2d6 Basic Dungeons

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2d6 BASIC DUNGEONS A Pencils & Paper Fantasy Role-Playing Game Playable With Just a Couple of Six-Sided Dice by Joe D. Neal Copyright ©2013 Joe D. Neal All Rights Reserved All Art and Illustrations Copyright ©2013 J.D. Neal

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A simple system

Transcript of 2d6 Basic Dungeons

  • 2d6 BASIC DUNGEONS

    A Pencils & Paper Fantasy Role-Playing Game

    Playable With Just a Couple of Six-Sided Dice

    by Joe D. NealCopyright 2013 Joe D. Neal

    All Rights Reserved

    All Art and Illustrations Copyright 2013 J.D. Neal

  • Table of ContentsINTRODUCTION.......................................2

    Getting Started and Playing.................2Dice.............................................................3Who Rolls for What.................................3The Scale of Bonuses and Penalties......3

    CREATING CHARACTERS.........................4Languages...............................................12EXAMPLE OF CREATING A CHARACTER..................................................................14

    SPELLS AND MAGIC...............................15Spell Casting..........................................15REVERSED SPELLS...................................16CREATING A NEW SPELL.....................16CREATING MAGIC ITEMS.....................16Cleric Spell Lists......................................16Magic-user Spell Lists............................17CLERIC SPELL DESCRIPTIONS..............18MAGIC-USER SPELL DESCRIPTIONS...20

    THE ADVENTURE....................................29Details and Descriptions.......................30Mapping..................................................30Time..........................................................30Movement................................................30Becoming Lost.........................................31Light..........................................................31Applying Force.......................................32Disguises..................................................32Doors........................................................32Encounters................................................32Experience Point Rewards....................33

    Extreme Heat or Cold...........................34Falling Damage......................................34Finding Hidden Things...........................34Fire Starting............................................34Food and Fresh Water Needs.............34NPC Hirelings And Henchmen..............36Traps........................................................36Treasures Found......................................36

    COMBAT.................................................36Morale.....................................................37Movement in Combat............................37Spell Attacks...........................................37Unarmed or Weapons Attacks............37Common Combat Adjustments Table. .38Sleeping, Paralyzed, Held, etc. Targets..................................................................39Creatures With Immunities....................39Damage...................................................39Healing Damage....................................39Charging and Mounted Combat.........39Pole Arms and Spears...........................39Underwater Combat.............................40Saving Throws.........................................401D6 Only Damage for PCs..................41Dual-Wielding........................................42Acid, Holy Water, Oil...........................43Poison.......................................................43

    MONSTERS.............................................44SPECIAL ATTACK FORMS.....................45MONSTER DESCRIPTIONS....................46

    TREASURE..............................................77Random Treasure Types Table.............77UNGUARDED TREASURE TABLE...........78PERSONAL TREASURE...........................78Coins Explained......................................81Gems Explained.....................................81Jewelry Explained.................................81TREASURE MAPS EXPLAINED...............81ABILITY SCORE CHANGES...................81MAGIC ITEMS (IN GENERAL)...............81Swords.....................................................81Intelligent Swords...................................82Magic Armor and Shields.....................83Miscellaneous Magic Items Explained84Miscellaneous Weapons Notes............86Potions Explained...................................86Rings Explained......................................87Rods Explained.......................................88Scrolls Explained....................................88Staves Explained...................................89Wands Explained..................................89

    ADVENTURE DESIGN.............................90Overall Theme........................................90Introductions, Rumors and Handouts. . .90Maps........................................................90Stocking The Adventure........................91Random Dungeon Stocking...................92

    APPENDIX..............................................94Alternate Armor Class System.............94Glossary..................................................94

    Foreword I put this together to have a game I can do with as I please, and a fairly traditional fantasy game that uses six-sided

    dice. This is not a clone, nor a simulacrum, and does not try to recreate any other game. It does, though, strive for the play style evoked by simple games.

    So, in the tradition of fantasy gaming: grab some dice and paper and friends, and enjoy a romp in the imagination!J.D. Neal 2013

    INTRODUCTION

    Explore murky dungeons full of traps and obstacles. Battle vicious monsters. Cast spells and deal with evil magic. That is what this game is all about! Enjoying the pure escapist fun of pretending to do things that you normally would not and could not do in real life.

    You will need: dice, paper, pencils, people, and creativity and imagination. Miniature figures, maps, building blocks, and other materials can be used to depict what is going on, but imagination is all one really needs to play.

    Getting Started and Playing1. Someone must be the referee. The referee needs adventures to play. They can make them up or use ready-made adventures, changing them as desired. Some referees can make up almost all the details they need during play.

    2. The players create characters, who define what

    they are good at.

    3. The referee introduces the players to the adventure they decided to start with. They pick a starting point and tell the players where they are, what they know, and other details so they can start making decisions.

    4. At that point game play commences.

    Most of game play is a conversation between the referee and players: the referee describes a situation and the players decide what to do.

    They play the situation out step-by-step, at whatever pace is interesting, skipping trivial details.

    The group plays until it runs out of time, then agrees on when and where to get back together and begin play again, making notes about where the characters were and what they were doing so they can resume play.

    Nothing ends the game: if a character dies, it can be

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  • replaced however the referee wants. If the players complete an adventure, they can start another. If the players get bored, they can start with new ones.

    This is not a sporting game based on competing to see who wins; it does not have rules stating what can or cannot be done. Most of the game is based on good judgment, common sense, and the personal preferences of the gaming group, not rules.

    Ultimately, the group decides how it wants to play.The referee enables the free-form style of play by

    providing the background details and judging player choices. This allows the players to do anything that they can think of that seems reasonable for their character, thus eliminating the need for rules to handle everything. The referee is, in turn, free to create and run any situation they wish; the only limit is that if they annoy the other players, they will be fired and replaced.

    The group must be able to get along, and share the game. Likewise, they must be able to use creativity and wits to decide what to do. Anyone who needs a formula to follow or waits for someone else to tell them what to do might see this as a chance to learn to think for themselves.

    The best way to learn how to play is to play the game; if you fail at that, get help from other people who already play.

    DiceThe dash or hyphen "-" is means "to" in number ranges:

    thus 2-12 means "2 to 12". A dash does not always refer to a number range: some monsters have "1-1" hit die which means "1 minus 1" not "1 to 1".

    This game only uses six-sided dice. The simplicity of rolling a couple of dice is offset by the quirkiness of rolling 2d6 for everything. As it is, you can roll a d12 instead of 2d6; mark a die as shown later and you can make a d12 roll using d6s.

    So, rather than bog down with die rolling philosophies, pick a die roll and concentrate on playing the game for what happens.

    The abbreviation "d6" means a six-sided die; how many dice to roll and add up is placed in front (2d6 = two; 1d6 = one; etc.). Sometimes the total of a die roll can be modified by numbers added to ("+") or subtracted from ("-") it, or it might be multiplied by ("x") or divided by ("/") a number (or even another die roll, such as 2d6+d3 or d6 x d6).

    Common die rolls that can be made by division follow. Consider making your own d2s and d3s by coloring out or scratching off the paint on dice with pips (dots).

    d2 roll a die - odd numbers = 1, even numbers = 2d3 d6 / 2 rounded up

    Following are examples of die rolls that can be made by interpreting one die and adding it to a base die (the adder die can be interpreted different ways). At first glance, someone spoiled by having d20s may think these die rolls are too much of a bother, but the author finds that making these die rolls is actually pretty easy and

    quick, and helps for random tables.

    die base adder dieroll die 1 2 3 4 5 6d12 d6 0 0 0 6 6 6d12 d6 0 6 0 6 0 6d18 d6 0 0 6 6 12 12d18 d6 0 6 12 0 6 12d24 d12 0 12 0 12 0 12d24 d12 0 0 0 12 12 12d36 d6 6 12 18 24 30 0

    d108 d36 0 36 72 0 36 72d216 d36 36 72 108 144 180 0

    The d3d6, d6d6, d3d6d6, and d6d6d6 die rolls are examples of ways of making die rolls without having to interpret the dice.

    Who Rolls for WhatThe players can roll the dice for anything that would

    be obvious to them as their character: ability scores, hit points, to-hit rolls, saving throws, etc.

    The referee rolls the dice for everything else. This includes secrets: when a character looks for a secret door or hidden person, or listens for noises, the referee makes the die roll, since the result can reveal elements the player should not know. The referee might make secret saving throws for certain things the players are not aware of; asking a player to make a save versus spells (because they are being targeted by a charm spell from a secret location, for example) will immediately put the group on the alert, for example.

    Another example: when a spell or other magic effect has a random duration, the referee rolls.

    In the long run, who rolls for what depends on the group's preferences: the referee can allow or disallow anything. Example: if the referee hides monster statistics and a battle breaks out, they might make all damage rolls (including those for the player characters hitting a foe) and the to-hit and saving throws for monsters. If the referee does not hide monster statistics, then they could very well let players make the to-hit rolls and saving throws for monsters they are fighting and are aware of.

    The Scale of Bonuses and PenaltiesBonuses, and penalties have a greater effect on the 1

    to 12 scale used by the game than they do on a scale of 1 to 20, as shown below. Rolling 2d6 will exaggerate their effect even more. As such, modifiers were softened to prevent the game from becoming too statistically oriented. Good stats are nice, but game play is mainly about creativity, not numbers.

    Modifier d12 Scale Closest d20 Equivalent+1 8 1/3% +2+2 16 2/3% +3+3 25% +5+4 33 1/3% +7

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  • +5 41 1/3% +8

    CREATING CHARACTERS

    Each player needs at least one character to use, although how many and other such details are up to the group. Character information can be recorded in pencil on lined notebook paper or on a fill-in-the-blanks character record sheet.

    1. Determine the score for each of the six main abilities by rolling three six-sided dice (3d6) once for each. A score of 9 to 12 is average; anything less is below average; and anything greater above average. If the scores all tend to be extremely poor, the referee can allow a re-roll.

    ADJUSTING ABILITY SCORES: Once the player chooses the character's race, human characters can add 1 point to 2 scores (or 2 points to 1 score). Non-human characters must subtract 1 point from their highest ability score; randomly roll for which one if there is a tie between 2 or more. Use the next highest score if their Charisma score is the highest; if it ties with others, exclude it from the die roll to pick which one.

    Once the player has chosen a race and class for their character, they will know the prime requisite(s) of the character, and can adjust ability scores by subtracting 2 points from a donor and adding 1 to one of their prime requisites. Charisma and constitution can never be used for this, and dexterity cannot be lowered but can be increased if it is a prime requisite. No score can be reduced to less than 9 this way.

    USES OF ABILITY SCORES: Some common uses for ability scores follows, but others can exist, and the referee might come up with interesting ways of using them. Players can use scores as character guide: "An intelligence of 7? My character is not too bright. How I can play her that way..."

    The referee can call for an ability check to handle certain situations where formal "skills" would only waste time. A roll of 3d6 is made, and a result equal to or less than the character's relevant ability score applies. Use 1d6 or 2d6 for easy situations, and 4d6, 6d6, or more dice for a harder situation. Example: a character runs to jump a chasm: based on the width, footing, and encumbrance of the character, the referee deems a roll of 5d6 is needed, with anything less than dexterity indicating success.

    Use each that applies to a situation. Example: a player wants to find information by asking around: a 3d6 roll against wisdom might be needed to find a good source, 4d6 versus charisma to wheedle info out of them (the local authorities are cracking down on spies and everyone is scared), and 3d6 versus intelligence to see if they misunderstand it or forget it before they write it down.

    Scores might change temporarily or permanently in play, and hence the adjustments might have to be re-figured now and then. If the constitution score ever

    drops below one, the character is dead. If any other score drops below one, the character is a mental or physical vegetable, while said score remains below 1.

    PRIME REQUISITES: Each race and class has one or more abilities that serve as prime requisites:

    Race and Class : Prime Requisite(s)Human Cleric : WisdomHuman Fighter :StrengthHuman Magic-user : IntelligenceHuman Thief : DexterityDwarf Fighter : Strength and ConstitutionDwarf Fighter/Thief : Dexterity, Strength and ConstitutionDwarf Thief : Dexterity and ConstitutionHalfling Fighter : Strength and DexterityHalfling Fighter/Thief : Dexterity, Strength and ConstitutionHalfling Thief : Dexterity and ConstitutionElf Fighter : Strength and IntelligenceElf Fighter/Magic-user : Strength, Dexterity, Intelligence.Elf Fighter/Magic-user/Thief : Strength, Dexterity, Intelligence, Charisma.Elf Fighter/Thief : Strength, Dexterity, Intelligence.Elf Magic-user : Strength, Intelligence, and Dexterity.

    The character's score in the prime requite(s) effects how much experience they gain during adventures, as shown on the table below. If a character has two or more, then the lowest score is used when experience is rewarded. For example, an elven Fighter/Magic-user with a strength of 17 and intelligence of 10 would not get any bonus experience; a human thief with a Dexterity score of 16 adds 10% to the experience the referee rewards: if the referee gives them 235 experience points they add 23.5 for 258.5.

    Prime Requisite Experience EffectScore 1 -5 6-8 9-12 13-15 16-18x.p. -20% -10% x1 +5% +10%x.p. x.8 x.9 x1 x1.05 x1.1

    Score 1-3 4-5 6-8 9-12 13-15 16-17 18Charisma:Morale: 4 5 6 7 8 9 10Reactions -2 -1 -1 0 +1 +1 +2Retainers 0 1 2 3 4 5 6Constitution:Hit Point Rolls -3 -2 -1 0 +1 +2 +3Poison/Disease Saves -2 -1 -1 0 +1 +1 +2Dexterity:Initiative -2 -1 -1 0 +1 +2 +3Missile To-hit, fighter -2 -1 0 0 +1 +1 +2Missile To-hit, other -2 -1 -1 0 0 +1 +2Armor Class -2 -1 0 0 0 +1 +2

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  • Score 1-3 4-5 6-8 9-12 13-15 16-17 18Strength:Brute Strength -3 -2 -1 0 +1 +2 +3Melee Damage* -3 -2 -1 0 +1 +2 +3Throwing Damage* -3 -2 -1 0 +1 +2 +3Melee to-hit, fighter -2 -1 0 0 +1 +1 +2Melee to-hit, other -2 -1 -1 0 0 +1 +2Wisdom:Save vs. Magic** -2 -1 -1 0 +1 +1 +2Detect Lie -3 -2 -1 0 +1 +2 +3

    NOTE: The original uses can be found in the appendices, if anyone wants them. The above ones are simpler and more suited to easy game play.

    * If the modifier is negative, count a roll that is less than 1 as 1.

    *** Vs mind-influencing magic, such as illusions, charm.

    Strength indicates whether or not a creature is stronger or weaker than other creatures of the same general size. The true strength of a creature is its size, which helps determine the damage it can do, the load in pounds it can carry and so on. To illustrate this: a giant is stronger (overall) than any human. A giant with a strength score of 10 or 11 is average for a giant, but not comparable to a human. Giants can randomly roll a higher score, as explained in the chapter on monsters. Magical contrivances such as gauntlets of ogre power, girdles of giant strength, potions of giant strength grant a human a strength score that is off of the scale for normal humans use, but not necessarily the true strength and size of an ogre or giant.

    Intelligence is concerned with the ability to learn things and figure out complex technical concepts, not make decisions. It mainly serves to indicate the character's fitness for the Magic-user class.

    Wisdom is how well they understand the practical concepts of the real world, such as how easily they recognize a lie or how gullible they are. Its main purpose to judge their fitness for the Cleric class.

    Dexterity measures the ability to move the body in part or as a whole with speed and skill.

    Constitution is basic health and endurance.Charisma is how well they get along with others; a

    low score means they tend to come across the wrong way all the time and a high score means they know how to be gentile or crude as is needed to be charming. Its use assumes they do try to get along with others (bad behavior will in itself result in a negative reaction outright). Charisma has NOTHING to do with appearance. Player characters are allowed to be attractive from the start, and are "ugly" only if they player chooses so. Appearance has its own pros and cons that are played out in the game; a beautiful person might attract unwanted attention, while an ugly one might be slighted by the ignorant.

    2. Character Experience. Player characters start at

    the 1st level of experience and 0 (zero) experience points. As they gain additional experience points (by adventuring), their level will increase. The higher their level, the more capable they are and more heroic they will be.

    At 1st level, characters are trained but inexperienced novices, with little talent beyond what a normal human has. They do not become skilled and heroic until they gain higher levels.

    Some people create characters suited for whatever adventure they have; others start characters at higher levels to make them more heroic and talented.

    At high levels of experience, characters can settle down and build strongholds, towers, hide outs and other such dwellings if they so desire. Such things are best left to other games or referee skullduggery.

    Not all creatures in the game world are "classed": they do not have an experience level nor adventuring class. Ordinary monsters and people function on a basis of hit dice, which determine their hit points, saving throws, and to-hit rolls. The chapter on monsters illustrates many monsters and their basic hit dice.

    3. Choose a Character Class. Characters are designed simplistically to make the game easy to play. A character class is not a skill set, but rather a way of playing a character.

    Although they are presented as a specific class, it is easy to allow demihumans to be other classes by combining their racial traits with the limits and characteristics of other classes.

    Humans lack the special abilities of demihumans, but tend to be simple. In reality, demihumans tend to die as easily as humans during game play.

    Cleric. Clerics are humans that are the direct servant of a deity and train with them to learn a specific type of spell casting and the ability to turn undead. (Turning undead is explained in COMBAT). Their spells are mainly intended for healing and protection or utility purposes; they fight using weapons and armor. Only Clerics can make potions and spell scrolls that use Cleric spell effects; and there are certain magic items only they can use and make (those replicating special Cleric spells like healing). Clerics can wear any type of armor and can use shields. They cannot use sharp weapons (arrows, spears, swords, axes, etc.) They can only use blunt weapons like maces and slings.

    Clerics must faithfully worship and obey their deity, who will be played by the referee. Those who displease their deity will suffer punishment, such as penalties to all die rolls, failure to receive spells when trying to memorize them, inability to turn undead and so on. If completely cast off by a deity, they still advance as a Cleric, but without any Clerical powers until they find a deity willing to accept them. (A referee who annoys the players by playing the deities of their game world like a jackass will be fired and replaced.)

    Dwarves are about the same weight as humans, but much shorter (4' tall), thicker, and wider. This means a suit of

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  • dwarven armor is radically different than human armor: much shorter and wider and/or thicker. Male dwarves prize long beards and females take pride in long, intricately braided hair. They are often practical and ambitious, and sometimes greedy, industriously working to achieve whatever they can.

    Dwarves can be Fighters (advancing to 12th level maximum) or Thieves (advancing as far as a human thief can), or dual-classed Fighter/Thieves. Dwarves always have Constitution as a prime requisite, in addition to that of their class(es).

    As a race, dwarves have higher saving throws than humans of the same class (4 levels higher). They have infravision with a 60 foot range (see ADVENTURING, Light). They can detect walls that slide; subtly slanted walls and ceilings; traps related to construction such as pits and falling blocks; and the general age of construction work (new, old, ancient) on a roll of 1 or 2 on 1d6 (1/3 the time). Each is a separate check, taking about 1 turn (10 minutes) and they must stop and make a concerted effort to check for it. Unless their intelligence is abysmally low, they also speak the languages of dwarves, gnomes, goblins, and kobolds.

    Elves are often as tall as humans, but more slender and graceful. They live in wilderness areas outdoors and love both magic and nature.

    Elves can be Fighters (10th level maximum), Magic-users (10th level maximum), or Thieves (advancing as far as human can). They can also be dual-classed or triple-classed: Fighter/Magic-user, Fighter/Thief, Magic-User/Thief, or Fighter/Magic-user/Thief. Elves always have Intelligence as a prime requisite in addition to their class(es)'s prime requisite, with Dexterity an alternate if intelligence is already a class requisite and Charisma the second alternate if Intelligence and Dexterity are already requisites.

    As a race, they have infravision with a 60 foot range and can note secret doors on a roll of 1 or 2 on 1d6 (with a systematic perusal of the area). They are immune to the ghoul's paralyzing power and (unless their intelligence is abysmally low) they speak the languages of elves, gnolls, orcs, and hobgoblins.

    Fighters are humans who make a living fighting, not by serving a deity, using magic, nor theft. They are rugged and capable, and have the best choices in armor and weapons: they can use any weapon, armor, or shield.

    Halflings are 3 to 4 feet tall, weighing 90 to 120 pounds, short but stout. They are simple, preferring a soft and easy life, and adventuring types are out to gain money so they can eventually retire and live comfortably.

    Halflings are usually Fighters (advancing to 8th level maximum), Thief (they can advance as far as humans can), or dual classed Fighter/Thief. Halflings always have Dexterity as a prime requisite, in addition to their class(es)'s prime requisite. A halfling Thief has Constitution as its second prime requisite.

    At most, they can only use lighter melee weapons one-

    handed (short sword, hand axe, etc). They can only wield one-handed weapons like swords and battle-axes with two hands, and cannot wield melee weapons that are 2-handed for a human. They can only wear small sized armor, which often isn't easy to find but is lighter.

    Members of the halfling race:

    Have better saves than humans of the same class. Gain a to-hit bonus of 1 when making missile

    attacks. Gain a bonus of 1 point to their armor class when

    meleeing with creatures that are bigger than men. Gain a bonus of 1 to their own initiative. Have a 5 in 6 (1 to 5 on 1d6) chance of not being

    seen when hiding in brush or other vegetation in an outdoor setting.

    Have a 2 in 6 (1-2 on 1d6) chance of not being seen when hiding in shadows and other indoors situations.

    Magic-users are humans who make a living through magic. While frail and not very capable in combat, they have access to combat spells and their spells can be tellingly deadly and useful. They have no healing spells. They cannot wear armor, nor use shields, and their only weapons allowances are dagger and staff.

    There are various magic items only Magic-users can use. At low levels they can create potions and spell scrolls, and at 9th level and higher they can begin making items such as wands and staves - at least those that are usable by a Magic-user.

    Thieves are humans who make a living stealing. They are not the romantic swashbucklers of fiction slicing their way through danger and engaging in daring do; such types are Fighters. Nor are they scouts and other such types. A thief character is in fact a THIEF. Being weak and not especially talented, low level thieves will likely try to let other characters do the hard work and then steal the fruits of their labor (any low level thief who volunteers to scout the situation out, deal with traps, etc. isn't very bright). Thieves are designed to succeed mainly by being dastardly villains and greedy cowards.

    They can only wear leather armor at most; cannot use shields; but can use any weapon.

    The Thief Skills table shows basic thief skills.A 4th or higher level thief has a 5 in 6 (1 to 5 on d6)

    chance of decoding cryptic symbols and codes on maps and elsewhere. If they were written in a language the thief understands, the thief knows their exact meaning as such; if they were written in a language the thief does not know, the thief at least knows what they are in general (warnings; directions; etc.) Failure means the symbols/code boggles them, and the thief must gain a level of experience to try again.

    Starting at the 10th level of experience, a thief can read Magic-user spell scrolls, with a 1 in 6 chance the spell goes wrong and has contrary or otherwise annoying results or simply failing. Given how their ability to decipher writings is flawed, there is even a 1 in 6 chance

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  • they will misidentify a scroll, thinking it is something other than what it is. They cannot copy or otherwise manipulate said scrolls.

    RACIAL CLASS AND LEVEL LIMITS: These make the races different from each other, and favor a human-oriented game world where humans are the great heroes. Removing them does not have a big effect on game (beyond flavor). If you remove them, then consider allowing humans to multi-class as well, or consider removing multiclassing altogether.

    MULTICLASSING (DUAL AND TRIPLE CLASSING): Multiclassing is operating in more than one class at a time. The class names are separated by a slash, followed by the level in each (which can vary). Examples: a dwarven Fighter/Thief 12/14 (12th level fighter/14th level thief) or elven Fighter/Magic-user/Thief 10/10/13 (10th level fighter, 10th level Magic-user, 13th Level thief). Some options (such as Cleric/Fighter) are mentioned here in case the group introduces races to their game which allow them, such as half-orcs and half-elves.

    Multiclassing is mainly intended to help make demihumans different from humans, and to compensate some for level limits. Demihumans can advance as far as humans can as a thief, giving players who enjoy demihuman an option for high level game play if they want to keep advancing.

    Some multi-class options water down the benefits quiet a bit (such as a Cleric/Fighter).

    A multi-classed character can only do one thing at a time, just like any other character. Yes, a Fighter/Magic-user is a nice combination, but they cannot cast a spell and attack in the same round.

    Multiclassed characters start with 0 experience points and the 1st level in each class. They divide experience points evenly among each class, even if they max out in one classes' level. A Dwarf Fighter/Thief with 1,600,000 x.p.s would divide them between classes, having 800,000 as a fighter (but only be 12th level due to the racial level limit of 12) and 800,000 as a thief (14th level), and thus be a Fighter/Thief 12/14.

    Prime requisite modifiers for experience apply only to the share for each class (i.e., a Fighter/Thief with a strength of 11 and Dexterity of 17 only gets a bonus to the share for the Thief).

    At first level, the character rolls hit points for each class and divides the result by the number of classes, retaining fractions. A creature with 1/2 or 1/3 hit point left is still alive. Each time they gain a level in any class, they roll for hit points for that class and divide by the total classes, retaining fractions. When they start gaining set hit points in a class, divide them by the number of classes.

    The constitution modifier for hit points for fighters applies only to the hit points rolled for the fighter class.

    They make saving throws based on their highest level.To-hit rolls are based on the highest level in whichever

    class benefits them most.Class specific abilities are based on their level in that

    class. To whit: Clerics cast spells, turn undead, and perform

    other special cleric functions based on their level in the Cleric class, if any. Multiple attacks and any other special advantage for the Fighter class is based on their level in the Fighter class, if any. Magic-users cast spells and perform other special magic-user functions based on their level in the Magic-user class, if any. Thief functions are based on their level in the Thief class, if any. The backstabbing ability of a thief applies only to back-stabbing (unarmed or with a weapon), not spell casting or other non-thief abilities.

    They combine weapons allowances (i.e. a Cleric/Magic-user, if allowed by the referee, could use the weapons of a cleric and magic-user).

    A multiclassed thief cannot wear heavy armor other than leather and sneak, hide, etc. A dual or triple-classed Magic-User (Fighter/Magic-user, Fighter/Magic-user/Thief, etc.) cannot wear better than chain mail armor, but can use a shield.

    If the gamers use weapons proficiencies or introduces any other such concept, they should be based on the level of the most advantageous class.

    4. Spells and magic. Clerics and Magic-users should determine their spell casting ability and choose initial spells, per the following chapter. Magic-users will need to start recording the spells they have written formulas for.

    5. Hit points (h.p.) are used to determine how much damage a character can take before being killed.

    Monsters get 2-7 (1d6) hit points per hit die (1d6+1); 1/2 hit monsters get 1-4 (roll d6+1 and divide by 2, or roll a d6 and reroll 5 or 6; or count 5 as 2 and 6 as 3). A 1-1 hit die monster would get a roll of a d6 for hit points.

    Player characters receive hit points according to their class and experience level.

    They make a die roll each time they gain a level of experience from 1 to 9 and a set number thereafter, as shown on the class experience table. Thus, 1st level Magic-users and Thieves start with 1-5 (1d6-1; count 0 as 1); Clerics start with 1-6 at 1st level; and Fighters start with 2-7 (1d6+1) at 1st level. When a character reaches 2nd level, they make the same die roll again, adding the result to their total hit points.

    The constitution modifier for hit points is applied to each die roll. If it is a penalty, apply it to the d6 itself, count anything less than 1 as 1, then add the class modifier (if any). To illustrate: a fighter with a -2 penalty who rolls a 1 on a d6 starts with 1, and then adds 1 for being a fighter, for 2.

    Starting at level 10, they stop rolling for hit points and gain a set number per level: Magic-users and Thieves get 1 hit point per level; Clerics get 2 hit point per level; and Fighters get 3 hit points per level. The Constitution modifier is no longer applied.

    Note that normal humans, elves, dwarves, etc. are 1 hit die creatures if they are fighting types; 1/2 if they are ordinary/sedentary.

    6. Armor class determines how hard a character is to hit with common attacks, such as weapons or when

    7

  • unarmed, and is determined by the body armor worn, shield if used, dexterity score, and other factors like magic items that increase protection. There is a table showing the effect of body armor in the discussion of equipment that follows; an unarmored person has an armor class of 6, while protection increases the armor class number.

    7. Saving throws help handle special situations like resistance to poison or mind controlling spells. To-hit roll modifiers indicate how skilled a character is in using weapons or fighting unarmed. These depend on the character race, class, and experience level. Refer to the chapter on COMBAT for related tables.

    8. Alignment indicates a character's basic moral and social outlook. Lawful beings place the needs of the group over their own needs, opposing chaos for its destructiveness and self-interest. They tend to be loyal and trustworthy. Chaotics create chaos wherever they go by being selfish, concerned only with their own well-being, and often taking whatever opportunity they can to profit from the losses of others. They tend to be treacherous and deceitful, ruling others by threat if they can and resisting being ruled by others. Neutrals are normal people. They work with others if it is helpful, and they will obey orders to a degree, but they do not necessarily place the needs of the group over their own when things turn sour. Nor do they tend to cause as many problems and be so self-centered as chaotics.

    Morality determines a character or creatures overall actions and how well they get together: a lawful-good being does not get along with (let alone obey or otherwise associate with) lawful-evil beings, unless the

    lawful-evil beings cease being evil, for example.Consider a group of adventurers faced by deadly

    foes, who will almost certainly overwhelm them.

    Lawful members will defend the group with their life if need be. If surrender is the only reasonable outcome, they will try to make sure it goes off as well as possible for everyone in the group.

    Chaotic characters will take advantage of the situation to their own benefit, backstabbing allies and joining the enemies if need be, stealing items and fleeing if they can, and so on.

    If fighting seems useful, neutral characters will do so, otherwise they surrender immediately. They neither sacrifice for the better of others, nor will they use the situation to profit from others.

    9. Money and Gear. To determine how much money each character starts with, roll three six-sided dice and multiply the total by 10 (3d6 x 10) for a result of 30 to 180, with 100 to 110 average. These are gold pieces (g.p.) and can be used to buy adventuring gear and/or saved for other uses.

    10. Movement. Once a character has gear, add up the weight and determine how fast it can move and how much treasure it can carry. See the chapter on ADVENTURING.

    11. Finish. Most details are left to the player. Some people enjoy complex back stories, but many people prefer to create a back story through play.

    CHARACTER CLASS EXPERIENCE TABLECleric FighterExp. d6 Exp. d6 + 1 Magic-User d6-1 Thief d6-1

    Level x.p.s Hit Dice x.p.s Hit Dice x.p. Hit Dice x.p. Hit Dice1 0 1 0 1 0 1 0 12 1,500 2 2,000 2 2,500 2 1,200 23 3,000 3 4,000 3 5,000 3 2,400 34 6,000 4 8,000 4 10,000 4 4,800 45 12,000 5 16,000 5 20,000 5 9,600 56 25,000 6 32,000 6 40,000 6 20,000 67 50,000 7 64,000 7 80,000 7 40,000 78 100,000 8 120,000 8 150,000 8 80,000 89 200,000 9 240,000 9 300,000 9 160,000 9

    10* 300,000 +2 hp 360,000 +3 hp 450,000 +1 hp 280,000 +1 hp11* 400,000 +4 hp 480,000 +6 hp 600,000 +2 hp 400,000 +2 hp12* 500,000 +6 hp 600,000 +9 hp 750,000 +3 hp 520,000 +3 hp13* 600,000 +8 hp 720,000 +12 hp 900,000 +3 hp 640,000 +3 hp14* 700,000 +10 hp 840,000 +15 hp 1,050,00 +5 hp 760,000 +5 hp

    +100,000 +2 hp +120,000 +3 hp +150,000 +1 h.p. +120,000 +1 h.p.

    8

  • SPELL CAPACITY TABLE BY CLASSCleric Magic-user Cleric Magic-user

    X. Spell Level & Spell Slots X. Spell Level & Spell SlotsL. 1 3 5 7 9 11 15 1 3 5 7 9 11 15 18 21 L. 1 3 5 7 9 11 15 1 3 5 7 9 11 15 18 211 1 - - - - - - 2 - - - - - - - - 19 8 7 6 5 4 4 3 8 6 6 5 4 4 2 2 -2 2 - - - - - - 3 - - - - - - - - 20 8 7 7 5 5 4 3 8 7 6 5 4 4 3 2 -3 2 1 - - - - - 3 1 - - - - - - - 21 9 8 7 6 5 4 3 8 7 6 6 5 4 3 2 14 2 2 - - - - - 3 2 - - - - - - - 22 9 8 7 6 5 5 3 8 8 6 6 5 4 3 2 25 2 2 1 - - - - 3 2 1 - - - - - - 23 9 8 7 6 5 5 4 8 8 7 7 5 5 4 3 26 3 3 2 - - - - 3 2 2 - - - - - - 24 9 8 7 7 6 5 4 9 8 7 7 6 5 4 3 27 4 3 2 1 - - - 4 3 2 1 - - - - - 25 9 9 8 7 6 6 4 9 8 8 7 6 5 4 4 38 4 3 3 2 - - - 4 3 2 2 - - - - - 26 9 9 8 7 6 6 5 9 9 8 8 6 5 5 4 39 5 4 3 2 1 - - 4 4 3 2 1 - - - - 27 9 9 8 7 6 6 5 9 9 9 8 6 5 5 5 4

    10 5 4 3 3 2 - - 4 4 3 3 2 - - - - 28 9 9 8 7 7 6 6 9 9 9 8 6 6 6 5 411 5 5 3 3 2 1 - 5 4 3 3 2 1 - - - 29 9 9 9 8 7 6 6 9 9 9 9 7 6 6 5 512 5 5 4 3 3 1 - 5 4 4 3 2 1 - - - 30 9 9 9 8 8 7 6 9 9 9 9 8 7 6 6 513 6 5 4 4 3 2 - 6 5 4 3 2 2 - - - 31 9 9 9 9 8 7 7 9 9 9 9 8 8 7 6 614 6 6 5 4 3 3 - 6 5 4 4 3 2 - - - 32 9 9 9 9 8 8 7 9 9 9 9 8 8 8 7 615 7 6 5 4 3 3 1 6 5 4 4 3 2 1 - - 33 9 9 9 9 9 8 7 9 9 9 9 8 8 8 7 716 7 6 5 5 3 3 2 6 6 5 4 3 2 2 - - 34 9 9 9 9 9 8 8 9 9 9 9 9 9 8 8 717 7 6 6 5 4 3 2 7 6 5 5 4 3 2 - - 35 9 9 9 9 9 9 8 9 9 9 9 9 9 9 8 818 8 6 6 5 4 4 2 7 6 5 5 4 3 2 1 - 36 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9

    THIEF SKILLS TABLEClimb Disarm Find Hear Hide In Move Open Pick

    X.L. Wall Trap Trap Noise Shadows Silently Lock Pocket1 10 4 4 4 4 4 3 22 11 4 4 4 5 5 4 33 11 5 5 5 5 5 4 44 11 5 5 5 6 6 5 45 11 6 6 6 6 6 5 56 12 6 6 6 7 7 6 57 12 7 7 7 7 7 6 78 12 7 7 7 8 8 7 89 12 8 8 8 8 8 7 9

    10 13 8 8 8 9 9 8 1011 13 9 9 9 9 9 8 1112 13 9 9 9 10 10 9 1313 13 10 10 10 10 10 9 1414 14 10 10 10 11 11 10 1515 14 11 11 11 11 11 10 1616 14 11 11 11 12 12 11 17

    * Subtract 1 for each 2 levels the thief is higher than the victim. Add 1 for each 2 levels the victim is higher than the thief.

    Non-Thief Abilities TableClimb Disarm Find Find Find Hear Hide In Hide in Move Open Pick

    Race Wall Trap Hider Secret Door Trap Noise* Woods Shadows Silently Locks PocketsDwarf 1 (-1) 1-2 (+1) 1 1 1-2 (+1) 1-2 (+1) 1-2 1 1 1-2 (+1) 1 (-1)Elf 1 1 (-1) 1 1-2 (+1) 1 1-2 (+1) 1-2 1 1 1 (-1) 1Halfling 1 (-1) 1 1 1 1 1-2 (+1) 1-5 (+3) 1-2 (+1) 1 1 (-1) 1Human 1 1 1 1 1 1 1-2 1 1 1 1

    The Non-Thief Abilities Table shows the basic chance of success for non-thief characters: a d6 is rolled and anything less than or equal to the number shown indicates success. Pluses and minuses in parenthesis are applied if the demihuman character is allowed to become a thief,

    and applies to the thief skills table.

    The Thief Skills Table applies only to thieves, and is based on a human thief. If a non-human is allowed to become a thief, look at the Non-Thief Abilities Table: if

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  • there is a number in parenthesis on that table, it is used as a bonus or penalty to that skill for the demihuman when they try to thieve. Note that differences are NOT doubled, as demihumans tend to be less fit than a human for thieving. Example: a 1st level elven thief will disarm a trap on a 3 or less rather than 4 (4 - 1 = 3) while they hear noises on a 5 or less (4 + 1 = 5); they would have the same chance of finding a trap as a human thief.

    A roll of two dice (2d6) is made: a 2 always fails, but a 12 does not always succeed (the referee can decide that it does in some cases, but there can be cases when it will not). Otherwise, success is indicated by any roll less than or equal to the number given.

    Many of these die rolls are intended to be made by the referee (such as when searching), which is why "lower is better" rolling is used; the group can flip the number (14 - number needed) if they want to roll the number or higher.

    Numbers that exceed 12 are given in case modifiers effect the situation.

    The chance of success is intended for an almost impossible situation, and modifiers should add to the chance, not penalize it (except picking pockets).

    Keep in mind that failures can be disastrous. A non-thief who blithely tries to pick everyone's pocket obviously does not realize that if they fail (which is almost guaranteed) they will be jailed, loose a hand, or be beheaded.

    Ability scores do not directly modify the chance of success (that would favor dexterity far too much). If the gamers want to apply abilities then:

    The "finding" talents and hear noise chance are based entirely on the acuity of senses, which is NOT measured by dexterity, nor any other ability, and hence they are not effected by any ability.

    Strength does not effect climbing (except in the sense that a strong person can carry more and move faster). If someone has to pull themselves up over a ledge (or engage in any other feat of strength), that is a brute strength roll (see Applying Force in the chapter on Adventuring for basic ideas) and it is made in addition to a check versus the climbing skill. Ditto, strength does not effect swimming, etc.

    Only physical abilities can be effected: climbing, hiding, disarming, opening locks, moving silently, or picking pockets. Look up the number of points the character gets due to their Dexterity score.

    Dexterity Score 1-3 4-5 6-8 9-12 13-15 16-17 18Points -3 -2 -1 0 +1 +2 +3

    These points are distributed among the physical abilities as the player wishes. For example, a player whose character has a score of 16 can add 1 point to 2 thief feats, or 2 to 1. If the score dropped to 3 (such as due to some magical attack), they would subtract 1 point

    from 3 feats, or 3 from 1.Keep track of these applications.If the referee insists on allowing wisdom to be applied

    (as in being cunning and understanding things better or worse than normal), a score of 18 gives a bonus of 1 to one finding talent and anything less than 9 gives a penalty of 1 to one. Intelligence is the ability to learn, not the ability to figure out where things are and does not apply.

    Backstab. Thieves get a +2 to-hit bonus and do an extra die (1d6) damage when they surprise a victim and score a hit from behind using weapons or unarmed. At levels 5 to 8 the additional damage increases to two dice (2d6), at levels 9 to 12 three dice (3d6), etc. If the players prefer to run thieves for this reason and use them for nothing but fighting, consider letting Fighters get this, too.

    Climb Walls is used to climb steep surfaces with few hand and foot holds without tools. Normal climbing speeds are 1/6 normal walking speeds. A check is made halfway up each leg of a climb (at least once per climb) and failure will likely mean a fall (see falling damage in ADVENTURING).

    Disarm Trap. The referee can design various traps; a simple trap might be disarmed easily without a die roll; others might allow multiple tries; a complex trap might appear to be disarmed, but only trying to trigger it reveals its true status. Likewise, some traps might trigger when a failure results; others might require certain levels of failure (3 or so over the number needed).

    Find Hider, Secret Door, or Trap. These are split up to allow for more variance between races and classes. The correct physical action will find something without a die roll being needed. A secret door can be found by causing it to open; a trap can be found by setting it off; someone hidden in the darkness can be found by shining light over the place they are hidden.

    Die rolls measure the character's ability to detect faint clues, to find things with their eyesight. The searcher must look in the right place. Complete concealment can prevent them from seeing anything (they can't see a trap behind a solid wall nor someone hidden in complete darkness). Usually only one check is allowed and a search takes a turn (10 minutes), but this can vary by how the referee designs the trap.

    Find Hider is the chance of someone using their senses to detect someone or something that is hiding, when they cannot or do not do something that automatically reveals them.

    Find Secret Door. This is the chance of finding clues leading to both concealed and secret doors. A secret door is a panel designed to blend in with a surface. A successful "find secret door" check would reveal clues such fine cracks outlining of the "door". A concealed door is a trap door under a carpet, a door behind a book case, etc.; if someone looks behind or removes what is concealing it, they will see it immediately. A successful "find secret door" check would reveal clues such as an uneven shape in the carpet over a trap door or scuff

    10

  • marks where a book case has been moved aside frequently.

    Find Trap. Usually only one check is allowed and a search takes a turn (10 minutes), but this can vary by how the referee designs the trap.

    Hear Noise is the chance of hearing faint noises. How loud any noise is and how far away it might be heard is up to the referee.

    Hide in Shadows is the chance of hiding with thin shadows or other minor concealment. Success means they cannot be seen in passing; failure means there is a chance of them being seen in passing. An active search that removes their concealment or looks behind it will find them. Modifiers should improve the chance of success.

    Hide in Woods is split out mainly due to halflings, and is the chance of hiding amid brush and other cover that is much more substantial than shadows, but not complete.

    Move Silently is the chance of moving without making any noise; failure means they can be heard, perhaps by a hear noise roll, or if the roll greatly exceeds what is needed for success.

    Open Locks can be used to try to pick common key locks; each attempt takes 10 minutes and repeats are allowed. Hurrying adds a penalty: 5 minutes -1; 1 minute -2; 10 seconds -3. Mechanical puzzle locks usually only allow 1 attempt and failure means the thief must gain a level to try again. Magical enclosures might be opened with a penalty and have to be re-opened each time they are accessed (failure means the magic changes and the thief must gain a level before trying again.)

    Pick Pockets is used for picking pockets, shop lifting, searching someone unnoticed, placing items on someone unnoticed, etc. It assumes an alert and wary person. In general, any roll that is 2 points or higher than the number needed means the victim noted the attempt and hence can attack, grab them, etc. Many ordinary townpeople are poor and crowd-scrounging risks jail, death, loosing a hand, or other penalties for little reward; most pick-pockets are kids and beggars, spending all day trying to find someone they can lift something good from, and often going home hungry. Most are well known by the police and have to keep hidden to avoid arrest.

    Someone who has been stolen from will notice the theft within 1 to 6 turns (10 to 60 minutes), perhaps 1 to 6 hours if very busy, and only 1 to 6 days if they are going through some personal trauma. Shopkeepers will note a loss in as little as 1 to 6 minutes.

    Languages"Common" is a language spoken by many humans to

    facilitate trade and politics over a wide area. Perhaps 1 in 6 creatures know common if they speak any language. Player characters know common if their intelligence allows it. Examples of other languages in a typical game world are:

    1 1 Bugbear 3 1 Centaur 5 1 Unicorn2 Gnoll 2 Harpy 2 Dopplegange

    r3 Goblin 3 Lizard Man 3 Dragon*4 Hobgoblin 4 Medusa 4 Gargoyle5 Kobold 5 Minotaur 5 Giant*6 Orc 6 Ogre 6 Troll

    2 1 Dwarvish 4 1 Dryad 6 Choose or roll again2 Elvish 2 Nixie

    3 Gnome 3 Pixie4 Halfling 4 Sprite5 Human Dialect 5 Treant6 Choose or roll

    again6 Troglodyte

    * Randomly roll or pick a specific type. See the discussion of magic items like potions of control or items of slaying.

    Cost of Weapons and Equipment

    Armor Standard Halfling BardingItem gp Pounds gp lb. gp lb.Chain Mail 50 40 40 30 100 80Leather 25 20 20 15 50 40Plate 75 50 60 40 150 100Buckler 5 3 - - - -Shield 10 10 - - - -Tower Shield 15 20 - - - -

    Dwarf armor weighs and costs as much as human armor, but is much shorter and broader/deep. Elf armor weighs and costs as much as human.

    Armor Type Armor ClassNone 6None and shield 7Leather Armor 7Leather Armor and shield 8Chain Mail Armor 8Chain Mail Armor and shield 9Plate Armor 9Plate Armor and shield 10

    Shield add 1Buckler add 1 for melee only (0 for

    missile defense)

    See the chapter on combat for shield usage.

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  • WEAPONSWeight

    Item g.p. Cost PoundsArrow, 1 silver-tipped 5 1/5Arrow, Quiver of 20 5 4Axe, 2-Handed 12 8Axe, Battle 7 3Axe, Hand 4 2Axe, Hatchet 2 1Bow, Composite 50 3Bow, Long 40 3Bow, Short 25 2Hand XBow darts 20 5 2Club* - 3Crossbow 30 7Crossbow, 2-Limb 50 9Crossbow, Hand 10 3Crossbow, Heavy 50 9Crossbow, Repeating 20 6Dagger 3 1Dagger, Silver 30 1Flail, 2-Handed* 10 8Flail* 6 3Javelin 2 2Lance (two-handed) 5 20Mace, 2-handed* 9 8Mace* 5 3Maul (two-handed)* 8 8Morningstar (two-handed) 8 8Pole Arm (two-handed) 11 8Quarrel, 1 silver-tipped 5 1/5Quarrel, Case of 30 7 6Sling bullets, 20* 1 4Sling with 30 Sling Stones* 1 1 + 6Spear 3 4Staff (two-handed)* - 3Staff sling (hand catapult)* 2 4Sword (normal) 10 3Sword, 2-handed Sword 15 8Sword, Bastard 12 4Sword, Rapier 12 3Sword, Short 7 2War Hammer, two-handed* 10 8War Hammer* 6 3

    * Considered blunt for game purposes.

    Bastard Sword: does not suffer a -1 to-hit penalty when gripped 2-handed.Rapier: +1 to-hit and +1 to initiative, less damage than a normal sword.Staff sling: mainly for throwing bottles and such..

    COMMON GEAR Cost in WeightItem g.p. poundsBackpack 50# capacity 5 2Crowbar 10 5Flask of oil 2 1Flint & steel 1 1Garlic 5 1Grappling Hook 25 10Hammer (small) 2 2Holy Symbol 25 1Holy Water (1 vial) 25 1Iron Spikes (10) 1 1Lantern 10 5Mirror, hand-sized 5 1Pole, Wooden, 10' long - 5Rations, Iron (1 person/1 week) 15 14Rations, Iron (1 person/1 day) 3 2Rations, Standard (1 week) 5 14Rations, Standard (1 day) 1 2Rope, 50' length 1 5Sack, Small 25# capacity 1 s.p. 1/4Sack, Large 100 # capacity 3 s.p. 1Stakes (3) and Mallet 2 5Thief Light 5 1Thieves' Tools 25 2Tinder Box, flint & steel 3 3Torch, each 2 s.p. 1Torches, 5 1 5Water/Wine Skin, quart capacity 1 s.p. 1/10Water/Wine Skin, gallon capacity 1 1Wine (1 quart) 1 2Wolfsbane (1 bunch) 10 1

    Treasures:Coin (any type) varies *Gem varies *Jewelry (1 piece) varies 1Potion varies 1Rod varies 3Scroll varies 1Staff varies 5Wand varies 1* As the referee decides: 10, 50, or 100 per pound, for example.

    Common TransportItem Cost in gpCamel 100Canoe 50Cart (2 wheels) 100Chariot, light (2 crew) 150Chariot, heavy (3-4 crew) 250

    12

  • Donkey 50Horses:

    Draft 40Pony 50Riding 75War 250Mule 60

    Light riding saddle 15Saddle and Bridle 25Saddle Bags, 30# 5Wagon (4 wheels) 200

    TABLE HEADINGSCost/Price: Most prices are in gold coins, unless

    marked "s.p." (silver coin) or "c.p." (copper coin). Economics are simple: the price of anything depends on how hard it is to acquire. That is a combination of raw materials availability and the technology used to produce and distribute goods, offset by demand (more people wanting something generates more demand, which usually means it is harder to get an item). Irrational demand and personal values are in addition. The referee can set prices based on the overall technology of the game world by category: wood product, clothing, steel items, glass items, etc.

    Weight: In pounds and shows some items tend to be heavier than others. Being exact is not necessary.

    Equipment ExplanationsNote that many items are not described because their

    uses should be worked out during play by the group. See the discussions of Fire Starting and Light in the chapter on Adventuring for related items.

    Many items are not included because the characters already own, can find, can make, or can cheaply acquire them. Those who enjoy making up tedious lists of minor items can have fun doing so.

    The referee sets the technological standards of the game world. Some people try to model their game world's technology on medieval Earth. Others prefer game worlds that have no semblance to Earth and they create their own technological standards based on a supply of raw materials and technological achievement of their own devising. Many technology advancements have nothing to do with modern technology and involve nothing but simple observation and experimentation. Add in the idea that the game world has numerous intelligent species and more brain power and manpower than "Medieval" Earth ever did. Glass and steel might be very cheap in the game world simply because the populace has learned simple mass production methods, or because raw materials are plentiful and thousands of years of effort have led to a stockpile of scrap material and durable goods.

    Backpack, sack, etc. Containers have their basic capacity after their name, indicated by the pound sign (#). Whether they are made of leather, tough cloth, soft cloth, and their general use has to be decided by the group. To account for various masses: the standard

    capacity is for items such as steel, and rocks; feathers and cloth might occupy twice as much space as they weight (or more), while gold and lead might occupy half the space they weigh.

    Cart, Wagons, etc. These narrow-wheeled vehicles can only move at a reasonable pace across hard ground: they bog down in wet, muddy areas and soft soil like sand. Armies often bring food, equipment, and payroll in a baggage train, and hence empires that build stone faced roads can shift troops rapidly over wide areas. The base speed of all vehicles is 240' when pulled by draft animals and 120' if pulled by humans. The number of draft animals determines how much of the maximum capacity it can carry and the maximum speed. Numerous animals do not increase capacity, but can reduce the load each pulls such that they can travel faster for longer periods.

    Vehicle Capacity SpeedCart 1/2 ton 6Wagon, small 1 ton 6Wagon, large 2 tons 6Wagon, cargo 5 tons 6

    Crowbar. A solid steel rod about 3' long and 2 or 3 inches thick, tempered for extreme strength used for prying open items.

    Garlic. Garlic will repel and annoy vampires, although they are allowed a save versus poison to ignore it. Several pounds are needed to ward one person. It turns to runny mush in as little as a month, loosing much of its pungency.

    Grappling Hook. Made of strong, tempered steel, a hook lets a person throw a rope a long distance (60' - 90'; a rope alone will not reach very far). The tines help snag something to catch hold. Wooden planks, rocks and other improvisations might be used, but there is far less of a chance of getting a grip and they slip easier.

    Hammer (small). A common utility hammer with cast iron head for driving nails and other hard iron objects.

    Holy Symbol. While ordinary people can buy cheap symbols of faith, a Cleric requires a holy symbol created from mystic materials and attuned to their own essence in order to cast spells, turn undead, and otherwise use special powers. They cannot share holy symbols and they cannot have more than one; if they loose their symbol, they must find a church, temple, or other sanctified location that will allow them to attune themselves to a new symbol.

    Holy Water. High level Clerics can "bless" water and turn it holy. It's primary function is to damage undead beings as if it were acid.

    Iron Spikes. These thick, strong iron spikes are strong and useful as climbing pitons, to help nail shut doors, and other purposes.

    Mirror. Whether this is silver-backed glass or highly polished bronze or steel is up to the referee. Mirrors require bright light to reflect an image.

    Pole, Wooden (10' long). In areas where wood is plentiful, characters can cut their own poles. This is a flimsy, long stick, not a spear haft nor a quarterstaff.

    13

  • Rations. See the discussion of Food and Water Needs in the chapter on Adventuring.

    Rope (50' length). A thick, strong rope made of plant fibers or animal hair. The exact fibers are up to the referee: 2 people and basic gear = 500 pounds, 4 = 1,000 pounds, etc.

    Stakes and Mallet. In areas where wood is plentiful, the characters can cut their own stakes. Indeed, most people who cannot afford a steel or iron hammer from a smith will make their own wooden mallet: it is easily split or tore by nails, but cheap. A true maul is a wooden hammer made by people who cannot afford iron to use in splitting wood and for other purposes.

    Thieves' Tools. A collection of clever tools used for opening locks, disarming traps, etc.

    Water/Wineskin. This leak-proof container of hide or a bladder can hold a quart (larger types might hold a gallon). See the discussion of Food and Water Needs in the chapter on Adventuring.

    Wolvesbane. A hit in close combat on a lycanthrope (were-creatures) by this unusual herb means the were-creature must save versus poison or be driven away for 1-6 (1d6) hours. It looses effectiveness after a month or so.

    EXAMPLE OF CREATING A CHARACTERA roll of 3d6 is made for each ability with a result of:

    Strength 14Intelligence 6Wisdom 10Dexterity 5Constitution 12Charisma 15

    The character is fairly decent, except the intelligence and dexterity scores: the player wants to be a human Fighter, so the referee allows a re-roll of dexterity, and the dice give a result of 14. The scores are now:

    Strength 14Intelligence 6Wisdom 10Dexterity 14Constitution 12Charisma 15

    Note that these scores prevent them from scavenging any points to increase their prime requisite. If intelligence was 16 rather than 6, they might (for example) reduce it 6 points to 10 in order to add 3 to strength for a strength score of 17.

    The basic modifiers are as follows:

    Strength 14 +1 brute strengthIntelligence 6 -2, Can read and write their racial

    language poorly; can speak it well enough; can speak common poorly.

    Wisdom 10 0 (none)Dexterity 14 +1 initiative, missile to-hitConstitution 12 0 (none)Charisma 15 reactions 0, # retainers 4, morale of 8

    They start at the 1st level with "0" experience points and need 2,000 x.p.s to become 2nd level.

    The player rolls 1d6+2 to see how many hit points they start with, getting a 4 on the die itself and adding 2 on the other, for a total of 6. They do not have a constitution modifier for hit points.

    The player chooses neutral as their alignment.Rolling three dice and multiplying the total by ten

    (3d6 x 10) to see how much gold they have to start with, they get 80. With such a limited budget they opt for:

    Chain mail armor AC 8 50 g.p. 40 lbShield adds 1 to AC 10 10Sword 1d6+1 damage 10 3Dagger 1d6-1 damage 3 12 x small sacks 2 s.p. 1/25 torches 1 5

    74 g.p. 2 s.p. 59.5

    Having spent 74 g.p. and 2 s.p. they are left with 5 g.p. and 8 silver pieces.

    They already noted the basic effects of armor and shield, and can quickly calculate their base armor class as 8 (8 for chain armor, adding 0 for dexterity) and 9 with a shield.

    A first level Fighter has a +1 to-hit bonus. Their strength modifier is +1 so they get a +2 bonus in melee; their dexterity modifier is also 1 so they get a +2 bonus with missile attacks.

    They look up and record their saving throws as follows, based on being a 1st level character. As a Fighter, they get a bonus of 1 to all saves.

    LevelDeath Ray

    PoisonMagic Wand

    Paralysis, Turn to Stone

    Dragon Breath

    Rods, Staves, Spells

    1-2 6 7 7 8 8

    With basic character information figured out, they choose a character name of Rolfe and are ready to start play.

    SPELLS AND MAGIC

    The class tables show how many spells Clerics and Magic-users can memorize at one time. Each memory space can only hold one spell and it must be the same

    level as the space.It takes 10 minutes to memorize a spell.Clerics memorize spells by praying to their deity; if

    they are in good standing, the formulation for the spell is

    14

  • placed in memory.Magic-users must study written formulas to memorize

    spells, and must have good light to read them by. They start four such formulas for 1st level spells: read magic (very useful for gaining more formulas), one randomly rolled spell, and two the player can choose. Each time they gain a level of experience, they gain one more formula for a spell of a level they can cast, created through research. If they find a formula written by another Magic-user, they can cast the read magic spell on it to see what it is, then (if they have the time, ink and paper) copy it. The owner (if present) might charge a fee or make other demands.

    The paper needed to record one level of a spell costs 1 g.p. and weighs 1/10 pound; the magic ink needed to record one level of a spell costs 100 g.p. and weighs 1/10 pound. Below are some common blank spell book types (the pages are tied in and can be easily removed and swapped around).

    Capacity Price Weight30 spell levels 30 g.p. 3 #50 spell levels 50 g.p. 5 #100 spell levels 100 g.p. 10#

    The above assumes written formulas are not and cannot be used as spell scrolls (nor can spell scrolls be used as written formulas). If the gaming group prefers to treat them as the same thing; they should use the same price for both, such as 300 or 1,000 g.p. per spell level.

    Spell CastingWhen a spell is cast, the memory space it was in is

    erased and drained of energy. A good night's sleep recharges the slot, but it is blank; a spell must be memorized into it to use it again.

    Clerics must use their holy symbol in one hand to cast spells.

    Someone who is bound and gagged or otherwise unable to speak and/or make gestures cannot cast spells.

    Only one spell can cast per round and doing so takes the character's action that round.

    Read each description to see how each spell functions.Spells have various ranges: "touch" means the caster

    must touch someone (and can touch themselves), while "caster only" means that only the caster is effected.

    All spells take place immediately when cast. Some (like healing spells, fireball, and create food) create a natural effect in a second or two and then end. Others may have a duration of rounds (10 seconds), turns (10 minutes each), hours, days, and so on. Some may last as long as the caster concentrates; or until they are triggered; or until they are countered by such things as a dispel magic spell, a saving throw, or anti-magic effects.

    Some spells are helpful or otherwise not harmful and

    saving throws and to-hit rolls do not apply to them (such as a healing spell or detect magic spell). A few (mostly melee combat spells) require a to-hit roll; others will effect any creature that is within its area of effect, and which meets any other criteria. Sometimes a victim can avoid a spell with a successful saving throw; at other times a successful saving throw may result in a reduction in the effect.

    Reversed SpellsVarious spells have useful and opposite applications,

    such as a darkness spell which engulfs an area in darkness rather than light, or a cause light wounds spell.

    Creating A New SpellIf the referee approves a new spell, they can decide

    whether it is already known and hence need only be added to the spell lists, or whether it has to be figured out.

    Cleric spell formulations are created by their deity, who may require various materials (hence money) and quests to find various items. If the deity does create a formula, they share it as they see fit - the Cleric has no input.

    Magic-users have to figure them out on their own. This can take weeks of research and great expense: 100 to 600 g.p. per spell level or more, as the referee desires. Once they figure out a new spell, the creator can keep it secret or share it as they wish.

    Creating Magic ItemsIt isn't that hard to give consumable magic items

    (potions, spell scrolls, magic arrows, etc.) a low price since they are used only once.

    Durable magic items pose a problem: if making one is a matter of spending gold, characters might get rich making and selling them, or sell one item to gain a chunk of change and then use it to buy into another.

    To assign a gold piece value, look at how each item functions compared to others and work out a price based on which ones the referee wants to be common, and which ones they want to be rare and expensive. Should a +1 sword cost 2,000 g.p.? Or 5,000? What should a wand or staff cost?

    Then compare a base item to similar items: if a sword +1 costs so much gold, what would a dagger, short sword, bastard sword, and two-handed sword cost? How do axes and other weapons compare to swords? To whit, picking a price for plate armor +1 helps define a price for chain and leather.

    This game originally had a pricing scheme, but the result tended to be the author's whimsy and it was far less fantastic than desired: it invoked a world of shopping malls and warehouses, not a world of monsters and magic.

    To make the game more fantastic and primitive, consider the idea that magic items are made one at a time by finding the materials needed and then laying on enchantments to create the item itself. They are not bought

    15

  • at shops! A Magic-user might buy a simple ball of crystal or glass orb from a shop, but enchanting it to make it a magical crystal ball is something else indeed. (And it may not be suitable for such use; perhaps only a petrified dragon eye would work!) Powerful items would be made only after investing months or years to finding the materials and working out the enchantments; more

    common items might take a month or even just a week or two to make. The referee can then decide which items are common (and easily made) and which ones take months or years to make. Finding metals that have fallen from the stars (meteoric iron or such) might let someone find a skilled smith and have a magic sword or armor made.

    Cleric Spell Lists1st Level 3rd Level 5th Level 7th Level

    1. Bless (r) Find Traps Continual Light (r) Animate Dead2. Cure Light Wounds (r) Hold Person Create Water Cure Serious Wounds (r)3. Detect Evil Resist Fire Cure Disease (r) Detect Lie4. Detect Magic Silence 15' radius Growth of Animals Dispel Magic5. Light (r) Snake Charm Locate Object Neutralize Poison6. Protection from Evil Speak with Animal Prayer Protection/Evil 10' radius7. Purify Food and Water Remove Curse Speak with Plants8. Remove Fear (r) Resist Lightning Sticks to Snakes9. Resist Cold Speak With Dead

    10. Silence Striking

    9th Level 11th Level 15th Level1. Commune Aerial Servant Astral Spell2. Create Food Animate Objects Control Weather3. Cure Critical Wounds (r) Barrier (r) Earthquake4. Dispel Evil Heal All (r) Gate5. Flame Strike Find the Path Holy Word6. Insect Plague Speak with Monsters (r) Part Water7. Quest Word of Recall Raise Dead Fully (r)8. Raise Dead (r) Restore Energy (r)9. Symbol

    10. Wind Walk

    Magic-user Spell Lists1st Level 3rd Level 5th Level 7th Level

    1. Charm Person Continual Light (r) Clairaudience Charm Monster2. Dancing Lights Darkness, 5' rad. Clairvoyance Confusion3. Detect Magic Detect Evil Dispel Magic Dimension Door4. Floating Disc Detect Invisible Explosive Runes Cone of Fear5. Hold Portal ESP Fire Ball Extension I6. Light Invisibility Fly Ice Storm7. Magic Missile Knock Gaseous Form Growth of Plants8. Protection fr. Evil Levitate Haste Hallucinatory Terrain9. Read Languages Locate Object Hold Person Massmorph

    10. Read Magic Mirror Image Infravision Monster Summoning II11. Shield Phantasmal Force Invisibility 10' radius Polymorph Others12. Silence Pyrotechnics Lightning Bolt Polymorph Self13. Sleep Strength Monster Summoning I Remove Curse (r)14. Ventriloquism Web Protection fr. Evil 10'r. Wall of Fire15. Write Wizard Lock Protection fr. Normal Missiles Wall of Ice16. Rope Trick Wizard Eye17. Slow Spell18. Suggestion19. Telepathy (mine)

    16

  • 20. Water Breathing

    9th Level 11th Level 15th Level 18th Level 1. Animate Dead Anti-Magic Shell Charm Plants Clone2. Cloudkill Control Weather Delayed Blast Fire Ball Mass Charm3. Conjure Elemental Death Spell Limited Wish Mind Blank4. Contact Higher Plane Disintegrate Mass Invisibility Monster Summoning VI5. Extension II Extension III Monster Summoning V Permanency Spell6. Feeblemind Geas (r) Phase Door Polymorph Any Object7. Growth of Animals Invisible Stalker Power Word - Stun Power Word - Blind8. Hold Monster Legend Lore Reverse Gravity Symbol9. Magic Jar Lower Water Simulacrum10. Monster Summoning III Monster Summoning IV 21th Level11. Pass-Wall Move Earth Astral Spell12. Telekinesis Part Water Gate13. Teleport Projected Image Maze14. Transmute Rock to Mud (r) Reincarnation Meteor Swarm15. Wall of Iron Repulsion Monster Summoning VII16. Wall of Stone Stone to Flesh (r) Power Word - Kill17. X-Ray Vision Prismatic Wall

    Shape ChangeTime StopWish

    New Spells: Telepathy, Gaseous Form, X-Ray Vision

    CLERIC SPELL DESCRIPTIONS

    1st Level Cleric Spells Described

    Bless: All creatures chosen by the caster that are within a 20' x 20' x 20' area receive a +1 bonus to morale, attack dice, and saving throws. If cast on 1 vial of water (per level of the caster), it turns the water to holy water for the spell duration. Duration: 6 turns. The reverse form is blight.

    Blight: The reverse form of bless, which has the same characteristics except all persons chosen by the caster suffer a penalty rather than bonus. Cast on vials of water, it creates unholy water, which harms otherword beings of an extremely good nature, but has no effect on other beings.

    Cause Fear: The reversed form of remove fear. Undead and certain other creatures are immune to fear. A single touched creature (requiring a melee combat to-hit roll) must save versus spells or (a) they have a 50/50 chance of dropping or throwing aside anything in their hands in panic, and (b) they will flee in panic for 6 rounds (if they were engaged in battle) or 6 turns if they are caught outside of battle.

    Cause Light Wounds: The reverse form of cure light wounds. A single victim within 30' of the caster must make a successful save versus spells or they take 2-7 (1d6+1) hit points of damage.

    Cure Light Wounds: Removes 2-7 (1d6+1) hit points lost to damage. Also can be used to remove temporary paralysis, but it does not restore hit points if used that way.

    Detect Evil: As the Magic-user spell, but for duration

    (6 turns) and range (120'). Detect Magic: As the Magic-user spell. Light: As the Magic-user spell, but for a 12 turn

    duration. Protection from Evil: As the Magic-user spell except

    duration (12 turns).Purify Food and Water: Purifies enough poisoned or

    spoiled food and water to feed 12 people for one day.Remove Fear: Range 30'. Removes magical fear from

    a single victim. If cast on someone not yet under the effect of fear, it makes them fearless for 6 turns (60 minutes). The reverse form is cause fear.

    Resist Cold: A single recipient becomes immune to normal freezing cold, and gets a saving throw bonus of 1 and reduces the damage taken by 1 point per die/hit die against magic cold, such as white dragon breath or the cone of cold or ice storm spell. Thus, the damage from a 7 hit die white dragon is reduced 7 points, while damage from a 10 die cone of cold is reduced by 10 points.

    Silence: The object or creature this is cast on makes no noise (they cannot speak nor cast spells). If cast on a creature that resists, the victim can save versus spells to try to avoid it. Duration: 6 turns. Range: 120'.

    3rd Level Cleric Spells Described

    Find Traps: The Cleric locates any mechanical or magical traps within a radius of 30', when they concentrate. Duration: 2 turns.

    Hold Person: As the Magic-user spell except for the duration (9 turns) and range (180').

    Resist Fire: A single recipient becomes immune to normal fire and gets a saving throw bonus of 1 and reduces damage by 1 point per die/hit die against magic fire, such as dragon breath or the fireball spell. Thus, the

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  • damage from a 9 hit die red dragon is reduced 9 points while damage from a 12 die fireball is reduced by 12 points.

    Silence, 15' Radius: This spell muffles all sound in a 15' radius around (and including) a single creature and audience; if cast at an an unwilling creature, the creature can make a save versus spells and success means the spell fails. Speaking and spell casting cannot be performed in this area (note that all spell casting devices - scrolls, wands, etc. - also require speech and cannot be used). Duration: 12 turns. Range: 180'.

    Snake Charm: Charms 1 hit die of snakes per level of the caster. Duration: 7-12 rounds or 2-5 turns. Range: 60'.

    Speak with Animals: The caster can communicate with animals, who will (unless attacked) talk back to their own limited intellectual ability, and might be willing to aide the caster (use the monster reactions table provided in the discussion of encounters for random reactions) Duration: 6 turns. Range: 30'.

    5th Level Cleric Spells Described

    Cause Disease. The reverse form of cure disease, one victim within 60' must save versus spells of be inflicted by a disease of low grade but lingering nature. For 1 to 36 (d36 or d6 x d6) days the victim suffers a -1 penalty to all die rolls.

    Continual Darkness: The reverse form of continual light, it engulfs a region in darkness. A continual light and continual dark spell cancel each other out.

    Continual Light: As the Magic-user spell but the light is equivalent to full daylight.

    Create Water: Creates 1 day's supply of water for 12 men and their horses per level of the caster past 4.

    Cure Disease: Cures one disease from 1 recipient. The reverse form is cause disease.

    Growth of Animals: Per the Magic-user spell.Locate Object: As the Magic-user spell except range

    (90'). Prayer: All enemies within a 20' x 20' x 20' area (as

    chosen by the caster) must save versus spells or suffer a penalty of 1 (plus 1 per 5 levels of the caster) to all saving and attack rolls. Duration: 2-12 rounds. Range: 30'.

    Remove Curse: As the Magic-user spell.Resist Lightning: A single recipient becomes immune

    to normal electricity and gets a saving throw bonus of 1 and reduces damage by 1 point per die/hit die against magic electricity, such as dragon breath or the lightning bolt spell. Thus, the damage from an 8 hit die blue dragon is reduced 8 points while damage from a 15 die lightning bolt is reduced by 15 points.

    Speak With Dead: The caster can ask three questions of someone who has been dead for no more than a certain period of time, based on the caster's experience level as shown below. The veracity of the answers is up to the referee, and said dead beings would usually only know what they knew up to the time of their death. Answers may be given in riddles, cryptic statements, and so on.

    Caster's Level Dead less than or equal to...1-7 4 days

    8-14 4 months15-20 12 months21+ no limit

    Striking: For 2-7 rounds a single melee weapon (sword, axe, club, etc.) touched by the caster does an additional 1d6 damage (if a hit is scored with it) and functions as a magic weapon (if not already magical).

    7th Level Cleric Spells Described

    Animate Dead: Per the Magic-user spell.Cause Serious Wounds: Inflicts 4-14 (2d6+2) hit

    points to a single target within 30' if they fail a save versus spells. The reverse form of cure serious wounds.

    Cure Serious Wounds: Restores 4-14 (2d6+2) hit points to a single target within 30', or removes temporary paralysis.

    Detect Lie: Cast on a single recipient within 120', it alerts the caster when they tell a lie. The victim (if aware) can (if they make a saving throw versus spells) tell a lie without being detected.

    Dispel Magic: Per the Magic-user spell.Neutralize Poison: Removes poison from a single

    object or creature (revives a creature killed by save-or-die poison if cast on them within 1 turn per level of the caster). Note that poisonous creatures often create poison as needed, and hence they cannot be rendered poisonless by the spell.

    Protection from Evil, 10' radius: As the Magic-user spell.

    Speak with Plants: The caster can speak with plant life. Ordinary plants will perform simple tasks within their capability for as long as the spell lasts (such as leaning aside to allow easier movement through them). Intelligent plant-like creatures will react as the referee sees fit. Duration: 6 turns. Range: 30'.

    Sticks to Snakes: Requires a supply of sticks: some 3-15 will transformed into snakes (50% chance of each being poisonous) who obey the caster. Each turns back into a stick when slain or the spell expires or is dispelled. Duration: 6 turns. Range 120'.

    9th Level Cleric Spells Described

    Commune: This spell can be used once per week; the caster can ask three questions of higher plane powers and will receive "yes" or "no" answers, usually very accurate (irrelevant or irrational questions will receive a similar reply and might result in punishment). Each year they can ask 6 questions on one communing.

    Create Food: Creates enough food to feed 12 people and their mounts per level of the caster above 8th. Range: 120'. Duration: natural effect.

    Cause Critical Wounds: Inflicts 6-21 (3d6+3) hit points of damage to a single target within 30' if they fail

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  • a save versus spells. The reverse form of cure critical wounds.

    Cure Critical Wounds: Restores 6-21 (3d6+3) hit points to a single target within 30', or removes temporary paralysis.

    Dispel Evil: Dispels any evil sending or spell within a 30' radius much like a dispel magic. Duration: 1 turn.

    Finger of Death: The reverse form of raise dead. It slays a single living creature that fails a save versus death ray. Range: 120'. Duration: natural effect.

    Flame Strike: Creates a pillar of flames 10' wide and 30' high at a maximum distance of 90', doing 5-30 (5d6) hit points of damage to everything therein, with a saving throw versus spells reducing damage to half.

    Insect Plague: Summons a mass of stinging, biting insects that swarm an area 360' in diameter and 60' high. All creatures of 3 hit die or less who are within the area flee out right; those of 5 hit die or higher must make a morale check or flee. Mass attack spells (such as fireball or lightning bolt) will kill all of the insects in their area of effect - but the area cleared fills again in one turn. Duration: 1 game day. Range: 480'.

    Quest: Much like a Geas, but the victim is not slain by refusal to pursue it, although the caster can specify a non-lethal, non-crippling curse.

    Raise Dead: Effects only men, dwarves, elves, gnomes, and halflings, and only those who has been dead for less than or equal to 4 days per level of the caster above 8 (9th level = 4; 10th = 8; 11th = 12, etc.). Unless they fail a resurrection check for constitution (or have used all of their maximum raisings), they are revived with 1 hit point, no spells memorized, and will be bedridden for 2 full weeks. They can be slain automatically by any attack while bedridden. Range: 120'. Duration: natural effect.

    The reverse form (the Finger of Death) slays a single living creature that fails a save versus death ray.

    11th Level Cleric Spells Described

    Aerial Servant: Summons a powerful being from the plane of air that will find and bring to the Cleric any single item or being they state at the time of casting. Success depends entirely on the information the Cleric can provide. Impossible, absurd, or suicidal tasks will cause the servant to attack the caster. See the description of the aerial servant in the chapter on Monsters.

    Animate Objects: The caster can cause objects to move, attack, etc. Use similar sized living beings or magical items for reference, i.e. living statue for statues, etc. The referee decides the final armor class, movement, attacks, etc. of an animated object. One large object (approximately twice as big as a man), two man-sized objects, or several small objects can be animated. Duration: 6 turns. Range: 60'.

    Barrier: Fills a region 30' in diameter and 10' thick with flying, whirling blades that inflict 20-70 (d6+1 x 10) points of damage on anyone or anything trying to pass through, no save allowed. The caster can choose a specific angle at casting but cannot change it nor move the barrier

    once the spell is cast. Duration: 3 rounds per caster level. Range: 60'.

    Find the Path: The caster is given directions that lead them safely and expediently out of a maze, trap, wilderness or other confusing maze-like region. They are not effected by maze spells while this spell is in effect; if they cast it after being effected by a maze spell, they exit the next round. Duration: 6 turns plus the level of the Cleric, or 1 day outdoors.

    Harm All: The reverse form of heal all. A single living recipient within 30' must save versus spells or they take all but 1-3 of their hit points in damage.

    Heal All: A single living recipient within 30' is healed of all hit points damage, and all blindness, disease, paralysis, and similar effects are removed. The reverse from is harm all.

    Speak With Monsters: The caster can speak with any creature, if the given creature is willing. Duration: 3-12 questions.

    Word of Recall: The caster prepares a sanctuary in their home or other place by meditating there for a week; uttering this spell teleports them there (no chance of failure, although if the sanctuary has been destroyed or such disaster might result). They can have only one sanctuary prepped at a time.

    15th Level Cleric Spells Described

    Astral Spell: As the Magic-users but success or failure of spell casting is per the below.

    Spell 2d6

    Levelfailure and the caster is returned to their body failure success

    1st 2 3 4+3rd 2 3 4+5th 2 4 5+7th 2 4-5 5+

    Control Weather: As the Magic-user spell.Destroy Living Completely: See raise dead fully.Earthquake: Effects an area 60' X 60' (add 10' to

    each per three levels over 17th of the Cleric: 70' x 70' at 20, 80' x 80' at 23, etc.) Duration: 1 turn. The area sprouts cracks (each creature within has a 1 in 6 chance of plunging into a crack for 1d6 x 1d6 damage from falling and crushing). Small structures (whether stone or wood) collapse, ramparts will shake flat, cliffs will collapse, wooden palisades will tumble like match sticks, etc. Movement will be halved for the duration.

    Energy Drain: See Restore Energy.Gate: As the Magic-user spell.Holy Word: Has the following effect to all creatures

    within 20' of the caster:

    Level Effect Move is Fight atCan cast

    spell9th - 12th deafens 1-6 turns normal -2 50%

    chance

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  • 5th -8th stuns 2-20 turns nil cannot nilunder 5th kills

    Part Water: Twice the effect of the Magic-user spell: parts water up to 20' deep for a maximum of 12 turns. Range: 120'. Add 10' to the depth and 6 turns to the duration for each level above 17: 18 = 30' and 18 turns; 18 = 40' and 24 turns; 19 = 50' and 30 turns.

    Raise Dead Fully: As raise dead except the recipient returns with all hit points, spells, etc. and is immediately ready to act as if they were never dead.

    If reversed (destroy living completely) will entirely destroy a being touched in combat unless they save versus spells.

    Restore Energy: A single recipient who has lost one or more levels to the energy drain ability of undead beings has one restored each time they receive this spell. The caster is incapacitated for 3-18 days after using the spell. Range: touch.

    If reversed (energy drain) a victim must be struck in close combat and if they fail a save versus spells they loose an energy level (hit die/experience level). Range: touch. Duration: 1 round and if a victim is effected the effect lasts until reversed by the cleric res