Documente Academic
Documente Profesional
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Treasury
from the Cathurian RHQ
Here be a collection of material developed during a long running campaign of Tunnels & Trolls,
the delightful RPG by Ken St. Andre, published by Flying Buffalo. Nearly all of this material was
created for the Fifth Edition rules, but should plug in with little adaptation to most of the other
published editions. Where material has been adapted or borrowed from other sources, I have made
every effort to provide credit for such; if I have been amiss anywhere, please let me know.
This is intended as an assortment of house rules and addenda to the “official” rules; it is not a
monolithic alteration of the work, but a collection of interchangeable parts that may be applied or
rejected according to your own preferences. Use any or all of it as you will in your games – may your
dice be hot and your characters cool.
The contents of the Tunnels and Trolls Treasury have been mostly just copied in from the old html
files from the now defunct Treasury website. My apologies for any roughness in the formating.
Armor Rules......................................................................................................9
Armor.....................................................................................................................10
Helms.....................................................................................................................11
Shields....................................................................................................................11
Kindreds.........................................................................................................13
Bogeys....................................................................................................................13
Brownies.................................................................................................................13
Gnomes...................................................................................................................14
Primitives...............................................................................................................15
Sylvan Elves...........................................................................................................16
Height & Weight Charts for the
Major Kindreds................................................................................................................18
Level Advancement Bonuses
by Kindred........................................................................................................................19
Classes.............................................................................................................28
Kung Fu Fighter.....................................................................................................28
Shamans and Shamanic Magic..............................................................................29
Thief.......................................................................................................................30
The College of Enchantments.................................................................................36
College of Mystical Clowning................................................................................38
College of Material Magicks...................................................................................41
College of Medical Magicks...................................................................................44
College of Hydromancy..........................................................................................46
College of Meteorology...........................................................................................48
College of Mental Mysticism.................................................................................50
College of Golems...................................................................................................52
College of Geomancy..............................................................................................57
College of Light & Night........................................................................................59
College of Hypothermal..........................................................................................62
College of Pyromancy.............................................................................................64
College of Necromancy & Sorcery.........................................................................66
College of Temporal Manipulations.......................................................................70
Magickal Class Systems...................................................................................72
Crystomantic Wizardry.........................................................................................72
Herbalist Wizards..................................................................................................81
Critter Guide.................................................................................................109
Dragons & Dragonkind.......................................................................................134
Treasure Tables..............................................................................................138
T&T Character Sheet....................................................................................143
Experience (Adventure) Points
XP for magic
Wizards & Rogues should be awarded XP for every spell cast "under stress." That is, for any spell
not cast just for the sake of practice. The XP awarded is equal to the Mana cost times the level of the
spell.
An extra bonus is awarded for any spell that takes more Mana than the caster has and is
successfully cast. In this case, award five times the normal XP for that spell.
XP for Saving Rolls
The rules state that the character should get as many XP as the total of the SR die roll times the SR
level. As this is too much "nickel & diming" for my taste, I use a slightly altered system that gives
pretty much the same results.
As the average result of a 2d6 roll where doubles add and roll over is 8.4 (roughly), one can simply
multiply this by the number of levels of SRs attempted and get nearly the same number as if one
added & multiplied all those separate die rolls. Therefore, the player simply records the levels of SRs
attempted during the evening's play. The SR need not be successful, and as a bonus, I allow players
credit for the level of SR actually made if it exceeds the required level. (e.g., a player attempts and
fails a L1 IQ SR, then she attempts and makes a L2 DX SR, and then she attempts a L1 LK SR but
actually scores a L3 SR; so she now has a total of SIX levels worth of SRs recorded.) At the end of
the play session, multiply the number of SR levels by 8.4 to determine the total XP awarded for
Saving Rolls
XP per Level
The original level advancement schedule is a little uneven. The following revision maintains the
same basic profile but smooths out the mathematical curve:
LEVEL XPs
2 1000
3 3000
4 7000
5 15,000
6 27,000
7 45,000
8 69,000
9 100,000
Level Advancement Bonuses
I prefer that my characters retain their kindred advantages & penalties throughout their lives.
Therefore, the following rule is amended to 2.14:
Each kindred's attribute modifiers apply also to the level advancement bonuses. First, figure the
bonus as stated -- either the level number or half that -- but do not drop any fractions yet. Then,
modify that number by any kindred modifier and drop all fractions. As you can imagine, this can
produce a high-level hobbit with a phenomenal CON, but he'll still be a weakling.
For a list of the modifiers and tables of pre-calculated bonuses, see the Level Advancement page.
Mana
I decided to add the attribute Mana to the game for the best of "Approved T&T" reasons:
simplicity. Using strength as the spell-casting fuel simply brought up too many questions ("Is this ST
only good for spell-casting? Does it reduce my combat adds when I cast a spell? Why doesn't that
shriveled up old wizard with a ST of 47 just smash down the door, beat the villain to a pulp and then
cast a spell?" etc.).
Mana is a seventh attribute possessed only by traditional wizards and rogues. Warriors and other
non-magical classes do not have this attribute at all. Mana replaces Strength in all spell-casting
applications.
In addition to spell casting, Mana may also be used to boost the caster's own combat adds. One
point of Mana is good for one extra add for one combat round. A character may not more than double
his or her combat adds through mana-boosting. However, even just one add from Mana makes all that
character's attacks that round "magical" in nature.
Excess Mana
If Mana is reduced to zero or below, the character is not dead but does fall unconcious for (d6 +
excess mana) game turns. If an attempt is made to cast a spell that requires more Mana than is
available, the spell-caster must make a LK SR at the level of the spell. If the roll is failed, Mana is
reduced to zero and the spell is not cast. If, however, the roll succeeds, the spell is cast but the excess
Mana is supplied by permanent loss of points from other attributes (roll randomly for which attribute
each separate point is taken from).
Equipping Faerie Folk
Fairies, Brownies and kindreds of similar size have special considerations for miniature armor and
weapons.
Melee Weapons
All classes except wizards may choose any weapon from the lists, ignoring ST requirements. Cost
and weight is one tenth normal. All one-handed weapons get two dice; all two-handed weapons get
2d + 3.
Missile Weapons
Cost, weight, and range are one tenth normal. The ST requirement is reduced to one fourth
normal. The weapon's dice are reduced to one third normal (round up).
Armor
The choice of armor is very limited -- the amount of protection that can be wrapped around a doll-
sized body is minuscule. The below armor sets are complete and include, if you wish, a helmet
(whether or not you wear it is immaterial). The number in the Fly ST column indicates the minimum
ST if a fairy character wishes to fly while wearing this armor (regardless of weight carried); this is
cumulative if a shield is also taken.
armor fly ST gp wu
micro-Leather 1 2 4 30
micro-Mail 2 3 15 40
micro-Plate 3 4 40 70
Shield 1 1 3 30
If Mithril armor is used, add one to the protection, subtract one from the Fly ST, cut the weight in
Notes on availability
If the character belongs to a guild (Fighters', Wizards', etc.), the appropriate items are usually
available there. Otherwise, they may have to journey to a native settlement.
The Endless Combat Problem
All T&T veterans know that the combat rules have one little glitch -- if two opposing forces have
high dice weapons and heavy armor, it can be very difficult for either side to score hits on the other.
For example, if two dwarves rolling 5d + 20 and wearing 40 points of armor try to fight to the death,
they will more likely starve than actually be stabbed. There are two reasons for this difficulty: first,
the high armor values available to warriors and, by extension, to the party as a group; and second, the
steep bell curve produced by three or more dice.
Without regard to the mathematics of bell curves, the simplest & easiest solution to this problem is
one of the many "critical hit" variants in use among T&T gamers. I use the following version:
Regardless of the combat totals or other outcome of the combat round, all natural SIXes rolled by a
combatant count as one hit directly to the CON of the opponent. This neatly bypasses the armor issue
and does not involve math or recordkeeping. I don't generally use this method in all cases, but when
a combat seems to be going on too long, I will invoke the rule at that point.
With this method (or any of its variants) the fighter with the greater number of dice is given a slight
edge. The down-side to this method is that if dice are relatively equal, the fighter (or group) with less
CON is almost certainly doomed. And it can still take a great deal of time resolve the issue,
particularly with high level combatants.
Cloth Cuirass 1 1 15 50
Full Quilted 2 1 30 70
Shields
armor ST req gp wu
Buckler 3 1 10 75
Target Shield 4 5 35 300
Aspis (medium) 5 5 65 450
Tower Shield 6 6 100 550
armor ST req gp wu
Mithril Ring Cuirass 4 1 630,000 100
Mithril Full Ringmail 6 1 800,000 120
Mithril Mail Cuirass 6 2 1,350,000 300
Mithril Plate Cuirass 8 3 900,000 400
Mithril Full Mail 9 5 2,500,000 450
*Mithril Full Plate 15 6 6,000,000 600
Bogeys
The Bogeys -- also known as boogey-men and woogie-woogies -- are frightening little creatures
whose main province is retribution and vengeance, and often serve the gods in these matters. Their
primary power is the ability to scare the living bajeezus out of just about anybody.
Bogeys take no class; they are just boogey-men. Also, Bogeys will always move in total silence,
even when walking on dry leaves and such. For my idea of what a Bogey looks like, check out Brian
Froud's illustration of a "bogle" in his book Faeries. Short & spooky looking.
Natural Magicks
All bogeys have two natural spell abilities. Note the special cost requirements:
Coyses / [D] / 2 LK / range 50'
This will cause the required level of all the victim's Saving Throws to be tripled for 24 hours. The
cost is two point of Luck per 24 hours duration of the curse. Luck is recovered at two points each
midnight.
Bogey-Bogey! / [E] / 1 ST --
This causes the Bogey to swell in size (but not ST). The cost is one ST per additional two feet in
height. It lasts one turn or until dismissed. The strength is recovered normally at one per turn.
Attributes
Kindred attribute modifiers are as follows:
ST ×1/3
IQ ×1.5
LK --
DX --
CHA ×3(negative)
CON ×1/2
Mana ×1/2
Brownies
The best way to describe Brownies is as 6 inch tall, mischievous, party-loving picts. Better yet, just
watch the movie Willow. Their one real advantage in life is a remarkable durability -- they are hard to
kill.
Attributes
Kindred attribute modifiers are as follows:
ST ×1/4
IQ ×3/4
LK --
DX --
CHA --
CON ×3
Mana na
Gnomes
The gnomes are a wise folk and live close to nature without much concern over gain or loss. All
gnomes must be classed as rogues.
There are no major gnome villages -- most gnome families live in isolated homes, frequently built
beneath a great tree (or even inside one).
Demeter is the patron deity of the Gnomes.
Natural Magicks
All gnomes have the gift of the Down Under spell. This "reverses" the gnome (not another person)
so that they walk on the underside of the surface of the ground -- they are thus upside down, but may
walk as easily as if through air and can see for about 100 feet through ordinary soil (rock is opaque).
While underground, the gnome walks as normal and can pass through natural stone formations, but
not crafted stone (such as the foundation of a building); although this may be climbed "over" as one
might attempt climbing over a wall. The spell costs 2 Mana points for 10 minute duration and may be
extended (for another 2 points per 10 minutes) as long as the gnome has Mana left.
Attributes
Kindred attribute modifiers are as follows:
Primitives
The Primitives, sometimes called "cavemen", continue to live a simple stone-age life on the fringes
of the more advanced cultures. Their lifestyle & culture is similar to the Native Americans prior to
the introduction of horses, and genetically, they are Neanderthals.
Primitives may be Warriors, Rogues, or Shamans (never wizards, or other specialist classes). Note
also that as rogues, they will be shaman-rogues. Refer to the Shaman rules.
The rare appearance of a primitive as an adventurer may be due to their having been exiled from
the tribe, or perhaps curiosity about the civilized world got the better of a more intelligent specimen.
Most often, however, it is the result of a decision to pursue a Glory Quest. After gaining fame &
fortune (and a few levels), the primitive will return to his or her tribe to assume a position of
leadership.
Special: any primitive that starts with an IQ of 12 or better knows the language of their tribe's
totem animal.
Tribes
There are six distinct tribes of Primitives; each is a separate cultural group and are strangers to all
the other tribes. There are no "relations" between the tribes, and another primitive is no more
welcomed by a foreign tribe than any non-primitive.
Roll one die to determine which tribe your character is from. Some tribes have special restrictions
or advantages which you should note.
1.Wavemakers totem = the Viper.
They live in scattered settlements along the islands & coast of the northwest from Deaf Island
northwards. They have frequent battles with the Stick-in-the-eye and Broken Fang orc clans.
Restriction: tribe members may never accumulate wealth -- they may have no more possessions than
they can carry and no valuables in excess of 1000 gp. All excess must be given away.
2.EarthTouchers totem = the Cougar
These are nomads roaming from Rum Lake to the Desert of Desolation. All Warriors & Rogues get
an African Throwing Knife, which they are trained to use regardless of DX requirements. Shamans
are forbidden to use any weapon, but have a Mana modifier of ×1.5.
3.TundraWalkers totem = the Caribou
These nomads roam along the furthest northeast plains. Restrictions: no tribe member may ever use
swords or shields. However, Warriors & Rogues may use two 3-die clubs without penalty if their
ST is 11 or better. All tribe members including Shamans can use any spear.
Attributes
Kindred attribute modifiers are as follows:
ST ×1.5
IQ ×3/4
LK --
DX ×3/4
CHA --
CON ×2
Mana -- (except for certain tribes)
Sylvan Elves
Sylvan Elves, Forest Elves, or Woods-haunters are a very distant relative to the High Elves.
Although they share the pointed ears and comeliness of their taller cousins, there is very little else
they have in common. Sylvan elves normally grow to 3 or 4 feet in height and have a deep coppery
skin color. Their culture is deceptively primitive -- they are nomadic hunters and gather few
possessions and have no native written form for their language. The ancient Elven heritage is
revealed, however, in the depth of their traditions and artistry.
The Sylvan elves are deeply spiritual and their ancient, animistic ceremonies revolve around their
attachment to the wilderness. Most elves are not literate, but they all have a prodigious capacity for
memorizing long speeches or stories. Wood-elf messengers are highly valued by many kings &
governments because of this.
Sylvan elf ethics & culture have some profound differences with human & dwarven cultures, but
on the whole they are not incompatible. Elves can mix with men & most other kindreds without much
difficulty.
Artemis is the patron deity of the Sylvan elves.
Special: each sylvan elf is born with the gift of one language of a woodland creature
Communities
Sylvan Elves gather into tightly knit tribes, which form an extended family. There are six tribes
Attributes
Kindred attribute modifiers are as follows:
ST ×2/3
IQ --
LK --
DX ×2
CHA --
CON ×2/3
Mana --
Leprechaun
1' 8 1' 9 1' 10 1' 11 2' 2' 1 2' 2 2' 3
Gnome 24 26 28 30 32 34 36 38
Bogey
Fairy 6" 7" 8" 9" 10" 11" 12" 1' 1 1' 2
0.8 0.9 1 1.1 1.2 1.3 1.4 1.5 1.6
Brownie
2' 7 2' 8 2' 9 2' 10 2' 11 3' 3' 1 3' 2 3' 3 3' 4
Gremlin 40 44 48 50 52 54 56 58 60 62
7' 2 7' 4 7' 6 7' 8 7' 10 8' 8' 2 8' 4 8' 6 8' 8 8' 10 9' 9' 2 9' 4 9' 6 9' 8
Ogre 220 240 250 260 275 290 305 320 335 350 365 380 395 410 425 440
6' 1 6' 2 6' 3 6' 4 6' 5 6' 6 6' 7 6' 8 6' 9 6' 10 6' 11 7' 7' 1 7' 2 7' 3 7' 4
Minotaur 190 200 210 220 230 240 250 260 270 280 290 300 315 330 345 360
5' 1 5' 2 5' 3 5' 4 5' 5 5' 6 5' 7 5' 8 5' 9 5' 10 5' 11 6' 6' 1 6' 2 6' 4 6' 5
Gorilla 190 200 210 220 230 240 250 260 270 280 290 300 315 330 345 360
7' 1 7' 2 7' 3 7' 4 7' 5 7' 6 7' 7 7' 8 7' 9 7' 10 7' 11 8' 8' 1 8' 2 8' 3 8' 4
Centaur 500 510 520 530 540 550 560 570 580 590 600 620 640 660 680 700
Rock 5' 1 5' 2 5' 3 5' 4 5' 5 5' 6 5' 7 5' 8 5' 9 5' 10 5' 11 6' 6' 1 6' 2 6' 3 6' 4
600 610 625 650 675 700 725 750 775 800 825 850 875 900 925 950
Person
now roll 3d again and multiply the base weight by:
3-4 × 0.8
5-6 × 0.9
7-8 × 0.95
9-12 no change
13-14 × 1.05
15-16 × 1.1
17-18 × 1.2
Humans
ST IQ LK DX CHA CON Mana
-- -- -- -- -- -- 3/2
2 2 1 4 1 1 2 1/1 3
3 3 1 6 1 1 3 1/1 4
4 4 2 8 2 2 4 2/2 6
5 5 2 10 2 2 5 2/2 7
6 6 3 12 3 3 6 3/3 9
Dwarves
ST IQ LK DX CHA CON Mana
2 -- -- -- 2/3 2 3/4
2 4 1 4 1 0 4 2/2 1
3 6 1 6 1 1 6 3/3 2
4 8 2 8 2 1 8 4/4 3
5 10 2 10 2 1 10 5/5 3
High Elves
ST IQ LK DX CHA CON Mana
-- 1.5 -- 1.5 2 2/3 --
2 2 1 4 1 2 1 0/0 2
3 3 2 6 2 3 2 1/1 3
4 4 3 8 3 4 2 2/1 4
5 5 3 10 3 5 3 2/1 5
6 6 4 12 4 6 4 3/2 6
Sylvan Elves
ST IQ LK DX CHA CON Mana
2/3 -- -- 2 -- 2/3 --
2 1 1 4 2 1 1 0/0 2
3 2 1 6 3 1 2 1/1 3
4 2 2 8 4 2 2 1/1 4
5 3 2 10 5 2 3 1/1 5
6 4 3 12 6 3 4 2/2 6
2 1 1 4 1 1 4 0/1 1
3 1 1 6 2 1 6 0/2 2
4 2 2 8 3 2 8 1/4 2
5 2 2 10 3 2 10 1/5 3
6 3 3 12 4 3 12 1/6 4
Leprechauns
ST IQ LK DX CHA CON Mana
1/2 1.5 1.5 1.5 -- -- 1.5
2 1 1 6 1 1 2 0/1 3
3 1 2 9 2 1 3 0/1 4
4 2 3 12 3 2 4 1/2 6
5 2 3 15 3 2 5 1/2 7
6 3 4 18 4 3 6 1/3 9
2 0 1 6 1 2 0 0 2
3 0 1 9 2 3 0 0 3
4 1 2 12 3 4 1 0 4
5 1 2 15 3 5 1 0 5
6 1 3 18 4 6 1 0 6
Gnomes
ST IQ LK DX CHA CON Mana
1/2 1.5 1.5 -- -- 1/2 --
2 1 1 6 1 1 1 0/0 2
3 1 2 9 1 1 1 0/0 3
4 2 3 12 2 2 2 1/1 4
5 2 3 15 2 2 2 1/1 5
6 3 4 18 3 3 3 1/1 6
2 0 0 4 1 1 6 0/0
3 0 1 6 1 1 9 0/0
4 1 1 8 2 2 12 0/0
5 1 1 10 2 2 15 0/0
6 1 2 12 3 3 18 0/0
Primitives
ST IQ LK DX CHA CON Mana
1.5 3/4 -- 3/4 -- 2 --
2 3 0 4 0 1 4 1/2 2
3 4 1 6 1 1 6 2/3 3
4 6 1 8 1 2 8 3/4 4
5 7 1 10 1 2 10 3/5 5
6 9 2 12 2 3 12 4/6 6
Certain tribes may have alterations to the Mana attributes.
2 2 0 4 1 -1 3 1/1 1
3 3 1 6 1 -1 4 1/2 2
4 4 1 8 2 -2 6 2/3 2
5 5 1 10 2 -2 7 2/3 3
6 6 2 12 3 -3 9 3/4 4
Gremlins
ST IQ LK DX CHA CON Mana
1/2
1/2 -- 2 -- 1/2 --
negative
2 1 1 8 1 0 1 0/0 2
3 1 1 12 1 0 1 0/0 3
4 2 2 16 2 -1 2 1/1 4
5 2 2 20 2 -1 2 1/1 5
6 3 3 24 3 -1 3 1/1 6
2 4 0 4 1 -1 4 2/2
3 6 1 6 1 -2 6 3/3
4 8 1 8 2 -3 8 4/4
5 10 1 10 2 -3 10 5/5
6 12 2 12 3 -4 12 6/6
Minotaurs
ST IQ LK DX CHA CON Mana
2
2.5 3/4 -- 3/4 2.5 nil
negative
2 5 0 4 0 -2 5 2/2
3 7 1 6 1 -3 7 3/3
4 10 1 8 1 -4 10 4/4
5 12 1 10 1 -5 12 5/5
6 15 2 12 2 -6 15 7/7
2 6 0 4 0 -1 6 3/3
3 9 0 6 1 -1 9 4/4
4 12 0 8 1 -2 12 6/6
5 15 0 10 1 -2 15 7/7
6 18 0 12 2 -3 18 9/9
Centaurs
ST IQ LK DX CHA CON Mana
2 -- -- -- negative 3 --
2 4 1 4 1 -1 6 2/3 2
3 6 1 6 1 -1 9 3/4 3
4 8 2 8 2 -2 12 3/6 4
5 10 2 10 2 -2 15 5/7 5
6 12 3 12 3 -3 18 6/9 6
2 4 1 4 0 -1 4 2/2 1
3 6 1 6 1 -1 6 3/3 2
4 8 2 8 1 -2 8 4/4 3
5 10 2 10 1 -2 10 5/5 3
6 12 3 12 2 -3 12 6/6 4
Bogeys
ST IQ LK DX CHA CON Mana
3
1/3 1.5 -- -- 1/2 1/2
negative
2 0 1 4 1 -3 1 0/0 1
3 1 2 6 1 -4 1 0/0 1
4 1 3 8 2 -6 2 0/1 2
5 1 3 10 2 -7 2 0/1 2
6 2 4 12 3 -9 3 1/1 3
Kung Fu Fighter
Kung Fu Fighters will have mastered only one general type of weapons (sword, hafted, bows, etc.);
any other type of weapon may only be used if the fighter's ST & DX are double the ordinary
requirements.
Fighters may wear any armor, so long as the total ST requirement is not more than half the fighter's
strength.
In unarmed hand-to-hand combat, a Kung Fu Fighter gets dice equal to his or her level, plus the
personal missile adds are used, not the normal melee adds.
Dexterity Armor
If a Kung Fu Fighter wears no armor at all, he may use his DX as armor -- each point over 12
counts as one point of armor in a melee situation. DX armor is halved if the fighter is attacked from
the rear, and is completely ignored if the fighter is unaware of the attack.
Special Abilities
Kung Fu Fighters choose one special ability for each level they gain (including first level). Some
of these are simply skills, others are akin to magic spells and have a ST cost to "cast". This ST cost is
not assessed until after the current combat is concluded. All costs are incurred immediately after the
battle, and lost CON may not be recovered until all ST is recovered (at the usual rate of one per turn).
These abilities may be chosen for any level:
Grapple
Make your regular combat roll -- but if you win the round, you do not score hits. If the "hits"
exceed your opponent's DX, you have him pinned; he can break the hold only with a ST SR at
your level. (Obviously, this may only be used in one-on-one situations.)
Throw
This works just like Grapple, except success means you have thrown your opponent to the
ground; he is stunned for one round unless he can make a L2 CON SR.
SpeedyStrike ST cost = 5
You get two rounds to your opponent's one for the next five combat rounds (essentially doubles
your combat total).
Great Leap ST cost = 2
You may make one standing leap of a distance/height up to your level x 5 feet (or your ST in
feet, if greater).
The following abilities are for Level 5 or better:
Heroic Weapon ST cost = 10
This works just like Grab-A-Weapon (and you must first have that skill as a prerequisite), but the
object you pick up is huge (ship's anchor, log, boulder, etc.) but cannot exceed ST x 5 pounds
weight. This will serve either to add five dice to your combat roll, or as a 20 point shield. These
weapons will last d6+1 combat rounds.
Resist Death
With this ability, you will not die during combat until you receive enough hits to drive your CON
to a negative number equal to your CON. If you finish combat with negative CON, you will die
immediately unless magical healing brings your CON back to positive numbers within one
combat round.
Iron Fist ST cost = 20
If you do nothing else that combat round (even defend yourself), you may strike an object or
person with your fist, doing damage equal to the total of all your attributes. Your fist will not be
hurt, regardless of what you punch.
Secret Technique ST cost = 15
Your opponent gets a L7 IQ SR to see this coming, and thus negate any effect. Otherwise, your
opponent gets no combat roll this round -- his total is zero. (if you use this in a mass melee,
simply double your combat roll; both rolls if you are also speedy-striking).
Shamans and Shamanic Magic
A Shaman is an intuitive Wizard; the primitive world's version of a sorcerer. Magic-users from
uncivilized tribes such as Orcs & Cavemen (see Primitives) will be shamans rather than true Wizards.
Shamans function in much the same way as orthodox wizards (and have the Mana attribute). Each
shaman has a staff (or rattle, drum, etc.) which functions just like a Staff Ordinaire (if it is ever lost,
the shaman must construct a new one herself). They can never use a Deluxe Staff or its equivalent.
The primary difference with Shamans is that they can only gain spells from the spirit world -- they
can never be taught spells or learn them from scrolls or books. Shamans also ignore the IQ and DX
requirements for spells. Level, however is an absolute limit: a shaman cannot cast a spell at a higher
level than his own. IQ puts a limit on the number of spells: a shaman may have a number of spells
not more than half her IQ at each level.
Shamanic Rogues
Characters from certain cultures (specifically Primitives and Orcs) may be Shamanic Rogues.
These are handled in the same way as orthodox rogues, but they have the same spell limitations as
shamans and can only learn spells from shamans of their own culture (a different tribe is okay, but a
Primitive shaman could not instruct an Orc rogue).
Unlike shamans, shamanic rogues must have the required IQ and DX to handle spells. The shaman
may then "teach" the rogue one spell of his choice. The process requires a sweat-lodge or similar
place of purification. The rogue must fast and go on a one to three day mini-quest, and then will
receive the designated spell.
Thief
Thieves have limited weapon skills; they may use daggers plus their choice of one other general
type of weapon. If they wish to use a weapon from any other category, they must first get training and
meet double the normal ST and DX requirements.
Armor protects thieves at face value -- plus they can only wear armor that has a total ST
requirement that is not more than half their strength.
Thieves automatically get reduced levels on their Saving Rolls for moving silently and climbing
walls (unless they forget to remind the GM). Also, they may attempt Saving Rolls for the following
actions: Pick Pockets, Pick Locks, Remain Unseen in Shadow, Pass Small Portals (up to half the
normal size required), and Disguise (all these are normally DX SRs).
Thieves' Guild
Like most enterprises in the Great Land, criminal activity is monopolized by a powerful guild
house. The Thieves' Guild is a shadowy organization, but not an entirely secret one. Most traders and
merchants will know how to contact the guild as easily as any street thug. Any thief entering a new
territory must check in with the local guild and clear any major operation with the guild hierarchy
(you may be refused permission if your target has already purchased "protection").
Any criminal gains less than 100 gp per week are free and clear. Any thefts greater than that value
Poisons
The Thieves' Guild also controls the production of poisons and blade venoms, and it is to them that
even respectable gentry come to get their Curare or Spider Venom. To higher level thieves with
proven ability (sufficient DX and IQ), the Guild will provide alchemical training in poison brewing --
for a fee.
Rogue Thieves
A Thief may also be a Rogue class; these have the same armor and weapons restrictions as normal
thieves, but may not attempt any of the special skills. Instead, they use spells to do their dirty work.
Thief Rogues must learn their spells from the cranky old wizards of the Thieves' Guild, who charge
very high prices. Most proper wizards will refuse to teach spells to thieves, but even if one is conned
into doing so, it may be to no avail anyway. The embittered old wizards who sell their services to the
Thieves' Guild have tended to develop magicks along subtly different lines than the Wizards' Guild,
and this difference may be too much for a thief rogue to overcome. If a thief does learn a spell from
an orthodox wizard, he must make an IQ SR at the level of the spell on the following day, or he will
completely forget it.
The spell list available from the Guild wizards is a little different from the standard list. The spells
listed below with no description are exactly the same as the standard spells.
Special Notations:
"D" -- spell may be cast at higher levels for increased duration
"E" -- spell may be cast at higher levels for increased effect
"#" -- base spell cost in ST (or Mana)
Spells of the Thieves Guild
Level One 1000 gp IQ = 10, DX = 8
Detect Magic 1
Lock Tight 1
Will-o-Wisp 1
Knock-Knock 2
Oh-There-It-Is 4
No-Feel-ums / 3
Renders all others incapable of feeling the thief's activities on their person, such as pocket
picking or even poison injecting. Lasts one round only.
Level Three 3000 gp IQ = 14, DX = 10
Slush-Yuck 15
Rock-a-Bye 11
Fly Me 7
No-See-ums / [D] / 12
Renders the caster invisible for one turn.
Crossed Tracks / 8
Hopelessly confuses any trail left by the caster & her party. Can only be followed by using a
Second Sight spell.
Assay / 6
Accurately determines the value of precious metals & stones; also spots fakes and worthless
items.
Level Four 4000 gp IQ = 16, DX = 11
Wink Wing 14
Dum-Dum 8
Double Double 18
Upsidaisy 9
Snooze Alarm / 12
This is a simple ward; placed on a container or across a threshold, will instantly awaken and alert
the caster when it is triggered. Lasts for 12 hours or until triggered.
Instant Banking / [E] / 20
When cast upon a collection of loot (not exceeding the caster's IQ in pounds), the goods will sink
without a trace into the ground beneath. It will stay there, safe from water, worms, & other
natural hazards (but not from discovery by others). The caster may recall it to the surface at any
time, but after one year and a day, the spell dissolves and the treasure reappears.
Level Five 5000 gp IQ = 18, DX = 12
Mind Pox 39
Zingum 36
Second Sight 30
Level Six 6000 gp IQ = 20, DX = 13
Mystic Vision 15
Wall of Thorns 14
Wall of Wood / 16
This conforms to all the standards for Wall spells; this one is made of foot-thick oak beams.
Goldnose / [D] /15
Allows the caster to smell the scent of gold for one turn.
Level Seven 7000 gp IQ = 22, DX = 14
Invisible Wall 27
Jemnose / [D] / 20
Allows the caster to smell the scent of precious gems for one turn.
Exchange / 30
This spell transmutes precious metals (including coins) into gems and vice versa. The total value
in the exchange cannot exceed the caster's (IQ x 1000) in gp; no value is lost in the exchange.
The gems thus created will be uncut and unexceptional, of random types, weighing a hundredth
of what the metal weighed (roughly). The reverse process will create the equivalent value in (roll
1d6):
1 = gold dust
2-3 = gold nuggets
4-5 = silver nuggets
6 = gold coins
Ages ago, great sages of the Guild would join together to promote the study of their favored types
of magicks. These evolved into formal organizations, each developing specialized spells and
assembling courses of study to teach other mages how to handle these spells. The magicks of each
college began to develop along subtly different lines, and special training was required before the
unique spells could be learned by other mages.
These colleges are now available to all members of the Guild. Student mages must complete the
special course of study to master the peculiar visualizations and psychic techniques of each college.
Applicant's must be of the requisite Level required by the college and pay the tuition fee. After
spending the required time in training and study, the student must make an IQ SR in order to
successfully complete the course (if he fails, he does not get his money back, but may try again later --
after paying the fee again). When successful, the graduate receives one spell as a gift. Thereafter, the
graduate is qualified to purchase the college's spells as well as the standard Guild spells.
These unique spells cannot be learned by a mage until they have completed the college's course of
study. Note that the availability of these spells depends upon the presence of another graduate of that
college. Any graduate can teach a spell to another graduate, but only graduates of at least 12th level
are qualified to instruct others in the secrets of the college.
Credits
With the exception of the colleges of Golems, Material Magick, and Mystical Clowning, many of the
spells in these colleges were inspired by & adapted from the elemental spells found in Dave Nalle's
Ysgarth Rules System (1980 edition). Mr Nalle & I corresponded briefly regarding various magic
systems -- wherever you are, Dave, good gaming to you.
Open Sesame / 15 / --
Creates an opening in a physical barrier about five feet across. The depth/length of the
passage may be up to the caster's level in feet. If the barrier is thicker than that, the spell
fails completely. Will last for one hour unless dispelled.
Portal Picture / 4 / --
This creates a perfect three dimensional illusion of a passage through a wall or similar
barrier. Lasts one (10 minute) turn or until someone bumps into it.
Credits: This college owes its existence & most of its less savory spells to Jack Radosevich and family.
Scrolls
Scrolls are very expensive and not always reliable (unless demon skin is used). They are,
however, the safest way to store spells. They are only usable by the mage who prepared them, unless
specific allowances are made during the scroll's ensorcellment. Even then, only wizards and rogues
can activate them.
Material requirements: All scrolls must be written on specially prepared skins with special inks.
The type of skin used affects the scroll's chances of success. When a wizard or rogue attempts to use
a scroll, they roll 2d6; if they roll beneath the success number given below, the scroll has failed and is
wasted.
Success for cost of skin &
skin type Wizard Success for Rogue preparation
lamb 6+ 8+ 5 gp
human 5+ 7+ 200 gp
High Elf or Troll 4+ 6+ 300 gp
Dragon 3+ 5+ 600 gp
Demon 2+ 4+ 1200 gp
These skins must be removed and ensorcelled within three days of the "donor's" death.
Pens used to inscribe the scroll must be plucked from a harpy, roc, griffin or similar flying creature
with a mystical nature. The ink is usually prepared from mummy bones and demon or fairy (best) or
dragon (acceptable) blood. A pulverized gem of at least 10 gp value per level of spell must be
included in the mixture.
Preparing a Scroll: enscrolling a spell requires the use of the another special spell. This spell is
given to graduates of the college as their departing gift.
Scrollspell (cost special)
The strength cost of this spell is equal to the cost of the spell being inscribed plus one point
per level of that spell.
It takes one hour per spell level to inscribe a scroll, and at the end of that time, the wizard must
make an IQ SR at the level of the spell. If the roll is failed, the scroll and all materials used in its
preparation are ruined. A completed scroll is actually a poem of sorts, which should evoke the
imagery of the spell effect.
Mixing and overdosing: When two potions are mixed together the results are entirely
unpredictable -- the practice is not recommended. Using more than one dose of even the same potion
at a time can also be quite dangerous. The effects may cancel or even multiply each other, and the
Charged Items
Charged items include rods, wands, rings, talismans, teacups or whatever pleases the creator's
imagination. They are reliable and not usually dangerous. They can only be used by their creator
unless specific allowances are made during the object's creation. If such is the case, they may be used
by anyone who knows or can discover the key (gesture, word, thought, trigger button, etc.), but tend to
be rather volatile and prone to accidental triggering.
Creating such an item requires a suitable receptacle, as for potions. Almost any item can be used,
but it must be of high quality and fine workmanship. Once prepared, this object will then absorb a
single spell type only, but may hold up to (2d6 minus the spell level) charges, but always at least one.
Once used, the item cannot be recharged, so all spells that it can hold must be cast into it at its
creation, within one 24 hour period. Casting a spell for absorption by the item will actually cost 50%
more mana points than normal. Some example of successful items are:
Gem of Brightness
a 120 gp value imperial topaz that holds 10 Will-o-Wisp spells
Knock-Knocker
a finely wrought cudgel covered in silver filigree, about 85 gp value. It holds 5 Knock-
Knock spells, but will explode if used against a barrier sealed by a Lock-tight spell.
Rock-a-Bye Rod
A silver and copper rod of 700 gp value. It holds 3 Rock-a-Bye spells.
Other ideas include Dum-Dum blackjacks, Wind Whistle bottles, Zombie-Zonk bracelets, Breaker-
Breaker shields and Smog bellows.
As mentioned before, any item that has been keyed to be usable by people other than the creator
tend to be volatile. If any such item is dropped or roughly handled there is always a 1 in 6 chance that
it will spontaneously discharge.
True Enchantments: A regular charged item may be turned into a semi-permanent enchanted
object whose spell will repeatedly or continually function. Such an item must be made of truly special
materials (they must somehow correspond to the spell effect and be valued at 500 gp per spell level),
then charged as normal, then have the spell Some Enchanted Item cast upon it (this is a level 5 spell,
available for purchase from the college at a cost of 2500 gp). The mana cost of this spell equals three
times the cost of the spell being enchanted. The exact parameters of the item are up to the GM; and
despite all the preparations, it is still a "regular" magical construct and is subject to dispelling and un-
magicking in all the regular ways.
Really fabulous enchanted items such as Flaming Holy Swords, and Amulets of Invincibility verus
Whatsits, etc., are made by demigods, not mortal wizards.
This college is a simplified version of the original system by Roy Cram which
appeared in Sorcerer's Apprentice # 15.
Level One
Skyhole / [D] / 3
This will pierce overcast or clouds, creating a hole directly between your position and the
sun (or moon, or directly overhead if only starlight is available). Lasts one (ten minute)
turn.
Weathercast / [E] / 7 / --
Will give the caster accurate knowledge of the general weather conditions in this region
over the next 24 hours.
Level Three
True-Tongue / [D] / 8 / --
Forces one person to speak the truth, the whole truth, and nothing but the truth for one turn
(10 minutes).
Construction
The construction of a golem merely requires the appropriate craft skills (sculpture for clay,
carpentry for wood, etc.), and this need not be performed by the wizard but may commissioned to
more competent hands -- under proper supervision, of course. The materials are simple and often
inexpensive, with the exception of the nervous system. A duplicate of a living being's energy
meridian must be built into the golem's body by implanting five special focus crystals at the primary
meridian points (hip, navel, heart, neck, & head). These crystals are gems whose value depends on
the type of golem.
Animation
Once properly constructed, the golem is animated with the Fifth Level spell, It's Alive, Igor! (ST
(or mana) cost of this spell is determined by golem type). A golem will follow the instructions of only
one master and that person must be specified when the spell is cast. The designated person must be
present during the spell-casting or the golem will go berserk.
The Nature of Golems
Golems can perform only one task at a time and will fulfill it literally, regardless of obstacles. The
tasks must be relatively simple ones, but if given a continuous task, a golem will persist until ordered
to stop. If given a task that is triggered by some event (e.g., "kill anything that walks through that
door"), it can wait indefinitely, ever vigilant (note, however, that in the previous example, it will
ignore anything that flies through the door).
Every month, or each time a violent task is performed, roll two dice; if the result is snake-eyes, the
golem becomes berserk and proceeds to smash everything in sight and kill anything that moves. Once
berserk, control cannot be regained.
Because of their physical nature, all except flesh golems are immune to arrows and similar stabbing
projectiles (although they may be affected by secondary effects, such as fire). All (including flesh)
golems are unaffected by any disease or poison. Finally, since only the flesh golem has a living brain,
all others are unaffected by TTYF, Mind Pox, and other charm & psychic type spells.
To determine the personal stats for a golem, roll 2d6 (not three) for all attributes except IQ, which
is always 2. Each golem type then has certain modifiers to apply to the results.
Golem Types
The table below gives the cost of the creation spell, the time & manner of construction, and the
average cost of the materials and life-gems for each golem type. More detailed description of each
type is given below, with attribute modifiers and average combat rolls. A golem's combat roll is a
number of dice equal to its Strength multiplier, with adds determined normally.
Wax Golem
Modifiers: 2 × ST
The basic cheap work-horse golem. Temperatures over 90°F do one point to CON per hour.
Persistent temperatures below 40°F will immobilize it. Cold attacks slow it by half, but do no
damage. Fire attacks do only normal damage.
Combat roll & CON=
average: 2d-2, 7 hp
maximum: 2d+12, 12 hp
Cloth Golem
modifiers: 2 × ST, 3 × CON
When in combat, if it rolls doubles on its combat dice, it will enwrap one opponent, pinning them
with cloth strips & doing 1 pt/round of strangulation/crushing. An enwrapped victim may break free
with a L2 ST SR. If a golem has only one enwrapped victim, it may still attack others normally.
Attacks on a golem with enwrapped victims are hazardous -- one third of the hits delivered to the
golem are instead taken by the enwrapped victims. Fire attacks have a 2 in 6 chance of setting it
ablaze, doing 2 pts/round.
Combat roll & CON=
average: 2d-2, 20 hp
maximum: 2d+12, 35 hp
Paper Golem
modifiers: 3 × DX, 3 × LK
These golems are just stupendously useful. They can refold themselves into almost any shape --
chairs, animals, parasols, books -- the possibilities are endless. Wounds inflicted by a paper golem
are usually…er, paper cuts; those injured who fail a L1 IQ SR have their next combat total halved
because of the pain. Any fire attack has a 5 in 6 chance of setting the golem on fire, doing one point
per round.
Combat roll & CON=
average: 1d+16, 7 hp
maximum: 1d+48, 12 hp
Wood Golem
modifiers: 2 × ST, 3 × CON
Because of their organic nature, wood golems can be given slightly more complex instructions than
the average golem; and will not go berserk while actually performing a task (or acting on instructions,
even if simply "wait until…"). Blunt weapons are ineffective against wood golems; attackers using
such weapons must halve their combat total. Fire attacks have only a 1 in 6 chance of setting it afire,
doing one point per round.
Combat roll & CON=
average: 2d-2, 20 hp
maximum: 2d+12, 35 hp
Clay Golem
modifiers: 4 × ST, 3 × CON, 2 × CHA(negative)
The classic golem and a sentimental favorite. No one is sure why, but clay golems seem to have a
predilection for blood-letting. If given a violent task, even if they don't go berserk, they usually
overdo it. Fire attacks have no effect. A bucket of water will do one point, and a heavy rain will do 1
pt/round.
Dust Golem
modifiers: 2 × ST, 2 × DX
Dust golems can "sift" through small cracks & holes and reform on the other side. Anyone who
takes hits from a dust golem must make a L1 LK SR or be blinded by the dust for one round.
Being mostly insubstantial, no weapon can inflict more than one point per round on a dust golem.
Fire attacks do full normal damage. A good dose of water will reduce it to a helpless pile of sludge,
but when it dries out, it will reform again.
Combat roll & CON=
average: 2d+2, 7 hp
maximum: 2d+24, 12 hp
Glass Golem
modifiers: 3 × ST, 3 × CON, 2 × DX
Because they are transparent and reflective, they can be rather difficult to see, particularly in low
light conditions. Any opponent who fails a L2 IQ SR must halve their combat total (or if firing
missiles, must double the level of the to-hit SR). When hit, a glass golem tends to scatter shards of
glass; for every hit point scored on the golem, a like amount must be taken among the melee
opponents.
Combat roll & CON=
average: 3d+9, 20 hp
maximum: 3d+36, 35 hp
Ice Golem
modifiers: 3 × ST, 4 × CON
Ice golems never go berserk so long as the temperature is below freezing. They may also be
magically charged by casting a Freeze Pleeze spell at it immediately upon its awakening. Thereafter,
it will be able to cast that spell once per day, with power equal to the original spell as it was cast.
Temperatures above 40°F will do 1 point per hour; above 70°F will do 1 pt per turn. Fire attacks
will do normal damage; cold attacks will heal hit points.
Combat roll & CON=
average: 3d+5, 30 hp
maximum: 3d+24, 45 hp
Stone Golem
modifiers: 5 × ST, 2 × DX, 5 × CON
Stone golems may use any weapon their ST and DX allow, and often carry tower shields. They
Iron Golem
modifiers: 6 × ST, 3 × DX, 8 × CON
Iron golems may use any weapon their ST and DX allow. They may also be magically charged by
casting a Wall of Iron spell at it immediately upon its awakening. Thereafter, it will be able to cast
that spell once per day, either in the normal fashion, or to instantly regenerate all its lost CON.
Blunt weapons and arrows are totally ineffective against an iron golem. Each round that a non-
magical bladed weapon is used against it, there is a 1 in 6 chance the blade will completely shatter.
Combat roll & CON=
average: 6d+37, 55 hp
maximum: 6d+84, 95 hp
Flesh Golem
modifiers: 3 × ST, 2 × CON, IQ = 1d6
Since flesh golems have an inherent nervous system, meridian crystals are unnecessary. Their
bodies are, however, not really alive, and they need no food or water, and are unaffected by climatic
extremes, etc.
Roll 1d6 for the flesh golem's IQ. If you roll a 3 or better, it is semi-intelligent and can speak the
first language of the original brain. Also, you must now roll for control loss during every task. If
control is lost, it will not necessarily go berserk. Instead, it becomes an independent, free-willed
being.
Combat roll & CON=
average: 3d+5, 14 hp
maximum: 3d+24, 24 hp
Credits
Most of the Golem types in this college were inspired by (or ripped off from) various contributions to
the three (out-of-print) volumes of All the World's Monsters edited by Jeff Pimper & Steve Perrin.
Level One
Cloud o' Dust / [D] / 4 / range 30'
Raises a ten foot wide cloud of dust which reduces visibility by half and chokes the
breathing of all within (L3 CON SR or lose half STR while in the cloud). Lasts one (ten
minute) turn.
Ground Grip / 35 / --
The caster becomes "rooted" to the earth and cannot be moved; lasts for one hour or until
dismissed by the caster. However, the caster also becomes of the same consistency as the
ground he is standing on; use with caution.
Level One
Sparkler / [D] / 3 / range 30'
Creates a yard-wide sphere of glowing motes, which moves about at the caster's direction.
It will weakly illuminate a five foot radius. Lasts one turn or until dismissed.
Level Two
Jack Frost / 6 /--
Causes a layer of light frost to cover everything within 100 feet of the caster.
1-3 Class I
4-5 Class II
6 Class III
{NOTE: until (if ever) I get the demonology school posted on this site, use an ordinary
demon made of ice with an MR of 2d6 × 20}
Level Two
Flame Flick / 5 / --
A small spurt of flame from the finger, which may be "flicked" up to 15 feet away. It may
ignite dry combustibles, or do 1-2 points of damage.
Sta-Cool / [D] / 15 / --
This renders the caster or one other person impervious to heat & immune to all fire damage
(except magical flames created by a caster (or dragon) with greater IQ than this spell's
caster) for one hour.
Fire Vision / 26 / --
The caster may look into one fire and "see out of" any other fire within five miles. Lasts
one turn.
Level Six
Panick! / 32 / range 50'
All living beings within 50 feet of the caster must make an IQ SR at the caster's level or
flee in terror.
Diabolic Pet / 35 / --
Summons up a familiar that will serve the caster for 1d years or until banished. It is almost
always an Imp, with an MR no higher than the caster's IQ. In addition to their regular
abilities, they can also function as a Deluxe Staff for their wizard (although they cannot
remember spell requiring a higher IQ than they possess). They must feed daily upon the
wizard's blood. [Caution: familiar or not, these creatures are still servants of Hell.]
Living Dead / 40 / --
This functions exactly like Zombie Zonk, except that the zombies created will last
indefinitely.
Ghost Glue / 60 / --
Temporarily binds a ghost (or the stolen spirit of a living person) into an object. The victim
retains consciousness, but cannot employ or exhibit any powers. Lasts one week (but can be
made (semi)permanent by the Some Enchanted Item spell).
Level Six
Superglue / [D] / 26 / range 30'
This is an amplified & concentrated Glue You. The victim cannot move at all for one turn;
but is subject to normal time events (he can be moved, hurt, etc.).
World Goes By / 45 / --
Reduces the caster's (or another's) time factor by 72. See Speedy Them for the basic
effects. The person will experience only 10 minutes of subjective time while the world
goes through 12 hours. A person under this spell must be moved very carefully; if, for
example, you straightened out their arm, their muscles might not be able to keep up with
such "rapid" motion and the tendons could snap.
Crystomantic Wizardry
The Fraternity of Lapidary and Crystology is a small college under the auspices of the Wizard's
Guild. They are a clique of highly specialized wizards who continue to practice "earth magic" as
opposed to internal (psionic) magic. These mages call forth the natural magicks found in gems and
crystals. They are often looked down upon by the orthodox wizards, but defenders will point out that
crystologists are not limited by Mana (or Strength) requirements and enjoy a better public image.
The Crystomantic Wizard Character
The most important attributes for a crystologist are IQ and CHA. Personality is very important in
accessing earth powers. Crystologists do not have the Mana attribute.
Each known crystal has one or more magical applications. Crystologist wizards learn the secrets of
these applications in the same manner as wizards learn new spells. First level crystologists start out
with knowledge of six first level crystals; three chosen by themselves and three more chosen by their
instructor. Further applications (spells) must be bought from the guild as usual -- the costs and IQ &
CHA requirements are listed below.
Crystomantic Details
Any crystal of suitable purity may be tapped for its magickal power. When a stone is first found,
roll 2d6 to determine its suitability -- raw gems are usable on a roll of 6+; already selected and cut
stones are suitable on a roll of 4+; better yet, roll on the expanded Treasure Table. A lower roll
indicates this stone will never be capable of generating magicks. To Activate the dormant earth
power, the crystologist must hold the stone and meditate for a number of turns equal to the
application's level -- the gem is then ready to use. Unless specifically noted, a single stone can only
contain one magick. Even if two different applications are known, the crystologist must choose which
magick to draw from the stone.
Normally the stone must be in contact with the crystologist's flesh and in line of sight of its target to
be fully effective. Certain stones may be primed by the wizard, which allows it to be used by any
other person who knows its purpose. Any application not noted as primable can only be used by a
Crystologist. Many of the simple primable stones can be good money-makers for a crystologist (see
Clear Carnelian).
Crystal Powers
Yellow Amber
When burnt in a room with a woman in labor, will protect the mother and child from death
during birth. Requires a complete lump of at least six ounces.
Amethyst
When inscribed with the names of the sun and the moon and worn as an amulet, will protect
the wearer from becoming drunk. (Primable)
Clear Carnelian
Clears the complexion when worn. (Primable)
Chalcedony
When three ounces are ground and administered with spring water, will add 2d6 to a
person's saving roll versus disease (the effect is immediate).
Emerald
When worn on the right side of the chest, will cause snakes viewing it to die of fright -- the
total MR may not be more than carats × 5.
Garnet
When worn, will add +d6 to any SR's versus hags, witches, & other female spirit-types.
(Primable)
Iron Pyrite
Will repel any crocodile or alligator with an MR not more than 40.
Melitite
When carried by children, their parents will be aware of what befalls them. Must be formed
into a ball and washed in the parent's blood; lasts one week per ounce. (Primable)
Pearl I
One fair sized pearl will allow you to function underwater without the need to breathe. It
will naturally recharge in one year.
Salt
Serpentine
When formed into a goblet, will reveal poisons poured into it (this works 1d6 times).
Turquoise I
When fashioned into a necklace of at least 12 stones, it will act as 10 points of armor versus
attacks from any cold-blooded animal. (Primable)
Red Amber
When formed into a ball and held firmly in the sword hand, it will protect against natural
heat and flames. Requires at least four ounces and lasts for 2d6 total turns. (Primable)
Smooth Antipathes
It must be at least seven carats and thoroughly polished -- it will protect against the effects
of any wizardly spell of seventh level or less; works only once.
Carbuncle
This will add one point per carat to SRs versus charm-type spells (Dum-Dum, Rock-a-Bye,
Oh-Go-Away, Mind Pox, etc.). It will add as many points as it can, up to its limit or the total
necessary to pass the SR -- each point used destroys one carat. (Primable)
Blood Carnelian
When worn, will stop one point of Blood-Drain attacks per round per ounce; it is not used
up but rather remains effective. (Primable)
Feldspar
When worn around the neck, it will protect from sunstroke; plus it absorbs one point per
carat of Blasting Power spell attacks (but each carat used is destroyed). (Primable)
Hematite I
Will add one point per carat to CHA when dealing with persons of the same kindred and
opposite sex. (Primable)
Yellow Jade
If held in the hand and stroked with the thumb, will prevent you from being duped when
conducting business deals. (Primable)
Magnetite I
When worn, it tends to draw lightning, but it also adds 1d6 to ST (the add is steady, roll
once for each stone to determine its potency). (Primable)
Ruby I
When worn in a ring, it protects against all effects of hunger & starvation for (d6 × carats)
days. (Determine the length of effect only when the stone is first used; it will then function
for that total time span -- need not be all at once.) (Primable)
Blue Sapphire
Allows the crystologist to cast a Wind Whistle spell -- ten mph for one turn. For each carat
over 2, the crystologist may increment either the velocity or duration. This choice is set
upon activation of the stone & the parameters are then permanent. Usable once per day for
a year and a day.
Sunstone
When crushed and consumed with wine, it acts as a Cat Eyes spell potion, duration is one
hour per carat. (Primable)
Bitumen
When taken from the skulls of (unburned) mummies and rolled into an armring, will protect
that arm from broken bones and add 2 points of overall armor. (Primable)
Yellow-Green Beryl
Protects from scurvy and other vitamin deficiencies for one month per carat.
Sard Carnelian
Will add 3d6 to any chosen SR versus magic, for a female only; works but once. (Primable)
Red Coral
Will cure natural sterility; must consume 30 ounces. (Primable)
Green Diamond
Adds +1 per carat to reaction rolls & SRs versus woodland animals. (Primable)
Green Jade
Dispels astral forms, forcing them back to their bodies; works once per ounce.
Green Jasper
Quells aggression of woodland beasts (as the Nice Doggy spell), of a total MR up to five
per ounce.
Pearl II
When placed within an open wound, it will prevent infection, and one turn later the patient
immediately recovers d6+1 CON.
Ruby II
This stone will reflect disease spells of CON-draining magic back upon the caster. The
stone is not used up, but will be destroyed on a roll of 6. (Primable)
Schist
Allows the casting of one Blasting Power spell; dice = carats, adds = 2 × caster's level.
Asbestos
The rock crystal form may be cut into a ring which will deflect one point per die of fire
magic (including dragon's breath) cast at the wearer. Will last for (d6/carat) total points of
absorption. (Primable)
Green Beryl
When ground into a powder and used as an eye wash, will cure shortsightedness.
Cater's Eye
When made into a ring, will function as a Staff Ordinaire for a wizard. (Primable)
Catochitis
(This stuff clings to the flesh like tar; takes 1d6 rounds to remove.) When held in the sword
hand, it protects against all charm-type spells (Dum-Dum, Oh-Go-Away, Rock-a-Bye, Mind
Pox, etc.). (Primable)
Green Coral
Will cure unnatural wounds that refuse to heal. It cures d6 points per pound, and is
destroyed in the process.
Blue Diamond
When dipped into a goblet of spring water, it will produce one dose per three carats of a
potion which cures any disease. The stone may be reused after one month.
Red Jade
If a piece of at least two pounds is made into an axe, it will slay any demon on its first hit.
Works only once. (Primable)
Clear Opal
This increases the damage done by direct attack spells. For a Crystologist, it adds one per
carat; for a wizard or rogue, it adds one per caster's level. (Primable)
Yellow Sapphire
The crystologist can use this to cast a Will-O-Wisp spell (the stone is the source of light;
brightness is up to 1 candlepower per caster's level; lasts up to 24 hours). Will naturally
recharge in seven days.
Sardonys
Protects the wearer from all special damage from touch attacks (paralysis, poison, spells,
etc.). (Primable)
Topaz
Protects the wearer from any manipulation of the emotions (except through direct magical
attack). It lasts for 1d6 years. (Primable)
Alum
This must be mixed with salt that has never been exposed to sunlight (at least ten ounces of
each). Then a wizard must summon an Invisible Fiend, which becomes bound to the
mixture, which is then rolled in a cloth and sewn up. The fiend will then take all unnatural
damage (from spells, gaze attacks, etc.) that the wearer would otherwise take, until the
fiend is killed. (Primable)
Green Amber
This will stop external bleeding; it is usable on one wound per day.
Yellow Beryl
When cut into a teardrop and worn between the eyes, will deflect all mind contact magicks
(TTYF, Dum-Dum, Mind Pox, etc.).
Cat's Eyes
When worn, this will protect once from death by magic (then the eye disappears).
(Primable)
Cross Stones
When thrown at vampires, they explode if they hit, doing 1d6 per 5 carats. (Primable)
Black Coral
This must be formed into some sort of weapon (dagger, arrowhead); then it can be used to
Yellow Diamond
When a stone of at least two carats is worn as a ring or brow circlet, this will protect against
all natural snake venoms, plus add +1 per carat to all other poison SRs. (Primable)
White Jade
When worn, this acts as (d6 per half ounce) points of armor versus lightning (natural or
magic). (Primable)
Malachite
This must be fashioned into an arrowhead and the name of a demon must be written on the
shaft. When such a missile hits, it explodes doing damage equal to what the demon would
inflict (by MR). This incidentally does one point per die (of the damage roll) in damage
directly to the demon and thus tends to draw its attention. (Primable)
Peridote
When worn as a ring, it adds one per carat to Charisma for purpose of leadership SRs only.
(Primable)
Green Sapphire
This can be used to summon a water elemental, with an MR up to (carats × caster's level); it
will serve for (caster's level) hours.
Turquoise II
When at least two stones are diamond cut and attached to a weapon, they will add one die
to the weapon's damage roll; this effect will last for 1d6 rounds per stone. (Primable)
Alatuir
When burnt, the smoke will drive off demons. It is effective versus an MR total not
exceeding (d6 per ounce) × crystologist's level.
Hematite II
When worn, this will prevent or stop all internal bleeding. (Primable)
Blue Jade
Protects the wearer from thirst; each carat will supplant one quart of water needs per day.
The gem loses value as each carat is used. (Primable)
Red Jasper
Protects a pregnant woman and her unborn child from disease, injury, and deformity for the
entire course of pregnancy. (Primable)
Lapis Lazuli
When cut into a sphere (at least 1½ inch diameter), it will deflect all spells cast by clerics;
up to a total of 4d6 levels. When cut into a cylinder (at least 3 by 1 inch), it will allow a
cleric to increase the level of certain spells for free, up to a cumulative total of 2d6 levels.
(Both applications are Primable)
Onyx
When worn, this will reduce Charisma by 5 points, but will reflect any one spell (of choice)
back upon the caster. (Primable)
White Diamond I
Each full carat is a "talisman" containing one use of one spell (determine the spell
Jet
When at least five ounces are fashioned into a disk and worn, it will deflect all forms of
attack that would drain the wearer's prime attribute (ST for warriors, IQ for wizards, LK for
rogues, etc.). (Primable)
Magnetite II
If cut into a five pointed star, washed in the blood of a slain virgin, and set into a dagger, it
will imbue the blade with a terrible poison. Anyone taking a hit from it must make a L7 LK
SR or die. This will work only five times. The bearer of this weapon cannot benefit from
"good" cleric's miracles nor enter any sanctified place. (Primable)
Milky Opal
This allows the crystologist to make a medusa gaze attack. Upon each use, there is a 1 in 6
chance that the stone will be consumed.
Black Pearl
This will allow the caster to summon forth anyone or anything. It can only be used once,
and it will only work during the dark of the moon. The summoned thing is not at all under
anyone's control.
Black Sapphire
This will absorb and contain any one spell cast at the wearer. That same spell may then be
recast by the crystologist at any time.
Herbal wizards are a rare lot. They usually come about when an otherwise ordinary herbalist-
mediker (pharmacologist) "discovers" wondrous magical properties in certain herbs, most of which
powers are actually coming from himself. The smart ones then seek out the aid of the local Wizards'
Guild. They are inducted into the order both to protect themselves and the secrets of magic. In return,
they are schooled in their newfound powers and learn to create ever more wondrous mystical effects
through their affinity with herbs.
Herbal Wizards do not use staffs, nor do they use strength or mana to "cast" spells. The tools of an
herbalist are a wooden bowl and a small silver knife (of at least 30 gp value). The knife is used in
harvesting and preparing the herbs; the bowl is where they are enchanted. Before herbs becomes
magical, the herbalist must place them in the bowl and turn their latent powers to his purpose.
Normally, hymns to the deity to whom the plant is sacred are chanted while the herbs are pared to
shape or mashed to the proper consistency. This takes from ten minutes to an hour for each batch.
Once prepared, herbs may stored for up to a year without losing potency. Unlike crystal magic,
herbal preparations, if used properly, may be used by anyone for full effect.
Herbalist Characters
Beginning first level Herbalist characters start with three Level One magicks of their choice, plus
three more chosen by the GM. Further magicks must be learned from senior Herbalists at the guild --
the cost per magick and the attribute requirements are given in the lists below.
Herbal wizards progress much as regular wizards do, and the costs and IQ & DX requirements for
each level are quite generous. However, take note that all herbal spells higher than fifth level require
the herb to be personally harvested by the herbalist. No "second hand" herb may be enchanted to a
purpose of sixth level or greater.
The herbal wizard does gain experience for "spells cast." Five times the spell level in XP are
earned for each preparation used which aids the wizard or the party or which helps someone. Herbal
magic is inherently "good" and no mean-spirited pharmacist has ever discovered magical properties.
Herbalists may wear any sort of armor, getting the standard protection only. In addition to daggers,
an herbalist may be proficient in one other class of weapon (hafted-slicing heads, or self-bows, etc.)
Any kindred that is allowed to be a wizard may also be an herbalist. A kindred which is allowed only
to be a rogue may also be an herbalist, but may never learn preparations beyond the seventh level.
An important element still missing from these rules is availability data. I would like each plant to
be listed with a habitat (mountain, desert, etc.) and its growing season. However, I have yet to find a
simple botanical reference with that information. If anyone out there can help me with this, it will be
Herbal Preparations
There are a few unique forms of preparation, which are described with the herb later, but most take
one of three forms:
{I} Infusion (potion); which is to be drunk by the person to whom the effect is
to be applied. Unless otherwise stated, the effect begins immediately.
{S} Smudge, or smoke; the preparation must be burned and the smoke wafted
about the area or inhaled to produce the effect.
{C} Charm; normally a small cloth cachet, which is to be worn, or hurled at the
target. Charms which have a short or instantaneous duration can be kept
dormant in a box or bag. They are activated when placed next to the owner's
skin.
Unless otherwise specified, it should be assumed that each "dose" or charm is good for only one
use, after which it is valueless and cannot be re-enchanted.
Avocado Aphrodite
A properly carved piece of the fruit (in the shape of the appropriate genitals) is to be eaten
(this must be fresh, of course). It will guarantee sexual vitality (no guarantees about
expertise or satisfaction) for the next d6 nights.
Horsetail Cronus
The herbalist must craft the stem into a whistle, which may then be used once to charm
ordinary snakes, in pied piper fashion.
Cactus Hecate
A specially prepared spine can be used by a wizard to write one spell into the wax of a
candle. The spell will be "cast" when the candle is lit ("writing" the spell takes the usual
Mana cost, lighting the candle may be done by anyone at no cost). If the spell affects a
particular target, it will be the person lighting the candle; if it has an area, it will be
centered upon the candle; if the spell has a duration, it will last for as long as the candle
Apple 2 Hera
The herbalist carves an applewood staff which is then enchanted by the Wizards' Guild into
a staff ordinaire. A wizard using this staff doubles his attribute total for purposes of Oh-
Go-Away, Yassa-Massa, and Rock-a-Bye spells. (Retail value about 8000 gp).
Cypress Apollo
The herbalist crafts a cypresswood staff which is then enchanted by the Wizards' Guild into
a staff ordinaire. A wizard using this staff automatically boosts by one level all healing
spells at no extra Mana (ST) cost (for Poor Baby spells, this simply gives an extra point of
healing). (Retail value about 200 gp.)
Willow Hecate
The herbalist crafts a magical wand of willow, which a Wizard may then enchant into a
makeshift "staff" (the enchantment in this case will be automatically successful). Any spells
cast through the wand in moonlight will be boosted one level (or doubled in some
appropriate fashion). (Retail value about 200 gp).
Ebony Hecate
The herbalist must carve an ebonywood staff, which the Wizards' Guild then enchants into
a staff ordinaire (or a make-shift staff, success guaranteed). A wizard using this always
adds his or her level to the damage total of TTYF spells. (Retail value about 4000 gp).
Warning: The following magick system is not for every T&T group. It requires a playful
and adventurous band, with a GM who is precise and patient, and a player (the
cartomancer) who is quick-witted and willing to take lots of notes. It takes extra effort to
make this work, but it can work -- and be a lot of fun, as well.
Among the magic wielders of the Great Land, there is a rare and hazardous breed called
cartomancers. Their magicks are immensely powerful but woefully unpredictable. It has been said,
with some justification, that only the most foolhardy of gamblers become cartomancers. It is more
likely that it is the most foolhardy of gamblers that are punished with the gift of cartomancy.
The power and the danger that is cartomantic magic is frighteningly simple: the magician draws a
card from the top of the deck, the card symbolizes one specific spell, and it is that spell that the
cartomancer may cast -- it is up to his imagination to make it work in the circumstances. Thus, a
cartomancer begins with the full complement of all spells. It is the skill at applying them in diverse
situations that increases with experience.
Cartomancers are normally accidental wizards, most never sought the powers they wield. Hecate is
the patroness and giver of the gift of cartomancy -- its use is therefore neutral (or better to say
"amoral"). Cartomancers are thus also provisional members of the Wizards Guild. Any kindred that
may be Wizard or Rogue may be a cartomancer.
Cartomancy is a gift, and the power of the spells is in the cards, not the cartomancer. However, the
gift is granted to the person and not to the deck, therefore the deck is useless to anyone but the
cartomancer, and the cartomancer must use only that one deck. If a cartomancer should ever
deliberately give up or destroy that deck, the gift is lost forever. However, if through some mishap
the deck is stolen or destroyed, the cartomancer can receive another by praying at a temple of
Hecate and making sacrifices worth 10% of his total wealth.
Mechanics of Playing a Cartomancer
The player or GM must supply a common Tarot deck. The deck may be of any kind so long as it
uses the standard Rider-Waite images. The deck should be thoroughly shuffled -- this includes
reversing half the deck with each split, ensuring that the cards are randomly reversed (that is, some are
right-side-up, some not). The deck is placed face down in front of the cartomancer. When the player
wishes to cast a spell, she flips over the card at the top of the deck and places it in a discard pile next
to the deck. The card symbolizes one of two spells, depending on whether it sits upright or reversed.
The cartomancer must immediately decide whether or not to cast that spell and if so, at what targets.
The real difficulty here is that the player does not get to see the complete spell list!
When starting a first level cartomancer, the GM should write down for her a list of 6 spells and
their corresponding cards. For example, the player might get a description of the spells for 8 of
Wands, reversed 6 of Pentacles, reversed Empress, etc. During the course of her adventuring, she is
free to keep written notes as to the effects of the spells. It is incumbent upon the GM to have the spell
list handy -- the cartomancer player may decide to cast the spell even if she does not know what it is!
Designer's Note: A player who is familiar with the Tarot may or may not have an advantage.
Although I used A. E. Waite's interpretation of the card's as a guide to the spell list, practical
considerations forced me to take quite a few liberties. Don't expect the spells to exactly match your
idea of what the card means.
The following list is for GM's eyes only; Cartomancers must build their own spell list based on
experience. As a less stringent alternative, GMs may wish to allow the player to read through the list
once to get a good feel for it.
A great many of these spells are abstract or open-ended, and it is left to the GM to administer them
appropriately (see Page of Wands for a good example). The GM is, in a sense, playing the role of the
deck itself -- the player requests a spell and the GM must create the magickal effect. The GM must be
fair & consistent in this (the "deck" actually does want to help its master) -- a cartomancer player will
get in plenty enough trouble without the GM trying to crock things.
In the following descriptions, (L) is a number equal to the cartomancer's level. Unless specified
otherwise, any spell that is not permanent or instantaneous has a duration of one game turn (five
combat rounds).
I - Magician Cartomancer may cast any standard Attacks one magic-using target,
Wizardly spell (up to (L) level) that draining all Mana (spell power); or
she can name and provide proper disenchant (L) magic objects. If
The following guide presents a closer look at the monsters and enemies that roam the Great Land.
Although there is some world-specific information, most of this guide can be used in any T&T
campaign.
Some of the monsters are original, some are straight out of "official" Tunnels & Trolls material
(including supplementals), some from medieval bestiaries, some stolen from other games, and many
are adapted from the now out-of-print trilogy All the World's Monsters edited by Jeff Pimper & Steve
Perrin. Where I have name credit for a creature, the contributors are noted.
CON = 3d6
Armor = d6-2
Atk = 2d + (d6 adds)
Veterans
CON = 3d6+3
Armor = 2 × d6
Atk = 3d + (2d6 adds)
Missile adds = 2d6; DX = 3d6
Sergeants
CON = 3d6+8
Armor = 2 × 2d6
Atk = 4d + (3d6 adds)
Missile adds = 3d6; DX = 5 + (3d6)
no armor = L4
cuirass = L2
full = L1
special attack
d6
1 no specials
massive pincers; one opponent must take any hits scored and they
2 are pinned -- they will take d6 points of crush each round they fail
to make ST SR (Level = MR/10) to free themselves.
caustic chemicals; all opponents must make a L1 ST SR or lose all
3 personal adds -- in any case, leather armor will be permanently
reduced by one point.
stinger; poison causes immediate vomiting unless a L1 CON SR is
4
made.
5 completely magic resistant.
vengeance; upon death its bodily juices form a terrible acid, capable
6
of dissolving flesh and metal; plus roll one more time on this table.
Centaur Troops
Common Grunts
CON = 3 × 3d6
Armor = d6+2
Atk = 3d + (2d6 adds)
Veterans
CON = 25 + 2d6
Armor = 2 × 2d6
Atk = 5d + (3d6 adds)
Missile adds = 3d6; DX = 3d6
1 in 6 will be a rogue (half armor, one 12-pt TTYF).
Sergeants
CON = 30 + 2d6
Armor = 2 × 3d6
Atk = 5d + (4d6 adds)
Missile adds = 4d6; DX = 10 + (3d6)
ST × 4
IQ --
LK × 1/4
DX = 3
CHA × 5 (negative)
CON × 3
Mana × 3/4
ST × 4
IQ × 3/4
LK --
DX --
CHA × 4 (negative)
CON × 4
Mana na
Dragons
Dwarven Troops
Common Grunts
CON = 2 × 3d6
Armor = 2 × 2d6
Atk = 3d + (2d6 adds)
Veterans
CON = 2 × 4d6
Armor = 2 × 3d6
Atk = 4d + (3d6 adds)
Missile adds = 3d6; DX = 3d6
1 in 6 will have a 6d weapon.
Sergeants
CON = 2 × 4d6
Armor = 2 × 4d6
Atk = 5d + (4d6 adds)
Missile adds = 3d6; DX = 4d6
Common Grunts
CON = 2d6
Veterans
CON = 3d6
Armor = 2 × d6
Atk = 4d + (3d6 adds)
Missile adds = regular adds + 2d6; DX = 15 + 2d6
1 in 6 is a rogue -- one 16-point TTYF
Sergeants
CON = 3d6+5
Armor = 2 × 2d6
Atk = 4d + (4d6 adds)
Missile adds = regular adds + 3d6; DX = 20 + (3d6)
ST × 3
IQ × 1/4
LK × 1/2
DX --
CHA × 4 (negative)
CON × 3
Mana --
Ghoul Troops
Common Grunts
CON = 3 × 3d6
Armor = 0
Atk = 3d + (4d6 adds)
Veterans
CON = 3 × 4d6
Armor = 0
Atk = 3d + (6d6 adds)
1 in 6 will have disease.
Roll 2d6; on a 12, it knows all 1st level spells and has a Mana of 3d6.
Sergeants
CON = 3 × 6d6
Armor = 0
Atk = 4d + (6d6 adds)
Roll 2d6 - 8; that is its level of magic mastery, Mana = (2d6 × level)
ST × 5
IQ × 1/2
LK --
DX --
CHA × 5 (negative)
CON × 5
Mana na
ST × 3/4
IQ --
LK --
DX × 1.5
CHA × 1/2 (negative)
CON × 3/4
Mana --
Goblin Troops
Common Grunts
CON = 2d6
Armor = d6-2
Atk = 2d + (d6 adds)
Veterans
CON = 2d6+3
Armor = 2 × d6
Atk = 3d + (2d6 adds)
Sergeants
CON = 2d6+8
Armor = 2 × 2d6
Atk = 4d + (3d6 adds)
Missile adds = melee adds + 2d6; DX = 15 + (3d6)
Shamans
Gremlin Troops
Common Grunts
CON = d6+3
Armor = d6-2
Atk = 2d + (d6-1 adds)
Veterans
CON = 2d6
Armor = 2 × d6
Atk = 3d + (d6 adds)
Missile adds = d6; DX = 3d6
1 in 6 will have curare.
Sergeants
CON = 2d6+3
Armor = 2 × 2d6
Hag / MR: ?
Hags are a general class of unkind female mystics, some living, others more like liches,
some are former witches or wizards, others are merely uncharitable wretches who have
fallen into the wiles of some twisted demigod. They are more or less mortal and can be
harmed by ordinary weapons, although many of them will have magical protections of
various kinds. Most hags will have the ability to control mystically a kind of weather or
element or animal. Nearly all have some sort of attribute drain attack.
Many hags make a sort of Mental Attack; their Mental-MR equals 2d6 (doubles add & roll
again) times five. The victim must fight back using Mental Combat ability [Warriors throw
3 dice, Warrior-Wizards & Kung Fu Fighters roll 4 dice, Wizards get one die per level,
everyone else uses 2 dice; adds are calculated like combat adds but based only on IQ & LK
(over 12); and Charisma functions as CON]. If they defeat a victim (reduce CHA to zreo),
they will either transfer permanently 2d6 points of their chosen attribute, or enslave the
victim as a mindless zombie.
A few hags may be created as ordinary magic-users with full access to the standard
wizardly spells. Most hags should have special magical abilities individually rolled for
them.
ST × 1.5
ST × 2
IQ --
LK --
DX × 1.5
CHA × 2 (negative)
CON × 1.5
Mana na
Common Grunts
CON = 2 × 3d6
Armor = d6-2
Atk = 2d + (d6 adds)
Veterans
CON = 2 × 4d6
Armor = 2 × d6
Atk = 3d + (2d6 adds)
Missile adds = (regular adds) + d6; DX = 10 + 3d6
1 in 6 will have curare.
1 in 6 will have pepper blade venom (halves personal adds).
Sergeants
CON = 2 × 4d6
Armor = 2 × 2d6
Atk = 3d + (2d6 adds)
Missile adds = (regular adds) + 2d6; DX = 15 + (3d6)
0 - 10': L3
11 - 20': L2
20 - 30': L1
by C. Bigglestone
ST × 2.5
IQ --
LK × 1/2
DX --
CHA × 2 (negative)
CON × 2
Mana × 1.5
Common Grunts
CON = 10 + 3d6
Armor = d6-2
Atk = 3d + (3d6 adds)
Veterans
CON = 12 + 4d6
Armor = 2 × d6
Atk = 4d + (4d6 adds)
Missile adds = 2d6; DX = 3d6
2 in 6 will have a two-handed 6d weapon.
1 in 6 will have an extra d6 adds.
Sergeants
CON = 15 + 4d6
Armor = 2 × 2d6
Atk = 5d + (5d6 adds)
Missile adds = 2d6; DX = 4d6
Orc Troops
Common Grunts
CON = 3d6
Armor = 2 × (d6-2)
Atk = 3d + (d6 adds)
Veterans
CON = 3d6+3
Armor = 2 × d6
Atk = 4d + (2d6 adds)
Missile adds = 2d6; DX = 3d6
1 in 6 will have curare.
Sergeants
CON = 3d6+8
Armor = 2 × 2d6
Atk = 4d + (4d6 adds)
Missile adds = 3d6; DX = 5 + (3d6)
Salamander / MR: *
The Salamander is a small reptile of fearsome reputation. It is completely immune to flame
and heat, and even will extinguish a campfire if it strolls through one. The skin retains its
qualities when removed -- it cannot even be heated by flame, let alone harmed. Many other
parts of the Salamander are valued by wizards and alchemists. However, of all creatures,
the Salamander has the deadliest venom -- a single bite will cause 3d6 CON hits per round
for d6 combat rounds (a L3 CON SR will reduce the damage to 1d6 per round).
Scorpion / MR: *
To avoid a standard scorpion's sting requires a L1 DX SR. The poison is painful, and
attacks DX, subtracting d6 points for d6 (10 minute) turns. A L1 CON SR must be made
each of those turns to avoid the damage.
ST --
IQ × 1.5
LK × 1/2
DX --
CHA × 1.5 (negative)
CON --
Mana --
Skeleton Troops
Common Grunts
CON = 20
rmor = 5 point shield
Atk = 3d + 4
Veterans
CON = 40
Armor = 5 point shield
Atk = 4d + 10
1 in 6 will have chainmail cuirass, +6 armor
Sergeants
CON = 50
Armor = 8 point cuirass
Atk = 6d + 16
Missile adds = 10; DX = 20
ST × 1.5
IQ × 2
LK --
DX = 3
CHA × 2 (negative)
CON --
Mana na
ST × 4
IQ × 2
LK --
DX × 1/2
CHA × 2 (negative)
CON × 6
Mana --
ST × 3
IQ --
LK --
DX --
CHA × 4 (negative)
CON × 3
Mana × 1/2
ST × 2.5
IQ × 1.5
LK × 1.5
DX --
CHA -- (negative)
CON --
Mana --
L4: saved
L3: 3d6 damage (armor protects)
L2:1d6 damage (no armor)
L1: 2d6 damage (no armor)
failed: 3d6 damage (no armor)
fumbled: instant decapitation
In order to score any hits on a vorpal bunny, a fighter must first make a L6 DX SR; if they
fail to make even a L1, they must instead make their full combat roll and apply it against
whoever was this turn's target of the bunny. Vorpal bunnies are also curiously immune to
all mental magicks (including TTYF), and any magicks cast by a person whose IQ is not a
multiple of three.
ST × 2
IQ × 1.5
LK × 2
DX × 1.5 (× 3 if elf)
CHA × 5 (negative)
CON × 3
Mana × (d6)
Wizard / MR: ?
Most of the wizards encountered in an adventure should be deliberate NPCs, created as per
the normal procedures. However, what follows is an emergency random wizard generator.
All die rolls are 2d6, doubles add & roll over.
Level:
2d6: 2-3 4-5 6 7 8 9-10 11-12 13-15 16-18 19-22 23-26 27-30 31+
level= 1 2 3 4 5 6 7 8 9 10 11 12 13
IQ = 8 + (2d6); plus 1d6 per 10 levels or more
ST × 3
IQ × 3
LK × 1/2
DX = 3
CHA × 4 (negative)
CON × 5
Mana na
Zombie Troops
Common Grunts
CON = 3 × 3d6
Armor = d6 - 2
Atk = 2d + (d6 adds)
Veterans
CON = 3 × 4d6
Armor = d6
Atk = 3d + (d6 adds)
1 in 6 will have chainmail cuirass, +6 armor
There are a great number of different types of dragons throughout the Great Land, although all but
the "classical" dragons form a small minority. This dissertation will outline the known qualities of
these dragons.
The Mundane Dragons
These magnificent, floating, fan-winged beasts who once splashed the sky with awesome mating
dances are quite extinct. Being only normal animals, without the intelligence and magicks of their
nobler cousins, they long ago fell beneath the lances of self-righteous knights and crusading
demigods.
The Classical Dragons
Also called Native dragons, these are the true definition of dragons and constitute 90% of the
population of dragonkind. Their form is classical -- hexapedal (four legs, two wings), with great wings
and powerfully armored heads bristling with horns or frills. Their scales are green with occasional
gold, silver, or russet highlights. They are highly intelligent, graceful, and powerful.
Their sapience is proved by the fact that they are among the few "monsters" that can learn from
experience and grow in level advancement. Many, although not all, are true wizards and acquire spells
from senior dragons in a manner similar to humanoid wizards.
In combat, the average adult dragon will roll 25 dice + 200 or better. However, the fiery breath
counts for 15 of those dice, so the dragon will fight with only ten dice if the breath weapon is
neutralized (through flame immunity, etc.). The flaming breath can be used as a missile weapon with
a range around 100 feet, doing damage equal to a fifth of the combat roll (e.g., 5 + 40).
A few classical dragons have an acid breath weapon, and some in the far north are known to breath
a freezing mist. All classical dragons have a magical nature and are quite immune to any spell cast by
a wizard with an IQ lower than theirs.
The MR of a classical dragon ranges from 200 for a small juvenile to well over 1000 for the older
ones.
Personalized stats:
ST × 25
IQ × 2
LK × 1/2
DX × 3
CHA × 5(negative)
CON × 50
The Imported Dragons
Hermes and Hecate once got into a great argument; each claimed that they had created dragons.
Since neither one of them actually did, the dispute was unresolved. So Hermes nipped off to another
universe and pilfered some dragons he could call his own. Not to be outdone, Hecate brought some
different dragons from yet another world. This went on for quite some time before Zeus put a stop to
the contest. As a result, the Great Land now has a small but highly varied population of foreign
dragons.
These dragons have been identified as belonging in six distinct groups, as given below. They all
share certain common traits: They are magickal in nature, but have no magic immunities; many can
cast spells but none are wizards -- they use pure earth magicks and are limited in how often they may
cast a spell (these spells are innate, not learned); and each has one or more powerful breath weapons
of amazing diversity. (When attacking with only their breath weapon, they use one fifth their MR as
the combat roll, as for classical dragons).
The six categories of foreign dragons are listed in order of their commonalty, the most numerous
groups first.
Chromatic Dragons
These are highly decorous beasts with great frills and crests. They are all of a solid, brilliant hue,
where from the class is named. Their most outstanding trait, aside from the color, is that these are
lizards with a purpose. Chromatic dragons have a decidedly malevolent character, and delight in
fulfilling the traditional roles of looting villages and toasting virgins.
There are five distinct subspecies:
adult MR breath
Black 300-800 acid
Blue 400-1000 Lightning
Green 300-900 poison gas
Red 400-1100 fire
White 200-700 cold
Metallic Dragons
These are similar to Chromatic dragons in appearance, except that their scales have a stunning
metallic sheen. Their character is quite different, however. The metallic dragons all seem to be kind,
benevolent, and downright goodly. Communities which have one of these dragons nearby soon learn
to be proud and even protective of it. Not surprisingly, these dragons are bitter enemies of the
Chromatic dragons.
Insubstantial Dragons
There are three dragon species with the nature of existing in two forms.
Cloud Dragon
This is a pretty, poly-hued wingless giant; when not in dragon form it appears
as an ordinary cloud. It's spells are always weather-oriented. Adult MR is
600-1400; its breath weapon is a ferocious blast of wind at better than hurricane
force.
Mist Dragon
Probably a relative of the cloud dragon, this is a coastal creature which spends
much of its time in the form of a mist or fog. Adult MR is 400-1100; its breath
weapon is a thick mist which drowns its victims.
Shadow Dragon
This is a malevolent beast which looks like a solid shadow -- no features can be
seen in the blackness. It has the ability to meld into shadows and doing so will
heal it. Its spells are always illusion magicks. Adult MR is 200-600; its breath
weapon is a cloud of total darkness which can panic the best of warriors.
Gem Dragons
These are gorgeous creatures whose translucent scales shimmer like crystals. They are quite even
tempered and tend toward acts of neither violence nor virtue. Three of them are unusual in that their
breath weapon is actually a voice weapon, the shrill screech causing mystic effects upon all within
range.
There are five subspecies:
adult MR breath
Crystal 200-600 blinding cloud
Topaz 200-700 dehydrating cloud
Emerald 300-800 wail that deafens or KO's
Amethyst 400-1000 wail that causes fear or paralysis
Element Dragons
These are fabulously magical creatures. Apparently, their bodies are entirely made up of the
substance for which they are named. It is believed they are magical constructs of some alien demigod.
There are three "species":
Chrome
This polished metal dragon reflects sunlight so strongly, it dazzles its
opponents. Adult MR is 500-1200, not mentioning its natural armor (50-120
points!); its breath weapon is a powerful version of the Smog spell.
Crystalline
This one is almost transparent, and immune to all spells that affect the mind
(TTYF, Dum-Dum, Mind Pox, Image, etc.), raising the possibility that it may be
a type of golem. Adult MR is 300-900; its breath weapon is a flaming liquid
which continues to burn.
Rock
This one sports wings but it cannot fly. Adult MR is 400-1200; its breath
weapon is lava.
Herbal Dragons
These rare creatures are extraordinarily beautiful and their coats are highly prized. Among their
scales, the herbal dragons sport manes, crests, or stripes of thick, long fur whose bright, rich color
gives the dragons their names.
There are eight subspecies:
adult MR breath
Cinnamon 400-1200 polymorphing gas
Mahogany 500-1800 lightning, or sleep or blindness gas
Russet 500-1200 "Medusa" gas
Death gas (SR allowed at a level =
Umber 600-1300
MR/100)
Amber 300-900 acid
Chestnut 300-800 webbing sputum
Hazel 400-1000 paralysis gas
Tan 200-700 fire
Jeweled Items
These can include any number of things; in addition to the possibilities below, feel free to use this
for any special items that you want to throw at the protagonists (treasure maps, letters of introduction,
keys, etc.).
Type of Item (1d6):
1 Necklace with (d6 × d6) gems
2 Ring with (d6 - 2) gems
3 Bracelet with (2d6 - 5) gems
4 Earrings with (d6 - 4) gems
5 Brooch with (2d6 - 3) gems
Crown; roll again
6 1-4 = (d6 - 2) gems of size 3 or better
5-6 = (6d6) random gems
Setting of Item (2d6):
value listed is base cost of the setting only
2 Bronze d6 × 5 cp
3 Copper d6 sp
4-6 White Metal 2d6 sp
7-8 Silver d6 gp
9-10 Gold d6 × 5 gp
The Gemstone Table
This is a detailed table especially for crystologists. It gives the base value in gp per ounce or carat,
and the spell level the gem is used at (that's the number following the # sign, it is here as a reference
aid, so you can easily find what magick the stone may be good for). Percentage dice (two d10's) is
required for this table -- some results require a second roll of 1d6 to determine the sub-type of gem
1-5 Agate .1/oz
1 = Red #1
2 = Black #2
3 = Grey #3
4 = Brown #4
5 = Green #5
6 = Moss #6
39 Diamond 18/ct
1-2 = Green #3
3 = Blue #4
4 = Yellow #5
5 = Red #6
6 = White #7,9
Size & Quality
Unless specifically stated, use the following as a guide to the general size & relative value of the
stones. Roll 1d6 to find out what to roll for the size -- this size will be in the units given in the table
above, either ounces or carats. Roll 2d6 on either the Raw column for uncut, natural stones, or the
Cut column for previously selected and cut jewelry stones. The table indicates if the stone is capable
of being magicked by a Crystologist, and the multiplier for the base value.
Size (1d6):
1 1d6
2 2d6
3 d6 × 5
4 2d6 × 5
5 2d6 × 10
Quality (2d6):
raw stones cut stones quality multiplier
2-3 2 Flawed × 1/4
4-5 3 Fair × 1/2
6-9 4-6 Good (magicable) none
10-11 7-10 Superior (magicable) ×2
12 11-12 Flawless (magicable) ×5
To get the final value of any stone, take the base value per carat or ounce and multiply by
the size, then multiply that result by the quality multiplier. Stones of flawed or fair quality
cannot be used to contain or create magicks.
spent: