Documente Academic
Documente Profesional
Documente Cultură
l SI
INTRODUCTION
This booklet was designed to supplement many o the fantasy
role playing games that are being played around the world The information that this booklet contains can be used to add greater depth and realism to a fantasy campamgno
i would like to express my thanks to Emmanuel Bautista for the !ine illustrations that he provided meo I would a!so like
II
is made up by the referee for the player to interpret using his own skills If he does this correctly then he should be rewarded I not then the punishment is up
to the referree
BOWYER A man that makes bows of various kinds CARTOGRAPHER Unless there is a person with this skill on an expedition the players should not be allowed to
use lined paper for map makio
COOPER A barrel maker FLETCHER An arrow maker iNTERPRETER This skill allows you to sound as if you
are a native speaker in any language you know As an interpreter you are allowed to know two more languages than normal
LOCKSMITH Being a locksmith allows the player a ten percent chance to pick locks If the player is a theif ten percent is added to his lock picki skill PROCURER One that will obtain women for men and be paid a fee for the service (The procurer is also known as a pimp) SLAVER: A slaver has one special ability He is able to accurately judge the characteristics of players
hirlings and non-player characters
TAXIDERMIST: One with the skills that allow him to preserve and stuff animals of all types A very nice person to have around if a person likes to keep trophies of his acts of heroism
TYPE I SKILLS
FORTUNE TELLER The fortune teller has a percent
chance of making a rough prediction of a customer's near futueo The fortune tellers percent chance is
equal to his intelligence SMITH One who does work in mostly iron bronze and steel High dexterity and intelligence smiths can make
more artistic and expensive works
TINKER: A man who makes and fixes pots pans and other small simple metal items
TYPE ii SKILLS
ANIMAL TRAINER: A man that can train generally
mammalian non-fantastic animals such as horses dogs eteo
BIRTH TABLES
The race prerquisites chart was designed to limit the
number of non-humans in a campaign Thsese limits are
In the designi of this chart it was assumed th people in the upper classes are more likely to go to
seek fortunes than the lower classes It has also been
To use this chart you merely roll percentile dice and find what social class you are Write this down and proceed to the wealth and skills charts The wealth and skills charts were designed to allow a large variation in the amount of gold a player is given to equip himself These charts are also made under the assumption that rich people are usually better educated When using the weath and skills tables you use only the table with the same heading as your social class You then roll percentile dice check the result and write down your wealth and the number of skills you have of each type The next thing you do is roll two six-sided dice and if the result is two you receive the listed inheritance
BIRTH TABLES PACE PREREQUISITES MEN STR INT WIS CON DEX CHA
ANY ANY ANY
HOBBITS DWARVES
3 - 12 ANY ANY 9 - 18 ANY ANY
HALF-ELVES ELVES
ANY 9 - 18 ANY ANY 9 - 18 9 - 18
ANY ANY
ANY
9 18 9 - 18
ANY
9 !8 ANY
ANY
ANY ANY
9 - 18
API 9 !8
9 - 18
HOBBITS
C
DWARVES
C
HALF-ELVES
ELVES
CR CR M
M
C C M
M
CR CR CR
M
CR CR CR
M
CR CR CR
G
G G N
M G G
G G N G N
G G N GENTLEMAN NOBLE
G N N
i0
50
:L
5O
5o
75
lOG
2
2
75
100
125
2OO
2
5
! t i 2
25o
4-00
5 5
01-20
LABORER 30 APPRENTICE 65 51-6o BEGINNING 75 JOURNEYMAN 61-70 JOURNEYMAN 125 71-8o TOP 15o JOURNEYMAN 81-90 BEGINNING 200 MASTER 91-99 MASTER 96-OO TOP MASTER
21-50
75
15o
2oo
i i 2 2
25o 3oo
zoo
! l 1 1
3 3 3 3 l 1 2
5oo
!'-{ER CHANT
GOLD
iNHERo
SKILLS !Ii !i
45 75
125 15o 2o0 25o 3oo 5oo GENTLEMEN
91-95
96-00
i i I i I I I ! ! 1 1 ! !
! I 2
75o
TYPE
GOLD 6O
INHER
SKILLS ili i!
91-95
96-00
85
15o 2OO
200
250 3O0
400
5OO 750
i i i i 2
i i 2
3 3 3
TYPE
GOLD
INHERo
SKILLS III ii i 2 2
01-20 21-5o
51-7o
7i-80 8i-90
9i-95
96-00
IMPOVERISHED 90 POOR 120 200 AVERAGE 150 250 WELL OFF 250 400 WELL TO DO 350 600 WEALTHY 500 i000 RICH 1000 2000
I i 2
3 3 3
4
SKILLS OF HEN !I ANIHAL TRAINER ARMOURER BIRD TRAINER BOWYER BUREAUCRAT CARPENTER CARTOGRAPHER CHEF COOPER FLETCHER FOREMAN FISHER[vLN GAMBLER FOOL/JESTER FORTUNETEiLER GOLDSMITH GLASS BLOWER INTERPRETER JEWELER GROCER LEGAL SOLICITOR H]]'{TER LOCKSMITH INN KEEPER MASON MA ID/BUTLER MERCHANT MILLER MILITARY MINER ENGINEER MONEY LENDER MINSTREL MOUNTAINEER NETMAKER NAVIGATOR PAPERMAKER PERFUMER POTTER PROCURER ROPEhKER SCRIBE SAILMAKER SHIP CAPTAIN SAILOR SHIPWRIGHT SMITH SLAVER TANNER SWORDSMITH TINKER TAILOR WEAVER TEACHER WiNEMAKER WHEELWRIGHT WOODSMAN TAXIDERMIST INKMAKER III ACTOR
ADHINISTP$.TOR
Ol-O9
O&06
o7o9
15=i5 16=i8 19-21
22-o2
25=27
BAKER BARBER BOOTHAKER BRICKLAYER BUTCHER CARPETHAKER COOK CRIER DYER FARMER
51-55
5=56
57-59
#o-a2 L@-65
a-6-68
69-51
52-.5
55-57
58-6o 61-63
6a--66
ALCHEMIST ARCHITECT ASTROLOGER ASTRONOMER AUTHOR BARRISTER BOTANIST C@OSER DANCER DIPLOMAT DREAM INTERPRETER ENGINEER GEOLOGIST GEOGRAPHER HISTORIAN JUDGE LINGUIST LOVER MATHEMATICIAN MUS I C IAN MILITARY OFFICER ORATOR PAINTER PHILOSOPHER PHYSICIAN POET SAGE SCULPTOR TUTOR WINETASTER ZOOLOGIST CURATOR
67-69
70-72
73-75 76-78
79-81
82-8
85-87
88-9o
HOBBIT SKILLS !I
oi-o9 10-18 19-27 28-36
i!I ARCHITECT AUTHOR BOTANIST GEOGRAPHER HISTORIAN HUS!CAN ORATOR PHYSICIAN POET TUTOR WINE TASTER ENGINEER
37-45 55-6}
64-?2 73-81 82-9O
91-99 O0
BAKER BUTCHER COOK IPIER FARMER GROCER INN KEEPER MILLER TINKER WEAVER WINEMAKER SAILOR
BOWYER CARPENTER CARTOGPu&PHER CHEF COOPER FLETCHER LOCKSMITH MERCHANT SCRIBE TAXIDERMIST WHEELWRIGHT MOUNTAINEER
DWARF SKILLS II ANIMAL TRAINER ARHOURER CARTOGRAPHER FOREMAN GOLDSMITH JEWELER LOCKSMITH MASON MERCHANT MILITARY ENGINEER MONEY LENDER MOUNTAINEER SCRIBE TEACHER WHEELWRIGHT III ADMINISTRATOR ALCHEMIST ARCHITECT ENGINEER GEOLOGIST GEOGRAPHER HISTORIAN MATHEMATICIAN MINING ENGINEER MUSICIAN OFFICER PHYSICIAN POET SMITH (MITHRAL) ZOOLOGIST
29-35
36-#2 #3-49 50-56
57-63
64-70
BOOTMAKER BRICKLAYER BUTCHER CARPETMAKER COOK DYER GLASSBLOWER HUNTER INN KEEPER MINER PAPER MAKER POTTER TANNER TINKER WEAVER
7i-77
78-85 86-91 92-98 99-oo
ELF SKILLS i
0!o08
II
III
o9z6
2532
9-56
576 6572
8188
89-96 97-oo
BAKER ANIMAL TRAINER ALCHEMIST BOOTMAKER BIRD TRAINER ARCHITECT FISHERMAN BOWYER ASTROLOGER MINSTREL CARPENTER ASTRONMER NET MAKER COOPER AUTHOR PAPER MAKER FLETCHER BOTANIST ROPE MAKER INTERPRETER HISTORIAN SAIL MAKER JEWELER LINGUIST SAILOR NAVIGATOR PHILOSOPHER SMITH SCRIBE PHYSICIAN TINKER SHIP CAPTAIN POET WOODSMAN SHIPWRIGHT SAGE jAVER SWORDSMITH ZOOLOGIST
When using this chart the fi'st thing you do is check to see how many of these abilities you have
This is done by generatinS a random number from I - 3o
(roll a six-sided die and divide by two) 9he result is the number of abilities that you have Some of the abilities need a bit of explanation One of the abilties is a bit nebulous the spells abiltyo Minus or plus one with spells means that this number is either added or subtracted from the number that an op
portent is required to make for a saving throw The
damage modifications are used when employing spells such as,ireball lightning bolt wall o ice etCoo When healing spells are being employed the damage modifications work diferent!yo Instead of +I damage per die the cleric does +i healing per die In the extraordinary abilities tables various pluses and
minusses versus various dangers are listed The numbers
(1-3) BAD
=25% speed
+25% speed
2 points/day +25% to survive +i hearing +i hit probo +i hit probo +I hit probo +i hit probo +I hit probo +i hit probo +i hit probo +i hit probo +i hit probo +i hit probo +i hit probo +i hit probo
i point/2 days
-25% to survive
=i hearing =i hit probo =I hit probo
11=15 SWIMMING
16=20 HEARING
=i hit probo =i hit probo =i hit prob. =i hit probo =i hit probo
=i with spells i +i with spells +i damage per die damage per die Takes 10% shorter cost 20% less
91=00 Roll a twenty sided die for an extraordinary ability roll a six sided die to determine whether the ability is good or bad i=3 bad 4=6 good.
ABILITY
-2 vso clerical spells -2 VSo magical spells Slow learner Subtract 25% from all experience
and type language Sickly anemic Subtract i from all attributes including hit points
All thumbs -2 with all missile weapons -3 dexterity
9
i0 ii 12
Albino -3 constitution -2 strength Pampered -3 strength -2 constitution 4 VSo dragon breath VSo poison -3 VSo wands and rods -4 VSo staves -3 VSo stoning -2 defense
13
14
15
16
17
18
Night blind Can't see in dark areas Require a lot o light -i VSo firelight-oriented
spells
19
2o
puddings
ABILITY
+2 vs clerical spells +2vso magical spells Quick learner Add 2 to all experience
Flesh tastes bad to monsters 9% chance they will stop biting Roll a 6sided die The result is your plus
with any type o weapon
Excellent linguist Read all languagesSpeak 6 additional languages Ability to tell if something is poison 9%
accurate
Natural locksmith Ability to pick locks like a thiefo I already a thief double the chances
of success
9
i0 II 12
Desert dweller +3 constitution +2 strength Mountain man +3 strength +2 constitution Woodsman +2 on all missle weapons +3 dex-
terityo
+4 VSo dragon breath +4 VSo poison +3 VSo wands and rods + VSo staves +3 VSo stoning +2 defense
13
14
15
16
17
18
Ability to find mechanical traps 95 of the time Can detect magic ability 90 accurate True sight illusionsnever fool you and you can tell if something is polymorphed or altered
by magic in some way
19
2O
been drawn from Norse mythology and from Tolkieno If you have different thoughts about the heights of non
humans then feel free to change the chart
the full 3 - 18 merely re-roll the dice until you get a number within the proper limits If you are checking the height for a female human elf or half-elf make the regular dice roll and count up three rows to get the female's true aeighto For female hobbits and dwarves you count up two rows to find the true height One final comment about this chart Do not be upset if your 18 strength fighter is only 48o Just think how surprised his opponents will be when he starts to tear them to pieces Conversely if your character is 66' who is going to want to tangle with him (even though his strength is only 4) ? Looks deceive!
S ZGHT CHART
HEIGHT
HN
ELVES
HAIJ?-ELVES
DWARVES
HOBBITS
2 0H 20 20 2 _-
5
6
2 6o
2' 10
?
8
5 0o
5
6
}o 6H
i0 I! !2
7
8
z}
14
3 !0
9
I0 ii 12
z5
z6
z7
5
6 8' i0
5 0" 5' 2"
13 5 6 7 8 9
i0 ii 12 14
5 6
7 8
9 i0 ii 12 15 14 15
16
6 7 8 9 I0
ii 12 i3
z5
16
!5
z6
z
z5 16
6 8"
-6i0'w
17
18
WEIGHT CHART
This chart is used similarly to the height chart with
the exception of emaieso For females you go up yet one
a small boat will stay afloat with the whole party aboardo
35
00
5
6
5 50
7
8
55
60
9
5 3 6
g i0 ii 12
65 70 75
80
5 7 S
9 lo Ii
6 7 8 9 i0
ii i2
13
14
85 90
5
6 7 8
6 7 8 9
i0 ii
15
16
95
loo 11o 120
17
13o
l&O 150 160
9
i0 ii 12
12
13 ig 15
12 m3
me
13 me
s5
!7o
180
13
ig
16
15
le
16
19o
215
15
16
230
25
17
18
The combat resolution matrices are based upon the roll of a pair of percentile dice To use these matrices first find
the appropriate table for use with the attacker (Fighting-Men use the Fighting-Men table Monsters use the Monsters table and so on) The next step is to compare the armour class of the defender to the level of the attacker Keeping the resulting number in mind you then find the combat modifier for the type of weapon that you are using You add the weapon modifier to the basic number subtracting if the modifier is negative
Last of all you must take into account any defensive bonuses
the defender might have usually from magic armour or high dexterity This final number is the number that you must roll eual to or below on percentile dice in order to be able to
hit your opponent
While all of this might seem to be a very long and involved process it is really quite simple The best way to use this system is to have the player write what number he needs to roll
below to hit each armour class This will save because the
player will not have to look in the book for each combat
55 59 63 67
71
50 54 58 62
66
45 9 53 57
61
o 48 52
56
35 39 43 47
51
3o
25 29 33
20 24 28
5
38
42 46
3
4
37
41
32 36
tO
5
6
75 79 83 87 91 95 99
7o 74 78 82 86 9o 94
65 69 73 77 81 85 89 93
6o 64 68 72 76 8o 84 88 92
55 59 63 67 71 75 79 83 87
91
5o 54 58
62 66
45
7
8
9 53 57
61 48
9
l0 ll 12
52 56
6O 6 68
70 74 78
82 86
65 69
13
14
i00 98
73 77
81
lOO lOO 97
72 76
8O
15
16
9o
85
55 58
6z 64
5o 53
56 59
45 48
5z 54
4o 3
46 49
35 38
4! o
3o 33
36 39
25 28
3z -
2o 23
26 29
3
4
5
6
67 7o 73
76 79
62 65 68
71 74
57 6o 63
66 69
52 55 58
61 6o
47 5o 53
56 59
42 5 68
51 56
37 4o 43
46 49
52 35 58
41
7
8
9
i0 ii 12
82 85 88
91
77 80 83
86
72 75 78
81
67 7o 73
76
62 65 68
71
57 60 63
66
52 55 58
61
7 5o 53
56
13
14
94 97
89 92
8487 9O
79 82 85
7 77 8O
69 72 75
6 67 7O
59 62 65
15
16
i00 95
9
55 57
59 61 63
8
50 52
56 56 58
2
65 7
69 5! 53
6
o 2
66 68
35 37
39 &l 0-3
30
32 36 36
25
27 29 31
20
22 26 26
3
6
5
6
38 o 63
&6 69
33 35 38
cz q
28 30 33
36 39
65 68
?t 76
60 63
66 69
55 58
61 64-
50 53
56 59
65 68
51 56
7
8
9
io ii 12
77 80 82 8
86
72 75 77 79
81
67 70 72 76
76
62 65 67 69
71
57 60 62 66
66
52 55 57 59
61
67 50 52 56
.56
62 65 67 69
.51
!3
!
15
16
88 90
83 85
78 80
73 75
68 70
63 65
58 60
53 55
55 58 6! 65 68 71 75 78 81 85 88 91 95 98
50 53 56 60 63 66 70 73 76 80 83 86 90 93
65 68 5! 55 58 61 65 68 ?! 75 78 81 85 88 91
60 65 0 53 56 60 63
35 38 6! 65 8 51 55 58 6Z
3o 33 36 6o 63 46 50 53 56 60 63
66
25 28 31 35 38 61 65
2o 23 26 30 33 36 0
3
6
5
6
?
8
63 5Z 55 58
61
9
io ii 12
6 5o 53 60 63
?0 73 76 80 83 86 90
65 68 71 75 78 81 85
13
16
7o 73 76 80
65 68
15
16
i00 96
71 66 75 70
i00 i00 95
LEVEL OF CLERIC
SPELLS STAVES
i 2 3 4 5
6
5O 53 56 59 63
66
45 &7 5o 53 56 59 62 65 68 71 74 77 80
35 37 4o 43 6 49 52 55 58 61 6 67 70
25 28 3z 3 38 l 7 51 5 57 61 65
3o 33 36 39 43 46 9 52 56 59 62 66 70
? 8 9 io
ii 12
69 72 76 79
82 86
13
9o
WEAPON DAGGER
HND=AXE
+5 +5 0 +I0
+9
0 0 0 +5
0
0 0
-5 -5
-5 -5
-15 =zo
-15 -iS
?& C E CUDGEL SHORTSWORD SCIMITAR HAMMER BROADSWORD QUARTERSTAFF MORNING STAR BASTARD SWORDs FLAIL SPEAR TRIDENT POLEARMS HALBARD BATTLE AXE MILITARY PICK GREATSWORD
MTD LANCE
0
0
0
-5
0
-iS =5 =!0
+5
-2o =zo =15
0
-25 -z5 -20
0
0
0
=5
+15 o +5 +5 +i0 +5
0 0 o +5 +5 +5 0 o +5 +5 o o +i0
+5 0
o
0
o -io
+5
=5 -15
0
-lo -20
+5 +i0 +5
-5 o
0 +5 +i0
-5 -5
0 0 +I0
-io -!o
+5
-5
+i0
+5
+5
+5
+5
0
0
-5
+I0 +15 +5 o
+15 +i0 0 o
+i0 +5 0 -5
+15 o
PIKE
9
! CROSSBOW LIGHT CROSSBOW iNG BOW COOSITE BOW HORSE BOW SHORT BOW SLING
5
0 0 0
0 =5 0 =5 -5 =5 -i0
9
-5
2
=I0 1-12 i=6 i-i0 i-8 !-6 !=6 i-6
+I0
+5
-20
=90
The missle weapon modifiers given here are for medium range for close range add 5% long range subtract 5%
DESCRIPTION
No armournormal Glotheso
9
8
A shield or cloth armour specifically a gambeson Leather armour or cloth armour with a shield Leather armour with a shield or ring mail without shield scale mail without shield Chain mail without shield ring mail with shield scale mail with shield
7
6
Chain mail with shield Plate armour without shield Plate armour with shield
3
2
MINo STRo -
8 -
1-6 1-8 i6
1-8 1-8 I6
9 9 13 15
i8 i6 I8 ii0 iI0 i6
1-8
9 12 14
16 13
To use the saving throw tables you must first find table that is applicable to the character Secondly the column that applies to the saving throw that must be made is found Third the column must be compared to the level of the character the result is the basic saving tOWo The basic savi throw is the saving throw unless the character has a magical item or special ability that changes his saving throw Once the final saving throw has been determined you then roll a pair of percentile dice To make your saving throw you must roll equal to or below the indicated number For monster saving throws the fighter's saving throw table is used The exception when the monster is a spell casting creature is making its saving throw In this case the monster's saving throw is chosen from between the table for the fighters and the table of the type of spell caster that the monster iSo
STONING
BREATH WEAPONS
SPELLS STAVES
l 2 3
5 8 51
0 3 6
35 38 2
3o 3 38
25 28 3z
5 6
?
58 61
6
53 56
59 o
50 53
5?
6 50
55
38 z
-
8 9 i0 ll 12 13
67 ?l 74 77 81 85
62 66 69 72 76 80
61 65 68 72 76 80
59 63 67 ?l 75 80
47 51 5 57 61 65
STONING
z 2 3 4 5 6 7 8 9 i0 ii 12 13
5o 55 56 59 63 66 69 72 76 79 82 86 90
45 #7 5o 53 56 59 62 65 68 71 74 77 80
35 37 4o 43 6 49 52 55 58 61 6 67 7o
25 28 3z 5 38 41 44 #7 51 54 57 61 65
3o 33 56 39 43 46 49 52 56 59 62 66 70
LEVEL OF MAGE i 2
35 37
4o 43
4o 42
45 48
25 27
3o 33
3o 34
38 42
3
a
45
48
5 6 ? 8 9
i0 ii 12
5o 53 56 58 61
66 69
45 48
5z
50 53
56
35 58
4z
46 5o
5,
53
56
58
61
43
46
58
62
59
61
6
66
9
51
66
70
64 67 69 72 75
69 72 74 77 8O
54 57 59 62 65
74 78 82 86 9o
13
14
72
74
15
16
77
80
When this
system is used the spell-caster is allowed to cast any spell that he has sufficient points to cast, He of course is lim
ited to casting only spell apropriate to his level The use of the spell point system is relatively simple
The character first etermines his spell points The formula
is 2 times the prime requisite plus the constitution divide all of this by three and multiply by the level of the spel!caster To use a spell you simply subtract the cost o the
chosen spell from your total spell points and consider the
spell cast The extra cost listed is sort of a variable When the extra cost is per turn then
control on a spell
the meaning is that the extra is above and beyond the normal
duration When the cost is per die of damage or body etco
it means that the initial cost covers only the initial cost o the spell and not the damage or other effecto The regeneration of spell points is a matter best left up to the individual referee A character might regain all of the points back each day or i/7 or whatever The second spell system allows the spell caster to have as many spells per day as his prime requisite The spells
included the alternate one is used for druids and for campaigns in which first level clerics are allowed spells
SPELL POINT COST TABLE SPELL NAME (Spell order i) CHARM PERSON DETECT MAGIC HOLD PORTAL LIGHT MAGIC ! SSLE PROTECTION FROM EVIL READ LANGUAGES READ MAGIC SHIELD SLEEP VENTRILIQUiSM (Spell order 2) CONTINUAL LIGHT DARKNESS 5 RADIUS DETECT EVIL DETECT INVISIBLE ESP INVISIBILITY KNOCK LEVITATION LOCATE OBJECT MAGIC MOUTH MIRROR IMAGE PHANTASMAL FORCES PYROTECHNI CS STRENGTH COST EXT P COST
5
i i i 2 2 i ! 2
L
+i/turn
5 5
4
+2/turn +2/turn +2!turn +2/turn
3 5
4
3 3 5
+ 2/turn
+2/turn
5 7
+2/turn
COST
EXTRA COST
WEB WIZARD LOCK (Spell order 3) CLAIRAUDiENCE CLAIRVOYANCE DISPEL MAGIC EhLOSIVE RUNES FIRE BALL HASTE SPELL HOLD PERSON iNFRAVISION INVISIBiLITY i0 RADIUS LIGHTNING BOLT MONSTER SUMMONING i PROTECTION FROM EVIL i0 RADIUS PROTECTION FROM NORMAL MISSLES ROPE TRICK SLOW SPELL SUGGESTION WATER BREATHING (Spell order K) CHARM MONSTER CONFUSION DIMENSION DOOR EXTENSION I FEAR
7 ? 9 9 9 9
+l/die ii ii 8 12 12 i0 12 12
+3/turn +3/turn +3/turn
+l/die
9
ii
9 9
16
+3/turn
15 17 13 15
+K/turn
+K/turn
COST
COST
17
16 22 16 i8 2O
POLYMORPH OTHERS POLYMORPH SELF REMOVE CURSE WALL OF FIRE WALL OF ICE WIZARD EYE (Spell order 5) ANIMATE DEAD CLOUDKILL CONJURE ELEMENTAL CONTACT HIGHER PLANE EXTENSION II FEEBLEMIND GROWTH ANIMALS HOLD MONSTER MAGIC JAR MONSTER SUMMONING III
PASS-WALL
17
14 22 22
13
+4/turn
14 28
+5/body
35
14 2O +9/plane
25 25
28
32 25
24
23 29 25
+5/turn
COST
EXTRA COST
28 28
+5/turn
40
+iturn
CONTROL OF WEATHER DEATH SPELL DISINTEGRATE EXTENSION II! GEAS IIiSIBLE STALKER LEGEND LORE LOWER WATER MONSTER SUMMONING IV HOVE EARTH PART WATER PROJECTED IMAGE REINCARNATION REPULSION TPNSMUTE STONE TO FLESH (Spell order 7) CHARM PLANTS DELAYED BLAST FIRE BALL LIMITED WISH MASS INVISIBILITY MONSTER SUMMONING V PHASE DOOR
38
40
4ol
3o
39
47
24 +2/day
+5/turn
36
37
41
+l/turn +5!turn +5/turn
36
33
43 36 43
+5/turn
46
5O 150 5O 5O 49
COST
EXT COST
54
REVERSE GRAVITY
SIMUACRD]vl
53 59
65
64 61
(Spell order 8) CLONE MASS CHARM MIND BLANK MONSTER SUMMONING Vi PERMANENT SPELL POLYMORPH ANY OBJECT POWER WORD-BLIND SYMBOL (Spell order 9) ASTRAL SPELL GATE SPELL MAZE SPELL METEOR SWARM MONSTER SMONING VII PRISMATIC WALL POWER WORD-KILL SHAPE CHANGE TIME STOP FULL WISH 80 2OO
65
75
65 72
64
78
io0 84 82 +9/turn
95
9o
8O
+9/turn
3OO
CLERICAL SPELL POINT COST TABLES SPELL NAME (Spell order i) CURE LIGHT WOD?DS DETECT EVIL DETECT MAGIC LIGHT PROTECTION FROM TIL PURIFY FOOD AND WATER (Spell ordes 2) BLESS FIND TRAPS HOLD PERSON SILENCE 15 RADIUS SNAKE CHARM SPEAK WITH ANIMALS (Spell order 3) CONTINUAL LIGHT CURE DISEASE LOCATE OBJECT PRAYER REMOVE CURSE SPEAK WITH THE DEAD (Spell order 4) CREATE WATER CURE SERIOUS WOUNDS NEUTRALIZE POISON PROTECTION FROM EVIL lO RADIUS SPEAK WITH PLANTS 18 17 15 17 15
+t/turn +t/turn
COST
EXTRA COST
3 I i i 1 2
+l/turn +l/turn +!/turn
6 4 6
+2/turn +2!turn
+2/turn
4 4
+2/turn
ii 9 i0 8 9 i0
CLERICAL SPELL POINT COST TABLES SPELL NAME TURN STICKS TO SNAKES (Spell order 5) COMMUNE CREATE FOOD DISPEL EVIL INSECT PLAGUE QUEST RAISE DEAD (Spell order 6) ANIMATE OBJECTS BLADE BARRIER CONJURE ANIMALS FIND THE PATH SPEAK WITH MONSTERS THE WORD OF RECALL (Spell order 7) AERIAL SERVANT ASTRAL SPELL CONTROL WEATHER EARTHQUAKE GATE HOLY WORD PART WATER RAISE DEAD FULLY RESTORATION SYMBOL WIND WALK COST EXTP$ COST
+iturn
37
23 25
35
31
39
36
40
+6/turn +6/turn
37
42
33
38
67 43
+12/turn
55 57
125 58 49
8O
+7/turn
7o 49
59
DRUIDICAL SPL POINT COST TABLE SPELL NAME (Spell order I) DETECT MAGIC DETECT SNARES AND PITS FAERIE FIRE LOCATE ANIMALS PREDICT WEATHER PURIFY WATER (Spell order 2) CREATE WATER CURE LIGHT WOUNDS HEAT METAL LOCATE PLANTS OBSCUREMENT PRODUCE FLAME SPEAK WITH ANIMALS WARP WOOD (Spell order 3) CALL LIGHTNING CURE DISEASE HOL$ ANIMAL NEUTRALIZE POISON GROWTH OF PLANTS PROTECTION FROM FIRE PYROTECNIC8 WATER BREATHING ii COST EXTRA COST
I I 2 2 2 2
+i!turn
5
6
5 3 5
4
+2/turn
=
9
Ii 8
9 9
i0 i0
+3/turn
COST
EXTP$ COST
=
17
2o
CONTROL TEMPoIO RADIUS CURE SERIOUS WOUNDS DISPEL MAGIC HALLUCINATORY FOREST INSECT PLAGUE PLANT DOOR PRODUCE FIRE PROTECTION FROM LIGHTNING SPEAK WITH PLANTS (Spell order 5) ANIMAL GROWTH ANIMAL SUMMONING II ANTI-PLANT SHELL COMMUNE WITH NATURE CONTROL WINDS HOLD PLANT PASS PLANT TRANSMUTE ROCK TO MUD TURN STICKS TO SNAKES WALL OF FIRE
17
16 2O
23
18
19
16
15
+/turn
29 27 25 31 29 25
26
+5/turn
25
21 +5/turn
3o
DRUIDICAL SPELL POINT COST TABLE SPELL NAME (Spell order 6) ANIMAL SUMMONING III
ANTI-ANIMAL SHELL
COST
EXTP COST
39
36
+6/turn
CONJURE FIRE ELEMENTAL FEEBLEMIND FINGER OF DEATH TRANSPORT VIA PLANTS TU WOOD WEATHER SUMMONING (Spell order 7) ANIMATE ROCK CONFUSION CONJURE EARTH ELEMENTAL CONTROL WEATHER CREEPING DOOM FIRE STORM REINCARNATE TRANSMUTE METAL TO WOOD
39
56
4o
36
41
49
46
+7/turn +7!turn
59
49
53 55
56 49
SPELL LEVEL
8 7 .... .... -
6
?
3
3
5
%
7
6
9 lo 11 12 13 14 15 16 17 18 19 20 21 22 s3 24 25
3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
3 3 3 } 3 3 3 3 3 3 3 3 3 3 3 3 3
3 3 } 3 3 3 3 3 3 3 3 3 3 3 3 3
6 5 } 3 3 3 3 3 3 3 3 3 3 3 3 3
8 ? 6
8
8 ? 6
8 -
3 3 3 3 3 3 3 3 3 3 3 3
6 5 At
3 3 3
3 3
6 5 4
8 ? 6
3 3 3 3 3
3 3 3 3 3
3 3 3 3 3
5 3 3 3
3 5
6
?
8
5 6
? 6
9 8
9 8
9
l0 ll 12
3 3 3 3
5 } 3
? 6 5
? 6 5
8 ? 6 5
!3 z5
16
l?
18
19
2o 21 22
23
3 3 3 3 3 3 3 3 3 3 3 3
3 5 3 3 3 3 3 3 3 3 3 3
3 3 3 3 3 3 3 3 3 3 3 3
3 3 3 3 3 3 3 3 3 3 3 3
5 3 3 3 3 3 3 3 3 3 3
9
8
?
6
=
5
4
9
8
3 3 3 3 3
7
6
5
AL
SPELL LEVEL 2
9 8 .... .... .... -
5 6
8 7
9 8
7 8 9 zo zz 12 13 14 15 16 17 8
3 3 3 3 3 3 3 3 3 3 3 3
6 5 3 3 3 3 3 3 3 3 3
7 6 5 3 3 3 3 3 3 3 3
8 7 6 5 3 3 3 3 3 3 3
9 8 7 6 5 3 3 3 3 3 3
9
8
7
6
=
5 3 3 3 3 3
9
8
19
2o 21 22 23
3
3 3 3 3
3
3 3 3 3
3
3 3 3 3
3
3 3 3 3
3
3 3 3 3
7
6
5
4
qZ
ITfSTiCAL MAGIC
RING OF MAGIC DETECTION This ring can only be used to
determine if individual items are magic It cannot be used as a broad-based magic detection device
RING OF FLYING Allows one to fly at the speed of 120 yards per turn for up to 24 turns per use of the
ring The ring can only be used three times per day
RING OF TRAP DETECTION When using this ring the wearer will detect traps 75% o the time RING OF POISON DETECTION Made out of a piece of the horn of a unicorn when dipped in poison the ring will turn bright red RING OF MAGIC READING The person that wears this ring will have the ability to read magical scrolls and tomes RING OF OPEING By merely knocking on a door or other portal the portal will open regardless of what was holding it shut be it spell person or locko RING SPEAKING: While wearing this ring the user is fluent in all languages past present and future
RING OF REVENGE: The user of this ring may call forth an invisible stalker to do his bidding The servant of the ring will do whatever his master orders but if a long service is required he will try to pervert his
orders Only one of these creatures can be called from the ring and once it is summoned the ring is no longer useful
RING OF TR SIGHT: Allows the wearer the power to see all illusions for what they are With this ring it is
also within the users power to know whether a being
is polymorphed and if it is what the original form-of the creature was (This ring should be extremely rare) RING OF INVERSION: This ring has both a bad and a good
side When worn all of a player's prime characteristics change To determine what the characteristics change to
subtract each characteristic from 21o RING OF READING: Whomsoever wears this ring will be blessed with the ability to read any language no matter what it might be save only magic RING OF REINCARNATION: The power contained in this ring
will operate but.onceo When the person that is wearing
this ring dies he is brought back to life in another form The form in which the .character is brought back depends upon the alignment that he had when he died the determination of what kind of creature he is is made by rolling dice on the reincarnation chart of his former
alignment
RING TABLE
%-ROLL
%-ROLL
01-07
WEAknESS
08-14 CONTRAIRINESS 15-20 INVERSION 21-27 DELUSION 28-31 TRAP DETECTION 32-35 MAMYL&L CONTROL }6-39 INFRAVISION 40-43 READING -47 FIRE RESISTANCE 48-51 OPENING 52-55 SPEAKING 56-58 IISIHLITY 59-61 HUMAN CONTROL
81-82 PROTECTION +2 5 RADIUS 83-84 DJINN SUHMONING 85-86 REGENERATION 87-88 TELEKINESIS 89-90 SHOOTING STARS
91-92 X-RAY VISION
93 94 95 96 97 98 99 lO0
PVENGE PROTECTION +9 MAGIC DETECTION REINCARNATION TRUE SIGHT SPELL TURNING SPELL STORING MANY WISHES
62-66 PROTECTION +i 65-67 FLYING 68-90 THREE WISHES 71-73 WATER WALKING
REINCARNATION CHART
If the dice indicate that you change alignment then roll a fifty-fifty chance to determine which alignment you
become When the dice indicate that you have become a
If you have become a giant or a lycanthrope determine randomly which type you have become making sure that the type is appropriate for your alignment When the dice indicate that you have become a dragondetermine type and age and whether you talk or use spells The last thing you do is determine what your new characteristics are Your new strength is a totally random determination intelligence and wisdom remain the same constitution is random dexterity and the new charisma are the average of a new die roll and the one that you had in your previous incarnation
REINCAPJATION CHARTS WPUL HUNL&N HUMAN HOBBIT HOBBIT DWARF DWARF GNOME GNOME ELF ELF ENT ENT
HALF-ELF HALF-ELF
NEUTRAL HUMAN HUMAN HOBBIT HOBBIT DWAHF DWARF GNOHE GNOME ELF EI2 NIXIE PIXIE
DRYAD GRIFFON
CHAOTIC
HUroN
PEGASUS PE GA SUS HIPPOGRIFF HIPPOGRIFF ROC ROC CENTAUR CENTAUR GIANT GIANT BLINKDOG BLINKING DRAGON DRAGON LY CANTHROPE LY CANTHROPE UNICORN UNICORN CHANGE ALIGNMENT
ROC LY CAN THROPE ORC OGRE DRAGON WYVERN CENTAUR HYDRA PURPLE WORM CHIMERA MINOTAUR GIANT BUGBEAR LICHE LI ZARDMAN DOPPLEGANGER UMBER HULK PHASE SPIDER CHANGE ALIGNMENT
ORC GNOLL HOBGOBLIN KOBOLD GOBLIN BALROC OGPE TROLL GHOUL WIGHT WRAITH SPECTRE MUMMY VAMPIRE MEDUSA MANTICORE GARGOYLE MINOTAUR DRAGON CHIMERA BUGBEAR OGRE MAGE GIANT LICHE DOPPLEGANGER HARPY LY CANTHROPE SALAMANDER DISPLACER BEAST GORGON CHANGE ALIGNMENT
When usi the name generation charts various kinds of dice are required You will need a six:osided four-sided an eight-sided a twelve-sided and a set
intermediate consonants requires the rolling of fo sided and eightsided dice The first number on the chart is the four-sided die and the second number is the eight-sided die To use the table of vowels a twelve sided die is rolled Twelves are ignored and the die is rolled again To use the name generation charts follow the ensui
formula A six-sided die is rolled on a i - 3 the name
a vowel roll a six-sided die if the result is i - 2 then the next sound is a vowel if the result is - 6 then the next sound is an intermediate consonantoif the previous sound was a consonant then go directly to the vowel table This serires of operations is continued until a name of suitable length and sound is created In the use of these charts an almost infinite number of
names can be generated These names can be spelled
<
TABLE OP BEGINNING CONSONANTS LETTER(S) SOUND s S:ER (S) SOUND R RUN s SAFE S0 SCALE SCHL SCHLUSS SH SHAKE SHR SHRI SL @LAVE SN SNAKE SP SPELL SPR SPRING $9U @ARE ST STOP STR STREET SV SVEN SW SWEDEN
T TIME
01-02
BAR
BL BR C CH
CL
!3lL
i5o!6
CR
D
CRi
DATH
5152 53- 55-56 5758 5960 6162 6-66 65-66 6768 69-70 71-72 75-74 75-76 77-78 79-80
81-82
45-46
47-48
PL
PR
PLANE
P.Y
49-50
QU
UIET
83-84 TH THE 85-82 HR HR 27-88 TR AI 89-90 TW TWAIN 91-92 V VAiN 93-9 W WILD 95-96 Y YELLOW 97-98 Z ZOO 99-oo ZH AZURE
LTTR < S)
SOUND
ii !2
B CK
S0B ROCK
3I 32
RK RL
i3
! i .5 i6 i 7 i8 2I 22 2 3 26 s 5 26
D
F o J L M N NG P R RB RD
FA2
STAFF RiO RAGE RAIL HAM CAI! RING cAP TAR HER CURD
33
36 3 5 3 6 3 7 38 i 42 3 6 5 46
RM
RN RP RT s SH SK ST T TH v X
2 ?
2 8
RF
RG
SCAZ
BURG
7
- 8
Z
ZH
PORK EARL WORH TURN WARP COURT BASS ASH TASK CAST RAT WRATH === DOVE BOX HAZE AZURE
SOUND
SOUND
i 2 3 5
A a E e I
6 7 S 9 i0 ii
i 0 e U u oy