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  Original Tunnels & Trolls fourth edition game design: Ken St. Andre; the 
  rest: Mike Hill (hogscape@gmail.com) 
  Tunnels & Trolls is a trademark of Flying Buffalo Inc. 
  27 February 2010 v4.8 
  R
  R
  Reeetttrrrooo   R
  R
  Rooollleee---ppplllaaayyyiiinnnggg   R
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  Reeeaaalllmmmsss   
  R3: Heavily Inspired by Tunnels & Trolls (4E) 
  R
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  R333   
  
  2 
   
   
  
   
  AN INTRODUCTION TO R3 
   
  I’m a huge fan of the Tunnels & Trolls role-playing game, particularly the 4th edition of the rules; I like to 
  think of it as the pre-inflation period of Tunnels and Trolls. Weapons have less dice to juggle and armour 
  has more manageable ratings. Generally speaking, the smaller numbers lead to a less stressful GM 
  experience (for me at least).  
   
  This booklet represents a condensed version of the basic rules of play - a selection of bits and pieces culled 
  from editions 4, 5 and 7 shuffled to taste, slightly different but still very much T&T. I call it R3 or Retro Role-
  playing Realms! 
   
  This text assumes that you are familiar with role-playing games in general and T&T in particular. If you 
  aren’t consult your friendly internet. 
   
  A reminder: T&T is the creation of one Ken St. Andre1 who continues to actively develop the game. It is 
  presently in print (version 7.5) and growing in popularity once more, with very good reason. 
   
   
  1.0 CHARACTER GENERATION 
   
  Before you can play, you must first build a character. There are six quick steps to creating your 
  adventurer: 
   
  1. Generate attributes.  
  2. Select a character type. 
  3. Select a kindred (the default character is human). 
  4. Determine statistics and additional languages. 
  5. Select or invent a talent for your character. 
  6. Select initial equipment. 
   
   
  1.1 Step 1: Attributes 
  Human Player Characters roll 3d6 for each attribute score in the order presented. Characters deemed 
  unworthy to adventure in the GM’s world may be set aside for his use but generally, you should have a 
  go at making something of the character the dice gave you. Non-human kindred’s apply modifiers to 
  their attributes as described below. 
   
  In most cases, consider a score of 3 or less greatly impaired; 4 to 6 is poor but not disastrous and 
  there’s plenty of room for improvement; 7 or 8 is fairly average for non-adventuring types; 9 to 12 is 
  average to good for heroes; 13 to 16 represents outstanding achievement rarely seen by the common 
  man 17 to 20 is for those rare heroes that rise to lead others; 21 to 25 is for heroes or villains that will 
  live on long after their passing, in stories that will grow with the years; a score of 30 or more 
  approaches demigod status and those with attributes of 40+ may well attract the attentions of the gods 
  themselves. 
   
  Strength (ST): this is the characters bulk, musculature and size. A score of 4 to 6 might indicate a 
  juvenile whilst 3 or less would represent an injured character or elderly individual. High Strength 
  increases the effect of combat rolls. 
   
  Dexterity (Dex): here we find the character’s speed, adroitness and manual dexterity. Archers favour 
  this attribute. 
   
                                              
  1 Justifiably infamous. 
  
  4 
   
  Luck (LK): any character can benefit from a high luck score. It’s always better to be lucky than 
  unlucky. Of course real heroes make their own luck... 
   
  Constitution (Con): your character’s general health, stamina and ability to soak up damage and keep 
  on truckin’.  
   
  Intelligence (IQ): the mental acuity of your character; high intelligence is useful for spell casters, 
  solving puzzles, finding evidence, asking the right questions, and so on. 
   
  Charisma (Chr): your character’s personal magnetism, strength of will and sometimes the way he 
  looks and carries himself. Charisma can be used to make an impassioned speech, make a sale, strike a 
  bargain; it’s also handy when casting spells. 
   
   
  1.2 Step 2: Character Type 
  Initially there are three adventuring character types 
  that a player may choose from and one non-player 
  character type that some players may choose to 
  accept if initial attribute scores don’t qualify the 
  character for a more exciting role: 
   
  1.2.1 Warrior: a sword for hire, knight, barbarian, 
  soldier, bodyguard etc. All warriors have the 
  following elements in common. 
   
   
  Basic protection rating of 1 (increasing by 1 point 
  at level 3 and then by 1 point at every odd level 
  thereafter). 
   
  Weapon and armour use is limited only to Strength 
  and Dexterity. 
   
  Only warriors may use appropriate talents to 
  increase their combat total. 
   
  May use magical items but may not learn or cast 
  magical spells. 
   
  Begins play with 2d6 x 10 gold with which to purchase initial gear. 
   
  Must have Strength 9 or better. 
   
  Key attribute: Strength. 
   
   1.2.3 Rogue: a jack-of-all trades with some magical talent. In some cases rogues are characters who 
  never found their calling, in others they are heroes with real magical talent but, for some reason were 
  never able to realise that potential. 
   
   
  Begin with one, level 1 spell determined randomly. 
   
  Can learn spells up to level 5 providing a teacher can be found and 
  the character possesses sufficient Intelligence and Dexterity. 
   
  Begins with 3d6 x 10 gold. 
   
  Must have either Luck 9+ or Dexterity 9+. 
   
  Begins play with a +2 talent bonus (if human). 
   
  Key attribute Luck, choose a second key attribute if your character 
  is human. 
   
  1.2.4 Wizard: a journeyman member of the Guild of Wizards or an individual with inherent magical 
  abilities. 
   
   
  Begin with all level 1 spells. 
   
  Must have Strength equal to SN x 2 to use weapons larger than one-die and armour of any variety. 
  Random Rogue Spell 
   
  1. Crowd Shadow 
   
  2. Detect Magic 
   
  3. Lock Wise 
   
  4. Marsh Light 
   
  5. Sanctuary Sphere 
   
  6. Vorpal Blade 
   
  
   
   
  Does not gain Adds for Strength. 
   
  Begins with an ordinary staff and 1d6 x 10 gold. 
   
  Roll ‘6’ on one die to begin play with a level 1 casting focus. 
   
  Must have Dexterity of 8 or more and Intelligence of 10 or more. 
   
  Key attribute: Intelligence. 
   
  1.2.5 Citizen: a character with insufficient attribute scores to join one of the adventuring careers 
  becomes a citizen. 
   
   
  Begin play with 3d6 x 20 gold ducats. 
   
  Begins play with 2 talents. 
   
  Key attribute: Charisma. 
   
   
  1.3 Step 3: Sample Non-human Kindred 
   
  Attribute 
  Dwarf 
  Elf 
  Hobbit 
  Orc 
  Troll 
  Strength 
  + 4 
  + 0 
  - 4 
  + 5 
  + 8 
  Dexterity 
  - 2 
  + 4 
  + 4 
  + 0 
  - 3 
  Luck 
  - 1 
  + 0 
  + 2  
  - 1 
  + 0 
  Constitution 
  + 6 
  - 2 
  + 3 
  + 4 
  + 8 
  Intelligence 
  + 0 
  + 1 
  + 0 
  -1 
  - 2 
  Charisma 
  - 2 
  + 2 
  + 0 
  - 2 
  - 6 
   
  Note: non-humans apply the above modifiers to their rolled attributes, with the provision that no 
  player character attribute can begin play at less than 3. Should a modifier reduce the attribute to 2 
  or less, raise it to 3.  
   
   
  With the exception of an elf choosing the rogue character type, non-humans do not begin play 
  with a talent - they must wait until level 4 to acquire their first. Elf rogues begin with one talent 
  but do not gain the +2 bonus. 
   
   
  Non-human rogues don’t receive the extra key attribute, they choose only one. 
   
   
  All of the non-human kindred see well in near-dark conditions; elves and dwarves enjoy much 
  longer life-spans than the average human. Orcs usually prefer the darkness suffering -1 to all 
  activity when abroad during the day unless the orc has lived for an extended period in a 
  civilised environment. 
   
   
  Dwarf wizards may learn and cast the spell arcane forge once they achieve level 3. 
   
   
  An unarmed troll fights with a MR equal to his Strength attribute. All troll player characters 
  enjoy a one-point natural armour bonus. 
   
   
  For ease of play, non-humans begin play knowing their racial tongue and the local human 
  dialect. 
   
   
  1.4 Step 4: Derived Statistics and Additional Languages 
  A number of important game factors are based on the character’s current attribute ratings: 
   
  Power: equal to Intelligence, + 1 per point of Charisma over 12. 
   
  Combat Adds: each point of Strength, Dexterity or Luck over 12 gains +1 combat add. Each point 
  below 9 forfeits one add. It is possible to end up with a character who has ‘negs’ rather than ‘adds’. 
  
  6 
   
  Note that wizards do not gain or lose adds for Strength. Combat adds increase the value of the 
  character’s combat roll when engaged in melee combat. 
   
  Missile Adds: Each point of Dexterity over 12 gains +2 missile adds; each point below 9 forfeits 2 
  adds. Missile adds increase the value of the character’s combat roll when firing ranged weapons. 
   
  Combat and Missile Adds 
  3 
  4 
  5 
  6 
  7 
  8 
  9 - 12 
  13 
  14 
  15 
  16 
  17 
  18 
  -6 
  -5 
  -4 
  -3 
  -2 
  -1 
  +0 
  +1 
  +2 
  +3 
  +4 
  +5 
  +6 
  -12 
  -10 
  -8 
  -6 
  -4 
  -2 
  +0 
  +2 
  +4 
  +6 
  +8 
  +10 
  +12 
   
   
  Additional Languages: characters with high intelligence begin play with knowledge of more than just 
  their native language; each 2 points of Intelligence over 12 grants one additional language. Use 3d6 on 
  the following table: 
   
  3d6 Roll 
  Language (and those that use it) 
  3 
  Draconic (dragons and sentient reptilians) 
  4 
  Shrilling (a whistling code used by mariners) (3) 
  5 
  Signing (3) 
  6 
  Thieves’ cant (members of the nefarious Guild of Vagabonds and Thieves) 
  7 
  Runic (written language only; favoured by the dwarves) (2) 
  8 
  Splintered (elves) 
  9 
  Kibble (dwarves and some devious trolls) 
  10 
  Small-talk (hobbits and the fey folk) (1) 
  11 
  Other human dialect (humans living in distant cities or tribes) (1) 
  12 
  Classical (the ‘high tongue’ of the well educated set) 
  13 
  Trade argot (merchants of all stripes) 
  14 
  Sly (orcs, goblins, ogres et cetera) 
  15 
  Rockgrumble (trolls, their kin and some cunning dwarves) 
  16 
  Feral (higher level animals; barks, snarls and roars that communicate feelings) (3) 
  17 
  Arcane (some Guild members) 
  18 
  Twitch (a curious and near-undetectable body language used by spies) (3) 
  (1) These tongues and dialects are very similar. Speakers can communicate without knowing each other’s 
  languages or dialects as long as one party makes a level 1 Saving Roll on Intelligence. 
  (2) Non-dwarves require an Intelligence 9+. 
  (3) No written form. 
   
  If eligible for 2 or more languages and you roll ’11’ multiple times, take an additional human dialect 
  each time. If any other roll is duplicated, re-roll. 
   
  Literacy: all characters with Intelligence scores of 9 or more can read and write any language they 
  know that has a written form. At Intelligence 9 literacy is basic, reading is slow and difficult; spelling 
  and grammar are optional; quality improves with Intelligence. 
   
  Learning languages in play: once play begins, the character doesn’t acquire a new language every 
  time new Intelligence points are earned (or suddenly become literate). Instead, the player must 
  explain how his character is attempting to learn the new language. This may include hiring a tutor, 
  spending time with native speakers of the language or studying in the Guild library. It usually takes 
  months for an adult to grasp a new language (unless a suitable talent is available); it’s more likely that 
  adventurers would seek out a translator rather than go back to school... 
   
   
  
   
  1.5 Step 5: Talents 
  All human characters begin play with one talent. The talent should be a word or short phrase that 
  encapsulates an ability, skill or knowledge (or all three). Rynk (our example character) has the talent 
  Veteran of the Kilaqi Saga; Rynk’s player currently has no idea what this means but thought that it 
  sounded cool. 
   
  As long as the player can make a logical, interesting or amusing connection between his character’s 
  talent and the task currently being attempted, add + 5 to the relevant Saving Roll (effectively reducing 
  the difficulty level by 1) or (in case of suitably talented warriors) the combat dice roll. Warriors with a 
  combat talent enjoy a substantial bonus (+5 adds or Marksmanship), GMs should ensure that the 
  player doesn’t try to gain a Saving Roll benefit in too many non-combat situations. 
    
  Later, during play, you can elaborate on the details of your talent. 
    
  Example: Rynk is lost in the wilderness with an empty water skin and no food. The player recounts a tale 
  of Rynk’s adventures in the Kilaqi Saga (which turns out to be an epoch-making war of the Northern 
  hemisphere) where he was forced to live on old rope and shield-rims for two months whilst his brigade 
  awaited additional supplies. The GM likes the story and allows the use of the talent (at + 5) to make a Con 
  Saving Roll to subsist on the land until he can find a settlement.  
    
  Obviously if Rynk’s player tries to use his talent for every situation that arises, his GM will likely 
  double the number of trolls behind the next door but it’s certainly offers more options than selecting, 
  for example Carpenter as the talent. 
    
  New talents are gained at levels 4, 8, 12 etc. Alternatively, the player may choose to increase one 
  existing talent by +3. 
   
  Optionally, the player need not select a talent for his character immediately; he may need to play the 
  new character for a short while before adopting what will be a defining ability. Of course, the longer he 
  takes to choose the talent, the longer he must wait to gain the +5 benefit! 
   
  1.5.1 Sample Talents 
  A few suggested talents are included here; hopefully they will 
  inspire the imagination just enough to create a memorable 
  character ability. 
    
  Because the talent bonus is flat it's quite okay to use descriptors 
  such as skilled, gifted, cunning, accurate and so on, to make your 
  character's talent sound unique. 
    
  Professions: acrobat, alchemist, archer, artisan, assassin, beast-
  master, blacksmith, diplomat, engineer, gladiator, guardsman, 
  knight, lawyer, mariner, medic/healer, mercenary, outdoorsman, ranger, sell-sword, soldier, spy, 
  stand-over man, surgeon, thief, trader, weapon crafter. 
    
  Abilities: bestial instincts, cunning, determination, fleet of foot, good-looking, grim countenance, 
  intimidating, liar, light-fingered, negotiator, orator, psychic, quick, sea legs, sex appeal, sixth sense, 
  stealthy. 
    
  Skills: canny beast tamer, dirty tactics, experimental cook, delicate lock-master, fencing, gifted 
  speaker, keen-eyed marksman, map maker, ship builder, strategist, tactician, water-wise. 
    
  Obscurities: cartographer of unknown realms protects others without compromise, ready and willing, 
  veteran of the Kilaqi Saga, wealthy, well connected. 
   
   
  
  8 
   
  1.6 Step 6: Weapons, Armour and General Equipment 
  Players may choose the various items to aid in combat and survival that the character can afford from 
  the following lists. 
   
  1.6.1 Melee Weapons 
  Dice 
  Cost 
  DN 
  SN 
  Axe, broad 
  2 + 3 
  25 
  5 
  12 
  Axe, war (2-handed) (1) 
  3 + 1 
  85 
  5 
  16 
  Boar spear (2-handed) (1) 
  3 
  18 
  9 
  14 
  Cutlass (2) 
  2 + 1 
  36 
  9/14 
  10 
  Dirk 
  1 + 2 
  4 
  5/11 
  3 
  Hatchet 
  1 + 2 
  2 
  3/9 
  3 
  Knife, small (3) 
  1 - 1 
  1 
  3/12 
  3 
  Katar 
  1 + 3 
  13 
  6 
  7 
  Mace (4) 
  2 
  11 
  6 
  9 
  Misericorde 
  1 
  9 
  7/9 
  3 
  Morningstar (4) 
  2 + 1 
  12 
  11 
  13 
  Rapier (2) 
  2 
  42 
  10/14 
  7 
  Scimitar 
  2 + 2 
  32 
  10 
  7 
  Spear 
  2 
  10 
  9/12 
  9 
  Staff (1) 
  1 + 2 
  1 
  5 
  3 
  Sword, 2-handed (1) 
  3 + 2 
  90 
  13 
  16 
  Sword, broad 
  2 + 3 
  30 
  10 
  9 
  Sword, short 
  2 
  15 
  9 
  6 
  War hammer (4) 
  2 + 3 
  20 
  5 
  13 
   
   
  1.6.2 Ranged Weapons 
  Dice 
  Cost 
  DN 
  SN 
  Bow, great 
  3 
  120 
  12 
  19 
  Bow, long 
  2 + 3 
  24 
  13 
  13 
  Bow, small 
  2 
  12 
  12 
  9 
  Crossbow (5) 
  3 
  45 
  8 
  12 
  Crossbow, hand (5) 
  1 
  60 
  14 
  5 
  Javelin (6) 
  1 + 1 
  4 
  9 
  9 
  Sling 
  1 
  2 
  11 
  3 
   
   
  
   
  Weapon Notes 
  (1) 2-handed weapons can be used with one hand if the character has 2 x DN and 3 x SN. 
  (2) Basket, hilt or guard counts as 1 point of armour if the higher of the two DN requirements are met. 
  (3) Not intended for combat, will break on a roll of ‘1’. 
  (4) +1 when attacking undead creatures. 
  (5) Requires one complete combat turn to load. 
  (6) Can fire up to 3 per turn (requiring 3 separate rolls on the marksmanship table). 
   
  1.6.3 Ammunition 
  Cost 
  10 Arrows 
  2 
  10 Arrows, balanced (1) 
  30 
  10 Arrows, barbed (2) 
  12 
  Arrows, great (4) 
  8 
  10 Bolts 
  4 
  10 Bolts, hand crossbow 
  9 
  Arrow quiver or bolt case 
  2 
  Bag of shot (3) 
  1 
   
  Ammunition Notes 
  (1) Increases Marksmanship by +2. 
  (2) Increase damage by +2. 
  (3) A bag of sling shot stones will last one full session of play (at least). 
  (4) Can only be used with a great bow (normal arrows cannot be used with the great bow). 
   
  1.6.4 Shields 
  Prot. 
  Cost 
  DN 
  SN 
  Buckler 
  1 
  7 
  9 
  3 
  Spike (2) 
  1 
  28 
  9/11 
  9 
  Target 
  2 
  16 
  6 
  9 
  Tower (1) 
  3 
  30 
  4 
  11 
   
  Shield Notes 
  (1) Protection is reduced to 1-point if slung on the back rather than used actively. 
  (2) A warrior with Dexterity 11 may use the shield’s spike offensively adding 1 die to his combat total. 
   
  1.6.5 Armour 
  Prot. 
  Cost 
  DN 
  SN 
  Leather 
  2 
  12 
  na 
  3 
  Mail, chain 
  5 
  60 
  na 
  8 
  Mail, ring 
  3 
  35 
  na 
  6 
  Padding 
  1 
  5 
  na 
  3 
  Plate (Centurion) 
  8 
  300 
  na 
  14 
  Plate (Knightly) 
  10 
  1200 
  Na 
  17 
  Scale 
  6 
  190 
  na 
  10 
   
  Table Key 
  Dice: the number of 6-sided dice plus points added to generate a combat total. 
  Prot.: the points of damage deflected by the armour or shield. 
  Cost: the cost of a new, good quality item in gold, silver (s) and/or copper (c) coins. 
  DN: the minimum Dexterity required to use the item. Where 2 numbers are given, the second represents the 
  Dexterity required to throw the indicated weapon or make use of a special feature. If the character has 
  insufficient Dexterity the combat total is reduced by the difference. Wearing armour does not require a specific 
  Dexterity level. 
  SN: the minimum Strength required to use the item. If the character has insufficient Strength, reduce the combat 
  total by the difference and reduce Strength by one point for each turn the character fights with the over-sized 
  weapon. 
  
  10 
   
   
  1.6.6 General Equipment 
  In the following shopping lists, please note that a kit is a portable collection of tools and consumables. 
  It is easily carried and can be restocked for 20% or the original kit cost each month. If not restocked 
  each 30 days the kit is useless. A shop functions as a permanent kit; it is generally not portable but in 
  some rare cases may be housed in a wagon. The cost of housing the shop is in addition to purchasing 
  the shop. 
   
  Trade goods: in some areas trade goods are exchanged rather than coin. The cost of the good is 
  relative, in that an exotic good is worth 9 basic goods or 3 average goods. Exactly what a basic good is 
  worth is based on the economy but a standard of one basic good equals 100g is a good starting point. 
  This may vary of course; luxury goods may be worth 3 or more times their basic price in large cities 
  whilst basic goods are in demand on the frontier. 
   
  1.6.7 Animal Attributes 
  Attributes for common animals are supplied in the event that the player needs to know how lucky his 
  pet hound is. Note that a typical riding horse or mule does not gain combat adds for high Strength. If 
  desired, vary the attributes of specific animals by rolling 1d6 – 3 (giving a range of -3 to +3) for each 
  attribute. 
   
  Animal 
  Strength 
  Dexterity 
  Luck 
  Con 
  Intelligence 
  Charisma 
  Dog 
  1d6 + 2 
  9 
  14 
  7 
  5 
  11 
  Hawk 
  3 
  16 
  19 
  4 
  7 
  na 
  Horse 
  26 
  9 
  11 
  7 
  4 
  na 
  Mule 
  30 
  7 
  10 
  14 
  3 
  na 
   
   
  1.6.8 Item 
  Cost 
  Animal feed (usually grain of some sort; lasts 7 days) 
  1 
  Animal, dog 
  2 
  Animal, farm (goat, sheep, cow, bull etc.) 
  2-10 
  Animal, horse 
  150 
  Animal, hunting bird (hawk, kestrel etc.) 
  10 
  Animal, mule 
  12 
  Backpack (holds 10 items) 
  2 
  Bedroll 
  3s 
  Belt or harness 
  2s 
  Blanket, large 
  1s 
  
   
  Boots, fancy (multiply by 5 to 10 for increasing quality) 
  5 
  Boots, walking 
  2 
  Box, small wooden 
  6s 
  Building, cottage (4 rooms) 
  900 
  Building, shack (1 room) 
  100 
  Building, shop (4 - 6 rooms, possible second story) 
  1500+ 
  Building, town house (8 rooms, 2 stories) 
  2000+ 
  Candles (12, each burn for approximately one hour) 
  5c 
  Clothing, cold weather 
  7s 
  Clothing, common 
  1s 
  Clothing, fine (multiply by 5 to 10 for increasing quality) 
  3 
  Compass 
  5 
  Dice, one set 
  5c 
  Holy symbol 
  2-10 
  Inn, basic beverage (multiply by 5 to 10 for increasing quality) 
  5c 
  Inn, basic meal (multiply by 5 to 10 for increasing quality) 
  1s 
  Inn, basic room (multiply by 5 to 10 for increasing quality) 
  2 
  Jewellery, average 
  100 
  Jewellery, impressive (+1 Charisma when worn and visible) (1) 
  1000+ 
  Jewellery, modest 
  10-20 
  Kit, alchemistical (vials, pestle and mortar etc,) 
  150 
  Kit, armour repair 
  50 
  Kit, boat repair 
  85 
  Kit, bow maintenance (required to use a bow over an extended period 
  2 
  Kit, carpentry 
  9 
  Kit, climbing (hammer, pitons, belaying pins and rope) 
  5 
  Kit, clothing repair 
  1 
  Kit, fishing (+1 to catch fish) 
  2s 
  Kit, locksmith (+1 when picking locks) 
  20 
  Kit, medical (supplies for 7 days, doubles normal healing rate) 
  25 
  Kit, metal worker’s 
  15 
  Kit, ship repair 
  250 
  Kit, weapon repair 
  12 
  Kit, writing (ink, sealing wax, etc. includes sealed box) 
  2 
  Lamp oil, flask (6 refills) 
  2 
  Lamp oil, skin (1 refill) 
  4s 
  Lantern (provides light for one hour, 30 ft. radius, 60 ft. beam) 
  5 
  Magical casting focus, level 1 
  1000 
  Magical power focus level 1 
  3000 
  Magnifying glass 
  6 
  Matches, dwarf-made (12 per box, almost impossible to blow out) 
  1 
  Mirror, steel (hand-sized) 
  5s 
  Money belt (concealed), holds 200 coins 
  1 
  Money purse, holds 50 coins 
  5s 
  Oilskin, large 
  7s 
  Parchment (12 sheets) 
  1 
  Playing cards (one deck) 
  2s 
  Provisions (7 days) 
  7s 
  Rope, hemp (per 10 ft.)  
  1s 
  Rope, silk (per 10-ft.)  
  1 
  
  12 
   
  Saddle and harness (includes all the miscellaneous riding gear you need) 
  7 
  Satchel (holds 5 items) 
  1 
  Sheath or scabbard, spare 
  1 
  Sheath or scabbard, with secret compartment 
  5 
  Shop (multiply the cost of the kit by 100g) 
  x 100 
  Snuff box 
  2 
  Spell Stone (each costs [1d6 x 5] x spell level) 
  See note 
  Telescope (4 x magnification) 
  50 
  Tinder box (flint, steel and tinder) 
  5c 
  Torch (provides light for 20 minutes over a 20 ft. radius 
  2c 
  Trade goods, average 
  300 
  Trade goods, basic 
  100 
  Trade goods, luxurious or exotic (or both) 
  900 
  Wagon, large (6 passengers or 360 trade goods) 
  50 
  Wagon, small (4 passengers or 240 trade goods) 
  30 
  Water skin 
  5s 
  (1) An increase in Charisma from ostentatious jewellery applies only for Saving Roll purposes (power is not 
  modified). 
   
   
  1.7 Ready for Play 
  If your character is a warrior, you are now ready to embark on your first adventures. Rogues and 
  wizards should visit the Spell Book (section 7.0) to review their spells. 
  
   
  2.0 BASIC GAME RULES 
   
  The following sections outline the elements of game play not covered in the later, key chapters such as 
  combat, Saving Rolls, monsters and magic. 
   
  2.1 Equipment Weight 
  It’s not necessary to worry about just how much a character can carry, unless the GM decides that it 
  impacts on the story in some way. In most instances, use a little common sense; a character with a full 
  suite of metal armour, shield, a main and back-up weapon and a full pack is probably at the limit of 
  what he can carry and will most likely shirk the pack before engaging in battle. 
   
  If the GM would really like to get a handle on how much a character can carry without slowing down 
  play, assume that a typical hero can carry one item per point of Strength; assume that an ‘item’ equates 
  to something that you could comfortably carry in one hand. The character himself weighs as many 
  items as his Strength score. 
   
  A mule, donkey or riding horse can carry 4 times as much as man, oxen or giant lizards etc. can carry 6 
  times or more than a standard load. 
   
   
  2.2 Currency 
  Coins generally weigh the same (1 item per 50 coins if anyone is counting) but there are several types 
  in circulation many with different names. Gold is the coin of exchange for nobility and very rich 
  adventurers; the common folk trade with silver and peasants can’t seem to get past copper. 
   
  In the tradition honoured by time, merchants will happily exchange 10 silver coins for 1 gold coin and 
  10 coppers for 1 silver. As a rule, the coins are actually made of the metal they profess to be. Naturally 
  clipping is rampant and a heinous crime! 
   
  Gold (g): ducats, crowns, skulls, eagles, imperials, 
  swords. 
  Silver (s): shillings, guilders, eels, moons, arrows 
  and so on. 
  Copper (c): pennies, pence, zlots, goblins and bolts. 
   
  Gold can be purchased from special sources in ingots 
  with a value of 1000g. 
   
   
  2.3 Time and Movement 
  Game time is measured in familiar terms such as hours, days, weeks and so on. We also use esoteric 
  terms to describe portions of time in specific situation:  
   
  The combat round usually lasts no more than 2 minutes. The full turn always lasts 10 minutes and is 
  often used for measuring the duration of spells or the recovery of expended power. 
   
  An encounter is a chunk of time that encompasses a separate engagement whether that is a battle, a 
  lengthy debate or an attempt at solving a perplexing puzzle. It is usually clear to all concerned when an 
  encounter has commenced and concluded. When in doubt seek the adjudication of your GM. 
   
  A session includes all of the encounters, role-play and out-of-character conversations that make up one 
  night or afternoon of gaming.  A campaign may take several sessions to conclude. In fact, the best ones 
  come to an end only when real life intervenes and players move on to different jobs and lives. As you 
  can see real life spells disaster for a good role-playing game. 
   
  
  14 
   
  Movement in the encounter phase of play is handled with a view to the story’s narrative. If the dwarf 
  wants to scuttle over to the table and grab a healing potion whist the melee unfolds around him, the 
  GM either decides that this is or isn’t possible, or calls for a Saving Roll to determine the outcome. 
   
  Travel over great distances is usually conducted by consulting a map, deciding on a route, planning for 
  required food and equipment, hiring guides and so on. The GM has the final say on how long it takes to 
  get from A to B and how many critters are encountered along the way. The getting from one place to 
  another may be an epic adventure in and of itself. 
   
   
  2. 4 Power 
  Spell casters use power to create magical effects. Initial power is equal to Intelligence, + 1 per point of 
  Charisma over 12. The use of special foci can increase available power and/or reduce the cost of 
  casting spells.  
   
   
  A character reduced to 4 or less power is greatly fatigue by his magical exertions and must 
  make a level 1 Saving Roll on Strength or temporarily lose 1 to 6 (roll one die) points of 
  Strength. The lost points recover normally at the rate of 1 point per 10 minutes of restful 
  activity. 
   
   
  A character reduced to zero power after casting a spell must make a level 2 Saving Roll on 
  Constitution or pass out for 10 to 60 minutes (roll one die x 10 minutes). 
   
   
  A spell caster may voluntarily cast a spell that pushes him into negative power points. The 
  negative points are taken as damage points and the caster falls unconscious as described 
  above. 
   
   
  2.5 Damage Points 
  A character can only suffer a number of damage points equal to his Constitution score. If that value is 
  exceeded, the character passes out and will die within 2 minutes if medical attention is not 
  forthcoming. Characters that suffer damage far in excess of their current Constitution may be instantly 
  destroyed at the GM’s discretion. 
   
   
  2.6 Structural Damage 
  Walls, doors, wagons and boats don’t have a 
  Constitution rating but they can be damaged and 
  ultimately destroyed. The GM must determine how 
  many structure points, an object has; a door may 
  have 2-3, a section of wall or a tree may have 4-8, a 
  small boat or wagon could have 10 whilst larger 
  objects such as ships will have 20 or more. A huge 
  vessel or mighty castle wall could have easily have 
  40+ structure points. 
   
  A character with a suitable weapon (axe, mace or 
  hammer) can cause structural damage with 
  repeated blows; each full 10 points of damage 
  rolled with the weapon causes one point of 
  structure damage. Characters may only apply 
  combat adds for Strength when attacking 
  structures. Specific high level spells (decay and 
  arcane forge) can cause and repair structure 
  damage.  
  
   
   
   
  2.7 Recovery 
  Characters and monsters are able to replenish their resources given enough time and somewhere safe 
  to rest. 
   
   
  Expended Strength is recovered at the rate of one point per combat round of rest or full turn of 
  non-stressful activity (Strength can be recovered whilst walking through a forest but not whilst 
  engaged in a life-and-death battle). 
   
   
  Characters that have suffered damage points equal to half, or more (round down) of their 
  Constitution are considered gravely wounded and recover from damage points at the rate of 1 
  point per day of rest. The speed of recovery is doubled with medical attention. If the character 
  has sustained wounds that don’t amount to half his or her Constitution score, the damage is 
  minor cuts and bruises and is fully recovered within 10 minutes of the battle where the 
  damage was received. 
   
  Example: Snitch the goblin cabin-boy (cabin-goblin) normally has a Constitution of 13, he can take 6 
  points of damage and recover almost immediately (shock, bruising, concussion etc.); if he should suffer 7 
  points of damage, he becomes gravely wounded. Let’s say that after a feisty battle with some blue men 
  (watery zombies), Snitch has taken 10 damage points (it was a tough battle). After 4 days of rest his 
  accumulated damage falls below the gravely wounded status and he recovers the remaining damage 
  points in just a few minutes. 
   
   
  Power is regenerated at the rate of 1 point per full turn (10 minutes) providing the character is 
  engaged in only light activity.  
   
   
  Monster rating points are restored at the rate of 4 points per day; 8 or more points with 
  medical or magical attention. Of course, rather than track the misfortunes of his monsters, the 
  GM may simply retire the wounded critter and replace it with a fresh, healthy one from the 
  unlimited ranks at the GM’s disposal! 
   
  Of course certain spells, restoration for example and magic items such as the potion of healing will 
  increase the rate of recovery substantially. 
   
   
  2.8 Experience Points 
  As the characters adventure, they grow in power, becoming better, warriors and wizards in the 
  process. Each full hour of gaming earns each surviving character 10 experience points. Up to 30-
  minutes of gaming is worth 5 points. For example: a session lasting 2 and a half hours would be worth 
  25 experience points. 
    
  The GM may choose to award up to 20 ad-hoc points per player, per session, per character level for 
  good ideas and role-play. 
    
  Gain a new level and the relevant bonuses at the experience point thresholds listed below. 
   
  Level 
  EP 
  Bonus Points 
  Key Points 
  Wizard 
  Rogue 
  Talent 
  1 
  0 
  +0 
  +0 
  1 
  1 
  First if human 
  2 
  60 
  +2 
   
  1 
  1 
   
  3 
  120 
  +2 
  +1 
  2 
  1 
   
  4 
  180 
  +2 
   
  2 
  2 
  New or +3 
  5 
  260 
  +2 
  +1 
  3 
  2 
   
  6 
  340 
  +2 
   
  3 
  2 
   
  7 
  420 
  +2 
  +1 
  4 
  3 
   
  
  16 
   
  8 
  520 
  +2 
   
  4 
  3 
  New or +3 
  9 
  620 
  +2 
  +1 
  5 
  3 
   
  10 
  720 
  +2 
  ❂ 
  5 
  3 
   
  11 
  840 
  +2 
  +1 
  6 
  4 
   
  12 
  960 
  +2 
   
  6 
  4 
  New or +3 
  13 
  1080 
  +2 
  +1 
  7 
  4 
   
  14 
  1220 
  +2 
   
  7 
  4 
   
  15 
  1360 
  +2 
  +1 
  7 
  5 
   
  16 
  1500 
  +2 
   
  8 
  5 
  New or +3 
  17 
  1660 
  +2 
  +1 
  8 
  5 
   
  18 
  1820 
  +2 
   
  8 
  5 
   
  19 
  1980 
  +2 
  +1 
  8 
  5 
   
  20 
  2160 
  +2 
  ❂ 
  9 
  5 
  New or +3 
  21 
  2360 
  +2 
  +1 
  9 
  5 
   
  22 
  2560 
  +2 
   
  9 
  5 
   
  23 
  2760 
  +2 
  +1 
  9 
  5 
   
  24 
  2980 
  +2 
   
  9+ 
  5 
  New or +3 
  25 
  3220 
  +2 
  +1 
  9+ 
  5 
   
  26 
  3460 
  +2 
   
  9+ 
  5 
   
  27 
  3700 
  +2 
  +1 
  9+ 
  5 
   
  28 
  3960 
  +2 
   
  9+ 
  5 
  New or +3 
  29 
  4220 
  +2 
  +1 
  9+ 
  5 
   
  30 
  4500 
  +2 
  ❂ 
  9+ 
  5 
   
   
  Experience Point Table Key 
  Level: experience level of the character. 
  EP: the experience points required to obtain the level. 
  Bonus Points: each level, the player may advance 2 of his character’s attributes by one point or one attribute by 
  2 points. 
  Key Points: at the indicated levels, the key attribute increases by one point in addition to any bonus points 
  spent. If the character has more than one key attribute, the player may choose which one to improve. 
  Wizard: the maximum spell level that a wizard of this level can learn and cast. 
  Rogue: the maximum spell level that a rogue of this level can learn and cast. 
  Talent: the character chooses a new talent at this level or adds a bonus of +3 to one existing talent.  
  ❂: the player may select an additional key attribute. 
   
  
   
  3.0 THE RULES OF ENGAGEMENT 
   
  Physical combat requires either a dice roll to determine a hit in the case of missile fire or a roll to 
  determine the outcome of the combat turn when characters and foes fight hand-to-hand. Magic that 
  delivers damage does so by automatically wounding a distant target or by generating a magical attack 
  with a similar effect to a melee attack. 
   
  In all cases, missile, melee and magical combat is simultaneous; the effects of battle are only applied at 
  the end of the round. 
   
  Characters with insufficient attributes to use a specific weapon may still do so but lose one point from 
  their combat total (or marksmanship rating in the case of missile weapons) for each point of Strength 
  or Dexterity that they lack. Additionally, a powerful character may employ a two-handed  weapon with 
  a single hand, leaving the other free to hold a shield or second weapon, if that character’s Strength and 
  Dexterity is 3 times and 2 times (respectively) the required levels. 
   
   
  3.1 Marksmanship Rating and Missile Fire 
  An archer’s marksmanship varies depending 
  on circumstance and is equal to his Dexterity 
  modified by Strength lost and damage taken. So 
  a character with a normal Dexterity of 14 who 
  has lost 2 points of Strength due to fatigue and 
  suffered 6 damage due to wounds actually has 
  an effective Dexterity for marksmanship 
  purposes of 6 (but not for combat or missile 
  adds or Saving Rolls). 
   
  To hit a target at the indicated range, roll 2-dice 
  and score the number quoted or greater. 
  Particularly large targets are considered to be 
  one range category closer whilst small targets 
  are one category further away. Note that this 
  roll is not a Saving Roll - DARO (see 5.0 Saving 
  Rolls for details) does not apply. 
   
  If the target is successfully struck it takes 
  damage equal to the weapon roll plus (or 
  minus) the archer’s missile adds. 
   
  3.1.1 Range and the Marksmanship Table 
   
  Close range can be considered to be within 20 ft. indoors and 20 yards outside. 
  Medium range is 21 to 60 ft. (or 21 to 60 yards). 
  Far range is 61 to 100 ft. (or up to 100 yards) and greater within reason. 
   
  
  18 
   
   
  Marksmanship 
  Analysis 
  Close Range 
  Medium Range 
  Far Range 
  1 to 3 
  Rotten 
  12 
  Miss! 
  Miss! 
  4 to 6 
  Very bad 
  11+ 
  12 
  Miss! 
  7 to 9 
  Bad 
  10+ 
  11+ 
  12 
  10 to 12 
  Poor 
  9+ 
  10+ 
  11+ 
  13 to 15 
  Passable 
  8+ 
  9+ 
  10+ 
  16 to 19 
  Average 
  7+ 
  8+ 
  9+ 
  20 to 24 
  Fair 
  6+ 
  7+ 
  8+ 
  25 to 29 
  Good 
  5+ 
  6+ 
  7+ 
  30 to 34 
  Excellent 
  4+ 
  5+ 
  6+ 
  35 to 39 
  Marksman 
  3+ 
  4+ 
  5+ 
  40 to 45 
  Heroic 
  Hit! 
  3+ 
  4+ 
  46 or more 
  Legend 
  Hit! 
  Hit! 
  3+ 
  Saving Roll level to avoid being hit 
  3rd 
  2nd 
  1st 
   
  It should be noted that while an archer takes aim and fires at his intended target, he is unable to 
  defend himself from any melee attacks that might be directed against him. 
   
  Furthermore, because the archer is aiming at a particular target his combat point total would not be 
  added to that of his group (if using the group combat rules).  
   
  And finally, remember that combat is simultaneous; even if the archer were to hit and slay his target - 
  that target would still get to make an attack or add his attack roll to his group’s combat point total. 
   
  If your character is the target of missile fire from a monster-rated foe, you may make a Saving Roll to 
  avoid being hit;  
   
   
  If involved in melee combat or not yet fighting, the Saving Roll is based on Dexterity.  
   
   
  If the character is also firing missiles, the Saving Roll is based on Luck.  
   
  The level of the Saving Roll required is determined by the range the character is from the enemy: far, 
  level 1; medium, level 2 and close, level 3. 
   
   
  3.1.2 The Sniper:2 when an archer has time to prepare his firing 
  position, line up his shot, check the wind and aim, the chance of a 
  hit can be increased. For the well-taken shot, the player may trade 
  missile adds for extra marksmanship points on a one-for-one basis. 
   
  For example: Admir of the Arrow has a Dexterity of 16 (+8 missile 
  adds); if he takes his time on the shot and adds +4 to his 
  marksmanship rating of 16 it will be boosted to 20 - from average to 
  fair, increasing the chance of a hit substantially. This still leaves him 
  4 adds to increase the damage of his shot. 
   
   
  3.2 Melee Combat 
  Hand-to-hand combat is generally a simple and deadly affair. The 
  GM pairs off opponents in accordance with the demands of his 
  story and calls for combat rolls. 
                                              
  2 Sniper rules courtesy of Skulltosser, a frequent contributor to the Trollbridge boards. 
  
   
    
  A combat roll comprises the weapon’s dice (and adds if any) plus the character’s own combat adds. 
  The character’s opponent does likewise and the rolls represent the two fighters squaring off against 
  each other, trying to score a telling blow whilst dodging and parrying as best they can. 
    
  The highest roll wins the turn; the loser takes damage equal to the difference; less points of protection 
  from armour, spells or magic items. If the points of damage taken equal or exceed Constitution, the 
  combatant is out of the action (and possibly dead). 
    
  This activity comprises the combat round - a period of time that could be anywhere from a few seconds 
  to a couple of minutes. All action within the turn is considered to be simultaneous; it is not necessary 
  to determine who goes first. However, if timing is ever an issue, the GM may call for an appropriate 
  Saving Roll to settle the matter. 
    
  Optionally, the GM may choose to speed up the battle by calling for group combat. In group battles, 
  each side determines the combat totals for each of their members and adds them to create a collective 
  total. The two totals are then compared with the highest score winning the turn. Damage is divided 
  evenly between the members of the losing side. 
    
  Whether using single or group combat it is possible for both combat totals to be the same - in which 
  case, there is no winner or loser and combat continues until one side is dead or fled. 
   
  3.2.1 Fighting with Two Weapons 
  A warrior or rogue may choose to forego a shield and use two weapons at once. The advantages are 
  obvious - more dice; but the character must have the DN and SN scores to use both weapons (add the 
  values). 
   
  Example: Konrak the Barbarian wants to battle goblin scum with a scimitar in each hand. A single 
  scimitar requires Dexterity of 10 and Strength of 7. To fight with two requires Dexterity 20 and Strength 
  14. One day Konrak may achieve his dream, but not today, he’s a first level wannabe with Strength 13 and 
  Dexterity 10! 
   
  3.2.2 Off-Hand Fighting 
  Roll 2d6; on a roll of 2 or 3, your character is left-handed; on a roll of exactly 12 he is ambidextrous 
  and may use either hand in a pinch. Any other result indicates your hero is right-handed.  
   
  If you are not ambidextrous and are for some reason, forced to use your off-hand to battle your foes, 
  your effective Strength and Dexterity is reduced by half (round down). 
   
  3.2.3 Combat Stunts 
  A stunt is an activity that a combatant attempts instead of 
  generating a combat total or loosing off a missile or spell. 
  The activity generally calls for a Saving Roll after the 
  character has carefully detailed his cunning ploy and how 
  it should work out, to the GM. 
    
  Example: I remember one situation where a hobbit rogue 
  thought he could use his boon companions to boost him up 
  to the chandelier where he would selflessly shake it down to 
  the ground killing or maiming the intolerably large number of orcs attacking the party. Once in the 
  rigging so to speak, the hobbit realised that if he swung the chandelier a certain way, it would bring him 
  very close to a window in the tower wall, Once through the window he would perform a swan dive into 
  the moat and backstroke to freedom. A few startling Saving Rolls later, the hobbit was swimming with the 
  best of ‘em. Never trust a hobbit when he’s about to pull off a cunning stunt. 
   
   
  
  20 
   
  3.2.4 Fatigue  
  It is possible that large battles, perhaps with new foes entering the fray from time to time, may last 
  quite some time. The only thing that might win the day is a healthy serve of stamina. After five 
  complete combat turns have passed, all non-monster rated characters lose 2 points from their combat 
  roll (marksmanship is unaffected) for each round that the battle continues. It should be evident that 
  there will quickly come a time when continuing the fight is counter-productive.  
   
  GMs should consider the possibility that heavily fatigued characters might be captured by intelligent 
  enemies and ransomed back to their kin, rather than being slain. This is sometimes seen where the 
  leader of the weakened force cries ‘ransom’ and surrenders. 
   
  Optionally the GM may wish to reduce the rolls of monster-rated characters also, to give the delvers a 
  chance to capture and ransom an important enemy.  
   
  3.2.5 General Damage to Armour and Weapons  
  At the end of each session in which one or more battles were fought, have each player attempt a level 1 
  Saving Roll on Luck. A failed roll results in 1 point of loss from the character’s primary weapon, 
  armour or shield (the player may choose which item is damaged).  
   
  Damaged weapons and armour can be repaired by a skilled non-player character or an appropriately 
  talented character. 
   
  3.2.6 Armour and Magical Damage 
  With the exception of the level 3 spell arcane blast, non-magical armour will provide its full protection 
  value against magical damage. 
   
  3.2.7 Fleeing the battle:  
  Sometimes, you just need to get out of Dodge. To flee the scene of the battle, make your combat roll as 
  normal and if you win or draw the turn, you manage to disengage but don’t score any damage on your 
  opponent. If you lose the turn you still disengage but must take double the normal damage before 
  applying armour protection. 
   
  The bad news is that the enemy your character is fleeing from might just give chase! 
   
  Note: players may also attempt to extricate their characters from perilous situations with a combat stunt. 
   
  3.2.8 Unarmed combat: characters that insist on fighting bare fisted when there are perfectly good 
  swords lying around roll only one die for damage but halve the total (round down; 1 or 2 counts as 1; 3 
  or 4 is worth 2 and a roll of 5 or 6 is equal to 3). 
   
  3.2.9 Combat talents: warrior characters may be assigned combat 
  talents which increase their combat total. The value of the talent is 
  applied directly to the character’s combat roll. For example, if 
  Konrak the Barbarian had the combat talent axe-fighting his player 
  would increase combat rolls, when fighting with axes by +5 and not 
  at all when fighting with swords. Generally speaking, combat talents 
  are applied to one type of weapon and have limited non-combat 
  uses. 
   
  3.2.10 Combat Option: Burning Armour3 
  The following option is offered to add a more tactical element to play 
  and enhance the abilities of warrior characters. It does add some 
                                              
  3 Original Armour Burn Rules culled from Ken St. Andre’s original Fifth Edition House Rules. 
  
   
  additional bookkeeping to the game so it might be worth playing a session or two before experimenting 
  with this extra layer of complexity.  
   
  Warriors and only warriors may use their armour and shields to greater effect than most; when under 
  deadly attack, the warrior pulls out all of his best moves to intercept enemy attacks.  
   
  During each encounter (which may contain many combat turns) the warrior character is assigned a 
  number of armour burn points (ABP) equal to his current protection rating4. When called upon to take 
  damage, the character may choose to expend armour burn points rather than suffer wounds. However, 
  each point burned in this fashion reduces the protection rating of the armour by a like amount. 
   
  If the GM agrees, a warrior can use his ABP to protect other characters in his party - this would 
  represent the gallant hero putting himself in harm’s way for the good of his companions. 
   
  Note that warriors can’t lose the points of ‘personal’ armour that they gain from being of that character 
  type.  
   
  Armour and shields that have not already been reduced to zero protection can be repaired by the 
  appropriate non-player character (or suitably talented character) for 20% of the item’s original cost 
  per point. Obviously there will come a time when it is cheaper to replace the item rather than repair it. 
  Repairs generally take 1d6 hours multiplied by the item’s maximum protection points (not current 
  rating). 
   
  Example: Rynk is fighting a pair of savage orcs; he has 8 points of armour, but he has just lost the combat 
  turn by 15 points. Rynk’s player now has a choice; he can take 8 points of damage on armour without it 
  being damaged, and 7 points of personal damage (ouch); or he can take up to 16 points of damage on 
  armour. If he takes all 15 damage on armour, 7 of those points are in excess of the armour’s capacity, 
  reducing its protection rating by 7. On the next combat turn, Rynk’s armour is hanging from his body in 
  tatters, and he only has one point of protection left (which he can double to two if he wishes). Run Rynk, 
  run! 
   
   
                                              
  4 The protection rating is equal to the warrior’s shield and armour prot. values plus the warrior armour bonus. 
  
  22 
   
  4.0 MONSTERS 
   
  Monsters can be detailed in the same fashion as 
  player characters but they can easily be 
  represented by a single number: the monster 
  rating or MR. 
    
  The creature’s MR represents not only its combat 
  ability but also how much damage it can take 
  before keeling over. In combat, the critter rolls 
  dice equal to MR divided by 10 (round down) + 1; 
  it has combat adds equal to half (rounded down) 
  of the MR.5  
   
  As a general rule, monsters lose combat ability as 
  they suffer damage. Of course, to keep the players 
  guessing, they might come across foes that defy 
  the rules by having a Constitution rating and a 
  monster rating. Alternatively they might meet a 
  huge fiend with a glass jaw (lots of monster 
  rating but can’t take a whole lot of damage). Or a 
  tiny and annoying nugget of a baby troll who is 
  nigh-on indestructible (low MR, but can happily 
  take 100 points of damage without breaking a 
  sweat). 
   
  Monster Rating 
  Combat Dice 
  0 or less 
  0 
  1 to 9 
  1 
  10 to 19 
  2 
  20 to 29 
  3 
  30 to 39 
  4 
  40 to 49 
  5 
  50 to 59 
  6 
  60 to 69 
  7 
  70 to 79 
  8 
  80 to 89 
  9 
  90 to 99 
  10 
  Each +10 
  +1 
   
  In a pinch, if you’d rather not juggle a hand-full of 
  dice, you may treat the monster’s MR as its 
  combat point total. 
    
  For example: A fierce goblin with a MR of 16 can 
  take 16 points of damage before collapsing from 
  wounds; it rolls 2 dice and 8 adds in combat. If he is 
                                              
  5 In earlier editions of the game, monster-rated enemies 
  received half of their rating as combat adds in the first 
  turn of combat and one-quarter thereafter. Ken’s advice 
  was to settle on a method that suited your group’s style 
  of play and stick with it. Wise words indeed! 
  wounded and takes 7 points of damage, he is closer 
  to death and his fighting ability is reduced to 1 dice 
  and 4 adds. 
    
  Monster-rated characters may have a protection 
  rating if specified by the GM. It’s reasonable to 
  assume that a rock troll has a tough hide but 
  unlikely that a giant (dog-sized) rat would have 
  any armour-like protection.  
   
  Monsters may have special abilities that activate 
  as indicated by the GM or when specific dice 
  results occur. 
   
  Example: Yurt is a mutant hobgoblin - a huge and 
  mighty specimen of the species but his left arm is 
  withered and frail. What isn’t clear from first 
  glance is that the left arm tapers to a barbed claw. 
  If anything gets too close, it might get ‘grabbed’. In 
  game terms if the GM rolls 6 on 3 or more of Yurt’s 
  combat dice the withered arm lashes out and clips 
  away a piece of armour (reducing the protection 
  value by 1). If the GM is using group combat (see 
  above), the victim is either the most appropriate 
  target according to the scene’s narrative or chosen 
  at random. 
   
   
   
  4.1 Monsters and Saving Rolls 
  By far the best way to use Saving Rolls and 
  monsters together is to have the player most 
  likely to be effected, make a Luck Saving Roll of 
  an appropriate level. If that player succeeds, the 
  monster is deemed to fail. Alternatively, the GM 
  should assign the monster an attribute value for 
  that particular roll.  
   
  For example, Squitch the goblin is fleeing blindly 
  from a band of frothing delvers when he stumbles 
  upon a pit trap set by one of his clan. The GM 
  knows that the trap can be avoided with a level 2 
  
   
  Saving Roll on Dexterity but instead he calls on 
  Rynk (who is hot on his heels) to attempt a level 2 
  Luck Saving Roll. Rynk’s Luck is 11, his player rolls 
  a 7 and Squitch avoids the trap. 
   
   
  4.2 Monsters and Levels: when it is necessary to 
  determine the level of a monster-rated enemy the 
  GM must ‘eye ball’ the situation and make a 
  judgement call; if the critter’s been kicking 
  around for years, it’s not going to be first level; if 
  it just popped out of the vat, it probably is. If that 
  creature also needs a quick attribute rating just 
  roll 3 dice, add a modifier of up to +10 (if it’s a big 
  troll) or down to -6 (if it’s a puny goblin). Then, if 
  the attribute is important to the critter (like 
  Strength for a troll or Dexterity for a goblin), add 
  2 points for each level. 
   
   
  4.3 Possible Monster Reactions (where the GM 
  has yet to make a decision)6 
   
  2 dice 
  Reaction 
  2 
  The monster slips into a berserk frenzy - 
  he is upset! +10% MR. 
  3 to 5 
  Monsters attack without hesitation. 
  6 to 8 
  There is doubt - what the monsters do 
  depends on the delver’s reaction! 
  9 to 11 
  Monsters will try and parley if there is a 
  common language. 
  12 
  Monsters show fear and attempt to run! 
   
  A suitable display of power, friendliness or a good 
  Charisma Saving Roll might earn a +1 or more, on 
  the above table. 
   
                                              
  6 If the GM is unsure of how one of his monsters may 
  react to changing situations, try using this simple table. 
  
  24 
   
  5.0 SAVING ROLLS: THE CORE MECHANIC  
   
  Throughout the game, there is one common play mechanic which, serves to determine the outcome of 
  every non-direct combat task: the Saving Roll. Players must frequently make Saving Rolls for their 
  characters during the course of play. The GM may call for a roll to determine the outcome of an event 
  such as an arm-wrestling match, an attempt to build a make-shift raft, dodge a falling boulder or avoid 
  a monster-made trap. 
   
   
  The GM must assess the situation and assign a difficulty level7 to the task at hand. The difficulty 
  or level determines the number the player must achieve to succeed; next, the GM must decide 
  which attribute the Saving Roll will be based on.   
   
   
  The player then rolls 2 dice and adds the nominated attribute rating. If the Saving Roll target 
  number is equalled or exceeded the player has achieved the desired outcome. As you can see 
  from the table below, even a level 1 Saving Roll is no walk in the park; a character with an 
  average attribute score (11) must roll 9 or more on 2 dice to succeed. 
   
   
  The good news is that if the player rolls any double, he gets to roll the dice again and add the 
  new roll to the initial one. In fact, as long as the player continues to roll doubles, he continues 
  to roll the dice and add the repeat rolls. In game-speak this is referred to as D.A.R.O. (Doubles 
  Add and Roll-Over). In this way it’s possible to succeed in a situation that seemed impossible; 
  for heroes, the impossible is second nature. 
   
  Level 
  Target 
  Analysis 
  Example for climbing... 
  1 
  20+ 
  Challenging 
  A rough stone wall with plenty of bits to grip on to. 
  2 
  25+ 
  Tricky 
  The same wall but it’s dark, windy and raining. 
  3 
  30+ 
  Advanced 
  A wall made of smooth stone; finger tip grips only! 
  4 
  35+ 
  Excruciating 
  As above but the climber is under attack... 
  5 
  40+ 
  Deadly 
  As above but the wall has a 100º incline. 
  +1 
  +5 
  Stop already! 
  Hanging from the ceiling in the rain, at night being shot at. 
   
  GM notes on Saving Rolls: The GM should not demand a Saving Roll purely for the sake of rolling 
  dice; if a hero should be able to perform a task (such as climbing a tree with plenty of low branches), it 
  should just happen. If there’s a reasonable chance of failure or failing may have some dangerous, 
  interesting or amusing outcome - call for a level 1 Saving Roll. A level 2 Saving Rolls is technically the 
  same as a level 1 roll for characters with appropriate talents but extremely difficult for everyone else. 
  Think very hard about assigning a level 3 difficulty, the average character will need to roll 19+; 
  anything above level 4 should really be an indicator to the player that a new course of action should be 
  considered. 
   
  Example 1: Konrak is trying to set a rope trap to catch a sneaky goblin thief that has been plaguing the 
  delvers for several days. The GM dictates that a level 1 Intelligence Saving Roll will be required to devise 
  the trap and a level 2 roll on Dexterity to create it. Konrak’s player rolls the dice and gets double 2 (4); 
  rolling again he gets double 3 (6 for a total of 10); a third roll produces 2 and 6 (8, for a total of 18) - he 
  has to stop the rolling spree but gets to add his Intelligence of 7 (total 25). This is easily enough for a first 
  level Saving Roll (in fact, it would have made a level 2 Saving Roll). Konrak explains the cunning plan to 
  his colleagues who stare agape at the chap they’d previously thought a complete dullard. 
   
  Stage 2 of the trap calls for a level 2 roll against Dexterity; as Konrak has Dexterity of only 10 he needs to 
  roll 15+. He starts well with double sixes, followed by a 3 and a 4 - adding Konrak’s Dexterity gives a total 
  of 29 - the trap is set and Konrak is elected the new party leader unopposed and they vow never to refer to 
  him as corn-rack again. 
                                              
  7 If no difficulty level is assigned, assume the Saving Roll to be level 1. 
  
   
   
  Example 2: Laskar the wizard (recently drummed out of the Guild due to his irrepressible evil streak) is 
  balancing a pot of acid above the door to his sleeping chamber to alert him to (and disfigure) any 
  unwanted attention. The GM rightly concludes that there is danger involved and calls for a level 2 Saving 
  Roll on Dexterity. Laskar has a Luck score of 18 so his player successfully argues for a Luck roll. Laskar’s 
  player rolls 2 and 5 just making it! Laskar decides he probably will get an underling to set his traps in 
  future. 
    
  Example 3: Loot a magician and skilled musician is playing for his supper at the local market. He has the 
  talent ‘plays like an angel’. The GM is happy for the character to busk for a meagre living with a level 1 
  Saving Roll on Charisma (Loot’s Charisma is 9 following a nasty acid burn). On day one Loot’s player rolls 
  1 and 2, an automatic failure (see below); the local constabulary arrests him for disturbing the peace but 
  he does get a meal in the holding cell. 
   
   
  5.1 Makin’ It 
  Generally speaking if your character only just makes the roll, he or she has done so in the least heroic 
  fashion; the activity attracts unwanted attention, things get broken, evidence is left behind, coins are 
  dropped and so on. Make the roll by 5 or more and you have achieved the desired result perfectly; if 
  you make it by 10+, you have done so with notable style; and 15+ will likely elicit a small round of 
  applause from bystanders. 
   
   
  5.2 Failing the Saving Roll 
  Even with exceptionally high attribute scores, a character is never assured of success. If the player 
  rolls exactly 1 and 2 on the dice, the attempt fails, usually in a disastrous and diabolical (or possibly 
  amusing) way. 
   
   
  5.3 Opposed Saving Rolls 
  Sometimes characters and creatures will compete against each other in non-combat activities such as 
  a foot-race (after one character has fled combat), a debate of some sort, game of skill or the old 
  chestnut - an arm wrestling match. When this occurs both characters roll 2 dice and add the relevant 
  attribute (DARO applies); a tie calls for a re-roll, otherwise the high roller wins. 
   
   
  5.4 Task Rolls 
  Some Saving Rolls are more dramatically presented through the use of Task Rolls. This Saving Roll 
  mechanic simulates the progressive nature of certain activities. For example, a group of characters 
  constructing a make-shift bridge across a chasm could be considered a task. The GM assigns a number 
  of ‘levels’ to the task (for example, the GM decides that 5 levels of Building Saving Rolls are required to 
  construct the bridge with each roll taking one hour) and then the players attempt appropriate Saving 
  Rolls for their characters aiming for the best result they can hope for. 
   
  Some characters may achieve a higher result than level 1; if two characters are building the bridge one 
  might make a level one Saving Roll, the second might get a level 2 result – in this instance, 3 levels of 
  success have been achieved and the bridge only requires 2 more. 
   
  
  26 
   
  6.0 THE WAYS OF MAGIC 
   
  A key part of any fantasy game: the occult powers of both good and evil. Of course it is possible to run a 
  successful campaign without resorting to the supernatural, but the use of magic, particularly in the 
  hands of the player characters does add an unpredictable dimension to the game. 
   
  6.1 The Magic Foci 
  A magic focus or foci may take many forms - a ring, gem, staff, wand etc. It allows a wizard to 
  concentrate deeply; thereby reducing the power cost of their spells, or provides a reserve of casting 
  power. 
   
  6.1.2 Casting Foci: are obtained with specific levels with level one foci being the most common. When 
  the wizard is able to see and touch the focus the total cost of casting a spell is reduced by 1 point for 
  each level of the focus – to a maximum of the caster’s own level. So a level 1 wizard with a shiny level 3 
  focus can still only reduce his casting cost by 1 – at second level, the reduction will be 2 and 3 at third 
  level. Note that the minimum cost for casting spells is always at least ‘1’ power point. 
    
  6.1.3 Power Foci: there are other types of foci that instead of reducing the cost of casting spells 
  actually provide a reserve of power to create the desired effect. Each level of the focus grants 6 
  additional power points for spell casting. Power Foci are rarely found above level 3 but if bound, they 
  grow in power as the character does. 
   
  6.1.4 Binding Foci: a wizard may choose to bond with a focus; this is a ritual that connects the caster 
  and focus in arcane ways. While bonded, the caster will always have 2 less power points but will never 
  lose the focus. It may go missing for a day or two but it will always turn up again. The wizard may 
  break the bond at any time to regain the lost power.  
    
  Through the use of a second well-known ritual known as The Bond Arcane, the wizard can render any 
  bonded focus of level 2 or more indestructible by permanently reducing its level by one point. It may, 
  in fact, be possible to destroy such a focus but if anyone knows, they’re not telling.  
   
  Any bound focus is intrinsically linked to the fate of its master; each time the wizard gains a level of 
  experience, he may permanently sacrifice a point of ST to increase the foci’s level by one – with the 
  provision that it will always be at least one level of power below its owner. 
    
  Guilds occasionally sell foci but at outrageous prices - 1000g per level for a casting focus and at least 
  3000g per level for a power focus; a focus of level 4 or greater is never offered for sale by the Guild. 
    
  It’s often cheaper to go looking for them in dangerous places rather than pad the coffers of the Guild. 
   
   
  6.2 Using Magic 
  Spells usually cost 1 point of power plus 2 points per 
  spell  level - so a first level spell costs 3 power to cast 
  (unless he has a level one focus, in which case it costs 
  only 2 points); a level 2 spell costs 5 and so on. A 
  character reduced to 4 or fewer power points may 
  suffer damage or pass out (see 2.4 above for further 
  details). It is possible to cast a known spell with 
  insufficient power but the deficit must be paid in damage points). 
   
  Neither wizard nor rogue may learn or cast a spell above the maximum level indicated on the 
  experience points chart. A level 6 rogue, for example, could not be taught a level 3 spell even if he 
  found a wizard willing to incur the wrath of the Guild and teach it to him. 
  
   
    
  Unless specified in the spell’s description, spells take effect in the round they were cast in the normal 
  flow of activity (that is, simultaneously with other activity). 
   
  A few spells require that the caster permanently sacrifice one or more attribute points. Although these 
  points are lost they can be purchased anew as the character rises in level. Yet more powerful spells 
  require the permanent expenditure of Experience Points! 
   
  At each level of ability, the wizard or rogue must possess the necessary intelligence and dexterity to 
  manipulate (cast) spells of that level. At level 1 the minimum requirements are Intelligence 10 and 
  Dexterity 8. 
    
  6.2.1 Maintaining spells: some powerful magic must be ‘maintained’ this simply calls for the wizard 
  to set aside a certain number of as yet, unused magic points which cannot be used for spell casting 
  until the maintained magic is allowed to lapse. Spells requiring maintenance are identified in their 
  individual descriptions. 
   
  6.2.2 Armour and Magical Damage: With the exception of the level 3 spell arcane blast, non-magical 
  armour will provide its full protection value against magical damage. Magical armour tends to provide 
  full protection against all forms of damage. 
   
   
  6.3 Monsters with Magic 
  If the GM wishes to inflict spell wielding monsters on his player’s characters he must first assign the 
  monster a casting level. This could be related to the monster rating (higher the rating the better the 
  casting level) or completely separate (the feeble goblin with the big wobbly head might be packing 
  some serious spell power)! For sanity’s sake, the GM shouldn’t assign a level higher than the player 
  character wizards unless he’s creating extremely powerful competition. 
   
  Magic-using monsters get 1d6 spells of the appropriate levels and 6 magic points per level. So a tribal 
  shaman with an MR of 19 might have a casting level of 3 and 18 power points.  
   
  Note: the GM should pick out 2 or 3 spells that the monster may choose to use in combat situations and 
  focus on those rather than juggle a dozen different spells for each encounter. 
   
    
  6.5 Magic in Group and Single Combat 
  Spells almost always take effect in the round in which they are cast (although some spells can take 
  many rounds or even hours to cast), so a wizard that casts the vorpal blade spell, for example, will see 
  its benefits on the turn it is cast; meaning the spell’s recipient will fight with increased effect on that 
  turn. 
   
  For spells that inflict damage directly, here’s a simple guideline: if the spell specifically applies its effect 
  to one target it is treated as a missile weapon attack; the damage calculated against the foe is not 
  added to the combat total generated by the caster’s side. That foe still gets to apply his attack (or 
  action, whatever that may be). However if the spell has the power to affect multiple targets, it carries 
  the weight of a melee attack and does apply to the combat total. 
   
   
  6.6 Creating New Spells 
  Once the wizard has attained level 5 he may begin to create his own spells (initially these must be in 
  line with existing spells of levels 1 to 4 since the created spell must have a level of at least one less than 
  the caster). To create a spell, the player presents the text of the spell indicating its level, range, area of 
  effect, and special power cost rules, if any. The GM assesses the spell against existing magic and if he 
  believes it is of equal or lower strength than the currently available magic of that level, the wizard may 
  attempt to create the new spell. 
  
  28 
   
   
  Spell creation requires a safe place to work, usually one room will do but there must be access to 
  water. Equipment costing 2d6 x 50g must be procured and ingredients to create the prototype costing 
  no less than 1d6 x 30g must be acquired. Once preparation is complete the creation process begins and 
  requires 1d6 hours per level of the spell to be developed. At the end of the process the wizard checks 
  to see if his new spell has been successfully formed. He must make a level 1 Saving Roll on Intelligence 
  but his effective Intelligence is reduced by the level of the new spell (just for this one roll).  
   
  If successful, the wizard now has a new spell that he can cast as required and even sell! The 
  ingredients will be expended but the equipment will be intact and reusable. 
   
  If the roll fails all of the equipment and ingredients are expended but the spell is not formed at this 
  time. If the player rolled a 1 and a 2 there was a terrible explosion causing one die of damage per spell 
  level. Ouch. It’s usually best for wizards to start off by crafting nice personal level one spells... 
   
   
  6.7 The Power of Magic 
  Magic is incredibly powerful and potentially a game-wrecker. Give your player character wizard too 
  many spells and foci and he will lord it over the other characters. In fact, if a wizard gained no other 
  spells beyond those at first level, he would still get more and more powerful as the experience points 
  and levels rack-up. 
   
  Fortunately there are gates built into the system. Firstly, the GM (through the Guild) decides, what 
  spells are available and they are quite expensive. A player wizard might have to struggle to 5th level 
  before acquiring the resources to purchase his first third level spell. 
   
  Secondly, power foci, which are crucial to manipulating magic even at the mid-range of power, are 
  granted by the GM; they are placed as treasure in dangerous to reach locations or given as rewards for 
  even more dangerous missions. Unbound foci can be lost or stolen. 
   
  Magic in the game is up to the GM, for a low-power game (like the Dark Isles setting), restrict magic 
  spells and make foci very, very rare.  
   
   
  6.8 The Guild of Wizards (aka “The Guild”) 
  In many fantasy campaigns, magic is strictly controlled by the ever-present Guild. The Guild of Wizards 
  is a group of powerful wizards with a vested interest in maintaining the status quo. Without the Guild 
  controlling who should have access to magic, the world would be a very different place; for the Guild, a 
  less profitable one. 
   
  Most regions have at least one Guild Chapter House, where wizards can study in privacy, dabble in the 
  creation of new spells and learn and practice with newly acquired spells. At each new chapter house, 
  the wizard must register for a one-off fee of 50g (registration involves the recording of capabilities, 
  experience and foci in the chapter’s Book of Power. Note that the registration process will quickly 
  reveal a rogue masquerading as a wizard). 
   
  Once registered, player character wizards may rent rooms and laboratories for a very reasonable rate 
  (2 to 5 gold per day) which includes food, stabling and modest servants quarters for the wizard’s 
  entourage. 
    
  The Guild also performs the Right of Absolution in which Guild members convicted of teaching magic 
  to non-guild members are absolved of their crimes through the loss of one point each from Strength, 
  Dexterity and Intelligence. No further action is taken against the repentant wizard but a second 
  conviction results in a 2-point loss, 3-points for a third conviction and so on. 
   
  
   
  7.0 THE SPELL BOOK 
   
  7.1 FIRST LEVEL SPELLS  
  These spells are known to all wizards. Rogues 
  begin with one spell (if they possess the 
  minimum attributes) but must buy others from 
  those they meet. They cost 3 power points each 
  to cast (1 + 2) and require minimum attribute 
  scores of intelligence 10+ and dexterity 8+. 
   
  (1) Bolt 
   
  This spell creates a burst of magical energy 
  targeting foes within 30 ft. of the caster. The 
  damage delivered equals the wizard’s Charisma. 
  Each 2 extra power spent increases the damage 
  caused by 3. This is the basic signature spell for 
  many wizards; each player should personalise the 
  spell with a unique name and dramatic effect. See 
  the example below. 
   
  (2) Crowd Shadow 
    
  As long as the caster remains in a group of 15 - 20 
  similar sized creatures, he will not be identified as 
  himself, instead he will be overlooked as ‘one of the 
  crowd’. The spell lasts one full turn +1 full turn per 2 
  additional power. 
   
  (3) Detect Magic 
   
  Anything magical within 30 ft. of the caster begins 
  to glow with a dim purple light. The spell wears off 
  after 2 minutes (one turn). 
   
  (4) Focus Bond 
   
  See above; guards against loss. Requires special 
  herbs and spices with a value of not less than 10g x 
  the focus level and takes 1d6 hours per level of the 
  focus to perform. 
   
  (5) Focus Bond Arcane 
   
  See above; guards against destruction. Requires 
  special herbs and spices with a value of not less 
  than 50g x the focus level and takes 2d6 hours per 
  level of the focus to perform. 
   
  (6) Ill Cast Eye 
   
  Enemies may be driven away by the horrific glare of 
  the caster’s eye. Total the wizard’s Intelligence, 
  Luck and Charisma and match them against the foes 
  scores or MR. If the target’s score is equal to or 
  lower than that of the caster they must flee in 
  terror for one combat turn. 
   
    
  (7) Lock Wise 
   
  The wizard may open or seal any normal lock, 
  window or door that he can see within 30 ft. If he 
  chooses to seal the portal the spell lasts 3 full turns 
  (30 minutes). 
   
  (8) Marsh Light 
   
  A glowing light hovers around the wizard’s staff, 
  hand or head (his choice) providing light equal to 
  that of a torch for one full turn. 
   
  (9) Mighty Quill 
   
  The spell summons a magic quill and ink pot (the 
  wizard must supply the parchment). The quill will 
  record anything said within 30 ft. of the caster, 
  including the caster’s description of an unfolding 
  event. The spell lasts only one combat turn but the 
  resultant text is rarely admissible in a court of law. 
   
  (10) Penetrating Stare 
   
  Both caster and target must make an opposed 
  Charisma Saving Roll. If the caster wins, he 
  immediately knows the target’s level or monster 
  rating. 
   
  (11) Sanctuary Sphere 
  A stationary bubble of invisibility is created large 
  enough to conceal the caster and 5 other man-sized 
  or smaller beings. The sphere remains intact for 3 
  full turns. 
   
  (12) Seeking 
   
  Invisible creatures, hidden doors and traps are 
  revealed to the caster. No additional knowledge is 
  inferred just that something unseen by normal sight 
  exists in the specified location. 
   
  (13) Transference 
   
  Allows the wizard to teach one spell that he knows, 
  to a rogue or fellow mage. The power cost to do so 
  increases by 2 points per spell level above one. 
  Wizards almost never charge less than 10g per 
  power point spent. The recipient of the new magic 
  must be in the same room as the wizard and the 
  process generally takes 1d6 hours per spell level. 
   
  (14) Vorpal Blade 
   
  Add 2 extra combat dice to any one bladed weapon 
  within 20 ft. of the caster. The spell lasts one 
  combat turn +1 turn per 2 additional power. 
   
   
   
   
  
  30 
   
  Example: Bolt 
  Loot the Mage, a first level wizard with a keen ear 
  for music decides that his manifestation of the bolt 
  spell is a sonic blast that he delivers by singing a 
  dangerously high note. Only the intended target 
  suffers the damage (blood will start running from 
  his ears) but nearby dogs will start howling and 
  crystal glasses will shatter. If Loot is gagged he 
  won’t be able to cast his spell but it might have 
  double the effect under water! Loot calls the spell 
  Doom of the Siren. 
   
   
  7.2 LEVEL 2 SPELLS  
  Second level spells require 5 power to cast (1 + 
  4). Registered wizards may purchase them from 
  the Guild or Guild representatives for 1d6 x 100g 
  and require minimum attribute scores of 
  intelligence 12+ and dexterity 9+; the 
  transference process takes 2d6 hours.  
   
  (1) Blur 
   
  The caster or target within 10 ft. is able to move 
  with great speed adding +5 to any speed related 
  Saving Roll attempts. Once under the spell, the 
  target is almost impossible to hit with missiles or 
  spells specifically targeting him. Additionally 
  because the ‘blurred’ character is moving so quickly 
  anyone attempting to attack him with a melee 
  weapon must halve their combat total. The spell 
  lasts one combat turn +1 turn per 3 additional 
  power. 
   
  (2) Crooked Curses8 
   
  The target is allowed a level 2 Saving Roll on 
  Charisma to avoid this unpleasant spell’s effects. 
  Otherwise roll 1 die. 
   
  1 
  Bald Ambition: the targets body hair falls 
  out (but grows back naturally over time) 
  2 
  Spotswold: a hideous skin disorder 
  spreads from the target’s nose to 
  consume his upper body. Charisma drops 
  to 3. The spell lasts 1d6 hours. 
  3 
  Stygian Breath: the target develops the 
  most rank and foul smelling breath. Even 
  those with the strongest stomachs will be 
  reaching for nearby buckets. Reduce 
  Charisma to 3 for 1d3 hours. 
  4 
  Fiery Flatulence: every 1d6 minutes the 
                                              
  8 Adjustments to Charisma are applied for Saving Roll 
  purposes only and do not affect power or spell casting. 
  target will let rip with a deafening, 
  roaring fart. Needless to say the stink is 
  appalling. Last one hour. Reduce 
  Charisma by 1d6 (unless in the company 
  of orcs, in which case, increase it by 1d6). 
  5 
  Slithering tongue: the target will say 
  exactly the opposite of what he intended 
  to say for 1d6 x 10 minutes. 
  6 
  Unfavoured Fortunes: for 1d6 hours it is 
  impossible for the target to successfully 
  make a Luck Saving Roll. 
   
  (3) Doom of Battle 
   
  Add 3 dice to any one combat roll within 20 ft. 
   
  (4) Entanglements 
   
  Ropes, vines or roots burst from the ground or walls 
  wrapping themselves around a single humanoid’s 
  arms and legs. The target may attempt a level 2 
  Saving Roll on Strength to break free from the 
  spell’s grip otherwise their combat effectiveness is 
  reduced by half (round down). 
   
  (5) Eyes of the Cat 
   
  The caster or one subject within 20 ft. is granted the 
  ability to see in near darkness as a man would see in 
  daylight. The spell lasts 3 combat turns. 
   
  (6) Figment 
   
  This cunning illusion projects a non-auditory, 
  immobile image from the caster’s imagination that 
  is approximately man-size. Spending additional 
  points of power allows the following effects: 
   
  +1 point: the illusion moves within a 
  defined 20 ft. radius. 
  +2 points: realistic sounds accompany the 
  image. 
  +2 points: create 2 similar illusions (2 guards 
  for example). 
   
  (7) Flicker Flame 
   
  A small spurt of flame jumps from the caster’s 
  fingers (up to 20 ft.); it will likely ignite 
  inflammables or even cause 1 to 2 points of damage 
  to exposed flesh. 
   
  (8) Intensify 
   
  This spell actually has 6 individual version, each 
  aligned with a particular attribute. Intensify 
  Strength is different from Intensify Dexterity or 
  Intelligence and so on. The spell increases the 
  indicated score by 1d6 points +1d6 per 3 extra 
  
   
  power. The benefit lasts 1 full turn. Note that the 
  caster may not be the recipient of his own intensify 
  spell. 
   
   (9) Necrotic Slumber 
   
  Unless a level 1 Constitution Saving Roll is 
  successfully made, the target faints immediately 
  and remains motionless and seemingly dead for 1d6 
  x 30 minutes. The target may choose to forego the 
  Saving Roll if he wishes. 
   
  (10) Omnipotent Eye 
   
  The eye reveals one piece of information about the 
  nature and/or power of a magical item or 
  enchantments on an individual or location. Each 
  time the spell is cast further details are revealed (at 
  the GM’s discretion). 
   
  (11) Restoration 
   
  Each casting of the spell restores 4 lost wounds or 4 
  Strength points. The spell can only be cast on one 
  individual at a time that must be in reach of the 
  caster. 
   
  (12) Weather Wise 
   
  Gives the caster a detailed (and almost 100% 
  accurate) forecast of weather conditions for the 
  next 1d6 x level days. 
   
   
  7.3 LEVEL 3 SPELLS  
  Third level spells require 7 power to cast (1 + 6). 
  Registered wizards may purchase them from the 
  Guild or Guild representatives for 1d6 x 150g and 
  require minimum attribute scores of intelligence 
  14+ and dexterity 10+; the transference process 
  takes 3d6 hours. 
   
  (1) Arcane Blast 
   
  A blast of magical energy is launched at enemies 
  within a 60 ft. range inflicting 2 combat dice of 
  damage plus the caster’s level. The target’s non-
  magical armour is ignored. 
   
  (2) Ball of Magma 
   
  The caster creates a glowing ball of magma 
  between his hands and uses the marksmanship 
  table to launch it at enemies within 40 ft. It can be 
  used to target a single enemy or increase the 
  combat total in group battles. The spell delivers a 4 
  dice attack. 
   
   
   
  (3) Chaotic Earth 
   
  Converts 2 x 2 yards of rock to mud. Enemies caught 
  in the mud must make a level 1 Saving Roll to avoid 
  losing a turn extracting themselves from the sticky 
  situation. The area doesn’t need to be horizontal; 
  all manner of havoc can be spread by turning a cave 
  or city wall to mud! 
   
  The area affected doubles with each 4 additional 
  power spent. 
   
   (4) Counter Magic 
   
  Negates magic cast by rogues or wizards of lower 
  levels. Note that the wizard may need to use detect 
  magic and omnipotent eye before he has the 
  required knowledge to counter the original spell. 
  For example; a wizard of level 6 will be able to 
  counter a spell previously cast by a wizard or rogue 
  of level 5 or lower. 
   
  (5) Dreamscape 
   
  Enemies potentially fall into a deep sleep for 1d6 
  combat turns (+1d6 turns per 4 extra power). The 
  MR of the foe is compared to the caster’s Strength, 
  Intelligence and Charisma. If the MR is less than or 
  equal to the caster’s total, the enemy drifts off to 
  sleep. The caster may boost his attribute total (for 
  the purpose of this spell only) by spending 4 
  additional power per 3 attribute points gained. 
   
  (6) Ordered Earth 
   
  Converts 2 x 2 yards of mud to rock. Characters 
  wading through a field of mud may suddenly find 
  themselves trapped knee-deep in stone! The area 
  effected doubles with each 4 additional power 
  spent. 
   
  (7) Palm 
   
  This illusion allows the caster to pick up any fist 
  sized item and cause it to disappear as if by sleight 
  of hand. Anyone searching the caster will not find 
  the object. The spell lasts 3 combat turns. 
   
  (8) Purification 
   
  Instantly cures disease and rids a target of poison 
  (but does not restore the damage wrought by the 
  illness or poison). 
   
  (9) Tongue of Truth 
   
  The spell forces the target to speak the truth for 
  one combat turn. The target may attempt a 
  Charisma Saving Roll at level 2 to avoid the spell but 
  must otherwise spill the beans. Note that in some 
  
  32 
   
  lands this spell is outlawed by the Guild; in others it 
  is a key part of the judicial system. 
   
  (10) Unseen Hand9 
  The caster uses the strength of his mind to 
  manipulate objects at a maximum range of 20 ft. 
  plus 10 ft. per extra power point. The unseen hand 
  is powerful but slow - too ponderous to be effective 
  in combat. A living target may attempt a level 1 
  Saving Roll on Charisma to avoid its dangerous grip.  
   
  (11) Weather Friend 
   
  The caster can change the prevailing weather within 
  a one mile radius per experience level. The change 
  is gradual over 1d6 hours but can deliver 
  devastating and far reaching effects. It is most 
  commonly used for brewing up a favourable wind at 
  sea. 
   
  (12) Wings of the Dragon 
   
  This dramatic spell allows the caster to fly at normal 
  speed, 20 - 25 mph, for one full turn (10 minutes) 
  per level. 
   
   
  7.4 LEVEL 4 SPELLS  
  Fourth level spells require 9 power to cast (1 + 
  8). Registered wizards may purchase them from 
  the Guild or Guild representatives for 1d6 x 200g 
  and require minimum attribute scores of 
  intelligence 16+ and dexterity 11+; the 
  transference process takes 4d6 hours. 
   
  (1) Banish Curse 
   
  Removes any curse cast by a wizard of equal or 
  lesser level. 
   
  (2) Defiance of Earth 
   
  Allows the caster and his possessions to levitate at 
  the normal pace of movement for one combat turn 
  +1 turn per 5 additional power points. 
   
  (3) Firebrand 
   
  The weapon of a companion (or the caster’s) is 
  wreathed in a blue fire that does not harm the 
  weapon or user but increases its combat 
  effectiveness by 2 dice for the duration of the 
  encounter. 
   
                                              
  9 If using unseen hand to grip an object or foe, the caster 
  may inflict damage equal to half (round down) of his 
  Charisma score per turn. 
   
  (4) Fold Space 
   
  The wizards learns to fold the very fabric of space 
  and time allowing him to teleport himself and his 
  personal belongings in any direction and up to 50 ft. 
  (+50 ft. per 5 additional power). 
   
  (5) Heroic Rodent 
   
  The caster (or chosen friendly target) and all his 
  possessions shrink to the size of a mouse. Strength 
  and Constitution are reduced to 10% of their 
  healthy norm (round down). But you now have the 
  perfect spy. Just don’t step on him. The spell lasts 
  one full turn (+1 per 5 additional points). 
   
  (6) Palsy 
   
  The target must make a level 2 Saving Roll on Luck 
  or Dexterity to avoid dropping anything he may be 
  carrying in his arms or hands. By spending 4 
  additional points, the target is afflicted with the 
  terrible quivering disease for a full hour! 
   
  (7) Regeneration 
   
  Any and all damage points and expended Strength 
  are restored over the next 1d6 hours. The healing 
  process is cancelled if the recipients take damage or 
  loses Strength during this time. 
   
  (8) Regression  
  Reduces the target’s Intelligence to a score of 3 for 
  one full turn. The victim is allowed a Saving Roll on 
  Charisma at half the caster’s level (round down) to 
  avoid the disastrous effects of this spell. After 
  recovering from the spell the target must roll 3 dice, 
  if the total exceeds his normal Intelligence, he has 
  permanently lost one point of intelligence. 
  Otherwise there is no further effect. 
   
  A wizard that falls below 10 permanent Intelligence 
  points immediately loses the ability to cast spells 
  until Intelligence is increased by experience. The 
  character remains a wizard in all other ways. 
   
  (9) Sanctuary Pentagram 
   
  The spell takes 1d6 minutes to prepare and creates 
  a 3 ft. diameter pentagram that can hold 2 people. 
  Those within the pentagram are completely 
  immune from enemy spells or physical attacks. Each 
  additional 5 power allows the pentagram to hold 2 
  additional people. 
   
   
   
  
   
  (10) Seething Vapours 
   
  The wizard projects a viscous poisonous cloud that 
  either reduces those within it to 50% of their 
  normal abilities for one full turn, or (if a level 1 
  Saving Roll on Constitution is failed) kills them 
  outright! If the spell is not cast in an enclosed area, 
  targets will quickly outrun the slow-moving cloud. 
  At sea, the winds would sweep it away immediately. 
  Unfortunate events might turn the cloud on the 
  caster and his crew - if so; they must attempt the 
  same Saving Roll! 
   
  (11) Spirit of Legends Past 
   
  One of the caster’s attributes (or that of a 
  companion within 20 ft.) immediately increases by 
  10 points. The bonus lasts 2d6 combat turns. After 
  the spell wears off, the attribute is reduced to one 
  and recovers at the rate of one point per full turn 
  thereafter. 
   
  (12) Watching Ward 
   
  The spell is placed in advance, on a specific object 
  and lasts 24 hours (+2d6 hours per additional 5 
  power). For the duration of the spell, the caster will 
  be alerted to any attempts to move, or otherwise 
  disturb the item. 
   
   
  7.5 LEVEL 5 SPELLS  
  Fifth level spells require 11 power to cast (1 + 
  10). Registered wizards may purchase them from 
  the Guild or Guild representatives for 1d6 x 250g 
  and require minimum attribute scores of 
  intelligence 18+ and dexterity 12+; the 
  transference process takes 5d6 hours. 
   
  (1) Augury 
   
  The spell allows the player to ask up to three yes or 
  no questions of the GM which must be answered 
  truthfully. The questions must be clearly defined 
  and suitable for the response. For example, the 
  player can’t ask ‘will my character’ die this session 
  because the GM has no idea but he could ask ‘will 
  my character suffer any adverse effects if I throw 
  this lever?’ Since this question can truly be 
  answered with a yes or no. 
   
  (2) Book of the Mind 
   
  The caster is able to detect the true thoughts of a 
  single target. These are the current thoughts 
  passing through the individual’s mind such as: I’m 
  hungry, she’s good looking, I hate him etc. Spend an 
  additional 6 power to read deeper thoughts such as 
  ‘what happened yesterday?’ or ‘the key to the 
  chamber is located...’ 
   
  (3) Chaos Mind 
   
  The target’s thoughts, emotions, and desires are so 
  ‘scrambled’ that he or she (or it) cannot act in any 
  meaningful way for 3 combat turns. The target is 
  allowed a 3rd level saving roll on Intelligence or 
  Charisma to avoid the spell’s effect. 
  (4) Cloak of Trust 
   
  Total the wizard’s Intelligence, Luck and Charisma. If 
  the victim’s MR (or attribute total) is equal to or less 
  than the caster’s, the victim will completely and 
  totally trust the caster and any suggestion or 
  conclusion the wizard might offer. The spell will last 
  only one combat turn. However, the target won’t 
  commit life threatening acts because the mage says 
  it’ll be okay - if it’s clearly not: ‘Go on, if you stab 
  yourself in the eye with this sword it’ll clear up your 
  sinuses in a jiffy.’ 
   
  (5) Display of Awesome Power 
   
  The caster throws up his arms, incants some bone-
  chilling phrases and gives a fiery display of his true 
  power: the wind picks up, lightning crackles in the 
  distance, hearths gutter, and candles are snuffed 
  out, shutters bang in the wind and the wizard’s eyes 
  glow with an eerie power. If necessary for a Saving 
  Roll or use of a particular talent, the wizard’s 
  Charisma is increased by +10 for the next combat 
  turn. 
   
  (6) Mind Link 
   
  Allows telepathic communication between two 
  individuals who must be known to each other (most 
  likely, one is the caster). The spell can connect two 
  minds, no matter the distance and lasts one full 
  turn plus one extra full turn per additional 6 power. 
   
  (7) Portal 
   
  The spell renders any material of 12 inches thick or 
  less, transparent to the caster for one full turn. 
   
  (8) Rage of Peace 
   
  The spell destroys one suit of armour, shield or a 
  specific weapon within 30 ft. The spell will work on 
  magic items provided they were created by wizards 
  of an equal or lower level than the caster. 
   
  (9) Transportation 
   
  The wizard may transport up to the weight of 5 men 
  in any direction but only over a 50 ft. radius. The 
  
  34 
   
  spell works on inanimate objects (or portions 
  thereof) only.  
   
  (10) True Shot 
   
  The spell increases the marksmanship rating of any 
  one missile user within 30 ft. of the caster by +5; 
  and by +1 per additional power (for 1 turn). 
   
  (11) Water Wise 
   
  Allows one character (within 30ft.) to walk on water 
  as if it were flat and solid earth. So a wizard will 
  make good time jogging across a still lake or a 
  raging ocean. The spell lasts is one full turn. 
   
  (12) Weakening Glare 
   
  As long as the caster maintains visual contact with 
  the subject of the spell, the target will lose 1 points 
  of Strength (or 3 MR) per combat turn for up to 5 
  turns. The loss is permanent unless the wizard can 
  be convinced to remove the powerful curse. The 
  spell can be cast in reverse but only on a subject 
  who has experienced its ill effects. 
   
   
  7.6 LEVEL 6 SPELLS  
  Sixth level spells require 13 power to cast (1 + 
  12). Registered wizards may purchase them from 
  the Guild or Guild representatives for 1d6 x 300g 
  and require minimum attribute scores of 
  intelligence 20+ and dexterity 13+; the 
  transference process takes 6d6 hours. Note that 
  rogues are unable to cast spells of level 6 or 
  higher. 
   
  (1) Burst of Power 
   
  A beam of energy shoots from the caster’s palm, 
  doing damage to one individual or physical 
  object/structure. The damage is 3 dice plus 1 point 
  per additional point of power spent up to a 
  maximum of the caster’s level x 2. The maximum 
  range of the spell is 100 ft. 
   
  (2) Column of Force 
   
  The wizard projects an invisible blast of force at one 
  foe. Unless the target can make a level 3 Saving Roll 
  on Dexterity or Luck he will be thrown back 1d6 x 
  10 ft. If the target is ‘forced’ into a solid object he 
  takes falling damage as if he’d fallen the distance 
  indicated by the die roll. Obviously if the target was 
  standing on the lip of a 1000-foot drop, he’s going 
  to take damage from a 1000-foot fall! 
   
   
  (3) Distant Vista 
   
  The caster opens a window onto a distant location. 
  Through that window, the wizard can see a still 
  image of what was occurring when the window 
  opened. Spending additional power, allows the user 
  to manipulate the image as follows: 
   
  +3 points: ‘pan’ the image to get a 360-degree view. 
  +6 points: look back at events at the scene over the 
  last 10 minutes. 
  +9 points: as the 6 point variation but the caster can 
  ‘pan’ through 360-degrees whilst watching. 
  +12 points: as the 9 point variation but sound now 
  accompanies the visuals. 
   
  To open the window, the caster must have been to 
  the location at some stage or have some connection 
  to the place (such as an item from a room, stone 
  from a brook, touching a person who has been 
  there recently and so on). 
   
  (4) Gift of Power 
   
  The caster transfers power points to another wizard 
  or rogue allowing that individual to continue casting 
  spells when their power has depleted. A spell caster 
  may receive the gift of power from several sources, 
  boosting his reserves to truly impressive levels and 
  allowing him to cast spells that were previously 
  beyond his capacity. The caster chooses how many 
  points will be gifted with each casting. 
   
  (5) Gills (or Lungs) 
   
  The subject of the spell can breathe underwater as 
  easily as they could in air. The spell lasts one hour 
  plus one hour per extra power spent. The spell also 
  protects the recipient from the crushing pressure of 
  great depths. 
   
  Note: spell casters that normally live and breathe 
  underwater can learn and cast the lungs spell which 
  would allow them to survive on land. 
   
  (6) Invisible Sabre 
   
  The wizard arms himself with an invisible magic 
  sword worth 3 dice in melee combat. The spell lasts 
  for the entire duration of the current combat 
  encounter but can only be used for combat - you 
  can’t slash a curtain or rope with your invisible 
  sabre. 
   
  (7) Shield of Magic 
   
  This defensive spell is usually cast before danger 
  presents itself and stays in effect until it is 
  
   
  activated. The shield provides 6 points of protection 
  against any damage received by the caster (or 
  target of the spell). However, the shield wears 
  down as it takes damage (see the example below).  
   
  The mage may spend extra power, at the time of 
  casting to create a stronger shield - each extra point 
  spent increases the protection value by one up to a 
  maximum of current level x 2 (a level 6 wizard could 
  spend an extra 12 power for a total protection value 
  of 18). The spell expires if not activated within 24 
  hours after casting. 
   
  (8) Summoning  
  A natural creature instantly appears to do the 
  caster’s bidding. The creature has an MR equal to 
  the caster’s level x 4 but can only complete tasks it 
  would normally be able to accomplish. For example, 
  you can’t summon a wolf and ask it to decipher an 
  ancient text - it would just eat your scroll! The beast 
  remains for 1d6 + level combat turns.  
   
  If the caster has a power focus of level 2 or more, 
  he may permanently reduce the level of the focus 
  by one and bind the creature permanently to that 
  focus. The creature then goes wherever the focus 
  does and obeys the focus owner. 
   
  (9) Touch of Life 
   
  A character that has suffered damage points equal 
  to or greater than his Constitution attribute is out of 
  action and probably dying. This spell reduces 
  damage to one point less than the character’s 
  Constitution but only if cast within 2 minutes of the 
  event that caused the damage (i.e. the very next 
  combat turn). The caster must touch the target. 
   
  (10) Tunnelling 
   
  Earth can be displaced at the rate of 6 cubic ft. per 
  combat turn and the spell lasts for up to one hour 
  (30 turns). By spending an extra 12 power, the spell 
  also displaces rock. Note that the newly excavated 
  tunnels and passages remain after the spell expires. 
   
  (11) Unseen Cloak 
   
  The caster becomes invisible to a specifically named 
  group for up to one hour (+1 hour per 7 additional 
  power). The group must be reasonable in the GM’s 
  eyes; for example, ‘make me invisible to all the 
  goblins in that camp’ will probably get the GM’s tick 
  of approval where ‘make me invisible to all the 
  trolls in the world’ wouldn’t. 
   
  Note: a mage who chooses to make himself invisible 
  to everyone in a particular room (a valid group) 
  would be invisible to all those in the room at the 
  time of casting, anyone entering the room 
  thereafter would see the mage immediately. 
   
  (12) Wall of Magic 
   
  The caster creates an impenetrable wall of magic at 
  arm’s length. the wall has a height and width of up 
  to the casters level x 5 ft. The wall lasts one combat 
  turn (+1 per 7 additional power). A basic wall is 
  visible as a pulsating wall of light which bends and 
  distorts the images of those on either side. By 
  spending an extra 7 power, the wall is invisible and 
  anyone touching the wall suffers 7 points of 
  damage (+1 per additional power). 
   
   
  Example: Shield of Magic 
  Loot the Mage, now a powerful 6th level wizard 
  foresees trouble ahead and casts the shield of 
  magic spell. He boosts the basic 6 points of 
  protection by spending 6 extra power (although he 
  could have spent an extra 12 points - double his 
  level). The first 12 points of damage Loot takes will 
  now reduce his shield rather than stack up damage 
  points. 
   
  Later that day, Loot is shot with an arrow for 9 
  damage - his shield drops to a protection value of 3 
  but he is otherwise unharmed. 
   
   
  7.7 LEVEL 7 SPELLS 
  Seventh level spells require 15 power to cast (1 + 
  14). Registered wizards may purchase them from 
  the Guild or Guild representatives for 1d6 x 350g 
  and require minimum attribute scores of 
  intelligence 22+ and dexterity 14+; the 
  transference process takes 7d6 hours. 
   
  (1) Arcane Forge 
   
  The spell repairs all damage to metal or wooden 
  objects that can be held and manipulated by the 
  caster. Additional power may be expended to repair 
  larger items (table, wall, house, bridge etc.). Each 
  extra point spent will repair one point of structural 
  damage. Note that dwarf wizards are able to learn 
  and cast this spell upon reaching level 3. 
   
  (2) Decay 
   
  Wood warps, splinters and breaks whilst stone 
  crumbles and metal rusts and bends. The basic spell 
  causes one point of structural damage to a target 
  
  36 
   
  within 20 ft. of the caster. Each additional power 
  point spent causes an additional point of damage. 
   
  (3) Fortify 
   
  Increases the protection value of any single suit of 
  armour or shield within 30 ft. of the caster by one 
  point. For each 2 extra power spent, add one 
  additional point of protection. For example, 
  spending 8 power adds one point of protection, 10 
  power adds 2, 12 adds 3 and so on. 
   
  (4) Gift of Unlife 
   
  Creates either an animated skeleton or zombie 
  (depending on the state of the corpse) from a 
  complete but dead body (a decapitated body 
  cannot be reanimated until the head is sewn back 
  on). The newly created entity will have an MR equal 
  to the Strength and Constitution it enjoyed in life. 
  The creation is permanent and loyal to the caster. 
   
  The undead creature can accept a single command 
  comprising of a number of words equal to the 
  caster’s Intelligence. Extra power can be spent to 
  achieve the following effects: 
   
  +1 power: add one extra word to the 
  command. 
  +2 power: add 5 extra MR points to the 
  creation. 
  +9 power: allow the entity to regenerate 
  lost MR at the rate of 5 points per full turn 
  unless completely destroyed. 
   
  The spell must be cast anew if the wizard wishes to 
  give the undead a different command - even if only 
  slightly different. See the example below. 
   
  (5) Manse 
   
  The spell must be cast on a stationary dwelling of 
  some sort; this could be a cave, shack, inn, house, 
  mansion, castle etc. but not a ship or wagon. Once 
  cast the wizard becomes unconsciously aware of 
  any entity entering or leaving the dwelling. As soon 
  as there is a change in the number of occupants the 
  wizard will know exactly where the person entered 
  or exited and what he, she or it subsequently does. 
   
  Manse lasts 7 days and the caster must be in the 
  dwelling to cast the spell. 
   
  (6) Mask 
   
  Allows the caster or other willing subject to take on 
  the guise of another individual of roughly similar 
  proportions. If the wizard has seen a particular 
  person before and has a good memory of that 
  individual, a first level Saving Roll on Intelligence 
  will create a mask that looks exactly like that person 
  or being. See the example below. 
   
  (7) Mist Form 
   
  The caster and all carried possessions are 
  transformed into a thick oily mist. The spell lasts 3 
  full turns or until the caster cancels the effect. 
  During this time the mist-form wizard will be at the 
  mercy of the prevailing weather conditions - he is 
  unable to move of his own volition. However, whilst 
  in this form, he is completely indestructible. Even 
  magical damage will have no effect. Furthermore, 
  when combined with weather friend, to produce 
  some wind power, the wizard has a speedy and safe 
  way to travel. 
   
  (8) Release of the Unliving 
   
  This powerful spell causes all ‘created’ entities 
  within a 50 ft. radius of the caster to suffer damage 
  equal to the caster’s Intelligence x 1. Each 8 
  additional power spent increases the Intelligence 
  multiplier by 1. 
   
  Created life forms include undead creatures, 
  golems, and automatons. 
   
  (9) Sustenance 
   
  Satisfies the food and water requirements of one 
  individual for 7 days, each additional point spent 
  sustains an additional human-sized (or smaller) 
  individual. Note that no one would choose to live in 
  this fashion unless absolutely necessary and 
  prolonged reliance on this spell causes symptoms 
  similar to scurvy. 
   
   
   
   
  
   
  (10) Unliving Self 
   
  This rather grim spell requires that the caster 
  permanently sacrifice 2 points of Strength and 
  obtain an immobilised but living subject.  
   
  Over the course of 1d6 days, the subject is 
  transformed into an exact replica of the caster. 
  Once created, the replica is a lifeless shell that that 
  serves no immediate purpose. However, should the 
  caster die by any means (illness, combat or even old 
  age), his consciousness immediately transfers to the 
  replica and in effect, lives again! The new self will 
  have the Intelligence, Luck, Charisma ratings of the 
  caster at the time of his death (including experience 
  points and talents) but the Strength, Dexterity and 
  Constitution of the wizard at the time of casting. It’s 
  quite possible that some of the virile yet senile 
  mages wandering the Guild halls have been around 
  for a long time. 
   
  (11) Winds of Fortune 
   
  The caster must be aboard a wind-powered vessel 
  to cast this spell; the vessel will then travel 20% 
  faster than its optimum speed for one day. Each 5 
  extra power spent increases the rate by 20% up to a 
  maximum of 500%. 
   
  (12) Wreath of Protection 
   
  All friendly characters within a 30 ft. radius of the 
  caster are granted immunity from any harmful 
  magic for one combat turn. 
   
   
  Example: Mask 
  Loot needs to make Konrak look exactly like the 
  Master At Arms of the town guard. Loot knows 
  what she looks like; in fact, he was married to her 
  for a disastrous 8 months of his life. Normally he 
  would need to make a level 1 Saving Roll on 
  Intelligence to make Konrak look and sound 
  exactly like her. However, in this instance, the GM 
  forgoes the roll - Loot knows her too well! Of 
  course Konrak will look and sound like Loot’s ex-
  wife but will still act like the slightly slow warrior 
  that he is... 
   
  Example: Gift of Unlife 
  Laskar, the self-styled necromancer kills his 
  manservant, Ulrike, for some imagined slight then 
  reanimates him as a more compliant zombie. 
  When living, Ulrike had Strength of 13 and 
  Constitution of 10 so as a zombie he has a base MR 
  of 23; Laskar spends an extra 10 power increasing 
  the MR to 48 and instructs the creature to ‘patrol 
  the manse and kill any being that isn’t me’. This is 
  a command of only 10 words well below Laskar’s 
  Intelligence of 24. Later that week, Laskar is forced 
  to recast the spell after Ulrike slaughters a pet dog 
  and the gardener (the new command would 
  probably be something to do with keeping the 
  lawns in order). 
   
   
  7.8 LEVEL 8 SPELLS  
  Eighth level spells require 17 power to cast (1 + 
  16). Registered wizards may purchase them from 
  the Guild or Guild representatives for 1d6 x 400g 
  and require minimum attribute scores of 
  intelligence 24+ and dexterity 15+; the 
  transference process takes 8d6 hours.  
   
   
  (1) Automaton  
  The wizard creates a clockwork bodyguard and 
  manservant. The automaton is most often built 
  using a suit of plate armour as a base but some rich 
  wizards build their robots out of gold skeletons. The 
  wizard must be present during the crafting of the 
  host system which usually takes 6d6 hours. 
   
  Once the body is formed, it starts to fill up with all 
  the necessary cogs, gears and rods to allow it to 
  move and act as required. One can often hear gears 
  grinding or see steam whistling from its visor or oil 
  leaking from a joint. 
   
  The automaton is fanatically loyal to its creator and 
  will attempt to complete any task that an 
  Intelligence of 9 could handle (although the 
  automaton cannot speak). If attacked or forced to 
  fight for its master, it has armour protection equal 
  to half the creator’s level (round down) and an MR 
  equal to caster’s Intelligence x half his level (round 
  down). 
   
  If the automaton is reduced to zero MR, it is 
  completely destroyed causing the caster to 
  permanently lose one Strength point. 
   
  It is rumoured that Vermidian the Arcane has 
  several automata including one that can be ridden 
  like a horse. He is prepared to rent them out but 
  they don’t come cheap. 
   
  (2) Binding 
   
  The target is immediately paralysed unless a level 1 
  Saving Roll on Charisma is successfully made. The 
  level of the Saving Roll is increased by one for each 
  
  38 
   
  additional 9 power spent. the spell lasts 1d6 hours 
  per level of the caster. 
   
  (3) Blades of Retribution 
   
  Nine magical swords shimmer into existence above 
  the wizard’s head. As soon as the caster takes any 
  damage (even just one point), the blades descend 
  upon the offender in a whirl of destruction. The 
  victim suffers one die of damage per level of the 
  caster. A Dexterity Saving Roll reduces damage by 
  half (round down). 
   
  (4) Craft Memories 
   
  Given 1d6 minutes alone with the subject, the 
  wizard can manufacture 1d6 +1 specific memories 
  and plant them in the subject’s mind. Once there, 
  they will be as real as any other memory the target 
  has. Only a level 3 Charisma Saving Roll will repel 
  the fake memories. 
   
  Fortunately this spell is closely guarded by the 
  Guild, applicants are heavily vetted and/or expected 
  to pay the maximum fee of 2,400g. 
   
  (5) Elemental Mastery  
  Summons a semi-sentient magical creature from 
  one of the four elemental realms (earth, air, fire or 
  water). The caster may only call an elemental from 
  the realm to which he is aligned - a secret that is 
  revealed only when the spell is first learned. Roll 
  1d6 on the following chart: 
   
  1  
   Unaligned, the spell cannot be cast; the 
  wizard has wasted his money. 
  2  
   Earth. 
  3  
   Air. 
  4  
   Fire. 
  5  
   Water. 
  6  
   Unbound, the wizard chooses a realm. 
   
  The elemental remains under the caster’s command 
  until it has performed 3 tasks (an elemental forced 
  to fight for the wizard 3 times has completed its 3 
  tasks) and then returns to its realm of origin. All 
  elementals have an MR equal to the Intelligence (x 
  experience level) of the summoning wizard but 
  otherwise have varying task abilities: 
   
  Earth: can transport the caster’s party to any other 
  land area within 100 miles as long as it is connected 
  to the area currently occupied. 
  Air: can carry a detailed message to the ears of any 
  named individual anywhere on the planet (and 
  instantly return with the reply). 
  Fire: offers complete protection to the caster’s 
  party regardless of the extremes of temperature 
  (living in an active volcano would even be possible). 
  Water: the essence of life; water elementals can 
  restore any number of sick or wounded characters 
  to full health (it cannot restore the dead to life 
  however). 
   
  Note that if the player can come up with a 
  reasonable use for an elemental beyond those 
  listed, the GM should certainly consider the 
  proposal and perhaps reward the creativity. 
   
   
  (6) Erase 
   
  This devastating spell completely destroys one living 
  subject within 20 ft. of the caster. The target is not 
  simply killed but erased from the memory of 
  anyone that ever met the person - even the 
  subject’s parents would deny all knowledge of their 
  offspring - even if faced with his or her portrait. 
  Note that the erase spell also destroys any unliving 
  self replicas the target may have created. 
   
  To avoid erasure, the target is allowed a level 1 
  Saving Roll on his highest attribute. The Saving Roll 
  is increased by one level per 9 additional points 
  spent. Some flippant Guild members have been 
  known to refer to this illegal magic as Death Spell 
  Number Nine. 
   
  (7) Inferno 
   
  One of the Guild’s most impressive spells! A ball of 
  fire with a 100 ft. radius erupts from the wizard 
  causing 1d6 + caster’s level in structure damage 
  (note that 1 point of structure damage is equal to 
  10 points of normal damage)! 
   
  Each casting of the spell costs 9 points of Strength 
  that is recovered at the normal rate (rather than 
  sacrificed). 
   
  Characters caught in the blast but able to dive for 
  cover may attempt a level 3 Saving Roll on 
  Dexterity. If successful they only suffer 1d6 + 
  caster’s level in normal damage. 
   
  The Guild has a small army of wizards proficient 
  with this spell know as the Infernal Brigade. This is 
  perhaps why the Guild is rarely challenged! 
  
   
  (8) Invisibility  
  True invisibility! The caster becomes completely 
  invisible to all forms of detection (even seeking and 
  manse) and remains so until he casts his next spell 
  or physically makes an attack. 
   
  It is rumoured that the once great mage Meldryn 
  the Chaste, cast the spell and enjoyed it so much he 
  never cast another and still haunts the red light 
  district of the city to this day. 
   
  (9) Reversal of Fortunes 
   
  The ultimate disguise! The spell allows the 
  exchange of one consciousness to another body. All 
  the mental attributes of the wizard are exchanged 
  with those of the target subject. 
   
  The spell is actually a lengthy ritual taking 2d6 hours 
  during which time, the wizard must be in physical 
  contact with the subject. One point of the caster’s 
  Intelligence is sacrificed in the exchange 
   
  (10) Sky Sphere  
  This rare spell demonstrates the contrary nature of 
  magic; casting requires a rock or other dense object 
  (such as a marble statue or lump of ferrous metal); 
  followed by the sacrifice of 6 levels of foci.  
   
  The chosen item first transforms into a perfect 
  sphere and then begins to levitate, potentially 
  reaching altitudes of up to one mile. Furthermore, 
  anything, regardless of weight or size, in the 
  proximity of the sphere also levitates. So if some 
  enterprising individual popped one in the hold of a 
  ship, they would end up with a flying ship! 
   
  The spell is presently unknown to the Guild, 
  although they would never admit that. 
   
  (11) Summon Dark Entity 
   
  There are two other elemental realms. One is 
  believed to be inhabited by the gods and goes by 
  many names, the other is known as the Dark Realm. 
   
  Dark entities are truly the stuff of nightmare. They 
  can take any form they choose but usually have a 
  favourite - often it’s a tentacled horror with 
  thrashing tongues, snapping beaks and a hundred 
  gleaming red eyes - but frequently it’s something 
  more terrifying. 
   
  They are generally called upon to commit one 
  horrific act of evil, which they will gladly do before 
  departing (kind of). The act could include; levelling a 
  city, causing a volcano to erupt, sinking an entire 
  island; removing an individual from the time-line 
  and any manner of other terrible deeds. 
   
  Should it ever be necessary, Darks always have a 
  basic MR equal to the summoner’s level multiplied 
  by 100. In addition to the power cost, the caster 
  must permanently sacrifice 4 points of Strength and 
  1 point of Charisma. 
   
  Openly, the Guild of Wizards denies the existence of 
  this spell, secretly it is outlawed but many believe 
  Dark Entities are responsible for much of the woe to 
  befall the world. 
   
  Note that creatures of Dark always remember who 
  summoned them and the caster only has the 
  monstrosity’s word that it will leave after 
  performing its abominable transgression. 
   
  (12) Wisdom of the Ages 
   
  Each casting of this spell allows the wizard to 
  successfully pass any one Saving Roll based on 
  Intelligence, regardless of the level. Indeed, if there 
  is a benefit to be gained by rolling a certain result, 
  the wizard is assumed to have rolled 5 points higher 
  than the minimum required. The spell requires the 
  sacrifice of 1 Strength point if the Saving Roll is level 
  6 or more.  
   
  It is through this spell that the Guild (and others) 
  unlocks truly powerful knowledge and spells. 
   
   
  7.9 LEVEL 9 SPELLS  
  Ninth level spells require 19 power to cast (1 + 
  18). Registered wizards may purchase them from 
  the Guild or Guild representatives for 1d6 x 450g 
  and require minimum attribute scores of 
  intelligence 26+ and dexterity 16+; the 
  transference process takes 9d6 hours. 
   
  (1) Banish the Dark 
   
  Once summoned, Dark entities never truly depart; 
  they lurk quietly in the shadows, watching and 
  waiting to see what their summoner does with the 
  power they grant. If they approve, they may 
  become a secret benefactor, if not they might visit 
  some horrible fate on the wizard. 
   
  This spell either sends them back from whence they 
  came or destroys them completely, no one knows 
  for sure. 
   
  
  40 
   
  In addition to the power required for the spell (a 
  mere token), the caster must sacrifice a number of 
  levels of power foci equal to the level of the wizard 
  that summoned the entity.  
   
  If exactly the right amount of foci levels are 
  sacrificed, the entity is defeated, if not, the caster 
  immediately suffers the effects of an erase spell. 
   
  (2) Channelling  
  Channelling allows the caster to leach attribute 
  points from a living sentient subject (who must be 
  conscious but immobilised in some way). The points 
  are then stored in power foci that have already 
  been bound by the caster (either type of focus can 
  store a number of attribute points equal to 3 x its 
  level). Alas, much of the potential is lost in the 
  process, for every 10 attribute points channelled 
  from a victim, only one is stored in the focus! 
   
  Note that the caster must record the type of 
  attribute channelled - a Strength point can’t be 
  sacrificed if the spell calls for a point of Charisma. 
  Additionally a character with a negative attribute 
  cannot be tapped for that attribute. 
   
  The spell takes 1d6 hours to cast and (of course) is 
  outlawed by the Guild. Each casting of the spell 
  allows the wizard to channel a number of attribute 
  points equal to the total of his Intelligence and 
  Charisma. 
   
  (3) Doom Sphere 
   
  Every character or monster within a 50 ft. radius of 
  the caster immediately suffers enough damage to 
  reduce them to within one point of passing out 
  unless they beat the caster in an open Charisma 
  Saving roll. If the target or targets beat the caster’s 
  roll they are unaffected. For example, Tremillo the 
  wizard casts doom sphere as both he and his fellow 
  delvers are about to be slaughtered by a mob of 
  angry trolls; his player makes an open-ended roll on 
  Charisma (let’s say he rolls a total of 29), anyone 
  within range that rolls 29 or less suffers damage. 
   
  (4) Focus Forge  
  Once the wizard has located a small fragment of 
  starstone (meteor) he can begin the long process of 
  creating a casting or power focus. This will require 
  1d6 days per level of the focus desired. During this 
  time, the fragment must be invisibly joined with an 
  object of the wizard’s choosing. That object 
  ultimately becomes the focus. 
   
  In addition to the power cost, the wizard must 
  invest his life force in the foci, for each level 
  desired, he must expend 40 experience points (but 
  may not do so if that would cause him to ‘lose a 
  level’). 
   
  Thereafter, a Saving Roll must be made (on 
  Intelligence or Charisma) at a level equal to the 
  desired level of the focus. If the roll fails, the 
  starstone is destroyed but the caster does not lose 
  the experience points. 
   
  A new focus is never automatically bonded to the 
  wizard, even though he made it. 
  (5) Forge Spell Stone  
  A spell stone is a simple river pebble inscribed with 
  one of the runes related to a particular spell. When 
  the spell is thrown to the floor or other hard 
  surface, the effects of the spell associated with the 
  spell are released. 
   
  It takes just 1d6 minutes to scratch the rune to the 
  stone and one additional power point. That point 
  will not be available until the stone is used. First 
  level spells may be stored in a spell stone at no 
  additional cost, higher level spells require additional 
  power equal to the level times 3 - that can be a lot 
  of power to lock away. 
   
  Charlatans will often try to pass a normal stone off 
  as a spell stone since the new owner won’t want to 
  use it until the right moment - they are a ‘one shot’ 
  item. 
   
  (6) Golem 
   
  A golem is very similar to automata in that they are 
  created but the golem can speak and interact freely. 
  Wizards who lack company often make their own. 
  This creation must be made of some mutable 
  substance such as flesh stitched together, clay 
  fashioned into a humanoid form or molten gold 
  poured into a mould. 
   
  The golem is very powerful (MR equal to the 
  caster’s Intelligence x level) which is why a point of 
  Strength and Dexterity must be sacrificed to give 
  the monster ‘life’. 
   
  Rarely, a golem will develop goals and desires not 
  compatible with his maker, perhaps even gaining a 
  moral compass. In extreme cases the golem may 
  
   
  turn on its master but this is unlikely to be a direct 
  attack. 
   
  The creature is considered to have an Intelligence of 
  12 and is literate. 
   
  (7) Hand of Death 
   
  This cruel spell will kill somebody outright! Once 
  cast, the wizard has 2 minutes to touch the victim 
  (otherwise the wizard will die). As soon as he is 
  touched, the victim is instantly aware that he will 
  surely die within 2 minutes if he doesn’t touch 
  someone else. And so it goes until the last person 
  touched can find no other or cannot bring 
  themselves to pass on the death curse. Then their 
  heart and brain explodes with such force that the 
  head is lifted from the body and skull bursts 
  asunder. 
   
   
   
  Note that if a character has already received the 
  hand of death no one can pass it back to him (the 
  victim that has just been touched by the caster 
  can’t pass on the curse by touching the wizard - he 
  must find somebody else or die). 
   
  (8) Ocean World 
   
  Whilst the spell is maintained, the wizard actually 
  becomes an aquatic being. There is no change in his 
  physical appearance but he lives and breathes 
  underwater, to any depth without ill effect. The 
  spell only requires 3 points per day to maintain so it 
  would be quite possible (but not necessarily 
  desirable) for a wizard to retreat underwater and 
  stay there indefinitely. Danamon the Proud, a local 
  Guild official recently disappeared after announcing 
  his intention to locate a real mermaid. Perhaps he’s 
  still looking and likes it down there? 
   
   (9) Personal Domain  
  The wizards steps through a door of his choice but 
  rather than appearing on the other side, is 
  transported to his own private universe. Whilst in 
  the personal domain, it is impossible to interact 
  with the wizard in any way, indeed, his physical 
  body cannot be found. So the wizard is totally safe. 
   
  The only problem is that life in this fantasy universe 
  is so incredibly wonderful (whatever the mage 
  wishes for is freely available), some, perhaps many, 
  retreat to their personal domain and never return. 
  Once in the domain, the player must make a level 1 
  Saving Roll on any attribute to leave. If he fails, a 
  second attempt may be made in one month. If a 
  second roll is failed, a third and final roll is allowed 
  one year later. 
   
  From within the personal domain, the wizard can 
  easily locate a portal allowing him to view the 
  location where he entered his realm. 
   
   
  (10) The Distant Step 
   
  The caster and all of his possessions are instantly 
  and safely teleported to any location he has been to 
  before. Each 10 additional power allows the wizard 
  to take one other willing subject with him. 
   
  (11) Time Step  
  When someone is removed from the time line not 
  only are they completely eliminated but everything 
  they did in their lifetime is altered to remove them 
  from the ‘picture’. If they married and had children, 
  those children vanish - in fact, they never existed. 
   
  Only Dark Entities10 have the power to dip into time 
  and remove someone but incredibly powerful spell 
  casters can for brief periods, step off the time line. 
  As soon as they do so, time is momentarily frozen, it 
  cannot progress whilst someone is ‘out of step’. For 
  the caster, the world stops and only he can move 
  and act. See the example below. 
   
  The spell requires the permanent sacrifice of 2 
  Strength, 2 Luck and 2 Charisma and allows the 
  caster 10 x Intelligence seconds to be out of step 
  with time. each additional power spent adds a 
  further 10 seconds. At the end of this time, the 
  wizard must make a level 1 Saving Roll on his new 
  reduced Luck score or he is spotted by a hungry 
  Dark Entity and erased. 
   
  Several Guild members have access to this spell but 
  only use it to advance the Guild’s cause and never 
  teach it. 
   
                                              
  10 Dark Entities love the taste of a victim plucked from 
  the timeline, they probably do it all the time and of 
  course no one would ever know! 
  
  42 
   
  (12) Unseen Armada 
   
  Each casting of the spell causes one ocean-going 
  vessel within the wizard’s line of sight to become 
  completely invisible to any being not already 
  aboard that ship. The targeted vessel is also silent, 
  appears to displace no water and leaves no wake in 
  its passing. 
   
  The spell (or spells) last until the wizard ceases to 
  maintain it (or them). Maintaining unseen armada 
  requires the wizard’s player to set aside 3 power 
  points per casting, the points are unavailable for 
  use while the spell is being maintained. As soon as 
  the ship is visible again, the power is once more 
  available for use. 
   
  Note that the unseen ship is visible to those aboard, 
  which is handy since it’s very hard to sail an invisible 
  ship! 
   
   
  Example: Time Step 
  Blackfire the Mage casts time step, walks over to 
  the dragon that was about to destroy him, strolls 
  past the frozen column of flame, climbs on to its 
  shoulder and thrusts his staff into its startled eye 
  until he feels the brain pop. 
   
  When Blackfire steps back into time the dragon 
  instantly dies, no one present would know why 
  (least of all the dragon) except perhaps for the 
  ichors dripping from Blackfire’s staff. Naturally, 
  Blackfire doesn’t need to sacrifice 6 of his own 
  attribute points since he has several foci full of 
  points from his channelling victims. He’s that kind 
  of guy. 
   
   
  
   
  8.0 RANDOM TREASURES 
   
  The following is the trimmed-down process for 
  randomly determining rewards found by the 
  team of delvers.11 This version of the treasure 
  generator will create smaller hoards of cash and 
  items for the characters which seems more in 
  keeping with 4th edition’s pre-inflation feel. 
   
  8.1 Step 1: Begin by selecting the size of your 
  random treasure; choose from small, medium or 
  large. 
   
   
  8.2 Step 2: Once you have selected the overall 
  size of your treasure, roll the indicated dice to 
  determine the number of coins and jewels found. 
  For example, a small treasure contains at least 
  7d6 x 10 copper coins and rarely, if ever, a jewel. 
  For magic items, roll the number indicated or 
  higher on 2 dice to determine if a magic item is 
  present. 
   
  Treasure Type 
  Roll 
  Copper coins 
  7d6 
  Silver coins 
  5d6 
  Gold coins 
  3d6 
  Jewels 
  1d6 
  Magic items 
  roll this number or more on 2d6 
   
  Treasure Type 
  Small 
  Medium 
  Large 
  Copper 
  x 10 
  x 20 
  x 30 
  Silver 
  x 5 
  x 10 
  x 15 
  Gold 
  x 1 
  x 5 
  x 10 
  Jewels 
  x 0 
  x 1 
  x 2 
  MagicItems 
  12 
  10 + 
  8 + 
   
   
  8.3 Step 3: once we know the content of the 
  treasure haul, roll two dice for each gem (if any). 
  A roll of 12 indicates that an item set with jewels 
  is found. Roll 1d3 to determine the number of 
  jewels in the item. The value factor column is 
  used to determine the gem’s actual value in gold 
  pieces.  
   
  2d6 
  Jewel Size 
  Value Factor 
  2 to 4 
  Chip 
  x 1 
  5 or 6 
  Small 
  x 5 
  7 or 8 
  Average 
  x 10 
  9 or 10 
  Large 
  x 50 
  11 
  Huge 
  x 100 
                                              
  11 Note that the original treasure generator was created 
  by the cunning South Australian known to the Trollbridge 
  Boards as Mahrundl 
  12 
  Jewelled item 
  Roll for each jewel 
   
   
  8.4 Step 4: for each jewel located roll 3d6 on the 
  Gem Type table. Multiply the base value by the 
  value factor from the Jewel Size table to 
  determine the worth in gold pieces. 
   
  3d6 
  Gem Type 
  Base Value 
  3 
  Quartz 
  1 
  4 
  Amber 
  2 
  5 
  Topaz 
  5 
  6 
  Garnet 
  7 
  7 
  Onyx 
  9 
  8 
  Turquoise 
  10 
  9 
  Amethyst 
  10.5 
  10 
  Lapis Lazuli 
  11 
  11 
  Agate 
  12 
  12 
  Aquamarine 
  12.5 
  13 
  Jade 
  13 
  14 
  Opal 
  14 
  15 
  Pearl 
  16 
  16 
  Sapphire 
  20 
  17 
  Diamond 
  25 
  18 
  Emerald 
  50 
   
   
  8.5 Step 5: for jewelled items roll 2 dice to 
  determine the type of item found then 1d3 to 
  learn the number of gems set into the item; if 
  there is less than the rolled number of gems in 
  the hoard, use the number remaining. 
   
  2d6 
  Jewelled Item Type 
  2 
  Head-adornment or helmet 
  3 
  Torc 
  4 
  Necklace 
  5 
  Bracelet 
  6 or 7 
  Ring 
  8 
  Weapon 
  9 
  Armour 
  10 
  Shield 
  11 
  Belt 
  12 
  Earring 
   
   
  8.6 Step 6: we’ve already determined whether 
  the random hoard contains a magic item or not in 
  step 2 of the process; now we roll 2 dice to find 
  out what it is! Note that, magic items are all 
  unique to some degree or another and the GM 
  may be making a rod for his own back by handing 
  
  44 
   
  out random items. It’s always better to design a 
  permanent campaign fixture from the ground up. 
   
  Where a number range is indicated, record the 
  number you roll as a higher number is always a 
  more powerful item; for example a skill bonus 
  item has a modifier of +2 if you rolled 2 and +4 if 
  you rolled 3. 
   
  2d6 
  Magic Item Type 
  2 or 3 
  Skill bonus 
  4 or 5 
  Spell power (charged) 
  6 or 7 
  Weapon 
  8 
  Shield 
  9 
  Armour 
  10 
  Spell power (permanent) 
  11 
  Saving Roll bonus 
  12 
  Unique 
   
   
  8.6.1 Skill bonus: the item provides a discrete 
  bonus to Saving Rolls (+2 or +4) when using the 
  item for the specific task it was created for. A +4 
  lock pick will always increase Saving Rolls to pick 
  locks by 4 points but will not turn a failed roll (1 
  and 2) into a success. The item is more durable 
  than a non-magical version but can be broken. 
  Such items are rarely if ever sold by their owners 
  but a value of 200+ or 400+ gold might be 
  appropriate. 
   
  8.6.2 Spell power (charged): any item can be 
  enchanted with the power to create the effects of 
  a specific spell. The most common type is the 
  spell stone which can be used just once. Other 
  items have a store of power which can be used by 
  the owner (even warriors) to cast that spell. Roll 
  1d6 to determine the level of the stored spell 
  then select an appropriate spell from that level. 
   
  If the roll on the above table was a ‘4’ the item is a 
  one-use spell stone; if the roll was ‘5’, the item 
  contains 10 power points per spell level. Spent 
  power is restored in full, at midnight or midday 
  (the GM may choose). 
   
  8.6.3 Spell power (permanent): these items 
  may cast the spell 1 to 6 times per day (roll 1 die 
  each day the power is first used, 24 hours must 
  elapse before a new roll is made) rather than 
  having a certain number of power points. If the 
  spell in question has varying effects based on the 
  number of power points spent, the powered item 
  only produces the minimum effect. The GM 
  should ensure that the spell chosen makes sense 
  as a permanent power but where possible use the 
  guidelines discussed for charged items above. 
   
  8.6.4 Weapon: roll 1 die to determine the type of 
  magic weapon. Melee weapons (1 to 4) increase 
  the user’s combat roll by +1 or +3; missile 
  weapons (5 to 6) increase the archer’s 
  marksmanship rating by +2 or +4. 
   
   
   
  8.6.5 Shield: a magic shield has a protection 
  value of one point greater than a similar 
  mundane item. In addition, magic shields never 
  break through normal combat use but might 
  shatter under extreme duress (being used to jam 
  open a castle’s portcullis or being chomped on by 
  a dragon). 
   
  8.6.6 Armour: because magic armour is 
  comprised of a number of individual parts it also 
  runs the risk of standard breakage as described 
  in the combat section. 
   
  8.6.7 Saving Roll bonus: these rare and 
  powerful items are tied to a particular attribute. 
  A magic pair of gloves might apply to Dexterity or 
  Strength; a helmet could effect Intelligence or 
  Charisma Saving Rolls; a lucky charm works for 
  Luck or Constitution etc. 
   
  Whilst the magic item is used, worn or carried, 
  add +2 to the Saving Roll for the aligned attribute. 
   
  8.6.8 Unique: such items should only be 
  employed by the GM on very rare occasions since 
  they impact on the balance of play, diminishing 
  the value of earned experience points. Unique 
  items increase one of the character’s attributes by 
  +1, whilst the item is worn or used. 
   
  For example: Koraq’s Circlet of Life is a gold torc 
  that is worn around the neck and magically 
  increases the owner’s Constitution by +1. 
   
   
   
  
   
  9.0 ELABORATIONS 
   
  9.1 Falling (and landing)... 
  Adventurers do dangerous things; they 
  sometimes fall from high places and land on 
  sharp objects. When they do, there’s a chance 
  they’ll take damage. Let’s assume that hardy 
  characters can take a fall of 20 ft. and walk away 
  unharmed. Falling more than 20 ft. tends to give 
  you sore elbows. 
   
  When the character falls 20 ft. or more there is a 
  potential for injury. The player should attempt an 
  opposed Saving Roll against the distance fallen in 
  feet as an absolute number. If the character 
  equals or exceeds the distance fallen, he walks 
  away with a few bruises and perhaps minus his 
  hat but otherwise unscathed. If he failed the roll, 
  he takes the difference as damage points. Natural 
  armour will protect against falling damage (like 
  the bonus armour enjoyed by warriors or the 
  tough skin of trolls) but the protective value of 
  worn armour is reduced by half (round down). 
  The GM might also allow warriors to use armour 
  burn points to mitigate falling damage (if this 
  optional rule is used). 
   
  In most cases the GM will want to test the 
  character’s Dexterity or Luck with the Saving Roll 
  but enterprising players might offer alternatives, 
  such as:  
   
   
  ‘I’m using Strength to break my fall or 
  catch a few branches on the way down.’ 
   
  ‘My natural toughness (Constitution) will 
  see me through this one.’ 
   
  ‘I’m using Intelligence to calculate the 
  angle of decent, aligning my body 
  perpendicular to the Ignus Quotient 
  resulting in a measured fall and 
  controlled landing. In fact, I’m technically 
  flying.’ 
   
  Given that a Saving Roll is involved, a player may 
  roll a particularly high number allowing his 
  character to walk away from some serious drops 
  with naught but a scratch. Since this is a fantasy 
  game, we can be okay with this but perhaps a 
  little generous narrative could assist: ‘It’s just a 
  few degrees shy of a vertical drop? So it’s not 
  actually vertical? In that case, I’m not actually 
  falling; I’m shield-surfing down the wall...’ 
   
  Of course there will be times when the devious 
  goblins have pitched in to buy some spikes for the 
  bottom of their pit-trap. Now, we could talk about 
  bodies in flight gaining momentum as they fall 
  but that would call for a calculator and we don’t 
  want that. Instead, the GM should give the spikes 
  (or whatever) a rating in damage dice, just like a 
  weapon. That could be one die or more. 
   
   
  9.2 Holding Your Breath, Swimming and 
  Drowning 
  In the first turn the character is submerged 
  attempt a level 1 Saving Roll on Constitution If 
  successful, the character survives for one combat 
  turn; if not, he suffers 1d6 damage but either way, 
  the character will drown early in the second 
  combat turn. 
   
  For a more exciting time underwater, the GM 
  might rule that a combat turn only lasts 6 to 10 
  seconds and allow the character to make a 
  Constitution Saving Roll each turn, taking 1 point 
  of damage with each missed roll. The Saving Roll 
  would be level 1 for the first 30 seconds, level 2 
  for 30 to 60 seconds and level 3 thereafter. 
   
  Being underwater at depths of 60 ft. (10 fathoms) 
  is no fun either. At that depth, take 1 point of 
  damage per turn and an extra point for each 
  multiple of 60 ft. or part thereof. The pressurised 
  cabin of a submersible will protect from pressure 
  damage down to 100 fathoms. 
   
  All player characters are assumed to be able to 
  swim to some degree, although a really big troll 
  might just sink. Swimming short distances is a 
  function of Strength; a swimming race might use 
  opposed Strength Saving Rolls. Staying afloat for 
  durations of one hour or more would require 
  increasingly demanding Constitution Saving 
  Rolls. Ultimately, the swimmer might need to 
  refer to the drowning rules... Note that some 
  spells negate the damage of drowning and the 
  pressure of great depth. 
   
   
  9.3 Disease and Illness 
  The characters should never fall victim to disease 
  by chance; heroes don’t take a week off due to a 
  bad cold or an embarrassing rash. However, if the 
  GM tells the players up front that the area their 
  characters are about to enter is rife with 
  mosquitoes with a habit of passing on nasty 
  illnesses, we need to know more. Certain plague-
  ridden critters might pass on a disease during a 
  combat encounter but the GM’s description of the 
  
  46 
   
  creature should make it clear that an additional 
  risk is involved. 
   
  A disease has two important elements: 
   
  1. How virulent is the disease? 
   
  2. What are the effects (including how long it 
  might last)? 
   
  Virulence 
  Notes 
  Level 1 
  You might catch it if you’re unlucky 
  (or sickly) 
  Level 2 
  Most normal people will catch this 
  Level 3 
  Pandemic! 
   
  The virulence level of the disease determines the 
  level of the Constitution or Luck Saving Roll 
  required to avoid infection. 
   
  The general effects of the disease are entirely up 
  to the GM. It may be that the illness causes an 
  uncomfortable rash in the codpiece or it may last 
  3d6 days and cause the sufferer to suffer 2 
  damage points per day, or worse. In all cases, the 
  level 3 spell purification will cure the illness 
  immediately. 
   
  A common cold might be a level 1 illness that 
  lasts 1d6+2 days and reduces the character’s 
  Constitution Saving Rolls by one point during that 
  time. 
   
  By contrast, the Red Death is a level 3 disease 
  that will kill in 1d6 days! 
   
   
  9.4 Poison 
  Heroes tend not to use poison on their arrows 
  (even villains would shy away from using it on 
  melee weapons given the likelihood of getting a 
  nick off your own blade) but there may come a 
  time when it’s called for or the delvers may be the 
  target of a poisoning themselves. 
   
  Of course poison can get into your character’s 
  system from other means - a poisoned meal or 
  drink, or the bite of a poisonous insect or 
  monster. 
   
  Not all poisons inflict direct damage; instead they 
  may cause lethargy, difficulty breathing, blurred 
  vision or result in the afflicted character falling 
  into a deep slumber. 
   
  However, all poisons that could impact on a 
  healthy adventurer have a strength rating (either 
  1, 2 or 3 but sometimes more). This is the 
  Constitution Saving Roll the player must make for 
  the effected character to avoid some or all of the 
  poison’s effects. 
   
  For example: Helfaxe roote looks almost exactly 
  like a gnarled stick of ginger and in its natural 
  state hurts no one. But when powdered and diluted 
  in water (possibly sweat on the victim’s brow) it 
  encourages a nasty yellow rash to spread in the 
  direction of the sweat glands. If the victim fails a 
  level 2 Saving Roll on Constitution he is all but 
  incapacitated due to fevered scratching (which, 
  itself inflicts a point of damage) for 1d3 hours. If 
  the roll is successfully made, the discomfort passes 
  within the hour. 
   
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/4th edition/TnT 4e - Retro Role-playing Realms (thedarkisles).pdf