Appendix: D&D Game Mechanics
Most of this information is of more use to the Games Master (GM) who narrates and adjudicates a game than it is for the players of a game. It has been adapted from the Dungeons & Dragons rules I am most familiar with - Advanced Dungeons & Dragons (AD&D) Second Edition and the original Dungeons & Dragons (D&D) Basic Set both by TSR.
Note that the following notation will be utilised for the different polyhedral dice. 1d2 = toss a coin. 1d4 = four-sided die. 1d6 = six-sided (standard) die. 1d8 = eight-sided die. 1d10 = ten-sided die. 1d12 = twelve-sided die. 1d20 = twenty-sided die. 1d30 = the rare thirty-sided die. d% = rolling two d10 with one number representing tens and the second representing units. An instruction of (say) 3d6 indicates rolling three six-sided dice for a number generated of between 3 and 18. Combining dice like this also allows for the bell-curve effect of making the median number the most likely.
Note also that in many cases numbers need to be rounded to the closest whole number as directed by the GM. Also in most cases as dictated by common sense and game justice figures cannot be adjusted into negative numbers.
I: Vital Statistics
Some characteristics can be simply chosen. For instance complexion and other cosmetic things can be chosen within the natural limitations of character race. However others are worth generating randomly such as age and size.
Starting Age
The age of a character at the start of a game can be determined by discussion between the player and GM in taking into account the intended story. However a random method may also be desired. See as follows:
* Starting Age for Humans, Halflings and Half-Orcs = 16 years
* Starting Age for Half-Elves and Dwarves = 30 years
* Starting Age for Elves = 50 years
At the starting age the character has just come-of-age and is embarking on a life of adventure. However that assumes the character is a level one adventurer. If they start game-play at a greater level then age in years is adjusted accordingly.
* Add 1d2 years for a Level 2 character. Thereafter add 1d4 (Level 3), 1d6 (Level 4), 1d8 (Level 5), 1d10 (Level 6), 1d12 (Level 7), 1d20 (Level 8), 1d30 (Level 9), d% (Level 10). Roll twice as many dice for Half-Elves and Dwarves and four times as many for Elves.
Nobody can start play at more than Level 10. As these rolls are cumulative one can see that level advancement is increasingly difficult. Note that these adjustments cannot take a character beyond its natural life expectancy (but they can make them rather old).
Life Expectancy
Life Expectancy is the age in years at which a character will naturally die of old age. This is something that a player may know but must act as if ones character never knows this (except in rare cases of magical Divination). It is worth knowing in the rare cases of magical aging (such as the attack from a Ghost).
* Life Expectancy for Humans, Halflings and Half-Orcs = 80 + 2d10 (minus 10% of adjusted result for males)
* Life Expectancy for Half-Elves and Dwarves = 200 + 2d20 + 1d10 (minus 10% of adjusted result for males)
* Life Expectancy for Elves = 400 + d% (minus 5% of adjusted result for males)
Once a character enters old age (that part of Life Expectancy determined by dice roll) they must loose five points from Strength, Constitution and Dexterity as distributed by the player (e.g. a human character hits 81 years of age and the player decides to loose two each of Strength and Constitution but only one of Dexterity). See Ability Scores below.
The greater longevity of women over men is regarded by some as a compensation for smaller overall size.
Height
Height can be chosen from the ranges given in the entry specific to a particular Race. However for random generation use the following. Note that 12 inches make one foot (12" = 1').
* Height for Humans, Half-Elves and Half-Orcs = 60 inches + 2d8 (minus 10% of result for females)
* Height for Elves = 60 inches + 2d6 (minus 10% of result for females)
* Height for Halflings and Dwarves = 48 inches + 2d4 (minus 10% of result for females)
Height can be further adjusted by 5% if its combination with randomly generated weight is deemed extreme (e.g. overly short and fat or overly tall and thin).
Weight
Weight can be chosen from the ranges given in the entry specific to a particular Race. However for random generation use the following. Note the use of pounds (Ibs).
* Weight for Humans, Half-Elves and Half-Orcs = 100 pounds + 5d30 (minus 10% of result for females)
* Weight for Elves and Dwarves = 80 pounds + 4d30 (minus 10% of result for females)
* Weight for Halflings = 60 pounds + 3d30 (minus 10% of result for females)
Weight can be further adjusted by 5% if its combination with randomly generated height is deemed extreme (e.g. overly short and fat or overly tall and thin).
II: Ability Scores
There are six key abilities for which scores are allocated to characters. These are Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma. They all contribute to the characterisation of a character and to how well it will fare in the course of adventures. Each ability score is generated by rolling 3d6 to generate a number between 3 and 18. However to reflect the notion that adventurers are somehow that bit better than normal persons one can roll 4d6 but discard the lowest number and only total the best three. Once six scores have been generated they are allocated by the player to the six abilities according to personal preference.
The most important function in game play of an ability score is the Ability Check. If the character wishes to attempt something for which the rules are silent then the best way to determine success is deem which Ability is most fitting for that task. Roll 1d20 and if the number rolled is the same or less than the ability score then the character has succeeded. In cases of exceptional difficulty the check can be done on 1d30.
Strength
This ability refers to muscular prowess and force. It can affect how much damage is done in hand-to-hand combat and the likelihood of bashing down a door! Warriors (including Rangers and Paladins) must have above-average Strength.
* 3: Subtract 3 from damage rolls in hand-to-hand combat
* 4-5: Subtract 2 from damage rolls in hand-to-hand combat
* 6-8: Subtract 1 from damage rolls in hand-to-hand combat
* 9-12: Nothing is adjusted
* 13-15: Add 1 to damage rolls in hand-to-hand combat
* 16-17: Add 2 to damage rolls in hand-to-hand combat
* 18: Add 3 to damage rolls in hand-to-hand combat
A common cause for a Strength Check is the ramming open of a held door (1d20) or locked door (1d30) with a running shoulder slam. Other factors affected by Strength are Lifting and Carrying Capacity (see Carrying Capacity & Movement Rate below).
Constitution
This ability refers to health, fitness and stamina. It affects how much 'life blood' one can preserve from injury and how much one can resist infections or toxins. Warriors (including Rangers and Paladins), Druids and some Specialist Mages (Conjurers, Evokers, Transmuters) must have above-average Constitution.
* 3: Subtract 3 life points per level
* 4-5: Subtract 2 life points per level
* 6-8: Subtract 1 life point per level
* 9-12: Nothing is adjusted
* 13-15: Add 1 life point per level
* 16-17: Add 2 life points per level
* 18: Add 3 life points per level
A common cause for a Constitution Check is the resistance of infections and toxins. Constitution can also affect Movement Rate (see Carrying Capacity & Movement Rate below).
Dexterity
This ability refers to balance, coordination, agility and alertness. It can affect how well one uses thrown or fired weapons and how well one can dodge or deflect attacks. Rogues (including Bards), Illusionists and Rangers must have above-average Dexterity.
* 3: Subtract 3 from ranged attack rolls and defense rating
* 4-5: Subtract 2 from ranged attack rolls and defense rating
* 6-8: Subtract 1 from ranged attack rolls and defense rating
* 9-12: Nothing is adjusted
* 13-15: Add 1 to ranged attack rolls and defense rating
* 16-17: Add 2 to ranged attack rolls and defense rating
* 18: Add 3 to ranged attack rolls and defense rating
Dexterity also affects such matters as success in hiding and seeking (see Surprise & Initiative).
Intelligence
This ability refers to memory, reasoning and technical comprehension. All this assists one in accumulating technical skills even if those skills are associated with another ability. All Mages (including Specialists) and Bards must have above-average Intelligence.
* 3: Subtract 3 skill points
* 4-5: Subtract 2 skill points
* 6-8: Subtract 1 skill points
* 9-12: Nothing is adjusted
* 13-15: Add 1 skill points
* 16-17: Add 2 skill points
* 18: Add 3 skill points
A common cause for an Intelligence check is to inform a player of some obscure fact that their character may know. Also note that any character of of 9+ Intelligence can read any language they can speak while any character of 12+ Intelligence can write any language they can speak.
Wisdom
This ability refers to will, understanding, intuition, shrewdness and common sense. All this assists one in making the many minute judgement-calls from moment to moment that affect ones fate or fortune. Clergy (including Druids), Paladins and some Specialist Mages (Diviners and Necromancers) must have above-average Wisdom.
* 3: Subtract 3 from luck rolls
* 4-5: Subtract 2 from luck rolls
* 6-8: Subtract 1 from luck rolls
* 9-12: Nothing is adjusted
* 13-15: Add 1 to luck rolls
* 16-17: Add 2 to luck rolls
* 18: Add 3 to luck rolls
A common cause for a Wisdom check is to determine if a character can resist supernatural domination of the will or sense of personal identity.
Charisma
This ability refers to persuasion and personal magnetism. Pretty much all aspects of this ability must be role-played. However it does dictate the maximum number of fanatically loyal companions a character can have at any one time (these followers are more than just hirelings and will willingly risk life and limb for the esteem that comes from such an association). This number however will also be affected by all sorts of role-played circumstances. It may include all loved-ones whether they be family or adventuring party fellows or even pets. Clergy (including Druids), Bards and Enchanters must have above-average Charisma.
* 3: Companions = experience level divided by 4
* 4-5: Companions = experience level divided by 3
* 6-8: Companions = experience level divided by 2
* 9-12: Companions = experience level
* 13-15: Companions = experience level multiplied by 2
* 16-17: Companions = experience level multiplied by 3
* 18: Companions = experience level multiplied by 4
One cause for a Charisma check is to determine if a character can charm some bored sentry to let them pass a gateway (but this is more fun role-played).
Note: An ability score can be improved by the spending of three Skill Points on it (see Skills below).
III: Carrying Capacity & Movement Rate
Ones mass affects ones Carrying Capacity. Strength is also a factor. See the following formula.
Strength Score x 5 = the percentage of ones own weight one can lift over ones head for a combat round.
A character with 10 Strength can lift 50% of its own Weight. If its body weight is 160 pounds then it can lift 80 pounds over its head. This is known as Lifting Capacity.
Dividing the Lifting Capacity by 2 will give the maximum weight a character can carry over a day long hike - this is known as Carrying Capacity. The character discussed would have a Carrying Capacity of 40 pounds.
Ones size (height for bipeds but length for quadrupeds) affects ones Movement Rate. Constitution is also a factor. See the following formula.
Constitution Score x 20 = the percentage of ones own height one can move in one combat round.
A character with 10 Constitution can move 200% of its own height in feet in one round and still attack. If its height is 5'6" then it can move 11' in one round. This is known as Combat Rate. If they forego any attack then the distance covered is doubled. One can jump horizontally ones own Height and half that vertically. If one can swim then the distance covered is same as for Combat rate on land. Finally in the rare cases of flight Combat Rate is doubled.
Multiplying Combat Rate by 2 will give the number of miles that one can hike in a day (assuming normal Carrying Capacity). This is ones Movement Rate. The character discussed would have a Movement Rate of 22 miles per day. Mounted Movement Rate is between 30 and 40 miles per day while sailing covers 50 to 60 miles a day.
If a character exceeds Carrying Capacity then its Movement Rate is reduced by 10% for every 10% excess of weight carried. Also Constitution checks must be passed every hour or the character collapses needing rest.
IV: Experience Level & Life Points
Ones level is an indication of how experienced one is and this in turn affects how well one can survive and prosper in a dangerous world. The most important benefit of experience level is how many dice one rolls to determine life points. The average dice rolled is d8. This is rolled by all monsters, non-adventurers, clergy and rogues. Only warriors roll d10 and only mages roll d6.
Monsters roll the same number of d8 as they have levels as indicated in the description of them in the Bestiary.
Non-Adventurers of the demi-human races (including Human, Half-Elf, Half-Orc, Halfling, Elf, Dwarf) roll 1d8 at level one. Thereafter they get an extra 2 life points per level till the maximum level of ten. The only exceptional aspect of a non-adventurer is the extent to which they develop mundane professional skills (see under Skills below).
Both clergy and rogues roll the same number of d8 as they have levels till level ten (inclusive). Between levels eleven and twenty they get an extra 2 life points per level.
Warriors roll the same number of d10 as they have levels till level ten (inclusive). Between levels eleven and twenty they get an extra 3 life points per level.
Mages roll the same number of d6 as they have levels till level ten (inclusive). Between levels eleven and twenty they get an extra 1 life points per level.
Ones life points can be adjusted by exceptional Constitution. They can also be reduced by injury - damage incurred is subtracted from ones total life points. It can then be restored slowly by a process of rest and recuperation. Resting one day returns one life point per Experience Level till maximum is restored. Herbalism can double this process. Magical methods can also restore lost life points.
If ones life points are reduced to zero one dies.
Experience Level affects esteem status and even economic class in society. Only at level ten can a warrior be deemed a 'lord' or 'lady' (a warrior honorific rather than an aristocratic rank like sir or dame). An admiral or general will be seventh or better level while a commander will be of third or better level.
Likewise only at level ten can a cleric become a patriarch or matriarch and (similarly) Druidic Cardinals must be of tenth or better level. Generally one can expect a parish priest or priestess to be of fifth level.
A mage becomes an arch-mage while specialist mages become 'master' or 'mistress' at tenth level. Only at sixth level can they ever hope to take on an apprentice and take the role of mentor.
Among rogues guild masters or mistresses must be tenth level (but they can always pretend to have more experience than they do) however the boss of a gang may only be third level.
Experience Level also affects other characteristics as discussed further into this chapter.
Experience Level is limited according to race and calling. The following shows maximum levels for particular combinations of race and calling (these limits exist somewhat to provide justification for the growing supremacy of humanity over other demi-human races).
Human: Warrior (20) Ranger (20) Paladin (20) Mage (20) Specialist Mage (20) Cleric (20) Druid (20) Thief (20) Bard (20)
Half-Elf: Warrior (20) Ranger (15) Mage (20) Specialist Mage (15) Cleric (20) Druid (15) Thief (20) Bard (15)
Elf: Warrior (15) Mage (20) Specialist Mage (15) Cleric (15) Thief (15)
Half-Orc: Warrior (15) Mage (10) Cleric (10) Thief (15)
Halfling: Warrior (15) Mage (5) Cleric (15) Thief (20) Bard (15)
Dwarf: Warrior (20) Mage (10) Cleric (15) Thief (10) *
Note that callings omitted for particular races are deemed to be callings barred to those races. If however a character insists on following a prohibited calling they will find that even if they overcome all the circumstantial barriers that the best they can do is achieve level five and take twice as long to advance in level.
Note that very few Halflings bother with magic but those that do can become the long-serving assistants to human arch-mages.
* Note that only Dwarves of mixed human blood (Half-Dwarves) can become Mages and then only the kind known as Spellsmiths. These mages cannot produce spell effects directly. Rather they can imbue objects with magic. Within level limitations therefore they can produce potions, scrolls and magical items. They tend to be be sponsored by Dwarvish nobility.
V: Initiative & Surprise
Initiative rolls determine the sequence in which combatants attack during the course of a combat round.
If there are just two opponents then they both do a Dexterity Check. If one passes and one fails then the one passing attacks first. If both pass then the one with the biggest difference between the rolled number and Dexterity score attacks first. If both fail then the one with the smallest difference between rolled number and Dexterity score attacks first.
If there are two opposing groups then average the Dexterity of the two groups (in the case of an anonymous group of monsters the GM can just give them the score of 10). The same process is then observed as for one-on-one combat. The sequence of attackers however is as follows:
Winning Side Member 1 > Losing Side Member 1 > Winning Side Member 2 > Losing Side Member 2 (and so on).
The ordering of members within a group is determined by respective Dexterity scores.
Surprise can alter the nature of Initiative however and is decided by a process of Hide & Seek. If a character is hiding and nobody is seeking for them then they do a Dexterity check and if they pass then they get the Surprise. If a character is hiding but others are seeking it is a case of Dexterity versus Dexterity as for Initiative rules.
Halflings acting alone get a +1 bonus to rolls in determining Surprise.
If one has the Surprise then one can get one free attack. Effectively there is a 'Round Zero' in the ensuing skirmish in which only those with the Surprise can attack. Surprise also allows a Rogue to perform a Backstabbing Attack.
Setting affects Surprise. A shadowy and cluttered alleyway or an overgrown patch of undergrowth by a track both will facilitate Surprise while a bare open wasteland will not.
VI: Luck
A Luck check is an action of last resort and is only allowed in the absence of other kinds of roll (e.g. it cannot be allowed in the case of a blow from a weapon that reduces life points to zero because an attack roll was already made). Circumstances in which a Luck check is relevant include Divine powers like clerical spells or Dragon Breath or instant death scenarios (falling a terminal distance).
Ones Luck Score is ones Experience Level but may be altered by the modifier for exceptional Wisdom. A luck check is done on a d20. A level one character has a 1 in 20 chance of luck. A level twenty character is always lucky.
A successful luck check will reduce the severity of a fate but only somewhat. The Dragon Breath damage will be halved. The instant death will be reduced to having only one life point left.
VII: Infections & Toxins
There are three severity ratings for the effect of infections and toxins as follows:
* Fatal - Death is caused unless a Constitution check is passed (in which case one only has 1 life point left plus any positive Constitution adjustment to life points).
* Severe - Loose one half of ones life points (if levels 1-5) or loose 5d8 life points (if over level 5) unless a Constitution check is passed (in which case one only looses 1 life point minus any negative Constitution adjustment to life points).
* Mild - Affects of toxin or infection only serve to embarrass or inconvenience in ways that must be role-played. All alcohols are mild toxins.
Infections can have incubation times. Likewise toxins can be delayed in effect. None of them work instantly and the quickest take effect the round following contact or ingestion. Application of anti-toxin in the same round can negate its effect.
Elves have a natural resistance to infections such that Fatal ones are only Severe and Severe ones only Mild.
Dwarves have a natural resistance to toxins such that Fatal ones are only Severe and Severe ones only Mild.
VIII: Defense Rating
Ones Defense Rating is indicative of ones chance of escaping damage. It is a passive characteristic in that ones opponent undertakes the dice roll to overcome ones Defense Rating. Defense Rating is affected by such matters as exceptional Dexterity and armour worn.
The Defense Rating of a prone person is 0 (they can be hit automatically). However if one is alert and free to move then one will instinctively act to prevent injury and this grants the basic Defense Rating of 1. It is further adjusted by exceptional Dexterity (see Ability Scores above but note that it cannot adjust Defense Rating below 1). And it is adjusted by use of the following arms and armour:
* Wielded Weapons: +1
* Shield: +1
* Helm: +1
----------------------------
* Leather Jerkin: +1
* Studded Leather Jerkin: +2
* Chain Mail Tunic: +3
* Scale Mail: +4
* Banded Mail: +5
* Plate Mail: +6
Those items above the line can be used together along with one of the items below the line.
A alert mobile character of average Dexterity wielding sword and shield and wearing studded leather will have a Defense Rating of 5. If the same character adds a helm and replaces the studded leather with plate mail they will then have a Defense Rating of 10.
Note that for many monsters that are effectively naked one can deem they have a hide of similar resistance to particular armours. A 'leathery hide' may grant +1 to Defense Rating while reptilian scales may grant a +3 (as they are finer than scalemail are more like chainmail in effect) and an invertebrate exoskeleton may grant a +5. An even simpler method is to give a monster the same Defense Rating as its level.
There are restrictions to use of armour by calling. Mages need to have one or both hands free for spell-casting and so cannot use both weapon and shield. Likewise they need a degree of comfort and cannot wear better than leather jerkin. Rogues have the same restriction regarding weapon-and-shield if they are to perform their distinctive talents. Also for the sake of freedom-of-movement they cannot wear better than studded leather jerkin. Finally clergy must use the armour approved by particular churches (see under Gods & Goddesses). Warriors are free from any such restrictions.
For how this characteristic is utilised in combat see below under Attack & Damage Rolls.
IX: Attack and Damage Rolls
An attack roll determines if a combatant has successfully hit an opponent and is done on a d20. The level of the attacker is compared with the Defense Rating of the defender on one of the (somewhat ill-formatted) probability charts that follow. The italicised number arrived at by comparing level (columns) with Defense Rating (rows) is the minimum number that must be rolled (including adjustments) in order to hit. Mental arithmeticians may find they can do away with the charts but some of us needs them (yes we do precious).
Standard Combat Chart
--- 01-03 02-06 07-09 10-12 13-15 16-18 19-20
01|--11-----10-----9------8-----7------6------5---
02|--12-----11----10------9-----8------7------6---
03|--13-----12----11-----10-----9------8------7---
04|--14-----13----12-----11-----10-----9------8---
05|--15-----14----13-----12-----11----10------9---
06|--16-----15----14-----13-----12----11-----10---
07|--17-----16----15-----14-----13----12-----11---
08|--18-----17----16-----15-----14----13-----12---
09|--19-----18----17-----16-----15----14-----13---
10|--20-----19----18-----17-----16----15-----14---
11|--21-----20----19-----18-----17----16-----15---
12|--22-----21----20-----19-----18----17-----16---
13|--23-----22----21-----20-----19----18-----17---
14|--24-----23----22-----21-----20----19-----18---
15|--25-----24----23-----22-----21----20-----19---
16|--26-----25----24-----23-----22----21-----20---
17|--27-----26----25-----24-----23----22-----21---
18|--28-----27----26-----25-----24----23-----22---
19|--29-----28----27-----26-----25----24-----23---
20|--30-----29----28-----27-----26----25-----24---
The standard combat chart is utilised by monsters, non-adventuring demi-humans, clergy and rogues.
Warrior Combat Chart
--- 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20
01|--11-----10------9------8------7-----6-----5------4------3-----2---
02|--12-----11-----10------9-----8-----7-----6------5------4------3---
03|--13-----12-----11-----10-----9-----8-----7------6------5-----4---
04|--14-----13-----12-----11----10-----9-----8------7------6-----5---
05|--15-----14-----13-----12----11----10-----9------8------7-----6---
06|--16-----15-----14-----13----12----11----10------9------8-----7---
07|--17-----16-----15-----14----13----12----11-----10------9-----8---
08|--18-----17-----16-----15----14----13----12-----11-----10-----9---
09|--19-----18-----17-----16----15----14----13-----12-----11----10---
10|--20-----19-----18-----17----16----15----14-----13-----12----11---
11|--21-----20-----19-----18----17----16----15-----14-----13----12---
12|--22-----21-----20-----19----18----17----16-----15-----14----13---
13|--23-----22-----21-----20----19----18----17-----16-----15----14---
14|--24-----23-----22-----21----20----19----18-----17-----16----15---
15|--25-----24-----23-----22----21----20----19-----18-----17----16---
16|--26-----25-----24-----23----22----21----20-----19-----18----17---
17|--27-----26-----25-----24----23----22----21-----20-----19----18---
18|--28-----27-----26-----25----24----23----22-----21-----20----19---
19|--29-----28-----27-----26----25----24----23-----22-----21----20---
20|--30-----29-----28-----27----26----25----24-----23-----22----21---
The warrior combat chart is utilised by warriors only.
Mage Combat Chart
--- 01-04 05-08 09-12 13-16 17-20
01|--11-----10-----9------8-----7---
02|--12-----11----10------9-----8---
03|--13-----12----11-----10-----9---
04|--14-----13----12-----11----10---
05|--15-----14----13-----12----11---
06|--16-----15----14-----13----12---
07|--17-----16----15-----14----13---
08|--18-----17----16-----15----14---
09|--19-----18----17-----16----15---
10|--20-----19----18-----17----16---
11|--21-----20----19-----18----17---
12|--22-----21----20-----19----18---
13|--23-----22----21-----20----19---
14|--24-----23----22-----21----20---
15|--25-----24----23-----22----21---
16|--26-----25----24-----23----22---
17|--27-----26----25-----24----23---
18|--28-----27----26-----25----24---
19|--29-----28----27-----26----25---
20|--30-----29----28-----27----26---
The mage combat chart is utilised by mages only.
Note that if an attack roll is ten more than needed to hit an opponent then twice as many damage dice may be rolled (and if such an attack is a killing blow then it can be described in spectacular fashion as a decapitation or suchlike result). However if it is ten less than needed then the attacker has fumbled and injures themselves for 1d2 points of damage.
The GM can impose circumstantial adjustments to attack rolls. For instance nocturnals like Goblins get a -1 to hit in daylight while diurnals (most demi-humans) get a -1 to hit at night (only Orcs and Hobgoblins are fine in both conditions). Total darkness imposes a penalty of -2 to nocturnals and -4 to diurnals.
Once a successful attack roll has been made then a damage roll must also be made. What follows are lists of many different ways of damaging sorted how much damage is done.
* Deduct 1 life point - Punch or Kick.
* Deduct 1d2 life points - Dart - Sling Stone - Whip - Whipping Bow - Shield Edge - Helmet Butt.
* Deduct 1d4 life points - Dagger - Walking Stick - Sickle - Club - Crossbow Butt.
* Deduct 1d6 life points - Arrow - Short Sword - Hand Axe - War Hammer - Military Pick - Cudgel - Rod - Staff.
* Deduct 1d8 life points - Crossbow Bolt - Spear - Long Sword - Battle Axe - Mace - Flail - Halberd - Trident - Mattock (Halflings must use all these items two-handed while mages cannot be proficient in them). Note that this is the dice rolled per round of exposure to the effects of drowning or immolation or falling (in the last case all delivered on impact). Also it is dice rolled for starvation damage (one dice per week) or thirst damage (two per week).
* Deduct 1d10 life points - Lance (must be used from horseback or it does 1d8 damage) - Bastard Sword (must be wielded two-handed or it does 1d8 damage) - also note that only human (including half-human) warriors can use these two weapons.
Other kinds of attack from time-to-time can be formulated by the GM by judging severity in comparison with those listed.
X: Hand-To-Hand & Ranged Attacks
There are two kinds of mundane attack. The hand-to-hand attack involves using any wielded weapons in close combat. The ranged attack in contrast involves projectiles. Damage rolls in hand-to-hand combat may be adjusted by exceptional Strength while attack rolls in ranged combat may be adjusted by exceptional Dexterity (for both see under Ability Scores above).
The damage of both hand-to-hand and ranged weapons has been listed but now range itself will be listed. Ranged weapons have the following ranges (range is height of the attacker multiplied by the number listed for each weapon).
* Darts - 5
* Dagger or Hand Axe - 10
* Spear or Trident - 20
* Sling - 30
* Bow - 50
All hand-to-hand weapons have a nominal range sufficient only for close combat (which may be deemed to be '1' if compared to those listed above).
XI: Weapon Proficiency
Weapon Proficiency dictates how effective a user of a particular weapon a character is and is determined by number of Weapon Proficiency Points allocated to a weapon. If zero points are allocated to a weapon (all the weapons the character has never practiced with) then they suffer deductions to both hit and damage rolls if they attempt to use such weapons. Warriors deduct 1. Clergy and Rogues deduct 2. Mages deduct 3.
Proficiency - Specialization - Expertise
One is deemed to be 'proficient' if one spends one Weapon Proficiency Point on a weapon and only then one can use it free of penalty. Users of sling stones, darts, daggers, hand axes and arrows can issue three every two rounds.
One is deemed 'specialized' if one spends two points on that weapon. One can improve both hit and damage rolls by 1 point for that weapon. Users of sling stones, darts, daggers, hand axes and arrows can issue two every round.
Finally one is deemed 'expert' if one spends three points on that weapon. As well as the bonus to hit and damage one can also attack three times in every two rounds with that weapon. Users of sling stones, darts, daggers, hand axes and arrows can issue five every two rounds.
Weapon Proficiency Points can be spend on a weapon all at once or over time as they are accumulated.
The number of Weapon Proficiency Points a character has are determined by calling and level as follows:
* Warriors start with 2 points at level one then get an extra point at every second additional level (levels 3, 5, 7, 9 etc).
* Clergy and Rogues and Non-Adventurers start with 1 point at level one then get an extra point at every third additional level (levels 4, 7, 10 etc).
* Mages start with 1 point at level one and get an extra point at every fourth additional level (levels 5, 9, 13 etc).
There are also a few other effective restrictions in terms of which weapons a person of a particular calling will wish to be proficient in first. Mages must start with either staff or dagger according to generations of tradition (tradition which they say even the magic itself has come to expect). Rogues to be pragmatic should first be proficient in a weapon that they can backstab with (any bladed hand-to-hand weapon of 1d4 or 1d6 damage). Clergy must first be proficient in any weapons deemed holy by the church they serve (see under Gods & Goddesses). Warriors are free from any such circumstances.
There is another form of attack which draws on and enhances hand-to-hand attacks which we turn to next.
Twin Weapon Attacks
Only warriors can make twin weapon attacks in which a weapon is wielded in each hand. The warrior must be proficient in both weapons. The best weapons that can be wielded in such an attack are a 1d8-damage weapon with a 1d6-damage weapon. The total number of Weapon Proficiency Points spent across both weapons will determine the number of attacks that can be delivered as follows:
* 3 points = 3 attacks per 2 rounds
* 4 points = 2 attacks per round
* 5 points = 5 attacks per 2 rounds
* 6 points = 3 attacks per round
Particular twin weapon combinations are culturally popular with particular groups. The most renowed is the Ranger combo of long sword and hand axe. Paladins occasionally use the combination of bastard sword (one-handed) with shield butt. Then there is the long sword and short sword attack of some pirates. Finally Hill Dwarf defenders will use twin hand axes.
There is one more kind of attack which draws on weapon proficiency.
Backstabbing
If a character gets the Surprise then they can use this attack on an opponent just once at the start of a skirmish. For most characters the only benefit this will deliver is the negating of the effect of helm, weapon and shield from the Defence Rating of the opponent.
However for a Rogue character working alone this becomes - in many cases - the one and only attack they will need on an opponent. Rogues having got the surprise and attacking from behind get the negating of defenses described above and also get a bonus to hit and damage. At level one they get a +1. Thereafter this bonus improves by one every two levels (levels 3, 5, 7. 9) to a maximum of +5. This bonus is also applied to Surprise rolls (but negates the Halfling Surprise bonus in the case of Halfling rogues).
The employment of toxins combined with backstabbing can be particularly lethal. However Rogues can only use bladed hand-to-hand weapon of 1d4 or 1d6 damage (in other words dagger or short sword or hand axe) they are proficient in for backstabbing.
XII: Skills
Skills define a character in many ways. The number of skills a character has is determined by Skill Points which are similar to Weapon Proficiency Points but are adjusted by exceptional Intelligence. Any arduous task undertaken within a given skill requires an ability check to determining success. If one has the Riding skill one can ride at a fast walking pace on a track but if one wants to give chase over rugged ground then a check is needed.
All adventurers get 5 Skill Points at first level and then get an extra Skill Point for every additional two levels (levels 3, 5, 7, 9 etc). Characters of particular callings also develop specific skills for free. Note that Non-Adventurers also start with 5 Skill Points and then get an extra point for every additional level - this is the only way in which Non-Adventurers may excel.
In some cases a skill can be checked by appropriate ability score rather than expecting the player to describe exact actions. In other cases however it may be fun to role-play aspects of a skill such as Rhetoric. Possibly aspects of a speech in such a scenario can be presented but then the overall success can be determined by ability check.
Skills are presented under Calling Lists along with Skill Point Cost and the Ability which is checked for that particular skill. In some cases explanatory notes are also given.
General Skills
Agriculture - 1 - Intelligence
Animal Taming - 1 - Wisdom
Artistic Talent - 1 - Dexterity
Blacksmithing - 2 - Intelligence
Brewing - 1 - Intelligence
Carpentry - 1 - Intelligence
Cooking - 1 - Intelligence
Foreign Language - 1 - Intelligence
Gem Cutting - 2 - Dexterity
Hunting-Fishing - 1 - Constitution - Includes setting snares
Leatherwork - 1 - Dexterity
Mining - 2 - Intelligence
Navigation-Cartography - 2 - Intelligence
Pottery - 1 - Dexterity
Rope Use - 1 - Dexterity
Stonemasonry - 2 - Intelligence
Swimming - 1 - Constitution - Non-swimmers tread water
Tailoring - 1 - Dexterity
Anyone can develop these skills for the Skill Points cost listed. Rangers and Druids get Hunting-Fishing and Animal Taming for free. Half-Dwarf Spell-Smiths get Blacksmithing for free.
Warrior Skills
Armouring - 2 - Intelligence
Etiquette - 1 - Charisma
Heraldry - 1 - Intelligence
Jumping - 1 - Strength - Doubles normal jumping
Riding - 1 - Wisdom
Running - 1 - Constitution - Doubles movement rate
Strategy - 2 - Wisdom
Tracking - 2 - Intelligence - Includes covering of ones tracks
Only warriors can develop these skills for the Skill Points cost listed. Others must spend an extra point to develop such skills. Rangers get Tracking for free. Paladins get Etiquette, Heraldry and Riding for free.
Clerical & Mage Skills
Ancient Language - 1 - Intelligence
Alchemy - 2 - Intelligence - Can make toxins and anti-toxins
Astrology - 1 - Intelligence
Genealogy - 1 - Intelligence
Herbalism - 2 - Wisdom - Injury recovery doubled and ends mild infections
History - 1 - Intelligence
Rhetoric - 1 - Wisdom
Slight of Hand - 1 - Dexterity
Taxidermy - 1 - Intelligence
Ventriloquism - 1 - Dexterity
Weather Sense - 1 - Wisdom
Only clergy or mages can develop these skills for the Skill Points cost listed. Others must spend an extra point to develop such skills.
Druids get Weather Sense and Herbalism for free. Clerics of The Deliverer get Genealogy free.
Diviners and Conjurers get Astrology free. Necromancers get Astrology and Taxidermy free. Enchanters get Rhetoric free. Illusionists get Ventriloquism and Slight-of-Hand free. Evokers and Transmuters get Alchemy free.
Rogue Skills
Appraising - 1 - Intelligence
Blind-Fighting - 2 - Dexterity - Allows diurnals to attack as nocturnals
Climbing - 2 - Constitution
Dancing - 1 - Dexterity
Disguise - 1 - Wisdom *
Forgery - 1 - Dexterity *
Gambling - 1 - Wisdom
Juggling - 1 - Dexterity
Musical Instrument - 1 - Dexterity
Oratory - 1 - Charisma
Reading Lips - 2 - Intelligence
Singing - 1 - Constitution
Tightrope Walking - 1 - Dexterity
Tumbling - 1 - Dexterity
-------------------------
Pick Pockets - NA - Dexterity
Lock Picking - NA - Dexterity *
Find & Remove Traps - NA - Dexterity - Includes setting of traps *
* Items with an asterisk require a spy toolkit to attempt.
Only rogues can develop these skills for the Skill Points cost listed. Others must spend an extra point to develop such skills.
Note that those listed with an NA for Skill Point cost are free to rogues and cannot be developed by other characters. Furthermore for these three skills the rogue gets a +1 bonus at levels 3, 5, 7, 9 etc. These core skills in conjunction with the surprise bonus and backstabbing are the distinctive thieving talents.
Note that Bards also get singing, oratory, musical instrument and dancing for free.
XIII: Arcane Powers
Arcane spells are cast by mages. They draw on the many supernatural strands of the universe in producing magical effects. What they can do is limited by level and whether the caster specializes in a particular school of magic.
A mage can cast as many spells per day as they have levels.
This capacity can be disrupted however if a mage is deprived of the opportunity to sleep and study every day. The spellbook of a mage holds in it all the spell formula needed to cast spells to which they then add notes on particular spell applications as discovered from personal experience. Studying is both a conscious and unconscious process in which the mage both comprehends the scholarly aspects of magic and develops the instinctive knack of how to manipulate the supernatural.
Gestures and chants help to condition the mind of the mage to activate spells memorized. Between levels one and five they must both gesture and chant to enact a spell. Between levels six and ten they may only gesture or chant. From eleventh level they simply need to think coherently to cast a spell (keen observers however will notice a distinctive spell-casting expression). All spells take one round to cast.
Spell Range: The distance a spell can be cast is usually 5' per level of caster. Sometimes only one of Subject Number or Spell Range need be known.
Subject Number: The number of subjects that can be affected is the same as the level of caster (a level one mage can only cast a spell on one person - themselves or one other). Sometimes only one of Subject Number or Spell Range need be known.
Duration: Some spells are instant in effect but for many others the effect lasts ten minutes for every level of caster. In the case of non-instant spells the caster can voluntarily end the spell at any time.
Spell Resistance: Those spells that affect the will (Enchantment and Necromancy) can be resisted by a successful Wisdom check. Those that affect perceptions or memory (Illusion and Divination) can be dispelled by a successful Intelligence check. Those that can be dodged (Evocation) can only be resisted by a successful Dexterity check (which only halves damage rather than negating it). Those that affect matter (Transmutation and Conjuration) can only be resisted by a successful Constitution check. If the spell is cast by a specialist then the check must be made on a d30 rather than the usual d20.
Detecting & Dispelling Magic: Any caster can detect or dispel spells they themselves have cast. Casters may also detect or dispel magic produced by other casters if they are five levels or better than the caster who produced the spell. This act can be done any number of times. Note that non-magical consequences of magic cannot be erased.
All these limitations may be different for school-specific spells.
Combination
With this talent two or three mages can combine to cast a spell with a Spell Range, Subject Number and Duration that is the total of the statistics of each caster. One of the casters still nominally casts the spell and it must be a spell that they can cast. The casters must be touching or all touching the same object. A tenth level caster and a fifth level caster could cast a spell with a Duration of 150 minutes (2.5 hours).
Familiars
From level six onwards a mage can call for a familiar. A familiar is a companion animal of small size that is magically linked to its mage. The spirit of the mage is bonded to the animus of both the mage and the familiar. This link allows them to share sense perceptions so that the familiar can become a long-distance scout for the mage. The mage can command the familiar to any action except those that are definitely fatal. The temperament of the familiar however will impact on that of the mage.
If the mage is killed then the spirit will continue to occupy the familiar rather than go onto the afterlife (however the mage can now make the body take lethal risks). If the familiar is killed the mage will be shocked into loosing 1d6 life points per level (halved on a successful Luck roll).
There are two kinds of familiar that can be made by a mage of eleventh or better level - the Homunculus and the Mock-Dragon. Other likely candidates for the role of familiar include owls, cats, sparrows, mice, salamanders, pixie (this last only for Elvish mages). They must be sufficiently small to sit on a shoulder or fit in a backpack. They will usually have one level only and attack for 1d2 damage.
Magicking Objects
A mage can make potions or scrolls which replicate any spell they can cast but at five levels of lesser potency. Hence a level six mage can make a scroll that allows a non-mage to cast a particular spell that the mage can cast at level one in terms of spell range and duration and so forth. Once the potion or scroll it used its power is spent. Note that Half-Dwarf Spellsmiths can do this at the same level of spell-casting.
A mage can make any spell effect Permanent and make magical items (other than scrolls and potions) from tenth level onwards (or from sixth level if a Half-Dwarf Spellsmith) but at five levels of lesser potency. So a tenth level mage can make the effects of spells they cast permanent or can make magic items with such power but at fifth level potency.
Opposition Schools
If a mage chooses to specialize in a particular school of magic then they can cast spells of the chosen school as if they are one level better. They can always cast one extra spell per day as long as it is of that school. However they will also cast the spells of their two 'opposition schools' (the schools most distinct from theirs) at one level worse. A level one Illusionist can cast Illusions at level two but they cannot Evoke or Conjure at all till they advance a level. Schools are listed with opposition schools as follows:
* Illusion (Evocation & Conjuration)
* Enchantment (Conjuration & Necromancy)
* Transmutation (Necromancy & Divination)
* Evocation (Divination & Illusion)
* Conjuration (Illusion & Enchantment)
* Necromancy (Enchantment & Transmutation)
* Divination (Transmutation & Evocation)
Half-Dwarf Spellsmiths can produce spell-effect items of all kinds bar Illusion and Enchantment.
Between levels six and ten a Bard can cast Illusion, Enchantment and Divination spells as if they were level one to five casters. To cast a spell they must be singing. They must also be dancing or playing an instrument.
Between levels eleven and fifteen Elvish Clerics can cast spells of the Divination, Illusion and Enchantment schools as if they were level one to five casters.
The kinds of spell effects will now be presented according to school of magic.
Illusion
Illusionists and generalist mages manipulate the senses and sensations of those they cast spells on. The senses are deemed by Illusionists to fall into ten senses and at every level the caster can affect one more of those and accumulate them. Only once they are level ten can they produce illusions affecting all ten senses. They can both nominate to produce positive illusions (which produce artificial sense data) and negative illusions (which obscure actual sense data). The ten senses are as follows:
1. Seeing: Can both produce or mask light and those things perceived via light.
2. Hearing: Can both produce and mask perception of sounds.
3. Smelling & Tasting: Deemed to be the same thing by mages.
4. Pressure: Touch consists of this and the next two senses.
5. Temperature: Includes manipulating heat-seeing ability.
6. Pleasure & Pain: Everything from itching to masking injury.
7. Direction: Innate sense of compass direction or elevation.
8. Danger: Instinctive sense of imminent hostile intent.
9. Animus & Spirit: That sense of spooky shivers.
10. Magic: Tamper with detection of magic.
Senses 1 to 6 are the everyday ones that most characters are fully aware of. Senses 7 and 8 are more subconscious ones that if manipulated may produce a change in mood in the subject. Finally senses 9 and 10 are only possessed by those using particular detection spells or some supernatural monsters. GM discretion will be needed on a case-by-case basis to determine exact Subject Number and Spell Range (e.g. an illusionary star in the sky cannot be seen by all who stargaze only by those within Subject Number but an illusionary twin of the caster may be seen by everyone in a room even if they exceed Subject Number). A bit of imagination will allow for all manner of Illusion spells to be cast.
Anyone can choose to disbelieve something in the hope of finding that it is an Illusion (something unusual or amiss may have given them a hint). A successful Intelligence check on 1d20 will achieve this. However a specialist Illusionist is so focused on studying perceptions that they make more realistic illusions which must be checked on 1d30 to disbelieve.
Note that an Illusion can never directly harm. Light produced is never truly blinding but combined with Pleasure & Pain it can seem it. An illusionary pit cannot hurt anyone but a pit masked by Illusion can. Such harm instantly dispels the Illusion for anyone having witnessed the incident.
Note that Bards casting Illusions manipulate Hearing before Seeing.
Enchantment
Enchanters and generalist mages manipulate the emotions and sentiments of those they cast spells on. The emotions are deemed by Enchanters to fall into ten tempers and at every level the caster can affect one of those and accumulate them. Only once they are level ten can they produce enchantments affecting any ten tempers. They must nominate to produce a positive or negative variation of the same temper. They must determine the persons to feel the emotion and in many cases also propose the thing that is the focus of that emotion. The ten tempers are as follows:
1. Joy-Misery: Can be a general mood or defined as due to a particular focus.
2. Anger-Fear: Caster must nominate the focus of the emotion.
3. Attraction-Repulsion: Caster must nominate the focus of the emotion.
4. Hilarity-Solemnity: Can be a general mood or defined as due to a particular focus.
5. Excitement-Lethargy: Can be a general mood or defined as due to a particular focus. The subject of Excitement gets a +3 to Initiative while the subject of Lethargy gets a -3 to Initiative. If in a state of relaxation and rest will fall asleep or vice versa.
6. Honour-Shame: Caster must nominate the focus of the emotion.
7. Credulity-Incredulity: Caster must nominate the focus of the emotion.
8. Hope-Despair: Caster must nominate the focus of the emotion.
9. Love-Hate: Caster must nominate the focus of the emotion.
10. Loyalty-Disloyalty: Caster must nominate the subject of the emotion. If the caster themselves is the focus then they can direct the subjects to any action that is non-harmful to themselves nor contravenes firm moral convictions.
Note that the focus can be persons or objects or even concepts (such as "the government"). Subjects can resist enchantment on a successful Wisdom check. These spells by themselves may seem of limited potency but in combination with other spells can be most effective (for instance Credulity combined with an Illusion can negate any disbelieving of it).
The Subject Number for Enchantment is rather limited. At first level the caster can only affect one subject with Joy-Misery. A second level caster can affect two subjects with Joy-Misery or one subject with Anger-Fear and so on. A tenth level casters can only affect one subject with Loyalty-Disloyalty but can affect two subjects with Excitement-Lethargy or ten subjects with Joy-Misery.
Transmutation
Transmuters and generalist mages manipulate the precise elemental composition of persons and objects. As they advance size becomes irrelevant as everything is mostly empty space anyway. Density may change but never to the extent of producing peculiar effects. Transmutation difficulty is determined by how similar the desired form is from its present state. Transmutation cannot alter the presence or absence of Animus or Spirit - so a person that is now a mattress still has animus and spirit. Conversely a fish that has been made human will have animus but still lack a spirit. The following lists the degree of change that can be made according to caster level from the present state of a normal human.
1. Change size or age by 10%. Alter complexion within race limitations.
2. Change to any age that still allows walking and talking. Change gender. Alter quality and design of clothes made of organic substances (paper, wood, cotton, wool, fur, leather).
3. Change to any demi-human race of whatever gender or age. Alter arms and armour of mixed organic and mineral substances. Take on some characteristics of mammals ("swim like a dolphin" or "fly like a bat").
4. Change to any mammal (possessions become part of one - sometimes traces of them are still evident like a belt buckle embedded in the tummy of a dog).
5. Change to any vertebrate.
6. Change to any animal.
7. Change to any manner of living thing.
8. Change to any object that is in part composed of organic matter.
9. Change to any mundane substance in any state (the subject can melt or vaporise and still be coherent and sentient).
10. Change into pure elemental components - the subject will effectively become a four-part genie of fire, air, water and earth components twisting together.
A person so changed will still be conscious and have the same level for purposes life points and so forth. Whether they take on all or only some of the attributes of the chosen form will be at the discretion of the GM. Attributes arising from form (like ability to swim or fly) will be allowed but magical powers (like dragon breath) will be prohibited.
The progression describes only the process of changing from the original form of human. Similar limitations of degree will apply to all manner of transmutations according to GM discretion. Changing a wooden bowl to a wooden plate for instance is a simpler matter than changing the same bowl into a ceramic bowl.
The Subject Number for Transmutation is rather limited. At first level the caster can only affect one subject with Altered State #1. A second level caster can affect two subjects with Altered State #1 or one subject with Altered State #2 and so on. A tenth level casters can only affect one subject with Altered State #10 but can affect two subjects with Altered State #5 or ten subjects with Altered State #1.
Subjects resist a Transmutation spell cast on them on a successful Constitution check.
Evocation
Evokers and generalist mages manipulate forces and energy to produce particular spell effects. Most of these spells are intended for combat conditions. Evokers who care to engage in debate tend to dispute the Four Elements model of matter and argue that it is 'processes and events' that are important. Most Evocation spells can have an offensive or defensive application.
Damage can be halved by a successful Dexterity check. Most spells are instant in effect. Different effects are developed at different caster levels as follows:
1. Flash & Bang: With this spell the caster can produce sufficient light or sound to blind or deafen opponents within normal Spell Range or Subject Number for the Spell Duration. If they wish to only produce light or sound then those statistics double. Blindness imposes an attack roll penalty of -2 to nocturnals and -4 to diurnals. Deafness prevents two-way verbal communication. This spell can be tempered to produce much smaller levels of light or sound but cannot be manipulated as to produce effective imitations of particular light or sound effects (in other words it cannot produce illusions).
2. Force: With this spell the caster can generate a powerful force sufficient to throw one human sized opponent. Damage is inflicted on impact with something solid. Damage done is 1d4 + 1 point for every level of caster. The defensive form of this spell is a 'shield' that can absorb the same damage from all mundane attacks and also from this spell itself as long as they are directed at the front of the caster. This same force is sufficient to blow apart doors and blockages. A wooden door is deemed to take 1d8 damage total while a stone door can take 2d8 damage and an iron gate can take 3d8 damage.
3. Magnetism: With this spell the caster can levitate objects affected by magnetism such as metals and salt-water. Within Spell Range they can snatch one weapon per two levels and hurl them at as many opponents as that number of weapons will allow. Weapons will automatically hit but only do 1d4 damage each. In reverse this spell can deflect the same number of blows from any mundane metallic objects.
4. Shock: With this spell the caster can attack with electricity or insulate themselves from the same. In offensive application they must touch an opponent. This touch can be extended by use of a conductive weapon like a short sword. The touch can affect as many as four opponents but only if they are all touching. Damage done is 1d6 per every two levels of caster. Likewise that much electrical or magnetism-facilitated damage can be absorbed in the defensive application for the caster and three allies (as long as they are all touching). This defense even affects the Lightning spell.
5. Dust Storm: With this spell the caster produces an area of tension in which the very dust within Spell Range resolves itself into a swirling eddy that abrades between one and six opponents surrounding the caster. Damage done is 1d6 per every two levels of caster. The spell is automatically defensive in that the caster stands at the calm centre of the whirling cloud which protects the caster and as many as five allies from both a rival Dust Storm and reduces damage of mundane attacks by the same dice rolls.
6. Venom Vapor: With this spell the caster produces a burst of toxic mist which has the same effect as Severe Toxin. The cloud seems to emanate from the mouth of the caster and affects between one and six opponents in front of the caster. This may present a problem if friend and foe are mingled. The defensive application of this spell is a burst of anti-toxic mist which negates toxic effects if delivered the round following contact with toxins.
7. Acid Spray: With this spell the caster produces acidic precipitation above an area in front of the caster that affects between one and eight opponents and delivers 1d6 damage per every two levels of caster. Clothes are also damaged by this attack such the they are useless and must be replaced. This may present a problem if friend and foe are mingled. The defensive application of this spell produces an 'alkaline canopy' which absorbs the same amount of acidic damage over an area of the caster and as many as seven allies.
8. Frost: With this spell the caster produces a conical blast of frost emanating from caster fingertips and extending forward to a size necessary to affect one to eight opponents. This may present a problem if friend and foe are mingled. It delivers 1d8 damage per every two levels of caster. Furthermore it 'freezes' those it effects who failed a Dexterity check. Those frozen must stay that way for Spell Duration and take an additional 1 life point damage per round in that condition. The defensive application of this spell is a wall of ice that can absorb the same frost or fire damage for the caster and as many as seven allies behind it. The wall can be dispelled in one round by the offensive form of the Flame spell.
9. Flame: With this spell the caster produces a flaming sphere emanating from caster fingertips and extending forward to a size necessary to affect one to eight opponents. This may present a problem if friend and foe are mingled. It delivers 1d8 damage per every two levels of caster. Furthermore it produces continuing fires effecting those who failed a Dexterity check. Those still burning take an additional 1d2 life force damage per round in that condition and all clothes are destroyed. The defensive application of this spell is a wall of fire that can absorb the same fire or frost damage for the caster and as many as seven allies behind it. The wall can be dispelled in one round by the offensive form of the Frost spell.
10. Lightning: With this spell the caster produces an array of arcing lighting from the caster fingertips which jumps from opponent to opponent until between one and ten have been struck. All this happens in one round. Damage done is 1d8 per every two levels of caster. The caster can specify targets and as such can distinguish between friend and foe. Clothes are destroyed and any metal worn will deliver an extra 1d4 damage to those failing Dexterity check. The defensive application of this spell is a hemisphere centered on the caster that can absorb the same damage for the caster and as many as nine allies from the effects of Lightning, Shock and weapons thrown by Magnetism.
Note that Permanency is of limited use with Evocation spells. In offensive application they can only be delayed rather than made permanent. The caster can specific how far into the future the spell will then activate. Potions and scrolls can be invested with offensive or defensive application only.
Conjuration
Conjurers and generalist mages can manipulate the localized fabric of space and time and the usual purpose of this is to transport objects or persons or even spell-effects within that local area. Such movement within one plane is deemed 'Teleportation' while movement between planes is deemed 'Gating'. Volume rather than mass are what matter in Conjuration as it is space and time that are manipulated rather than matter. It is dimensional pockets that are shifted and subjects simply come along for the (instantaneous) ride. There are particular limitations to Spell Range and Subject Number.
Spell Range is one mile per level in space and one minute per level in time. This distance however can be exceeded if the origin or destination itself moves. Any enclosed space (whether the inside of a chest or the cabin of a ship) is deemed in Conjuration to be a moving location in space. Likewise an enclosed space that is then destroyed may be regarded as a location that is now moving into the past. This loophole becomes very useful once Conjuration is combined with Permanency.
The Subject Number is whatever will fit into a sphere with a diameter of one foot per level of caster. A fifth level caster can conjure something fitting within a 5' diameter sphere from as far away as five miles and five minutes into the past or future. Rarely is the time dimension utilized but consider the benefit of drawing on something that has been recently destroyed or is yet to be made.
The subjects to be conjured must be known by the caster and the conjured subject must exist within the Spell Range. A caster themselves can be the subject. The destination must be known and be within the Spell Range.
If a general category of item is desired rather than a specific thing then that can be done but the caster cannot control the precise condition or characteristics of that item and lack of precise description can be exploited by the GM. Furthermore other kinds of vagueness on the part of the caster can be exploited by the GM to amusing or vexatious effect.
Casters can Gate to different planes (within other limitations of spell as described) at particular levels. At sixth level they can Gate to the Ether... at seventh level to the Elemental Planes... at eighth level to the Eternal Halls... at ninth level to whichever spirit plane most befits the morality of the caster... and at tenth level to any other spirit plane. In some cases these may be very dire destinations indeed.
The following summarizes the full extent of Conjuration spells at different caster levels:
1 to 5. One mile in space per level and one minute in time per level.
6. Six miles and six minutes in the world or into The Ether.
7. Seven miles and seven minutes in the world or into the Elemental Planes.
8. Eight miles and eight minutes in the world or into the Eternal Halls.
9. Nine miles and nine minutes in the world or into ones the Spirit Plane of ones final rest.
10. Ten miles and ten minutes in the world or into any Spirit Plane.
Anyone who is to be conjured resists on a successful Constitution check (health and fitness it seems anchor one into ones dimensional home) except if they wish to be conjured. Also anything conjured will return to its original location once spell Duration ends. It is only with Permanency that a caster can produce multi-use portals (for travel within the world) and gates (for inter-planar travel). The origin and destination locations can be nominated and then made Permanent. A pantry in town can then provide instant communication to a cabin in the woods.
Necromancy
Necromancers and generalist mages can manipulate both Animus and Spirit to produce particular supernatural results. Necromancy has a controversial reputation due in part to the criticisms of the Church of The Deliverer which insists on the importance of death. Some Necromancers have responded by renaming themselves 'Vitalists' seeking ways of prolonging life and quality-of-life. More Necromancers however embrace the old name and the image that comes with it.
Animus is a supernatural force present in every living thing that grants it the ability to move and grow. Animals have a wakeful animus while plants have a dormant animus. The animus attaches to a body at the moment of its conception and departs the body at death but some magical or supernatural agents can reattach it. The more clinical of Necromancers refer to Animus as "a unit of telekinesis".
Spirit in contrast is a supernatural force present in every sentient living thing that attaches to the animus and grants an eternal existence to the personality and sense-of-self. Only particular things (demi-humans) have spirits while most other living things get by with just an animus. The exception to this is that some pets accumulate minute spirit arising from the company of owners with an excess of spirit. The spirit attaches to the animus at the moment of birth and detaches at death but some magical or supernatural agents can reattach it. The more clinical of Necromancers refer to Spirit as "a unit of telepathy".
The ultimate objective of the Necromancer is the restoring of life to the dead. However along the path to that destination they have discovered a number of other uses for Necromancy. They cast spells per level as follows and can only ever affect one body or Animus or Spirit per spell:
1. Detect Animus: Can detect all Animus (including own) within spell range but is usually looking for 'stray' Animus - those lacking a body - of which there are a seemingly infinite number.
2. Detect Spirit (Telepathy): Can detect all Spirit (including own) within spell range. In most cases nothing will be detected because wandering Spirits are rare. A spirit knows if it has been detected and may then converse telepathically with the caster. This is useful as the caster wishes to identify the right spirit to resurrect. A clever caster can use this spell to converse telepathically with the living too. Indeed generalist mages prefer to use this spell under the name 'Telepathy'.
3. Capture Animus: Once detected a stray Animus can be captured - it will stay within spell range of the caster for spell duration. The Animus will usually be dormant. If the caster accidentally cast this spell on the Animus of a tree then the caster would be stuck in the vicinity of that tree for spell duration (which they can end at any time but still it shows one must be careful).
4. Capture Spirit: Once detected a wandering Spirit can be captured - it will stay within spell range of the caster for spell duration. The spirit will protest this action however and make it very difficult for the caster to concentrate on any further action. A wisdom check is required for every action taken during this distracting experience.
5. Activate Animus (Telekinesis): A captured dormant Animus can be awakened. Once this is done the caster effectively has an extra Animus external to the body. The caster can use this extra Animus to perform Telekinesis within spell range and duration as if another person was invisibly under control. Indeed generalist mages prefer to use this spell under the name 'Telekinesis'. If cast on a plant it can grant that plant the ability to move (within the confines of its form) within spell duration. The spell can be reversed to make an Animus dormant. With this reverse spell an animal can be rendered paralyzed for spell duration but can resist on a successful Wisdom check.
6. Subdue Spirit: A wandering Spirit captured can then be directed by the caster for the duration of this spell. This prevents the constant distractions of a captured Spirit. It will also works on the likes of Haunts.
7. Life Transference: Can transfer life essence from a donor to a recipient at a rate of 1 life point per level of caster. Caster must be touching both. A donor can refuse by dodging contact and by a Wisdom check. The caster is effectively manipulating fractional amounts of Animus in this process which is the closest mages get to the curative powers of clergy. The caster may be either donor or recipient.
8. Freshen: Can return a corpse (whether animal or plant) to the condition it was in a day before death. Freshness will only last duration of spell. A corpse can only be of limited age as well. If it has been a corpse for more months than the caster has levels then it cannot be freshened. Without an Animus however the body is comatose. Spell can be reversed but only works on something that is doomed to perish in a day (furthermore a subject is entitled to a Wisdom check to resist).
9. Attach Animus: A captured and preferably active Animus can be attached to a body or indeed any object for the duration of the spell. An object can suddenly move but only to the extent its form allows (for instance a sword rattles in its scabbard but in the hand of a wielder can help them move more accurately and forcefully - this is the origin of magical weapons). With this spell the caster can finally make such things as Animus Skeleton or Animus Corpse (they will need Permanency to last as long as the decaying body keeps a coherent form).
10. Attach Spirit: A captured and preferably subdued Spirit can be attached to an Animus. If that Animus is a dormant one itself attached to an object then the Spirit has effectively becomes a Spectral Amulet. More commonly however the Spirit will be attached to an active Animus itself attached to a body.
All of the ten spells described are needed in the usual process of Resurrection along with Permanency. If all spells are a success and the process has been made Permanent then the person so resurrected will have as much life left in them as was left to them had they never been killed. They will still die of old age. Also they must be wary lest both the resurrected person and the caster be visited by Ghosts intent on slaying both.
The processes involved in making an immortal Lich are lost secrets of an ancient past. The key trick it seems is in preserving a body indefinitely and possibly Liches replace organic with inorganic substances over time.
Divination
Diviners and generalist mages can magically access information regarding both persons and objects both in the past and future. Diviners regard information as an aspect of the universe just as much as any Element. Once discovered they can also obscure particular snippets of information so that nobody can access them (if someone knows the fact to be obscured then they are entitled to a Wisdom check to resist this lore-theft). Spells are cast in the form of a question which is then answered. Only facts can be conveyed (sometimes as pure lore and sometimes as imagined sense data). Arguments over matters of opinion cannot be resolved by Divination. Likewise the secrets of gods and goddesses can never be exposed. The kind of questions that can be asked depends on level as follows:
1. Can ask any question regarding the futures of the caster. The caster can only be shown one of many futures per spell - if the spell is cast once then only the most likely future is known (this is the case for all future-focused spells). The caster is assumed to know of own past which presents a problem if the caster cannot remember or never knew. The question may be asked with another subject (like a parent) in mind however.
2. Can ask any question regarding the past of a person who is currently within Spell Range or is otherwise intimate with the caster. The subject can resist the giving away of a personal secret on a successful Intelligence check (this shows how cleverly they have prepared the keeping of that information).
3. Can ask any question regarding the futures of a person who is currently within Spell Range or is otherwise intimate with the caster. Any existing personal secret that may be exposed by this question can likewise be resisted.
4. Can ask any question regarding the past of an object or the past as it was in the vicinity of that object. The object must be within Spell Range or otherwise familiar to the caster.
5. Can ask any question regarding the futures of an object or the futures as it may be in the vicinity of that object. The object must be within Spell Range or otherwise familiar to the caster.
6. Can ask any question regarding the past of any person who has ever lived even if it was secret.
7. Can ask any question regarding the futures of any person who lives or is yet to live even if it relates to a secret.
8. Can ask any question regarding the past (including that of entire nations).
9. Can ask any question regarding the future (including that of entire nations).
10. Can ask any question regarding something that has specifically been magically obscured by reverse Divination.
The answer given in all cases will be the minimum needed to satisfy the question. In many cases an answer will only make sense in the context of other related information which the caster may lack. While this seems a very passive kind of magic it is also one that is valued by the rich and powerful and Diviners are among the most well-rewarded of mages.
XIV: Divine Powers
Divine spells are cast by priests and priestesses. They draw on the favour of the gods and goddesses to produce supernatural effects. What they can do is limited by level and the particular divinity worshipped.
Clergy can cast as many spells per day as they have levels.
This capacity can be disrupted however if the caster neglects to follow the customs and morals of the church followed. The correct trappings and traditions must be observed (see Gods & Goddesses).
Casters can simply pray to activate a particular spell. All spells take one round to cast. At level one clergy cannot cast spells at all. From second level a caster can only cast particular spells depending on which Divinity they worship. From level three onwards however they can access all Lesser Sphere Divine spells.
Spell Range: The distance a spell can be cast is usually 5 foot per level of caster.
Subject Number: The number of subjects that can be affected is the same as the level of caster (a level one cleric can only cast a spell on one person - themselves or one other).
Duration: Some spells are instant in effect but for many others the effect lasts one day for every level of caster. In the case of non-instant spells the caster can voluntarily end the spell at any time.
Spell Resistance: All Divine spells can only be overcome by a successful Luck roll.
Detecting & Dispelling Magic: Any caster can detect or dispel spells they themselves have cast. Casters may also detect but cannot dispel magic produced by other casters. This act can be done any number of times.
All these limitations may be different for particular spells. The Divine Spells are described as follows and are divided into Lesser and Greater spheres. Greater sphere spells can only be accessed by tenth level casters.
Between levels eleven and twenty Elvish Mages can cast Lesser Sphere spells as if they were level one to ten casters.
Between levels six and ten a Paladin can cast Divine spells as if they were level one to five casters. They can only cast Sanctuary and Command at sixth level and all others thereafter.
Lesser Sphere
* Providence: With this spell the caster draws on the spirit planes to improve the fortune of those it effects. It improves the Luck rolls of its fellows by a factor of one (or reduces that of opponents by a factor of one). Only the Shamans of races like Orcs can cast this spell at level one (but then that is all they can do).
* Turn Undead: With this spell the caster can repel Undead. Any number and kind of Undead will be affected and will desire to stay as far away from the caster as Spell Range dictates. If the caster touches any Undead they will inflict 1d4 damage. Only clerics of The Deliverer may cast this spell at first level. A potion which replicates this power is Holy Water but must be splashed on the Undead to injure them and make them cower away.
* Curative Touch: With this spell the caster can return lost life points to anyone they lay hands on at a rate of 1d4 per level of caster. Casting the spell also reduces the effect of toxins and infections by one degree of severity. A potion of this spell can be put on a wound or drunk in the case of infection or toxin. Only clerics of The Deliverer may cast this spell at first level.
* Light & Darkness: With this spell the caster can simply produce an ambient light or darkness that extends as far as the Spell Range and lasts all of Spell Duration. It cannot blind but it can affect combat ability of diurnals and nocturnals (see under Attack & Damage Rolls). Only clerics of Olorin or Urala may cast this spell at first level. Note also that Light and Darkness cannot both be cast in the same area and simply eliminate one another.
* Sanctuary: This spell produces a particular set of conditions within the Spell Range or Subject Number (whichever affords better coverage) and Duration. Within those limitations a magical Sanctuary forms in which temperatures are mild and precipitation is nominal. Furthermore anyone with hostile intent for any other person in the Sanctuary can only act on that intent if they pass a Luck roll. Furthermore the caster will instantly be aware of any such act in advance and will get one round in which to take some action before the hostility can be enacted. Only Dwarvish clerics, Druids or clerics of Olorin or Urala can cast this spell at first level.
* Sustenance: This spell grants immunity to thirst and hunger in the Subject Number for the Duration of the spell. Those so blessed feel sated and can behave normally. The effects of starvation and dehydration are postponed by the spell. Only Elvish clerics, Druids or clerics of Nitara can cast this spell at first level.
* Weather Shifting: This spell allows the caster to alter existing weather within Duration covering a hemispherical volume of one mile diameter per caster level. If the day is warm and sunny then it can become cool and overcast. If it is cool and overcast it can become wet and windy (from fourth level onwards). If it is wet and windy it can become stormy (likewise from fourth level onwards). Also in stormy conditions the caster can summon lightning on a successful Luck roll if they are fifth level or better. One opponent per five levels of caster can be struck and take 1d8 damage +1 point per caster level. Only Elvish clerics, Druids or clerics of Kandoth can cast this spell at first level.
* Command: This spell allows the caster to alter the will of the Subject Number such that they must do the bidding of the caster in any way except in ways that are self-destructive or directly contravene firmly held morals. Only clerics of Bernali can cast this spell at first level.
* Berserk Rage: This spell grants to the chosen allies of the caster a temporary +1 adjustment to Initiative and attack and damage rolls. Spell is limited by Duration and Subject Number. Only clerics of Teloch can cast this spell at first level.
* Muse: With this spell the caster can channel Divine inspiration into as many subjects as allowed by Subject Number. With such inspiration those affected will do all Skill specific ability checks with a +2 to dice roll. Only clerics of Elchemar & Linesa can cast this spell at first level.
Greater Sphere
* Rapture: With this spell the caster can provide those they choose to effect with an absolute conviction of the existence and rightness of the god or goddess the caster follows. Those affected are Subject Number times ten. Even once spell Duration has passed many affected will remember the experience and continue to accept the truth it gave them.
* Summon Guardian: With this spell the caster can gate in one spirit follower of the god or goddess of the caster. This guardian spirit will be charged with the task of defending the caster but within this agreement can still make its own decisions and indeed can argue with the caster. The guardian only need stay for Duration.
* Power Prayer: With this spell the caster can request a free-form kind of spell effect of whatever description they give. This is something that is in a sense negotiated by the caster with a Divinity. As a rule-of-thumb the effect cannot be any greater than that of any magical effect described on this site but also cannot be less than anything the caster themselves could produce.
* Permanency: This is like the mage talent of making a magical effect permanent or imbuing an object with a particular spell effect.
Note: The number of kind of Divine spells seem paltry compared to Arcane spells but the versatility of them for casters and those they attend to cannot be overlooked.
XV: Currency & Possessions
So far many arms and armour have been listed in terms of combat implications. However here they will be listed along with other products and services in terms of weight (relevant for Carrying Capacity & Movement Rate) and also cost (which impacts on the wealth of adventurers). Magical items are absent from the list because they are too precious to ever be sold.
The names change from state to state (depending on embossed image) but standard forms of currency across The Lands are gold pieces (gp) and silver pieces (sp) and copper pieces (cp). 10cp = 1sp. 10sp = 1gp. The average weekly wage in urban areas is 3gp. The 'life savings' of a starting adventurer may be something like 10gp.
In Eriman lands gp are known as Crowns. In Narmantic lands they are known as Galleons. In Planavic lands they are known as Steeds. And in Lehenic lands they are known as Pillars or Columns.
Note that the average weight of coinage is ten coins per pound. The list which follows names items and then lists average weight and likely cost.
Shield - 10Ibs - 3gp *
Helm - 5Ibs - 2gp *
Leather Jerkin - 10Ibs - 5gp
Studded Leather Jerkin - 15Ibs - 10gp
Chainmail Tunic - 30Ibs - 20gp *
Scale Mail - 40Ibs - 40gp *
Banded Mail - 45Ibs - 80gp *
Plate Mail - 50Ibs - 150gp *
--------------------
Darts (5) - 1Ibs - 1gp *
Sling with Stones (handful) - 1Ibs - 1gp
Bow with Arrows (15) and Quiver - 5Ibs - 5gp
Crossbow with Arrows (15) and Quiver - 10Ibs - 10gp *
Spear - 5Ibs - 1gp
Trident - 5Ibs - 1gp *
Lance - 15Ibs - 10gp *
---------------------
Dagger - 1Ibs - 2gp *
Short Sword - 3Ibs - 10gp *
Long Sword - 5Ibs - 15gp *
Bastard Sword - 15Ibs - 25gp *
Hand Axe - 4Ibs - 5gp *
Battle Axe - 10Ibs - 10gp *
Halberd - 10Ibs - 10gp *
---------------------
Sickle - 2Ibs - 1gp *
Mattock - 10Ibs - 3gp
Military Pick - 5Ibs - 3gp *
War Hammer - 5Ibs - 5gp *
Mace - 10Ibs - 10gp *
Flail - 10Ibs - 10gp *
---------------------
Whip - 1Ibs - 5sp
Club - 2Ibs - 1sp
Cudgel - 4Ibs - 2sp
Rod - 3Ibs - 5sp *
Staff - 4Ibs - 2sp
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Mild Toxin - NA - 5sp
Severe Toxin - NA - 1gp
Fatal Toxin - NA - 15gp
---------------------
Rations (1 Week) - 2Ibs - 1gp
Inn Meal - NA - 1sp
Alcoholic Beverage - NA - 1cp to 1gp
Lodgings (1 Week) - NA - 1gp-2gp
Stabling (1 week) - NA - 5sp
----------------------
Spice - 1Ibs - 1gp-5gp
Silk - 1Ibs - 6gp-10gp
Gemstone - NA - 10gp-500gp
Jewelry - NA - 1gp-1000gp
----------------------
Full Set of Clothes - 10Ibs - 7gp
Tack & Harness - 30Ibs - 5gp
Scabbard or Quiver - 1Ibs - 1-2gp
Backpack - 2Ibs - 1gp
Tent - 5Ibs - 5gp
Tinderbox - NA - 5sp
Grappling Hook - 5Ibs - 1gp *
Rope - 10Ibs - 1gp
Lantern - 3Ibs - 10gp *
Flask of Oil - 1Ibs - 1sp
Vial of Ink - NA - 5gp
Scrollcase or Blank Book - NA - 5sp
Spyglass - 1Ibs - 25gp
Spy Toolkit - 1Ibs - 10gp
Musical Instrument - 1-3Ibs - 5gp-50gp
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Passage (Participation in Caravan) - NA - 1sp per day
Passage (Coach) - NA - 1gp per day *
Passage (Ship) - NA - 2gp per day *
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Blacksmithing - NA - 1gp *
Carpentry - NA - 5sp
Pottering - NA - 2sp
Grooming - NA - 2sp
Scribing - NA - 5sp
Sage Advise - NA - 5gp-50gp
Mercenary - NA - 10gp-100gp *
Border Toll - NA - 1-5sp
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Fowl - NA - 5sp
Cat - NA - 3gp
Hawk - NA - 10gp
Hound - NA - 10gp
Sheep or Goat - NA - 5gp
Kine - NA - 10gp
Mule - NA - 10gp
Pony - NA - 20gp
Horse - NA - 50gp
Note that Fowl, Hawks and Cat roll 1d4 for life points. Hounds, Sheep or Goats roll 1d8 for life points. Kine, Mules and Ponies roll 2d8 while Horses roll 3d8 for life points.
* Items with asterisks have significant iron or copper alloy content which accounts for most of the cost of these items.
The lists are far from exhaustive but give a feel for costs of items (particularly if they have been named on this site).



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