The Lands

The Lands is my fantasy world. It was originally devised for a short story but soon became the setting for some old-school gaming. These pages are a reference for friends role-playing with me. Concepts are rated M for mature readers. All content unique to The Lands copyright © 2006-2024 D Berk.

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8.5.06

Appendix: Game Mechanics


Polyhedral Dice

This information is of more use to the person who narrates and adjudicates a game than it is for the players of a game. However players will regularly refer to and modify them on character record sheets. These house rules have been adapted from those I as Games Master (GM) am most familiar with - Advanced Dungeons & Dragons (AD&D) first and second editions and Dungeons & Dragons (D&D) boxed sets by TSR. Other rules can be extrapolated from these as needed or situations resolved via role-playing and narrative manoeuvres.

The following rules are addressed on this webpage…

I: Ability Scores
II: Vital Statistics
III: Carrying Capacity & Movement Rate
IV: Experience Level & Life Points
V: Initiative & Surprise
VI: Luck
VII: Infections & Toxins
VIII: Defence Rating
IX: Attack & Damage Rolls
X: Hand-To-Hand & Ranged Attacks
XI: Weapon Proficiency
XII: Skills
XIII: Magic
XIV: Spell Lists
XV: Currency & Possessions

Note that these notations are used for the different polyhedral dice. 1d2 = toss a coin. 1d3 = a standard die halved. 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: Ability Scores

There are six key abilities for which scores are allocated to Player Characters (PCs). These are Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma. They all contribute to characterization and to how well one fares in the course of adventures. Each ability score is generated by rolling 3d6 to give a number between 3 and 18. The range of 9-12 is deemed 'average'. 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.

An important function in game play of an ability score is the Ability Check. If the character wishes to attempt something new for which the rules are silent then the best way to determine success is deem which Ability is most fitting for that task (also looking at Skills lists further on can help with this consideration). Roll 1d20 and if the number rolled is the same or less than the ability score then the character has succeeded. In cases of unusual difficulty or simplicity the check can be done on 1d30 or 1d10 respectively.

Strength

This ability refers to muscular prowess and force. It can affect how much damage is done in hand-to-hand combat.

* 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

Strength also affects Carrying Capacity. One instance of a Strength Check is the ramming open of a held door (1d20) or locked door (1d30) with a running shoulder slam. Warriors (including Rangers and Paladins) must have above-average Strength.

Constitution

This ability refers to health, fitness and stamina. It affects how much life blood one can preserve from injury.

* 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

Constitution also affects Lifespan and Movement Rate. One instance of a Constitution Check is the resistance of infections and toxins. Paladins, Rangers, Druids and some Specialist Mages (Conjurers, Evokers, Transmuters) must have above-average Constitution.

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.

* 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 Surprise & Initiative. One instance of a Dexterity Check is the perceiving of something unsual in the surrounds. Rogues (including Bards), Illusionists and Rangers must have above-average Dexterity.

Intelligence

This ability refers to memory, reasoning and technical comprehension. All this assists one in accumulating technical skills even if they are associated with another ability.

* 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

One instance of an Intelligence check is to inform a player of some obscure fact that their character may know. Any character of 10 or more Intelligence can read any language they can speak while any character of 11 or more Intelligence can also write any language they can speak. All Mages (including Specialists) and Bards must have above-average Intelligence.

Wisdom

This ability refers to will, understanding, intuition, shrewdness and common sense. All this assists one in making the many judgement-calls that affect ones fortune.

* 3: Subtract 3 from luck
* 4-5: Subtract 2 from luck
* 6-8: Subtract 1 from luck
* 9-12: Nothing is adjusted
* 13-15: Add 1 to luck
* 16-17: Add 2 to luck
* 18: Add 3 to luck

One instance of a Wisdom check is to determine if a character can recognize manipulation or deception. Clergy (including Druids), Paladins and some Specialist Mages (Prognosticators and Necromancers) must have above-average Wisdom.

Charisma

This ability refers to persuasion and personal magnetism. Most aspects of this ability can simply 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).

* 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 instance of 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). Clergy (including Druids), Bards and Enchanters must have above-average Charisma.

Note: An ability score can be improved by the spending of 3 Skill Points on it (see Skills below).

II: Vital Statistics

Some characteristics can be simply chosen. A diversity of tiny differences affecting natural appearence can be described. However others can be generated randomly such as age and size. Note that males tend to be larger while females tend to be longer-lived and if two alternative dice rolls are offered then they can be allocated accordingly.

Starting Age

The age of a character at the start of a game can be determined by discussion between the player and GM taking into account the intended story. However a random method may also be desired. See as follows:

* Coming Of Age for Humans, Halflings and Half-Orcs = 16 years

* Coming Of Age for Half-Elves and Dwarves = 30 years

* Coming Of Age for Elves = 50 years

Ones coming-of-age corresponds to the end of level 1. At the end of level 2 one has completed intensive instruction in a given calling (add 1d2 extra years) and can now embark on adventurous travels. Thereafter modify age by adding 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.

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 span (but they can make them rather old). Campaigns can start at level 3 but never start beyond level 10.

You can also use a d12 and d30 to determine the birth month and day of a PC (skipping solstices and equinoxes - possibly only some NPCs can be born on those holidays)...

Lifespan

Lifespan is the age in years at which a character will naturally die of old age. It is distinct from life expectancy and will occur even in a long risk-free life. This is something that a player may know but must act as if the character never knows (except in rare cases of Divination). It is worth recordinging in the rare cases of magical aging (such as the attack from a Ghost).

* Lifespan for Humans, Halflings and Half-Orcs = 70 + Constitution Score + 1d4 or 3d4

* Lifespan for Half-Elves and Dwarves = 200 + [Constitution Score x 2] + 1d4 or 3d4

* Lifespan for Elves = 400 + [Constitution Score x 5] + 1d6 or 1d10

Once a character enters old age (that part of Lifespan above the base score) they will lose five points from Strength, Constitution and Dexterity as distributed by the player (so a human character hits 71 years of age and the player decides to loose two each of Strength and Constitution but only one of Dexterity).

Height

Height can be chosen from the ranges given in the entry specific to a particular form. However for random generation use these rules. Notice that 12 inches make one foot (12" = 1') and three feet make one yard (the standard architectural unit).

* Height for Humans, Half-Elves and Half-Orcs = 60 inches + 2d8 or 1d8

* Height for Elves = 60 inches + 3d4 or 2d4

* Height for Halflings and Dwarves = 48 inches + 2d4 or 1d4

Weight

Weight can be chosen from the ranges given in the entry specific to a particular form. However for random generation use these rules. Notice the use of pounds (lbs).

* Weight for Humans, Half-Elves and Half-Orcs = 100 pounds + 5d30 or 3d30

* Weight for Elves and Dwarves = 80 pounds + 4d30 or 3d30

* Weight for Halflings = 60 pounds + 3d30 or 2d30

Alternative Sizing Method

Some may prefer height and weight to be linked rather than generated separately. If so generate height as described above then multiply its number of inches by 2.5 or 2.25 to generate number of pounds in weight. This works best for humans. Othewise you can just play with combinations that you deem work.

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. Note that these limits can be momentarily exceeded on successful Strength checks.

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 in a cautious run. One can jump horizontally ones own Height and half that vertically. If one can climb then it is at a distance of ones height per round. 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. Note that these limits can be momentarily exceeded on successful Constitution checks.

Multiplying Combat Rate by 2 will give the number of miles that one can hike in a day (assuming normal Carrying Capacity) allowing for food and rest. 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 50 miles per day while sailing covers 80 to 100 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.

These rules may be overlooked in most role-played scenes. Vague talk of 'close and far' will often suffice.

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 perilous world. Starting level and advancement is granted by the GM (see Vital Statistics above). 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 (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). Retiring adventurers can become such professionals too.

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.


A kindly GM can allow PCs to keep rolling that level 1 die till they get a result better than half (for instance 5 or better on a d8).

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. 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. The longer it takes to recover the more likely side-effects such as scaring will occur.

If ones life points are reduced to zero one dies (that round if due to a critical hit otherwise the following round). However death is but a door, and one can continue role-playing as a spirit negotiating the afterlife. Furthermore, necromancy can return a character to life, with some risks and expense involved, if other characters pursue this option for them.

Experience Level affects esteem status and even economic class in society but is role-played rather than driven by game rules. Likewise assorted tests or rites of passage may be imposed by in-game culture for a character advancing a level.

At level ten a warrior is deemed a lord or lady (a term of adulation among warriors rather than an aristocratic title). 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 Ovates 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 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 ones race and calling. The following shows maximum levels for particular combinations of those. These limits exist somewhat to provide justification for the growing ascendency of humanity - exceptional humans are unusually driven to be the best they can humanly be.

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) Druid (10) Thief (20) Bard (15) *

Dwarf: Warrior (20) Mage (10) Cleric (15) Thief (10) **


The omitted combinations here are all-but-prohibited in game. If however someone insists on a particular combination they will find that character faces circumstantial limitations resulting in a level five maximum that take twice as long to achieve.

* Few Halflings bother with magic but those that do tend to become the long-serving assistants to Human arch-mages. Some speculate that the curse that originally produced the Halflings is even now drawing on magic to keep them as they are and thus limits spell-casting in them. While they can only advance to fifth level for purposes of spell-casting talent they can continue till tenth level in other statistics (such as life force and skills).

** Only Dwarves of mixed blood (Half-Dwarves) can become Mages and then only those 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 (which is deemed a 'minute' even if this is very approximate). Attacks can include hand-to-hand combat, missile combat, spell-casting or other short tasks.

If there are just two opponents then they both roll 1d12. They then adjust the number they roll by any Dexterity bonus they may have (from -3 to +3). The highest resulting number wins Initiative.

If there are two opposing groups then average the Dexterity Adjustment of the two groups (in the case of an anonymous group of monsters the GM can just give them a Dexterity Adjustment of 0). Once more d12s are rolled. 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 group consensus. They could use respective Dexterity scores (and then level if anyone has the same score). They could go missile attacks before hand-to-hand attacks. Or they could just go clockwise around the room - whatever the players decide.

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 checks.

Halflings acting alone get a +1 bonus to Hide & Seek rolls (so they have to roll a number under Dex + 1). Rogues also have bonuses (see under Attack & Damage Rolls - Backstabbing).

If one has the Surprise then one can get one free attack or choose to creep away as if one had never been there. Effectively there is a 'Round Zero' in the ensuing skirmish in which only those with the Surprise can act. Surprise also allows a Rogue to perform a Backstabbing Attack.

At the other end of combat is the possibility of retreat. It may well be a prudent action but it does give ones opponents the chance for one more free attack as the inverse of surprise.

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 roll of last resort allowed in the absence of other kinds of roll (so 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 supernatural attacks like spell effects or instant death scenarios like 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 tends to reduce the severity of a fate but only somewhat. Dragon Breath damage will be halved. Instant death will be reduced to having only one life point left. In some cases this roll could save the life of a character.

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 - Lose 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 loses 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 cure or anti-toxin in the same round can negate effects.

Elves have a natural resistance to infections so that Fatal ones are only Severe and Severe ones only Mild.

Dwarves have a natural resistance to toxins so that Fatal ones are only Severe and Severe ones only Mild.

The use of Vitalism spells curbs the existence of plagues of a lethal or permanently debilitating sort. However some peculiar conditions like Sleeping Sickness or Dancing Fever do affect populations now-and-then.

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:

* Parrying Weapon: +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. If a character focuses on parrying with a weapon then they must be proficient in it and cannot attack that round. Longer weapons like trident, staff, spear, halberd and lance convey +2 in parrying.

A alert mobile character of average Dexterity deliberately parrying with 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.

Creatures deemed ‘tiny’ (up to 1’ long) get a +2 to Defense. Those deemed ‘small’ (between 1’ and 3’ long) get a +1 to Defense. Creatures deemed ‘large’ (between 7’ and 18’ long) get a -1 to Defense. And creatures deemed ‘huge’ (over 18’ long) get a -2 to Defense.

A creature naturally adapted to water gets a +1 to Defense while in water. Likewise a creature naturally adapted to living in a forest canopy gets the same bonus while swinging in the branches. Finally anything adapted to flight gets a +2 to Defense while flying.

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 at such times. Likewise they need a degree of comfort and cannot wear better than leather jerkin (except Half-Dwarf Spellsmiths who can wear studded leather or even chainmail). 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 (however Rangers eschew banded and plate mail).

For how this characteristic is utilized in combat see below under Attack & Damage Rolls.

IX: Attack & 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 italicized 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 need them.

Standard Attack Chart

--- 01-03 04-06 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 used for monsters, non-adventuring demi-humans, clergy and rogues.

Warrior Attack 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 used for warriors only.

Mage Attack 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 used for mages only.

Critical Hit And Misses

If an attack roll results in a 20 or more to hit (including modifiers) and was successful then multiply the damage dice result by 2. Such an attack can be described in swift yet striking fashion as a dire injury or even decapitation (if the attack resulted in death). If a critical hit has killed an opponent then any excess damage can potentially also be transferred to another opponent if sufficiently close by.

However if an attack roll results in a 1 or less to hit (including modifiers) and was unsuccessful then one has injured oneself for half damage and a dose of embarrassment.

Knock-Out

One can choose to render an opponent unconscious for 1d4 rounds if (a) they are prone or (b) one has landed a critical hit on them or (c) one has the option of backstabbing them. Some injury may occur due to the method of knock-out but is hopefully non-lethal. This can be useful in everything from capturing someone to engaging in a tavern brawl.

Circumstance - Nocturnals & Diurnals

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 (while Orcs and Hobgoblins are fine in both conditions). Total darkness imposes a penalty of -2 to nocturnals and -4 to diurnals.

Damage

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 by how much damage is done.

* Deduct 1 life point - Punch or Kick (damage regenerated 1 per round in non-lethal sparring or brawls).

* Deduct 1d2 life points - Dart - Sling Stone (best 1 of 2 dice in Halfling hands) - Whip - Whipping Bow - Walking Stick - Shield Edge - Helmet Butt.

* Deduct 1d4 life points - Dagger - Sickle - Club - Rod - Crossbow Butt.

* Deduct 1d6 life points - Arrow (best 1 of 2 dice in Elf hands) - Short Sword - Hand Axe - War Hammer - Military Pick - Cudgel - Trident - Staff - Scythe.

* Deduct 1d8 life points - Crossbow Bolt - Spear - Long Sword - Battle Axe (best 1 of 2 dice in Dwarf hands) - Mace - Flail - Halberd - 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 spent 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 1 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 1 then get an extra point at every third additional level (levels 4, 7, 10 etc).

* Mages start with 1 point at level 1 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) - the exeption is Half-Dwarf Spellsmiths who can start with Hammer or Crossbow. 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 a weapon deemed holy by the church they serve (see under Gods & Goddesses). Warriors are free from any such circumstances.

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.

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, parrying weapon and shield from the Defence Rating of the opponent. However for a Rogue character working alone this becomes - in some cases - the one and only attack they will need on an opponent.

Rogues who have surprise and who attack from behind get the negating of defences described above and the following enhancements. At level one they multiply rolled damage by 2. Thereafter they get +1 to hit and damage bonuses at levels 3 and 5 (for both Thieves and Bards) and also 8 and 10 (for Thieves only). These 'backstabs' cover both thrusting strikes from behind and weapons that are handheld then thrown.

Those comulative bonuses (from 1 to 4 for Thieves or 1 to 2 for Bards) are also applied to Dexterity checks for Surprise.

The employment of toxins combined with backstabbing can be particularly lethal (except that an ancient code prohibits toxin use for Bards). Rogues can only use bladed weapon of 1d4 or 1d6 damage they are proficient in for backstabbing.

XII: Skills

Skills distinguish a character in many ways and represent practice and refinement in a particular activity. 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 (reflecting the capacity to learn). Any new or difficult task undertaken within a given skill requires an ability check to determine success (usually on a d20). 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 Skill Check is needed.

In most 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 Oratory (aspects of a speech in such a scenario can be presented but then the overall success determined by ability check).

Success may also be dependent on access to the right tools and work spaces.

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).

Non-Adventurers also start with 5 Skill Points and then get an extra point for every additional level - this is how Non-Adventurers may excel. They can also add extra Skill Points to an existing skill (resulting in Skill Check bonuses of the same additional number). Retired adventurers can convert to Non-Adventurers and advance in the same way. Note that some professions necessitate the combining of skills - a jeweller for instance will be both a smith and a gem-cutter.

Characters of particular callings develop specific skills for free. In some cases this happens at particular levels but if they wish to develop that skill sooner then later on at the appropriate level they get back the free points to spend however they wish.

Note that experienced adventurers can (following agreement from GM) convert 2 Skill Points into 1 Weapon Proficiency Point.

Skills are presented under Calling Lists along with Skill Point Cost and the suggested Ability to check for that particular skill (if two are listed then choose the most advantageous ability score). Explanatory notes are also given.

General Skills

Agriculture - 1 - Intelligence - Useful for everything from sowing seed to harvesting crops.

Animal Taming - 1 - Wisdom or Charisma - Ability checked following some days of intensive interaction with a young or wild animal.

Artistic Talent - 1 - Dexterity or Wisdom - Useful for both creating and appreciating works of art.

Blacksmithing - 2 - Intelligence - Can both make and mend metal items and alloy metals.

Brewing - 1 - Intelligence - Can produce alcoholic beverages.

Carpentry - 1 - Intelligence - Can make and mend timber products.

Climbing - 1 - Strength - There must still be some hand and foot holds on an incline. Tools are needed for a sheer wall.

Cooking - 1 - Intelligence - Can make tasty dishes from even foraged and hunted ingredients.

Foreign Language - 1 - Intelligence - One point results in understanding one new language.

Gem Cutting - 2 - Dexterity - Can turn raw stones into faceted gems thereby enhancing value.

Herbalism - 2 - Intelligence or Wisdom - Results in doubling injury recovery figures (see Experience Level & Life Points) and turns severe effects into mild ones (see Infections & Toxins).

Hunting-Fishing - 1 - Constitution - Everything from setting snares to quickly slaying game. Results in instant death but only for mundane herbivores of small to medium size (otherwise combat must be role-played). Takes some perseverance.

Leatherwork - 1 - Intelligence - Can make and mend products of leather.

Mining - 1 - Intelligence - Useful for everything from finding ores to designing safe tunnels.

Navigation-Cartography - 1 - Intelligence - Can survey territory and make maps to resist getting lost.

Pottery - 1 - Dexterity - Can make and mend attractive ceramic items.

Rope Use - 1 - Dexterity - Useful for everything from restraining prisoners to crossing a crevasse but may need tools such as a grappling hook.

Stonemasonry - 1 - Intelligence - Can carve and etch stone surfaces and items.

Swimming - 1 - Constitution - Can swim in moving currents rather that just tread water.

Tailoring - 1 - Dexterity - Can make or mend clothes and produce cloth from raw fibres.

Anyone can develop these skills for the Skill Points cost listed. Half-Dwarf Spell-Smiths and Clerics of Elchemar get Blacksmithing for free. Clerics of Nitara get Agriculture for free. Clerics of Linesa get Artistic Talent and Tailoring for free. Druids and Rangers get Herbalism, Hunting-Fishing and Animal Taming for free. Rangers (Level 2) and Rogues get Climbing for free.

A character lacking a general skill can still observe and attempt it but on a 1d30 ability check. Even success will be rudimentary in the case of crafting items in this and other lists.

Warrior Skills

Armouring - 1 - Intelligence or Dexterity - Can modify and fix arms and armour in the field.

Etiquette - 1 - Wisdom or Charisma - Allows one to manoeuvre the protocols and manners or different classes and cultures.

Heraldry - 1 - Intelligence - Can both design and interpret the heraldry of aristocratic houses and other organizations.

Jumping - 1 - Strength - Results in doubling normal jumping figures (see Carrying Capacity & Movement Rate).

Riding - 1 - Wisdom - Can confidently ride and direct a steed in a variety of conditions.

Running - 1 - Constitution - Results in the doubling of normal running speed and distance covered in day-long hikes (see Carrying Capacity & Movement Rate).

Strategy - 1 - Wisdom - Both making combat plans and accurately interpreting the plans of rivals.

Tracking - 2 - Intelligence - Allows the tracking of specific quarry over distances or the obscuring of ones own tracks. Is for use in following sentient targets rather than in hunting for food.

Only warriors can develop these skills for the Skill Points cost listed. Others must spend an extra point to develop such skills.

Rangers get Running (Level 2) and Tracking (Level 3) for free. Paladins get Etiquette, Heraldry and Riding for free.

A character lacking a warrior skill can still observe and attempt it on an ability check of 1d30 (if they are a warrior) or d% (for others).

Clerical & Mage Skills

Ancient Language - 1 - Intelligence - One point results in understanding one ancient language and its script (of which each kindred had one).

Alchemy - 2 - Intelligence - Can make assorted concoctions including toxins and anti-toxins.

Astrology - 1 - Wisdom - Can provide common-sense advice on how a particular person can live contentedly.

Genealogy - 1 - Intelligence - Can prepare and verify the content of family trees.

History - 1 - Intelligence - Indicates a comprehensive study of history across The Lands.

Rhetoric - 1 - Intelligence - Uses cogent arguments to convince the rational.

Sleight Of Hand - 1 - Dexterity - Can perform mundane non-magical tricks by using misdirection.

Taxidermy - 1 - Intelligence - Can preserve and pose a corpse as a household curio or lab specimen.

Ventriloquism - 1 - Dexterity - Can seemingly ‘throw’ once voice a short distance by using misdirection.

Weather Sense - 1 - Wisdom - Can observe the signs and predict weather as much as a whole day away.

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 and Clerics of Kandoth get Weather Sense for free. Clerics of both Olarin and Urala get Astrology free. Clerics of The Deliverer and Dwarvish Balthars get Genealogy free. Elvish Ar-U-Mari get History free. Clerics of both Bernali and Teloch get Rhetoric free.

Prognosticators and Conjurers get Astrology free. Necromancers get Astrology and Taxidermy free. Enchanters get Rhetoric free. Illusionists get Ventriloquism and Sleight-of-Hand free. Evokers and Transmuters get Alchemy free.

A character lacking a clerical or mage skill can still observe and attempt it on an ability check of 1d30 (if they are a spell-caster) or d% (for others).

Rogue Skills

Appraising - 1 - Intelligence - Allows one to accurately identify the value of various items.

Blind-Fighting - 2 - Dexterity - Allows diurnals to attack as nocturnals (see under Attack & Damage Rolls).

Caped Arm - 2 - Dexterity - Cape works as shield (+1 to Defence) on successful check. If attacker still hits and is using a hand-to-hand attack they must pass a Strength check or lose use of that weapon in the next round (following which they can extract it from entanglement). Cape will be damaged but can be mended.

Dancing - 1 - Dexterity - Is proficient in or can quickly become adept at a new dance sufficient to impress the locals.

Disguise - 1 - Wisdom or Charisma - Can convincingly portray a different generic person but needs a skill check to impersonate a specific person. Must have access to particular cosmetics and garments but also rely on gesture and manners.

Forgery - 1 - Dexterity - Can convincingly fake a document or modify an existing unit of currency (such as make silver pieces look like gold). Will likely need a spy toolkit.

Gambling - 1 - Wisdom or Charisma - Can improve the odds in a gambling game by a better than usual dice roll (as determined by the GM).

Juggling - 2 - Dexterity - A successful skill check allows one to safely snatch a projectile thrown at one that would otherwise have successfully hit and done damage.

Musical Instrument - 1 - Dexterity - Can play one musical instrument skilfully and adapt to a similar sort of instrument on a successful skill check.

Oratory - 1 - Wisdom or Charisma - Uses emotional language to motivate the passions.

Lip Reading - 1 - Intelligence - Can get the gist of a conversation clearly seen but not heard. Can also cancel the effects of Ventriloquism.

Singing - 1 - Constitution - Can sing impressively by carrying a tune and memorising many verses.

Tightrope Walking - 1 - Dexterity - Useful in safely crossing a crevasse or moving between alleyway rooftops.

Tumbling - 1 - Dexterity - A successful skill check reduces fall damage by one Life Point per level.

Only rogues can develop these skills for the Skill Points cost listed. Others must spend an extra point to develop such skills.

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Picking Pockets or Locks - NA - Dexterity - Allows one to secretly pilfer something or simulate a key using a spy toolkit.

Finding Secret Devices - NA - Dexterity - Can locate and identify such things as secret doors or chests.

Setting & Removing Traps - NA - Dexterity - Can use various components to devise concealed traps or disarm the traps made by others (which are far more devious than those involved in hunting).

Note that these skills listed with an NA for Skill Point cost are free to rogues. Furthermore for these three skills the rogue gets cumulative +1 bonuses at levels 3 and 5 (both Thieves and Bards) and at 8 and 10 (Thieves only). These bonuses are added to the appropriate Ability Score before rolling under. These core skills in conjunction with the Surprise bonus and Backstabbing are the distinctive Rogue Talents.

Bards get any two of singing, oratory, musical instrument or dancing for free (and all are recommended as they progress).

A character lacking a rogue skill can still observe and attempt it on an ability check of 1d30 (if they are a rogue) or d% (for others).

XIII: Magic

Both mages and clerics cast magic of distinct but overlapping sorts. The magic of mages (including specialist mages and the more inspired of bards) is known among sages as Thaumaturgy or arcane magic. The magic of clerics (including druids and the more important of paladins) is called Theurgy or sacred magic. Thaumaturgy draws on the many supernatural strands of the universe in producing magical effects. Theurgy in contrast draws on the favour of the gods and goddesses to produce similar numinous results. What they can do is limited by level and may be further defined by whether the caster specializes in a particular school of magic or worships a particular divinity.

Both mages and clerics can cast as many spells per day as they have levels (this may include casting of the same spell more than once per day if allowed by level).

This capacity of mages to cast spells can be disrupted however if they are deprived of the opportunity to sleep and study every day. The spell-book 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.

Matters are somewhat different for clerics. The capacity to cast spells can be disrupted if the cleric neglects to follow the customs and morals of the church followed. Correct trappings and traditions must be observed (see Gods & Goddesses).

For mages gestures and chants help to condition the mind to activate spells. 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).

Clerics in contrast simply pray silently to activate a particular spell. Any phrases or gestures are more for show.

Spell Casting Parameters

The following describe default parameters for spells and may vary for specific spells (see particular spell descriptions).

Spell Range: The distance a spell can be cast is usually 10' 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 caster 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 (lasting one round) but for many others the effect lasts 1 hour for every level of caster (sometimes this only truly works while the spell-caster is concentrating on the precise action of the spell). In the case of non-instant spells the caster can voluntarily end the spell at any time. The magical effects of spells are finite but some of the mundane consequences of them persist beyond spell duration.

Spell Resistance: One can only resist a spell cast upon one by a successful Luck check. Sometimes it negates any effect while at other times it reduces it (say by half). Also note that sometimes if a person is under the effects of a particular spell then it will prevent another such spell from working on them.

Meta Magic

The following are magical acts or effects that spell-casters can enact any number of times and which affect spells themselves.

Detecting & Dispelling Magic: Any spell-caster can detect magic. They can dispel spells they themselves have cast. Mages may also dispel non-permanent magic produced by other mages if they are one level or better than those mages. Clerics in contrast can only dispel the non-permanent magic of other clerics if they are one level or better and of the same church. Note that mundane consequences of magic cannot be erased by ending a spell.

Combination: With this talent two or three spell-casters can combine to cast a spell with spell parameters that are 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. As such they will tend to be the more experienced caster. The casters must be touching or all touching the same object. A tenth level caster and a fifth level caster could for instance cast a spell with a subject number of 15.

Making Magical Objects: A spell-caster can make items of temporary use (usually potions or scrolls) which replicate any spell they can cast but at five levels of lesser potency. Hence a level six spell-caster can make a scroll that allows any literate character to cast a particular spell at level one in terms of spell parameters (assuming a successful dice role as described in The Vault Of Artifacts). Once the temporary item is used its power is spent. Note that Half-Dwarf Spellsmiths can do this at the same level of spell-casting. Spell-casters are limited to only some schools of magic for the purposes of making magic items. Mages can select only three schools. Specialist Mages cannot access opposition schools in making this selection. Half-Dwarf Spellsmiths cannot select Illusion or Enchantment. Clerics can select only two schools. Druids eschew the use of iron or steel.

Permanency: A spell-caster can make any spell effect (including innate ones like Detect or Dispel) permanent and make permanently 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 spell-caster can make the effects of spells they cast permanent or can make magic items with such power but at fifth level potency.

Delay: A spell-caster can also delay the activation of a spell cast at GM discretion (for instance till a particular triggering event happens).

Familiars

Mages from level six onwards 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 tenth or better level - the Homunculus and the Mock-Dragon. Other likely candidates for the role of familiar include owls, cats, sparrows, rats, salamanders and the Pixie (this last only for Elvish mages). They must be sufficiently small to sit on a shoulder or fit in a backpack. They will tend have one level only and attack for 1d2 damage (but also see pets under Possessions).

Note that clerics eschew the having of familiars but powerful clerics can summon spirits and elementals to temporarily serve them – a far greater power than that of having a familiar.

Wild Magic Zones And Magical Madness

There are zones in which sages argue too much magic was cast. These locales can produce odd magical effects to anything in the vacinity. Some also say that too much use of magic can result in madness for mages. The topic is something of a taboo and few study it. Many mages cautiously retire from magical advancement at tenth level as the risk sets in beyond that in a cumulative fashion. Clerics say they are spared such risk because they merely convey divine power rather than act as a focus for arcane forces.

Schools of Magic

The spells of both mages and clerics are divided into a number of different ‘schools’ of magic. There are seven such schools for mages and five for clerics with an overlap of one. Divination (as its name suggests) can be performed by clerics but it can also be done by mages (sometimes under the name of ‘Prognostication’). The other six schools accessed by mages are Illusion, Enchantment, Transmutation, Evocation, Conjuration and Necromancy. The other four schools accessed by clerics are Inspiration, Abjuration, Vitalism and Elementism.

Mages can become specialists in one of the seven schools they can access. If a mage chooses to specialize 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 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 & Prognostication)
* Evocation (Prognostication & Illusion)
* Conjuration (Illusion & Enchantment)
* Necromancy (Enchantment & Transmutation)
* Prognostication (Transmutation & Evocation)


Between levels six and ten a Bard can cast Illusion, Enchantment and Prognostication spells as if they were level one to five mages. To cast a spell they must be performing in some manner.

Between levels eleven and fifteen Mages can cast some spells as level 1 to 5 Clerics (at the discretion of the GM). This is definitely the case for Elvish spell-casters.

Clerics can cast spells from all five schools to which they have access. However which divinity they serve allows them to cast spells of particular schools at one level better for determining which spells they can access and for spell-casting parameters. They are still limited to casting one spell per level per day. See the following for spell improvements per church. A first level cleric of the Deliverer for instance can cast Abjuration spells as if they were second level:

* Druids – Vitalism & Elementism
* Clerics of Olarin or Urala – Inspiration & Elementism
* Clerics of The Deliverer - Abjuration
* Clerics of Kandoth - Elementism
* Clerics of Nitara - Vitalism
* Clerics of Bernali or Teloch - Abjuration
* Clerics of Elchemar or Linesa - Inspiration
* Elvish Ar-U-Mari – Divination & Vitalism
* Dwarvish Balthar – Divination & Elementism

Between levels six and ten a Paladin can cast Inspiration, Abjuration and Vitalism spells as if they were level one to five clerics.

Between levels eleven and fifteen Clerics can cast some spells as level 1 to 5 Mages (at the discretion of the GM). This is definitely the case for Elvish spell-casters.

XIV: Spell Lists

What follows are the spell lists for Illusion, Enchantment, Transmutation, Evocation, Conjuration, Necromancy, Prognostication or Divination, Inspiration, Abjuration, Vitalism and Elementism. Spells can have descriptive names or numeric designations due to difficulty (such as 'Transmutation V').

Illusion

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 true sense data). The ten senses are as follows:

1. Seeing: Can both produce or mask perception of light.

2. Hearing: Can both produce and mask perception of sounds.

3. Smelling: Scents to fill a room.

4. Tasting: Flavours for the palate.

5. Pressure: Touch consists of this and the next two senses.

6. Temperature: Includes manipulating heat-sensing perception.

7. Pleasure & Pain: Everything from itching to masking injury.

8. Direction: Innate sense of compass direction or elevation.

9. Danger: Instinctive sense of imminent hostile intent.

10. Magic: Tamper with detection of magic.

Senses 1 to 7 are the everyday ones that most characters are fully aware of. Senses 8 and 9 are more instinctive ones that if manipulated may produce a change in mood in the subject. Finally 10 is 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 spell parameters (for instance an illusionary star in the sky cannot be seen by all those in the world currently stargazing but an illusionary twin of the caster may be seen by everyone in a room even if they exceed standard spell parameters). 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). Anyone affected gets a Luck check to determine if they resist the illusion.

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

Mages manipulate the urges and emotions 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 another one of those. They must nominate to produce a positive or negative variation of the same temper. They must also determine the persons to feel the emotion and in many cases also propose the thing that is the focus of that emotion - it could be another person (such as the caster themself) or a substance (like food) or even a concept (like 'the government'). If the spell lacks a focus then its impact will be more of an atmospheric mood than a personally felt experience. The ten tempers are as follows:

1. Joy-Misery: Can be a general mood or defined by a particular focus.

2. Hilarity-Solemnity: Can be a general mood or defined by a particular focus.

3. Anger-Fear: Can be a general mood or defined by a particular focus. With a focus can alter Initiative Rolls by +1 or -1 in its positive and negative applications.

4. Attraction-Repulsion: Can be a general mood or defined by a particular focus.

5. Pride-Shame: Can be a general mood or defined by a particular focus.

6. Excitement-Lethargy: Can be a general mood or defined by a particular focus. With a focus can alter Initiative Rolls by +2 or -2 in its postiive and negative applications. Subjects in a state of relative calm could fall asleep in non-combat situations.

7. Credulity-Incredulity: Caster must nominate the focus of the emotion.

8. Love-Hate: Caster must nominate the focus of the emotion.

9. Hope-Despair: Caster must nominate the focus of the emotion. Can alter Initiative Rolls by +3 or -3 in its postive and negative applications.

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 do as they bid them.

As many targets as Spell Range or Subject Number determines can resist enchantment on a successful Luck check but if they are the nominated sole target then this must be done on a d30. 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).

Transmutation

Mages manipulate the precise form and function 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 and how familiar it is to the caster. 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 person.

1. Change size or age by 20%. Alter complexion within natural limitations.

2. Change to any age that still allows walking and talking. Change sex. Alter quality and design of clothes made of organic substances (paper, wood, cotton, wool, fur, leather).

3. Change to any demi-human between 1' and 12' tall of whatever sex or age. Alter arms and armour of mixed organic and mineral substances. Take on some characteristics of mammals ('swim like seal' or 'fly like a bat').

4. Change to any mammal between 6" and 18' long. 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 warm-blooded vertebrate.

6. Change to any vertebrate.

7. Change to any animal.

8. Change to any living thing.

9. Change to any object that is in part composed of organic matter.

10. Change to any mundane substance in any state (the subject can melt or vaporise and still be coherent and sentient).

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. Permanent transmutation can gradually undermine the memory of what one once was.

The progression describes only the process of changing from the original form of a person. Similar limitations of degree will apply to all manner of transmutations according to GM discretion. Changing shape is a simpler matter than changing substance. 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 Luck check.

Evocation

Mages manipulate forces and energy to produce particular spell effects. Most of these spells are intended for combat conditions. Most Evocation spells can have an offensive or defensive application.

Damage can be halved by a successful Luck check. These spells are instant in effect (lasting one round). 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 parameters. 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 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 per every two levels. Damage is inflicted on impact with something solid. Damage done is 1d2 + 1 point for every level of caster. The defensive variation 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. Shock: With this spell the caster can attack with electricity or insulate themselves from the same. In offensive application they must touch an opponent (making a successful hit in combat). This touch can be extended by use of a conductive weapon like a short sword (as long as the grip is laced with wire). The touch can affect a number of opponents within spell parameters but only if they are all touching. Damage done is 1d4 + 1 point for every level of caster. Likewise that much electrical or magnetism-facilitated damage can be absorbed in the defensive application for the caster and the same number of allies (as long as they are all touching). This defense even affects the Lightning spell.

4. Magnetism: With this spell the caster can levitate objects affected by magnetism such as some metals. Within spell parameters they can snatch one weapon per three levels and hurl them at as many opponents as that number of weapons will allow. Weapons will automatically hit but only do damage of 1d4 + 1 point for every level of caster. In reverse this spell can deflect the same number of blows from any mundane metallic objects.

5. Venom Vapor: With this spell the caster produces a burst of toxic mist which seems to emanate from the mouth of the caster and affects opponents in front of them. This may present a problem if friend and foe are mingled. Damage done is 1d4 + 1 point for every level of caster. The defensive application of this spell is a burst of anti-toxic mist which reduces toxic effects (fatal becomes severe and severe becomes mild) if delivered the round following contact with toxins.

6. Dust Storm: With this spell the caster produces an area of tension in which the very dust resolves itself into a swirling eddy that abrades all those within spell parameters surrounding the caster. Damage done is 1d6 + 1 point for every level of caster. The spell is automatically defensive in that the caster stands at the calm centre of the whirling cloud which protects the caster as part of subject number from both a rival Dust Storm and reduces damage of mundane attacks by the same dice rolls.

7. Acid Spray: With this spell the caster produces acidic precipitation above an area in front of the caster. Damage done is 1d6 + 1 point for every level of caster. Clothes are also damaged by this attack such the they are useless and must be replaced. 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 as part of subject number.

8. Frost: With this spell the caster produces a conical blast of frost emanating from caster fingertips and extending forward. This may present a problem if friend and foe are mingled. Damage done is 1d8 + 1 point for every level of caster. Furthermore it 'freezes' those it effects who failed a Luck 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 variation of this spell is a wall of ice that can absorb the same frost or fire damage for the caster as part of subject number. The wall can last spell duration but can be dispelled by the offensive variation of the Flame spell.

9. Flame: With this spell the caster produces a flaming sphere emanating from caster fingertips and rushing forward within spell range. It ends as a sphere of a size that affects subject number. This may present a problem if friend and foe are mingled there. Damage done is 1d8 + 1 point for every level of caster. Furthermore it produces continuing fires effecting those who failed a Luck check. Those still burning take an additional 1d2 life damage per round in that condition and clothes are damaged. The defensive variation of this spell is a ring of fire that can absorb the same fire or frost damage for the caster as part of subject number behind it. The ring can last spell duration but can be dispelled by the offensive variation 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 subject number have been struck. All this happens in one round. Damage done is 1d10 + 1 point for every level of caster. The caster can specify targets and as such can distinguish between friend and foe. Clothes are damaged and any metal worn will deliver an extra 1d2 damage to those failing Luck check. The defensive application of this spell is a hemisphere centered on the caster that can absorb the same damage for the caster as part of subject number 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

Mages can manipulate the localized fabric of space-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 dimensions that are manipulated rather than matter. Dimensional pockets are shifted and subjects simply come along for the (instantaneous) ride. There are particular limitations to spell parameters.

The spell range is one mile per level in space and (from level six onwards) one minute per level in time (rarely is the time dimension utilized but consider the benefit of drawing on something that has been recently destroyed or of completely skipping a few dangerous minutes). This distance 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. Likewise an enclosed space that is then destroyed may be regarded as a location that is now moving into the past. This 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.

The subjects to be conjured must be known by the caster and must exist within spell range. A caster themselves can be the subject and in all cases must be at one end of the journey. The destination must be known and be within spell range. A conjuration cannot segment something - it only works on whole items if at all.

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.

6. Six miles and one minute in the world or into The Ether.

7. Seven miles and two minutes in the world or into the Elemental Planes.

8. Eight miles and three minutes in the world or into the Eternal Halls.

9. Nine miles and four minutes in the world or into the Spirit Plane of ones final rest.

10. Ten miles and five minutes in the world or into any Spirit Plane.

Anyone who is to be conjured resists on a successful Luck check except if they wish to be conjured. 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 or a burning chest destroyed at a past moment.

GMs must be careful and players understanding if jumping into the past is incorporated into a scene of combat. There must be a way of easily determining which of two seeming replicas (the result of one person and a future conjuration of themselves co-existing) are which (for instance by the player agreeing that they will hold one weapon but then switch to another once cast back from the future).

Necromancy

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.

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:

1. Detect Animus: Can detect all animus (including own) within spell parameters 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 parameters. 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 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 difficult for the caster to concentrate.

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 Luck check.

6. 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 Luck 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.

7. 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.

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 Luck 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 maintains a coherent state).

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.

Most of the 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.

Prognostication or Divination

Both mages and clerics can magically access information (sometimes called 'motes of memory') regarding both persons and objects both in the past and future. Divination is its more popular clerical name but mages sometimes call it Prognostication. Once known a snippet of information can also be obscured so that nobody can access it. If someone knows the fact to be obscured then they are entitled to a Luck check to resist this memory-theft. Written records are safe from such obscuration. Spells are usually cast as 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 cannot be exposed. The sort 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 (but another person may know of it).

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 Luck check.

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 brand of magic it is also one that is valued by the rich and powerful and Diviners are among the most well-rewarded of spell-casters.

Inspiration

Clerics draw on the transcendent power of gods and goddesses to alter the disposition and capacity of persons and events to further holy aims. This is among the most versatile and nuanced of all spell schools. Different effects are developed at different levels as follows:

1. Providence: With this spell the caster draws on the spirit planes to alter the fortune of those it effects. It improves Luck rolls by 1 for every 3 levels of the caster (or reduces that of opponents by as much if the cleric wills it) within spell parameters. However it expires as soon as each person affected has needed to do one Luck roll.

2. Muse: With this spell the caster can temporarily channel talent into as many subjects as allowed by spell parameters. Those affected will do all Skill specific ability checks with a +3 (for Clerical & Mage Skills) or +2 (for General or Warrior Skills) or +1 (for Rogue Skills) to dice rolls.

3. Compel Truth: With this spell the caster can compel others to tell the truth. The subjects can resist on a successful Luck check. Those so affected can only convey information that they themselves possess and will eschew speculation or interpretation. If the matter under discussion is some wrong done by the subjects then they will feel obliged to offer to any victims present what they desire – sincere expressions of remorse (desired by the good) or offers of recompense (desired by the neutral) or submission to punishment (desired by the evil) as long as it is non-lethal.

4. Spirited Rage: This spell grants to the chosen companions of the caster a temporary +1 adjustment to initiative and attack and damage rolls. The spell lasts the duration of only one continuous melee.

5. Command: This spell allows the caster to alter the will of those confined by spell parameters 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. Can resist on a successful Luck check each round.

6. Commune: With this spell the caster can telepathically communicate with others within spell parameters. More than two persons can receive information but only one at a time can transmit. If two casters activate this spell at the same time with the intent of communicating and they are of similar alignment then just those two can communicate as far as 10 miles per total combined level within the same plane (for two sixth level clerics that is 120 miles). Communing can be refused by a successful Luck check. Sleeping recipients will wake or have dreams that are altered by the telepathic intrusion.

7. Accord: With this spell the caster can improve the parameters (spell range, subject number and duration) of any spell they cast in the next round. All parameters are doubled. This is similar to the meta-magical effect of Combination but is done alone – it is as if the cleric is combining power with the eternal spirit they will eventually become. Cannot be used in conjunction with Combination or with itself.

8. Rapture: With this spell the caster can provide those they choose to effect an absolute conviction of the existence and rightness of the god or goddess the caster follows. Even once spell has passed many affected will remember the experience and continue to accept the truth it gave them. Having the rival alignment (good versus evil or law versus chaos) allows a +2 to Luck for resisting while having the same exact alignment results in a -2 adjustment.

9. Holy Quest: With this spell the caster imposes on one other person a task that they must fulfil as best they can and even at risk to themselves. The spell expires on successful completion of the task. However once per day the subject can test Luck to escape the spell. As a result most tasks given are ones that can be completed in a short time.

10. Power Prayer: With this spell the caster can request a free-form 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 greater than that of any magical effect described on this site but also cannot be less than anything the caster themselves could otherwise produce.

Many clerics consider Inspiration to be the most holy of all spell schools.

Abjuration

Clerics use these spells to protect what matters to them, improve a defensive posture in combat, and repel hostiles. Different effects are developed at different levels as follows:

1. Sanctuary: This spell produces a particular set of conditions within spell parameters. Within those limitations a magical Sanctuary manifests in which 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 intent and will get one round in which to do something before the hostility can be enacted. Undead cannot enter the Sanctuary which is deemed consecrated ground. Finally any doors or shutters at the perimeter of the Sanctuary will behave as if locked if the caster wills it (however the structure can still be damaged as usual).

2. Repel Undead: With this spell the caster can turn away the Undead. Undead of level 5 or lower will desire to stay as far away from the caster as spell parameters dictates. However if the caster successfully touches or is touched by any Undead then they will inflict damage of 1d4 + 1 per 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.

3. Shielding: This spell allows the caster to improve the Defense of one or more recipients for the duration of a given melee. Defense Rating is improved by as many points as the caster has levels and can be distributed among allies within spell parameters. A fifth level caster could improve their Defence Rating by 5 or impart an improvement of 1 to every person in a five member party.

4. Smiting: The cleric casting this spell can add additional damage to an attack using body parts or hand-to-hand weapons. Whatever damage they may do has the bonus of 1d3 (using body parts) or 1d2 (using hand-to-hand weapons) + 1 per level of caster added to it. It can affect those only harmed by magical weapons. It can be performed by the caster or by an ally of same alignment. This spell can never be employed in a surprise attack. It expires once a melee is over.

5. Confounding Shout: With this spell the caster turns a normal yell into a supernatural force that is more feeling than sound. The effect of this on any opponent present within spell parameters is that they are utterly shocked and dismayed. In the following round they cannot take any action at all and in subsequent rounds (within spell duration) they are excluded from initiative rolls. Those who resist however (on a successful Luck check) only lose initiative in the following round and are normal thereafter.

6. Paralysing Gaze: With this spell the caster paralyses anyone within spell parameters who fails a Luck check. The effect of such paralysis is that all non-vital organs become still and the senses are numbed. The character so affected cannot move and is effectively prone. Ways of preventing the caster from locking eyes with opponents can block this spell from working.

7. Scold Undead: This spell is sometimes known as ‘Scald Undead’ and both meanings are apt. Undead of any level coming within spell parameters suffer the same damage as if they had been touched by Repel Undead (1d4 + 1 per level of caster). Any Undead that is indeed successfully touched by this spell suffers that same damage x 3.

8. Return To Sanctuary: A caster who has already produced a Sanctuary can use this spell to magically teleport back to that site and take as many companions as are permitted by spell parameters. The connection between sites can last as long as spell duration but that link ends as soon as the caster themselves traverse the connection. As such a caster must always be the last to escape if they wish others to come with them. Anyone of current hostile intent cannot follow. Any distance can be traversed within one plane of existence.

9. Restitution: This spell transfers any damage suffered by one person (the caster or a nominated ally) to whomever inflicted that damage. A successful Luck check will only half the damage returned. This act of transference can be done once per round within spell duration.

10. 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 spell duration. Note that the reversal of this spell – Banish Guardian – can be cast on spirits of opposite alignment (good versus evil or law versus chaos) but the spirit is entitled to a Luck check (and they tend to have excellent luck).

There are other ways that a cleric may defend themselves but Abjuration spells are among the most impressive in the clerical arsenal.

Vitalism

Clerics use these spells to preserve the lifeblood of others as well as to interact with the living denizens of nature. Different effects are developed at different levels as follows:

1. Safer Journey: Within spell parameters this spell grants travelling companions of the caster the Carrying Capacity and Movement Rate of the best members for those statistics. Furthermore it provides the caster with a sense of the most convenient and safest path (a sense of safety they may have to dismiss for the sake of a mission).

2. Curative Touch: With this instant-effect spell the caster can return lost life points to anyone they lay hands on at a rate of 1d4 per level of caster. More than one person can be helped if they are all touching and the caster can roll more than one d4 (dice rolls may then be allocated separately). A potion of this spell can be put on wounds.

3. Sustenance: This spell grants immunity to thirst and hunger within spell parameters for as many days as the caster has levels. Those so blessed feel sated and can behave normally. The effects of starvation and thirst are overcome by the spell (see under Attack & Damage Rolls – d8 damage).

4. Remedy Affliction: Casting the spell has the same effect on life points as Curative Touch but it also reduces the effect of toxins and infections by one degree of severity (Fatal becomes Severe and Severe becomes Mild). A potion of this spell can be put on wounds or drunk in the case of infection or toxin.

5. Plant Passage: Within spell parameters the caster can traverse areas of vegetation that would normally prove difficult or risky to pass through. Long grasses or reeds part to produce a temporary path. Thickets allow one to pass and thorns turn away from exposed flesh or thin clothes. The caster can decide if the resulting pathway lasts spell duration (allowing those who come later to follow) or closes as soon as the caster and companions have passed.

6. Animal Summoning: With this spell the caster can summon animals to them. The total number of animals summoned is restricted by the level of the caster. The number of dice rolled by the caster for life points indicates how many and what sort of animals can heed the call. A tenth level caster has rolled 10d8 and so the group of animals will have at best that many dice too (see Currency & Possessions for the life points of some common livestock). Note that swarming vermin can be regarded as gestalts in game terms (with as many as eight animals per d8). The local environment may restrict how many animals are available to be summoned. The caster and companions cannot be harmed by those summoned. The caster can direct the summoned animals to hinder or harry others. Animals that were already stalking the caster, that belong to another person, or that are magical in nature are entitled to a resistance Luck roll.

7. Natural Affinity: With this spell the caster can draw some quality from a willing warm-blooded vertebrate companion animal and replicate that in as many companions as spell parameters allow. This conveys improvements in assorted statistics as proposed by the GM. A group could become ‘strong like the bear’ or ‘fast like the hare’ or ‘cunning like the fox’. The companion animal itself loses nothing from the spell. Temporary improvements to ability scores cannot be better than +3. Other characteristics can be adopted such as ‘fly like a bat’ or ‘swim like a seal’.

8. Restoration: With this spell the caster can restore one person to perfect condition. Any toxin or infection is utterly removed and life points are returned to maximum. Other detrimental effects both mundane and magical can also be reversed by this spell (according to GM discretion). Finally a character who has been technically dead for as many minutes as the caster has levels can be restored but with only a quarter of total life points.

9. Supernatural Affinity: With this spell the caster can temporarily become any living thing. Or they can choose to limit the extent of change so as to share it with companions as follows: Two can become any animal. Three can become any vertebrate. Four can become any warm-blooded vertebrate. Five can become any mammal. In all scenarios the caster must be one of those so changed. Forms adopted must be ones that naturally fit the local habitat. Changing has the bonus effect of returning all lost life points.

10. Dragon Slumber: With this spell the caster can put themselves or another into a supernatural sleep that will last till a specified triggering action or event. Anyone wishing to resist it must check Luck. An end to the spell must be specified. Saying ‘till the end of time’ or other such graspings at eternity will be rejected by the spell. More apt triggers are ‘till the city in which I slumber is invaded by hostiles’ or ‘till all those you threaten are dead’. Someone in a magical slumber is held within a ghostly shroud that grants them invulnerability and immortality. The spell cannot be dispelled (even by its own caster). Nor can it be combined with Permanency or Delay.

It is because of Vitalism spells in particular that clerical services are desired by both adventurers and non-adventurers.

Elementism

Clerics use these spells to engage with and utilize natural and supernatural elements. As they grow in affinity with these forces they get better at manipulating purer states of those elements. Different effects are developed at different levels as follows:

1. Shelter: This spell produces a particular set of conditions within spell parameters. Within those limitations a zone of shelter results in which temperatures are mild. Wind and precipitation is nominal. Furthermore smarming insects and vermin are repelled by this space.

2. Light & Darkness: With this spell the caster can simply produce an ambient light or darkness that extends as spell parameters allow. It cannot blind but it can affect combat ability of diurnals and nocturnals (see under Attack & Damage Rolls). A boon of this spell for the caster alone is that they can see different temperatures (a camouflaged creature will become more apparent as a warm body while Undead will show starkly as deathly cold). Note that Light and Darkness cannot both be cast in the same area and simply eliminate one another.

3. Elemental Resistance: With this spell the caster can grant themselves and companions (within spell parameters) resistance to damage from substances such as earth, mud, water, fog, air, smoke, fire, ash, dust and fume. Damage is automatically halved. This includes attacks from the Elemental planes. However it excludes any substances altered by artifice – a stone-tipped spear for instance is immune to this spell.

4. Weather Shifting: This spell allows the caster to alter existing weather within spell duration covering a hemispherical volume of a quarter-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. If it is wet and windy it can become stormy within this magical micro-climate.

5. Elemental Manipulation: With this spell the caster can manipulate a quantity of matter such as loose earth, mud, water, fog, air, smoke, fire, ash, dust and fume. This is in effect ‘telekinesis for non-living and loose substances’. The quantity manipulated is limited by how much is present and cannot exceed a 1’ diameter spherical volume per level of caster. What a substance can do is limited by what it is made of. For instance air can affect things as a forceful wind while loose earth can nastily hit someone much like flesh can. Damage done by any such manipulated substance cannot exceed 1d4 + 1 per caster level and is at GM discretion.

6. Obscuring Mist: This spell makes use of the minutely intertwined nature of the Prime and Ethereal planes. It temporarily concentrates local Ether into a misty zone within spell parameters. Those outside this zone perceive it as a bank of haze. Those inside also experience it as haze and can still see local objects (such as surrounding trees or boulders) as dim shadows. Sounds become echoing. This space is marginally trans-dimensional and seemingly turns anyone in it about like a maze of moving mirrors. Anyone can enter the space but only the caster can find a way out for themselves and any companions. Spell subject number however cannot be exceeded and anyone beyond that seeking to enter will find the haze moving away from them. Anyone lost in it must stay there till the spell ends.

7. Elemental Possession: This spell allows the caster to possess a quantity of matter (loose earth, mud, water, fog, air, smoke, fire, ash, dust, fume) and turn it into a simulacrum. At its most basic the caster can grant their own shape to the same mass as they possess and model the movement for it to mimic. However it can be larger (limited to 1’ diameter spherical volume per caster level) and can assume different shapes. It can move while the caster is still. If it moves beyond the senses of the caster (such as beyond a closed door) then it can only act on its innate sense of meeting with resistance – this however is telepathically conveyed back to the caster who can decide what to do next. Damage done cannot exceed 1d6 + 1 per caster level. Some acts that push the limitations of the spell can be exceeded via a successful Wisdom check. The resulting temporary minion is known as a Peri in Lehenic lands.

8. Call Lighting & Thunder: In stormy conditions (see Weather Shifting) the caster can summon one thunderous lightning strike. The spell range determines who is harmed. The lightning causes 1d8 + 1 damage per level of caster. The thunder causes deafness in all those struck who survive it for spell duration (thus preventing verbal communication). The resulting blast of wind however extinguishes any flame produced. Damage is halved by a successful Luck check.

9. Gate of Mist: With this spell the caster opens a magical gate from this plane into the Ether. There they can hide or travel in a way that is different from ours. Everything there mirrors what is in the Prime plane but lacks distinction. The difference between a door and the space either side of it is so scant as to allow passage. The difference between a grassy field and a pond of water is likewise so scant that one can walk over both. If they occupy the same space as a person still in the Prime plane they can try to possess them (an act which is resisted on a successful Luck check) but cannot use this to harm the subject. Companions can follow the caster within spell parameters. In this state they may meet Phantoms or Will-O-Wisp but will be regarded as fellow Ether denizens and left alone.

10. Summon or Banish Elemental: With this spell the caster opens a temporary gate via which a Genius of Earth, Water, Air or Fire can be summoned from or banished to. The Genie if summoned must do what the caster tells it within spell duration (similarly to those bound to a flask as described in the Bestiary). Genie find the Prime plane very peculiar and usually wish to return home. However even those that intend to stay can be banished by the casting of this spell (they get a Luck check if they wish to stay).

It is in these spells that clergy hark back to the primeval divine origins of the world as a drawing together of disparate elements into one realm of overlapping spheres of existance.

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 usually be sold.

The names change from state to state (depending on embossed image) but standard denominations 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 5gp. The life savings of a starting adventurer may be something like 25gp.

In Eriman lands gold pieces are known as Crowns. In Narman lands they are known as Galleys. In Plana lands they are known as Steeds. And in Lehenic lands they are known as Pillars or Columns.

The list which follows names items and then lists average weight and likely cost.

Shield - 10lbs - 3gp *
Helm - 5lbs - 2gp *
Leather Jerkin - 10lbs - 5gp
Studded Leather Jerkin - 15lbs - 10gp
Chainmail Tunic - 30lbs - 20gp *
Scale Mail - 40lbs - 40gp *
Banded Mail - 45lbs - 80gp *
Plate Mail - 50lbs - 150gp *
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Darts (5) - 1lbs - 1gp *
Sling with Stones (handful) - 1lbs - 1gp
Bow with Arrows (15) and Quiver - 5lbs - 5gp
Crossbow with Bolts (15) and Quiver - 10lbs - 10gp *
Spear - 5lbs - 1gp
Trident - 5lbs - 1gp *
Lance - 15lbs - 10gp *
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Dagger - 1lbs - 2gp *
Short Sword - 3lbs - 10gp *
Long Sword - 5lbs - 15gp *
Bastard Sword - 15lbs - 25gp *
Hand Axe - 4lbs - 5gp *
Battle Axe - 10lbs - 10gp *
Halberd - 10lbs - 10gp *
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Sickle - 2lbs - 1gp *
Mattock - 10lbs - 3gp
Military Pick - 5lbs - 3gp *
War Hammer - 5lbs - 5gp *
Mace - 10lbs - 10gp *
Flail - 10lbs - 10gp *
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Whip - 1lbs - 5sp
Club - 2lbs - 1sp
Cudgel - 4lbs - 2sp
Rod - 3lbs - 5sp *
Staff - 4lbs - 2sp
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Mild Toxin - NA - 5sp
Severe Toxin - NA - 1gp
Fatal Toxin - NA - 15gp
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Rations (1 Week) - 2lbs - 1gp
Inn Meal - NA - 1sp
Alcoholic Beverage - NA - 1cp to 1gp
Lodgings (1 Week) - NA - 1gp-2gp
Stabling (1 week) - NA - 5sp
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Spice - 1lbs - 1gp-5gp
Silk - 1lbs - 6gp-10gp
Gemstone - NA - 10gp-500gp
Jewelry - NA - 1gp-1000gp
----------------------
Full Set of Clothes - 5lbs - 5gp
Tack & Harness - 30lbs - 5gp
Scabbard or Quiver - 1lbs - 1-2gp
Backpack - 2lbs - 1gp
Tent - 5lbs - 5gp
Tinderbox - 1lbs - 5sp
Grappling Hook - 5lbs - 1gp *
Rope - 10lbs - 1gp
Lantern - 3lbs - 10gp *
Flask of Oil - 1lbs - 1sp
Vial of Ink - 1lbs - 5gp
Scrollcase or Blank Book - 1lbs - 5sp
Spyglass - 1lbs - 25gp
Spy Toolkit - 1lbs - 10gp
Musical Instrument - 1-3lbs - 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
Tailoring - 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. Also note that any animal deemed the companion of an adventurer has as many extra life points added as the number of experience levels of the adventurer.

* 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.