf, Foot
Material Value Hits Wt. Price Material Value Hits Wt. Price
Fine Mail, Iron 12 25 1 4£ Mail, Iron 8 80 12 7£
Fine Mail, Steel 14 30 3 5£ Mail, Steel 10 90 16 9£
Fine Mail, Fine Alloy 16 35 1.5 10£ Mail, Fine Alloy 12 100 8 18£
Fine Mail, Mithril 18 40 .75 25£ Mail, Mithril 14 110 4 45£
Reinforced Mail, Iron 10 90 15 8£
Gauntlets c. 1325 - 1600 A.D.
Reinforced Mail, Steel 12 100 20 10£
Wrists, Hands (2d6 punch)
Reinforced Mail, F.A. 14 110 10 20£
Material Value Hits Wt. Price
Reinforced Mail, 16 120 5 50£
Articulated Plate, Iron 16 20 2 3£
Mithril
Articulated Plate, 18 25 2.5 6£
Fine Mail, Iron 12 100 18 9£
Steel
Fine Mail, Steel 14 110 24 12£
Articulated Plate, F.A. 20 30 1.25 12£
Fine Mail, Fine Alloy 16 120 12 24£
Articulated Plate, 22 35 .5 30£
Mithril Fine Mail, Mithril 18 130 6 60£
Cuir-Bouilli 6 30 .5 15s
14
Skirt of Mail c. 1500 - 1525 A.D. Codpiece c. 1450 - 1600 A.D.
15
Demi-Jambarts / Grevieres c. 1300 - 1360 A.D. Sabbatons c. 1490 - 1600 A.D.
Chapter Sixteen : Armour & Shields
Shin Feet
Material Value Hits Wt. Price Material Value Hits Wt. Price
Leather 3 10 .25 3s Cuir-Bouilli 6 25 1.5 2£
Ring 4 15 .25 5s Articulated Plate, Iron 16 30 2 3£
Studded 5 20 .25 10s Articulated Plate, 18 35 2.5 4£
Cuir-Bouilli 6 25 .5 15s Steel
Splint, Steel 12 40 2 1£ Articulated Plate, F.A. 20 40 1.25 8£
Splint, Fine Alloy 14 45 1 2£ Articulated Plate, 22 45 .5 20£
Mithril
Splint, Mithril 16 50 .5 5£
Plate, Iron 18 55 2 1£ Shoes c. 1000 B.C. - 1600 A.D.
Plate, Steel 20 60 2.5 2£ Feet
Plate, Fine Alloy 22 65 1.25 4£ Material Value Hits Wt. Price
Plate, Mithril 24 70 .5 10£ Leather 3 15 .25 10s
Jambarts / Grevieres c. 1325 - 1600 A.D. Boots c. 1000 B.C. - 1600 A.D.
Shin, Calf Shin, Calf, Feet
Material Value Hits Wt. Price Material Value Hits Wt. Price
Leather 3 20 .5 5s Leather 3 15 .5 1£
Ring 4 25 .5 10s Cuir-Bouilli 6 25 .5 2£
Studded 5 30 .5 15s
Cuir-Bouilli 6 35 1 1£ High Boots c. 1000 B.C. - 1600 A.D.
Knee, Shin, Calf, Feet
Splint, Steel 12 40 3 2£
Material Value Hits Wt. Price
Splint, Fine Alloy 14 45 1.5 4£
Leather 3 20 .5 2£
Splint, Mithril 16 50 .75 10£
Cuir-Bouilli 6 30 .5 4£
Plate, Iron 18 55 3 4£
Plate, Steel 20 60 4 5£
Plate, Fine Alloy 22 65 2 10£
Plate, Mithril 24 70 1 25£
16
Shields Shield Enhancements
shield is used. attacker must win a Strength contest against the defender.
• Value: This is the armour rating of the shield. If the This attack may be dodged. The attacker gains a bonus
shield is penetrated, the remaining damage will go to the in the Strength contest based on the type of shield he is using
character. Apply the damage to one of the areas covered by as follows:
the shield.
• Price: This is how much the shield costs.
17
Viking Shield c. 1000 B.C, –1600 A.D.
Chapter Sixteen : Armour & Shields
Steel 8 2 4 20 100 5£
Fine Alloy 4 1 2 22 110 10£
Mithril 1 1 1 24 120 25£
18
Oval Shield c. 1000 B.C, –1600 A.D. Pavisse c. 1000 B.C, –1600 A.D.
19