TEXT: ~o?z
  A6MAlTtfRLS
  1.2
  1Ayc"'~s 14AtlL~to
  LL
  
  SWORDS AND GLORY
  ADVENTURES ON TIkKUMEL
  By M.A.R. Barker
  2.000 . THE PLAYERS' HANDBOOK
  Sdkbe road fortress and caravan encampment
  I
  
  CREDITS:
  Cover art:
  Tony Balammbo
  Interior art:
  M.A.R . Barker
  Craig James Smith
  Peter Quinlan (i, 71, 173)
  Design:
  Sarah Prince
  Consultant :
  Copyright 1984
  M.A.R. Barker
  First Printing (Gamescience)
  Second Printing (Tita's House of Games)
  Publisher
  Tita's House of Games
  Mailing Address : % Carl L. Brodt, 1608 Bancroft Way, Berkeley, CA . 94703
  Email Mail Address:
  CarlBrodt@AOL.com
  
  TABLE OF CONTENTS
  2.000 . THE PLAYER'S HANDBOOK .
  2.100 . INTRODUCTION . . .
  . .
  . . . . . . .
  . .
  . .
  .
  . .
  . .
  .
  1
  2.110 . NECESSARY PLAYING AIDS . . . .
  . . .
  . . . .
  . . . . . . .
  . . . .
  1
  2.120 . OPTIONAL PLAYING AIDS .
  . . . .
  . . . . .
  . . . . . . . . . . .
  . . . 1
  2.130 . THE INTERPRETATION OF DICE ROLLS . . . . . . . . . . . . 2
  2.140 . TYPES OF DECISIONS . .
  . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  2.200. ESTABLISHING A CHARACTER . .
  . .
  . . 2
  2.210 . BASIC ATTRIBUTES . .
  . . . . .
  . . . . . . .
  . . . .
  . . . . . . . . . . . 2
  2.211 . HEIGHT, BUILD, AND STRENGTH . . .
  . . . . . . . . . . . . . . . 2
  2.212 . STAMINA . . .
  . . . . . . . . . . . . . . . .
  . . . . . . .
  . . . . . . . . .
  . . . 3
  2.213 . DEXTERITY . . . .
  . . . .
  . . . . . . .
  . . . . . . .
  . . . . . . . . .
  . . . . . . 4
  2.214 . BODY DAMAGE POINTS . . . . . . . . . . . . . . .
  . . . . . . . . . . . 4
  2.215 . INTELLIGENCE . .
  . . . . .
  . . . . . . . . . . . . . . . . . .
  . . . . .
  . . . 5
  2.216. PSYCHIC POWERS . . . . . . . . . . .
  . . . . .
  . . . . . . . . . . .
  . . . 5
  2.217. COMELINESS . . . . . . .. . . . . . . . . . . .
  . . . .
  . . . . . . .
  . . . . 5
  2.218. CHARISMA . . . . . . . .
  . . . . . . .
  . . . . . . . . . . .
  . . . . .
  . . . . . . 6
  2.219. AGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . .
  . . . 6
  2.220 . OTHER TYPES OF CHARACTERS .
  . . . . . . .
  . . . . .
  . . 6
  2.221 . WOMEN .
  . . . . . . . . . . . . . . . . . . . . . . . . . .
  . . . . . . . . .
  . . . 7
  2.222 . N'LUSS . .
  . . . . . . . . . . . . . . . . . . .
  . . . . .
  . . . . . . . . . . .
  . . . 7
  2.223 . NONHUMANS . . . . . . . . . . . .
  . . . . . . .
  . . . . . . . . . . .
  . . . . 8
  2.230 . BACKGROUND . . . . . . . .
  . . . . .
  . .
  . .
  . . . . . . .
  . . . 18
  2.231 . PROVENIENCE . . . . . . . . . . .
  . . . . . . .
  . . . .
  . . . . . . . . . . 18
  2.232 . LANGUAGE . . . . . . . . . . . . . . . . . .
  . . . . . . .
  . . . . . . . . . . 20
  2.233 . RELIGION AND "ALIGNMENT. . . . . . . .
  . . . . . . . . . . . . . 21
  2.234 . CLAN, LINEAGE, AND FAMILY STATUS . . . . .
  . . . . .
  . 24
  2.235 . FAMILY AND PERSONAL WEALTH .
  . . . .
  . . . . .
  . . . . . 25
  2.236.FAMILY . . . . . . . . . . . . . . .
  . . . .
  . . . . . . .
  . . . . . . . . . . . . . 26
  2.237. MARRIAGE AND CHILDREN . . . . . . . . . . .
  . . . . . . . . . . 27
  2.238. EDUCATION . . .
  . . . . . . . . . . . .
  .
  . . . . . . .
  . . . .
  . . . . . . .
  . . 28
  2.239. SKILLS . . .
  . . . . . . .
  . . . . . . . . . . . .
  . . . . . . . . . . . . . . . . . 29
  2.2310 . SKILL LEVELS AND SUB-SKILL COMPETENCES . . . 41
  2.2311 . SKILL SUB-DIVISIONS . . . .
  . . . . . . .
  . . . . . . . . .
  . . . . . 41
  2.2312 . ESPIONAGE SUB-SKILLS . .
  . . . . . . . . . . . . . . . . . . . . . 42
  2.2313. SUB-SKILLS OF THE ASSASSIN . . . .
  . . . .
  . . . . . . .
  . . 43
  2.2314 . SUB-SKILLS OF THE OFFICIAL . . . . . .
  . . . . . . . . . . .
  . 43
  2.2315 . SUB-SKILLS OF THE PRIEST . . . .
  . . . . . . . . . . . . . . . . 43
  2.2316 . SUB-SKILLS OF THE SOLDIER . . . . .
  . . . . . . . . . . .
  . . 44
  2.2317 . SUB-SKILLS OF THE WARRIOR . . . . . . . . . . .
  . . . . .
  . 45
  2.240 . PROFESSION, INCOME, EXPENDITURES . . . . .
  . 47
  sword and dagger carried by Tsolydni Legion of Searing Flame
  2.241 . PROFESSION .
  . . . .
  . . . . . . .
  . . . . . . .
  . . . . . . .
  . . . . .
  . . . 47
  2.242. INCOME . . . . . . .
  . . . . . . . . . . . . . . . . . . . . . . .
  . . . . .
  . . . 51
  2.243. EXPENDITURES . . . .
  . . . . . . . . . . . .
  . . . . . . . . . . . . . .
  . 56
  2.300. ENCUMBRANCES AND PRICES .
  .
  .
  . . 58
  2.310. ENCUMBRANCE LIMITS . .
  . . . . . . .
  . . . . . . . . . . . . . . . 59
  2.320 . ARMS AND ARMOUR . . . . . . . . . . . .
  . . . . .
  . . . . . . .
  . . . 59
  2.330. ADVENTURE GEAR . . . .
  . . . . . . .
  . . . . . . .
  . . . . .
  . . . . . . 61
  2.340 . CLOTHING AND JEWELLERY . . . . . . . . .
  . . . . .
  . . . . . . 63
  2.350 . FOOD, DRINK, DRUGS, AND POISONS . . . . . . . . . . . . 65
  2.360 . LODGING, RENTAL, AND PURCHASE
  OF BUILDINGS AND LAND . . . . . .
  . . . . . . .
  . .
  . . . . . . . . . 69
  2.370 . TRANSPORT . . .
  . .
  . . . . . . . . . . . . . .
  . . . . . . .
  . . . . .
  . . . 71
  2.380 . SLAVES . . . . . . . . . . . .
  . . . . . . . . . . . . . .
  . . . . .
  . . . . . . . 72
  2.390 . ENTERTAINMENT . .
  . . . . . . . . . .
  . . . . . . . . . . .
  . . . . .
  . . 73
  2.400 . CHARACTER DEVELOPMENT .
  .
  . . . . 74
  2.410. CHANGES IN BASIC ATTRIBUTES . . . . . .
  . . . . . . . . . . 74
  2.411 . CHANGES IN BODY-BUILD . . . .
  . . . . . . . . . . .
  . . . . . . . 74
  2.412. CHANGES IN STAMINA . . . .
  . . . . . . . . . . .
  . . . . . . .
  . . . 75
  2.413. CHANGES IN DEXTERITY . . . . .
  . . . . . . .
  . . . . . . . . . . . 75
  2.414. CHANGES IN BODY-DAMAGE POINTS . .
  . . . . . . .
  . . . 76
  2.415. CHANGES IN PSYCHIC ABILITY . . . . .
  . . . . . . . . . . . . . 76
  2.416 . CHANGES IN COMELINESS . . . . . . . . . . .
  . . . . . . .
  .
  . . 76
  2.420 . SKILL DEVELOPMENT . . . . . . . . . . . . . . .
  . . . . . . .
  . . 76
  2.421 . SKILL MAINTENANCE . . . . . . . . .
  . . . . . . . . . . . . . .
  . . . 76
  2.422 . SKILL DEVELOPMENT : PRACTICE . .
  . . . . .
  . . . . . . . . . 76
  2.423 . SKILL DEVELOPMENT: STUDY . . . . .
  . . . . . . . . . . . . . . 77
  2.424 . SKILL DEVELOPMENT : COMPETENCE REWARDS . . 77
  2.425 . LEARNING SKILLS . . . . . . . . . . . . . . . .
  . . . . . . .
  . . . . . . 80
  2.426 . SKILL DECLINE . . . . . . .
  . . . . . . .
  . . . . . . .
  . .
  . . . . . . . . . 81
  2.430 . CHANGES IN SOCIAL STATUS . .
  . . . . . . . . . . . .
  . . 81
  2.431 . PROMOTION AND DEMOTION .
  . . . . .
  . . . . . . .
  . . . . . . 82
  2.432. UNDESERVED AND DOUBLE
  PROMOTIONS/DEMOTIONS . .
  . . . . . . . . . . . . . . . . . . .
  . . 85
  2.440 . EXAMPLES . . . . .
  . . . . .
  . . . . . . . . . . . . . . . . . .
  . . . . .
  . 85
  2.500. THE ROUND OF PLAY
  AND TIME SCALES . .
  . .
  . . . . . . . . .
  . .
  . .
  . .
  .
  
  2.600. SCALES, TERRAIN, AMP
  MOVEMENT . .
  . .
  . . . . . . . . . . . . . . . .
  . . . . . . . . . . .
  . . . .
  .
  88
  2.610 . THE TERRAIN MAPS . . . . .
  . .
  . . . . . . .
  . . . .
  . . . .
  . . . .
  . . 88
  2.611 . LAND MOVEMENT . . . . . .
  . . . . . . .
  . .
  . . . . . . .
  . . . .
  . .
  . 88
  2.612 . WIND AND WEATHER . . . . . . . . . . .
  . . . . . . . . .
  . .
  . .
  . . 89
  2.613 . SEA MOVEMENT . . . . . . . . . . . . .
  . . . . . . . . . . .
  . .
  . .
  . . . 90
  2.620. REGIONAL MAPS . . . . . . . . .
  . . . . . . . . .
  . . . . . . . . . . 91
  2.630 . CITY MAPS . .
  . .
  . . . . .
  . . . . . . . . . . .
  . . . . . . . . . . . . . . 91
  2.640 . BUILDINGS AND THE "UNDERWORLDS . . . . . . . . 91
  2.641 . MOVEMENT IN BUILDINGS
  AND UNDERWORLDS . . . . . . . . .
  . . . . . . . . .
  . .
  . .
  . .
  . .
  . . 93
  2.650 . THE MINIATURE FIGURE SCALE . . . .
  . . . .
  . .
  . .
  . . 94
  2.652 . FIGURE BASE SIZES . . .
  . . . . . . . . . . .
  . . . .
  . . . . . . . . . . 95
  2.660 . LARGER COMBATS . . .
  . . . . .
  . .
  . .
  . . . . . . . . . . .
  . . . 95
  2.661 . LARGER SCALE MOVEMENT .
  . . . . .
  . . . .
  . . . .
  . . . . . . 95
  2.662. TERRAIN EFFECTS . . . . . . .
  . . . . . . . . . . . . . . .
  . . . .
  . . . 96
  2.700 . "ADVENTURE ACTIONS" . . . . .
  . .
  .
  . . 96
  2.710. "ADVENTURE ACTION" TIMINGS . . . . . . . . .
  . . . .
  . .
  . 96
  2.720 . "ADVENTURE" DICE ROLLS . . . .
  . . . . . . . . . . . . . . 98
  2.721 . THE "HEIGHT-BUILD-STRENGTH ROLL" . . . . . . .
  . . . 98
  2.722. THE "STAMINA FACTOR ROLLS .. . .
  . . . .
  . . . .
  . . . .
  . . 99
  2.723. THE "DEXTERITY FACTOR ROLL. . .
  . . . .
  . . . . . . . . .
  . 100
  2.724. THE "INTELLIGENCE ROLLS . . .
  . . . . . . . . . . .
  . . . .
  . . 100
  2.725. THE "PSYCHIC ROLLS . .. . .
  . . . .
  . . . . . . . . . . . . . . .
  . . 101
  2.726. THE "COMELINESS/CHARISMA ROLLS . . . . . .
  . . . .
  . . 105
  2.727. THE "SKILL SUCCESS ROLL. . . .
  . . . . . . . . . . . . . . . . . 106
  2.728. THE "PERCEPTION AND COMMUNICATION
  ROLLS." . . . . . . .
  . . . .
  . . . . . . . . . . .
  . . . . . . . . . . . . . . . .
  106
  2.729. ESPIONAGE SUB-SKILL MODIFIERS . . . .
  . . . .
  . .
  . . . 109
  2.7210 . SPECIAL ABILITIES OF THE NON-HUMAN RACES 110
  2.7211 . MISCELLANEOUS "ADVENTURE" DICE ROLLS . . . 111
  2.800 . COMBAT .
  . . . . . . . . . . . . . .
  . . .
  . .
  . . .
  . 112
  2.810. THE COMBAT VALUE . . . .
  . . . .
  . . . . . . . . . . . . .
  . . . .
  . 112
  2.811 . ENCUMBRANCES AND COMBAT VALUES . .
  . . . .
  . . 115
  2.812. FATIGUE AND COMBAT VALUES . . . . . . .
  . . . .
  . .
  . .
  . 115
  2.520 . THE COMBAT SYSTEM . . . . .
  . .
  . .
  . . . . . . . . . . . . . 116
  2.821 . SURPRISE .
  . . . . . . . . . . .
  . . . . . . . . .
  . . . . . . . . . . . . . .
  116
  2.822.INITIATIVE . .
  . . . .
  . . . . . . .
  . . . .
  . . . . . . . . . . .
  . . . .
  . . . 116
  2.823. COMBAT ACTIONS . . . .
  . .
  . . . . . . . . .
  . . . .
  . . . .
  . . . .
  . 117
  2.824 . REACH RANGES . . . . . . . . .
  . . . . . . . . . . . . . . .
  . . . .
  . . 120
  2.825 . HITTING WITH TOTAL SURPRISE . .
  . . . .
  . . . . . . . . . . 121
  2.826 . HITTING IN HAND-TO-HAND COMBAT . . . . .
  . . . .
  . . 121
  2.827. HITTING WITH MISSILE WEAPONS .
  . . . . . . . . . . . . . 123
  2.828 . SHIELDS AND COVER . . . . . . . . . . .
  . . . .
  . . . . . . . . . . 126
  2.829 . WEAPON DAMAGE . . . . . .
  . . . . . . . . .
  . . . .
  . . . .
  . . . .
  . 128
  2.8210. ARMOUR . . . .
  . . . .
  . . . . .
  . . . . . . . . . . .
  . . . .
  . . . .
  . . . 132
  2.8211 . WOUNDS . . . . . . . . .
  . . . . . . . . . . . . . . . . . . . .
  . . . . . . 133
  2.8212. MORALE . . . . . . . . . .
  . . . . . . . . .
  . . . .
  . . . . . . . . . . . . . 134
  2.830. SORCEROUS AND MEDICAL HEALING . . . . . . . . 136
  2.640 . MISCELLANEOUS WEAPONS AND DAMAGE . .
  . 137
  2:650 . COMBAT REFINEMENTS . .
  . . . . . . . . . . . . . . .
  . . . 141
  2.851 . MODIFIERS TO THE INITIATIVE ROLL . . .
  . . . . . . . . . 141
  2.852 . HITTING SPECIFIC BODY AREAS . .
  . . . . . . . . . . . . . . 143
  2.660 . COMBAT SUMMARY . .
  . . . . . . .
  . . . .
  . . . . . . . . . . . 143
  2.800 . SORCERY . . .
  . .
  . .
  . . . . .
  . .
  . . .
  . .
  . . .
  . 145
  2.910 . GENERAL ORIENTATION . . . . . . . . .
  . . . . . . . . . . . . . . 145
  2.911 . PERSONAL QUALIFICATIONS . . . . . . . . . . .
  . . . .
  . . . 145
  2.912 . THE SOURCES OF MAGICAL LEARNING . . .
  . . . .
  . . 145
  2.913. TUTORS . .
  . .
  . .
  . .
  . . . . . . . . . . . . . .
  . . . .
  . . . . . . . . . . . 145
  2.914 . TEMPLE PREDILECTIONS AND
  BRANCHES OF SORCERY . . . . . . . . .
  . . . . . . . . . . . . . . 146
  2.915 . TYPES OF SPELLS . . . . . . .
  . . . . . . .
  . .
  . .
  . . . . . . . . . . 146
  %v
  2.020 . THE ACQUISITION OF SPELLS .
  . .
  . .
  . . . . .
  . .
  . .
  . 146
  2.921 . SPELL "PURCHASING . . . . . . . .
  . . . . .
  . .
  . .
  . . . .
  . . . . . 146
  2.922. SPELL LEARNING TIMES . .
  . . . . . . .
  . .
  . .
  . . . . .
  . .
  . .
  . 147
  2.923. FINANCIAL COSTS OF SPELL LEARNING . . . . . .
  . . 148
  2.030 . SPELL CASTING .
  . . . . .
  . .
  . . .
  . .
  . .
  . . . .
  . . . . . . .
  . . 149
  2.931 . "PSYCHIC POWER POINTS. . . .
  . . . .
  . . . . .
  . . . .
  . . . . . 149
  2.932. SPELL CASTING COSTS . . . . . . . . . .
  . .
  . .
  . . . . . . . . .
  . 149
  2.933. LIMITATIONS UPON SPELL CASTING . . .
  . .
  . .
  . . . . . 150
  2.934. SPELL FAILURE . . .
  . . . . . . .
  . . . . . . .
  . . . .
  . . . . .
  . . . .
  . 150
  2.935. REGENERATION OF "PSYCHIC POWER POINTS" . . 151
  2.040 . THE SPELL CORPUS . . . . . . . . . . . . . .
  . . . .
  . . . . . . 152
  2.941 . DEFINITIONS AND ABBREVIATIONS . . .
  . . . . .
  . . . .
  . 152
  2.942. UNIVERSAL SPELLS . .
  . . . . . . .
  . . . . . . . . .
  . .
  . .
  . . . . . 155
  2.943. GENERIC SPELLS . . . .
  . .
  . . . . . . . . . . . . . .
  . . . .
  . . . . . 162
  2.944. TEMPLE SPELLS .
  . . . . . . .
  . . . . .
  . . . . . . . . . . .
  . . . . . . 175
  2.945. THE SPELLS OF THE SHAMAN . . . .
  . .
  . .
  . . . . . . . . . . 230
  2.946. SPELL FINDER LIST . . . . .
  . . . . .
  . . . . . . . . . . . . . . .
  . . 237
  2.050 . SPELL DEVELOPMENT AND RESEARCH . . . . . .
  . 239
  2.060 . MILITARY MAGIC . . . . .
  . . . . .
  . . . . . . . . . . . . . . .
  . . 240
  Srb crest and sunburst
  on breast identify this
  man as a member of
  the powerful Golden
  Sunburst Clan . Collar
  of metal and precious
  stones, tabard with
  tassels, stiff and ornate
  overlapping plaques ;
  tasselled armlet, em-
  broidered leather boots
  upper echelon
  imperial
  bureaucrat
  staff of Imperial power
  -sign of commandant
  of Palace of the Realm
  In a provincial city
  
  SWORDS AND GLORY
  ADVENTURES ON T9XUMEL
  By M.A.R . Barker
  2.100 . INTRODUCTION
  .
  The fantasy role-playing game presented
  in the following
  pages is based upon the fictional world of Tekumel . An introduc-
  tion to this mythos will be found in theSourcebook : i.e . Volume I
  of this series . Most of the background information needed for
  the
  play
  of this game is contained
  in Volume
  I, and these
  materials are thus not repeated here. Instead, references to the
  Sourcebook are given ; these are clearly identifiable since they all
  begin with the numeral 1 followed by a decimal point and a 3- or
  4-digit Section number: e.g . "1 .550 . CLAN," "1 .960 . ARMOUR
  AND WEAPONS ." A complete list of these topic-based Sections
  is provided in the Table of Contents to Volume I, and the index to
  the Sourcebook can be used to find all major references to more
  specific data: e.g . the nation of SalarvyA, the Chl6n beast, the
  various nonhuman species, and other subjects .
  The Sections of this Handbook begin with the numeral
  2,
  again followed by a decimal point and a 3- or 4-digit number.
  Most of the game information required by the players is given
  here, while those further Sections meant for the referee are
  presented later and are prefixed by the numeral 3.
  2.110 . NECESSARY PLAYING AIDS .
  Aside from pencils and paper to keep records, the Sourcebook
  mentioned above, and this Handbook, players need the follow-
  ing :
  1 . The four large terrain maps . While these are not strictly
  obligatory for play purposes (and indeed a group can get by
  with just one set which can be brought out and consulted
  as needed), they are useful in orienting
  players to their
  geographical and physical environment . These maps are
  described in detail in Secs . 1 .110, 1.300, and 1.414 .
  2 . Character Record Sheets. These display each character's
  physical
  and
  other
  abilities and
  statistics, experience,
  social level, finances, possessions, and other game-related
  factors. A sample Character Record Sheet is appended at
  the end of this Handbook .
  3. Play-Sheets . These summarise the tables used to deter-
  mine combat, movement,
  sorcery, and other constantly
  needed information . A set of Play-Sheets should be includ-
  ed in this Handbook.
  4. One or more pairs of "percentile dice ." These are actually
  vigesimal (20-sided) dice. One die of the pair is usually of
  one colour, and the second is of another: e.g . one red die
  and one black die. Each die displays two complete sets of
  numerals from
  1 through 0 (and note that 0 is customarily
  read as 10 and not zero!). These two sets
  of numerals
  should be painted by the purchaser in two different colours
  (if the manufacturer has not already done this): e.g . one
  2.000. THE PLAYERS' HANDBOOK
  series of 1-0 in black and the other series in red, etc . This game
  does NOT require 6-sided, 4-sided, 8-sided, 12-sided, or other
  types of dice . Abbreviations and interpretations of dice rolls will
  be given in Sec . 2.130 .
  2.120 . OPTIONAL PLAYING AIDS .
  The following materials are useful :
  1 . Graph
  paper.
  Parties exploring the "Underworlds"
  (the
  subterranean labyrinths which
  lie beneath many of the
  cities and ancient sites of Tekumel ; cf . Sec . 1 .424) should
  map their progress if they wish to find their way out again
  easily . This is best done by having one of the party maintain
  a careful map on a sheet of graph paper, using a scale of
  one square= 3 m .
  2 . Hex paper. Pads of sheets printed with small hexagons are
  available from the publishers of this game. These may prove
  useful for the depiction of irregular terrain : e.g. out-of-doors
  locales, natural caverns, and the like. Although graph paper
  can also be employed for this purpose, hex sheets offer
  greater flexibility .
  3 . Miniature figures . Special lead figures for Tekumel are also
  obtainable from the publishers of this game (or from a shop
  specialising
  in wargaming
  supplies). These figures
  are
  made to a 25 mm scale :
  i.e . a figure of a human male
  averages 25 mm in height . Since the average height of a
  man on Tekumel is about 172 cm, a metre =approximately
  15 mm . In this scale a room 3 m square would be 45 mm on
  a side, and a 50 m corridor would be 750 mm long
  . These
  lead figures are not strictly necessary for the play of the
  game, of course, but they do add tremendous visual appeal
  and verisimilitude . They come unpainted and
  must be
  painted and based by the purchaser. This provides scope
  for the painter and the modeller, and
  if really complete
  visual simulations are desired, one will find that wargaming
  shops may also carry lines of furniture, treasure chests,
  weapons, and other items in this scale. Cardboard walls.
  scenery, etc . are also available. For those with less time, in-
  terest, or talent, however, it must be noted that one can
  "make do" with cardboard markers, differently coloured
  dice or game pieces, or other makeshift expedients-any
  thing to show the relative positions of the characters and
  their opponents in an adventure. It is often necessary to
  decide who can see whom, who can reach a certain objec-
  tive, how near or far a given item is from a character, etc.,
  and these things are best presented visually . The floor-plan
  of a room can thus be sketched quickly on a sheet of graph
  or hex paper, and figures or markers are then placed on this .
  
  Abbreviation
  D20
  D100
  D10
  4. Further readings . Aside from the Sourcebook, several an-
  cillary T2kumel-related publications can be had from the
  publishers of this game. These include (1) "The Tsolyini
  Language" (by M.A.R. Barker, Minneapolis, 1978) ; (2) "The
  Book of Ebon Bindings" (by M.A.R . Barker, Minneapolis,
  1978):(3) "The Armies of Tdkumel : Volume
  I, TsolyAnu" (by
  Gary Rudolph and M.A.R . Barker, Minneapolis 1978) ; (4)
  "Missum!" (by Gary Rudolph, Minneapolis, 1978) ; and (5)
  two issues of "The Tskumel Journal" fed . by Gary Rudolph,
  Minneapolis, 1977-8-of which only no .
  1 is still in print)
  .
  The first of these works is strictly for the linguist, although
  it does contain a traveller's guide and the words and
  phrases needed for life in Tsolyinu . The second deals with
  advanced demonology and high-level sorcery. The third
  presents the statistics of the Tsolyini army in wargaming
  terms and includes some pictures of the troopers of various
  Legions. The fourth is a set of wargame rules for larger bat-
  tles on Tikumel . The fifth contains articles, pictures, and
  other information relating to many aspects of this fictional
  world . Several further publications, "scenario packs," etc.
  are planned .
  2.130 . THE INTERPRETATION OF DICE ROLLS .
  In this work abbreviations will be kept to a minimum
  since it is the author's contention that strings of letters and
  acronyms detract from the readability and playability of a
  game. Constant references to various types of dice rolls re-
  quire
  the
  following
  abbreviations
  and
  interpretations,
  however :
  Interpretation of dice rolls
  Interpretation
  Only one of the pair of "percentile dice" is rolled .
  The uppermost numeral is read as the score . The
  colour of the die and the (painted) colour of the
  numeral are ignored . This produces a result of
  from 1 through 0(i .e . 10).
  One die is rolled, as above . One colour of the
  two numeral series (Sec . 2.120) now stands for
  1-f0, and the other colour is used for 11-20. A
  red three (for example) may be read as a score
  of 3, while the black three on the die Indicates
  13. The thrower must announce in advance which
  colour is to denote which series.
  Both dice are thrown . The thrower states in ad-
  vance which colour of die stands for the decades
  (i.e . 10, 20, 30, 90, etc.) . The painted colours of
  the numeral series on the dice are ignored . If the
  red die Is to show the decades and the black die
  of the pair denotes the digits, then a roll of Bon
  the first die and 3 on the second gives a score
  of 83 A roll of 0 on
  -the first die and 5 on the second
  is read as 5. If 0 is rolled on each die, the result
  Is not read as 0 but as 100. The range possible
  with "percentile dice" is thus 1-100 .
  Multiple rolls of a given type of die or dice are
  Indicated by this formula : e.g. 5xD100= five rolls
  of the two percentile dice; their scores are then
  added together.
  Pips are subtracted from a die/dice score In this
  fashion: e.g . D10-2=a result of from 1 through
  10 but minus 2. A die roll of 8 would thus result
  in a score of 6.
  2
  Abbreviation
  Interpretation
  Pips are added to a die/dice score in this way :
  e.g . D100+20=a result of 1-100+20. A roll of 53
  would thus be read as a final score of 73 .
  2.140 . TYPES OF DECISIONS.
  Most of the rule Sections given below are "obligatory" : their
  instructions must be followed both by the players and the referee
  if the game is to be played . A few Sections are marked as "op-
  tional" ;
  i.e . the group can include them in the game or not, as
  desired . Some decisions, furthermore, are personal options and
  are termed "player decisions" ; others are "referee decisions" ;
  and a few are "group decisions ." This last type requires the con-
  currence of all of the players and the referee and depends upon
  the group's style of play and game objectives . All of this will be
  clarified in the following pages .
  2.200 . ESTABLISHING A CHARACTER.
  Each player develops a character to represent himself In the
  game . Initially such a character consists of just a series of dice
  rolls and statistics taken from the tables below. This is the rough
  outline . As the game progresses, the player adds details, colour,
  and life-drawn from game-events and also from his or her ima-
  gination-until the character becomes as real as the protago-
  nist of a novel . The Sourcebook will help in determining how a
  character may respond to various cultural stimuli,and one quick-
  ly finds ways of fitting one's own personality into the charac-
  ter's diced-for capabilities . The dice may produce limitations
  which are not quite so welcome, however. e.g . a player who enjoys
  being a fighter rolls a small, weak character, one who likes play-
  ing a sorcerer fails to attain sufficient psychic ability, etc . De-
  pending upon the playing style of the group, such poor speci-
  mens may be allowed to "wander off into the sunset," and the
  player is permitted by the referee to roll up another persona-
  after all, the game is meant to be an enjoyable fantasy, and it
  Is not fun to be saddled with an unsuitable character for the for-
  seeable future . Methods of "fudging" on the dice rolls are given
  in the referee's Sections, but a player should not resort to them
  without the concurrence of the referee and the other players!
  2.210 . BASIC ATTRIBUTES .
  The tables provided in the following Sections produce adult
  human males : the inhabitants of the great continent shown on
  the large terrain maps. Those who wish to play women or other
  types of characters must consult Sec . 2.220 ff . A description
  of human racial types found In this part of T6kumel Is given in
  Sec . 1.411, while the nonhuman races are discussed in Sec. 1.413.
  The tables given below may seem complicated . If one follows
  instructions as one does in a cookbook, however, the establish-
  ment of a character will be facilitated . Special modkfiers given
  In the text are kept to a minimum, but these materials should
  be read carefully in any case.
  2.211 . HEIGHT, BUILD, AND STRENGTH .
  Three rolls of D100 are made in this Section . The first is made
  against the leftmost vertical column. The second vertical column
  provides the character's height In metres . Another roll of D100
  Is then made against the second horizontal line from the top
  in the table . This gives the character's overall somatype-his
  "body-build." These two results are cross-referenced (reading
  across on the height line and down in the body-build column)
  to obtain the Height-Build factor. This is of great importance in
  determining the character's combat abilities, etc.
  
  Exact body weights are irrelevant to the game system. A
  healthy human male between 18 and 35 years of age and 1.75m
  tall should weigh about 70 kg, if he is of medium build, for ex-
  ample. Those who are Interested may consult tables available
  from health organisations, Insurance companies, etc.
  Anomalies of physical strength require a third roll of D1oo.
  A very slender person may be abnormally strong, while a tall,
  heavy individual may be disproportionately puny. The character's
  build-type column is found in the following table, the dice are
  rolled, and any resulting modifier Is added to the Height-Build
  factor . This result is the preliminary Height-Build-Strength factor.
  Note that this roll does not change either the character's height
  or the build-type itself .
  Strength roll chart
  Haight and Build
  3
  Modifier
  Very slender
  Slender
  Medium
  Heavy
  Stout
  60
  -
  100
  9699
  91-95
  100
  70
  -
  -
  100
  9699
  -
  80
  -
  -
  -
  100
  -
  As an example, one may take Chargdsh, a warrior of whom
  more will be heard later. He scored 63 on his height roll and is
  thus 1.65 m tall . His body-build roll was 67, and he is therefore
  of heavy build. His Height-Build factor is basically 41, but he
  did well on his physical strength anomaly roll, scoring 77 . He
  thus adds 30 to his Height-Build factor for a total of 71 . Not a
  bad physique for a fighter, although certainly no Goliath!
  2.212. STAMINA.
  One's ability to perform strenuous actions for an extended
  period depends partially (but not entirely) upon one's height,
  body-build, and strength . Running for hours, swimming long
  distances, climbing, fighting, carrying heavy burdens-all are
  subsumed under the "Stamina" factor. Arbitrarily-and admit-
  tedly a little unrealistically-this same factor will be used to
  ascertain the body's resistance to poisons, disease, pain, and
  hypnosis . The times needed to recover from unconsciousness
  or to heal after being wounded also depend upon Stamina.
  The character's preliminary Height-Build-Strength factor (i.e.,
  the total resulting from the three dice rolls in Sec. 2.211) is found
  in the second horizontal line of the following table . 0 100 are then
  rolled
  against
  the
  leftmost column, and
  their
  score
  is
  cross-
  referenced with the preliminary Height-Build-Strength factor to
  determine Stamina. The result is entered on the Character Record
  Sheet.
  Dice roll and height
  score
  Height
  Dice roll and body-build
  01-05
  Very slender
  types
  06-20
  Slender
  21-65
  66-95
  Medium
  Heavy
  96-100
  Stout
  01
  1.43
  08
  09
  12
  15
  13
  02
  1.45
  09
  10
  14
  17
  14
  03
  1.48
  10
  11
  16
  19
  15
  04
  1.50
  10
  11
  18
  21
  16
  05
  1.52
  11
  13
  20
  23
  18
  06-10
  1 .55
  14
  16
  23
  26
  21
  11-20
  1 .57
  17
  19
  26
  29
  24
  21-40
  1 .60
  20
  22
  29
  32
  27
  41-60
  1 .62
  24
  26
  33
  36
  31
  61-80
  1 .65
  28
  31
  38
  41
  36
  81-85
  1 .68
  33
  36
  43
  46
  41
  86-90
  1 .70
  37
  41
  48
  51
  46
  91-92
  1 .72
  42
  46
  54
  57
  51
  93-94
  1 .75
  46
  51
  60
  63
  56
  95
  1.77
  50
  57
  67
  70
  62
  96
  1.79
  54
  63
  77
  81
  69
  97
  1 .83
  58
  69
  87
  93
  80
  98
  1.85
  63
  76
  98
  106
  92
  99
  1.88
  69
  84
  110
  120
  101
  100
  1 .91
  76
  93
  123
  135
  111
  Modifier
  added to the
  Height-Build
  factor
  Build
  Veryslender
  types and
  Slender
  dice scores
  Medium
  Heavy
  Stout
  0
  0140
  0130
  01-25
  01-20
  01-35
  5
  4160
  31-50
  2645
  21-40
  3655
  10
  61-70
  51-56
  4660
  41-55
  5685
  15
  7130
  6675
  61-70
  5665
  6675
  20
  81-90
  7685
  7130
  6675
  7685
  30
  9195
  8690
  81-55
  7680
  8690
  40
  9699
  91-96
  8690
  8135
  91-95
  50
  100
  96-99
  91-95
  8690
  9699
  
  Returning to the example of Chargesh, his Height-Build .
  Strength factor falls between 66 and 90 . He rolls a 58, giving him
  a Stamina of 30.
  2.213 . DEXTERITY.
  Agility and physical adroitness depend to a large extent upon
  the individual's build-type. The build-type obtained in Sec. 2.211
  is found in the following table. D100 are rolled in this column,
  and one then reads over to the leftmost column where a modi-
  fier is given . This is added to or subtracted from the Height-Build-
  Strength factor. After this modifier is applied, furthermore, the
  score of the Dexterity roll itself is noted in the appropriate place
  on the Character Record Sheet . It will be useful in determining
  the success or failure of actions involving agility and skill but
  not necessarily strength or stamina: e.g . picking locks, walking
  along a narrow ledge, firing an arrow, tossing an object at a
  target, etc .
  Dexterity modiflostlon
  The warrior Chargesh is not dexterous. He scored a 25, and
  since he is of heavy build he subtracts 5 from his Height-Build-
  Strength factor of 71, giving him a new factor of 66. At least he
  did not score a -10, which would have caused him to be more
  of a danger to his friends than to his foesl Ritual sorcery requires
  precise bodily gestures and positions (Sec . 1.620), and a clumsy
  gawkhammer with a -15 Dexterity is more likely to blow himself
  into the Paradises of Teretanb than to achieve his desired effect;
  the temples thus refuse to teach sorcery to anyone of such low
  Dexterity, and those with a -10 Dexterity modifier are unlikely
  to be allowed to progress beyond the elementary stages of the
  first or second level spells . Chargesh, however, is a fighter and
  is not too seriously hampered by his Dexterity, although he will
  never be much admired for his adroitness .
  2.214 . BODY DAMAGE POINTS .
  The human body does not vary much from individual to indi.
  vidual in Its capacity to resist wounding . A sword blow in the
  right place can kill or disable a big person just as it does a
  smaller and weaker one. There is a certain amount of variation,
  of course, and this is represented In the following table. If one
  wishes to avoid being hurt, one had best acquire better armor
  and master the skills of the warrior-or stay out of combat
  altogether.
  The following table gives the total stocks of Body Damage
  Points available to characters with different Height-Build-Strength
  factors (I.E. the results of Sec. 2.211 only, excluding any modifiers
  for Dexterity and/or Intelligence ; cf. Secs. 2.213 and 2.215) . Body
  Damage Points are destroyed through being hit in combat, by
  disease, and for various other reasons, to be discussed below.
  When one's stock has been depleted by certain percentages,
  negative modifiers are applied to one's Combat Values (Sec .
  28211). Very severe damage causes unconsciousness and death.
  Body Damage Points are restored through sorcery and also
  through rest and healing (either medical or natural).
  Generally speaking, one's stock of Body Damage Points does
  not change in any permanent way. One who loses a limb sub-
  tracts its Body Damage Points, of course, but sorcery and/or
  healing will usually restore them all. Body Damage Points do
  not increase with experience, skill, or social status, although
  they can indeed be expanded (with difficulty) by developing one's
  physique from one body-build category to another (e.g . from
  "medium" to "heavy") ; cf . Secs . 2.211 and 2.411 .
  Normal combat (Sec . 2.820 ff .) utilises only the Body Damage
  Point totals . These totals are broken down, however, to show
  the points represented by individual body areas. These are needed
  for maiming (see above), and they are also employed in an optional
  "detailed" combat Section that allows for hitting specific tar-
  gets on an opponent's body . Depending upon the group's gaming
  style and preferences, this optional Section can be utilised for
  duels and one-on-one combats In which all of the participants'
  statistics have been worked out in advance.
  One first finds the major column containing one's preliminary
  Height-Build-Strength factor (i .e ., the results of Sec. 2.211-and not
  including any modifiers
  for
  Dexterity and/or
  Intelligence).
  A D10 is then rolled to ascertain whether the character's physique
  is a little weaker than average for his/her somatype (result "A"),
  average (result "B"), or stronger and more resilient than normal
  (result "C"). The D10 score is read as follows: 1-2=A; 3-8=B;
  9-10=C. Only one roll is made against the table ; all of the results
  of the sub-column then apply to the character. In other words,
  one does not'take the Damage Points for one's head from sub-
  column A, the Points for one's torso from sub-column B, etc.
  It Is assumed that all characters are reasonably healthy specimens,
  and there Is thus no need to make special rolls for deformities,
  weak eyesight, and the like.
  Body Damage Points
  Body area
  Preliminary Height-Build-Strength
  08-30
  31-70
  71-85
  A B C
  A B C
  A B C
  factor
  86-up
  A B C
  Head
  3
  4
  5
  4
  5
  6
  5
  6
  7
  6
  7
  8,
  Each arm (x2)
  2
  3
  4
  3
  4
  5
  4
  5
  6
  5
  6
  7
  Torso
  6
  7
  8
  7
  8
  9
  8
  9 10
  9 10 11
  Abdomen
  4
  5
  6
  5
  6
  7
  6
  7
  8
  7
  8
  9
  Each leg (x2) 3
  4
  5
  4
  5
  6
  5
  6
  7
  6
  7
  8
  TOTALS :
  23 30 37
  30 37 44
  37 44 51
  44 51 58
  Stamina factor
  Dice score
  Preliminary
  08-20
  21-30
  Height-Build-Strength
  31-65
  66-90
  factor
  91-up
  01-10
  5
  10
  15
  20
  25
  11-30
  10
  15
  20
  25
  30
  31-65
  15
  20
  25
  30
  35
  66-90
  20
  25
  30 -
  35
  40
  91-100
  30
  40
  45
  50
  55
  Modifier to the
  Height-Build
  Build types and
  factor
  Very slender Slender
  dice scores
  Medium
  Heavy
  Stout
  -15
  01
  01-01
  01-05
  01-07
  01-15
  -10
  02-03
  03-06
  06-10
  08-16
  16-30
  -5
  04-08
  07-15
  11-25
  17-27
  31-60
  0
  09-30
  16-50
  26-60
  28-70
  61-85
  + 5
  31-60
  51-70
  61-80
  71-90
  86-95
  +10
  61-75
  71-85
  81-90
  91-95
  96-97
  +15
  76-85
  86-96
  91-97
  96-98
  98-99
  +20
  86-95
  97-98
  98-99
  99
  100
  +30
  96-100
  99-100
  100
  100
  
  The warrior Chargesh uses his original Height-Build-Strength
  factor of 71 . He scores a 7 on his D10 roll for a result of B !n the
  71-85 column . He thus has a total of 44 Body Damage Points, of
  which 6 are !n his head, 5 !n each arm, etc. Again, he !s no mighty-
  thewed hero, but he will indeed make a creditable fighting man .
  2.215 . INTELLIGENCE .
  This factor simulates the character's powers of reasoning,
  learning, and remembering . It may also provide a modifier to the
  Height-Build-Strength factor, representing the individual's ability
  to react intelligently to events and crises. Later it will be seen
  that Intelligence Is also crucial to mastering the skills of magic
  (Secs . 1.620 and 2.239). D100 are rolled, and their score is entered
  on the Character Record Sheet .
  Dice score
  Result
  Modifier to the Height-Build-Strength factor
  01-05
  Hopelessly
  stupid
  06-20
  Dull
  21-40
  Average
  0 . No bonuses or penalties.
  41-60
  Above
  average
  the-mill person-but nothing special .
  61-60
  Intelligent
  81-95
  Astute
  96-99
  Gifted
  100
  Genius
  Intollipence
  -20. Any plus modifier gained in Sec.
  2.213 Is nullified. Best to let this person
  "wander off into the sunset," since he/she
  will not be much fun to play!
  -10. -5 also from any Dexterity modifier
  gained in Sec. 2.213. Such a character may
  be useful as a thick-headed warrior-but not
  for much else . He cannot master complex
  skills, cannot use technological items with-
  out constant guidance, and can never learn
  such things as sorcery, foreign languages,
  courtly manners, etc.
  +5. A little more intelligent than the runof-
  + 10. A clever fellow who may be able to
  learn the arts of sorcery (cf . the relevant Sec-
  tions), employ most technological devices,
  and master languages and some other skills
  with relative ease .
  + 15 . Such a person has an excellent chance
  to make progress In the temples, the Army,
  or invarious other professions.
  + 20. As above, but to an even greater extent ;
  such an individual may be clever enough to
  innovate and develop Inventions-within
  cultural limitations (cf. Sec. 1.1000, ff .).
  +30. Roll again for Dexterity (Sec . 2213) and
  choose either the new score orthe previous
  one, whichever !s higher. Other benefits of
  being a genius will appear in following
  Sections.
  Chargesh scores 50 for his Intelligence . While no mighty Intel-
  lect, at least he is not likely to purchase any bridges over the
  MssOma River from wandering street peddlars.
  2.216 . PSYCHIC POWERS.
  Two rolls of D100 are made !n this Section . The first defines
  the limits of one's "psychic reservoir" (that which the Tsolyanl
  call the Pedhdtl "the Enemy" ; cf . Sec . 1 .620) . This Indicates the
  maximum amount of other-planar energy one can store within
  oneself at one time . Both the ritual and the psychic magic-user
  draw upon this reservoir to cast spells, and when spell-casting
  has depleted its contents, it may be "refilled" during rest or sleep,
  when more energy trickles through from the Planes Beyond
  .
  This Psychic Reservoir roll requires no table and produces no
  modifiers . The score of the D100 is entered in its proper place
  on the Character Record Sheet, and its use will be given later .
  The second D100 roll simulates the innate ability to use the
  paranormal powers of the mind : the capacity to tap the "psychic
  reservoir" as it were. This talent is like another sense or a "set of
  muscles," which some persons possess to a greater or lesser
  degree than others. The fundamentals of "magic" on TAkumel
  are discussed in Sec. 1.620. D100 are rolled against the following
  table, and the score of this Psychic Ability roll is entered on the
  Character Record Sheet .
  Dice score
  Result
  01-10
  11-69
  70-90
  91-99
  100
  Psychic ability
  Anti-psychic : not only is the person devoid of
  psychic talent himself, but he "dampens" the
  psychic powers of others within 1 .5 m of himself
  (i.e . within a3 m circle with himself as its centre).
  No spells-ritual or psychic-can be cast as long
  as a "psychic dampener" is within this range!
  Non-psychic : psychic magic cannot be learned
  or used, although ritual magic may indeed be
  mastered if one's score here is over 49, and cer-
  tain other criteria are met-ail described below .
  Somewhat psychic : the individual can learn and
  use psychic magic .
  Highly psychic : psychic spells can be mastered
  with ease.
  Abnormally psychic : less other-planar energy is
  needed to cast certsin spells, and there are other
  benefits as well, to be discussed below .
  Chargesh scores 89 on his Psychic Reservoir roll and 87 on
  his Psychic Ability roll. He thus, has the psychic talent and the
  capacity to master psychic magic, but his intelligence was just
  barely adequate for this. Although his mother wanted him to
  study for the priesthood, Chargesh opted to become a warrior
  Instead .
  2.217 . COMELINESS .
  The "handsomeness" or "beauty" of the character is deter-
  mined by another roll of D100 . One's appearance !s reallsed, of
  course,-in terms of the prevailing standards and preferences of
  one's society ; cf. Sec . 1 .411 . The delicate tattooes of the Livyahi
  nobleman may not seem attractive to the N'16ss, for example,
  nor do the latter's greased and braided hair and beards appeal
  to the cultured maidens of TsAmra. "Beauty is in the eye of the
  beholder," as a perusal of the Sourcebook will indicate .
  D100 are rolled against the following table, and the result is
  entered on the Character Record Sheet . The ramifications of
  these scores will become clear later when the individual rolls
  against the Non-Player Character Reaction table or that which
  deals with Sexual Attraction .
  
  Dice score
  Result
  01-05
  Hideous : the character is "ugly enough to arouse
  the passions of a Shunned One," as the Tsol-
  yAni idiom puts It, and should probably wear a
  masque-or a simple bag over the head .
  06-20
  Unprepossessing : certainly no beauty by any
  of the standards of Tbkumel!
  21-50
  Average: ordinary enough to be Inconspicuous-
  a truly forgettable face .
  51-70
  Good-looking : a pleasure to look at but no star!
  71-90
  Handsometbeautiful : may make afew hearts go
  pitter-pat but still nothing really exceptional .
  91-99
  Extremely handsome/ravishingly lovely: causes
  heads to turn and invitations to arrive from those
  of the opposite sex.
  100
  Gloriously handsome/wondrously beautiful : a
  veritable Paris or Helen of Troy! Such an indi-
  vidual will receive offers of marriage (or perhaps
  less-permanent liaisons), rich gifts, and intro-
  ductions into high society. He or she will also
  be in peril of being abducted or forced to par-
  ticipate in orgies, and slavers are always on the
  lookout for such fine specimens!
  . Chargesh scores a 23 for Comeliness . He is at the low end of
  the average range, but people will not run screaming at the sight
  of him. He is also likely to be ignored by the more lissome maidens
  he may meet, but he hopes that his clan will eventually find him
  "a nice respectable girl ."
  2.218 . CHARISMA .
  This factor represents one's ability to charm, delight, cozen,
  and fascinate an audience . A high score here is needed if one
  is to be a Leader of Men (or of women-or of other beings, for
  that matter), an orator, aDon Juan, or even a spellbinding racon-
  teur of Mu'ugalavy9ni ethnic jokes
  .
  D100 are rolled . The dice roll is modified by the character's
  Comeliness, however (Sec . 2.217) . A Comeliness of 01-05= -15;
  06-20= -5 ; 71-90= +5 ; 91-99= +10; and 100= +15. The result
  is entered on the Character Record Sheet.
  Dice score
  Result
  Comsliness
  Charisma
  01-05
  Anti-charismatic : most people take an automatic
  dislike to this character. He has all the charm and
  finesse of an AhoggyA who Is kicked awake after
  gorging himself at a feast.
  -
  06-20
  Non-charismatic: such an individual tends to be ig-
  nored, cannot seem to get his points across, and
  is considered a better follower than a leader. A nice
  fellow, perhaps, but not a winner .
  21-80
  Average : an ordinary person, like most people, whose
  Skein of Destiny contains some successes and a
  great many petty failures .
  81-90
  Charismatic : such a character may make a good
  merchant, a successful politician, or a good leader .
  91-99
  Very charismatic : this is the sort of person to whom
  others instinctively turn for guidance. People listen
  when he speaks, and he possesses some kind of
  Innate fascination for members of the opposite sex.
  100
  Highly charismatic: this Individual has the potential
  to become another Napoleon or an Alexander the
  Great. He may not be overly good-looking, nor need
  he be strong and physically impressive ; others look
  to him for leadership.
  Chargesh scores an 88 for Charisma . He is popular with his
  comrades, liked by his clan, and mildly appealing to women. He
  is not too likely to offend his superiors and can look forward to
  a rather smooth and successful career, providing that he does
  not espouse any unpopular causes or choose the wrong people
  as his friends.
  2.212 . AGE.
  Ages younger than 16 and older than 40 are omitted since few
  players would wish to use characters in these ranges . D10 is
  rolled against the following table.
  Die score
  Result
  Die score
  Result
  A character's exact age is found by rolling another D10. For the
  first three categories above the scores are interpreted as follows:
  1-2 = 0; 3-4 = + 1 ; 5-6 = + 2; 7-8 = +3; and 9-10 = + 4. D10-is rolled
  for the last range also, but then each pip of its score adds anoth-
  er year, beginning with 0 and ending with 9: e.g . a roll of 1 = 31 .
  2= 32, etc.
  [Optional : some players may find it interesting to be able to
  establish their characters' precise birthdays. This can be done
  down to the hour, minute, and second with successive rolls of
  D100, as follows:
  Time period
  Interpretation of the D100 roll
  Month
  Dayof the
  month
  1-2
  16-20 years old
  6-8
  26-30 years old
  3-5
  21-25 years old
  9-10
  31-40 years old
  Each increment of 8 points on the dice = 1
  month; 97-98 = the five intercalary days at the
  end of the TsolyAni year(Sec. 1.1050); reroll 99100.
  Each increment of 3 points = 1 day; reroll 91-100.
  Hourof the day Each Increment of 4 points = 1 hour, reroll 97-100.
  Minute/second Each increment of 1 point = 1 minute/second;
  reroll 61-100 .
  Chargesh scores a 5 for his age and Is thus In the 21-25 year
  old group. He rolls a 3 and adds + 1 to 21 for an age of 22. One
  of his clan-fathers Is Interested In astrology, and his precise
  birth data are needed . He scores 57 for the month, which Indi-
  cates that he was born In FirasOl, the 7th month of the Tsoly9ni
  calendar. A 38 then makes his birthday the 12th day of this month.
  He rolls 63 and thus drew his first independent breath during
  the 16th hour. A35 and an 05 make the exact time 16:35:05-or
  4:35:05 P.M . Chargesh himself cares little for all of this, although
  It is nice to receive gifts from his clansmen on his birthday .
  2.220 . OTHERTYPESOF CHARACTERS .
  The following cannot be used as "player characters" : animals,
  semi-Intelligent beings (cf . the Sections listing the creatures of
  Tekumel), inanimate objects (not even those given life through
  
  sorcery: e.g . an enchanted sword, an ensorcelled tree), Under-
  world creatures, the undead, demons and beings from the Planes
  Beyond (Sec . 1 .620), and such other entities as the referee may
  deem too upsetting to the game. (A referee may indeed devise
  statistics for any of the foregoing categories, If he wishes; this
  depends upon the playing style of the group and the "flavour"
  of the campaign.) The following Sections detail characters other
  than average human males which are permissible under the
  present game system .
  2.221 . WOMEN.
  A woman who has declared herself to be AridAni ("indepen-
  dent") is the legal and social equal of her male counterparts in
  the Five Empires . There is thus considerable scope for a female
  character. Women have even greater prestige in the northern
  matriarchies of YAn KAr and SaA Allagf, and only in the little
  northwestern state of Ghat6n is any significant chauvinism en-
  countered . All of these matters are discussed in Secs . 1.520 and
  1 .530 . Any player may choose to develop a woman character.
  The women of T6kumel are smaller and lighter than their men-
  folk, on the average (Sec . 1 .411) . The tables and dice rolls given
  in Secs . 2.211-2.218 must therefore be modified . Only changes
  are noted below; the rest is rolled as for a male character. The
  advantages of being female are then summed up at the end of
  the list, and the corresponding disadvantages are noted in another
  line or two. This same format will be followed for other charac-
  ter types in Secs . 2.222 and 2.223.
  Attribute
  Modification to Secs . 2.211-2.218
  Height
  -10 to the dice roll ; a score of 0 or less (i.e . 0
  through - 9) subtracts 1 cm for each pip from
  1.43 m: e.g . a score of 05-10= -5 ; 1 .43 m - 5 cm
  = a height of 1 .38 cm .
  Body-build
  Replace the Body-build column headings in Sec.
  2.211 with the following : 01-20 = Very Slender;
  21-45 = Slender, 46-90 = Medium ; 91-98 = Heavy;
  99-100 = Stout.
  Strength
  - 5 to the dice roll ; minimum 1 (i.e. there is no
  further penalty for a final score of 0 through -4).
  Dexterity
  + 10 to the dice roll ; any score over 100 = a
  modifier of + 35 to the Height-Build-Strength factor.
  Body Damage As given in Sec. 2.214 except that any result of
  Points
  "C" is rerolled .
  Psychic Ability +5 to the dice roll . The benefits of a score over
  100 will be discussed later . (Note that the
  "Psychic Reservoir" roll is not changed.)
  Advantages
  Awoman is likely to be more dexterous and
  slightly more psychically gifted than a man. Her
  stature and slenderness may be helpful in many
  situations. If she Is an AridAni she can function
  legally and socially as an equal (or better In the
  north, except in Ghat6n).
  Disadvantages Afemale's smaller size and body-build, her de-
  creased chances of a high strength modifier,
  and her limited Body Damage Points are deter
  rents to her being a mighty warrior. She can
  make up for these factors with a good dexterity
  and a thorough training . An exceptionally tall
  and strong woman, moreover, is a match for an
  average or less-than-average male fighter even so.
  2.222 . N'L633 .
  Special modifiers are needed for a N'16ss character. These
  northwestern barbarians are both very tall and extremely strong ;
  cf . Sec. 1 .411 and also the index of the Sourcebook for references.
  A player may not freely choose to establish a N'16ss character,
  however. If the provenience table (Sec. 2.231) is used, the appro-
  priate score must be made there. Otherwise permission must
  be obtained from the referee.
  Attribute
  Height
  Body-build
  Strength
  Total Height-
  Build-Strength
  Dexterity
  Body Damage
  Points
  Intelligence
  Psychic Ability
  Comeliness
  Advantages
  Disadvantages
  Modification
  Add 30 cm to the height result (i.e . do not add
  30 to the dice roll itself but rather to the height
  obtained from this roll in column 2 of Sec . 2.211) .
  +5 to the dice roll ; any score of over 100 (i.e .
  101-105)= Extremely Powerful, and the factors
  for these rolls are: 101=122; 102 =134
  ; 103 =147;
  104 =161 ; and 105 =176.
  + 10 to the dice roll ; any score which produces
  a modifier over 80 =a modifier of 100.
  Add 20 to the final factor obtained in Sec. 2.211
  (excluding any later bonuses for Dexterity, In-
  telligence, etc.).
  - 10 to the dice roll ; any score which produces
  a modifier of less than -15= - 20 .
  As given in Sec. 2.214 but 1 is added to each body
  area of the result : e.g . a N'16ss who has a Height-
  Build-Strength factor greater than 86 and scores
  a result of "C" adds 7 to 58 for a total of 65 Body
  Damage Points.
  -10 from the dice roll ; a score of less than 0=
  Hopelessly Stupid. This penalty is due to cultural
  deprivation rather than to any real lack of intel-
  ligence. The N'16ss are not often skilled in the
  finer points of the societies of the Five Empires,
  and their own tribal societies tend to disdain the
  benefits of reason, logic, and technological so-
  phistication.
  -5 from the dice roll ; a score of 0 or less=
  Anti-psychic .
  As given in Sec. 2.217 when dealing with other
  N'16ss. When confronted with a need to influence
  a non-N'16ss, 15 is subtracted from the Charisma
  score. A result of 0 or less is taken as Anti-charismatic
  The power and strength of the N'16ss are obvious.
  They make excellent fighters, and their culture
  values bravery, heroism, and physical prowess.
  The N'16ss are neither subtle nor dexterous . Al-
  though good individual fighters, they resist dis-
  cipline and may refuse an order with which they
  disagree . Their morale also tends towards brit-
  tleness. They are excellent in a charge, but if the
  combat turns against them or becomes a long,
  slow battle of attrition, they may break and run
  off to regroup and regain their morale before
  charging again.
  As an example, the young N'16ss warrior T6regh may be taken.
  TAregh's scores and resulting statistics are as follows:
  
  Attribute
  Dice rolls and results
  Height
  Dice score 94=1.75m+30cm=2 .05mtall .
  Body-build
  Dice score 23+5=28=Medium .
  Strength
  Dice score45+10=55=amodifierof +10 .
  Total Height-
  60 (i.e. a height of 1 .75 cross-referenced against
  Build-Strength Medium build) +the Strength modifier of +10=70;
  20 more points are added because T6regh Is a
  N'16ss : 90 .
  Stamina
  Dice score 13; tot a person with a Height-Build-
  Strength factor of 90, this gives a Stamina of
  25-not too goodl
  Dexterity
  Dice score 87-10=77=a modifier of +5; TAregh's
  Height-Build-Strength factor increases to 95.
  Body Damage
  Die score 7 ; for a person with a basic Height
  Points
  Build-Strength factor of 90, this produces a result
  of "B" = 51 + 7 for being a N'I0ss = atotal of 58 .
  Intelligence
  Dice score 69-10=59 ; T6regh is still above av-
  erage and adds + 5 to his Heigh-Build-Strength
  factor for a new total of 100.
  Psychic
  Dice score 88 .
  Reservoir
  TAregh, N'liiss warrior
  Psychic Ability
  Dice score 50- 5 = 45 ; T6regh is Non-psychic .
  Comeliness
  Dice score 69; TAregh's Comeliness is considered
  a 59 by non-N'Ibss.
  Charisma
  Dice score 80 ; when dealing with non-N'16ss,
  T6regh's Charisma is reduced to 65 .
  Age
  Die score 8=26-30 years old . He rolls D10 and
  adds 0 to the minimum age in this range ; T6regh
  Is 26 years old . Since the N'16ss are largely
  il
  literate and do not keep records there is no way
  to determine his precise age .
  T6regh is rather an average specimen by N'Idss standards .
  He should still be able to scatter the average warriors of most
  other human nations all over the scenery-if he can only con-
  trol his temper and his morale!
  A N'16ss woman can be established by combining the modi-
  fications given in this Section with those In Sec. 2.221 . Most
  N'16ss females are not trained as fighters, however .
  1;.223 . NONHUMAN&
  Members of 9 of the 15 known nonhuman species of TAkumel
  may be used as "player characters." This requires either the ap-
  propriate score on the provenience table (Sec. 2.231) or the per-
  mission of the referee . Players may not develop characters who
  are members of the four inimical races (the H16ss, Hlutrgtl,
  Shunned Ones, and SsO), the very alien MihAll!, or the aqueous
  Nyaggi-unless the referee is willing to establish an "anti-hu-
  man" campaign or scenario. The statistics for the six "unusable"
  races are Included below, nevertheless, for this purpose . All of
  the nonhuman species are described in Sec. 1.413, and further
  references will be found In the index to the Sourcebook . Non-
  human characters are produced by applying the following modi-
  fications to Secs. 2.211-2 .219.
  1 . AhoggyA:
  Attribute
  Modification
  Height
  As given in Sec . 2.211 . The AhoggyA vary between
  1 .41 and 1 .60 m, however, and each of the 20 in-
  crements in the table is thus treated as an in
  crease of 1 cm : e.g . an AhoggyA scores 45 for its
  height ; instead of being 1.62 m tall, it is 1.49 m high.
  Body-build
  Only the Medium, Heavy, and Stout columns of
  Sea 2211 are employed; any other result is rerolled.
  Strength
  + 20 to the dice roll ; a modified score of 101-110
  = a modifier of 90; 111-120= a modifier of 100.
  Total Height-
  Multiply the results of Sec. 2.211 by 3. The Ahog.
  Build-Strength gyA are famous for their great strength .
  Stamina
  + 20 to the dice roll ; any modified score over 100
  adds + 10 to the listed factors : e.g . an AhoggyA
  with a Height-Build-Strength over 91 who scores
  over 100 has a Stamina of 65 .
  Dexterity
  -20to the dice roll ; a score of O through -9=
  a modifier of -20 ; -10 through -19= a modi-
  fierof -30 .
  Body Damage
  Minimum total : 60 (i.e . a result of "A" = 60) . De
  Points
  tails : head/carapace = 12; 4 arms at 3 each =12 ;
  body (no distinction between the torso and the
  abdomen) =12; 4 legs at 6 each = 24 . A result of
  "B" adds 1 to each body area (i .e . a total of 70),
  and a result of "C" adds 3 to each body area (i .e .
  a total of 90) .
  Intelligence
  -10 to the dice roll ; a score of less than 0=
  Hopelessly Stupid (in human terms) .
  Psychic
  -20 to the dice roll .
  Reservoir
  Psychic Ability
  - 20 to the dice roll ; 1 in every 4 AhoggyA is an
  Anti-psychic .
  Comeliness
  Relevant only to other AhoggyA .
  Charisma
  Mainly relevant only to other AhoggyA ; -40 when
  attempting to influence non-AhoggyA-and -60
  when trying to persuade a Sh6n!
  Advantages
  The strength and power of the AhoggyA are pro-
  verbial . These beings have eyes on each of the
  four sides of their barrel-like bodies and thus
  cannot be flanked or taken from the rear. They
  may strike two blows per round against a foe on
  any one side, and if surrounded, they may hit at
  enemies on all sides (i.e . four blows per round).
  The AhoggyA are generally fearless .
  Disadvantages Theirgruffness, rude ways, and rank smell make
  them unappealing to humans . They can never
  rise very high In the hierarchies of human states,
  and after serving as mercenaries for a few years
  they almost Invariably will wish to return home .
  2 . HIAka:
  Attribute
  Modification
  Height
  As given in Sec . 2.211 . The HIAka range from 1.40
  to 1.59 m . Each of the 20 Increments given in the
  table is thus considered to be an Increase of 1
  cm. Cf . the example under the AhoggyA, above .
  
  Body-build
  Strength
  Dexterity
  Body Damage
  Points
  Comeliness
  Charisma
  Age
  Advantages
  Disadvantages
  3. PAchi Lei :
  Attribute
  Height
  Body-build
  Body Damage
  Points
  Psychic
  Reservoir
  Comeliness
  Charisma
  Advantages
  Only the Very Slender and Slender columns of
  Sec. 2211 are employed; any other result is rerolled .
  -10 to thedice roll . A modified score of less than 0=
  a modifier of -10.
  + 15 to the dice roll . A score over 100 = a mod i .
  fier of +40 .
  Minimum total: 18 (i .e. a result of "A"=18) . De-
  tails : Head = 2 ; 2 arms at 1 each = 2; 2 wings at
  1 each =2; torso =4; abdomen =2 ; 2 legs at 2
  each =4 ; tail =2 . A result of "B" adds 1 to each
  body area (i.e . a total of 28), and a result of "C"
  adds 2 to each body area (i.e . a total of 38) .
  Relevant only to other H18ka .
  Mainly relevant to other H19ka ; -20 when at-
  tempting to influence non-H19ka.
  Multiply the age found in Sec . 2.219 by 1 .25 .
  The major advantage of the HlAka is their ability
  to fly .
  The HI9ka are weak on the ground, hate walking
  long distances, and abhor sea voyages . Their
  curiosity and constant chatter make them an-
  noying to humans (and dangerous when silence
  is needed) . They are skittish and rather cowardly,
  and they refuse to wear armour or carry other
  than their own weapons (Sec . 1 .960) .
  Modification
  This species varies between 1 .53 and 2.01 m in
  height ; add 10 cm to any height found in Sec. 2.211 .
  As given, except that any result of Very Slender
  is rerolled .
  Minimum total : 31 (i.e. a result of "A") . Details :
  head = 5; 4 arms at 1 each = 4 ; torso = 6 ; abdo-
  men =4 ; 4 legs at 3 each = 12 . A result of "B"
  adds 1 to each body area (i .e . a total of 42), and a
  result of "C" adds 2 to each body area (i.e . a to-
  tal of 53) .
  + 10 to the dice roll .
  Relevant only to other PAchi LEi .
  As given when dealing with other PAchi LAi ; - 5
  when trying to influence other species .
  The P9chi LAi can see well in the dark. Their "sixth
  sense," moreover, gives them a 50 percent chance
  of perceiving ambushes, secret doors, etc . with-
  in a 3 m range (i.e. a 6 m circle) if they are searctr-
  ing . This is reduced to 30 percent if they are not
  halting to look . The PAchi Lei have four arms and
  while they can strike only one blow per round,
  they can hold other weapons or objects in their
  extra hands and use these alternately . They are
  good climbers and jungle experts . They are so-
  ciable and interested in man's affairs, and they
  thus progress as humans do in the hierarchies
  of the continent .
  Disadvantagesln spite of their size, the PAchi LM are rather
  delicate and have about the same Body Damage
  Points as men do .
  4
  . P6 Chdi :
  Attribute
  Modification
  Height
  Body-build
  Total Height-
  Multiply the results of Sec
  . 2.211 by 1 .5
  .
  Build-Strength
  Dexterity
  Body Damage
  Points
  Comeliness
  Age
  Advantages
  Disadvantages
  The P6 Ch6i range from 1 .63 to 2.21 m in height .
  Add 20 cm to any of the first 10 increments in Sec .
  2.211 and 30 cm to any of the remaining 10 : e .g .
  a P6 Ch6i who scores a 45 is 1 .62 +20= 1 .82 m
  tall, while one who rolls a 90 is 1 .70+30=2 m
  in height .
  Only the Very Slender, Sender, and Medium col-
  umns are employed ; any other result is rerolled .
  + 10 to the dice roll ; any score which produces
  amodifierover +30= amodifierof +40 .
  Minimum total : 38 (i .e . a result of "A") . Details
  :
  head = 4 ; 4 arms at 2 each = 8 ; torso = 7 ; abdo-
  men =6 ; 2 legs at 4 each =8 ; tail =5 . A result
  of "B" adds 1 to each body area (i.e. giving a total
  of 48), and a result of "C"adds 2 to each body
  area (i.e . a total of 58) .
  Psychic
  + 20 to the dice roll .
  Reservoir
  Psychic Ability + 15 to the dice roll .
  +5 to the dice roll ; humans consider the P6
  Ch6i beautiful .
  Multiply the age found in Sec . 2.219 by .66 .
  The P2 Ch6i are graceful and agile . They can
  strike two blows against a foe per round (although
  only against the same foe and with some loss of
  accuracy and force) . Their hearing is excellent :
  faint sounds are perceived at a range of 60 m . If
  they search, they have a 90 percent chance of
  detecting ambushes, secret doors, etc ., and they
  still have an 80 percent chance of this even if they
  are just passing by . They also possess a vesti-
  gial telepathic ability which lets them sense the
  presence (but not the thoughts or other details)
  of living beings within a 2 m range (i.e. a 4 m circle)
  .
  This same sense tells them whenever another
  Pe Ch6i has died within a 5 km range . This race
  is graceful, cultured, and clever, and they thus
  progress well in the hierarchies of man's societies .
  The height and stick-like thinness of the P6 Ch6i
  make them unsuitable for some kinds of explo-
  ration . Although they are strong and well-disci .
  plined, their build puts them at a disadvantage
  against heavier shock troops. If wounded, their
  chitinous exoskeleton takes longer to heal and
  is more resistant to sorcerous healing . They have
  a double set of lungs, the lower pair of which is
  situated in the abdomen with its breathing open-
  ings between the overlapping segments of the
  upper tail . A P6 Ch6i can drown, therefore, in
  about a metre of water and can never swim . They
  refuse to cross streams on foot and fear sea
  voyages greatly .
  
  Sh6n heavy infantry
  The Nine Friendly Races
  approximately to human scale
  Pygmy Folk
  serving with Yan Kbr
  P6 Chbi female
  light infantry
  
  SalarvyAni soldier
  Nchesh of the Power Upon the Land
  Swamp Folk in
  Mu'ugalavyAni
  marine legion
  
  Build-Strength Folk are weak as compared to humans.
  Dexterity
  Body Damage
  Points
  Comeliness
  Relevant only to other Pygmy Folk .
  Charisma
  Age
  Advantages
  Disadvantages
  6. Sh6n :
  Attribute
  Modification
  Height
  Body-build
  Strength
  Total Height-
  Build-Strength
  Dexterity
  Body Damage
  Points
  + 20 to the dice roll ; a score of 101-110= + 10 to
  the modifier; a score of 111-120= +20 to the
  modifier .
  Minimum total : 19 (i.e . a result of "A") . Details :
  head = 2 ; 2 arms at 1 each = 2 ; torso = 5 ; abdo-
  men =3 ; 2 legs at 3 each =6 ; tail =1 . A result
  of "B" adds 1 to each body area (i.e. giving a
  total of 27), and a result of "C" adds 2 to each
  body area (i.e . a total of 35) .
  Mainly relevant only to other Pygmy Folk ; - 20
  when attempting to influence members of other
  species .
  Multiply the age found in Sec . 2.219 by 1 .25.
  The Pygmy Folk can see in the dark, and their
  hearing at close range is even better than that
  of a P6 Ch6i : e.g . they are able to hear very faint
  sounds through a stone wall 30 cm thick . They
  are excellent at tunnel-burrowing and are well
  fitted for underground exploration . They are also
  good climbers and natural swimmers .
  The Pygmy Folk are at a disadvantage as fighters
  because of their small size and slender build .
  They make up for this by attacking in larger groups .
  Alone, they are not very brave, but they are fero-
  cious fighters when accompanied by others of
  their own species (i.e . not members of other
  races) . The Pygmy Folk have a bad reputation,
  moreover
  : they are thought to be devious, sly,
  cruel, and overly greedy . They care little for loyalty
  and friendship and are distrusted by humans .
  This prevents them from advancing very high
  in the hierarchies of human societies .
  The Sh2n range between 1.83 and 2.31 m in height .
  Add 40 cm to the height obtained in Sec . 2.211 .
  Only the Medium, Heavy, and Stout columns of
  Sec . 2.211 are-used ; any other result is rerolled .
  +20 to the dice roll ; a modified score of 101-110
  = a modifier of 90,111-120 = a modifier of 100.
  Multiply the results of Sec . 2.211 by 3 . No adult
  Shbn can have a Height-Build-Strength factor of
  less than 90.
  -20 to the dice roll ; a score of 0 through -9=a
  modifier of - 20; -10 through -19 = a modifier
  of -30 .
  Minimum total : 55 (i.e . a result of "A") . Details :
  head = 7 ; 2 arms at 5 each =10; torso = 11 ; abdo.
  men = 7 ; 2 legs at 6 each = 12 ; tail = 8. A result of
  "B" adds 1 to each body area (i .e . a total of 63),
  and a result of "C" adds 2 to each body area (i.e
  .
  a total of 71) .
  - 20 to the dice roll .
  ity
  - 10 to the dice roll ; a score of less than 0=
  Anti-psychic.
  Relevant only to other Sh6n .
  Age
  Advantages
  Disadvantages
  7 . Swamp Folk
  :
  Attribute
  Total Height-
  Stamina
  Body Damage
  Points
  Psychic
  Reservoir
  Psychic Ability
  Comeliness
  Relevant only to other Swamp Folk.
  Advantages
  Disadvantages
  12
  - 5 to the dice roll; a score of less than 0= Hope
  lessfy Stupid (in human terms) .
  Mainly relevant only to other Sh6n ; -20 when
  attempting to influence other species; impossible
  to influence an Ahoggy9.
  Multiply the age found in Sec. 2.219 by .66 .
  The Sh6n are powerful fighters, ferocious in
  battle and possessed of high morale . During a
  combat round they may strike at an enemy on
  theirflank or to their rear with their great, knobbed,
  mace-like tail (as well as at a foeman facing them) .
  They accept orders and discipline well, but once
  in combat it is difficult to halt them or give them
  new commands .
  This species tends to be clumsy: they rarely em-
  ploy bows and depend upon their light pistol-
  like crossbows (Sec . 1 .960) . They are also poor
  at sorcery . Temperamentally, they are gruff and
  harsh, disdaining sorcery, knowledge, and the
  refinements of their human neighbors
  . They thus
  progress well within the mercenary legions main-
  tained by the Five Empires but are considered
  indifferent scholars and priests . Their divisions
  into "egg-groups" and their ferocity during the
  summer mating season (Sees . 1 .413 and 1 .510)
  make the Sh6n dangerous even to one another.
  Mndificataon
  Sec . 2.211 is employed as for a male human ; the
  total factor is then multiplied by 1 .10.
  + 10 to the dice roll ; a Stamina of more than 55 =60.
  Minimum total : 28 CLe . a result of "A") . Details :
  head = 3; 2 arms at 2 each = 4; torso = 6; abdomen
  = 3; 4 legs at 3 each = 12. A result of "B" adds
  1 to each body area (i.e.giving a total of 37), and
  a result of "C" adds 2 to each body area (i.e . a
  total of 46) .
  Maximum 30; any other result is rerolled .
  The Swamp Folk have no psychic talents at all .
  No roll for Psychic Ability is made for them. Only
  one individual in 50 is a "psychic dampener",
  however: D100 are rolled, and a score of 01-02
  = a "psychic dampener."
  Although this species is not psychically gifted,
  it has the ability to sense "wrongnesses" : changes
  in direction, tunnels which curve or slant upward
  or downward, and interdimensional nexus points
  (Sec . 1 .620) . The Swamp Folk are natural swim-
  mers and excellent sailors, and their fighting
  abilities at sea are unparalleled. They are friendly
  and fit well into man's hierarchies .
  This species is totally unable to employ sorcery
  (although ancient "magical" technological devices
  can indeed be used) . The Swamp Folk dislike
  being very far from the sea, and in a hot, dry re-
  gion they require double the water ration needed
  by a human being .
  5. Pygmy Fo lk
  :
  Intelligence
  Attribute
  Modification
  Height
  This species varies between .43 and .91 m in height .
  Psychic
  Subtract 1 m from the height found in SEc . 2.211 .
  Reservoir
  Body-build
  Only the Very Slender and Slender columns of
  Psychic Abi
  Sec . 2211 are employed ; any other result is rerolled.
  Strength
  -10 to the dice roll ; a result of less than 0= a modi-
  Comeliness
  fier of 0.
  Charisma
  Total Height-
  Multiply the results of Sec . 2.211 by .5 . The Pygmy
  
  8 . Tinaliya :
  Attribute
  Modification
  Height
  Body-build
  Strength
  Total Height-
  Build-Strength
  Dexterity
  Body Damage
  Points
  Intelligence
  Psychic
  +20 to the dice roll .
  Reservoir
  Psychic Ability
  + 15 to the dice roll .
  Comeliness
  Relevant only to other Tinaliya .
  Charisma
  Advantages
  Disadvantages
  9. Urunen :
  Attribute
  Modification
  Height
  Body-build
  Stamina
  Body Damage
  Points
  Intelligence
  This race varies between .56 and .75 m in height.
  Each increment in Sec . 2.211 is treated as an in-
  crease of 1 cm : e.g . a Tinaliya who scores an 82
  is .56 m + 11 cm = .67 m tall .
  Only the Very Slender column is used ; no roll
  is required .
  -20 to the dice roll ; a modified score of less
  than 0=amodifierof -20 .
  Multiply the results of Sec . 2-211 by .66 .
  + 10 to the dice roll ; a score over 100 = a modi-
  fierof +35.
  Minimum total : 28 (i.e . a result of "A") . Details :
  head =3; 2 arms at 3 each =6; body (no distinc-
  tion between the torso and the abdomen) = 7 ; 4
  legs at 3 each =12. A result of "B" adds 1 to each
  body area (i.e . giving a total of 36), and a result
  of "C" adds 2 to each body area (i.e . a total of 44) .
  + 5 to the dice roll ; a score of over 100 = a modi-
  fierof +35tothe Height-Build-Strength factor,
  and the Dexterity may be rerolled as stated in
  Sec . 2.215 .
  -5 to the dice roll. The absolute literalness of
  this species can be frustrating .
  The Tinaliya are intelligent, learned, and curious
  .
  They are also good fighters, despite their small
  size . Their psychic talents are excellent, as is
  their skill with machines . They fit into man's
  societies fairly well .
  Their small stature and slight build are obstacles
  to being powerful warriors, and the disturbing
  literal-mindedness of the Tinaliya also create
  misunderstandings and problems .
  This race averages a little taller than man ; 2 cm
  are added to the height found in Sec . 2.211 .
  A result of Stout is rerolled ; other columns are
  employed as given .
  Stamina
  - 5 to the dice roll ; a score of less than 0= a
  Stamina of 5 .
  Minimum total : 34 (i.e . a result of "A") . Details:
  head =6 ; 2 arms at 3 each =6; torso =7 ; abdomen
  = 5; 2 legs at 5 each =10 (the Urunen tail is non-
  prehensile and is included in the points for the
  abdomen) . A result of "B" adds 1 to each body
  area (i .e giving a total of 41), and a result of "C"
  adds 2 to each body area (i.e . a total of 48) .
  +5 to the dice roll; a score over 100=Genius .
  Comeliness
  Relevant only to other Urunen .
  13
  Advantages
  This species is clever, organised, and sophisti-
  cated . Contact with them is so recent that many
  facets of their society have not yet been ascer-
  tained . They appear to be on a par with man
  .
  Disadvantages The Urunen have only one minor disadvantage
  when compared with man : they lack binocular
  vision because their eyes are set wide apart on
  either side of their heads .
  The two neutral (or "neutral-hostile") races are given next . As
  said above, it is not possible to establish "player characters" who
  are members of these species, but the data needed to create
  detailed characters may be of use nevertheless . Charisma and
  Comeliness are ignored since they are irrelevant to the game .
  10 . Mihalli
  :
  Attribute
  Body-build
  Strength
  Stamina
  Dexterity
  Body Damage
  Points
  Intelligence
  Psychic
  Reservoir
  Psychic Ability
  Age
  Advantages
  Disadvantages
  Mod ification
  A result of Stout is rerolled ; the other columns
  are employed as usual .
  + 10 to the dice roll ; a modifier of more than 80 = 90.
  + 5 to the dice roll ; a stamina of more than 55 = 60.
  + 20 to the dice roll ; a score of 101-110 = + 10 to
  the modifier ; a score of 111-120= +20 to the
  modifier .
  Minimum total : 37 (i.e
  . a result of "A") . Details :
  head = 5 ; 2 arms
  at
  4 each = 8 ; torso = 8 : ab-
  domen =6; 2 legs at 5 each= 10
  . A result of -B-
  adds 1 to each body area (i .e . giving a total of 44)
  .
  and a result of "C" adds 2 to each body area (i.e
  a total of 51)
  .
  + 10 to the dice roll ; a score of over 100 = a mod-
  ifier of +40 to the Height-Build-Strength factor .
  + 50 to the dice roll .
  + 30 to the dice roll .
  Unknown, although this species is said to live
  for up to 200 years .
  The Mihalli are the most powerful magic-users
  on Tekumel . They have the ability to change
  shape and adopt the form of any living being
  .
  one of the undead, a demon, etc . They cannot
  fight with the powers of that being . however
  .
  and if the being has more than two arms and two
  legs . the Mihalli can simulate these, but these
  extra limbs will appear to be paralysed . Another
  means of detecting a Mihalli shape-changer is
  its gleaming red eyes . There
  is a 20 percent
  chance of seeing these and recognising the
  creature per round, providing that the other per-
  son states that he/she is deliberately looking
  .
  The Mihalli are only average fighters . They are
  few in numbers, and they are rarely found in in-
  habited regions. Their main disadvantage is their
  complete
  unpredictability, however, their actions
  must be treated as random dice rolls . They may
  aid a party during one round and combat it the
  next, and it is also said that they occasionally
  fight against each other.
  
  The Four Hostile Races
  approximately to human scale
  
  human scale
  
  11 . Nyagga :
  Attribute
  Modification
  Length
  Body-build
  Strength
  Total Height-
  Multiply the results of Sec. 2.211 by 2 .
  Build-Strength
  Dexterity
  Body Damage
  Points
  Intelligence
  Psychic
  - 10 to the dice roll .
  Reservoir
  Psychic Ability - 5 to the dice roll .
  Age
  Advantages
  Disadvantages
  12 . Hluss :
  Attribute
  Modification
  Height
  Body-build
  This aqueous race varies from 3 to 5 m in length .
  Each increment on the height table in Sec . 2.211
  is treated as an increase of 10 cm over 3 m (i.e .
  a score of 01 = 3 .1 m) .
  Reroll any results of Very Slender or Stout;-the
  other columns are employed as given .
  +20 to the dice roll ; a modifier of more than 80=90 .
  + 20 to the dice roll ; a score of 101-110 = + 10 to
  the modifier, a score of 111-120= +20 to the mod-
  ifier . See also under Disadvantages below .
  Minimum total : 52 (i .e
  . a result of "A")
  . Details :
  head = 3 : body = 20:
  tail = 5: 6 tentacles at
  4
  each= 24 . A result of "B" adds 1 to each body
  area (i .e . giving a total of 61), and a result of "C"
  adds 2 to each body area (i.e
  . a total of 70) .
  + 10 to the dice roll ; a score of over 100= a mod-
  ifier of +40 to the Height-Build-Strength factor.
  Unknown .
  Underwater the Nyagg9 are unparalleled . They
  are powerful, dexterous, and clever, and only
  their essential neutrality prevents them from
  halting all human shipping on Lake ParunAl .
  This species cannot function for more than about
  3 hours on shore . They lose half of their Dexter-
  ity and also half of their movement allowance
  when on land, and a determined party of humans
  can usually slay them there .
  The four inimical races are as follows :
  This species varies between 1 .22 and 1.62 m when
  standing on four legs . A score of 01 in Sec . 2.211
  =1 .22 m, and each subsequent increment =an
  increase of 2 cm . A Hluss gains about another
  metre of height if it rears up on its back legs .
  Only the Slender, Medium, and Heavy columns
  in Sec . 2.211 are employed ; any other result is
  rerolled .
  Total Height-
  Multiply the total found in Sec. 2.211 by 2.5 . No
  Build-Strength H16ss can have a Height-Build-Strength factor
  of less than 40 .
  Dexterity
  + 5 to the dice roll ; a modified score of over 100
  =amodifier of +35.
  1 6
  Body Damage
  Points
  Psychic
  + 10 to the dice roll .
  Reservoir
  Psychic Ability + 10 to the dice roll .
  Age
  Advantages
  Disadvantages
  13 . Hlutrgu :
  Attribute
  Modification
  Height
  Body-build
  Total Height-
  Multiply the results found in Sec . 2.211 by 1,.5 .
  Build-Strength
  Stamina
  Dexterity
  Body Damage
  Points
  Age
  Advantages
  Disadvantages
  Minimum total : 46 (i.e. a result of "A") . Details:
  head = 5; 2 arms at 3 each = 6; thorax = 8 ; abdo-
  men=5 ; 4 legs at 4 each
  16 ; tail =6. A result
  of "B" adds 1 to each body area (i .e . giving a total
  of 56), and a result of "C" adds 2 to each body
  area (i .e . a total of 66) .
  Multiply the age found in Sec . 2.219 by 2.
  The Hldss are powerful warriors and skilled sor-
  cerors . They may rear up in combat and use their
  middle pair of limbs as tearing weapons, although
  they do not wield weapons with these hands.
  They may also strike at a foe on their flanks or to
  their rear with their prehensile tail, which is fitted
  with a paralysing sting .
  This species is not numerous and prefers to re-
  main at sea on the great nest-ships . They occa-
  sionally make quick raids on seaside settlements
  but rarely attempt to consolidate territory gained
  through warfare. They tend to be unimaginative
  fighters and do not employ ruses or strategems
  often . They can be detected at sea by their droning,
  buzzing sound, and their bodies give off an acidic,
  sweet odour which can be smelled at a distance
  of 30-40 m .
  This species ranges between 1 .23 and 1.71 m ;
  20 cm are subtracted from each increment on
  the table in Sec . 2.211 .
  Only the Very slender, Slender, and Medium
  columns are employed; any other result is rerolled .
  +5 to the dice roll ; a Stamina of more than 55=60.
  + 5 to the dice roll ; a score which would produce
  a modifier of more than + 30= + 35 .
  Minimum total : 35 (i.e . a result of "A") . Details:
  head = 5; 2 arms at 4 each = 8; torso= 8 ; abdomen
  =6 ; 2 legs at 4 each =8 . A result of "B" adds 1
  to each body area (i.e . giving a total of 42), and a
  result of "C" adds 2 to each body area (i .e . a total
  of 49).
  Psychic
  - 5 from the dice roll .
  Reservoir
  Multiply the age obtained in Sec . 2.219 by 2 .
  The Hlutrg(i fight implacably and ferociously,
  never checking morale. They are natural swim-
  mers and good sailors, using small coracles to
  raid human shipping and settlements.
  The Hlutrgu do not fight as disciplined soldiers
  but as a howling mob. They rarely wear armour
  and prefer their own simple weapons (Sec. 1.960).
  Although they are not hampered in the use of
  sorcery, they are not really very good at It .
  
  14 . Shunned Ones :
  Attribute
  Modification
  Height
  Body-build
  Total Height-
  Build-Strength
  Stamina
  Body Damage
  Points
  Psychic
  Reservoir
  Psychic Ability
  Age
  Advantages
  Disadvantages
  15.a . Grey Ssu:
  Attribute
  Modification
  Height
  Body-build
  Body Damage
  Points
  This species varies between 1 .85 and 2.33 m.
  42 cm are added to the result obtained in Sec. 2211 .
  Only the Very Slender, Slender, and Medium
  columns in Sec. 2.211 are employed ; any other
  result is rerolled .
  Multiply the results of Sec. 2.211 by 2. No Shun-
  ned One can have a Height-Build-Strength fac-
  tor of less than 40 .
  Outside of their sealed cities the Shunned Ones'
  Stamina subtracts 10 from the dice score in Sec.
  2.212.5 is the minimum Stamina, however. With-
  in their own environment a Shunned One adds
  20 to the Stamina dice score.
  Minimum total : 34 (i.e. a result of "A") . Details :
  head = 4; 2 arms at 4 each = 8; torso = 7; abdomen
  =5; 2 legs at 5 each =10. A result of "B" adds 1
  to each body area (i.e . giving a total of 41), and a
  result of "C" adds 2 to each body area (i.e . a total
  of 48).
  + 15 to the dice roll . The Shunned Ones have a
  rather high psychic capacity .
  +20 to the dice roll .
  Multiply the age found in Sec. 2.219 by 3.
  The Shunned Ones are excellent sorcerers and
  knowledgeable in the use of ancient technologi-
  cal devices.
  It is said that they can even repair
  and recharge "Eyes" and other mechanisms .
  Their terrible stench Is also beneficial to them ;
  humans and other species can smell the Shunned
  Ones as much as 60 maway, even in a mild con-
  trary breeze! An immediate morale check is re-
  quired of those who would fight this alien and
  merciless race .
  The Shunned Ones are few and rarely venture
  outside of their sealed cities (except by subter-
  ranean tubeway; cf. Sec. 1.425). They cannot sur-
  vive for more than a week in T6kumel's present
  atmosphere, and they are thus limited to quick
  forays and expeditions . They are only average
  fighters and must depend upon sorcery and an-
  cient devices to defend themselves .
  This race ranges between 1.71 and 1.90 m in height .
  A score of 01 in Sec. 2.211-1.71 m, and each
  subsequent increment =an increase of 1 cm.
  A Ssb gains about .75_m in height if it rears up
  on its hind legs .
  Only the Very Slender, Slender, and Medium
  columns of Sec. 2.211 are used ; any other result
  is rerolled .
  Strength
  +5 to the dice roll .
  Minimum total : 41 (i.e . a result of "A") . Details:
  head = 4; 2 arms at 3 each = 6; torso = 7; abdomen
  =6; 2 front legs at 4 each =8; 2 rear legs at 5 each
  =10. A result of "B" adds 1 to each body area
  (i.e. giving a total of 50), and a result of "C" adds
  2 to each body AREA (i.e . giving a total of 59) .
  1 7
  Psychic
  + 20 to the dice roll .
  Reservoir
  Psychic Ability + 30 to the dice roll .
  Age
  Multiply the age obtained in Sec. 2.219 by 2.
  Advantages
  The Grey Ssb can see relatively well in the dark,
  although they prefer a dim blue light. They are
  excellent sorcerers, and each Ssb also has a 20
  percent chance of hypnotising an opponent in-
  stead of striking during a given combat round
  (the latter must then make a special dice roll to
  prevent this; otherwise the victim can be ordered
  to combat his friends, run away, etc.) . Only the
  Ahoggy8, the Swamp Folk, and the Tinaliya are
  immune to this power. The Ssb are good fighters .
  The middle pair of limbs can be used to hold a
  shield or another weapon, although the latter
  cannot be used with any great accuracy or force.
  A Ss0 warrior may thus be allowed two blows
  per combat round, but the second will be less
  effective. The Ssb are also good at tunneling and
  never become lost underground.
  Disadvantages This species favours quick forays and under.
  ground raids to open field battles . They wear
  little armour (Sec . 1.960), and they are also poor
  archers (though passable crossbowmen) . The
  SsO are not good at swimming and become water-
  logged and sink if they must remain in the water
  for more than 10 minutes. They are also some-
  what hampered by a rigid command structure;
  male "leaders" must be present to direct a party;
  otherwise the Ss0 tend to retreat and become
  demoralised .
  15.b . Black Ssu:
  Attribute
  Modification
  Height
  Body-build
  Strength
  Total Height-
  Multiply the results of Sec. 2.211 by 3. The Black
  Build-Strength SsO are perhaps the largest and most powerful
  nonhumans on T6kumel
  Stamina
  Dexterity
  Body Damage
  Points
  Psychic
  Reservoir
  Psychic Ability
  Age
  These larger cousins of the Grey Ssb vary be-
  tween 1.93 and 2.41 m in height . 50 cm are added
  to the height found in Sec. 2.211 .
  Only the Medium, Heavy, and Stout columns of
  Sec. 2211 are employed; any other result is rerolled.
  + 25 to the dice roll ; a modified score of 101-110
  =a modifier of 95; 111-120=a modifier of 105.
  + 10 to the dice roll ; any modified score over 100
  adds + 10 to the listed Stamina factor .
  -20 to the dice roll ; a score of 0 through -9=a
  modifierof -20; -10through -19=amodifier
  of - 30.
  Minimum total : 55 (i.e. a result of "A") . Details :
  head= 6-,2 arms at 5 each=10; torso= 9; abdomen
  =8; 2 front legs at 5 each =10; 2 rear legs at 6
  each= 12 . A result of "B" adds 1 to each body
  area (i.e. giving a total of 64), and a result of "C"
  adds 2 to each body area (i.e. a total of 73).
  -10 to the dice roll . The Black SsO are less psy-
  chicallygifted than their smaller relatives .
  -10 to the dice roll .
  As for the Grey Ss0, above.
  
  Advantages
  Much as for the Grey Ssb, except that the Black
  Ssb are more adroit with their middle limbs ; they
  can fight with a weapon carried in one of their
  middle pair of hands with about the same skill
  as with one held in a forelimb . They are thus al-
  lowed two blows per combat round . The Black
  SsO wear armour and use more sophisticated
  weapons (Sec. 1 .960) . They also have hypnotic
  powers but are less adept at this than their Grey
  cousins ; there is only a 10 percent chance of
  employing this power during any given combat
  round, and the dice throw needed to prevent its
  taking effect is easier to make (see below) .
  Disadvantages The Black Ss0 are larger, but they are also slower,
  more ponderous, and less dexterous than the
  Grey variety. They are not as psychically talented,
  moreover. The Black Ss0 are few in numbers,
  slow to breed, and remote from most of the lands
  of mankind-fortunately for the latter! They also
  suffer from the other disadvantages given about
  for the Grey Ssb .
  The instructions just given are meant to generate the "domi-
  nant" sex of each nonhuman species . Other sexes-e .g . the
  Shen "egg-fertiliser," females (where the dominant sex is male),
  neuters, etc.-can be ignored for game purposes . The referee
  can modifiy the above instructions to produce other sexes, of
  course, utilising the hints provided in Sec . 1 .413 and elsewhere
  in the Sourcebook .
  2 .230. BACKGROUND.
  The following applies largely to human characters . The source-
  book-and the referee's ingenuity-must be used to establish
  the background for a nonhuman, a rationale for his/her/its being
  outside of the species' enclave (e.g . trade, service as a merce-
  nary, an ambassadorial mission, etc .), and a reason for consor-
  ting with human companions .
  2.231 . PROVENIENCE .
  It is the referee's task to "set the stage" : he or she determines
  where the introductory scenario of the game is to occur, provides
  each character with a starting point, gets everyone acquainted,
  finds possible missions for them to undertake, and begins the
  "story line"
  . All of these matters shall be detailed in the referee's
  Sections below .
  Once the referee has Indicated the starting locale for the game,
  the provenience of each character must be established. Is he/
  she/it a local citizen, a resident of another part of the same coun-
  try, a foreigner, a nonhuman, etc.? This decision may be made
  by the referee, the players as a.group, each player Individually,
  or by rolling against the following tables, according to the wishes
  and playing styles of all concerned .
  It is easiest if all player characters are nationals of the same
  country, or at least from friendly or neutral countries . Even so,
  characters from different regions within one nation represent
  diverse subcultures and may have divergent customs. The referee
  may brief each player on his/her/its national attitudes, and read-
  ings in the Sourcebook should be assigned. Its index is designed
  to facilitate this . Different nationalities within the player party
  may foster rivalries and hostilities . This can be interesting
  if
  everyone is sufficiently skilled at role-playing and willing to work
  at it, but it may also be a source of friction . Beginners and those
  who want only a "straight adventure game" can ignore national
  1 8
  differences . After all, opinions and cultural responses do vary
  from person to person within a nation, and it is not realistic to
  expect every citizen to be exactly as described in the Sourcebook!
  Characters from hostile nations need not fight one another
  on sight, moreover. As said in Sec . 1 .710, merchants, adventurers,
  and scholars do wander about the Five Empires without hindrance,
  even if their home nations are at war! An itinerant Y9n Kory9ni
  trader or mercenary may thus fit in with a rag-tag party of Tsol-
  y9ni adventurers with no problems . A LivyAni scholar need not
  fear his companions in a Mu'ugalavyAni merchant caravan any
  more than those in a party composed of his own countrymen .
  There are greater possibilities of misunderstanding in a multi-
  national group, of course, and these may become severe if some
  event or objective arises during an adventure which each nation-
  ality wants to resolve to its own benefit .
  On the other hand, a party on an official mission for a govern-
  ment, a temple or an important political personage would not
  welcome a suspicious outsider . Only under extraordinary cir-
  cumstances would one find a Y9n Kory9ni soldier willingly ac-
  companying a Tsoly9ni military expedition, or a priest of S9rku
  trooping along with priestesses of AV9nthe (Sec . 1 .610) . Ration-
  ales could be devised for such unlikely combinations, but the
  camaraderie would probably be strained at best! Espionage is
  also severely punished, and a foreigner who values his health
  stays far from military installations, sensitive political leaders,
  and other local sore points. Some groups are automatically hos-
  tile, moreover : e.g . not only is it impossible for humans to co-
  operate with the Hldss, the Hlutrgb, the Shunned Ones, or the
  Ssb, but one must also keep an Ahoggy9 well away from a Shbn
  -and a member of one Shbn "egg-group" separate from mem-
  bers of other, inimical groups (Sec . 1.510) .
  If the provenience tables are used, the first step is to deter-
  mine whether the character is a local native, an outsider from
  some other area of the same country, or a foreigner. The symbol
  for the referee's chosen starting locale is found on the large
  terrain maps, and its population size is noted in Sec . 1 .422 . A
  representative of the group (or each player individually, if this is
  the group's choice) then rolls D100 against the following table .
  The group's/individual's status is then determined by reading
  across on the appropriate line .
  Provenience and dice scows
  'Nonhumans are classed as "foreigners" even though they may
  be legally citizens of the country . If the referee opts to start the
  game In a nonhuman enclave, however, the resident species
  becomes the "local residents ;" and the humans the "foreigners."
  A character who is a "local resident" is a native of the starting
  locale . No further provenience checks are needed .
  One who is an "outsider" from the same country requires two
  further rolls of D20 : (a) the first finds the character's general
  "home region" within the country, and (b) the second determines
  his/her/its "home locale type ."
  Locale type
  Local
  resident
  Outsider
  (same country)
  Foreigner'
  Rural (i.e . no
  01-80
  81-95
  96-100
  map symbol)
  Small town
  01-70
  71-90
  91-100
  Town
  01-65
  66-85
  86-100
  Large town
  01-60
  61-80
  81-100
  Small city
  01-55
  56-80
  81-100
  Large city
  01-50
  51-75
  76-100
  Metropolis
  01-45
  46-75
  76-100
  
  'These directions and score ranges may be modified by the referee
  according to the shape of the country : e.g . SalarvyA might be
  divided into "Northwestern," "Southwestern," "Northwest-
  central," "Southwest-central," "North-mid-central," "South-
  mid-central," etc .
  'Many regions do not contain all of these town and city types by
  any means. A M'm6rchan, for instance, has no choice except to
  be "rural ." The only urban centre in MudAllu is ShigrAz, which is
  classified as a "small town," etc . Impossible results must thus
  be rerolled, or else the referee may modify the table to fit the map:
  e.g . in the case of MudAllu, about 90 percent of the population
  is "rural," living on farms or in tiny hamlets, and only 10 percent
  might be natives of ShigrAz.
  If there is more than one choice within a given area, an arbi-
  trary dice roll may be made, or the referee may choose the char-
  acter's home locale . The system is not meant to be rigid, and
  geographical irregularities may require either rerolling or arbi
  trary adjustments . If the scenario is set in LivyAnu, for example,
  and an "outsider" obtains results of "Northwestern" and "Small
  town," it will be seen that, strictly speaking, there are no small
  towns in this region on the map . The referee may ask the player
  to reroll, or he may look a little to the south where there are four
  small towns . An impromptu D10 roll die roll can then quickly dis-
  cover which of these is the character's (or the party's) home:
  i.e. 1-2 = NeAb; 3-4 = KesAz; 5-6= Sbnuz ; 7-8 = AsuAz; 9-10 = rerol l .
  A result of "foreigner" on the first table in this Section requires
  a roll of D100 against the following table . Most travelling foreigners
  in this part of TAkumel are citizens of one or another of the Five
  Empires, and the table is weighted in favor of this result . Com-
  paratively few citizens of the smaller nations go abroad, and itin-
  erant nonhumans are similarly not proportionately very common .
  TsolyAni traders, adventurers, etc . make up a slightly larger num-
  ber than any of the other four Empires . Note that the table may
  produce "foreigners" from the same country as that in which
  the scenario is to take place: e.g . a result of "TsolyAni" in a game
  set in TsolyAnu! The referee should allow the player (or group)
  the option of being "outsiders" (i.e. TsolyAni citizens from some
  other region) or of rerolling .
  1 9
  'A result of "TsolyAnu" may be further subdivided to specify
  natives of the five Protectorates: D6 ChAka, PAn ChAka, ChaigcAri,
  KerunAn, and KaijA . Each of these may be allotted 5 percent in a
  D100 range, with the rest of the TsolyAni Empire receiving the
  remaining 75 percent .
  If a result of one of the Five Empires is obtained, the player
  (or party) returns to the last two tables above to ascertain the
  "home region" and "home locale type."
  A result of "Small nation or nonhuman" requires a special D10
  roll : 1-6= citizen of one of the smaller nations ; 7-10= nonhuman .
  A foreign character (or party) from one of the smaller nations
  rolls D100 against the following table . This establishes the home-
  land of the character's] . The results are weighted according to
  the relative proportions of travellers from these various countries
  in the Five Empires .
  Dice score
  Home locale
  01-09
  N'Iess
  10-14
  Tsol6i
  15-17
  M'm6rcha/NmartGsha'
  18-21
  Ghatbn
  22-26
  Pij6na
  27-34
  MilumanayA
  35-44
  Sag Allaqi
  45-47
  Lorun
  48-50
  ChayAkku
  51-55
  KilalAmmu
  56-60
  HAida PakAla
  61-65
  PechAno
  66-69
  JAnnu
  70-71
  P2ncha NagAl
  72-73
  Piltu DasAru
  74-75
  SsrcA Ab TsayA
  76-78
  M udAl l u
  79-81
  Nuru'un
  82-85
  MihAllu"
  86-88
  RannAlu
  89-92
  Ny6mesel Isles
  93
  HrgA Lorbnje
  94
  Unusual : map 1"'
  95
  Unusual : map 2"'
  96
  Unusual : map 3"'
  97
  Unusual : map 4"'
  98-100
  Off maps""
  'There are no borders between the tribal areas of M'm6rcha and
  Nmartfisha. These two areas are considered as one for prove-
  nience purposes . Note that characters may not be natives of
  Lost BayArsha since these strange people never leave their
  hidden jungle enclave.
  "This denotes the modern human inhabitants of MihAllu and
  not the nonhuman MIhAlli (a species to which player charac-
  ters cannot belong) .
  "'Unusual :
  !.e . an Island, an unknown and unclaimed area on
  the map, etc . (referee's choice) .
  ""There are further lands not shown on the four terrain maps :
  e.g . the tribal regions of Tane off map 1 to the west, further
  land masses beyond the southern ocean, several nations over
  the pole to the north, etc. The referee may choose one of these
  and develop It to any extent required .
  Die score
  Home region'
  Die score
  Home region'
  1-2
  North-central
  11-12
  Southwestern
  3-4
  Northeastern
  13-14
  West-central
  5-6
  East-central
  15-16
  Northwestern
  7-8
  Southeastern
  17-18
  Central
  9-10
  South-central
  19-20
  Unusual: e .g . an off-
  shore island, a remote
  peninsula, etc .
  (referee's choice)
  Die score
  Home locale type' Die score
  Home locale type'
  Rural
  1-2
  Small city
  12-14
  Small town
  3-5
  Large city
  15-17
  Town
  6-8
  Metropolis
  18-20
  Large town
  9-11
  Dice score
  Home locale
  Dice score
  Home locale
  01-15
  SalarvyA
  46-60
  YAn K6r
  16-30
  Mu'ugalavya
  61-80
  TsolyAnu'
  31-45
  LivyAnu
  81-100
  Small
  nation
  or
  nonhuman
  
  Once the nation has been identified, the tables for "Home
  region" and "Home locale type" (above) are employed to narrow
  down the provenience of the character(s) .
  Should the character (or party) be nonhuman, D100 are rolled
  against the following table . Again the scores are weighted to
  reflect the approximate proportions of the species found trav-
  elling about outside of its enclave .
  'There are 3 AhoggyA enclaves . D10 Is rolled: 1-4=the SharGna
  Lowlands of southern SalarvyA; 58=HAida PakAla; 9-10=Onmu
  T16 Hlektis. Inhabitants of the first of these are legally SalarvyAni
  citizens; the AhoggyA of HAida PakMa are semi-autonomous but
  pay tribute to the lords of Gorulb and KerunA; Onmu T16 Hlektis
  is an independent enclave .
  "There are 9 separate Shen states, based upon different "egg-
  groups" (Sec
  .
  1 .510) and mildly hostile to one another. D20 Is
  rolled :
  1-8=Shenyu; 9"12=MrrAtugual; 1314=Shrbkhe'el ;
  15=
  06nu ; 16 = Ngba; 17 = KhAkh;18 = GopOri;19 = GAI ; 20 = RA.
  "'The homeland of the Urun6n lies far away near the south pole.
  This race is as yet very rare in the Five Empires, and a chance
  range of 2 percent is undoubtedly too much. There are now a few
  scholarly and ambassadorial missions, however, and some may
  enjoy playing characters of this interesting species .
  Once again the "Home region" and "Home locale type" tables
  may be used to determine the exact provenience of the charac-
  ter(s] . This can be ignored, of course, in the case of small and
  homogeneous enclaves.
  Charg6sh was last mentioned as an example in Sec. 2.219 .
  The referee chooses to start the game In the great TsolyAni port
  city of JakAlla, and Chargesh scores a 63 and Is thus an "outsider":
  a TsolyAni citizen from some other part of the Empire. He obtains
  a 4 on his "Home region" roll and is therefore from the north-
  east . After a few rerolls, he scores a 19 for his "Home locale type"
  roll, which makes his home city a metropolis . The only place of
  this description in this part of the Imperium is Fasiltum . Char-
  gesh is now able to announce proudly that he is a native of the
  "City of the Chiming Skulls" (Sec . 1 .422) .
  2.232 . LANGUAGE .
  Characters have complete mastery over the spoken language
  of their homelands (or of their own ethnic groups within a multi-
  tongued nation). This knowledge does not necessarily Include
  reading and writing, however; these skills depend upon educa-
  tion, social class, and profession,and they will be dealt with be-
  low . Nonhumans living within one of the great human empires
  (e.g . the PAchi LAi in Tsoly&nu, the Pygmy -Folk in YAn K6r) speak
  their own alien and unleamable (for humans) languages, but they
  also know enough of the national language of the country to
  get along there . Those whose enclaves lie outside of a human-
  dominated area (e.g . the Sh6n, the HIAka, the AhoggyA of Onmu
  T16 Hlektis) may be monolingual and be quite unable to com-
  municate in any human tongue (but note the following paragraph).
  Each player character also knows the language of the referee's
  starting locale well enough to Interact with other members of the
  party and with non-player characters there . This knowledge may
  range from "elementary" to "near-native," requiring the following
  language-mastery categories :
  20
  Category
  Particulars
  I : Elementary
  Simple, every-day ideas can be communicated
  but more complex matters demand long explana
  tions and even sign language, possibly resulting
  In misunderstandings. The character has a thick
  "foreign accent," makes constant grammatical
  errors, and lacks the vocabulary to express many
  concepts.
  II : Intermediate This implies a good, practical control of the lan-
  guage. The character's accent is still easily recog.
  nised as "foreign," and high-level abstractions,
  metaphors, and jokes will be beyond him/her.
  III : Advanced
  The character can express and understand almost
  anything within the cultural milieu . There is still
  a slight foreign accent, and mistakes will be made
  occasionally in idiomatic usages .
  IV: Near-native The character has almost no "foreign accent ."
  Hefshe is familiar with most common idioms, metes
  phors, and cultural references . Only rarely can a
  native detect a trace of "foreignness" in such a
  person's speech .
  If the language of the character's homeland is different from
  that of the referee's starting locale, D100 are rolled against the
  following table to ascertain the degree of mastery over the latter .
  Language-mastery categories and dice scores
  Character
  Elementary Intermediate Advanced
  Near-native
  Human
  01-15
  16-60
  61-85
  86-100
  Nonhuman*
  01-25
  26-75
  76-90
  91-100
  'ShAn are given a -5 when using this table, and Ahoggy8 de-
  serve a -101 Neither of these species is gifted at language
  learning . The facile MihAlli roll as for humans, and the P2 Ch6i,
  PAchi Lei, and Tinaliva receive a + 5 when rolling on the "non-
  human" line . The Hluss,Hlutrgb, Shunned Ones, and Ss6 can
  never attain a fluency greater than "Advanced," and the Nyaggb
  never get beyond the "Intermediate" category .
  Those who live near a national border may also know some-
  thing of the tongue of the neighboring country. Characters count
  the number of hexes on the large terrain maps from their home
  locales to any foreign nation within 5 hexes (by the shortest route) .
  A roll of D100 is made for each such foreign land within this dis-
  tance . (Those whose homes are more than 5 hexes from any
  national boundary do not roll on this table .)
  Language-mastery categories and dice scores
  Number of hexes
  to the foreign
  No know- Elemen-
  Inter-
  near-
  border
  ledge
  tary
  mediate
  Advancednative
  1
  01-30
  31f0
  61-80
  81-90
  91-100
  2-3
  01-50
  51-75
  76-85
  86-95
  96-100
  4-5
  01-0
  61-80
  81-90
  91-97
  98-100
  All characters with Intelligence scores of 41 or greater (Sec .
  2.215) may check to see If they have had a "chance" opportunity
  during childhood or adolescence to acquire another tongue: e.g .
  from a widely-travelled relative, from a foreign friend, etc . Those
  whose home locales are cities (either "large" or "small": cf . Sec
  .
  2.231) add + 5 to their dice scores, while natives of great metro-
  polises add + 10 .
  Dice score
  Species
  Dice score
  Species
  01-15
  AhoggyA'
  61-82
  Shen"
  16-23
  HlAka
  83-89
  Swamp Folk
  24-32
  PAchi Lb
  90-98
  Tinalrya
  33-52
  PA Ch6i
  99-100
  Urun6n"'
  53-60
  Pygmy Folk
  
  Number of modem foreign languages known and dice scores
  Character
  None
  One
  Two
  Three
  Human
  01-60
  61-90
  91-97
  98-100
  Nonhuman
  01-70
  71-95
  96-99
  100
  The identity of the language[s] is established by another roll of DI00,
  Dice score
  Foreign language known'
  01-50
  The language of the nearest foreign nation to the
  character's home locale, as ascertained by coun-
  ting hexes on the large terrain maps and using the
  shortest possible route (i.e . "as the crow flies") .
  51-75
  The language of any foreign nation immediately
  contiguous with that in which the characters home
  locale is situated .
  76-85
  The player may choose between any of the lan-
  guages of the Five Empires : TsolyAni, Mu'ugalav-
  y9ni, YAn KoryAni, Salarvydni, or LivyAni .
  86-100
  Any of the modem languages listed In Sec . 1.711 .
  Again, this is the player's choice.
  *If the dice score on this table permits, a character could acquire
  the same language previously obtained in this Section: e.g . a
  TsolyAni character might have Mu'ugalavyAni because this is
  the language of the referee's starting locale, and if he comes from
  Tumissa, he might get Mu'ugalavyAni again by scoring 50 or be-
  low here . In such cases the player may (a) reroll to obtain a dif-
  ferent language, or (b) add one further language-mastery cate-
  gory to his previous knowledge: e.g . thus raising his expertise
  from "Intermediate" to "Advanced ." This choice is left to the
  player. Note that only in this way can a character go beyond "Near-
  native" to "Perfect mastery" of a foreign tongue: an absolutely
  indetectable native command of the language.
  The degree of mastery of a language obtained on the forego-
  ing table is next established by rolling on the first table in this
  Section (above) .
  Only modem, spoken languages can be learned under the pro-
  visions of this Section . Ancient languages (Sec . 1 .711), reading
  and writing, and furthermodem tongues are taught in the temple
  schools or are imparted by tutors to the children of the wealthy.
  More will be said of these matters below .
  As a native of Fasritum, ChargAsh speaks TsolyAni . The ref-
  eree's first scenario is set in JakAlla (Sec . 2.231), and he gains
  no further languages there . Fasiltum does lie within 5 hexes of
  the Dry Bay of Ssu'bm and the barren foothills of Kaybl Peak-
  Milumanay9nI territory-and ChargAsh thus rolls to see if he
  knows MilumanayAni. He scores a miserable 02-no competence
  whatsoever! He does better (barely) by rolling 61 on the "chance"
  table: he does know one foreign language . Another roll of 67 per-
  mits him to choose the tongue of any nation directly contiguous
  with TsolyAnu . He selects YAn KoryAnr, scores 44 on the language.
  mastery table, and therefore speaks this tongue at the "Inter-
  mediate" level . Further rolls could be devised to discover how
  ChargAsh came by this knowledge, but the referee Instead exer-
  cises his discretion and reminds ChargAsh of a certain, brief,
  intense, bittersweet, little affair with the sloe-eyed daughter of
  a YAn Kory6ni merchant resident in Fasiltum . ChargAsh still re-
  calls this infatuation of his flaming youth with some fondness-
  after all, the girl did him a real favour by teaching him some of
  her gutteral language .
  2 1
  2.233 . RELIGION AND "ALIGNMENT."
  Each player freely selects the deity to be worshipped by his/
  her character from the lists given in Sec . 1 .610 . One may be a
  formal adherent of only one divinity at any one time, and-ini-
  tially-this deity must be one of those worshipped in the char-
  acter's home locale . For example, a TsolyAni must choose hisl
  her religious affiliation from PavArs pantheon of 20 Gods, God-
  desses, and Cohorts ; a LivyAni has a choice of one of the 13 ma-
  jor deities of LivyAnu, etc.
  The only other limitation on a character's religion is that there
  are no atheists on Tekumel . As stated in Sec . 1 .610, the Gods
  are real and immanent, and they will play a part in the game . On
  the other hand, most characters need not be fanatics unless
  their players wish them to be . Everyone is expected to make the
  proper sacrifices, go to the temple, celebrate the festivals, pay
  tithes, and give whatever "lip-service" is required . The priest-
  hoods are likely to be more serious about their devotions, but
  within their ranks, too, one encounters hypocrites, greedy ma-
  terialists, and "time-servers ." Only those who are deeply com-
  mitted to their faiths will be recruited into the secret inner so-
  cleties mentioned in Sec . 1.610, however,
  In addition to personal preferences, players should consider
  such factors as their characters' clans (Secs . 1 .550 and 2.234)
  and regional provenience (Secs . 1 .610 and 2.231) .
  More importantly for the game, all of the players should con-
  sult together regarding their choices of deities .There are NO
  direct prohibitions against parties composed of worshippers of
  different deities-or even of different alignments (i.e Stability
  and Change; cf . Sec . 1 .610)-but a group consisting of people
  sharing the same goals and principles naturally provides greater
  trust and mutual cooperation than one comprised of adherents
  of antithetical sects
  . The following considerations should be noted .
  1 .
  The easiest course is for all characters in the party to worship
  the same divinity (or a deity and his/her Cohort). Trust, loyalty,
  and asingleness of purpose arethus maximised.
  2.
  Almost the same degree of reciprocal confidence and cooper-
  ation will obtain in a party composed only of followers of the
  same "alignment" : Stability or Change . Here there are sub
  groupings, however: e.g . HnAlla and Thumis are closer to
  one another In interests and principles than they are to Ka .
  rakin or to AvaAnthe . Belkhtinu's followers tend to remain
  aloof, although they certainly favor the other Lords of Sta-
  bility over those of Change . Hf6'6, KsArul, and SArku form
  the "Dark Trinity" and are inclined to cooperate, though
  SArku stands somewhat apart, even so . KarakAn's orienta-
  tion towards violence is sometimes at cross-purposes with
  the attitudes of his fellows on the side of Stability, just as
  Vim6hla's fiery destruction appears alien to the cold, dark,
  rational machinations of Ksirul and Hrb'6 . AvaAnthe's earthy
  fertility rites are unintelligible to scholarly ThOmis, while
  Dlamelish' sensuous hedonism strikes SArku's adherents
  as foolish and unworthy.The members of a party may indeed
  belong to various sects, but the referee may issue secret
  instructions to each sub-group, especially if objectives of
  importance to the temples are involved . This will occur rarely
  of course, as long as the party is of low social status and
  its activities do not compromise higher political or religious
  issues .
  3 .
  A party comprised of followers of inimical faiths can hope
  for little more than temporary collaboration . The goals of
  such a mission must be agreed upon in advance, and each
  sub-group should take steps to protect itself from the others.
  Overt violence is usually the last resort, but deceit, treach-
  ery, and intrigue are common . If the stakes are high enough,
  
  yi .ut1III1111O111111111t11UeuWbaU111U
  w.
  In a temple of Hfsh, Mu'ugalavyli
  22
  Legion of the Mourners In Sable
  
  characters may receive guidance and even aid from their
  temples . No lasting camaraderie can develop, and real hos-
  tilities may arise within the player party itself . The referee
  must thus be careful in allowing such "cross-alignment"
  adventures . Players must play their roles correctly, as they
  see them, and those who do not conform to their characters'
  stated personalities and beliefs may lose the support of their
  temples-or, if personal greed or friendship for a rival ac-
  tually leads them to betray their sects, they may be even
  more seriously punished . This is the task of the referee.
  4 .
  Some "cross-alignment" relationships are more likely to
  occur than others . The followers of KarakAn share a love of
  military glory with the devotees of Vimuhla, and these two
  temples (together with those of their Cohorts, ChegArra
  and ChitAng sometimes participate
  In projects which would
  benefit them politically . The Temples of AvAnthe and Dla-
  mblish feel greater respect and sympathy for one another
  than either holds for pedantic Thumis, cold and devious
  HrO'd, or the two war-gods . Although real trust and loyalty
  cannot endure between such rival sects, there is a greater
  likelihood of cooperation than between, say, HnAlla and
  HrOA Vimbhla and SArku, etc .
  5.
  Foreigners and nonhumans generally align themselves with
  those whose principles approximate their own . A devotee
  of the Mu'ugalavy9ni deity Htsh is thus more comfortable
  ina party which follows Vimfihla or ChitAng (or even pos-
  sibly KarakAn) than in one made up of adherents of HnAlla,
  ThOmis, HrO'd, AvAnthe, etc . A wanderer from the far north-
  east who serves Aridz6 naturally inclines towards disciples
  of HnAlla or KarakAn . A Sh6n who worships "The One Who
  Rends" fits into any party devoted to Change but is most
  happy with votaries of VimOhla or ChitAng . A priest of Mret-
  ten from the Ny6mesel Isles is equally at home amongst
  adherents of either AvAnthe or D!am6lish. The secretive
  LivyAni never discuss their personal convictions and may
  participate in any group . This apparently allows them more
  freedom than other nationalities, but in reality the LivyAni
  are tightly bound by the coils of the dreaded VrO'uneb (Sec .
  1 .740) . LivyAni citizens abroad are usually under its surveil-
  lance and must serve the goals of LivyAnu's theocratic state
  (via secret instructions from the referee)-if they are not
  members of the Vr0'uneb themselves . Within LivyAnu it is
  rare to find a party composed of members of more than one
  temple of the Shadow Gods . The Livy9ni word for "trust"
  also denotes "belief in the same deity."
  6 .
  Tribal people and those whose divinities have no counter-
  parts in the pantheons of the Five Empires may join any
  group which appeals to their convictions and which is willing
  to accept them . Many quickly choose a local deity closest
  to their tastes and worship him or her "for convenience'
  sake," thereby avoiding constant bothersome questions and
  discussion . If, in time, they come to believe in this deity
  strongly enough, they may arrange for their formal accep-
  tance into the sect . Many such foreigners have gone on to
  become priests or priestesses and have even risen high in
  the ranks of the clergy.
  Joining a religious sect Is not difficult for a foreigner in the
  Five Empires (except in LivyAnu, where it is well nigh impossible).
  Anyone may attend the public ceremonies in TsolyAnu, Mu'uga-
  IavyA, YAn K6r, Salarvyi, or their client states, and a donation of
  anything from 10 to 100 KAitars will usually motivate some bored
  priest to perform the first initiation rites and provide a little in-
  struction in the catechisms. Those of visibly higher social s!atus
  must expect to pay more-100 to 1,000 KAitars-but they are
  23
  then treated to more elaborate ceremonials . If desired, a young
  acolyte may be hired for 10-20 KAitars per month to teach the
  new convert the daily services and prayers. Six months is nor-
  mally sufficient to accomplish this. For those who can read, hand-
  copied books of theology and doctrine can be had from the temple
  scriptorium for anything from 50 to 500 KAitars apiece, depen-
  ding upon their length, contents, and embellishments . On the
  average, it requires about a month to become familiar enough
  with the public rituals to give the appropriate responses ; there-
  after the convert may attend such services as desired . On the
  other hand, new devotees are not allowed to participate in the
  inner ceremonies, and the temple may demand several proofs
  of true zeal (both donations and actions) before opening its inner
  shrines to such persons, even though they be of high social class
  otherwise . The process of gaining this trust may take anywhere
  from 6 months to over a year.
  It is harder for one who is an established member of one sect
  to convert to another. Transferring allegiance from a Cohort to
  the associated deity (or vice-versa) is quite easy, and going from
  one divinity within the same alignment is only a little more dif-
  ficult (but note the sub-groupings discussed above) . Crossing
  from one alignment to the other may present obstacles, how-
  ever. Many clans are indifferent to their members' religious views
  (Sec . 1 .550), but others are fanatically devoted to one alignment
  or to one deity, and social pressure may then be severe . In ex-
  treme cases a clan may expel the defector from its ranks-and
  then demand Shdrri la (Sec . 1.740) for the loss of his/her services.
  A few clans may even have such turncoats killed outright : e .g,
  the SArku-worshipping Domed Tomb clan, which would probably
  resort to the assassin clans to prevent one of its members from
  going over to any of the Lords of Stability! The clergy of the con-
  vert's new temple may also be suspicious and demand evidence
  of his/her zeal . Several months may pass before the temple au-
  thorities are satisfied that the newcomer's motives are purely
  religious . In all of these cases the new temple may ask for a large
  donation (as much as a quarter of the person's yearly income or
  of his/her present wealth, whichever is greater) as a sign of
  "true faith ."
  A foreigner who has joined one sect and then wishes to trans-
  fer to another is looked upon somewhat more kindly . A period
  of initial confusion and searching for the threads of one's Skein
  of Destiny is understandable . Such a person must nevertheless
  pay the same heavy initiation fees to the new temple, spend se-
  veral months building up a reputation for trustworthiness, and
  possibly provide Shdmtla to a clan which had previously adopted
  him/her (unless that clan also favours the convert's new sect) .
  It is very difficult for a priest or priestess to change sects .
  Clan and family pressures are severe, and even if social obstacles
  are overcome, it is hard to gain the full trust of the new temple .
  In practice, only low-level clergy (those of the 1st through 5th
  Circles; cf. Sec . 1.832) are ever allowed to change sects-again
  understood to be part of the process of youthful searching and
  maturation. More senior clergy may retire and become "lay-priests"
  (Sec . 1 .832), if they become disillusioned, but all of the temples
  share an unwritten covenant not to recruit or accept converts
  who are members of the higher Circles In another priesthood .
  In no case is priestly rank transferable : a 5th Circle priest must
  go back to the 1st Circle in his new sect. In those rare cases where
  a higher Circle priest has undergone a great spiritual experience
  and thrown himself down before the gates of another temple
  with a plea to be permitted to join, the previous temple has in-
  sisted upon using powerful mental spells to remove all know-
  ledge of its secrets from his memory (i.e. generic and special
  temple spells, etc . ; cf . Sec . 1 .620) . The right to do this has been
  upheld in the ecclesiastical courts, although it sometimes re-
  sults in "brain-death."
  
  Renegade and defrocked priests are normally not members
  of the higher Circles . The temples' selection processes usually
  catch such misfits before they reach the exalted ranks . Many
  permit their minds to be emptied of temple secrets before de-
  parting in any case in order to avoid the possibility of being ac-
  cused of revealing forbidden mysteries-and a subsequent trip
  to some nameless ecclesiastical dungeon (Sec . 1 .740) .
  The role played by the Gods in the game will be discussed
  in a later section .
  Charg6sh, who has served as an example thus far, hails from
  the city of Fasiltum . As said in Sec . 1.610, this is one of the strong-
  holds of the worship of mighty Vimuhla, the Lord of Fire. Char-
  g6sh thus thinks it appropriate to devote himself to this puissant
  deity .
  2.234 . CLAN, LINEAGE, AND FAMILY STATUS .
  The clan systems of the Five Empires and their client states
  were introduced in Sec . 1 .550. Except for slaves and outcasts,
  nearly everyone in the following countries (listed in alphabeti-
  cal order) will be a member of one clan or another .
  Clan nations
  ChayAkku
  Mu'ugalavy9
  Ghat6n'
  PechAno
  JAnnu
  Pij6na
  KilalAmmu
  Sat Allaqi
  LivyAnu' °
  Salarvy9
  MihAllu
  Tsoly9nu
  MilumanayA"'
  YAn K6r
  'The Ghat6ni clans include only males . Women are treated as
  chattels . Female characters should thus not start the game in
  Ghat6n, nor is it very enjoyable for women to adventure there .
  "In LivyAnu the clans are subordinate to the all-powerful temples.
  All of the members of a LivyAni party will thus belong to clans
  associatd with just one of the temples, except in special cir-
  cumstances .
  "'Clans exist only in the semi-urbanised regions of Miluma-
  nayA :
  i.e . in Peles9r and in the east around SunrAya . In the de-
  sert one's loyalty is to the tribe, and all members of a tribe-
  males, females, and even children-are equals .
  In view of the ties which exist between certain clans and par-
  ticular religious sects (Sec . 1 .550), an arbitrary dice roll to de-
  termine a character's clan would not be fitting . The referee may
  wish to select appropriate clans for the characters from the lists
  provided in Sec . 1.550 . Since only Tsolyani clans are given there,
  the referee must devise comparable clan-lists for other lands .
  Further Tsoly9ni clans-particularly in the "medium" and "low"
  groups-may also be created as desired .
  Alternatively, each player may roll against the following table
  to determine the status of his/her clan . It can then be picked ar-
  bitrarily (in consultation with the referee) from the lists . If all of
  the characters serve the same deity (or at least compatible deities
  within the same alignment), one member of the party may roll
  just once for the entire group . The peoples of the Five Empires
  are both class- and clan-conscious, and it would hardly be play-
  able for some members of a party to belong to very high clans
  and others to the lowest of the low . Playing an arrogant young
  noble is not difficult, but the obedience, deference, and subser-
  vience demanded of those lower on the social ladder might sit
  hard upon players less lucky with the dice . The possibility of
  being a slave (Sec . 1 .550) has been omitted from the table be-
  low for the same reasons .
  All characters could enter the game as clanless wanderers
  from some distant foreign land, of course . Unfortunately, even
  24
  these would have some sort of social backgrounds in their own
  countries, and clan- or class-distinctions would logically arise,
  making camaraderie between the players difficult . Only amongst
  the dregs of society, the nameless human flotsam and jetsam
  found in the teeming slums of the great cities, are clan distinc-
  tions ignored-and the moment such outcasts gain wealth . their
  first step is to buy membership in a clan . The benefits of clan
  backing are obvious (Sec . 1 .550), and the stigma of being "clan-
  less" (Tsoly9ni : Nakom6) prevents any real social advancement,
  no matter how rich one becomes .
  01
  02-15
  16-30
  Dice score and clan status
  TlakotAni'
  31-60
  Medium
  Very high
  61-85
  Low
  High
  86-100
  Very low
  'The TlakotAni clan is that to which the Imperial family of Tsol .
  yAni belongs (cf. Secs . 1.370 and 1 .550) . In Mu'ugalavyA its coun-
  terpart would be one of the clans from which the Princes of
  the Four Palaces are drawn : the ruling clan of the First Palace
  (Sec
  . 1 .810) is the Crimson Victory of Hesh, that of the Second
  Palace is the Scarlet Keepers of the Flame; that of the Third
  Palace is the Vermillion Banner ; and that of the Fourth Palace
  is the Maroon Tabard . In LivyAnu the equivalent of the Tlako-
  tAni might be the Clan of the Cube of Light, to which Dum(Gz
  Asqar GyardAnaz belongs . In YAn K6r the nearest match is the
  High Clan of Ke'Ar, although the oligarchies of the cities each
  have their own ruling clans . In Salarvy9 the logical counterpart
  may be the Chruggill6shmu family of TsatsayAgga although the
  other six great feudal families are almost as powerful
  .
  Clan status does not necessarily equate with wealth . As said
  in Sec . 1 .550, there are poor Tlakotani and rich slavers . Family
  and personal wealth will be established in the following Section
  .
  Within a clan, however . there are certain prestigious lineages
  (i.e . extended families descended from legendary ancestors)
  .
  while others are considered "poor country cousins ." The power-
  ful lineages of a clan are more likely to be concentrated in the
  cities than in the rural areas . Each character must thus find his/
  her home locale type (Sec . 2.231) in the table below and roll D100
  to ascertain the standing of his/her lineage within the clan .
  Lineage status and dice scores
  Lineage names may be gleaned from the Sourcebook and other
  published materials dealing with TAkumel, or the referee may
  make them up . In Tsoly9nu, it should be recalled, such appel-
  lations are prefixed by hi- "of" (and it must also be remembered
  that i is the i of machine). In other lands the lineage name is added
  to the personal name as a sort of "last name" ; cf . Sec . 1 .540 .
  The nations of the far northeast (PAncha Nag91, Piltu Das6ru,
  SsrA Ab TsayA, MUdAllu, and Nuru'(jn) have no clans but only
  lineages . These are divided into three social classes : warriors
  (amongst whom the lineage of the ruling family is paramount),
  priests, and commoners . Natives of these small, sparsely popu-
  lated countries roll D100 against the following table .
  Locale type
  Very low
  Low
  Medium
  High
  Ve ry h igh
  Rural
  01-60
  61-90
  91-97
  98-99
  100
  Small town
  01-50
  51-85
  86-95
  96-98
  99-100
  Town
  01-45
  46-75
  76-93
  94-97
  98-100
  Large town
  01-40
  41-70
  71-90
  91-96
  97-100
  Small city
  01-35
  36-65
  66-87
  88-95
  96-100
  Large city
  01-30
  31-60
  61-85
  86-94
  95-100
  Metropolis
  01-25
  26-50
  51-83
  84-93
  94-100
  
  Lineage
  status
  and
  dice
  scores-northeast
  lands
  locale type
  commoner
  priest
  warrior
  ruling lineage
  Rural
  01-85
  86-90
  91-98
  99-100
  Town/city
  01-60
  61-70
  71-96
  97-100
  HAida PakAla and the islands of Tsol6i base their social sys-
  tems upon inherited wealth . There is only a tiny priestly class,
  and the wealthy surround themselves with semi-hereditary re-
  tainers . Some of the latter function as soldiers, others as house-
  hold officials, etc . Tsol6i is less structured than HAida PakAla,
  but both are put together in the following table . Natives of these
  areas roll D100 .
  Lineage status and dice scores-HAida Pakbla, Tsol6I
  locale type
  commoner
  priest
  warrior
  ruling lineage
  Rural
  01-85
  86-88
  89-98
  99-100
  Town/city
  01-80
  81-85
  86-97
  98-100
  The war bands of the N'IOss and the Lor6n, the tribesmen of
  M'm6rcha and Nmartdsha, and the nomads of RannAlu and HrgA
  Lorunje have at most a rough division into "commoners" and
  "chief's lineage ." A person from one of the "civilised" cities of
  N'IOss (e.g . N'IOssa, MalchcAiran, etc .) may roll on the "Town/city"
  line of the foregoing table . Those from the hinterlands have a 90
  percent chance of being "commoners" and only a 10 percent
  chance of belonging to their band's chiefly family, however . This
  same pattern is found in the dusty towns of RannAlu (e .g . Bir-
  chAn, TkLsmar, etc .) . Mimord, on the far eastern coast, is more
  of a SalarvyAni city, on the other hand . There are no cities or
  towns whatsoever in the other tribal areas mentioned above, and
  the distinction between "commoners" and chiefs" is of relatively
  minor importance there .
  The society of the Nybmesel Isles is strictly organised into
  "commoners" and "priests" (i.e. of Mrett6n, the Goddess Who
  Walks Upon the Sea; Sec. 1 .610) . A native of this region thus rolls
  D100 : 01-70=a commoner, 71-100=a member of a priestly family .
  No provision has been made above for characters to belong
  to the assassin clans (Secs . 1.422,
  1 .550, and
  1 .740) or to the
  SalarvyAni thieves' clan, the Den of Profitable Joy (Sec . 1 .550).
  Membership in these clans would restrict players' choices too
  much and send their characters upon an endless series of in-
  creasingly dangerous missions with little hope of social advance-
  ment or financial gain . Characters may belong to these clans
  only with the referee's permission, therefore, and this should be
  limited to those who are willing and able to play these roles and
  who can accept the disadvantages .
  For a worshipper of Vim6hla from the city of Fasiltum there
  can be only one desirable clan : the ancient and aristocratic Vri'ddi
  (Sec . 1 .550) . Charg6sh Is exceedingly lucky; he scores a 04 and
  joyously writes "Vriddi!" upon his character sheet . As said in
  Sec 1 .540, there are no sub-lineages within the Vridd! clan ; all
  trace their descent back to the legendary minion of Lord Vimdhla,
  ArkonAi Vriddi, who fought beside his master at the legendary
  Battle of D6rmoron Plain (Sec . 1 .340) and whose deeds occupy
  several stanzas of the "Lament to the Wheel of Black" (Sec . 1.930).
  Charg6sh has a right to be proud of his ancestry.
  2.235 . FAMILY AND PERSONAL WEALTH .
  At the beginning of the game each player checks his/her char.
  acter's current family wealth (i.e . money available to his/her im-
  mediate family within the clan) and also his/her individual, personal
  2 5
  "cash on hand ." The former may later be borrowed or acquired
  as a gift, if the character and his/her relatives are on good terms
  (see below), while the latter may be spent at once as the char-
  acter wishes .
  In the Five Empires (LivyAnu, Mu'ugalavyA, TsolyAnu, and YAn
  K6r), the determination of family wealth is complicated by clan
  standing, lineage status within the clan, and by locale type . The
  first two of these factors are cross-referenced on the following
  table ; the letter obtained is then taken to the next table to be
  compared with the character's home locale type . From this a
  "family wealth-group" is found, for which further instructions
  are given below .
  Lineage status within the clan
  Clan-lineage values and family wealth-groups
  'These tables apply to the Five Empires . In the smaller states of
  MihAllu, MilumanayA, PechAno, and Pijbna, family wealth-group
  values never can exceed 10 (i .e. a result of 11 or 12=10). In the still
  smaller and poorer nations of ChayAkku, Ghat6n, Jannu, and Kila-
  IArnmu, no wealth-group may be greater than 8, except possibly for
  the immediate personal family of a king or ruler, which may be as
  much as 10 (referee's choice) .
  Natives of the states of the far northeast use the following
  table. It is also employed unmodified by inhabitants of the "civi-
  lised" citiesof N'16ss and Rannilu (Sec. 2.234) . Residents of the
  comparatively wealthier regions of HAida Pak6la and Tsolbi uti-
  lise the table aswell, but they add 1 to the wealth-group number
  found (e.g . a 5 becomes a 6).
  Family status and wealth-groups-northeast lands
  Locale type
  Commoner
  Priest
  Warrior/retainer Ruling lineage
  Rural
  1
  3
  4
  7
  Town/city
  2
  4
  6
  8
  A special table is needed for the Ny6mesel Isles
  .
  Family status and wealth-groups-Nybmesel Isles
  Locale type
  Commoner
  Priest
  Rural
  1
  4
  Town/city
  2
  7
  Locale type
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  Rural
  1
  1
  2
  2
  2
  3
  3
  4
  5
  6
  Small town
  1
  2
  2
  2
  3
  3
  4
  5
  6
  7
  Town
  2
  2
  2
  3
  3
  4
  5
  6
  7
  8
  Large town
  2
  2
  3
  3
  4
  5
  6
  7
  8
  9
  Small city
  3
  4
  4
  5
  6
  7
  8 .
  9
  10
  11
  Large city
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Metropolis
  4
  5
  6
  7
  8
  9
  10
  11
  12
  12
  Clan status
  Very low
  low
  Medium
  High
  Very high
  Very tow
  A
  A
  B
  B
  C
  Low
  A
  B
  B
  C
  D
  Medium
  C
  D
  E
  F
  G
  High
  D
  E
  F
  G
  H
  Very high
  F
  G
  H
  I
  J
  
  Tribesmen from the N'10ss hinterlands, the Lorbn, nomads
  from HrgA Lorunje and RannAlu, and natives of M'm6rcha and
  Nmart6sha have a wealth-group of 1
  if they are "commoners"
  and 4 if they belong to a "chiefly lineage ." The bedouins of the
  Desert of Sighs have little money, and this is held in common
  by the tribe in any case; a native of this region therefore has a
  wealth-group of 1 or 2 at most . Clanless adventurers and wan-
  derers from distant lands are assumed to have no access to family
  wealth. They may have a little personal cash, however, see below.
  The nonhuman races, which have neither clans nor family struc-
  tures comparable to those of mankind, require special notice
  .
  The more organised, class-based species (particularly the Sh6n
  and the Urunen) roll for family status on the table given for na-
  tives of the far northeast in Sec . 2.234 and then roll again on the
  wealth-group table for this area provided above . All others roll
  D100 and multiply the score by 1 through 5, as determined by a
  further arbitrary die roll . Nonhumans who have adopted human
  ways and who live in human society (particularly the urban P9chi
  Lei, PE Ch6i, and Tinaliya) roll as do other citizens of the Five
  Empires . although in reality they lack the clan and lineage dis-
  tinctions found amongst humans . Family wealth has no meaning
  to the inimical races, the Mih911i, and the Nyagg9. If characters
  are to be developed from amongst these races, they must be
  assigned whatever funds the referee thinks appropriate'.
  The next step is to enter the following table with one's wealth-
  group number . D100 are rolled, and the score is multiplied (or
  divided in one case) by the listed modifier. The result is the sum
  (in TsolyBni KAitars) the character's lineage or family currently
  has on hand .
  Wealth-group
  Family wealth
  ModifiertoD100
  Wealth-group
  ModifiertoD100
  Chargesh belongs to a very high clan . The Vrfddi are unique ir.
  having no internal lineages, however, and the referee informs
  him that his clan-lineage value is arbitrarily a G . Fasfltum is a
  large city, giving his family a wealth-group of 9 . He rolls a 64,
  multiplies this by 100, and discovers that his relatives have 6,400
  KAitars now in their coffers . He rather hopes that his kinfolk like
  him. since this may mean a loan or a gift for some project he desires.
  A character's immediate, personal wealth consists of (a) from
  1 to 10 percent (found by rolling D10) of his/her family wealth,
  PLUS (b) a fortuitous amount also based upon the family's wealth-
  group . This la3t is found in the table below ; D100 are oiled, and
  any listed modifier is applied . This produces the number of Khi-
  tars the character has in histher purse.
  .
  Personal wealth
  Those who have no family wealth-group (e.g . clanless adven-
  turers, certain nonhumans, etc .) roll D10 against the following
  2 6
  table to find a multiplier/divisor. They then apply this to the score
  of D100 . Again, the result is the number of KAitars the charac .
  ter has .
  Dice score
  Parents'
  Clanloss wealth
  Chargesh scores a 7 on his D10 roll, giving him a sum equi-
  valent to 7 percent of his family's 6,400 KAitars: 448 KAitars . (Note
  that this is NOT a percentage of his family's money itself but
  rather a sum equal TO it-his relatives still have all their cash
  after Chargesh has finished rolling the dice!) His family wealth-
  group is 9 . This lets him multiply his D100 score of 44 by 5, adding
  another 220 KAitars to his exchequer. This is a respectable sum
  for a young gallant, but Chargesh had best husband his resources
  carefully ; old JakAlla can offer temptations of which even a Vrfddi
  from Fashltum has never dreamed!
  2.236 . FAMILY .
  Those who desire a fast and unhampered "adventure" game
  may ignore this Section, while players who wish to simulate
  "Tekumel-reality" should roll to determine their relatives on'the
  tables below . The decision depends upon the group's style of
  play . In actuality, of course, young people in many pre-industrial
  cultures are frequently compelled to act as adults before they
  are out of their'teens, and a clan and family are crucially impor-
  tant as sources of aid, advice, and sympathy .
  Kinship structures were described in Sec . 1.510 ff . An average
  lineage group within a clanhouse consists of anywhere from 5
  to about 100 members, and there may be from 2 or 3 lineages
  represented in a small clanhouse to as many as 50 in a great clan-
  house in a major urban centre . In addition, a clanhouse contains
  slaves, servants, employees, and guests of its members . A char-
  acter who lives at home in the clanhouse in his/her native city
  will thus be surrounded by relatives, while a person who resides
  in the clanhouse in a distant location may be accompanied only
  by members of his/her nuclear family . Only those who are clan-
  less, estranged from their clan, on a long journey, or dwelling in
  a city in which their clan has no house are likely to live in small .
  individual lodgings . Some of these factors must be determined
  by the referee, while others may be left to the player's choice .
  Clansmen who are natives of the Five Empires or their client
  states use the following table to establish their relatives . D100
  are rolled .
  Relatives
  01-10
  None living, or parents unknown
  11-20
  One parent living; roll D10: 1-5=father, &10 = mother
  21-30
  Both parents living
  31-70
  1-5 fathers and 1-5 mothers living ; roll D10 and divide
  by 2 for each
  71-90
  1-10 fathers and 1-10 mothers living ; roll D10 for each
  91-100
  1-20 fathers and 1-20 mothers living ; roll D20 for each
  'Plural "fathers" and "mothers" occur not only,because of polygyny
  or polyandry, the kinship systems of the Five Empires classify one's
  father's bodes as "fathers" and one's motther's sisters as "mothers."
  One's father's sisters are "aunts," and one's mother's brothers are
  "uncles ." Cf . Sec . 1.510.
  1
  Divide by 2
  7
  x 30
  2
  0 : no modifier
  8
  x 50
  3
  x2
  9
  x100
  4
  x 3
  10
  x 300
  5
  x5
  11
  x500
  6
  X10
  12
  x 1,000
  D10 score
  Modifier
  D10 score
  Modifier
  1-2
  Divide by 2
  8
  x 3
  3-6
  0 : no modifier
  9
  x 5
  7
  x 2
  10
  X10
  Family
  Modifier
  Family
  Modifier
  wealth-group
  to D100
  wealth-group
  to D100
  1-3
  0 : no modifier
  9-10
  x 5
  4-6
  x 2
  11
  X10
  7-8
  x 3
  12
  x 20
  
  Dice score
  Siblings
  01-10
  None living or now known
  11-20
  One; roll D10 to establish the sibling's sex : 1-5= brother,
  6-10 = sister
  21-50
  1-5 siblings; roll D10 and divide by 2 to obtain their nurn-
  ber and then roll D10 again as above to ascertain sexes
  51-80
  1-10 siblings ; roll D10 as above to establish their sexes
  81-100
  1-20 siblings ; roll D10 as above to establish their sexes
  'Children of one's father's co-wives and one's mother's co-husbands
  are classified as "brothers" and "sisters." In addition, children of
  one's fathers brothers and one's mother's sisters are one's siblings
  .
  Offspring of one's "aunts" and "uncles" (see above) are considered
  "cousins."
  If needed, the ages of one's siblings can be found from the
  following table .
  Dice score
  Sibling's age
  01-10
  1-20 years younger than oneself ; roll D20
  11-30
  1-10 years younger than oneself ; roll D10
  31-49
  1-5 years younger than oneself; roll D10 and divide by 2
  50-51
  Same age as oneself : i.e
  . a twin (perhaps a 5 percent
  chance), the child of one's parent's co-wife or co-hus-
  band (a 45 percent chance), or the offspring of another
  pair of one's "fathers" and/or "mothers" ; cf . above (a
  50 percent chance)
  52-70
  1-5 years older than oneself ; roll D10 and divide by 2
  71-90
  1-10 years older than oneself ; roll D10
  91-100
  1-20 years older than oneself; roll D20
  Within a clanhouse it is easily possible for a person to have close
  relations with kinsmen other than one's parents and siblings .
  The existence of such "significant" relatives is checked by rolling
  D100 against the following table .
  Dice score
  Important relative
  01-20
  No one special
  21-40
  A grandparent ; roll D10 for sex . as above
  41-60
  An uncle or aunt ; roll D10 for sex, as above
  61-90
  A cousin (i .e . the child of an uncle or aunt; cf . above) ;
  roll D10 for sex, as above, and check for the cousin's
  age, if needed
  91-100
  Some other elder within the clanhouse ; roll D10 for sex,
  as above
  ; the referee must arbitrarily identify this person
  If the age of a parent, aunt, or uncle is needed, a "generation"
  of 25 years may be added to the age found on the table given
  above for a sibling's age . Two generations may be added (50
  years) for a grandparent or a clan-elder. This may need adjust-
  ment or even rerolling, if the results are anomalous .
  Outside of the Five Empires and those client states which
  adhere to the clan system, the presence of parents is established
  by rolling D100 against the following table .
  Dice score
  Parents
  01-25
  Both living
  26-40
  Father living but mother dead
  41-55
  Mother living but father dead
  56-70
  Father living but mother dead ; father has remarried
  or already has other wives
  71-85
  Mother living but father dead ; mother has remarried
  or (in certain societies) already has other husbands
  86-100
  Both parents dead
  2 7
  Siblings, their ages, and other important relatives are found
  from the tables above . A result of "both parents dead" but 20
  siblings may seem a little odd, but such anomalies should occur
  rarely-and can usually be explained away by a clever referee
  in any case .
  The foregoing tables are used to find some nonhuman families
  as well . The monogamous races (the HIAka and the Swamp Folk)
  and the polygynous Urunbn employ the last table above to de-
  termine the existence of parents . The Pygmy Folk, the P2 Ch6i
  .
  and the Sh2n replace the "uncle or aunt" line in the "important
  relatives" table with "third sex" : i.e . a Pygmy Folk hermaphro-
  dite, a P2 Ch6i neuter, or a Sh6n "egg-fertiliser" who played a
  major role in raising the character . The remaining races have
  nothing comparable to the human family, and they thus do not
  use this Section . See also Secs . 1 .510 and 2.223 .
  Charg6sh is a TsolyAni and a clan-member. He scores a 40 on
  the table for parents, giving him 1-5 "fathers" and 1-5 "mothers" .
  His first D10 roll is a 7, and this is divided by 2 and rounded up
  to produce 4 "clan-fathers" (among whom, presumably, his ge-
  netic father is included) . He next scores a 3, giving him 2 living
  "clan-mothers ." A result of 62 on the next table provides 1-10
  siblings, and a D10 roll then refines this down to 3. Further rolls
  for each indicate that all of Charg2sh' siblings are sisters . Char-
  g2sh then rolls a 97, and the required D20 roll indicates that the
  first sister is 14 years older than he . Another score of 69 makes
  the second girl 1-5 years older than Charg6sh also . A D10 roll of
  9 is divided by 2 and rounded up to make her elder to him by 5
  years . (In this case rounding is not really necessary : 4 .5 could
  be read as four and a half years .) The third sister turns out to be
  3 years older as well . He is thus the youngest child in his family
  and the only male, both probable causes of the serious spoiling
  he received in infancy . A D100 roll of 97 followed by a D10 score
  of 1 indicate that he was taken in hand by some elderly male
  clansman, however, and this saved him from complete spoiia-
  tion . The referee arbitrarily decides that this person must have
  been KelmAru hiVrfddi, the clan's aged historian and Keeper of
  the Relics . Charg6sh spent many happy hours of his youth in
  the Red Sandstone Hall of Ancestral Victories listening to Kel-
  mAru's quavering recitation of the epics, fingering tily time-dimmed
  banners, and longingly stroking the great, curved SalarvyAni
  swords brought home by his forefathers from the MmillAka Cam-
  paign of 1,329 A.S . KelmAru has long since passed to his reward
  in Virriuhla's fiery paradises, but Charg6sh still buys a Hm21u
  beast each year and sacrifices it at the temple in the old man's
  memory .
  2.237 . MARRIAGE AND CHILDREN .
  Again, this Section may be treated as optional, particularly
  by younger players . In reality, of course, most young adults in
  pre-industrial societies are married at an early age, and to be
  unmarried and childless at age 30 is a source of embarrassment
  for both men and women . A man without a family is still consi-
  dered a child amongst the N'liiss and he cannot be chosen chief
  of his war-band . Even some nonhuman species (e.g . the HIAka
  and the Swamp Folk) look upon a childless adult as aberrant .
  Although a family is a serious responsibility, one need not
  cart one's spouse(sj and offspring about on journeys or difficult
  missions . Cf . Secs . 1 .51 0 through
  1 .560. The extended family
  systems and the great, rambling clanhouses of the Five Empires
  provide more child-care and adult supervision than is generally
  possible in societies oriented more towards individualism . Many
  adults, both male and female, thus leave their families in the care
  of their clans (or, in non-clan-based societies, with other rela-
  tives) while they are off on a journey or some important project,
  going home to visit them only occasionally .
  
  The following table is employed by all humans and by those
  nonhuman races which have comparable family structures (Sacs.
  1 .510 and 2.223). The age-ranges of the latter must be adjusted
  to match the categories of the table . It is also noteworthy that
  rural people tend to marry earlier than city-dwellers . Members
  of high and very high clans, scions of chiefly lineages, and chil-
  dren of the priestly families of the Ny6mesel Isles do not wed
  until a little later than other groups in these societies, and such
  characters thus use the following table at a modifier of +5 to
  their D100 scores. A roll within the ranges given below indicates
  that the characteris married ; anything above shows that he/she
  is single .
  Age-ranges end dice scores within which one Is married
  If one spouse is found, the character rolls again on the pre-
  ceding table with a +20 modifier to the dice score to determine
  whether he/she has a second wife/husband . If such a person
  exists, a third roll is made at a +30 modifier-and again at a
  + 40 ; a + 50, etc . until a result of "unmarried" is obtained . The
  monogamous nonhuman races and the "good clan girls" men-
  tioned in Sec . 1.520 need not check for plural mates . The age of
  a spouse is established with the table given in Sec . 2.219 . If this
  results in a husband being younger (by more than 1-5 years) than
  the wife, or a wife being older than her husband (by the same
  amount), a confirming D10 roll is made : 1-2= the result stands ;
  3-10 = the spouse's age is rerolled .
  One need not be married to produce children . Questions of
  marital fidelity are discussed in Secs . 1 .520 and 1 .530. The fol-
  lowing table is used to ascertain the existence of children, and
  if a child is found, there is a 70 percent chance that it will be the
  offspring of a legal spouse (if the character is married) and a 30
  percent chance that it will be born to a slave or concubine . In the
  latter case the character may choose between acknowledging
  the child as his/her legal heir or sending it off to the slave quar-
  ters to be raised there . Cf . Sec . 1 .721 .
  Number of children
  Infant mortality is high . A D100, roll is made for each child: 01-35=
  the child is deceased; 36-100=the child is living. The sex of each
  child is determined by rolling D10: 1-5 =male ; 6-10 =female. Chil-
  dren's ages are found from the following table .
  Character's
  age-range
  1620
  21-25
  2630
  31-40
  Child's age
  Children's ages
  1-2 years ; roll D10:1-5=1 year, 610 = 2 years
  1-5 years; roll D10, divide by 2, and round up (or, if de-
  sired, retain a .5 as half a year)
  1-10 years ; roll D10
  1-15 years roll DM and
  if the score is over 15, subtract 5
  28
  Children of the same age may be twins, triplets, etc . (10 per-
  cent chance)
  . They may also be the offspring of co-spouses or
  of slaves or concubines .
  ChargAsh is a 22 year old male, the product of an urban envi-
  ronment, and a member of a very high clan . He thus has only a
  25 percent chance of being married, and he scores a 100-and
  heaves a sigh of relief, since his plans do not include a family
  for some time to come . He rolls a 67 on the table for children,
  however, making him the unwilling father of one
  . Since he is not
  married . this cannot be the child of a wife . He next rolls to see
  if the mother is one of the slaves in his clanhouse or the concu-
  bine his clan-fathers gave him on his 15th birthday . A 43 (lower
  than the 71-100 needed for this) shows that this is not the case .
  The infant must be the by-product of one of Chargesh' youth-
  ful peccadilloes . No one has come to the Vrfddi clanhouse de-
  manding ShBmtla (Sec . 1 .740), and it is therefore probable that
  the mother either passed the baby off as hers by some other man,
  or that it died at birth . A score of 40 indicates that the child still
  lives . A D10 score of 2 denotes a male, and a further D10 roll of
  6 divided by 2 gives its age as 3 years . Thinking back, Charg6sh
  realises that this was about the time of his romance with the
  YAn KoryAni girl mentioned in Sec . 2.232 . He recalls that shortly
  after their affair had broken up, her clan married her to a pleasant .
  moon-faced ninny of a trader within her own clan . Come to think
  of it, people did comment upon her baby's resemblance to the
  Vrfddi : the same hawk-nose, high cheekbones, deep-set eyes . .
  .
  Perhaps she blamed it all on the dry desert air of Fasfltum?
  2.238 . EDUCATION .
  What little education exists on Tekumel was discussed in Sec
  1 .831 . The following levels of schooling are needed :
  1 . None : the character cannot read or write . He/she may have
  a good command of oral literature and tradition . of course,
  and simple arithmetic can be done mentally or by counting
  on the fingers .
  2 . Elementary: this level is attained through the tutors of many
  lower and medium clanhouses and in the primary schools
  of the temples . The character can read and write his/her
  native tongue (if it has a script ; Sec . 1 .711)
  . Basic arithmetic
  and practical business procedures may be known, and the
  person also has a smattering of information about other
  concerns of the society. Even if the character's native tongue
  has no writing system, there is still a 50 percent chance
  of being literate in some other language learned in Sec . 2.232.
  In most cases this will be the tongue of the referee's starting
  locale, but the referee may substitute another of the lan-
  guages known to the person instead .
  3 . Intermediate: the character is fully literate in his/her native
  tongue (again assuming it is a written language)
  . In addition,
  there is a 70 percent chance of knowing the script of one
  second modern language acquired in Sec . 2.232 (player's
  choice). If the character is literate in this second language
  and also speaks a third, there is a further 50 percent chance
  of having learned its script as well . For example, Chek6'unish
  Arodl2, a Mu'ugalavy9ni, has an intermediate education . He
  can thus read and write Mu'ugalavyani . He was born near
  the Livy98ni border and obtained a knowledge of LivyAni in
  Sec . 2.232 . He scores a 30 on his D100 roll and therefore
  knows the LivyAni script . The referee's starting locale is
  JakAlla, and this character thus also must speak some Tsol-
  yAni . He scores a 60, unfortunately, and will have to "buy"
  literacy (Sec . 2.239) in this tongue, if he wants it . Those with
  intermediate educations are acquainted with the rudiments
  of modern knowledge : politics, their religious tenets . a bit
  of history, and possibly some literature . This sort of edu-
  cation can be had from the temple academies or through
  private tutelage in a wealthy clan or ruling family .
  Character's
  age-range
  None
  One
  Two
  Three
  Four
  Five
  16-20
  01-80
  81-95
  96100
  -
  -
  -
  21-25
  01-65
  6690
  91-95
  96100
  -
  -
  2630
  01-50
  51-75
  7690
  91-95
  96100
  -
  31-40
  01-40
  41-60
  61-85
  8690
  91-95
  96100
  Character's sex and
  provenience
  16-20
  21-9-yJ
  26-30
  31-40
  Males : Rural
  01-30
  01-40
  01-55
  01-75
  Town/city
  01-20
  01-30
  01-45
  01-65
  Females
  : Rural
  01-40
  01-50
  01-65
  01-85
  Town/city
  01-35
  01-45
  01-60
  01-80
  
  4 . Advanced : the character is literate in all of the languages
  he/she has gained in Sec . 2.232 and has also been exposed
  to some of his/her culture's refinements : art,
  literature,
  theology, the epics, history, a little science, etc . Particular
  specialisations will be established in Sec . 2.239. Such an
  education costs a great deal and can only be had through
  the higher institutes and seminars of a temple or through
  tutors provided by a very wealthy clan or ruling family in a
  literate society (e.g. the Nyimesel Isles) .
  Access to an education depends upon provenience, clan-
  lineage status, and for social
  class, and wealth . The family
  wealth-groups established in Sec . 2.235 are used in the following
  table . One finds the_column containing one's wealth-group and
  rolls D100 to ascertain one's educational level at the start of the
  game . Young characters (those in the 16-20 age-range) apply a
  modifier of -5 to their dice scores. Clanless adventurers and
  others
  who
  have
  no
  wealth-group
  numbers
  (e.g .
  certain
  nonhumans) are unlikely to have a good education . They roll
  D10,
  divide by 2, and round up to obtain the wealth-group
  number they employ in the table .
  Amount of education
  1
  2
  3
  4
  None
  Elementary
  Family wealth-groups and dice scores
  01-90
  01-80
  01-70
  01-60
  91-99
  81-95
  71-90
  61-85
  Illiterates need not despair . They may buy Reading/writing
  with skill points ; cf. Sec. 2.239. Wheneve r the referee deems that
  a character has attained sufficient skills in a higher educa-
  tional/provenience group, helshe may be permitted to advance in
  overall educational level : e.g . a character who begins with an In-
  termediate education and then gains skills in the Advanced
  category (by purchasing them with extra -points at the start of the
  game, or by studying them during the game) may be said to have
  improved his/her education to an overall Advanced level . The
  point at which this is allowed is left to the discretion of the
  referee .
  Chargesh has a family wealth-group of 9 . He scores a 59 and
  finds that he is well educated . His clan sent him to the Sanctuary
  of the Ever-Burning Flame in Fasfltum, and the priests there did
  all they could to fill
  his unwilling skull with learning . He is
  literate in both Tsolyini and Yin Koryini, the languages he ac-
  quired in Sec . 2.232 . What he makes of himself will be seen
  below
  .
  2 9
  2.239 . SKILLS.
  Everyone
  learns
  certain
  skills
  during
  childhood
  and
  adolescence . This
  is simulated by providing characters with
  "skill points" at the start of the game and allowing them to
  "buy" levels of skills they desire from the lists given below . Part
  of one's skill point total is arbitrary, depending upon one's In-
  telligence (Sec. 2.215) and one's age (Sec . 2.219) . The remainder
  is the score of a D100 roll, representing chance opportuniies
  arising during adolescence. The arbitrary portion of one's skill
  points
  is
  found
  in
  the
  following
  table :
  Arbitrary skill points
  Skills are divided according to their logical provenience : (1)
  "tribal" crafts are known to nomads, the N'IUss and the Lonin,
  and natives of such regions
  as M'mbrcha, Nmartusha, and
  Rannilu . (2) "Rural" skills are practiced by peasants and
  irl-
  habitants
  of small towns throughout the Five Empires and
  simliar locales . (3) "Urban" skills are the arts and crafts of town-
  and city-dwellers . This is again
  divided, however,
  into skills
  found mainly in the lower and middle classes and those which
  are the prerogative of the upper classes :
  (3)
  Is thus
  titled
  "Urban," and (4) is the "Upper class" list .
  These divisions correlate to a large extent with family wealth-
  groups (Sec. 2.235). Most tribesmen belong to wealth-groups
  1
  and 2 ; peasants to wealth-groups 1 through 4 (and occasionally 5
  or 6) ; townsmen may be very poor (i .e . wealth-group 1), but most
  are of wealth-groups 2 through 7 ; and a better education (and
  money!) make the upper class arts and pursuits the province of
  wealth-groups 8 through 12-although
  occasionally
  a lucky
  youth may gain access to them, even though his family is less af-
  fluent . These ranges must be shifted downwards in the case of
  the smaller and poorer societies : e.g . Pijdna, the states of the far
  northeast, and the Nyemesel Isles ; cf. Sec . 2.235 . The wealth-
  groups of the nonhuman species must be determined arbitrarily
  by the referee, as indicated above .
  Educational levels (Sec . 2.238) may also be matched with
  these divisions. Almost all tribesmen are likely to be illiterate,
  although a few may "know, their letters" to the elementary stage,
  and an occasional
  rare individual may have reached
  the in-
  termevJiate level . A slightly higher percentage of rural people will
  be able to read and write ; some will have an intermediate educa-
  tion ; and a few will have been fortunate enough to catch the eye
  of some wealthy clan-brother or priestly patron and thus been
  granted an advanced education . A majority of urban middle
  class
  people
  (natives
  of
  anything
  from
  a
  "town"
  to
  a
  "metropolis," in the terms used
  in Sec. 2.231) will
  still be
  il-
  literate, but a goodly number will have an elementary education ;
  many will have reached the intermediate stage; and the upper
  classes (and certain lucky but less wealthy youths) will have had
  access to advanced studies . This correlation is by no means ex-
  act, but it is enough for game purposes .
  Intermediate
  Advanced
  (cont .)
  100
  5
  96-99
  100
  6
  91-97
  98-100
  7
  86-95
  96-100
  8
  None
  01-50
  01-40
  01-30
  01-20
  Elementary
  51-80
  41-75
  31-65
  21-50
  Intermediate
  81-90
  76-85
  66-80
  51-70
  Advanced
  91-100
  86-100
  81-100
  71-100
  (cont .)
  9
  10
  11
  12
  None
  01-10
  01-02
  01
  -
  Elementary
  11-40
  03-30
  02-20
  01-10
  Intermediate
  41-60
  31-50
  21-40
  11-30
  Advanced
  61-100
  51-100
  41-100
  31-100
  Intelligence
  score
  16-20
  Age-ranges and
  21-25
  skill points
  26-30
  given
  31-40
  01-20
  5
  10
  15
  20
  21-40
  8
  15
  20
  25
  41-60
  15
  20
  30
  40
  61-80
  25
  40
  60
  75
  81-95
  35
  60
  90
  100
  96-99
  50
  80
  110
  125
  100
  65
  100
  140
  150
  
  The skill lists therefore have three sets of headings : (1) pro-
  venience, (2) family wealth-group ranges which usually have ac-
  cess to these skills, and (3) appropriate educational levels for
  these competences. The referee must combine these three fac-
  tors for each character in order to find the proper column from
  which that character must select his/her skills. An illiterate peas-
  ant must choose all of his/her skills from the "rural" column . A
  townsman of the middle classes (i .e . wealth-groups 2 through 7)
  and an intermediate education must select skills from the "ur-
  ban" list . A member of the upper classes (wealth-groups 8 through
  12) must pick from the "upper class" group, even if he/she has
  no education whatsoever-such a wealthy but indolent youth
  will have few skill choices, and
  it serves him/her right for having
  frittered his/her adolescence away in pleasure and dissipation!
  Anomalies-persons with more or less wealth or education than
  may normally be found for their provenience-must be decided
  by the referee (see below) .
  Skill points are "invested" as follows :
  1 . At the start of the game, all of a character's available skill
  points must be completely utilised . Points cannot be "saved"
  for later use, and any points left over (i .e . which were not
  invested, or which are fewer than 5, the cost of one level of
  a skill of minimum complexity) are simply lost . These skill
  points are of no further use after a character has been esta-
  blished . skill development during the course of the game is
  done by a different method, to be described below .
  2 . The cost of one level of a skill is giver, in parentheses after
  its name in the following lists . Skills are divided according
  to their assumed levels of complexity
  : easier arts and crafts
  cost as little as 5 skill points per level, while more difficult
  skills and fields of study are priced as high as 20 or even
  25 points .
  3 . Acquiring only one level of a skill gives little more than a
  "hobbyist's" competence ; cf . Sec .
  1 .840 . The character
  knows a little about the subject but has no real grasp of it .
  A second level adds more expertise, and a third level brings
  the person to the stage of "apprentice ." Every three levels
  thereafter raise the character one ability level, as defined in
  Sec . 1 .840 : e.g . 6 levels of a skill make the person a "jour-
  neyman," 9 a "craftsman," etc . In practical terms, advanced
  levels of all skills add ability and experience ; many provide
  further regional and/or historical competences ; and some
  give knowledge of sub-topics and special divisions of'the
  skill . The use of skills during the game will be discussed in
  a later Section .
  4 . A few skills have limitations on the number of levels required
  for mastery: e.g . Reading/writing need be taken only to the
  second level for each language ; there are five levels for any
  modern language and ten for an ancient or classical tongue,
  etc . Most skills have no maximums, however: the more levels
  obtained, the better qualified the character is. Practical
  maximums-the levels beyond which it makes little sense
  to go on investing points-must be decided by the referee .
  Ten levels of Swimmer, for example, might make a character
  reasonably at home in the water, whereas one could go on
  bettering one's abilities as a warrior or a sorcerer indefin-
  itely without ever reaching any top limit .
  5 . Some skills provide language competences in addition to
  those gained in Sec . 2.232. The elementary level of a modem,
  spoken tongue is acquired by buying one level of the Inter-
  preter skill . Four more levels would give the person native
  proficiency . Languages acquired in Sec . 2.232 can also be
  improved by adding levels of the Interpreter skill : e.g . if
  Charg6sh wished, he could improve his Yin KoryAni from
  the intermediate to the native stage by purchasing 3 more
  levels of the Interpreter skill and allocating them to YAn
  KoryAni . The Interpreter skill must be bought separately, of
  course, for each language, and it may be used for any modern
  tongue . It does not include literacy, however, and 2 levels
  30
  of Reading/writing must be purchased for any language in
  which one wishes to be literate .
  6 . Ancient and classical languages were not available under
  the provisions of Sec . 2.232 . At the start of the game they
  can be bought with skill points, however, usually through
  acquiring levels of the skill of Language . Each ancient or
  classical language has 10 levels of competence, and there
  are certain limitations on the "forbidden" languages of the
  temples (Sec . 1 .711, and see below) .
  7 . Three skills provide competence in a modern, spoken lan-
  guage at no further cost in skill points : Merchant, Ship Cap-
  tain, and Slaver . A language gained through these skills
  can be improved as stated in the skill descriptions, or it may
  be developed by purchasing levels of Interpreter and allo-
  cating them to the language . For instance, one who buys
  3 levels of the Merchant skill receives the elementary level
  of any modem tongue free. The second level of this language
  can then be had by purchasing 3 more levels of Merchant,
  or-more quickly and cheaply, if the person does not wish
  to expend more points on the Merchant skill-by buying a
  level of the Interpreter skill and adding it to the language .
  8 . In addition to the skill of Language itself, four (and possibly
  five) skills give competences in an ancient or classical lan-
  guage. The levels of mastery differ from skill to skill (see
  their descriptions in the lists) . These skills are : Alchemist,
  Apothecary, Historian, Philospher, (and Scholar, q .v .) . The
  tongue thus acquired cannot be improved by adding more
  levels of these skills themselves, however, but rather by
  buying levels of the skill of Language and allocating them
  accordingly .
  9 . Social rank in one of the hierarchies of the societies of the
  Five Empires (Sec
  . 1 .800 ff .) is automatically acquired at the
  start of the game by purchasing levels of the following skills
  :
  Official, Priest, and Soldier . A fourth, Philosopher, can pro-
  vide priestly rank if the character does not also take the skill
  of Priest itself . See the skill descriptions for the details . The
  referee must adjust the status of nonhumans and others
  who do not share the social structures of the Five Empires .
  10 . In order that there be no misunderstanding, ONLY the skills
  of Warrior and of Assassin provide fighting prowess, and
  ONLY the skills of Shaman and Sorcerer enable a character
  to employ magic . Each level of Sorcerer acquired at the start
  of the game must also be matched, level for level, with a
  level of the skill of Priest : e.g . if one buys 2 levels of Sorcerer,
  one must also purchase 2 levels of Priest .
  11 . Very few skills occur in all four provenience lists . Those
  wishing to acquire skills from lists other than their own
  may do so by the following methods :
  a . One may pay extra costs per skill level : DOUBLE for a
  skill in a column adjacent to one's own, TRIPLE for one in
  a column separated from one's own by another column,
  and QUADRUPLE for a skill in a column three columns
  removed from one's own list
  . A peasant thus pays double
  to acquire a level of an urban skill, and a tribesman would
  pay four times the I'sted cost for an upper class skill (as
  would a nobleman who bought a tribal skill) .
  b. One may pick a single skill from a column headed by one's
  educational level, if this is higher than that heading one's
  provenience column . For example, a tribesman with an
  intermediate education can select one skill from the urban
  list (which is headed also by "intermediate")-but none
  from the intervening rural column . The direction of this
  concession is always UPWARD ; a peasant with an advanced
  education can choose one upper class skill, but thisdoes
  not work in reverse : a nobleman with only an elementary
  education cannot obtain a skill from the rural list without
  paying the aforementioned triple costs for it . A skill ob-
  tained in this special way costs only its normal, listed price
  per level .
  
  The choices of which skills and how many levels to buy of each
  are left to the players . All of one's skill points may be invested
  in just one skill, making the character a highly trained but very
  limited specialist, or one may purchase single levels of several
  skills (assuming that one has the points to do so), creating a
  "Jack-of-all-trades-but-master-of-none ." The same may be done
  with languages : one may choose to speak a little of several or to
  know one extremely well . The question of professions will be
  dealt with later in Sec . 2.240 ff . This should be read before making
  skill decisions .
  The cost in skill points for each level of a skill
  is given in parentheses directly below it in the following lists .
  Also included in these parentheses are numerals indicating
  "prerequisites" : abilities or knowledge the character must have
  before this skill can be selected . These latter are :
  Numeral
  Meaning
  2
  Literacy is needed for this skill . An illiterate character
  must somehow acquire two levels of the "Reading/
  writing" skill before choosing this one
  This skill is available only in appropriate locales : e.g
  . a
  tribesman from a flat, densely forested region cannot
  choose "Mountaineer" or "Desert Expert" ; a townsman
  3 1
  from the arid lands around KhirgAr cannot select "Swim-
  mer," "Sailor," "Ship Captain," or other skills connected
  with the sea. Such a person may acquire "Fisherman ."
  however, since there are streams and lakes in northern
  TsolyAnu
  . His/her expertise will be very different from
  the "Fisherman" who grew up on the seacoast . of course
  3
  The character must have a minimum intelligence score
  (Sec . 2.215) of 30 to select this skill
  4
  An intelligence score of 50 or greater is required
  5
  An intelligence score of 61 or greater is required
  6
  This
  skill has special prerequisites : these
  will be
  described in the discussions following the skill lists
  The headings of the skill lists may be recapitulated : the top
  line is the approximate provenience group
  : the second line con-
  tains the family wealth-groups probable for the majority of per
  sons in this group ; and the third line gives the maximum edu
  cational level obtainable by members of the group
  (10 : 2)
  (5)
  (15 ; 1, 4)
  (10 ; 1, 3)
  Basket weaver
  Baker
  Architect
  Alchemist
  (5)
  (5)
  (15 : 1, 4)
  (20; 1, 4)
  Boat builder
  Barber
  Armourer
  Antique collector
  (5,2 .3)
  (5)
  (15 ; 3)
  (10 ; 1)
  Butcher
  Basket weaver
  Artist/sculptor
  Arms and armour collector
  (5)
  (5)
  (10;4)
  (10)
  Desert expert
  Boat builder
  Assassin
  Artist/sculptor
  (15 ; 2 . 3)
  (10 ; 2, 3)
  (25 ; 6)
  (15:4)
  Fisherman
  Bootmaker
  Baker
  Astrologer
  (5)
  (5)
  (5)
  (20 ; 1, 5)
  Fletcher
  Butcher
  Barber
  Astronomer-navigator
  (10 ; 3)
  (5)
  (5)
  (20 : 1, 5)
  Hunter
  Carpenter
  Basket weaver
  Author
  (10 ; 3)
  (5; 3)
  (5)
  (15 ; 1, 4, 6)
  Mineral recognition
  Cook
  Beast trainer
  Botanist
  (15 ; 4)
  (5)
  (10 ; 4)
  (20 : 1, 4)
  Mountaineer
  Dyer
  Bootmaker
  Courtesan/Don Juan
  (10 ; 2)
  (5)
  (5)
  (10 ; 6)
  Plant recognition
  Farmer
  Bricklayer
  Dancer
  (15 ; 4)
  (5)
  (5)
  (10 ; 3)
  Sailor
  Fisherman
  Business administrator
  Engineer-architect
  (5 ; 2)
  (5)
  (10 ; 1, 4)
  (20 ; 1, 4)
  Tribal
  Rural
  Urban
  Upper class
  1-2
  1-6
  (1)2-7
  (1-7)8-12
  None
  Elementary
  Intermediate
  Advanced
  Animallbird knowledge
  Animal husbandry
  Apothecary
  Administrator
  
  Tribal
  1-2
  None
  (5 ; 2)
  Rural
  1-6
  Elementary
  Shaman
  Fletcher
  Butcher
  Etiquette and courtly manners
  (20 ; 6)
  (10 ; 3)
  (5)
  (10 ; 3)
  Speaker
  Hunter
  Carpenter
  (20;6)
  (10 ; 3)
  (5 ; 3)
  Swimmer
  Mason
  (10 ; 3)
  Tanner
  Merchant
  Cook
  Geologist
  (10 ; 3)
  (5)
  (20 ; 1, 4)
  Tracker
  Miller
  (10 : 3)
  (5)
  Trapper
  Miner
  (10 : 3)
  (5)
  (5)
  (10 ; 3)
  Warrior
  Moneylender
  Entertainer
  Interpreter
  (20)
  (10 ; 3)
  (15)
  (20 ; 4, 6)
  Weaponmaker
  Official
  Farmer
  Jewel collector
  (15:4)
  (15
  : 1 . 4)
  (5)
  Weaver
  Potter
  Fletcher
  Land administrator
  (10 ; 3)
  (10 ; 1, 3)
  Priest
  Glassblower
  Language
  (20
  : 1 . 4)
  (5 ; 3)
  (20 ; 4, 6)
  Reading/writing
  Grocer
  Mathematician
  (10 : 3)
  (5)
  (20 ; 1, 5)
  Rope/net maker
  Interpreter
  Musician
  (20 ; 4,6)
  (15 ; 3)
  Sailor
  Jeweller-goldsmith
  Numismatist
  (15; 3)
  (15 ; 1, 3)
  (10
  : 2, 3)
  Smith
  (10 ; 3)
  Soldier
  Lawyer
  Orator
  (20
  : 3,6)
  (15 ; 1, 4)
  Sorcerer
  Locksmith
  Philosopher
  (10; 3)
  (20 ; 1, 5)
  (20
  ; 1, 6)
  Swimmer
  Mason
  Physician
  (10; 3)
  (20 ; 1, 5)
  Tanner
  (10)
  32
  Urban
  Upper class
  (1)2-7
  (1-7)8-12
  Intermediate
  Advanced
  Falconer
  (10 ; 3)
  Carpetmaker
  Geographer
  (5 ; 3)
  (20 ; 1, 5)
  Dancer
  Historian
  (10; 3)
  (20 ; 1, 4)
  Dyer
  Hunter
  (10 ; 3)
  Language
  Official
  (20 ; 4, 6)
  (15 ; 1 . 4)
  (15 ; 1, 4, 6)
  Tailor
  Merchant
  Poet
  (5)
  (10 ; 1, 3)
  (15 ; 1, 5)
  Miller
  Priest
  (5)
  (20 ; 1, 4)
  Warrior
  Miner
  Reading/writing
  (20)
  (5)
  (10; 3)
  Weaver
  Moneylender
  Scholar
  (10 ; 1, 3)
  (20 ; 1, 5, 6)
  
  Official
  (15 ; 1, 4)
  Panderer
  (5)
  Paper/ink maker
  (10 ; 1, 3)
  Perfumer
  (10 ; 1, 3)
  Physician
  (20 ; 1, 5)
  Potter
  (5)
  Priest
  (20 : 1, 4)
  Prostitute
  (516)
  Reading/writing
  (10 : 3)
  Rope/net maker
  (5)
  Sailmaker
  (5)
  Sailor
  (10: 2 . 3)
  Scribe-accountant
  (15 ; 1 .4)
  Shipbuilder
  (15 ; 1, 2 . 4)
  (10 ; 1, 3)
  Soldier
  (20 ; 4, 6)
  Sorcerer
  (20; 1, 6)
  Swimmer
  (5)
  Warrior
  (20)
  Wine connoisseur
  (10 ; 1)
  Urban
  (1)2-7
  Intermediate
  Ship captain
  Tailor
  (20 ; 1 . 4)
  (5)
  Slaver
  Tanner
  (10;3)
  (10)
  Smith
  Warrior
  (10 ; 3)
  (20)
  Soldier
  Weaver
  (20 : 4)
  Sorcerer
  (20 ; 1, 6)
  Swimmer
  (5 : 2)
  3 3
  Animal/bird knowledge : immediate recognition of species found
  in the tribe's habitat and familiarity with the habits and qual-
  ities of these animals, etc . There is a 50 percent chance of
  making correct guesses about similar species in other re-
  gions. Includes the ability to train domesticable fauna with-
  in the tribe's experience . This takes about 1-5 months to
  complete, depending upon difficulty and the tasks deman-
  ded of the creature .
  Boat builder : various tribes of M'm6rcha, Nmartusha, and Ran .
  n91u build small coracles of leather ; the N'10ss and the Lo-
  r(in make rafts, dugouts, and bark canoes
  D e sert expert : ability to live in an and region and find any water
  available there ; knowledge of desert flora and fauna
  ; capa-
  bility of concealing oneself in the desert and utilising other
  features of the environment
  Fletcher : ability to make self-bows, composite bows, and long-
  bows, plus their ammunition-but not crossbows or larqer
  missile weapons
  Hunter: knowledge of food animals and their habits; ability to
  use hunting spears, clubs, throwing sticks, bows, or slings
  (depending upon the tribe; Sec . 1.960) ; useful in conjunction
  with Tracking and Trapping: Every tribal male (or female a-
  mongst the Lorun) should have at least 2 levels of this skill
  in order to survive
  Mineral recognition : ability to identify and use minerals employed
  by one's tribe as paints, poisons, medicines, etc ; capability
  of recognising deposits of these minerals ; no relevance to
  the finding of gold, gems, or precious metals used by the
  larger cultures, however
  Mountaineer : knowledge of climbing and survival techniques at
  high altitudes; no expertise in "technical" mountain-climbing :
  e .g . roping, pitons, or other complex methods
  Plant recognition: familiarity with plants and food sources within
  the habitat of one's tribe ; knowledge of roots, herbs, etc .
  used for paints, poisons, medicines, ropes, cloth, etc . A
  tribal woman character must take at least two levels of this
  skill
  Sailor- experience in small boat handling ; only applicable in locales
  where boats are regularly used : e.g . western M'm6rcha
  S h aman : knowledge of tribal sorcery, religion, and some healing.
  In order to use magic one must have the following minimum
  scores in ALL THREE of the talents of Intelligence, Psychic
  Ability, and the Psychic Reservoir (Secs
  . 2.215 and 2.216) .
  This will apply to rural, urban, and upper class sorcerers as
  well ; see below . A high score in one or two of these three
  qualities does NOT make up for a deficiency in the third .
  Those who lack these minimums cannot use sorcery of any
  kind, although they can operate ancient magico-technolo-
  gical devices (Sec . 1 .620)
  Branches of sorcery and minimum scores needed
  Wheelwright-Carter
  (5)
  Talent
  Ritual magic
  only
  Psychic magic
  only
  Both
  branches
  Winemaker-brewer
  Intelligence
  65
  55
  75
  (10 : 3)
  Psychic ability
  50
  70
  80
  Psychic reservoir
  60
  60
  60
  These lists are by no means exhaustive . There are several
  Urban
  Upper class
  hundred separate and identifiable skills and professions in the
  (1)2-7
  (1-7)8-12
  Five Empires alone . The referee may therefore devise more
  if
  Intermediate
  Advanced
  desired
  .
  Some of the above-mentioned
  skills are self-explanatory
  Others require comment .
  Musician
  (15; 3)
  Shipping administrator
  Tribal skills :
  
  Tribal skills :
  Speaker : ability to orate and harangue one's tribe . Requires a
  Charisma score of 81 or higher (Sec . 2.218)
  . This skill also
  provides a modern foreign language (and if used only for
  this purpose, the Charisma requirement
  is waived) . The
  language should be one logically available to the tribal char-
  acter, of course . Only spoken competence is included . It is
  thus similar to the Interpreter skill (below)
  Tracker. expertise in tracking both animals and intelligent beings,
  particularly in the sort of terrain inhabited by one's tribe
  Trapper. knowledge of nets, pits, ropes and sinews, other trapping
  devices, and the animals which can thus be caught
  Warrior: ability to fight in the customary tribal fashion and to em-
  ploy all of the weapons of war utilised by one's people . This
  does not imply any knowledge of the arms and armour of
  the larger nations, nor any discipline as a soldier . Tribal
  warriors generally fight as individuals or perhaps a loosely
  organised band under a war-chief; cf. Secs . 1 .822 and 1.960.
  Acquiring expertise in specific weapons will be detailed
  later in the Sections dealing with combat
  Weaponmaker : ability to manufacture all of the weapons and
  protective gear used by one's tribe, except for bows and
  arrows, which are the province of the Fletcher . In the case
  of the N'10ss, this may include a little smithing, but most
  other tribal peoples cannot work metals and must import
  metal tools and weapons from elsewhere
  Weaver: knowledge of clothmaking and the garments worn by
  one's tribe ; cf
  . Sec
  . 1 .950
  Rural skills :
  Animal husbandry : knowledge of animals and fowl used for food
  in one's locale ; familiarity with feed, forage, herding, and
  veterinary medicine
  Cook: ability to prepare the simple dishes of a rural culture
  Farmer : expertise in crops, soils, fertilisers, sowing, reaping,
  plant diseases and pests, etc .
  Fletcher : much as for the tribal Fletcher's skill
  Hunter, as for the tribal Hunter's skill, but with specialised know-
  ledge of local animals . This skill also includes some exper-
  tise in traps, furs, and a little tracking ability (but not to the
  same extent as the tribal Hunter skill)
  Mason : experience in crude stoneworking and rural construction
  Merchant : familiarity with regional products, costs, wholesale and
  retail prices, markets, official practices, etc ; cf . Sec . 1 .730
  ff . A rural merchant does not strictly require Reading/writing,
  but literacy will be important to one who wishes to climb
  the social ladder
  Miner: expertise in tunneling, ore extraction, and possibly basic
  smelting . Miners can recognise deposits of the minerals
  which they have mined, and there is a 25 percent chance
  of making a good guess about other common ores and
  stones as well .
  Moneylender : knowledge of rates, Interest, speculation, prices
  and commodities; cf . Sec . 1 .730 ff . Like the rural merchant
  a village moneylender may be illiterate and do all his sums
  in his head
  Official : familiarity with rural bureaucracy and government . The
  exact duties of an official must be specified by the referee ;
  cf
  . Sec
  .
  1 .810. A t the start of the game, a character is pro
  moted one administrative Circle (Sec . 1 .810) for each three
  levels of this skill purchased
  . If the player and the referee
  34
  wish, the character may still hold his/her post as the game
  opens ; otherwise it is assumed that he/she has already given
  it up-or been sacked?
  Priest : implies an intermediate education (although rural priests
  may only have studied to the elementary level), temple train-
  ing, knowledge of the rituals and dogmas of one's sect (Secs .
  1.610 and 2.233), and perhaps a little healing and medical
  expertise (but not to the extent of the urban Physician skill)
  .
  The priestly skill does NOT necessarily include sorcery; the
  skill of Sorcerer must be purchased separately (below)
  . At
  the start of the game, a character is promoted one priestly
  Circle (Sec . 1 .832) for each three levels of this skill acquired
  .
  If the player does not wish his/her character to hold formal
  rank in the temple hierarchy (and thus be subject to its re-
  gimen), he/she may opt to make the character a Lay Priest ;
  cf . Sec .
  1 .832 for details . The status of nonhumans and
  characters whose native lands lack a Circle system must
  be decided by the referee
  Read inglwriting : this skill is used to acquire both native and
  foreign language literacy . A maximum of two skill levels is
  all that is needed for each language : e.g . if one knows Tsol
  yAni and SalarvyAni but can read/write neither, then four
  levels of this skill make the character literate in both . Liter-
  acy in the ancient and classical languages (Sec . 1.711) is
  NOT acquired with this skill, however ; instead, one must
  purchase levels of the skill of Language (see the urban and
  upper class lists, below). Another important use of the Read-
  ing/writing skill is to raise one's overall educational stan-
  dard (Sec . 2.238) . This may be done up to the normal level
  for one's provenience (see the preceding lists) or even be-
  yond
  it . Four levels of the Reading/writing skill must be
  bought in order to gain one level of general education-and
  it may thus sometimes be cheaper to pay the extra points
  mentioned under (11, a), above, for skills in columns other
  than one's own, rather than raise one's educational level
  by this means . Still, a better education aids a person in his
  /her climb up the social ladder, and this option is thus left
  to the player . An urban person with no education can thus
  gain an intermediate education by purchasing eight skill
  levels of Reading/writing for 80 points-or an advanced
  education for 120 skill points . This provision applies only
  when a character first enters the game ; once he/she is esta-
  blished, further skills and education must be gained as
  described in Sec. 2.420 ff .
  Smith : knowledge of smelting, forging, and other techniques ;
  some expertise in making weapons and armour, but not to
  the extent of the urban Armourer (below) . Bronze and copper
  are the metals usually worked by village smiths . See also
  the Tanner skill, below
  Soldier : this skill is only available through formal military ser-
  vice : an army, a temple guard, a city militia, or the SAkbe
  Road guards (Secs . 1.821 and 1.740). The referee may choose
  an appropriate unit from the published sources (e.g . "The
  Armies of Tekumel ; Volume I : TsolyAnu," by Gary Rudolph
  and M.A.R . Barker, Minneapolis, 1978), or one may be cre-
  ated to fit . This skill cannot be chosen by natives of lands
  lacking standing armies and a military tradition . If the player
  and the referee wish, the character may still be an active
  member of his/her unit ; otherwise it is assumed that he/she
  has already left the service when the game begins . At the
  start of the game, a character is promoted one military rank
  (Sec . 1 .821) for each three levels of this skill purchased . It
  is strongly suggested that the Soldier skill be combined
  with levels of the skill of Warrior (below), however, since the
  former does NOT include fighting prowess but rather a know-
  ledge of military organisation, discipline, procedures, for-
  mations, marching and drilling, and other matters required
  by the "career soldier." To be a good fighter, one must buy
  levels of the Warrior skill
  
  Sorcerer : only available normally through a temple academy
  (Sets
  1 .620 and 1 .832) . There is only a 5 percent chance
  that a rural youth may have learned some sorcery from a
  wandering Lay Priest (Sec
  . 1 .832) or a private tutor . At the
  beginning of the game, those who have studied magic in a
  temple MUST match each level of the Sorcerer skill with
  one level of the skill of Priest (above) . A Priest-Sorcerer need
  not remain in the temple hierarchy, of course, but may be-
  come a Lay Priest . This skill has the same strict prerequi-
  sites as were given for Shaman in the tribal list : one whose
  scores in Intelligence, Psychic Ability, AND the Psychic
  Reservoir are too low cannot learn or practice sorcery . The
  acquisition of specific spells and magical powers will be
  discussed later in the Sections dealing with sorcery
  Tanner: skill both in manufacturing leather goods and also in
  the working of Chl6n-hide (Sec . 1.960) into tools, weapons,
  and armour. A rural tanner thus knows the basic techniques
  but lacks the refinement of the urban artisan who makes
  Chl6n-hide into arms and armour; cf . under Armourer in
  the urban list
  Warrior: as for the tribal Warrior, but with expertise in weapons
  available in the rural environment : fists, daggers, spears,
  self-bows, possibly longbows (in such specific areas as
  the K(irt Hills), and perhaps a little crude swordsmanship .
  A peasant who has served as a soldier (above) will know
  more of urban weapons and fighting styles . There are no
  minimum physical or intellectual requirements for this skill,
  but it is obvious that those better endowed will have a greater
  chance of winning a fight . Acquiring expertise in specific
  weapons will be detailed later in the Sections dealing with
  combat
  Weaver : familiarity with the techniques of weaving the coarser
  varieties of cloth used in the villages ; cf . Sec . 1 .950
  Urban skills :
  Apothecary : knowledge of medicines, drugs, poisons, aphrodi-
  siacs, and other chemicals commonly used in the culture ;
  cf . Sets . 1 .412, 1 .920, and 1 .1010 . This skill does NOT per
  mit much invention or research . It does include intermediate
  competence in one of the following ancient languages,
  however : BednAlljan SalarvyAni, Classical Mu'ugalavyAni,
  Classical TsolyAni, Duru6b, EngsvenyAli, or TsAgw (Sec .
  1 .711), depending upon the player's choice and the char-
  acter's provenience
  Architect : practical expertise in planning and building urban
  dwellings and edifices: methods,
  materials, surveying, crude
  mapping, some simple mathematics, and useful geometry
  are included
  Armourer: knowledge of metals, Chlen-hide (Sec . 1 .960), leather,
  and other relevant materials ; ability to produce all weapons
  and defensive gear used in the culture (but not necessarily
  foreign weapons-and innovation is not encouraged!); cf .
  Sec . 1 .960 . This skill includes smithing, but only a smith
  will make tools, fittings, and parts for non-military items
  Artistlsculptor : practical knowledge of art-forms, materials, and
  techniques ; ability to produce items aesthetically pleasing
  to the upper classes of one's culture . This skill may be sub
  divided into painters, sculptors, engravers (who also work
  on weapons and armour), fabric workers, manuscript illu-
  minators, calligraphers, woodcarvers, and others as needed ;
  cf
  . Sec . 1 .1030
  Assassin : available only to members of the assassin clans (Sets
  .
  1.422, 1 .550, and 1 .740). The weapons and sub-skills of the as-
  sassin are discussed in Sec . 1.960, and methods of acquiring
  specific competences will be detailed later in the Sections
  dealing with combat
  35
  Beast trainer ability to train common animals (e .g . dogs, birds, and
  some others ; cf
  . the Sections covering the animals of Te-
  kumel, given later) for such purposes as entertainment, guar
  ding, fetching, etc . Advanced practitioners may also train
  certain semi-intelligent creatures native to their regions
  (e.g . the semi-human, dog-like R2nyu), and/or various dan-
  gerous beasts for the HirilBkte Arenas (Sets . 1 .422 and 1 .740)
  .
  Animal trainers have little social prestige, however
  Business administrator : expertise in operating an urban busi-
  ness or clan-enterprise ; knowledge of bookkeeping, pro-
  ducts, prices, government practices, etc . Similar to the skill
  of Merchant (below), but the latter is more oriented towards
  inter-city or international trade
  Cook : familiarity with the foods, ingredients, and cuisine of the
  urban people of one's region ; advanced practitioners may
  be versed in the haute cuisine of the upper classes (Sec . 1.920)
  Dancer : lower class dancers are usually practitioners of the
  erotic arts and may thus belong to the Temples of DIamA-
  lish, HrihAyal, or even AvAnthe ; upper class dancers per
  form the epics at noble feasts and public functions (Sec .
  1 .930) . Dancers as a class lack much social prestige, however
  Entertainer : this skill has many sub-divisions : acrobat, juggler,
  storyteller, singer, etc ; cf . Dancer and Musician in this same
  list . Of all the types of entertainers, only the singers of epic
  poetry, the puppeteers, and the gambling masters who re-
  feree such games as Tsahlt6n (all discussed in Sec. 1 .930)
  possess any social prestige, and even this is not sufficient
  to gain them access into upper class society as equals.
  Magicians who obtain their effects by sorcery and sleight-
  of-hand artists both come in this category . The latter are
  considered interesting because they do not create their
  "magic" through other-planar power but by dexterity and
  skill .
  Farmer : a townsman may operate a farm in the country and will
  have much the same expertise as the rural farmer . Indeed,
  an experienced urban farmer may have more knowledge of
  the technical processes of farming than his/her peasant
  counterpart
  Fletcher : as for the rural form of this skill, except that the towns-
  man bowyer-fletcher can make better bows and arrows and
  is also able to manufacture crossbows, quarrels, and other
  archery equipment . Advanced practitioners may combine
  with carpenters, soldiers, and engineers to produce bal-
  listae, onagers, and their ammunition
  Glassblower: familiarity with the techniques and materials of
  glass production . Certain types of glassware are trade se-
  crets, of course, known only to local artisans (e.g . the red
  glass of Mu'ugalavyA and the beautiful purplish crystal
  glassware of Purdimal)
  Interpreter: knowledge of the spoken form of one modern lan-
  guage (Sec . 1.711) . This skill must be purchased separately
  for each language desired, and at the start of the game each
  level raises the character one degree of competence (i.e .
  from elementary, to intermediate, to advanced, etc ; cf . Sec .
  2.232). Five levels are all that is needed for "indistinguishable
  native" mastery, and no further levels can be added to one's
  competence in that tongue . Literacy must be purchased
  separately, however; cf . Reading/writing . This skill cannot
  be applied to the ancient or classical languages
  ; cf . Lan-
  guage, below
  Jeweller-goldsmith : knowledge of the precious metals and gems
  of one's region and the ability to manufacture ad,)rnments
  popular in one's society . This skill does not necessarily in
  clude knowledge of the gems or styles of foreign lands, nor
  does
  it contain competence in assessing the origins or
  historical values of ancient pieces
  : cf . the skill of Jewel
  Collector in the upper class list, below
  
  Urban skills :
  Language : each level of this skill raises the character one de-
  gree of language competence (Sec . 2.232) in an ancient or
  classical tongue . Levels must be separately purchased for
  each language desired . There are 10 possible levels, more-
  over: elementary, intermediate, advanced, near-native, and
  almost native (as for a modern language) ; in addition there
  are : knowledge of variants used at different periods in the
  past, knowledge of ancient literature in the language, know-
  ledge of scholarly and technical authors and treatises in
  the language ; mastery of regional dialects of the tongue,
  and proficiency in the esoterica of the language (e.g . sym-
  bologies, ciphers, mystic and numerological significances,
  etc .) One may NOT choose a language which is sacred to a
  temple (Sec . 1 .711). Methods of learning these will be pro-
  vided later. Such forbidden languages include: Thu'Osa, the
  Tongue of the Lord of Worms, and the Tongue of the Priests
  of Ks9ruI . Permitted languages are: Ai Ch6, Ancient N'10ssa,
  Bedn911jan SalarvyAni, Classical Mu'ugalavyAni, Classical
  Tsolyini, Duru6b, Engsvenyfili, LlyAni, MihAlli, Sun6z, and
  Tsigw
  . See Sec . 1.711
  Lawyer proficiency in the legal system of one's nation. Advanced
  levels include competence in the laws of other lands, in-
  ternational trade laws, and ecclesiastical law (invariably
  combined with a large proportion of priestly skill . See Sec .
  1 .740)
  Locksmith : knowledge of bronze, Chl6n-hide, and (rarely) iron
  devices used to seal chests, doors, fetters, etc . Advanced
  levels cover the construction of these mechanisms, devising
  and building secret doors and traps, learning the strange
  locks of the nonhuman races, and mastering the complex
  locking devices of the ancients
  Mason: familiarity with types of workable stone, cutting, dressing,
  polishing, and carving stone, plus some practical architec-
  tural skill
  Merchant : a more sophisticated form of the rural Merchant skill :
  includes a knowledge of commodities, prices, materials,
  and commercial usages within one's region . Advanced levels
  comprise caravan experience, routes, foreign markets, bar-
  gaining, offering "inducements" to officials, and possibly
  even abilities in chicanery and falsifying records! For each
  three levels of this skill acquired, the character receives
  one mastery level of a modern spoken language (Secs . 1.711
  and 2.232) . Literacy must be purchased separately if desired ;
  cf . Reading/writing . Although any modern language may
  be selected, the referee must see that it is one which the
  character could logically learn : e.g . a resident of western
  Livyinu would have few opportunities to learn the tongue
  of the Ny6mesel Isles
  Miner. as for the rural variant of this skill, but more sophisticated ;
  some expertise in practical mineralogy
  Moneylender: knowledge of interest rates, usury, foreign coin-
  ages, (Sec
  . 1 .731), etc. Again, this skill is more sophisticated
  than its rural counterpart
  Musician : this skill must be divided into instrumental and vocal
  competences, and both of these may be further sub-divided
  into specific instruments and singing styles (Sec . 1.930).
  Most musicians have little or no social prestige, although
  those who perform the great epics may sometimes gain
  acceptance into upper class social circles
  Official : as for the rural form of this skill, except that an urban
  bureaucrat has more knowledge of city, province, and na-
  tional government and the "channels" through which things
  are accomplished
  36
  Panderer. knowledge of physical attributes and erotic practices ;
  an ability to judge "beauty" as conceived by one's country.
  men . This skill has a negative social value
  Paperlink maker: knowledge of materials, processes, pigments,
  inks, illumination, and the manufacture of books and scrolls
  Perfumer. ability to prepare fragrances (but little or no knowledge
  of unrelated chemicals or processes); expertise in judging
  one's clientele and in evaluating perfumes. Scents are high
  ly valued in the Five Empires, and if this skill is combined
  with that of Merchant, there is a good possibility of finan-
  cial gain
  Physician : lower levels include simple wound treatment and
  bandaging, common nostrums, and recognition of usually
  encountered illnesses and pathological conditions . Advanced
  stages comprise further surgical techniques and treatments,
  familiarity with drugs and medicaments (but not to the ex-
  tent of the apothecary), a knowledge of less common dis-
  eases and conditions, dentistry, simple optometry, and
  other fields . Only the most advanced and experienced phy-
  sicians can hope to treat members of other species suc-
  cessfully . See Secs. 1 .412 and 1.1010
  Priest: as for the rural variant of this skill, but more sophisticated
  The urban priest is likely to be more learned in theology .
  rituals, doctrines, temple organisation, and the politics of
  the sect . At the start of the game, a character is promoted
  one priestly Circle (Sec .
  1 .832) for each two levels of this
  skill acquired
  Prostitute : the "Oldest Profession" is legal throughout much of
  Tkumel . One who chooses this skill should have a Come-
  liness of 51 or more (Sec . 2.217), if he/she ever wishes to
  employ this skill! Prostitutes have no social prestige unless
  they couple this skill with membership in the Temples of
  DIam6lish or Hrihiyal (Sec .
  1 .610) . These sects consider
  the erotic arts to be important adjuncts to their rituals
  Reading/writing : as for the rural form of this skill
  Scribe-accountant : knowledge of record keeping . filing . letter
  and manuscript copying (but not calligraphy unless coupled
  with Artist/sculptor, q .v .) and simple mathematics . This
  skill is useful to such careers as merchant, priest, official,
  and others
  Shipbuilder: familiarity with the materials and techniques of
  naval construction ; includes practical mathematics and a
  knowledge of vessel types and qualities
  Ship Captain : expertise in sailing, ship-handling, coasts, har-
  bours, sea routes, weather, cargo records, and related fields .
  Advanced levels include some mercantile skill (as for the
  merchant, but less sophisticated), foreign customs, and
  practical navigation (by the compass and astrolabe) . For
  every five levels of this skill acquired, the character receives
  one competence level in a modern spoken language rele-
  vant to histher travels. Literacy must be separately purchased
  .
  however
  Slaver : recognition of the values and qualities of slaves : famili-
  arity with markets and business practices (Sec. 1 .721) . As a
  type of merchant, the slaver has access to Merchant sub
  skills; see above . This includes the acquisition of a modern
  spoken language. The profession of slaver has very nega .
  live social prestige, and those who wish to be accepted in
  upper class society should not select it (Secs. 1.550 and 1.721)
  Smith : knowledge of metals, tools, forging, and other processes
  . A
  smith can manufacture arms and armour,
  . but these will not
  have the elegance and refinement of an armourer's work
  . A
  smith also does not work in Chlen-hide
  
  Urban s kill s :
  Soldier. as for the rural variant of this skill . An urban recruit is likely
  to be more worldly-wise and better educated than a peasant,
  but the sub-skills to be learned are much the same . Basic
  levels include the use of the specific weapons favoured by
  one's legion, formations, marching, drills, encampments,
  and military practices (Secs .
  1 .821 and 1.960). Advanced
  levels comprise further formations and command, field tac-
  tics, engineering, sieging and sapping, incendiaries, the
  use of artillery (but not necessarily its construction, which
  is the province of special experts), logistics, and grand
  strategy (taught from textbooks of the ancient masters ;
  Sec . 1 .822)
  Sorcerer : as for the rural Sorcerer skill (q.v .). There is a 10 per-
  cent chance of being able to acquire sorcery from a private
  tutor or Lay Priest (instead of a temple academy), if desired .
  The intellectual and psychic restrictions given for Shaman
  and the rural Sorcerer skill apply here as well
  Tanner: as for the rural variant of this skill, but with greater mas-
  tery of the techniques ; ability to produce fine leather goods
  and also to work Chl6n-hide (Sec . 1.960)
  Warrior : as for the tribal and rural Warrior skills, but with greater
  familiarity with urban weapons : e.g . the sword, axe, shield,
  flail, composite bow, crossbow, etc . Acquiring expertise in
  specific weapons will be detailed later in the Sections deal-
  ing with combat
  Weaver. ability to manufacture the finer types of cloth (Sec . 1 .950)
  Wheelwright-carter. experience with Chl6n carts, routes, roads,
  times needed for transport ; more advanced carters will know
  how to build Chl6n carts, litters, and palanquins, and they
  will also be expert in the habits, needs, illnesses, etc . of
  the Ch12n beast (Secs . 1 .415, 1 .730 f f, and 1.960)
  Winemaker-brewer: this skill may be sub-divided into vintners,
  brewers of beer (a comparatively low-prestiged group), dis-
  tillers of brandies and whisky-like beverages, and manufac
  turers of fine liqueurs (the most highly prestiged of this
  profession) . See Secs . 1.415 and 1.920
  Upper class skills:
  Administrator. ability to organise and run a private or clan-owned
  enterprise, supervise a staff, deal with officials, and employ
  "channels ." Much like the urban Business Administrator
  skill but on a larger scale and more oriented towards super-
  vision than towards a day-to-day involvement with the de-
  tails . A knowledge of the skill of Etiquette and Courtly
  Manners is a useful adjunct to this one
  Alchemist : practical and theoretical knowledge (within the limi-
  tations of the society ; cf. Sec . 1 .1010) of drugs, poisons,
  medicines, aphrodisiacs, and chemicals required by sor
  cerers and others . This skill does NOT include any direct
  abilities in either medicine or sorcery, however, and these
  competences must be separately obtained, if desired . Ad-
  vanced levels provide further chemical expertise, theore-
  tical knowledge, possibilities of -research (to be determined
  by the referee), and the study of the devices of the ancients.
  A very advanced alchemist may even be granted some minor
  capabilities in the repair of magico-technological devices .
  This skill automatically grants the character one ancient
  or classical language to the advanced level (Sec . 2.232). This
  must be selected from the list given under the Apothecary
  skill (above), and it may not include one of the "forbidden"
  temple-specific languages (cf . Sec. 1 .711 and under the skill
  of Language above). This language can be further improved
  by adding levels of the skill of Language itself (i.e. not more
  of the skill of Alchemist)
  37
  Antique collector. knowledge of one genre of artifacts from one
  historical peroid in one geographical region, plus expertise
  in evaluating and pricing such objects . There are many pos
  sible sub-fields within this skill (e.g . furniture, clothing,
  statuary and art, books and manuscripts, glassware, etc .) .
  and this is thus to be used as a catch-all for those types of
  collecting which are not listed separately below (cf . Nu-
  mismatist) . Its exact content must be decided by the player
  and the referee . Advanced levels provide expertise in fur-
  ther periods, areas, styles, regional variants, and categories
  of artifacts
  Arms and armour collector. as one of the variants of the Antique
  collector skill, this provides knowledge of weapons and
  armour from another historical period and/or from some
  specified foreign land . Cf . the Antique collector skill above
  for possible advanced levels
  Artist/sculptor proficiency in the theoretical and aesthetic foun-
  dations of art, as practiced in one's society ; practical abi-
  lity to create works in one artistic field (e.g . painting, sculp
  ture) . Advanced levels may provide development within one's
  present field or expansion into a new area: e.g . a sculptor
  may use an advanced level to sculpt better, or he/she might
  take up painting or tapestry-weaving . Each sub-field must
  thus be recorded separately
  Astrologer: like sorcery, this skill is normally taught within the
  temple academies, and there is perhaps only a 10 percent
  chance of being able to learn it elsewhere . It includes a
  knowledge of the visible planets and the two moons (Sec .
  1 .100) and the ability to use ephemerides, an astrolabe, a
  compass, and relevant mathematcis needed to produce
  natal horoscopes and insert transiting bodies (Sec . 1 .1010) .
  Advanced levels permit the identification of personality
  traits from astrological charts, synastry (the comparison
  of two or more horoscopes to determine, for instance, how
  the subjects get along with one another), the erection of
  horoscopes for events and in reply to horary questions_ The
  highest stages of this skill enable the practitioner to make
  prognostications-some of which may be correct!
  Astronomer-navigator, this skill begins from the same astronomi-
  cal base as Astrology : the heavens, the astrolabe, the com-
  pass, ephemerides, etc . It branches off to provide experience
  in practical navigation, a knowledge of weather, coastlines,
  ship-handling, and other maritime matters . An astronomer-
  navigator can navigate more accurately than can a ship cap-
  tain, and no large vessel would venture out upon the high
  seas without such a specialist aboard . This skill is taught
  mainly in special academies : e.g . the Temple of AvAnthe
  in JakAlla, the Temple of ThOmis in Kh6iris, the Temple of
  KsArul in Pen6m, the Temple of Ketbngku in Y9n K6r City,
  the Temple of Shiringg&yi in TsatsayAgga, and in the shrines
  of the sea-related deities of LivyAnu (Sec . 1 .610)
  Botanist : recognition of plants, herbs, fungi, etc ; experience in
  their classification and in the identification of their qualities
  and uses . This skill is initially limited to the flora of one re
  gion, but advanced levels provide expertise in other areas,
  other types of plants, further knowledge of plant uses, and
  eventually the study of the deadly "Food of the SsO," the
  original vegetation of T6kumel (Sec . 1.414)
  Courtesan/Don Juan : the courtesan (a female) and the Don Juan
  (a male) can flatter, tease, cajole, and charm those who are
  physically attracted to them . This skill demands a Comeli
  ness (Sec . 2.217) of 71 or above AND a Charisma (Sec
  . 2.218)
  of 81 or more . It should also be combined with at least 4
  levels of the Etiquette and Courtly Manners skill (below)
  
  Upper class skills
  :
  Dancer : men and women do not dance together in the Five Em-
  pires (or indeed in most of the smaller states), but a noble-
  man may learn to perform the epic dance-dramas (Sec . 1.930)
  for his friends (but never for money!). An upper class girl
  may similarly gain prestige through performing the epics,
  the religious ritual dances of her sect, or through certain
  more seductive dances presented before her clansmen and
  any would-be suitors . AridAni women (Sec . 1.520) rarely dance
  Engineer-architect : a more scholarly form of the urban Architect
  skill : knowledge of materials, methods, maps and plans,
  some mathematics, and the supervision of labourers . Ad
  vanced levels cover irrigation (canals and aquedeucts), bridges,
  fortifications, and palace architecture . Some practitioners
  may prefer mechanical engineering : pumps, locks for dams,
  drawbridges, portcullises, traps and devices used to seal
  tombs, siege engines, water clocks, subterranean tunneling,
  etc . See Secs . 1.421, 1 .940, and 1 .1030
  Etiquette and courtly manners : knowledge of polite language,
  gestures, ceremonies, and honorifics needed to succeed
  socially in the upper classes . A minimum of 5 skill levels is
  required if the character is not to be thought a boor, while
  6 levels are the most one needs for social polish . Manners
  and customs vary from country to country, and only the
  first 2 levels of this skill can be carried over to another na-
  tion : e.g . a refined TsolyAni who has 6 levels of this skill
  would be treated as though he/she had only 2 levels upon
  travelling to Livyinu
  Falconer : expertise in training birds of prey (e.g . the KGni bird,
  which can also be trained to talk) and their use in hunting .
  Advanced levels provide more finesse and skill, the capa
  bility of training rare birds from other lands, teaching one's
  birds to seek particular prey, or making a KGni bird act as a
  flying scout for one's party
  Geographer. familiarity with the general geography of the known
  world, expertise in one particular region or nation, its eco-
  logy, demography, products, etc. Advanced levels give know
  ledge of other areas, more details about specified areas,
  and eventually a mastery of High Cartography (Sec . 1 .1010)
  Geologist : knowledge of minerals, fossils, stratigraphy, the like-
  lihood of finding certain ores or gems in a given region, etc .
  Advanced levels provide expertise in further areas and more
  detailed competences in these topics . An expert geologist
  can examine a site and determine the likelihood of finding
  water, a particular mineral, etc . upon it
  Historian: expertise in the known history of the world (within one's
  cultural limitations); greater familiarity with one specific
  period and locale (e.g . the Time of the Fisherman Kings in
  Salarvyi (Sec . 1 .340), or the EngsvenyAli Empire in what is
  now TsolyAnu (Sec . 1 .360) . This skill provides the ancient
  or classical language associated with one's historical field
  to the advanced level (Sec. 2.232) . This must be one of the
  "non-forbidden" tongues noted under Language in the urban
  list, and it must be further improved by buying levels of the
  Language skill itself (i .e. rather than more of the skill of
  Historian) . Advanced levels of the historian's art provide
  further periods, regions, details, and competence in what
  is known of archeology and the preservation of artifacts
  (Sec . 1 .1020)
  Hunter : a "nobleman's knowledge" of hunting, game animals,
  predators, hunting weapons (usually the composite bow
  and the short spear or javelin), and tracking (but not to the
  3 8
  extent of the tribal hunter, whose life depends upon an abi-
  lity to obtain game) . Trapping is not considered "noble,"
  and the upper class hunter therefore knows nothing of it .
  If the hunter wishes to slay animals personally (rather than
  having this done by serfs and slaves while he/she watches
  from a palanquin), this skill must be combined with that of
  Warrior (below) . By itself, the Hunter skill contains no impli-
  cations of one's fighting prowess
  Interpreter : as for the urban Interpreter skill (above) . This adds
  abilities in practical field linguistics : the writing down of
  unknown languages in semi-phonetic characters, the anal
  ysis of their structures, the preparation of grammars and
  dictionaries, etc. See Sec . 1.1020
  Jewel collector : knowledge of the gems and ornaments of one
  historical period and region, plus an ability to appraise their
  current values. Advanced levels add further historical and/
  or regional competences and permit more accurate identi-
  fications and estimates of prices . Unlike the urban Jeweller-
  goldsmith skill, this does not include any capability of manu-
  facturing jewellery, smelting metals, or other practical
  techniques . See Sec . 1.1030
  Land administrator. as for the urban Business Administrator and
  the upper class Administrator skills, except that this is di-
  rectly oriented towards the running of an agricultural es
  tate : knowledge of crops, prices, labour, animals, methods,
  economic trends, and management . This skill is vital for
  those who wish to engage in a large-scale agricultural enter-
  prise or who wish to operate an Imperial fief
  Language : as for the urban Language skill (above)
  . This adds
  the ability to "read" the curious "language flow-chart models"
  discussed in Sec . 1.1030. There is also a small chance of
  being able to learn one of the "forbidden" temple-specific
  languages (cf . under the urban variant of this skill, above) :
  one announces this intention in advance, allocates the skill
  points to buy the level, and rolls D10: 1-9= no language is
  obtained, and the skill points are lost ; 10=a level of the
  "forbidden" language of the player's choice is purchased .
  Further levels of this tongue are bought in the same fashion,
  but each time the successful die score range is expanded
  by 1 : e.g . the second level is available on a roll of 9-10, the
  third on an 8-10, etc . In each case, an unsuccessful score
  means that one's skill point investment for that level is ir-
  retrievably forfeited
  Mathematician : practical and theoretical knowledge of those
  forms of mathematics known to one's culture (Sec . 1 .1010)
  Musician : theoretical knowledge of the modern music of one's
  society, plus historical knowledge of one period and region .
  Practical ability to sing well or to play one specified instru
  ment (Sec . 1 .930)
  . Advanced levels provide further compe-
  tence in one's field, or in other instruments and styles
  Numismatist: expertise in the types and values of coins from
  one's own nation and time, plus knowledge of the coinage
  of one distant land OR of one historical period . Advanced
  levels give more regional or historical competences, plus
  more accurate identifications and estimates of values . See
  Sec . 1 .731 . This is a variant of the skill of Antique Collector
  (above), but it is a common pastime of the aristocracies of
  the Five Empires and thus deserves separate listing
  Official : as for the rural and urban forms of this skill . The upper
  class official is expected to know more of the workings of
  the bureaucracy of his/her nation, the use of "inducements,"
  
  Uppe r class skills
  :
  government practices and "channels," and the art of in-
  trigue. Unlike the rural and urban forms of this skill, however,
  at the beginning of the game a character is promoted one
  administrative Circle (Sec. 1 .810) for each TWO levels of
  this skill purchased-wealth, clan-status, and influence are
  valuable commodities!
  Orator : practical ability to make charismatic speeches-an im-
  portant skill for those who wish to become high officials,
  generals, politicians, etc. This skill has a prerequisite of a
  Charisma score (Sec . 2.218) of 81 or higher AND a Comeli-
  ness of 21 or better (Sec. 2.217) . The peoples of the Five
  Empires lay great stress upon visual appeal and cannot
  abide an ugly public speaker
  Philosopher. this skill is taught mainly in the temple academies
  and is only rarely (5 percent chance) available elsewhere .
  On Tekumel there is no "secular" philosophy : systems of
  thought divorced from the doctrines of the religions, the
  myths, and the commandments of the Gods . The philosopher
  is therefore more of a theologian than a secular thinker ; cf .
  Sec
  . 1 .1020 . Philosoph y includes the tenets of one's sect,
  the myths and epics, the secret teachings and doctrines
  of one's deity, ethics (Sec. 1.610), speculations concerning
  the Gods and their goals upon this Plane, ideas of the after-
  life and the heavens and hells of one's faith (Sets . 1.610
  and 1 .620), and knowledge of the various "parts" of an en-
  tity (Sec . 1.620) . Advanced levels provide information about
  past and present doctrines, schools of thought, logic and
  sophistry, and ecclesiastical history . At the start of the game,
  for each three levels of this skill acquired, a character is
  promoted one priestly Circle (Sec. 1.832)-if he/she has
  NOT already received this promotion bonus by taking the
  skill of Priest itself . This skill also adds the advanced level
  (Sec
  . 2.232) of one of the "permissible" ancient or classi-
  cal languages (cf . under Language skill). This may be further
  improved by purchasing levels of the Language skill . Only
  a priest who is of the 10th Circle may begin the study of the
  "forbidden" tongue of his/her sect (if it has one), and since
  this requires 200 skill points (20 x 10), it would be rare in-
  deed to find a character starting the game with this com-
  petence
  Physician : as for the urban form of this skill, but with more theo-
  retical learning and perhaps less practical experience . Ad-
  vanced levels include familiarity with foreign medical prac
  tices, knowledge of the pharmacoepia of earlier historical
  periods, more systematic grounding in instruments and
  techniques, greater sophistication in anatomy, some success
  in treating other species (Sec . 1.412), and-at the highest
  levels-even a little progress in curing the otherwise
  in-
  curable diseases of Tekumel (Sec . 1.412)
  Poet: ability to compose and recite verse In the modern, popular
  tradition of one's country. Advanced levels add abilities in
  the recitation of the epics, the poetry of other nations and/
  or periods, versification in other languages known to the
  character, composition of epic poetry of one's own, and
  literary criticism (Sec. 1.1030). This skill requires an advanced
  education, and for best results it should be combined with
  such skill as Etiquette and Courtly Manners, Orator, or
  Courtesan/Don Juan, above
  Priest: as for the rural and urban skills of Priest, above. This gives
  greater knowledge of doctrine, theology, the rituals, temple
  organisation, internal and external sectarian politics, eccle
  siastical history, etc . At the start of the game, a character
  3 9
  is promoted one priestly Circle (Sec . 1 .832) for EACH level
  of this skill acquired (i .e . at a faster rate than either the pea-
  sant
  or the townsman-the perquisites
  of
  class) . This
  however remains at the discretion, if any, of the referee . An
  advanced education is a prerequisite to taking this skill,
  however; those who lack this must take the urban skill of
  Priest and pay the extra points required . An upper class
  priest also receives the advanced level (Sec . 2.232) of one
  of the "permitted" ancient or classical languages (cf . under
  Language, above) OR the advanced level of one modern
  tongue (cf . under the Interpreter skill, above) . This language
  may be improved by buying further levels of either the Lan-
  guage or the Interpreter skills, whichever applies . For the
  learning of the "forbidden" temple tongues, cf . under the
  skill of Philosopher, above
  Reading/writing : as forthe rural and urban forms of this skill
  Scholar: this serves as a catch-all for those arts and sciences
  which are appropriate to the culture but which have been
  omitted here . The content of this skill must be worked out
  by the player and the referee. Almost all "scholars" are merry
  bers of the temple academies, of course, and the referee
  may wish to grant the character a language (ancient or mo-
  dern) if the case requires
  Shipping administrator : this is the maritime equivalent of the
  Administrator and Land Administrator skills .
  It includes
  knowledge of cargoes, routes, vessel types, crews, com
  modities, prices, and markets, but it contains no direct abi-
  lities in such skills as Sailor, Ship Captain, Shipbuilder, or
  Astronomer-navigator . This skill is valuable to those who
  wish to operate a shipping line or who desire to become
  naval officers
  Soldier: as for the rural and urban variants of this skill, except
  that at the start of the game, a character is promoted one
  military rank (Sec . 1 .821) for each TWO levels of this skill
  acquired (i.e. at a somewhat faster rate than the peasant
  or townsman recruit-again the perquisites of wealth and
  class!). Much of the upper class soldier's competence will
  be in the form of "book-learning," however, and he/she need
  have no capacity as a fighter at all . An aristocratic soldier
  may be little more than a gilded popinjay whose rank has
  been bought and paid for with clan money and influence .
  Fighting prowess is gained only through the Warrior skill, q .v.
  Sorcerer : as for the rural and urban forms of this skill (q.v.), and
  the strict intellectual and psychic prerequisites given under
  the Shaman skill in the tribal list also apply here. There is a
  15 percent chance of being able to acquire sorcery from a
  non-temple tutor, if this is desired ; private tutelage is a pri-
  vilege of the upper classes, although good teachers of sor-
  cery .are very rare outside of the temples . The content of
  the sorcery studied by the upper classes does not differ
  measurably from that available to peasants and townsmen :
  all sources eventually stem from the vast temple libraries
  and the academies (Sec . 1.831), and during Tekumel's long
  history little has been learned that has not gone into these
  repositories, thence to be made available to further gener-
  ations of scholars . An upper class sorcerer has better op-
  portunities for study. He/she may have funds for finer in-
  gredients, books, manuscript copying, and tutors. The skills
  of magic are not acquired just from these things, neverthe-
  less ; long hours of exhausting training are needed, as well
  as the innate mental and psychic talents noted above . An
  upper class mage may thus be more learned than his/her
  rural or urban colleagues in the lore of magic, the Demon
  Planes, types of spells, the history of sorcery, and the bio-
  graphies of famous wizards, but all find themselves on equal
  ground when it comes to the practical employment of the art
  
  Upper class skills :
  WArrior: as for the rural and urban forms of this skill (q .v .), but
  with less emphasis upon the cruder weapons (e.g . fisticuffs,
  spears, self-bows, and slings) and more upon the "noble"
  arms : the sword, the composite bow, and the crossbow
  (Sec . 1.960) . Also stressed are expertise in duelling and the
  laws and customs thereof (Sec. 1 .740), various fighting styles
  available through private schools and tutors (Sec .
  1 .960),
  and training in the particular arms of one's legion (if one is
  also a soldier). Acquiring expertise in specific weapons will
  be detailed later in the Sections dealing with combat
  Wine connoisseur: expertise in judging fine wines and liqueurs
  (Secs . 1.415 and 1,920) . This ability Is similar to the urban
  WInemaker-brewer's skill (above) but contains no practical
  ability to manufacture these beverages . Included are famili-
  arity with the qualities and proveniences of various vintages,
  a knowledge of prices, and theoretical oenology and zymurgy .
  Advanced levels add further details, regional and interna-
  tional competences, and expertise in the transport, sale, and
  stocking of alcoholic beverages
  Chargesh hiVriddi again provides a good example . His Intel-
  ligence (Sec . 2.215) is 50, and he is 22 years of age (Sec . 2.219) .
  He thus receives 20 skill points from the table given previous to
  the skill lists . To this sum he adds a D100 score of 79 for a total
  of 99 . This is rounded off to 95 since no skill level costs less than
  5 points . Chargesh has a family wealth-group of 9 and an advanced
  education (Sec . 2.238) . He therefore uses the upper class skill
  list . He has the Psychic Ability and the Psychic Reservoir to make
  a presentable sorcerer, but his intellectual shortcomings pre-
  clude this (cf. under the skill of Shaman in the tribal list). Many
  other scholarly skills in the upper class column are barred to him
  for the same reason : just not enough "upstairs ." He does have
  the intelligence (barely!) to qualify as a soldier, and his physique
  is adequate for a fighter . Although he could easily reach the rank
  of HerOksa (a type of higher subaltern ; cf . Sec . 1.821) by investing
  80 of his 95 skill points in the skill of Soldier, he does not fancy
  being a "desk soldier" with no combat abilities! He therefore
  buys 2 levels of Warrior for 40 points and 2 levels of Soldier for
  another 40, making him a KuruthOni (Sec. 1.821) and saving him
  from the hardships of basic training . He takes one level of Eti-
  quette and Courtly Manners for 10 points, a useful skill for one
  who dreams of someday becoming an Imperial officer . He uses
  his last 5 points for the first level of the skill of Swimmer, he can
  now paddle about without fear of instant drowning . More will be
  said of Chargesh' choice of professions in the next Section .
  A different line of development is seen in the career of Char-
  g6sh' current inamorata, Alin9 hiNakkodAi of the Clan of the
  Sweet Singers of Nakom6 (Sec . 1 .550) . She is a slender, darkly
  intense girl, an Arid9ni since the age of 18 (Sec . 1.520)-which
  saved her from an unwanted, clan-instigated marriage-and she
  is deeply devoted to the Temple of Vimbhla . Her present age of
  21 and her Intelligence of 95 give her 60 skill points, to which her
  D100 roll adds 79 more for a total of 139, rounded down to 135 .
  Her fine mental capacities, her Psychic Ability of 86, and her
  Psychic Reservoir of 69 make her a good candidate for the study
  of both branches of sorcery (cf
  . above under the Shaman skill
  4 0
  in the tribal list and also Sec . 1 .620) . She therefore invests 40
  points in the skill of Sorcerer and 40 more in that of Priest, raising
  her to the 2nd Circle within her temple hierarchy . She takes the
  first level of the skill of Alchemist for 20 points . This gives her
  the advanced level of one ancient or classical language, and she
  chooses the tongue of the Dragon Warriors, Ancient N'IOssa,
  which has special relevance to the worship of Vimbhla (Secs.
  1.330 and 1.711) . She next purchases one level of the skill of His-
  torian for another 20 points, providing her with another ancient
  language to the advanced level . This time she selects Engsvan-
  y91i, a tongue in which many sorcerous texts are written . (She
  cannot add the language skill gained through Historian to the
  same language acquired by the Alchemist skill ; it is therefore
  better for her to choose a completely different language .) She
  has now expended 120 of her 135 points . She considers using her
  last 15 points for a level of Etiquette and Courtly Manners but
  decides that she is not interested in high administrative rank .
  She thus buys one level of the Art!sVsculptor skill . This aids her
  as an historian because she can specialise in EngsvanyAli art .
  Her career now appears as a clear road before her. further study
  of sorcery and alchemy, more history, promotion within the scho-
  larly Circles of her sect (she is as yet uncertain whether to remain
  in the priesthood or whether to become a Lay Priestess ; Sec .
  1.832), and art as a hobby on the side . She will probably not wed
  Chargesh, even were their clans to give permission . He is bent
  upon a military career and she upon a priestly-academic one . He
  serves nicely for the time being, however, and Alin9 has sculpted
  a rather amateurish bust of him attired in the panoply of an an-
  cient Vriddi warrior . Of this he is exceedingly proud, but she sur-
  mises that he would pay her the same elaborate compliments
  even had she created a chamberpot instead .
  Both Alin9 and Chargesh know Chekb'unish Arodle, the Mu'
  ugalavy&ni mentioned in Sec. 2.238. He is a townsman and a mem-
  ber of the solidly (or stolidly?) middle class mercantile Clan of
  the Bronze Oblong in Khbiris. He is 27, a little older than his Tsol-
  y8ni friends, and he has an Intelligence of 61 . These give him
  60 skill points, to which he adds an uninspired D100 roll of 31 :
  a total of 91, rounded down to 90. A family wealth-group of 7 and
  an intermediate education place him squarely in the urban skill
  list. His Psychic Ability is 73, but his Psychic Reservoir is a miser-
  able 13, making it impossible for him to learn any form of sor-
  cery . His Height-Build-Strength factor (Sec . 2.211 ff .) is also an
  undistinguished 32, insufficient for success as a warrior. He
  thus decides to follow his clan's profession and invests 60 points
  in 6 levels of the Merchant skill . This provides him with 2 levels
  of a modem language, and he selects Y9n KoryAni . He is illiterate
  in TsolyAni (Sec . 2.238), and he thus buys 2 levels of the skill of
  Reading/writing for another 20 points . He still has 10 points left
  (not enough to obtain literacy in Y9n KoryAni), and he wavers
  between buying a level of Beast Trainer, one of Fletcher, or one
  of locksmith. He finally settles upon the last of these. ChekO'unish
  will now find himself in some demand as a participant in the trading
  caravans which crisscross the Five Empires and the lands be-
  yond . He Is a "Journeyman" merchant (Sec . 1 .840) ; he knows
  four of the five major languages of the continent well enough
  to get along, and he is literate in three of these ; and he has a
  smattering of another useful craft . He may never aspire to mili-
  tary glory or plumb the mysteries of the Gods and the sorcerous
  arts, but he !s experienced in the ways of the world and can look
  forward to an adventurous (and hopefully prosperous) career
  and eventually to a respected position within his clan and his
  community . ChekO'unish does wish to learn a little of the skill
  of Warrior, even though he may never excel at it
  . After all a trader
  must sometimes defend his goods on the road . There will be
  time for this later, of course
  .
  
  2.2310 . SKILL LEVELS AND SUB-SKILL COMPETENCES .
  Complete levels of skills are obtained in Sec . 2.239 . Once a
  character enters the game, however, further levels are broken
  down into ranges of "skill points." A new level costs so many
  points to acquire, and these points must be obtained through
  actions in the game (cf . Sec. 2.420 ff .) . Skills are not comprised
  of the same numbers of points, moreover
  : some are easier to
  master than others. Skill types and the points contained in one
  level of each areas follows :
  Skill type and the number of points
  Number of skill points con-
  each costs per level in Sec . 2.239
  tained in one level of this type
  As can be seen, it is 6 times easier to gain a level of Farmer
  (an easy skill) than of Assassin (a very difficult one) . This is as it
  should be. The former is relatively simple to master at T2kumel's
  present technological level, whereas the latter requires months
  and even years of constant practice and effort to learn .
  Several skills have upper limits : a fixed number of skill levels
  beyond which the skill cannot be taken (cf . Sec . 2.239 (4)) . Most
  other skills have no such limitations ; it is technically possible
  to become a 50th level farmer, a 1,000th level orator, etc. There
  are logical restraints, however . The following table shows the
  correlation between numbers of skill levels and the terms used
  by the craft professions; cf . Secs . 1.840 and 2.239 (3). Although
  these terms apply mainly to artisans, the concept can be carried
  over to such "unranked" skills as Poet, Orator, Historian, and
  the tike .
  Term
  Hobbyist
  Apprentice
  Journeyman
  Craftsman
  Master-craftsman
  High Master-Craftsman
  Senior Master-Craftsman
  Skill points per level
  Number of skill levels needed
  to achieve this status
  1
  3
  6
  9
  12
  15
  18
  It is rarely useful in game terms to go beyond 18 levels in any
  skill . In effect, a baker who is a Senior Master-Craftsman knows
  all there is to know about baking . Exceptions include Assassin,
  Shaman, Sorcerer, and Warrior, where greater and greater exper-
  tise continues to give increased powers . The skills of Official,
  Priest, and Soldier also add bonuses to one's status beyond the
  18th level .
  It is important to reiterate here that skill levels b~ no means
  coincide with social status . One who has 10 levels of the skill
  of Priest does not necessarily belong to the 10th Circle (Sec .
  1 .832). Skill competence does help in promotion, of course, but
  there are many other factors as well ; cf . Sec . 2.430 ff .
  4 1
  2.2311 . SKILL SUB-DIVISIONS .
  It is assumed that each additional level of any skill provides
  further abilities . It is not possible to give specific contents to
  each level of every skill, but some suggestions are to be found
  in Sec. 2.239. The success or failure of a specific attempt to use
  a given skill is determined by the "Skill Success roll" ; see Sec .
  2.727 .
  Realistically, sub-competences differ from person to person .
  One apothecary may be an expert in love potions, another in
  medicines, and a third In poisons and narcotics. The Chlr6n-hide
  armour of one tanner may be superb, whereas a fellow crafts-
  man may do better work in the softer leathers-etc . Much of
  this can be ignored for game purposes-or may be left to the
  discretion of the referee .
  Four common "adventure" skills do have important sub-skills :
  Assassin, Shaman, Sorcerer, and Warrior . Assassins and warriors
  acquire expertise in various weapons and fighting techniques .
  Sorcerers and shamans similarly learn new spells and forms of
  magic .
  Assassins, officials, priests, soldiers, and warriors may also
  acquire sub-skills appropriate to service in one of the intelligence-
  gathering agencies or secret police organisations (Sec . 1 .740) .
  An assassin has access to these sub-competences as a matter
  of course, and a recruit in the Omnipotent Azure Legion of Tsol-
  yinu, the Surgith of Yin K6r, the Company of the Mourners in
  Sable of Mu'ugalvyi, the Vrd'uneb of Livyinu, and, to a lesser
  extent, the intelligence arm of the Chrugillishmu family of Sa-
  larvyi may also be given training in these specialties . Such re-
  ligious orders as the Ndilu Clan of the Temple of KSirul, the
  Incandescent Blaze Society of the Temple of Vimuhla, etc . (Sec
  .
  1.610) maintain their own intelligence units as well, and an occa-
  sional character who is a professional priest or Lay Priest (Sec .
  1 .832) may learn these non-combat espionage techniques also .
  Such training implies a near-fanatic devotion to the goals of one's
  organisation, of course; cf . the remarks made concerning the
  profession of assassin in Sec . 2.241 (8) .
  Sub-skill competences are less relevant to other professions
  in the game . Most have no direct effect upon combat and play
  only minor roles in the special dice throws described in Sec. 2.720ff .
  Some players do want to know in greater detail what their per-
  sonae have learned, and such sub-skills may thus serve as inter-
  esting background material . Occasionally the referee, too, may
  use this information to decide what actions a character can per-
  form or what knowledge he/she may have with which to aid the
  party . For these reasons, the following Sections contain gener-
  alised sub-skills for "regular" priests, officials, and soldiers, as
  well as for the "adventure" skills mentioned above. The referee
  may devise further "ladders" of sub-skills for other crafts and
  professions, If he/she desires .
  Sub-competences within a skill are acquired and deployed
  as follows :
  1 . Each complete skill level (Sec . 2.2310) contains 4 "Compe-
  tence Unit" points . Within certain limits (see below), these
  may be expended to "buy" levels of sub-skill competences
  as the player wishes .
  2 . A level of sub-skill competence costs from 1 through 4 Com-
  petence Unit points, depending upon the difficulty of the
  specialty and the training needed for it . For example, within
  the Warrior skill, a level of training in the pike costs just 1
  Competence Unit-the pike is, after all, a rather simple wea-
  pon . On the other hand, a level of the complex and difficult
  unarmed martial arts (Sec. 1 .960) costs 4 Competence Units .
  3. If a sub-skill contains further sub-sub-competences,
  it is
  assumed that the acquisition of a skill level makes the char-
  Easy (5)
  500
  Moderatly easy (10)
  800
  Complex (15)
  1,200
  Difficult (20)
  2,000
  Very difficult (25)
  3,000
  
  acter equally proficient in all of them . For instance, a war-
  rior who buys a level of training in the use of short one-handed
  weapons can wield a short sword, axe, club, mace, or war-
  hammer with equal facility .
  4 . Points gained through different skills must be kept separate .
  For example, a knowledge of Disguise can be acquired through
  the assassin clans, through the skills of Official, Soldier, or
  Warrior (for use by members of the intelligence-gathering
  agencies), or through the skill of Priest (taught to recruits
  in the temple secret societies) . A character may indeed buy
  a level of competence in such a sub-skill with Competence
  Points earned through one skill and then add another level
  to it with points earned through a different skill : e.g . a level
  of Disguise acquired through the Assassin skill, followed
  by another level of Disguise obtained through the skill of
  Official . Nevertheless, one cannot "mix" points earned
  through different skills to make up a skill level : e .g
  . 2 points
  from the Assassin skill + 2 more points from the Soldier
  skill to buy a level of Ciphers, a sub-skill which costs 4 Com-
  petence Unit points per level .
  5 . As skill points are gained (Sec . 2.420 ff .), they are noted on
  the Character Record Sheet . When a complete skill level
  has been achieved (Sec . 2.2310), the 4 Competence Unit
  points thus obtained can be deployed . Only complete sub-
  skill levels have any effect : one gains no benefit whatso-
  ever from half a level of Ciphers, for instance, or one quarter
  of a level of the unarmed martial arts . One may thus "save"
  Competence Unit points on the Character Record Sheet
  until one has enough to buy the sub-skill level one seeks .
  This provision is useful to a person who cannot immediately
  find a tutor to instruct him/her in a new technique, weapon, etc
  6 . A newly purchased sub-skill level takes effect either at the
  end of an "adventure" (i.e . when the party has returned to
  base, rested, and readied itself to start off again) or at the
  beginning of a new session of gaming, provided that the
  character already has at least one level previously invested
  in this same specialty; cf . (7), below . For simplicity's sake, a
  new sub-skill level cannot take effect during an "adventure."
  7 . Investing Competence Unit points in a new sub-skill requires
  the tutor, opportunity, materials, etc . described in Sec . 2.420
  ff . Learning a new sub-skill is, in effect, the same as master-
  ing a totally new skill . Once one has achieved the first sub-
  skill level, however, further progress is made through study,
  practice, and competence rewards, just as for any other
  skill . The times needed to master sub-skill levels are shorter
  than for a completely new and different skill ; cf. Sec . 2.420 ff.
  8
  . Skill decline (Sec
  . 2.426) and certain other reasons may cause
  a character to lose skill points. One first loses any skill points
  noted on one's Character Record Sheet, and no impairment
  of one's talents occurs until these are gone. Only when
  skill decline cuts into a complete skill level are one's abili-
  ties hammed: the last sub-skill level to be gained is deducted.
  Should the necessary points be regained, this level may be
  "repurchased" at the end of an "adventure" or at the begin-
  ning of a new session of gaming .
  2.2312 . ESPIONAGE SUB-SKILLS .
  The following non-combat sub-skills may be purchased with
  Competence Unit points earned through the skills of Assassin,
  Official, Priest, Soldier, and/or Warrior, as described in Sec. 22311 .
  The effects of these sub-skills upon the game are detailed in Sec. 2729 .
  42
  Sub-skill
  Details
  Disguise
  This permits one to alter his/her appearance,
  walk, mannerisms, etc . (but not to appear as
  another species) through the ingenious use of
  garments, cosmetics, etc .
  Tracking
  A spy or assassin is trained to track victims
  through an urban environment, whereas the tribal
  tracker (Sec . 2.239) pursues game out-of-doors .
  These two specialties are thus not interchange-
  able.
  Spying
  This includes a knowledge of invisible inks, he
  techniques
  liography, rapid copying, and an excellent me-
  mory (acquired through primitive but effective
  training) . In addition, espionage agents on Teku-
  mel often use semi-intelligent birds and beasts
  as informants and lookouts . Beast Trainer, Fal-
  coner, and the tribal skill of Animal/Bird Know-
  ledge are thus helpful for this specialty-and
  vice-versa .
  Poisons and
  An Intelligence factor (Sec . 2.215) of 71 or higher
  drugs
  is needed to acquire this sub-skill . In addition,
  3 skill levels must first be obtained in one of the
  following skills : Alchemist, Apothecary, Beast
  Trainer (animal toxins), Botanist (vegetable poi-
  sons), or Physician . The tribal skills of Animal/
  Bird Knowledge and Plant Recognition may be
  substituted .
  Traps and
  This sub-skill requires a minimum Intelligence
  secret door
  factor (Sec . 2.215) of 71 . The learner is introduced
  construction to most of the common types of pitfalls, trap-
  and operation door mechanisms, devices employed to protect
  chests and boxes, the complex techniques used
  to build and operate secret doors, etc . The skill
  of Locksmith is not included, however, and must
  be acquired separately .
  Ciphers, secret Each of the assassins' clans has its own secret
  argots and
  language, codes, and signals . Two members of
  codes
  the same clan can communicate easily in nor-
  mal-appearing speech or writing, while at the
  same time conveying messages of consWerable
  complexity. The sign language of the deaf and
  dumb Servitors of Silence who surround the
  Petal Throne in AvanthAr (Sec . 1 .370) is taught
  only to officers of the Omnipotent Azure Legion
  of the 18th Circle or higher-or to members of
  the rank of Dritl6n or above in the Legion's mili-
  tary arm . Even so, this knowledge is imparted
  only on a "need to know" basis . It is thus not
  likely to be available often to characters in the
  game .
  Cost In Competence Units per sub-skill level
  Disguise
  1
  Tracking
  2
  Spying techniques
  2
  Poisons and drugs
  3
  Traps and secret door construction and operation
  3
  Ciphers, secret argots, and codes
  4
  
  2.2313 . SUB-SKILLS OF THE ASSASSIN .
  The societal restrictions surrounding the assassins' clans
  (and similar strictures upon members of the intelligence-gather-
  ing agencies) must be considered carefully before a player char-
  acter joins one of these groups ; cf . Secs . 1.740 and 2.241 (8) .
  Assassins do not normally wear armour (except as a disguise
  when acting as soldiers), and they certainly cannot employ such
  bulky defensive gear when on missions . They are also forbidden
  by their clan laws from learning or practicing sorcery, although
  they may use ancient magico-technological devices, books,
  scrolls, etc . Much the same is true of the intelligence-gathering
  services and the secret societies of the temples : "public" offi-
  cials of these bodies and the soldiers or priests of their "visible"
  units do wear armour and ceremonial vestments-and dress
  most splendidly when in attendance upon the Petal Throne or
  when participating in various rituals-but espionage agents and
  the secret police may be assigned to almost any walk of life and
  may appear as labourers, merchants, artisans, priests, soldiers,
  nobles, or even slaves .
  In addition to the non-combat espionage skills listed in Sec .
  2.2312, assassins are taught certain special weapons and tech-
  niques . These are enumerated below, together with the costs in
  Competence Unit points in the Assassin skill needed to purchase
  a sub-skill level of each . These weapons are more fully described
  in Sec
  . 1 .960
  .
  Cost In Competence Units per sub-skill level
  Hand-weapon sub-skills
  The Springing Doom (spring-loaded dagger)
  The Collar of Forever (garrote)
  The Teeth of the Demon Tomba (seashells
  covered with poisoned spines ; dropped where
  a victim may tread upon them
  The Dance of Peril (intricate networks of poison-
  smeared trip-wires
  The Tender Companion (trained Alash snake)
  The Worms of Death (clay "coins" containing
  dormant worms which emerge to eat into a victim's
  body when the "coin" is broken)
  Missile weapon sub-skills
  The Whisperer(miniature blowgun)
  The Summoner upon the Way (small crossbow)
  The Deliverer from Existence (specially
  balanced throwing knife)
  2
  2
  3
  4
  4
  2
  2
  3
  Pa'iya's Kiss (small vials of corrosive acid or
  poison hurled at a victim ; this sub-skill includes
  the use of the staff-sling with which
  -
  these are thrown
  4
  An assassin may also purchase sub-skill levels in the quarter-
  staff, the unarmed martial arts, the dagger, and fisticuffs and
  brawling with Competence Unit points earned through the As-
  sassin skill
  . All other melee and missile weapons (e.g . the sword
  the spear, etc .) must be bought with Warrior skill points . Most as-
  sassins thus attempt to gain competence in the Warrior skill as
  well as in their own
  .
  43
  2.2314 . SUB-SKILLS OF THE OFFICIAL .
  This Section is optional . It is intended as "background mater-
  ial" and has little direct effect upon the play of the game (see
  Sec . 2.2311) . The group may thus decide either to use only gener-
  alised skill levels (each having no more than vague contents) or
  to keep records of Competence Unit points, sub-skill levels
  purchased, etc.
  The sub-skills of the Official skill are sequential : one may learn
  as many as three of them at once (i.e . invest Competence Unit
  points to buy sub-skill levels), but a minimum of 6 sub-skill levels
  must be acquired in each lower specialty before one's superiors
  will permit one to take up the study of a more advanced field .
  For example, 6 Competence Unit points must be spent (gaining
  6 sub-skill levels) on Office Routines before one is allowed to
  drop this and move on to some more challenging specialty.
  Cost In Competence Units per sub-skill level
  'Sub-skill levels in this specialty must be obtained anew if one
  changes posts. Some abilities may be carried over to a similar
  post, of course, at the discretion of the referee .
  2.231 S . SUB-SKILLS OF THE PRIEST .
  This Section is optional ; cf . Sec . 2.2311 and the introductory
  paragraph in Sec . 2.2314. The details of priestly sub-competences
  differ, moreover, from sect to sect, and no detailed descriptions
  of these can thus be provided .
  As said in Sec . 1.832, there are five categories of priests
  . The
  professional opportunities open to these are discussed in Sec .
  2.241 (5 and 10) .
  1 . The ritual priest
  is the most numerous type within every
  temple . He/she is the temple's religious expert and hiero-
  phant, the person most concerned with ritual, dogma, the
  scriptures, and other tenets . Although a ritual priest may
  acquire other skills, he/she is expected to devote more time
  to the perfection of his/her competences in the skill of Priest
  per se than to anything else .
  The administrative priest deals with the running of the temple
  and its possessions . After obtaining a "basic training" in
  ritual and dogma, he/she specialises in the mundane affairs
  of the sect . Useful ancillary skills include Administrator,
  Business Administrator, Land and Estate Administrator,
  and Scribe-Accountant .
  The scholar priest combines the skill of Priest with one or
  more of the "knowledge" skills given in Sec . 2.239 : e.g .
  Geographer, Historian, Sorcerer, etc . He/she has the usual
  "basic training" in the tenets of the sect, lives in the temple,
  participates in some of the ceremonials, and works in the
  temple's library, academy, or workshops .
  2.
  3 .
  Office routine
  1
  Job-training for one's specific post'
  1
  Record-keeping, budgeting, and accounting
  2
  Bureaucratic channels and inter-office relations
  3
  Town, city and provincial administration and planning
  3
  Public ceremonials, functions, and protocol
  3
  National administration and relations with
  the central government
  3
  Political theory, economics, and international relations
  4
  Court etiquette for use in Avanthbr
  (or the highest circles of other nations)
  4
  
  4 . The military priest learns the basics of the faith through the
  skill of Priest, combat techniques through the skill of Warrior,
  and military expertise through the Soldier skill . His/her usual
  function is to serve in a temple guard unit or a temple-funded
  legion . If he/she has powerful psychic talents (Sec . 2.216),
  he/she may join the magical contingent which accompanies
  every legion . This, however, requires long special training .
  Cf . Secs.1 .832 and 2.241 (10)
  .
  5 . The Lay Priest is usually a scholar priest who has opted not
  to be part of the regimen of the hierarchy. Ritual priests are
  also found in this group, serving as "house priests" in the
  clanhouses and palaces of the aristocracy ; cf. Sec. 2.241 (10).
  There are only two fundamental sets of sub-skills for the skill
  of Priest, notwithstanding the five types noted above . The first
  of these is the "ladder" followed by the ritual priest-and also
  acquired as "basic training" by military priests, scholarly priests,
  and Lay Priests . The second set of sub-skills is that which is use-
  ful to administrative priests . Occasionally these two sets may
  be allowed to overlap, but the temples do try to prepare their
  minions for specific roles within the hierarchy .
  Like the sub-skills of the Official, priestly sub-competences
  are rigidly sequential . The system is as given in the second para-
  graph of Sec. 2.2314 .
  The sub-skills of the ritual priest are as follows :
  Cost In Competence Units per sub-skill level
  The sub-skills available to administrative priests include:
  Cost In Competence Units per sub-skill level
  As an example, Alin9 hINakkod9I (Sec . 2.239) is a 2nd Circle
  priestess of VimOhla. At the start of the game she thus has 8
  Competence Unit points to Invest . Since her goal is to become
  a scholar in the fields of sorcery, alchemy, and history, all she
  desires from her temple is "basic training ." She can choose from
  1 to 3 of the first three fields listed in the first table above . She
  thus buys 6 sub-skill levels of Basic Dogma and Rituals and 2 of
  Special Feast-Day Ceremonials . She now has all she needs of
  the first of these and can go on to more interesting fields the
  next time she completes a skill level of Priest .
  The sub-skills of the Sorcerer and the Shaman are not part of
  the skill of Priest . A system for the obtaining of spells and ma-
  gical expertise will be gNen in the Sections dealing with magic, below.
  44
  2.2316 . SUB-SKILLS OF THE SOLDIER .
  This Section is optional ; cf . Sec. 2.2311 and the introductory
  paragraph of Sec . 2.2314 . Except for the sub-skill of Artillery
  (which can also be acquired with Warrior skill Competence Unit
  points), the following specialties can only be gained with points
  earned through the Soldier skill .
  Except for the first three sub-skills below, the sub-skills of the
  Soldier skill are not necessarily sequential . They depend instead
  upon the legion to which one belongs. It is relatively easy in the
  Five Empires to join an artillery, sapper, or naval unit, and these
  each provide their own specialised training . They are not as pres-
  tigious as the fighting legions, moreover, the pike, sword, spear,
  halberd, etc. units are considered "more glorious," and soldiers
  in these latter contingents are not expected to learn Incendiaries,
  Artillery, etc . but rather to perfect their abilities in Drills, Forma-
  tions, Field Tactics, etc .
  Drills
  Formations
  Field tactics
  Incendiaries
  Cost In Competence Units per sub-skill level
  The details of these specialties may be of Interest :
  Sub-skill
  Details
  This is "basic training" for all soldiers. A know-
  ledge of the standard drills employed by one's
  nation, commands, and general procedures is
  essential . One must have at least 6 sub-skill levels
  in this field before one can hope for promotion
  to the rank of Lower Subaltern .
  The various formations preferred by one's army
  are still a part of "basic training ." A minimum
  of 6 sub-skill levels is needed for promotion to
  the rank of Higher Subaltern . Further sub-skill
  levels provide expertise in the formations em-
  ployed by other armies in the Five Empires, the
  advartages of owtaii formations viseyis otrs,
  etc
  This gives a more theoretical competence in the
  manoeuvres and tactics of the Five Empires . An
  Intelligence factor of 61 or higher (Sec . 2.215)
  is needed since one must study the ancient mili-
  tary manuals mentioned in Sec . 1 .822. Soldiers
  are rarely promoted to the rank of Captain with-
  out at least 6 sub-skill levels in this specialty,
  and advancement to the rank of Officer or higher
  normally demands 12 sub-skill levels or more.
  This covers the use of naphtha, resins, sulphur,
  oils, and related substances . This specialty is
  really the province of the artilleryman, who is
  trained to h -irl urns filled with these materials
  into besieged strongholds . Tutors for this sub-
  skill are hard to find : perhaps a 5 percent chance
  per month In a very large city . To learn this spe-
  cialty properly one should join an artillery legion .
  Drills
  1
  Formations
  1
  Field tactics
  2
  Incendiaries
  3
  Artillery
  3
  Military engineering and sapping
  3
  Naval tactics
  3
  Logistics and grand tactics
  4
  Grand strategy
  4
  Basic dogma and rituals
  1
  Record-keeping, tithes, and accounting
  1
  Structure and channels of temple bureaucracy
  2
  Temple administration
  3
  Supervision of temple lands and properties
  3
  Provincial temple administration
  3
  Political and sectarian relations with other faiths
  and with the secular authorities
  3
  National administration
  4
  Long-term objectives and higher politics
  4
  Basic dogma and rituals
  1
  Special feast-day ceremonials (Sec . 1 .1050)
  1
  Scriptures and texts
  2
  Theology, exegesis, and hermeneutics
  3
  The "Aspects" (Sec . 1 .610) and mythology
  3
  Ecclesiastical history
  3
  Comparative study of other sects and doctrines
  3
  Advanced theology, iconography, symbolics, and apologetics
  4
  The Inner Doctrines : the arcane and anagogical
  teachings of the faith
  4
  
  Artillery
  The three most important artillery weapons are
  the ballista, the onager, and the trebuchet (Sec .
  1 .960) . These are taught within special legions
  of artillerists in Tsolyanu, Mu'ugalavya, and Liv-
  y9nu, while in Y9n K6r and Salarvya such spe-
  cialists form sub-units within legions containing
  other troop-types (Sec . 1 .821) . To learn the con-
  struction, maintenance, and use of artillery one
  should belong to an appropriate legion . There is
  a 10 percent chance per month in a large or very
  large city, however, of finding a retired soldier
  who may be willing to act as a tutor.
  Military engi-
  This specialty is again the province of separate
  neering and
  legions in Tsolyinu, Livyanu, and Mu'ugalavy9 ;
  sapping
  cf. the preceding paragraph . Included are the
  methods of road-building, bridging, mining, for-
  tifications and earthworks, and the construction
  of such non-missile engines as the beffroi, the
  cat, the ram, siege ramps, etc . Architect, Engi-
  neer-Architect, and Miner are useful ancillary
  skills for an expert in this field . The chances of
  finding a tutor are as for the artillery, above.
  Naval tactics
  An Intelligence factor of 61 or above (Sec . 2.215)
  is needed to acquire this specialty, plus at least
  3 skill levels in one (or more) of the following :
  Astronomer-Navigator, Sailor, Shipbuilder, Ship
  Captain, and/or Shipping Administrator . No na-
  tion will normally entrust a ship to one who has
  less than 9 sub-skill levels in this field, and a mi-
  nimum of 12 sub-skill levels is normally demanded
  of a person who seeks the post of admiral of a
  fleet .
  Logistics and
  This is the science of military movements and
  grand tactics
  supply . An Intelligence factor of 61 or higher
  (Sec . 2.215) is needed to acquire this specialty
  since one must study various standard texts
  (Sec . 1 .822). The skills of Administrator, Busi-
  ness Administrator, Merchant, Scribe-Accountant,
  and even Wheel*right-Carter are useful auxili-
  aries for this specialty . No soldier is normally
  promoted to General without at least 6 sub-skill
  levels in this field, and 10 or more are demanded
  of a candidate for Senior General .
  Grand strategy An Intelligence factor of 81 or above (Sec . 2.215)
  is needed to acquire this specialty. In addition,
  3 levels in the skill of Administrator are required,
  plus 3 levels in at least one of the following skills:
  Engineer-Architect, Geographer, Historian, Land
  and Estate Administrator, and/or Shipping Ad-
  ministrator . This specialty is important when
  one participates in staff meetings or when one
  assesses the military and political ramifications
  of a military
  mpaign . No major nation will nor-
  mally appoir t an officer to the post of General
  without at least 3 sub-skill levels of this sub-skill,
  and promotion to Senior General usually requires
  a minimum of 6 sub-skill levels .
  Charg6sh hiVnddi has 2 levels of the skill of Soldier (Sec . 2.239).
  This gives him 8 Competence Unit points . He buys 6 sub-skill
  levels of Drills, which relieves him of much of the need to trudge
  about In the blazing heat and dust as he had to do when he was
  a raw recruit, and 2 sub-skill levels of Formations . He is on his
  4 5
  way to becoming a "proper soldier," and as soon as he can gain
  another level of the soldier skill, he intends to put 2 more Com-
  petence Unit points into Formations and use the other 2 to start
  his study of Field Tactics. He has his eye on a post in the General's
  personal bodyguard, and since that worthy Is a stickler for "spit
  and polish," Charg6sh hopes to make the appropriate impression.
  Black and Grey Ssu
  2.2317 . SUB-SKILLS OF-HE WARRIOR .
  Like the sub-skills of the assassin (Sec . 2.2313), this Section
  is not optional . These two skills alone provide expertise in phy-
  sical combat, and groupings of similar weapons and fighting
  techniques (Sec .
  1 .960) form sub-skills within them. A fighter
  or assassin must therefore keep track of his/her levels in each
  sub-skill in order to establish his/her Combat Values (Sec . 2.810 ff.).
  It is obvious that no one warrior can employ all weapons with
  equal proficiency . The greatest swordsman in the Five Empires
  may never have touched a sling, while the village boy whose ac-
  curacy withthe sling is proverbial among his people is unlikely
  to have any training In the art of the sword . The armies and mili-
  tary traditions of TAkumel tend to reinforce this, moreover, by
  creating specialists: e.g . a trooper from a halberd-using legion
  is apt to have only a passing acquaintance with a sword, axe, or
  spear-and none at all with missile weapons, unless the unit
  Is one of those which carry bows or crossbows as secondary
  arms . An average soldier may thus know the primary weapon of
  his/her legion fairly well and in addition have some competence
  in the unit's secondary weapon or sidearms. He/she may also
  be able to wield a dagger and survive the rough-and-tumble brawl-
  ing of the barracks . An older and more experienced fighter is ex-
  pected to be good with one or two weapons and to have some
  abilities with perhaps two or three more . A true expert (e.g . a
  duelling master ; cf . Sec . 1 .960) traditionally specialises in just
  one weapon, group of related weapons, or fighting technique
  and devotes his/her energies to these to the exclusion of all else.
  As seen in Secs . 2.2313 and 2.2316, certain weapons and tech-
  niques can be purchased with Assassin or Soldier skill Compe-
  tence Unit points. All others can be acquired only with points
  earned through the Warrior skill . The choice of which and how
  many weapons-and the extent to which each is mastered-is
  left to the player, although the availability of tutors may provide
  a limiting factor in some cases . Competence Unit points in the
  Warrior skill can also be used to buy sub-skill levels in the es-
  pionage competences listed in Sec . 2.2312, if the character is a
  member of an intelligence-gathering agency, a secret police unit,
  a temple secret society, etc . (Sec . 2.2311) .
  The weapons and expertise of the warriors of T6kumel are
  described in Sec
  . 1 .960. It only remains to give the costs in Com-
  petence Unit points for sub-skill levels in each .
  
  Cost In Competence Units per sub-skill level
  'A maximum of 1 sub-skill degree is needed to use a shield at
  full competence . No more than this is possible or necessary .
  "The dagger, fisticuffs and brawling, the quarterstaff, and the
  unarmed martial arts are all available through the investment
  of Assassin skill Competence Unit points . The use of the sling-
  staff is also part of the specialty called "Pa'iya's Kiss" to an
  assassin ; cf . Sec . 2.2313 . The sub-skill of artillery can be ob-
  tained with Soldier skill points (Sec . 2.2316) .
  "'Both the bolas and the blowgun are rare ; cf . Sec . 1.960. Out-
  side of the regions and units in which these weapons are regu-
  larly used, there is only a 5 percent chance per month in a very
  large city of finding a tutor .
  ""The pike is almost entirely a soldier's weapon . Its unwieldi-
  ness makes it relatively useless in non-military combat. In order
  to learn to use a pike a character should belong to an appro-
  priate legion . A knowledge of this weapon includes a basic un-
  derstanding of phalanx formations and drills .
  The above-listed sub-skills include not only the usual tech-
  niques of fighting, aiming, reloading, etc . but also sufficient
  expertise to maintain the weapon and to effect minor repairs .
  The manufacture of weapons Is not covered, however; this is
  properly the job of the armourer or the fletcher; cf . Secs . 1 .960
  and 2.239 .
  The weapons peculiar to various nationalities, tribal peoples,
  and nonhuman races are listed in Sec . 1 .960 . A member of one
  of these groups should choose first from among his/her "national"
  4 6
  weapons, leaving others to be mastered later during the course
  of the game . If such a character has an "Intermediate" or "Ad-
  vanced" education, however, the referee may agree that he/she
  has lived long enough in one of the larger empires to have had
  an opportunity to learn the weapons and fighting skills of that
  society . Alternatively, the referee may roll a D10 : 1-5= the char-
  acter has had a chance to learn a given weapon ; 6-10=he/she
  has not .
  Charg6sh hiVriddi has 2 levels in the Warrior skill (Sec . 2.239) .
  He therefore has 8 Competence Unit points to invest . He uses 1
  point to buy a sub-skill level in the shield (all that he will need) .
  He puts 2 more points into the pike in order to keep up with his
  companions in his legion . Another point is spent on 1 sub-skill
  level in the dagger, a specialty which he intends to increase later,
  and he expends his remaining 4 Competence Unit points on 2
  sub-skill levels in the use of long one-handed weapons so that
  he may realise his ambition to be a swordsman .
  pikeman of the
  Legion of Searing Flame
  10th imperial Heavy Infantry
  Melee weapon sub-skills
  Shield'
  1
  Dagger/knife fighting"
  1
  Short one-handed weapon : sword, axe,
  mace, club, war-hammer, etc .
  1 .
  Long one-handed weapon : sword, axe, mace,
  club, war-hammer, flail, etc .
  2
  Two-handed weapon: sword, axe, mace, club, flail, etc.
  3
  Polearm : halberd, bill, etc.
  2
  Short thrusting spear
  1
  Long spear
  1
  Pike""
  1
  Fisticuffs and brawling"
  2
  Wrestling (Chardge); cf. Sec . 1 .960
  3
  QuarterstafI (Kichhna) ; cf . Sec . 1 .960"
  3
  Unarmed martial arts (Dedarati or Hu'bn), cf. Sec . 1 .960*
  4
  Florentine-style fighting ; cf . Sec . 1 .960
  4
  Missile weapon sub-skills
  Dagger/knife throwing"
  1
  Melee-weapon throwing (club, axe, etc .)
  1
  Javelin, dart, throwing spear
  1
  Staff-sling
  1
  Sling
  2
  Short bow, longbow
  3
  Composite bow
  3
  Light crossbow (cocked with a "goat's foot" lever)
  2
  Medium or heavy crossbow (cocked with a winch)
  2
  Bolas"'
  2
  Blowgun"'
  2
  Artillery"
  3
  
  2.240. PROFESSION, INCOME,AND DPENDMMES.
  2.241 . PROFE3310N .
  A character may start the game employed or unemployed . This
  depends upon the character's background, the playing style of
  the group, and the player's choice . It is assumed that a character
  who has a post is performing his/her duties and is earning a living,
  while an unemployed person has no source of income and seeks
  change, adventure, and new fields. An employed individual must
  devote time to the job, obey his/her superior's commands, and
  not go wandering off without permission . One who has no em-
  ployment is not so restricted but has no regular income and
  must live on his/her personal funds (Sec . 2.235) until a suitable
  opportunity for a post appears .
  It Is not intended to lock players into "character classes" or
  "professions" which cannot be changed during the game . Pre-
  ceding Sections have provided the means to develop characters
  with a variety of backgrounds and skills . What one makes of one's
  character depends upon how these qualifications are used . One
  can take one of the skills acquired in Sec. 2.239 as one's pro-
  fession, put all of one's skill points into it, and add to this exper-
  tise during the game to create a highly trained but narrow spe-
  cialist . One can also acquire single levels of several skills and
  develop this or that one as the occasion arises . One can remain
  in the same profession throughout one's "game life," or one can
  change occupations whenever fortune appears to beckon . One
  can disregard social status and strive instead to become a learned
  scholar, or perhaps one may wish to hone one's fighting abilities
  to perfection and become the greatest warrior who ever lived-
  while holding no social rank whatsoever! On the other hand, one
  can work one's way up through the echelons of the bureaucracies
  and eventually command whole legions of soldiers or entire
  temples full of scholars . As in the game of life itself, this game
  is largely what the players (and the referee-who in some circles
  is rather blasphemously and humourously referred to as "god")
  choose to make of it .
  To sum up, one's profession !s the job one holds : the way one
  earns one's living . One's skills may be central to this profession ;
  they may also be quite different from it, or only ancillary to it . A
  character may try to develop two or more professions, providing
  that he/she has the time to devote to them . (One cultural restric-
  tion on this will be noted below .) A character may have no fixed
  profession : a Jack-of-all-trades, a roustabout, a marketplace
  ruffian, or a noble dilettante . Skill development helps one's pro-
  fessional advancement, of course, although it is by no means
  the only factor. Indeed, the methods by which one develops skills
  are kept quite separate from the game mechanisms which pro-
  vide social rank and promotion . These will be detailed below .
  A "profession" once chosen is entered upon the Character Re-
  cord Sheet. It is given a small benefit amongst one's other skills ;
  cf. Sec . 2.423 .
  A character may even lie about his/her profession (to the non-
  player characters and to the other players, but not, of course, to
  the referee) . If such a fraud or braggart is found out the conse-
  quences may be severe, according to the circumstances . AllnA
  has told Charg6sh the tale of one BothOna hiTekkun6, a putative
  priest of Vim6hla of the 14th Circle who claimed to be a mighty
  sorcerer from the far-off city of Pages in Mu'ugalavyA . At first
  this worthy was held in high esteem . He was given the post of
  Opener of the Mouth of Fire in the temple rituals, a stipend as
  a scholar, access to the innermost libraries, and many other pri-
  vileges . He gave himself away, however, through ignorance of
  the rites of the 10th Circle . Before he could be seized he managed
  to abscond with several valuable books and scrolls . He was ap-
  prehended six months later pretending to be a priest of HnAlla
  4 7
  in ThrAya. The details of his fate need not be set down here
  .
  Although most of the skills listed in Sec . 2.239 can be used
  as professions and "gamed," many would be boring to play for
  any length of time . Who would wish to live out the humdrum
  lives of a baker, a bootmaker, a carpenter, an official in some
  petty bureau, or even a courtier in attendance upon the Petal
  Throne itself? The skills of greatest interest in an "adventure
  game" are those which help the characters perform "deeds of
  derring-do ." All others serve only as "background" : useful, per-
  haps, or even focal in one or another scenario, but not the sorts
  of professions to be centrally "gamed ."
  The choice of which skills to emphasize is contingent upon
  the preferred gaming style of the group . There are only two vital
  skills for those who enjoy a "pure adventure game" with a mini-
  mum of social frills: Warrior and Sorcerer. The former functions
  as "the infantry" and the latter as "the artillery" in combating
  foes and gleaning treasures . All other skills are subsidiary . One
  does need an armourer at times, or a jeweller-goldsmith to eval-
  uate one's discoveries . A physician is important, as is a lock-
  smith . Such talents as swimming, hunting, mountain-climbing,
  making ropes and nets, tracking, making arrows and repairing
  bows are all helpful but are not absolutely essential .
  Those who would enjoy greater interaction with the cultures
  of TAkumel cannot ignore the "adventure" skills just mentioned
  above . They may also wish to stress those skills which provide
  rank and social position : Priest, Official, and Soldier. Merchants,
  ship captains, and businessmen may be welcome in such a party
  as well, as will be those who can help with the expertise of a
  "scholarly" skill : e.g
  . Botanist, Geographer, Historian, etc .
  Only those whose gaming style focuses strongly upon politics,
  religion, court intrigues, and the subtler refinements of society
  need acquire such skills as Author, Courtesan/Don Juan, Dancer,
  Etiquette and Courtly Manners, Musician, Orator, Poet, and the
  like . These abilities may be of little use in a rough and ready "ad-
  venture" scenario, but they can be crucial to success in a game
  containing a larger "cultural" component .
  Languages were stressed in Secs . 2.232 and 2.239. TAkumel
  has no universally intelligible lingua franca . The tribal Speaker,
  the urban or upper class Interpreter, and the student of ancient
  or classical languages thus all have important roles to play. Lin-
  guistic expertise is important even for "pure adventure" gaming :
  someone has to be able to converse with strangers, read books
  and scrolls, scan inscriptions, and decipher the despairing graf-
  fiti of previous adventurers in the catacombs.
  It is now useful to consider the "professional" ramifications
  of some of the skills listed in Sec . 2.239 . What sorts of jobs can
  persons with these skills hold or expect to find? How much these
  occupations pay will be discussed in the next Section . Major
  categories include:
  1 . Non-remunerative skills: Reading/writing and Swimmer have
  no professional relevance at all . They are useful competences
  but cannot be used to earn money .
  2 . Tribal skills: within the tribal habitat a tribesman or woman
  probably earns no money at all but uses his/her skills to
  obtain food, construct a dwelling, make clothing and wea-
  pons, and participate in the life of the group . A tribal per-
  son who has wandered out into one of the great empires
  is most likely to be unemployed, or at most to hold such
  menial jobs as sweeper, common labourer, potboy, etc .
  Such jobs require no skills and pay correspondingly little .
  An intelligent tribal youth may apply for admission to a priest-
  hood as an Acolyte (Sec . 1 .832) . A tribal warrior may simi-
  larly hire out as a caravan guard, a private bodyguard, or
  personal retainer . He/she may also enlist in a military unit .
  This is a difficult course at first ; lowly tribesmen are recruited
  
  into the least prestigious contingents : small town militia,
  the S9kbe Road guards, and the scruffy "legions" of mer-
  cenaries maintained by some of the great empires as auxi-
  liary troops . Such a person's original tribal skills can only
  be employed if some patron sees a need for them : e.g . a
  noble hunter who requires a guide, a scholar who is Inter-
  ested in tribal lore (or perhaps in certain ruins lost in the
  jungles?), a businessman who wishes to exploit new mar-
  kets, or an explorer who seeks new lands, various minerals,
  valuable animals and plants, or other oddities . Several fur-
  ther possibilities exist, but it is a rare tribesman indeed who
  can rise to fame and fortune on the basis of tribal skills a-
  lone . A tribal character will thus need the help of the referee's
  non-player characters (and perhaps of the other player char-
  acters as well) until he/she can gain competence and ac-
  ceptance in a profession valued by the societies of the
  Five Empires.
  3 . Rural and urban artisan skills: these provide a steady oc-
  cupation and a little (very little!) remuneration . Farmers,
  bakers, barbers, potters, smiths, etc . may pursue their clan
  occupations throughout their lives, become "Senior Master-
  Craftsmen," and eventually attain some social rank within
  their clans (Sec . 1 .840) . As said above, it would be tedious
  to play out these careers for any length of time . An artisan
  character may thus begin the game so employed, but he/she
  should attempt to acquire competence in one or more of
  the "adventure" skills as soon as possible. Most clans want
  their members to succeed in the world-a clanbrother or
  sister in a high post can aid the clan as much as it can aid
  him/her-and if the clan has funds to spare, it may advance
  these to the character for projects it considers worthwhile.
  A few urban skills can indeed be kept as a character's cen-
  tral profession, or at least as major secondary competences .
  Any party might be glad to have an apothecary, an armourer,
  a fletcher, a jeweller-goldsmith, an interpreter, a locksmith,
  a sailor, or even a lowly rope/net maker in its ranks . A phy-
  sician is even more vital to a party's wellbeing . Such char-
  acters may then acquire secondary competences in fighting,
  sorcery, or other "adventure" skills . Some (e.g. the physician,
  the lawyer, the scribe-accountant, and the sorcerer) can
  be effectively combined with the profession of priest .
  4 . Mercantile skills : Merchant, Moneylender, Ship Captain
  (and also Slaver, if one can endure the social stigma) can
  all be developed into primary professions . Again, they may
  be combined with secondary fighting abilities and other
  "adventure" skills. The same is true of the three upper class
  "Administrator" skills.
  5 . Ranked skills : the only skills which lead to social rank and
  position within the hierarchies of the Five Empires and most
  smaller states are : Official, Priest, and Soldier. These can
  serve as central professions, providing that players are willing
  to accept the duties of their posts . Any Institutionalised
  system frowns upon its members wandering off to "adven-
  ture" whenever the whim seizes them, and the superiors
  of the organisation may issue commands or give their under-
  lings missions to perform . These obligations cannot be re-
  fused or shirked without harming one's position in the
  hierarchy .
  6 . Upper class "knowledge" skills : fields such as Botanist,
  Geologist, Geographer, Physician, Philosopher, Historian,
  etc
  . are usually the pursuits of the privileged priestly class.
  Occasionally one encounters a person with both scholarly
  and priestly training in the service of a government, an army
  high command, a prince or other wealthy noble, or even a
  powerful clan . The temples frequently hire their specialists
  out in this fashion, but such employment is rarely long-term
  4 8
  except in the case of government service
  : e.g . dozens of
  scholars in many fields work in the labyrinthine offices and
  archives at AvanthAr (Sec . 1 .422) . Only a wealthy dilettante
  can afford to seam such a skill independently. Poorer scholars
  must work for pay-a temple stipend, a government salary,
  or fees charged to a discreet clientele-but the wealthier
  classes are not expected to earn money directly, and it would
  be demeaning for a noble to practice medicine, engineering,
  astrology, or the like In the marketplace . He may indeed
  practice or teach within his temple's precincts, but any fees
  received will probably be donated to the temple coffers.
  He may even refuse the monthly stipend paid to all regular
  priests . Prince HekkunAkte TlakotAni, the clan-uncle of the
  present Emperor, for example, practiced surgery daily at
  the Temple of Ketbngku in B6y S6 and never took money
  from anyone . (he Is now retired and lives at Avanth9r .) It is
  thus feasible for a character to develop one of the "know-
  ledge" skills as his/her primary profession and practice it
  as a lay priest in private life . It is more likely that such a skill
  should be secondary, however, and the character's profes-
  sion will then be that of priest, lay priest, or official (with
  temple training) . A very wealthy character who pursues one
  of these fields as a personal hobby should not charge for
  his/her services at all . All such characters may also acquire
  one or another "adventure" skill to aid them in gaming .
  7. Upper class "refinement" skills : many aristocratic pursuits
  have little or no professional relevance . All of the "collector"
  skills (e.g
  . Arms and Armour Collector, Numismatist, etc .)
  and such talents as Artist/sculptor, Author, Courtesan/Don
  Juan, Dancer, Etiquette and Courtly Manners, Falconer,
  Hunter, Musician, Orator, Poet, and Wine Connoisseur are
  important for an aristocratic life-style but earn no money
  and are not considered to be "professions." The only income
  producing vocations thought proper for an upper class per-
  son are the "ranked" skills (Official, Priest, and Soldier) and
  those which involve the supervision of "noble" enterprises
  (i.e . the three "Administrator" skills) .
  The four skills most attractive, perhaps, to players in an "ad-
  venture" game have been left to the last. The professional rami-
  fications of the skills of Assassin, Shaman, Sorcerer, and Warrior
  are as follows:
  8. Assassin : the social position of the small and close-knit
  assassin clans is detailed !n Secs . 1 .422, 1.550, and 1 .740,
  and the weapons of the assassin are described In Sec. 1.960.
  A player may take the skill of Assassin as his/her profession
  only if the referee permits . The expertise of this skill can
  be acquired in no other way: those who do not belong to one
  of these clans and follow this profession cannot learn this
  skill at all . While being an assassin holds an attraction for
  some players, it creates problems in the game . Not only
  must the cultural and legal role of the assassin clans be
  thoroughly understood, but the player must always be gov-
  erned by the dictates of the clan elders and must try to per.
  form whatever missions they command . Being an assassin
  thus hampers the player's freedom of action, and it also
  requires special efforts on the part of the referee: e.g . an
  assassin usually carries out his/her mission alone or only
  in the company of fellow assassins, and it may then be ne-
  cessary to game separately with the assassins of the player
  party and exclude those who are not assassins, If the re-
  feree's secrets are to be kept . Between missions an assassin
  is supported by his/her clan and may then socialise with
  non-assassins (who are preferably not told of the character's
  real profession)
  . An assassin can never quit his/her clan
  and profession and hope to remain alive within the boun-
  
  daries of the Five Empires and their client states. An assassin
  who runs off to some remote tribal area or distant country
  may survive, but he/she will be a very lonely individual indeed
  -and one who can neverrelax his/hervigilance .
  9 . Shaman: the tribal shaman functions as the priest, physician,
  and sorcerer of his/her community. While resident with his/her
  tribe, a shaman receives no money for services rendered but
  may be given special cuts of meat, a house, a spouse or
  spouses, and other privileges. The customs of various tribal
  societies differ, cf . Secs. 1.620 and 1.832. A shaman will
  have some minor healing skills and also has access to other-
  planar power. He/she may thus acquire spells similar to those
  used by the sorcerers of the larger states. Shamanistic magic
  is neither as systematic nor as well developed as that of
  the larger, literate cultures, however. (Lists of spells appro-
  priate for a shaman will be provided later.) When shamans
  migrate out into one of the great empires, moreover, they
  find that while they possess some of the powers of their
  urban counterparts, they lack the prestige and the social
  recognition . Most shamans therefore apply to one of the
  temples, and if they possess the requisite mental and psychic
  qualifications, they are inducted as Acolytes. Within a few
  months they may be initiated into the priesthood . Their
  careers then progress much like those of other priests and
  sorcerers . At the start of the game, a tribal shaman may
  begin as a newcomer to the referee's starting locale: un-
  employed and seeking admission to a temple. If the player
  has the skill points to buy a minimum of 2 levels of the skill
  of Priest from the rural or urban lists, it is assumed that he/
  she has lived long enough in the place to join a temple and
  become partially acculturated . A shaman who is not a mem-
  ber of any priesthood will find that no temple will teach him/
  her its magic at any price . The temples are proud, jealous
  of their erudition, and totally uninterested in teaching those
  who are not priests or lay priests of their sects. As the Tsol-
  y9ni proverb says, "Who serves not the Faith benefits not
  from the Faith ." Within his/her own tribal society, on the
  other hand, a shaman learns new spells from the older and
  wiser shamans of the tribe . Advanced shamans may also
  acquire some of their powers from "dreams" and "spirit-
  quests ." These are really contacts between the Chusdtl
  "Shadow-Self" (Sec. 1 .620) and certain other-planar beings
  who may appear during a trance or sleep in the guise of
  animal totems or the ghosts of dead ancestors . More will
  be said of this process below.
  10 . Sonerer: the professions open to practitioners of magi: Include:
  a. Priest : as with others of the scholarly "knowledge"
  skills, sorcery is mainly the province of the temples.
  Sorcerer-priests thus live and work in their temples,
  teach, study, subscribe to the temple regimen, and
  participate in the rituals and other activities. They must
  devote a percentage of their time to their duties, and
  they must obey their superiors' commands . They may
  socialise as they please during their leisure hours, but
  they cannot ignore an order or wander off without having
  to pay the penalty : anything from extra duty in the kit-
  chens, to ritual guard duty in the dark underground
  sanctuaries, to pay stoppage, to corporal punishment,
  to demotion, to expulsion from the clergy, or worse,
  depending upon the circumstances . A priest's daily
  round of work need not be gamed, of course, but the
  characters freedom of action is likely to be somewhat
  circumscribed. In compensation, it must be noted that
  aclever priest can gain promotion faster than a lay priest ;
  he/she has greater access to the sect's politics and
  49
  Intrigues ; and It Is easier for a priest to acquire other
  knowledge skills, a secret temple language (Sec .
  1.711).
  and the high-level temple spells (Sec . 1 .620) than may
  be possible for a lay priest who remains a little apart
  from the centre of temple affairs . See also Sec. 1.832 .
  b . Lay Priest : options available to this type of sorcerer include,
  1. A lay priest may take service with a noble patron
  or clan . This first entails being a "house-priest" :
  someone who performs the daily rituals, does minor
  healing, acts as tutor for the children, and wards
  off bad luck A young sorcerer who shows promise
  may be aided by the patron to study and acquire
  greater skill . He/she may then function as a "ma-
  gical bodyguard ;" setting up warding spells to pro-
  tect the patron, guarding him/her on missions, and
  acting as advisor . As such a person gains repute,
  his/her services will be sought by higher and higher
  clans and patrons, and the best such specialists
  are well paid, carefully protected-and watched .
  Such wizards as Vridbkka hiTIAlsu, who watches
  over SArku-worshipping
  Prince Dhich'un6, and
  gnarled little Doctor ChekrAsh, the sorcerous men-
  tor of Princess Ma'in (Sec . 1 .380), are justly famous.
  Whether or not the post of Personal Sorcerer to a
  member of a royal family can be enjoyably gamed
  is another matter, however, princes and princesses
  do not often wander off on private "adventures,"
  and the daily palace routine may be boring for many
  players .
  ii . A lay priest may become an apprentice to an older
  and more experienced lay priest who has a private
  practice. Initially a young assistant may be put to
  washing pots, cooking, grinding chemicals, and
  cleaning the master's bedpan . As time goes on,
  he/she may become senior amongst the master's
  apprentices, be given more interesting tasks, be
  sent off on missions, assist in rituals and major
  spells, and eventually achieve independence and
  a following of his/her own . Although not as good
  as that of the temple academies, the instruction
  obtainable from a true lay priest mage can be quite
  useful, and a student can always visit the libraries
  and teachers of his/her temple .
  III
  . A youthful graduate of the temple academies can
  also set up shop In the marketplace at once . Cus-
  tomers will want healing, love potions, help in find-
  Ing lost objects or persons, good luck charms, an
  exorcism now and then, and other magical aid . A
  "bazaar sorcerer" does not earn much, particularly
  at first, and must strive to build up a clientele .
  Iv. The armies of the Five Empires and many smaller
  states also employ both priests and lay priests to
  serve In their battlefield magical contingents (Sec .
  1 .821) . This requires special training (see below),
  and It offers comparatively little in the way of re-
  muneration or prestige. A sorcerer who wishes to
  enter this field should acquire at least 3 levels of
  the skill of Soldier and perhaps 2 or 3 of Warrior .
  11 . Warrior : the following professional opportunities are open
  to fighters :
  a . Most warriors are also soldiers . The Five Empires and
  most smaller states are constantly in need of troops,
  and it is easy to enlist . The most prestigious legions
  are harder to join, expensive (requiring "inducements"
  to officers and the recruiting masters of the Palace of
  
  Ever-Glorious War, cf . Sec. 1.810), and quite class-con-
  scious : foreigners and lower class citizens need not
  apply. A soldier in a good legion is also expected to
  maintain a suitably opulent life-style, and many a poorer
  clan has scrimped and saved to buy accoutrements
  and armour for one of its promising young scions . Aside
  from the various standing armies (Secs. 1.821 and 1 .822),
  a soldier may enlist in such less discriminating units
  as the Sbkbe Road guards, a temple guard unit, a city
  militia, the tomb police, or even a prison guard con-
  tingent (Sec . 1 .740) . In the smaller states these distinc-
  tions may not exist, and all of the shabby retainers of
  this or that petty "king" or prince may grandly call them-
  selves "soldiers." Being In the military again places
  some limitations upon a character's freedom of action :
  one may remain idle in training, be sent off to battle,
  given guard duty in some Imperial bureau, or be sent
  off to a lonely watchtower on the frontiers of desolation .
  Orders must be obeyed . Military justice is, to say the
  least, severe .
  b. Many fighters seek employment in the personal entourage
  of a noble, an official, a high clan elder, and the like .
  By combining the skills of Warrior and Priest, one can
  be hired to guard the pontiff of a temple . These posts
  are all similar to formal army service but tend to be less
  restictive and structured. They also pay less, carry less
  prestige, and offer less hope of social advancement.
  In time, however, with the favour of one's patron, good
  connections, and money, a clever and ambitious re-
  tainer can aspire to a respectable place in society.
  c. Free-lance fighters are often hired for short periods
  to serve as caravan guards, bodyguards for those who
  need extra protection, sentries for a clan's warehouses
  and goods, and other temporary purposes . A warrior
  who has something of the skill of Sailor may be hired
  as a member of the fighting complement of a merchant
  vessel . (Naval personnel require some abilities as soldiers,
  however, in addition .) Such itinerant mercenaries are
  poorly paid, hold low social positions, and have short
  life-expectancies . Even if they become wealthy (e.g .
  through a lucky find of treasure in the catacombs), they
  will find It hard to gain respect in the culture . The best
  warrior in the world Is only a common ruffian unless
  he/she also belongs to a good clan, holds an office or
  rank, and acquires the veneer of the upper classes. As
  a rare example of success, one may cite the career of
  KorOnme hiChaishybni, whocame to Jak9lla as an im-
  poverished foreign immigrant some years ago. After
  working for a time as a low-class mercenary for one of
  the less affluent members of the Clan of Sea Blue (Sec.
  1 .550)-who also operated certain less reputable en-
  terprises on the side-Kor(Gnme's fighting prowess
  (plus the wealth he had managed to acquire from his
  patron's ventures) earned him a place In the Legion of
  SArqu, Sword of the Empire (14th Imperial Heavy Infan-
  try) . Further adventures brought him to the personal
  notice of General SArqu, and he was slowly promoted
  up through the ranks to the post of Molkbr of the Legion
  (Sec . 1.821) . KorOnme's loyalty to his General-plus
  the need to fill a gap In the power stucture of the Mili-
  tary Party (Sec . 1 .380) created by the untimely death
  of the commander of the Legion of Mnbshu of Thri'il
  (10th Imperial Medium Infantry)-caused General SArqu
  tp propose KorOnme for the vacant post . Prince Eseln6
  the leader of the Military Party, concurred . To delay
  5 0
  while seeking a more aristocratic candidate would give
  the Prince's rivals time to offer a replacement of their
  own. In order to make Korgnme palatable to the court
  at Avanthbr, General SArqu obtained a special dispen-
  sation from his clan (the Golden Sunburst ; Sec. 1 .550)
  and adopted KorOnme into its ranks-indeed, into his
  own lineage, the Chaishybni . He further strengthened
  this bond by marrying his sister, Neibl, to the foreigner.
  The Military Party has thus taken a rather long gamble
  on this person, much to the chagrin-and envy-of
  Its opponents. Such occurences are very uncommon,
  but others can be found in the history of the Five Empires.
  It is somewhat easier to rise in this fashion in the smaller,
  less structured states : e.g . Akurghb, the Warlord of
  PelesAr in Milumanayb, was once a common soldier
  in the Mu'ugalavybni army . The best example of all,
  perhaps, is the career of Baron Aid of Ybn Kbr (Sec. 1 .380).
  d. As a last choice, a warrior can become a gladiator in
  one of the Hirilbkte Arenas (Secs. 1 .422 and 1.740). An
  experienced fighter can earn considerable wealth in
  this way and enjoy the plaudits of the multitudes . Glad-
  iators have no lasting prestige, however, and once their
  bodies have been dragged out of the arena, they are
  quickly forgotten . Only a very few such warriors (in-
  cluding several AridAni women and an occasional non-
  human) have been clever enough to quit while still alive,
  invest their winnings in a business, and move up into
  the higher spheres of society. One instance of this is
  is HarOkka hiTuminb
  . (The son of a freed slave, this
  man has no right to the famous TuminA lineage-name,
  but his braggadocio is known to all, and nobody really
  minds.) After making a fortune as a gladiator in the arenas
  of B2y SO and Jakblla, Harbkka retired, bought mem-
  bership in a decent, middle-class clan (the Blazoned
  Sail ; cf . Sec. 1 .550), and invested in the clan's shipping
  ventures . He has also acquired two wives, six concu-
  bines, eleven children, and a permanent audience of
  admiring striplings to whom he endlessly recounts
  the exploits of his youth.
  As can be seen from the foregoing, the term "profession" in
  this game does not denote a fixed "character class" but rather
  only the means by which a character makes his/her living . Each
  player strives to put together a "package" of useful and relevant
  skills from the lists given in Sec. 2.239, develop these as the op-
  portunity arises, and expolit them to obtain better and better
  jobs in his/her field of greatest interest. Most players will choose
  one or more of the "adventure" skills, perhaps one of the "ranked"
  skills to provide a basis for later social advancement, a "know-
  ledge" skill if possible, and whatever else seems likely to come
  in handy.
  Only one combination is really difficult to develop to any great
  degree: Warrior and Sorcerer (or Assassin-Sorcerer, Warrior-Shaman,
  Assassin-Shaman) . The reason for this Is cultural . No temple is
  willing to invest its time, energy, and instruction in a person who
  Is not going to serve Its goals as a priest or lay priest . Similarly,
  no army or military organization is going to want to train an in-
  dividual who spends a good part of his/her time at a temple prac-
  ticing spells . In game terms, thus, a priest, lay priest, or shaman
  can acquire no more than 5 levels of the Warrior skill (and none
  at all of the Assassin skill, unless he/she Is a member of one of
  the assassin clans) . Conversely, no fighter, soldier, or assassin
  can obtain more than 5 levels of Sorcerer or Shaman . Upon reach-
  Ing this stage, a priesthood will simply refuse to accept the per-
  son into its classes, and a military superior will tell him/her to
  get back to the business of soldiering. Even a wealthy dilettante
  
  will find It hard to develop these two skill categories simulta-
  neously . Private tutors are indeed available, but at the higher
  levels really good instruction can only come through a temple
  academy (or senior lay priest mage) on the one hand, or through
  a military legion or duelling master's school on the other (Sec .
  1 .960) . Both of these would rather attend to their more devoted
  students, and neither would wish to waste time on someone
  who cannot make up his/her mind between these two fields .
  Nothing precludes a character from becoming both a priest
  and a soldier, of course . Such a person can become a temple
  guard or a member of one of the temple-supported legions . See
  also Sec . 1 .950 for the deleterious effects of metal weapons,
  armour, etc . upon magic .
  The professions open to nonhumans are largely governed by
  their racial talents and predilections (Secs . 1.413 and 2.223) .
  Most such characters will either be fighters (including soldiers
  but not assassins-the clans of the latter do not admit non-
  humans) or priests (including ritual priests, lay priests, sorcerers,
  and specialists in the other "knowledge" skills) . Some nonhumans
  (e.g . the Pygmy Folk) are frequently found as merchants ; the
  Swamp Folk excel as sailors and ship captains ; the Tinalfya are
  fine scholars; the Shen and the Ahoggy9 make excellent war-
  riors, etc . Very few nonhumans are to be found in the "rural" or
  "artisan" professions in the Five Empires, although these are
  common enough within their own enclaves . The referee may
  also create specifically "nonhuman" skills, if desired . It is per-
  haps easier to ignore these unless they become directly relevant
  to the scenario .
  Chargesh hiVriddi has already made his professional choice :
  to be a soldier . As a worshipper of Vimbhla, he would like to join
  the Legion of the Lord of Red Devastation (18th Imperial Medium
  Infantry), but his modified Height-Build-Strength factor (Sec .
  2.213) is only 66, and a minimum of 75 is needed to wield the
  great two-handed swords favoured by this unit . He could join
  the old and respected Legion of the Clan of the Broken Bough
  (19th Imperial Archers), which serves Vimbhla and is based at
  Fasfltum, but he does not fancy himself an archer-missile troops
  have less prestige than the heavy and medium infantry of the
  Imperium . He therefore opts to enlist in the Legion of the Searing
  Flame (10th Imperial Heavy Infantry), an ancient unit which had
  been disbanded during the reign of Emperor Metlunel I "the
  Foolish" (Sec . 1 .370) and is only now being revived under the
  patronage of Prince Mirusfya (Sec . 1.380) . This legion uses the
  pike and has the long sword as its secondary weapon . Chargesh
  is ignorant of the former but feels he can easily learn-"Just
  poking with a long stick," as his old mentor, KelmAru hiVrfddi
  (Sec . 2.236) used to tell him . Swordsmanship has always Inter.
  ested Chargesh, on the other hand, and he already has acquired
  a little competence as a warrior (Sec . 2.239), which he now ap-
  plies to the mastery of the long sword. The Vriddi clan is pleased
  to support Chargesh' application for enlistment . He begs the
  use of a steel breastplate from the clan armoury, receives a steel
  helmet as a gift from his clan-fathers, and soon finds himself
  marching off to B6y SO in the legion's second Cohort (Sec . 1.821) .
  From there it is rumoured that the unit will join the great army
  being sent north to Thri'il and thence through the Pass of Skulls
  to fight the Baron's allies, the Sag AllagiyAni.
  Alin9 hiNakkodAi also has her profession firmly in mind . She
  is a priestess of the 2nd Circle, a good candidate for further pro-
  motion, and a student of sorcery, alchemy, and history. Chargesh
  pleads with her to take up battlefield magic so that she can be
  with him in the magic-using contingent of his legion (Sec . 1 .821).
  Alin9, however, has no wish to go trudging off through the dust
  and heat to fight some distant, meaningless war. She thus bids
  him farewell with many tears-not all of them insincere by any
  means .
  5 1
  Chekb'unish Arodle has planned quite another type of career.
  Much money can be made from supplying the troops of the Tsol-
  y9ni, and he therefore joins a caravan headed north with a clan-
  owned cargo of Chlen-hide shields and weapons to be sold in
  Thri'il . In this, he himself has also invested his own meagre savings
  of 550 K9itars . He is surprised and pleased to see his friend,
  Chargesh hiVrfddi, striding along the S9kbe road attired in a new
  and resplendent uniform of a legion unfamiliar to Chekb'unish .
  Chargesh has given his ill-fitting steel breastplate and heavy
  helmet over to one of his two clan-provided slaves to carry for
  him, but it is obvious that he is still unaccustomed to the heat
  and the hardships of travel . Two K9itars of "inducements" are
  enough to obtain permission for Chargesh to ride in one of Che-
  kb'unish' Chlen carts, and the journey is much cheerier thereafter.
  Chekb'unish hopes that his comrade's military status will protect
  the caravan from the roistering troopers and camp-followers
  who throng the caravanserais along the S9kbe roads at night
  (Sec . 1.423) .
  2.242 . INCOME .
  Characters who have regular jobs earn monthly incomes . Cer-
  tain scions of wealthy clans may receive allowances from their
  kinsmen similarly . The earnings of both of these types of char-
  acters are computed from the tables provided below . This Sec-
  tion does not apply to the following: the unemployed, those who
  only take temporary jobs and missions, tribal persons within
  their own home locales (i.e . where money is little known and
  used ; Sec . 2.241), and aristocrats who have neither a job nor a
  clan allowance .
  Income gained through employment is quite different from
  family wealth and also from a character's personal wealth at the
  start of the game (Sec. 2.235). The former does not really belong
  to the character but to his lineage, while the latter is what he/she
  has to begin with and is never replenished .
  A salary or stipend remains the same until the character's
  employment status changes. The income of a self-employed
  person, businessman, or private practitioner (e.g . a physician)
  is rerolled at the end of each game month and may thus vary
  considerably .
  1 . As stated in Sec . 2.241, the skills of Reading/writing, Swim-
  mer, and Language earn no money .
  2 . Slaves : the lowest of the low receive no wages but may be
  given a copper Qirgdl (Sec . 1 .731) now and then for spending
  money . An owner is responsible for a slave's upkeep, of
  course ; cf . Sec . 2.243. More valuable slaves-concubines,
  entertainers, tutors, fine cooks, majordomos, and the like-
  are not paid salaries but do expect better food and clothing,
  more money and gifts, and some leisure time ; see Sec . 1.721 .
  3.Servants: household help, sweepers, maids, butlers, stewards,
  bodyguards, and other non-slave employees earn according
  to the locale in which the post is held: a rural peasant clan-
  house, a middle-class urban dwelling, a wealthy urban clan-
  house or mansion, or a noble palace . Wages differ from
  country to country, moreover: In one of the smaller states
  (e.g . PechAno, H81da Pakela) they must be reduced by 25
  percent, and by as much as 50 percent In one of the towns
  on the periphery (e.g . KilalAmmu, RannAlu, or Nuru'bn) . To
  find a servitor's salary, one cross-references the type of
  work performed with the locale of the post . This produces
  a minimum (in some cases zero) to which one adds the score
  of a die or dice . The latter may be multiplied or divided by a
  further factor. e.g . "10+(D10x2)"=10 K9itars plus the score
  of a 10-sided die, the latter being multiplied by 2 . Kasbru,
  Chargesh' family butler, belongs to this category: he earns
  10+ his die score of 8x2= 10+ 16= 26 K9itars per month
  .
  
  (Although salaries are produced in Tsolyani KAitars, adjust-
  ments to other currencies can be made from Sec. 1 .731, if
  desired.) A servant who Is unhappy with this salary can either
  quit or ask for more money next month (i.e . a chance to re-
  roll). Too frequent demands may get the employee sacked,
  however.
  a.
  b.
  c.
  servants' wages
  Locales, minimums, dice rolled, modifiers
  'Employees tralned in professions listed In Sec. 2.239 are paid
  according to their skill levels and the complexity of the skill ;
  cf. (4) below. This category includes entertainers, body-
  guards, house-priests, scribe accountants, physicians, cooks,
  and others who work in a household or clanhouse. Nonhuman
  servitors are paid double or triple the salaries earned by hu-
  mans because of their comparative scarcity.
  "Wealthy urban clanhouses and the palaces of the aristo-
  cracy are both included under the heading of "upper class."
  The latter do pay better, of course: half again or double the
  wages produced here. The referee may use further multipliers
  for the household salaries of a prince, ruler, or the Imperial
  palace at AvanthAr.
  "" 'The symbol 'T' denotes "divided by": e.g . D10/2=the soore
  of a 10-sided die divided by 2. Fractions are retained as per-
  centages of one KAitar, cf. Sec. 1.731 .
  4. Skilled employees: one who uses a skill listed in Sec. 2.239
  as a profession and who !s hired by a clan, business, or
  household (i.e . is not self-employed) finds his/her monthly
  salary from the table below. The skills of Assassin, Sor-
  cerer, Warrior, and Priest (only as a "house-priest"; cf. Sec.
  2.241) are Included here since these persons work In "pri-
  vate practice." The "ranked" skills of Official, Priest, and
  Soldier have fixed salary scales and are dealt with under
  (6) . The method of ascertaining a skilled employee's salary
  is as follows:
  The locale of the employment is found, as under (3).
  The employee's skill level (in the leftmost column) is
  cross-referenced with the locale to produce a salary
  minimum, an added random die/dice roll, and some-
  times a multiplier or divisor for the latter, as under (3).
  This gives the salary in Tsolyini KBltars for an "easy"
  skill: i.e . one which costs 5 skill points per level to ac-
  quire in Sec. 2.239. "Easy" also correlates with "lower-
  class" or "menial."
  More complex-and prestigious-skills earn better
  wages. The results of (b) are multiplied as follows:
  52
  Skilled-wage multipliers
  ' Note the exceptions below under (d).
  d. In some cases the complexity of a skill does not cor-
  relate with its earning potential . Such skills and their
  salary multipliers are as follows:
  Free-lance skill multipliers
  Skill and job
  particulars
  Locale
  Rural
  and multi plie r for (b)
  Upper
  Urban
  class
  Priest : as a "house-
  2
  3
  4
  priest" and not a
  member of a temple
  hierarchy
  Sorcerer : In "private
  3
  4
  5
  practice" working
  for a senior sorcerer
  Sorcerer. as a "magi-
  5 (rare)
  5
  7 (and up!)
  cal bodyguard"
  Free-lance warrior:
  0
  2
  4
  as a clan-guard, car-
  avan guard, or
  bodyguard
  Free-lance warrior:
  0
  2
  4
  as a clan-guard, car-
  avan guard, or
  bodyguard
  Free4ance warrior:
  -
  3
  5 (and up!)
  as a gladiator
  Free-lance warrior:
  2 (rare)
  4
  6 (and up !)
  as a noble's body-
  guard
  Assassin
  3 (rare)
  5
  6
  Assassin
  3 (rare)
  4
  6
  Skilled category
  Skill cost per level
  Multiplier for (b)
  Easy (lower-class,
  5
  0
  menial)
  Moderately easy
  10
  2
  (middle-class,
  artisan)
  Complex (upper
  15
  3
  middle-class
  professional)
  Difficult (elite
  20
  4
  professional)'
  Very difficult
  25
  5
  (highest pro-
  (essional)'
  Type of servant'
  Untrained boy/
  girl
  Labourer, porter,
  torchbeaer
  Rural
  Urban
  0+(D10/5)"' 0+(D1013)
  0+(D1013)
  0+(D10Q
  Upperclass"
  0+(D1012)
  0+D10
  Minor lackey,
  0+(D1012)
  0+D10
  5+(DID2)
  flunky, maid
  Butler, overseer
  0+D10
  10+ D10
  10+(D10 x 2)
  Personal valet,
  10+D10
  20 + (D10 x 2)
  30 + (D10 x 3)
  Majordomo,
  30+(D10x2) 50+(D10x3)
  100+(D10x4)
  
  6.
  'One who has no skill levels at all in a profession is at a skill
  level of 0. Such an employee is a rank beginner .
  5. Part-time employees : if needed, a skilled worker's charges
  per hour are computed by dividing the salary produced in
  (4) by 40 (assuming a 40-hour work-week). Part-time employees
  become Important to the game when a character wishes
  to hire a tutor to teach him/her a new skill (Sec . 2.420 ff.) .
  A teacher must have 6 skill levels more than a pupil (Sec .
  2.425), and It is thus unnecessary to give fees for lower-
  level practitioners . Tuition costs are Invariably higher than
  what the same worker might ask per hour for using his/her
  skill. If a skill occurs In more than one provenience column
  in Sec. 2.239, It can be seen that one can hire a cheaper tutor
  by going to less sophisticated locales: e.g . Warrior. A peasant
  teacher of the Warrior skill does charge less than his/her
  urban counterpart, and the latter is less expensive than an
  upper-class duelling master (Sec. 1 .960) . The quality of the
  Instruction varies, of course; a peasant can only teach the
  weapons and techniques used in the villages, whereas an
  upper-class tutor can Impart all of the refinements known
  to the Five Empires . There is also a great difference !n pres-
  tige . Tuition charges are as follows:
  Tuition charges
  Self-employed persons : those who operate their own busi-
  nesses, have private practices (e.g . an Independent physi-
  cian, apothecary, sorcerer, etc.), manage an enterprise for
  their clans, run their own caravans, or sell their own vessels
  also base their monthly Incomes upon the last table In (4),
  above. Business earnings very, however, and must be re-
  calculated at the end of each game month. This is done
  as follows:
  a. An "employee's salary" for the profession is found
  according to the locale and the person's skill level, as
  in (4).
  b. This is first multiplied for skill complexity, as Indicated
  In (4,c). The product Is then further multiplied by a ran-
  dom number generated by a D10 roll . This !s treated as
  prof It or loss, as shown below.
  53
  c. Merchants, slavers, moneylenders, business admini-
  strators, and ship captains who have returned from a
  voyage must take greater risks . Their D10 scores (as
  !n (b)) are Interpreted as follows:
  Merchant Income
  d. Dancers, entertainers, musicians,
  prostitutes, and
  panderers who are independent entrepreneurs Inter-
  pret their D10 roll as shown below:
  Independent entertainers' Income
  dancing
  priestess of
  Dlamdlish
  with silver chains,
  bells, and cere-
  monial stone
  shield used In the
  27th Wicked Act
  Die score
  Multiplier
  Effect upon income
  1
  x 20
  Subtract as loss (calamity!)
  2
  x 20
  Subtract as loss
  35
  x 5
  Subtract as loss
  6-7
  x 5
  Add as income
  8
  X10
  Add as income
  9
  x 20
  Add as income (bonanza!)
  10
  x 50
  Add as income (fortune smiles!)
  Die score
  Multiplier
  Effect upon income
  1-8
  0
  The amount found in (4) Is
  added to one's income
  9
  x 5
  Add to income (tips
  and gratuities)
  10
  X10
  Add to income (tips and
  gratuities from noble patrons)
  Employee's
  skill level
  Salary
  Locales, minimums, dice rolled,
  Rural
  Urban
  and modifiers
  Upper class
  Die score
  1
  Private
  Multiplier
  X10
  practice Income
  Effect upon income
  Subtract as loss
  0-1'
  0+(01013)
  0+(01012)
  0+010
  2-3
  x 5
  Subtract as loss
  2-3
  0+(01012)
  0+010
  5+1310
  4-6
  x 0
  Add as income
  46
  0+010
  5+010
  10+(010x2)
  7-9
  x 5
  Add as income
  7-9
  5+010
  10+(010x2) 30+(010x3)
  10
  X10
  Add as income (a very
  good month!)
  10-12
  10+(010x2)
  20+(010x3)
  50+(010x5)
  13-up
  20+(010x3)
  40+(010x5)
  100+13100
  Locales and tuition costs
  Employee's
  skill level
  Tribal
  Rural
  Urban
  Upper class
  7-9
  1-3
  1-5
  4-13
  16-25
  10-12
  37
  413
  11-20
  21-40
  1315
  6-15
  12-31
  18-37
  26-125
  16-18
  1322
  26-45
  36-135
  100-500
  19-up
  26-125
  41-140
  61-160
  600-1,400
  
  e . Farmers multiply the results of (b) by 2 during the months
  of Did6m and Hal(r (Sec . 1.1050) during which the win-
  ter and summer crops are harvested and sold . Profes-
  sional fishermen similarly multiply the result of (b) by
  2 during the months of Did6m and LangAla when the
  great fish-runs are expected .
  f. It may be interesting to game the activities of a mer-
  chant, ship captain, etc . Some suggestions for this
  are provided in a later Section .
  7 . "Ranked" professions : the emoluments of officials, priests,
  and soldiers are more or less fixed throughout the Five Em-
  pires and their client states. These are as follows:
  a. Officials : bureaucrats are paid according to their Circles
  (Sec . 1.810) . Rural and small town officials earn 25 per-
  cent less than the sums listed below, and those who
  work In a town, large town, or small city receive 10 per-
  cent less . At the highest levels there are many extras
  and perquisites. An Imperial Governer, Legate, or palace
  courtier spends little of his/her salary upon day-to-day
  living. These officials rely instead upon clan or temple
  support to maintain an opulent household, give and
  attend social functions, appear "in state" at ceremonies,
  and make lavish gifts to their supporters . Internationally,
  the Mu'ugalavy9ni pay their administrators 10 percent
  more than the TsolyAni scale, the Salarvyini 10 percent
  less, and the other two empires about the same . Bu-
  reaucrats in the smaller states (e.g . Pijena, Sag Allaqi)
  receive 20 percent less, and officials of the little prin-
  cipalities of the periphery (e .g . the towns of N'10ss,
  KilalAmmu, and Nuru'0n) earn 50 percent less . Official
  salaries (in TsolyAni KAitars) are as follows :
  Official salaries
  b . Priests: the Circles of the priesthoods are paid as given
  above for officials . A priest of a Cohort (Sec. 1.610)
  receives 10 percent less than a servitor of a major deity.
  Various types of priests are also paid differently- ritual
  priests (Sec . 1 .832) are paid "at-scale," administrative
  priests 5 percent more, and all others (including scholars
  and lay priests resident in the temple) 5 percent less .
  Temple guards are usually paid as soldiers, although
  a senior pontiff may also employ private bodyguards
  (cf . (4) above) . The highest ecclesiastical posts are ac-
  companied by many perquisites : slaves and servants,
  elegant quarters, the best food and drink, rich vestments,
  education for one's children, and temple priestesses as
  concubines. Internationally, the LivyAni compensate their
  clergy the best, paying up to 20 percent more than their
  TsolyAni counterparts . The Salarvybni pay 10 percent
  less, and the other empires about the same. The smaller
  5 4
  states (e .g . PechAno) pay 20 percent less, the Nyemesel
  Isles 10 percent more, Tsolei 30 percent less, the smaller
  states of the far northeast 40 percent less, and the
  Ghat6ni are the worst paymasters of all : their clergy
  receive no more than food and clothing, and they are
  sometimes whipped through the streets when the fishing
  Is poor or there has been a natural catastrophe. For
  the tribal shaman, cf . Sec . 2.241(9).
  c . Soldiers : military pay is roughly the same throughout
  the Five Empires, although the Mu'ugalavyAni do give
  their troops 5 percent more than the TsolyAni, and cer-
  tain of the Salarvy99ni feudal families pay 10 percent
  less . Soldiers in the smaller states (e.g . MilumanayA,
  Pijena) get 15 percent less, and the shabby soldiery
  of HAida PakAla, the states of the far northeast, TsoW,
  N'16ss, and other peripheral regions receive 50 percent
  less . Temple guard contingents are given 5 percent
  less, SAkbe Road guards 10 percent less, city militia
  and the tomb police 15 percent less, and the constab-
  ulary of a village 50-70 percent less than the wages
  shown below. The private bodyguards of the nobility
  were treated under (4) above . See Sec. 1 .821 . Soldiers'
  wages are :
  Rank
  Soldiers' wages
  Senior
  Lower
  Soldier
  Soldier*
  Subaltern
  (cont .)
  Higher
  Lower
  Subaltern
  Captain
  Officer"
  Pay
  70
  200
  500
  (cont .)
  Higher
  Officer
  General"'
  Pay
  800
  1,500 up
  'The rank of Senior Soldier (Kuruthuni) exists only
  in Tsolyinu ; cf . Sec. 1 .821 . This rate of pay is used for
  the lowest ranks of noncommissioned officers in Mu'-
  ugalavyA and Salarvy2A, however .
  "Only in Tsolyinu is there a rank (the Molk4r) between
  a Captain and a Higher Officer; cf . Sec . 1 .821 .
  "'A General's pay depends upon his/her experience,
  prestige, clan-status, religion, and politics . A new and
  untried General receives the wages given above,
  while a veteran may be paid as much as 4,000 Kiitars
  per month . It is said that General Kettukil hiMraktind,
  First General of the Empire and commander of the
  First Legion of Ever-Present Glory (Sec . 1 .380) earns
  9,000 Kgitars a month .
  8 . Investments : three skills in the upper class list in Sec . 2.239
  provide income . These are:
  Skill
  Particulars
  Administrator
  Investment
  in shops, factories, cara-
  vans, and trade.
  Land and estate
  Investment in farms, orchards, vineyards,
  administrator
  and agricultural products.
  Circle membership
  1
  2
  3
  4
  5
  6
  Pay
  10
  15
  20
  30
  50
  70
  [Cont . ]
  7
  8
  9
  10
  11
  12
  Pay
  90
  110
  150
  200
  300
  500
  [Con t . )
  13
  14
  15
  16
  17
  18
  Pay
  700
  900
  1,000
  1,200
  1,500
  1,800
  [Cont .]
  19
  20
  21
  22-up
  Pay
  1,900
  2,000
  3,000
  5,000-up (varies)
  
  Shipping
  Investment in ships, cargoes, and man
  administrator
  time trade. Each ship
  is calculated
  separately .
  Other types of enterprises can be adapted by the referee.
  An investor need not supervise a venture personally. Hel
  she may be only a "coupon-clipper," investing funds and
  taking a share in the profits (or loss). One who owns a major
  share In an enterprise may play a more active supervisory
  role, if desired. In most cases an investor provides capital
  only for the ventures sponsored by his/her clan, and very
  few thus own diversified holdings in several fields . A clan
  which operates more than one business almost invariably
  has each one managed by a different clan member . See
  Sec. 1.732 ff. The profit or loss from an Investment is cal-
  culated at the end of each game month as follows:
  a. D100 are rolled . The investment skill Is cross-referenced
  with the score to produce a percentage. The amount
  of the Investment Is multiplied by this percentage to
  give a sum in Tsolyini KAitars .
  Investment profit
  b. The sum found under (a) is added to or subtracted from
  the character's treasury according to the results of a
  D10 roll : 1-3 = subtract ; 410= add.
  c. Agricultural and fishing profits and losses may be fur-
  ther doubled during the months noted in (5,e). A D10
  roll is made : 1-8=profit/loss Is not doubled; 9-10=
  profit/loss Is doubled.
  9. Other upper class income: as stated in Sec. 2.241, the other
  skills given in the upper class list in Sec. 2.239 do not pro-
  duce Income as such . Many scholarly skills are assumed
  to be part of a priest's or lay priest's daily tasks, while other
  "noble" pursuits are considered only avocations . There is
  nothing unusual or Ignoble, however, in accepting an hon-
  orarium in cash, kind, or Influence from a superior, a high
  official, or a government for some special service or pro-
  duction. Such a gift may range from 50-100 KAitars for writing
  an historical monograph, to 100-200 KAitars for composing
  a poetic eulogy of one's patron, ruler, or deity, to 1,000-3,000
  KAitars for engineering and building a new fortification, to
  somewhat more for winning a great military victory-etc .
  No exact rules can be given for this, and the referee must
  rely upon the scenario, the nature of the task, and the non-
  player reaction table (given later) to determine how much
  the recipient appreciates the service and what reward Is
  appropriate for it .
  10 . Allowances : a wealthy clan or lineage (of family wealth-
  groups 9-12; cf . Sec. 2.235) may provide an allowance for
  an unemployed young scion, providing that the relation-
  ship Is neutrally friendly, affectionate, or very affectionate .
  (This latter Is ascertained by the referee from a table given
  later.) The amount of this stipend Is found when the char-
  acter begins the game, and It remains constant until he/she
  obtains employment paying a roughly equivalent amount,
  or until he/she does something to Improve or worsen re-
  55
  lations with the clan or lineage, requiring the allowance to
  be rerolled . The amount of an aristocratic stipend is found
  by rolling D100 and multiplying their score by the appro-
  priate figure from the following table:
  Family
  attitude
  neutrally friendly
  Affectionate
  Very affectionate
  Clan allowance
  Family wealth-group and multipliers
  9
  10
  11
  12
  (up)
  x0
  x0
  x2
  x5
  x10
  x0
  x2
  x3
  x6
  x15
  x2
  x3
  x6
  x10
  x20
  . "Inducement" Income/payments: almost everyone gives and
  takes "bribes" as a matter of course. This practice permeates
  all levels of society, and there is nothing "ignoble" about
  it . A villager gets a copper QlrgAl (Sec . 1.731) for showing a
  traveller the road ; an armourer is given a KAitar or so for a
  good piece of work-and for completing it on time ; a gate
  guard receives a few silver HIAsh for letting a suppliant in
  to see an official (much more in an Important case); a scribe
  is rewarded with several HIAsh for NOT putting a dossier
  at the very bottom of his stack of work . At more exalted
  levels, an Imperial Governor Is offered larger sums by clans
  desiring building and supply contracts; a high priest is given
  a tract of land in return for political support; and the grandees
  of the court at AvanthAr are provided with lavish gifts In
  return for laying their clients' petitions before the Petal
  Throne . These "Inducements" may be gamed, of course,
  and in addition each character should also compute an ap-
  proximate monthly average as follows:
  a. One's monthly Income is multiplied by a percentage
  obtained by rolling D100 against the table given be-
  low. Everyone must do this, but only regular income Is
  considered: i.e . salaries, business and investment
  profits, aristocratic allowances, etc. Not included are
  funds generated from Underworld treasure finds, gifts
  or loans from other characters, loot obtained from a
  mission or expedition, and other such non-recurring
  sources. In the case of unemployed characters, the
  referee will set an arbitrary "income" based upon the
  character's visible life-style .
  b. A D10 roll is next made to see whether the sum found
  In (a) is added to the character's treasury as Income
  or subtracted from it as an expenditure that month:
  1-7=the amount is added; 810=the amount is subtracted
  The "inducernent" tablecan now be given:
  Inducements
  Income (in
  Inducement multiplier percentagesand scores
  aitar)
  O' JQ~
  An
  20-
  -r%n_
  75
  1-00
  1-100
  01-30 31-80 81-99
  100
  -
  -
  -
  101-500
  01-20 21-70 71-95 98-99
  100
  -
  -
  4,001.8,000 01-05
  08-00 51-75 7680
  81-87
  88-95 98100
  12 . Special clan support : funds for special purchases or pro-
  jects may be provided by an Individual's clan, providing
  that the relationship is affectionate or very affectionate (as
  determined by the referee from the table given later) . The
  amount requested and the nature of the venture are crucial .
  Clans tend to be conservative, and anything viewed as a
  harebrained scheme, an unnecessary expense, or some-
  thing far from the clan's usual interests will almost certainly
  be refused, no matter how close the relationship, and no
  Di -e nr
  c and parrantangmiiitipl)ars
  01-10 1130 31-90 91-95 96-9'9
  100
  Administrator
  .01
  .02
  .05
  .08
  .10
  .15
  Land and estate
  administrator
  .00
  .01
  .03
  .05
  .12
  .20
  Shipping
  administrator
  .00
  .00
  .05
  .10
  20
  .30
  
  matter how "right" the character may believe It to be. For
  example, a traditional military clan may buy a member a
  suit of Chldn-hide armour but would refuse to purchase
  steel arms because of the latter's great cost . Should the
  member attain high rank In the army, however, the clan might
  change its mind. A temple-oriented priestly clan would rarely
  buy any arms for a member but would probably support his/
  her education and use its influence to gain him/her promo-
  tions in Its favoured priesthoods . A clan of rural agricultur-
  alists or a stodgy mercantile clan might well refuse both of
  these requests and insist that the member remain in the
  clan's profession if he/she desires its help. The referee must
  decide these factors.
  This month Chargbsh h!Vr(ddi has earned the grand sum of
  15 KAitars as a Kuruthfinl (Senior Soldier; Sec. 1.821) In the Le-
  gion of Searing Flame (Sec . 2.241) . His family wealth-group of 9
  (Sec . 2.235) and an affectionate relationship with his clan (de-
  termined by the referee) entitle him to an upper class allowance .
  His D10 score is 34, which becomes 34 KAitars under the provi-
  sions of (10) above . He next checks for "Inducements ." (The
  group may agree to Ignore this for such small wages, but the
  method may be demonstrated here .) Charg6sh' income falls In-
  to the 1-100 category in (10) . His score of 44 multiplies his 15+
  34 = 49 KAitars by .05: 2.45 KAitars O .e . 2 KAitars and 9 silver Hl4sh).
  He scores a 1 on his D10 roll, allowing him to add these induce-
  ments to his monthly earnings : a total of 51 KAitars and 9 Hl6sh.
  As a Second Circle priestess, AIinA hINakkodai also has a sal-
  ary of 15 KAitars per month . She belongs to a medium lineage in
  a high clan In a large city (Secs. 2.234 and 2.235), giving her a
  family wealth-group of 8-insufficient for a clan allowance . She
  checks for "inducements ." Her income falls between 1 and 100
  KAitars . Her 13100 score of 87 multiplies her wages by .10 : 15x.10
  =1 .5 (i.e . 1 KAltar and 10 HlAsh). Unfortunately, her D10 score
  Is 10, compelling her to pay out this sum Instead of receiving it .
  This reduces her earnings this month to 13 Kditars and 10 Hl6sh .
  Chekb'unish ArodIA has 6 levels of the urban Merchant skill
  (Sec . 2.239). He is not self-employed : he neither owns his own
  caravan nor has he been put in charge of one by his clan . He thus
  uses (4) to find his wages . The table in (4) gives him 5+1310 as
  his formula, and Chekb'unish scores an 8 : 5+8=13 KAitars. The
  skill of Merchant Is a "moderately easy" skill, however, and this
  provides a multiplier of 2 under (4,c) : 13x2=26 KAitars . His fa-
  mily wealth group is 7, precluding him from getting a clan al-
  lowance . Chekd'unish' Income falls between 1-100 KAitars for
  "inducement" purposes . His 13100 score is 53, which multiplies
  his earnings by .05:26x.05 =1 .3 KAitars (i.e . 1 KAitarand 6 Hldsh).
  His D10 roll is a 6, which lets him add this meagre sum to his
  monthly Income for a total of 27 KAitars and 6 Hldsh . At this stage
  of his career every little bit helps!
  Investment income may be illustrated by another example :
  that of ArtukAz Ma'as6n, a LIvyfini nobleman of TsAmra. This
  worthy has Invested 5,500 Shl'idok (the equivalent of 11,000
  KAitars; cf . Sec . 1.731) In the weaving and cloth manufacturing
  business anciently sponsored by his high noble clan (the Bright
  Wings of Ndirka). Using (8) above, Artukbz rolls 13100, scores a
  67, and finds on the "Administrator" line that his Investment is
  multiplied by .05 : 5,500x.05=275 Shridok . His D10 score under
  (8,b) Is a 6, letting him add this sum to whatever else he may have
  earned this month . Assuming for the moment that this Is Artu-
  k1z' total income, he must now check for "Inducements ." His
  Income Is between 501 and 1,000 KAitars (remembering that a
  Shl'idok Is worth 2 KAitars, and 275x2=550 KAitars) . His 13100
  score In (11) gives him a multiplier of .10: 275x.10=27.5 Shhdok
  (i.e . 27 Sh1'idok and 1 Faydz; cf . Sec . 1 .731) . ArtukAz scores a 5
  on his D10 roll and adds this sum to his earnings : 275+27.5=
  56
  302 Shi'idok and 1 Fayhz this month. (This non-Tsolyani example
  Illustrates how the system works with foreign currencies . The
  group may decide to employ Tsolyani Kaitars throughout, how-
  ever, for ease of play .
  At first glance this system will assuredly appear complex .
  Most players quickly find the paragraphs and tables relevant to
  their characters, however, and learn the mechanics . Income is
  calculated only on the last day of each game month, moreover,
  and the referee may have everyone do this simultaneously and
  enter the results on their character record sheets .
  2.243 . EXPENDITURES.
  A character's monthly expenditures depend upon his/her in-
  come and life-style. A clansman In good standing usually resides
  in the clanhouse (Sec . 1 .550), where food, lodging, and some
  other amenities are provided in return for work and cooperation
  in clan enterprises . The temples offer food, lodging, and some
  clothing and vestments to their regular clergy . Lay priests may
  also live at a temple without charge temporarily (Sec . 1 .832) . The
  armies, SAkbe Road guards, militia, temple guards, tomb police,
  gladiatorial schools, and noble households all have quarters
  and messing arrangements for their soldiers, retainers, and other
  employees . Only those who are completely independent (e.g .
  heads of households, residents in a hostel, etc ; cf . Secs . 1 .920
  and 1.940) must pay directly for their upkeep .
  Each month every character finds his/her current life-style in
  the table below, rolls 13100, and multiplies that month's income
  (Sec . 2.242) by the percentage given . The amount produced is
  subtracted from the character's wealth as "expenditures ." (Even
  If a loss results from Sec . 2.242-from a poor investment, for
  Instance-the month's expenditures are calculated upon the
  sum found there, and both the loss and the expenditure percent-
  age must be paid .
  Only regular income is taken into account when calculating
  expenditures (cf . the case of "inducements" in Sec. 2.242 (11)) .
  Money and goods obtained from treasure finds, battle loot, gifts
  or loans from other characters, and Interest received upon loans
  (unless the character is a professional merchant or moneylender)
  are exempt .
  The monthly expenditure sum covers the costs of food, lodg-
  ing, ordinary clothing, sundries, clan contributions, temple tithes,
  and other ungamed day-to-day expenses . Taxes (see below) are
  not Included, nor are special purchases: e.g . equipment for an
  adventure, armour, slaves, a feast or party, gamed "induce-
  ments," etc .
  Salaries for hired retainers are also not covered by this sum .
  These must be paid individually (Sec . 2242). The upkeep of slaves
  Is also not included . A slave needs a minimum of about a KAltar
  per month to keep soul and body together . Many more humane
  owners provide better food, clothing, and amenities for their
  slaves, and as a rule of thumb, it may be said that a slave should
  be given about 3 percent of his/her purchase price per month
  for upkeep. A bearer slave who originally cost 145 KAitars would
  thus get the equivalent of 4.35 KAitars (i.e . 4 KAitars and 7 Hldsh
  to live on each month . A beautiful and talented dancing girl, on
  the other hand, may be bought for between 5,000 and 24,000 Khi-
  tars (Sec . 2.380), and her owner should spend 150-720 KAitars a
  month on her food, garments, musical Instruments and accom-
  paniment, lessons, trinkets and jewellery, accommodation, and
  sundries, if she is to be kept happy and satisfied with her life .
  If such a girl belongs to an aristocrat's household, It becomes a
  matter of prestige and "noble action" to provide her with luxuries.
  A panderer or the leader of a troupe of entertainers, on the other
  hand, cannot afford such high standards and must give her less .
  The sums spent by a character upon his/her slaves are thus left
  to the player's discretion . Lavish gifts and money do not neces-
  
  sarily produce loyalty, of course ; cf . Sec . 1 .721 .
  Aside from employees and slaves, a household may contain
  spouses (wives of male characters and husbands of Aridani
  women), children, and perhaps adult dependants. The dice rolls
  be`tow are modified by adding 5 to the score for each spouse and
  adult dependant and 1 foreach child under the age of 12 .
  The rate to be paid by a character who has spent portions of
  a month !n different environments must be set by the referee .
  Travellers, priests who have lived part of the month at home,
  army personnel who have spent some days in the barracks and
  some in their clanhouses, etc . should calculate their expendi-
  tures upon the environment in which they have spent the largest
  portion of the month-or, for simplicity's sake, they may be as-
  sessed at the "Independent" rate.
  Before reckoning monthly expenditures, a character must add
  the tax charged by the local government to the percentage found
  in the table above . Tax rates were discussed in Sec . 1 .736 but
  may be summarised here :
  Charg6sh hiVriddl made 51 Kaitars and 9 Wish this month
  Sec . 2.242) . He is now a soldier and therefore uses the army bar-
  racks expenditure rates. He scores an 80 on his D100 roll, and
  since his earnings fall into the 1-100 KAltar category, he pays 70
  percent of his Income out as expenses . The tax in TsolyAnu !s 1
  percent, making this 71 percent : 51 .45x.71 =36 .53, which the
  tax collector kindly rounds down to 36 .5 (i .e. 36 KA/tars and 10
  HIAsh) . Charg6sh !s left with just 14 Kditars and 19 HIAsh with
  which to sample the delights of the town through which his
  army unit passes .
  Monthly expenditures
  5 7
  Tax rates
  Percentage of monthly income
  to be paid as tax'
  Nation(s)
  1 percent
  Tsolyinu,
  Mu'ugalavyi,
  Yin
  K6r, Sag Allaqi, Ghat6n,
  MilumanayA, MihAllu
  1 .5 percent
  SalarvyA, PechAno (but the latter
  charges 4 percent
  from
  any
  Salarvyini national resident there)
  2 percent
  LivyAnu
  3 percent
  Pij6na
  No state tax
  All others
  'As said in Sec .
  1 .736, low-level earners are often allowed to
  escape without payment of any tax . Collection is more costly
  than the sums realised are worth . Note that ALL income-
  including treasure finds, art objects, etc.-is supposedly taxable.
  'Unusually heavy expenses may cause a character to spend more than he/she has earned during a month . The upper limit of such ex-
  travagance is arbitrarily set at 50 percent more than one's monthly income . This must be paid somehow: by dipping into savings,
  taking a loan, etc. Going into arrears is not permitted . Moneylenders are available, but their rates are usurious : 60-90 percent com-
  pounded per month! Failure to pay one's debts promptly may lead to enslavement (Sec . 1 .721) .
  Al!nA hiNakkoda! made 13 Kaitars and 10-Hidsh this month .
  She lives In the vast temple of VimOhla !n Fasiltum and there-
  fore uses the same rates as Charg6sh. Her D100 score is 63 : 50
  percent of her earnings must go for her daily needs . Normally
  her paltry Income would be overlooked by the tax collectors,
  but this month she Is unlucky . She must add the TsolyAni tax
  of 1 percent : 13.5x .51 -6 .89, rounded up by the tax man to 6.9
  (i .e . 6 Kaitars and 18 Hlash) . She has only 6 Kaitars and 12 Hlhsh
  left, and she begins to wonder gloomily whether she should get
  married or perhaps become a courtesan . .
  .
  Life style and income
  ranges (in Kaitars)
  Independent :
  .20
  .30
  Percentage of
  .50
  income expended
  .70
  and dice scores :
  .90
  1 .00
  1 .50'
  1-100
  01-05
  06-20
  21-50
  51-80
  81-90
  91-95
  96-100
  101-500
  01-08
  09-25
  26-70
  71-90
  91-95
  96-97
  98-100
  501-1,000
  01-10
  11-30
  31-75
  76-95
  96-97
  98-99
  100
  1,001-2,000
  01-15
  16-35
  36-80
  81-97
  98
  99
  100
  2,001-up
  01-20
  21-40
  41-85
  86-98
  99
  100
  -
  Clanhouse :
  1-100
  01-10
  11-30
  31-60
  61-85
  86-95
  96-98
  99-100
  101-500
  01-15
  16-35
  36-65
  66-90
  91-97
  98-99
  100
  501-1,000
  01-20
  21-40
  41-70
  71-95
  96-97
  98-99
  100
  1,001-2,000
  01-25
  26-45
  46-75
  76-97
  98-99
  100
  -
  2,001-up
  01-30
  31-50
  51-80
  81-98
  99
  100
  -
  Army, temple, etc .
  barracks
  or
  camp :
  1-100
  01-15
  16-35
  36-65
  66-90
  91-97
  98-99
  100
  101-500
  01-20
  21-40
  41-70
  71-95
  96-98
  99
  100
  501-1,000
  01-25
  26-45
  46-75
  76-97
  98-99
  100
  -
  1,001-2,000
  01-30
  31-50
  51-80
  81-98
  99
  100
  -
  2,001-up
  01-35
  36-55
  56-85
  86-99
  100
  -
  -
  
  As a merchant travelling with a caravan, Chekd'unish ArodIA
  employs the "Independent" rates . His earnings were 27 .3 KA1-
  tars, and his D100 score is 11, giving him an expenditure per-
  centage of 30
  . Since he is on the road-and glib with his tongue
  -he manages to evade the tax collectors. 37.5x.30=8.19, which
  is rounded up by the unkind gods (or the referee) to 8.20 . Che-
  k0'unish' expenses this month are thus 8 KAitars and 4 H16sh,
  leaving him with 19 .1 KAitars (i .e . 19 KAitars and 2 Hlhsh) to spend .
  This month ArtukAz Ma'as6n made money. Suppose, however,
  that he had scored a 1 on his D10 roll in Sec . 2.242 (8,b) and had
  had to subtract this sum as a loss instead of adding !t . He lives
  in his clanhouse, and his income falls into the 501-1,000 KAitar
  category. His D100 score is 93, causing him to pay 70 percent
  of his income/losses as expenses. The 2 percent LivyAni tax
  raises this to 72 percent . His expenditures are therefore 302.5
  x.72=217 .8, which the tax collectors at the temple of NdArka
  raise to 218 Shi idok . As It is, ArtukAz has to pay out 218 ShFidok
  and keeps only 84 .5 for himself . If he had made the calamitous
  die score postulated above, he would have had to pay out 302.5
  Shi'idok as an investment loss PLUS 218 Shi'idok for the month's
  expenses : i.e . 520 Shi'idok and 1 Fay9z-an overwhelming blow!
  ArtukAz gives thanks to NdArka for a favourable D10 roll .
  Each month one must also pay the wages of one's employees
  and the upkeep of one's slaves. Charg6sh has two bearer slaves,
  the gift of the Vriddi clan . He is lucky to be on affectionate terms
  with his kinsmen ; they have also given him 80 Kaitars to cover
  the expenses of his little entourage . This generosity is probably
  due to a desire to maintain the clan's prestige . The Vriddi are
  proud, and, as the TsolyAni proverb puts it, "A poor man must
  ever bow to his inferiors ." Charg6sh decides to feed and clothe
  each slave at the rate of 2 Kaitars per month . This should last
  them (and him!) 20 months, by which time he hopes to have ac-
  quired great wealth from the looting of SaA AllagiyAni cities .
  What the slaves think about this arrangement is not recorded .
  AlinA hiNakkodAi has neither employees nor slaves . She has
  the part-time services of two old temple servitors and pays them
  10 Wash apiece . This reduces her wealth to 5 Kaitars and 12
  Hash this month . Perhaps that whey-faced high priest might
  not make such a bad husband after all! She is an Aridini and can
  divorce him whenever she pleases.
  Cheku'unish Arodlb also has no servants or slaves . He uses
  the cooks and attendants provided for the caravan by his clan .
  A KAitar in tips is all he needs to spend . His profits for the month
  are thus 18 KAitars and 2 HIAsh .
  Artukiiz Ma'as6n has the employees of his clanhouse and its
  myriad slaves to serve him . He divides 5 ShPidok amongst them
  all and considers himself lavishly generous . His only personal
  servant is a valet . The wages for this man are found in Sec . 2.242
  (3) . A personal valet in an upper class household receives 30+
  (D10x3) KAitars per month . Artukiz' D10 score is a 6: 30+(6x3)=
  48 KAitars . Two Kaitars equal one Shi'idok, making the valet's
  salary 24 Shl'idok . This month Artuk6z' balance sheet looks
  like this :
  Artukdz' balance shNt
  Income
  Expenditures
  302 .5 Shi'idok
  218 Shi'idok as general expenses
  5 Shiidok as gratuities
  24 Shlidok as wages
  302.5 ShPidok
  minus
  245 Shiidok=
  57 .5 ShPidok total profit this month
  58
  2.300 . ENCUMBRANCES AND PRICES .
  Each character must purchase equipment at the start of the
  game from the lists which follow . Thereafter further items can
  be bought from the marketplaces whenever the need and the
  opportunity arise. Mercantile practices are discussed in Sec .
  1.730 ff . Depending upon the individual's skills and interests,
  a certain amount of "adventure gear" is usual : e.g . arms, armour,
  rope, climbing equipment, rations, sacks, backpacks, lanterns,
  etc.-all of which are NOT included in the expenditures calcu-
  lated in Sec . 2.243 . Prices for these items are given below. Each
  item must be entered upon the character record sheet as it is
  acquired . An object which is not so recorded is assumed not to
  be in the character's possession, even though he/she may re-
  member buying it . Things do get lost, strayed, or stolen .
  Some scenarios require more than the abstract system of in-
  come and expenditures provided in Secs . 2.242 and 2.243 . The
  prices of food, clothing, entertainment, housing, and other ne-
  cessities and luxuries are thus also provided below . These are
  used whenever such a purchase is gamed .
  Equipment price lists are closely connected with encumbrances.
  A character can only carry and wear so much and still remain
  agile. Wherever relevant, therefore, "encumbrance costs" are
  given for each item . These are not the weights of these articles.
  Weight is only part of the matter ; bulkiness and unwieldiness
  must also be considered . Gold is very heavy, for example, weigh-
  ing 19.3 grammes per cubic centimetre, whereas most other
  materials are lighter. Yet it is easier to carry a compact object
  of gold than a lighter but larger and clumsier item . The encum-
  brance cost of a thing is therefore an impressionistic statement
  of its weight PLUS the difficulty it causes a character to carry it
  about . After examining the lists of commonly needed articles
  In the following Sections, the referee should be able to make
  quite accurate estimates of the encumbrance costs of objects
  not included here
  .
  Two encumbrance costs are given for most articles, separated
  by a 'T' : the first is the object's cost when it is carried in the hand
  or worn in its customary way as a garment, and the second is
  the cost assessed when the same item is tied, slung, hung, packed,
  wrapped, or otherwise loaded as "baggage" onto a character .
  A helmet worn on the head causes little bother . Slung over the
  shoulder or stuffed into a backpack, on the other hand, it can
  get In the way . A sword held in the hand is not a major encum-
  brance . Hung at the waist or slung over the back on a strap, the
  same weapon can bang against the body, get caught between
  the legs, trip one up, get tangled in one's belts and clothing, and
  impede action considerably . This is even more true of spears,
  pikes (which have no business being used in a constricted place!),
  staffs, large containers, and other paraphernalia often required by
  adventurers .
  In order to avoid excessive bookkeeping, each player must
  prepare lists of his/her character's possessions and indicate
  their distribution upon the latter's person . In most cases, shift-
  ing an item from one's hands into a backpack does not create
  enough encumbrance to hamper the character seriously, and
  for general gaming purposes such changes can be ignored-
  although the referee must be kept apprised at all times of what
  the character Is carrying In his/her hands ready for use, since
  this may affect combat or other "adventure" actions . Only in
  the event of the addition of a major encumbrance need the char-
  acter's encumbrance limit (see below) and the item's cost be
  checked . The player must then state where and how the article
  Is being carried .
  
  2.310 . ENCUMBRANCE LIMITS.
  The amount of encumbrance a character can carry and still
  remain agile depends upon his/her Height-Build-Strength fac-
  tor. the total found in Secs . 2.211, 2.213, and 2.215. This number
  -quite arbitrarily-is the character's encumbrance limit . He/she
  may carry articles whose encumbrance costs add up to 100 per-
  cent of this figure without too much difficulty, although he/she
  is then "fully loaded ."
  Carrying less than one's limit permits one to move faster and
  more agilely . A burden greater than one's limit slows the char-
  acter down and hampers him/her in the performance of various
  actions . These matters will be detailed in the sections concern-
  Ing movement and combat, below .
  Women, the N'16§;and the nonhuman species modify their
  Height-Build-Strength factors according to the rules given in
  Secs. 2.221, 2.222, and 2.223.
  Further modifiers-due to wounds, illness, privation, etc.-
  to the Height-Build-Strength factor are given in Sec . 2.411 . These
  are mostly temporary and no longer apply once the cause is re-
  moved . Any change in the Height-Build-Strength factor affects
  the encumbrance limit, of course, since these two numbers are
  the same.
  The length of time a character can carry his/her encumbrances
  depends upon the amount carried and also upon the Stamina
  factor (Sec . 2.212) . A burden of less than 50 percent of one's en-
  cumbrance limit can be home all day, or until the character other-
  wise tires . Amounts greater than one's limit can Indeed be carried
  -but for much shorter periods .
  Encumbranc* limits
  As an arbitrary game device, a character's encumbrance limit
  is counted as his/her own encumbrance cost: the amount needed
  to carry the character him/herself . Belongings are extra. A char-
  acter with an encumbrance limit of 60 who Is carrying 100 per-
  cent of his/her possible encumbrances thus costs 120 to trans-
  port. This can be brought back down to 60 by distributing his/
  her possessions to other members of the party . Two or more
  characters can also split the cost of carrying an individual, and
  this may be the only way of conveying an Incapacitated com-
  rade for any distance.
  A word about the weights and encumbrance costs of gold and
  gems may not be out of place. The TsolyAni Kh1tar weighs about
  3 grammes (Sec. 1 .731) . This gives 333.3 KAitars per kilogramme.
  Using pure gold at a weight of 19.3 grammes per cubic centi-
  metre, one can get about 6.4 KA1tars Into a cubic centimetre of
  space, 100 K9itars into 15.6 cc, 1,000 KAltars Into 156.3 cc, etc .
  A kilogramme of KAitars takes up a little over 52 cc in a pouch
  or backpack . This does not take the Irregularities of the coins
  Into account, of course, and the referee may rule that a kilogramme
  of KAitars requires 75 to 100 cc of space .
  Gems are lighter but more bulky . One metric carat weighs 200
  milligrammes, and one Khitar is thus equivalent to 15 carats of
  gems. Allowing for the weights of various minerals, an estimate
  of 4,000-5,000 carats per kilogramme does not seem unlikely .
  The TsanggAi Diamond, part of the great treasure of the Temple
  of Oame'61 in Ts2mra, weighs 199.6 carats . Its dimensions are:
  59
  21 .87 mm x 31 .25 mm x 34.37 mm-approximately 23.49 cc . One
  carat thus requires .117 cc of space, or, conversely, there are
  about 9 carats per cubic centimetre. A kilogramme of gems there-
  fore takes up between 444 .5 and 555 .5 cc of volume-again not
  Including room for irregularities and the spaces between the
  stones, which may well bring the needed space up to 800-1,000
  cc . Gems have a comparatively greater value by weight than
  gold, of course, and they are thus a good means of transporting
  one's wealth . A safer-and still lighter-method is to obtain a
  "letter of credit" (Sec . 1 .731) .
  A kilogramme of gold (333.3 KAitars, rounded off, perhaps, to
  350) is given an encumbrance cost of 1 . A kilogramme of gems
  is assessed at 3 . It must be repeated that the encumbrance cost
  of an object is NOT the same as either its weight or its volume .
  A block of gold weighing 10 kilogrammes is much less of an en-
  cumbrance than a wooden statue weighing the same amount .
  The former may be given an encumbrance cost of 10 (if carried
  In a backpack), whereas the latter could well be double or triple
  this, depending upon its size, shape, and delicacy . These matters
  must be arbitrated by the referee .
  Chargesh hiVr(ddi has a Height-Build-Strength factor of 66
  (the product of Secs . 2.211, 2.213, and 2.215). His encumbrance
  limit is therefore 66 . Should he become unconscious, his com-
  rades would be charged an encumbrance cost of 66 to carry him
  -after first divesting him of his belongings, of course . Char-
  gesh has a Stamina factor of 30 (Sec . 2.212), which permits him
  to carry 100 percent of his encumbrances for 8 hours .
  2.320 . ARMS AND ARMOUR .
  The weapons and equipment of the warriors of Tbkumel are
  discussed in Sec . 1 .960 . The prices, encumbrance costs, and
  other details of these items are given below . The particulars of
  the following table are :
  1 . Price : the amount (in TsolyAni KAitars) for which an item
  may ordinarily be bought in the marketplaces of the Five
  Empires . Prices are stated in ranges: the lower figure is the
  cheapest and least well-made item of its class available,
  and the higher number is the cost of a good (but not neces-
  sarily the best) specimen . These are "post-bargaining" prices,
  moreover. A merchant may start with a much higher quo-
  tation, and if so minded, he/she may refuse to come down
  to these rates at all . The referee will roll (usually a D10) to
  find the article's quality and real price, and will then roll on
  the non-player character reaction table (given later) to see
  how the seller feels about the customer and the proferred
  bargain.
  2 . Prices are given for Chl6n-hide (Sec. 1.960) or bronze articles.
  Iron and steel are so rare as to almost never be offered for
  open sale . Should an iron or steel article become available,
  however, its price Is found by multiplying the cost of the
  ChIAn-hide Item in the list by a factor found by a D10 roll
  against the following table :
  Cost of Iron artioles
  'See Secs. 1 .620 and 1.960 .
  Type of iron/steel and price multipliers
  Die
  score
  Soft iron
  Steel
  Excellent
  steel
  Enchanted
  steel'
  1
  x 20
  x 50
  x 100
  x500
  2-3
  x 50
  x 100
  x 300
  x 1,000
  4-6
  x 100
  x 300
  x 500
  x 3,000
  7-8
  x 300
  x 500
  x 1,000
  x 5,000
  9
  x 500
  x 1,000
  x 3,000
  x 7,000
  10
  x 1,000
  x 3,000
  x 5,000
  x 10,000
  Percentage of encumbrance limit carried and
  the time for which it may be borne (in hours ("h1
  and minutes ("m"))
  Stamina factor
  51-75
  76-100 101-150 151-200 201-250 251-300
  5-10
  6h
  4h
  2h
  30m
  5m
  -
  15-25
  8h
  6h
  4h
  40m
  10m
  5m
  30-40
  12 h
  8 h
  6 h
  1 h
  30 m
  10m
  45-up
  16 h
  10h
  8 h
  1 h 30 m
  40 m
  20 m
  
  3. Encumbrance costs are as stated in Sec. 2.310 . The numeral
  before the slash is the cost charged when the Item is car-
  ried in the hand (maximum : one Item per hand) or worn as
  a garment. The number after the slash Is the cost of the
  same article when
  it is hung, tied, or otherwise attached
  to the person, or when it is carried in a pouch or backpack .
  4. The weight of Chl6n-hide is approximately one third that
  of bronze, iron, or steel (Sec . 1 .960) . Encumbrance costs
  for Items made of these metals are therefore triple those
  given below.
  5. Nonhumans pay the encumbrance costs listed below when
  wearing their own armour and carrying their own weapons.
  They also pay the same prices when they have these articles
  manufactured by their own artisans . If these accoutrements
  are made for them by another race, however, they must pay
  double . The weapons and armour of one species never fit
  another, of course . Should a human have to carry a non-
  human's gear, he/she must pay double the encumbrance
  cost for an article made for an Ahoggy9, HlOss, Sh6n, or
  Black Ssb, and one half for a piece of equipment made for
  a Pygmy Folk or Tinal(ya.
  Price range (in
  Encumbrance
  TsolyAni Keitars)
  costs
  Articles)
  Arms and armour
  60
  Articles]
  Incendiary fire-pot . (This is the
  nearest thing in the warfare of
  TAkumel to the "Molotov Cock-
  tail'" : a rather fragile clay pot
  filled with a mixture of naphtha
  and powdered limestone. It weighs
  about 2 kg and contains a litre
  or so of Inflammables.
  It has a
  wick which must be lit before
  throwing it either by hand or
  with a staff-sling. Cf. Sec. 1 .960)
  Staff-sling. (Cf. above)
  Light helmet
  Medium helmet
  Heavy helmet
  Gorget collar and shoulder de-
  fences: the Tsukehlmri. (Cf.
  Sec. 1.960)
  Breastplate
  Backplate
  Simple pectoral breastplate held
  on with straps
  Set of 2 vambraces
  for the
  lower arms
  Set of 2 greaves for the calves
  Mail kilt to protect the abdomen
  and upper thighs
  Set of tasses or pteruges to
  protect the abdomen and upper
  thighs
  Pair of plate-shod boots or
  sabatons
  Shirt or tunic of chainmail, scale
  mail, or hardened leather (cuir
  boulli)
  Shirt or tunic of leather
  Small targe or buckler
  Medium shield
  Large shield
  Pavise
  Baldric, belt, tabard . (This
  in-
  cludes the sword-clip (Tsolyini :
  Sar6lge) which serves instead
  of a scabbard for the odd-shaped
  blades of T6kumel; cf. Sec. 1.960)
  Cape or mantle . (This is the better
  military version of the traveller's
  cloak; cf . Sec. 2.340)
  200-1,000
  -/200-400
  Ballista.(Larger or smaller varieties
  may cause the price to vary; cf.
  Sec. 1.960)
  700-1,600
  -/500-1,400 Onager . (As above)
  1,000-2,800
  -11,000-2,800 Trebuchet . (As above)
  20-40
  6/10
  Ballista bolt
  3 per kg
  2 per kg
  Stone ammunition for onager
  or trebuchet . (These are neatly
  chipped Into round stone balls
  by members of the masons' clans)
  To simplify the purchase of armour, the price ranges, encum-
  brance costs, and details of the equipment of the various troop-
  types of the Five Empires are given below. See Sec. 1 .821 .
  Price range (in
  Tsoly9ni Kaitars)
  Encum-
  brance costs
  15-24
  2/5
  3-12
  217
  2-11
  .5/3
  6-14
  1/4
  15-24
  2/7
  12-21
  3/7
  20-29
  3/9
  13-22
  217
  2-11
  1/4
  8-17
  1/2
  10-19
  113
  10-19
  1/2
  15-24
  112
  8-17
  1/3
  20-65
  3/9
  10-55
  2/4
  1-5
  .5/1
  5-14
  215
  10-19
  3/8
  15-24
  9/15
  1-10
  0/.5
  10-55
  2/4
  1-10
  0/.5
  Dagger, knife
  3-12
  1/2
  Short sword
  5-14
  1/3
  One-handed long sword, scimitar
  6-15
  1/4
  One-handed mace, club, morning
  star, warhammer, flail
  8-17
  215
  Longer one-handed mace or flail,
  heavy one-handed axe
  11-20
  4/10
  Two-handed sword, mace, flail
  13-22
  5/10
  Halberd, poleaxe, other polearm
  1-5
  1/3
  Javelin, dart
  2-11
  3/8
  Short spear, quarterstaff
  3-12
  4/10
  Long spear, short pike
  10-19
  6/-
  Long pike. (This weapon Is too
  long to be slung on one's back)
  3-12
  3/5
  Short self-bow
  35-44
  315
  Short composite bow
  10-19
  317
  Longbow of S6resh wood
  40-130
  3/7
  Long composite bow
  60-150
  4/8
  Light crossbow
  80-170
  5/10
  Medium crossbow
  100-190
  7112
  Heavy crossbow
  5-50
  2/3
  Quiver for 20 arrows or box for
  30 ,crossbow quarrels
  15-24
  .510
  20 arrows . (Up to 10 arrows may
  be carried bunched In the hand
  at no cost. More than this number
  cost .5 . When carried In a quiver
  arrows add no extra cost)
  20-29
  .5/0
  30 crossbow quarrels. (as above)
  1-5
  0/0
  Leather sling
  2-11
  .5/1
  20 leaden sling pellets . (Up to 5
  sling pellets may be carried In
  the hand at no cost . More than
  this number cost .5. When carried
  in a pouch sling pellets cost 1)
  3-12
  1/3
  Bolas
  4-13
  315
  Blowgun
  8-17
  .5/1
  20 blowgun darts. (This weapon
  is rare in the Five Empires; cf .
  Sec. 1 .960)
  
  Troop types
  Price range (in
  Encum-
  Articles
  TsolyAnI KAitars) brance cost
  Light infantry: skir-
  32-104
  4.5113
  Light
  helmet,
  mishers,
  slingers,
  breastplate pec-
  sappers,
  archers,
  toral, vambraces,
  artillerymen,
  leather tunic
  and some marines
  Medium
  infantry:
  69-122
  11132
  Medium helmet,
  many pike and spear
  gorget
  collar,
  units, most cross-
  breastplate,
  bowmen,
  some
  backplate, vam-
  marines, etc.
  braces, greaves
  Heavy infantry :
  111-192
  15/42
  Heavy
  helmet,
  many pike and spear
  gorget
  collar,
  units, halberdiers,
  breastplate, back
  etc
  .
  plate, vambraces,
  greaves,
  mail
  kilt, tasses, saba-
  tons
  Each player should prepare three "possessions lists" for his/
  her character and provide copies to the referee . The first list
  states which belongings the character carries when going about
  his/her daily activities ; the second inventories what he/she car-
  ries when travelling ; and the third enumerates the character's
  possessions when he/she is adventuring or Is prepared for com-
  bat . Each of these inventories must provide encumbrance cost
  totals and indicate where and how each article is carried or packed .
  This method will save much time during the game.
  As a member of the Legion of Searing Flame, Charg6sh hi-
  Vrfddi is a heavy infantryman . Most of his gear he divides between
  his two porter slaves while on the march, but when he is attired
  for battle his encumbrances are as shown below. The prices
  Charg6sh paid for his equipment are also given.
  Averaged suits of armour
  Chargbsh also carries some extra clothing and other articles
  in a backpack . These will be discussed in the next Sections .
  2.330. ADVENTURE GEAR.
  The table below is organised like that of the preceding Section .
  6 1
  Price range (in
  Encumbrance
  TsolyAni Kaitars)
  costs
  Article[s]
  1-2
  .5- .9
  .1- .5
  1-2
  .6-1
  2-11
  .6-1
  21-30
  50-90
  40-85
  Adventure gear
  218
  15 m of rope . (Strong enough to
  support perhaps 200kg of dead
  weight)
  5/10
  3 m-long pole or staff of Tlu wood
  .2/.4
  Bronze or Chl6n-hide spike (40
  cm long)
  .5/1
  Wooden stake (1 m long)
  .5/1
  Wooden mallet ; bronze or Chl6n-
  hide saw, chisel or other handtool
  .3/1
  Torch . (1 m long . The head is
  wound with cloth and dipped in
  pitch-about 15 cm In diametre .
  This burns for about 2 hours)
  1/3
  Bronze lantern with glass cover .
  (About 20 cm high and 10 cm in
  diametre. This burns for 2 hours
  per flask of oil)
  .11.1
  Wax candle ; small oil-filled clay
  lamp. (These burn for about 1
  hour each)
  .3-.6
  Glass or pottery flask (fragile!)
  containing about half a litre of
  oil for the lantern or the lamp .
  (This oil is made from animal fat
  or vegetable substances .
  It is
  relatively slow-burning and can-
  not be used for a "Molotov Cock-
  tail" ; cf. the incendiary fire-pot
  in Sec . 2.320)
  .11 .2
  Flint, steel, and tinder. (The small
  piece of iron or steel makes this
  item a bit costly)
  .11 .2
  Compass. (A glass-covered pottery
  bowl of oil upon which one floats
  a sliver of magnetised iron. These
  are rare in the marketplace)
  .2/.3
  Astrolable . (A bronze instrument
  used to find the altitudes of celes-
  tial bodies . Important for astro-
  nomers and astrologers)
  .511
  Ephemerides
  . (A thickish book
  or scroll which gives the daily
  positions of the sun, moons, and
  planets for astronomical and
  astrological calculations . One of
  these books contains 10 years
  of celestial positions, and the
  buyer must thus specify which
  years are wanted . Ephemerides
  are available through the temples
  of ThOmis, KsArul, and their Co-
  horts, although other temples
  sometimes prepare them as well)
  .5/1
  Pen-box. (Dimensions : 25 x 8 x 5
  cm-1,000 cc . This contains up
  to 5 reed pens and a cake of car-
  bon Ink . The ink is mixed with
  water, and a better pen-box also
  has a little clayjug for this purpose
  .1/ .2
  Roll of paper or papyrus. (Dimen-
  sions : 40 cm wide and 1 m long)
  Price (in
  Kaitars)
  Encum-
  brance cost
  Article
  How carried
  0 (gift)
  6 (2 x 3)
  Heavy steel helmet
  Worn
  0 (gift)
  9 (3 x 3)
  Steel breastplate
  Worn
  15
  2
  Backplate
  Worn
  10
  1
  Pair of vambraces
  Worn
  18
  1
  Pair of greaves
  Worn
  12
  1
  Mail kilt
  Worn
  20
  1
  Set of tasses
  Worn
  14
  1
  Plate-shod.boots
  Worn
  14
  2
  Medium shield
  Held in hand
  7
  .5
  Dagger
  Worn at belt
  9
  3
  Long sword
  Worn at belt
  16
  6
  Long pike
  Held In hand
  50
  2
  Cape
  Worn
  3
  0
  Baldric-belt
  Worn
  188 K.
  35.5
  
  Articles)
  Roll
  of parchment or vellum .
  (Dimensions as for paper)
  Paint-box. (Dimensions: 15 x 10 x
  5 cm-750 cc. This contains cakes
  of red, green, blue, white, yellow,
  and sometimes russet-orange
  water-based
  pigments, a tiny
  brush, and a little stoppered jar
  for water . There is room also for
  some gold and/or silver leaf and
  the fixative by which these are
  applied to a page)
  Bunch of buds of the Ts6ral plant.
  (These are used as an aphrodi-
  siac and also as a means of re-
  pelling certain dangerous crea-
  tures. They must be fresh (1-2
  days old at most) for the latter
  purpose)
  Leather belt pouch . (100-200 cc
  capacity)
  Small sack of stout cloth or leather
  (10,000-20,000 cc capacity)
  Large sack of stout cloth or leather
  (20,000-30,000 cc capacity . Still
  larger sacks may be purchased
  for proportional prices)
  Small leather backpack. (Dimen-
  sions: 45 x 35 x 19.5 cm-a little
  over 30,000 cc . This can hold,
  for example,
  1 week's rations
  for 1 person, 2-3 flasks of lan-
  tern oil, a lantern, flint, steel, and
  tinder, a compass, a pen-box and
  paper, and about 10,000 cc of
  other items . It is not large enough
  to store weapons larger than a
  dagger, and if stakes or torches
  are carried, they will protrude
  from the top)
  Large leather backpack . (Dimen-
  sions : 60 x 40 x 25 cm-60,000
  cc or about .06 of a cubic metre .
  This holds all of the items listed
  above, plus some extra clothing,
  a cape or mantle, possibly a blan-
  ket, a weapon or two as long as
  a short sword or mace, about 5
  spikes or stakes, 2-3 torches or
  a lantern, etc . Longer weapons
  will still protrude from the top,
  and a bed-mat, water/wineskin,
  and other larger articles must be
  tied,
  slung,
  or
  strapped
  on
  separately)
  Blanket . (Large enough
  for
  1
  person-or 2
  If good
  friends)
  Bed-mat . This Is made of woven
  reeds or cloth matting . It Is usu-
  ally rolled and strapped to the
  outside of a traveller's pack
  Personal toilet articles . (These
  consist of a bronze or Chl#n-
  62
  Price range (in
  Encum-
  Tsoly9ni K'aitars)
  brance costs
  5-14
  11-20
  10115
  8/11
  Articles)
  hide razor, a clay pot of V2 paste
  (used as soap), AnAi sticks (chewed
  to clean the teeth), a comb, scis-
  sors, a small bronze or silver
  mirror, etc . All of these take up
  about 1,000 cc of space)
  Rations for 1 person for 1 week .
  (Poor fare comprised
  of hard
  bread, dried fruits, a bit of cheese,
  etc . These occupy about 10,000
  cc of space)
  Better rations for 1 person for 1
  week (These include bread, dried
  meat, preserved fruits, nuts, and
  tubers. Such rations take up
  about 15,000 cc of space)
  Small leathern water-bottle . (This
  holds 2 Iltres of liquid, enough to
  supply the normal needs of 1
  person for 1 day)
  Large leathern water/wineskin .
  (This holds 4 litres-4 kg-of
  water)
  Pot and skillet for cooking . (The
  pot is about 20 cm in diametre
  and 15 cm high-4,700 cc . It is
  often filled with raw foodstuffs
  and hung on the outside of a
  traveller's pack . The skillet is a
  slightly convex, flat metal plate
  with a handle . It is about 25-30
  cm in diametre)
  Physician's leather bag . (Dimen-
  sions: 35 x 30x 20 cm-21,000 cc.
  This contains bandages, salves,
  drugs, and medicaments used
  to treat wounds, bums, abrasions,
  certain diseases, and a few com-
  mon poisons)
  Sorcerer's leather bag . (Dimen-
  sions are as given above. This
  holds the paraphernalia of the
  ritual sorcerer (Sec . 1.620) . Cheer
  icals, coloured chalks, powdered
  and liquid substances, sacrificial
  knives and ritual symbols, a book
  or scroll or two, and other magical
  items comprise the usual con-
  tents . These differ of course
  according to the owner's abilities
  and temple affiliation)
  Stretcheror litter . (Dimensions :
  2 m long x 60 cm wide. This can
  be carried rolled up on one per-
  son's shoulders . When laden with
  an incapacitated comrade, It must
  be borne by two bearers)
  Wooden or leathern chest . (Di-
  mensions : 1 m long
  by 50 cm
  wide by 25 cm high . This is con-
  sidered to be empty until filled
  by the purchaser, in which case
  its weight and encumbrance in-
  crease .
  Larger
  or
  smaller
  Price range (in
  TsolyAni "tars)
  Encum-
  brance costs
  .5- .9
  .11 .2
  1-10
  .3/ .6
  .3- .7
  0/0
  1-5
  .210'
  2-6
  .511'
  4-8
  112'
  10-55
  618'
  20-65
  8/12
  2-6
  2/3
  .6-1
  2/3
  1-2
  .3/.5
  1-2
  113
  3-7
  214
  1-2
  213'
  3-7
  416'
  2-6
  2/4
  20-80
  417'
  50-140
  417'
  
  Price range (in
  Encumbrance
  TsolyAni
  KAitars)
  costs
  Article[s]
  chests,
  bound
  with
  metal
  or
  Chlan-hide
  straps,
  etc .
  are
  available ;
  their prices and en-
  cumbrance values are left to the
  discretion of the referee .
  26-45
  18/30
  Wooden or leathern
  trunk
  for
  goods storage
  . (Dimensions : 1 .5
  m long by 1 m wide by 50-75 cm
  high . See the preceding item .
  'Encumbrance costs quoted for the water-bottle, the water/wine-
  skin, and the physician's and sorcerers bags are for these items
  when they are full. Those listed for pouches, sacks, and back-
  packs are for these articles when empty . It is possible, for ex-
  ample, to stuff a large backpack with 600 kg of Kaitars (Sec .
  2.310), but this would result in a weight which no one individual
  could lift!
  ChargAsh h!Vr[ddl purchases flint, steel, and tinder, 5 candies,
  a blanket, a bed-mat, personal toilet articles, a small water-bottle,
  and a pot and skillet . These cost him a total of 11 K3itars and 10
  H13sh and add 13.7 to his encumbrances . He then buys a small
  backpack for his gear. This is an expensive one, of the best Vrin-
  ga/u-hide, and costs him 55 Kbitars . The encumbrance cost of
  this is 8 . He pays 2 Kditars more for a nice belt-pouch, and this
  adds nothing to his burden when he wears it. ChargAsh' balance
  sheet is as follows:
  Income (in KJitars)'
  Expenditures
  668 (Sec . 2.235)
  14.95 (Sec . 2.243)
  80 (clan gift)
  762.95
  minus 260 .5
  188 (arms & armour ; Sec . 2.320)
  68.5 (gear; Sec . 2.330)
  4 (payments to slaves)
  502.45 balance
  'Sub-divisions of the TsolyAnl Kditar are given in decimal form
  here. ChargAsh actually has 502 KJitars and 9 Hlash .
  ChargAsh has taken a letter of credit for 300 of his K9itars . He
  can cash this at any Vriddi clanhouse In the country, and cer-
  tain other friendly clans would gladly convert it into gold for him
  as well (although for a small fee-perhaps .01 percent) . He con-
  ceals 100 K9itars more in his backpack and carries the rest in
  his belt-pouch . When travelling, ChargAsh wears and carries
  only the following items: dagger, sword, cape, baldric-belt, pouch,
  and backpack . This gives him an encumbrance cost of 21 .7, to
  which he will add some extra clothing in the next Section .
  2.340 . CLOTHING AND JEWELLERY .
  The garments of the peoples of this part of T6kumel are dis-
  cussed in Sec. 1 .950 . It is impossible to provide the details and
  prices of all articles, of course, and the following list is only a
  sampling, to which the referee may add other items as the need
  arises . The list is organised like those in the preceding two Sections .
  1-2 Qirgal
  0/.1
  10-14 Qirgal
  01 .1
  Clothing
  Price range
  Encumbrance
  (in Kgitars')
  costs
  Article[s]
  Loincloth of cheap fabric for a
  slave, peasant or lower class
  person"
  Straw or wooden-soled cheap
  sandals
  6 3
  rance
  s
  Article[s]
  Kilt of Firya cloth . (Suitable for
  a lower or middle-class person)"
  Sleeveless cloth vest . (Suitable
  for
  a
  lower
  or
  middle-class
  person)"
  Over-tunic of Firya sloth . (Suit-
  able for a lower or middle-class
  person)"
  Leather belt or set of cross-straps"
  Leather sandals,
  slippers,
  or
  shoes"
  Broad, decorative collar of Chlrsn-
  hide . (Suitable for a middle-class
  or upper-class person)"
  Calf-high leather boots
  Heavy cloak or travelling mantle
  of Hm6lu or Hma wool"
  Strong, high, leather boots for
  long-distance travel
  Various types of headdress . (Suit-
  able for middle- and upper-class
  townsmen, priests, and bureau-
  crats)* '
  Kilt of silky GOdru cloth . (Suitable
  for a
  middle-
  or
  upper-class
  person)"
  Elaborately decorated
  over-tunic
  or vest of GGdru cloth . '(Suitable
  for a
  middle-
  or
  upper-class
  person)"
  Finest quality pleated
  kilt
  of
  Gddru cloth . (Suitable
  for an
  upper-class person)
  40-130
  1/3
  Aristocrat's elegant headdress
  or ceremonial helmet"
  100-500
  2/4
  Aristocrat's ornate Chl6n-hide
  collar. (This has upcurving shoul-
  der epaulets and is ornamented
  with inlay, semi-precious stones,
  repousst work, etc.)"
  200-1,200
  3/6
  Aristocrat's over-tunic, robe, or
  tabard . (Embellished with small
  gems, gold and silver embroidery,
  brocade, etc .)
  300-1,200
  .2/ .5
  Mantle, veil, pelerine, or pelisse.
  (Made of the finest Th6sun gauze
  (Sec . 1 .415) and sewn with small
  gems and brilliants)
  'Price ranges less than 1 Kaitar are given !n TsolyAni coinage
  in this table instead of in decimal parts of a Kaitar.
  "Prices and descriptions are for articles of medium quality .
  More or less expensive items can be found . Should a character
  wish to purchase a better kilt, for example, the referee should
  multiply the listed price by 2 or 3 .
  The costs of women's apparel are comparable to the above.
  A skirt costs about as much as a kilt, a bodice as much as a sleeve-
  less vest, a kirtle as much as a tunic, etc . More decorated va-
  rieties will cause the listed prices to be multiplied by 3. The har-
  nesses of straps worn by some nonhuman races (Sec . 1 .950)
  are sold in many human cities, and these can be had for 1-10
  KJitars, depending upon their complexity, quality, and style .
  The costs of complete costumes are given below . On the a-
  verage, about 25 percent should be added to the prices of women's
  apparel .
  Price range
  Encum
  (in KAitars')
  cos
  3-7 H14sh
  0/.1
  7-11 Hlash
  0/.1
  10-19
  .1/.3
  1-2
  0/.1
  1-5
  0/.2
  2-11
  1/2
  4-8
  112
  5-9
  3/5
  7-16
  113
  5-24
  1/4
  3-7
  01.2
  10-19
  .1/ .3
  20-60
  .11 .3
  
  Price range
  Social class
  (in KAitars)'
  Slaves,
  very
  .5-.75 Wish
  low class
  Low class
  3.5-7 .5 Wash
  Middle class
  3.5-9 .8
  Upper middle
  22-68
  class
  Upperclass
  39-121
  Highest upper
  662-2,997
  class
  Priest of Circles
  25-500
  1-12 .
  (Secs .
  1 .832
  and
  1 .950
  Priest of Circles
  750-15,000
  13-up
  Soldier of the
  50-500
  ranks of Sub-
  altern through
  Lower officer
  (Secs .
  1 .821
  and 1.950)
  Soldier of the 1,000-10,000
  ranks of High-
  er Officer and
  General
  Averaged costume prices
  Encum-
  brance
  01.2
  01.2
  .11.8
  2.116 .8
  2.216.9
  6.3115
  7115
  15125
  10/20
  20130
  Articles
  Loincloth, straw sandals
  Kilt, sandals
  Kilt, sandals, vest, over-
  tunic, belt
  Kilt, shoes, belt, over-tunic,
  collar, headdress
  Kilt, shoes, belt, over-tunic,
  collar, headdress
  Kilt, shoes, over-tunic, belt,
  collar, headdress, mantle
  Ceremonial
  vestments :
  !tilt, shoes, belt, over-tunic,
  collar, elaborate headdress,
  tabards, plaques, pectoral,
  stole, and other ritual gar-
  ments . (Normal daily wear
  is as for an upper-middle-
  or upper-class person, as
  given above . Lay priests
  rarely
  wear
  ceremonial
  costumes)
  Ceremonial vestments, as
  above, but
  heavier and
  made of brocade, precious
  metals,
  etc .
  (Upper- or
  highest-upper-class cos-
  tumes are worn as every-
  day garb . Lay priests al-
  most never own such vest-
  ments-and may borrow
  them
  from
  the
  temple
  should they be needed .
  Cf . Sec . 1 .950)
  Ceremonial uniform and
  armour, as described in
  Sec. 2.320 but much more
  elaborate . (An off-duty sol-
  dier's costume is much
  like that of other civilians
  of his/her class)
  Ceremonial uniform and
  armour .
  (As
  above
  but
  made of precious metals
  and set with gems)
  'For ease of calculation, price ranges below 1 KAitar are given
  in decimal parts of a Wish ora KAitar.
  Charg6sh hiVrfddi does not wearan upper-class headdress
  while travelling, nor does he put on the heavy steel helmet . He
  buys a peasant's broad-brimmed straw hat for 2 Qirg91 instead .
  He also has only one of the stiff, bulky Chldn-hide collars. This
  is stowed in his backpack where it won't get in the way. He other-
  wise wears the costume of the TsolyAni upper classes: kilt, over-
  tunic, belt, and travelling boots . These cost him 27 KAitars and
  have an encumbrance cost of 1 .1 . In his backpack he carries a
  change of clothing : shoes, two kilts, another over-tunic, a vest
  for casual wear, and the aforesaid collar . He paid 33 KAitars for
  these garments, and their encumbrance cost is 3. He has thus
  spent 60 of his 502 KAitars and 9 Hldsh, leaving him with 442
  6 4
  KAitars and 9 HIAsh . His encumbrance cost while marching is
  now 21.7 + 4 .1 = 25.8. This is no burden at all, really, for a sturdy
  youth. If he stores all of his belongings in his backpack (Secs.
  2.320, 2.330, and this Section), he has an encumbrance of 74.3-
  more than his permitted 66 . This is an overload and would slow
  him down . Fortunately he has porters . Sometimes the thought
  crosses his mind to carry some of his equipment himself, but
  he quickly discards any such egalitarian sentiments . After all,
  what are slaves for? If it had not been written in their Skeins of
  Destiny, they would not be slaves now .
  Jewellery prices are harder to calculate-and a purely abstract
  system will be provided later for the rapid evaluation of treasure
  finds. If a character wishes to purchase jewellery or have it as-
  sessed in detail, however, the following data may be used .
  The price of an item .of jewellery is found by determining the
  cost of the metal, the prices of any gems, and the goldsmith's
  and the gem-cutter's manufacturing charges . Bars or ingots of
  pure precious metals command the following prices .
  Metal prices
  'Platinum is very rare and is difficult to work. Occasional pieces
  are recovered from the ruins of the cities of the ancients, however .
  "Electrum is a naturally occurring alloy of about 4 parts gold
  to 1 part silver. It is only occasionally employed for jewellery .
  "'Iron and steel are almost never used to make jewellery in
  spite of their great value. Many people are superstitious about
  these metals and prefer them only for weapons, ritual imple-
  ments, etc .
  A goldsmith's manufacturing charges run from 20 to 60 per-
  cent of the value of the metal for average work and from 50 to
  140 percent for the best craftsmanship. A gem-cutter may ask
  from 30 to 70 percent of the value of the uncut stone .
  As examples, one may give the average weight ranges, cubic
  centimetres, and prices in TsolyAni KAitars (not including the
  manufacturer's fee) for some common varieties of gold jewellery.
  These do not include gems, of course, and if one were to buy
  them ready-made, their prices would be marked up another 50
  to 100 percent)
  Averaged jewellery prices
  The approximate prices of still larger items can be ascertained
  by using the same ratios. A complex headdress of golden plates
  may weigh as much as 3 kg . Its "base price" would accordingly
  be 1,500 KAitars .
  Item
  Weight range
  (in grammes)
  Cubic centi-
  metres needed
  Price range (for
  the gold alone)
  in KAitars
  Ring
  10-20
  .5-1
  5-10
  Narrow bracelet
  20-30
  1-1 .5
  10-15
  Wide bracelet,
  50-250
  2.6-13
  25-125
  armlet, anklet
  Necklace
  50-250
  2.6-13
  25-125
  Tiara
  75-300
  3.9-15.5
  37.5-150
  Belt plaque
  50-100
  2.6-5.2
  25-50
  Collar
  100-1,000
  5.2-51.8
  50-500
  Metal
  Price per gramme
  Grammes per cc
  Gold
  10 Wash
  19.3
  Silver
  10 Qirg91
  10.49
  Platinum'
  20Kiitars
  21.5
  Electrum"
  7 Hidsh
  16 (approximately)
  Copper
  .1 Qirg81
  8.92
  Iron/steel"'
  25-50 KAitars
  7.86
  
  The price of a gem depends upon its nature, its rarity, the num-
  ber of carats it contains, and its cut . Faceting is common for
  many transparent and translucent stones, since this reflects
  light from within the stone . Opaque stones are often given a
  "cabochon" cut : this consists of rounding and polishing . Some
  are also carved Into cameos and intaglios, while others are en-
  graved. The following table lists many of the common gemstones
  of TAkumel, their usual size ranges (in metric carats), their prices
  per carat, and the type of cut most often given to them . The size
  and quality (i.e. price per carat) of a particular stone can be found
  by rolling various multiples of D5 (i.e. D10 divided by 2 and rounded
  down), D10, or D20.
  Osms
  'Glass coral Is obtained only from the waters of Lake Parunil .
  Its iridescence and many hues are much appreciated everywhere.
  See Sec . 1 .415 .
  " "Ivory" is actually comprised of the skull and larger bones of
  a sea creature which inhabits the shallow bays along the southern
  coasts of TsolyAnu, Mu'ugalavyA, and eastern LIvyAnu. It is
  not found elsewhere . See Sec . 1.415.
  "'The "Flame Opal" is not a true "stone"-anymore than Is
  amber . It is the secretion of a species of tree found in the PAchi
  LAi forests of PAn Chcika . It is quite rare and is held In high re-
  6 5
  gard by the temples of Vimbhla and Chit6ng . See Secs . 1 .415
  and 1.832 .
  ""These two types of shell occur only in the seas around the
  Ny6mesel Isles. They are highly prized elsewhere, and their
  carving and painting constitutes a major art-form amongst the
  artisans of the temples of Mrett6n . See Sec . 1 .1030 .
  Innumerable other semi-precious stones are found as well :
  e.g . agate, amethyst, bloodstone, carnelian, chalcedony, mala-
  chite, moonstone, rock crystal, etc. These are assumed to occur
  in the 1-10 carat range and cost perhaps 1-5 KAitars per carat .
  The antiquity of a piece of jewellery adds anywhere from 10
  to 1,000 percent to its value. This is contingent upon Its prove-
  nience, rarity, its maker (if known), and the artistry of its work-
  manship. The productions of the "High" period of the Priestkings
  of Engsvan Me GAnga, for example, are considered to be the
  best . The creations of H6ti of PurdAnim, Deg6lnu Azh of JakAlla,
  and Trfmun P6ro of GAnga are so precious as to be unavailable
  at any price . The last known sale of an article by one of these
  masters-a tiara by H6ti-brought in over 100,000 KAitars . Bed-
  nAlljan jewellery Is also esteemed but is less costly (though older)
  because of the heaviness of its design . The same Is true also of
  the crude, squarish styles of the LIyAni and Dragon Warrior pe-
  riods (Secs . 1.310 and 1 .330) . The very rare and extremely ancient
  artifacts of the ages before the Tlme of Darkness and of the Latter
  Times are not always as valuable as their great age might sug-
  gest . Glass, plastic, artificial gems, and other such materials
  are not highly favoured by the modern cultures of TAkumel .
  Encumbrance costs for small quantities of precious metals
  and jewels need hardly be calculated . Only half a kilogramme
  or more will burden a character sufficiently to be counted . See
  Sec . 2.310 .
  One who has taken the skill of Goldsmith-jeweller (Sec . 2.239)
  may wish to buy a small scale, set of weights, and vials of test-
  ing chemicals . These come in a small box and cost 20-29 Khitars
  altogether. Their encumbrance cost Is .11 .2. A rather poor mag-
  nifying glass Is sometimes available for 5-9 K9itars, although its
  use and manufacture are not known outside of the major cities;
  cf. Sec. 1 .1010. This is too small to add anything to one's en-
  cumbrances .
  Charg6sh hiVrt(ddi has very little jewellery. His clan-mothers
  gave him a small ruby ring when he attained puberty . This con-
  tains 14 g of gold and a stone of 1 carat of mediocre quality . If
  he had bought the ring himself, the gold would have cost 7 Khi-
  tars, the ruby 80 KAitars, and the jeweller's fee 35 KAitars: a total
  of 122 KAitars.
  2.350. FOOD, DRINK, DRUGS, AND POISONS.
  The wealthy agricultural plains of the Five Empires and their
  client states produce an abundance of food . It Is impossible to
  give the prices of all of the myriad foodstuffs used on TAkumel,
  of course, and the following must suffice. Most foods are sold
  by the Psd (.75 kg ; cf . Sec . 1 .1040), although grain is supplied in
  sacks weighing 50 Psd (37 .5 kg). For ease of calculation, the
  prices of a few major staples are quoted in terms of kilogrammes
  (and not Psd). The cost per sack is added for items sold In this
  fashion. All of these prices are given In Tsolyani QirgJls or In
  HIAsh. There are 20 copper QIrghls In a silver HIAsh, and 20 HIAsh
  per gold KAitar-Le . 400 QIrgdls per KAltar, cf. Sec . 1.731 . Food is
  relatively Inexpensive . It costs more in a city and less in the
  countryside where it Is produced . It Is much dearer in remote,
  Infertile, or ill-supplied regions. Prices also vary with the harvests,
  the weather, and other economic factors, being anywhere from
  one half of the listed prices in a good year to over 100 times these
  Gem
  Size range
  (in carats)
  Price range
  (per carat)
  Cut
  Alexandrite
  1-5
  8-17
  Faceted
  Amber
  1-20
  .5-5
  Cabochon
  Aquamarine
  1-20
  2-11
  Faceted
  Chrysoberyl
  1-10
  1-20
  Faceted (or cabo-
  chon if a "catseye')
  Coral
  1-100
  .5-2 .5
  Cabochon or carved
  Coral (Glass)'
  1-100
  1-20
  Cabochon or carved
  Diamond (ordinary
  .5-10
  20-400
  Faceted
  or coloured)
  Diamond (blue-white)
  .5-10
  50-1,000
  Faceted
  Emerald
  .5-10
  25-500
  Faceted
  Garnet (Pyrope or
  1-20
  1-5
  Faceted or cabochon
  Rhodolite)
  Ivory"
  Varies
  .5-2 .5
  Carved
  Jadeite
  1-100
  20-40
  Cabochon or carved
  Lapis lazuli
  1-50
  1-3
  Cabochon
  Nephrite
  1-100
  1-5
  Cabochon or carved
  Obsidian
  10-200
  .5-2 .5
  Cabochon
  Opal
  1-20
  3-15
  Cabochon
  Opal (black)
  1-10
  15-300
  Cabochon
  Opal (Flame)"'
  1-20
  30-600
  Cabochon
  Pearl
  .5-5
  1-20
  Needs no cutting
  Pearl (black)
  .5-5
  3-60
  Needs no cutting
  Ruby
  .5-10
  20-400
  Faceted
  Sapphire (blue)
  .5-5
  10-200
  Faceted or cabochon
  Sapphire (red or
  .5-5
  5-100
  Faceted or cabochon
  orange)
  Sapphire (black star)
  .5-10
  40-800
  Cabochon
  Shell (Chet'G)"'
  Varies
  1-5
  Carved
  Shell (NhS)" "
  Varies
  .5-2 .5
  Carved
  Topaz
  1-20
  1-10
  Faceted
  Tourmaline
  1-20
  1-5
  Faceted orcabochon
  Turquoise
  1-200
  2-5
  Cabochon
  Zircon
  1-50
  1-10
  Faceted
  
  amounts during a drought or famine . Foods and eating customs
  are discussed in Secs . 1 .415 and 1 .920 . The following are only
  approximate averages .
  Commodity
  Cost per person
  1-3 Qirgals
  10-19 Qirgals
  1-2 Hl6sh
  3-5 Wash
  Avarapad meals
  Particulars
  foodstuffs
  Price per kgPrice per sack
  (in Qirgals)
  (in HIAsh)
  'Prices given for sacks do not fit neatly into a D10 roll . Should a
  random price be wanted, a D10 is used and any superfluous
  numbers are rerolled .
  "Rice is as cheap as Dna grain in those regions where it is grown;
  cf. Sec. 1.415. Rates given here are for such cities as JakAlla
  and B6y S0 . Similar adjustments must be made for wheat and
  Dna in a rice-growing region .
  "'There are innumerable varieties of vegetables . The "fancier"
  kinds preferred by the upper classes may cost as much as
  10-19 Qirgdls per kilogramme.
  Another way of looking at food prices is to consider the costs
  of various types of complete meals. The following are the prices
  one might pay when ordering a meal through a food-preparing
  clan or in a public hostel ; cf . Sec. 1 .920 . These prices may be
  reduced by one half when the food is prepared at home or in
  one's clanhouse, barracks, or temple
  .
  Food fit only for slaves : a gruel of boiled Dn8
  chaff, a crust of bread, perhaps a stew of cheap
  vegetables and "leavings," rarely cheese and
  almost never meat
  Lower-class fare: Lind bread, wheat bread, or
  rice ; a. vegetable stew ; perhaps a bit of meat ; a
  side dish of vegetables ; and possibly fruit
  Middle-class food : better bread, a richer stew,
  more side dishes, a pudding or pastry, fruits, etc.
  Prosperous family fare : more variety and better
  quality
  66
  1-5 KBitars
  Aristocratic food : fine treads and pastries ; several
  meat, poultry, or fish dishes, and occasionally
  game ; vegetable stews; sauces and hot pickles;
  imported condiments; and various sweets and
  confections
  10-50 Kditars
  A feast fit for a nobleman : elaborate meat and
  fish dishes ; platters of roasted birds; shellfish
  (if near the sea or a large lake) ; hot and spicy
  stews of Hmdlu meat and vegetables; the finest
  breads ; the best condiments and relishes ; trays
  of sweetmeats, pastries, and sugary preserves ;
  sometimes sherbets and essences cooled with
  ice brought by runner from the mountains, etc.
  Beverages, drinking customs, and related matters (e.g . the
  lack of "taverns" on TAkumel) are discussed in Secs . 1 .415 and
  1.920. Many drinks are sold by the cup or glass (usually contain-
  Ing about 2 Tsdrtse- .6 litres ; cf. Sec. 1.1040) . Alcoholic potables
  are supplied by the bottle (9 Ts6rtse-2.7 litres), by the jug (1
  Kuvmu-3 litres), and by the keg or large clay jar (1 Nm6cha-60
  litres) . The encumbrance costs of these containers and their
  contents are: 1 bottle = 1/1 ; 1 jug = 214; and a keg = 60180 .
  The prices of several common beverages are listed below .
  These are "per bottle" unless otherwise noted.
  Beverage
  Chumetl
  Tubr
  Las
  H6ngka
  Fa6z
  Ngdlu
  Bovsragss
  Price (per bottle)
  Particulars
  1 Qirgal per Hmdlu buttermilk mixed with
  glass/cup
  salt and hot spices. This is the
  common non-alcoholic drink of
  TsolyAnu, YAn Kbr, Salarvyk and
  Mu'ugalavyA . It is not popular in
  Livyanu . The AhoggyA cannot
  stomach it at all
  1-3 Qirgal per Sugary sherbet made from es-
  glass/cup
  sences and water . This is the
  favorite drink of LIvyAnu and parts
  of Mu'ugalavyb . Some varieties
  cost as much as 50 KBitars for
  a tiny thimbleful because of the
  rare herbs and ingredients used
  10-14 Qirgals
  Hot tea made of the black, needle
  per pot (6 cups) like leaves of the Tiu tree . This
  is typical of the north and north-
  east. Some drink this black, while
  othersadd Hmdlu milk and sugar .
  In ChayAkku salt Is added instead
  1-5 HlAsh
  Beer brewed either from wheat
  or from Dnd . As a generic term,
  this also Includes various types
  of ale and mead. Beer is consi-
  dered a lower-class beverage,
  although the Ghatbni prefer their
  thick black brew to almost any
  other drink
  2-6 HlAsh
  Beer made from rice . This is the
  usual lower-class LfvyMI potation
  1-5 Kaitars
  Wine : a sharp, rather dry, red
  wine made from the grape-like
  fruit of the Naleim vines . This is
  popular throughout the Five Em-
  pires and most smaller states
  but is most characteristic of the
  great central Tsolybni and Mu'-
  ugalavy9ni plains . The best vin-
  Ond grain
  2-6
  4-11'
  Wheat
  3-7
  6-13
  Rice"
  5-9
  9-17
  Dmisugar
  8-12
  15-23
  Salt
  1-5
  2-10
  Fodder (for Hmdlu, Hmh, or Chldn)
  .5-2.5
  1-5
  Vegetables-
  1-5
  2-10
  D1#1 fruIt
  4-8
  8-15
  Mash fruit
  7-11
  13-21
  Meats:
  HmAlu, Hma
  14-18
  Tsi'll
  11-15
  Jakkbhl
  27-31
  Reptiles
  4-8
  Other(e.g . insects)
  10-14
  Poultry:
  Kdika
  7-11
  Game birds
  30-34
  Fish :
  River species (like cod, bass, etc.)
  4-8
  Sea species (similar to salmon, pike,
  6-10
  tuna, etc.)
  
  tages come from SokAtis, ThrAya,
  and UsenAnu in Tsoly9nu, Ch'6chi
  in Mu'ugalavy9, and FAlli in Liv-
  y9nu
  . The very best vintage may
  cost as much as 50-100 K9itars
  per bottle
  Dr6nu
  3-12 Kaitars
  The sweet, heavy, black wine of
  Salarvy9, made from the Urts6
  berry, the fruit of a broad-leafed
  deciduous tree . The best vintages
  come from Koyl6ga and JaekAnta,
  and some of these cost between
  50 and 100 K9itars per bottle
  A'esh
  1-3 K9itars
  A powerful distilled whiskey-like
  drink made from Dn9, wheat, or
  other grains.
  It is considered
  raw and plebeian and is most
  populararound Urmish and Katalal
  in Tsoly9nu. It is also found around
  KGrdis in Mu'ugalavy9 and through-
  out the N'16ss country and the
  far north. The Y9n KoryAni pro-
  duce an extremely potent variety
  called J6kw
  Datsb
  2-6 K9itars
  A heavy, purplish brandy dis-
  tilled from the fleshy fruit of the
  D161 tree. The best varieties come
  from the Kra9 Hills in northern
  Tsoly9nu, from northeast of Khbiris
  in Mu'ugalavy2, and from around
  Nuf6rsh and KakArsh in Livylnu.
  The SalarvyAni brands are in-
  ferior . The best DatsO costs as
  much as 50100 K9itars per bottle
  M9sh
  6-10 K9itars A fine, sweet, yellowish apricot-
  pineapple-flavoured brandy made
  from the golden fruit of the tall
  M9sh tree of western Tsoly9nu .
  The orange-tinted varieties of
  H9ida PakAla are also justly fa-
  mous, while the Livydni vintages
  from Hr91s suffer by comparison .
  The best M9sh costs perhaps
  100-500 K9itars per bottle
  Tsuh6ridu
  5090 K9itars A generic name for several II-
  quers made from the crushed
  seeds of certain swamp ferns.
  The vintages of PGrdimal are re-
  nowned, as are those of the
  swamps along the Putuh6nu
  River in Mu'ugalavy9 . Distilling
  Tsuh6ridu to sell to humans Is a
  cottage
  industry among the
  Swamp Folk .
  Less
  preferred
  brands come from Pen6m in
  Tsoly9nu and the Sharbna Low-
  lands in Salarvy9. The best of
  these liqueurs costs 5001,000
  K9itars per bottle and is usually
  sold by the thimbleful! Some
  kinds of Tsuh6ridu produce odd
  mental effects, others are aphro-
  disiacs, and a few are addictive
  and debilitating . Physicians warn
  against the use of these beverages
  67
  The relatively harmless and pleasant social drugs served in
  the Five Empires and their client states are described in Sec.
  1 .920. These are sold by the MI6 (3.75 g), or by the Psdd (.75 kg),
  if one is buying for a large party. The prices per kilogramme and
  the amounts required for an effective dosage for an adult are
  listed below. These substances cost less, of course, in the region
  in which they are produced, and this information is given as well.
  Narcotics
  Price per kg
  Adult
  Provenience
  Narcotic
  (in K9itars)
  dosage
  and particulars'
  Air9 grass
  31-50
  2-11 g Found
  in highland grassy
  areas everywhere;
  usually
  used as an anaesthetic (Sec .
  1 .1010) but also chewed and
  brewed as a tea for its numb-
  ing effects
  ChOmaz
  51-100
  4-13 g
  LIvyAnu
  Dr9rsha
  500-800
  10-15 g Salarvy9 and H61da Pak21a
  Hndqu weed
  26-45
  50-up g Nearly universal ; best varieties
  come from SokAtis in Tsol-
  y9nu and Nuf6rsh in Livyinu.
  Regular users may have to
  chew over 100 g to obtain
  the desired effects
  M9ghz
  200-500
  1015 g MudAllu, Nuru'Gn, and other
  states of the far northeast
  Nt6
  Osl
  ShrA
  Vlpu
  Zu'Gr
  'The effects of these narcotics are described in Sec. 1 .920 . This
  Information need not be repeated here.
  The roots of the Fss9 plant are chewed only by the Sh6n . They
  have a nauseating effect upon humans. A Sh6n can obtain a
  kilogramme of this drug for about 5001,000 K9itars, and a dosage
  of 2050 g is usual. The Mmu6kh bark eaten by the P9chi L6i is
  available only In western Tsoly9nu. It costs 11-30 K6Itars per kilo-
  gramme, and a dosage consists of anywhere from 25 to 100 g .
  The drugs employed by other nonhuman species are so rare as
  to preclude their listing .
  100-300
  2-3 g
  M'm6rcha and
  Nmart6sha
  700-1,000
  3-5 g
  Nybmesel Isles
  5,000-10,000
  5-6 g
  The states of the far northeast;
  very rare In the Five Empires
  151-250
  5-6 g
  H9ida PakAla ; prohibited in
  Salarvy9 and almost unknown
  in the Five Empires elsewhere
  10,000-12,000,
  1 g
  Possession, sale, and use of
  this dangerous drug are capi-
  tal crimes throughout
  the
  Five Empires; cf . Sec. 1 .412
  
  Many poisons are known on Tbkumel. Most of these are meant
  Price per
  Effective
  to be ingested, and only a few are effective when applied to
  Poison
  grammeK
  dose
  Particulars
  weapon blades and arrows .
  Inorganic :
  Inorganic poisons include nitric acid (prepared from blue vi-
  triol, alum, and potassium nitrate), sulphuric acid (made from
  Antimony
  5-9
  .5-1 g
  Ingested ; Irritant ; taste-
  green vitriol and silica), arsenic (often associated with ores of
  less and odouriess; avail-
  Stibnite or silver in southern Yin Kbr), antimony (similarly found
  able in most major cities
  with ores of lead and silver), strychnine (a by-product of roasting
  Arsenic
  4-13
  .5-1 g
  Ingested; irritant ; taste
  ores of copper and lead), and such corrosives as lye and Salt of
  less and odourless; avail-
  Tartar. Prussic acid is rare, being made by a secret process by
  able as above
  the priests of Shiringgayl In the Salarvyani cities of Jgresh and
  Lye
  2-6
  1-up g Ingested or external ; cor-
  Jaekanta. Most of these Items can be had from a large apothe-
  rosive ; strong taste and
  cary's shop in the cities of the Five Empires, and some alchemists
  distinctive odour; available
  also prepare them .
  as above
  Ingestible organic poisons are similarly numerous . They in-
  Nitric acid
  7-16
  1-2 g
  Ingested or external ; cor-
  clude the bulbous root of the Chral plant of Sai Allagi, which
  rosive ; available only from
  causes a slow, numbing death; the juices of the "Food of the
  a large apothecary's shop
  Ssu" (Sec . 1 .414), which act as corrosive agents; the Innocuous-
  or through an alchemist
  appearing buds of the yellow De16 flower of Tsolei, which are
  Prussic acid
  50-59
  .5-1 g
  Ingested ; systemic ; avail-
  tasteless and kill within 4-5 hours; the SsalAn roots of central
  able only in SalarvyA as
  Tsolyanu, which inhibit respiration and cause death within 10-30
  noted above
  minutes ; Tlebas leaves, found In Livyanu, which are brewed to
  Strychnine
  8-17
  1-3 g
  Ingested ; systemic ; avail-
  make a deadly tea which is then mixed into wine and other bev-
  able in most larger cities
  erages and is fatal within 10-15 minutes; and Znaihz berries from
  Sulphuric acid
  10-19
  .5-1 g
  Ingested or external ; cor
  the TlAshte Heights of Livyinu, which are dried, ground, and
  rosive ; as for nitric acid
  mixed into meat dishes, killing within 1520 minutes . All of these
  may be had from a well-stocked apothecary's shop and some-
  Vegetal:
  times from the alchemists of the temple schools.
  Chral root
  21-30
  1-2 g
  Ingested ; systemic (a blood
  Another species of the "Food of the Ssu" is employed to poi-
  poison) ; odourless but has
  son arrows, and the Mu'ugalavyani legion of "Dune Leapers"
  an unpleasant taste; avail-
  (Legion IX of the Fourth Palace; cf . Sec. 1 .960) utilise a decoc-
  able In Sag Allaqi and the
  tion of Onumish leaves to envenom their crossbow quarrels .
  north
  Only the former Is generally available, however, and it Is fatal
  Dele buds
  51-100
  1-2 g
  Ingested ; systemic (a nerve
  within 2-3 minutes.
  poison); tasteless but has
  Animal, insect, and reptile venoms are almost always harm-
  a sweetish, flowery odour;
  less if swallowed, causing III effects only when injected through
  available
  in
  Tsol6i and
  the skin . The venom of the rare Alash snake of the Desert of
  Livyinu
  Sighs in Milumanaya Is favoured by the assassin clans (Sec. 1 .960),
  Food of the
  41-100
  1-2 g
  Ingested; systemic (a blood
  while the tribesmen of M'nroroha and Nmartusha prefer the venom
  Ssb (1)
  poison); has a strong, un-
  of the puff-spider . Both of these are extremely deadly, killing
  pleasant odour; available
  within seconds. In Livyanu the LI6neb of the Pinnacle of Euz,
  In many cities and towns
  based in Hrais, utillses Aulleb lizard venom for the non-fatal poi-
  Food of the
  81-100
  1-2 g
  Injected ; systemic (a nerve
  son into which their arrows are dipped; cf . Sec. 1 .960 . The as-
  Ss6 (2)
  poison); as above
  sassin clans make use of the spores of the Sagun, a creature of
  Onumish leaves
  26-45
  1 g
  Injected; systemic (a nerve
  the Underworlds, sometimes sealing them Into fragile shells
  poison) ;
  tasteless
  and
  which are then thrown or left where a victim may tread on them.
  odourless;
  available
  In
  If inhaled, these spores prove fatal within 3-5 minutes at most .
  western Mu'ugalavya
  None of these is regularly stocked by apothecaries or alchemists,
  Ssaldn root
  16-35
  1-3 g
  Ingested ; systemic (a nerve
  aithough the assassin clans and certain government agencies
  polsonktasteless andodour.
  (e.g . the Omnipotent Azure Legion in TsolyAnu) do maintain small
  less but has a bitter taste;
  supplies . TAkumel's flora and fauna exhibit a great many other
  available in any large city
  poisonous species, but the toxins produced by the majority of
  T16bas leaves
  36-55
  2-3 g
  Ingested; systemic (a neuro-
  these deteriorate rapidly and cannot be stored by any means
  muscular poison); has a
  now known to the planet's savants . The venom of the Feshenga,
  mild salty-acid taste but
  the Lri, the Gerednya, and the Zrne-to name just a few-can
  no odour, available in any
  be used only If taken from a freshly dead animal .
  large city
  The prices per gramme for poisons, the number of grammes
  Znaldz berries
  101-200
  1 g
  Ingested; systemic (a neuro-
  needed for an effective dose, and various particulars are pro-
  musa& poison*
  odourless
  vided below.
  but tastes
  like
  roasted
  meat ; available in Livyanu
  and southern Mu'ugalavya
  68
  Poisons
  
  Effective
  dose
  Particulars
  .01 g
  Injected ; harmless if swal-
  lowed ; systemic (a nerve
  poison); a colourless, odour
  less liquid ; available only
  from the assassin clans
  or directly from the tribes-
  men of the Desert of Sighs
  -and rare even there
  .3-.59
  Injected ; systemic (a nerve
  poison but
  non-fatal) ; a
  blackish Icha which smells
  like rotting wood; available
  only in western Mu'ugalavy3
  .02 g
  Injected; harmless if swal.
  lowed ; systemic (a neuro-
  muscular poison) ; a green.
  Ish, odourless, tasteless
  liquid ; available In south-
  western Mu'ugalavy9 and
  northern LlvyAnu, or direct-
  ly from the tribesmen of
  M'm6rcha and NmartOSha
  .5 g
  Inhaled ; reaction with body
  tissues cause the spores
  to develop into a thick,
  mucus-like
  bluish-white
  fungus which halts respi-
  ration and
  clogs
  other
  orifices; available in many
  of the Underworlds below
  T6kumel's ancient cities
  Ingested poisons can be neutralised by flushing out the storn-
  ach with water mixed with lime or chalk, drinking egg albumen,
  or, in the case of certain alkaloids (e.g . lye) swallowing a strong
  decoction of Las tea leaves. An Injected poison must be localised
  by sealing off the wound at once with a tourniquet . The rapidity
  with which the venoms of the Aldsh snake and the puff-spider
  work makes this relatively useless, however. A few useful anti-
  dotes are listed below.
  Antidotes
  Price per
  Effective
  antidote
  gramme (K)
  dose
  Particulars
  Anid fruit paste 1-10 Hlash
  20-50 g A useful specific against
  Ingested poisons; this thick
  greenish paste coats the
  stomach and offers a 90%
  chance
  of
  neutralising
  Inorganic and vegetal In-
  gested toxins ; It Is not ef-
  fective against the Food
  of the SsG and Deld buds,
  however, available through-
  out the Five Empires ; it
  must be fresh (no more
  than 1 day old) to work
  Ongabean
  10-19 Qirgals 1O20g A strong emetic ; useful
  soup
  against ingested poisons;
  used akxie, It gives a 50%
  69
  chance of recovery, and
  when used before employ-
  ing Anf paste, it adds a-
  nother 5% to the latter's
  chances of curing a vic-
  tim ; available throughout
  the Five Empires
  Ard6ro bark
  2-6Kaitars
  10-20g Another specific against
  (chewed)
  ingested poisons, particu-
  larly Del6 buds and Ssa-
  lan root, against which
  it has an 80% chance of
  effecting a cure ; against
  other poisons it offers a
  60% chance ; available in
  ChayAkku and the states
  of the far northeast but
  now beginning to be im-
  ported into the Five Empires
  Khapa cactus
  1-5 Kaitars
  50-100g A specific against Alash
  berries
  snake venom-if swallow-
  ed in time (i.e. at once!);
  provides a 75% chance of
  recovery; available in the
  Desert of Sighs in Milu-
  manaya and now in some
  apothecary's shops in the
  larger cities of the Five
  Empires
  6 Ti leaves
  14100 Kaitars
  3-5g
  A remedy for the toxin og
  (swallowed in
  the puff-spider ; causes a
  paste form)
  a catatonic sleep which
  may last for 10-15 hours
  and gives a 65% chance
  of recovery ; available from
  the Tinal(ya
  in northern
  LivyAnu and from a few
  LivyAni apothecaries and
  alchemists
  Other-planar magic (Sec . 1.620 has a 100 percent chance of
  success against inorganic poisons . It is also 90 percent effica-
  cious against the deadly spores of the Sagdn, for which there
  seems to be no other antidote . It works less well (70 percent
  chance of recovery) against the other vegetal and animal toxins
  noted above ; this Is for the reasons given In Sec . 1 .412 . Rules
  for the neutralization of poisons through both medicine and sor-
  cery will be provided later.
  2.360. LODGING, RENTAL, PURCHASE OF BUILDINGS
  AND LAND.
  Most Inhabitants of the Five Empires live In their clanhouses .
  Priests reside In dormitories or suites within their temples, and
  soldiers are housed In barracks or quarters within their legion's
  compound. These matters are discussed in Sees. 1.421 ff. and 1.940.
  A traveller or visitor whose clan has no branch in a city may
  have to stay In a public hostel in the Foreigners' Quarter (Sec.
  1 .422) . These are operated by special clans and occasionally by
  private Individuals . (See Sec . 1.940 for a list of good hostels .)
  When travelling abroad, one may prefer a hostel run by a native
  of one's own country (or of one's own species). Large cities usu-
  ally have a wide range of such accommodations. A hostel pro-
  vides a place to sleep (according to Its standard), and the hostel-
  keeper can arrange for food to be served in the guest's chambers
  by members of the food-preparation clans . Only in the lowest
  hostels will one find "public rooms" for common dining or drink-
  Poison
  Animal :
  Price per
  gramme (K)
  Alash snake
  300-500
  venom
  Aull6b lizard
  200-400
  venom
  Puff-spider
  300-700
  venom
  SagOn spores
  500-900
  
  Ing (Sec . 1.920) . Most people eat with their families and comrades
  In their rooms In order to avoid questions of relative social class
  and prestige . The charges for various types of hostel accommo-
  dations are given below:
  Lodging
  Rental per diem
  In Kditars
  Particulars
  1-5 Oirgeis
  Lodging for the poorest of the poor. a roof, straw
  or a cheap mat to sleep upon, and one meal of
  the cheapest food available. Privacy is unknown,
  and a room may be crowded with as many guests
  as the hostel-keeper can fit in-plus hordes of
  undesirable Insects
  1-5 HIAsh
  Lower-class accommodations : a large shared
  room, cleaner straw, better food, and fewer un-
  welcome bedfellows
  6-25 Hldsh
  Lower-middle-class
  lodgings : a small private
  room (almost a cell), a common bathroom, a clean
  sleeping mat, and poor but hopefully edible food
  1-3 Kditars
  Middle-class accommodations : a larger, airier
  chamber, a common or semi-private bathroom,
  a new bed-mat, a few pieces of furniture, and
  mediocre food
  413 Kditars
  Upper-middle-class quarters : a large outer room
  and 1-2 smaller sleeping rooms, a private bath-
  room, nice furniture, quarters for 1-3 servants
  or slaves, and good but undistinguished food
  10-50 Kditars
  Upper-class lodgings : a large and pleasant suite
  of rooms, a private bath for oneself and another
  for one's family or servants, elegant furnishings,
  varied and excellent
  food, and occasionally
  separate kitchen facilities for those who have
  their meals prepared by their own servants or
  slaves
  76-175 Kditars
  Noble lodgings: a very large suite of apartments,
  including a sitting room, several sleeping rooms,
  quarters for one's entourage and family, private
  baths, a massage room, etc ; the best furniture
  and decorations ; the finest cuisine ; and guards
  supplied by the management to watch one's
  possessions
  'The highest known daily rental for hostel accommodations is
  found at the Abode of Imperial Blue on the western riverbank
  overlooking the Tsolyini capital-fortress of AvanthAr the Suite
  of Indelible Repose Is priced at 1,000 Khitars per night . Cf .
  Sec . 1 .940 .
  Rental for extended periods Is possible but a little difficult
  in many cities because almost all buildings are clan-owned and
  in use . There Is about a 25 percent chance per week of finding
  a suitable dwelling for rent or purchase. This can be Increased
  to a 30 percent chance per week by hiring an agent (Tsolyani :
  MAratokol,, cf. Sec. 1.940) for a fee of one percent of the sale price.
  The following are the monthly rentals and likely purchase
  prices of various types of houses and property In a large city .
  These are reduced by 25 percent In a smaller city, large town,
  or town, and by 40 percent In a village or rural region . The chances
  of finding a suitable house or building go down by 5 percent per
  week after the first week, however, because of the unavailability
  of property for sale or rental !n such an environment . The de-
  tails of house types are given In Sec . 1.421 .
  7 0
  Rental and building prices
  Particulars
  Hut ortenement hovel : one room,
  dirt floor, no bathroom (sewage
  is carried out In a bucket or just
  thrown into the street), and a
  thatched or tiled roof
  Small house or shop : 2-3 rooms,
  dirt or stone floors, tiled or thatched
  roof ; walled courtyard
  Medium-sized house or shop :
  4-5 rooms, stone or tiled floors,
  bathroom and kitchen, courtyard,
  and perhaps a small garden in
  some regions
  Large house or shop: 10-12 rooms
  as above . (Possibly some rooms
  rented out to sub-tenants-who
  are almost impossible to evict
  underTsoly9ni law!)
  Very large house or small man-
  sion, suitable for a minor clan-
  house or for an upper-class family.
  20-30 rooms, as above but more
  elaborate ; possibly a small at-
  tached garden or orchard, foun-
  tains, servant quarters, and a
  colonnaded upper roof for whiling
  away the hot afternoons
  Large clanhouse, mansion, or
  small palace: 50-100 rooms, as
  above but still more elaborate ;
  Includes slave quarters, kitchens,
  storehouses, workrooms, and all
  that goes with a small noble estate
  3,000-12,000
  100,OOa1,000,000Very large clanhouse or palace
  KAitars
  Khitars
  suitable for a wealthy noble : two
  or three main buildings, wings
  containing servant and slave
  quarters, workrooms, storerooms,
  etc, a small private temple, gar-
  dens and colonnades, and other
  out-buildings
  Officials who are granted an Imperial fief or the rulership of a
  district or province (Sec . 1.810) rarely need to rent or buy a dwelling,
  of course, since accommodations almost invariably go with the
  post . Some of these residences and small fortresses are hundreds
  of years old .
  Building a new residence requires the purchase of land (see
  below), a payment of 10-19 percent of the above listed sale prices
  as "Inducements," and a further charge of 6-10 percent as the
  architect's fee . Thereafter the construction Itself costs from
  76 to 150 percent of the price of an existing building . A ruined
  building or an old fortress can sometimes be acquired for 26-45
  percent of the cost of a mansion or palace (above), to which one
  must add the "Inducements," the architect's fee, and the cost
  of restoration: 51-70 percent of the above-mentioned prices.
  Building costs are higher In rural and remote areas, due to a short-
  age of labour and proper materials: perhaps another 11-19 per-
  cent of the total price . In some less-organised nations (e.g . Mi-
  lumanay ra, the states of the far northeast, Hgida Pakila, etc.) a
  ruined building can be had simply by occupying It and declaring
  "squatter's rights"-if the local ruler does not object . It is illegal
  Monthly rental
  5-9 Hidsh
  Likely sale price
  30-50 Kditars
  2-6 KAitars
  300-500 Kditars
  10-19 Khitars
  500-1,000
  Kditars
  26-125 Khitars
  1,000-10,000
  Khitars
  100-500
  5,000-19,000
  Kditars
  Khitars
  1,000-1,500
  26,00-45,000
  Kditars
  Kditars
  
  to fortify dwellings within a town or city in the Five Empires,
  although this is sometimes permitted In rural and remote regions
  by paying "inducements" to the resident officials: 21-30 percent
  of the sale price of the building .
  The clans, temples, and governments of TAkumel do not often
  sell land to Individuals (Sec . 1.735). If available, It is sold by sec-
  tions of a square Tsdn (1.78 square kilometres-a Tsdn measures
  1 .33 km). The following prices are for non-urban land in central
  Tsolydnu . These must be adjusted for property elsewhere: e.g .
  from no cost at all In a tribal area where ownership Is by custom
  or force of arms ; to 50 percent of the prices below In a remote
  and infertile region ; to double, triple, quadruple-and upl-these
  prices for desirable land in or near a city. Land is not usually
  rented, although in some societies one may become the tenant
  of a local landlord or fiefhoider, paying In cash, labour, service,
  and/or produce. There is only a 15 percent chance of finding a
  piece of land for sale each month within a given hexagon of the
  terrain maps . This applies to "clear" hexagons, and the referee
  must judge the possibilities in other types of terrain as he/she
  sees fit. The kind of land available (see the following table for
  details) Is found by rolling a D10: 1-3=unimproved or Infertile ;
  4-5=poor; 6-8=mediocre; 9=good ; and 10=the best. Another
  D10 roll is made to ascertain howmuch land is for sale : i =one
  tenth of a Tshn ; 2=one fifth of a TSAn ; 3 =one quarter of a TSgn ;
  4-6=one half of a Ts4n; 7-8=three quarters of a Tsdn ; 9=one
  square Tsdn; 10 =1-5 (randomly rolled) square Tsdn.
  Price per square
  Tsdn (in Kditars)
  Particulars
  5,10010,000
  Unimproved land, possibly unfit for much
  agriculture ; swampland, forest, jungle, moun-
  tainside, etc, possibly contains 12 households
  10,000-100,000
  Poor agricultural land, Including 1-10 peas -
  ant households
  80,000-170,000
  Mediocre agricultural land, Including 1-20
  peasant households
  120,000-210,000
  Good, well-watered agricultural land, Includ-
  Ing 1-50 peasant households or a small village
  180,000-270,000
  The best agricultural land, Including a village
  of 1-100 households or 1-100 rural dwellings
  Land prloos
  7 1
  2.370 . TRANSPORT.
  Since TAkumel lacks horses or other medium-sized beasts of
  burden, all land transport is done either on the backs of slaves
  or by Chldn carts; cf . Sec. 1.732 . Transportation by river or sea
  is common, however, wherever this is feasible .
  '
  A bearer-slave carries 35-45 kg of goods In a large basket
  strapped to the shoulders and supported by a tumpllne across
  the forehead . On a SJkbe Road (Sec . 1.423) a caravan can make
  4060 km per day, and 30-50 km Is not unusual for a party of trot-
  ting porters on one of the better secondary roads.
  The only draft animal in this part of TAkumel Is the six-legged,
  armoured ChlAn beast; cf . Sec. 1 .960.
  In order to understand
  the economic value of this creature, some further data must be
  provided. A Chlin Is approximately 5-6 m long from snout to
  spiky tail. It stands some 3-4mhigh, weighs 7,0009,000 kg, lives
  5075 years, consumes about 200 kg of straw and forage per day,
  and drinks about 170200 litres of water dally . It has a gestation
  period of 21 months, and It produces no more than one calf at a
  time, born oviparously in a leathery sac. The ChIdn Is relatively
  docile and will fight only if attacked or tormented. It Is rather
  slow, moving at a speed of only 3 km or so per hour, and it cannot
  work or pull a cart for much more than 5 hours per day. Its great
  strength makes it an important economic resource nevertheless .
  It is too expensive an animal to be owned by most peasant fa-
  milies, but the lands of the Five Empires and most of the smaller
  states are owned In large tracts by the clans, the temples, the
  governments, and great private landholders . These vast estates
  are admirably suited to cultivation with the aid of the Chlin.
  Wherever It Is not feasible to use aChMn (e.g . on a very small
  tract of land), there is no other recourse but to have slaves or
  members of one's clan or family pull the ploughs manually .
  Bulk commodities are transported mainly by Chlin cart. These
  come In two sizes: a smaller one which Is drawn by one Chldn
  and carries 600900 kg of cargo, and a larger kind pulled by two
  of these animals, which holds 1,8002,700 kg . These average
  only some 15-20 km per day.
  Upper-class persons travel either on foot or in palanquins or
  litters; cf . Sec. 1 .732 . These are carried by slaves, mainly, and
  only a few prefer to journey In the lumbering, slow Chlin carts.
  A litter makes only slightly less rapid time than a caravan of por-
  ters : perhaps 35-55 km per day at best .
  Slaves can be bought (see the next Section) or hired from the
  mercantile clans . Chl6n beasts and carts are to be had similarly
  from the suttler clans. Utters and palanquins are largely privately
  owned, although In some larger cities (particularly in Mu'ugalavya)
  these, too, can be hired by the day.
  Purchase of transport
  Price In Kiltars
  Particulars
  51-100
  Poor to mediocre quality Chldn (male or female)
  100300
  Male Chldn in prime condition
  150350
  Female Ch/6#7 In prime condition
  26-45
  Chldn calf (male or female)
  81-100
  Small ChMn cart
  131-150
  Large Chl#n cart
  36-55
  Small litter (for one passenger, carried by
  2 porters)'
  101-200
  Larger litter (for 1-2 passengers, carried by
  4 porters)'
  201-300
  Large inter-city litter (for 1-2 passengers,
  carried by 8 bearers, plus a relief of 8 bearers)'
  401-500
  Very large Inter-city or "state" litter (for 2-4
  persons, carried by 16-up bearers with the
  same numberas a relief)'
  
  'These prices do not include the porters; cf . Sec . 2.380 .
  Rentals charged for porter slaves, Chlen carts, and litters are
  given below . No charge Is made for the return if the renter's clan
  has a branch In the city of destination ; otherwise the same rates
  apply on the return trip .
  Rental per diem
  in Kbitars
  Particulars
  10 Hidsh-1 Kdltar
  Porter slave (and burden-basket)
  1-5
  Chldn beast (for heavy work)
  5-14
  Small Chldn cart and driver
  16-35
  Large Chldn cart, driver, and stableboylgirl
  1-5
  Small litter (including bearers)
  10-19
  Larger litter (including bearers)
  21-30
  Large inter-city litter (including porters and
  relief)
  51-100
  Very large inter-city litter (including porters
  and relief)
  ships are described in Sec . 1.732 and military
  craft in Sec . 1.822 . It is easiest to calculate cargo and passenger
  fares per 100 Tsdn (i.e . one hexagon on the large terrain maps).
  These are:
  Commercial
  Price per 100TsAn
  in KAitars
  4-13
  8-17
  21-30
  41-60
  Rental of transport
  Ship fares and cargo rates
  Particulars
  Cargo (per 100 kg ; a metric tonne thus costs
  40-130 KAitars)
  Slaves or animals
  Deck passage per adult (children go for half fare)
  Semi-private cabin passage per adult (children
  as above)
  72
  A new set of sails costs about 7-10 percent of the original cost
  of the ship . Ordinary refitting costs approximately 3-4 percent
  of this price, refitting for minor damage 5-6 percent, and major
  repairs anywhere from 10 to 70 percent . This must be adjudicated
  by the referee .
  2.380. SLAVES .
  Some of the social ramifications of slavery are detailed in
  Sec . 1 .721 . Prices vary greatly from rural to urban markets : e.g.
  slaves cost 25 percent more in a city than in a town . A town, in
  turn, is 10 percent more expensive than the itinerant slavers' ca-
  ravans one meets in rural areas . The latter do not often have
  talented or comely merchandise for sale, of course, since the
  beat wares are understandably saved for the wealthier markets
  of the great cities .
  Slave prices also differ from nation to nation . Tsolyanu and
  Mu'ugalavya are the cheapest, while prices in Yen Kor, the far
  northeast, and Livyanu are 10 percent higher. Western Salarvya
  is on a par with Tsolyanu, but slaves are rare in the east, and the
  merchants of such cities as Chichuvu, Ssormu, and Jaekanta
  charge 15 percent more than their colleagues in the west . Haida
  Pakala is the most expensive of all : 20-25 percent more than
  Tsolyanu . This Is due to problems with supply-and also to the
  ill treatment meted out to slaves there, which takes a dreadful
  toll each year.
  Aside from menial labour and household tasks, slaves are
  frequently bought for their skills. In the table which follows, a
  "trained" slave is defined as one who has more than 6 skill levels
  (Sec . 2.239) In a particular craft or profession .
  Other factors which influence the price of a slave include age,
  health, comeliness, provenience, and, in the case of nonhumans,
  species. The following modifiers are percentages of the prices
  given in the table, and these must be totalled and applied to a
  slave's price . Some of these factors may not always be relevant :
  e.g . a noble looking for a tutor for his children may care little
  about a slave's age, while an estate-overseer seeking field hands
  has no interest in a labourer's comeliness .
  Modifiers to slave prices
  Particulars
  Over 50 years of age
  In obviously poor health, crippled, very puny etc
  A Comeliness factor (Sec . 2.217) of 01-05
  A Comeliness factor of 06-20
  A native of M'mbrcha, Nmart0sha, Rannalu,
  or the Lor6n regions of the far north . Such
  persons are considered "savage" and diffi-
  cult to domesticate
  A native of Haida Pakala. Natives of this area
  arethought to be dishonest and sly
  A native of Pijena. The PijenAni are believed
  to be lazy, devious, treacherous, and some-
  times dangerous
  A tribesman from N'10ss. These are valued
  for their great size and strength; cf . Sec . 2.222
  table is applicable to the cities of Tsolyanu and
  ay be modified for other locales as noted above.
  10'-200
  First-class cabin passage per adult (children
  %age modifiers
  as above)
  -40
  -40
  Boats and ships can be purchased for the following prices :
  -20
  -10
  -5
  Ship prices
  Price (K)
  Particulars
  51-150
  Small boat (3-5 m long ; capacity 6 persons
  -10
  or4 persons plus baggage)
  500-800
  Fishing boat (9-13 m long; capacity 10-20 per-
  sons or 6-15 persons plus baggage)
  -15
  1,000-5,000
  Large passenger craft or small river barge
  (15-18 m long ; capacity 50-70 persons or 4-6
  +10
  metric tonnes of cargo)
  7,000-11,000
  Small merchant ship: the HrO
  14,000-23,000
  Large merchant ship: the Tndk
  The following
  12,000-21,000
  Small warship : the Sdscha
  23,000-42,000
  Medium warship : the Srdgdnts
  Mu'ugalavyi. It
  51,000-70,000
  Large warship : the 061
  101,000-200,000
  Very large warship : the Zlrunel
  250,000-350,000
  Largest warship : the TsolyAni Mrishurdn,
  the Lfvyini Chdosaz, the Mu'ugalavydni Nu'Gtla,
  etc .
  
  Slave prices
  Price (K9itars)
  Particulars
  10-50
  Untrained boy/girl (up to age 16)
  40-80
  Average untrained adult in mediocre condi-
  tion. Such a slave is fit for lighter outdoor
  work, household and garden tasks, etc.
  60-150
  Untrained adult in excellent condition. A male
  is able to do heavy labour, and a female can
  perform such work also but is more usually
  put to gardening, animal care, housework, and
  similar tasks
  70-160
  Trained house-servant (male or female): but-
  lers, stewards, maids, lackeys, etc.
  130-220
  Slave trained (see above) in an "easy" skill :
  e.g . farmer, baker, barber
  190-690
  Slave trained in a "moderately easy" skill :
  e.g . sailor, smith, mason, locksmith
  600-1,500
  Slave trained in a "complex" skill : e.g . archi-
  tect, armourer, apothecary
  700-1,600
  Major domo, house-steward, chief accoun-
  tant, etc.
  1,500-3,400
  Slave trained in a "very difficult" skill : e.g .
  Interpreter, historian, physician
  1,000-5,000
  Untrained youth or maiden (16-25 years of
  age) with a Comeliness factor (Sec. 2.217)
  of 85-100
  3,000-12,000
  Trained entertainer: acrobat, dancer, juggler,
  mime, singer, etc; cf . Sec. 1 .930
  5,000-24,000
  Trained courtesan or dancer (with a Comeli-
  ness factor of no less than 85); epic singer ;
  puppeteer; gambling master for Tsehit6n;
  gladiator or wrestler; cf . Sec. 1.930
  2,000-11,000
  Nonhuman (usually untrained or only poorly
  trained in human skills) of a species which
  occurs In the area : e.g . a Tinal(ya in LivyAnu,
  an AhoggyA in southwestern SalarvyA
  10,000-29,000
  Nonhuman (as above) of a species rare in
  the area: e.g . an Ahoggyd in Livyinu, a Hlaka
  in the Ny6mesel
  Isles, a ShAn
  in eastern
  Salarvy9
  15,000-34,000
  Rarities, curiosities, and "specials": e.g .
  dwarves, giants, albinoes, women with eyes
  of different colours, extremely rare nonhumans,
  etc.
  As stated in Sec. 1 .721, it is uncommon to find priests or pries-
  tesses, sorcerers, and members of the upper classes as slaves .
  Warriors and ex-soldiers are frequent enough, but It Is against
  the laws of most of the states of T6kumel to arm slaves-nor
  would a sensible owner do so since slavery is often the result
  of debt, crime, and other factors which suggest that the person
  may not be reliable. Assassins are never found as slaves ; cf. Sec.
  1 .721 .
  Wages paid to employees-those who are legally free-are
  given in Sec. 2.242 .
  2.3610. ENTERTAINMENT.
  Some of the diversions enjoyed by the peoples of TAkumel
  are mentioned in Sec. 1.930. Although slaves are frequently trained
  In these arts, there are many free entertainers as well . Small
  local clans can thus be called upon to provide performances at
  feasts and parties, and one encounters wandering troupes and
  individuals also. The entertainment professions command very
  little social prestige, and Shkbe Road guards and city militiamen
  often extort "inducements" from such performers in return for
  73
  letting them ply their trade at fairs and parties .
  More respect Is commanded by popular musicians, singers and
  dancers of the great epics, famous courtesans, the puppeteers
  and judges of the game of Tsahltgn (Sec . 1 .930). A few gladiators,
  wrestlers, and players of Marotlgn (Sec. 1 .930) are also accepted
  Into higher society, although this is contingent upon their skill
  and good luck .
  An upper-class host in a Tsolydni city pays the fees listed below
  for various types of entertainers . These are "per person" and
  must be multiplied by the number of performers hired. These
  charges are halved in a smaller town and quartered in a village
  or rural locale. This range is actually much broader, of course:
  all the way from a copper Qirghl or two for a few minutes with
  a slatternly "Easement of the Way," as the prostitutes who fre-
  quent the Sbkbe Road way-stations are called, to perhaps a thou-
  sand K9itars-for much the same time period and for the same
  basic functions-for a famous and accomplished courtesan .
  It Is said that the current "Belle of Bey Su," Lady Elu9 hiDlanitu,
  receives 2,000 KAitars a night for her services . She is a 10th Circle
  priestess of HrihAyal, it must be added, and has a Comeliness
  factor in the high 90's.
  Entertainers' fees
  popular singer or dancer,
  higher illusionist (i.e. one
  whoemploys sorcery)
  Singer or dancer of the 3-12KAitars
  9-28 Kditers
  epics,
  famous gladiator
  or
  wrestler,
  high-class
  courtesan
  Puppeteer,
  very famous 1625 Kditars
  gladiator or wrestler, re- (rare at this
  nowned actor, very high-
  level)
  class courtesan
  Famous performer of the
  -
  51-150 KAUars
  100"1,000
  epics, judge of Tsahltdn
  Kditars
  31-50 Kdftars
  31-50 Kdltars71-170KAitars
  Should one wish to host a party in a public hostel or in the
  house of a winemaker's clan (Sec. 1 .920), a large but Inexpensive
  room can be hired for about 1-3 KAitars per night, a better cham-
  ber or small suite for 610 K9itars, and fairly sumptuous accom-
  modations for 51-100 K9itars . This depends upon the establish-
  ment, of course: a poor hostel or clanhouse may have nothing
  better to offer than a plain room (charging 1-10 Hl4sh for it), while
  an elegant upper-class hostel may ask 500-1,000 Kgiters a night
  for a spacious suite of palatial apartments. Food and drink can
  be arranged through the hosteNceeper or Clan-head, and If gambling
  Is to be done, the house usually demands a "cut" of 2 percent
  of all money wagered. The prices of meals and beverages are
  given In Sec. 2.350.
  Numberof skill levels held and fee ranges
  Type of performer
  1-6
  7-12
  13-up
  Acrobat, tumbler, juggler,
  1-5 Hldsh
  1625 H/dsh
  2-11 KAltars
  mountebank, common
  prostitute
  Instrumental
  musician
  5-9 Hldsh
  1-2 KAU=
  3-12 KNtars
  (member of a band), illu-
  sionist, story-teller
  Instrumental soloist, singer, 11-20 Wish
  2-6 KAitars
  st4 KNtars
  dancer,
  actor, mime,
  tableauist,
  better-quality
  courtesan
  Gladiator,
  wrestler,
  very 1-3 Kditars
  413 Kdltars
  7-16 KNtars
  
  Instruments may be purchased through the entertainers' clans,
  games and gambling equipment through the merchants' clans,
  and birds and animals from professional animal trainers . The
  prices and encumbrance costs of some of these items follow :
  prices of entertainment Items
  Price range
  Encumbrance
  in KAitars
  costs
  Article[sj'
  'Descriptions of most of these items are provided in Sec. 1 .930.
  Chargdsh hiVr[ddi buys a pair of K4vuk dice for 4 KAltars . This
  leaves him with 438 KAltars and 9 Hldsh but adds nothing to his
  encumbrances . He manages to win 18 K41tars from comrades in
  his unit but loses 30 the next night to Cheku'unish Arodlk Not
  all Mu'ugalavydni are as blockheaded as they are reputed to be.
  Charg6sh takes his loss philosophically . His unit is encamped
  next to a contingent from the Legion of MnAshu of Thrill (10th
  Imperial Medium Infantry), and these northerners are supposed
  to be reckless with their money.
  2.400 . CHARACTER DEVELOPMENT.
  Once the game begins, the factors established in Sec. 2.200 ff.
  will be altered-probably many times-as the characters basic
  attributes, skills, and social status undergo changes. These in-
  creases and decreases must be kept current on the Character
  Record Sheet since a person's prowess and abilities in the game
  depend upon them.
  2.410 . CHANGES IN BASIC ATTRIBUTES .
  Changes in a characters "basic attributes" (Sec . 2.210 ff.) are
  checked for at the end of each game month. This is entirely at
  the discretion of the referee. Some of these statistics may be
  modified during the month as well, due to such causes as star-
  vation, lack of water, Illness, wounds, recovery from injury or
  disease, the actions of certain creatures, or the use of revivifi-
  cation spells upon the character. All of these are checked for
  whenever the situation arises, as will be seen below.
  74
  2.411 . CHANGES IN BODY-BUILD.
  A character's body-build factor (Sec . 2.211-and not including
  any modifiers gained or lost in Secs. 2.213 and 2.215) may be
  modified as follows:
  1. Exercise and/or prolonged physical exertion can alter a char-
  acter's body-build (but not his/her height, of course). Normal
  labour, travel, and an occasional strenuous "adventure" are
  insufficient to cause any change, however. The referee must
  judge whether a check is to be allowed or not, contingent
  upon the character's duties, opportunities, and activities .
  Should a check be indicated, the procedure is as given below:
  a. The player rolls 1310: 1=a loss of 1-2 points due to over-
  strain ; 2-8=no change; 9=an addition of 1-2 points ;
  10=an addition of 1-5 points. Within these ranges points
  are randomly determined: e.g. If 1-2 points are indicated,
  D10 is rolled, and 1-5=1, and 6-10=2 .
  b. Points generated under (a) are applied to one's original
  score in the first table In Sec. 2.211 . Onemoves hori-
  zontally along the line representing one's height : from
  "Very slender" to "Slender" to "Medium," etc.
  If a
  "Stout" character increases his/her body-build suffi-
  ciently, he/she moves back along the line to "Heavy."
  One's factor may also increase beyond the maximum
  !n the "Heavy" column ; this is taken as an additional
  anomaly of physical strength . One never rerolls or mo-
  difies the second table In Sec. 2.211, however. Con-
  ceivably one could go off the left side of the table as
  well, losing points from the "Very slender" minimum .
  This is interpreted as an anomaly of physical weakness.
  It does not affect the character's height, of course .
  2. Starvation creates weekly changes in one's Height-Build-
  Strength factor. Lack of water depletes this factor by the
  day. The same table is used for both of these causes, being
  read as "weeks" in the case of hunger and "days" when the
  character thirsts. For this purpose the Height-Build-Strength
  factor obtained from both tables in Sec. 2.211 is employed
  -i.e. not including any bonuses acquired through Dexterity
  or Intelligence.
  Deprivation
  'Several species of nonhumans have Height-Build-Strength
  factors which are multiples of those of humans ; cf. Sec. 2223.
  These are depleted at the same proportional rates, how-
  ever . An AhoggyA who scores a 60 in Sec. 2.211 multiplies
  this by 3 In Sec. 2.223. The creature nevertheless uses the
  31-60 line in the table. Being without water for 4-5 days
  would thus cause a loss of 70 percent of its Height-Build-
  Strength factor, just as for a human. In reality, there are
  slight differences between the various races, but these can
  be ignored for game purposes .
  "A loss of 100 percent =death . A kindly referee may grant
  a character one more day/week, provided that he/she has
  shelterand remains totally inactive.
  Number of days/weeks of depriva-
  tion and % of HBS factor lost"
  Height-Build-Strength
  factor"
  2-3
  4-5
  6.7
  8
  9
  8-30
  50
  75
  90
  100
  -
  31-60
  45
  70
  85
  100
  -
  61-90
  40
  65
  80
  95
  100
  91-135
  35
  60
  75
  90
  100
  136-up
  30
  55
  70
  85
  100
  25-125
  113
  Sra'br
  100-1,000
  7114
  Tentur6n
  11-30
  .21.5
  Small flute or horn
  20-110
  316
  Drum or gong
  1-5
  .1/.3
  Tambourine
  200600 (and up!)
  2/4
  Dancer's
  costume
  (including
  some cheap glass
  jewellery)
  500-1,500
  10120
  Epic singer's or dancers costume
  (and up!)
  and masque (including no jewellery)
  2-11
  .21.4
  Set of DagO draughts and board
  4-23
  .511
  Set of counters, sticks, dice, and
  board for D6nden
  1-5
  010
  Set of KAvuk dice
  10-100
  .11.2
  Set of Tsahlt6n sticks
  16-25
  0/.1
  Pack of cards for AoAb or N9rku
  50-140
  -
  Hunting dog (a large variety, simi-
  lar to an Irish setter, other breeds
  exist as well
  400-800
  -
  KOW bird trained for hunting . If
  carried on the wrist an encum-
  brance cost of .5 is charged, and
  transporting the bird in a cage
  on one's back costs 4
  900-1,800
  -
  Kdnl bird trained both to hunt
  and to speak
  1,000-5,000
  -
  R6nyu (a canine-headed, semi-
  intelligent biped which can be
  trained to track, hunt, and per-
  form simple services)
  
  3 . Recuperation from starvation and thirst occurs at a rate of
  30 percent during the first week in which the character re-
  sumes eating/drinking, and 10 percent per week thereafter
  until ail of the loss has been restored. There are also cer-
  tain magical spells that can bring about immediate recovery
  see the Sections dealing with magic.
  4. Injuries cause a loss of Body Damage Points (Sec . 2.214) .
  As these add up to various percentages of a character's
  total, "degrees of wound/illness gravity" are created . These,
  in turn, do two things : (a) produce negative modifiers for
  one's Combat Values (Sets. 2.810 and 2.811) ; and (b) deduct
  percentages of one's Height-Build-Strength factor, affecting
  one's ability to move, carry encumbrances, engage in fur-
  ther combats, etc . Combat modifiers are noted in the two
  Sections just mentioned above, while percentages subtract-
  ed from one's Height-Build-Strength factor for various de-
  grees of wound/illness gravity are as follows :
  5 .
  6 .
  7 .
  8.
  Healing through sorcery is instantaneous and leaves no
  scars or ill effects . Recovery from wounds either through
  natural processes or with the aid of a physician depends
  upon the "Recovery roll" ; cf. Sec . 2.722 (2) .
  The ability to avoid disease is based upon one's Stamina
  factor (Sec. 2.212) and the "Resistance roll" derived from
  it (Sec. 2.722 (2)) . The referee decides upon the "degree of
  wound/illness gravity" represented by the disease (cf . Sec.
  1 .412 and also the referee's Sections), and also upon the
  likelihood of the character's being infected. The player then
  makes the "Resistance roll" at the difficulty level stated by
  the referee . If this is successful, the character does not be-
  come sick. A failed "Resistance roll" causes the character
  to fall ill, and the player must make further "Recovery rolls"
  at intervals given in Sec . 2.722 (2) . A successful "Recovery
  roll" by a sick character moves his/her condition up the
  (i.e . from the starting point of the disease towards health),
  while a failed "Recovery roll" sends him/her in the other
  direction, down from "minor" through "serious," to "grave,"
  to "critical," to "fatal," and off the table to death .
  Most diseases respond to sorcery, to medical treatment,
  or to both . Some which are either incurable or else very re-
  sistant to known cures are mentioned in Sec . 1.412 .
  The effects of poisons and drugs (Sec . 2.350) are usually
  Instantaneous or so rapid as to require no time scale. Unless
  the poison is slow-acting (decided by the referee), a victim
  loses ALL of his/her Height-Build-Strength factor and dies
  within the periods specified in Sec. 2.350 . Drugs produce
  less lethal effects, of course, and the referee must deter-
  mine arbitrarily how much of the victim's Height-Build-Strength
  factor is lost and for how long. A "Resistance roll" is per-
  mitted to one who is poisoned or drugged, but the difficulty
  level of this test is usually a "Very difficult test" or a "Real
  challenge" ; cf. Sec. 2.722 (2). The referee may apply further
  minus modifiers to the "Resistance roll" needed to escape
  the effects of certain exceedingly deadly toxins (e.g . the
  bite of the Algsh snake).
  75
  9 . Certain magical spells neutralise the effects of poison at
  once without residual ill effects . If an antidote Is taken in
  time (Sec. 2350), a victim recovers at rates that vary according
  to his/her Stamina factor (Sec. 2.212) .
  Antldoto rocovory
  'The actual number of days within these ranges is esta-
  blished by a random die roll .
  10. Injuries caused by animals and plants fall either into the
  "wounds" or the "poisons" categories (nos. 4 and 8, above) .
  The damage done by these Is Included with their descrip-
  tions In the referee's Sections .
  11 . A revivification spell (see the Sections dealing with magic)
  causes a character to lose 1-10 points (randomly rolled) from
  his/her Height-Build-Strength factor. This loss may be per-
  manent or temporary ; a D10 is rolled: 1-6=the loss is per-
  manent ; 7-8= the loss is temporary, lasting 1-3 months;
  9-10=the loss is temporary, lasting 1-5 weeks . Certain very
  high level spells produce no loss at all .
  As an example, Charg4sh hiVrfddi (Sec . 2.200 ff .) has an ori-
  ginal Height-Build-Strength factor of 71 (Sec . 2.211) . Life in the
  Tsolyini army is arduous, and at the end of the second month
  the referee grants him achance to Improve his physique. He scores
  a 10 on his D10 roll . A second roll produces a 5; this Is divided
  by 2 and rounded down to give him 2 points . (Rounding down
  can never result in a number lower than 1, of course .) Chargdsh
  now has a Height-Build-Strength factor of 43, but he is already
  of Heavy build, and this does not change. He is simply 2 points
  more powerful .
  Some five years ago, Alind hiNakkodii contracted a disease
  at the "serious" level of wound/illness gravity . She failed her
  first "Resistance roll" and thus lost 50 percent of her Height-
  Build-Strength factor (cf . (4), above) . Two days later she made
  her "Recovery roll" (Sec . 2.722 (2)) and went from "serious" con-
  dition to "minor." Her temple physician was soon able to restore
  her to complete health .
  2.412 . CNANGEs IN STAMINA .
  The Stamina factor is altered only when one's Height-Build-
  Strength factor is increased or decreased beyond the limits of
  the character's original column in the table in Sec . 2.212 . Char-
  gdsh h!Vrfddi has a total Height-Build-Strength factor of 71 (Sec.
  2211 ff.) . The 2 points gained in Sec . 2.411 do not take him beyond
  the 66-90 range, and his Stamina remains unchanged . On the
  other hand, a person who has 65 points and adds 2 would enter
  the 66-90 range in Sec. 2.212 and would Increase his/her Stamina
  factoraccordingly.
  2.413 . CHANGES IN DEXTERITY.
  A characterwho continually engages in some very dexterous
  task or profession (e.g . goldsmith-jeweller, artist, sculptor) may
  gain in Dexterity . This does not occur through occasional use
  of one's abilities but implies prolonged practice and effort . An
  artist who paints once in a while therefore Is not allowed an in-
  crease, but a warrior who assiduously attends a duelling masters
  school (Sec . 1 .960) may be permitted it. If the referee grants per-
  mission, the player rolls a D10: 1-8 =no change ; 9=1-2 points
  Body Damage
  Percentage of Body
  Degree of wound/
  %age lost from the
  Damage Pts lost
  illness gravity
  HeightBuildStrength
  01-09
  Unimpaired
  0
  10-25
  Minor wound
  25
  26-50
  Serious wound
  50
  51-75
  Grave wound
  75
  76-90
  Critical wound
  90
  91-99
  Fatal wound
  95
  100
  Dead
  -
  Stamina
  factor
  Number of days required for an antidote to
  restore a poison/drug victim to full health'
  5-20
  1-10
  25-40
  1-5
  45-up
  1-3
  
  (randomly rolled) are added; 10 =1-5 points are added (randomly
  rolled) to the characters original score in Sec. 2.213 . These points
  may affect the characters bonus for his/her Height-Build-Strength
  factor.
  Alin& hiNakkodai is of slender build, and her original Dexterity
  score is 60, to which she adds 10 points for being a woman (Sec.
  2.221): a total of 70 . She spends.two months working hard at her
  sculpture (Sec . 2.239), and at the end of this period the referee
  grants her a Dexterity check. She scores a 9, and a second roll
  indicates that this produces 2 points. Her Dexterity factor score
  is now 72, which raises her Dexterity modifier to her Height-Build-
  Strength factor from + 5 to + 10.
  2.414 . CHANGES IN BODY DAMAGE POINTS.
  As with Stamina (Sec . 2.412), a characters body Damage Points
  undergo a lasting change only when a modification to the Height-
  Build-Strength factor places him/her in a different category in
  the table in Sec. 2.214 . For instance, Charg6sh hiVrfddi originally
  came just within the 71-85 range in this table, and the acquisition
  of two more points in Sec. 2.411 still leaves him a long way to go
  before he exceeds 85 . Should he do so, he would still belong to
  sub-category "B" in the table ; he would then have 51 Body Damage
  Points .
  Body Damage Points are depleted through injury or disease,
  of course . These are automatically restored when the character
  is healed or cured. Only in the case of a permanent injury-one
  which cannot be relieved by either medicine or magic (e.g . the
  complete loss of a limb)-are Body Damage Points lost forever .
  2.415. CHANGES IN PSYCHIC ABILITY .
  Prolonged study of sorcery or the shamanistic arts may aid in
  developing a character's Psychic Ability (Sec . 2.216). This study
  must be done in one long, concentrated period under the guidance
  of a skilled teacher. Other duties, travel, social pursuits, etc.
  must all be laid aside, and acheck is allowed only once every
  six months. At that time, if the referee permits, D10 is rolled:
  1-2=a loss of 1-2 points from the character's score in Sec. 2.216
  due to over-strain ; 3-9=no change; 10=an increase of 1-5 points.
  It is very difficult to develop this faculty beyond the level one
  has to begin with .
  The Psychic Reservoir factor (Sec . 2.216) never changes.
  2.416 . CHANGES IN COMELINESS.
  The only other factor in Secs. 2211-2 .218 which can be changed
  during the game is that of Comeliness ; cf. Sec. 2.217 . This can
  be increased temporarily through cosmetics (or a better tailorl),
  and there are also certain spells which can make a character
  better looking.
  It is easier to diminish a characters Comeliness. This may occur
  through wounding, the ravages of disease or privation, etc. Sor-
  cery heals perfectly without a mark, but if this fails or is unavail-
  able, one who has suffered a grievous head wound or who is the
  victim of prolonged starvation or illness (more than 3 weeks in
  the former case and 2 months in the latter) must roll D10: 1=the
  characters Comeliness decreases by 2 levels in the table in Sec.
  2.217 (e.g . from "Handsome/beautiful" to "Average"); 2-3=the
  person's Comeliness is lowered by one level (e.g . from "Hand-
  some/beautiful" to "Good-looking") ; 4-10=no change . A loss
  due to privation or disease may eventually restore itself (there is
  a 20 percent chance of this per game month), but a wound or scar
  may mar the individual's looks for life. Even for this, however,
  there are certain magical remedies which may help; cf . the Sec-
  tions dealing with sorcery.
  7 6
  2.420 . SKILL DEVELOPMENT.
  Every character begins with various levels of one or more skills ;
  cf. Sec. 2.239 . Some of these skills may be further broken down
  Into sub-skills ; cf . Sec. 2.2311 ff . Both of these may be further
  developed once the character has entered the game . New skills
  and sub-skills may be learned, and unused competences may
  decline and slowly be forgotten . The following Sections detail
  these processes .
  2.421 . SKILL MAINTENANCE.
  A character can maintain his/her primary professional skill
  (Sec . 2.241) by simply doing his/her duty during a given month.
  The warrior or soldier who obeys orders, faces no opponents,
  and "does the job" ; the tailor who spends the month sewing in
  the tailor-shop; the priest who goes about the humdrum business
  of the temple ; the historian who studies, writes, and teaches in
  the academy-all fall into this category . Nothing is added to the
  skill, but nothing is lost .
  2.422 . SKILL DEVELOPMENT: PRACTICE .
  A skill can be improved slowly through practice . This is as
  follows:
  1 . At the beginning of the game month each player informs
  the referee of his/her intention to practice a given skill . At
  the end of this month the referee decides whether practice
  has indeed taken place . Requirements are:
  a. Opportunity must be present . A period of at least 2
  hours per day must be set aside for each skill practiced,
  and this can be interrupted for no morethan 4 "holidays"
  during the month. Practice demands concentration .
  It cannot take place while one is travelling, "adventuring,"
  sick, wounded, or performing other time-consuming
  duties (referee's discretion). Casual study (e.g . reading
  a book while riding in one's litter, making an occasional
  arrow after dinner, etc.) does not constitute practice .
  b. Daily duties and personal activities also require time .
  One cannot practice continually for 8 hours per day.
  During each game month, therefore, a maximum of
  TWO skills can be practiced. In addition, one can main-
  tain one's professional skill (gaining no points in it,
  however), as said in Sec. 2.421 . Skills which are prac-
  ticed must be two different skills-not the same skill
  "practiced twice." Unpracticed skills must "lie fallow"
  to await their turn in some subsequent month.
  c. Sub-skills are ignored for purposes of practice . One
  practices a skill in its entirety, notes the points gained
  upon the Character Record Sheet, and when a com-
  plete skill level has been achieved, the Competence
  Unit points gained (Sec. 2.2311) are then invested in
  sub-skill levels . A warrior, for example, need not prac-
  tice the dagger, the sword, the spear, etc. all separately.
  d. The materials, equipment, and premises needed for a
  skill must all be present. A smith needs a forge; a glass-
  blower requires pipes and bellows; a tanner must have
  vats of chemicals, etc. Practice cannot occur without
  these . Many skills demand less, of course: perhaps no
  more than a few books and scrolls, a small box of in-
  gredients, a musical instrument, or just a private place
  in which to read, sing, declaim, compose poetry, and
  the like .
  2. If the referee agrees that practice has taken place, the player
  rolls D10 at the end of the game month: 1-2=no improvement ;
  3-5=1-10 points (randomly determined) are added; 6.8=
  1-20 points are gained ; 9 =1-100 points are earned; and 10 =
  2.200 (i.e . WOW) points are acquired . These points are
  noted upon the Character Record Sheet, and when one level
  
  is complete (Sec . 2.2310), the character may begin upon a
  further level . If the skill has sub-skills (Sec. 2.2311), these
  may be purchased at this time . Points in excess of the num-
  ber needed for a complete skill level are "saved" and are
  thus used to start a new level.
  2.429 . SKILL DEVELOPMENT: STUDY.
  Practice denotes effort alone or with comrades of approxi-
  mately the same skill level . Study implies lessons with a teacher.
  In the case of a warrior, this may be a veteran soldier or an accred-
  ited duelling master (Sec. 1 .960) . A shaman studies under an
  older and wiser shaman . Priests and sorcerers are instructed
  by scholars within their temple academies or by Lay Priests In
  the marketplace . Procedures for gaining skill points through
  study are:
  1. At the beginning of the game month the player informs the
  referee of his/her intention to study a given skill. The referee
  then determines whethera tutor is available or not (cf . the
  referee's Sections, below) . If a tutor Is found-or If one is
  already employed from some preceding month-study be-
  gins or continues.
  2. A teacher must have at least 6 complete skill levels more
  than the pupil, and the latter can never rise to more than 2
  levels below the level of the Instructor . For example, an ar-
  mourer with 7 skill levels can teach a first level novice, but
  no amount of study with this teacher can improve the tyro
  beyond the 5th level.
  3. If the skill studied has sub-skills (Sec . 2.2311 ff .), a teacher
  must be found who possesses at least 6 sub-skill levels in
  a given specialty beyond the level of the student in order
  for study to take place . For example, a warrior who has 1
  sub-skill level in the use of two-handed weapons must find
  an Instructor who has 7 sub-skill levels in this specialty in
  order to Improve his/her expertise in this weapon group. A
  teacher cannot impart sub-skills which he/she does not know.
  4. Study requires the same opportunities, materials, tools, and
  premises as does practice; cf . Sec. 2.422 (1, a and d) .
  5. Only one skill can be studied per month, demanding a mini-
  mum of 3 hours per day. Four holidays permonth are allowed.
  In addition, the same-or another-skill may be practiced,
  and one can also maintain one's professional skill with no
  gain or loss (Secs. 2.421 and 2.422) .
  6. If the referee agrees that a character has studied a skill at
  the end of the game month, acheck Is made. The number
  of skill points gained depends upon the teacher's level (or
  sub-skill level) beyond that of the pupil: e.g . a tutor with 9
  levels is 8 levels beyond a beginner who has 1 level . A D10
  roll is made, and this is followed by a second random die/
  dice roll to determine the number of points within the ranges
  given in the following table. Increases are noted on the Char-
  acter Record Sheet. When a complete skill level has been
  achieved, any sub-skill Competence Unit points are deployed,
  as stated in Sec. 2.422 (2).
  Skill dsvslopmsnt: study
  77
  'A score within the 1-50 range is produced by rolling D100
  and dividing by 2, with no score ever being less than 1.
  2-200, 3-300, etc. are found by rolling D100 and multiply-
  ing the score by 2, 3, and so forth.
  2.424 . SKILL DEVELOPMENT: COMPETENCE REWARDS.
  A skill competence reward represents not the acquisition of
  expertise but the benefits of using already-acquired abilities
  successfully . The warrior who defeats a foe, the sorcerer who
  aids the party or confounds an enemy, the merchant who makes
  a large sum of money, the physician who succeeds in a difficult
  cure-all deserve some recompense for their efforts . This may
  be applied even to the crafts, the "knowledge" skills of the scholar,
  etc. : e.g . the bakerwhose pastries delight the customer, the poet
  who recieves the plaudits of the audience, the hunter who brings
  home much meat for the tribe, and the like . In some cases re-
  ward-deserving actions are easily quantifiable: e.g . the number
  of foemen slain by a fighter, the tally of useful spells cast by a
  sorcerer, the amount of money earned by a merchant) ; in others
  there can be no precise standards. It would be tiresome to "game"
  the baker's successes and failures with his/her cakes, the archi-
  tect's calculations and planning, or the poet's search for the
  Muse . A mechanism is thus needed for "ungamed" competence
  rewards, and this is presented first below. Thereafter systems
  of competence rewards will be provided for skills which can be
  quantified and gamed.
  1 . "Ungamed" competence rewards are based upon the chances
  of an opportunity arising during agame month for a character
  use a skill and display his/her abilities . This is how a baker,
  a poet, an official, an architect, etc. gains skill points . This
  method is employed forall but the "gamed" skills (see be-
  low) and for the "utility" skill of Reading/writing (which can
  only be improved through practice and/or study) . Competence
  rewards are used for most skills in addition to practice and
  study. A priest may thus gain points for the skill of Priest
  through practice, through study, and also try for a compe-
  tence reward In this same skill. An historian may study with
  a tutor and at the same time see whether he/she has exper-
  ienced a "break-through" In knowledge which provides
  points through a competence reward . Procedures are:
  a. Opportunities, materials, tools, and premises must be
  available for each "ungamed" skill; cf . Sec. 2.422 (1, a & d) .
  b. At the end of each game month every player rolls D10
  for each "ungamed" skill he/she possesses: 1-8 = no
  opportunity for a test of the person's abilities has oc-
  curred this month; 9-10=such an opportunity has arisen .
  c. If an opportunity occurs, Its level of difficulty Is found
  by rolling D10: 1-4=an "Easy test"; 5-6=a "Harder
  test" ; 7-8=a "Difficult test"; 9=a "Very difficult test";
  and 10=a "Real challenge." At this point the player
  may "back down" and choose not to take the test . This
  causes him/her to lose 1-20 skill points (randomly rolled)
  automatically.
  d. If the player opts to take the test, he/she cross-refer-
  ences the complexity of the skill (Sec . 2.239) with the
  level of difficulty of the test and rolls D20 to see how
  well he/she has done . A result of "Failure" indicates
  that the character has botched the problem, and a num-
  ber of skill points is deducted from his/her skill level
  total accordingly. "Accomplishment" denotes a suc-
  cessful result-but nothing exceptional . A "Resounding
  success" means what it Implies: a job worthy of ad-
  miration . These results are abbreviated in the following
  table: "F," "A," and "S."
  Teacher's
  level beyond
  thatof the
  student
  1-2
  Die scores
  3-5
  andskill
  6-8
  point ranges'
  9
  10
  6-7
  1-10
  1-20
  1-50
  1-100
  2-200
  8-9
  1-20
  1-50
  1-100
  2-200
  3-300
  10-11
  1-50
  1-100
  2-200
  3-300
  4-400
  12-13
  1-100
  2-200
  3-300
  4-400
  5-500
  14-up
  2-200
  3-300
  4-400
  5-500
  6-800
  
  e .
  Ungsmod competence scows
  'There is also the "very difficult" skill category which
  contains the skill of Assassin . This skill receives
  "gamed" competence rewards; see below .
  The degree of success or failure found in (d) is now
  cross-referenced with the complexity of the skill and
  the type of test . A D100 roll
  is made, and this is
  multiplied by 2, 3, 4, etc . to find larger ranges: e.g .
  10-1,000 = D100 x 10 . The following table
  is
  based
  upon a test at the "Difficult" level . Points gained for a
  test at the "Easy" level are quartered ; those for a
  "Harder" test are halved ; those for a "Very Difficult"
  test are doubled ; and those for a "Real Challenge"
  are tripled . Points for a failure are deducted from the
  character's skill level, while those for an accomplish-
  ment or a resounding success are added to it . For ex-
  ample, a resounding success at the "Easy" test level
  in a "Difficult" skill produces D100x10=4 . On the
  other
  hand,
  a resounding
  success
  at
  the
  "Real
  Challenge" level in the same skill gives D100 x 10 x 3.
  Ungamed competence points
  2. "Gamed" competence rewards for assassins, shamans,
  sorcerers, and warriors include points for defeating enemies.
  a . The assassin and the warrior receive points for foes
  slain or incapacitated in physical combat (including
  missile fire) . The shaman and the sorcerer similarly get
  points for defeating a foe with magic . No points are
  granted for a "friendly" fight : e.g . a practice duel, sub-
  duing a drunken comrade, etc . The situation must be
  "life-threatening" ; this is at the referee's discretion .
  78
  b . If only one person defeats an opponent, there is no
  problem in calculating competence rewards ; cf .
  (f),
  below. When more than one combatant is involved in a
  victory-and particularly if both warriors and sorcerers
  have taken part-problems may arise . "Victory points"
  (cf . (f), below) are figured differently for a warrior and
  for a magic-user, for instance, and there is also the
  question of who did the most damage and hence
  deserves more points . There are no easy solutions . The
  following suggestions may be adopted, discarded, or
  modified
  according
  to
  the
  playing
  style
  and
  preferences of the group.
  i . The "killer"
  (i .e . the person whose blow or spell
  finally brings down the foe) calculates his/her
  "Victory points" as shown in (f), below, and takes
  them
  all . Other participants
  in the melee get
  nothing . Simultaneous "kills" are diced for : the
  high throw takes all . Uninvolved members of the
  party get nothing, of course .
  ii . "Victory points" are calculated as shown in (f),
  below,
  for the "killer ." He/she receives
  half of
  these points . The remainder is divided equally
  among the other active participants in the melee .
  These points are always added to the skill used :
  i.e . a warrior or assassin increases his Warrior or
  Assassin skill totals with these points, while a
  magic-user adds
  them to his/her
  Sorcerer
  or
  Shaman skill total-whichever
  is used . This re-
  mains true even if the "killer" employs a quite dif-
  ferent
  skill from
  that used by the one aiding
  him/her. For example, a fighter with 11 skill levels
  is the "killer" of an opponent possessing 17 skill
  levels
  . If aided by 2 other warriors and one magic-
  user, the "killer" divides the 100 "Victory points"
  as follows : 50 to himself, and 50 to the others . The
  latter each take 16 points and dice for the remain-
  ing 2 points . The two warriors add these points to
  their Warrior
  skills,
  while
  the magic-user
  in-
  creases his/her Sorcerer skill by this amount . This
  method creates some anomalies but does reflect
  the participation of the "killer's" helpers .
  iii . A more complex but fairer method is to keep track
  of the Body Damage Points subtracted from an
  enemy's total through each fighter's blows and/or
  spells. When the melee
  is over, each person
  calculates the number of "Victory points" they
  would get if they had slain the foe unaided . This
  amount is then adjusted according to the percen-
  tage of damage done to the opponent . For in-
  stance, if the enemy is a creature with 100 Body
  Damage Points, and a warrior reduces this foe by
  20 points, a second warrior takes off 40, and a
  sorcerer employs a spell to destroy the remaining
  40 points, then the first fighter gets 20 percent of
  whatever "Victory points" he would earn at this
  skill level; the second person gets 40 percent ; and
  the magic-user gains 40 percent . Each of these
  amounts will be different, of course, since they
  are based upon the skill levels of the warriors and
  the sorcerer versus the Warrior skill level and the
  "Magical Resistance factor" of the defeated op-
  ponent respectively .
  c . A warrior or assassin gets no points for downing an
  enemy with magic
  (e.g .
  an
  "Eye"). A shaman or
  sorcerer likewise receives no reward for defeating an
  Type of test and scores signifying
  Accomplishment, or a Resounding
  Skill com-
  Easy
  Harder
  Difficult
  Very
  plexity'
  test
  test
  test
  difficult
  Failure,
  Success
  Real
  challenge
  Easy
  F:1-2
  13
  1-4
  1-5
  18
  A:3-12
  413
  5-14
  615
  7-16
  S:13-20
  1420
  15-20
  1620
  17-20
  Moderate- F:13
  1-4
  1-5
  18
  1-7
  ly easy
  A: 413
  514
  615
  7-16
  8-17
  S:1420
  1520
  1620
  17-20
  1620
  Complex F:1-4
  18
  18
  1-7
  18
  A:514
  615
  7-16
  8-17
  9-18
  S:1520
  1620
  17-20
  1620
  19-20
  Difficult
  F:1-5
  18
  1-7
  18
  1-9
  A:615
  7-16
  617
  9-18
  10-19
  S:1620
  17-20
  1620
  19-20
  20
  Skill point ranges produced by failure, accom-
  plishment, or a resounding success
  Skill complexity
  Failure
  Accomplish-
  ment
  Resounding
  success
  Easy
  1-100
  1-100
  3,300
  Moderately
  3300
  3-300
  5500
  easy
  Complex
  4400
  5-500
  7-700
  Difficult
  5300
  7-700
  10-1,000
  
  opponent in physical combat (e.g . knocking the foe on
  the head with a club or stabbing him with a dagger) .
  Only
  if a fighter also has some
  skill levels
  in the
  Sorcerer or Shaman skills, or a magic-user has a level
  or two of the Warrior skill, are points given-and then
  only to the relevant skill . Physical combat points go to
  the Warrior or Assassin skills (whichever is used in the
  fight), and victories through magic provide rewards on-
  ly for the Sorcerer or Shaman skills . No points are
  given for defeating an enemy with an "Eye," book,
  scroll, amulet, or other magico-technological device;
  such aids require no skill to use .
  d. "Victory points" earned through physical combat are
  never added to the skill of Soldier but instead go to
  one's Warrior or Assassin skill, whichever was used
  in the fray . In the same way, points gained by defeating
  an enemy with magic augment one's Sorcerer or Shaman
  skill and never that of Priest . The skills of Soldier and
  Priest are increased through practice, study, and "un-
  gamed" competence rewards . Occasionally, too, the
  referee may award points to these skills in recognition
  of an especially ingenious application of their exper-
  tise (see below).
  e. As the game proceeds, each player notes "victory points"
  on his/her Character Record Sheet. When these points
  together with any earned through practice and study
  -add up to a complete skill level, the latter takes effect,
  either at the end of an "adventure" or at the start of a
  new session of gaming (cf . Sec . 2.2311) . Learning a
  totally new skill or sub-skill requires more time, how-
  ever ; see Sec. 2.425.
  f . "Victory points" are determined by comparing the
  winner's skill with that of the loser. The procedure for
  physical combat differs somewhat from that used for
  sorcerous conflicts :
  ! . An assassin or a warrior finds his/her skill level in
  the table below and cross-references this with
  that of the loser to find the number of points to
  add to his/her skill total . Only complete levels are
  counted; never partial ones. Subskill levels in spe-
  cific weapons are also ignored: e .g . Verdsha hiBalt;rn,
  a 10th level warrior, has invested most of his Com-
  petence Unit points in the sub-skill of long one-
  handed weapons, while Sh6m!sh KagAj, also a 10th
  level warrior, has spread his points over several
  weapon sub-skills. Verdsha has a high Combat
  Value (Sec . 2.810 ff .) when he fights with the sword
  but is practically helpless if compelled to change
  to another weapon . Sh6m!sh, on the other hand,
  has a lower Combat Value all across the board
  but is much more versatile. None of this matters
  for the purpose of assessing "victory points" ;
  both count as 10th level warriors .
  11 . A shaman or a sorcerer employs his/her skill level
  not against the opponent's skill level but against
  the latters "Magical Resistance factor" (Sec . 2.725).
  This alone is relevant . The loser's Warrior level,
  social rank, and/or prowess in other skills are of
  no importance here. The "Magical Resistance fac-
  tor" of a sorcerer or shaman may be very high,
  whereas that of a warrior, animal, or other being
  unversed in magic is likely to be comparatively
  low . This may be true even without sorcerous train-
  Ing : e.g . a 20th level warrior might have a "Magical
  Resistance factor" lower than that of an untrained
  but psychically gifted child, and the most puissant
  79
  9 .
  nobleman in all the land may be defensively weaker
  than a peasant who chances to be born with an
  innately high Psychic Ability and a capacious
  Psychic Reservoir (Sec . 2.216) . Both Verdsha hi-
  Baldm and Sh6mish Kagdi are warriors with no
  competence in sorcery. Both happen to have fairly
  average psychic talents, and their "Magical Re-
  sistance factors" are 1 (Sec. 2.725). If Aling hi-
  Nakkodaci, a 2nd Circle sorceress, defeats either
  of these men, she receives 100 points for her Sor-
  cerer skill . Should she be lucky enough to defeat
  Yendeb Chdka, a Livyani sorceress with 16 levels
  in the magical arts and a "Magical Resistance
  factor" of 19 (cf. Sec. 2.725), she would gain 1,100
  points for this one victory alone . Her chances of
  success are not exactly auspicious, unfortunately .
  The table for gamed "victory points" is as follows :
  Oamsd "victory points"
  Loser's Warrior/Assassin skill level, or
  "Magical Resistance factor roll," and
  points gained
  Winner's
  skill level
  0-3'
  4-8
  9-13
  14-18 19-23 24-28 29.33"
  1-3
  100
  300
  500
  800
  1,100 1,400 1,900
  4-6
  75
  100
  300
  500
  800
  1,100 1,400
  7-9
  50
  75
  100
  300
  500
  800
  1,100
  10-12
  25
  50
  75
  100
  300
  500
  800
  13-15
  15
  25
  50
  75
  100
  300
  500
  16-18
  10
  15
  25
  50
  75
  100
  300
  19-up"
  5
  10
  15
  25
  50
  75
  100
  'This includes opponents with "minus" "Magical Re-
  sistance factors" ; cf . Sec . 2.725 .
  "This table may be progressed further at the same
  rates for still more powerful combatants.
  3 . "Gamed" competence rewards for shamans and sorcerers
  also include smaller numbers of points for using successful
  "non-agressive" spells during an "adventure." Points for
  "aggressive" spells (i.e . those used to defeat a foe in com-
  bat) are given only for victories; cf. (2), above . There are many
  other types of spells, however : healing, elicitation, com-
  munication, etc . If these are cast to aid the magic-user and/
  or the party (and not just to gain points!), they are rewarded
  according to the caster's skill level and the difficulty of the
  type of spell (cf . Sec . 1 .620 and the Sections dealing with
  sorcery). These points are also added to the character's
  Shaman or Sorcerer skill total at the end of an "adventure"
  or session of gaming .
  Spell-casting compstsncs points
  Caster's
  skill level
  Typeof "nonagressive"
  Universal
  spell cast
  Generic
  & pts gained
  Temple
  1-3
  30
  60
  120
  4-6
  25
  50
  100
  7-9
  20
  40
  80
  10-12
  15
  30
  60
  13-15
  10
  20
  40
  16-18
  5
  10
  20
  19-up
  3
  6
  12
  
  4 . The mercantile skills (Administrator, Business Administrator,
  Land Administrator, Merchant, Moneylender, Shipping Ad-
  ministrator, and Slaver) receive "gamed" competence re-
  wards at the end of each game month according to the total
  net profit (i.e. gross profit, minus any expenses and/or losses)
  made by the character through the use of the skill . These
  profits must be made for the character himself/herself and
  not those he/she earns for a clan or other organisation em-
  ploying him/her. A financial loss deducts the same number
  of points from the person's skill level . No change occurs
  In the skill level of a merchant (etc .) who has neither made
  nor lost money during the month through the skill, and he/
  she is ineligible for "ungamed" competence rewards . No
  points are given to a merchant-nor for that matter to any
  other character-for money gained through treasure finds,
  looting, gambling, personal loans, Interest on non-mercan-
  tile debts, or other non-commercial causes . "Gamed" com-
  petence rewards for the mercantile skills are :
  5 .
  Mercantile skill points
  Income earned during the month (in TsolyAni
  Merchant's
  Kdlters) and skill points g iven
  A physician compares his/her skill level with the gravity of
  a wound or illness to produce "gamed" competence rewards
  for cures or healing. Degrees of gravity are defined according
  to the percentage of the patient's Body Damage Points (Sec .
  2.214) which have been depleted .
  Patient's woundlillness gravity
  'No points are given for healing a patient who has lost less
  than 10 percent of his/her Body Damage Points .
  "When a character reaches 100 percent damage, he/she
  is dead .
  Points are given for a cure or healing during an "adventure"
  and are noted on the Character Record Sheet. If a new skill
  level is achieved, this takes effect at the close of the "ad-
  venture" or at the start of a new session of gaming . It must
  be noted that cures and healing through magic count as
  "helpful non-aggressive spells" (see (3), above). No points
  are given for healing with an ancient magical or technolo-
  gical device, a book, a scroll, etc. This is true also of sor-
  cery employed for other purposes .
  80
  Physician's skill points
  Physician" sDegree of wound/illness gravity and points given
  6. Still other "ladders" of "gamed" competence rewards can
  be devised by the referee. Points may also be granted for
  special ingenuity in the use of a skill : e.g . to a locksmith
  who opens a dangerous chest without damage to himself/
  herself or to the party, to a soldier who wins a battle, etc .
  Such awards should be made only for a "Resounding suc-
  cess" in a "Real challenge" ; cf . (1), above. They should be
  on the order of the "gamed" competence rewards for the
  use of "helpful non-agressive spells" by sorcerers and sha-
  mans, although greater amounts can be granted for more
  difficult and challenging actions . See also Sec. 2.727.
  2.425 . LEARNING SKILLS.
  One can learn a new skill or sub-skill after the start of the
  game. The method is as follows:
  1 . A willing teacher of the requisite status must be obtained
  (Sec. 2.423 (1)) . This is easy in the case of an aristocrat who
  can buy slave tutors or hire the best instructors from the
  temples or the marketplace . It is also a simple matter for a
  townsman whose clan has the skill or sub-skill as its pro-
  fession . Duelling masters and Lay Priests are also gener-
  ally available in the larger cities, although there is a chance
  that the latter may be frauds . Priests, Lay Priests, and mem-
  bers of the upper classes should have no trouble finding
  temple scholars to teach them the "knowledge" skills.
  Mastering a tribal skill Is harder since teachers are rare
  outside of the tribe's habitat . It is still more difficult for a
  peasant to learn an upper-class skill . Aristocratic tutors
  and the priesthoods rarely want to waste their time on vil-
  lage hayseeds unless there is clearly something to be gained
  from it. Money does make many roads easy, of course, and
  if a wealthy parvenu really wants to acquire such arts as
  etiquette, history, poetry, and the like, a tutor can probably
  be found eventually . Tuition costs are listed In Sec . 2.242 (5).
  2. Opportunities, materials, tools, and premises must be a-
  vailable ; cf. Sec. 2.422 (1, a and d) .
  3. One can learn a new skill or sub-skill while maintaining a
  professional skill, practicing one skill, and studying one
  skill-all during the same game month . Learning a new
  competence requires more time, however. This varies ac-
  cording to skill complexity and is also partially determined
  by a D10 roll . The latter is modified by the learner's Intel-
  ligence factor (Sec . 2.215) : a -1 is applied to the D10 score
  if the character's Intelligence is 01-30, and a + 1 is added
  If his/her Intelligence is 81 or above. Some skills (e.g . Gold-
  smith-Jeweller, Armourer, Artist, Musician, Physician) are
  also modified by the student's Dexterity (Sec . 2.213) : a -1
  Is applied for any score in Sec . 2.213 which produces a
  negative modifier on the table there, while a + 1 is added
  for any Dexterity score which creates a modifier of +20
  or above . Both of these modifiers are employed if they ap-
  ply . The D10 roll for skill learning time is as follows:
  skill level
  Minor
  Serious
  Grave
  Critical
  Fatal
  1-3
  30
  60
  120
  240
  480
  4-6
  25
  50
  100
  200
  400
  7-9
  20
  40
  80
  160
  320
  10-12
  15
  30
  60
  120
  240
  13-15
  10
  20
  40
  80
  120
  16-18
  5
  10
  20
  40
  80
  19-up
  3
  6
  12
  24
  48
  skill level
  1.1,000
  1,001-5,000
  5,001-10,000
  10,001-up
  1-3
  100
  300
  500
  1,000
  4-6
  75
  100
  300
  500
  7-9
  50
  75
  100
  300
  10-12
  25
  50
  75
  100
  13-15
  15
  25
  50
  75
  16-18
  10
  15
  25
  50
  19-up
  5
  10
  15
  25
  Degree of gravity of a
  wound or illness
  Percentage of Body Damage
  Points lost
  Minor
  10-25'
  Serious
  25-50
  Grave
  51-75
  Critical
  76-90
  Fatal
  91-99"
  
  Learning skills
  4. The time required to learn a new sub-skill within a skill (Sec .
  2.2311 ff.) is half of that found on the table in (3).
  5. A period of at least 2 hours per day must be set aside for
  the learning of a new skill or sub-skill .
  6 . No effective use of a new skill or sub-skill can be made un-
  til the first level or sub-level has been achieved . Thereafter
  the character can employ the competence, and progress
  Is made as for other skills through practice, study, and
  competence rewards . The speed with which further levels
  or sub-levels are gained then depends upon the character's
  actions-and luck with the dice .
  7. If the player feels that the teacher's fees are excessive or
  that the time needed to learn the first level of the skill or
  sub-skill Is too long, he/she may seek another tutor, bargain
  for the tuition cost, and roll on the table in (3) again . Many
  teachers are available for rural and urban skills, fewer for
  those of the upper classes, and very few indeed for tribal
  skills outside of the tribe's territory . The sub-skills of the
  assassin and the espionage agent (Sacs . 2.2312 and 2.2313)
  are also hard to come by.
  8. Skills are difficult to acquire through self-study or exper-
  ience . A person who has successfully climbed a mountain
  cannot claim to know the skill of Mountaineer. Only pro-
  longed practical efforts can give a character the first level
  of a skill or sub-skill through the "teach yourself method."
  This applies to the crafts, the arts, and the "knowledge"
  skills alike. Some (e.g. Assassin) cannot be mastered through
  self-study at all . If the referee permits a character to learn
  a skill or sub-skill without a teacher, the time required Is 3
  times that found in the table In (3), above. In some cases
  the referee may wish to set this learning time at an arbitrary
  figure in order to reflect special situations.
  9 . Nonhumans may learn any of the skills of mankind avail-
  able to them . The converse is not true . For game purposes
  the special skills of the nonhuman races (as devised by the
  referee) are Inaccessible to humans .
  2.426 . SKILL DECLINE.
  Skills decline through disuse . Information, adroitness, and
  the "finer points" are forgotten, and the delicacies of technique
  slip away. In game terms, it is not envisaged that this Section
  will be used often, and some groups may wish to treat It as op-
  tional . As has been seen above, one's main professional skill
  can be practiced, studied, given competence rewards, or just
  maintained at no cost. Other skills similarly receive points through
  practice, study, and competence rewards . Yet It Is not realistic
  to have characters possessing great numbers of skills, often
  at advanced levels, which never decline even though they are
  rarely if ever used . This Section is meant to limit this . The pro-
  cedure is as follows :
  81
  1 . No decline occurs during the first 3 months that a skill is
  not maintained, practiced, or studied, or In which no com-
  petence reward is given for its use.
  2. At the end of the 4th month (see above) of disuse, a D10
  roll is made. The chances of decline depend upon this and
  also upon the complexity of the skill (Sec. 2.239) . If a decline
  is indicated, a second roll of D100 is made as shown in the
  3rd column of the table below . The score is multiplied by
  2, 3, etc . In order to obtain the higher ranges shown : e.g.
  3-300= D100x3. These points are subtracted from the char-
  acter's current skill level . If this loss cuts into a previously
  complete skill level or sub-skill level, an ability gained there-
  by is lost .
  3.
  4 .
  5 .
  Skill decline
  'A D10 score above these ranges Indicates no decline
  this month.
  If the skill remains unused (as in (1)) during the 5th month,
  the check shown in (2) is made again at the end of this month.
  If decline occurs, the point ranges given In the table above
  are doubled: e.g . the loss for a "complex" skill is then D100x6.
  The rate of decline remains as In (3) during the 6th, 7th, 8th,
  and 9th months. Thereafter it doubles again : e.g . a "com-
  plex" skill declines at a rate of D100x12 . Decline stops,
  however, when the upper level of the first skill or sub-skill
  level Is reached . No skill or sub-skill specialty declines be-
  yond this . One always retains at least a "hobbyist's" com-
  petence in a field one has once learned .
  One must resume practice, study, maintenance (of one's
  professional skill only-that in which one is employed or
  earns most of one's living), or gain a competence reward
  in order to halt decline . The month in which points are once
  more given to a skill counts as the "first month" (cf. (1),
  above), all over again . Any further decline then progresses
  from there . Once decline is halted, competence in the skill
  may be restored through the usual methods of skill point
  acquisition.
  2.430 . CHANOES IN SOCIAL STATUS .
  High competence in one or more skills does not necessarily
  correlate with exalted social status . The mighty-thawed warrior
  may be an impoverished slum-dweller, while the Supreme Gen-
  eral of All the Armies may be a "desk soldier" who has never
  fought in combat . The brilliant sorcerer may drag out his exis-
  tence In some village shrine, whereas a totally mediocre syco-
  phant wears the pontificals of Grand Adept and receives the
  obeisances of the multitude . The diligent administrator may end
  his career as he began it, pushing papers in some dingy office,
  while the dainty princess who knows less of state affairs than
  a Chl6n beast knows of the bottom of the sea can send legions
  out to die to satisfy an afternoon's whim . "Only the Gods weave
  one's Skein of Destiny," as the Tsolyani proverb has it . Or, to
  quote another old saw, "There just ain't no justice . . ." In order
  to make an interesting game, however, certain grim realities
  D10 scores and months needed to learn the
  Skill com-
  plexity
  1
  first level
  2-3
  of a
  4-7
  new skill
  8-9
  10
  Easy
  5
  3
  2
  1
  15 days
  Moderate-
  6
  4
  3
  2
  1
  ly easy
  Complex
  7
  5
  4
  3
  2
  Difficult
  8
  6
  5
  4
  3
  Very
  9
  7
  6
  5
  4
  difficult
  Skill complexity
  Die scores indicat.
  ing decline'
  Points deducted
  Easy
  1-2
  1-100
  Moderately easy
  1-3
  2-200
  Complex
  1-4
  3-300
  Difficult
  1-5
  5-500
  Very difficult
  1-6
  7-700
  
  must be softened and players given & chance to progress both
  in skill competences and in social position . These two things
  are separate, nevertheless, though interrelated . Skill competence
  progress is dealt with in Sec . 2.420 ff ., and attention can now
  be directed towards the complex issues of social advancement .
  Outside of the Five Empires and their client states social levels
  are comparatively simple . One is born into a warrior or priestly
  clan In the states of the far northeast, a chiefly lineage in N'16ss,
  or Into the priesthood of Mrett6n In the Nydmesel Isles . One's
  place in life then depends upon one's talents, energy, luck, and
  in some cultures, wealth . Within the great empires, on the other
  hand, there are 6 major hierarchical structures In which one can
  find a niche for oneself .
  1 . The ancient nobility Is mentioned in Sec . 1.720 . Aristocratic
  titles date from Bednill)an and Engsvanydli times and are
  conferred now only as marks of special governmental fa-
  vour. It is almost impossible to acquire a noble title except
  through birth . Provisions for this are omitted in the Sections
  dealing with background (Sec . 2.230 ff .) because of the very
  small number of titles possible . If the referee wishes, how-
  ever, a character who is born a member of a very high clan
  in Sec. 2.234 may be allowed to roll D100 : a score of 99-100
  = he/she is indeed the heir to a noble title . In general, these
  titles are fairly meaningless now in the Five Empires (except
  possibly In Salarvyd-and in Mihfillu), and they can thus be
  Ignored for game purposes . They confer no extra wealth,
  but they do give considerable prestige in the right circles.
  2 . Clan titles are discussed in Sec. 1.840 . These are also not
  very useful for game advancement since every clan mem-
  ber Is born a "Clan-Brother" or "Clan-Sister." Only age,
  seniority, adherence to the societal norms, high skill in the
  clan's approved professions)-and politicking-can raise
  an individual to the posts of Clan-Elder or Clan-Head . While
  this Is possible within the game, it may not be entertaining
  to play, and clan promotions are therefore left to the referee's
  discretion .
  3. Craft titles are also found In Sec . 1.840 . These are conferred
  by a vague consensus of one's clansmen and also one's
  colleagues in the craft . They add prestige and help in at-
  tracting wealthy customers, but they do not change one's
  social class: a baker is still a baker, whether he/she be an
  Apprentice or a Senior Master-Craftsman . Craft titles are
  not given to those who are not "professionals," moreover.
  One must ply the craft as one's major profession and belong
  to the relevant clan in order to gain acceptance . No matter
  how skillful an "amateur" may be, he/she is not permitted
  to open a shop, sell wares, or make a regular living in the
  craft . One may be an expert winemaker, for instance, but
  the winemakers' clans would swiftly prohibit any attempt
  to sell one's vintages on the open market (although an oc-
  casional bottle for one's family or friends will not offend
  anyone) . In game terms, thus, craft titles are conferred auto-
  matically by having the skill as one's primary profession,
  achieving the requisite skill levels (cf. Sec . 2.2310), and be-
  longing to the appropriate clan or organisation .
  4 . A useful "ladder" of social achievement is provided by the
  bureaucracies (Sec . 1.810) . These are divided Into "Circles"
  (ignoring the myriad names of specific posts), and char-
  acters can measure their advancement In these terms . One
  must have Official as one's primary professional skill (Secs .
  2.239 and 2.241), find a job, and then rise up through the
  ranks by means of practice, study, and "ungamed" compe-
  tence rewards (Sec . 2.240 ff.) . If the sub-skill system is used
  (Sec . 2.2314), an official's specialties can be kept track of,
  providing further background and "colour" to the character.
  8 2
  5. Another important "ladder" is that of the priesthoods, dis-
  cussed In Secs . 1.832, 2.241 (10), and 2.2315 . Like the bu-
  reaucracies, the clergy is organised Into "Circles" (again
  Ignoring the multitude of specific priestly titles). A charac-
  ter who has Priest as his/her primary profession uses prac-
  tice, study, and "ungamed" competence rewards to advance
  upwards through the ecclesiastical hierarchy .
  6. The 6th hierarchy is that of the military (Secs. 1.821, 2.241
  (11), and 2.2316 . One who has Soldier as his/her profession
  advances by means of practice, study, and "ungamed"
  competence rewards . Army ranks are fewer than those of
  the administration orthe clergy, and a table of equivalences
  Is thus needed . Abbreviations are : "S= Soldier; "LS"=
  Lower Subaltern ; "MS" = Medium Subaltern ; "HS" = Higher
  Subaltern ; "C"=Captain ;
  "O"=Officer; "HO"=Higher
  Officer (found only in TsolyAnu) ; and "G" = General . A still
  higher rank, that of Senior General, is temporary; cf . the
  discussion In Sec. 1 .821 .
  social status
  'Eastern Milumanayd is organised like TsolyAnu ;
  PijLna,
  Sad
  Allagi,
  Ghat6n, and Chaydkku
  like YAn K6r ; and
  Pechdno like Salarvyd . For the armies of the other smaller
  states and the nonhuman races, see Sec . 1 .821 .
  'TsolyAnu has no rank of Lower Subaltern, but that of
  Kuruthuni provides a useful equivalent ; cf. Sec . 1 .821 .
  2.431 . PROMOTION AND DEMOTION .
  A character who is a member of a bureaucracy, a priesthood,
  or an army may apply to the referee at stated intervals for a pro-
  motion check. Such a character must have an income-earning
  post in the hierarchy. A warrior in private service (Sec . 2.241 (11))
  Is not eligible, although his/her master or mistress may repay
  heroic service by promotion to the head of the bodyguard, a cash
  bonus, etc. (Such events should be "gamed .") A Lay Priest may
  Increase in skill competence and "Circle" membership through
  experience, but scholars of this kind usually remain aloof from
  the responsibilities of temple rank (Secs . 1.832 and 2.241 (10)).
  Unemployed officials, clergy, and soldiers cannot apply for pro-
  motion, of course . The promotion check is made as follows :
  1 . Whenever the skill competence of an official or a priest a-
  chieves a new skill level (not a sub-skill level ; cf . Sec . 2.2311
  ff .), or whenever a soldier attains the rank-equivalent skill
  levels shown in Sec . 2.430 (6), a promotion check may be
  requested . This is the player's prerogative and Is not auto-
  matic.
  2. If a character fails a promotion check or opts not to attempt
  it because of a preponderance of negative modifiers (see
  below), he/she may try again upon completing another skill
  level . For example, a soldier who is passed over at level 5
  for Higher Subaltern may try again upon reaching level 6
  In the skill of soldier .
  3. One may be promoted or demoted more than one Circle or
  military rank at a time only under special circumstances ;
  cf . Sec . 2.432 .
  Military ranks and minimum Circle equivalents
  Nation"
  S
  LS
  MS
  HS
  C
  O
  HO
  G
  TsolyAnu
  1
  2'
  3
  5
  7
  12
  15
  20
  Mu'ugalavyA
  1
  2
  3
  5
  8
  - .-
  20
  SalarvyA
  1
  2
  3
  5
  8
  15
  -
  20
  YAn K6r
  1
  3
  4
  5
  8
  14
  -
  20
  LIvyAnu
  1
  3
  -
  5
  8
  14
  -
  20
  
  4. There is also a chance of demotion . One may have irritated
  a superior or behaved in a fashion thought unseemly by
  one's hierarchy . This is allowed for below, but the referee
  may ignore this or "game" the situation in order to give the
  player a chance to think his/her way out of the problem.
  There is a very small chance of being sacked entirely, simi-
  larly, and this, too, Is allowed for in the table.
  5. The promotion check consists of a D100 roll (see (6), below).
  There are several possible modifiers, however, and it is best
  to note all applicable plusses and minuses, total them, and
  then make the roll . The process may seem complex, but
  many modifiers are used only in uncommon situations . If
  followed in "cookbook" fashion, the method will soon be-
  come familiar . Modifiers are:
  a. Age; cf . Sec: 2.219.
  I . Characters between 16 and 20 years of age may
  rise no higher than the rank of Higher Subaltern
  in an army or the 5th Circle of a priesthood or bu-
  reaucracy. Those 21-25 years old may hold the
  rank of Officer or belong to the 14th Circle-but
  no higher . Persons of age 26 and above may rise
  to any rank .
  ii . Older persons (31-40 years of age) are less desired
  at lower ranks and more preferred at higher ones.
  A modifier of - 2 is given to members of this age-
  group for promotion to any rank from Soldier
  through Captain or any ecclesiastical or govern-
  mental Circle from list through 8th. Thereafter
  age becomes a positive factor: persons 31-40
  years of age receive a + 2 for promotions to ranks
  higher than those just mentioned.
  Promotion modifiers
  b. Comeliness ; cf . Sec. 2.217 . Modifiers are:
  c. Charisma; cf. Sec. 2.218. Modifiers are:
  Charisma
  Charisma
  factor
  Modifier
  factor
  Modifier
  01-05
  -15
  81-90
  +10
  06-20
  -10
  91-99
  +15
  21-80
  0
  100
  +20
  d. Clan/lineage status and family wealth ; cf . Sec. 2.235 . Fa-
  mily wealth-group numbers provide modifiers as follows :
  Family wealth
  Family wealth
  group
  Modifier
  group
  Modifier
  1-3
  -10
  8-9
  + 5
  4-5
  -5
  10-11
  +10
  6-7
  0
  12
  +15
  e. Auxiliary skills ; cf . Secs. 2.239 and 2.420 ff . No modi-
  fier is given for competence in one's professional skill
  (i.e . Official, Priest, or Soldier) ; the right to roll for pro-
  motion Is reward enough . Useful ancillary skills do
  provide modifiers, however; these are given per com-
  plete skill level (i.e. not for partial levels or for sub-skill
  levels ; cf. Sec. 2.2311 ff.). For example, an official with
  6 levels of the skill of Architect adds +3 to the pro-
  motion check roll .
  83
  Promotion modifiers : auxllllary skills
  i . Official : useful auxilliary skills and modifiers are:
  Modifier per
  skill level
  Skill[s]
  + 2
  Administrator, Etiquette and Court.
  ly Manners
  +1
  Business Administrator; Land Ad-
  minstrator, Scribe-accountant; Ship-
  ping Administrator
  + 1 for every Architect; Assassin; Courtesan/Don
  2 levels*
  Juan; Engineer-architect ; Geographer;
  Historian;
  Interpreter ; Language ;
  Mathematician; Merchant ; Money-
  lender ; Orator ; Priest ; Shipbuilder ;
  Ship
  Captain ;
  Soldier;
  Sorcerer ;
  Warrior
  'No modifier is received for an intermediate level ;
  e.g . 5 levels of Architect gives only a + 2.
  li . Priest : useful auxilliary skills and modifiers are:
  Modifier per
  skill level
  Skill[s]
  + 2
  Shaman ; Sorcerer
  + 1
  Administrator, Alchemist ; Interpreter,
  Language; Philosopher ; Physician
  + 1 for every Apothecary; Architect ; Artistlsculp
  2levels'
  tor, Assassin ; Astronomer-navigator,
  Author, Botanist ; Business Admin-
  istrator; Engineer-architect ; Etiquette
  and Courtly Manners; Geographer ;
  Geologist ; Historian; Land Admin-
  istrator; Mathematician; Musician ;
  Official ; Orator; Paper/ink Maker;
  Poet ; Scholar; Scribe-accountant;
  Shipping
  Administrator;
  Soldier;
  Warrior
  'As above under (i) .
  Iii. Soldier. useful auxilliary skills and modifiers are:
  Modifier per
  skill level
  Skill[s]
  +2
  Assassin ; Warrior
  + 1
  Administrator, Armourer, Engineer-
  architect; Fletcher ; Land Admin-
  istrator; Shipping Administrator
  + 1 for every Architect ; Astronomer-navigator ;
  2 levels'
  Desert Expert; Etiquette and Court-
  ly Manners; Geographer ; Hunter ;
  Interpreter, Mountaineer, Physician ;
  Priest; Sailor, Ship Captain; Sorcerer;
  Tanner, Tracker, Wheelwright-carter
  'As above under (I) .
  f . "Inducements" are a time-honoured means of obtain-
  ing promotion . These need not always be in cash .
  Simple bribery is acceptable at the lower levels, but
  It is considered crude in the higher echelons . Accept-
  able forms of "greasing the wheels" include: gifts to
  Comeliness
  factor
  Modifier
  Comeliness
  factor
  modifier
  01-05
  -6
  71-95
  +2
  06-20
  - 3
  96-99
  +3
  21-70
  0
  100
  +6
  
  one's superiors (e.g . arms, jewellery, magical Items,
  slaves, etc.); donations to one's hierarchy (e.g . money
  to help fund one's legion or temple); holding public
  games In the HirllAkte Arenas (Sec . 1 .740) ; hosting el-
  egant social functions; making rich sacrifices; and
  doing non-monetary favours. All of these must be e-
  valuated by the referee in financial terms. "Induce-
  ments" are good for only one attempt at promotion;
  more is expected when one tries again. Sums greater
  or lesser than the listed amounts are either too paltry
  to have any effect, or else they are excessive and do
  more harm than good . If a character does not offer the
  minimum in "Inducements" (i.e . enough to gain a + 1
  modifier), the referee rolls D10: 1-3=a -15; 46=a
  +10; 7-9=a -5 ; and 10=0 (the authorities are happy
  without any bribe-a rare eventl) . The actual amount
  Is left up to the player. "Inducement" amounts and
  modifiers are given in the following table for Circles
  1-3 only; see below for higher ranks . See also the equi-
  valences for military ranks versus Circles in Sec. 2.420 (6).
  Inducomonts for promotions
  'This table cannot be progressed further by giving
  more money; a + 12 is the maximum possible.
  Promotion to ranksand Circles beyond the 3rd requires
  more "inducements ." The base amounts shown above
  are multiplied by the following factors to gain the same
  modifiers: e.g . a modifier of + 10 for promotion to the
  15th Circle (or to the rank of Higher Officer in the Tsol-
  yAni army; cf. Sec. 2.430 (6)) requires an "inducement"
  of 12,000x10=120,000 Kaltars (or the equivalent in
  gifts, etc.)l
  g. Influence and political manouevring may be gamed, In
  which case the referee must assign an appropriate
  modifier. "Ungamed" Intriguing for promotion is sim-
  ulated by a D100 roll . This Is modified by the candi-
  date's Intelligence factor (sec. 2.215) : 01-05= -30;
  06-2D=-1&, 21-40=-5; 41-00=0; 61-80=+5; 81415=
  + 10 ; 9699 = + 15; and 100 = + 20 .
  84
  h. Another factor Is the presence or absence of rivals :
  others who are candidates for the same post . This
  may either be gamed or taken from the following table .
  A modifier of -2 per rival is given for promotions to
  the 1st through the 7th Circles (or equivalent military
  ranks) . At higher levels one's competitors are likely to
  be more dangerous and resourceful, and a modifier of
  -3 per rival is applied. D100 are rolled.
  Rivals for promotion
  Dice score
  Numberof rivals
  01-05
  1-20 rivals ; roll D20
  06-15
  1-10 rivals ; roll D10
  16-60
  1-5 rivals; roll D10, divide by 2, and
  round up
  61-80
  1-3 rivals ; roll D10: 1-3=1; 4-7=2;
  8-10=3
  81-90
  1-2 rivals ; roll D10: 1-5=1; 6-10=2
  91-100
  No significant rivals exist
  1 . Public honours and dishonours must be gamed. The
  former consist of such things as medals (e.g. the "Gold
  of Glory" ; Sec. 1 .822), the bestowal of an ancient title
  (Sec. 1 .720), public triumphs (given for military heroes
  and others who perform exemplary services for their
  governments), being chosen to perform the highest
  rituals of one's temple, etc. Dishonours include being
  badly defeated in a military battle, losing the standard
  of one's legion (the KAing; Sec. 1 .821), dismissal from
  a priesthood or government for heresy, peculation, or
  other "Ignoble" cause, being "drummed out of the
  corps" for cowardice, high treason, becoming a slave,
  being jailed for debt, imprisonment for major felonies,
  and the like . A public honour adds +20 to one's pro-
  motion roll score, while a public dishonour subtracts
  -20. Such incidents are also remembered later. when
  a character tries for a further promotion, a public honour
  adds +10 on his/her next attempt and a permanent
  +5 thereafter. A public dishonour subtracts -10 on
  the character's next try and a -5 forever afterwards .
  6. Once all applicable modifiers have been totalled, D100 are
  rolled . There is no compulsion to roll, and if too many ne-
  gative modifiers make the test appear unduly risky, the
  player may refuse to take it, thereby remaining at his/her
  current post or rank .
  Promotion roll
  Circles and dice scores needed to achieve
  Result
  1-3
  4-6
  7-9
  Dismissal
  01-05
  01-04
  01-03
  Demotion
  06-15
  05-10
  04-08
  Passed over
  1660
  11-70
  09-80
  Promotion
  61-100
  71-100
  81-100
  Modifier
  Base amounts
  Circles 1-3
  Modifier
  Base amounts
  Circles 1-3
  + 1
  500
  +7
  6,000
  + 2
  1,000
  +8
  7,000
  + 3
  2,000
  +9
  9,000
  + 4
  3,000
  +10
  12,000
  + 5
  4,000
  +11
  15,000
  + 8
  5,000
  + 12'
  20,000
  Dice score
  Influonca In
  Modifier
  promotion
  Dice score
  Modifier
  10-12
  01-02
  13-15
  01
  1618
  -
  19-up
  -
  01-10
  -15
  51-80
  +5
  03-07
  02-06
  01-05
  01-04
  11-20
  -10
  81-95
  +10
  08-90
  07-95
  0698
  05-100
  21-50
  - 5
  96100
  +15
  91-100
  96100
  99-100
  101-up'
  Circles
  Multiplier
  Circles
  Multiplier
  4-6
  x2
  13-15
  X10
  7-9
  x5
  16-18
  x 20
  10-12
  x7
  19-up
  x 30
  
  'In order to gain promotion at this exalted level, one must
  have a number of positive modifiers in addition to luck
  with the dice.
  7 . Dismissal, demotion, and promotion take place immediate-
  ly . One who has been sacked
  is told
  to collect his/her
  belongings and leave. There
  is no appeal . A . demoted
  employee is "called on the carpet," lectured, and reassign-
  ed . (This does not count as a "public dishonour," fortunate-
  ly .) A promoted candidate is ceremoniously given a place on
  the next highest dais In the bureaucracy (Sec . 1.426) . A
  priest or priestess is ritually consecrated within the sanc-
  tuary of the temple. A soldier receives the Insignia of higher
  rank before the troops and Is publicly confirmed in his/her
  new command . Each of these events requires about one
  day to complete.
  8. There Is one final consideration: dismissals, demotions,
  and promotions cannot take place while a character is out
  of touch with his/her organisation : e.g . off "adventuring"
  In some foreign land, in a region where his/her temple is
  not represented, etc . "Battlefield promotions" do occur, of
  course, as long as there is a higher officer there to award
  them, but changes in official or priestly rank must be per-
  formed within the relevant bureau or temple . A character
  who achieves a level in his/her professional skill while away
  from his/her hierarchy can "save up" a promotion check
  until he/she returns . Two or more checks may be "saved
  up" in this fashion, but they all must be taken immediately
  upon reporting back to his/her superiors. They cannot be
  deferred to await more favourable modifiers; to do so is, in
  effect, to refuse to take the check and thus to remain at
  the character's present rank or post .
  2.432 . UNDESERVED AND DOUBLE PROMOTIONS AND
  DEMOTIONS.
  All promotions, demotions, and dismissals may be "gamed,"
  of course : e.g . a general may order the advancement of a soldier
  for "valour displayed on the field of battle," or an Imperial Prince
  may take it Into his head to promote a follower-or demote him
  /her-on the basis of no more than a whim . A government or
  temple may also promise elevation in status In return for success
  in some especially hazardous mission . These matters are left
  to the referee.
  Players may initiate the promotion process themselves, how-
  ever. This simulates walking Into the chambers of one's supe-
  rior and saying, "Sir, I think I have done well and now merit ad-
  vancement ." This may be seen as justified, but It may also be
  taken as sheer cheekiness and deserving of demotion instead.
  Once, therefore, at any time during the game year, a player has
  the right to add up modifiers (a), (b), (c), (d), (e), (f), and (1) from
  Sec. 2.431 and roll the dice . If successful, Well and good . If not,
  the character has only brashness to blame . D100 are rolled.
  Dice score
  01-20
  Promotion on player's InItItlativa
  Effect
  Double demotion : the character loses 2 Circles
  which may bring him/her down in military rank ;
  cf. the equivalences in Sec. 2430) . If this reduces
  the candidate below the let Circle In a priest-
  hood or bureaucracy or below the rank of Soldier
  in an army, he/she Is expelled from the organisa-
  tion forthwith . This then counts as a "public
  dishonour"; cf . Sec. 2.431 (5,1).
  85
  21-40
  One demotion : the applicant
  is reduced one
  Circle (which may or may not take him/her down
  one army rank) . Again, reduction below the 1st
  Circle or the rank of Soldier results in dismissal,
  but this does not count as a "public dishonour."
  41-90
  No effect : one's superiors listen politely but
  ignore the request .
  91-97
  Single promotion of one Circle (which may or
  may not raise the candidate one army rank .)
  This automatically creates 1-10 (roll D10) jealous
  rivals whenever the character next tries for
  promotion .
  98-100
  Double promotion: the character Is advanced
  two Circles (which can never result in a promo-
  tion of more than one army rank, however). This
  produces 5-25 (i.e . a D20 roll +5) jealous rivals
  the next time the candidate comes up for a
  promotion .
  2.440. EXAMPLES.
  Examples of skill development have largely been postponed
  until now In order that the system may be seen in its entirety,
  together with the methods for promotion and demotion .
  ChargAsh hIVr(ddi begins the game with 2 levels of the Warrior
  skill, 2 of Soldier, one of Etiquette and Courtly Manners, and
  one of Swimmer (Sec . 2.239) . He has neither the time nor the
  opportunity to develop these skills on the march north, but when
  he arrives in AvanthAr his legion spends a month in barracks
  awaiting the start of the campaign season . ChargAsh then tries
  to advance his competences as follows:
  I . He could simply maintain his professional skill (Soldier)
  but decides to practice it Instead . He scores an 8 on the
  D10 roll In Sec. 2.422 and then a 9 on the subsequent D20
  roll, giving him 9 points in this skill.
  2. He seeks out a veteran trooper, one MarjAn hiVessOma,
  who teaches swordsmanship to recruits in the Legion of
  Searing Flame. This man has 10 levels In the skill of Warrior,
  giving him 40 Competence Unit points (Sec. 2.2311) . Mar-
  jAn has Invested 20 of these in 10 sub-skill levels of the use
  of long one-handed weapons, giving him 8 more than Char-
  g6sh has (Sec . 2.2317) . MarjAn is an urban tutor (i.e. a towns-
  man and not an upper-class duelling master) . He charges
  11-20 K4/tars per month on the table in Sec . 2.242 (5) . After
  some bargaining, a D10 roll fixes his fee at 15 KS/tars per
  month. At the end of one month of study, ChargAsh scores
  a6 in Sec . 2.423 and follows this with a D100 roll of 73. He
  adds 73 points to his Warrior skill total, but he is far from
  achieving a new skill level and cannot Invest these points
  as yet .
  3. ChargAsh gains no competence rewards for his Warrior
  skill since he has not yet defeated anybody . The referee
  rules that he Is not permitted "ungamed" competence re-
  wards for his remaining two skills: there is little use for Eti-
  quette and Courtly Manners In his army barracks, and his
  military duties leave him no time for swimming in the muddy
  Mss0ma River. He could also try for an "ungamed" com-
  petence reward In the Ydn Koryini language (under the
  heading of the Interpreter skill), but again the referee says
  that he has no occasion to speak the language, no tutor Is
  available, and duty prevents ChargAsh from befriending
  any YAn Koryfini travellers or merchants who might be in
  the camp.
  4 . In addition to maintaining, practicing, and studying skills,
  Chargdsh can also learn one new skill . He wants to master
  the craft of armourer-always useful for a soldier-and he
  
  approaches Tu6n hiNar6du, the regular armourer for the
  Legion of Searing Flame. This worthy has 8 levels in the
  skill of Armourer and will do as a tutor for now. Chargbsh'
  Intelligence (Sec. 2.215) is a mediocre 50, and he gets no
  modifier for learning . He must apply a - t for his poor Dex-
  terity (Sec . 2.213), however. His D10 score in Sec. 2.425 (3)
  is a 7, reduced to 6. Armourer is a "complex" skill (Sec. 2239),
  and Chargbsh must thus spend 4months learning the first
  level of it . He manages to hire Tu6n for 7 Kbiters per month
  (Sec . 2.242 (5)-straining his resources somewhat-and
  begins his lessons .
  AIinA hINakkodAJ has 2 levels In the skill of Priest, 2 of Sorcerer,
  1 of Historian, and 1 of Artist/sculptor. In addition, she has two
  classical tongues (Ancient N'Ibssa and Engsvanyili) to the ad-
  vanced level (Sec . 2.239), and these she can Improve by adding
  levels of the skill of Language . This month she attempts to in-
  crease her abilities as follows:
  1. She can maintain her professional skill of Priest and simply
  hold her ground In It . Like Chargbsh, however, she decides
  to practice it Instead. She scores an 8 in Sec. 2.422 (2) and
  follows this with a D20 roll of 18 . Satisfied, she adds 18
  points to this skill on her Character Record Sheet.
  2. She is more interested in sorcery and wishes to study this .
  She contacts Rbttesh hiMartrttu, one of the scholars of her
  temple's academy. He has 9 skill levels of Sorcerer. He of-
  fers to charge her only 5 K61tars per month for tuition. (He
  is an urban practitioner, rather than a member of the more
  sophisticated upper classes.) She can barely afford it but
  agrees . She scores a 4 on the table in Sec. 2.423 (6), giving
  her 1-20 points . She rolls a 5 and adds this to her skill total .
  Hardly worth It, she thinks disappointedly .
  3. Alind can only practice one skill and study one other during
  the month. She must therefore let her remaining skills lie
  undeveloped-unless she can manage an "ungamed" com-
  petence reward for one or more of them . She lives in her
  temple, after all, and there are thus opportunities, materials,
  tools, and premises for all of them . She checks them one
  by one under the provisions of Sec. 2.424 (1, b) . A chance
  for development does arise In her Historian skill. A score
  of 3 in (1, c) shows this to be an "Easy test," and she opts
  to try it . She scores a 13 on the table in (1, d), indicating
  that she accomplishes the task, though not with any startling
  success. Historian is a "difficult" skill, and she scores 46
  on her D100 roll In (1, e) and multiplies this by 7 to give her
  322 points for her work in history this month. She feels a
  little better about her progress .
  Chekd'unish Arodlb has6 levels of Merchant and one of Lock-
  smith. He also knows various amounts of 3modem languages
  (Sacs. 2.238 and 2.239) In addition to his native Mu'ugalavyini .
  In effect, he has3 different Interpreter skills, each of which can
  be studied, practiced, etc., just like his other skills . He develops
  his skills as follows:
  1. He practices his professional skill of Merchant . There is
  ample opportunity for this in the sprawling city of camp
  followers around the army barracks at Avanthgr. He scores
  a 2 In Sec. 2.422 (2), however, netting him nothing .
  2. He does receive a "gamed" competence reward for his
  Merchant skill, nevertheless . He manages to peddle several
  cartloads of crossbow quarrels to the QritAn (Higher Officer)
  of the Legion of the Storm of Fire (21st Imperial Medium
  Infantry), one of the units being sent north for the spring
  campaign . He realises 5,350 Kelters from this transaction-
  although he owes most of this as a personal debt to his
  Clan-Brother, Jekkinish Arodlb, who backed the venture.
  86
  Chekd'unish still gains the competence reward of 300 points
  for his Merchant skill (Sec . 2.424 (4)) since the consignment
  was legally his at the time of the sale . Chekd'unish is smug-
  ly pleased with himself. The poor Tsolydni officer did not
  guess that Chekd'unish would have gladly parted with these
  wares for about half the price he got.
  3. Chekd'unish would like to practice or study his locksmith-
  ing. There are no tools or facilities while on a commercial
  journey, nor is a tutor available. This skill must thus remain
  undeveloped this month.
  4. He chooses to practice his Yin Korykni Instead . He befriends
  a merchant from this northern land and visits him daily. A
  7 and then a lucky roll of 20 in Sec. 2422 (2) give him 20 points
  for this gutteral tongue under the heading of the Interpreter
  skill .
  5. He also checks for "ungamed" competence rewards In
  locksmithing and in all 3 of his foreign languages. A "Dif-
  ficult test" arises in his learning of Livyini (Sec . 2.424 (1,
  band c). Interpreter, the skill under which the test must be
  taken, is a "difficult" skill, and his chances are thus not
  good. He does creditably, however, scoring a 16 on the table
  In (1, d) . He rolls a 63 on the table in (1, e), multiplies this by
  7, and adds 441 points to his Livygni skill .
  As an example of "victory points" through combat, one may
  cite the adventures of MarjAn hiVessOma, mentioned above.
  This soldier slew five bandits (or were they really SalarvyAnI
  spies?) the last time he was on patrol in the mountains east of
  the city of Hekbllu. He compares his Warrior skill (not his Soldier
  skill) level with theirs in Sec. 2.424 (2, g) . Two of the foe were
  scruffy rascals with but 6 levels of Warrior apiece; two had 9
  levels ; and one fellow was quite good, with 14 levels . MarjAn
  gets 50 x 2 for the two low-level fighters, 75 x 2 for the two higher
  bandits, and 100 for their leader: a total of 350 points . Not bad
  fora few minutes' work-and he managed to loot 53 Kgltars from
  their bodies before his Captain came up to see what was happening.
  Murdgdu hiKortunbl, a senior student of sorcery In Alinb's
  temple, has returned from a mission into the labyrinths below
  Fasiltum . His party battled a band of "adventurers"-looters,
  really-there, and Murdgdu was lucky enough to get off a potent
  spell . The enemy leader, a Lay Priest apparently (but with no
  Identificationl), and two of his minions fell like idols dropped
  off the temple roof . The rest turned and fled . Murdgdu Is a 7th
  level sorcerer, and the "Magical Resistance factors" of the foe
  proved to be 14 for the leader and 2 each for the two followers :
  300+50 x2-400 points (Sec . 2.424 (2, g)) . Murdgdu also has 4
  levels of the skill of Physician, and when the battle was over he
  healed one seriously wounded comrade and another whose In-
  juries were grave. This gives him 50+100=150 points In Sec.
  2.424 (5) to add to his medical abilities. He brags of these ex-
  ploits to Alind, but she considers this long-faced youth some-
  thing of a ninny and shows no Interest (though she is secretly
  a little envious).
  An example ofa promotion check may also be added: the case
  of Rbttesh hiMardttu, Alint's teacher of sorcery. This friendly,
  balding, little man has 9 levels in the skill of Sorcerer and is a
  7th Circle priest . He has just gained another skill level of Priest
  (not Sorcerer-though this would help), and he applies for pro-
  motion to the 8th Circle . His modifiers are as follows:
  1. Rbttesh Is 49 years of age: a -2 applies when checking for
  promotion to Circles 1-8 ; cf. Sec. 2.431(5, a).
  2. His Comeliness is 56 : no modifier In Sec; 2.431(5, b).
  3. He is a charming fellow; his Charisma of 83 provides him
  with a very welcome + 10 in Sec. 2.431(5, c).
  4. He Is a member of family wealth-group 5: a -5 In Sec.
  2.431(5, d) .
  
  5 . His 9 skill levels of Sorcerer add a + 18 in Sec . 2.431 (5, e).
  In addition, he has 6 levels of Language (LIyAni), giving him
  a +6, and 4 levels of another Language skill (EngsvanyAli),
  providing him with a +4 . He also has 5 levels of Historian,
  which give him a + 2 : altogether a total of + 30 .
  6 . He can only afford an "Inducement" of 5,000 Kditars. He
  receives a +2 for promotion to the 8th Circle in Sec. 2431 (5, t) .
  7 . He is not skilled at politicking . A D100 score of 47 in Sec .
  2.431(5, g) gives him a -5.
  8 . He checks for rivals In Sec . 2.431 (5, h), scores a 38, and
  follows this with a D10 score of 8 . Divided by 2, this creates
  4 rivals for his hoped-for post : a modifier of -12 .
  9 . Rdttesh has never received any public honours, nor has he
  suffered a public dishonour. He gets no modifier in Sec .
  2.431 (5, 1).
  Rdttesh balances a +42 against a -24 for a total modifier
  of + 18. He opts to try for the promotion, scores a 68 on his D100
  roll In Sec. 2431 (6), and finds that his modified score of 86 makes
  his promotion a relatively easy matter. He is to be consecrated
  as an 8th Circle priest of Lord Vim(jhla the following night, and
  he makes a point of inviting Alin3, hoping that she may take more
  than a scholarly interest in him when she sees him attired in the
  flame-orange robes and splendid headdress of the solemn and
  magnificent service . Alas for the dreams of little men . . . ! Alind
  has her sights set on better things .
  2.500 . THE ROUND OF PLAY AND TIME SCALES .
  It is the task of the referee to "set the stage and begin the
  tale" : to devise the environment (based upon the Sourcebook,
  plus a goodly dollop of personal imagination), to draw the maps
  of the cities and the Underworld labyrinths, to place the hazards
  and hide the treasures, to set the creatures and the monsters in
  their lairs, to think out a bit of a story-line with which to start,
  and to introduce the players' characters to the non-player char.
  acters of T6kumel . Suggestions for all of these things will be
  provided in the referee's Sections later .
  The players' job is to develop their characters, react to the
  referee's descriptions, say what their personae are doing, and,
  on occasion, roll dice to see how well they have fared .
  The game is played in "rounds." The referee calls upon each
  player in turn to state his/her character's actions . When all have
  had their say, and the reactions of the non-player characters,
  creatures, etc . have been assessed, another round begins. The
  referee may then begin subsequent rounds with different players
  in order that the same person need not always go first . As the
  group becomes more and more familiar with the game and its
  setting, these rounds become almost automatic until-at Its
  very best-the role-playing game becomes almost an unfolding
  novel, one in which the readers (i.e . the players) are the prota-
  gonists and aid in the weaving of the story-line .
  Three time scales are employed in the game . A change-over
  from one to another is announced by the referee, and all affected
  characters must then act within the same temporal framework.
  These scales are:
  1 . "Ungamed" time : the players and the referee may agree to
  let a period elapse without much specification . Such an
  interval may be measured In minutes, hours, days, weeks,
  months, or even years : e.g. a few minutes spent waiting for
  someone to appear, a morning of shopping In.the market-
  place, several days of uneventful travel, a week passed in
  "normal duties," a month of study in one's temple, a year
  of imprisonment, etc. Months and years of "ungamed" time
  should be allowed only rarely: something of note must sure-
  ly transpire within such lengthy Intervalsl Perhaps only
  87
  when a player has dropped out of the game and later returns
  needing to "catch up" might several "ungamed" years be
  permitted to elapse for him/her. A calendar sheet Is pro-
  vided In the referee's Sections for the recording of game
  time . It is important that everyone understand and concur
  In the passage of "ungamed" time; otherwise synchronisa-
  tion may be lost, with resultant confusion and disagreement.
  2 . The one-minute "turn" (abbreviated "T" in later Sections)
  Is used for more detailed action : e.g. exploring a small area,
  moving through an Underworld labyrinth, and other more
  precisely specified "adventuring ."
  3. The six-second "combat round" (abbreviated "R" below) is
  needed for battles and still more "fine-tuned" activities .
  There are 10 "combat rounds" per "turn."
  Whatever time scale is used, the referee must judge whether
  or not a given action can be performed within the specified period
  -and If not, then how many periods will be needed for it? Guide-
  lines for this (for the turn and the combat round, at least) are
  provided in Sec . 2.710.
  Players must adhere to reasonable limits in deciding what
  their characters are to do. A consultation about the party's best
  course of action can take place during an "ungamed" Interval
  or during several gamed one-minute turns when the situation
  permits. If quick thinking and rapid responses are called for,
  however, the players will not be allowed to develop an elaborate
  plan, debate Its merits and defects, and eventually lay it before
  the referee like the workings of a well-oiled clock/ Indecision,
  discussion, and delay must be penalised by the loss of turns
  and/or combat rounds . Only if a player "calls time out" should
  game time stop : e.g . to ask for more information about what a
  character sees, hears, or experiences .
  Conversations between characters should also be gamed.
  This heightens realism. Orders, advice, suggestions, comments,
  and even jokes should all be spoken "in character" like the lines
  of a play, rather than being abstractly discussed or described.
  This is particularly important for the six-second combat round.
  It is very difficult to put a party Into neat (and maximally efficient)
  order in such a short time In any case, and about all that can be
  realistically managed in the excitement of battle is an occasional
  curt, shouted command : e.g . "X, get over herel" "Y, use your
  spell!" "Z, stay where you are and watch that door[" Or just :
  "Help!" In the event of a dispute the referee may wish to time
  acombat round with a stop-watch . In this way complicated and
  unrealistic strategies and actions can be held to a minimum .
  If miniature figures or other pieces are employed to mark
  characters' positions, players should not be allowed to manoeu-
  vre these always to their best advantage : "A Is wounded and is
  falling back ; B is moving over into A's slot ; C is advancing into
  B's place," etc. This Is not realistic . There Is a chance that or-
  ders may be misheard, misunderstood, or simply ignored . De-
  pending upon such factors as proximity to the person issuing
  an order, noise, visibility, and willingness, a character in the heat
  of combat or a dangerous "adventure" situation may or may not
  obey a command . A dice roll will be provided for this in a later
  Section . Players must decide upon their own characters' wil-
  lingness to heed an order, of course .
  A player whose character Is not present at an event Is not al-
  lowed to comment, advise, or give information concerning it .
  For Instance, if a character Is left on a ship, he/she cannot dis-
  cuss a situation encountered by a shore party until members
  of the latter return to tell him/her of it .
  It is also a good general practice to rule that anything said by
  a player during game time is Indeed being uttered by his/her
  character. One of the most enjoyable features of a true role-
  
  playing game is the creation of "atmosphere," just like that of
  a well-told story . This is a fragile thing, and it is all too often dis-
  rupted by irrelevant jests and banter. The peoples of T6kumel
  tend towards pride, seriousness, hauteur, and xenophobic touchi-
  ness, and non-player characters may not appreciate a joke made
  at their expense-particularly if it comes from someone of lower
  social status (Sec. 1.910) . A player who cannot repress a clever
  jibe can always "call for time out," of course, and how often this
  is permitted must depend upon the gaming style of the group .
  The foregoing should be almost all that is needed by the ex-
  perienced gamer in order to start play . Beginners may want to
  know more about the interaction which takes place between
  themselves and the referee, however. The latter functions as the
  eyes and ears of all of the characters, rather like the narrator of
  a radio play . He/she describes the surroundings, furnishings,
  objects, events, and beings encountered by the party . He/she
  also speaks for all of the non-player characters . (Many a player
  has been frustrated Into a state of bubbling fury by the stolid
  bumptiousness of the Tsolydni peasant, the olly deviousness
  of the pompous bureaucrat of Jakglla, or the unremitting greed
  of the recalcitrant gate-guard .) The referee may have to cant' on
  a colloquy with himself/herself acting the roles of several non-
  player characters, when this occurs within the hearing of a player
  character. ("We have concealed the poison in the golden sphere
  of your ceremonial staff, my lord." "Think you not that the Prince's
  guards will look for !t there?" "Not so, mighty master . Der6kku
  has bribed the man who sees to the possessions of His Highness'
  guests ." "Then, perhaps-Hahl Who is that lout listening be-
  hind the pillar! Seize him!" . . . Etc .)
  Activities in "ungamed" time normally require only a state-
  ment of intent from the player. Almost anything within the char-
  acter's capabilities can be done, as long as it fits into the time
  scale, and any necessary opportunities, materials, or other fac-
  tors are present . For example: "I'm travelling along the SAkbe
  Road all day, stopping for lunch at Usendnu, and continuing
  north until darkness falls. Then I'm getting off the road at some
  caravanserai and will look for a food-preparation clan or perhaps
  Just some vendors In the open market ." If the referee determines
  that nothing untoward occurs, the player's statements are ac-
  cepted, and the actions take place. If the referee decides that
  an action or a part of an action is impossible or highly unlikely,
  the player may be told to amend his/her statement and do some-
  thing else . A difficult action may require a roll of the dice . ("You
  want to climb a tree? In full armour? Make a Dexterity throwl")
  The one-minute turn demands more precision and quicker
  thinking but is essentially similar. The options are the same:
  movement, speaking, examination of the surroundings-all are
  done just as one would do them in reality within the limits of
  the time scale . For instance: "I'm running forward to help my
  oomrades." "I'm stopping to get my spare dagger out of my back-
  pack ." "1'm addressing the watchman, saying, 'Sir, Is It too late
  to be allowed to enterthe city tonight?"'
  The six-second combat round provides less opportunity for
  planning and discussion . In this short interval one can advance,
  attack, fire a missile, defend, retreat, dodge, run away, etc . Other
  activities can be performed as well, if they fit within the time
  scale : e.g . reach Into one's pouch for an object, ready and cast
  a spell, jump a chasm, snap out a quick command, or start to
  climb a wall . It Is all a matter of informing the referee of one's
  action, obtaining his/her agreement that It Is feasible, and pos-
  sibly rolling dice to determine the outcome .
  Players should avoid letting one of their number decide, speak
  and act for them . An aggressive "party leader" may be very use-
  ful, but this prevents more reticent persons from playing active
  roles !n the game . Tekumel's rigid class system does make It
  hard for a peasant youth to speak up !n the presence of an indi-
  vidual of higher status, of course, but every player should act
  his/her part and respond when called upon . ("Lord Ch6tusu has
  ordered me to stand behind him and keep watch, and that Is
  what I'm doing.")
  8 8
  2.600. SCALES, TERRAIN, AND MOVEMENT .
  The scope of the game requires several distance scales . In
  "ungamed" time a party may travel many hundreds of kilometres
  across Tekumel without doing more than keeping a tally of the
  days spent, whereas the scale of the combat round must be
  measured in just metres .
  2.610 . THE TERRAIN MAPS .
  Each hexagon of the four terrain maps measures 100 Tsol-
  yini TsAn from side to side . One Tsin is equal to 1.33 km, and
  the distance across a hexagon is therefore 133.33 km ; cf . Sec .
  1 .300. The terrain types depicted on the maps are described in
  Sec . 1.414 ; the city symbols (which Indicate population sizes)
  are defined in Sec . 1 .422; and the SBkbe Road system !s dis-
  cussed In Sec. 1.423 .
  Long-distance travel is normally done in the "ungamed" time
  scale (Sec . 2.500) and is measured in terms of the number of
  days required to cross a hexagon . Traversing a hexagon from
  angle to angle should take a bit longer, but this can be Ignored .
  The referee must decide the time needed to cross a portion of
  a hexagon .
  2.611 . LAND MOVEMENT .
  Two sets of land-travel speeds are given : the first is for small
  parties (1-50 persons), and the second !s used by larger groups .
  Walking is assumed for both of these; cf . below for modifica-
  tions for Chl6n carts and palanquins .
  The following table gives the average number of kilometres
  which can be covered in a day ("Kpd") at various speeds. This
  Is followed by the number of days required to traverse a hexa-
  gon ("Dph"-days per hexagon) . The latter are rounded up or
  down to the nearest whole number . The resultant irregularities
  simulate the unpredictabilities of travel . People do not move at
  neatly uniform rates, and the time taken to rest, cook, make camp,
  etc . !s represented by this rounding .
  Land movement-dally rates
  'Any terrain type may contain further local features which may
  slow a party down . This is left to the referee .
  "Clear terrain (and some desert regions) contain some fairly
  good secondary roads in well-traveled areas . Slightly faster
  progress may be allowed within the boundaries of the Five
  Empires, for example .
  "'Movement costs in difficult terrain are arbitrary . Bridging,
  blazing a trail, hard climbing, etc . may delay a party further .
  ""The very highest peaks must be climbed, of course, and
  this is very slow . The costs given here are for mountain passes
  and regions where there is still some sort of tertiary road or path .
  Terrain types]'
  Speeds
  Small
  Kpd
  parLv_
  Dph
  l argr,p
  Kpd
  artT
  Dph
  Shkbe Road
  Leisurely
  35
  4
  19
  7
  Average
  45
  3
  30
  5
  Forced
  70
  2
  40
  3
  Utmost
  85
  2
  55
  2
  Clear"
  Leisurely
  25
  5
  15
  9
  Desert
  Average
  35
  4
  25
  5
  Wetlands
  Forced
  60
  2
  35
  4
  Utmost
  75
  2
  45
  3
  Open forest"'
  Leisurely
  10
  13
  8
  17
  Swamp
  Average
  13
  10
  11
  12
  Low mountains
  Forced
  18
  7
  16
  8
  Utmost
  25
  5
  20
  7
  Dense forest
  Leisurely
  5
  27
  4
  33
  Dense swamp
  Average
  10
  13
  7
  19
  High mountains""
  Forced
  13
  10
  10
  13
  Utmost
  16
  8
  14
  10
  
  A party comprised of men carrying their baggage on their backs
  (about 35 kg at most) can maintain the forced march speed for
  three days out of five and must then employ the average or lei-
  surely pace for the following two days . The "utmost" speed can
  be kept up for only two days out of every five ; two days of rest
  or the "leisurely" pace must follow, and the fifth day can be spent
  marching at "average" speed . Palanquins and litters can attain
  the "forced" speed only one day out of five and cannot travel
  at the "utmost" speed at all . The great, slow Chldn carts (Sec .
  1.732 and 2.370) achieve a maximum of 15 km per day, and even
  this is possible only on the SAkbe Roads and !n "easy" clear,
  desert, or wetland terrain . In open forest and low mountains a
  Chign cart can manage only about 10 km per day at most, and
  these vehicles are prohibited In swamps (of both sorts), dense
  forests, and high mountains.
  Very large parties suffer from sheer size . Organizing the day's
  march, getting through traffic on the Sgkbe Roads, etc . may de-
  lay a big force as much as another day or two per hexagon crossed.
  A column of 10,000 men marching 10 abreast produces 1,000
  ranks, and allowing 1.2 m for each rank, this column stretches
  out at least 1,200 m along the road . The first men in the contin-
  gent will be setting up camp and eating dinner while the last
  marchers are still trudging along about a kilometre away!
  Within all of the Five Empires (and also Pechfino, SaA Allaqr,
  Shdnyu, Mmatugufil, and Chayakku) there are systems of speedy
  messengers. Running in relays, these individuals can carry a
  light packet of dispatches along a good road (or the uppermost
  tier of a S9kbe Road) about 180 km per day .
  Travel rates vary somewhat for the nonhuman races . In the
  game, most nonhumans will be accompanying human comrades,
  however, and since the faster species usually adjust their pace
  to that of their slower companions, these differences can be
  ignored . Only If a group is composed solely of a nonhuman race
  need the following percentage modifiers be applied to the rates
  given in the table above.
  Species
  AhoggyA
  Sh6n
  Nonhuman modifiers to movement rates
  Movement rate differences]
  + 10 percent ; +20 percent in swamps
  HIAka
  -10 percent walking ; average flying distance is
  about 100 km per day (for 5 hours), and a HIAka
  pushed to the utmost can fly approximately 200
  km per day . [This race would make excellent
  messengers except that they are a bit scatter-
  brained . They also consider such duty to be be-
  neath their dignity .
  HlOss
  As for humans
  Hlutrgb
  -5 percent; +20 percent in swamps and wetlands
  Mih&III
  +5 percent ; +10 percent for short distances
  up to 1 km
  PAchi LA!
  As for humans; + 10 percent in forests
  PA Chbl
  + 10 percent
  Pygmy Folk
  -10 percent over long distances; otherwise the
  same as humans
  +20 percent over distances of 5 km or so ; as
  for humans otherwise
  + 5 percent
  Shunned Ones
  SS6
  +5 percent; +10 percent In mountainous country;
  the black Ss0 are slower: as for humans over
  most terrain and +5 percent in hilly regions
  Swamp Folk
  -5 percent In most terrain ; +30 percent !n all
  types of swamps
  Tinalfya
  -10 percent ; -10 percent, however, in moun-
  tainous terrain
  Urun6n
  As for humans
  Terrain map movement speeds are Irrelevant for the Nyaggd,
  for animals, and for other creatures . Rates for shorter distances
  will be given In a later Section .
  89
  2.612 . WIND AND WEATHER .
  The determination of weather conditions is more important
  to movement at sea than to overland travel-at least on a hot,
  humid planet such as TAkumel . The following system will thus
  probably be employed more in marine scenarios than in those
  occurring on land-although !t must not be forgotten that wet
  weather can play havoc with bowstrings and the skeins used
  in torsion catapults!
  Wind and weather
  1 . Wind speed : D20 Is rolled against the following table :
  2 . Wind direction : D10 Is rolled against the following table :
  3 . Weather conditions are established by finding applicable
  modifiers in (a) or (b) and then rolling D100 on the table in
  (c) . Anomalies may arise !n any randomly generated table,
  of course, and !f these occur (e.g . dense fog and a violent
  wind In an and desert), they can either be taken as rare oc-
  currences or else rerolled .
  3.a . Modifiers for weather on land are:
  1-3
  +15
  6-9
  -10
  4-5
  + 5
  10-12
  - 5
  'The first three months (Hasanpbr, ShApru, and Didbm) are wet
  and humid; the next two (LangAla and FAsru) are more pleasant;
  the next four (Drbngar, Firas0l, PardAn, and Halir) are very hot ;
  and the last three (Trant6r, LAsdrim, and DohAla) are cool and
  dry ; cf. Secs.1 .110 and 1.1050.
  b. Modifiers for weather at sea depend largely upon the locale :
  such northern seas as the PentrOrta Deeps tend to be more
  stormy, while the great southern oceans are less so .
  Northern waters
  Southern waters
  Months
  Modifier
  Months
  Modifier
  1-4
  +20
  1-3
  +15
  5-6
  +10
  4-5
  + 5
  7-9
  0
  6-10
  - 5
  10-12
  +5
  11-12
  +5
  Die score
  Wind direction Die score
  Wind direction
  1-2
  Same as the pre-
  6
  From
  southeast
  vious period
  7
  From the south
  3
  From the north
  8
  From southwest
  4
  From northeast
  9
  From the west
  5
  From the east
  10
  From northwest
  1 . Terrain :
  Terrain type[s]
  Modifier
  Terrain type[s]
  Modifier
  Clear
  0
  Dense forest,
  +15
  Desert
  -30
  High mountains,
  Open forest
  +5
  Wetlands
  Low mountains
  +10
  Swamp
  +20
  Dense swamp
  +25
  (rain-forest)
  !! . Seasonal :
  Months'
  Modifier
  Months'
  Modifier
  Die score
  Wind speed
  Die score
  Wind speed
  1-4
  Same as the pre-
  13-15
  Brisk breeze
  vious period
  16-17
  Wind
  5-8
  No wind
  18-19
  Strong wind
  9-12
  Mild breeze
  20
  Violent wind
  
  c . The weather determination table is given below
  .
  4 . Changes in wind speed, wind direction, and weather con-
  ditions are all found by rolling D100 on the following table.
  The first two of these factors are-checked once every four
  hours (i.e . two dice rolls are made), while the last should
  be re-examined only once each 24-hour day (or every 12
  hours in the case of heavy rain or a violent storm). Again,
  anomalies are best rerolled until the referee is satisfied
  that a given set of conditions Is logical for the season and
  the locale.
  Change In weather
  Dice score
  Modification
  01-50
  No change: wind speed/wind direction/weather
  conditions remain the same as in the previous
  period
  51-65
  Go up one line on the table for which the roll is
  made : e.g . from "Mild breeze" to "No wind" ;
  from "east" to "northeast" ; or from "Cloudy to
  heavily overcast" to "Misty or hazy ." If this score
  would take one off the top of any of the three
  tables, go down one line instead: e.g . from "Clear
  to partly cloudy" to "Misty or hazy."
  66-80
  Go down one line on the table for which the roll
  is made: e.g . from "Fog" to "Dense fog ." If this
  score would take one off the bottom of a table,
  go up one line instead : e.g . from "Violent wind"
  to "Strong wind ."
  81-90
  Go up two lines on the table for which the roll
  is made : e.g . from "Mild breeze" to "Same as
  the previous period ." If this score would take
  one off the top of a table, go down two lines instead .
  91-100
  Go down two lines on the table for which the
  roll Is made: e.g . from a "Southwest" wind to a
  "Northwest" wind . If this score would take one
  off the bottom of a table, go up two lines instead.
  The referee may also choose to use common sense in altering
  wind and weather conditions . For example, a brisk breeze or a
  wind may cause a morning mist to clear in one hour, fog in two
  hours, and dense fog In about three hours .
  2.613 . SEA MOVEMENT .
  Mercantile ships are described in Sec. 1 .732 and military ves-
  sels in Sec . 1 .822. The needs of a role-playing game may be best
  served by ignoring many details and establishing a simple sys-
  tem of sea movement . Only the wind speed table (Sec. 2.612 (1))
  is used for this (wind direction and weather being omitted), and
  a vessel's movement per day is then taken from the following table :
  Averaged sea movement
  'In this simple system, wind speed may be checked only once
  per day.
  90
  Whenever there is a "Strong wind" there is a 10 percent chance
  of damage to the ship . A "Violent wind" raises the chances of
  damage to 20 percent, and a D100 roll is thus made for each day
  during which these conditions obtain . One "damage" result
  does no real harm to the craft's seaworthiness, but two or more
  such results may have serious consequences. When two "damage"
  results have been scored, D100 are rolled against the following
  table. A third "damage" result requires another roll with greater
  possibilites of catastrophe, and each time still further "damage"
  results occur the dice are rolled again-with a considerable
  likelihood of a fatal calamity. In the following table an effect of
  "A" = repairable damage (although some gear may be lost over-
  board) ; "B"=considerable damage not repairable at sea : sails,
  masts, or spars may be lost, and the ship's speed is reduced by
  one half; and "C" = extreme damage: a roll of D10 is made: 1-6
  the vessel drifts helplessly; 7-10 = the ship sinks .
  *Two consecutive results of "A"=a result of "B" automatically,
  two results of "B" similarly= a result of "C" ; and two consecu-
  tive results of "C" =the vessel sinks (i.e. a D10 roll for this is
  unfortunately no longer necessary) .
  If a sea engagement is to be played out as a detailed scenario,
  further data and adetailed movement system are needed . Wind
  speed, wind direction, and weather are all ascertained (Sec . 2.612),
  and small ship models or pieces are moved over. a mapsheet
  covered with hexagons. For battle actions the scale of the latter
  should be 1 hexagon =1 km, but for a longer "chase" scenario
  each hexagon= 5 km . Boarding actions require deck plans drawn
  to the "miniature figure" scale ; see below.
  Oared movement is given in terms of rowing speeds, kilometres
  covered per hour ("Kph"), and also kilometres covered per 10-
  minute turn ("Kpt") . Movement rates are rounded off to the first
  decimal . These may be further reduced to the nearest whole
  number if desired .
  Damage to ships from storms
  Oared ship types and movement rates
  'All of these military ships are described in Sec. 1 .822.
  "Still larger ship types are rare . Their speeds are about
  that of the ZTrunel.
  .75 of
  Rowers can keep up a "leisurely" pace for 12 hours per day,
  an "average" rate for 8 hours per day, and a "fast" speed for
  only 4 hours per day . A "ramming" speed can be sustained for
  only 30 minutes at most, while a "racing" rate can be supported
  for no more than 10 minutes. A 2-hour rest period is required
  after any of these periods. Long sea journeys are usually made
  at the "leisurely" or "average" speeds, or else -with the help of
  sails . Most warships, moreover, are "coasters" and prefer to
  keep within sight of land .
  Speed
  S6scha
  Kph
  Kpt
  SrOgfinta
  Kph
  Kpt
  061
  Kph
  Kpt
  Zirunel
  Kph
  Kpt
  Leisurely
  4.6
  .8
  5.5
  .9
  6.5
  1 .1
  4.8
  .8
  Average
  6.8
  1 .1
  7.0
  1 .2
  7.8
  1.3
  5.5
  .9
  Fast
  8.3
  1.4
  8.7
  1 .5
  9.8
  1.6
  7.4
  1.2
  Ramming
  10.2
  1.7
  10.7
  1.8
  13.2
  2.2
  9.8
  1.6
  Racing
  12.8
  2.1
  13.5
  2.6
  14.1
  2.4
  13.5
  2.6
  Dice score
  Weather
  Dice score
  Weather
  01-40
  Clear to partly
  66-70
  Fog
  cloudy
  71-75
  Dense fog
  41-45
  Misty or hazy
  76-95
  Light rain
  46-65
  Cloudy to heavi-
  96-98
  Heavy rain
  ly overcast
  99-100
  Strong storm
  Number of "damage" results and dice scores
  which produce effects
  Effects'
  2 "damage"
  results
  3 "damage"
  results
  4 or more
  "damage" results
  A
  01-80
  01-60
  01-40
  B
  81-95
  61-90
  41-80
  C
  96-100
  91-100
  81-100
  Wind speed'
  Movement/day Wind speed'
  Movement/day
  No wind
  None: becalmed Wind
  1 hexagon
  Mild breeze
  .5 hexagon
  Strong wind
  1 .5 hexagons
  Brisk breeze
  .75 hexagon
  Violent wind
  2 hexagons
  
  Sailed vessels may travel at their current speeds as long as
  weather and wind permit . About 5 minutes are needed to raise
  or lower sails in order to change speed . Rates are given for the
  four warships (all of which carry sails as well as oars) and for
  the two merchantmen as was done above .
  sailing ship types and movement rates'
  Mild breeze
  Brisk breeze
  Wind
  Strong wind
  Violent wind
  *Cf . also the preceding table . Commercial ships are described
  in Sec . 1.732 .
  Although it is not the intention to provide a complete set of
  wargaming rules for sea battles here, a few further observations
  may be made :
  1 . If the wind is blowing from astern, a vessel can maintain
  her course: e.g . a ship sailing west may continue to do so
  if the wind is from the northeast, east, or southeast . Square-
  rigged craft (e.g . the Livydni version of the S6scha) obtain
  their best speeds with the wind directly astern : such a ves-
  sel increases her sailing speed by 10 percent. There will be
  some drift, of course, if the wind persists from the same
  aft quarter (e.g . from the northeast on a ship sailing west);
  the ship then drifts about 15 percent of her forward speed
  in the direction of the wind (i.e. southwest in this example).
  2. If the wind is blowing beam-on (i.e . from the north or south
  onto a vessel sailing west), the ship drifts 25 percent of its
  forward speed in the direction in which the wind is blowing.
  A lateen-rigged craft (e.g . the Tsolyani Srdganta or Q6/) a-
  chieves her fastest speeds with a beam-on wind, Increasing
  her rates of travel by 10 percent .
  3 . If the wind is coming from one of the fore-quarters (i.e . from
  the northwest, west, or southwest onto a ship sailing west),
  an oared vessel is slowed by 15 percent of its forward speed,
  and a sailing ship loses 25 percent of her forward momen-
  tum . Again, a continuous wind from one of the forequarters
  will cause a drift of 15 percent of the craft's forward speed
  in the direction of the wind .
  The chances and effects of ramming, oar-shearing, etc . are
  left to the discretion of the referee. If a sea-battle scenario is to
  be played, it may be best to employ one of the several sets of
  wargaming
  rules for ancient/mediaeval naval engagements
  available on the market.
  2.620 . REGIONAL MAPS.
  A lengthy scenario played in a small area of a large terrain
  map may oblige the referee to develop smaller-scale maps show-
  ing localised features in detail . The purpose for which such a
  map is needed governs its complexity, and it can be done to any
  degree of elaborateness, ranging from a scribble on a piece of
  scratch-paper to a hexagon sheet upon which professional car-
  tographic symbols have been affixed.
  91
  The scale of a regional map depends upon the referee's in-
  genuity irtfitting one or more of the terrain-map hexagons onto
  the smaller-scale map . A set of six regional maps for the north-
  western regions of the Tsolydni Empire, much of Pijisna, and
  western Y6n K6r has been prepared, and the hexagon sheet used
  for these has 44.5 side-by-side hexagons along its length and
  29.5 offset rows of hexagons across its width . Three of the ter-
  rain-map hexagons can be placed on the sheet, each measuring
  14 smaller hexagons from side to side, with 2.5 small hexagons
  left over at the end . Two further rows of half-hexagons then fit
  above and below this central row of three. The problem with this
  format is that the scale of the small hexagons Is not an even
  number, either in kilometres or in Tsolyani Tsgn ; 133.33 km di-
  vided by 14 = 9.52 km, and 100 Tsan divided by 14 = 7.14 Tsdn .
  Nevertheless, by rounding this to 10 km (or to 7 Tsin) one can
  achieve a roughly accurate time and distance scale for move-
  ment at the rates given in Sec . 2.611 .
  The contents of a regional map are left to the referee . No set
  of rules can generate the details of a large terrain hexagon ran-
  domly, but most referees (in this writer's experience) seem to
  be able to make good guesses about localised features : fields,
  villages, towns, roads, woods, streams, fortifications, ruins, etc .
  All appear to flow forth naturally once one has the basics of the
  region in mind . The referee may also devise generalised terrain
  maps or geomorphs which can represent almost any hexagon
  of the same terrain type . Several methods for doing this are to
  be found in the wargaming literature .
  2.630 . CITY MAPS .
  Maps of cities are more complex . They require careful atten-
  tion to scale and also an understanding of the workings of pre-
  Industrial urban societies . The metropolises of T6kumel, like
  those of ancient Earth, are by no means neatly planned, squared
  off, and arranged into sections ; cf . Sec . 1 .422. In view of the time
  and work needed for a city map, one has to consider the uses
  to which it Is to be put . Once a player has oriented himself to a
  city and learned the locations of the buildings of Importance to
  him/her, the map is rarely used . It is enough to say, "I am going
  down to the marketplace," and there is little reason to trace his/
  her path through the streets on the map . Only for the simulation
  of a siege or house-to-house chases and fighting will a city map
  be of much direct "game" use.
  If a city map is to be drawn up, a scale of one hexagon =100
  m is fine for a smaller settlement, whereas a great metropolis
  (e.g . Bay Sd) may demand a scale of one hexagon = 300-400 m .
  (The map of Jakdlla previously published by this writer is scaled
  to about 120 m per hexagon, but unfortunately this is an artistic
  representation only and is not strictly to scale .)
  2.640 . BUILDINGS AND THE "UNDERWORLDS."
  Plans of houses, temples, palaces, fortifications, and the sub-
  terranean labyrinths which lie beneath many of the more ancient
  cities (Secs. 1 .421, 1 .424, and 1 .426) are necessary for detailed
  "adventuring ." Rectangular rooms and straight-sided passage-
  ways and walls make graph-paper more suitable for such maps
  than hexagon-sheets. This is not to say that circular, oval, and
  irregular shapes do not exist-indeed, neatly squared construc-
  tions may be In the minority-but graph-paper Is more convenient
  for mapping, and movement in a straight line Is easier to describe
  to the players, who are not allowed to see the referee's maps.
  Hexagons are appropriate for winding caves, rough terrain, and
  asymmetrical edifices, of course .
  A map of a building or an Underworld thus consists of graph-
  paper plans of one or more storeys or levels . Sheets divided into
  10 squares per 25 mm are most useful since these provide enough
  room to develop the vast temples, sprawling fortifications, and
  elaborate tombs and mazes which characterise the great cities
  of Tbkumel . The ground scale is one square (or hexagon)=3 metres.
  Speed
  S6scha
  Kph
  Kpt
  Srdganta
  Kph
  Kpt
  061
  Kph
  Kpt
  Mild breeze
  4.6
  .8
  5.4
  .9
  5.5
  .9
  Brisk breeze
  7.9
  1 .3
  7.8
  1.3
  8.3
  1 .4
  Wind
  10.9
  1 .8
  10.4
  1.7
  13.9
  2.3
  Strong wind
  13.9
  2.3
  13
  2.2
  14.8
  2.5
  Violent wind
  17.6
  3
  17 .8
  3
  22.2
  3.7
  (cont .)
  Zfrunel
  Hrfl
  Tn6k
  Speed
  Kph
  Kpt
  Kph
  Kpt
  Kph
  Kpt
  5.4
  .9
  3.7
  .6
  2.8
  .5
  7.4
  1 .2
  7.2
  1 .2
  5.6
  .9
  11 .7
  2
  10.2
  1 .7
  9.3
  1.6
  13.9
  2.3
  13
  2.2
  13
  2.2
  18.5
  3 .1
  15.8
  2.6
  15.6
  2.6
  
  Sikbe Road
  Gate of the Green Staff
  -----------
  :;~
  Gate of Shin
  VIOI!O.
  of the
  f;r1091
  Glay of Partu
  Gate of Reeds
  I
  \
  I
  \
  I
  ~
  secondary roads
  1
  \
  I
  .
  a t
  tombs and cetnstarles
  I
  I
  Q- ,
  residential and a9rlcultural suburbs
  Urmish
  City in southern Tsolycinu
  population approximately 200.000
  Gene of
  Melleks 11
  
  2.641 . MOVEMENT IN BUILDINOS AND THE
  "UNDERWORLDS."
  Progress through buildings and the underground labyrinths
  ;s measured in terms of the number of 3-metre squares (or hex-
  agons) a character can traverse during the one-minute turn (sec.
  2.500) . This is furtherbroken down Into rates for the six-second
  combat round .
  The speeds a character can achieve depend upon his/her en-
  cumbrance limit and the amount of impedimenta he/she is car-
  rying ; cf . Sec. 2.310 . Encumbranc e penalties due to wounds,
  illness, or privation must also be taken Into account; cf. Sec .
  2.411(2, 4, and 6).
  An example will make this clear. ChargAsh hIVriddi has a total
  Height-Build-Strength factor-and hence an encumbrance limit
  (Sec . 2.310)-of 66. The encumbrance costs of his weapons and
  armour come to 35, as seen in Sec . 2.320. His backpack and ad-
  venture gear (Sec . 2.330) Increase his burden by 21.7 : 35+21.7=
  56 .7, or about 86 percent of his total capability . (It Is assumed
  that he is not going to carry his extra clothing with him when
  going into battle or on an "adventure .") If he purchases rations,
  tools, torches, and other equipment, he will soon find himself
  overburdened. He will therefore bring along porters to carry some
  of his possessions . Thus far ChargAsh is doing well .
  A problem arises if ChargAsh were to suffera "serious" wound
  -may Vimbhla's Flame forfend! He would then lose 50 percent
  of his Height-Build-Strength factor (Sec . 2.411 (4)) . Fifty percent
  of his 71 (the unmodified Height-Build-Strength factor is used
  without any modifiers for Dexterity and/or Intelligence) is 35.5,
  which leaves him a little below the 150 percent overload limit
  (Sec . 2.310) . He can still struggle along for awhile carrying all
  of his encumbrances, or he can hand some overto his compan-
  ions and thus be able to keep up the pace for at least another
  hour . Thereafter he must give part of his possessions over to
  others. At this point it can be seen that porters arevery useful indeed!
  ChargAsh' future would appear much darker were his wound
  status to pass from "serious" to "grave ." A "grave" wound re-
  duces his Height-Build-Strength factor by 75 percent of his ori-
  ginal unmodified total in Sec . 2.211 : i.e . 71 x .75 =53 .25, leaving
  him with a Height-Build-Strength factor (and hence an encum-
  brance limit) of just 17.75. He must now discard a good part of
  his possessions . This he would be loath to do-but better to
  live without one's goods than to perish with them all alone . If
  ChargAsh were now to sustain a "critical" wound, he would lose
  90 percent of his 71 points: 63.9, leaving him just 7.1-barely
  enough to stagger. Without sorcery to heal him, ChargAsh would
  soon be no more than a memory. Fortunately for him, however,
  this example Is purely hypothetical .
  The speeds used in movement through buildings or !n the
  Underworld labyrinths are defined as follows:
  1 . Slow : this is the rate used for careful exploration, mapping
  in detail, searching for secret doors and traps, etc . Crawl-
  Ing on the hands and knees reduces this speed by one half,
  and inching along on the belly Is done at just 25 percent
  of this speed.
  2. Walk : this allows determined progress, watching one's
  footing, and looking ahead . Occasional glances can be cast
  upward or to the sides or rear.'Maps can be made, but it Is
  more difficult to perceive secret doors or traps .
  3. Fast walk : this pace is best employed in lighted or well-
  known areas. One can watch the footing and see what lies
  ahead . Mapping cannot be done, and secret doors, traps,
  and ambushes are very hard to detect .
  4 . Run : this speed is not safe where one is unsure of the foot-
  ing . Mapping, secret door detection, etc. are not possible,
  and one can see only the most salient features of an area.
  93
  5. Sprint : this rate can be used only by unencumbered char.
  acters (i.e. those carrying 0-25 percent of their encumbrance
  limits).
  It can be maintained for just two combat rounds,
  and it is therefore best utillsed for panic-stricken flight or
  hot pursuit. There is a good chance of losing one's footing,
  and one turn must be taken to regroup a party after stopping .
  Mapping and detection are quite impossible, and only vague
  Impressions of the surroundings can be gained as one runs
  by . A sprint must also be In a straight line.
  Three movement distances are provided in the following table :
  "Mpt"=metres per one-minute turn ; "Mpr"=metres per six.
  second combat round; and "Spt"=the number of 3-metre squares
  or hexagons traversed per turn . The last of these is the most
  important for movement over the referee's graph-paper or hex-
  agon-sheet maps . Decimals have been rounded up or down to
  the nearest whole number.
  Speeds
  Slow
  Walk
  Fast walk
  Run
  Sprint-
  Speeds
  Encumbrance In movement
  Percentagesof encumbrance limit carved and distances'
  0-25
  26-50
  51-75
  76-100
  Mpt MprSpt Mpt MprSpt Mpt MprSpt Mpt MprSpt
  15
  2
  5
  15
  2
  5
  12
  1
  4
  9
  1
  3
  45
  5
  15
  45
  5
  15
  36
  4
  12
  30
  3
  10
  90
  9
  30
  90
  9
  30
  70
  7
  24
  60
  6
  20
  200 20 67
  150 15 50
  100 10 33
  90 9 30
  -4214 -
  - - ---
  ---
  101-150
  151-200
  201-250
  MptMprSpt
  MptMprSpt MptMprSpt
  Slow
  7
  1
  2
  6
  1
  2
  3
  (.3)
  1
  Walk
  24
  2
  8
  21
  2
  7
  15
  2
  5
  Fast walk
  42
  4
  14
  36
  4
  12
  21
  2
  7
  Run
  60
  6
  20
  39
  4
  13
  - - -
  Sprint
  ---
  ---
  ---
  Playability demands definite limits . A character who is carrying
  99 percent of his/her encumbrance limit therefore moves at
  the 76-100 rates, while one who !s burdened with 101 percent
  must use the 101-150 column . The latter may hand over a few
  of his/her possessions to a less-encumbered Individual, of course.
  "As said above, this speed can be kept up for only two combat
  rounds. The figure "14" is thus the number of squares traversed
  per combat round in this case .
  Speed bonuses and penalties for the nonhuman races are
  provided below . These will often be irrelevant since a party
  normally moves at the pace of its slowest members . They should
  be applied to groups comprised only of a given species, how-
  ever. Cf. also Sec . 2.611 .
  Nonhuman modifiers
  Species
  Movement bonus or penalty percentage modifier
  to human speeds
  [cont
  .]
  AhoggyA
  + 10 percent
  HIAka
  -10 percent walking ; HIAka can fly only In very
  large chambers: their aerial speed Is then 330 m
  per turn, 33 m per combat round, and 110 squares
  perturn
  HlOss
  0
  Hlutrgb
  -5 percent
  
  Species
  Movement bonus or penalty percentage modifier
  to human speeds
  Mih211i
  + 10 percent
  Pachi Lei
  0
  PCh6i
  + 10 percent
  Pygmy Folk
  -10 percent in open halls and large moms where
  they must keep up with humans; + 10 percent
  In narrow tunnels, caves, and passages
  Sh6n
  + 20 percent in open spaces ; -10 percent in
  confined spaces
  Shunned Ones + 10 percent
  Sso
  + 10 percent ; + 20 percent in rough tunnels and
  caverns . This applies both to the grey and black
  varieties of this race-their dens and burrows
  are precisely this sort of terrain
  Swamp Folk
  - 10 percent
  Tinalrya
  - 5 percent in open chambers and big caverns ;
  +20 percent in constricted caves and tunnels
  Urunen
  0
  A rest of at least 20 minutes must be taken at the end of each
  period of time, as defined in Sec . 2.310, as well as at the end
  of a "sprint" (cf . above) . Failure to rest means an immediate loss
  of 50 percent of one's speed, a doubling of the times needed to
  perform other activities, and a loss of 30 percent of one's Height-
  Build-Strength factor. A person can indeed continue with these
  penalties for another full period (except for the "sprint," which
  cannot be done while fatigued), but at the end of this time the
  individual falls exhausted and must rest for at least 4 hours be-
  fore continuing .
  A human needs an area about a metre wide In which to move
  and fight . Three persons may thus march abreast through most
  of the passages of the Underworlds . Smaller races (the Hlutrg(i,
  Pygmy Folk, and Tinaliya) can get four individuals abreast, and
  the larger species (the Ahoggya, Sh6n, and black Ssb) may get
  two . Two ranks can occupy a 3-metre square or hexagon, giving
  each rank 1 .5 m in which to walk A party may close ranks to three
  per square or hexagon, but this leaves those in front little room
  in which to wield weapons or perform other actions, and those
  in the centre of the party can do almost nothing at all .
  The following considerations anticipate the Sections dealing
  with combat (Sec . 2.820 ff .). They are inserted here because of
  their importance to movement through buildings and the
  Underworlds.
  1 . Those in the front rank of a party can fight or cast spells at
  an opponent . Missiles and magic may indeed be fired from
  a second rank (but not from farther back); this requires a
  "Dexterity roll" at the "Difficult test" level of difficulty ; cf .
  Secs . 2.723 and 2.823.
  -2 . Warriors carrying long spears or pikes can fight from a second
  rank, or even from a third rank outside, but at a disadvantage;
  cf . Sec. 2.823 . Only one rank of all other weapon types may
  fight .
  3. Only two persons using polearms (or two-handed swords
  employed as chopping or stabbing weapons) can fight side
  by side !n a 3 m space . A two-handed weapon utilised in this
  fashion is treated as a long one-handed weapon for damage
  purposes, using damage table C ; cf. Sec . 2.829 .
  4. Just one fighter has full room to swing a two-handed sword,
  mace, club, or flail in a 3 m space . These weapons then re-
  ceive their full damage benefits ; cf . Sec . 2.829 .
  5. A sorcererwho casts a ritual spell (Sec . 1.620) needs an area
  1 .5 m in diametre, while one who uses psychic magic re-
  94
  quires only one metre . Thus, three psychic magic-users can
  operate side by side in a 3 m square or hexagon, but only
  two ritual sorcerers (or one ritual and one psychic mage)
  can work in this same space.
  2.650. THE MINIATURE FIOURE SCALE .
  Detailed melees or "adventure encounters" between just a
  few characters can be interestingly simulated with miniature
  lead figures . Several T6kumel figures are currently available from
  wargaming shops and dealers, and enterprising modellers can
  easily add many more by modifying other figures from various
  fantasy and ancient/mediaeval lines . One should have a figure
  to represent each character or creature . The surroundings can
  be simulated with models, cardboard mock-ups, or maps and
  plans drawn on hexagon-sheets or graph-paper. When nicely
  painted, miniature figures provide maximum visualisation and
  "colour ."
  Those who do not use figures may still find it useful to em-
  ploy cardboard pieces, markers, or just differently coloured dice
  to show the relative positions of the characters . One can then
  see who is fighting whom, who can see what, and what actions
  can logically be performed .
  The figures available for T6kumel are made to a scale of 25
  mm = the height of a man . The average male human on T6kumel
  stands about 1 .72 m tall, and a metre thus equals approximately
  15 mm. At this scale, a room 3 m square becomes 4.5 cm on a
  side, and a 50 m passage is 75 cm long on the map or wargaming
  table .
  This "true 25 mm scale" produces unwieldy distances . Even
  Ignoring the one-minute turn and using the six-second combat
  round, the 9 m distance covered by an unencumbered person
  at a fast walk becomes 13.5 cm, and a round of running (20 m)
  equals 30 cm . The dimensions of an average wargaming table
  are about 122 x 244 cm, and this represents 81 x 163 m at this
  scale . A table tennis table is 152 x 274 cm, which gives 101 x
  183 m . An unencumbered figure can thus sprint over three-quar-
  ters of the way across the width of the smaller table in one
  combat round!
  The "true 25 mm scale" is thus most useful for actions in rooms
  and passages where long movements are precluded by walls
  and corners . It can also be employed for small encounters out-
  of4oors where movement consists of advancing short distances,
  going from one flank of a party to the other, jockeying for posi-
  tion, jumping for cover, and similar actions . It is certainly the
  best scale for scenes in which each character's activities must
  be carefully plotted .
  A somewhat smaller scale Is now coming into vogue amongst
  wargamers . In this, the height of a man equals 15 mm (or about
  9 mm per metre) . No figures are currently available for Tbkumel
  in this scale, but those who favour it may modify various ancient/
  mediaeval and fantasy figures to suit . Movement distances can
  then be decreased proportionately, which in effect gives more
  "space on the wargaming table and hence allows larger actions.
  2.651 . MOVEMENT FOR THE MINIATURE FIGURE SCALE .
  The following table presents the speeds for the "true 25 mm"
  scale in centimetres for the six-second combat round. Distances
  are again rounded to the nearest whole number.
  Movement for the miniature figure scale
  Percentages of encumbrance limit carried and
  distances in centimetres
  Speeds
  0-25
  2650
  51-75 76100101-150151-200201-250
  Slow
  3
  3
  2
  2
  2
  2
  1
  
  Speed bonuses and penalties for the nonhuman races must
  be kept in mind ; cf . Sec . 2.641 . Fatigue and other matters dis-
  cussed there also apply .
  2.002 . FIGURE BASE SIZES .
  Figure bases-the little rectangles of cardboard, wood, etc.
  upon which the figures are glued-represent the area of ground
  needed by a character to stand, move, and fight . For example, a
  15 mm x 20 mm base (now used in many anc!entimed!aeval war-
  gaming rules for close-order infantry) equals a frontage of 1 m
  and a depth of 1.3 m . A Sh6n, however, Is a larger creature and
  needs an area 1 .5 to 2 m square . The latter size (equivalent to
  30 mm x 30 mm in scale) is chosen for convenience. One una-
  voidable problem is the way the manufacturer has sculpted the
  figure: an extended tail or widely stretched limbs may demand
  a base larger than that dictated by the scale . Figure base sizes
  for the 25 mm scale are as follows :
  Base size
  15 mm x20 mm
  20 mm x20 mm
  20 mm x30 mm
  20 mm x40 mm
  30 mm x30 mm
  45 mm x45 mm
  Figure base sizes
  Species
  Humans, Hlutrg0, Pygmy Folk, Tinaliya
  Urun6n, Shunned Ones, MihAlli
  Swamp Folk, N'10ss'
  Pe Ch6i", Nyagga
  PAchi LAS, Ss0 (both grey and black), Hloss,
  HIAka, Shen
  AhoggyA"'
  'The N'I0ss are human, but these huge barbarians need more room.
  "The P6 Ch6i may have either A 15 mm or a 20 mm frontage.
  The extended tail of the current figure demands a 40 mm base
  depth, although in reality 30 mm is all that should be needed .
  "'The AhoggyA also should have a 30 mm x 30 mm base, but
  the size of the available figure makes this impossible . The
  AhoggyA are large and pugnacious creatures, and giving them
  a little extra room is really not out of place!
  Base sizes foranimals and other creatures must be contingent
  upon the dimensions of the figures . None is available for Teku-
  mel now, although several fantasy figures can indeed be adapted
  to represent some of them .
  Further details of actions employing miniature figures will be
  provided in the Sections dealing with combat, below .
  2.660 . LARGER COMBATS .
  Rules for wargaming larger military actions with miniature
  figures cannot be presented here for reasons of space. Large
  battles (the Oaddrdafi; cf. Sec. 1.822) are fought between armies
  numbering many thousands of troops, and for these one would
  need a scale of one figure =50 or even 100 persons . One set of
  wargaming rules ("MissOm!" by Gary Rudolph, Minneapolis,
  1978) has already been published, and a second is being final-
  Ised as of this writing .
  Combats involving large numbers of characters do occasion-
  ally occur in a role-playing game, however, and it may thus be
  useful to present one more scale : one figure =6 persons (stand-
  ing in 2 ranks and 3 files) . In this scale 5 mm =1 m . Movement
  is awkward if the one-minute turn is used (e.g . a 45 m walking
  pace equals 22.5 cm on the wargaming table), and It thus seems
  better to utilise the six-second combat round Instead.
  95
  The base sizes given for the "true 25 mm scale" can still be
  employed, but a character's figure now represents him/her plus
  5 other persons .
  Formation densities must be taken into consideration . Heavy
  and medium infantry fight in close or loose order, while light
  Infantry are spread out in open order . Close order frontage is
  simulated by a 15 mm base (i .e . 3 soldiers, each occupying 1 m),
  loose order by 20 mm, and open order by 30 mm . Tactics and
  troop training are quite advanced on T6kumel, however, and
  occasionally heavy infantry may be ordered to fight in loose or
  open order, or light skirmishers may be put into close order as
  the situation demands. Rather than rebasing the figures to de-
  pict these various frontages, it seems better to measure the
  desired frontage of a unit and space the figures out along it with
  gaps between them . This permits the same figure to serve as
  an individual at the 25 mm scale and also as the representation
  for 6 soldiers at this scale.
  2.661 . LARGER SCALE MOVEMENT .
  Military speeds simulate the movements of bodies of troops .
  They are thus slower than those given above for small parties
  of Individuals in no order. Bonuses and penalties for the non-
  human races apply, of course .
  Speeds must be redefined for military purposes :
  1 . Slow : the speed at which troops march in battle array .
  2 . March : the rate at which soldiers move in column .
  3 . Quick-time : a doubled pace employed to move rapidly in
  column or for a move preceding a rush or a charge (see below).
  4 . Rush : a trotting speed used to bring up reserves or move
  in column behind one's battle line . Every two combat rounds
  at this pace must be followed by one at slow speed . The
  rush rate is also utilised by light infantry when skirmishing
  or evading ; such troops may move at this pace for up to one
  hour, but this must be followed by a 10-minute rest .
  5 . Charge : this is the pace employed for the final dash forward
  to contact the foe. It can be used for only two six-second
  combat rounds at a time . If a charge falls short, it must be
  followed by one combat round at slow speed, then another
  at quick-time before another round at charge rate can be
  ordered . This speed is also used for routing troops . Units
  In flight throw away their longer weapons and shields, and
  this rate can therefore be maintained for four combat rounds
  before the troops stop exhausted and disorganised .
  Characters are no longer classified according to their encum-
  brances at this scale but are grouped into "troop types," as
  shown in Sec . 2.320:
  i.e. "light Infantry" (including peasant levies,
  camp-followers, magic-users, and other noncombatants), "medium
  Infantry," and "heavy infantry." This applies to nonhumans as
  well : e.g . an unarmoured Shbn moves at the rates given for light
  infantry, plus a 20 percent bonus for being such a large creature.
  Military speeds are given in metres per one-minute turn ("Mpt")
  and in centimetres per turn ("Cpt") for the three troop-types :
  Larger scale movement
  Walk
  8
  8
  6
  5
  3
  3
  3
  Fast walk
  14
  14
  11
  9
  6
  6
  3
  Run
  30
  23
  15
  14
  9
  6
  -
  Sprint
  63
  -
  -
  -
  -
  -
  -
  Troop-types and movement distances per turn
  Speeds
  Light
  Mpt
  infantry
  Cpt
  Medium
  Mpt
  infantry
  Cpt
  Heavy
  Mpt
  infantry
  Cpt
  Slow
  25
  13
  25
  13
  25
  13
  March
  50
  25
  50
  25
  50
  25
  Quick-time
  80
  40
  80
  40
  70
  35
  Rush
  150
  75
  130
  65
  110
  55
  Charge
  165
  83
  145
  73
  125
  63
  
  Speeds for the six-second combat round are given in metres
  per round ("Mpr") and centimetres per round ("Cpr") for the
  three troop types.
  The H19ka fly 330 m per turn and 33 m per combat round. In
  this scale this is equivalent to 165 cm per turn and 17 cm per
  combat round.
  2.700. "ADVENTURE ACTIONS."
  Characters are expected to act within the limitations of a time
  scale (Sec . 2.500), a movement and distance scale (Sec . 2.800
  ff .), and-hopefully-the bounds of realism and common sense.
  It is difficult, nevertheless, to visualize what one's chances of
  success In a given situation may be when one has never actually
  experienced an action oneself. For Instance, how long does it
  take to pry enough caulking out of the hull of a wooden warship
  with a dagger to cause a serious leak-while swimming under-
  water and with carnivorous fish nibbling at arm's giblets? Answer.
  probably too long to make the results worthwhile. Some guide-
  lines are needed, and the next Section therefore presents a list
  of timings for commonly needed "adventure actions," particu-
  larly those used In exploration and combat scenarios. The sub-
  sequent Section then provides tables and dice rolls for the deter-
  mination of the success or failure of a character's actions. Since
  the game purports to simulate "real life," it is patently Impos-
  sible to cover all contingencies (or even a very large part of them),
  and these materials must be constantly supplemented by the
  decisions of the referee .
  Terrain effects
  96
  2.662 . TERRAIN EFFECTS.
  Movement rates are affected by the terrain, as is the unit's
  ability to maintain a formation. The following table presents
  this information for the three troop types. Abbreviations are
  as follows:
  Abbreviation
  Meaning
  Since this is not a detailed set of miniatures rules, the times
  needed to build bridges, climb cliffs, etc. are left to the discre-
  tion of the referee.
  Time needed
  F
  The unit can move in formation in this type of
  terrain. Speeds are as given in Sec. 2.661 .
  O
  The unit can move through this terrain, but it
  Is "out of formation." Speeds are reduced by one-half.
  I
  This terrain is almost impassable . Troops can
  Indeed cross it as individuals, but at one-quarter
  of the speeds given in Sec. 2.661 and in no
  order whatsoever.
  A period of at least three minutes (3 one-minute turns) must
  be taken to reform a unit of Cohort size (400 men) disordered
  by terrain .
  2.710 . "ADVENTURE ACTION" TIMINGS.
  The timings given below are for reasonably optimal circum-
  stances . The referee may extend them to allow for darkness,
  confusion, the excitement of battle, and other factors. "T"=a
  one-minute turn, and "R"=a six-second combat round.
  10T
  5T
  3T
  Adventure action timings
  Actions
  Put on a complete suit of heavy armour (Sec .
  2.320) unaided
  Put on a suit of heavy armour with the help of a
  comrade
  Put on a suit of medium armour (Sec . 2.320)
  by oneself
  Strip off a suit of heavy armour (and the gar-
  ments beneath It) by oneself
  Put on a suit of light armour (Sec. 2.320) or
  chainmail by oneself
  Speeds
  Terrain type[s]
  Troop types
  Slow
  March
  Quicktime
  Rush
  Charge
  Flat ground, gentle slope
  Light
  F
  F
  F
  F
  F
  Medium
  F
  F
  F
  F
  F
  Heavy
  F
  F
  F
  F
  F
  Rocky or ploughed ground, moderate slope,
  Light
  F
  F
  F
  F
  F
  light underbrush
  Medium
  F
  F
  F
  F
  O
  Heavy
  F
  F
  F
  O
  O
  Shallow water, open forest, steeper slope, marshy ground
  Light
  F
  F
  F
  O
  O
  Medium
  F
  F
  O
  O
  O
  Heavy
  F
  O
  O
  I
  1
  Deeper water, forest, very steep slope, swamp,
  Light
  F
  O
  O
  I
  I
  low obstacle
  Medium
  O
  O
  I
  I
  I
  Heavy
  O
  I
  I
  I
  I
  Very deep water, dense forest, extremely steep slope,
  Light
  O
  I
  I
  I
  I
  breast-high obstacle, dense swamp
  Medium
  I
  I
  I
  Heavy
  I
  I
  I
  i
  I
  Troop-types and movement per combat round
  might Infantry Medium Infantry HfiM Infantry
  Speeds
  Mpr
  Cpr
  Mpr
  Cpr
  Mpr
  Cpr
  Slow
  3
  2
  3
  2
  3
  2
  March
  5
  3
  5
  3
  5
  3
  Quick-time
  8
  4
  8
  4
  7
  4
  Rush
  15
  8
  13
  7
  11
  6
  Charge
  17
  9
  15
  8
  13
  7
  
  Strip off a suit of medium armour by oneself
  Raise a drawbridge or portcullis with a winch
  Put on or strip off a pair of greaves or vambraces
  Strip off a suit of light armouror chainmail oneself
  Put on or take off a breastplate and backplate
  Open a large gate or a pair of heavy double doors
  Hammer a spike Into soft stone or hard clay
  Cross a breast-high obstacle In heavy armour
  Put on or take off a suit of leather armour or
  priestly vestments . Ceremonial vestments
  take as much time as a suit of heavy armour,
  however, or even longer In some cases!
  Put on or take off an arming cap and a heavy
  visored helmet
  Open a heavy door or bar It shut
  Hammer s spike or stake Into rubble, earth, or a
  crevice In stone
  Cross a breast-high obstacle In medium armour
  Obtain an object from a backpack :
  i.e. pull the
  pack around, search inside, and extract the
  object ready for use in the following tumlround
  Dig .03 cubic metres of earth or rubble
  Search a 3-metre-square area of wall or floor for
  a secret door or trap ; search a chest, etc .
  fortraps
  Search .25 cubic metres of earth or rubble for
  artifacts
  Search a body for possessions
  Light a fire with flint and steel
  Consult a map or compass
  Take a bow or crossbow from one's back, string
  it, and load it ready for firing during the fol-
  lowing turn or round
  Climb 3 m of stairs or steep slope in heavy armour
  Cross a breast-high obstacle in light armour
  Put on or take off a suit of clothes (kilt, tunic, etc .)
  Light a torch or lantern from a fire already lit
  Reload a heavy crossbow for firing in the fol-
  lowing turn orround
  CI!mb3 m of stairs or steep slope in medium armour
  Descend 3 m of stairs or steep slope in heavy
  armour (without having to make a "Dexterity
  roll" at the "Harder test" level to see if one
  has fallen and hurt oneself ; cf. Sec . 2.723)
  Reload a medium crossbow for firing in the fol-
  lowing turn or round
  Climb 3 m of stairs or steep slope in light armour
  Descend 3 m of stairs or medium slope in medium
  armour (cf. under "3 R" for "heavy armour,"above)
  Climb 6 m of rope In medium, light, or no armour.
  This is difficult for a person In heavy armour
  and requires a "Dexterity roll" at the "Difficult
  test" level to accomplish at all; cf. Sec. 2.723
  Throw a rope so as to catch upon some projec-
  tion (again requiring a "Dexterity roll" at the
  "Difficult test" level)
  Erect a ladder
  Read a spell from a book or scroll . This takes
  effect during the third round, but an "Initiative
  roll" (Sec . 2.822) !s required If the spell Is being
  cast at atarget who does not desire ft
  Change from a weapon in one's hand to one slung
  over the back on a strap, etc. If a character Is
  In melee, he/she can only dodge, defend with
  a shield, or retreat from melee during the rounds
  needed to obtain the new weapon ; cf. Sec . 2.823
  97
  Remaining actions in the list are all performable within one
  combat round. "Action points" are given to these, and a char.
  acter may perform one or more actions during a round according
  to the number of "Action points" he/she has to expend . This
  depends upon the character's Dexterity modifier (the left-most
  column in the table in Sec . 2.213). This is as follows:
  Action points
  cost
  Actions
  3
  Action points
  Character's Dexterity Modifier
  Action points available
  One may exceed one's Action point limit only under the in-
  fluence of certain spells ; cf . the Sections on magic . Within the
  limit, a character may expend anywhere from 0 (i.e. no action
  at all) up to the maximum . Unexpended Action points do not
  accrue from round to round ; they are simply lost .
  Adventure actions and points cost
  Climb 3 m of stairs or steep slope in no armour
  Descend 3 m of stairs or steep slope in no armour
  (without having to make a "Dexterity roll" at the
  "Harder test" level to see if one has fallen and
  hurt oneself ; cf . Sec . 2.723)
  Strike a blow with a hand weapon
  Cast a ritual or psychic spell . The former cannot be
  cast while moving at all, but the latter can be em-
  ployed if the caster manoeuvres (see below) no
  more than 3 m during the round . Some spells al-
  so take more than one round to prepare ; cf. the
  Sections on magic. Psychic spells-but not ritual
  enchantments-can be cast when the magic-
  user is In hand-to-hand combat
  Fire and reload a bow or a sling . This may be done
  while moving but not In hand-to-hand combat
  Reload a light crossbow or staff-sling. Another Ac-
  tion Point must be spent to fire this weapon (i.e
  . a
  total of 4). One may fire while moving but not reload
  it (except for the Shdn, who can reload their pistol
  crossbows while moving), and one may neither fire
  nor reload once one
  is engaged in hand-to-hand
  combat . Note that it always requires a minimum of
  one Action Point to fire a missile weapon that is
  loaded and ready in the hands
  Throw a spear, javelin, dart, bolas, dagger, knife,
  rock, orother hand-held object . This may be done
  while moving but not In hand-to-hand combat
  Change from a weapon In one's hand to one scab-
  barded at the belt. This may be done while mov-
  ing and also In melee ; the first weapon must be
  dropped unless double "Action points" are paid
  Fire an "Eye" or other hand-held ancient techno-
  logical device . "Eyes" and certain other small
  mechanisms may be fired both while moving and
  also in hand-to-hand combat
  Change from a weapon held in one hand to one al-
  ready carried !n the other for use during the fol-
  lowing round . This may be done while moving
  and also during hand-to-hand combat. The first
  weapon must be dropped, however, unless double
  "Action points" are paid
  -15 through -10
  3
  - 5 through 0
  4
  +5 through +10
  5
  +15 through +20
  8
  + 30-up
  7
  
  Strike with both weapons when fighting in Florentine-
  style; cf . Secs 1.960 and 2.2317
  Take a weapon orother object from a comrade and
  ready it for use in the following round . This can
  be done while moving, but a "Dexterity roll" at
  the "Difficult test" level (Sec . 2.723) is needed .
  This cannot be done in melee
  Take an object from a belt-pouch or hand-held sack
  and ready It for use In the following round. This
  may be done while moving but requires a "Dex-
  terity roll" at the "Easy test" level . If done in
  hand-to-hand combat, the roll is made at the "Very
  difficult test" level; cf. Sec . 2.723
  Pick up an object from the ground (etc .) within 1 m
  of the person . Twice the Action points are needed
  for an article 2 m away and triple for an item 3 m
  distant. More than one round is required for ob-
  jects still farther off . Again, a "Dexterity roll" at
  the "Easy test" level (Sec . 2.723) is required-or
  at an even greater level of difficulty if the object
  Is very small, or if it lies amidst several articles,
  rubble, etc .
  Stand up from a prone position
  Open an unlocked door or secret door
  2
  Descend 3 m of stairs or steep slope in no armour
  and carrying no more than 75 percent of one's
  encumbrance limit (Sec . 2.310)-without having
  to make a "Dexterity roll" at the "Harder test"
  level to see if one has fallen and hurt oneself
  Strike a blow with a dagger, knife, "The Springing
  Doom," a rock, the fists, the unarmed martial
  arts, wrestling, or other hand-held object (Secs .
  2.2313, 2.2317, and 2.840) . One may also attempt
  a blow with a short one-handed weapon at this
  cost, but this Is not automatic ; a D10 is rolled :
  1-7=the blow costs 3 Action points ; 8-10=the
  blow costs only 2 points
  Manoeuvre (i.e . move) up to 3 m forward within 45
  degrees of the character-figure's base front ; cf .
  Sec . 2.823 (list 2, 5) . One who is not engaged in
  hand-to-hand combat may move as given in Sec .
  2.641, but if one is striking or being struck at
  during the round, "manoeuvring" is the maximum
  allowed . "Manoeuvring" Is also permitted to mis-
  sile-firers who emerge from behind cover to shoot
  and then conceal themselves again
  Unfasten and drop a shield from one's arm . This
  may be done while moving or even during hand-
  to-hand combat
  Change from a weapon held in one hand to an "Eye"
  already held in the other. The "Eye" may be aimed
  and fired in the same combat round, If one still
  has sufficient Action Points. The other weapon
  need not be dropped
  Dive for cover within 2 m of the person . This may
  be done while moving, requiring a "Dexterity roll"
  at the "Harder test" level (Sec. 2.723), and also
  during hand-to-hand combat (using the same roll).
  In the latter case, an opponent may strike a free
  blow-but at a deduction for hitting; cf . Sec. 2.823
  (list 2, 13) . Reaching cover farther away takes
  more than one round, at the referee's discretion
  Jump horizontally or upwards
  Change posture upwards: e.g . from lying to sitting,
  sitting to kneeling, or kneeling to standing erect
  9 8
  Draw a weapon from a belt scabbard when one's
  weapon-hand
  is unencumbered . Note that 3 Ac-
  tion Points are needed to do this when one is
  grappling or in hand-to-hand combat, however.
  Turn around (i.e . 180 degrees)
  Strike a blow with a secondary appendage : e.g . a
  Sh6n's tail, a beast's claw (its mouth being its
  primary weapon), etc .
  1
  Jump downwards. A "Dexterity roll" is required at
  whatever difficulty level the referee decrees, de-
  pending upon the height and/or distance
  Change posture downwards : i.e. from standing to
  kneeling, kneeling to sitting, etc.-or just dropping
  prone
  Drop a weapon or other object from the hand . This
  may be done while moving or during hand-to-hand
  combat
  Rollover, if prone
  Turn 45 degrees to the right or left . A psychic spell
  or a missile may then be fired, providing one has
  enough Action points left to do this . A ritual spell
  cannot be employed while moving or turning at all
  Look 90 degrees to the right or left
  2.720 . "ADVENTURE" DICE ROLLS.
  Each time a character attempts an action which he/she may
  not be able to accomplish, D100 are rolled against the appro-
  priate table below . The choice of which table is used is left to
  the referee. A score within the successful range indicates that
  the action has been performed as the player wishes, while an
  unsuccessful throw denotes failure-with possibly unpleasant
  consequences.
  In some cases the referee must also decide upon the diffi-
  culty level of a proposed action . It is much easier to break through
  the flimsy door of a princess' boudoir than to smash through
  the thick wooden door of a cellar or of one of the chambers of
  the Underworlds. There are thus five "difficulty levels," ranging
  from an "Easy test" to a "Real challenge" ; cf . Sec . 2.424 (1).
  2.721 . THE "HEIOHT-BUILD-STRENOTH ROLL."
  This is used for actions which call for a combination of strength,
  dexterity, and intelligence (Secs . 2.211, 2.213, and 2.215) . The
  character's modified Height-Build-Strength factor is utilised .
  As examples, one may cite opening barred doors by force, climb-
  ing cliffs, jumping chasms, swinging across a gap on a rope,
  wrestling a bulky object along a corridor, etc. Arbitrarily, tests
  which demand strength alone are also included here : e.g. hold-
  ing a door shut against foes, lifting a heavy weight, bending a
  bar of metal, and similar actions. Optionally, however, the referee
  may ask a player to use the unmodified Height-Build-Strength
  factorobtained in Sec . 2.211 alone, without any modifiers gained
  through dexterity or Intelligence, for such tests .
  In cases where two or more characters can join in performing
  an action, the Height-Build-Strength factor of the most power-
  ful individual is employed, and a modifier of -10 is applied to
  the dice score for each additional helper. For example, breaking
  open a stout wooden door is classified as a "very difficult test ."
  Charg6sh hiVr(ddi has a modified Height-Build-Strength factor
  of 66 (Sec . 2.215) . He thus has a 25 percent chance per combat
  round of getting the door open by himself . If one comrade helps
  him, this chance is raised (in effect) to 35 percent, and two com-
  panions would make it 45 percent . No more than three humans
  (or two Shbn or black Ssb, or one Ahoggyk) can find space to
  work at smashing an average-sized door at one time .
  
  Height-Bulld-Strength action roll
  'Nonhumans with very powerful physiques (Sec . 2.223) may be
  given still better chances of performing actions requiring great
  strength, but a "real challenge" should still provide a substantial
  chance of failure. An AhoggyA trying to smash open a heavy
  bronze door, for example, would still find this a formidable
  task. At the referee's discretion, a further modifier of -10 may
  be applied to the creature's dice score.
  2.722 . THE"STAMINA FACTOR ROLLS."
  Three dice rolls are based upon the Stamina factor obtained
  In Sec. 2.212.
  1 . The "Endurance roll":this is used to determine how long a
  character can continue an action : e.g . swim, run, stay awake,
  bear a burden, fight while wounded (Sec . 2.8211), hang onto
  a precarious hand-hold on a cliff, etc. At appropriate inter-
  vals-minutes in some cases and hours in others-the dice
  are rerolled . This is done at a modifier of +5 to the dice
  score the first time, + 10 the second, + 15 the third, etc.
  The"Endurance roll"
  'There is always a 1 percent chance of success, no matter
  howmany minus modifiers are applied.
  2. The "Recovery roll" is used when sorcery is unavailable
  and a character must recover naturally or with the aid of a
  physician. This roll determines the changing condition of
  a person affected by Injuries, illness, poisons, drugs, or
  unconsciousness. It is made at 5 minute Intervals by badly
  wounded persons In combat; cf . Sec. 2.8211 . Thereafter it
  is made once every day for wounds, once every 2 days for
  illnesses, once every 12 hours for poisons and drugs (unless
  an antidote is taken; cf. Sec. 2.411 (9)), oras the referee decrees.
  a. A succesful "Recovery roll" moves the patient's con-
  dition one or two degrees along the table below from
  its starting point: e.g. a "serious" wound towards a
  complete cure, from "serious" to "minor," to "unim-
  paired" (cf. Sec. 2.411(4, 6, and 8)) . A percentage of the
  victim's lost Height-Build-Strength factor returns, to-
  gether with the percentage lost from his/her Body Dam-
  age Points stock.These two percentages are the same .
  For example, ChargAsh hiVrfddi has a Height-Build-
  Strength factor of 71 (using the number gained in Sec.
  2.211 unmodified for Dexterity and/or Intelligence). A
  "critical" wound occurs when he loses 76 percent (and
  up to 90 percent) of his 44 Body Damage Points : i.e.
  33-40 points. This leaves him between 11 and 4 Body
  9 9
  Damage Points, depending upon the severity of the
  wound, and gives him an immediate -7 modifier to
  his Combat Values (Sec. 2.8211) . Once the melee is
  ended, he uses his reduced Height-Build-Strength
  factoras the basis for further movement, encumbrance
  carrying, "adventuring," and combat . A successful
  "Recovery roll" restores him to "grave" condition: he
  now has 50 percent of his Height-Build-Strength factor
  back (i.e . 36) and 50 percent of his Body Damage Points
  (I.e . 22). A further lucky "Recovery roll" improves his
  condition to "minor" wound status, giving him 75 per-
  cent of his Body Damage Points (i.e. 32 and 20, respec-
  tively). Another successful "Recovery roll" restores
  his full strength.
  b. A failed "Recovery roll" takes the victim's condition
  in the other direction: e.g . from "serious" to "grave"
  wound status .
  If ChargAsh' hypothetical "critical"
  wound were to become "fatal" through a failed "Re-
  covery roll," he loses 95 percent of his Height-Build-
  Strength factor (i.e . 67 of his 71 points), 95 percent of
  his Body Damage Points (i.e . 42 of his 44 points), and
  a -10 modifier Is applied to his Combat Values (Sec .
  2.8211). One more unfortunate "Recovery roll" would
  send poor ChargAsh off to VImbhla's paradise of flam-
  ing ecstasyl
  c. If sorcery falls, a character must recover naturally, as
  shown above. A physician's ministrations Increase a
  patient's chances on the "Recovery roll" table by a
  modifier of -2 to the dice score for every level the
  doctor has in the skill of Physician. A doctor with 10
  skill levels thus provides a -20 modifier to the roll .
  [Note, as stated in Sec. 2.424 (5), a physician earns
  competence rewards for healing various degrees of
  wound/illness gravity . These are calculated from the
  lowest point reached by the patient : e.g . if an originally
  "minor" wound becomes serious through a failed "Re-
  covery roll" and is then healed by a doctor, the latter
  receives the points listed for curing a "serious"
  condition.)
  d. The "Recovery roll" is as follows:
  The "Recovery roll"
  e. The "Recovery roll" may be needed rather infrequently
  since so many injuries and ailments can be cured by
  Sorcery. It is useful, nevertheless, to note the percent-
  ages of both one's Height-Build-Strength factor and
  one's Body Damage Points needed for each degree of
  wound/illness gravity (Sec. 2.411 (4, ff .)) on one's Char-
  acter Record Sheet for ease of play.
  3. The "Resistance roll" Is made when a character is exposed
  to illness, poisons, drugs, paralysis, and the like . The dif-
  ficulty level of the test is decided by the referee. For example,
  a bout of influenza may count as an "Easy test" for a healthy
  character, whereas the bite of an Aldsh. snake or a puff-
  spider is a "Real challenge"-and indeed, such lethal toxins
  Amount of woundliliness change & dice score ranges
  Stamina
  factor
  2 degrees
  worse
  I degree
  worse
  No
  1
  change
  degree
  better
  2 degrees
  better
  5-10
  01-25
  26-50
  51-75
  76-90
  91-100
  15-20
  01-20
  21-40
  41-70
  71-85
  86-100
  25-35
  01-15
  16-35
  36-65
  66-80
  81-100
  40-50
  01-10
  11-30
  31-60
  61-75
  76-100
  55-up
  01-05
  06-25
  26-55
  56-70
  71-100
  Action difficulty-level and successful dice score ranges
  Height-Build-
  Strength factor
  -
  Easy
  test
  Harder
  test
  Difficult
  test
  Very diffi-
  cult test
  Real
  challenge
  01-20
  01-50
  01-.40
  01-30
  01-20
  01-10
  21-75
  01-55
  01-45
  01-35
  01-25
  01-15
  76-135
  01-60
  01-50
  01-40
  01-30
  01-20
  136-up'
  01-65
  01-55
  01-45
  01-35
  01-25
  Action difficulty and successful dice score ranges
  Stamina
  factor
  Easy
  test
  Harder
  test
  Difficult
  test
  Very diffi-
  cult test
  Real
  challenge
  5-15
  01-50
  01-40
  01-30
  01-20
  01-10'
  20-35
  01-55
  01-45
  01-35
  01-25
  01-15
  40-50
  01-60
  01-50
  01-40
  01-30
  01420
  55-up
  01-65
  01-55
  01-45
  01-35
  01-25
  
  may be given a further negative modifier of + 5 or + 10 on
  the table below/ An antidote causes recovery, if applied in
  time (Sees. 2350 and 2.411 (9)). Hypnotism counts as a "Very
  difficult test," and if the character fails the roll, he/she is
  under the hypnotist's command until a later roll (taken at
  3 minute Intervals) succeeds . Pain resulting from wounds
  and illness is subsumed under the loss of Height-Build-
  Strength factor points (Sec. 2411 (8, ff .)), and no "Resistance
  roll" need be separately made . The referee may require It,
  however, to assess the resistance of a character to torture .
  A failed check for endurance of pain calls for a subsequent
  D10 roll : 1-7= the person confesses and tells all he/she
  knows; 8-10 =the victim loses consciousness. (In severe
  cases a score of 10 may mean that the character dies .) A
  "Recovery roll" (cf . (2), above) Is employed at 5 minute Inter-
  vals to test fora-return to consciousness: any Improvement
  (i.e . a result of "1 degree better" or "2 degrees better") indi-
  cates that the character has regained his/her senses . The
  "Resistance roll" is as follows:
  The"Resistance roll"
  Difficulty level of the test & successful dice score ranges
  2.723 . THE"DEXTERITY FACTOR ROLL."
  This is used when a character performs actions requiring agi-
  lity and physical adroitness (but not much physical strength ;
  cf. Sec. 2.721) . Examples Include: diving for cover, dodging an
  attack, shooting past a front rank of friends, balancing on a
  narrow ledge, snatching up an object off the floor, carrying or
  handling a fragile article, tossing a rope so as to catch It upon
  some projection, catching a comrade who is falling, success-
  fully snatching an object thrown to one through the air, and the
  like. See Sec. 2.724, below, for a related type of test .
  The "Dexterity roll" is based upon the modifier obtained In
  Sec. 2.213: i.e. the plus or minus figure gained In the left-most
  column there. Once the referee has decided the difficulty level
  of the test, the character finds the appropriate line In the follow-
  ing table and rolls D100.
  The "Dexterityfactor roll"
  Action difficulty level b successful dice soae ranges
  Dexterity
  factor
  Easy
  Harder
  Difficult
  Very diffi-
  Real
  modifier
  test
  test
  .
  test
  cult test
  challenge
  -30
  01-05
  01-04
  01-03
  01-02
  01
  -20
  01-10
  01-07
  01-05
  01-03
  01-02
  -15
  01-20
  01-15
  01-12
  01-09
  01-07
  -10
  01-30
  01-20
  01-15
  01-12
  01-09
  -5
  01-40
  01-30
  01-20
  01-15
  01-12
  0
  01-50
  01-40
  01-30
  01-20
  01-15
  +5
  01-60
  01-50
  01-40
  01-30
  01-20
  +40
  01-95
  01-85
  01-75
  01-65
  01-55
  100
  2.724 . THE "INTELLIGENCE ROLLS."
  Two useful dice rolls are subsumed under this heading :
  1. The "Intelligence roll": this Is used to judge situations which
  demand reasoning, recognition, and/or memory. Examples
  Include: understanding Instructions ; copying someone's
  actions correctly (e.g . Imitating a person who Is operating
  one of the subterranean tubeway cars (Sec . 1.425) so as to
  get the same result) ; perceiving the significance of a clue
  or piece of data; mimicking a person (of one's own sex and
  species, of course); recognising a being or thing one has
  seen before ; remembering information (which the character
  ought to know); learning by observation (e.g . watching a
  sailor handle a ship-this may give the person a little know-
  ledge but not enough to qualify as a level of the Sailor skill) ;
  etc. It must be stressed that no degree of Intelligence and
  no amount of dice rolling can cause a characterto deduce
  or understand matters completely outside of his/her exper-
  lence. Using complex ancient devices; comprehending a
  language for which one has no "Rosetta Stone" (e.g . a tongue
  spoken before the Time of Darkness or during the Latter
  Times; cf . Sec. 1 .200); mastering a sorcerer's spells through
  observation; inventing machines, substances, or processes
  which are unlikely In T6kumel's pre-industrial cultures ; de-
  veloping businesses or social reforms which do not fit the
  society and for which the character has no logical precedent
  -all are either quite Impossible or else are left to the dis-
  cretion of the referee. Again, there are levels of difficulty,
  one of which is assigned in each instance by the referee .
  Remembering to bring an Item of equipment (not specifically
  mentioned at the start of the "adventure" by Its owner) ;
  recognising a face glimpsed once in a crowd; recalling some .
  one's name or other particulars; Identifying an Innocuous-
  looking object as potentially dangerous; perceiving changes
  In one's surroundings (but see Sec. 2.728 for "visibility"
  and "audibility" rolls) ; deducing a person's motives from
  his/her expression or other actions-all may be classed as
  "easy" or "harder" tests. Deciphering the meaning of a
  glyph In an unknown tongue from a few previous clues;
  learning to work the console buttons of a tubeway car, read-
  ing a map or plan not In one's own language ; figuring out
  the mechanism of a trap or secret door ; realising that a
  drink or a dish of food may be poisoned when one has no
  other information to lead one to this conclusion are all like-
  ly to be anything from "difficult" tests to "real challenges ."
  A player is not expected to roll for every identification or
  decision, of course . Only in places where a character lacks
  the information, intelligence, or cultural background to
  analyses question and solve it need the "Intelligence roll"
  be employed for deduction, recognition, and remembering.
  Other causes (e.g. the unriddling of the mechanism of a
  secret door ora trap) must be tested each time the occasion
  arises. If a test Is called for, the character's Intelligence
  factor score (Sec . 2.215) is compared with the following
  table, and D100 are rolled .
  The "Intelligence roll"
  Action difficulty level and successful dice score ranges
  Intelligence
  Easy
  Harder
  Difficult
  Very diffl-
  Real
  factor
  test
  test
  test
  cult test
  challenge
  +10
  01-70
  01-60
  01-50
  01-40
  01-30
  01-02
  01-05
  01-04
  01-03
  01-02
  01
  +15
  01-80
  01-70
  01-60
  01-50
  01-40
  .03-15
  01-12
  01-09
  01-07
  01-05
  01-03
  +20
  01-85
  01-75
  01-65
  01-55
  01-45
  16-20
  01-15
  01-12
  01-09
  01-07
  01-05
  +30
  01-90
  01-80
  01-70
  01-60
  01-50
  21-40
  01-20
  01-15
  01-12
  01-09
  01-07
  41-60
  01-40
  01-30
  01-20
  01-15
  01-12
  Stamina
  factor
  Easy
  test
  Harder
  test
  Difficult
  test
  Very diffi-
  cult test
  Real
  challenge
  5-10
  01-40
  01-30
  01-20
  01-10
  01-05
  15-20
  01-45
  01-35
  01-25
  01-15
  01-10
  25-35
  01-50
  01-40
  01-30
  01-20
  01-15
  40-50
  01-60
  01-50
  01-40
  01-30
  01-20
  55-up
  01-70
  01-60
  01-50
  01-40
  01-30
  
  2 . The "Intelligence-Dexterity roll" : this test Is made in exact-
  ly the same way as the "Intelligence roll" just described in
  (1), except that the characters Dexterity modifier (Sec. 2213)
  Is applied to the Intelligence factor. For example, Charg6sh
  hiVr(ddi has an Intelligence factor of 50 (Sec . 2.215) ; he is
  not very dexterous and has a modifier of - 5 In Sec . 2.213.
  He thus uses the table in (1) at a combined factor of 45-
  still well within the 41-60 range . This roll is called for when
  the situation demands a combination of shrewdness and
  agility. Examples include. opening a possibly trapped chest;
  stealing an article or cutting someone's purse ; picking a
  lock (used only by non-locksmiths; the latter employ the
  "Skill Success roll," below) ; operating a delicate device (cf .
  the "Dexterity roll" in Sec. 2.723, which Is utilised when
  one only wishes to carry or handle such an object); working
  the mechanism of a secret door, reaching Into a nest of
  vipers to take some item lying there; attempting to evade a
  watcher undetected; picking one's way silently through
  underbrush; extracting the correct object from one's back-
  pack, belt-pouch, or other container while under stress; etc.
  Modifiers to the "Intelligence-Dexterity roll" Include:
  a . A character who takes the time to perform an action
  deliberately and carefully receives a modifier to his/
  her dice score . One who expends double the normal
  time Is granted a -5, triple the time a -10, quadruple
  the time a -15, and so on up to a maximum of -25.
  For example, about one minute is needed to operate
  the mechanism of a secret door or to open a sealed
  chest. These modifiers would apply If a character were
  to take 2, 3, 4, etc. minutes to complete these tasks.
  b. Familiarity also provides modifiers . A - 5 is given to a
  character who performs an action in the same fashion
  he/she has used at least 10 times before. A -10 Is given
  for an act done in the identical way 20 times, a -15
  for an action accomplished 30 times previously, and
  so on up to a maximum of -25. A thief who has em-
  ployed the same "modus operandi" 10-19 times before
  thus receives a -5 on his dice score, while a priest
  who has used the same secret door in the Underworld
  20-29 times is granted a -10 . If someone regularly and
  constantly performs an action In the same way, the
  referee has the option of either lowering the difficulty
  level of the test or of allowing the character to waive
  the "Intelligence-Dexterity roll" entirely and only take
  the time needed for the action . This, unfortunately, is
  the case with many of the more intelligent creatures
  of the Underworlds : they are at home in their dark lab.
  yrinths and are familiar with secret doors, traps, and
  otherfeatures of these places.
  2.725. THE "PSYCHIC ROLLS."
  Two important dice rolls are Included in this Section:
  1 . The "Magical Resistance factor roll" Is employed to avoid
  the undesirable effects of a magical spell, scroll, book, talis-
  man, amulet, "Eye," or other device operated by other-planar
  power (Sec. 1 .620) . It Is useless against physical missiles
  or substances propelled by such energy: e.g . a stone cast
  by telekinesis. The saving throw for talismans, amulets, eyes
  and other miscellaneous magical items is set at 2Dth level .
  a. Any Intelligent being (including demons, certain crea-
  tures of the Underworlds, and other sorcerouslycreated
  entities) struck by an aggressive spell (cf . the Sections
  dealing with magic) is allowed this roll . Such beings
  also have the right to waive the roll if they wish to be
  affected automatically by the enchantment (e.g . a spell
  of Healing).
  b . Semi-intelligent creatures (e.g . the Sr6, SArudla, RAnyu,
  KOM, Dzbr, etc .) have the same rights as given under
  (a) . These beings are described In the referee's Sec-
  tions, below.
  c . Non-intelligent animals, androids, automatons, the
  undead, and non-rational inanimate objects cannot
  distinguish between a beneficial, friendly spell and a
  hostile one . Such entities and objects must thus al-
  ways attempt the "Magical Resistance factor roll"
  whenever sorcery is used upon them . Enchanted ob-
  jects are Invariably permitted this check, while the
  referee may use it or not as he/she wishes for ordinary,
  non-enchanted Items: e.g. a door hit by a spell meant
  to blast it open, an Invisible object which the sorcerer
  wishes to make visible, etc. Ancient magical items and
  enchanted objects save at
  level 20 . 'Newer' enchanted
  objects save at the level of the caster up to a maximum of
  20th level .
  d . As said above, the "Magical Resistance factor roll" is
  of no use against physical entities created by magic
  (these must be combated with ordinary weapons or
  with certain other spells), physical missiles hurled by
  magical power, inimical substances (e.g . poison gas
  or lava; these must be avoided or dealt with In other
  ways), or spells which affect a character's surround-
  ings but not him/her directly (e.g . a spell which creates
  a pit beneath a person's feet ; this acts upon the earth
  and not upon the character himself/herself).
  e.The "Magical Resistance factor" Is originally based
  upon a character's scores in Intelligence, Psychic
  Ability, and the Psychic Reservoir (Sacs . 2.215 and
  2.216). These are added together, and the result gives
  an equivalent to one or more levels of the Sorcerer and/
  or Shaman skills . The range varies between a minus
  number (e.g . an AhoggyA who gets low scores on all
  three rolls ; cf . Sec . 2.223 (1)) and 380 (i.e. a Mih6III who
  obtains a 100 on each of the three rolls and adds the
  bonuses listed In Sec . 2.223 (10)) . Humans, however,
  vary only between 03 and 300 . Charg6sh hiVr(ddi, for
  Instance, has an Intelligence of 50, a Psychic Ability
  of 89, and a Psychic Reservoir of 87: a total of 226.
  Alin& hiNakkodAi has an Intelligence of 95, a Psychic
  Ability of 86, and a Psychic Reservoir of 69 for a total
  of 250. Both have a basic "Magical Resistance factor"
  equivalent to 2 levels of the Sorcerer/Shaman skills .
  The table of correspondences Is as follows :
  "Magical Resistance factor" equlvalences
  Intelligence, Psychic Ability
  and Psychic Reservoir totals
  Equivalent SorcererlShaman skill
  levels granted
  to the "Magical
  Resistance factor"
  00-below
  - 5
  01-50
  - 3
  51-100
  -1
  101-150
  0
  151-200
  + 1
  201-250
  + 2
  251-300
  + 3
  301-350
  + 4
  351-up
  + 5
  Intelligence
  Easy
  Harder
  Difficult Very Difficult Challenge
  61-80
  01-60
  01-50
  01-40
  01-30
  01-20
  81-95
  01-70
  01-60
  01-50
  01-40
  01-30
  96-99
  01-80
  01-70
  01-60
  01-50
  01-40
  100
  01-90
  01-80
  01-70
  01-60
  01-50
  
  f. The fundamental "Magical Resistance factor" Is in-
  creased by one level for each skill level (Sacs. 2.239
  and 2.421 ff .) the character has in the skills of Sorcerer
  and/or Shaman . Charg6sh, for example, is not a sor-
  cerer, and his factor therefore remains at +2. Alin9 Is
  a 2nd level sorceress, and her factor is a + 4.
  g. Proximity to sorcery and information picked up casual-
  ly from colleagues provide a further small bonus. Every
  5 levels of the skill of Priest adds a further level to one's
  "Magical Resistance factor"-providing that one does
  indeed have a smattering of the skill of Sorcerer to be-
  gin with : at least 2 skill levels . This bonus is granted
  for levels in the skill of Priest and NOT for member-
  ship in Clrcles in the hierarchies or for status in any
  other "knowledge" skill . Promotion depends upon
  many social factors (Sec . 2.430 ff .), but the "Magical
  Resistance factor" is contingent solely upon one's
  Innate abilities and upon training. An instance is Rhtar
  Chr6, originally a shaman from RannAlu . ROtar's innate
  abilities (under (e), above) give him a base of +3. He
  has 3 levels of the skill of Shaman, plus 4 levels of Sor-
  cerer added after he arrived in TsolyAnu. He also has
  5 levels of the skill of Priest . His "Magical Resistance
  factor" Is thus a healthy + 11 . The fact that he Is only
  a 3rd Circle priest in the Temple of KarakAn is Irrele-
  vant here-though it is surely a sore point with R(rtar.
  h. The "Magical Resistance factor" of semi-intelligent
  creatures is set at 0. Most animals of human size or
  smaller have a factor of -1, although those of some
  very large species are higher because of the amount
  of other-planar power needed to work a spell upon
  their great bulk. Non-magical, unenchanted, Inanimate
  objects have a factor of - 5.
  1. Creatures and objects created or enchanted by a spell
  have the "Magical Resistance factor" of the mage who
  laid the enchantment upon them. This is based upon
  the caster's skilllevel only, of course, and ignores the
  mage's innate abilities (i.e . (e), above) and any bonus
  gained for levels in the skill of Priest . The "Magical
  Resistance factors" of many creatures are provided
  in the referee's Sections below, but those of "specials"
  must be kept track of in the referee's lists .
  j . Acharacter who wears enchanted steel armour (of at
  least "medium infantry" coverage: a helmet, breast-
  plate, backplate, vambraces, and greaves; cf . Sec. 2320)
  or who carries a large shield of enchanted steel, is
  granted a bonus of one level for his/her "Magical Re-
  sistance factor." Lesser amounts of protection give
  no bonus, nor do defenses of non-enchanted metals
  or other substances . No more than one level is given
  for greater coverage or for items enchanted by a higher-
  level mage-although the referee may Introduce oc-
  casional "specials" which provide more protection .
  This bonus is also granted to devotees of Slrku, Dur-
  ritlimish, and similar deities from other lands for ar-
  mour and/or a large shield made of enchanted cop-
  per. Worshippers of other gods who attempt to use
  these special copper weapons receive no bonus, how-
  ever . Enchanted armour and weapons may be disen-
  chanted with certain spells, but their "Magical Resis-
  tance factors" are as noted above under (i).
  k. The skill level of the spell-caster (NOT including bonuses
  for his/her innate abilities or for levels in the skill of
  Priest) is cross-referenced with the "Magical Resistance
  factor" of the target in the following table . This table is
  based upon the casting of a "Universal" spell (see
  102
  Secs . 2.921 and 2.942) .
  If the caster employs a
  "Generic" spell, he/she advances down the table 1 line:
  e.g . from a Sorcerer/Shaman skill level of 7-9 to the
  10-12 line. If he/she utilises a "Temple" spell, his/her
  Sorcerer/Shaman skill level is increased by 2 lines: e.g .
  from 7-9 down to 13-15 . The added complexities and
  power of these types of spells make it more difficult
  for a target to defend against them . Once the caster
  has identified the spell the target rolls D100 . A suc-
  cessful score indicates that the spell does not take ef-
  fect (although some very powerful spells do some
  damage even
  then) . An
  unsuccessful score-one
  which exceeds the ranges shown in the table-causes
  the spell to affect the target to its full extent .
  The "Magical Resistance factor roll
  'The skill levels of a person who is both a shaman and a sorcerer
  are added together when calculating his/her "Magical Resistance
  factor" (cf . the example of Rbtar Chr6 In (g), above) . They are
  NOT added together when such a character casts spells, how-
  ever. RGtar casts a shamanistic spell at level 3 and a sorcerous
  spell at level 4. His innate abilities and status as a priest are
  not taken into account here either.
  **The table may be progressed further at the same rates for
  higher level characters .
  Caster's
  Target's "Magical Resistance factor" and
  Sorcerer/
  successful dice score ranges"
  Shaman
  skill level'
  -5
  -3
  -1
  0
  1-3
  1-3
  01-10
  01-15
  01-20
  01-25
  01-30
  4-6
  01-09
  01-14
  01-19
  01-24
  01-25
  7-9
  01-08
  01-13
  01-18
  01-23
  01-24
  10-12
  01-07
  01-12
  01-17
  01-22
  01-23
  13-15
  01-06
  01-11
  01-16
  01-21
  01-22
  16-18
  01-05
  01-10
  01-15
  01-20
  01-21
  19-21
  01-04
  01-09
  01-14
  01-19
  01-20
  22-24
  01-03
  01-08
  01-13
  01-18
  01-19
  25-27
  01-02
  01-07
  01-12
  01-17
  01-18
  28-30 (up)
  01-01
  01-06
  01-11
  01-16
  01-17
  [font.]
  4-6
  7-9
  10-12
  13-15
  16-18
  1-3
  01-35
  01-40
  01-50
  01-60-
  01-70
  4-6
  01-30
  01-35
  01-45
  01-55
  01-65
  7-9
  01-25
  01-30
  01-40
  01-50
  01-60
  10-12
  01-24
  01-25
  01-35
  01-45
  01-55
  13-15
  01-23
  01-24
  01-30
  01-40
  01-50
  16-18
  01-22
  01-23
  01-29
  01-35
  01-45
  19-21
  01-21
  01-22
  01-28
  01-34
  01-40
  22-24
  01-20
  01-21
  01-27
  01-33
  01-39
  25-27
  01-19
  01-20
  01-26
  01-32
  01-38
  28-30 (up)
  01-18
  01-19
  01-25
  01-31
  01-37
  [Cont.]
  19-21
  22-24
  25-27
  28-30
  31-33
  1-3
  01-80
  01-90
  01-95
  01-98
  01-99
  4-6
  01-75
  01-85
  01-90
  01-95
  01-98
  7-9
  01-70
  01-80
  01-85
  01-90
  01-95
  10-12
  01-65
  01-75
  01-80
  01-85
  01-90
  13-15
  01-60
  01-70
  01-75
  01-80
  01-85
  16-18
  01-55
  01-65
  01-70
  01-75
  01-80
  19-21
  01-50
  01-60
  01-85
  01-70
  01-75
  22-24
  01-45
  01-55
  01-60
  01-65
  01-70
  25-27
  01-44
  01-50
  01-55
  01-60
  01-65
  28-30 (up)
  01-43
  01-49
  01-50
  01-55
  01-60
  
  2. The "Divine Intervention roll": a player may opt to take this
  check when his/her character is In the direst of straits and
  about to perish . The character must have at least one free
  combat round (in which he/she is not under physical or
  magical attack and does nothing else) in order to gather up
  his/her powers and pray mightily. This roll is allowed only
  once per week, and thereafter the supplicant cannot en-
  gage in combat for a period of 48 hours . The "Divine Inter-
  vention roll" is NOT permitted just to gain Information,
  wealth, or other petty reasons . The deities have better things
  to do than to cater to the avarice and curiosity of just one
  out of their many millions of worshippers. Even an anguished
  plea for help may go unheeded or bring down retribution .
  The fact that a devotee's life and limb are at stake may be
  singularly uninteresting to his/her deity ; billions of crea-
  tures have lived and died throughout the aeons, and a god
  must take the long view, after all . A successful roll also does
  not necessarily mean thatthe supplicant's wishes are granted.
  The deity's feelings about being disturbed must be ascer-
  tained from a table provided in the referee's Sections . The
  worshippers request should be short, succinct, and clearly
  worded . A simple appeal to "get us out of here!" may result
  in the party's being transported to the deity's personal para-
  dise to enjoy eternal bliss, for example-life and death are
  only different Planes of Being (Sec . 1 .620). The deity may
  also move the party to another chamber, a place out-of-doors,
  or even to another time or Plane . One can only summon
  one's own personal deity (Secs .
  1 .610 and 2.233) ; others
  either do not reply or else may be annoyed enough to punish
  the impudent outsider. The Divine Intervention roll Is made
  as follows :
  a. A modifier of + 1 Is added to the dice score for each
  level the supplicant has !n the skill of Priest . A shaman
  receives the same modifier for each level of the Shaman
  skill when summoning the animal or "dream person"
  archetype he/she serves . (It Is theorised that these en-
  tities may be no more than other Aspects of the gods
  of the great empires ; cf . Sec. 1 .832 .) Sorcerers, war-
  riors, and practitioners of other skills get no bonus at
  all . Social rank is also quite irrelevant .
  b . A supplicant's chances can be improved through the
  sacrifice of items (and In some cases entities) of in-
  terest to his/her deity. In general, these offerings should
  be things or beings which are antithetical or harmful
  to the deity's theology and predilections (Sec . 1.610).
  The undead are inimical to the faiths of both Hnalla
  and BeIkhAnu, for instance, and a worshipper of one of
  these deities recieves a bonus for sacrificing one or
  more of them . On the other hand, the undead are the
  particular creations and favourites of S9rku, and a sup-
  plicant who offers up an undead being to this God can
  expect to be visited with all of the wrath the Lord of
  Worms can muster. A list of the deities of mankind, the
  sacrifices they prefer, and the modifiers given for the
  latter
  is presented below . The referee must assign
  values to "specials," ambiguous Items, and also to
  offerings made by a nonhuman to one of his/her/Its
  gods from the information provided !n Secs.
  1 .610
  and 1 .832 .
  10 3
  Modifiers for the various delfts
  Deities
  Modifier
  Offering
  All
  + 10
  Each magical book or miscella-
  neous magical item (cf . the ref-
  eree's Sections)
  HnAlla, DrV, Ar!dz6,
  +3
  Each undead being or "monster"
  Qu6th the Many-Eyed,
  created by or operating on other-
  The Shadowed One,
  planar power (but not animals)
  The One of Light"
  +2
  Each "Eye," magical device, talis-
  man, amulet, or spell"' which
  creates cold, darkness, paraly-
  sis, blindness, or the undead
  + 1
  Each 5,000 Kaltars worth of clear
  or white gems (e .g . blue-white
  diamonds, ivory, shell)""
  KarakAn,
  Chegarra,
  + 3
  Each fighter with more than 5 levels
  GuodAi, Ru'ungkAno,
  of the Warrior skill who serves
  Nyesset of the Pin-
  the Lords of Change
  nacle, Aridz6, The
  + 2
  Each priest, sorcerer, or other Im-
  One of
  Light, The
  portant
  Intelligent being
  (i.e .
  Se&Cod of Ashbkka
  not a
  slave) who serves the
  Lords of Change
  + 1
  Each 5,000 Kaltars worth of clear
  red gems (e.g . rubies, garnets
  (Rhodolite), fire opals, red zircons)
  Thbmis,
  Ket6ngku,
  +3
  Each magical weapon or device
  Qame'AI, The Lost
  which originates on another
  One of the Sea, The
  Plane or which connects TAkumel
  One of Light
  to one of the Demon Planes
  +2
  Each "Eye," etc. (asunder Hnalla,
  above) which creates ignorance,
  sleep, or open wounds (e .g . a
  Wall of Swords)
  + 1
  Each 5,000 Kaltars worth of grey
  or milky-hued gems (e.g . white
  opals, pearls, grey jade)
  AVanthe,
  D!IinAla,
  +3
  Each suit, large or medium shield,
  Kirrin6b, The Lost
  or weapon of enchanted steel or
  One of the Sea, The
  enchanted copper
  Sea-Goddess
  of
  +2
  Each "Eye," etc . (as above) which
  Kak9rsha,
  Shiring-
  creates cold, paralysis, darkness,
  gky!, She Who Strides
  or stasis
  the Wind, Mretten,
  + 1
  Each 5,000 Kaltars worth of clear
  She Who
  Is
  Not
  blue gems (e.g. blue diamonds,
  Seen, V9rls
  sapphires,
  zircons, or moon-
  stones
  Belkh1nu, Q6n, NdArka,
  + 3
  Each undead being or magical de-
  Sbr
  vice which creates the undead
  +2
  Each "Eye," etc. (as above) which
  causes teleportation, telekinesis,
  Interplanar travel, or communi-
  cation with the dead
  + 1
  Each 5,000 Kalt= worth of golden
  or yellow gems (e.g . yellow dia-
  monds, topazes, tourmalines,
  orzircons)
  
  Deities
  Modifier
  Offering
  HrO'O, WurO, The Sha.
  +3
  Each magical weapon or device
  cowed One, Vrusae-
  which creates heat,
  light, or
  mstiz,
  The Horned
  explosions
  One
  of
  Secrets,
  +2
  Each "Eye," etc. (as above) which
  Heshu6l, The Mad
  creates heat, light, stasis, tran
  One of Hlikku
  quility, or which dispels or blocks
  magic
  + 1
  Each 5,000 KAitars worth of purple
  gems (e.g . sapphires, garnets
  (Rhodolite), amethysts, topazes,
  tourmalines (Rubellite))
  Vifhla, Chit6ng, Htsh,-
  + 3
  Each fighter with more than 5 levels
  Guod&l, Ru'ungkAno,
  of the Warrior skill who serves
  The Lord of Sacri-
  the Lords of Stability
  fices, Heshu6I
  + 2
  Each priest or sorcerer who serves
  the Lords of Stability
  + 1
  Each 5,000 KBliars worth of orange
  or red-orange gems (e .g . pink
  diamonds, Flame Opals, garnets
  (Pyrope), cameitans, red sap-
  phires, spinels, zircons)
  KsAru I, GrugMu, Qame'-
  + 3
  Each magical weapon or device
  61, Ru'ungk6no, The
  which specifically hinders or
  Homed One of Se-
  destroys the "monsters" of the
  crets,
  Kikumbrsha,
  Underworlds (including the un-
  The Mad
  One
  of
  dead,
  androids,
  automatons,
  Hlikku
  and other-planar beings-but
  not animals or living beings)
  + 2
  Each "Eye," etc . (as above) which
  hinders ordispels magic
  + 1
  Each 5,000 KAitars of dark blue or
  blackish gems (ag. black Nephrite,
  black opals, black star sapphires,
  onyx, obsidian, tourmalines (In-
  dicolite), turquoises, zircons)
  SArku,
  DurritlAmish,
  +3
  Each suit of armour, large or me-
  Quy6, Black OArga,
  dium shield, or weapon of en-
  SOr
  chanted steel
  + 2
  Each "Eye," etc . (as above) which
  heals or revivifies, or which is
  directed
  specifically
  against
  the undead
  + 1
  Each 5,000 KAUars worth of brown
  gems (e.g. amber, black star
  beryls, Tigerye quartz, topazes,
  tourmalines (Dravite), yellowish
  ..
  brown zircons)
  Diamblish,
  Hrihiyal,
  +3
  Each youth or maiden who serves
  Kirrin6b, The Lost
  the Lords of Stability and who
  One of the Sea, She
  has a Comeliness of 61 or above
  Who
  Strides
  the
  +2
  Each magical weapon or device
  Wind, Mrettbn, Shir-
  (Including "Eyes," etc . as above)
  inggbyl, Viris
  which causes slowness, cold,
  numbness,
  paralysis, loss of
  sexual functions, or sleep
  + 1
  Each 5,000 KAlters worth of green
  gems (e.g . emeralds, green dia-
  monds, green sapphires, Jadelte,
  104
  Malachite, green Nephrite, Cats-
  eye opals, blue-green tourma-
  lines, zircons)
  The Pariah Gods : The
  + 3
  Each priest, sorcerer, or warrior
  Goddess of the Pate
  with 5 skill levels or more who
  Bone, The One Other,
  serves one of the other deities
  The One Who Is
  +2
  Each other intelligent being who
  does not serve the Pariah God
  being summoned
  + 1
  Each 5,000 KAitars worth of black
  gems (e.g. black star sapphires,
  black opals, black pearls, onyx,
  obsidian, Hematite, meteoric
  iron. The Goddess of the Pale
  Bone also accepts items of
  bone or ivory)
  'There Is a good chance that Drg the Uncaring may not be Inter-
  ested in the offerings at all . A D10 is rolled : 1-7=Dfa Ignores
  the sacrifice ; 6-10=Drg grudgingly accepts the offerings for
  reasons of his own .
  "Many of the non-EngsvanyAli deities appear in more than one
  group In the list for theological reasons not understood by
  mankind . A worshipper of one of these gods must pick only
  one group, however, to which he/she is more "attuned." This
  must be permanently noted upon his/her Character Record
  Sheet . It is not permitted to obtain bonuses from more than
  one group .
  "'Spells may be sacrificed from a scroll or a book ; they then
  disappear . A spell may also be offered up directly from a sup-
  plicant's mind . It vanishes from his/her memory and must be
  learned anew .
  ""All of the deities accept precious metals in lieu of gems.
  Full bonuses are given only as follows, however: HnAlla and
  HrO'O for platinum ; Karak9n, VimOhla, and BelkhAnu for gold;
  Avgnthe, DIam6lish, ThOmis, and KsArul for silver; Sarku for
  copper; and the Pariah Gods for Iron or steel . The deities accept
  other metals at "half price": e.g . 10,000 KAltars in gold is needed
  to gain a +11 from Hn9lla, Av9nthe, Sarku, etc . None of the
  gods gives any bonus for tin, lead, zinc, aluminum, or other metals.
  c . It is harder to gain Divine Intervention from one of the
  major deities than from the Cohorts and their coun-
  terparts . A modifier of + 101s therefore given to a sup-
  plicant who seeks aid from the latter, but the help they
  can provide Is correspondingly less. The Cohorts are
  described in Sec . 1 .610, but they may be listed again
  here for convenience : DrO, Chegbrra, Ket6ngku, DillrAla,
  QOn, WurO, Chit6ng, DurritiAmish, HrihAyal, GuodAl,
  and Vrusaemiz. All others are "major" deities .
  d . Once all modifiers have been totalled, D100 are rolled
  against the following table. The characters basic "Mag-
  ical Resistance factor" is used : i.e. the total of his/her
  Intelligence, Psychic Ability, and Psychic Reservoir
  (cf . 1, e, above) .
  The, "Divine Intervention roll"
  Basic Magical Chancesof divine intervention &dicesoores
  Resistance
  factor
  Retribution
  No effect
  Intervention
  00-below
  01-70
  71-99
  100
  01-50
  01-65
  66-95
  96-100
  51-100
  01-60
  61-91
  92-100
  
  Die score
  Result
  1
  The worshipper and all other devotees of
  the same deity (including those of his/her
  Cohort) in the party (within about a 100 m
  radius) are instantly slain . The supplicant
  can never be revivified, but his/her com-
  panions can be restored to life through
  the usual sorcerous means.
  2
  The worshipper alone is slain and cannot
  ever be revivified .
  3-10
  The character loses 75 percent of his/her
  original stock of Body Damage Points (Sec .
  2.214). If this reduces him/her below zero,
  he/she dies . Revivification is possible.
  11-15
  The character loses 50 percent of his/her
  original stock of Body Damage Points (as above)
  16-18
  The character loses 25% of his/her original
  stock of Body Damage Points (as above)
  19
  The character loses 10% of his/her original
  stock of Body Damage Points (as above)
  20
  The character is not harmed . The deity was
  not really very upset after all .
  2.726 . THE "COMELINESSICHARISMA ROLLS."
  Two dice rolls are included in this Section :
  1. The "comeliness roll" Is employed whenever the character
  attempts to use his/her outward physical charms to arouse
  another character's interest . This covers both sexual attrac-
  tion and also the ability to "make a good impression ." The
  result of this roll provides the referee with a modifier to use
  in determining the reaction of the viewer .
  a. A modifier of -10 is given for a dirty, bedraggled, or
  unkempt appearance . A + 10 is added to the dice score,
  conversely, for neatness, an especially elegant costume,
  the tasteful use of cosmetics, etc. A character who
  has a low score in Sec. 2.217 can nullify this to some
  extent by wearing a masque or veil ; this permits the
  person to roll on the 21-50 line in (b), below. Such gar-
  ments are usually part of the ceremonial vestments of
  certain temples, and they may thus arouse curiousity .
  Another roll is required when the masque is removed,
  of course .
  B. The scoreof the Comeliness factor roll (Sec . 2.217) is
  used in the following table. A result of "Very poor"
  may cause the viewer to be disgusted and repelled,
  while "Excellent" may lead to amorous advances, ad-
  miration, or-if the character is unlucky-to being
  kidnapped by slavers or a would-be swain.
  10 5
  2. The "Charisma roll" is appropriate whenever a character
  wishes to impress someone with the force and attractive-
  ness of his/her personality . Making a speech, convincing
  one's hearers of the rightness or wrongness of a plan, per-
  suading or deceiving someone with clever words and a
  smooth manner, seducing someone-all are tested with
  this roll . It again provides a modifier which aids the referee
  in assessing the reactions of the audience . It is impossible
  to require that player characters be totally governed by the
  results of this roll, of course, although this is indeed de-
  sirable within reason . The referee must decide when the
  situation calls for this test and when it does not, moreover,
  e.g . It is pointless to attempt it in arguing with one of the
  undead, an animal, or a person who does not speak one's
  language . Amodifier of -10 is applied when the roll is used
  In very difficult social circumstances: a peasant, for instance,
  who tries to impress the nobility at a sophisticated court
  function-or, conversely, an effete aristocrat who desires
  to befriend or persuade some of the ruder inhabitants of
  the slums of Jak911a. A stranger caught outside the walls
  of the Foreigners' Quarter (Sec . 1.422) Is also given a -10
  modifier, and this Is increased to a - 20 in xenophobic
  LIvyAnu . Further details are:
  a. A modifier of -5 Is given for a dirty, bedraggled, or
  unkempt appearance, and a + 5 is applied for personal
  end/or sartorial elegance ; cf . (1, a), above.
  b. A modifier of + 1 is applied for each Wit level the char-
  acter has in any of the following skills: Assasin, Author,
  Business Administrator, Entertainer, Lawyer, Merchant,
  and/or Philosopher . A modifier of +2 Is added to the
  dice score for each level possessed In any of the fol-
  lowing skills : Courtesan/Don Juan, Etiquette and court-
  ly manners, Orator, Poet, andlor Speaker. Cf. Sec. 2.239.
  c. Once all applicable modifiers have been totalled, D100
  are rolled on the following table, using the character's
  Charisma score In Sec. 2.218 .
  The"Charisma roll"
  Charisma - Degrees of success and dice score ranges
  MR
  Retribution
  No effect
  Intervention
  101-150
  01-55
  56-87
  93-100
  The "Comeliness roll"
  151-200
  01-50
  51-83
  84-100
  Cornell-
  Degrees of success and dice score ranges
  201-250
  01-45
  46-79
  80-100
  251-300
  01-40
  41-75
  76-100
  ness
  Very poor
  Poor
  Average
  Good
  Excellent
  301-350
  01-35
  36-71
  72-100
  01-05
  01-60
  61-90
  91-98
  99
  100
  351-up
  01-30
  31-67
  68-100
  06-20
  01-40
  41-70
  71-95
  96-98
  99-100
  21-50
  01-20
  21-60
  61-90
  91-95
  96-100
  51-70
  01-15
  16-40
  41-80
  81-90
  91-100
  e. If a result of "Retribution" is obtained, a D20 is rolled:
  71-90
  01-10
  11-20
  21-70
  71-85
  86-100
  91-99
  01-05
  06-15
  16-50
  51-70
  71-100
  Retribution
  100
  01-02
  03-10
  11-30
  31-50
  51-100
  factor
  Very poor
  Poor
  Average
  Good
  Excellent
  01-05
  01-60
  61-90
  91-98
  99
  100
  06-20
  01-40
  41-70
  71-95
  96-98
  99-100
  21-80
  01-20
  21-60
  61-85
  86-95
  96-100
  81-90
  01-15
  16-50
  51-75
  76-85
  86-100
  91-99
  01-10
  11-40
  41-65
  66-80
  81-100
  100
  01-05
  06-30
  31-60
  61-75
  76-100
  
  2.727 . THE "SKILL SUCCESS ROLL."
  Individual instances of skill usage are tested by this roll . Just
  how tasty is the baker's cake? Is the winemaker's product really
  the veritable ambrosia of the Gods, or is it only another presump-
  tuous little rustic vintage? How well does the locksmith succeed
  in opening the corroded bronze gate in the labyrinth? How sea-
  worthy is the vessel which the shipbuilder proudly displays to
  the customer? These and similar matters all fall within the pur-
  view of "skill success."
  This roll tests specific, "gamed" instances of skill usage. It
  is thus unrelated (in game mechanics) to the monthly averages
  which produce an artisan's income (Sec. 2.242) or to the monthly
  chances of "ungamed" competence rewards (Sec . 2.424) .
  It Is Important to note that competence rewards are not given
  for success with this roll-norare deductions for failures! This
  prevents players from manufacturing endless loaves of bread,
  casks of wine, flue glass bottles, etc. In order to gain points through
  nothing more than repeated dice rolling. As said in Sec. 2.424 (6),
  however, the referee may optionally grant small competence
  rewards for especial ingenuity In employing a skill, for aiding or
  saving one's party through "skill success," and the like . Such
  rewards should be on a par with those given to a sorcerer or a
  shaman for the casting of helpful "non-aggressive" spells ; it Is
  only necessary to replace the "Universal," "Generic," and "Temple"
  headings of the table in Sec. 2.424 (3) with the various levels of
  skill difficulty: Le . "Easy or moderately easy" (lumping these
  two categories together), "Complex," and "Difficult." A char-
  acter who has 4 levels of the skill of Baker would thus receive
  10 points for a "resounding success," while a geologist with 4
  skill levels would be given 60 points for an analogous success
  with his/her skill .
  The "skill success" of assassins and warriors is tested through
  combat. That of shamans and sorcerers is likewise demonstrated
  through accomplishments in spell-casting, and the achievements
  of a physician are proved by the conditions of his/her patients.
  All of these are given separate competence rewards In Sec. 2.424,
  and these skills are thus ineligible for the roll described here.
  Since competence rewards for the mercantile skills (e.g . Mer-
  chant, Slaver) are provided only on a monthly basis in Sec. 2.424
  (4), specific instances of the use of these skills can indeed be
  tested with this roll-if they are not "gamed."
  Again, there are levels of difficulty to be assigned by the ref-
  eree . Any baker should be able to produce an edible loaf of Dnb
  bread (an "easy test" even for a person with 13 levels of the Baker
  skill), but an elegant confection topped with sugar-icing statues
  of the heroes of the Battle of D6rmoron Plain might well daunt
  even a Master-Craftsman : a "real challenge." Solving a modern
  lock ought to be an "easy test" for a trained locksmith (one with
  46 skill levels), whereas opening one of the complex-and often
  dangerous-seals upon one of the tombs of the Underworlds
  must constitute a formidable trial of skill .
  The "Skill Success roll" Is performed as follows:
  1 . The following table is appropriate only to an "easy" skill :
  one which costs 5 points per skill level to "buy" in Sec. 2.239.
  More difficult skills are given minus modifiers: a "Moder-
  ately easy" skill receives a - 5; a "Complex" skill a -10; a
  "Difficult" skill a -15; and if the referee ever agrees to test
  non-combat success in the "Very difficult" skill of Assassin,
  a - 20 may be given .
  2. Amodifier of - 5 is given for an Intelligence factor of 01-20;
  a +5 Is added to the dice score for an Intelligence of 81-99;
  and a + 10 Is granted for an intelligence of 100; cf . Sec. 2215.
  3. For those skills which require physical dexterity (e.g . Glass-
  blower, Fletcher, Armourer), a modifier of -10 is given if
  the character's score on the table In Sec. 2.213 produces a
  106
  minus modifier . A plus modifier in Sec. 2.213 gives a modi-
  fier of +5.
  4. A result of "Failure" on the following table signifies a botched
  job, a cask of wine which turns to vinegar, a lock which does
  not open, a cake which falls in the oven, etc. "Accomplish-
  ment" denotes success, although not a production one can
  point to with pride. A "Resounding success" is what the
  name implies: a masterpiece of its class. If competence
  rewards are given for skill usage at all, they should only be
  for "resounding successes" when faced with "real challenges."
  The table Is as follows:
  The 'Skill success roll"
  'The table can be progressed further for still higher skill levels .
  A 11% chance must always remain, however, that even a very
  great expert may still fail in a given task.
  5. No timetable can be given for making another attempt after
  a failure. Alocksmith may try an easy test again after a min-
  ute or so; a real challenge may require several minutes to
  half an hour or more to complete. Abaker must wait about
  an hour while preparing more dough. An armourer whose
  breastplate is penetrated by the first test arrow or a ship-
  builder whose latest production slides down the ways-
  and straight to the bottom-may have wasted weeks or
  even months of labor. These matters must be decided by
  the referee.
  2.728. THE "I110ERCEPTION AND COMMUNICATION ROLLS."
  This Section contains five "adventure" dice rolls which cover
  the chances of seeing, hearing, and understanding in the game.
  1 . The "Visibility roll" determines what a character can see.
  a. No roll is necessary In broad daylight out-of-doors or
  In a good light and with no obstructing cover. Atable
  of sightings is presented below.
  Skill
  level
  Type of test and scores signifying failure ("F"), accom-
  plishment ("A"), or resounding success ("S")
  Easy
  Harder
  Difficult
  Very diffi-
  Real
  test
  test
  test
  cult test
  challenge
  13
  F:01-30
  01-40
  01-50
  0160
  01-70
  A:31-70
  4160
  51-85
  61-90
  71-95
  S:71-100
  81-100
  86-100
  91-100
  96100
  46
  F:01-20
  0130
  01-40
  01-50
  0160
  A:2165
  31-75
  41-80
  51-85
  61-90
  S:66-100
  76-100
  81-100
  86-100
  91-100
  7-9
  F:01-15
  01-25
  0130
  01-40
  01-50
  A:1660
  26-70
  31-75
  4160
  5165
  S:61-100
  71-100
  76-100
  81-100
  86-100
  10-12
  F:01-10
  01-20
  01-25
  0135
  01-45
  A:11-55
  2165
  26-70
  36-75
  4680
  S:56-100
  66100
  71-100
  76-100
  81-100
  13-15
  F:01-05
  01-15
  01-20
  01-30
  01-40
  A:06-50
  1660
  2165
  31-70
  41-75
  S:51-100
  61-100
  66-100
  71-100
  76-100
  1618' F:01-03
  01-10
  01-15
  01-25
  01,35
  A: 04-45
  11-55
  1680
  2665
  36-70
  S:46-100
  56-100
  61-100
  66100
  71-100
  
  Automatic visibility at various distances
  Distance Items one can see
  15 km
  Tall temple towers, the mass of a city lying
  across a flat plain
  10 km
  Lower towers, domes, major buildings, tall
  sails on a calm sea, a SAkbe road
  4 km
  Individual buildings, pylons, large gates, etc .
  2 km
  Low city walls or earthworks, very large ani-
  mals (e .g . a Srb), the glitter of armour, a line
  of Chldn carts on an open road
  1,500 m
  A large body of soldiers (as a dark, unbroken
  line), large animals (but smaller than a Sr6 :
  e.g . a SArudla), a single Chl6n cart In the open
  1,200 m
  Individual companies or Cohorts of troops,
  large artillery pieces (e.g. an onager or trebuchet)
  1 km
  A line of fencing or other low obstructions
  800 m
  Some details of troop facing and formations,
  the arm and leg movements of marching troops
  600 m
  The number of files which make up a unit of
  troops, shield sizes, shapes, and major colours,
  the Identity of nonhuman contingents
  450 m
  The heads of Individuals and the shapes of
  their headdresses, weapon types
  300 m
  The ornaments on armour, the heraldry and
  blazoning of standards
  200 m
  The identities of individuals in a front rank
  loom
  Facial expressions and most other non-con-
  cealed details
  b. Light fog, mist, and rain halve all of the above distances.
  Darkness quarters them, even with both of TAkumel's
  moons up . One moon (KAshi or Gaydl; cf . Sec . 1.100)
  reduces sighting to 15 percent of the distances given
  In (a), and a moonless night or a thick fog brings visi-
  bility down to only 5 m or so . Pitch darkness (or a real
  "pea-souper" fog) effectively reduces sighting possi-
  bilities to zero .
  c. The "Visibility roll" is most likely to be used in explor-
  ations or night attacks when there is very little light .
  A single candle illumines a circle about 10 m in dia-
  metre. Each additional candle Increases this by approxi-
  mately 5 m, although Items at the perimeter appear
  as little more than dim shapes . Recognition is also
  made difficult by any sort of haste or stress . A resin
  torch (or even several torches) extend visibility out to
  no more than 30 m or so . A lantern is assumed to equal
  a torch in candle-power, although this is probably over-
  generous. In any case, whenever a character using a
  candle, torch, or lantern in otherwise total darkness
  enters a new room, turns a corner, emerges from a
  staircase, etc ., the player rolls D20 and informs the
  referee of the score. (To save time, this is done by just
  one player for a larger party. Only one roll per party is
  allowed, however, and the players must choose which
  of their number rolls the die .) The basic score for suc-
  cess within the 10 m circle for candles or the 30 m circle
  for torches and/or lanterns is 1-8; 9-20= significant
  Items or entities are not seen . Characters and parties
  which have no light can always see others which are
  carrying illumination, of course . Most of the denizens
  of the Underworlds can see in the dark, moreover, ob-
  viating any need for them to make this roll. If a char-
  acter or a party falls this roll, the other party achieves
  "surprise" ; cf. the Sections on combat, below .
  10 7
  d . Those who prefer more detailed gaming may add the
  following optional modifiers to the roll given in (c) .
  Once the referee has been told the score of the D20
  roll, he/she totals all applicable modifiers and informs
  the party of what is seen .
  Modifier'
  Circumstance
  Visibility modifiers
  - 5
  For each torch, lantern, or other light source
  carried by the object's party
  -3
  The object viewed is at least half again as
  large as a human : e.g . a bulky statue, a large
  animal
  -2
  The object viewed is moving : e.g . a person
  trying to slip across the viewer's field of vision
  -2
  The party is using more than 3 candles or
  lanterns within a 10 m circle or more than 3
  torches within a 30 m circle
  -1
  The item viewed is the only significant object
  in the area: e.g
  . a single foeman in a bare room
  + 1
  The item viewed is one of several significant
  objects in the area : e.g . an animal standing
  amidst bushes
  + 1
  It is foggy or raining heavily
  + 2
  The party Is using less than 3 candles or lan-
  terns within a 10m circle or less than 3 torches
  within a 30 m circle
  +2
  For each 5 m beyond the perimeters of the
  10 m circle for candles/lanterns or the 30 m
  circle for torches that the party attempts to see
  +2
  The item viewed is partially concealed : e.g . a
  person lurking in the shadows or hidden by
  furniture
  + 3
  The object viewed is very small : e.g . a snake
  an insect, a small box, a little purse lying on
  the floor, a secret door (if the party is just
  passing by and not deliberately searching ;
  cf . (2), below)
  + 3
  There is heavy fog, a duststorm, etc .
  +5
  The item viewed is almost completely con-
  cealed : e.g . a person behind draperies or a
  large pillar, a chest nearly buried in rubble .
  Total concealment or pitch darkness makes
  sighting impossible, of course, as does a
  spell of Invisibility ; cf . the Sections dealing
  with magic, below
  'These modifiers are cumulative : e.g. a large animal
  that is moving and is the only significant object in
  the area has a total modifier of -3+ -2+ -1= -6.
  A very small insect scuttling across the floor amidst
  other significant objects has a total modifier of - 2
  + +1+ +3=+2 .
  2 . The "Discovery roll" is employed when a character or a
  party stops to search deliberately for a specific object and
  has sufficient light .
  a . Each searcher rolls D20. A secret door, a large trap (e.g .
  a pitfall, a hidden dart-throwing mechanism), or other
  big concealed object is discovered on a score of 1-8;
  9-20=the Item is not seen . A smaller hidden object or
  trap (e .g . poisoned spines set In the latch of a chest)
  Is found on a D20 score of 1-6; 7-20= the Item remains
  unseen . The following modifiers may optionally be
  applied by the referee to this score: (a) a -1 for every
  
  4 levels the searcher has in the skill of Locksmith when
  searching for a secret door or a trap in a lock or bolt ;
  (b) a +3 for an Intelligence factor (Sec . 2.215) of 01-20 ;
  a - 1 for an Intelligence of 81-99 ; and a -3 for an In-
  telligence of 100 ; and (c) a -1 for each doubled period
  (cf . Sec. 2710 for timings) taken by a searcher to examine
  an area or an object .
  b . Once a secret door or trap is found, one or more mem-
  bers of the party may make "intelligence rolls" (Sec .
  2.724 (1)) to see if the device can be understood with-
  out touching it . Success in this roll reduces the "diffi-
  culty level" of the test one or two degrees (referee's
  discretion) when a Locksmith next tries a "Skill Success
  roll" (Sec . 2.727) or another person attempts an Intel-
  ligence-Dexterity roll" (Sec . 2.724 (2)) to open the door
  or disarm the device. Once this has been accomplished,
  the person who performed the action will remember
  huw to operate this particular mechanism for at least
  one week, and he/she need make no further roll to work
  the device again . After a week or so, however, the referee
  may require him/her to make an "Intelligence roll" at
  the "Easy test" level to see if he/she still recalls the
  method . The "difficulty level" of the problem increases
  by one degree for every month that elapses thereafter
  until the operation of the door or trap once more be-
  comes a new test for the person . One turn must be
  taken for a locksmith or other character to show others
  in the party how to work a given secret door or trap .
  3 . The "Audibility roll" is used when a party ora character stops
  to
  listen at a door, a corner, in a forest, etc. in order to de-
  tect unseen beings oractivities beyond .
  a . A D20 is rolled, and only one roll is permitted per party.
  The listener hears any entities present on a score of
  1-8 ; 9-20=he/she hears nothing . A character or party
  which fails this roll is "surprised" when the door is
  opened, the corner is rounded, etc . ; cf. the Sections
  on combat, below .
  Modifier'
  Circumstance
  The "Audibility roll"
  - 5
  The unseen entities are making a loud noise :
  e.g . yelling, arguing, fighting, roaring, etc .
  -3
  The unseen entities are making some noise:
  e.g . speaking at a conversational level, walk-
  ing along with armour and accoutrements
  jingling, etc.
  -1
  The unseen entities are whispering, muttering,
  or making a very small amount of noise
  - 1
  There is more than one unseen entity
  +2
  The unseen entities are attempting to move
  stealthily, wearing soft garments and/or little
  armour, and deliberately remaining quiet
  + 2
  The unseen entities are professional assassins
  or certain agile and nimble-footed animals
  (listed later)
  + 3
  The unseen entities are standing absolutely
  still, lying in ambush, etc ., and all that can
  be heard is soft breathing, etc .
  +4
  The listeners' own party is making noise: e.g.
  talking, moving, changing positions, jingling
  weapons and belongings, shifting objects
  about, etc .
  'These modifiers are cumulative . An assassin who is
  moving has modifiers of +2+ + :t = +4, for example,
  and if he/she is standing still, this is increased to a +5.
  108
  4 . The "Combat Audibility roll" is required when a character
  s h outs orders, advice, information, etc. to others in his/her
  own party during the noise and excitement of a melee. This
  attempts to simulate a little of "the fog of war ."
  a . No roll Is needed when the intended hearer is within a
  circle 3 m in diametre with the speaker at its centre.
  Hearing is automatic .
  b . Beyond the 3 m range the speaker rolls a D20 to ascer-
  tain whether his/her words have been understood: 1-8=
  the hearer gets the message and comprehends it; 9-20=
  the clangour of combat drowns out the speaker's voice.
  c. The following modifiers are provided for those who
  enjoy more detailed gaming ; cf . (1, d), above .
  The "Combat Audibility roll"
  Modifier'
  Circumstance
  -3
  The intended hearer is currently unoccupied
  and Is looking about for something further
  to do
  -1
  The intended hearer is looking directly towards
  the speaker . Miniature figures or markers are
  useful to show the direction in which a char
  acter is looking : anything within a 45° arc of
  the front of the figure (i.e . 22.5 degrees on
  each side of a line drawn directly forward
  from the centre of the figure's base) is within
  the character's line of sight and immediate
  attention
  + 1
  The intended hearer is not looking directly
  towards the speaker but off to one side ; cf .
  just above
  + 1
  The intended hearer's native language is dif-
  ferent from that of the speaker : e.g . a N'10ss
  -who may speak TsolyAni quite well-is given
  an order in TsolyAni by a TsolyAnl officer . In
  stress situations an "accent" does cause
  problems
  + 2
  For each 3 m (or part thereof) that the intended
  hearer is beyond a 6 m circle with the speaker
  as its centre. A maximum of 15 m is about all
  one can reach by voice communication in
  the chaos of combat. A diagramme will make
  this modifier clear :
  Speaker's
  4-6
  7-9
  10-12
  13-15
  Distance: 3 m circle
  m
  m
  m
  m
  Modifier
  No roll
  0
  +2
  +4
  +6
  +2
  The intended hearer is not involved in com-
  bat but is engaged in some other absorbing
  activity: e.g . climbing a cliff to get a shot at
  the foe, looting, tending the wounded, get-
  ting an article out of a pouch or backpack,
  readying a spell, etc .
  + 3
  The Intended hearer has his/her back directly
  (or nearly so) to the speaker
  +3
  The intended hearer is in melee during the
  combat round in which the speaker addresses
  him/her . This applies to warriors who are
  physically fighting or who are firing missiles,
  and also to magic-users who are casting of-
  fensive ordefensive spells that round .
  'These modifiers are cumulative.
  
  d . If the speaker fails this roll, the intended hearer must
  keep on with what he/she is doing . A character in melee
  will continue to fight ; an unoccupied person will turn
  to engage the nearest enemy or perhaps perform some
  other logical action ; and a person who has nothing
  else to do may even rest a round to take stock of the
  situation (referee's discretion). On the following round
  the speaker may try again . If the speaker's desired ac-
  tion !s something the Intended hearer might think of
  anyway, the referee may require him/her to make an
  "Intelligence roll" (Sec . 2.724 (1)) at the "Easy test"
  level . Very obvious actions may be allowed with no roll
  needed : e.g . "Throw off your armour and jump, you
  fool! The ship's on firel"
  e . Even if the speaker's message is understood, there is
  no compulsion upon the hearer to act as ordered-
  other than such social strictures as a soldier under the
  command of an officer . A player may have his/her char-
  acter obey or not, as he/she thinks best, while a non-
  player character's reaction may merit a check for wil-
  lingness by the referee. A soldier or experienced war-
  rior is expected to heed an order given by a recognised
  commander, but others may not be so well-disciplined .
  Slaves may cower, run away, or defend themselves
  with no thought of the wishes of their masters .
  5 . The "Language Intelligibility roll" may be called for when-
  ever characters who are not native speakers of the same
  language try to communicate . This test is not needed when
  there is time to use sign language, speak slowly, repeat
  oneself, and choose one's words with care . It should be
  used during stress situations, however, particularly when
  one person attempts to convey a complex plan or idea to
  someone who lacks the language skill to comprehend it .
  a. Language competence levels are given in Sec . 2.232 .
  The speaker's command of the language is cross-ref-
  erenced with that of the hearer, and the speakers player
  (or the referee, In the case of a non-player character)
  rolls D100 against the following table . A modifier of
  + 10 !s given for an Intelligence factor (Sec. 2.215) of
  01-20; a - 5 for an Intelligence of 81-99; and a -10 for
  an Intelligence of 100 .
  The "Language Intelligibility roll"
  b . A failed roll may be repeated during the following turn
  or combat round (whichever time scale Is being used) .
  The referee may also roll a D10:1-7=the message was
  not understood at all; 8-10=a misunderstanding oc-
  curs: the referee gives the hearer some other message
  (which should be logical under the circumstances),
  and the hearer must act upon It appropriately within
  the limits of the role : e.g . "But, Sir, 1 thought you said
  109
  Disguise
  Tracking
  to DROP the little boat .
  1 didn't understand that you
  wanted it lowered slowly . Awfully sorry!"
  c . The ancient languages (Sec . 1 .711) are rarely spoken
  but are read and are used in the liturgies of several
  temples . One who tries to speak one of these archaic
  tongues rolls on the table in (a) at a modifier of +5 .
  The table Is also used for the reading of inscriptions,
  books, scrolls, etc . The person's language competence
  level is then cross-referenced with the same level along
  the top of the table : e.g . a character who has an "ad-
  vanced" knowledge of EngsvanyAl! uses the "Advanced"
  column when reading a text in this tongue and there-
  fore has a 60 percent chance of understanding it. Com-
  petences beyond the "Near-native" level (cf. Sec . 2.239)
  make comprehension 95 percent likely. The referee
  may make the test harder in such cases as a cramped
  scribal hand, a tattered and fragile manuscript, a half-
  effaced or eroded monument, etc .
  2.729 . ESPIONAGE SUB-SKILL MODIFIERS.
  Modifiers to some of the "adventure" dice rolls given above
  are provided by the espionage sub-skills available to assassins
  and also to officials, priests, soldiers, and warriors who are mem-
  bers of the intelligence-gathering agencies; cf. Sec. 2.2312 .
  These are as follows:
  Sub-skill
  Details
  Espionage sub-skill modifiers
  A character who has a logical reason (referee's dis-
  cretion) to suspect the presence of an assassin or
  a spy makes an "Intelligence roll" (Sec . 2.724 (1)).
  Greater expertise in Disguise makes recognition
  more and more difficult by increasing the "difficulty
  level" of the test :
  Number of sub-skill
  Difficulty level
  levels possessed
  of the test
  1-3
  Easy test
  4-6
  Harder test
  7-9
  Difficult test
  10-12
  Very difficult test
  13-15
  Real challenge
  16-up
  Cannot be detected visu-
  ally at all but only through
  mistakes, uncharacteristic
  actions, etc .
  Each sub-skill level in this specialty counts as the
  equivalent of one skill level on the "Skill Success"
  table in Sec . 2.727. The assassin must make a suc
  cessful score on this table after every 5 one-minute
  turns in order to keep the prey in sight. This counts
  as a "Difficult test" for the assassin . If the target
  eludes the pursuer, the latter must make 3 conse-
  cutive successful scores (in 3 successive turns) in
  order to pick up the scent again. After 2 such series
  of failed rolls, the assassin must give up the chase,
  at least for the time being . Alternatively, the referee
  may have the pursuer roll against the scores of the
  pursued: a very poor and unsuccessful score by the
  former and a very good and successful score by
  the latter indicates that the victim has frustrated
  pursuit on this occasion . (This is an example of
  "competitive rolling," of which more will be said
  below.) This same method may be used for the skills
  of Fisherman, Hunter, etc . if a chase scenario !s to
  be played out .
  Hearer's competence and successful
  dice score ranges
  Speaker's
  ability
  Elemen-
  tary
  Inter-
  mediate
  Ad-
  vanced
  Near-
  native
  Native
  Elemen-
  01-20
  0180
  01-40
  01-50
  01-60
  tary
  Inter-
  01-30
  01-40
  01-50
  0160
  01-70
  mediate
  Advanced
  01-40
  01-50
  01-60
  01-70
  01-80
  Near-
  01-50
  0180
  01-70
  0180
  01-90
  native
  Native
  0180
  01-70
  01-80
  01-90
  
  Spying
  This specialty gives a modifier of -1 per sub-skill
  techniques level possessed when making an "Intelligence roll"
  (Sec . 2.724 (1)) to test one's memory . Each sub-skill
  level also adds a + 1 to the dice score in making
  a "Skill Success roll" (Sec . 2.727) in the skills of
  Animal/Bird Knowledge, Beast Trainer, Falconer,
  and Hunter . Assassins and espionage agents often
  utilise semi-Intelligent birds and animals as mes-
  sengers and observers .
  Poison and Aside from giving the assassin or spy the ability to
  drugs
  recognize toxins and narcotics and to know their
  dosages and effects, each sub-skill level possessed
  gives the intended victim a +1 when using the "Dif-
  ficult test" column of the "Intelligence roll" (Sec.
  2.724 (1)) in order to detect the presence of one of
  these substances In her food or drink.
  Traps and
  Each sub-skill level possessed is the equivalent of
  secret door one skill level when the character uses the "Skill
  construc-
  Success roll" (Sec. 2.727) to construct a trap, secret
  tion and
  door, etc . Each sub-skill level also adds a + 1 to the
  operation
  skill of Locksmith when "Skill Success rolls" are
  made for this ability . Each sub-skill level further-
  more gives a -1 to the "Intelligence roll" (Sec. 2.724
  (1)) when an assassin or spy tries to understand the
  workings of a secret door or a trap, and a -1 is also
  given per sub-skill level to an assassin or agent who
  employs the "Intelligence-Dexterity roll" (Sec . 2.724
  (2)) to open a secret door or to disarm or set a trap.
  Ciphers, se- Each sub-skill level gives a hearer or a reader a + 3
  cret argots, on the "Intelligence roll" (Sec. 2.724 (1)) when trying
  and codes
  to guess that an assassin or spy has spoken in code
  or included a secret message in a document . Each
  sub-skill level also gives a +5 on the same dice
  roll to a person attempting to decode an assassin's
  or a spy's code . The converse is true when an asas-
  sin or agent is given a strange cipher to decipher:
  each sub-skill level possessed gives him/her a -3
  to be able to solve the code, again using the "Intel-
  ligence roll" (Sec . 2.724 (1)) . Such a test is usually
  a "Real challenge," however.
  2.7210. SPECIAL ABILITIES OF THE NONHUMAN RACES .
  The unique talents of the nonhuman species are recapitulated
  below from Sec . 2.223 . In some cases these provide modifiers
  to the "adventure" dice rolls given above, while in others com-
  pletely new rolls are needed .
  Special abilities of the nonhuman races
  Species
  Special capabilities and details
  Ahoggy6
  Charisma: a modifier of -40 is applied when an
  AhoggyA attempts to persuade or influence an
  individual of another species ; a -60 is used
  when the other being Is a Sh6n . This modifier
  applies to the table given In Sec . 2.726 (2,c).
  PAchi LN
  Charisma : a modifier of -5 is used when a PAchi
  LM tries to persuade or Influence a member of
  another species ; cf . the Ahoggy&, above.
  Visibility : a PAchi L61 sees at 75% of a human's
  daylight abilities in torchlight, candlelight, etc.
  No roll is normally needed in Sec . 2.728 (1) .
  Discovery : a PAchi Lei has a 50% chance of de-
  tecting ambushes, traps, secret doors, etc ., if
  he/she/it stops to search . This Is reduced to a
  30% chance If it is not deliberately looking and
  is just passing by . This replaces the roll in Sec.
  2.728(2) .
  PA Ch6i
  Discovery: a PA Ch6l has a 90% chance of per.
  ceiving ambushes, traps, and secret doors, if
  helshelit stops to look, and an 80% chance of
  this if not deliberately searching . This replaces
  the roll in Sec . 2.728 (2) .
  Audibility : a PA Ch6l has excellent hearing and
  can perceive even faint sounds at a distance of
  as much as 60 m if there are no intervening ob-
  structions . When listening at doors, corners,
  etc., a Pe Ch6l is given a - 3 on the table in Sec .
  2.728(3).
  Telepathy: a PA Ch6l automatically senses the
  presence of living beings (but not their thoughts
  or other particulars) within a circle 4 m In dia-
  metre with himself/herself/itself as its centre.
  No roll is needed . This same sense tells a PA
  Ch6l whenever another of the race has died with-
  in a 5 km range, although the exact cause can-
  not be known. The PA Ch6l are relentless and
  will take revenge upon the murderer of one of
  their race, if the person is identified . They do
  understand about armies and mercenaries, how-
  ever, and vengeance Is not exacted for a death
  that occurs In battle. Indeed, both TsolyAnu and
  Mu'ugalavyA field PA Ch6i auxiliaries, and these
  contingents would fight one another without
  qualms.
  Pygmy Folk
  Charisma : a modifier of -20 Is applied to the
  roll In Sec. 2.726 (2,c) wheneverone of this species
  tries to persuade or influence a member of an-
  otherrace.
  Visibility : the Pygmy Folk see at 80% of human
  daylight capability in the dark-and at 90% of
  this capability in torchlight . Even in total dark-
  ness they have-a 20% chance of seeing dim shapes
  and outlines, particularly of moving beings or
  objects . This replaces the roll In Sec . 2.728 (1) .
  Audibility. the Pygmy Folk hear even better than
  the PA Ch61 . They can hear faint sounds at about
  100 m, and they receive a modifier of -4 on the
  table in Sec. 2.728 (3).
  Sh6n
  Charisma: a Sh6n is given a modiflet of - 20 on
  the table in Sec . 2.726 (2,c). It is impossible for
  a Sh6n to persuade or influence an AhoggyA.
  The latter may even do the opposite just to spite
  the Sh6n .
  Swamp Folk
  Magical Resistance: this species has no Psychic
  Ability whatsoever, and the Swamp Folk thus
  roll on the table in Sec . 2.725 (1,k) at a "Magical
  Resistance factor" of -1 .
  Sensitivity: the Swamp Folk have an 80% chance
  of sensing "wrongnesses" : changes In direction,
  sloping tunnels, and also interdimensional nexus
  points within a 5 m circle (with themselves as
  its centre) .
  
  Species
  Special capabilities and details
  HlOss
  Odour. the sweetish, acidic smell of this species
  can be recognised at distances of as much as
  30-40 m. This is a liability, not a capability .
  Sound : the HIOss nest ships make a droning,
  buzzing noise which is audible over long distances
  at sea. Smaller parties of fighters, etc. do not
  make this susurration .
  M1h$Ili
  Shape-changing : a MihAlli can do this at will,
  appearing as any other being approximately its
  own size (including a rather diminutive ShAn or
  a P6 Ch6i, although it can only operate two of
  the latter's four forelimbs at a time) . A viewer
  can detect a transformed MihAlli by its glowing
  red eyes . There is a 20% chance of this per com-
  bat round, providing that the player informs the
  referee of his/her intention to look first . There
  Is almost no chance of recognising a transformed
  MihAAlli accidentally.
  Shunned Ones Odour: like the HIOss, above, this species has a
  distinctive odour: in this case a terrible, perva-
  sive stench which can be perceived at a distance
  of as much as 30 m . For distances beyond this
  range out to about 60 m, the referee may roll a
  D10: 1-5= the smell is perceived and recognised ;
  6-10=the smell does not reach the other party
  or character.
  Ss0 (Grey)
  Visibility : a SsO can see at 50% of a human's
  daylight capacity in torchlight, etc . Even in total
  darkness it has about a 10% chance of perceiving
  dim shapes and a 15% chance of discerning
  movement. This replaces the roll
  in Sec . 2.728 (1).
  The Ss6 actually prefer a dim blue light, and In
  this they see at 100% of a human's daylight ca-
  pabilities, while men and other beings are re-
  duced to 50% of their abilities.
  Hypnosis : a Grey Ssb has a 20% chance each
  combat round of using this power upon 1-3 (rolled
  randomly) opponents who are looking in its di-
  rection and who are within a 20 m range . The
  Ss0 then does not strike any blow that round .
  A "Resistance roll" (Sec . 2.722 (3)) is needed to
  withstand this hypnosis, and this counts as a
  "Very difficult test ." A hypnotised character
  can be told to fight his/her own comrades, remain
  motionless, flee, give information, etc . and must
  perform willingly as commanded .
  SsO (Black)
  As for the Grey SsO, except that there is only a
  10% chance per combat round of the Ssib's using
  hypnosis, and the "Resistance roll" (Sec. 2.722
  (3)) against this Is easier, counting as a "Harder
  test ."
  Further special dice rolls for animals, beings of the Under.
  worlds, etc . will be described as these are introduced in the re-
  feree's Sections.
  2.7211 . MISCELLANEOUS "ADVENTURE" DICE ROLLS .
  1 . The "Competitive roll" is not a new test at all but rather a
  means of resolving contests between characters each striving
  to perform the same action to his/her own advantage-or
  between characters who want to perform the action versus
  others desiring to prevent it . Both the players' characters
  and the non-player characters operated by the referee are
  eligible. For example, one person tries to open a door, while
  an opponent on the other side struggles to keep it closed ;
  this calls for a "competitive Height-Build-Strength
  roll"
  (Sec. 2.721). One character pursues another for a long dis-
  tance; this requires a "competitive Endurance roll" (Sec.
  2.722 (1)). A character tries to reach a weapon lying on the
  ground before an enemy (who is approximately the same
  distance away) can do so; here a "competitive Dexterity
  roll" (Sec. 2.723) is needed . A charactertries to learn a tech-
  nique or gain information through observation, while the
  person being observed wants to keep the matter secret ;
  a "competitive Intelligence roll" (Sec. 2.724 (1)) is required.
  One character seeks to persuade a party to follow a certain
  plan, and another argues against it ; a "competitive Charisma
  roll" (Sec . 2.726 (2)) is made . Even the "Skill Success roll"
  (Sec. 2.727) can be competitive: e.g . when two orators vie
  for the favour of a crowd, when the works of two craftsmen
  are judged, etc . Further details include :
  a . The rolls mentioned in the examples above are those
  most likely to be used competitively . Those which rare-
  ly if ever can be employed In this way are the rolls which
  depend largely upon the character's Innate abilities
  and are not susceptible to external influences : e.g . the
  "Recovery" and "Resistance" rolls (Sec . 2.722 (2 and
  3)) ; the "Magical Resistance factor roll" and the "Divine
  Intervention roll" (Sec . 2.725) ; and the "Comeliness
  roll" (Sec . 2.726 (1)) . If the optional modifiers are used,
  then the "Perception and Communication rolls" (Sec .
  2.728) are not eligible for competitive rolls ; the modi-
  fiers take opposition to the accomplishment of the
  action into account . Should the modifiers not be em-
  ployed, however, then "competitive rolls" are in order.
  e.g. one party wishes to see or hear another group,
  whereas the latter want to remain undetected . Com-
  bat rolls are not included in this system, of course,
  since success in battle is separately dealt with in later
  Sections .
  b . The referee decides when a "competitive roll" is appro-
  priate and sets the "difficulty level" (if there is one) .
  The participants (possibly including the referee him-
  self/herself) total any relevant modifiers, and each
  makes the same roll : e.g . fighters scrambling for a
  fallen weapon all use the "Dexterity roll" (Sec . 2.723) .
  If neither side achieves a "successful" score, thep
  the action is not accomplished at all and must be at-
  tempted again during the following turn or round (or
  as soon as the referee deems feasible) . If one side is
  successful and the other is not, then the action occurs
  as the winner wishes . If both sides succeed, then the
  best score
  (i .e . the most successful roll) causes the
  event to transpire as the victor desires . No "second
  try" Isallowed except in cases of failure by all concerned,
  or in such cases as are described in (2), below .
  2 . The "Repeated roll" Is employed when the action is a longer
  process extending over several turns or combat rounds :
  e.g . a character tries to haul a heavy object slowly up out of
  a pit ; a person spends several minutes attempting to under-
  stand the symbols on an ancient map ; a swimmer endeavors
  to reach the shore, etc. Each time a "successful" score is
  obtained, a little progress occurs. A "resounding success"
  either gives greater accomplishment or else complete a-
  chievement of the task . Failure, on the other hand, implies
  no progress or an actual set-back. A really poor score sig-
  nifies a more serious turn of events, if not a catastrophe:
  
  e.g . the rope breaks and the heavy object plummets back
  down upon the person trying to raise It . These rolls may
  also be "competitive" : e.g . two parties engage in a tug-of-
  war hauling upon a rope. Another good example is the series
  of repeated, competitive tests taken by an assassin or spy
  versus a person who is attempting to elude pursuit (Sec. 2.7291 .
  3 . The "Referee's All-Purpose Panacea roll" is included here
  with some trepidation, although, to be perfectly honest,
  this is what almost all referees use, and in this writers opin-
  ion this is as it should be . Partisans of more "structured"
  games are prone to criticise role-playing games because
  of their lack of coverage of all game-situations and also be-
  cause of the great freedom permitted the referee . Yet
  It
  must be recalled that a role-playing game attempts to simu-
  late reality in much greater detail than does chess, for kr
  stance, and it is patently Impossible to devise tables to
  cope with every conceivable exigency. Does the animal
  come out of its cave? Does it turn to the right or to the left?
  Does it attack this character or that one? Does the guard
  turn around in time to see the foe slinking past? Does the
  ship capsize when the mighty sea-creature comes up under-
  neath it, or does it slide off and remain afloat? How sturdy
  a tree does the scout find to climb? Does the plank break
  when the armoured warrior tries to cross It? A dozen or more
  such situations arise during every hour of gaming, and no
  game system can cover them all . Many depend upon pure
  luck, while others should clearly have a greater or a lesser
  chance of success . All that can be done is to let the referee
  give an arbitrary percentage chance forthe accomplishment
  of the action . The players then roll the dice when their char-
  acters are involved, and the referee does this for actions
  performed by his/her non-player characters, and also for
  natural events and other non-animate occurrences. A highly
  successful score denotes performance according to the
  character's wishes, while a poor score signifies failure-
  and a really bad one may cause a calamity . A mediocre roll
  indicates a lack of progress or an action just barely accom-
  plished : e.g . the warrior gets across the chasm, but the
  plank creaks and sways alarmingly under his feet, and it
  .
  seems doubtful that anyone else will be able to traverse it .
  A number of further rolls can no doubt be devised, but these
  are best left to the referee and to the group's gaming style and
  "house rules ." Almost anything can be rolled for, particularly
  if it is something that cannot otherwise be predicted from the
  situation . Do I get seasick? Did I enjoy the dinner? Do I find the
  merchant in his shop? Am I so intoxicated that I do not compre,
  hand the insult? What does my stomach think of my eating the
  Ch1 melon and other Sh6n dishes? Or even, how well did I please
  my partner in bed last night? None of this need be codified here.
  2.800 . COMBAT .
  The system of combat presented below is admittedly complex.
  Those who prefer a more rapid and less detailed game are wel-
  come to Ignore those refinements which seem excessive . A few
  further optional Sections are added at the end for use in very
  detailed combats (e.g. a duel), in which all of the participants'
  statistics have been previously established.
  2.810. THE COMBAT VALUE.
  Every character, creature, etc. has a "Combat Value." The use
  of this is described In later Sections . The Combat Value is found
  as follows :
  1 . A character's "Basic Combat Value" consists of his/her
  Innate physical abilities:
  i.e. the Height-Build-Strength fac-
  tor found In Sec . 2.211, plus any modifiers for Dexterity and/
  or Intelligence (Sacs. 2.213 and 2.215). The basic "physical"
  Combat Values for various Height-Build-Strength ranges are :
  Basic Combat Values
  'A Height-Build-Strength
  factor of -1
  to -25
  is
  appropriate for small animals the size of a cat or
  a fox
  . Still lower factors may be assigned to even
  smaller creatures . such as a bird, reptile, or insect .
  and the Combat Values of these animals might be
  anywhere from -6 through -15. Such Combat Values
  are likely to be rarely needed, however, since success
  in killing a small snake or swatting an insect is taken
  as automatic-although a "Dexterity roll" (Sec . 2.723)
  at the "Harder test" difficulty level may be required
  in order to hit the creature .
  "The greatest Height-Build-Strength factor possible
  for an intelligent being is 725 . This can be obtained
  by an Ahoggy8 who makes perfect scores on all the
  rolls in Secs . 2.211, 2.213, 2.215, and 2.223 . Such a
  character is of course very unlikely . Still higher phy-
  sical Combat Values do exist for large and powerful
  animals, however . These are given in the descriptions
  provided in the referee's Sections .
  2 . A character (including an animal or other creature) who
  has no competence in the Warrior skill uses the basic phy-
  sical Combat Value whenever he/she/it fights . This is true
  whether the being employs "tooth and nail," bare fists, or
  a melee weapon (Sacs . 1.960 and 2.2317) . Even so, intelli-
  gent beings who are non-warriors cannot use the following
  at all : wrestling, the quarterstaff, the unarmed martial arts,
  and Florentine-style fighting . Sub-skill levels must be ac-
  quired in these specialties before they can be utilised . In
  In addition, a minimum Height-Build-Strength factor of 75
  (including any modifiers for Dexterity and/or Intelligence)
  Is needed to wield a two-handed weapon . All other melee
  weapons can be used by intelligent (or even semi-intelligent)
  entities . For example, ChekO'unish Arod16, the Mu'ugalav-
  y8ni merchant, has a Height-Build-Strength factor of 32 . A
  + 10 bonus for an Intelligence of 61 is cancelled out by a
  wretched Dexterity which gives him a modifier of -10. He
  can thus use a sword, a spear, a halberd, etc . all at a Com-
  bat Value of -3 . On the other hand, a powerful beast with
  a Height-Build-Strength factor of 575 fights with its teeth,
  claws, tail, etc. at a Combat Value of
  +111 . Chekb'unish
  does not wish to encounter such a creature!
  3. A non-warrior similarly employs his/her basic physical Com-
  bat Value when using any missile weapon which costs no
  more than one Competence Unit per sub-skill level to learn
  (Sec . 2.2317). ChekO'unish can thus throw a knife, a club, a
  javelin, etc. or even use a staff-sling at his basic physical
  Combat Value of - 3, but he cannot employ any other mis-
  Character's
  H-B-S factor
  Combat
  Value
  Character's
  H-B-S factor
  Combat
  V a l u e
  00-below'
  - 5
  251-300
  + 5
  01-25
  -4
  301-350
  +6
  26-50
  - 3
  351-400
  + 7
  51-75
  -2
  401-450
  +8
  76-100
  -1
  451-500
  +9
  101-125
  0
  501-550
  +10
  126-150
  + 1
  551-600
  + 11
  151-175
  +2
  601-650
  +12
  176-200
  + 3
  651-700
  +13
  201-250
  +4
  701-750"
  +14
  
  sile weapon . He may, however, fire a loaded crossbow or
  even a loaded artillery piece at this same Combat Value .
  He lacks the expertise to reload these, even so .
  4 . A non-assassin cannot use the special weapons listed in
  Sec . 2.2313 at all . The referee may optionally permit a non-
  assassin to pick up and wield certain of these during a me-
  lee, however . In such cases a further - 2 is deducted from
  the user's basic physical Combat Value, and Warrior ex-
  pertise counts for nothing . ChekO'unish can thus snatch
  up the Springing Doom (a spring-loaded dagger) and use it
  -but at a Combat Value of - 5 .
  5 . An assassin who has no competence in the Warrior skill
  employs only his/her basic physical Combat Value when
  fighting with the warrior weapons permitted in (2) and (3), above .
  6 . A + 1 is added to the basic physical Combat Value for each
  sub-skill level (Sec . 2.2311) possessed in a given weapon,
  group of weapons, or fighting technique within the Warrior
  skill . An assassin receives this same + 1 per sub-skill level
  for the special arms of the Assassin skill (Sec . 2.2313) . This
  modifier applies only to the weapon (etc.) learned, however.
  Others-excluding those which are completely prohibited
  without actual training ; cf . (2) and (3) above-are used at
  the basic physical Combat Value . If Chekb'unish were to
  obtain Warrior training and gain 2 skill levels, he would have
  8 Competence Unit points (Sec . 2.2311) . Were he to invest
  all of these in 4 sub-skill levels of the use of long one-handed
  weapons (Sec . 2.2317), he would fight with a long sword,
  axe, mace, etc . at a Combat Value of + 1 : i.e . + 4 minus his
  basic physical Combat Value of -3 . He would still wield
  all other permitted melee and missile weapons at his basic
  physical Combat Value of - 3 .
  7.A specialist's training does provide some general expertise .
  Further to (6), above, a warrior who has 8 or more sub-skill
  levels in any one weapon or group of weapons in the melee
  weapon category (Sec . 2.2317) is given an across-the-board
  bonus of +2 on ALL melee weapons except those which
  require special training (cf . (2), above) . Eight or more sub-
  skill levels in one of the restricted weapons (e.g . the unarmed
  martial arts) give NO bonus to one's Combat Values in other
  melee weapons, however . Should Chekb'unish continue
  his hypothetical training and gain 8 sub-skill levels in the
  use of long one-handed weapons, he would add a + 2 to his
  Combat Value in these, and he would also add a + 2 to his
  Combat Values in all other non-restricted melee weapons :
  e.g . a spear, a dagger, etc . He would still be unable to use
  a two-handed weapon because of the Height-Build-Strength
  limitation; cf. (2), above . On the other hand, Besgnu hiT9nkolel
  has 15 sub-skill levels in the unarmed martial arts but no
  competence in other melee weapons at all . He has a Com-
  bat Value of + 15 (plus his basic physical Combat Value)
  when using his specialty but fights with other permitted
  melee weapons at his basic physical Combat Value only .
  Although BesOnu knows one of the "restricted" fighting
  techniques, this gives him no mastery of the others, and
  he, like Chekb'unish, is unable to employ wrestling, the
  quarterstaff, or Florentine-style fighting at all-unless he
  decides to invest some Competence Unit points in sub-
  skill levels of these .
  8. No across-the-board bonus is possible for missile weapons
  (Sec . 2.2317) . Advanced expertise (i.e . 8 or more sub-skill
  levels) in one weapon or weapon group does give a bonus
  to other weapons of the same general nature, however .
  Once one has 8 sub-skill levels in one weapon or weapon
  group in one of the following sub-categories, a + 2 is added
  to one's Combat Values in the other weapons in the sub-
  category . No bonus is given to weapons in any of the other
  groups.
  Sub-category A Sub-category B Sub-category C Sub-category D
  Dagger/knife- Staff-sling
  Short bow,
  Light crossbow
  throwing
  Sling
  longbow
  Medium or
  Melee-weapon
  Composite
  heavy cross
  throwing
  bow
  bow
  Javelin, dart,
  throwing spear
  The bolas, the blowgun, and artillery form separate sub-
  categories of their own. It is important to note that a bonus
  for 8 sub-skill levels or more in a missile weapon does not
  carry over to the melee weapon category-nor does a melee
  weapon expertise bonus add anything to one's Combat Values
  in missile weapons . Either the weapon cannot be used at
  all (cf. (2) and (3), above), or else it is wielded at the basic phy-
  sical Combat Value. For example, D61on hiV6rodu, a veter-
  an archer in the Legion of the Peaks of KrAA (12th Imperial
  Archers) has 10 sub-skill levels in the short bow and long-
  bow (Sub-category C). He thus adds a bonus of + 2 to his
  Combat Value in these weapons and also to his abilities
  with the composite bow-a weapon which he does not know
  per se but which is similar enough to "carry over ." He gets
  no bonus forother missile or melee weapons and can there.
  fore use those in Sub-category A at his basic physical Com-
  bat Value only . He can also manage a staff-sling (a rather
  easy weapon) at this same Combat Value (though he con-
  siders this weapon beneath his dignity as an archer). He
  cannot use a sling, a crossbow, bolas, a blowgun, or artil-
  lery at all, though he can fire a crossbow or even an artillery
  engine if these are already loaded for him . D61on's legion
  employs short maces as its sidearm, and he has attained
  4 sub-skill levels in the use of short one-handed weapons
  -not enough to gain him a bonus under (7), above .
  9 . No "carry-over" bonuses exist within the skill of Assassin .
  Each of the specialty weapons listed in Sec . 2.2313 must
  be separately learned and sub-skill levels acquired in it .
  10 . A further bonus of + 1 is added to a warrior's (but not an
  assassin's) Combat Values for each 4 complete skill levels
  (NOT sub-skill levels) in the skill of Soldier. Just being around
  weapons and warriors does offer opportunities for learning .
  This bonus applies to all of one's Combat Values within
  BOTH the melee and missile weapons categories . It does
  not help in using weapons in the "restricted" groups, of
  course ; cf . (2) and (3), above .
  The basic physical Combat Value is entered on the Character
  Record Sheet . Changes in this (due to wounds, illness, etc .; cf.
  Sec . 2.411) must be duly made . One first invests Competence
  Unit points gained through levels of the Warrior and/or Assassin
  skills acquired at the start of the game (Secs. 2.239 and 2.2311)
  in sub-skill levels of as many or as few weapons as one wishes .
  As points are earned through skill development (Sec . 2.420 ff.),
  they are noted on the Character Record Sheet until a complete
  skill level is achieved, whereupon further sub-skill levels in these
  (or other) weapons can be purchased . Combat values in one's
  various weapons must be kept up-to-date . Whenever combat
  occurs, the player states which weapon his/her character is using
  and what the latter's Combat Value with this weapon is .
  The weapons and sub-skill levels acquired by Charg6sh hi-
  Vr(ddi in Sec. 2.2317 are recapitulated here to show how the sys-
  tem works. His Height-Build-Strength factor of 66 gives him a
  mediocre basic physical Combat Value of -2. He has 1 sub-skill
  level in the shield (and no Combat Value need be established
  
  for the shield since this is only peripherally a weapon). He has
  2 sub-skill levels in the pike, 1 in the dagger, and 2 in the use of
  long one-handed weapons. He is too inexperienced as yet to
  receive any bonuses for advanced expertise (cf . (7) and (8), above)
  or for 4 or more levels in the Soldier skill . His Combat Values
  are thus as follows:
  "Those not in the "restricted" group; cf . (2), above.
  Amore advanced example is provided by MarjAn hiVess0ma
  (Sec . 2.440) . His Height-Build-Strength factor of 106 gives him a
  basic physical Combat Value of 0. He has 6 levels in the skill of
  Soldier and is a Her6ksa (Higher Subaltern) in Charg6sh' legion .
  MarjAn has 10 levels in the Warrior skill, providing him with 40
  Competence Unit points. He invests 1 of these in the shield, 2
  in the dagger, 2 in the pike, 15 in the short bow and longbow (-5
  sub-skill levels), and 20 in the use of long one-handed weapons
  (-10 sub-skill levels). MarjAn's Combat Values are shown below:
  MarjAn hiVess6ma's combat values
  'Only the composite bow-the only other weapon in Sub-cate-
  gory C-and the "simple" missile weapons in Sub-category A,
  plus the staff-sling .
  "He has not yet acquired 8 sub-skill levels in a missile weapon
  and is hence ineligible for a "general expertise" bonus in this
  category .
  D61on hiV6rodu, the archer mentioned above, has a Height-
  Build-Strength factor of 113, which produces a basic physical
  Combat Value of 0. He is a 5th level Soldier and holds the rank
  of Tirrik8mu (Lower Subaltern) in his legion . His 9 Warrior skill
  levels provide him with 36 Competence Unit points. He buys 10
  sub-skill levels in the short bow and longbow with 30 of these,
  and he puts 4 into the use of short one-handed weapons, 1 into
  the dagger, and 1 into the shield . D61on's Combat Values appear
  as follows:
  061on h1V6roduIs combat values
  'These include the composite bow (it is a member of Sub-cate-
  gory C together with the short bow and the longbow), the "simple"
  missile weapons in Sub-category A, and also the staff-sling .
  A much more advanced example is that of M'f Chts, the KAsi
  (Captain) of the 3rd Cohort of the Legion of the City of Chri (7th
  Imperial Sh6n Auxiliary Heavy Infantry) . The reptilian Shen are
  exceedingly powerful creatures, and MY ChSs is no exception:
  his Height-Build-Strength factor of 376 (!) gives him a basic phy-
  sical Combat Value of +7 . He has 10 levels of the Soldier skill
  and also has achieved 23 levels of the skill of Warrior. He invests
  the 92 Competence Unit points produced by the latter skill as
  follows: 1 in the shield ; 20 in 10 sub-skill levels of long one-handed
  weapons; 5 in 5 sub-skill levels of the pike; 30 in 10 sub-skill lev-
  els of two-handed weapons; 2 in the dagger ; 4 in fisticuffs and
  brawling; 10 in 5 sub-skill levels of the polearm; and 20 in 10 sub
  skill levels of the light crossbow (the Shen pistol-grip crossbow
  counts as this ; cf . Sec. 1.960) . MY Chts is indeed a well-trained
  and dangerous fighter. His Combat Values are as follows:
  111111't Ch6s' combat values
  [font.]
  Fisticuffs
  Light
  Other
  Other
  and
  cross-
  melee
  missile
  Factors
  brawling
  bow
  weapons weapons'
  Basic physical
  + 7
  + 7
  + 7
  + 7
  Cornbat Value
  Sub-skill levels
  + 4
  +10
  0
  0
  Meleeweapons
  + 2
  -
  + 2
  -
  expertise bonus
  Factors
  Dagger
  Basic phy-
  0
  Long one
  handed
  weapons
  0
  Pike
  0
  Short bow
  bow,
  longbow
  0
  Other
  melee
  weapons
  0
  Other
  missile
  weapons'
  0
  sical Combat
  Value
  Subskill
  + 2
  +10
  + 2
  + 5
  0
  0
  levels
  Melee weep + 2
  + 2
  + 2
  -
  +2
  -
  ons expertise bonus
  Missile
  -
  -
  -
  0"
  -
  0"
  weapons expertise bonus
  Soldier skill + 1
  + 1
  + i
  + 1
  + 1
  + 1
  bonus
  Total Car}
  + 5
  +13
  +5
  + 6
  +3
  + 1
  bat Values
  Factors
  Dagger
  Short one Short bow,
  Other
  Other
  Chargesh hl'Vrfddi's combat values
  handed
  longbow
  melee
  missile
  weapons
  weapons
  weapons'
  Factors
  Dagger
  Long one-
  Pike
  Missile
  Othermelee
  Basic physical
  Combat Value
  0
  0
  0
  0
  0
  handed
  weapons' weapons"
  Sub-skill levels
  + 1
  + 4
  +10
  0
  0
  weapons
  Melee weapons
  0
  0
  -
  0
  -
  Basic physical
  - 2
  -2
  - 2
  - 2
  -2
  expertise bonus
  Combat Value
  Missile weapons -
  -
  +2
  -
  +2
  Subskill levels
  + 1
  + 2
  + 2
  0
  0
  expertise bonus
  Total values
  -1
  0
  0
  - 2
  - 2
  Soldier skill
  + 1
  + 1
  + 1
  + 1
  + 1
  bonus
  'Those in Sub-category A in (8), above, plus the staff-sling.
  Total Combat
  + 2
  + 5
  +13
  + 1
  + 3
  Values
  Factors
  Dagger Long
  one-
  handed
  weapons
  Two-
  handed
  weapons
  Pike
  Pole-
  arms
  Basic Physical
  + 7
  + 7
  + 7
  +7
  + 7
  Combat Value
  Sub-skill levels
  + 2
  +10
  +10
  + 5
  + 5
  Melee weapons
  -
  -
  -
  -
  -
  expertise bonus
  Soldier skill
  + 2
  + 2
  + 2
  + 2
  + 2
  bonus
  Total Combat
  +13
  +21
  +21
  +16
  +16
  Values
  
  Soldier skill
  + 2
  + 2
  + 2
  + 2
  bonus
  Total Combat
  +15
  +21
  + 11
  + 11
  Values
  'These include medium and heavy crossbows (also members
  of Sub-category D), the "simple" missile weapons in Sub-cate-
  gory A, and the staff-sling . The Sh6n are a little too clumsy to
  make good archers and rarely employ the sling .
  Jer6sa hiNalun6 is a member of the MikBrun Ondlikh ("Black
  Y") Clan, one of the societies of professional assassins per-
  mitted to function within the Five Empires (Secs . 1 .422, 1 .550,
  1 .740, 2.2312, 2.2313, and 2.241). Her rather nondescript appear-
  ance conceals a brilliant mind and an exceedingly dexterous
  physique. Her Height-Build-Strength factor is 88, giving her a
  basic physical Combat Value of - 1 . Jer6sa has 12 levels in the
  Assassin skill, giving her 48 Competence Unit points . Some of
  these she chooses to invest in the "Espionage" specialties (Sec .
  2.2312) : 5 go into 5 sub-skill levels of Disguise and 10 are used
  for 5 sub-skill levels of Tracking . These abilities are not directly
  combat-related, and thus no Combat Values need be established
  for them
  . (She does gain modifiers on certain "adventure" dice
  rolls, however; cf . Sec. 2.729.) The remainder of her Assassin
  skill Competence Unit points are invested as follows: 10 are put
  into 5 sub-skill levels of "The Collar of Forever" ; 15 are used for
  5 sub-skill levels of "The Dance of Peril" ; and 8 are spent on 4
  sub-skill levels of "The Summoner upon the Way" (Sec . 2.2313) .
  Jer6sa also has 8 levels in the skill of Warrior, providing her
  with 32 Competence Unit points . She expends these as follows :
  3 are put into 3 sub-skill levels of the dagger; 8 go into 8 sub-
  skill levels of the use of short one-handed weapons ; 5 are used
  for 5 sub-skill levels of dagger/knifethrowing ; and the remaining
  16 she invests in 4 sub-skill levels of Hu'An, the system of un-
  armed martial arts taught in the Temple of KsArul, to which she
  belongs . JerAsa sometimes wonders if she has not invested in
  too many abilities and thus spread herself too thin . She is never-
  theless considered a good, all-around, middle-level assassin,
  and she has completed over 40 missions for the greater glory
  of her clan . Her various Combat Values are shown below :
  Jer6sa hiNalun6's combat values
  Values
  'The "missile weapons expertise bonus" and "soldier skill bonus"
  lines are omitted . Jer6sa does not have enough sub-skill levels
  for the former, and she has no experience as a soldier .
  "Only those included in Sub-category A, plus the staff-sling .
  Neither AlinA hiNakkodAi nor Cheku'unish Arodl2 are warriors .
  They have only their basic physical Combat Values to call upon
  should they become embroiled in a melee. AlinA has a Height-
  Build-Strength factor of 68 and thus a basic physical Combat
  Value of -2 . She is a little better off than Chekq'unish, whose
  Height-Build-Strength factor of 32 gives him a rather poor basic
  physical Combat Value of -3 . Neither would be of much use
  in a battle, although there is no prohibition against their fighting
  if the situation demands it .
  2.811 . ENCUMBRANCES AND COMBAT VALUES .
  A character's encumbrance limit is arbitrarily the same as his/
  her Height-Build-Strength factor. The lengths of time he/she can
  cant' various amounts of encumbrances and the speeds at which
  he/she is able to move are given in Secs. 2.310 and 2.641 . Depend-
  ing upon one's Stamina factor (Sec . 2.212), encumbrances also
  create minuses for one's Combat Values . No deduction occurs
  for any character who is burdened with less than 50 percent of
  his/her encumbrance limit, and no character may fight at all if
  he/she is loaded with more than double his/her permitted limit .
  For amounts between these two extremes, the following table
  is employed :
  Encumbrance and combat value
  Charg6sh h!Vriddi has a Stamina factor of 30 (Sec . 2.212) and
  a Height-Build-Strength factor-and hence an encumbrance
  limit-of 66 (Sec . 2.211 ff.) . He can carry up to 100 percent of
  his encumbrance limit at no penalty . If he burdens himself with
  67-99 points of encumbrances, he subtracts a -1 from all of his
  Combat Values, and if he carries 100-132 points of encumbrances,
  this modifier becomes a -3. He cannot do battle at all-including
  missile firing, sorcery (if he were a magic user), etc.-when he
  is laden with more than 132 encumbrance points . The only ex-
  ception is the casting of "psychic" spells, which can indeed be
  employed when one is encumbered ; cf. the Sections on sorcery.
  2.812 . FATIGUE AND COMBAT VALUES .
  Combat is here defined as including not only the actual ex-
  change of blows, missiles, or spells, but also everything else
  from the first shot, enchantment, or advance on through ready-
  ing weapons, circling for position, climbing walls or obstacles,
  the fight itself, retreat, pursuit, and the like. When a "combat"
  begins and ends is left to the referee, and he/she should note
  the rounds elapsed on a scrap of paper or keep track of them by
  counting them off with dice .
  Most melees are of short duration . The combat round is only
  6 seconds long, and a battle lasting up to 10 rounds causes no
  problems of fatigue to a healthy person . In longer engagements
  the following considerations apply .
  [cont.]
  Unarmed
  martial
  Factors
  arts
  Dagger/
  knife
  throwing
  Other
  melee
  weapons
  Other
  missile
  weapons'
  Basic physical
  - 1
  -1
  -1
  -1
  Combat Value
  Sub-skill levels
  + 4
  + 5
  0
  0
  Melee weapons
  -
  -
  + 2
  -
  expertise bonus'
  Total Combat
  + 3
  + 4
  + 1
  -1
  Factors
  The Collar
  of
  Forever
  The Dance
  of
  Peril
  The Sum-
  moneyupon
  the Way
  Dagger
  Short one
  handed
  weapons
  Basic physical
  - 1
  + 1
  + 1
  -1
  -1
  Combat Value
  Sub-skill levels
  + 5
  + 5
  + 4
  + 3
  + 8
  Melee weapons
  -
  -
  -
  + 2
  + 2
  expertise bonus'
  Total Combat
  + 4
  + 4
  + 4
  + 4
  + 9
  Values
  Percentage of encumbrance limit carried and
  Stamina factor
  deductions
  51-75
  applied to
  76-100
  one's Combat
  101-150
  Values
  151-200
  5-10
  -1
  -2
  -3
  -5
  15-25
  0
  -1
  - 2
  - 4
  30-40
  0
  0
  -1
  - 3
  45-up
  0
  0
  0
  -2
  
  1 . A character may fight without penalty for as many combat
  rounds as he/she has Stamina factor points (Sec. 2.212) :
  e.g . Chargesh hIVrlddI has a Stamina factor of 30 and may
  therefore remain in combat for 30 rounds without resting .
  2. The length of a required rest is found by rolling a D10, divid-
  ing by 2, and rounding up . The result is the number of min-
  utes that the character must retire to take a "breather" be .
  fore he/she can return afresh to the fray. A score of 7, for
  Instance, indicates a rest of 4 minutes must be taken before
  the character can resume fighting .
  3 . This need for rest Is applied to warriors, sorcerers, and all
  those who participate actively in the combat at all (referee's
  discretion). It is unnecessary for those who take no strenu-
  ous part : e.g . persons in the back ranks or in a "reserve" ;
  these are considered "fresh" until they move up to join the
  combat . Rest is also not required for animals, creatures of
  the Underworlds, automatons, androids, the undead, and
  such other entities as the referee desires.
  4 . A character can indeed remain in combat for more rounds
  than he/she has Stamina factor points. He/she then fights
  at a modifier of - 4 to all of his/her Combat Values .
  5. If a character is attacked while resting (cf . (2), above, he/
  she fights at a modifier of -2 to all of his/her Combat Values .
  B. Once a combat is ended, a mandatory rest period (as de-
  scribed in (2), above) is required of all active participants.
  Should these characters be attacked anew during this time,
  (5) applies .
  See Secs . 2.310 and 2.841 for rest periods necessitated by
  movement .
  The referee may optionally multiply needed rest periods by 3
  forthose who have suffered anything from a "serious" through
  a "fatal" wound (Sets . 2.411 (4) and 2.8211), or who were Incapa-
  citated by magic during a combat . Even if wounds or magical
  W*uries are healed by sorcery, there is a loss of energy and strength.
  2.820. THE COMBAT SYSTEM .
  2.821 . SURPRISE .
  There are no possibilities of achieving surprise when both
  parties meet in unobstructed terrain in broad daylight . As soon
  asvisibility distance is reached (Sec . 2.728 (1,a)), sighting is auto-
  matic unless there are extenuating factors. In other situations
  surprise occurs as follows :
  1 . A sleeping being is surprised on a D20 score of 1-16 . The
  sleeper must then make a D20 score of 17-20 in order to
  wake up and negate surprise . One roll is allowed to each
  character who is sleeping, even if he/she is not being attacked
  that round . If the roll fails, a sleeper under attack automati-
  cally awakens in the following round. An unengaged person
  who fails the roll makes an "Intelligence roll" at the "Easy
  test" level (Sec . 2.724 (1)) every round thereafter until he/she
  wakes up . The referee may allow sleeping characters to
  wake up naturally, if the combat is a noisy one .
  2. In other situations the "Visibility roll" (Sec . 2.728 (1, c and
  d)) is used. Only one roll is made for each party (unless it
  is split into two or more groups which cannot see what the
  others are doing) . There are four options: (a) the surprised
  party makes the roll without modifiers (best for rapid, non-
  detailed gaming) ; (b) the surprised party applies the modi-
  fiers given in Sec. 2728 (1, d); (c) a "competitive roll" Is made
  without modifiers (Sec. 2.7211 (1)) by both parties ; and (d)
  both parties apply relevant modifiers in Sec . 2.728 (1) and
  make a "competitive Visibility roll." This Is slower but more
  accurate. An example will illustrate these four possible
  methods .
  a. Party A lays an ambush in partial cover for party B .
  Only party B rolls ; a D20 score of 1-8=the ambush is
  seen ; 9-20 = the ambushers achieve surprise .
  b . Party B applies a + 1 for several significant objects
  in the area and a + 2 for partial concealment . Party B
  has in effect 5 chances out of 20 to see the ambush
  in time to negate the surprise .
  c. A "competitive" roll is made by both parties: both must
  secure a 1-8 on a D20 to succeed. If neither does this,
  or if party B succeeds and party A does not, there is
  no surprise . If party A makes a successful score and
  party B does not, then the ambush works as planned .
  If both parties score within the 1-8 range, then the low-
  est score-the "most successful"-wins, and surprise
  occurs or does not occur as the victor wishes .
  d . A "competitive" roll Is made as in (c), but party B is
  given the disadvantageous modifiers listed above in
  (b). Party A must score a 1-8, whereas party B must
  achieve a 1-5 in order to obviate the surprise of the
  ambush .
  3 . The "Audibility roll" (Sec. 2.728 (3, a and b)) is employed
  when sighting Is impossible but the other party may be heard:
  e.g . In an adjoining room, around a comer (and not revealed
  by torches or illumination of their own), hidden in a forest,
  etc. The same options apply as in (2), above, depending upon
  the group's gaming style .
  -4. In cases where both seeing and hearing are possible (e.g.
  when one party is creeping up through underbrush to attack
  another, with weapons and armour jingling and bushes
  crackling underfoot), the referee may require both a "Visi-
  bility roll" and an "Audibility roll." The options given in (2),
  above, apply, but party A must then win both rolls in order
  to achieve surprise.
  If surprise is obtained, the character or party gaining it has
  one "free" combat round in which to act before the opponents
  can do anything at all. The latter cannot move or perform other
  actions during this round. They must stand and receive missile
  fire or hostile spells, or if the "surprisers" are within reach range
  (see below), they may be struck at in melee and get no blow in
  return . Anyone killed, stunned, incapacitated by wounds, or im-
  mobilised by magic cannot react in any way: he/she is hors de
  combat and is unable even to make a feeble plea for Divine in-
  tervention (Sec. 2.725 (2)) . A surprised person or being struck by
  a spell is still allowed a "Magical Resistance factor roll," how-
  ever; cf . Sec . 2.725 (1).
  !.1122. INITIATIVE .
  If there is no surprise, or if the surprise round has been com-
  pleted, the order of initiative is next established : the right to act
  first during a combat round . This simulates better preparedness
  and quicker reactions-as well as "the fortunes of the battlefield."
  Achieving initiative in this combat system is largely a matter
  of chance. Everyone in both parties (including slaves and other
  noncombatants who may wish to get out of the way, flee, cower,
  or defend themselves as best they can) rolls a D20 at the start
  of each round . The highest score acts first, followed by the next
  highest, and so on down to those who have rolled lowest . If two
  or more characters throw the same number, their actions are
  simultaneous and may require "plotting" if both are moving and
  If their paths Intersect.
  Going from highest to lowest, thus, each character in turn
  performs his/her actions for the round . As these are resolved,
  those farther down on the initiative "roster" may take heed of
  prior actions and respond to their best advantage .
  
  A fighter engaged by two or more opponents (up to a maximum
  of four) must score higher than any of them in order to strike
  first . For example, Charg6sh hiVriddi rolls a 12, while the three
  MilumanayAni bandits he is fighting score a 9, an 8, and a 13.
  The last foeman strikes first, followed by Charg6sh, and then
  the two remaining opponents get their chances . During his ini-
  tiative "turn," however, Charg6sh can allocate his defense (his
  shield) to a later opponent. See (12) in the second list in Sec. 2.823 .
  An exceptionally dexterous character (one who has 6 or 7 Ac-
  tion points ; cf . Sec. 2.710) can strike two blows in one round-
  or even three with a dagger. All of these must be struck when
  one's initiative "turn" comes up. ChIzO Kurd6q, the famous YAn
  KoryAni knife-fighter, has 7 Action points, and if she gets the
  initiative, she can strike three times at an opponent before he/
  she can do anything in return . Multiple blows must all be directed
  against the same-opponent, however; cf . (1) in the second list
  in Sec . 2.823 .
  In this combat system there is just one factor which super-
  sedes the initiative roll : weapon length . In the first round only
  of hand-to-hand melee the fighter with the longer weapon auto-
  matically strikes first . In subsequent rounds the initiative roll
  is used, as it is when the combatants are armed with weapons
  of the same length . Weapon length is irrelevant to those not in-
  volved in the melee, of course, and a pikeman can be downed
  from some distance away by an archer or a magic-user before
  his initiative "turn" comes to strike at a foe within reach range
  (see below). In descending order, from the longest to the shortest,
  weapon length groups are as follows :
  Weapon length group
  'Including Florentine-style fighting, although if only the dagger
  is used, length group9 is employed instead
  "Many assassin weapons are not true melee weapons at all
  and thus have no length group . These include: "The Teeth of
  the Demon Tom0a," "The Dance of Peril," "The Tender Com-
  panion," and "The Worms of Death." "The Collar of Forever"
  is classed in length group 10 . Cf . Sec. 2.2313 .
  A character killed, stunned, or incapacitated during another
  character's prior initiative "turn" gets no chance to strike, shoot,
  cast a spell, or act in any way. If he/she/it is still conscious and
  is a psychic magic-user, a psychic spell may indeed be cast-
  but not a ritual spell, since this requires the free and active use
  of the hands and certain bodily postures and motions .
  2.823 . COMBAT ACTIONS .
  A character not engaged In hand-to-hand melee during a com-
  bat round may do one of the following :
  1 . Stand and fire missiles or spells . At the time one's initiative
  "turn" comes up, a target must be within range and also
  within one's "line of sight": i.e . an arc extending forwards
  at a 45 degree angle from the front corners of the charac-
  ter-figure's base front (Sec. 2.652) . If miniature figures or
  markers are not used, then this "line of sight" must be de-
  cided by the referee.
  2. Turn or manoeuvre as one wishes and then stand and fire
  a missile or a spell (either ritual or psychic), provided that
  one has the Action points needed to do this within one round
  (Sec . 2.710) and also provided that one is not within reach
  range (Sec. 2.824) of an opponent at any time during the
  round and hence technically "in melee." Targeting is within
  the "line of sight" ; cf . (1), above .
  3 . Advance towards contact with the foe at whatever speed
  one wishes (and possible for one's character) . Actions per-
  mitted while moving are specified In Sec . 2.710 . It is impor-
  tant to state that one cannot move and strike a blow in the
  same combat round except as stated in (5) and (9) in the
  following list .
  4 . Advance in a "dodging rush" towards the foe . This is done
  at the fastest speed possible for the character (Secs . 2.641
  and 2.651), but one can then cover only HALF of the listed
  distances. This gives a missile-firer a modifier of - 3 to his/
  her Combat Value when shooting at the "rusher" during
  the round, and it adds a +3 to the "Magical Resistance
  factor" of the "rusher" against hostile spells (Secs. 2.810
  and 2.725 (1)) . Each combat round at the "dodging rush"
  speed must be followed by another at some other speed,
  or by a round of standing still . A "rusher" who moves into
  an opponent's reach range during the round can strike no
  blow at this time but must await the initiative roll at the
  start of the following round . He/she then receives a modifier
  of + 1 to his/her initiative roll score for the first round of
  melee only .
  5 . An unengaged missile-firer or magic-user who has no tar-
  get within range and line of sight when his/her initiative
  "turn" comes, and who performs no other action during
  the round, may opt to take "pass-through fire" at any foe
  entering his/her range and line of sight later in the round .
  For this purpose, the "line of sight" has no arc to either
  side but consists of a line drawn directly forward from the
  centre of the character-figure's base front . Any foeman en-
  tering this zone may be fired upon . One may not shoot or
  cast a spell at an enemy whose initiative "turn" has come
  up before one's own and who is no longer within range and
  line of sight when one's "turn" occurs .
  A character who is within reach range (see Sec . 2.824) of an
  opponent during a combat round may engage in melee . Details are:
  1 . Strike one or more blows with a hand weapon ; cf. Secs .
  2.710 and 2.822 . One may strike forward only within one's
  line of sight (cf . (1), above). If one has the Action points, one
  may turn to strike at a foeman to the side or even complete-
  ly behind oneself ; this requires a high Dexterity factor, of
  course ; see Sec . 2.710 . A character whose Dexterity allows
  him/her to strike multiple blows must strike all of these at
  the same opponent. One cannot split one's attacks amongst
  several foes . It must be emphasized that nothing back of
  one's line of sight may be struck at without paying the Ac-
  tion point needed to turn (Sec . 2.710) . This applies to most
  bipedal species and to creatures with vision organs placed
  frontally in an upper head . Some races require special com-
  ment, however:
  a . The Ahoggyi, the Nyaggci, and a number of animals
  and other entities of TAkumel have organs of vision
  all around their bodies . Their line of sight thus extends
  out in all directions .
  b . An animal which employs its mouth as its primary weap-
  on, and claws, tentacles, etc . as secondary weapons
  may strike with the latter at an opponent behind its
  line of sight . This is done within a 90 degree arc meas-
  ured from the centre of its base . A modifier of -1 is
  Weapon
  Length group
  Weapon
  Length group
  Pike
  1
  Long one-handed
  7
  Long spear
  2
  weapon -
  Short thrusting
  3
  Short one-handed
  8
  spear
  weapon
  Polearm, halberd,
  4
  Knife, dagger, "The
  9
  etc .
  Springing Doom"
  Quarterstaff
  5
  All others"
  10
  Two-handed weapon
  6
  
  applied to the creature's Combat Value when it strikes
  such a blow behind its actual line of sight, however .
  c. A creature which has a snake-like body and which fights
  by enmeshing an opponent in its coils also has a 90
  degree line of sight extending out to its front and sides .
  No Action point need be paid to strike at a foe within
  this zone.
  d. An animal whose head is mounted on a long, flexible
  neck has a 360 degree line of sight . Still other vision
  arrangements will be mentioned in the descriptions
  in the referee's Sections.
  2. Nonhumans who have more than one pair of hands (e .g .
  the AhoggyA, PAchi Lei, PA Ch6i, Ss0, and various animals)
  may strike at one or two opponents within their lines of
  sight separately. This is done at the appropriate Combat
  Value for each weapon used . An AhoggyA may hit at a third
  opponent during the same combat round, but this is struck
  at a modifier of - 2. No more than three opponents may be
  attacked during a round by such a being, no matter how
  many limbs it possesses .
  3 . Races which strike with their tails (e.g . the HIAka, HIOss,
  Sh6n, and many animals) have a "rear" line of sight extend-
  ing out at a 45 degree angle from the back corners of their
  bases . A few creatures which can strike over their heads
  at an opponent In front (like the scorpion of old Earth) will
  be noticed in the referee's Sections. A "tail blow" is struck
  at the being's basic physical Combat Value (Sec . 2.810) .
  No bonus is added for Warrioror Soldier skill competences .
  See also Sec . 2.710 .
  4 . Fire a psychic spell ; cf . Sec . 1.620 and the Sections on magic.
  A ritual spell cannot be cast at all while in hand-to-hand corm
  bat, unless the sorcerer has the Action points (Sec . 2.710)
  to move out of contact, is not followed up by any opponent,
  and then stands still to cast the spell with hands and body
  free to perform the requisite gestures. Ritual sorcery is
  much safer at longer ranges!
  5 . Manoeuvre (i.e. move) up to 3 m. This must always be with-
  in a forward direction : an arc 45 degrees from the front cor-
  ners of the character's base front . One cannot manoeuvre
  directly to the sides or rear, although if one has enough
  Action points, one may turn (either before or after manoeu-
  vring) and strike a blow. One cannot hit or cast a "touch
  range" spell (cf . (19), below) and then manoeuvre out of
  reach range (Sec . 2.824) without allowing the foe to strike
  back . A character within reach range at any time during a
  round always has the right to a return blow unless he/she is
  slain, stunned, or otherwise incapacitated during some op-
  ponent's prior initiative "turn."
  6 . Striking an opponent directly from the rear (i.e . not from
  an angle on a flank but facing the rear of the opponent's
  character-figure's base) adds a + 3 to the attacker's Combat
  Value (Sec . 2.810) for that round with the weapon the char-
  acter is using . Striking a foeman on the unshielded side
  (usually the right)-again not at an angle but directly facing
  that side of the figure's base-adds -a +1 similarly . This
  does not apply to animals and those beings whose vision
  extends farther around their bodies than mankind's (e.g .
  the AhoggyA) . There is no bonus for any other type of "flank
  attack."
  7 . Follow up a retreating opponent, stepping Into the space
  vacated. This counts as manoeuvring ; see (5), above . If one
  is no longer in melee with any opponent, one can move,
  turn to face another foeman, or perform some other action
  for which one has the Action points . An unengaged fighter
  can move at the rates given in Secs . 2.641 and 2.651 .
  8. Step over a fallen enemy, providing that he/she is no more
  than twice as big as oneself . This again counts as manoeu-
  vring ; see (5), above . Getting past a downed foe who is more
  than twice one's size (e.g. a large animal) counts as traversing
  a breast-high obstacle ; see Sec . 2.710.
  9 . Pursue a routing enemy at any speed up to and including
  sprinting ; see Secs . 2.641 and 2.651 . A pursuer who catches
  a foe in flight adds a + 3 to his/her current Combat Value .
  This is the only case in which one may move at the rates
  given in Sec . 2.641 and 2.651 and still strike a blow in the
  same combat round. (Otherwise movement stops, and both
  fighters must await the initiative roll at the start of the next
  round.) If a pursued foeman turns at bay, combat continues
  normally . The pursued character may also continue to flee,
  and If he/she is caught again this same paragraph once
  more applies .
  10. Stop to kill an incapacitated or unconscious foe . The at-
  tacker uses the "Hitting with Total Surprise" table in Sec .
  2.825 . A shield provides no cover for the defender, but
  medium or heavy armour does help ; cf . Sec . 2.825 . See (14),
  below, for attacks against a conscious, still active character
  who is lying prone .
  11 . Defend only and strike no blow during the round . One who
  "defends" in this way can perform no other action during
  the round . A modifier of -3 is applied to each opponent's
  current Combat Value . A character who carries a medium
  or large shield (but not a small targe) can also "defend"
  against missiles, gaining the same benefit . "Defending"
  is useless against hostile spells, however.
  12 . Although all of one's blows (Sec . 2.710) must be struck
  against the same opponent, one can use a shield to pro-
  tect oneself against a different foeman in a multiple melee .
  (This does not count as "defending," of course, since one
  Is striking during the round .) Should Charg6sh be attacked
  by three assailants, for example, he can hit at one and use
  his shield to defend against another-the one he thinks
  may be the most dangerous . He counts as sh!eldless against
  all foes except the one against whom he allocates his shield's
  protection . One can also "save" one's shield to defend a-
  gainst an opponent whose initiative "turn" has not come up
  yet . During one's own "turn," thus, one can strike a blow
  and at the same time announce that one is using one's shield
  against a foe within manoeuvring range, an archer, etc .
  whose "turn" will occur later in the round .
  13 . Dive for cover; cf . Sec. 2.710. This can be done only during
  one's initiative "turn," and one can do nothing
  if one is
  killed, stunned, etc . during some opponent's prior "turn."
  One can also "save" this action and use it later in the round
  against an opponent whose "turn" has not yet come up (see
  (12), above). One must specify the opponent and the action,
  however. e.g . "If that sorcerer casts a spell at me, I'm diving
  for cover." An opponent within reach range is allowed one
  free blow against one who dives for cover, even if the latter
  has already performed this action earlier in the round . This
  is struck at a modifier of - 5 to the opponent's current Com-
  bat Value . A missile-firer who shoots at a character who
  has dived for cover earlier in the round fires at a modifier of
  -5 to his/her Combat Value, and if a magic-user casts a
  spell at the character, the latter is given a +5 to his/her
  "Magical Resistance factor ." One who dives for cover can
  perform no other actions during the round, and he/she counts
  as "prone" (see (14), below) at the start of the following
  round. Diving for cover denotes an emergency panic reaction
  and allows no time to plan or gain an advantageous position .
  
  14 . A physical attack against a prone character is made at a
  modifier of +5 to the assailant's current Combat Value.
  (See below
  for hitting with a "touch range" spell .) A
  missile-firer receives a modifier of -3 when shooting at
  a prone character (the effects of "cover" are discussed
  later), and a prone person is given a modifier of +3 to his/
  her "Magical Resistance factor" (Sec . 2.725 (1)) against
  hostile spells fired from beyond "touch range" distance.
  A prone character cannot "defend" (see (11), above), nor
  can he/she strike a blow with anything longer than a short
  one-handed weapon against an opponent who is standing
  over him/her. A dagger or knife thrust is allowed against a
  foeman who stoops to loot, inspect the "body," or cast a
  "touch range" spell, provided that the weapon is in the prone
  character's hand or Immediate reach . (Getting it from a belt
  scabbard costs Action points ; cf . Sec . 2.710.) A prone char-
  acter strikes all blows at a modifier of - 3 to his/her current
  Combat Value with the weapon used . A prone person may
  fire an "Eye" or even cast a psychic spell at a target within
  range and line of sight; cf. (4), above.
  15 . The modifiers given in (14) become a + 3, a - 2, and a + 1
  respectively when an attack is made against a character
  who is crouching, sitting, or kneeling . Such a character can
  "defend" (see (11), above) or even strike a blow (only one,
  however, no matter how many Action points he/she may
  have-unless he/she gets up first and still has the Action
  points to strike more than once, a thing possible only while
  under the influence of certain spells). A blow struck by a
  crouching, sitting, or kneeling character is made at a modi-
  fier of -2 to his/her current Combat Value as long as he/
  she remains in the non-erect position .
  16. Retreat up to 2 m per round facing the enemy . If the foe
  follows up (see (7), above), melee continues as before. If
  not, then combat is broken off. A retreating character must
  pay Action points to look around (Sec . 2.710) ; otherwise he/
  she may stumble over obstacles behind, step back upon
  his/her comrades, etc., causing disorder.
  17 . Turn to flee. Turning around costs 2 Action points (Sec .
  2.710), and one may spend further points on manoeuvring
  (see (5), above) . Any foeman originally within reach range is
  nevertheless permitted a free blow (in addition to his/her
  regular blowls) struck during his/her own initiative "turn")
  at the fleeing character's back at a modifier of +3 to his/
  her current Combat Value. If the fleeing person wins the
  initiative roll in the following round, he/she may run away
  at any permissible speed (Secs. 2.641 and 2.651) . The victor
  may pursue (see (9), above), as may any other unengaged
  foemen . The latter also receive the + 3 modifier if they catch
  the fugitive during pursuit. If, on the other hand, the routing
  character loses the initiative roll in the round after he/she
  turns to flee, the victor gets a second free blow at his/her
  back at the same +3 modifier. Movement then occurs, and
  the winner has the option of pursuit or of performing other
  actions .
  18. Grapple the foe . A character who wins the initiative roll (but
  not one who loses it to the opponent he/she intends to
  grapple) may announce his/her intention to grapple . Both
  fighters then make a "competitive Dexterity roll" at the
  "Difficult test" level (Secs. 2.723 and 2.7211). If the attacker
  wins (or if the foe also wishes to grapple and does not con-
  test the action), grappling takes place. If he/she loses this
  roll to an unwilling opponent, the latter avoids grappling
  and may strike at the attacker at a modifier of + 1 to his/her
  current Combat Value . If grappling occurs, subsequent
  rounds are fought as usual, but only the following weapons
  may be used: fisticuffs and brawling, wrestling, the unarmed
  martial arts, dagger/knife-fighting, and "The Springing Doom"
  (Secs . 1.960, 2.2313, and 2.2317). Psychic spells and "Eyes"
  may also be employed . Longer weapons must be dropped .
  It costs 3 Action points to obtain a knife or dagger from a
  belt-scabbard (Sec . 2.710), and one who tries to do this while
  grappling must make a "Dexterity roll" at the "Harder test"
  level (Sec . 2.723) . If this roll fails, he/she forfeits the chance
  to strike, defend, or otherwise act during that round . One
  cannot extract an "Eye" or other article from a belt-pouch
  or sack while grappling . A grappler must have both hands
  free, moreover ; he/she must either be shieldless or else
  pay the 2 Action points needed to drop his/her shield during
  the first round of grappling . Against a fighter who retains
  a weapon or other item in his/her hand longer than a dagger,
  a grappler strikes all of his/her blows during the round at a
  modifier of + 1 to his/her current Combat Value in the close-
  combat skill (listed above) he/she is employing .
  19 . Cast a "touch range" spell . Certain spells are activated
  only by physically touching the opponent . Armour (except
  "enchanted" steel ; cf. Sec . 2.725 (j)), clothing, or even a
  shield offers no protection . A magic-user who casts such
  a spell makes a "competitive Dexterity roll" at the "Very
  difficult test" level (Secs . 2.723 and 2.7211) against the op-
  ponent . If this roll fails, the opponent avoids the touch and
  may strike at the spell-caster during his/her next initiative
  "turn"
  at a modifier of + 1 to his/her current Combat
  Value. If the magic-user wins the roll, the spell takes ef-
  fect, and the opponent's only defence is his/her "Magical
  Resistance factor roll" ; cf . Sec . 2.725 (1) . The magic-user's
  level of difficulty is reduced to the "Harder test" level against
  a foeman who is crouching, sitting, or kneeling, while the
  latter's level of difficulty remains the same . Similarly, a
  sorcerer who casts a "touch range" spell upon a prone per-
  son makes the "Dexterity roll" at the "Easy test" level,
  whereas the opponent's roll is again unchanged .
  20. Hit with the shield . A character who is carrying a shield and
  who has the one necessary sub-skill level in its use (Sec .
  2.2317) may strike with the shield as a weapon . The "shield-
  striker" makes a "Height-Build-Strength roll" at the "Real
  challenge" level (Sec . 2.721). If this fails, he/she counts as
  shieldless during the opponent's next initiative "turn," and
  he/she also automatically loses the initiative roll against
  this opponent during the subsequent round . If the shield-
  hit succeeds, the opponent makes a "Height-Build-Strength
  roll" at the "Very difficult test" level . If this is successful,
  the shield-hit is blocked or parried, and both fighters strike
  their blows as usual . If the opponent fails this roll, he/she
  rolls a D10:
  Die score
  3-6
  7-9
  10
  Shield-hits
  Result
  The opponent cannot strike during the current
  round (if he/she has not already done so in a prior
  initiative "turn"). No otherdamage results
  As above. In addition, the opponent automatically
  loses the initiative against the "shield-striker" in
  the subsequent round
  As above under "3-6 ." In addition, the opponent
  suffers the loss of 1-2 Body Damage Points (ran-
  domly rolled)
  As above under "7-9 ." In addition, the opponent
  must make a "Dexterity roll" at the "Very difficult
  test" level (Sec . 2.723). If he/she fails this roll, he/
  she is knocked down and counts as a prone per-
  son ; see (14), above. Beings with more than two
  
  legs (e.g . AhoggyA), serpent-like bodies, and crea-
  tures more than one and a half times the size of
  the "shield-striker" cannot be knocked down by
  a shield-hit . They may indeed lose the initiative
  and also suffer the loss of Body Damage Points.
  For them, a result of "10" is the same as a roll of "7-9"
  21 . A character who fights while blind oragainst invisible foes
  subtracts -6 from his/her current Combat Value . This same
  deduction is made by most beings who must fight in pitch
  darkness. Certain animals and creatures of the Underworlds
  can see in darkness, however, and are not penalised (though
  the deduction for blindness and invisible opponents still
  applies) . The Pygmy Folk subtract only a -1 for darkness,
  the PAchi Lei deduct a -2, and both varieties of Ss0 are
  reduced by -3 . The vestigial telepathy of the P6 Ch6i also
  helps, and this species thus subtracts a -4 . The HlOss and
  the Tinallya may optionally be given a modifier of -5 (in-
  stead of -6) ; their vision is sometimes just a little better
  than mankind's in darkness .
  22 . A character who is fighting in Florentine style (Secs . 1 .960
  and 2.2317) uses his/her Combat Value in this sub-skill rather
  than the Combat Value he/she has in either the long sword
  or the dagger separately . A Florentine fighter pays 3 Action
  points to strike once with each weapon during the same
  round (Sec . 2.710) . A character who has a very high Dexterity
  factor may thus be able to strike two blows with the sword
  and two with the dagger during a round, and each of these
  requires a separate roll to hit (see below). A Florentine fighter
  may also opt to strike with either the sword or the dagger
  alone during a round, and his/her Combat Value in the weap-
  on employed is then used instead of his/her Combat Value
  *in Florentine-style fighting . This art is largely reserved for
  duelling and is relatively ineffective against armoured op-
  ponents because of the lightness of the weapons involved .
  Certain nonhumans (e.g . the AhoggyA and PA Ch6i) are per-
  mitted two blows per combat round (or more, depending
  upon the being's Dexterity factor ; cf. Sec . 2.710), but this
  does not constitute Florentine-style fighting . The duelling
  masters of SalarvyA, PechAno, and HAida Pakila disdain
  to teach nonhumans (particularly the AhoggyA) the art of
  Arruchd (Florentine-style combat), and very few nonhumans
  have ever learned this method of fighting ; cf . Sec. 1 .960 .
  23. Missiles and spells may be fired from the second rank of a
  party . A "Dexterity roll" at the "Difficult test" level (Sec .
  2.723) is required when the front rank is in melee. If this
  roll fails, the archer or magic-user has inadvertently struck
  one (or more in the case of some spells!) of his/her own
  comrades in front of him/her . If the front rank is not in melee
  during the round, the difficulty level of this roll is reduced
  to a "Harder test ." If space permits, this problem can be
  avoided entirely by spreading the party out to leave at least
  a metre of space open for a person in the second rank to
  shoot or cast spells . Characters in the third rank of a party
  cannot fire or cast magic past their comrades at all (unless
  spaced very far apart) . See also Sec. 2.641 .
  24 . A character armed with a pike or a-long spear can fight from
  the second rank of a party in a confined space (e.g . a narrow
  hallway), but a modifier of - 3 is applied to his/her Combat
  Value with the weapon . Out-of-doors, three ranks of a formed
  pike phalanx and two of a formation of long-spearmen may
  fight ; cf . Sec . 2.641 .
  In both cases, the second rank then
  receives a modifier of -1, and the third rank of pikemen
  is then given a modifier of - 3 . When pikemen and/or long-
  spearmen move through confined areas (e.g . passages nar-
  rower than 6 m per 3 fighters) or rough terrain (e.g . under-
  120
  brush, marsh, rocky or steep slopes, etc .), the referee rolls
  a D10 at the start of each one-minute turn . A score of 9 or
  10 indicates that someone has tripped or tangled his/her
  long and awkward weapon with those of his/her fellows .
  The erring pikeman or spearman is randomly identified by
  a dice throw, and he/she and all others in the first two ranks
  In front of him/her and also in the first rank behind him/her
  must make a "Dexterity roll" at the "Easy test" level (Sec.
  2.723). A character who fails this roll cannot strike, shoot,
  cast a spell, or perform other actions during that round . A
  disordered character's movement is also slowed to one
  quarter of the rates given in Secs . 2.641 and 2.651 . Persons
  behind a character hampered by disorder are of course re-
  duced to the same movement rates and cannot simply slip
  past . A disordered character may attempt a "Dexterity roll"
  at the "Harder test" level (Sec. 2.723) at the start of each
  combat round subsequent to the disorder in order to regain
  full movement and activity.
  25. Characters in a party cannot interchange ranks freely . A
  fighter in melee must either slay his/her opponent and then
  retreat to the rear (See (16), above) or else retreat and not
  be followed up (see (7), above). Unengaged characters can
  move at the rates given in Secs . 2.641 and 2.651 but must
  still pay Action points to turn, etc . One who tries to squeeze
  past a comrade directly in front of him/her in a confined
  space (e.g . a narrow passage occupied to "capacity" ; cf .
  Sec . 2.641) must make a "Dexterity roll" at the "Easy test"
  level (Sec . 2.723) . If this fails, the action cannot be completed
  during the round but may be accomplished automatically
  without a roll in the following round . If the roll succeeds,
  on the other hand, the character may move past his/her
  fellow and also attempt to get by a second comrade during
  the round in the same way . One cannot move forward or
  backward more than two ranks during a round, unless there
  is clear space for movement . If attacked while striving to
  by-pass a companion in a space filled to capacity, both the
  character moving and others in the rank moved into fight
  at a modifier of -2 to their current Combat Values during
  the round .
  26. If a character enters (cf. (25), above) a rank already filled to
  "capacity" (Sec . 2.641), all in the rank fight at a modifier of
  -2, as stated above. No ritual spell can be cast by a magic-
  user in such a rank, although psychic spells and "Eyes"
  can be fired at no penalty . No more than one such "extra"
  being can be fitted into an area (as defined in Sec . 2.641)
  at one time . Should this occur, then no one in the crowded
  rank can strike, shoot, cast spells, or perform other actions
  until the situation has been alleviated .
  27 . Characters routing back through a party in a confined space
  may cause disorder. Each character in a rank which is passed
  through by a fleeing comrade must make a "Dexterity roll"
  at the "Easy test" level (Sec . 2.723) in order to remain fully
  active . If this roll fails, he/she is disordered and must suffer
  the penalties described in (24), above . Once disordered, a
  "Dexterity roll" at the "Harder test" level (Sec . 2.723) is
  needed to return to normal activity. This paragraph does
  not apply if there is sufficient space between characters in
  the back ranks for a fleeing person to run through .
  2.824 . REACH RANGES .
  Every character has a zone to his/her/its front within which a
  blow may be struck . This is the "line of sight"; cf. (1) in the first
  list in Sec . 2.823. Creatures with organs of vision extending far-
  ther around thei bodies, claws or tentacles on the sides of their
  bodies, prehensile tails, etc. have subsidiary lines of sight and
  hence reach ranges with these weapons . For the intelligent and
  semi-intelligent species, a longer weapon extends a fighter's
  
  ability to hit at an opponent within this zone . When miniature
  figures or other markers are employed as suggested in Sec .
  2.651, the reach range becomes important for hand-to-hand com-
  bat . If figures are not used, or if a larger scale is preferred, then
  the reach range must be adjudicated by the referee. At the "true
  25 mm scale" (Sets . 2.651 and 2.652), reach ranges are as follows :
  Reachranges
  expressed as percentage of the character-figure's base frontage
  Weapon(sj
  Reach range
  'See (1) in the second list in Sec . 2.823.
  "See (1) in the second list in Sec . 2.823 .
  "'There is no reach range with these weapons. Figures must
  be in base-to-base contact, and the attacker must face the op-
  ponent frontally in order to strike. One cannot hit at a foe out-
  side of one's line of sight, but since this extends out at 45°
  angles from the front corners of a figure's base, two fighters
  whose bases touch only diagonally at the front corners may
  still engage one another .
  Charg6sh hiVr(ddi carries both a long one-handed sword and a
  pike . As a human, his figure's base size is 15 x 20 mm (sec. 2.652) .
  With the sword, his reach range is 50 percent of 15 mm : 7.5 mm .
  He can strike with his pike at an opponent within his line of sight
  inside a reach range of 200 percent of 15 mm : 30 mm . If a foeman
  has the initiative and strikes at Charg6sh frontally, the latter
  has his shield as part of his defence. This is also true of Char-
  gash' shield-side (his left) . On the other hand, should an attacker
  with the initiative be fortunate enough to get behind ChargSh'
  line of sight and hit him directly from the right (unshielded) side
  or the rear, Charg6sh cannot turn to face him (until his own ini-
  tiative "turn" comes up) and has nothing more than his armour
  to save him from harm, plus his current Combat Value, of course
  (see Sec . 2.8210). Chargesh' mediocre Dexterity factor gives him
  4 Action points (Sec . 2.710); this is sufficient to turn 45' in either
  direction during his own initiative "turn" and still strike with a
  weapon .
  Charg6sh also has a dagger. Many opponents would gain the
  initiative over him automatically because of the weapon length
  factor (Sec . 2.822), but if Charg6sh does not have to turn or per-
  form any other action during the round, his 4 Action points are
  enough to let him strike two blows with this against a foeman
  in base-to-base contact and within his line of sight . A dagger is
  not overly useful against an armoured opponent, of course.
  2.825 . HITTING WITH TOTAL SURPRISE.
  An attacker who catches an opponent asleep, intoxicated, or
  otherwise unable to defend himself/herself and who achieves
  complete surprise (Sec . 2.821 (1)) uses the following table to hit .
  He/she must specify whether the blow is meant to wound/kill or
  whether it is intended only to stun the victim . In the latter case,
  a blow aimed to render a character unconscious may acciden-
  tally do full damage. For every successful hit made on the table
  below, a D10 is rolled, and a score of 1 indicates that the weapon
  has unintentionally struck too hard . A "kill" result automatically
  slays the victim, while a "wound" does the weapon damage listed
  in Sec. 2.829.
  Since the attacker can choose where and how to strike, the
  victim's armour is of little use . A character in medium armour
  subtracts - 1 from the attacker's die score on the following
  table, while a person sleeping (etc.) in heavy armour reduces the
  score by - 2 . See Sec . 2.320 for armour definitions.
  In order to hit a character caught sleeping or otherwise "To-
  tally surprised," the attacker rolls a D10 .
  Die scores and effects
  Attacker's
  Kill/render
  Wound/tempo-
  Misslstrike an
  Combat Value
  unconscious
  rarily stun
  ineffective blow
  Unconsciousness lasts from 1 to 20 minutes . The referee rolls
  a D20 and keeps its score secret from the players . A victim re-
  mains temporarily stunned for 1 to 10 minutes, and a D10 is
  rolled similarly .
  A foe who survives the "total surprise" blow subtracts a - 2
  from his/her initiative roll score (Sec . 2.822) in the next round
  and fights with a modifier of -3 to his/her current Combat Val-
  ue with any weapon in his/her hand or within immediate reach .
  Action points must be paid to draw a scabbarded weapon or
  reach one farther away; cf . Sec . 2.710 . No modifiers are applied
  in subsequent rounds .
  In situations where surprise is less than total (e.g
  . entering a
  room or rounding a corner to find an enemy there, catching a
  guard from behind as he/she makes the rounds, attacking from
  a prepared ambush, and in almost all other situations where
  some resistance is possible) the table above is not employed .
  A character or party with surprise has one free round in which
  to act (Sec . 2.821) . Blows, missiles, etc . are resolved as shown
  in the following Sections . There are no further penalties, and
  melee proceeds normally once the surprise round has been
  completed .
  2.828 . HITTING IN HAND-TO-HAND COMBAT .
  Hitting with a melee weapon is accomplished by cross-refer-
  encing the Combat Values (modified as necessary) of the at-
  tacker and the defender in the table below and rolling D100 . A
  score within the listed range denotes a hit, and anything above
  this is a miss . Each blow is resolved in this fashion. As the round
  proceeds through the roster of characters from the highest to
  the lowest initiative scores, those whose "turns" come later
  may have to modify their Combat Values to take opponents'
  actions into account, allow for wound damage to themselves,
  and the like. One may change one's mind about one's actions
  as often as desired during a round-until one's initiative "turn"
  up to 0
  1
  2-3
  4-10
  1-6
  1-2
  3-5
  6-10
  7-12
  1-3
  4-7
  8-10
  13-18
  1-4
  5-9
  10
  19-24
  1-5
  6-10
  -
  25-up
  1-6
  7-10
  -
  Animal's head (or other primary weapon)'
  50
  Animal's claws, tentacles or other secondary weapon'
  25
  Prehensile tail used by the species as a weapon"
  25
  All close-combat weapons : fisticuffs and brawling,
  0"'
  wrestling, the unarmed martial arts, dagger/knife-
  fighting, "The Springing Doom," "The Collar of
  Forever," etc .
  Short one-handed weapons
  25
  Long one-handed weapons, Florentine-style fighting
  50
  Two-handed weapons
  75
  Polearm, quarterstaff
  100
  Short thrusting spear
  125
  Long spear
  150
  Pike
  200
  
  occurs ; at this point one must act, and thereafter the action[s)
  cannot be changed or rescinded .
  A character's Combat Value is established as shown in Sec .
  2.810 . Modifiers presented in other Sections are recapitualated
  below, together with their Section and paragraph numbers, for
  ease of reference .
  Modifier
  Circumstance
  Encumbrances ; Sec . 2.811
  Fatigue; Sec . 2.812
  (Animal) striking behind its line of sight with a claw,
  tentacle, or other "secondary weapon" ; Sec . 2.823,
  list 2, 1, b)
  - 2
  (Ahoggy9) attempting to strike a third blow during a
  Various
  Various
  -1
  Hand-to-hand combat modifiers
  12 2
  -7
  Suffering from a "Critical wound" (a loss of 76-90%
  of one's Body Damage Points); Sec . 2.8211
  -10
  Suffering from a "Fatal wound" (a loss of 91-99% of
  one's Body Damage Points)-at 100% loss the char-
  acter is dead ; Sec. 2.8211
  - 1
  Shaken morale; Sec . 2.8212
  -3
  Demoralised ; Sec. 2.8212
  The table for hitting in hand-to-hand combat is as follows :
  Hitting in hand-to-hand combat
  Attacker's
  Defenders Combat Value & dice score ranges to hit
  Combat Value
  -9 down
  -8to -6
  -5to -3
  -2to0
  round; Sec . 2.823 (list 2, 2)
  -9 down
  01-40
  01-30
  01-20
  01-10
  No Soldier (Intelligent species, such as the H19ka, Sh6n, etc .)
  -8to -6
  01-45
  01-35
  01-25
  01-15
  or War-
  with a prehensile tail ; Sec . 2.823 (list 2, 3)
  - 5 to - 3
  01-50
  01-40
  01-30
  01-20
  rior bonus
  - 2 to 0
  01-55
  01-45
  01-35
  01-25
  + 3
  Hitting directly from the rear ; Sec . 2.823 (list 2, 6)
  1-3
  01-60
  01-50
  01-40
  01-30
  + 1
  Hitting directly on the unshielded side ; Sec . 2.823
  4-6
  01-65
  01-55
  01-45
  01-35
  (list 2,6)
  7-9
  01-70
  01-60
  01-50
  01-40
  +3
  Hitting at a fleeing foe caught in pursuit ; Sec . 2.823
  10-12
  01-75
  01-65
  01-55
  01-45
  (list 2, 9)
  13-15
  01-80
  01-70
  01-60
  01-50
  Use Sur-
  Hitting at an unconscious or otherwise totally inca-
  16-18
  01-85
  01-75
  01-65
  01-55
  prise Hit- pacitated foe; Sec . 2.823 (list 2,10)
  19-21
  01-90
  01-80
  01-70
  01-60
  ting table
  22-24
  01-95
  01-85
  01-75
  01-65
  - 3
  Hitting at a foe who is "defending"; Sec. 2.823 (list 2,11)
  25-27
  01-99
  01-90
  01-80
  01-70
  -5
  Hitting (a free blow) at a foe who is diving for cover ;
  28-30
  01-99'
  01-95
  01-85
  01-75
  Sec . 2.823 (list 2,13)
  + 5
  Hitting at a prone opponent ; Sec. 2.823 (list 2,14)
  [cont .)
  1-3
  4-6
  7-9
  10-12
  - 3
  Hitting while oneself prone; Sec . 2.823 (list 2,14)
  -9 down
  01-05
  01-04
  01-03
  01-02
  +3
  Hitting at an opponent who is crouching, sitting, or
  -8to -6
  01-10
  01-05
  01-04
  01-03
  kneeling ; Sec . 2.823 (list 2,15)
  - 5 to - 3
  01-15
  01-10
  01-05
  01-04
  - 2
  Hitting while oneself crouching, sitting, or kneeling ;
  - 2 to 0
  01-20
  01-15
  01-10
  01-05
  Sec . 2.823 (list 2,15)
  1-3
  01-25
  01-20
  01-15
  01-10
  + 1
  Hitting at an opponent who has tried to grapple and
  4-6
  01-30
  01-25
  01-20
  01-15
  failed ; Sec . 2.823 (list 2,18)
  7-9
  01-35
  01-30
  01-25
  01-20
  + 1
  Hitting at a foe who grapples while retaining a shield,
  10-12
  01-40
  01-35
  01-30
  01-25
  a weapon longer than a dagger, or other large object
  13-15
  01-45
  01-40
  01-35
  01-30
  in the hand', Sec . 2.823 (list 2, 18)
  16-18
  01-50
  01-45
  01-40
  01-35
  + 1
  Hitting at a magic-user who has failed to make con-
  19-21
  01-55
  01-50
  01-45
  01-40
  tact with a "touch range" spell ; Sec . 2.823 (list 2,19)
  22-24
  01-60
  01-55
  01-50
  01-45
  -6
  Hitting while blind, against invisible foes, or in pitch
  25-27
  01-65
  01-60
  01-55
  01-50
  darkness ; Sec . 2.823 (list 2, 21). Different modifiers
  28-30
  01-70
  01-65
  01-60
  01-55
  are given in the same paragraph for various nonhuman
  species.
  [cont .]
  13-15
  16-18
  19-21
  - 3
  Hitting with a long spear or a pike in a confined space;
  - 9 down
  01'
  01
  01
  Sec . 2.823 (list 2, 24)
  -8to-6
  01-02
  01
  01
  -1
  Hitting with a pike or a long spear from a second rank
  -5to -3
  01-03
  01-02
  01
  in an out-of-doors engagement ; Sec . 2.823 (list 2, 24)
  - 2 to 0
  01-04
  01-03
  01-02
  -3
  Hitting with a pike from the third rank in an out-of-
  1-3
  01-05
  01-04
  01-03
  doors engagement ; Sec . 2.823 (list 2, 24)
  4-6
  01-10
  01-05
  01-04
  - 2
  Hitting from a rank containing more characters than
  7-9
  01-05
  01-10
  01-05
  space allows ; Secs . 2.651 and 2.823 (list 2, 25 and 26)
  10-12
  01-20
  01-15
  01-10
  -3
  Hitting during the round after one has been "totally
  13-15
  01-25
  01-20
  01-15
  surprised" (e.g . asleep) ; Sec. 2.825
  16-18
  01-30
  01-25
  01-20
  -1
  Suffering from a "Minor wound" (a loss of 10-25%
  19-21
  01-35
  01-30
  01-25
  of one's Body Damage Points) ; Sec . 2.8211
  22-24
  01-40
  01-35
  01-30
  -3
  Suffering from a "Serious wound" (a loss of 26-50%
  25-27
  01-45
  01-40
  01-35
  of one's Body Damage Points); Sec . 2.8211
  28-30
  01-50
  01-45
  01-40
  -5
  Suffering from a "Grave wound" (a loss of 51-75%
  of one's Body Damage Points) ; Sec . 2.8211
  
  'The table may be progressed further . There must always be at
  least a 1 % chance to hit-and a 1 % chance to miss.
  A score of 100 on the previous table denotes an accident .
  A D10 is rolled :
  Accidents in hand-to-hand combat
  Die score
  Effect
  1
  The fighter fumbles and loses the initiative against all
  melee opponents in the next combat round
  2
  The fighter's shield strap breaks. The shield is dropped,
  and no repair can be effected during the battle . There-
  after 1-10 one-minute turns are needed to restore the
  strap . If no shield is carried, this result is treated as a
  score of "1"
  3
  The fighter drops his/her current weapon . 3 Action
  points must be expended to pick it up again during the
  following round
  4
  The weapon flies out of the fighter's hand and lands
  1-5 m away (randomly rolled) . One combat round is
  needed to go and pick it up, plus an expenditure of 3
  Action points . (The fighter may opt to draw another
  weapon, retreat, etc .)
  5
  The hilt/haft of the weapon breaks . The weapon is un-
  usable for the remainder of the battle and requires
  11-20 minutes (10+a D10) to repair afterwards, pro-
  viding that replacement parts are available
  6
  The weapon's blade (etc .) breaks, and
  it can only be
  repaired by an armourer. A "confirming roll" of a D10
  is permitted for steel weapons, however. 1-7=no break
  age, and the result is the same as a score of "5" ; 8-10=
  the weapon breaks. An enchanted steel weapon breaks
  only on a "confirming roll" score of 10
  7
  The fighter accidentally strikes himself/herself. Helshe
  suffers the loss of 1-2 (randomly rolled) Body Damage
  Points . He/she also loses the initiative to all melee
  opponents in the following round
  8
  As for a result of "7," except that the fighter suffers
  the full damage normally done by the weapon ; cf .
  Sec . 2.829
  9
  The fighter accidentally strikes a comrade (randomly
  rolled from those within reach range and line of sight),
  causing a loss of 1-2 (randomly rolled) Body Damage
  Points . If no companion is within this zone, this result
  is treated as a score of "7"
  12 3
  10
  The fighter accidentally strikes a comrade within reach
  range but within a 360° arc-a wild swing! The weapon
  does its full damage . If no companion is within this
  zone, this result is treated as a score of "8"
  2.827 . HITTING WITH MISSILE WEAPONS .
  The most important factor in hitting a target with a missile
  weapon is the firer's skill . The target's Combat Value is irrele-
  vant . The firer thus applies any pertinent modifiers from the lists
  below to his/her Combat Value with the weapon, finds this Com-
  bat Value in the table below, and rolls D100 against the appro-
  priate range column. A result within the listed dice range indi-
  cates a hit ; anything above this is a miss .
  The following modifiers are listed in other Sections :
  Modifier Circumstance
  Various
  Various
  -3
  Modifiers for missile fire
  Encumbrances ; Sec . 2.811
  Fatigue ; Sec. 2.812
  Shooting at an opponent who is advancing in a "dodging
  rush" ; Sec . 2.823 (list 1, 4)
  - 3
  Shooting at a foe who is "defending"; Sec . 2.823 (list 2, 11)
  -5
  Shooting at a foe who is diving for cover during the
  round ; Sec . 2.823 (list 2,12)
  -3
  Shooting at a foe who is prone ; Sec. 2.823 (list 2, 14)
  - 2
  Shooting at a foe who is crouching, sitting, or kneeling ;
  Sec . 2.823 (list 2, 15)
  -6
  Shooting while blind, against invisible foes, or in pitch
  darkness ; Sec . 2.823 (list 2, 21) . Different modifiers are
  given in the same paragraph for various nonhuman species
  -2
  Shooting from a rank containing more characters than
  space allows ; Secs . 2.651 and 2.823 (list 2, 25 and 26)
  - 3
  Shooting during the round after one has been "totally
  surprised" (e.g . asleep) ; Sec . 2.825
  - 1
  Suffering from a "Minor wound" (a loss of 10-25% of
  one's Body Damage Points) ; Sec . 2.8211
  -3
  Suffering from a "Serious wound" (a loss of 26-50%
  of one's Body Damage Points) ; Sec . 2.8211
  -5
  Suffering from a "Grave wound" (a loss of 51-75% of
  one's Body Damage Points) ; Sec . 2.8211
  -7
  Suffering from a "Critical wound" (a loss of 76-90%
  of one's Body Damage Points); Sec . 2.8211'
  -10
  Suffering from a "Fatal wound" (a loss of 91-99% of
  one's Body Damage Points)-at 100% loss the char-
  acter is dead ; Sec . 2.8211'
  -1
  Shaken morale ; Sec . 2.8212
  -3
  Demoralised ; Sec . 2.8212
  'When wounded to this extent a character may not reload and/
  or fire any type of bow or sling . He/she retains sufficient strength
  to fire a loaded crossbow or artillery piece but not to reload it
  -or to alter the aim of the latter. Thrown missile weapons also
  cannot be used by a character suffering from a "Critical" or
  "Fatal" wound .
  The above modifiers are cumulative. In addition, the following
  special modifiers are applied to the resolution of missile fire .
  [cont .)
  22-24
  25-27
  28-30
  - 9 down
  01
  01
  01
  -8to -6
  01
  01
  01
  -5to -3
  01
  01
  01
  - 2 to 0
  01
  01
  01
  1-3
  01-02
  01
  01
  4-6
  01-03
  01-02
  01
  7-9
  01-04
  01-03
  01-02
  10-12
  01-05
  01-04
  01-03
  13-15
  01-10
  01-05
  01-04
  16-18
  01-15
  01-10
  01-05
  19-21
  01-20
  01-15
  01-10
  22-24
  01-25
  01-20
  01-15
  25-27
  01-30
  01-25
  01-20
  28-30
  01-35
  01-30
  01-25
  
  Modifier
  Circumstance
  Special modifiers for missile fire
  +3
  The target is much larger than a human : e.g . a very
  large animal
  + 2
  The target is somewhat larger than a human : e.g . an
  AhoggyA, Sh6n, or Black SsO
  -2
  The target is somewhat smaller than a human : e.g . a
  Tinaliya or one of the Pygmy Folk
  -3
  The target is much smaller than a human : e.g . a small
  animal
  - 5
  The target is very small : e.g. a little snake, a large insect
  -3
  It is raining or foggy; Sec . 2.612. Dense fog produces
  the same - 6 modifier as does darkness (above)
  - 2
  The target is moving at a rate faster than "Fast Walk" ;
  Sec . 2.641
  -3
  The target is flying (e .g . a HlAka, a foeman under the
  influence of a flying spell, various aerial creatures,
  etc .)
  . This does not apply to a target hovering in the
  same location in the air . This modifier is not cumula-
  tively added to the previous one ; only the appropriate
  one of these two modifiers is utilised
  - 2
  The firer is moving at a rate faster than "Walk" ; Sec . 2.641
  -3
  The firer is flying (e.g . under the influence of a spell,
  in an aircar, etc.) . This does not apply to the H19ka or
  to any other winged species, nor is it applicable to one
  who is only hovering in one place in the air . Again,
  either this modifier or the previous one is employed,
  whichever is relevant-but not both
  - 1
  The firer himself/herself is being fired upon by missiles
  during the round in which he/she shoots
  - 3
  The firer is the target of hostile magic during the round
  in which he/she shoots . This and the preceding modi-
  fier are cumulative
  -10
  The target is involved with one or more of the firer's
  comrades in hand-to-hand melee . If the shot misses,
  a D10 is rolled : 1-5=another character within 2 m (i.e.
  a 4 m circle) of the original target is struck (diced for
  randomly); 6-10 = the shot misses entirely (but see be-
  low) . This does not apply to shooting into an unengaged
  flank or the rear ranks of an enemy party, provided that
  the firer has a clear shot or is on ground high enough
  above his companions to shoot over their heads
  -7
  The firer is using "indirect fire," shooting in a high arc
  over his/her friends (or an intervening enemy unit) in
  order to hit unseen foe beyond
  . The firer must have
  some means of knowing approximately where the
  enemy is, of course . If a hit is scored, any character
  within 3 m (i.e. a 6 m circle) of the originally designated
  target may be hit (diced for randomly) : e.g . an archer
  indicates enemy soldier A and scores a hit . B and C
  are within range on either side of A . The archer rolls
  randomly to see whether A, B, or C is struck . Indirect
  fire is limited to the various types of bows, crossbows,
  and slings, but not other weapons. See below for artillery.
  A missile may miss a front rank target and still strike another
  directly behind (out to the limit of the missile's range). For a
  "missed shot," a straight-edge is used to see who may be hit,
  and a D10 is rolled for each possible target in turn until some-
  one is hit or the shot misses all targets : 1-3=the shot hits the
  accidental target ; 4-10 =the shot misses and continues on its
  course . This same die roll is important for multiple targets struck
  by artillery fire ; cf . Sec . 2.829 .
  12 4
  Kurt Hills archer
  cap of Chl6n-hide disks sewn on leather, hair in
  club at back, two braids in front; leather tunic, arm
  dagger, cloth kilt, wrapped leather leggings and
  sandals, woven leather rations pouch
  During the first round of hand-to-hand combat a missile-firer
  may still shoot, provided that his/her initiative "turn" comes up
  before that of any melee opponent . Thereafter a missile weapon
  cannot be fired or thrown as long as the firer is engaged in hand-
  to-hand fighting ; cf . Sec . 2.710 .
  Three ranges are provided for most missile weapons . Any
  distance from the firer to the first number is "short range" ; from
  just over this number out to the second number is "medium
  range" ; and from just beyond the second number out to the
  third number constitutes "long range ." Missiles either do not
  travel beyond "long range" or else are ineffective .
  Four range numbers are given for the onager and the trebu-
  chet . These artillery weapons fire in a high arc and cannot hit a
  target too close to them . The first number is thus the closest
  range within which a hit is possible, the second the end of "short
  range," the third the end of "medium range," and the fourth
  the outer limit of "long range ."
  Ranges are presented in four scales : (a) the true distance in
  metres ; (b) the "buildings and Underworlds" scale of one graph-
  paper square or hexagon = 3 m ; cf . Sec . 2.641 ; (c) the "true 25
  mm" scale of 15 mm =1 metre ; cf . Sec . 2.651 ; and (d) the "small
  wargaming" scale of 5 mrr. =1 metre ; cf . Sec . 2.660. Distance s
  are given in squares/hexagons for the "buildings and Under-
  worlds" scale and in centimetres for the 15 mm and 5 mm scales.
  
  'Short, medium, and long ranges need not be distinguished for
  these special weapons of the assassin . The range given here
  counts as "medium range."
  "Slightly greater ranges are possible with a sling using mould-
  ed lead shot : perhaps 80/120/150 m . In the three scales employed
  here these ranges are : 27/40150 ; 1201180/225 ; and 40/60/75 .
  The times required to string, load, and fire hand-held missile
  weapons are given in Sec . 2.710. Those for artillery engines will
  be needed only in a detailed siege scenario, but for complete-
  ness' sake they are listed below .
  Time needed
  Actions
  2 T
  Reloading a small ballista ; it then fires during the
  first combat round of the third turn
  4 T
  Reloading a medium ballista or a small onager; it
  can then fire in the first combat round of the fifth turn
  6 T
  Reloading a large ballista, medium onager, or small
  trebuchet, ready to fire in the first combat round
  of the seventh turn
  10T
  Reloading a large onager or a large trebuchet ; the
  machine can then fire in the first combat round of
  the eleventh turn
  The same timings are required to change the aim of an artil-
  lery piece by more than 22 .5 degrees of a line drawn straight
  forward from the centre of its base frontage . These times are
  tripled for trebuchets, since these are not wheeled but constructed
  on timber foundations .
  Misslle weapon ranges
  125
  Even if a hit is scored with an artillery piece, there may be in-
  accuracies due to the vagaries of the engine . If a hit is made
  with the ranging shot (i.e . the first shot from a given range at a
  target), a D10 is rolled : 1-4 = a direct hit is made; 5-10= the shot
  misses by 1-5 m (the score of a D10 divided by 2 and rounded
  up) . For shots at the same range and target after the ranging
  shot, the scores of the D10 are read as follows : 1-7=a direct
  hit ; 8-10=a miss by 1-5 m (as above) . The direction of the miss
  from the original target is found by rolling a D10 against the
  following table :
  Artillery inaccuracy
  'The direction the missile is travelling is arbitrarily "north" on
  this table.
  Bows, crossbows . ballistae, and onagers can be fired in a
  brisk breeze (but not a stronger wind) by subtracting a -3 from
  the firer's Combat Value. These weapons cannot be used in
  rainy weather at all since water damages their strings ; cf . Sec. 2.612.
  Weapon(s)
  "The Whisperer," "The Sum-
  Metres
  5'
  Scales and
  1 square/hexagon=
  3 metres
  2
  ranges
  15 mm=
  1 metre
  8
  5mm=
  1 metre
  3
  moner upon the Way"
  Dagger/knife, javelin, dart, throw-
  10/20/30
  3/7/10
  15/30/45
  5/10/15
  ing spear, bolas, blowgun, "The
  Deliverer from Existence," other
  hand-hurled objects
  Staff-sling, "Pa'iya's Kiss"
  50/90/110
  17/30/37
  75/135/165
  25/45155
  Sling"
  60/90/120
  20/30/40
  90/135/180
  30/45/60
  Short bow
  30/75/90
  10/25/30
  45/1131135
  15/38/45
  Longbow
  60/150/200
  20/50/67
  90/225/300
  30175/100
  Composite bow
  75/130/210
  25/43/70
  113/195/315
  38/65/105
  Light crossbow
  60/120/180
  20/40/60
  90/1801270
  30/60/90
  Medium crossbow
  70/150/190
  23/50/63
  105/225/285
  35/75195
  Heavy crossbow
  80/160/200
  27/53/67
  120/240/300
  40/801100
  Very heavy crossbow, small
  1001170/210
  33/57/70
  150/2551315
  50/851105
  ballista
  Medium ballista
  1501210/300
  50/701100
  225/315/450
  75/1051150
  Large ballista
  170/2201360
  57/73/120
  255/330/540
  85/110/180
  Small onager
  30/100/300/350
  10/331100/117
  45/150/450/525
  15/50/150/175
  Medium onager, small trebuchet
  40/120/320/380
  13/40/107/127
  60/180/480/570
  20/60/160/190
  Large onager
  50/130/380/400
  17/43/127/133
  75/195/570/600
  25/65/1901200
  Large trebuchet
  50/1501310/360
  17/50/103/120
  75/225/4651540
  2517511551180
  Die score
  Direction of the miss'
  Die score
  Direction of the miss'
  1-2
  North (i .e. an over-shot)
  6-7
  South
  (i.e . under-shot)
  3
  Northeast
  8
  Southwest
  4
  East
  9
  West
  5
  Southeast
  10
  Northwest
  
  The table for hitting with a missile weapon can now be given .
  When firing an artillery piece, only the Combat Value of the senior
  artillerist-the person who is in charge of the engine and who
  has seen to its loading and aiming-is employed . Anyone, even
  those with no training whatsoever in the sub-skill of Artillery,
  can work under the senior artillerist's direction to carry ammu-
  nition, winch the hurling arm down, etc .
  Missile firer's
  Combat Value
  Hitting w ith missile weapons
  Range distances and dice score ranges to hit '
  Short range
  Medium range
  Long range
  'This table may be progressed further as needed. There must al-
  ways be at least a one percent chance to hit-and a one percent
  chance to miss, however.
  A score of 100 on the preceding table denotes an accident. A
  D10 is rolled:
  Die score
  Effect
  1-3
  The firer fumbles, gets no shot off during the current
  round, and loses the initiative (i .e . has an initiative score
  lower than that of any opponent) in the following round
  4-5
  The firer drops his/her weapon . 3 Action points must be
  expended to pick it up in the following round
  6-7
  The weapon suffers minor damage, repairable within 1-5
  one-minute turns (randomly rolled)
  8-9
  The weapon suffers major damage, repairable within
  1-20 one-minute turns (randomly rolled)
  10
  The weapon breaks and is irrepairable. Various com-
  ponents of a thrown missile weapon, a crossbow, an
  artillery piece, and various other weapons can be sal
  vaged, but this is possible only later when time permits .
  Bows, slings, bolas, and blowguns must be completely
  replaced . A "confirming roll"
  is allowed for
  missile
  weapons made of steel or enchanted steel (e.g. a steel
  throwing-knife) ; cf . Sec . 2.826
  2.828 . SNiELDS AND COVER.
  Even if a hit is scored in Sec . 2.826 or 2.827, a further D10 roll is
  required when the target has a shield or is sheltered by "cover ."
  The following varieties of coverage (and the percentages of the
  body they protect) are distinguised :
  126
  'Varieties of shield : are discussed in Sec . 1 .960 .
  "90% coverage denmas the presence of a small aperture through
  which the character can see and shoot a crossbow or a blow-
  gun (but not other missile weapons) . 100% coverage prevents
  the character from being seen, but it also stops him/her from
  seeing anything in the direction(s] blocked by the cover : e.g . a
  solid stone wall . One cannot strike or shoot through 100%
  coverage without exposing oneself (see below) .
  Cover is further classified as "soft" or "hard." These are as
  follows :
  Cover type
  Details and examples
  Soft
  Materials that provide incomplete screening and
  relatively easily penetrable protection : e.g . bushes,
  saplings, tall grass, thick draperies, a woven mat,
  a flimsy partition, delicate furnishings, and the like
  Hard
  Solid, opaque coverage : earthworks, fortifications,
  metal, masonry, a thick tree trunk, a wooden wall,
  stout furniture (although the last two of these give
  only "soft" protection against artillery bolts and
  stones)
  Further statements relating to shields and cover include :
  1 . A character carrying a shield counts as shielded against
  missile fire (and also against an "aimed aggressive" spell,
  if the shield is made of enchanted steel ; cf . Sec . 2.725 (1)) .
  He/she is also shielded against any one hand-to-hand op-
  ponent, but if attacked by more than one foeman, the shield
  must be allocated as protection against only one enemy;
  cf . Sec . 2.823 (list 2,12) .
  2 . When a character strikes a blow or fires a missile, a mini-
  mum of 40 percent of the body must be exposed . At most,
  thus, one may screen 60 percent of one's body when acting
  in melee or when shooting : the equivalent of a large shield .
  Coverage of up to 90 percent is allowed to one who fires a
  crossbow or a blowgun (but not other missile weapons)
  through a small aperture in otherwise solid cover. This re-
  duces the field of vision accordingly to an arc 10 degrees
  on either side of a line drawn straight forward from the centre
  of the aperture. One cannot see or shoot at targets outside
  of this narrow zone .
  3 . Both hands are needed to load and fire a staff-sling, any
  type of bow, any kind of crossbow, or to reload an artillery
  engine . Persons using these weapons therefore cannot
  carry any type of shield and still shoot . One can hang a shield
  over one's back, of course, turning around to reload and
  then turning back again to fire (using 2 Action points for
  each 180 degree turn, plus the 3 points needed to shoot ;
  cf . Sec
  . 2.710
  . Some military units carry shields with sharp-
  ened bases which can be driven into the earth (taking 1 one-
  minute turn to do so) after reaching an advantageous firing
  position . Others share a shield between two comrades, each
  holding it while the other fires . This gives both characters
  a modifier of -1 each on the "shield roll" table (see below).
  These methods are only employed by the troops of the Five
  Empires and their client states, however, and they are not
  known elsewhere .
  4 . A stinger, on the other hand, can carry a small targe (but
  nothing larger) strapped to his/her free arm and still use the
  sling. Troops armed with hand-held missiles may carry
  shields, of course.
  5 . Nonhumans with more than one pair of hands (e.g. the Ahog-
  gy9, HIOss, P9chi L2i, P6 Ch6i, and Ssb)
  . can carry a small
  or medium shield (proportionate to their species) and still
  fire missiles . The HlAka, too, can fly with a small targe at-
  tached to one arm . The weapons and shields preferred by
  the nonhuman races are discussed in Sec . 1 .960 .
  -9 down
  01-05
  01-03
  01
  -8to -6
  01-10
  01-05
  01-03
  -5to -3
  01-15
  01-10
  01-05
  -2 to 0
  01-20
  01-15
  01-09
  1-3
  01-30
  01-15
  01-13
  4-6
  01-40
  01-20
  01-17
  7-9
  01-50
  01-25
  01-21
  10-12
  01-60
  01-30
  01-25
  13-15
  01-70
  01-35
  01-29
  16-18
  01-80
  01-45
  01-33
  19-21
  01-85
  01-50
  01-38
  22-24
  01-90
  01-55
  01-43
  25-27
  01-95
  01-60
  01-48
  28-30 (up)
  01-98
  01-65
  01-53
  Percentage of coverage
  Shield type'
  Cover type
  20
  Small targe or buckler
  Minor
  40
  Medium
  Partial
  60
  Large
  Major
  80
  Pavise
  Near-total
  90-100
  -
  Total"
  
  6 . A dexterous missile-firer (but not a fighter striking in hand-
  to-hand melee) can shoot and duck back behind a pavise, a
  shield held by a comrade, or into cover within the same com-
  bat round . This is a form of "manoeuvring," and 2 Action
  points must be expended in addition to the 3 points needed
  to fire during the round ; cf . Sec . 2.710 . Such a missile-firer
  may be shot at by an opponent who has chosen to take
  "pass-through" fire (Sec . 2.823, list 1, 5), or by one whose
  actions are simultaneous because he/she has achieved the
  same initiative roll score as the missile-firer (Sec . 2.822) .
  An opponent whose initiative "turn" precedes that of the
  missile-firer can gain protection from missile fire later in
  the round only by opting for the "dodging rush" (Sec . 2.823,
  list 1, 4), choosing to "defend" (Sec. 2.823, list 2, 11), or
  diving for cover (Sec . 2.823, list 2, 13). Those whose initiative
  "turns" come up later in the round cannot act to protect
  themselves and must stand and allow themselves to be
  fired upon-although those who have shields and face the
  missile-firer frontally do count as shielded, of course; cf .
  (1) . above .
  7. Neither a shield nor any amount of "soft" cover gives any
  protection against spells . (Note, however, the bonus given
  to the "Magical Resistance factor" of a character who wears
  medium or heavy enchanted steel armour or who carries a
  large shield of enchanted steel in Sec. 2.725 (1, j) .) Minor
  and partial "hard"
  cover also give no protection against
  sorcery, but a "shield roll" (see below) is permitted at a
  modifier of - 2 to a charactersheltered by major, near-total,
  or total "hard" cover when he/she is the target of an "aimed
  aggressive" spell-but not an "areal aggressive" spell ; see
  the Sections dealing with magic, below.
  8. A modifier of -1 is applied to the "shield roll" score of a
  character who has a shield but lacks the one sub-skill level
  of training needed for its proper use ; cf. Sec. 2.2317 . This
  modifier is not employed for a "shield roll" made on the
  basis of a character's being in some type of cover, however.
  9. A pavise requires both hands to carry . Weapons and other
  belongings must thus be sheathed, slung over the back,
  or packed away while transporting one of these cumber-
  some defences. Two persons can carry a pavise using one
  hand apiece, however, leaving the other free to hold some-
  thing else . Siege pavises are also often constructed with
  wheels, allowing them to be pushed by one person .
  The size of a character's shield or his/her degree of cover is
  found in the following table, and, a D10 is rolled . No extra bene-
  fit is gained by combining these : e.g . a character carrying a large
  shield and also concealed by major "soft" cover does not add
  these two factors together or make two rolls . One chooses the
  coverage that affords the greatest protection and rolls once;
  e.g . a fighter who bears a small large but who is in partial "hard"
  cover obviously selects the die roll allowed for the latter . No roll
  is necessary for a character who neither has a shield nor is screen-
  ed by any form of cover, of course .
  The leftmost column gives the D10 ranges within which a
  shield or cover is ineffective and a hit is made. A score exceeding
  these ranges indicates that the blow or missile strikes the pro-
  tection and does not harm the character unless the shield or
  cover absorbs more damage than it can take; see below .
  12 7
  Roll to hit a shielded character
  *I .e. 90% coverage ; a character protected by 100% hard cover
  cannot be hit .
  The protective value of a shield or of cover can be destroyed
  by repeated hits, a heavy melee weapon, or a powerful and/or
  massive projectile . This can be ignored for rapid gaming, but
  those who enjoy more detail may employ the following system :
  1 . Shields are given "damage points" according to their sizes
  and materials of construction . When these points have
  been eliminated through enemy blows or missiles, the shield
  is destroyed . If "weapon damage points" (Sec . 2.829) are
  left over from a blow or missile which demolishes a shield,
  these must be absorbed by the character who carries it .
  Thereafter the character counts as shieldless .
  'Pavises are normally constructed only of wood . The table
  can be progressed further if needed, however.
  2 . No type of shield offers much protection against a ballista
  bolt or a stone from an onager or a trebuchet . If the shield's
  "damage points" are reduced to zero, the character suffers
  the full damage done by the weapon as if the shield had
  not existed. Even if all "damage points" are not eliminated,
  the character is knocked down, and a D10 is rolled . This is
  also applied to secondary targets struck by a ballista bolt
  that has passed right through a primary target, and to those
  within "shatter range" of an onager or trebuchet stone :
  cf. Sec . 2.829 .
  Roll for character hit by artillery
  Die score
  Effect
  1-2
  The character is miraculously unhurt and may
  get up again during the following combat round
  3-4
  The character is unhurt but is stunned for 1-10
  combat rounds (randomly rolled)
  5-6
  The character is stunned, as above, and also suffers
  the loss of 1-10 Body Damage Points (rolled)
  7-8
  As just above, except that the victim suffers one
  half (rounded up) of the damage rolled for the
  missile ; cf . Sec. 2.829
  9-10
  As above, but the target suffers the full damage
  rolled for the projectile in Sec . 2.829
  Shield damage points
  Shield
  type
  Materials
  Wood, leath-
  er, wicker
  & shield
  Chl6n-hide,
  bronze
  "damage
  Steel
  points"
  Enchanted
  steel
  Small
  10
  12
  14
  16
  Medium
  14
  16
  18
  20
  Large
  18
  20
  22
  24
  Pavise
  30'
  -
  -
  -
  Die score range
  Type of cover
  within which a
  hit is made
  Shield
  Soft cover
  Hard cover
  1-8
  Small
  Minor
  -
  1-6
  Medium
  Partial
  Minor
  1-4
  Large
  Major
  Partial
  1-3
  Pavise
  Near-total
  Major
  1-2
  -
  Total
  Near-total
  1
  -
  -
  Total'
  
  3 . Many types of "soft" cover cannot be eliminated by missiles
  d
  Weapon Damage
  .
  with melee weapon blows . Arbitrarily, thus, each "degree"
  of "soft" cover is given 5 "damage points" : e.g . "minor
  soft" cover has 5 points, while "total soft" cover has 25.
  When these points are gone, the target gains no further
  advantage from cover. For example, in "neartotal soft" cover,
  Chargesh hiVriddi has 20 "damage points" of protection .
  A blow or missile that gets past the "shield roll" (above)
  strikes this cover and does the damage indicated in Sec .
  2.829 . When the 20 "damage points" are gone, Chargesh
  must either abandon his cover and seek shelter elsewhere
  or else fight on without it . He may still have his medium
  Chldn-hide shield to.protect himself, of course .
  4 . Nothing lighter than a medium ballista can do any damage
  whatsoever to "hard" cover. "Hard" protection depends
  upon the degree of coverage, the material, and the latter's
  thickness . The following table presents the "damage points"
  given to various degrees of "hard" cover and types of con-
  struction for one "unit of thickness." This last consists of
  .25 to .5 m for wood, brick, masonry, and solid stone ; .5 to
  1 m for earth or rubble ; and 2 to 5 cm for metal (e.g . the bulk-
  heads sometimes found in the ruins of the ages before the
  Time of Darkness-no modern nation now constructs walls
  or fortifications of metal) . Half of the "damage points"
  listed below are awarded for defences from a quarter to a
  half of a "unit of thickness" wide, while the protection value
  of still
  thinnWallsover
  o"damage
  poix
  6=1,200
  "donly
  be
  battefrom
  an onag
  e
  Damage points possessed by various types of cover
  '5-10% of these values may be deducted for rotten, crumbling,
  or dilapidated construction .
  2.829 . WEAPON DAMAGE
  A blow or missile that hits (Secs . 2.826 and 2.827) and gets
  past any shield or cover (Sec . 2.828) does damage, causing a
  loss of Body Damage Points (Sec . 2.214) . This is reduced by ar-
  mour, cf . Sec. 2.8210 . The amount of damage done is determined
  by finding the correct table below, rolling a D20, and subtracting
  the damage listed from the character's current Body Damage
  Point level . When the latter reaches or surpasses zero, he/she
  is dead . Weapon damage tables are as follows :
  128
  (e.g . tall grass)
  anthan
  as
  rotection"Soft" cover is also hard to eliminate
  20
  Critical hit
  20
  Critical hit
  20
  Critical hit
  The tables employed .for the various weapon types are as follows :
  r coverage must be decided by the referee .
  e "un it" thick receive double, triple (and up)
  nts ." A masonry wall 3 m thick thus has 200
  amage points," for instance, and can probably
  red down by repeated direct hits with stones
  er or a trebuchet .
  Table J
  Table K
  Table L
  Die score Damage
  Die score Damage
  Die score Damage
  1
  25
  1
  30
  1
  35
  2-3
  30
  2-3
  35
  2-3
  40
  4-5
  35
  4-5
  40
  4-5
  45
  6-7
  40
  6-7
  45
  6-7
  50
  8-9
  45
  8-9
  50
  8-9
  60
  10-11
  50
  10-11
  60
  10-11
  70
  12-13
  55
  12-13
  70
  12-13
  85
  14-15
  60
  14-15
  85
  14-15
  100
  16-17
  65
  16-20
  Critical hit
  16-20
  Critical hit
  18-20
  Critical hit
  Table G
  Table H
  Table I
  Die score Damage
  Die score Damage
  Die score Damage
  1
  10
  1
  15
  1
  20
  2-3
  11
  2-3
  18
  2-3
  25
  4-5
  12
  4-5
  21
  4-5
  30
  6-7
  14
  6-7
  24
  6-7
  35
  8-10
  15
  8-10
  28
  8-10
  40
  11-13
  16
  11-13
  32
  11-13
  45
  14-16
  17
  14-16
  36
  14-15
  50
  17-18
  18
  17-18
  40
  16-17
  55
  19-20
  Critical hit
  19-20
  Critical hit
  18-20
  Critical hit
  Tab le D
  Tab le E
  Tab le F
  Die score Damage
  Die scor e Damage
  ie score Damage
  1-2
  4
  1-2
  5
  1-2
  7
  3-4
  5
  3-4
  3-4
  8
  5-6
  5-6
  7
  5-6
  9
  7-9
  6
  7-9
  9
  7-9
  11
  10-12
  9
  10-12
  10
  10-12
  12
  13-15
  10
  13-15
  11
  13-15
  13
  16-17
  11
  16-17
  12
  16-17
  14
  16-19
  12
  16-19
  13
  16-19
  15
  Material'
  Degrees of cover and "damage points"
  per "unit o f thickness"
  Minor
  Partial
  Major
  Nea r-total
  Total
  15
  20
  40
  65
  10
  Wood
  Earth .
  rubble
  30
  45
  75
  120
  15
  Brick
  40
  60
  90
  135
  25
  Masonry
  75
  100
  150
  200
  50
  50
  85
  110
  150
  220
  Solid stone
  Metal
  70
  90
  120
  180
  240
  are really more useful as concealment
  Die score Damage
  Die score Damage
  Die score Damage
  Table A
  Table B
  Table C
  1-4
  1
  1-3
  1
  1-2
  2
  5-10
  2
  4-6
  2
  3-4
  3
  11-16
  4
  7-9
  3
  5-6
  4
  17-19
  5
  10-13
  5
  7-9
  6
  20
  Critical hit
  14-17
  6
  10-12
  7
  18-19
  7
  13-15
  8
  20
  Critical hit
  16-17
  9
  18-19
  10
  20
  Critical hit
  
  1 . Most melee weapons require tables A through F :
  Damage tables for melee weapons
  Weapon
  Damage
  table used
  Dagger/knife, "The Springing Doom"'
  A
  Short one-handed weapon
  B
  Long one-handed weapon
  C
  Short thrusting spear, long spear, pike
  D
  Polearm
  E
  Two-handed weapon
  F
  "'The Springing Doom" is usually poisoned . A hit that pene-
  trates armour and does any damage thus requires a "Re-
  sistance roll." The level of difficulty depends upon the
  poison and must be assigned by the referee: cf . Sec . 2.722 (3) .
  2. Hand-thrown and hand-held missile weapons also utilise
  tables A through F, but the damage done decreases for
  medium and long range ; cf . Sec . 2.827 .
  Damage tables for missile weapons
  Weapon
  Damage table used
  Dagger/knife, small thrown rock, "The
  A/A/A
  Deliverer from Existence," "The Whis-
  perer"', blowgun'
  Thrown melee weapon,
  large thrown
  B/A/A
  rock, "The Summoner upon the Way,"
  Bolas"
  Javelin, dart
  B/B/A
  Throwing spear, short bow
  C/B/A
  Sling
  C/BIB
  Sling with metal shot
  C/C/B
  Longbow
  D/C/B
  Composite bow
  DID/C
  Staff-sting"'
  E/D/B
  Light crossbow
  E/D/C
  Medium crossbow
  E/E/D
  Heavy crossbow
  F/E/D
  Very heavy crossbow
  F/F/E
  'Missiles fired by these weapons are often poisoned ; cf .
  under (1), above .
  "The bolas are able to trip and possibly stun a target . In
  addition to the damage rolled, thus, a "Dexterity roll" at
  the "Harder test" level (Sec . 2.723) must be made . If the
  victim fails this, a D10 is rolled : 1-4= no further result oc-
  curs ; 5-7 =the target is stunned for 1-5 combat rounds
  (randomly rolled); 8-10=the target is stunned for 1-5 one-
  minute turns (randomly rolled) and must spend 2 further
  rounds disentangling himself/herself from the thongs
  of this weapon .
  "'This is for a stone hurled by a staff-sling . For firepots
  or corrosive substances (e.g . "Pa'(ya's Kiss" ; cf. Sec. 2.2313),
  see below.
  SPECIAL NOTE : Aiming at a specific area of a target (e.g . the
  eyeholes in a helmet, the unprotected armpit, etc .) is simulated
  by making the shot more difficult but more effective : a missile-
  firer may choose to employ a higher (and hence less easy) line
  to hit in the hitting table in Sec . 2.827 ; for every line up from his/
  129
  her actual skill level-up to a maximum of THREE lines-a suc .
  cessful shot's damage is raised by one damage table . For ex-
  ample, an archer with 10 sub-skill levels hits on a 01-65 at close
  range in Sec. 2.827 . With a longbow, this does damage accord-
  ing to table D . The bowman may opt to fire at a specific weak
  point in the opponent's defenses, however, and may use the
  "7-9," "4-6," or even the "1-3" lines in the table in Sec . 2.827 .
  The shot is thus harder to make, but if it succeeds, It does dam-
  age according to table E for the "7-9" line, table F for the "4-6"
  line, and on table G for the "1-3" line . This option is NOT open
  to users of rocks, the weapons of the assassin, blowguns, the
  staff-sling, or artillery .
  It is possible for all other hand-held
  missile weapons .
  3 . Artillery projectiles employ tables E through L ; these, too,
  are dependent upon range .
  Weapon
  Damage table used
  Small ballista
  G/F/E
  Medium ballista
  H/G/F
  Large ballista
  I/H/G
  Small onager
  HIG/G
  Medium onager
  I/H/H
  Large onager
  J/I/1
  Small trebuchet
  K/J/J
  Large trebuchet
  LIK/K
  b .
  Damage table for artillery weapons
  4 . Various special weapons and techniques require individual
  mention .
  a . In order to employ the sub-skill of fisticuffs and brawl-
  ing, one must first "grapple" with the opponent (Sec .
  2.823, list 2,18). If a hit is made, as shown in Sec . 2.826,
  the damage done then depends upon (a) the sub-skill
  level of the attacker, and (b) the target's armour: there
  is a difference between an opponent in no armour or
  light armour and one in medium or heavy armour, as
  defined in Sec. 2.320 .
  Damage tables for fisticuffs
  Opponent's
  Attacker's sub-skill level and tab le used
  armour
  1-3
  4-6
  7-9
  10-12
  13-up
  None or light
  A
  A
  B
  B
  C
  Medium or
  -'
  A
  A
  A
  B
  heavy
  *I .e. no significant damage can be done, except by a
  "critical hit" ; see below .
  The unarmed martial arts are much like fisticuffs and
  brawling, above. Once a fighter using these techniques
  has "grappled" and made a hit, his/her sub-skill level
  is compared with the opponent's armour in the fol-
  lowing table to find the appropriate damage table to
  employ .
  Damage tables for the unarmed martial arts
  Opponent's
  Attacker's sub-skill leve l and tab le used
  armour
  1-3
  4-6
  7-9
  10-12
  13-up
  None or light
  A
  C
  E
  G
  I
  Medium or
  A
  B
  C
  C
  D
  heavy
  
  c . The same system is employed for professional wrestling
  (Tsolyani
  : Char4ge; cf . Sec . 1.960), except that the val-
  ue of armour is reversed : cumbersome armour is more
  of a hindrance than a help when confronted with the
  various holds and strateaems of this technique .
  Damage tables for wrestling
  Opponent's
  Attacker's sub-skill level and tab le used
  armour
  1-3
  4-6
  7-9
  10-12
  13-up
  None or light
  A
  B
  B
  C
  D
  Medium or
  A
  B
  C
  D
  E
  heavy
  d . No "grappling ,, is required for fighters using the Saa
  Allagiyani quarterstaff (KichAna; cf . Sec . 1.960).
  Damage tables for the quarterstaff
  Opponent's
  Attacker's sub-skill leve l and table used
  armour
  1-3
  4-6
  7.9
  10-12
  13-up
  None or light
  B
  B
  C
  D
  D
  Medium or
  A
  B
  B
  C
  C
  heavy
  e. A Florentine-style fighter (Secs . 1.960 and 2.2317) does
  normal damage against an opponent in light, medium,
  or no armour: i.e. damage table C is used for a hit with
  the sword, and table A is employed for a blow with the
  dagger. Against a foe in heavy armour, however, table
  B is required for the sword, and if a hit is made with
  the dagger, a -1 is applied to the score of the die rolled
  against table A. This is due to the lightness of the weap-
  ons used and also to the fact that one cannot put one's
  full force into both blows simultaneously . No deduction
  is made for a Florentine-style fighter who uses only
  one of his/her two weapons during a single combat
  round, however .
  5 . One's total, modified Height-Build-Strength factor (Secs.
  2.211, 2.213, 2.215, and possibly 2.221, 2.222, and 2.223)
  may add or subtract points to the damage done by melee
  weapons (including Fisticuffs and brawling, Wrestling, the
  Unarmed martial arts, and the Quarterstaff) and hand-hurled
  missiles (but NOT to other types of weapons) . A swordsman
  who scores a 9 on table C normally does 6 points of
  damage;
  if
  his/her Height-Build-Strength
  factor
  is
  102,
  he/she scores 7 points instead. The table for this modifier is
  given below :
  Height-Build-Strength modifiers to damage done
  13 0
  6 . Great skill also adds plusses to the damage one inflicts . A
  + 1 is applied for each 6 sub-skill levels one has in a speci-
  fic weapon: e.g . M'I Chts, the Sh6n mentioned in Sec . 2.810,
  has 21 sub-skill levels in long one-handed weapons
  . This
  adds a + 3 to any damage he does with his sword . His great
  Height-Build-Strength factor of 376 gives him a + 4 under
  (5), above, and this added to his + 3 for weapons expertise
  increases any damage he does by +7! Note that this skill
  bonus also applies to damage done with a missile weapon,
  unlike (5) .
  7. The knobbed, prehensile tails of the Shbn do damage ac-
  cording to table C, while table B is employed for the rapier-
  like tails of the Hlaka and the barbed caudal sting of the
  Hlass . The Hlaka poison their tail-blades, moreover, neces-
  sitating a "Resistance roll" at the "Difficult test" level
  if
  any damage is done ; cf . Sec . 2.722 (3) . This same roll must
  be made at the "Very difficult test" level, if one is stung by
  a HlOss tail since its paralysing toxin is more potent .
  8 . A steel blade or projectile point adds to the cutting or piercing
  power of a weapon and hence to its damage potential . A
  + 1 is applied to the damage done by a weapon made of
  ordinary steel ; excellent steel increases damage by +2,
  and an enchanted steel weapon uses the next table up
  : e.g .
  table D is employed for a long one-handed sword made of
  enchanted steel instead of table C . Steel is irrelevant to the
  damage inflicted by blunt weapons :
  i.e. clubs, maces, flails,
  quarterstaves, the bolas, sling shot, or artillery stones . (Steel
  ballista bolt heads can be made but are exceedingly rare .)
  Certain maces and other blunt weapons can indeed be en-
  chanted to do more than normal damage, but the power of
  these "specials" lies in the enchantment and not in the
  materials of which they are constructed; see the Sections
  dealing with magic and the referee's Sections .
  9 . The damage tables used for the fangs, claws, tails, etc . of
  the various animal species will be noted in their descriptions
  in the referee's Sections .
  Most weapons can damage only one opponent per hit . Even
  if weapon damage points remain after a foeman is slain, these
  do not "carry over" to a neighboring opponent and are simply
  lost. There are some exceptions, however :
  1 . Two-handed weapons, including the battleaxe, the flail,
  the mace, and the greatsword do "carry over." If an attacker
  has room to swing (Sec . 2.641), any points remaining after
  the original opponent is slain are applied to another char-
  acter within a 1 .5 m range on either side of the fallen enemy
  (but not to a character behind him/her) . If there is more
  than one such secondary target, a random choice is made .
  This principle also applies to extra points done by a "critical
  hit" ; see below.
  2 . Of the missile weapons, only the very heavy crossbow and
  the-various types of artillery engines can "carry over" dam-
  age points beyond an original target to other foes nearby.
  Hitting such secondary targets is done as for a "missed
  shot" ; cf . Sec . 2.827 .
  a. If the primary target is killed by a quarrel from a very
  heavy crossbow or a ballista bolt, any remaining dam-
  age points are applied to a secondary target directly
  behind him/her, as determined with a straight-edge.
  Very powerful projectiles can transfix more than one
  such secondary target within limited ranges, but each
  must be slain in turn before the missile passes on to
  the next potential victim behind
  . Bolts and quarrels
  do no damage to foemen on either side of a line of tar-
  gets, of course.
  Character's Height
  -Build-Strength
  factor
  Damage
  modifier
  Character's Height
  -Build-Strength
  factor
  Damage
  modifier
  01-50
  -1
  201-300
  + 3
  51-100
  0
  301-400
  +4
  101-150
  + 1
  401-600
  + 5
  151-200
  +2
  601-up
  +6
  
  b .
  Secondary missile targets
  Range in metres
  Number of secon
  behind the primary dary
  targets
  that
  target within which may be hit, if each
  Weapon
  secondary targets
  is slain in turn
  may be hit
  Very heavy
  crossbow
  Small ballista
  Medium ballista
  Large ballista
  Medium and large ballistae can also fire stones, like
  the onager and the trebuchet . All of these projectiles
  have "automatic hit circles" within which ALL targets
  are hit, and EACH target suffers the full damage rolled
  for the missile . For example, a large onager hitting at
  medium range uses table
  I . A D20 score of 14 then does
  50 points of damage . If three characters are within the
  "automatic hit circle," EACH of them suffers the loss
  of 50 Body Damage Points (modified only by shields,
  cover, and armour) . In addition, a stone that misses
  and strikes a "hard" surface (e.g . masonry, stone, or
  metal) has a larger "shatter circle" : hits are rolled for
  all characters within this circle as for "missed shots"
  (Sec . 2.827), and the damage done by the weapon is
  divided equally amongst all targets thus struck (with
  any "left over" points being diced for) . Should the three
  characters just mentioned all be within the "shatter
  circle" of a stone from a large onager, and should all
  hit, the 50 points of damage would be apportioned
  amongst them : 16 points of damage to each, with the
  remaining 2 points going to the unluckiest of the trio
  by a random dice roll . For the effects of an artillery
  missile upon a shield, see Sec . 2.828 (list 2, 2) . A
  "shield
  roll" is also allowed
  to a character behind
  cover: cf . Sec . 2.828 (list 2, 2-4). Any damage points left
  over after "cover" has been destroyed are absorbed by
  the character behind . Hit circles for artillery missiles
  are :
  Artillery damage circles
  'Any character whose base (Sec . 2.652) lies partially
  within the "hit circle" is considered a potential hit .
  If artillery fire is to be used frequently in the game
  (e.g . in an ongoing "military" scenario), it will be help-
  ful to make templates of transparent plastic for the
  various hit circles in the scale employed . When a hit
  is scored, the template is centred upon the middle
  of the primary target's base, and a glance will then
  reveal which characters nearby may be hit .
  A "critical hit" indicates that a blow or missile has struck the
  target in an especially vulnerable area, doing greater damage
  than
  usual . A
  D10
  is
  rolled
  against the following
  table:
  Critical hit table
  Die score
  Effect'
  1-3
  The damage done for a score of 10 on the table used
  is multiplied by 2 : e .g . a fighter wielding a long one-
  handed weapon employs table C ; if he/she scores a
  20 on table C, a die roll of 1, 2, or 3 here causes a loss
  of 7 x 2 = 14 points to the opponent
  4-7
  The damage done for a score of 15 on the table used
  is multiplied by 2: e.g . on table C, this results in 8 x 2=
  16 points of damage
  8-9
  The damage done for a score of 15 on the table used
  is multiplied by 3 : e.g . on table C . this does 8 x 3=24
  points of damage
  10
  The opponent is automatically slain
  'Modifiers for the attacker's Height-Build-Strength factor, great
  expertise in the weapon used, and for a steel weapon are ap-
  plied to "critical hit" damage, but these are not doubled or
  tripled; cf. (5),(6), and (8) in the first list given above in this Section .
  A character whose Body Damage Points have been reduced
  to zero or below through normal or "critical hit" damage is dead .
  Certain weapons and fighting techniques are not necessarily
  lethal, on the other hand . These include fisticuffs and brawling,
  wrestling, the unarmed martial arts, and the quarterstaff . When
  employing one of these, the attacker must inform the referee
  of his/her intention to kill ; otherwise an opponent whose Body
  Damage Points have been eliminated is NOT dead but only un-
  conscious for 1-10 one-minute turns (randomly rolled) . An acci-
  dental kill occurs only if the attacker scores a "critcal hit" during
  the combat (e .g . a 20 on table C) and follows this with a roll of
  10 on the "critical hit" table above . Injuries done during such
  non-lethal combat are not permanent, moreover . If not healed
  at once with sorcery, they count as a "minor" wound (Sec . 2.411)
  for a "knockout ." One day is needed for recuperation if these
  wounds are treated by a physician
  ; otherwise they heal naturally
  within 1-5 days (randomly rolled) .
  Blunt weapons and objects may also be aimed deliberately
  to stun . A cutting weapon can be employed for this purpose as
  well, but there is more risk of a fatal accident . One cannot stun
  with a piercing weapon (e.g
  . a slender rapier), a sharp projectile
  (e.g . an arrow or a quarrel), or with an artillery missile. In all cases .
  the referee is first informed of the attacker's intention to stun .
  and combat then proceeds normally . If the would-be "stunner"
  wins, a D10 roll is made against the following table. If this roll
  is successful, the opponent is stunned for 1-10 minutes (randomly
  rolled) . A score above the listed range denotes an "accidental
  kill ." Wounds inflicted by "stunning" blows heal as described
  in the preceding paragraph .
  Weapon[s)
  Dice scores to stun
  Very short one-handed weapons : blackjack or
  cosh, sword-hilt, hand-held rock'
  Short one-handed weapon : mace, club, small
  flail, larger rock, the bolas
  Long one-handed weapon : mace, club, longer
  flail, spear-butt, heavy stone
  Two-handed weapon : mace, club, large branch,
  mattock, sling pellet, thrown melee weapon
  Two-handed flail ; all cutting weapons ; stone
  from a staff-sling
  "'Unusual" weapons are discussed in Sec . 2.840 .
  Die score range
  needed to stun
  1-9
  1-8
  1-7
  1-6
  1-4
  Weapon
  Diametre of the
  "automatic hit
  circle" in metres'
  Diametre of the
  "shatter circle"
  in metres'
  Medium ballista
  1
  2
  Large
  ballista
  2
  3
  Small onager
  2
  3
  Medium onager
  3
  4
  Large onager
  3
  5
  Small trebuchet
  4
  5
  Large trebuchet
  5
  6
  2
  1
  3
  2
  4
  3
  5
  5
  
  2.810 . ARMOUR.
  The function of armour is to reduce or block damage done by
  enemy blows or missiles. The protection afforded by armour
  depends upon the material of which it is made and also upon its
  degree of coverage . The defensive value of armour is subtracted
  from the damage points done by an opponent's weapon (Sec .
  2.829) . If any damage points remain, they penetrate the armour
  and reduce the wearer's stock of Body Damage Points (Sec . 2.214).
  For example, an attacker wielding a long one-handed weapon
  employs damage table C in Sec . 2.829. Assuming that this char-
  acter has no damage bonuses for a powerful Height-Build-Strength
  factor, for high expertise, or for a steel weapon, a score of 10
  causes a loss of 7 Body Damage Points to an unarmoured oppo-
  nent . Should the latter be wearing a suit of "heavy" ChMn-hide
  armour, however, this deducts 4 of the 7 points, and the wearer
  loses only 3 Body Damage Points during the round .
  The defensive values of various types and coverages of ar-
  mour are given in the -following table. Armour is discussed in
  Sec . 1 .960, and the definitions of "light," "medium," and "heavy"
  coverages are found in Sec . 2.320 .
  'Scale-mail and chainmail are usually made of bronze or Chl6n-
  hide . If these types of armour are made of ordinary steel, the
  column for Chl6n-hide plate is employed ; if they are of excel-
  lent steel, the column for ordinary steel is used ; and should
  they be constructed of enchanted steel, the column for excellent
  steel is appropriate .
  "This also includes the enchanted copper armour worn by
  devotees of SArku and related deities. A few "specials" provide
  still greater protection . Suits of armour manufactured by some
  great craftsman of old and enchanted to a higher degree by an
  ancient mage are sometimes found in the Underworlds and
  ruins . These will be detailed in the referee's Sections .
  The following statements apply to armour :
  1 . Mixed suits are common . This can be ignored for rapid
  gaming when the difference in protection is minor, or when
  the article of better (or worse) armour constitutes only a
  small part of the whole
  : e.g . a set of "medium" ChIdn-hide
  plate armour that includes a pair of ordinary steel vambraces.
  If the difference in protection is major, however, a D10 Is
  rolled, and the scores are allocated according to the per-
  centage of each type of armour worn . For instance, Chargbsh
  hiVrfddi wears "heavy" armour. His helmet and breastplate
  are of ordinary steel, while the rest of his harness is of Chlbn-
  hide (Sec . 2.241) . Frontally, thus, about 50 percent of Charg6sh'
  armour is steel, and the rest is ChIBn-hide . Should Charg6sh
  be struck, a score of 1-5=a hit upon his steel armour 610=
  the blow or missile strikes his Chlen-hide defences. The
  former has a defensive value of 5, and the latter a value of
  4. If hit from the rear, all of Charg6sh' armour is Chlan-hide.
  132
  2 . Some nonhumans receive "armour protection" even when
  no actual armour is worn, due to the natural toughness and
  thickness of their hides, scales, carapaces, or exoskeletons.
  Other species are given minus modifiers similarly because
  of their diminutive size, delicate limbs, or brittle integument.
  Further plus or minus modifiers are applied to the armour
  worn by certain races for the same sorts of reasons: e.g .
  the sturdy and powerful AhoggyA can wear much thicker
  and heavierarmour than can a human, a dainty PA Ch6i, or
  a little Tinaliya . An AhoggyA equipped with "heavy" ChlAn-
  hide plate armour thus has a defensive value of 4 + 2 + 1= 7,
  while a Tinaliya garbed in the same material (but fitted to
  the species' size and strength) has a defensive value of
  4 -1 -1 = 2. The armour preferred by the nonhuman races
  Is described in Sec . 1.960.
  Armour protection values of nonhuman species
  Modifier for natural
  Armour
  Species
  body coverage
  modifier
  - ' = the species does not wear armour ; cf . Sec . 1.960 .
  For simplicity's sake, armour is not destroyed during combat.
  Once a melee has ended, however, each fighter who has been
  struck must check his/her gear . A D10 is rolled : 1-7 =no signi-
  ficant damage has occurred ; 8-9 =there is minor damage, re-
  pairable by the character himself/herself within 1-10 one-minute
  turns (randomly rolled) ; 10=the armour has suffered major dam-
  age, which can be mended only by an armourer (see below). Major
  damage (and minor damage, too, until it is fixed) causes a loss
  of defensive value ; a D10 is rolled : 1-7=1 point is lost ; 8-10=2
  points are deducted . This is applied to the suit as a whole . For
  example, a warrior whose "medium" ChIdn-hide plate armour
  has taken damage resulting in a -1 has only 2 points of protec-
  tion instead of 3. Armour can never be damaged below zero .
  Minor damage consists of strap breakage, dents, popped rivets,
  and the like. Time is needed to fix these (see above), but no dice
  roll need be made . Major damage necessitates a "Skill Success
  roll" (Sec . 2.727) by the armourer. The difficulty level of this roll
  is established by a D10 roll : 1-2=an "Easy test"; 3-5=a "Harder
  test" ; 6-7=a "Difficult test" ; 8-9=a "Very difficult test"; and
  10=a "Real challenge ." The first three of these can be repaired
  on the spot, provided that the armourer has a few tools and is
  not in combat . This requires 6-15 minutes (randomly rolled). Dam.
  age resulting in a "Very difficult test" or in a "Real challenge"
  can only be mended at an armourer's shop, a military armoury,
  etc., where a forge, ChIdn-hide tanning equipment, heavier tools,
  and replacement materials are available. These latter repairs re-
  quire 1-3 days to complete (randomly rolled) .
  Armour protection values
  AhoggyA
  + 2
  + 1
  Materials of which armour is made and
  HIAka
  -1
  -
  defensive protection values
  HIOss
  + 1
  0
  Degrees of
  Leather,
  Scale-mail,
  ChIdn-hide
  HlutrgO
  0
  -
  coverage
  padding
  chainmail'
  plate
  MihAlli
  0
  0
  NyaggA
  +1
  -
  Light
  0
  0
  1
  PAchi L6i
  0
  0
  Medium
  1
  2
  3
  P6 Chbi
  -1
  0
  Heavy
  2
  3
  4
  Pygmy Folk
  - 1
  - 1
  Shen
  + 1
  + 1
  Degrees of
  Ordinary
  Excellent
  Enchanted
  Shunned Ones
  0
  -'
  coverage
  steel
  steel
  steel"
  SsO (Grey)
  0
  -
  Light
  2
  3
  5
  SsO (Black)
  + 1
  + 1
  Medium
  4
  5
  7
  Swamp Folk
  0
  0
  Heavy
  5
  6
  8
  Tinal(ya
  - 1
  -1
  
  For detailed gaming-and particularly when steel and en-
  chanted steel or copper items are involved-it is necessary to
  establish which piece of a character's armour has been damaged .
  A die is rolled randomly against the number of articles worn.
  For example, ChargAsh hiVnddi has a steel helmet, a steel breast-
  plate, a backplate (which can be omitted if he has only been
  struck frontally), a pair of vambraces, a pair of greaves, a mail
  kilt, a set of tasses, and a pair of mail-shod boots (Sec . 2.320).
  A D10 roll is thus made against these 8 items, with the extra 2
  pips being allocated to the helmet and the breastplate-the
  easiest areas for a foeman to hit . A score of 10 would then indi-
  cate that it Is one of his boots that has suffered damage-perhaps
  a loose plate or a torn seam . (If desired, a further die roll can be
  employed to ascertain whether it is the left or the right boot that
  is now defective .) Steel items are permitted a "confirming roll" :
  1-7=the material itself is not harmed, but a strap, rivet, hinge,
  etc . is broken, rendering the item unusable; 8-10 =the steel is
  dented, cracked, or broken . An enchanted steel item (or one of
  enchanted copper in the case of the harnesses worn by devotees
  of SArku and related deities) suffers minor damage (i.e. strap
  breakage) on a roll of 1-9, and only a score of 10 damages the
  metal per se, necessitating major repairs .
  Armour does not fit everyone universally . A character wishing
  to wear a breastplate, backplate, greaves, vambraces, etc . be-
  longing to another person must belong to the same "body-build"
  category and be within 10 cm of the same height (Sec . 2.211) as
  the latter person . Humans cannot wear nonhuman armour at all,
  and vice-versa . Indeed, it is difficult even to wield weapons de-
  signed for another species, due to differences in weight, grip,
  and balance . This can only be done, therefore, at a modifier of
  - 2 to one's Combat Value in the relevant sub-skill (Sec . 2.810) .
  A human can wield a melee weapon made for an Ahoggyk a Sh6n,
  or a Black Ssb only by employing it as a two-handed weapon
  (using his/her competence in that sub-skill) while such small
  species as the Pygmy Folk, the Tinalfya, and the HIAka can hardly
  lift the weapons of the three aforementioned very large races
  at all . The "fit" of armour found in the Underworlds, armourer's
  shops, military stores, etc . is determined from a table provided
  in the referee's Sections .
  2.8211 . WOUNDS.
  As a character suffers injuries during combat, the loss of various
  percentages of his/her Body Damage Points (Sec . 2.214) causes
  negative modifiers to be applied to his/her Combat Values (Sec.
  2.810 ff.) and also deductions from his/her Height-Build-Strength
  factor (Sec. 2.211 ff .) . These are as follows :
  Wound damage
  As the character reaches the more advanced levels of wound-
  ing, he/she must make an "Endurance roll" (Sec . 2.722 (1)) in
  order to remain conscious and in combat . The difficulty level of
  this test increases with the degree of woundlillness gravity:
  133
  Endurance test levels
  Wound status
  Difficulty level of the "Endurance roll"
  Grave
  Harder test
  Critical
  Difficult test
  Fatal
  Very difficult test
  A further "Endurance roll" at the "Real challenge" level is
  required whenever a character suffering from a "fatal" wound
  loses another Body Damage Point . This continues until he/she
  fails the roll, retreats out of combat, or dies .
  A character who fails one of these "Endurance rolls" is out
  of action : unconscious or so deeply in shock as to be unable to
  function . After 5 one-minute turns he/she checks for any change
  in his/her condition by making a "Recovery roll" (Sec . 2.722 (2)).
  A bad result (i.e . "l degree worse" or "2 degrees worse") is ap-
  plied at once, while any change for the better (i.e. "1 degree better"
  or "2 degrees better") restores him/her to consciousness . In the
  latter case, however, the character's wound status remains the
  same: the negative combat modifiers listed above still apply,
  and no lost Body Damage Points or Height-Build-Strength factor
  points return . He/she is lucky to be conscious and able to function,
  albeit with reduced capabilities . His/her condition does not change
  again until (a) further Body Damage Points are lost, requiring
  another "Endurance roll" ; (b) he/she is healed by a sorcerer or a
  physician ; or (c) two days have elapsed and natural healing may
  take place, necessitating another "Recovery roll" ; cf . Sec . 2.722 (2).
  As stated above and in Sec . 2.411 (4), the loss of various per-
  centages of one's Body Damage Points also causes comparable
  losses to one's Height-Build-Strength factor . For simplicity's
  sake-so that one need not recalculate one's basic physical
  Combat Value during a melee-these changes do not take place
  until a combat has ended and the character begins to realise
  the extent of his/her injuries . If a sorcerer or a physician is not
  available at this time, the character must indeed recompute
  his/her basic physical Combat Value, encumbrance limit, fa-
  tigue limits, etc ., based upon his/her now-reduced Height-Build-
  Strength factor.
  As an example, ChargAsh hiVriddi is in melee with a Miluma-
  nayAni bandit . The latter is more experienced, and after 3 rounds
  of fighting ChargAsh loses 13 of his 44 Body Damage Points-
  about 30 percent . He thus has a "serious" wound and now fights
  at a -3 to all his Combat Values. Two more well-aimed blows
  reduce ChargAsh to 20 Body Damage Points (about 55 percent
  of his total), creating a "grave" wound . A - 5 Is now applied to
  his Combat Values, and he must make an "Endurance roll" at
  the "Harder test" level of difficulty. His Stamina factor is 30
  (Sec. 2.212), and he scores a 23, allowing him to keep fighting .
  At this point ChargAsh would be wise to withdraw, but he is young
  and foolhardy . Two more blows bring him down to 9 Body Damage
  Points (approximately 80 percent of his total), and his wound
  status becomes "critical ." His Combat Value modifier is a dismal
  -7 . He makes another "Endurance roll" at the "Difficult test"
  level, but this time he fails with a score of 55 and falls uncon-
  scious. His comrade and mentor in the legion, MarjAn hiVessoma.
  manages to slay ChargAsh' opponent before the latter can de-
  liver the coup de grace.
  Five minutes later ChargAsh makes a "Recovery roll ." He
  scores a 30, and his wound status passes from "critical" to "fatal ."
  This costs him more Body Damge Points since the minimum
  loss for a "fatal" wound is 91 percent of one's total : i.e. 40 of
  ChargAsh' 44 points . He remains unconscious . After another
  five minutes he repeats the "Recovery roll" and gets a 94 . He
  now returns to consciousness . His wound status stays "fatal,"
  'Percentage of
  Body Damage
  Points lost
  Wound
  status
  Combat
  Value
  modifiers
  % of Height-
  Build-Strength
  factor lost
  1-9
  Unimpaired
  0
  0
  10-25
  Minor
  -1
  25
  26-50
  Serious
  - 3
  50
  51-75
  Grave
  - 5
  75
  76-90
  Critical
  - 7
  90
  91-99
  Fatal
  -10
  95
  100
  Dead
  -
  100
  
  however . There are no physicians or sorcerers with the patrol,
  and after the melee Chargesh must recalculate his Height-Build-
  Strength factor on the basis of a "fatal" wound . This takes away
  95 percent of his original factor of 71, leaving him just 4 points .
  He must also recompute his Stamina factor, but he finds that a
  Height-Build-Strength factor of 4 is not even on the chart in Sec .
  2.212. His Stamina factor is therefore zero . He is too weak to
  carry any encumbrances, can barely crawl, and can perform no
  strenuous actions whatsoever . MarjAn has him borne back to
  camp on a stretcher and calls for medical attention . KadArsha
  hiTl6kelma, the General of the Legion of Searing Flame, orders
  the young soldier's injuries to be treated . Fortunately for Char-
  gesh, the efforts of the sorcerers are successful . He is soon re-
  stored to health-somewhat shaky, but much wiser .
  The following system is optional and may be ignored for rapid
  gaming . It is used after a melee is over to check for exceptional
  damage to specific body areas . One D100 roll is made on the
  following table for a "minor" or a "serious" wound, and two such
  rolls are required for a character suffering from a "grave," "cri-
  tical," or "fatal" wound . Various types of severe injuries are
  listed following the table, and the referee can either select arbi-
  trarily from these or else devise impromptu die rolls . A second
  "hit" on the same body part is rerolled .
  Post-combat exceptional wound damage table
  'A further die roll is used to determine which limb is injured : e .
  g . the left or the right leg . Some nonhuman races have more
  than two limbs, and this die roll must be adjusted accordingly;
  cf. Sec . 2.223 . A few species have no abdomen as distinct from
  the torso, and these two dice score ranges are therefore lumped
  together. e.g. the AhoggyA, NyaggA, and the Tinal(ya Still others
  have tails . A result of "lower limb" in the case of a NyaggA de-
  notes a hit on the tail, but in other instances a D10 is rolled :
  1-3= left leg ; 4-6= right leg ; 7-10= the tail . The damage done to
  animals and other entities can also be determined from this
  table, but there will probably be few occasions in the game
  when such exceptional detail is needed. If so, the referee can
  revise the table to allow for greater or lesser chances of hitting
  specific body areas .
  Exceptional damage is as follows :
  Body area
  Damage
  Head
  Skull fractured ; eye damage and blindness; ear severed
  or hearing impaired ; jaw broken; teeth smashed ; throat
  or vocal cords injured
  Torso
  Ribs broken ; collarbone or shoulderblade broken ;
  lungs punctured ; spine damaged (if hit from behind);
  upper stomach and/or esophagus injured
  134
  Abdomen
  Intestines punctured ; liver or pancreas injured : groin
  wound ; lower spine damaged (if hit from behind)
  Upperand
  Bone broken ; tendons and muscle tissue destroyed ;
  lower
  hand or foot broken or smashed ; joint injured (e.g .
  limbs, tail an elbow or a knee) ; limb completely severed
  To illustrate, Chargesh h!Vrfddi suffered a "fatal" wound during
  the fray with the MilumanayAni bandits . He makes two rolls and
  scores a 07 and a 48. He thus took exceptional damage to his
  head, and a further random roll indicates that this was to the
  side of his skull, severing an ear . Even this can be healed by
  sorcery, however, and Chargesh is lucky . He wakes in the gloom
  of the sorcerers' tent, feels himself all over, and is relieved to
  find nothing missing. He vows a small sacrifice to mighty VimOhla
  -just as soon as he can afford it.
  2.8212 . MORALE .
  Player characters (and certain non-player characters desig-
  nated by the referee) may continue in combat as long as they
  wish-until they either win or perish . Minor characters (e.g .
  "flunky" warriors, citizens, priests, and especially torchbearers
  and porters) are by no means made of such stern stuff . When
  the original number of the party has been reduced by 25 percent,
  a morale check is made . A second test is required when losses
  reach 50 percent, a third at 75 percent casualties, and a fourth
  when 90 percent of the group is either dead or out of action .
  Thereafter a further morale check is taken after every one-minute
  turn . Failing a morale check produces the following results upon
  all those who can see its cause or who can learn of it from comrades .
  Morale tests failed
  Each species of animal, type of Underworld creature, etc . be-
  longs to a fixed morale class . Morale class ratings are thus listed
  with the descriptions of such entities in the referee's Sections .
  The morale classes of the intelligent races, on the other hand,
  vary according to such factors as occupation, training, and re-
  ligious persuasion . Certain generalities can still be made : e.g .
  the HIAka tend to be timid and skittish, whereas the gruff, pug-
  nacious Ahoggy9 may keep on fighting against insurmountable
  odds. Even so, it Is occasionally possible to find a courageous
  HIAka or a cowardly AhoggyA, but this must be left to the referee .
  The following list presents the "average" morale class ratings
  of various types of people and also of those nonhuman races
  that can be generalised . Species not Included below-the Mi-
  hAlli, PAchi Lhi, P6Chdiand the Urunen-have morale class ratings
  based upon occupation and experience, much like human beings.
  Number of morale
  tests failed
  Morale
  classes
  Modifiers to the Combat Values
  of the party and other results
  1
  A-B
  - 3 (i.e . "demoralised")
  C-D
  -1 (i.e . "morale is shaken")
  E-G
  No effect
  2
  A-B
  Rout
  C-D
  -3
  E-F
  - 1
  G
  No effect
  3
  A-D
  Rout
  E-F
  - 3
  G
  -1
  4
  A-F
  Rout
  G
  -3
  5
  A-G
  Rout
  Wound gravity
  Abdomen
  Lower limb'
  No exceptional
  damage
  Minor
  06-07
  08
  09-100
  Serious
  10-12
  13-15
  16-100
  Grave
  14-17
  18-21
  22-100
  Critical
  18-22
  23-27
  28-100
  Fatal
  22-27
  28-33
  34-100
  Degree
  of woundgravity
  RodTarea , and di
  .
  . s .or
  Head
  Upper limb'
  -rang .c
  Torso
  Minor
  01
  02
  03-05
  Serious
  01-03
  04-05
  06-09
  Grave
  01-05
  06-08
  09-13
  Critical
  01-07
  08-11
  12-17
  Fatal
  01-09
  10-14
  15-21
  
  Morale classes
  Morale class'
  Character type or species
  A
  Slaves,
  porters, torchbearers, peasants, lower-
  class urban dwellers, children ; HIAka
  B
  Most average citizens, new recruits (i.e. fighters
  with
  less than
  4
  sub-skill
  levels
  in
  any one
  weapon), common bandits, pirates, thieves, etc. ;
  one of the Pygmy Folk unaccompanied by others
  of hislherlits kind
  C
  Young
  aristocrats, most average
  soldiers
  (i.e.
  those
  with
  4-10
  sub-skill
  levels
  in
  any
  one
  weapon), most clergy of the non-war temples ;
  most sorcerers and other scholars ; Swamp Folk
  fighting on land ; Ssu without a leader ; Shunned
  Ones
  D
  Aristocrats trained as fighters, veteran soldiers
  (i.e. those with
  11-15 sub-skill levels in any one
  weapon), most clergy of the war-temples (e.g .
  Karakdn, Vimuhla, Chegirra, Chitdng, Hfsh, etc .) ;
  most sorcerers and scholars devoted to the war-
  gods ; Swamp Folk fighting at sea; Ssu with a
  leader; Nyaggi on land ; Tinaliya
  E
  Experienced
  adventurers
  (including
  bandits,
  pirates, etc .), elite troops
  (i .e . those with 16-up
  sub-skill
  levels
  in
  any
  one
  weapon) ;
  average
  AhoggyA, HIOss, and Shdn ; NyaggA underwater;
  Pygmy Folk in a group together
  F
  Adventurers and soldiers who may be classified
  as "heroes" (usually those with over 15 sub-skill
  levels in 3 or more weapons and with years of ex
  perience); leaders
  of the Ahoggyi, HIOss, and
  Shdn
  G .
  Human
  fanatics ;
  very
  experienced
  Ahoggyi,
  Hltiss, or Shdn warriors ; the Hlutrgu
  'There is also a class H ; this is for those animals and other crea-
  tures which never check morale but keep on attacking until
  slain.
  Only one morale test is made for a party, no matter how many
  morale classes it contains . The level of the test is based upon
  the highest class making up 10 percent or more of the party . In
  a mixed group, thus, one totals the number of individuals in each
  class and then uses the rating of the best class, provided that
  it comprises at least 10 percent of the group . For this purpose,
  members of different species (e.g . P6 Ch6i and humans, average
  Ahoggy9 and average Shbn) are counted separately, although
  they belong to the same morale class . Humans of the same class
  are all combined together (e .g . average soldiers and priests of the
  non-war temples). Player characters are placed
  in the classes
  to which they logically belong by virtue of occupation, etc., though
  in fact they may have any morale rating they choose.
  For example, MarjAn hiVessbma, the Her#ksa (High Subaltern)
  of the Legion of Searing Flame, is a - veteran with 13 sub-skill
  levels in the art of swordsmanship (Sec. 2.810) . His morale class
  is thus D . He took 10 average soldiers (class C) and 10 recruits
  (class B) with him when he went on his last patrol in the Miluma-
  nay9ni highlands . Charg6sh hiVrfddi, a new recruit, counted
  as class B, even though he had every intention of either winning
  or dying gloriously, as seen in Sec . 2.8211 . The highest morale
  class making up 10 percent of MarjAn's patrol was C, that of the
  average soldiers, and it was at this level that all morale tests
  were made . Had these troops all been slain, the party's morale
  would have been reduced to the recruits' B level in spite of Mar-
  jAn's presence .
  135
  A more complex instance is the expedition sent into the Under.
  world below Fasfitum to perform certain necessary ceremonies
  at the Shrine of Unendurable Splendour of the Temple of Vim6hla.
  It consists of 10 slaves (class A) ; 5 recruits (class B) ; 15 average
  soldiers (class C); 5 PA Ch6i mercenaries (also class C but counted
  separately) ; 10 priests-of whom AlinA hiNakkodAi is one (class
  D since this is a war-temple) ; 5 veterans (also class D) ; and two
  huge AhoggyA of average experience (class E): a total of 52 indi-
  viduals . The highest morale class containing 5 or more persons
  (10 percent of the total) is class D, and this is the rating at which
  the party takes its morale tests . AlinA, however, has never been
  down into these crumbling, echoing catacombs before, and she
  privately fears that her morale may turn out to be class A-or
  even lower if that were possible-should the party run into trouble!
  Fortunately for her, the trip is relatively uneventful . Nothing
  more fearsome than a great Dlagb beetle puts in an appearance,
  and the rituals are performed in the timeworn shrine without
  hindrance.
  Morale tests are made by rolling a D20 against the following table .
  'This number is recalculated at the end of an "adventure," or.
  at the referee's discretion, after the party has enjoyed a period
  of rest and safety. It is not recomputed during an "adventure" as
  the group goes from one combat to another. The loss of one's
  companions is not so soon forgotten!
  For those who prefer greater verisimilitude, the following
  modifiers may be applied to the testing party's die score on the
  preceding table .
  Modifier
  _1
  _2
  _2
  The morale test
  Modifiers to the morale test
  Circumstance
  Meleeing a species smaller than oneself (i.e . smaller
  than the majority of the party)
  Each enemy priest or sorcerer killed or captured
  Each large treasure .found, amounting to 100 KAitars
  or more per person, if it were divided equally amongst
  all but slaves
  Each very large beast, insect, or creature of the Under-
  world killed (e .g . a Srb, Sdrudla, Hrd, Ru'Gn)
  Meleeing a party half the size of one's own or smaller
  % lost from
  original number'
  Morale classes and die score ranges
  needed to remain in combat
  A
  B
  C
  25%
  1-12
  1-14
  1-16
  50%
  1-8
  1-10
  1-12
  75%
  1-4
  1-6
  1-8
  90%
  1-2
  1-4
  1-6
  Each test
  1
  1-2
  1-4
  thereafter
  D
  E
  F
  G
  1-17
  1-18
  1-19
  1-20
  1-14
  1-16
  1-18
  1-20
  1-10
  1-12
  1-14
  1-16
  1-8
  1-10
  1-12
  1-14
  1.6
  1-8
  1-10
  1-12
  
  -3
  Each senior enemy leader killed or captured . This ap-
  plies only to recognised officers or commanders of a
  hostile force, and it Is not used for animals, creatures
  of the Underworlds, semi-intelligent beings, androids,
  the undead, automatons, etc .
  -4
  The major objective of the mission has been attained .
  This is applicable only when the party has been given
  a specific goal to achieve
  +1*
  Meleeing a species larger than one's own (i .e. larger
  than the race to which the majority of the party belongs)
  + 1
  Each of the party's priests or sorcerers killed or captured
  + 2
  Each large treasure found or seen but not obtained,
  amounting to 100 Kditars or more per person, if it were
  divided equally amongst all but slaves . This applies
  also to treasuers gained but lost during the course of
  an "adventure"
  +2'
  Meleeing a party half again as large or larger than
  one's own
  +2*
  Meleeing a very large beast, insect, or creature of the
  Underworld (e.g . a Srb, SErudla, Hrd, Flu'Gn, etc .)
  +2*
  Humans meleeing the HIOss, Shunned Ones, or GreySs0
  +3*
  Humans meleeing the Black Ssb
  +3'
  The party is surrounded or cut off from retreat and is
  the same size as or outnumbered by the enemy
  +3'
  The party is fired upon by magic and has none of its
  own with which to defend or reply
  +3*
  Meleeing fanatics when not fanatic oneself
  +4'
  The party is attacked by surprise, from the rear. or
  from ambush . This applies only if the morale test must
  be taken in the round following that in which these
  events occur : e.g . a group that loses 25 percent of its
  members during a surprise round
  +4
  The party's recognised senior leader (e.g . a military
  officer, a high priest) is slain or captured
  + 4
  The goal of the party's mission has been found or seen
  but cannot be obtained or achieved
  'Modifiers marked with an asterisk are temporary and cease to
  apply once the cause is removed. Others are permanent through-
  out an "adventure" but do not apply in later "adventures ."
  These should be noted on a piece of paper as the game proceeds .
  Routing characters run straight away from the source of danger
  at the fastest possible speeds (Secs. 2.641 and 2.651) . A random
  die roll is made when two or more escape routes are possible,
  or when the group is threatened from more than one direction .
  If surrounded, most routers will surrender and plead for mercy,
  although there is a 20 percent chance that soldiers and the clergy
  of the war-temples (e.g . KarakAn, Vimbhla, Chegirra, Chit6ng,
  Htsh, etc . ; cf . Sec . 1 .610) will prefer suicide to being taken alive .
  Player characters may do as they see fit, although it must be
  noted that it is considered "noble" (Sec . 1 .610) to accept one's
  fate . Many prisoners do not attempt to escape for this reason .
  Sacrifice, enslavement, or possibly ransom (for wealthier cap-
  tives) are all that those taken in battle can hope for, but, as the
  TsolyAni proverb says, "It is ignoble to struggle against the weave
  of one's Skein of Destiny ."
  MarjAn hiVessfima's patrol may be used again as an Illustra-
  tion . It was ambushed in the barren hills northeast of Thrill as
  the TsolyAni expeditionary force pushed north towards the Pass
  of Skulls . Of MarjAn's 20 men, 3 were killed by arrows, sling stones,
  and hurled rocks during the surprise round. This was insufficient
  to cause a morale test-5 casualties were needed . About 35
  MilumanayAni tribesmen and poorly trained bandit-soldiers (all
  of morale class B) then poured out of the rocks from three sides,
  136
  and 2 more TsolyAni troopers were slain in the next 3 rounds,
  requiring a 25 percent morale check . Using the C column in the
  table, MarjAn added a + 2 for fighting a party half again as large
  as his own . He scored a 12
  . This +2=14, but a score over 16
  was needed to cause a rout . The TsolyAni stayed in the fight,
  and soon 9 foemen were down, occasioning a MilumanayAni
  morale test . They rolled a 9 on column B of the table, subtracted
  a -2 for being over half again as many as the TsolyAni, and easily
  stayed in melee. A few rounds later Marian's patrol had lost 4
  troopers and 6 recruits, necessitating a 50 percent morale check .
  By this time, however, Chargesh had fought his battle with the
  MilumanayAni leader, and Marjan had finished the fellow off .
  The +2 modifier for being outnumbered still applied, but the
  MilumanayAni chieftain's death heartened the legionaries and
  gave them a -3.
  Marjan
  rolled a 4 : 4+2-3=3, and the
  TsolyAni held fast . The MilumanayAni suffered 9 more casualties
  in the next few rounds, and then it was their turn to make the
  50 percent check. They still outnumbered the TsolyAni by enough
  to gain the -2 modifier, but their leader's demise added a +3 .
  They rolled a 15:15 - 2 +3 =16 . A score of 10 or less is needed for a
  party of morale class B to remain in combat at the 50 percent
  test level, and the foe thus turned and fled . MarjAn's troops pur-
  sued, and after the battle was over he found that his patrol had
  suffered 13 casualties (7 dead and 6 injured-including Chargesh),
  while 24 MilumanayAni bodies were counted . Some of the latter
  might have been only wounded, but MarjAn made no effort to
  restrain his legionaries, contenting himself with looting 12 paltry
  silver coins and a flat piece of Hm6lu bone incised with Milu-
  manay9ni writing from the purse of the fallen chieftain . The latter
  he managed to present to a Molkdr (Officer) of his Legion, re-
  ceiving a gold K9ltar for his trouble . Better to hand it to an officer
  directly than to pass it on through his KAsi (Captain), who would
  probably have given him nothing but a "well done!" for his pains .
  2.830 . SORCEROUS AND MEDICAL HEALING .
  Healing spells belong to the "ritual" category (cf . Sec . 1 .620
  and also the Sections dealing with magic, below). They therefore
  cannot be cast by a mage who is himselflherself engaged in
  hand-to-hand combat . It is impossible, furthermore, to cast a
  healing spell upon a comrade who is fighting or moving actively
  about ; such a spell requires concentration, knowledge of the
  exact location and extent of the injury, and time to "focus" the
  energies of the Planes Beyond upon the patient .
  A wounded character must therefore withdraw from battle
  and find some sorcerer or shaman of his/her party who is not in
  combat, has both hands free to cast ritual spells, and who can
  concentrate upon the needed enchantments . Comrades may of
  course drag a downed fighter back "behind the lines" for treat-
  ment . Even so, the best time to heal the wounded is after a battle
  is over and all have had time to sort themselves out, see to the
  injured, repair damaged weapons and gear, loot enemy bodies,
  and say a few last words over slain co-religionists .
  A member of one of the intelligent species will no doubt wish
  to waive his/her right to a "Magical Resistance factor roll" (Sec .
  2.725 (1)) when subjected to a healing spell . Semi-intelligent
  beings, animals, etc. must make this roll since they cannot dis-
  tinguish helpful from hurtful magic. Sorcerous healing is in-
  stantaneous and leaves no marks or scars . If less than 10 per-
  cent of the patient's stock of Body Damage Points still be missing
  after healing spells have been applied, the person may return
  at once to full normal activity . Larger percentages of lost Body
  Damage Points result in various degrees of incapacitation, as
  seen in Sec . 2.8211 : e.g . negative Combat Value modifiers, a
  lower Height-Build-Strength factor, a decreased Stamina factor,
  a reduced encumbrance limit, etc .
  
  There is a possibility that sorcerous healing may not "take" ;
  cf . the Sections dealing with magic . Should a healing spell fail,
  sorcery cannot be used again to cure the same wound (or wounds)
  either by the unsuccessful mage or by any other sorcerer or
  shaman . Conversely, if one spell succeeds in healing a portion
  of a patient's wounds (i .e. restores some but not all lost Body
  Damage Points), then further healing spells will invariably oper-
  ate to restore the rest : there is no longer any chance of failure .
  Should magic be unsuccessful, one must resort to the slower
  but more certain techniques of the physician ; cf . Sec . 1.1010. A
  doctor aids an injured person or creature by adding his/her medi-
  cal expertise to the latter's "Recovery rolls," as stated in Sec .
  2.722 (2) . Like the sorcerer or shaman, a physician cannot treat
  anyone while fighting in hand-to-hand combat-or while the pa-
  tient is fighting or moving about actively . A relative degree of
  quiet and safety is needed in order to minister to an injured in-
  dividual .
  Further statements relating to medical healing include :
  1 . A certain amount of minor "battlefield first-aid" is possible .
  This may be applied by anyone and needs no competence
  in the skill of Physician . It cannot be accomplished while
  either the impromptu doctor or the patient is in hand-to-
  hand combat . No "Recovery roll" is necessary, and a D10
  is rolled : 1-4=1 lost Body Damage Point is restored ; 5-6=
  2-3 points (randomly rolled) ; 7-8=4-5 points (randomly rolled);
  9=6-10 points (randomly rolled with a D10, divided by 2
  and rounded down) ; 10 =no effect : first aid fails . This treat-
  ment can only be attempted once upon a given wound or
  combination of wounds. It cannot be repeated or tried by a
  succession of would-be "doctors ." Such first-aid may oc-
  casionally make the difference between one degree of wound/
  illness gravity and another (Sec . 2.8211) . If so, the patient
  is lucky! In most cases it may serve only to keep a victim
  alive until more qualified physicians can arrive .
  2 . A modifier of -2 is applied to a patient's "Recovery roll"
  for each level a doctor has in the skill of Physician, as seen
  in Sec . 2.722 (2) . These rolls are made as follows :
  a . Five minutes after a patient has become unconscious
  due to a failed "Endurance roll" (Sec . 2.8211) or the
  loss of Body Damage Points through other causes,
  he/she makes a "Recovery roll" ; if he/she returns to
  consciousness, no further rolls are made at that time .
  If not, additional rolls are made at 5 minute intervals
  until the individual returns to his/her senses or dies .
  b . Once a patient is conscious, a further "Recovery roll"
  is permitted for wounds after a full day (24 hours) has
  elapsed . Thereafter one "Recovery roll" is made on
  each day thereafter, and the physician's expertise is
  applied to each one. This admittedly shortens recuper-
  ation time unrealistically, and a referee who desires
  greater verisimilitude may wish to insert randomly
  rolled periods of days or even weeks between every
  permitted "Recovery roll ." A severely injured character
  might thus take several weeks or months to recover
  .
  This is left to the gaming preferences of the group .
  c . "Recovery roll" timings for illnesses and poisons are
  given in Sec . 2.722 (2) .
  3 . The time needed to treat an injury depends upon the degree
  of wound/illness gravity (Secs . 2.411 (4) and 2.8211) . This
  can be ignored if there is no urgency, but in cases where
  time is of the essence this should be ascertained .
  a . "First-aid" requires 1-5 minutes to apply . The score
  of a D10 is divided by 2 and rounded up.
  b . The times needed by a doctor to treat injuries follow :
  137
  Times needed by a physician to treat a patient
  Blinded, maimed, or disabled characters upon whom sorcery
  fails to work must either learn to live with their disabilities or
  else be retired from the game . Divine Intervention (Sec . 2.725 (2))
  is ineffective in such cases since the deities display little of
  the human quality of compassion, and the life or death of one
  small individual is usually unimportant to the great scheme of
  things . On the other hand, the monasteries of Th6mis and Ke-
  tengku in the ChAkan foothills near the city of PAya GupA are
  justly famous, as are the ancient shrines of KsArul and GrugAnu
  in the mountains northwest (and also northeast) of Thri'il . Simi-
  lar hermitages and sanctums exist in the remote regions of other
  lands as well . The sages of these places are said to have access
  to higher magic which can sometimes effect miraculous cures-
  in return for valuable magical items or other services, of course
  .
  A few such advanced mages are also retained by the rulers and
  princes of the Five Empires : e.g . the personal physician of Prin-
  cess Ma'rn, the renowned Doctor Chekr2sh, who is rumoured
  to be a nonhuman (possibly a MihAlli?) in disguise. Such experts
  can occasionally be persuaded to aid a loyal retainer, particu-
  larly if there are political or other objectives to be gained .
  2.840 . MISCELLANEOUS WEAPONS AND DAMAGE .
  The damage tables in Sec . 2.829 are also employed for various
  makeshift weapons and injury-causing events, some of which
  may not be combat-related .
  1 . Impromptu weapons may include almost anything accept-
  able to the referee. The following guidelines are very general,
  and these must be supplemented by the referee as the situ-
  ations demand .
  a . Damage table A is appropriate for a very short weapon :
  e.g . a sword-hilt, a blackjack, a hand-held rock, a small
  vase or statue, and the like . The sub-skills needed to
  hit with these objects are dagger/knife-fighting in the
  case of sharp or pointed implements (e.g . a spike) and
  short one-handed weapons for blunt, club-like weapons.
  The sub-skill needed to throw one of these items at a
  target is that of hand-thrown melee weapons .
  b . Damage table B is utilised for somewhat longer articles :
  e.g . a short stick, a piece torn off from an item of fur-
  niture, a larger vase, etc . The sub-skill of short one-
  handed weapons is required to hit with such an article,
  and that of hand-thrown melee weapons
  is used to
  throw them at a target . Damage table B is also utilised
  for blows with a spear-butt or similar object .
  c . Still longer and heavier articles use damage table C:
  e.g . a stout tree branch, a metal lever, a longish urn or
  statue, and other objects comparable in length to a
  sword . The sub-skill needed to hit with these is that
  of long one-handed weapons, and they are hurled with
  the sub-skill of hand-thrown melee weapons .
  d . Objects needing both hands to wield utilise tables D
  or E, depending upon their mass: e.g . a very large tree
  branch, a stout door-bar, a staff topped by a heavy re-
  ligious or military symbol, and the like . The sub-skill
  Degree of wound/
  illness gravity
  Die rolled (+ any base number) to
  find number of minutes of treatment
  Minor (or less)
  D10
  Serious
  D10+5
  Grave
  D10+ 10
  Critical
  D10+20
  Fatal
  D20 + 20
  
  needed to hit with these articles is that of two-handed
  weapons . and they are hurled at a target using the sub-
  skill of hand-hurled melee weapons .
  2 . Falls and collisions may occur when one fails certain "Ad-
  venture dice rolls" (Sec . 2.720 ff.): e .g . a "Height-Build-Strength
  roll" made to prevent foes from pushing a heavy object over
  onto a character behind it ; an "Endurance roll" failed while
  clinging to the side of a cliff ; an unsuccessful "Dexterity
  roll" made to keep one's balance on a slippery surface; or
  an "Intelligence-Dexterity roll" needed to steer one of the
  aircars of the ancients . Modifiers for armour may apply in
  the case of collisions, but such protection is relatively use-
  less in avoiding damage from falls . Guidelines are :
  Damage table
  employed'
  Type of fall or collision
  A
  B
  C
  D
  F
  H
  J
  L
  Damage from falls and collisions
  Slipping and falling down (e.g . a failed "Dex-
  terity roll" at the "Easy test" level taken to
  stay on one's feet on a slick surface) ; running
  headlong into a comrade ; having a door slam-
  med shut upon one
  Falling down while running (e.g. a failed "Dex-
  terity roll" at the "Harder test" level made
  while running or sprinting through an un-
  lighted and unknown area of an Underworld
  labyrinth); dashing headlong into a wall ; having
  a piece of light furniture broken over one's
  head (and failing a "Dexterity roll" at the
  "Harder test" level needed to avoid it)
  Falling down a short staircase (about half a
  storey) ; tumbling into a pit 1-2 m deep ; col-
  liding with a character who is running straight
  towards oneself (and both failing "Dexterity
  rolls" at the "Harder test" level in order to
  dodge one another)
  Falling down a one-storey staircase or a ladder,
  dropping into a hole or pit 2.1-3 m deep ; col-
  liding with a moving being twice as big as
  oneself (see above)
  Falling down a two-storey staircase or rolling
  down a steep hillside of the same height ;
  dropping into a pit or falling vertically be-
  tween 3 .1 and 4 m ; being run down and tram-
  pled by a large animal
  Tumbling down a steep hillside between 2
  and 3 storeys high ; falling vertically between
  4 .1 and 6 m ; being run over by a Chl6n-cart
  or a very large animal
  Falling vertically between 6 .1 and 8 m
  Falling vertically between 8.1 and 10 m . Any
  greater fall automatically kills the character,
  although a kindly referee may allow a 5%
  chance of survival and damage at the level
  of table L
  No damage occurs for short falls into water, mud, or other
  soft substances, of course . A longer fall (perhaps 2-3 storeys)
  requires a "Dexterity roll" at the "Difficult test" level ; if
  this is failed, the character suffers damage according to
  table J .
  3 . Hitting a target with a dropped rock, boulder, or other heavy
  object is done with a "competitive Dexterity roll" at the
  "Harder test" level ; cf. Secs. 2.723 and 2.7211 (1). An object
  138
  4 .
  5.
  6 .
  that falls by itself requires only the target(sj to roll . In most
  cases only one target can be struck . although those direct-
  ly behind him/her must make a roll for a "missed missile,"
  as stated in Sec . 2.827 . Large objects may hit more than
  one character, of course, and this is determined by the ref-
  eree . The damage table used is also left to the referee's
  discretion : e.g . a chamber pot dropped from a height of 1 m
  may cause no more than soiled clothing, but the same item
  falling from several storeys up becomes a deadly weapon .
  The following guidelines are for articles dropped from a
  height of about one storey (4 m). Damage tables are increased
  by 2 (e.g . from C to E) for each additional 4 m . Rolls for a
  shield, cover, and/or armour are allowed to targets struck
  by objects up to 40 cm in diametre, but only "hard" cover
  is of any use against larger and more massive falling articles .
  Damage table
  Size of rock
  employed
  or other heavy object
  B
  C
  E
  H
  K
  L
  Damage from dropped rocks, etc .
  Very small : 5-10 cm in diametre
  Small : 11-20 cm in diametre
  Medium : 21-40 cm in diametre
  Large : 41-60 cm in diametre
  Very large : 61-100 cm in diametre
  Extremely large : e.g . a part of a crenellation,
  a falling pillar, archway, etc .
  A character who is drowning makes an "Endurance roll at
  the "Difficult test" level (Sec . 2.722 (1)) after the first 3 one-
  minute turns . If this succeeds, a second "Endurance roll"
  at the "Very difficult test" level is needed after 2 more turns .
  Still another roll is required at the "Real challenge" level
  after 1 more turn-and again at the end of each turn there-
  after until the character either perishes or returns to the
  surface . If any of these rolls are failed, it is likely that the
  character is dead, although an unconscious person pulled
  out of the water within 20 minutes does have a small chance
  of revival : an "Endurance roll" is made at the "Real chal-
  lenge" level ; if this is successful, the character is revived .
  The same roll is permitted to one who has been underwater
  for 21-30 minutes, but even if revived there is a possibility
  of brain damage ; a D10 is rolled : 1-6 =brain damage occurs
  (13100 are rolled and their score is deducted from the char-
  acter's Intelligence factor, cf . Sec . 2.215) ; 7-10=a miraculous
  escape with no lasting ill effects.
  A character suffocating in mud or any similar substance
  has the same chances as given above in (4) . Immersion in
  sand, loose earth, rubble, etc . increases these time periods
  to 6, 5, and 3 turns, respectively : e.g . a buried individual
  who survives the first check made after 6 turns does not
  need to roll again until 5 more turns have elapsed . Should
  he/she still be alive, further "Endurance rolls" at the "Real
  challenge" level are then made at 3-turn intervals thereaf-
  ter . The chances of revival after becoming unconscious
  are as given above under (4) .
  A character trapped in an airless space also perishes with-
  in a certain length of time, but this depends upon the size
  of the chamber and is thus left to the referee . A body-sized
  coffin may provide 15-20 minutes of air, while a person sealed
  into a room 3 m square and 1 storey high may survive for
  anywhere from 30 minutes to an hour. Each additional indi-
  vidual in the chamber reduces these time limits by approx-
  imately one half .
  
  7
  . Fire damage is assessed as follows:
  a. Hand-held lamps and lanterns are fueled with poorly
  combustible animal or vegetable oils and thus cause
  insignificant damage when thrown or struck against a
  target . They may, of course, frighten certain creatures
  away, and they can also be employed to set larger fires
  in burnable materials .
  b . In order to hit with a hand-held torch, the attacker and
  the defender make a "competitive Dexterity roll" at
  the "Harder test" level ; cf. Secs . 2.723 and 2.7211 (1) .
  A defender who has a shield or who is behind cover is
  permitted to roll for this protection ; cf . Sec . 2.828 .
  c . An incendiary missile is either hurled (using the throw-
  er's skill with hand-thrown melee weapons ; cf . Sec .
  2.827) or is shot from a bow, a staff-sling, or an artillery
  engine (employing the firer's sub-skill level with the
  relevant weapon ; cf . Sec . 2.827). Other weapons cannot
  shoot blazing missiles or substances . Again, the tar-
  get may roll for the protection of a shield or of cover ;
  cf . Sec . 2.828 .
  d . Lighting an inflammable article with a hand-held torch
  or lamp is automatic but takes time (cf . Sec . 2.710),
  unless there are extenuating circumstances (e .g . the
  character is in melee or is performing other strenuous
  actions). In such cases a "Dexterity roll" at the "Easy
  test" level may be required. The same roll may be needed
  at the "Harder test" level if a character hurls a lighted
  lamp, lantern, or torch at an inanimate object in order
  to set it afire. The difficulty level is increased for less
  combustible substances, greater distances, or other
  factors
  .
  e . If a hit is scored under (b) or (c) above . armour provides
  some protection from a "small" fire but not from a
  "medium" ora "large" blaze . A "small" fire is defined
  as one started by a flaming arrow, a torch, or a lamp
  or lantern which has set combustibles ablaze (but
  where the fire has not had time to expand). A "medium"
  fire includes a firepot filled with inflammables (Sec .
  1 .960), a blazing drapery or voluminous garment, a
  bonfire, a cooking hearth, and the like . A "large" fire
  is a bigger conflagration : e.g . a burning building, a for-
  est fire, an incendiary artillery missile, a large pot of
  blazing pitch, etc . Certain spells also produce fires of
  various sizes; cf . the Sections dealing with magic. The
  protection afforded by armour from a "small" fire is
  found by rolling a D10 against the following table :
  Armour protection from fire
  *Cf. Sec . 2.320 for the definitions of these coverages .
  "A score above these ranges indicates no signigicant
  damage . The burning item strikes the armour and
  bounces off .
  139
  f
  . A further D10 roll is needed to ascertain whether a
  flaming object or missile does damage only in the com-
  bat round in which it hits, or whether inflammable gar-
  ments and/or equipment are set ablaze . No roll is needed
  for most animals, creatures of the Underworlds
  . or
  nearly naked persons, of course. since there is so little
  possible fuel for an ongoing fire . On the other hand,
  fires set by sticky substances (e.g . blazing pitch or
  the ChayakkuyAni version of Greek Fire: cf . Sec . 1 .960)
  continue to burn a target until their fuel is exhausted
  or they are put out . If an ongoing blaze does occur,
  the number of combat rounds it burns a victim (unless
  extinguished) depends upon the person's garments
  and another D10 roll . (See also (g) below .)
  Further rounds that a fire burns
  Garment and/or
  equipment coverage
  Little : a kilt, a vest, a back-
  pack, a quiver of arrows,
  or a small amount of si-
  milar
  semi-combustible
  gear
  More clothing and equip-
  ment: a tunic, a short cape,
  a larger backpack, sack(s),
  blanket, etc .
  Still
  more
  garments : a
  cloak or mantle, a "full
  kit" of gear
  Full robes or ritual priestly
  vestments, an elaborate
  noble's costume, a wo-
  man's voluminous skirts
  g . Whenever a character falls down or collides with some-
  thing there is a 10 percent chance (i .e. a score of 1 on
  a D10) of breaking flasks of oil or clay firepots stored
  in a backpack, hung at the belt, or slung over the shoul-
  der. This same check for breakage must be made after
  participation in hand-to-hand combat also . Chances
  of smashing these containers are much higher, of
  course, in the event of a longer fall : perhaps 70 percent .
  Should these objects have been broken, the charac-
  ter's oil-soaked garments add a +2 to his/her D10 roll
  in (f), above, for catching fire, and 6-25 combat rounds
  (i.e. a D20 score + 5) are similarly added to the duration
  of the blaze.
  h . A victim fully exposed to a fire (e.g . struck by a flaming
  missile) suffers damage each combat round . The damage
  table used depends upon the initial size of the blaze
  and the extent to which it has spread . A character on
  the periphery of the fire (e.g . someone trying to put it
  out, a comrade standing next to a burning victim) has
  the same chance of catching fire himself/herself as
  was given above under (f) . Damage is done to such a
  "new" fire victim according to damage table A (Sec .
  2.829) during each of the first 6 combat rounds ; there-
  after damage is rolled each round at the fire's current
  damage level (see below) . One who enters or falls straight
  into the heart of a blaze is burned at the fire's present
  Score needed
  to set an on-
  going fire
  Number of
  combat
  rounds the
  fire burns
  1-4
  1-5
  1-6
  6-10
  1-7
  8-17
  1-8
  16-25
  Armour coverage'
  Score needed to cause damage"
  Light
  1-8
  Medium
  1-6
  Heavy
  1-4
  Very heavy ; animal
  1-2
  covered with horny
  orchitinous
  integument
  
  damage rate-although the referee may allow a 50
  percent chance of not being harmed to a person who
  has soaked his/her garments in water or some other
  fire-retardant substance . The following table includes
  both these increasingly injurious damage tables and
  also arbitrary rates for the spreading of a fire . In reality,
  the latter depend upon many factors : the availability
  and combustibility of fuel, wind strength and direc.
  tion (Sec . 2.612), etc. The following are thus "average"
  rates which assume sufficient fuel, moderate inflam-
  mability, and no wind . The referee may adjust these
  rates and damage tables as desired .
  Rate of spread of fires
  Number of one-
  Rate of
  Damage table employed
  minute turns a
  spread (in all
  each combat round for
  fire burns at
  directions)
  a victim fully exposed
  this level
  per turn
  to the fire
  1-3
  25 cm
  A (a "small" fire)
  4-6
  50 cm
  B
  7-9
  1 m
  C (a "medium" fire)
  10-15
  1.5 m
  D
  16-21
  2 m
  E (a "large" fire)
  22-30
  2.5 m
  G
  31-up
  3 m
  J
  i . Sufficient
  water, sand, blankets, or other means
  of
  cutting off a fire's air supply must be available in order
  to put
  it out . Perhaps 3-4 litres of water may suffice
  for a "small" blaze, while the quantities needed to ex-
  tinguish larger conflagrations must be determined by
  the
  referee. A D1o
  roll
  is permitted every 3 combat
  rounds to put out a "small" fire ; every 6 rounds
  (i .e.
  each one-minute turn) to quell a "medium" blaze; and
  every 6 minutes
  to quench a "large" conflagration.
  More than one character may attempt this. The follow-
  ing table is for 1-3 "firemen" ; a modifier of -1
  is ap-
  plied to the die score if there are 4$; and another -1
  is employed when there are 7 or more characters try-
  ing to put out a fire. No more than 4 characters may
  cooperate to put out a "small"
  fire, however, and no
  more than 7 can work to quench a "medium"
  blaze.
  Any number deemed appropriate by the referee may
  assist in extinguishing a "large" fire .
  It must also be
  noted that water and/or blankets are useless in putting
  out the ChayakkuyAnl variety of Greek Fire (Sec . 1 .960)
  -indeed, water only causes the flames to spread fast-
  er (the rate increases by one degree under (h), above :
  e.g . from 50 cm to 1 m per turn) . Sand, vinegar, urine,
  mud, or other similar substances are all that are effi-
  cacious against this incendiary material . The know-
  ledge needed to make Greek Fire is rare in the south,
  and very few artillerists there are familiar with it. Should
  it be employed, a + 1 is added to the die score on the
  following table, no matter what means are used to
  put it out .
  14 0
  Putting out a firs
  'The physical dimensions of the fire are also reduced .
  This is left to the referee .
  j . Smoke inhalation causes suffocation at the same arbi-
  trary rates given for immersion in sand, etc ., under (5).
  "Endurance rolls" are made for survival . and the chances
  of reviving after becoming unconscious because of
  smoke are as presented under (4) . In addition, how-
  ever, there is a 20 percent chance of permanent lung
  damage. This causes a loss of 1-20 Body Damage Points
  (randomly rolled) and can be healed only by sorcery
  and not by a physician . Should magic fail, the char-
  acter's Stamina factor (Sec . 2.212) is reduced ; a D10
  is rolled : 1-6=a loss of 5 points ; 7-10 =a loss of 10 points .
  k . Lighted torches, lamps, etc . also reduce the oxygen
  in an airless space. Each such flame-source decreases
  the air-and the character's survival time, as decided
  by the referee ; cf . (6), above-by one quarter .
  8 . A pot of boiling water, oil, etc . poured down upon a target
  below does damage according to table G (Sec . 2.829) only
  in the combat round in which it hits. A small pot has a "splash
  circle" of 2 m, and all within this area (cf . the rules for hits
  with artillery stones in Sec . 2.829) must make "Dexterity
  rolls" at the "Very difficult test" level (Sec . 2.723) in order
  to avoid being burned . A larger container has a "splash cir-
  cle" of 3 m . These same rules apply to pots of molten lead
  or other metals as well, but damage table K is employed .
  Should a character be partially or totally immersed in boil-
  ing liquid, damage table H is used each round until contact
  ceases, and immersion in molten metal, lava, and the like
  requires table L .
  9 . Skin corrosives (e.g . acid or lye) do damage as follows :
  a. Hitting a target with a container of dangerous chemi-
  cals is done with the thrower's sub-skill levels with
  hand-thrown melee weapons, the staff-sling (e .g . the
  assassin's weapon, "Pa'iya's Kiss" ; cf . Secs . 1 .960
  and 2.2313), or artillery . Other weapons are not nor-
  mally used to fire corrosives . (Arrows fitted with acid-
  filled glass tips are theoretically feasible, but these
  may do less damage than a regular projectile point be-
  cause of the small capacity involved . They would also
  be extremely liable to breakage.)
  b . Dropping a container of chemicals upon a target below
  Is done as described under (8), above. "Splash circles"
  and rolls needed to avoid contact are the same .
  c . A roll for a shield, cover, and/or armour is permitted,
  but if this succeeds, all types of shields and armour
  (EXCEPT enchanted steel, which is immune) suffer
  damage according to table D each round during the
  rounds that the chemical remains active (see below) .
  Effect upon a fire and die score ranges
  Size of fire
  and current
  damage table
  Fire is to-
  tally ex-
  tinguished
  Fire is de-
  creased one
  damage-table' No effect
  Small : A
  1-8
  -
  9-10
  Small : B
  1-5
  6-7
  8-10
  Medium : C
  1-4
  5-7
  8-10
  Medium : D
  1-3
  4-6
  7-10
  Large : E
  1-2
  3-6
  7-10
  Large:G
  1
  2-5
  6-10
  Large : J
  -
  1-4
  5-10
  
  Once the points of protection afforded by the shield
  and/or armour are eliminated, the chemical continues
  to injure the character himself/herself until its combat
  rounds have run their course or until the substance
  is neutralised.
  d . A corrosive chemical damages a victim each round
  for one or more rounds . This depends upon the extent
  of the exposure and also a random die roll . These timings
  and also the damage tables employed for various de-
  grees of exposure are listed below .
  Skin corrosive damage per round
  "'Minor" contact includes such things as touching a
  fingertip to a pot filled with the substance . A "small"
  exposure is produced by a little vial of the chemical :
  e.g . the assassin's weapon, "Pa'(ya's Kiss" ; cf . Secs .
  1 .960 and 2.2313. A pot of corrosives hurled by a staff-
  sling causes a "medium" exposure, while a "large"
  exposure results from a bigger container dropped
  upon a besieger . Total immersion is self-explanatory
  -and very deadly .
  "The exact number of rounds a chemical remains
  active is found within these ranges by a random die
  roll : e.g . 11-20= 10+the score of a D10, etc.
  e . Alkaline skin corrosives are neutralised by washing
  with vinegar or other mild acids and copious amounts
  of water . Acids, on the other hand, are treated with a
  paste of soda or crushed lime. Most physicians carry
  enough of these substances in their bags (Sec . 2.330)
  to treat at least one major case. One minute is required
  to treat a victim for every combat round that he/she
  has suffered damage . Lost Body Damage Points do
  not return at once but are restored at a rate of 1-5 (ran-
  domly rolled) per day after the neutralising agent has
  been applied . Sorcery is also efficacious against cor-
  rosive damage, of course, and recovery is then in-
  stantaneous .
  10 . Carbon monoxide gas is found in various chambers of the
  ancient Underworld labyrinths, and it is also produced by
  the fumes of fires and similar sources . Carbon dioxide or
  carbonic acid gas is encountered in dank cellars, wells, and
  the like . Hydrogen sulphide gas occurs in sewers, sealed
  tombs, and in certain areas of volcanic activity . Methane
  gas is another peril of the old tunnel systems; it is highly
  explosive when combined with air and exposed to a flame .
  All of these can cause death through suffocation within
  10-30 minutes, and no dice rolls are made for them . Symp-
  toms include drowsiness, dizziness, collapse, and coma .
  Fresh air and artificial respiration are the best remedies . A
  victim who has become unconscious through one of these
  gases must make a "Recovery roll" (Sec . 2.722 (2). If any
  improvement results, he/she returns to his/her senses and
  no further rolls are needed . A result of "1 degree worse" or
  "2 degrees worse" is applied as usual, and further rolls
  must be made at the end of five-minute intervals until the
  victim either obtains a "better" result and recove"s . or until
  he/she dies . Sorcery can also neutralise the ill effects of
  these gases .
  11 . Corrosive gases produced by certain artifacts of the an-
  cients are treated as shown under (9), above : a "large" ex-
  posure results from immersion in these gases, and damage
  is done according to (9, d) . A physician can treat these in-
  juries, as described in (9, e), and sorcery is also efficacious .
  A few devices also produce nerve gases, deliquescents .
  and other kinds of lethal vapours . These are almost instant-
  ly fatal (perhaps 3-12 combat rounds, randomly rolled), and
  only the immediate application of the relevant sorcerous
  spell can save a victim exposed to them .
  12 . Ingested and injected poisons may cause illness, paralysis,
  death, etc . ; cf . Secs . 1 .960 and 2.350. The referee sets the
  difficulty level represented by the toxin, and the victim makes
  a "Resistance roll" (Sec. 2.722 (3)) . Should an antidote be
  taken in time, no "Recovery roll" (Sec . 2.722 (2)) is needed,
  and the character returns to health within the time periods
  stated in Sec. 2.411 (8) . A character who fails the "Resis-
  tance roll" and who lacks an antidote (or cannot apply it in
  time) dies when the poison is a lethal one . Some narcotics
  work more slowly, however, causing gradual weakness, in-
  ternal lesions and bleeding, blindness, coma, and other
  deleterious effects . The number of Body Damage Points
  lost per hour, day, week, etc . because of such a toxin is
  left to the referee . Again, the employment of the proper
  antidote should halt further damage, and lost Body Damage
  Points may be permitted to heal naturally or to remain as
  permanent disabilities, depending upon the action of the
  drug . Magic is perhaps the best means of restoring injured
  internal organs, although it is not always reliable.
  13 . The methods used to simulate illnesses are given in Sec .
  2.411 (6) . The procedure is very similar to that described
  for poisons, above.
  14 . As previously stated, the damage done by the claws, teeth,
  tails, etc . of the various animal species, creatures of the
  Underworlds, etc. of Tbkumel is specified together with
  their descriptions in the referee's Sections, below .
  15 . Certain spells produce "wound" damage and utilise the
  tables given in Sec . 2.829 . Other "aggressive" spells cause
  other types of injuries: electrical shock, explosions, psychic
  traumas, etc. ; these are detailed individually in the Sections
  dealing with magic, below .
  2.850 . COMBAT REFINEMENTS.
  The following Sections are optional . Those who enjoy more
  detail may wish to use them, but they do tend to slow down
  the game.
  2.851 . MODIFIERS TO THE INITIATIVE ROLL.
  The order in which characters may act during each combat
  round (termed "initiative") is determined by a D20 roll ; cf . Sec .
  2.822 . Very few modifiers were given for the "initiative roll" in
  the interests of rapid gaming . In reality there may be several
  relevant modifiers . One of these which can be applied each round
  (instead of in the first round only) is weapon length. Longer weap-
  ons have an advantage during the first round of a melee and are
  at a corresponding disadvantage during subsequent rounds .
  This factor may thus provide plusses and minusses to the ini-
  tiative roll every round throughout a melee .
  Extent of
  Damage table Number of combat
  exposure'
  employed
  rounds the chemical
  continues to do
  damage"
  Minor
  A
  1-2
  Small
  B
  1-5
  Medium
  D
  6-10
  Large
  F
  11-20
  Total
  H
  16-35
  
  Modifiers to the Initiative roll
  Hliiss lightning sword
  'Pikes strike first in the first round of hand-to-hand combat, and
  opponents get no return blow unless similarly armed with pikes .
  In subsequent rounds a pikeman subtracts -4 . If he/she wins
  this roll, the foe is held at pike-length, and the pikeman may
  continue to strike and do damage, while the opponent gets no
  chance to strike a return blow. If a pikeman loses or ties this roll,
  however, he/she must drop his/her pike and pay 3 Action points
  (Sec . 2.710) to change to a secondary weapon .
  A person fighting in Florentine style (Secs. 1.960 and 2.2317)
  uses the row in the table above for long one-handed weapons :
  i.e . a modifier of + 1 in the first round and 0 thereafter .
  Nonhumans who are larger and have longer reach ranges than
  mankind add a + 1 to their weapon length modifiers . These in-
  clude the AhoggyA, Hlttiss, Sh6n, Shunned Ones, and the Black
  Ssb . The HIAka, Pygmy Folk, and Tinaliya are smaller than hu-
  mans and hence subtract a - 1 from their weapon length modi-
  fiers . All others employ the table as given above . The HIAka,
  Hlfiss, and Shbn have tails that are used as weapons ; they strike
  with these at a weapon length modifier of 0 . Animals and other
  creatures hitting with teeth, claws, tentacles, and other appen-
  dages also have weapon length modifiers of 0.
  The following modifiers are also applied to each character's
  "initiative roll ." If this system is used, all applicable modifiers
  should be totalled in advance and recorded on the Character
  Record Sheet .
  142
  Circumstan t ia l modifiers to the Initiative roll
  Modifier
  Circumstance
  Dexterity factor modifiers ; cf . Sec . 2.213
  -4
  -15
  -3
  -10
  -1
  -5
  +1
  +5
  +2
  +10
  +3
  +15
  + 4
  + 20 and up
  Shields and cover ; cf . Secs
  . 1 .960 and 2.828
  - 1
  Carrying a medium shield
  - 2
  Carrying a large shield
  - 3
  Helping to carry a pavise
  -3
  In "hard" or "soft" cover that restricts movement : e.g .
  in tall grass, behind a tapestry, behind or underneath
  furniture, fighting from a narrow aperture, etc .
  Armour ; cf . Secs . 1 .960, 2.320, and 2.8210
  - 1
  Wearing medium armour
  - 2
  Wearing heavy armour
  Encumbrances; cf . Secs . 2.310 and 2.811
  -1
  Carrying 76-100% of one's encumbrance limit
  - 3
  Carrying 101-150% of one's encumbrance limit
  -4
  Carrying 151-199% of one's encumbrance limit . (One
  cannot fight at all while burdened with more than this .)
  Fatigue ; cf . Sec . 2.812
  - 2
  Fighting on after one's fatigue limit has expired
  Posture ; cf . Sec. 2.710
  - 1
  Crouching, kneeling
  -2
  Sitting
  -4
  Lying prone
  Wound status ; cf . Sec . 2.8211
  -1
  Suffering from a "serious" wound
  - 2
  Suffering from a "grave" wound
  - 3
  Suffering from a "critical" wound
  -4
  Suffering from a "fatal" wound
  Miscellaneous
  -2
  Applied to "surprised" characters in the round fol-
  lowing the "surprise round" ; cf . Secs . 2.821 and 2.825
  - 1
  Manoeuvring (i.e . moving) during the same round that
  one strikes or shoots ; cf. Sec . 2.823 (list 2. 5)
  -1
  Attacked while loading a crossbow or other missile
  weapon that requires more than one round to reload ;
  cf . Sec . 2.710
  - 1
  Changing weapons, taking an object out of a pouch
  or.bag, or performing any action other than striking or
  shooting during the round that costs 2 or more Action
  points ; cf . Sec . 2.710
  -2
  Attacked while preparing a spell to be cast during a
  later round ; cf . the Sections dealing with magic, below
  - 3
  Applied to characters who have turned at bay to fight
  after having been caught by pursuers ; cf . Sec . 2.823
  list 2, 17) . This is used only during the first round of
  such "post-rout" combat
  Weapon
  Length group
  Modifiers
  First round
  All subsequent
  rounds
  Pike
  1
  Always first
  See below'
  Long spear
  2
  +4
  -4
  Short thrusting
  3
  +3
  -3
  spear
  Polearm, hal-
  4
  +3
  -2
  berd, etc .
  Ouarterstaff,
  5
  +2
  -2
  javelin
  Two-handed
  6
  + 2
  + 1
  weapon
  Long one-
  7
  + 1
  0
  handed weapon
  Short one-hand-
  8
  - 1
  + 1
  ed weapon
  Knife, dagger,
  9
  -2
  +2
  "The Springing
  Doom"
  All others
  10
  -3
  +3
  
  2.852 . HITTING SPECIFIC BODY AREAS.
  The foregoing combat system provides only for the hitting of
  an opponent's "whole body," and damage is deducted from the
  target's total stock of Body Damage Points without reference
  to specific body areas. This may suffice for most "adventuring,"
  but occasionally greater detail is needed . For example, an as-
  sassin wishes to hurl a vial of corrosives (i.e . "Pa'(ya's Kiss" ; cf .
  Secs . 1.960 and 2.2313) directly into a victim's face and not have
  it bounce harmlessly off armour; a warrior aims a blow to blind
  a foeman ; a blowgunner shoots at an unprotected area of a tar-
  get's body, etc . Two methods of hitting specific body parts are
  offered below .
  1 . The attacker announces his/her intention to hit a specific
  body part in advance . Should a "hit" be made (Secs . 2.826
  and 2.827), and should any shield or cover be bypassed (Sec .
  2.828), another D10 roll
  is introduced : 1-2=the specified
  body part is hit ; 3-9 =the named body part is not hit, and
  damage is done to the "whole body," subtracting points
  from the target's total stock of Body Damage Points as
  usual ; 10 =the "hit" is actually a miss-greater concentra-
  tion is needed to hit a specific body area, and there is thus
  a higher possibility of missing . If the attacker does hit the
  body part he/she has named, the target's armour is next
  taken into consideration, and damage is assessed . This
  damage is applied to the points contained in that body part
  alone . These points are listed for human bodies in Sec .
  2.214 and for nonhumans in Sec . 2.223 . Those for other crea-
  tures must be arbitrarily assigned by the referee . Should
  the points contained in the named body part be eliminated,
  "exceptional damage" (Sec . 2.8211) is done, and the target
  is maimed, blinded, etc . as the attacker desires .
  2 . The second system is more complex-and slower to play .
  It is useful for duels and other one-on-one combats in which
  all of the participants statistics have previously been recorded.
  a . The attacker specifies the body part he/she is aiming
  for each round . If a hit is scored, and if any shield or
  cover is subsequently bypassed, as described under
  (1), above, a roll is made on the following table to ascer-
  tain where the target is hit . D100 are used :
  b .
  Hitting specific body areas
  'An unshielded righthanded fighter tends to advance
  the right arm and leg towards the opponent, making
  it easier to hit these than the left arm or leg . This is
  normally reversed when a shield is used-and must
  be reversed again for a lefthanded character.
  "See the preceeding note . Further confirming rolls
  must be made for nonhumans who have more than
  two upper or lower limbs, and also for those species
  that possess tails : e.g . a hit on either of a Sh6n's legs
  requires a further D10 roll : 1-6=the leg is hit ; 7-10=
  the tail is struck . Hits upon animals and creatures
  with other arrangements of appendages must be ad-
  judicated by the referee .
  The attacker's competence in the weapon he/she is
  using provides a modifier to the above roll. For example,
  14 3
  2.880 . COMBAT SUMMARY .
  It is useful to recapitulate the various steps to be taken in
  gaming a combat .
  1 . The Combat Values of all participants are established and
  noted upon their Character Record Sheets; cf . Sec . 2.810.
  Deductions for encumbrances are made ; cf. Sec . 2.811 .
  When two parties come within visibility range or audibility
  range, rolls for "surprise" are made (if the situation so indi-
  cates) ; if one character or party gains surprise, a "surprise
  round" is then fought, and hits and damage are assessed
  according to step (4); cf . Sec. 2.821 .
  If no surprise occurs, or if the surprise round has been com-
  pleted, each member of both parties makes an "initiative
  roll" each combat round ; cf . Sec . 2.822 (and also Sec. 2.851,
  if desired). Each character then acts in order of his/her rank-
  ing in the "initiative roll" order; cf . Sec. 2.823.
  2 .
  3.
  an archer with 11 sub-skill levels in the longbow applies
  a +6 or a -6 (if needed) to hit the specific body part
  he/she has named . If the missile is aimed at the tar-
  get's head and a 16 is scored, a -6 makes this a 10,
  and the head is indeed hit . (Here a +6 can do no good
  at all, but the head is usually harder to hit than other
  body parts in any case .) A hit on the torso normally
  requires a score between 30 and 59 ; a ±6 changes
  this range to 24-65 . This modifier is only employed to
  hit the named body part : e.g . it is not applied to a hit
  aimed at the head that actually strikes the left leg in
  order to gain a hit on the abdomen . Modifiers for sub-
  skill competence are as follows :
  Skill modifiers
  10-12
  t6
  c . The armour coverage of the body part hit is taken into
  account when damage is done . This permits a differ-
  entiation between a steel helmet and a Ch/En-hide
  breastplate, for instance, or for a chainmail tunic but
  no leg armour ; cf. Sec . 2.8210
  .
  d . Damage points are deducted only from those contained
  by the body part hit (Secs. 2.214 and 2.223) . When these
  points are eliminated, the body part is no longer func-
  tional : e.g . a head wound causes the character to lose
  consciousness ; a torso injury breaks ribs, punctures
  lungs, and causes collapse ; an arm or leg wound makes
  the limb useless (e.g . a righthanded character must
  now fight lefthanded, at a modifier of - 2 to all of his/
  her Combat Values, and a shield can no longer be borne) :
  a Shbn or other species possessing a prehensile tail
  cannot use that member; etc . When 1 more point of
  damage is done to the head, torso, or abdomen than
  these contain, the character dies . Doing double damage
  to a body part severs it or destroys it entirely : e.g . if
  10 points are done to an arm that can only take 5,
  it is
  cut off ; cf . Sec . 2.214. Further hits on an already de-
  stroyed body part are ignored .
  e.Wound status rolls (Sec . 2.8211) are made as usual,
  based upon the total number of Body Damage Points
  lost .
  Sub-skill levels
  Modifier
  Sub-skill levels
  Modifier
  0-3
  0
  13-15
  :t 9
  4-6
  ± 1
  16-18
  -_12
  7-9
  ± 3
  19-up
  ± 15
  Body part
  Dice score
  ranges
  Body part
  Dice score
  ranges
  Head
  01-10
  Abdomen
  60-79
  Left arm'
  11-18
  Left leg"
  80-89
  Right arm'
  19-29
  Right leg"
  90-100
  Torso
  30-59
  
  4 . A character who attempts to hit with a melee weapon (or
  with a "natural" weapon, such as fangs, claws, etc .) employs
  Sec
  . 2.826, while a missile-firer uses Sec . 2.827 . Sub-steps
  within the combat round then include :
  a . The attacker rolls to hit the defender
  . If no hit is scored,
  the attacker may perform such other actions as he/she
  wishes and for which he/she has the Action points
  (Sec . 2.710) ; the attacker's initiative "turn" then ends .
  b . If a hit is rolled, a defender who has a shield or who is
  protected by cover is allowed to roll for these defences ;
  cf . Sec . 2.828 . A successful "shield/cover roll" deducts
  damage from the shield or the cover . If the defender
  has no shield or is not under cover, or if the points re-
  presented by these defenses have been eliminated,
  or if the defender fails the "shield/cover roll," one pro-
  ceeds to (c), below . Otherwise the attacker's initiative
  "turn" ends ; cf . (a), above .
  c
  . Once any shield or cover has been bypassed, the at-
  tacker rolls for the damage done by his/her weapon ; cf.
  Sec. 2.829.
  d . At this point an optional roll may be inserted to allow
  for the hitting of specific body areas ; cf . Sec . 2.852 .
  e . The defender deducts any points of protection afforded
  by his/her armour; cf . Sec . 2.8210. Any remaining dam-
  age is subtracted from his/her stock of Body Damage
  Points ; cf . Sec
  . 2.214 . I f Sec . 2.852 (2) is employed, all
  damage is deducted from the Body Damage Points
  contained in specific body areas (minus any armour
  protection) .
  f . As damage reaches various percentages of a character's
  total stock of Body Damage Points, negative modifiers
  are applied to his/her Combat Values, and at advanced
  levels of wounding he/she must make "Endurance
  rolls" (Sec . 2.722 (1)) in order to remain in combat ; cf .
  Sec . 2.8211 . Should one of these "Endurance rolls" be
  failed, the character becomes unconscious or goes
  into shock for at least 5 one-minute turns ; thereafter
  he/she must make a successful "Recovery roll" (Sec .
  2.722 (2)) in order to regain consciousness and be able
  to perform further actions .
  5
  . Increasing percentages of casualties to the party as a whole
  require morale checks ; cf . Sec . 2.8212 . An unsuccessful
  roll may cause members of certain morale classes to flee,
  although player characters may continue to fight on if they
  wish
  .
  6
  . Some medical and sorcerous healing can be done during
  combat, but most such treatment is effected after a battle
  is over ; cf . Sec . 2830. At this time "exceptional damage"
  (Sec . 2.8211) is assessed, and also other post-combat acti-
  vities are performed : e.g . the repair of weapons and armour,
  looting, brief services for the dead, etc .
  Sorcery in combat is treated in detail in following Sections .
  It can be summarised here, however, by replacing (4), above,
  with a step (4a):
  4a.A sorcerer who wishes to cast a spell indicates this when
  his/her inititative "turn" comes up . Some spells can be em-
  ployed at once, while others require more than one round
  to prepare .
  a . The magic-user designates his/her target(s) and "fires."
  No "ritual" spell can be cast while in hand-to-hand
  combat or while one's limbs are encumbered or needed
  for other strenuous actions . "Psychic" spells do not
  suffer from these limitations ; cf . Sec . 1620 and also
  the Sections dealing with magic, below . Sorcery is
  144
  also hampered by metal, and magic-users must be
  careful not to wear or carry metal -items when attempt-
  ing enchantments ; cf . Sec . 1 .950 .
  b . No roll to hit is needed in the case of an "areal aggres-
  sive" spell cast from a distance. An "aimed aggressive"
  spell does require a roll to hit because it is directed
  against a specific target, much like a missile weapon .
  A "competitive Dexterity roll" (Secs . 2.723 and 2.7211
  (1)) must be made by the magic-user and the target
  when the former attempts to hit the latter with a "touch
  range aggressive" spell ; cf. Sec . 2.823 (list 2, 19) and
  also the Sections dealing with magic, below .
  c . Neither a shield nor "soft" cover is of any use against
  a spell . Major (or greater) "hard" cover does permit a
  "shield/cover roll" against an "aimed aggressive" spell
  but not an "areal aggressive" spell, however ; cf . Sec .
  2.828 (list 1, 7) .
  d
  . Armour is also useless against magic . The only excep-
  tion is a large shield or a suit of medium or heavy ar-
  mour made of enchanted steel ; cf . Sec . 2.725 (1, j) .
  e . A target struck by a spell has only one chance to es-
  cape the action of the enchantment : the "Magical Re-
  sistance factor roll" ; cf
  . Sec . 2.725 (1) .
  If this roll
  is
  failed, the target suffers the effects detailed in the
  spell's description
  . In some cases these effects are
  "wounds," and the damage tables in Sec . 2.829 are
  used . Other types of spells produce results requiring
  individual descriptions .
  Warrior-Priest
  of Vimuhla
  with stylised
  flame helmet
  
  2.900 . SORCERY .
  The theoretical and cultural fundamentals of "magic" on
  T6kumel are described in Sec . 1 .620. The following Sections
  provide mechanisms for the employment of the magical arts
  in the game .
  2.910 . GENERAL ORIENTATION .
  2.911 . PERSONAL QUALIFICATIONS .
  In order to learn and use sorcery at all, one must possess a
  sufficiently high Intelligence factor (Sec . 2.215), Psychic Ability,
  and "Psychic Reservoir" (both in Sec . 2.216) . The minimum re-
  quirements for these three factors are given under the heading
  of "Shaman" in the "Tribal" skill descriptions in Sec . 2.239. These
  qualifications are the same for all magic-users, from the "jungle
  witch doctors" of M'm6rcha to the sophisticated thaumaturges
  of AvanthAr . They are also required of nonhumans and any other
  entities who would learn and cast spells . (The intellectual and
  psychic capabilities of the nonhuman races differ somewhat
  from those of mankind ; cf . Sec . 2.223 .)
  Although a character who lacks the minimum qualifications
  alluded to above cannot employ spells, anyone with an Intelli-
  gence factor of 21 or higher (Sec . 2.215) can use the magico-
  technological devices of the ancients (e.g . "Eyes"), talismans,
  amulets . and scrolls or books written in clear, non-coded lan-
  guage (in a tongue the character knows, of course). Even a dullard
  (i .e. a person with an Intelligence factor of 06-20; cf . Sec. 2.215)
  can utilise some of the simpler instruments if carefully instructed
  in their operation.
  2.912 . THE SOURCES OF MAGICAL LEARNING .
  Most sorcerers are either priests or "Lay-Priests" (Sec. 1.632).
  Such persons usually learn their repertoire of spells through
  their temples . "Magic" forms one of the special provinces of
  the ecclesiastical hierarchies throughout the Five Empires and
  their client states, and these powerful institutions possess the
  academies, instructors, libraries, and other facilities for study
  in abundance . Although Lay-Priests do not form part of the ad-
  ministrative or ritual organisation of the temples, they, too, gene-
  rally acquire their magical knowledge from the temple colleges.
  The priesthoods of the smaller states tend to be less learned
  than their counterparts in the great empires, and students in
  these lands may wish to seek out the priests, Lay-Priests, and
  "magical advisors" resident at the courts of local rulers. "Power
  draws power," as the TsolyAni say, and certain of these scholars
  are better versed in their arts than the sacerdotes of the indi-
  genous deities .
  A shaman normally seeks instruction from an elder (and hope-
  fully wiser) shaman of his/her tribe . A shaman of one tribe rarely
  accepts a disciple from another band . Many young shamans
  thus gravitate to the urban empires in search of further learning .
  Magic cannot be taught by the "teach yourself method ." With-
  out access to the texts, libraries, and the languages in which
  sorcerous books are written, a student is completely helpless.
  A teacher is also necessary to learn the mind-sets, precise ges-
  tures, ritual sequences, and other essentials of sorcery . Whether
  these things are acquired from a temple academy or from a Lay-
  Priest in "private practice" in the marketplace (Sec . 2.241) is
  immaterial, but some form of tutelage is required . It is possible
  for a teacher to set down a sequence of spells in book form for
  for a student who is travelling abroad (see below), of course ;
  yet this can only be done once a "mind-link" between tutor and
  pupil has been achieved .
  The temples provide instruction only for their own devotees,
  furthermore : those who have demonstrated their loyalty and
  14 5
  zeal . Non-members are never given access to a temple's hoarded
  store of learning, even when they belong to a closely associated
  sect (e.g . the temples of a Tsoly9ni deity and his/her "Cohort" ;
  cf . Sec . 1.610). This rule is adhered to most strictly, and a mage
  who breaks it to teach his/her sect's special enchantments to
  an outsider can expect to be visited with all of the punishments
  the ecclesiastical courts can devise ; cf . Sec .
  1 .740. A shaman
  is somewhat less limited in this regard : once an outsider has
  gained the trust of the tribe, he/she may be accepted for teaching .
  2.913 . TUTORS.
  As said above, every student must have a tutor. The require.
  ments for this are presented in Sec . 2.423 . Within every large
  temple one will find many scholars and experts in the "know-
  ledge skills" (Sec . 2.239), and an acolyte should have no difficulty
  in engaging an instructor . See Sec . 2.242 (5) for tuition costs .
  It is the tutor's task not only to teach but also to monitor a pupil's
  progress and select further studies appropriate to his/her level
  of intellectual and psychic development . The same is true of
  the shaman who must oversee the advances made by his/her
  disciples.
  Should a student move from one locale to another, a new tutor
  must be found and engaged . Within one's own country this is
  usually quite easy, particularly in the great cities .
  It presents
  more of a problem when one travels abroad . One must then pre-
  vail upon one's tutor to provide a letter of introduction to the
  mages of one's own sect resident in the foreign country : e .g . a
  teacher in the Temple of KarakAn in JakAlla in TsolyAnu may
  write such a note to his/her counterparts in the temple of this
  deity in the Foreigners' Quarter of TsAmra in LivyAnu . The temples
  of foreign gods accept students from other lands only through
  conversion, and in some countries this is well-nigh impossible :
  e.g . a Tsoly9ni worshipper of Vim0hla would not be admitted
  into the classes offered by the Temple of Ru'ungkAno in LivyAnu
  under any circumstances-unless the pupil were himself/her-
  self a LivyAni who had grown up in the faith and had then emi-
  grated abroad . LivyAnu, however, is the most xenophobic of all
  of the Five Empires, and foreigners may find it easier to "con-
  vert" and join a temple with similar theological orientations in
  SalarvyA, YAn K6r, Mu'ugalavy9, or Tsoly6nu . The priesthoods
  of the smaller states vary considerably in this regard ; some re-
  fuse to accept outsiders at all (e.g . the Priests of Light of SaA
  Allaqi, the sect of the Mad One of Hlikku in Yin K6r, the Temple
  of Mrettbn of the Ny6mesel Isles), while others are more accom-
  odating (e.g . the temples of Aridz6, Heshu6l, and VAris of the
  states of the far northeast) ; cf . Sec . 1.610. The temples of the
  nonhuman species never accept converts of other races .
  A student who is likely to be deprived of a tutor for any length
  of time (e.g . one who undertakes a long sea voyage of explora-
  tion) may obtain a magical instruction manual from his/her tutor.
  This can be prepared by the tutor alone-no one else can do
  this-since one's teacher is the person with whom one has es-
  tablished a psychic bond . Such a spell-book is invariably in cipher
  and is sorcerously made to appear as unusable gibberish to all
  but the intended student . A magical manual contains as many
  as ten spell levels, arranged in order of ascending difficulty, and
  each of these is learnable only when the student attains the ap-
  propriate level of intellectual and psychic development. This type
  of "homework" requires much time to write out and consecrate
  (about two days per spell for the easier enchantments and as
  much as a week for a higher-level incantation), and
  i ; is there-
  fore expensive . Enchantments learned from a spell-book are
  also rarely as complete and efficacious as those mastered with
  the help of one's tutor himself/herself, and there is a greater
  chance that a "book-spell" will not work or may even backfire
  
  and harm the student . A spell thus incompletely learned can be
  "polished up" and perfected once one returns to one's teacher .
  More will be said of this method of learning below .
  As one progresses higher and higher up the ladder of sorcer-
  ous knowledge it will become necessary to change tutors . A
  teacher must possess at least 6 complete skill levels more than
  the pupil, and the latter can never rise to more than 2 levels be-
  low that of the instructor; cf . Sec . 2.423 (2) . A senior scholar
  rarely takes any interest in the beginning classes but only in
  the advanced pupils of the temple academy . The same is true
  of Lay-Priests in private practice. It may therefore be obligatory
  to seek more and more skilled preceptors three or four times
  during one's student career. Indeed, one may have to seek out
  a recognised expert in some other city, particularly when one
  desires to master some rare and complex incantation not found
  in every temple academy of one's sect .
  2.914 . TEMPLE-PREDILECTIONS AND BRANCHES OF
  SORCERY .
  Each temple tends to specialise in those fields of magic that
  jibe with its theological and philosophical orientation ; cf . Sec .
  1 .610 . There is a corpus of "Universal" spells, of course : those
  known to every sect, advanced Lay-Priest, and shaman all across
  this region of Tekumel . Somewhat more restricted are the "Ge-
  neric" spells : those found in two or more temples whose orien-
  tations overlap. The most recondite of all are the special "Temple"
  spells, which comprise each sect's most jealously guarded trea-
  sures . Some of these are shared between the priesthood of a
  god and that of his/her Cohort, but there are a few inner secrets
  that even this close association is not enough to unlock. The
  only means of learning a forbidden "Temple" spell is to seek
  out a renegade priest . Even then, such an unfrocked clergyman
  may balk at teaching a secret so potent-and so liable to end
  In the dungeons of the ecclesiastical executioners .
  The magical proclivities of the TsolyAni temples are listed in
  general terms below . "Generic" and "Temple" spells available
  to devotees of these sects usually fit into one or another of these
  "branches," as will be seen from the spell descriptions following .
  Tsolyhnl deities
  Deity
  Preferred branches of sorcery
  HnAlla
  Light ; stability and tranquility
  KarakAn
  War and bloodshed ; courage ; weapons
  ThOmis
  Knowledge ; healing ; communication
  AvAnthe
  Natural forces ; animals and plants
  Belkh9nu
  Departed souls ; the Planes Beyond
  HrO'd
  Chaos ; darkness ; cold
  VimOhla
  Fire ; wanton violence and destruction
  KsArul
  Knowledge ; magic, demonology; ancient technology
  SArku
  The Undead ; tombs, catacombs ; worms and vermin
  Dlamalish Hedonism, eroticism ; demonology; the physical body
  The Cohorts of the TsolyAni gods (Sec. 1.610) are oriented to-
  wards the same objectives as their associated deities . There are
  minor differences, of course : e.g. Ketbngku stresses the healing
  aspects of ThOmis ; GrugAnu focusses upon Ksarul's interests
  in magical devices and spells ; Chiteng represents the crueller
  but more organised side of VimOhla, etc . Spells available to fol-
  lowers of these entities thus fall within the broad categories
  shown in the foregoing table, but there are variations in emphasis.
  A devotee of a foreign deity will find one or more TsolyAni
  counterpart listed in Sec . 1.610 . In game terms, such a charac-
  ter may choose from among the spells available to any one of
  these TsolyAni sects but may not Include spells from the other
  lists. A worshipper of Ru'ungkAno, for instance, may acquire
  14 6
  the spells appropriate to VimOhla, KarakAn, or Ksarul but is not
  allowed to select some from Vim0hla's list, others from KsArul's
  corpus, etc . It is hoped to produce a supplement later detailing
  the unique magical systems of some of the other nations of
  Tekumel .
  A shaman also has a restricted corpus of spells from which
  to choose . This resembles the "nature focus" of AvAnthe but
  includes the healing abilities of Th6mis and perhaps something
  of the darker side of Ksarul as well .
  2.91 S . TYPES OF SPELLS .
  The difference between "Universal ." "Generic," and "Temple"
  spells are noted above. In addition, one finds a clear dichotomy
  between "ritual" and "psychic" spells . The former draw and
  shape power from the Planes Beyond by means of "mind-sets."
  vocables, gestures, bodily postures, and
  in some cases sub-
  stances and ceremonies (for which one requires the sorcerer's
  bag mentioned in Sec . 2.330) . The latter are produced directly
  by the mind of the mage and need no more than concentration,
  mental and psychic energy, and the training required to cast
  them . The contrast between "ritual" and "psychic"
  spells in
  combat is indicated in Sec . 2.823 (list 2, 4) .
  Once one begins to deal with the technical aspects of spells,
  other differences become apparent . Some enchantments
  re-
  quire less energy to cast, while others demand much more (par-
  ticularly the more powerful "Temple" spells) . Certain spells are
  "aggressive" and are meant to harm or hinder an opponent . Oth-
  ers are "non-aggressive" and provide such utilitarian abilities as
  the production of light, communications, healing, telekinesis,
  and the like . Still another line must be drawn between "aimed"
  and "areal" spells . The former are directed at a specific target,
  much like a missile weapon . The latter create their effects in a
  broader area; this may be a circle extending out from the caster
  at the centre, a location some distance away from the mage, or
  even a sort of "wall" that eventuates in front of the sorcerer and
  moves away from him/her at a fixed rate of speed . Further types
  of spells create phantasmic creatures, open "Nexus Points"
  (Sec . 1.620) into other Planes, and produce miscellaneous ef-
  fects too varied to be categorised here . All of these distinctions
  will become clear from an inspection of the spell lists that follow .
  2.920 . THE ACQUISITION OF SPELLS .
  2.921 . SPELL "PURCHASING."
  The method through which a sorcerer or a shaman learns new
  spells is analogous to that by which a warrior acquires sub-skill
  levels in weapon competences ; cf. Sec . 2.2310 ff . There are some
  differences, however, and the system is thus recapitulated below .
  1 . Complete levels of the Sorcerer and/or Shaman skills are
  obtained when a character first enters the game; cf . Sec .
  2.239 . Thereafter a magic-user earns points towards fur-
  ther levels through practice (Sec . 2.422), study (Sec . 2.423),
  and "gamed competence rewards" (i.e . defeating oppo-
  nents with magic and casting useful "non-aggressive"
  spells ; cf. Sec. 2.424 (2 and 3)) . One may also maintain one's
  Sorcerer and/or Shaman skills, and no progress then oc-
  curs, though nothing is lost ; cf. Sec . 2.421 . Should "skill
  decline" (Sec . 2.425) occur, any points saved for an as-yet-
  incomplete skill level are lost first, and only when a com-
  plete skill level is impaired is the last spell to be acquired
  removed from the character's list (and so on, until skill de-
  cline is halted) .
  2 . A skill level in either the Sorcerer or the Shaman skill con-
  tains 2,000 points, earned as stated under (1), above ; cf .
  Sec . 2.2310 . Fo r each complete skill level (including those
  obtained at the start of the game), a character is given 25
  
  3 .
  "Spell purchase points ." These are used to "buy" new spells,
  as shown below.
  The three "phyla" of spells-"Universal," "Generic," and
  "Temple"-are mentioned in Sec . 2.914 . These are abbre-
  viated as "U ," "G," and "T," respectively . In addition, there
  are 10 levels of spell complexity and potency . These range
  from an easily learned enchantment of level 1, which pro-
  duces only minor effects, to the extremely difficult and
  powerful enchantments of level 10, obtainable by master-
  sorcerers. The cost of a spell differs both according to its
  phylum and its level : the cheapest is the "U1" spell, and
  the most expensive is the "T10." As can be seen from the
  table below, very advanced spells require more than 20
  points to buy, and one must thus "save up" spell purchase
  points on one's Character Record Sheet until one can af-
  ford them . Spell costs are as follows :
  4
  . Spells cannot be learned in any order one wishes, even if
  one has the spell purchase points to buy them . The follow-
  ing rules apply .
  a . In reality, a tutor chooses which spells to teach a pupil,
  based upon his/her perception of the latter's needs
  and stage of development. In the game, however, spell
  selection is left to the player, provided that the pro-
  visions set forth under (b) and (c), below, are followed .
  This applies even to the "spell-book" provided by a
  tutor to a student who is going on a long journey . The
  player writes out a list of the spells he/she wishes to
  include in this manual and gives it to the referee. When
  the player's character achieves a new skill level, the
  25 "spell purchase points" thus earned are invested in
  the spells contained in the book as usual . The spells
  written in the "spell-book" cannot be changed or sub-
  stituted, of course, and no further spells can be learned
  once those in the manual have been mastered-until
  the student either returns to his/her tutor or finds a
  new one at his/her destination .
  b . Many enchantments possess more than one level,
  and a character must obtain all of the lower levels of
  such a spell before going on to purchase a more ad-
  vanced one . For example, the spell of "Ascertainment"
  in the "Universal" phylum includes 5 levels, each of
  which has different effects. A mage cannot obtain its
  "U5" form without having first mastered its "Ul," "U2,"
  "U3" and "U4" varieties .
  c . A further restriction is based upon the number of com-
  plete levels of the Sorcerer or Shaman skill possessed
  by the character. Less advanced students are not able
  to assimilate the knowledge and techniques of higher
  magic . The following tables thus correlates closely
  14 7
  d .
  with the syllabi followed by the temple academies,
  Lay-Priests in private practice, and even tribal shamans .
  It is extremely dangerous, if not impossible, for a stu-
  dent to try to master a spell for which he/she is not
  yet ready, and the ladder of development shown in
  the table must be strictly followed . For example, a be-
  ginner who has only one level in the skill of Sorcerer
  can learn any "Universal" spell of the first level . He/she
  may also acquire the second level of such a spell, if
  one exists . An experienced mage with 10 skill levels
  can master a "Universal" spell of any of the 10 levels,
  provided that the rule given in (b), above, is followed .
  He/she may also learn "Generic" spells of levels 1-7
  and "Temple" spells of levels 1-5, as long as these
  spells are among those available to his/her temple .
  In actuality there are still higher levels of stamps. These
  are the arcane lore of "Great Magic" : the incantations
  used to summon the Demon Princes (cf . "The Book
  of Ebon Bindings," by M.A.R . Barker, Minneapolis,
  1978), and the conjurations known to such near-myth-
  ical wizards as the immortal Th6mar, Subadfm the
  Sorcerer, NyL&lmu of the Garden of the Weeping Snows,
  Hagarr of Par'dnta, Oly6r the Many-Tongued, and others:
  cf. Sec . 1 .360 . In addition, certain of the "magical body-
  guards" of the kings, emperors, and great lords of
  T6kumel (Sec . 2.241) are privy to lesser portions of
  these secrets. The referee is welcome to introduce
  whatever he/she wishes of these mighty spells . In
  practice, however, such powers tend to unbalance
  the game, and it may be best to restrict them to non-
  player characters with whom the players' party can
  interact from time to time .
  2.922 . SPELL LEARNING TIMES .
  Varying periods of time are needed to master new spells .
  1 . Spells obtained with points derived from skill levels acquired
  when a character enters the game are already learned . They
  form part of the character's background, and no game time
  need be used to perfect them .
  2. Once a character is in the game, he/she applies "spell pur-
  chase points" acquired upon attaining a new skill level to
  the buying of spells, as stated in Sec . 2.921 . Time must be
  spent mastering these incantations . This is found by adding
  the score of a die (see (b), below) to a "base learning time"
  that depends upon the spell's phylum and level .
  a . "Base learning times" are as follows :
  Skill levels and purchasable spells
  Spell costs
  Character's
  Phyla and levels of availab le spe lls
  Spell phyla & costs in "spell purchase points"
  skill level
  Universal
  Generic
  Temple
  Spell level
  Universal
  Generic
  Temple
  1
  1-2
  -
  -
  1
  2
  4
  6
  2
  1 .3
  1
  -
  2
  4
  6
  8
  3
  1-4
  1-2
  1
  3
  6
  8
  10
  4-5
  1-5
  1-3
  1-2
  4
  8
  10
  12
  6-7
  1-7
  1-4
  1-3
  5
  10
  12
  14
  8-9
  1-9
  1-5
  1-4
  6
  13
  15
  17
  10-11
  1-10
  1-7
  1-5
  7
  16
  18
  20
  12-13
  1-10
  1 .9
  1-7
  8
  19
  21
  23
  14-15
  1-10
  1-10
  1-9
  9
  22
  24
  26
  16-up
  1-10
  1-10
  1-10
  10
  25
  27
  30
  
  Spell learning times
  b. The random die roll consists of a D10 divided by 2 and
  rounded up in the case of "Universal" spells, a D10
  for "Generic" spells, and a D20 for "Temple" spells .
  A high Intelligence factor (Sec . 2.215) provides a mo-
  difier to the score of this roll : below 80=0 ; 81-95= -1 ;
  96-99= -2; and 100= -3. Should Murfjgdu h!Kortun6l,
  the 7th skill level colleague of Alina hiNakkodai men-
  tioned in Sec . 2.440, wish to learn a new "G4" spell,
  for instance, he spends a minimum of 6 days +his D10
  score. He scores a 6, subtracts a -1 for his Intelligence
  factor of 87, and must thus spend 6+5= 11 days mas-
  tering the new conjuration . Only an extremely high In-
  telligence factor combined with a lucky low roll can
  reduce spell learning times below the levels shown
  in (a) : e.g . a character with an Intelligence of 100 who
  scores a 1 on the D10 roll, producing a -2 to be ap-
  plied to (a) . Even so, learning times may never be less
  than 1 day for a "Universal" spell, 3 days for a "Generic"
  spell, and 6 days for one of the "Temple" category.
  3 . A maximum of 3 spells can be studied at one time . The
  learning times for these are calculated separately but then
  run concurrently. For example, MurOgdu finds that he must
  spend 4 days learning a "U1" spell, 7 days acquiring a "G2"
  spell, and 17 days mastering a "T1" enchantment . After
  17 days he will have perfected all three of these, but should
  he need the "U1" spell in the meantime, it will be available
  after the 4-day learning period .
  4 . Learning an enchantment while away from one's tutor re-
  quires a "spell-book" (Sec . 2.913)-or a new tutor at one's
  destination .
  It is much harder to master sorcery from a
  written explanation, and a D10 is thus rolled for each spell
  to be learned from such a manual : 1-4=spell learning times
  are the same as given under (2) ; 5-9=the times established
  under (2) are doubled ; 10 =the times found under (2) are
  tripled . One roll is made for each spell learned, of course.
  5. An enchantment acquired from a "spell-book" has a greater
  chance of failure than one mastered directly from one's
  tutor, cf . Sec . 2.934 . Such an "imperfect" spell can be com-
  pletely perfected with one's teacher later . One half of the
  timings found in (2) are required per spell for this .
  6. Some spells contained in the magical books and scrolls
  found
  in the Underworlds are learned instantaneously.
  Others are like those contained in the "spell-books" de-
  scribed above; these require the learning times given under
  (4), above, and they, too, must be perfected with the help
  of a tutor who knows them . See the referee's Sections.
  2.923 . FINANCIAL COSTS OF SPELL LEARNING .
  For each spell successfully learned a fee is customarily paid
  to one's tutor . This is in addition to regular tuition charges ; cf .
  Sec . 2.242 (5) . The teacher keeps half of this as a bonus, and
  the rest goes to the temple authorities in return for registering
  the student's new capability and issuing a Licence of Mastery
  (Tsolyani : Jokhllukh hiTrash6m). Such a document Is useful
  when seeking employment or identifying oneself at a branch of
  one's temple in another city . Keeping track of these matters is
  14 8
  the joint task of a Temple Commandant (Tsolyani : Nidshte) and
  a special rank of scholar-priest, the "Licentiate" (Tsolyani : Jo-
  k81to) ; cf . Sec . 1 .832 . One must be able to prove one's status in
  the Five Empires, and a Licence for a more advanced "Generic"
  or "Temple" spell may be magically keyed to its owner. It cannot
  then be forged, and if tendered by someone other than its right-
  ful owner, it appears as gibberish . (This same process is often
  applied to valuable legal documents, Imperial documents, let-
  ters, etc .)
  A Lay-Priest in private practice is also supposed to register a
  pupil's spell knowledge with his/her temple. Although this is
  usually done, a lazy teacher may neglect it, and an avaricious
  tutor may keep all of the fee for himself/herself. The student
  should check with the Office of the Licentiate (Tsolyani : Jokal-
  tok8n) to see whether registration has been filed . If not, the only
  recourse is to plead with the tutor, offer greater "inducements,"
  or even abandon the tutor's classes altogether. It is very diffi-
  cult to prosecute a legal case against a Lay-Priest in good stand-
  ing with his/her temple .
  Spell learning fees are fixed with the tutor in advance . They
  are due on the day that a spell is perfected . The following fees
  are averages . A greedy teacher may charge as much as 100 per-
  cent more, whereas a milder individual may ask for as little as
  50 percent less . The student is expected to bargain .
  Financial costs of spell learning
  Occasionally a temple academy or a Lay Priest in private prac-
  tice may waive the spell learning fee in return for a special task
  or quest . This is all the more likely when sectarian or political
  goals are involved : e.g . a temple may "arm" a brilliant and loyal
  student with powerful spells in order to fit him/her for the per-
  formance of certain specified services .
  Writing out a "spell-book" (Sec . 2.913) for a student who will
  be away from his/her tutor for a protracted time costs double the
  amounts shown above. A maximum of 10 spell levels may be
  prepared at these prices ; thereafter the costs double again, if a
  second and more advanced spell-book is prepared for the same
  student . No fees need be paid, of course, for enchantments
  obtained from ancient books and manuscripts found in the
  labyrinths of the Underworlds .
  Tribal shamans, too, employ rituals, symbols . and "rites of
  passage" to mark the acquisition of spells by their disciples .
  Such ceremonies are less elaborate than those of the temples .
  but they may be exhausting or even painful . Most of the tribal
  peoples do not use money per se, and there is thus no question
  of financial compensation. A senior shaman may demand a task
  or an artifact in return for teaching a pupil a new spell . The sha-
  mans of M'm6rcha, Nmart0sha, Rannalu, and the Lortin regions
  present their students with "magical tokens" in lieu of Licenses
  of Mastery . These consist of bits of stone, bone, feathers, rep.
  tlle skin, and the like, telepathically imbued with messages in-
  dicating the disciple's capabilities and status . These tokens
  can be "read" by other advanced shamans of the same tribe
  who possess the skill . They mean nothing to the priesthoods
  of the great empires, however, and a tribal candidate may be
  asked to demonstrate his/her prowess before a synod of temple
  scholars before being accepted for further studies .
  Spell level
  Phyla and
  Universal
  number of days
  learn a spell
  Generic
  needed to
  Temple
  1-3
  1
  3
  6
  4-6
  3
  6
  12
  7-9
  6
  12
  18
  10
  12
  18
  24
  Spell levels
  Phyla and
  Universal
  spell learning costs
  Generic
  in Kaitars
  Temple
  1-2
  20
  50
  100
  3-4
  40
  100
  200
  5-6
  100
  300
  500
  7-8
  250
  700
  1,500
  9
  600
  1,500
  4,000
  10
  1,300
  2,500
  9.000
  
  2.030 . SPELL CASTING .
  2 .031 . "PSYCHIC POWER POINTS."
  The types and numbers of spells a mage can cast during any
  one day are limited by his/her astuteness, training, and innate
  psychic abilities . For game purposes the "basic Magical Resis-
  tance factor" is employed ; cf . Sec . 2.725 (1, e) . The scores of
  one's Intelligence factor (Sec. 2.215), Psychic Ability, and "Psy-
  chic Reservoir" (both in Sec . 2.216) are added together to pro-
  duce a stock of "psychic power points ." Various numbers of
  these points must then be expended whenever one wishes to
  cast an enchantment of a given phylum and level of complexity.
  Within the limitations of one's fund of "psychic power points"
  one can employ whatever spells one knows-even casting the
  same spell over and over again, if need be . When one's points
  are used up, however, no further sorcery can be worked until
  Spoil casting costs
  'Lower level characters cannot acquire advanced spells under the provisions of Sec . 2.921 (4, c) . The table has been fully progressed,
  however, to allow for "referee specials" : very high-level spells given as a "gift" to a character by some non-player character "master-
  magician ." The table may also be developed beyond skill levels 16-18 to permit the introduction of "Great Magic" into the game ;
  cf. Sec . 2.921(4, d) .
  149
  one's powers have had time to regenerate and refill one's "Psy-
  chic Reservoir" from the Planes Beyond : cf . Sec . 1 .620 . One can
  never cast a spell costing more "psychic power points" than
  one has, even if just one additional point is needed . The spell
  just does not function .
  2.032 . SPELL CASTING COSTS .
  The cost in "psychic power points" required to cast a given
  spell is given below . Players should keep a record of expended
  points on a scrap of paper in order to avoid disputes over the
  amount of power a sorcerer or shaman has left .
  It will be noted that "psychic" spells (symbolised by "P" be-
  low) demand slightly more other-planar energy to cast than do
  "ritual" enchantments (abbreviated as "R") ; cf . Sec . 1 .620 . Magi-
  co-technologica l devices (e.g . "Eyes") and certain other sorcer-
  ous artifacts drain only a tiny amount of power from the user,
  and this is too insignificant to be considered here .
  Phylum and
  level of
  the spell'
  1-3
  P
  R
  Caster's
  4-6
  P
  R
  skill level and
  7-9
  P
  cost in
  R
  "psychic power
  10-12
  P
  R
  points" to cast
  13-15
  P
  R
  16-up
  P
  R
  U 1
  30
  25
  20
  15
  10
  5
  5
  3
  3
  2
  2
  1
  U2
  40
  35
  30
  25
  20
  15
  10
  5
  5
  3
  3
  2
  U3
  50
  45
  40
  35
  30
  25
  20
  15
  10
  5
  5
  3
  U4
  60
  55
  50
  45
  40
  35
  30
  25
  20
  15
  10
  5
  U5
  70
  65
  60
  55
  50
  45
  40
  35
  30
  25
  20
  15
  U6
  90
  80
  70
  65
  60
  55
  50
  45
  40
  35
  30
  25
  U7
  110
  100
  90
  80
  70
  65
  60
  55
  50
  45
  40
  35
  U8
  130
  120
  110
  100
  90
  80
  70
  65
  60
  55
  50
  45
  U9
  150
  140
  130
  120
  110
  100
  90
  80
  70
  65
  60
  55
  U10
  170
  160
  150
  140
  130
  120
  110
  100
  90
  80
  70
  65
  G1
  40
  35
  30
  25
  20
  15
  10
  5
  5
  3
  3
  2
  G2
  50
  45
  40
  35
  30
  25
  20
  15
  10
  5
  5
  3
  G3
  60
  55
  50
  45
  40
  35
  30
  25
  20
  15
  10
  5
  G4
  70
  65 .
  60
  55
  50
  45
  40
  35
  30
  25
  20
  15
  G5
  80
  75
  70
  65
  60
  55
  50
  45
  40
  35
  30
  25
  G6
  100
  90
  80
  75
  70
  65
  60
  55
  50
  45
  40
  35
  G7
  120
  110
  100
  90
  80
  75
  70
  65
  60
  55
  50
  45
  G8
  140
  130
  120
  110
  100
  90
  80
  75
  70
  65
  60
  55
  G9
  160
  150
  140
  130
  120
  110
  100
  90
  80
  75
  70
  65
  G10
  180
  170
  160
  150
  140
  130
  120
  110
  100
  90
  80
  75
  T1
  60
  55
  50
  45
  40
  35
  30
  25
  20
  15
  10
  5
  T2
  70
  65
  60
  55
  50
  45
  40
  35
  30
  25
  20
  15
  T3
  80
  75
  70
  65
  60
  55
  50
  45
  40
  35
  30
  25
  T4
  90
  85
  80
  75
  70
  65
  60
  55
  50
  45
  40
  35
  T5
  100
  95
  90
  85
  80
  75
  70
  65
  60
  55
  50
  45
  T6
  120
  110
  100
  95
  90
  85
  80
  75
  70
  65
  60
  55
  T7
  140
  130
  120
  110
  100
  95
  90
  85
  80
  75
  70
  65
  T8
  160
  150
  140
  130
  120
  110
  100
  95
  90
  85
  80
  75
  T9
  180
  170
  160
  150
  140
  130
  120
  110
  100
  95
  90
  85
  T10
  200
  180
  180
  170
  160
  150
  140
  130
  120
  110
  100
  95
  
  2.933 . LIMITATIONS UPON SPELL CASTING .
  The following factors must be taken into account when sor-
  cery is employed .
  1 . The existence of "fertile" and "barren" magical regions is
  mentioned in Sec . 1 .620 . The former include the eastern
  coast of LivyAnu, Ch'Cchi in Mu'ugalavyk the ruins of Hma-
  kuyAl in TsolyAnu and also the cities of PGrdimal, AvanthAr,
  and the City of SArku in that nation, the cities of Hlikku and
  NgakO in YAn K6r, Lake MrissOtl and the city of Jgr6sh in
  SalarvyA, the MihAlli ruins of the far northeast, and the Cra-
  ter of the Unstraightened City . "Barren" regions comprise
  the Tsol6l archipelago, the Unknown Forest and the Plain
  of Towers to the northwest of Mu'ugalavyd, the mountains
  of northern N'Ibss, the tundras of the LorOn north of YAn
  K6r, the Dry Bay of Ssu'bm, the coastal Protectorate of
  ChadAra in SalarvyA, RanchAka Head on the eastern coast
  of the continent, the White Water Shoals, and the Ahoggy&
  enclave of Onmu T16 H16ktis . All of the far northeastern
  states-from ChayAkku over through Nuru'On-constitute
  a "semi-barren" area for sorcery . The costs of spell casting
  are halved in "fertile" areas and are doubled in "semi-barren"
  regions . Spells cannot be cast AT ALL in a "barren" zone,
  and even ancient magico-technological devices and arti-
  facts operate only once in such places and then cannot be
  used again until they are returned to a more "fertile" locale .
  Parties that depend heavily upon their magical strength are
  forewarned
  .
  2. No spell-either "ritual" or "psychic"-can be cast within
  1.5 m of an anti-psychic individual : i.e . a "psychic dampener,"
  a character whose Psychic Ability score in Sec . 2.216 is
  01-10. An "Eye" or other magico-technological device also
  does not work when used within this range of such an indi-
  vidual . Spells, etc . cast from outside this 3 m circle do oper-
  ate on characters within it, however.
  3 . A "ritual" spell (Sec. 1.620) cannot be cast while one is using
  one's limbs to fight in a melee (Sec . 2.823 (list 2, 4)), while
  holding onto the face of a cliff, while bearing objects in
  one's hands, etc . A "ritual" spell is also impossible when
  the caster is tied up, immobilised by magic, stunned, or
  suffering from an arm or leg wound that renders the limb
  inoperative (Sec . 2 .852 (2)). The arms, particularly, must be
  free, unencumbered, and in working order! In game terms,
  a mage who employs "ritual" sorcery can carry about 75
  percent of his/her encumbrance limit (Sec . 2.310) and still
  function normally .
  4 . "Psychic" spells, on the other hand, require no gestures,
  vocables, or equipment . Such enchantments can be cast
  as usual, provided that the mage's mind is not affected by
  wounding, magic, disease, loss of concentration, or the
  like . Tying up a "psychic" magic-user is futile, and the only
  way to prevent a "psychic" spell from being cast is to stun
  or slay its caster . Pitch darkness or a blindfold will render
  any "aimed" psychic spell useless, however .
  5. As stated in Sec . 1 .950, the energies of the Planes Beyond
  are short-circuited by too close a proximity to any sort of
  metal-or even metal directly connected to a mage: e.g . a
  piece of metal being dragged along at the end of a rope . A
  sorcerer or shaman who forgets this and tries to use magic
  (either "ritual" or "psychic") while carrying or wearing more
  than about 60 grammes of any type of metal may thus suf-
  fer serious injury and even endanger others in his/her party;
  cf . Sec . 2.934 . Fortunately, many of the ancients' magico-
  technological devices (e.g . "Eyes") are non-metallic, and
  ritual implements sorcerously consecrated to a deity are
  also exempted from this rule. The latter cannot be employed
  as weapons, nevertheless ; to do so brings down immediate
  150
  Divine Retribution ; cf . Sec . 2.725 (2, e).
  6 . There is no prohibition against a sorcerer or a shaman fight-
  ing in melee, although it is culturally extremely difficult
  for such persons to acquire the skills of the warrior; cf . Sec.
  2.241 . Indeed, a mage is free to utilise armour and weapons
  of metal, provided that he/she does not attempt to employ
  magic, or if he/she is willing to take the time to divest him-
  self/herself of all metal articles before attempting a spell ;
  cf . Sec . 2.710 . A magic-user who casts only "psychic" spells
  can wear any amount of Ch/En-hide armour he/she wishes
  and may fight with a Chl6n-hide sword, a stone-headed
  mace, etc, without disrupting his/her powers . A "ritual"
  spell-caster, on the other hand, needs more freedom for his/
  her limbs and is thus permitted only "light" armour cover-
  age (Sec . 2.320) and a Ch/An-hide weapon.
  2.934 . SPELL FAILURE .
  There are two major causes of spell failure : insufficient ex-
  pertise and practice, and the presence of too much metal (cf .
  Sec . 2.933 (5)) .
  1 . An inexperienced mage may blunder in attempting to cast
  a spell . Mispronounced words, erroneous gestures, incor-
  rect diagrammes, etc. can cause a "ritual" spell to fail, while
  a lack of concentration, the wrong "mind-set," and failure
  to control the energies of the Planes Beyond may ruin a
  "psychic" spell . Each time a magic-user attempts a spell,
  thus, D100 are rolled .
  a . A modifier of - 5 is applied to the D100 score for any
  spell learned from a "spell-book" and not yet perfected
  with one's tutor ; cf . Secs . 2.913 and 2.922 (4-6) .
  b . The following table is designed for "Universal" spells .
  A modifier of -5 is applied to the D100 score when
  one casts a "Generic" spell, and a -10 is employed
  similarly when a "Temple" spell is attempted .
  c . A failed "non-aggressive" spell does not operate, but
  neither the caster nor his/her party suffers any harm :
  e.g . should a sorcerer with 4 skill levels roll anything
  from a 01 to a 15 when casting a "non-aggressive Uni-
  versal" spell, the enchantment simply does not work .
  d . A bungled "aggressive" spell produces one of three
  possible results : (a) the spell functions with its full ef .
  fect, but the caster himself/herself is the centre of its
  damage circle, or if it is an "aimed" spell, he/she is one
  of the targets, and the others are chosen randomly
  from those nearest him/her ; (b) the spell works upon
  the caster alone, and others are not harmed ; and (c)
  the conjuration does not work at all, and no one is in-
  jured . These results are symbolised by "A," "B," and
  "C," respectively, in the table below .
  e . Characters caught by a bungled spell are allowed a "Magi-
  cal Resistance factor" roll as usual ; cf . Sec . 2.725 (1).
  f . The table is as follows :
  Spell fellur&
  'In the interests of rapid gaming, this roll may be treated
  as optional for characters of level 10 and up . Chances of
  failure are quite small, and the roll does take up time .
  Character's skill level
  Dice score
  A
  ranges and
  B
  results
  C
  1-3
  01-05
  06-10
  11-20
  4-6
  01-03
  04-07
  08-15
  7-9
  01
  02-03
  04-10
  10-12'
  -
  01
  02-05
  13-15'
  -
  -
  01-03
  
  2 .
  "Characters with 16 or more skill levels cannot bungle a
  spell in this fashion unless they wish to do so deliberately.
  g . A failed spell costs "psychic power points" as usual,
  even though it does not function ; cf . Sec . 2.932 .
  A mage who attempts a spell while carrying or wearing too
  much metal may cause catastrophic consequences ; cf .
  Sec . 2.933 (5) . The skill level of the caster makes no differ-
  ence . A D10 is rolled .
  Spell failure from carrying metal
  Die score
  Result
  1-3
  The spell does not function . "Psychic power points"
  are expended as usual, but there is no effect
  4-8
  The caster himself/herself is slain unless he/she
  makes a successful "Magical Resistance factor
  roll" ; cf . Sec . 2.725 (1) . For the purposes of this
  roll, only the caster's skill levels are counted (i.e .
  Sec . 2.725 (1, e and g) are ignored), and this skill
  level is cross-referenced with the same skill level
  in the table : e.g . a sorcerer with 7 skill levels rolls
  against the "7-9" target column and thus has a
  01-30 chance of avoiding being killed . If the rolls
  succeeds, the caster suffers no damage, but the
  spell still does not operate, and "psychic power
  points" are used up .
  9-10
  As just above, except that in addition to the caster,
  all others within a 3 m circle of the mage are slain
  unless they make successful "Magical Resistance
  factor rolls" ; cf . Sec . 2.725 (1) . The caster's skill
  level is cross-referenced with each target's "Ma-
  gical Resistance factor," just as though the spell
  had been aimed at him/her . If these rolls are suc-
  cessful, the caster and/or the other targets suf-
  fer no damage .
  2.935 . REGENERATION OF "PSYCHIC POWER POINTS."
  Time is needed to allow the energies of the Planes Beyond
  to seep back through the interdimensional "walls" of reality to
  replenish expended "psychic power points ." Four hours of sleep
  or six of tranquil relaxation are usually enough to restore enough
  energy to work some magic once again, although certain very
  taxing conjurations require much more rest : e .g . the incantations
  used to summon the Demon Princes ; cf . Sec. 2.921 (4, d) . These
  may demand two to three weeks of complete inactivity before
  sorcery can be used anew .
  The number of "psychic power points" that can be restored
  each day varies according to the original size of one's stock of
  energy
  :
  i.e . the figure found by adding one's Intelligence factor,
  Psychic Ability, and Psychic Reservoir scores together, cf. Sec.
  2.931 .
  In addition, there is also a large random factor which seems
  to depend upon other-planar conditions impossible to describe
  here ; this requires a D100 roll, as shown below.
  1
  . One roll is allowed per day . This is made immediately upon
  arising from sleep or protracted rest . Further rolls are made
  similarly on each succeeding day until all expended "psy-
  chic power points" have been regained . One may never re-
  cover more points than one had originally, of course, and
  any excess produced by the dice roll is therefore ignored .
  2 . If sorcery is employed on consecutive days-before one's
  total stock of "psychic power points" is replenished-a
  running account must be kept in order not to use more
  points than one actually has .
  3 . The table is as follows :
  Regene rat ion of "psychic power points"
  'The minimum number of "psychic power points" a char-
  acter must have to use magic is 175 ; cf . Sec . 2.239 . This
  roll is irrelevant to non-magic-users
  .
  "The highest possible stock of "psychic power points"
  is 390. This can be attained only by a MihAlli (Sec . 2.223)
  who scores 100 on all three relevant factors and adds the
  + 10, + 50, and + 30 bonuses given to this species . Such
  a character wilt be very rare .
  AIinA hiNakkodAi has in Intelligence factor of 95, a Psychic
  Ability of 86, and a "Psychic Reservoir" of 69 : a total of 250 ; cf .
  Sec . 2.239 . She enters the game as a second level sorceress
  and thus has 50 "spell buying points" ; cf . Sec . 2.921 . She pur-
  chases the "U1 ," "U2," and "U3" levels of three different spell-
  series : 2+4+6=12, and 12x3=36. She buys the "U1" and
  "U2" levels of a fourth series: 2+4=6 . She adds one "G1" spell
  for another 4 points : a total cost of 46 . The remaining 4 points
  she keeps for future investment . Two of her spell-series belong
  to the "psychic" category, and two are of the "ritual" group, as
  is her one "Generic" spell .
  On her second mission into the Underworld catacombs, AIinA's
  party runs into trouble . First an attack by a horde of Kurghh (stink-
  ing, carrion-eating beasts), then an unprovoked onslaught by a
  huge Dlagd beetle ; then another by a monstrous, shambling,
  bloodsucking Hra, and finally a confrontation with a gang of
  would-be temple-looters-all within the space of two hours .
  AIinA is not the foremost magic-user in her party, of course, but
  her various spells come in handy . Without going into the details
  of the enchantments she uses, the following table shows the
  type of spells she casts and their costs in "psychic power points ."
  Alina has only 5 of her 250 "psychic power points" left when
  she returns to her temple dormitory to fall exhausted upon her
  sleeping mat . The next morning she scores a 64 on her "Spell
  regeneration roll," giving her 80 of her points back . She is not
  called upon to perform any further sorcery that day and spends
  her time practicing the rituals needed for her hoped-for promo-
  tion to the 3rd Circle . The following morning she rolls a 96, re-
  storing another 150 points . The day after this she scores an 83,
  giving her 100 points and bringing her total to 330-80 more
  than she can use . AIinA is now once more at full strength .
  Type of
  Phylum
  spell
  and
  level
  Cost per spell
  to cast in psy-
  chic power
  points
  Number
  of spells
  cast
  Subtotal
  Psychic
  U1
  30
  2
  60
  Ritual
  U1
  25
  1
  25
  Ritual
  G1
  35
  1
  35
  Psychic
  U2
  40
  2
  80
  Ritual
  U3
  45
  1
  45
  GRAND TOTAL :
  245
  Character's or-
  Dice score ranges and numbers of "psychic
  iginal "psychic
  power points" regenerated during a day
  power points"
  01-20
  21-50
  51-80
  81-90
  91-100
  175-200'
  20
  40
  60
  80
  100
  201-250
  30
  50
  80
  100
  150
  251-275
  40
  60
  100
  150
  200
  276-300
  50
  70
  150
  200
  250
  301-up"
  60
  80
  200
  250
  All
  
  She also checks on her progress towards a new skill level .
  Her "U3" spell immobilised two KurghA, giving her 100 points
  apiece : cf . Sec . 2.424 (2, g) . The remainder of her enchantments
  were "non-aggressive" and add up to 210 points in Sec . 2.424
  (3) . From this one mission alone, Alin9 has earned about a quar-
  ter of the 2,000 points she requires for another level in the skill
  of Sorcerer . Nevertheless, she is not eager to face the whispering
  darkness and crushing claustrophobia of the Underworlds soon
  again . -This in spite of the fact that she did find a bit of ancient
  jewellery in the dust of one of the silent chambers and managed
  to conceal it from her comrades . A merchant in the marketplace
  offers her 175 KAitars for this treasure-more money than she
  has seen in altogether too long a time-and AlinA is well satis-
  fied . She can now afford to pay her tutor, R2ttesh hiMarOttu
  (Sec . 2.440), to teach her certain more advanced spells . No longer
  must she depend upon Mur(Ggdu hiKortunbl for the loan of books,
  moreover . and she considers telling that wet-lipped simpleton
  to go get himself spayed and keep his hands to himself . .
  .
  2.940 . THE SPELL CORPUS .
  The following Sections describe the spells available to sor-
  cerers and shamans
  . There is no essential difference between
  a priest and a Lay-Priest in this regard : both have access to the
  same spells, although the lists differ widely in the "Generic"
  and "Temple" categories from sect to sect . (The dichotomy be-
  tween priests and Lay-Priests is mainly societal ; cf. Sec . 2.241 .)
  Shamans, however, are provided with a separate spell inventory .
  2.941 . DEFINITIONS AND ABBREVIATIONS .
  Each description contains the spell's number (consecutive
  throughout all of the lists), the most widely known name in Eng-
  lish translation, and its "ritual" or "psychic" status (abbreviated
  as "R" and "P," respectively) .
  Each paragraph indented under a spell heading describes one
  level of the enchantment; cf. Sec. 2.921 (3). The following infor-
  mation is presented .
  1 . The phylum and level notation : e.g . "U11" =a "Universal"
  spell of the first (and easiest) level ; cf . Sec. 2.921 .
  2 . "Aggressive" or "non-aggressive" status, symbolised by
  "ag" and "nag," respectively. Although this distinction will
  generally be clear, there may be "grey areas" and instances
  of overlap . An ingenious player may find an "aggressive"
  use for a "non-aggressive" spell, for instance . The referee
  must adjudicate this whenever it is of importance to the
  play of the game : e.g . see Sec . 2.934 .
  3 . The spell's method of effect :
  i.e . whether is is "aimed" or
  "areal," abbreviated as "ai" and "ar," respectively. These
  operate as shown below :
  a . An "aimed" spell functions much like a missile weapon .
  i . The caster specifies a target. His/her skill level in
  the Sorcerer or Shaman skill is taken as his/her
  Combat Value in the missile fire hitting table in
  Sec . 2.827 . Negative Combat Values are ignored,
  and only the "Short range" column is utilised .
  The modifiers given to missile-firers in Sec . 2.827
  are applied . As an example, a mage who has 7
  levels in the skill of Sorcerer uses the "7-9" line
  in the hitting table . If his/her target is within the
  "line of sight" (Sec . 2.823 (list 1, 1)), his/her spell
  hits it on a D100 score of 01-50, provided that no
  modifiers apply .
  ii . Should an "aimed" spell miss, a straight-edge is
  employed to determine whether other targets be-
  hind the original one can be hit . A D10 roll is made
  for each possible secondary victim, as stated in
  Sec . 2.827. A spell that misses all of its targets
  152
  continues on until it either strikes some obstruc-
  tion (perhaps damaging it), or until
  it dissipates
  harmlessly at the end of its range .
  III
  . All "touch range" spells (abbreviated as "tr") are
  "aimed ." See Secs . 2.823 (list 2, 19) and 2.828
  (list 1, 7).
  b . An "areal" spell creates an effect of stated dimensions
  in a designated place within its range .
  i . No roll is needed to hit the specified locale .
  il . Many "areal" spells are "non-aggressive," and the
  caster himself/herself occupies the centre of their
  circles of effect ; see below .
  III
  . A special variety of "areal" spell produces a "wall"
  of energy or matter. This manifests itself 1 m in
  front of the caster and moves away from him/her
  at a speed stated in the description .
  iv . Another sub-type of "areal" spell creates phan-
  tasms or even substantial creatures and objects
  within a specified range (usually 1 m) in front of
  the caster . These then move, fight, and act as he/
  she directs-and the spell description permits .
  They remain in existence as long as the spell lasts
  and then vanish, unless the spell states that these
  beings and articles are permanent . Magically pro-
  duced creatures must be combated physically or
  with magic, just like other hostile foes, although
  they may also be dispelled with a spell of Disen-
  chantment (no . 5, below) .
  c . Various unique spells are neither truly "aimed" nor
  "areal ." These will be described individually below .
  4 . The circle of effect (abbreviated as "c") of a spell is given
  in metres ("m") : e.g . "3mc"=a circle of effect 3 metres in
  diametre .
  a . The circle of effect extends out in all directions around
  the caster when he/she is the focal point of the spell .
  The circle of effect similarly extends out from the pri-
  mary target (or the first target accidentally hit) in the
  case of an "aimed" spell . An "areal" spell has a circle
  of effect that focusses upon a specified place (which
  may also be a target being) . There is thus no essential
  difference between the circles of effect of an "aimed"
  versus an "areal" spell . The distinction lies in how
  these spell types are targeted ; see below .
  b . Both "aimed" and "areal" spells have circles of effect
  that function like artillery bursts . Some affect only 1
  target, while others can strike as many as 20 beings
  or more . An "aimed" spell cast for "non-aggressive"
  purposes really requires no roll to hit (although a roll
  to see how many targets within the circle of effect are
  included is needed in many cases) . An "aggressive,
  aimed" spell must be rolled for as stated in Sec . 2.827 .
  If it misses its primary target, It goes on out to the limit
  of its range, and each target directly behind the pri-
  mary one is rolled for as a "secondary target" (or a
  "missed shot"), as detailed in Sec . 2.827. If a spell is
  cast at primary target A, for instance, and he/she makes
  the "Magical Resistance factor roll" (Sec. 2.725 (1))
  successfully, it goes on out behind him/her where it
  may hit B, C, D, etc . Each of these secondary targets
  is rolled for as a "missed shot" ; if it strikes any one of
  them, the spell stops there, and its circle of effect
  then may include others near one of these secondary
  targets . An "aimed" spell cannot be cast at the ground
  between two targets; it must always be aimed to strike
  some being or object, as allowed in the spell's description.
  c . An "areal" spell is thrown at a location (which may be
  
  occupied by one or more beings, of course)
  . No roll is
  needed to hit this location, and the spell takes effect
  there and does not travel on out to the limit of its range
  if it misses any targets within the circle of effect . If
  target A gains the initiative and dives for cover before
  a spell reaches him/her, the spell goes off in that place
  anyway, and only possible secondary targets within
  the circle of effect can be struck .
  d . Paper or plastic templates can be made for the "true
  25 mm scale" (Sec . 2.650) to represent circles of effect :
  a 15 mm circle for a 1 m circle of effect, 30 mm for a 2
  m circle, 45 mm for a 3 m circle, etc . Any character
  whose figure-base is partially within this template
  circle is a potential victim . If figures or markers are
  not used, the various circles of effect must be decided
  by the referee : characters stated to be in close proxi-
  mity to one another may be secondary targets . If more
  targets are available than can be hit by a given spell, a
  further random die roll must be made to see who is
  struck
  . In general, the various circles of effect are e-
  quivalent to the following numbers of targets :
  Circle of effect Number of potential targets within the
  circle of effect who may be hit'
  1mc
  The primary target only : one being
  2mc
  The primary target + 1 other being
  3mc
  The primary target +1-5 (randomly rolled)
  secondary targets
  6mc
  The primary target + 1-10 secondary
  targets (roll D10)
  9mc
  The primary target + 1-20 secondary
  targets (roll 1 D20)
  'Certain spell descriptions give a specific number of
  Dossible targets ; this table is then not used.
  5 . The range of a spell is symbolised by "r" : e.g . "10mr"=a
  spell that produces its effects as far as 10 metres away
  from the caster.
  a . If the caster ONLY is the focal point of the spell, the
  circle of effect notation contains "co" (for "caster
  only"), and the range is "tr" (for "touch range") : e.g.
  "6mc co; tr"=a spell that the caster uses upon him-
  self/herself ; this spell has a circle of effect extending
  out in a circle 6 m in diametre with him/her as its centre .
  b . A "touch range" ("tr") spell may sometimes also be
  applied to a target other than the caster : e.g . an "ag-
  gressive, aimed" spell that requires the target to be
  touched in order to affect him/her.
  c . Many spells include the caster in their effects at his/
  her discretion . This is symbolised by "ci" (for "caster
  included") in the circle of effect notation : e.g . "3mc ci ;
  1mr" =a spell that has a 3 m circle of effect ; the caster
  can include himself/herself in this circle, or he/she can
  cast it upon others at a 1 m range .
  d . Some spells (e .g . Vallation (no . 68)) create effects that
  begin at a stated range (usually 1 m) in front of the
  caster and then move away from him/her at so many
  metres per combat round . These are individually noted
  .
  6 . The length of time a spell lasts is shown by "D" (for "Duration'l .
  a . Spells that produce instantaneous effects and have
  no further duration (e.g . an energy bolt) are marked
  with "D : I" (for "Duration : Instantaneous") .
  b . Longer durations are given in one-minute turns ("T") :
  e.g . "D : 3 T" = a spell that lasts for 3 minutes . Combat
  rounds are not used since no durational spell lasts for
  less than 1 minute . Still longer lasting enchantments
  are described in hours, days, etc .
  153
  c
  . Some spells create only temporary effects . and once
  they end, or when their caster deliberately cancels
  them (which can usually be done at any time and an-
  other spell cast within the same combat round)-or
  when their caster is killed, stunned . or made uncon-
  scious-an affected character returns to normal . Other
  spells have permanent effects (noted in their descrip .
  tions) . A character hit by a "durational" spell can be
  prematurely returned to normal by a spell of Disen-
  chantment (no . 5), below.
  7 . A durational spell that can be maintained at the same time
  that a second spell (either "instantaneous" or "durational")
  is cast in a subsequent round is marked with "sp" (for "spell
  permitted") . If this notation does not appear, and the mage
  tries to cast a second spell . the first one is automatically
  cancelled and the second takes effect .
  a . A maximum of TWO durational spells can be maintained
  at any one time . Other spells (instantaneous or dura-
  tional) can be cast in succeeding combat rounds while
  a longer lasting durational spell remains in force (if
  the latter is marked "sp") . One can also overlap spells
  (even the same one), casting a second conjuration
  when the first is halfway through its duration . Each
  new spell costs "psychic power points" to cast, of
  course .
  b . One who is maintaining a durational spell may move .
  act, or even engage in melee without hindrance .
  c . Some spell series do not list "sp" at their lower levels
  but do include it at higher ones . As long as only the
  lower varieties (where no "sp" has appeared) are learned .
  the mage cannot cast them and a second spell at the
  same time . Once the level at which "sp" first occurs
  has been mastered, however, this applies to the entire
  spell-series . Not only can the "sp"-level of the spell
  be kept up while others are cast. but all lower and high-
  er levels can be so maintained as well
  . The "sp" nota-
  tion is therefore given only once in any spell series .
  8 . The permissibility of a "Magical Resistance factor roll"
  (Sec . 2.725 (1)) is marked by "mr ." When no "mr" appears,
  this roll is not allowed, and a target is compulsorily affected
  by the spell . Should some player discover an "aggressive"
  use for a "non-aggressive" spell for which this roll
  is not
  listed, the referee may nevertheless grant it to a target at
  his/her discretion .
  9 . Most spells are prepared and cast within the same combat
  round ; cf. Sec . 2.710 . No notation is needed for these
  . Those
  that require more time to get ready are marked with "PT"
  (for "Preparation Time") followed by a numeral and either
  "CR" (for"Combat Round[s]") or "T"(for one-minute "Tum[s]"):
  e.g . "PT: 2 CR"=the spell needs 2 combat rounds to pre-
  pare . It may then be cast when the mage's initiative "turn"
  comes up during the third round ; cf . Sec . 2.822 and 2.851 .
  a . One who is readying a spell can perform no other ac-
  tion or engage in melee during the needed combat
  round[s] or turn[s] . When the optional rules given in
  Sec . 2.851 are used, a modifier of -2
  Is applied to
  such a person's "initiative roll" score should he/she
  be attacked during the spell regeneration process .
  b . Spell casting points are paid as soon as the mage be-
  gins to prepare the enchantment ; cf . Sec . 2.932. A pre-
  pared spell need not be cast at once but may be "kept
  cocked" like a loaded crossbow for as long as 5 turns .
  Keeping this spell in readiness counts as one of the
  two spells a mage can maintain at any one time ; cf . (7, a).
  
  c . Two rounds are always needed to read a spell from a
  book or a scroll . The spell then takes effect during
  the caster's initiative "turn" in the third round : cf
  .
  Sec . 2.710 .
  10 . Some spells produce physical injuries when a target fails
  the "Magical Resistance factor roll" (Sec . 2.725 (1)). A few
  very potent enchantments may still cause lesser degrees
  of damage even when this roll is successful .
  a . Armour and/or a shield provide no defence against
  most magical conjurations . The only exceptions are
  a large shield of "enchanted" steel and/or armour of
  this same material of "medium" or "heavy" coverage ;
  these provide a modifier to the "Magical Resistance
  factor roll" in Sec . 2.725(l, j).
  b
  . A "Shield/cover roll" is allowed to a target protected
  by various degrees of "hard" cover ; cf . Sec . 2.828 (list
  1, 7) . This applies to targets of "aimed, aggressive"
  spells and NOT to those affected by "areal" spells . A
  "Shield/cover roll" is permitted to a character in phy-
  sical combat with a magically produced being, of course.
  A . Phylum ("Universal," . Generic," or "Temple") and spell level ; cf . Sec
  . 2.921 .
  B . "Aggressive" or "non-aggressive" ; cf . (2) above in this Section .
  C . "Aimed" or "areal" ; cf . (3), above .
  D . "Circle of effect" ("c") stated in metres ("m") ; cf . (4), above .
  E . "Caster only" ("co") ; "Caster inlcuded" ("ci") ; or "Touch range" ("tr") ; cf . (5), above.
  F . "Range" ("r") stated in metres ("m") ; cf . (5), above .
  .
  G . "Duration" ("D") : either "Instantaneous" ("I") or stated in a number of one-minute turns ("T") ; cf . (6), above .
  H . Permissibility of casting a second spell while maintaining the one described : indicated by "sp" ("Spell permitted") ; cf . (7),
  I . Permissibility of making a "Magical Resistance factor roll" against the spell's effects ; cf . (8), above, and Sec . 2.725 (1) .
  J . "Preparation time" ("PT") stated in a number of combat rounds ("CR") or one-minute turns ("T") for those spells that require more
  than one round to make ready and cast ; cf . (9), above .
  K . Visible or audible manifestation ("M") of the spell . if any ; cf . (11), above .
  c . No "Shield/cover roll" is given to a character who is
  with or near a caster who bungles a spell (Sec . 2.934)
  or who accidentally hits someone in his/her own party's
  front rank ahead of himself/herself (cf . Sec . 2.823 (list
  2, 23)
  . Such unfortunate companions have not taken
  cover from the caster because they expect no harm
  from him/her . A character who does anticipate a mis-
  cast spell may so inform the referee and deliberately
  take cover; the roll is then allowed .
  d . Damage is done according to the tables given in Sec .
  2.829 . The appropriate table is indicated in the spell's
  description .
  Some spells take effect with perceptible manifestations,
  such as light or sound . Other spells function invisibly and
  silently
  . An "M" (for "Manifestation") followed by a descrip-
  tion is used for the first category, while the second requires
  no notation .
  The example below summarises the format and abbreviations employed for spell descriptions .
  M
  K
  above .
  Ul-10
  cc
  Gl-10
  ag
  ai
  ci
  I
  XT
  T1-10
  nag
  ar
  Xmc
  tr
  Xmr
  D:XT
  sp
  mr
  PT: XCR
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  
  2.942 . UNIVERSAL SPELLS .
  The following spells are available to sorcerers of all temples
  and also to shamans .
  1 . Alleviation [R]
  1.12 ; nag : ai ; 1mc ci ; tr ; D :
  l ; PT : 1 CR ; this spell neutralises life-
  endangering toxins (poisons and venoms) within the body
  of a living animal or being . It has no effect upon alcohol (i .
  e. an intoxicated person), diseases, or most non-lethal drugs ;
  cf . Sec . 2.350.
  2 . Ascertainment [P]
  U1 ;
  nag ; ar; 3mc co ; tr ; D: 2 T ; mr; the caster can read the sur-
  face thoughts of a member of his/her own species within
  the spell's circle of effect . He/she can only learn what the
  target is currently thinking, however, and probing is not
  possible.
  U2 ; nag ; ar ; 9mc co ; tr; D : 3 T; mr; as above, but the caster can
  now probe enough to determine the target's basic hostility
  or friendliness towards himself/herself .
  1.13 ; nag ; ar; 15mc co ; tr; D : 3T ; mr; as above ; in addition, the
  caster can perceive the simple thoughts of non-intelligent
  and semi-intelligent animals (but not of the undead, androids,
  automatons, demons, or creatures created by sorcery). The
  general hostility or friendliness of these targets is learned,
  and the caster is aware of their numbers but not their dis-
  tance or direction in relation to himself/herself .
  155
  U4 ; nag ; ar; 20mc cc ; tr; D: 4 T ; mr ; as above ; in addition, the
  caster perceives the thoughts of other intelligent species.
  although these cannot be understood . The number, dis-
  tance, and location of such targets cannot be ascertained,
  nor can the species be precisely identified .
  U5; nag ; ar; 30mc cc ; tr; D : 5 T; mr; as above; in addition, the
  caster learns the numbers, direction, and distance from
  himself/herself of targets within the spell's circle of effect .
  The species of intelligent beings is also ascertainable, but
  their thoughts still cannot be comprehended .
  1.16 ; nag ; ar; 30mc c0 ; tr ; D : 5 T; sp ; mr; as above; in addition,
  the caster can communicate telepathically with one mem-
  ber of his/her own species within the circle of effect, pro-
  vided that the latter is willing . An unwilling target may make
  the "Magical Resistance factor roll" (Sec . 2.725 (1)) ; if this
  succeeds, he/she remains undetected . Even if it fails, a
  target can refuse to speak to the caster, in which case only
  the probing possible under the U2 variant is allowed .
  U6; nag : ar; 45mc c0 ; tr; D : 5 T; mr; as above; in addition, the
  caster can comprehend the thoughts of friendly intelligent
  nonhumans (Sec . 2.223) and can communicate with one
  member of one of these species within the circle of effect,
  if the being is willing . "Inimical" and "neutral" species
  cannot be contacted .
  U10 ; nag ; ar ; 12mc co; tr ; D : 4 hours ; mr ; the caster establishes
  a "psychic trap" around himself/herself . This detects and
  immobilises anyone attempting to cast a "psychic" spell
  into the circle or probe it from outside . If the "prober" fails
  the "Magical Resistance factor roll" (Sec . 2.725 (1)), he/she
  is held motionless for the duration of the spell, unable to
  think, speak, or otherwise escape from the "trap." The "prob-
  er" can be released by a spell of Disenchantment (no . 5)
  cast by a third party . The caster of the "psychic trap" can
  move and act normally within it, and if he/she moves . the
  "trap" travels along with him/her at its centre . The caster
  of this protective shell can employ both "psychic" and "ri-
  tual" sorcery within it as usual, but any comrade inside its
  circle with him/her who attempts a "psychic" spell will be
  trapped and immobilised, just as though he/she were an
  enemy mage. This spell does not distinguish friend from foe .
  3 . Clairvoyance/Clairaudience [P]
  U1 ; nag ; ar, 3mc cc ; tr; D: 1 T ; this permits the caster to see and,
  or hear through walls or other obstructions (but, curiously
  enough, not through a barrier sheathed with any type of
  metal) . The target area must be lighted well enough for the
  caster to see within it with his/her normal vision . This en-
  chantment can be blocked and nullified by the U7 variant
  of this same spell ; see below .
  1 .12; nag ; ar ; 6mc co; tr ; D : 2 T ; as above, but with greater range
  and duration .
  U3; nag ; ar;15mc cc ; tr ; D : 3T; as above similarly.
  1.15; nag ; ar; 20mc co ; tr; D : 3 T; sp ; as above, but the caster can
  see into darkened areas (e.g . an unlighted chamber, a sealed
  chest), and he/she can hear very faint sounds within the
  circle of effect, such as whispering, breathing, bare feet
  moving over a carpet, etc .
  1.17; nag ; ar; 20mc co; tr ; D : 3 T; this variant blocks lower levels
  of this same spell, causing their caster to think that he/she
  has bungled the enchantment (thereby encouraging him/
  her to spend further "psychic power points" trying it again).
  Nothing is magically visible or audible through this "cur-
  tain of non-perception," but normal vision and/or hearing
  are not impaired .
  
  4. Control of Self [P]
  U1 ; nag ; ai ; 1mc cc ; tr; D: 10 T; the caster can cut off any sen-
  sation of pain . He/she may move normally but cannot en-
  gage in physical combat .
  U2 ; nag; ai ; 1 me cc ; tr; D: 20 T; as above; in addition, the caster
  can halt bleeding from his/her wounds . A bad result on a
  "Recovery roll" (Sec . 2.722 (2)) thus does not take effect
  until after this spell has expired . A favourable result is ap-
  plied at once, however. Again, the caster can move nor-
  mally but cannot fight in hand-to-hand combat while main-
  taining this spell .
  U3; nag ; a! ; 1mc co ; tr; D: 20 T; the caster can grasp an object
  and not have to let go because of fatigue, etc. : e.g . he/she
  may hang by one hand from a projection on a vertical cliff
  for the duration of the spell . An opponent who wishes to
  break the caster's grip rolls a D10 each combat round: 1-9=
  the grip is not broken
  : 10=the opponent succeeds in pry-
  ing the caster's fingers loose from the object .
  U4 ; nag; ai ; 1mc c0; tr, D: 30 T; sp ; as above; in addition the caster
  can hold his/her breath for the duration of the spell, pro-
  viding immunity from inhaled gases, spores, smoke, and
  lung-affecting toxins . He/she can also remain underwater,
  buried in the earth, or otherwise cut off from air. Normal
  movement is permitted, but physical combat is still impossible.
  U6; nag ; ai ; 1 me c0 ; tr
  ; D: 30 T; as above, but the caster can now
  fight in hand-to-hand combat while keeping this spell in force.
  5. Disenchantment [R]
  U4
  ; nag; ai
  ; 1 mc ; 3mr; D:
  I; mr (see description) ; PT: 1 CR ; the
  target is a hostile (or even a "friendly") psychic or ritual
  "Universal" spell which the caster wishes to dispel . Instan-
  taneous, non-durational spells cannot be affected, since
  Disenchantment may not be cast in advance or in anticipa-
  tion, and using it after a spell has struck may nullify the
  results of the spell but cannot stop the spell Itself from hit-
  ting . Disenchantment may indeed be employed to dispel a
  slower spell moving toward the caster or his/her party (e.g .
  a "wall"), but its primary purpose is to release a person or
  object from a temporary or semi-permanent enchantment .
  It has no effect upon spell results that are really indefinite
  or permanent : e.g . casting it upon a person slain by magic
  does not bring him/her back to life, nor can one use it upon
  a revivified individual to cause him/her to die again! It is of
  no use upon permanently enchanted steel, although tempo-
  rarily enhanced armour and weapons may be disenchanted ;
  see below. Unless specifically stated otherwise, therefore,
  Disenchantment is effective against any non-permanent
  spell in the corpus . An opposing spell does get a "Magical
  Resistance factor roll," however. The skill level of the sor-
  cerer casting the Disenchantment spell is cross-referenced
  with the skill level of the mage who cast the opposing spell,
  as stated in Sec. 2.725 (1, i), for the purposes of this roll .
  The referee must decide upon an appropriate skill level for
  a spell whose caster is not known: e.g . an ancient and long-
  dead sorcerer who has left a spell in effect in some chamber
  of the Underworld . Each time a Disenchantment spell fails,
  moreover, a modifier of + 5 is added to the opposing spell's
  chances of surviving another "Magical Resistance factor
  roll" in Sec. 2.725 (1) .
  U6 ; nag; ai ; 1mc; 3mr; D:
  I ; mr (see the preceding description) ;
  PT : 2 CR ; as above, except that the target is a "Generic"
  spell of levels 1-8 or a "Temple" spell of levels 1-4.
  U8 ; nag; ai ; 1 mc ; 3mr; D:
  I; mr (see the preceding description) ;
  PT : 5 CR ; as above, except that the target is a "Generic"
  spell of levels 9-10 or a "Temple" spell of levels 5-8.
  156
  U10; nag; ai ; 1mc; 6mr; D:
  I ; mr (see the preceding description) ;
  PT: 5 T; as above, except that the target is a "Temple" spell
  of levels 9-10.
  6. Domination [P]
  U2; ag ; ai ; 1mc; 20mr ; D:
  I ; mr; the target must be an intelligent
  being . The caster gains crude control over the target for 1
  T, and the latter can then be ordered to flee, fight against
  his/her friends, or remain immobile for the duration of the
  spell .
  U3; ag ; ai ; 2mc; 30mr ; D: I; mr ; as above, but the duration of the
  control is 2 T, and more targets can be included in the spell
  at a longer range.
  U4 ; ag ; ai ; 3mc; 45mr ; D: I; mr ; as above, but the duration of the
  control is 3 T.
  U5 ; ag; ai;1mc ; 20mr, D: I ; mr, one intelligent being can be brought
  under more refined mental control for 3 T. A victim may be
  made to perform more intricate actions: e.g . give guidance,
  open a chest, remember or forget information, tell false-
  hoods believably and naturally, etc. An "Intelligence roll"
  at the "Difficult test" level (Sec . 2.724 (1)) is needed to re-
  cognise an individual under this sort of control.
  U6
  ; ag ; ai ; 6mc; 60mr D: I ; mr, the crude mental control described
  for the U2 variant lasts for 5 turns and is possible at still
  longer range for more targets.
  U7; ag ; ai ; 3mc; 45mr, D: 1 ; mr ; by focussing upon a smaller area
  of effect and at a lesser range, more delicate control can
  be gained ; cf . the U5 variant . This form lasts for 5 turns.
  7. Elicitation [P]
  U1 ; nag; ai ; 1mc; tr, D: 1 T; mr; the target is an inanimate. object .
  The caster "sees" a hazy mental picture of the last person
  or being to handle the item . A "Magical Resistance factor
  roll" (Sec. 2.725 (1)) is allowed for theobject to remain unprobed.
  U2 ; nag; ai ; 1mc; 10mr; D: 1 T; mr; the target is an intelligent
  being (human or nonhuman) . The caster "sees" the target's
  psychic aura and learns how magically powerful the entity
  is
  . In game terms, the character is told the target's Sorcerer
  and/or Shaman skill level-but not his/her religious affilia-
  tion, nationality, or other details.
  U3 ; nag; ar ; 15mc cc ; tr; D: 3 T; mr (for enchanted substances);
  PT : 1 CR ; the caster holds a bit of some substance in his/
  her hand and is guided to any more of the same material
  within the spell's circle of effect . This is possible only for
  simple, homogeneous substances, however, and it cannot
  be used to find devices, books, amulets, talismans, weap-
  ons, persons, plants, animals, places, or other complex
  objects or entities . For example, the caster can concentrate
  upon a nugget of gold in his/her hand and be led to any
  more gold within the spell's range. This conjuration dis-
  tinguishes between various types of gems, different quali-
  ties of iron and steel, etc.: e.g . a caster who holds a diamond
  cannot be guided to rubies, sapphires, or other precious
  stones .
  U4; nag; ai ; 2mc; 15mr, D: 2 T; mr, this variant identifies as many
  as 2 targets' sorcerous and/or fighting prowess:
  i .e . their
  Assassin, Shaman, Sorcerer, and/or Warrior skill levels .
  The targets' general religious "affiliations" (i.e . "Change"
  or "Stability") are also learned, if applicable .
  U5; nag; ar; 20mc co; tr, D:10T; sp ; mr (for enchanted substances);
  the caster concentrates upon a simple, homogeneous sub-
  stance and is guided to any of it within the circle of effect
  without actually having the material in his/her possession .
  For instance, he/she thinks of "gold" and is led to any of
  
  this metal within the circle of effect as he/she walks along .
  This is limited to materials with which the caster is per-
  sonally familiar, however.
  U6 ; nag ; ai;1mc; 3mr, D:1 T; mr ; the castercan see into an opaque
  object and perceive its workings: e.g . the locking mechan-
  ism of a chest, the area around a door where traps may be
  set, etc . He/she may lack the technical expertise to under-
  stand what he/she sees, of course; this is left to the referee .
  U7; nag ; ai ; tmc ; 1mr, D:
  1 ; mr, the caster can detect poison and/
  or drugs within an object by looking at it . He/she can tell
  whether the substance is life-threatening or not, but nothing
  more specific can be known . The target may also be an ani-
  mal, insect, etc ., and the body part containing the venom
  can be identified : e.g . whether the toxin is carried in the
  fangs, the tail, etc .
  U8 ; nag ; ar; 6mc cc ; fr; D: 6 hours : mr ; the caster is informed of
  any "psychic" spell or probe entering the circle of effect .
  It also warns him/her of any being or object (but not a gas-
  eous substance) entering the circle, identifying the intru-
  der's magical and/or fighting prowess, affiliation, deity
  worshipped, and friendliness or hostility towards the caster
  and his/her party . A rough idea of the intruder's distance
  from the caster is gained but not his/her precise direction .
  The intruding spell or entity is allowed a "Magical Resistance
  factor roll" (Sec. 2.725 (1)) to remain undetected. If the cast-
  er moves, this "automatic warning shell" travels along
  with him/her .
  8. Execration [R]
  U9 ; nag : ai ; 1mc ; tr; D : 2 T; sp ; mr; PT : 5 T ; while this spell is in
  effect the caster can lay a permanent curse upon one inan-
  imate object or write out a curse in the form of an inscrip-
  tion, scroll, etc . The general category of the beings who
  will activate the execration must be specified: e.g . all who
  follow Change, all devotees of AV9nthe, all Pe Ch6i, etc.
  Individuals cannot be named or described: e.g . one cannot
  curse "all 27 year old priests of Vimbhla who reside in room
  32 in the dormitory of the Temple of Vimbhla in JakAlla ."
  Once this spell is cast, the accursed object must be left
  alone and not moved, picked up, carried, thrown, or dis-
  turbed. To do so dispels the curse. If a member of the named
  category touches the accursed object-even with a pole
  or other implement-the article explodes, doing damage
  according to table E to anyone within a 3mc. Armour and/or
  a shield provide protection . An accursed inscription, writing,
  or scroll explodes similarly upon being read by one of the
  designated group . There is no danger to anyone not of the
  specified category, and the article appears normal and can
  be used as such . An accursed sword, for instance, can be
  wielded by the caster or by anyone else not of the named
  class-but this then dispels the enchantment . An item sus-
  pected of being accursed can be rendered harmless by a
  spell of Disenchantment (the U4 variant).
  9. Favouring [R]
  U6 ; nag ; ai ; 1me ci ; tr ; D : 1 hour; sp ; PT : 1 T; this spell is cast in
  advance of an expected melee. While it lasts, it replaces
  1-20 (randomly rolled with a D20) lost Body Damage Points
  (Sec
  . 2.214) as these are eliminated through physical wounds.
  Whenever damage is inflicted on the target, thus, lost points
  are automatically replenished up to the limit found by the
  D20 roll . These points do not give the target more Body
  Damage Points than he/she originally had, nor do they add
  to his/her Height-Build-Strength factor, Stamina, etc . This
  spell can be cast upon the same target no more than once
  per day . It is also species-specific : e.g. a human can only
  157
  employ it upon another human (or upon himself /herself), a
  P6 Ch6i can cast it only upon another P6 Ch6i, etc .
  10 . Healing [R]
  U1 ; nag ; ai ; 1mc ci ; tr ; D :
  I ; this spell permanently heals 1-5 (a
  D10 divided by 2 and rounded up) lost Body Damage Points
  (Sec . 2.214) already eliminated through wounds, burns, or
  other physical injuries . i t is not effective against poisons,
  drugs, diseases, paralysis, or non-physical magical damage.
  The target may waive his/her right to a "Magical Resistance
  factor roll" (Sec. 2.725 (1)) in order to allow Healing to work,
  but even so there is a chance that it may not affect the tar-
  get . If it fails, it cannot be cast upon the same target to heal
  the same wound[s]-either by the original caster or by any
  other mage-and one must resort to a physician ; cf . Sec .
  2.830 . I f it does work but does not completely restore the
  patient's lost Body Damage Points .
  i t may be applied again
  as many times as necessary without further possibility of
  failure . The chances of failure are based upon the caster's
  skill level in the Sorcerer or Shaman skill compared with
  the target's basic "Magical Resistance factor" (i .e . the total
  of his/her Intelligence factor (Sec . 2.215), Psychic Ability
  and "Psychic Reservoir" (both in Sec . 2.216)) . A D10 is rolled
  against the following table :
  Caster's skill level and successful
  D10 score ranges
  Target's basic
  "Magical Resis
  tance factor"
  1-3
  4-6
  7-9
  10-12
  13-15
  16-up
  03-100
  1-3
  1-4
  1-5
  1-6
  1-7
  1-8
  101-175
  1-4
  1-5
  1-6
  1-7
  1-8
  1-9
  176-200
  1-5
  1-6
  1-7
  1-8
  1-9
  1-10
  201-250
  1-6
  1-7
  1-8
  1-9
  1-10
  -
  251-300
  1-7
  1-8
  1-9
  1-10
  -
  -
  301-up
  1-8
  1-9
  1-10
  -
  -
  -
  U2 ; nag ; ai ; 1mc ci ; tr ; D :
  I ; this variant permanently heals 1-10
  lost Body Damage Points (Sec . 2.214) . Other factors are as
  described above .
  U3 ; nag ; ai ; 1mc ci ; tr ; D: 1 ; this heals 1-20 lost Body Damage
  Points, as indicated above . Other particulars are the same .
  U4 ; nag ; ai ; 1me ci ; tr; D: I ; this also heals 1-20 lost Body Damage
  Points, but a modifier of - 1 is applied to the D10 score for
  sorcerous healing to work ; cf . the Ul variant, above .
  U5 ; nag ; ai ; 1mc ci ; tr; D : I ; this heals 3-30 lost Body Damage
  Points (Sec . 2.214). A D10 is rolled and its score is multiplied
  by 3 . The -1 modifier is also applied to this variant ; cf . the
  U4 form of this spell .
  U8; nag; ai ; 1mc ci ; tr, D: I ; this heals and restores one lost limb
  or seriously injured body area (Sec . 2.8211) permanently
  and without scarring . It also repairs lost eyesight, hearing,
  and other wounds or defects caused by wounds or hostile
  magic. It does not act upon genetic defects or deformities,
  however, nor does it heal the ravages of disease, drugs,
  starvation, or thirst . The - 1 modifier mentioned in the U4
  and U5 variants does NOT apply to the D10 roll made to
  test the effectiveness of this form of the spell upon a patient .
  11 . Inscription [R]
  U10; nag ; ai ; 1mc ; tr ; D : 2 T ; sp ; PT : 5 T ; the target is one book,
  scroll, amulet, talisman, etc . While this spell lasts, the cast-
  er can write one level of one "Universal" spell which he/she
  knows . This can be cast once, and then the paper (etc.) be-
  comes blank and useless . Such a spell may be for the caster's
  own use later, for another person (even a non-sorcerer), or
  as part of a spell-book to instruct a learner (Sec . 2.913) . The
  caster can key the spell to a specific individual's mind ; it
  
  is then useless gibberish to anyone else.
  It may also be
  written in non-coded form, readable by anyone who knows
  the language (Sec . 1 .711) . Only "psychic dampeners" (Sec .
  2.216) cannot read spells from books, scrolls, etc . This spell
  does contain a chance of failure, however . Each time it is
  used a D10 roll is made against the table below. The results
  are as follows : "A"= success ; the spell is correctly inscribed ;
  "B" = the spell is faulty; it does not work when read but is
  harmless ; "C" =the spell is dangerously incorrect ; anyone
  who attempts to read it-the writer, a pupil, or someone
  else-must make a "Magical Resistance factor roll" (Sec .
  2.725 (1)), using his/her "Magical Resistance factor" level
  against that of the mage who wrote the spell . If this fails,
  he/she suffers damage according to table C (Sec . 2.829).
  This damage is done to the head, and the Body Damage
  Points allotted to the character's head are eliminated first
  (Sec . 2.214), with any left over further damaging the torso.
  Such a bungled Inscription spell is thus very often fatal!
  One may make an "Intelligence factor roll" at the "Harder
  test" level (Sec . 2.724 (1)) to recognise an incorrectly written
  spell before attempting to cast it . One more factor must
  also be noted : it is harder to inscribe "psychic" spells (which
  depend upon delicate "mind-sets") than those of the "ritual"
  category . A modifier of + 1 is therefore applied to the writer's
  die score on the table below .
  'Characters with less than 10 skill levels normally cannot
  gain access to this spell at all ; cf . Sec . 2.921 (4, c) .
  12 . Invisibility [R]
  U2 ; nag ; ai; tmc ci ; tr, D : 2 T; mr, PT: 1 CR; M : the target (the cast-
  er or another being, object, etc.) is put slightly out of syn-
  chronisation with this Plane and becomes invisible in dim
  light-but not in daylight . Hitting an invisible target de-
  ducts a -6 from the attacker's Combat Values ; cf . Sec .
  2.823 (list 2, 21) . A "Magical Resistance factor roll" (Sec .
  2.725 (1)) is allowed to a target who does not wish to be
  made invisible .
  U3 ; nag ; ai ; 1mc ci ; tr; D: 5 T; mr; PT : 2 CR ; M: as above, except
  that the target is invisible even in broad daylight .
  U4 ; nag ; ai ; 3mc ci ; tr, D : 10 T ; sp; mr; PT : 3 CR ; M : as above, but
  with the capability of including more than one target .
  U6 ; nag ; ai ; 1mc ci ; 1mr; D : 4 hours ; mr; PT : 1 T; M : as above, but
  with longer duration and fewer possible targets . The tar-
  get[s] cannot move out of the circle of effect without be
  coming visible again . This variant does not move with the
  caster or targets (as do the forms previoulsy given above),
  and it is thus often employed to conceal inanimate objects.
  158
  U8 ; nag ; ar; 3mc cc ; tr ; D : 2 T ; mr ; PT: 1 T ; M : a softly glowing
  nimbus of other-planar "light" forms around the caster and
  lets him/her perceive invisible beings or objects . Others
  cannot see these entities or articles, however, and must
  attack them at the caster's direction, applying a modifier
  of - 3 to their Combat Values . An invisible being or enchanted
  item is allowed a "Magical Resistance factor roll" (Sec .
  2.725 (1)) to remain unseen and undetected .
  13 . Light and Darkness [R]
  U1 ; nag ; ar; 3mc co ; tr; D : 5 T ; M . a ball of dim, whitish light ap-
  pears at the caster's fingertips and illumines the circle of
  effect . The caster can move normally while holding this
  light but cannot let go of it, throw it, set it down . join in
  melee, or perform other activities requiring both hands .
  Should he/she do any of these things, the light goes out .
  U2; nag ; ar ; 3mc cc ; tr ; D : 5 T; M : a ball of the blackest darkness
  of the same size as the light just described envelops the
  caster and others within the circle of effect . All then fight
  in pitch blackness, as though blind ; cf . Sec . 2.823 (list 2, 21) .
  1.13 ; nag ; ar ; 6mc co ; tr ; D : 10 T; M : a larger ball of brighter light
  OR of inky darkness is created, as the caster chooses . The
  caster can set this down and move away from it, leaving it
  in force . He/she can move and fight normally but cannot
  cast other spells .
  U4 ; nag ; ar; 9mc cc ; tr ; D : 15 T; sp ; M : as above but with still
  greater range and duration . The caster can maintain this
  while employing other spells
  .
  U5 ; nag ; ai ; 2mc ; 20mr ; D: 10 T; PT : 1 CR ; M : a beam of light (or
  darkness, if desired) is created with which one can illumine
  an area 2 m in diametre at a distance, much like an electric
  torch . The caster can move, act, and fight normally but must
  use one hand to hold and guide the beam . He/she thus can-
  not cast "ritual" spells . "Psychic" spells may be employed .
  U6 ; nag ; ai ; 1mc ; 20mr ; D: 20 T ; PT : 1 CR ; M : as above . but the
  beam (1 m in diametre) can be cast into an adjacent area
  into which the caster cannot see : e.g . a locked room, a sealed
  chest . This variant is useful in conjunction with the lower
  levels of the Clairvoyance/Clairaudience spell (no. 3) . It can
  also be employed to dazzle foes hiding in a darkened area :
  each such individual must make a "Dexterity roll" at the
  "Harder test" level (Sec . 2.723) ; failure causes the person
  to fight as though blinded or in pitch darkness for 1 combat
  round, applying a -6 to his/her Combat Values ; cf . Sec .
  2.823 (list 2,21) .
  14 . Nutrif!cation [R]
  U3 ; nag ; ai ; 1mc ci ; tr; D:
  1 ; mr; this fills the target's stomach
  with nutriment appropriate to his/her species equivalent
  to one full meal . There is nothing to be seen externally, and
  the target need not physically eat or drink . A target who
  does not want to be "fed" in this fashion is allowed a "Ma-
  gical Resistance factor roll" (Sec . 2.725 (1)).
  U4 ; nag ; ai; 3mc ci ; tr; D: I ; mr; as above, except that more tar-
  gets may be "fed ."
  1.15 ; nag ; ai ; 6mc ci ; 3mr ; D:1 ; mr; as above .
  U6 ; nag ; ar; 2mc; 1 mr, D: 10 T ; sp; PT: 1 T ; M : this variant creates
  visible food and drink for 1-10 (randomly rolled) persons .
  This is simple fare of the sort with which the caster is most
  familiar: bread, meat, water or wine, fruits, etc . It appears
  at a range of 1 m in front of the caster and remains until it
  has been consumed or the spell expires.
  Spell
  Caster's skill level and die score results
  level
  10-11'
  12-13
  14-15
  16-18
  19-up
  1-3
  A:
  1-7
  1-8
  1-9
  1-10
  1-10
  B:
  8-9
  9
  10
  -
  -
  C:
  10
  10
  -
  -
  -
  4-6
  A :
  1-6
  1-7
  1-8
  1-9
  1-10
  B :
  7-9
  8-9
  9
  10
  -
  C:
  10
  10
  10
  -
  -
  7-9
  A:
  1-5
  1-6
  1-7
  1-8
  1-9
  B:
  6-8
  7-8
  8-9
  9
  10
  C:
  9-10
  9-10
  10
  10
  -
  10
  A:
  1-4
  1-5
  1-6
  1-7
  1-8
  B:
  5-7
  6-8
  7-8
  8-9
  9
  C:
  8-10
  9-10
  9-10
  10
  10
  
  15 . Perception of the Energies [R]
  U2 ; nag ; ar; 3mc cc ; tr, D: 1 T; mr; the caster perceives the pres-
  ence of other-planar powers within inanimate objects (in-
  cluding automatons and androids but not the undead) . He/
  she "sees" a glittering halo around any enchanted object
  but cannot tell the potency of the enchantment or whether
  the magic will be hostile or friendly towards him/her or others
  in the party
  . The object is allowed a "Magical Resistance
  factor roll" (Sec . 2.725 (1)) to resist being discovered .
  U3; nag ; ar ; 6mc cc ; tr, D: 2 T; mr, as above, except that the hos-
  tility or friendliness of the enchantment contained in the
  target object is revealed .
  U4 ; nag ; ar ; 6mc co: tr; D : 3 T ; sp ; mr ; as above, but the caster
  can detect whether a spell (either "ritual" or "psychic")
  has been cast within the circle of effect during the past
  hour. This "sorcerous residue" is perceived as a faint spar-
  kling in the air, and its brightness indicates how recently
  (approximately, in minutes) the spell was cast and how pow-
  erful it was
  (i .e . its phylum and level) . The exact nature of
  the spell cannot be known, however, nor can its caster be
  identified . This spell does not reveal the use of magico-
  technological devices (e.g . "Eyes") since these draw very
  little psychic power from the Planes Beyond, "boosting"
  this with energy of their own .
  16
  . Phantasms [R]
  U1 ; nag : ar ; 3mc (vertical only) ; 3mr ; D : 1 T ; M : a thin film of ec-
  toplasm is erected in front of the caster . This can be made
  to appear as any common, homogeneous substance : e.g .
  rock, masonry, earth, brickwork, wood, draperies, etc . If
  touched by anyone or anything, this "pops" and disappears .
  U3 ; nag ; ar ; 3mc ; 6mr; D : 2 T; M : 1-5 (randomly rolled with a D10,
  divided by 2 and rounded up) apparitions materialise within
  the circle of effect in front of the caster . These may be no
  larger than human-size, although they can be of any species
  desired . They cannot move out of the circle of effect and
  make no sound
  . They stand, wave "weapons," threaten,
  and look ferocious but have no other powers . If touched,
  they vanish . These magical "entities" do no damage, even
  if an opponent believes them to be real . Their main purpose
  is to frighten a hostile party or cause it to believe that it is
  outnumbered . An "Intelligence roll" at the "Harder test"
  level (Sec . 2.724 (1)) is needed to recognise them for what
  they are .
  U6 ; nag ; ar ; 3mc ; 6mr; D : 2 T ; sp ; M : as just above, except that
  these phantasms possess some reality : each has a Combat
  Value equivalent to the "4-6" line in the table in Sec . 2.826
  and 45 Body Damage Points (Sec. 2.214). If made to resemble
  intelligent beings, they may be given the equivalent of me-
  dium Chl6n-hide armour (Sec. 2.8210) : i.e . an armour defence
  of 3 . They cannot move out of their circle of effect (though
  they may move about within it), nor can they be provided
  with shields . pikes, missile weapons, magical arms or ar-
  mour, or sorcerous powers of their own . They can strike
  only one blow per combat round and do damage according
  to table C
  . They cannot be given poison, hypnosis (e.g .
  phantasms of the Ssb), or other special capabilities . The
  same applies to animals, undead, automatons, and other
  possible creations . The main purpose of these entities is
  to fight physically . They obey only the simplest command
  to battle whatever enters their circle of effect, and they
  cannot distinguish between the caster and his/her party
  and members of an enemy group . They are thus equally
  dangerous to both sides . They never check morale (Sec .
  2.8212) . Their "Magical Resistance factor" is the same as
  that of their caster (Sec . 2.725 (1)), and all may be dispelled
  at once by a successful spell of Disenchantment (no . 5) .
  15 9
  17 . Robustness (R)
  U3 : nag ; ai ; 1 me co ; tr; D : 5 T ; this spell lightens any burden up
  to a maximum weight of 150 kg in addition to the caster's
  own encumbrances . The caster can carry this, provided
  that it can be grasped as one unit, loaded onto his/her back .
  or somehow tied to him/her. This enchantment negates
  the encumbrance limits given in Sec . 2.310 for the duration
  of the spell . The size and clumsiness of the burden prevent
  the caster from engaging in physical combat, hov,ever, and
  this spell is most useful either to carry off a wounded com-
  rade or to transport a large and heavy burden .
  U5 ; nag ; ai ; 1 me co ; tr; D: 10 T; as above, except that the caster
  can add 300 kg to his/her encumbrances without incurring
  any movement penalties .
  U7 ; nag ; ai ; 2mc ci ; 1mr; D : 15 T ; sp ; PT: 1 CR ; the power of the
  preceding variant can be given to one comrade in addition
  to the caster, or to 2 companions and not including the
  caster. The number of targets to be included in this spell
  is rolled for randomly .
  18 . The Seal Upon the Powers [R)
  U10 ; nag ; ar ; 10mc cc ; tr
  ; D : 3 T ; sp ; PT: 1 T; M : a globe of tiny,
  glowing particles surrounds the caster . This acts as a bar-
  rier between this Plane and the Planes Beyond . No "ritual"
  magic may be cast within this shell, and none may enter it
  from outside
  . "Psychic" sorcery can be employed normally
  and may pass in or out of the circle of effect . Weapons and
  missiles, physical entrance or exit, material objects . etc .
  are unaffected . Beings previously activated by "ritual"
  magic may go in or out of the sphere (e.g . the undead . auto-
  matons, androids, and creatures already created by spells) .
  but no new "ritual" magic creatures can be produced within
  it . The caster can move, fight, cast "psychic" spells . etc . .
  and he/she can also leave the sphere with the Seal remaining
  in force . It does not move along with him/her . The prohibi-
  tion upon "ritual" sorcery prevents the casting of a second
  Seal spell before a previous one expires . A mage must thus
  gain the initiative in the following combat round if he/she
  wishes to establish a second Seal in order to continue its
  protection .
  19. Soporiferousness [R]
  U2 ; ag ; ai ; tmc ; 15mr; D : I ; mr; the target goes to sleep for 5
  turns
  . He/she can be awakened by rough shaking, requiring
  2 combat rounds . This spell operates only upon living beings
  no larger than a Sh6n or black SsO . The undead, androids,
  automatons, demons, and-curiously enough-the Pygmy
  Folk and the Shunned Ones are immune to it .
  U3 ; ag ; ai ; 3mc ; 30mr; D : 1 ; mr; as above, except that one who
  fails the "Magical Resistance factor roll" sleeps for 20 T,
  and 2 full turns are needed to wake him/her.
  U4 ; ag; ai ; 6mc ; 30mr D: I ; mr, as above . This causes the target[s)
  to sleep for 1 hour . Five full turns are needed to wake a vic-
  tim of this variant prematurely .
  U5; ag; ai ; 6mc ; 60mr D : I; mr, as above, except that one stricken
  by this spell sleeps for a full 6 hours and 5 turns are needed
  to wake him/her . Alternatively, this version can put 1 very
  large animal (e.g . a Srb or SErudla) to sleep for the same
  amount of time .
  20. The Sphere of Impermeable Quiescence [P)
  U10; nag; ar, 10mc co; tr, D : 3 T; sp; PT : 1 T ; this is the "psychic"
  counterpart of The Seal Upon the Powers (no . 18) . No "psy-
  chic" spell can be cast within it or penetrate it in either di-
  rection . Missiles, hand-weapons, "ritual" spells, physical
  entrance or exit, etc . are unaffected . Other particulars are
  as for The Seal Upon the Powers (q .v.), except that "psychic"
  must be read for "ritual" throughout .
  
  21 . Terrorisation [P]
  1.12 ; ag ; ai
  ; 1 mc ; 15mr; D:
  I ; mr ; this spell causes a target to flee
  away in utter panic from the caster-or towards a safe re-
  fuge, as determined by the referee . The effects of this spell
  last for 1 turn . One combat round is required for this en-
  chantment to travel from its caster to the target, moreover,
  and if the latter guesses that it has been cast at him/her
  (by making an "Intelligence roll" at the "Harder test" level ;
  cf . Sec . 2.724 (1)), he/she can attempt to dispel it with a
  spell of Disenchantment (no . 5) before it arrives . A target
  may also elect to dive for cover (Sec . 2.823 (list 2, 13)) or
  make his/her "Magical Resistance factor roll" (Sec . 2.725
  (1))-but not both . If these defences fail, nothing can re-
  lease the victim from his/her fear until the spell expires,
  and he/she will make every effort to flee, blindly and pre-
  cipitously, from the spot .
  U4 ; ag ; ai ; 3mc ; 30mr; D:
  I ; mr; as above, except that the effects
  of the spell last for 5 T, and it can be cast at more targets
  at a greater range .
  U9 ; ag ; ai ; 3mc ; 60mr; D :
  1 ; mr; a target who fails the "Magical
  Resistance factor roll" (Sec . 2.725 (1)) rolls a D10 : 1-6= he/
  she is paralysed with fear and cannot move, fight, or act
  for 1 T, after which he/she will run away in panic for 5 more
  turns ; 7-10 =he/she makes a "Resistance roll" at the "Very
  difficult test" level (Sec . 2.722 (3)) ; if this succeeds, the re-
  sult is the same as a score of 1-6 ; a failed roll, on the other
  hand, literally frightens the target to death : a massive heart
  failure .
  22 . Translocation [P]
  U1 ; nag ; ai ; 10 cm circle ; 3mr; D: I ; the caster can lift and slowly
  move a small object (weighing not more than 30 g) by tele-
  kinesis . The article cannot be thrown with any force, but it
  can be brought to the caster or moved to a specified loca-
  tion within the spell's range . Although this is technically an
  "aimed" spell, no roll
  is needed to "hit" the object or to
  move it . A "Dexterity roll" (Sec . 2.723) may be required at
  whatever level of difficulty the referee decrees if the caster
  wishes to perform some delicate action with the target ob-
  ject : e.g . insert a key into a lock and turn it .
  U2 ; ag or nag ; ai ; 20 cm circle ; 10mr; D : I ; as above, except that
  a larger object can be moved to a greater distance . The ar-
  ticle may weigh as much as 60 g, and it can be thrown with
  enough force to disconcert a target and cause him/her to
  lose a combat round :
  i.e . the spell prevents him/her from
  striking, moving, casting any type of spell, etc . during the
  round following that in which the hit is made . When the
  object is used as a weapon, a roll to hit must be made, em-
  ploying the caster's skill level with hand-thrown melee weap-
  ons (Secs . 2.2317 and 2.827) . If a hit is scored, the target is
  allowed a "Shield/cover roll" (Sec . 2.828) but no protection
  for armour: a telekinesed object that gets past the shield
  automatically causes the loss of a combat round . A tele-
  kinesed object is physical and not magical, and a "Magical
  Resistance factor roll" therefore is futile . A target may dive
  for cover, however, cf . Sec
  . 2.823 (list 2,13) .
  U3 ; ag or nag ; ai ; 20 cm circle ; 20mr; D : I ; as above, except that
  a longer range is possible, and the object can be hurled
  with sufficient force to kill an unarmoured target or stun
  one wearing medium or heavy armour. A roll to hit is made,
  as described under the U2 variant, and if the target is struck,
  a D10 is rolled against the following table .
  160
  'A modifier of - 1 is applied to the score of a person ar-
  moured in enchanted steel-and also to the roll made for
  a large or very large armoured animal .
  "Randomly rolled with a D10, divided by 2, and rounded up .
  1 .15 ; ag or nag ; ai ; 30 cm circle; 30mr ; D : 1 ; as above, except that
  the range is still longer, and a larger object weighing up to
  300 g can be moved or thrown . Alternatively, two objects
  weighing up to 150 g apiece can be telekinesed within the
  same combat round . If these are used a missiles, a roll to
  hit is separately made for each one, as stated under the
  U2 variant . Both must be aimed at the same target . Should
  a hit with a single heavy missile be scored, a modifier of
  + 1 is applied to the target's die score on the table given
  under the U3 variant . A person wearing medium or heavy
  armour can be stain on a D10 score of 10 (by applying the
  + 1 modifier) . An individual attired in enchanted steel ar-
  mour cannot be killed, however . When two objects are tele-
  kinesed, no modifier is used on the table provided under
  the U3 variant .
  U7 ; ag or nag ; ai ; 60 cm circle; 45mr, D:
  I ; as above, but an object
  weighin up to 1 kg can be moved or thrown . The procedure
  to hit is as detailed above, and if a target is struck, a modi
  fier of + 2 is applied to his/her D10 score on the table given
  under the U3 form of the spell . An individual in medium or
  heavy armour is killed on a score of 9-10, and one wearing
  enchanted steel armour is slain on a score of 10 .
  U9 ; ag ; ai ; 1mc ; 60mr; D :
  I ; this lets the caster pick up a mass
  of small objects or particles (e.g . pebbles, dust, sand) from
  within the circle of effect and hurl them out to the spell's
  range limit in a stinging, blinding cloud . This miniature
  storm covers an area 3m in diametre as it travels . and all
  within it must make an "Intelligence-Dexterity roll" at the
  "Easy test" level (Sec . 2.724 (2)) in order to avoid being blind-
  ed . A target who fails this roll throws a D10: 1-4 = he/she is
  blinded for one combat round ; 5-7 =he/she is blinded for
  1-10 combat rounds (randomly rolled with a D10) ; 8-9=he/
  she is blinded for 1-5 turns (randomly rolled with a D10, di-
  vided by 2, and rounded up); 10= he/she is permanently
  blinded (but may be cured by the U8 or G5 spell of Healing
  (nos . 10 or 48)). A duststorm thus created may also be made
  to hold its place without forward motion, permitting the
  caster and his/her party to escape behind it .
  23. Transportation [R]
  U9; nag ; 3mc ci ; tr, D:
  1 ; mr, PT : 1 CR; this spell instantaneously
  transports the targets (the caster and 2 others, or 3 persons
  of roughly human size without the caster) back exactly 100
  m to the location then occupied by the caster. There is no
  choice : the spell effectively retraces the caster's previous
  movements, and it cannot be cast to a longer or shorter
  distance. It does not distinguish between friend and foe,
  moreoever all who are physically in contact with the caster
  or his/her possessions when it is employed may be targets.
  One who does not wish to be transported is allowed a "Ma-
  gical Resistance factor roll" (Sec. 2.725 (1)) to avoid the
  Result
  Armour coverage
  None or
  light armour
  and die score ranges
  Medium or
  heavy armour'
  No effect
  1-2
  1-4
  Stunned for 1-5
  combat rounds"
  3-8
  5-10
  Killed
  9-10
  -
  
  journey . Only those possessions held in the hands or phy-
  The spells of the "Universal" phylum are tabulated below ac .
  sically worn or attached to a target are transported with
  cording to their numbers, names, types, and levels .
  him/her, and the 3 m circle of effect cannot be exceeded .
  Should this occur, the spell does not work at all .
  24
  . Warding [R]
  U4 ; nag ; ar; 1 me co ; tr ; D:
  I T ; sp ; a defensive shell is created
  around the caster's body. He/she cannot be struck by blows
  or missiles (including physical missiles propelled by magical
  means; cf. the spell of Translocation (no. 22)). Slow-moving
  objects and substances (e.g . gas) penetrate this shield nor-
  mally, however, as do both "ritual" and "psychic" spells,
  the effects of magico-technological devices, amulets, talis-
  mans, etc . A person, animal, undead being, etc . can also
  slowly push into this sphere, taking 2 combat rounds to do
  so (during which time those inside can strike at him/her
  with impunity) . Once inside, the attacker and the caster
  may fight with fists, claws, teeth, and very short weapons
  (e.g . daggers)-but not longer weapons . The caster may
  move normally (taking the shield along) and may use "ritual"
  or "psychic" sorcery from within the shell, but he/she can-
  not strike out of it with a weapon, nor can a physical mis-
  sile be fired, thrown, or telekinesed from inside it .
  U5 ; nag ; ar: 2mc co ; tr ; D : 2 T; the caster and one other being
  (friend or foe) receive the protection just described . No
  physical blow or missile can penetrate the shield in either
  direction, but those inside it can strike at one another with
  any long one-handed melee weapon (but nothing longer).
  Although the caster can move normally and carry the shield
  along with him/her, a comrade loses its protection upon
  stepping more than 1 m away from the caster . It requires
  3 combat rounds to push slowly into this shield-either to
  attack the caster or to join him/her.
  25 . Zoic Domination [R]
  U2 ; ag ; ai ; 1mc ; 20mr; D :
  I ; mr ; crude control is obtained over
  sorcerer devoted to Stability versus sorcerer
  one non-intelligent animal for 1 turn. Sea creatures smaller
  priest of S"drku or DUrritlAmish
  than "large" and Underworld beings designated as animals
  are affected, but bigger animals, the undead, androids, au-
  tomatons, creatures created by sorcery, and demons are
  immune . An animal caught by this spell can be made to
  fight, flee, or remain stationary for the duration of the spell .
  U4 ; ag ; ai ; 3mc ; 30mr D: I ; mr, as above, except that the control
  lasts for 3 turns, and semi-intelligent creatures or one very
  large creature may be included.
  Spell
  number
  Spell name
  Ritual
  or
  "psychic" Available levels
  1
  Alleviation
  R
  2
  2
  Ascertainment
  P
  1, 2, 3, 4, 5, 6,8,10
  3
  Clairvoyance/Clairaudience
  P
  1, 2, 3, 5, 7
  4
  Control of Self
  P
  1, 2, 3, 4, 6
  5
  Disenchantment
  R
  4, 6, 8, 10
  6
  Domination
  P
  2, 3, 4, 5, 6, 7
  7
  Elicitation
  P
  1, 2, 3, 4, 5, 6, 7,8
  8
  Execration
  R
  9
  9
  Favouring
  R
  6
  10
  Healing
  R
  1, 2, 3, 4, 5, 8
  11
  Inscription
  R
  10
  12
  Invisibility
  R
  2, 3, 4, 6, 8
  13
  Light and Darkness
  R
  1, 2, 3, 4, 5,6
  14
  Nutrification
  R
  3, 4, 5, 6
  15
  Perception of the Energies
  R
  2, 3, 4
  16
  Phantasms
  R
  1, 3, 6
  17
  Robustness
  R
  3, 5, 7
  18
  The Seal Upon the Powers
  R
  10
  19
  Soporiferousness
  R
  2, 3, 4, 5
  20
  The Sphere of Impermeable
  Quiescence
  P
  10
  21
  Terrorisation
  P
  2
  .4,9
  22
  Translocation
  P
  1, 2, 3, 5, 7,9
  23
  Transportation
  R
  9
  24
  Warding
  R
  4,5
  25
  Zoic Domination
  R
  2,4
  
  2.543 . GENERIC SPELLS .
  "Generic" spells are those available to more than one temple,
  but not to all ; cf . Sec. 2.914 . The consecutive numbering and
  alphabetical order of the previous Section are continued below .
  The names of the deities whose priesthoods teach and use each
  spell are abbreviated and entered beneath the spell's name .
  "Generic" spells are identical for a deity and his/her Cohort,
  and the latter's name thus need not be entered in the spell list .
  The deity's abbreviation stands for both : e.g . a worshipper of
  DilinAla may select any of the spells obtainable by a sorcerer
  devoted to AvAnthe . The following table recapitulates these re-
  lationships and gives the deities' abbreviations.
  The correspondences of non-TsolyAni and nonhuman deities
  with those of the EngsvanyAli pantheon (above) are discussed
  in Sec . 1.610. These are recapitulated below for ease of reference .
  As stated in Sec . 2.914, a worshipper of one of these beings
  may select spells available to the priesthood of one TsolyAni
  counterpart but may not then choose from the others' lists .
  162
  Livy6nu :
  Nation and deity/deities
  GuodAi
  TsolyAni counterparts
  ChegArra; Chit6ng (i.e . KarakAn
  or Vimbhla for the "Generic"
  category, and either of these
  two Cohorts for this deity's
  "Temple" spells)
  Vimbhla ; KarakAn ; KsArul
  Hr0'6 ; Ks9rul
  Ru'ungkino
  The Horned One of Secrets
  The Lost One of the Sea
  Th6mis ; AvAnthe ; Dlamilish
  Quy6
  SArku
  6lish ; Th6mis
  6lish ; Thbmis
  n
  VAris
  AvAnthe ; Dlamilish
  Sbr
  SArku ; BeIkhAnu
  RannAlu :
  The Mother Goddess
  AvAnthe ; Dlam6lish
  AhoggyA :
  No pantheon
  Any of the human deities-for
  convenience' sake only ; the A-
  hoggyi care nothing fordeities
  but do have to align themselves
  r to
  hey
  -for
  road
  but
  rO'6
  y
  akAn
  can-
  Deity and
  Abbre-
  Deity and
  Abbre-
  NdArka
  BeIkhAnu
  Cohort
  viation
  Cohort
  viation
  The Sea Goddess of KakArsha AvAnthe
  AvAnthe
  Av
  KarakAn
  Ka
  KikumArsha
  KsArul
  The Oneof Fears
  Hf0'6 ; Vimbhla
  (DilinAla)
  (ChegArra)
  BeIkhAnu
  Be
  KsArul
  Ks
  HAida PakAla :
  (Q6n)
  (GrugBnu)
  She Who Strides the Wind
  AvAnthe ; DIa
  Dlamilish
  DI
  SArku
  Sa
  The Nyimesel Isles :
  (HrihAyal)
  (DurritiAmish)
  Mrett6n, the Goddess Who
  AvAnthe ; Dla
  HnAlla
  Hn
  Thbmis
  Th
  Walks Upon the Sea
  (DrA)
  (Ketingku)
  The States of the Northeast :
  Hf0'6
  Hr
  Vim0hla
  Vi
  Aridz6
  HnAlla; Karak
  (Wur(j)
  (Chit6ng)
  Heshu6l
  Hr0'6 ; Vimbhla
  Nation and deity/deities
  TsolyAni counterparts
  Mu'ugalavyA :
  with some temple in
  ordelearn
  sorcery-at which
  tare
  very poor
  Hfsh
  Vimbhla; Karakin ; Ksirul
  YAn K6r :
  HIAka :
  The Mad One of Hlikku
  Hf0'd ; Ksirul
  Religion incomprehensible
  The Lord of Sacrifice
  Vimbhla
  The Sea-God of Ash6kka
  KarakAn
  MihAlli :
  Any of the human
  deitiesconvenience'
  sake while
  abAny
  of the human deities
  SaA Allaqi :
  Religion unknown
  The One of Light
  HnAlla; ThOmis; Karakin
  NyaggA :
  SalarvyA :
  Religion unknown
  ShiringgAyi
  AvAnthe ; DIamdlish
  Any of the human deities,
  probably AvAnthe, Hnalla,
  Hpredominating
  Black QArga
  SArku
  Pij6na :
  She Who Is Not Seen ; AvAnthe
  PAchi Ldi :
  Ghat6n :
  N'tg
  HnAlla ; Thbmis
  The Nature Gods
  Any of the TsolyAni deities
  A'Ish
  Hf0'6 ; KsArul
  PechAno :
  PA Ch6i :
  The Seven Deities of the
  Thbmis; KamkAn-VimbhW AvAn-
  The Father of Nests
  Rising Peaks
  the-Dlam6lish ; KsArul ; SArku-
  The Black Old One
  Any of the Lords of
  StabilitAny
  of the Lords of Change
  BelkhAnu
  Pygmy Folk:
  Qu6th the Many-Eyed
  [Pro ably HnAlla-Thb
  s?)
  Large and complex pantheon
  Any of the human deities
  Ny6sset of the Pinnacle
  Pro ably- KsArul-Vim0hia-with
  Sh6n :
  an admixture of KarakAn?[
  The One of Eggs
  Livyinu :
  The One Who Rends
  Hnalla; Th6mis; AvAnthe ;
  KarVim6hla
  ; Hro'6 ; Ksirul
  Qame'AI
  Thbmis ; KsArul
  The Swamp Folk :
  The Shadowed One
  IinAlla ; Hf0'6
  Complex pantheon
  K(rrineb
  AvAnthe ; Dlam6lish
  Irrelevant : the Swamp Folk
  not use sorcery
  VrusAemaz
  Wurb (i.e . Hr0'6, so far as "Ge-
  Tinalfya:
  neric" spells are concerned-
  Unnamed monotheistic deity
  Any of the human deities
  but only Wur(j's spells in the
  The Inimical races: HI6ss, Hlutrgb, Shunned Ones, and Ssb :
  "Temple" list)
  Pantheons unknown
  Any of the Lords of Change
  
  Nation and deity/deities
  TsolyAni counterparts
  The Pariah Gods:
  The One Other
  Any of the Lords of Change, but
  often with
  spells
  similar
  to
  those of devotees of KsArul
  The Goddess of the Pale Bone Any of th6 Lords of Change,
  but focussed upon the sorts
  of spells available to sorcerers
  worshipping S9rku and Hril'd
  The One Who Is
  Any of the Lords of Change
  The only addition to the spell description abbreviations given
  in Sec. 2.941 is "prq" (for "prerequisite"): some "Generic" spells
  cannot be learned until their lower-level counterparts in the "U-
  niversal" phylum have been mastered . Such a prerequisite needs
  to be listed only once at the lowest level of a "Generic" series
  since the less powerful variants of a spell must always be ac-
  quired first before one can go on to higher levels of the enchant-
  ment .
  "Generic" spells are as follows :
  26 . Acceleration [P]
  Be Hn Ka Vi
  G7 ; nag ; al ; 1mc cc ; tr; D: 1 T ; sp ; PT: 1 CR ; this enhances mus-
  cular coordination and communication between the brain
  and the limbs, enabling the target to move faster. In effect,
  the target gains 1-3 "Action points" (Sec . 2.710) during
  each round that the spell remains in force . One D10 roll is
  made when the spell first takes effect, and the number of
  "Action points" found is added to the target's usual stock
  each round until the spell expires: 1-3=1 "Action point" ;
  4-8=2 "Action points" ; and 9-10=3 "Action points ."
  G8; nag ; ai ; 1 me ci ; tr; 2 T; PT : 2 CR ; as above, but the caster (or
  another target) Is provided with 1-5 "Action points" each
  round . A D10 is rolled, divided by 2, and rounded down.
  G9; nag ; ai;1me ci;1 mr; D: 3 T ; PT: 1 T ; as above, but the target
  receives double his/her normal number of "Action points"
  each round . He/she may thus perform nearly twice as many
  actions within the same time period . There is a chance of
  a "burn-out," however: at the end of every turn a D10 is
  rolled : 1-6= the target may continue at the accelerated rate;
  7-8= the target senses an impending "burn-out" and must
  return to normal speed (ending the spell); 9-10="bum-out"
  occurs: the target's muscles and synapses fail ; he/she falls
  unconscious for 1-3 turns (randomly rolled) ; and he/she al-
  so suffers damage according to table E (once only, as soon
  as "burn-out" occurs, and not every round) .
  27 . Adornment [R]
  Av DI
  G1 ; nag ; ai ; 1mc ci ; tr, D: 5 T; this causes the target to appear
  as more handsome/beautiful and charismatic . The target's
  chances of making a "Comeliness roll" or a "Charisma
  roll" are increased by +5 for the duration of the spell ; cf.
  Sec . 2.726 .
  G2 ; nag ; ai ; 1 me ci ; 1mr D : 10 T; sp; as above, but the target's
  chances are increased by a + 10. This variant is species
  specific : e.g . a human can only cast it upon another human,
  and not upon a P6 Ch61, etc.
  G3 ; ag ; ai ; 1mc ; 10mr, D: I ; mr ; this creates an effect opposite
  to the above : one of ugliness and dislike. The target's "Come-
  liness roll" and "Charisma roll" chances are reduced by
  -10 for 10 T . This enchantment is Invisible, and a target
  163
  can detect that it has been cast upon him/her only if he/she
  is told, or if he/she makes an "Intelligence roll" at the "H ar -
  der test" level ; cf . Sec . 2.724 (1) .
  G5 ; nag ; ai ; 3mc ci ; 5mr; D : 30 T; as for the G2 variant but with
  the possibility of 1-5 (randomly rolled) targets within the
  circle of effect in addition to the caster.
  28 . Aeriality [P]
  Av Be DI Hn Hr Ks Th
  G2; nag ; ai ; 1mc co ; tr ; D : 2 T ; sp ; prq : the U1-U5 variants of the
  spell of Translocation (no. 21) ; the caster can rise vertically
  to a height of 10 m and drift laterally as much as 1 m . He/
  she can lift only his/her normal encumbrances (Sec . 2.310) .
  "Psychic" spells can be cast while in the air but not "ritual"
  conjurations . The caster can fight with melee weapons or
  throw objects at modifiers of - 2 to his/her Combat Values
  (Sec. 2.810) .
  G4 ; nag ; ai ; 1mc ci ; 1mr, D: 3 T; as above, except that the caster
  (or another target excluding the caster) can fly slowly at a
  speed of 10 m per combat round . The target may carry as
  much as 75 kg above his/her normal encumbrances in his/
  her arms or attached to his/her person . If this extra weight
  is borne, however, the target cannot engage in melee, fire
  missiles, or hurl objects
  . "Psychic" spells can be cast as
  usual .
  G6 ; nag ; ai ; 2mc ci ; 5mr; D : 5 T ; as above, but the target[s) can
  rise to a height of 20 m and fly at a rate of 20 m per combat
  round . Targets may melee or fire missiles normally, though
  a "passenger" must stay close to the caster within the
  circle of effect . Instead of raising another being, the caster
  can lift a weight of as much as 175 kg in addition to his/her
  normal encumbrances, provided that this burden can be
  grasped as one unit or fastened to his/her person . One who
  bears this extra weight can melee normally while flying
  but cannot cast missiles. "Psychic" spells may be employed .
  G9; nag ; ai ; 3mc ci ; 5mr ; D : 10 T ; as above, but 1-5 (randomly
  rolled) targets in addition to the primary target may fly .
  "Passengers" must remain within the circle of effect but
  do not need to be in physical contact with the caster or
  primary target . All may melee and fire missiles normally,
  but only "psychic" sorcery-can be used . Each target may
  carry as much as 75 kg in addition to his/her usual encum-
  brances, provided that this is held in the arms or attached
  to the person . This again prevents melee or the firing of
  missiles . Alternatively, the caster may fly alone and carry
  a weight of as much as 300 kg in addition to his/her regular
  encumbrances, again provided that this can be grasped as
  one unit or attached to his/her person ; cf. the G4 form above.
  29. Alleviation [R]
  Av DI Ks Th
  G2; nag ; ai ; 2mc ci ; tr; D : 1 ; prq: the spell of Alleviation (no . 1) ;
  this neutralises not only life-endangering poisons but also
  drugs (except the deadly Zu'Gr) and alcohol . As many as 2
  targets can be cured at once .
  G4 ; nag ; ai ; 3mc ci; 5mr ; ,D :
  I ; PT : 1 CR ; as above, except that
  1-5 targets within the circle of effect in addition to the pri-
  mary target can be cured of drugs, poisons, and also paralysis.
  30 . Artfulness [P]
  Av Hn Ks Th
  G1 ; nag ; ai ; 1mc ci; tr; D : I ; the target is aided to recall a skill
  accurately . It cannot assist an assassin or a warrior in com-
  bat ability, however, nor is it of any use to a sorcerer or a
  
  shaman in the use of magical power . It is most efficacious
  in enhancing a target's ability to manufacture an object
  (e.g . a glassblower who wishes to produce a fine goblet)
  or remembering information learned through a skill (e .g . a
  geologist who strives to recall the details of certain miner-
  als) . This spell adds a + 5 to the target's chances of making
  a "Skill Success roll" (Sec . 2.727) . A physician applies a
  modifier of - 5 to a patient's "Recovery roll" (Secs . :t .722
  (2) and 2.830 (2)) .
  G2 ; nag ; ai ; 1 me ci ; 1 mr ; D : 2 T; a target's chances with a "Skill
  Success roll" (Sec. 2.727) are increased by + 10, and a phy-
  sician is given a modifier of -10 when assisting a patient
  in a "Recovery roll" (Secs. 2.722 (2) and 2.830 (2)). Neither
  form of this spell is of long duration, and an artisan who
  needs minutes or hours to manufacture an object will re-
  quire repeated castings-or must have it cast upon him/
  her at crucial stages during the process (determined by
  the referee) .
  31 . Ascertainment [P]
  Be Hn Ks Sa Th
  G7 ; nag : ar ; 60mc co ; tr ; D : 2 T ; sp ; mr; prq : the U1-U8 variants
  of the spell of Ascertainment (no . 2) ; this permits a multi-
  way telepathic conversation between persons within the
  circle of effect, provided that these are willing to communi-
  cate . This spell is species specific : e.g . humans can only
  communicate with humans, P6 Ch6i with Pe Ch6i, etc .
  G8 : nag ; ar ; 120mc cc ; tr; D : 5 T ; mr; as above but with a longer
  range and duration . This variant is no longer species specific .
  G10; nag : ar ; 1 km circle cc ; tr ; D : 10 T; mr; as above . This var-
  iant is even further enhanced by special training given in
  the temple academies of these deities to produce a net-
  work of rapid telepathic communication that stretches all
  the way across each of the Five Empires. A message deem-
  ed important by the ecclesiastical or secular authorities
  can be transmitted in this fashion within about half an hour
  from JakAlla, for instance, all the way to AvanthAr. This
  training is not easily available; it demands about 2 years of
  hard work and "Psychic meshing" with one's colleagues,
  and those who have it are expected to remain responsibly
  at their posts throughout their careers . Telepathic networks
  are not known in the smaller nations or in nonhuman lands .
  with the exception of the P6 Ch6i and Mih911i enclaves .
  32 . Benefaction [R]
  Av Be DI Hn Hr Ks Th
  G9 ; nag : ai ; 1mc ci ; tr ; D :
  I ; this spell restores expended "psy-
  chic power points" (Sec . 2.931) . A D10 is rolled: 1-3=1-100
  points are regained (randomly rolled with D100) ; 4-9=2-200
  points return (i.e . two D100 rolls) ; 10=3-300 points are re-
  stored (three D100 rolls are added together) . These points
  replensih those expended by the target and do not add to
  his/her original total . This spell cannot be cast in advance
  but only after the target's stock has been depleted by at
  least 50 points . "Psychic power points" regained through
  this spell are usable for up to one hour but dissipate there-
  after if not used .
  33 . The Blade of Inexorable Disjection (R]
  Ka Vi
  G3 ; nag ; ai ; 1mc ; 1mr; D: 1 T ; sp ; M : a brilliant sword of ruby-
  hued energy, the length of a long one-handed weapon . The
  target (who may not be the caster) can use this like any
  other sword, but it may not be dropped or given to another
  person . Should
  it leave the target's hand,
  it dissipates.
  164
  The Blade adds a + 2 to the wielder's Combat Value in the
  sub-skill of long one-handed weapons (but not to other Com-
  bat Values), and should a hit be scored, damage is done
  according to table G . The spell of Disenchantment (no . 5)
  may dispel this weapon, leaving its user unarmed . No shield
  can be employed by one who wields the Blade, nor can he/
  she move (though manoeuvring is permitted), dive for cover,
  or perform other non-combat actions while holding it .
  G4; nag; ai ; 1mc; 1mr, D : 2 T; M : as above, but the Blade extends
  out 2 m and must be employed as a two-handed weapon .
  This variant adds +4 to the wielder's Combat Value with
  two-handed weapons (Sec . 2.810), and when a hit is made,
  damage is done according to table H . Other particulars are
  as above, except that the caster may use the Blade himself/
  herself.
  34 . The Blessing of the Planes (R]
  Be Hn Ks Sa Th
  G1 ; nag ; ai ; 1mc co; tr; D: 1 T ; PT: 1 CR; this strengthens the
  caster's defensive "Magical Resistance factor," adding a
  + 1 to his/her Sorcerer/Shaman skill level when making the
  roll against hostile spells described in Sec . 2.725 (1) : e.g .
  a sorcerer who has a "Magical Resistance factor" of 6 uses
  the "7-9" column in the table. One who has a "Magical Re-
  sistance factor" of 7 adds + 1, but a factor of 8 still falls
  within the "7-9" column, however. This spell is species
  specific : e.g . a human can only cast it upon another human .
  G2; nag ; ai;1 me ci ; tr, D : 2 T; PT : 2 CR ; as above, but the target's
  "Magical Resistance factor" is increased by a modifier of
  +2 when rolling for protection against hostile spells in
  (Sec . 2.725 (1) .
  G3; nag ; ai ; 2mc ci ; 1mr ; D : :t T; sp ; PT : 2 CR ; as above, except
  that the target's "Magical Resistance factor" is augmented
  by a modifier of +3 . This variant is not species specific .
  G7; ag ; 1mc ; 20mr; D : 1 ; mr; PT : 1 CR ; the target's "Magical Re-
  sistance factor" (Sec . 2.725 (1)) Is reduced by 1-5 levels for
  a period of 1 turn . A D10 is rolled, divided by 2, and rounded
  up . This spell cannot be dispelled by Disenchantment (no .
  5) : the target's defensive "Magical Resistance factor" (but
  not his/her offensive capabilities) remains reduced until
  the spell expires .
  G9 ; nag ; ar ; 3mc ci;1mr ; D : 5 T ; PT : 5 CR, as for the G3 variant,
  except that all living beings (excluding the undead, androids,
  automatons, and creatures created by sorcery) have their
  defensive "Magical Resistance factors" increased by 1-10
  levels (randomly rolled with a D10 for each character) as
  long as they remain in the circle of effect . Should a target
  leave this zone, this defensive bonus is lost and cannot be
  regained unless another spell of Blessing is cast upon him/her.
  35. Comprehension [P]
  Hn Hr Ks Th
  G1 ; nag ; ar; 3mc c0 ; tr ; D : 5 T; mr ; the caster can understand
  one spoken human language audible within the circle of
  effect . He/she cannot reply in this language, however . A
  speaker who does not wish to be "comprehended" is al-
  lowed a "Magical Resistance factor roll" (Sec . 2.725 (1)) . If
  more than one person Is speaking, the roll Is made by the
  one with the lowest (i.e. the worst) "Magical Resistance
  factor" only .
  G2 ; nag ; ar ; 3mc co; tr; D : 10 T ; mr; as above, except that the
  caster can reply in the foreign tongue he/She hears .
  G3 ; nag ; ar; 3mc co; tr ; D: 15 T; mr; as above, except that non-
  human languages are included . In addition, the caster com-
  prehends documents, inscriptions, etc . in a modern human
  
  tongue (one only per spell cast) . This does not work upon
  the language of the Mih911i for reasons unknown .
  G5 ; nag; ar: 3mc co ; tr ; 10 T; mr; as above, except that this per-
  mits the reading of inscriptions, scrolls, etc. written in any
  of the ancient languages mentioned in Sec. 1 .711 (but not
  those of earlier periods, unfortunately; the vestiges of their
  writers' "psychic auras" are now too faint) . The caster is
  also informed in advance if a piece of writing contains a
  curse (i .e. a spell of Execration ; no. 8) or is otherwise ma-
  gically dangerous to him/her . Ancient MihAlli can be read
  with the aid of this spell, but the speech of the modern,
  living Mih911i remains unintelligible .
  36 . Derangement (P)
  Be Hn Hr Sa
  G1 ; ag ; ai ; 1mc; tr ; D: I ; mr ; the target becomes temporarily In-
  sane for 1-5 turns _(randomly rolled with a D10, divided by
  2, and rounded up), and his/her actions are then randomly
  determined by the referee. This spell affects only intelligent
  beings . It is useless against a person who already has a
  Control of ,Self spell of the U3, U4, or U6 level (no. 4) cast
  upon himself/herself, and its magically-Induced madness
  can be removed with a spell of Disenchantment (no. 5) .
  G2 : ag ; ai ; 1mc; 20mr; D: 1; mr ; as above, but the target remains
  insane for 1-10 turns (randomly rolled with a D10) .
  G3 ; ag ; ai ; 2mc: 30mr D: I; mr, as above, except that the target[s]
  become insane for 1-20 turns (rolled on a D20) .
  G5 : ag : ai ; 3mc; 45mr; D: 1 ; mr; as above, but the duration of the
  madness is from 1 to 5 days (rolled on a D10, divided by 2.
  and rounded up).
  G8 ; ag : ai ; 3mc; 60mr; D: I ; mr; as above, but the victim remains
  permanently insane, unless a successful spell of Disen-
  chantment (no. 5) is cast upon him/her. Should this remedy
  fail, the condition is irreversible, and only a lucky "Divine
  Intervention roll" (Sec . 2.725 (2)) by some friend may re-
  store the person to sanity. This, unfortunately, is often fu-
  tile since the gods usually pay no more attention to the
  personal problems of one individual worshipper than does
  a carpenter to a bent nail .
  37 . Desiccation (R]
  Av Hr Ks Sa
  G2: ag ; ai ; 1mc; tr ; D: I ; mr; the target loses the use of the body
  area touched for 1-10 turns (rolled with a D10). The body
  part affected is found by rolling D100 on the table given in
  Sec. 2.852 (2', a) . Ahead hit stuns the victim ; a torso or ab-
  domen hit stops the flow of blood and causes a brief but
  totally disabling heart attack; and a hit upon an arm, leg,
  tail, etc. withers and numbs the member as long as the
  spell lasts . A U3 spell of Healing (no. 10) or a U6 spell of
  Disenchantment (no. 5) can heal a victim of Dessication,
  or this spell may be allowed to expire of its own accord .
  G3 ; ag : ai;1mc ; 20mr, D: I ; mr, as above, except that the damage
  is more severe: a head hit causes a coma that lasts for 1-10
  days ; a torso or abdomen hit leaves the victim paralysed
  for 1-20 days ; and a hit upon a limb withers it permanently .
  A spell of Disenchantment (no. 5) is no longer of any use,
  nor can a physician help . A U8 spell of Healing (no. 10) will
  restore a withered limb, but even this remedy is futile a-
  gainst the coma or paralysis caused by a head or body hit .
  The damage must be allowed to heal itself, and this takes
  time .
  G5 ; ag ; ai ; 2mc; 30mr; D: I ; mr ; the target's body fluids are dried
  up permanently . A victim hit in the head, torso, or abdomen
  dies at once . A hit upon an arm, leg, tail, etc. withers the
  member forever, unless a U8 spell of Healing (no. 10) is ap-
  plied within 1 hour of this spell's taking effect .
  165
  38. Domination [P]
  Be Hn Hr Ks Sa Th
  G5; ag ; ai ; tmc; 10mr ; D:
  I ; mr; prq: all levels of the "Universal"
  spell of Domination (no. 6) ; this creates a powerful mind-
  bar that gives the caster full control over the target's ac .
  tions, beliefs, knowledge, etc. for 1 day (24 hours) . The tar-
  get must be an intelligent being . A U6 spell of Disenchant-
  ment (no. 5) will remove this control. The existence of a
  Domination spell in a victim's mind can be detected by a
  spell of Perception of the Energies (no. 15) .
  G10; ag ; ai ; 1mc; 10mr ; D: I ; mr; as above, but the control is per-
  manent unless a U8 spell of Disenchantment (no. 5) is suc-
  cessfully applied. This variant is more difficult to detect
  with a Perception of the Energies spell (no. 15) : a modifier
  of + 10 is given to this spell's "Magical Resistance factor
  roll" in Sec. 2.725 (1) . Even more potent versions of the Do-
  mination spell are known to certain of the master-sorcerers
  of TAkumel. At the highest levels these are indetectable
  and are resistant to all but the most powerful spells of Dis-
  enchantment. The referee may allow characters with more
  than 30 skill levels in the skill of Sorcerer or Shaman to
  acquire such puissant enchantments, if desired.
  39 . Doomkill [R]
  Hn Ka Vi
  G6 ; ag ; ai ; 2mc; 60mr; D:
  I ; mr ; PT : 1 CR; M: a noisy . brilliant ex-
  plosion is produced . This slays the target and destroys all
  possessions carried upon his/her person . The target may
  attempt a "Magical Resistance factor roll" (Sec . 2.725 (1)),
  but even if this succeeds, he/she suffers damage according
  to table B. A Doomkill has one disadvantage : it requires a
  special roll to hit . The missile fire tables in Sec. 2.827 are
  not used, and a D20 is rolled instead: 1-2 =the blast fails
  to leave the caster's hand and hits him/her, necessitating
  a "Magical Resistance factor roll," as stated above); 3-7=
  the spell falls short ; 8-15 = the explosion hits the intended
  target; 16-20= the spell overshoots . In the case of an under-
  shot, the distance from the caster to the target is divided
  into equal 5 m segments (so far as possible), and a random
  die roll is made to ascertain where the Doomkill strikes .
  When this spell overshoots, the distance from the target
  out to the Doomkill's extreme range is divided similarly,
  and the strike area is rolled for in the same fashion. Any
  target within the 2 m blast area can be hit, and if there are
  more than 2 targets within range, random die rolls are made
  to determine which of them are hit. A Doomkill may never
  go beyond its extreme outer range.
  G8 ; ag ; ai ; 3mc; 90mr; D: I; mr ; PT : 2 CR ; M: as above, but larger
  and more violent. Hitting is done as described above, and
  all targets within the circle of effect are slain unless they
  make the "Magical Resistance factor roll" (Sec . 2.725 (1)).
  Even if this is successful, damage is done according to
  tableD.
  G10; ag; ai ; 6mc; 120mr; D: I ; mr ; PT: 3 CR ; M: as above, but the
  blast is still more intense. Hitting is done as indicated a-
  bove, and a target who survives by means of a successful
  "Magical Resistance factor roll" (Sec . 2.725 (1)) suffers
  damage according to table F. All such fortunate (?) survi-
  vors are stunned for 1-5 turns (randomly rolled) . The explo-
  sion caused by this variant is extremely powerful, and if
  used in a narrow passage (15 m wide or less), there is a
  chance that the roof, walls, etc. may collapse. A D10 is rolled:
  1-3=no significant damage occurs : 4-7=there is a minor
  collapse in the area of the circle of effect, and all within it
  suffer further damage according to table C; 8-10 = a major
  cave-in occurs, burying all targets beneath stones and rub-
  ble. Each such victim suffers damage according to table E,
  
  and other comrades must dig these unfortunates out (cf .
  Sec. 2.840 (5)) . A Doomkill that falls badly short may thus
  engulf the caster's own party!
  40 . Elicitation [P]
  Ks Th
  G4 ; nag; ar; 3mc co ; tr; D: 3 T; sp ; mr; prq: the Ul-U5 levels of
  the spell of Elicitation (no. 7) ; the caster can concentrate
  upon a specific type of magical or technological device (e .
  g. an "Eye," book, scroll, talisman, amulet, etc.) and be
  guided to such an item, if one is present within the spell's
  circle of effect . The caster can move, fight, cast "psychic"
  spells, and perform other actions while this spell is in force,
  but he/she cannot gain surprise or initiative (Secs. 2.821
  and 2.822) . The sought-for device is allowed a "Magical
  Resistance factor roll" (Sec. 2.725 (1)) to escape detection.
  The level of the object's "Magical Resistance factor" must
  be arbitrarily assigned by the referee, depending upon its
  importance and potency .
  41 . Empowering and Enervation [R]
  Av DI Ka Vi
  G1 ; nag; ai ; 1mc ci ; tr ; D: 1 T; this increases the Height-Build-
  Strength factor (Sec . 2.211 ff .) of the target by 1-50 points
  frandomly rolled with D100, divided by 2, and rounded up)
  for the duration of the spell . This affects the target's "Height-
  Build-Strength roll" (Sec . 2.721), Combat Values (Sec . 2.810
  (1)), and other relevant capabilities . This spell can be used
  upon the same target only once per day. It does not affect
  animals, androids, automatons, creatures created by sor-
  cery, demons, the undead, or other beings animated by
  other-planar power.
  G2 ; nag; ai ; 1mc ci ; tr ; D: 2 T; as above, except that the Height-
  Build-Strength factor of the target is increased by 1-100
  points (i.e . a D100 roll) .
  G6 ; nag; ar ; 3mc ci ; tr ; D: 3 T; sp ; as above, but this variant pro-
  vides 1-100 points of extra Height-Build-Strength to 1-5
  (randomly rolled) intelligent beings within the circle of ef-
  fect for the duration of the spell .
  G7 ; ag ; ai ; 3mc; 10mr ; D:
  1 ; mr ; this reduces the Height-Build-
  Strength factor of all targets within the circle of effect by
  1-100 points for 3 turns . A victim whose Height-Build-Strength
  factor is reduced to zero becomes unconscious, and one
  whose factor is brought down to less than zero dies . This
  spell is effective against the same target only once per day.
  42 . Enhancement and Debilitation [R]
  Ka Sa Vi
  G3 ; nag; ai ; 1mc; tr, D:1, PT: 1 CR; this spell changes "excellent"
  steel into "enchanted" steel for a period of 1 turn . One item
  (a helmet, breastplate, shield, etc.) may be acted upon with
  each application of this spell, and the piece returns to its
  former status when the spell ends . This enchantment does
  not affect "ordinary" steel, other metals, or non-metallic
  materials. An exception is the copper armour worn by de-
  votees of SArku
  . A sorcerer who worships the Lord of Worms
  (or his Cohort, Durritlimish) can enchant copper arms and/
  or armour with this spell, giving them the same defensive
  value as "enchanted" steel (Sec. 2.8210) . The version of this
  spell employed by the Temple of SArku does not work upon
  steel at all .
  G4 ; nag; ai ; 2mc; tr; D:
  1; PT : 2 CR; this variant changes both
  "ordinary" and "excellent" steel into "ei .hanted" steel
  for 10 turns . A sorcerer who follows SArku may utilise this
  spell to achieve the same results with copper.
  166
  G7; ag ; ai ; 2mc;10mr D:1, mr, PT: 2 CR; one suit of "enchanted"
  steel or copper armour (including a shield and/or weapon,
  if carried) can be temporarily turned into a softer substance
  for a period of 1 turn . This "debilitation" reduces the de-
  fensive value of the affected arms to the level of ChlAn-
  hide ; cf . Sec. 2.8210.
  If not dispelled by a U6 spell of Dis-
  enchantment (no. 5), there is a chance that the affected
  armour and/or weapons may remain in this weakened con-
  dition when the spell ends ; a D10 is rolled : 1-7 = the objects
  return to their former "enchanted" state; 8-10 =they stay
  In their debilitated condition until aG10 version of the En-
  hancement and Debilitation spell is applied to them .
  G10; nag; ai ; 2mc; tr ; D:
  I ; PT : 5T; one suit of heavy armour (in-
  cluding a weapon and/or a shield) or the equivalent can be
  permanently enchanted. This must be "excellent" steel
  (or especially hardened copper, in the case of the Temple
  of SArku) to begin with ; items of "ordinary" quality are not
  affected . As stated in Sec. 1 .950, metal tends to randomise
  and disperse the energies of the Planes Beyond, and this
  spell is both tiring and somewhat dangerous. One who casts
  this variant can use no further magic for a full month (30
  days), although "Eyes" and other magico-technological
  devices can be employed . He/she also must make a D10
  roll each time this spell is used : 1 = he/she dies ; 2-10= no
  damage ensues.
  43 . Excellence [P]
  Ka Vi
  G1 ; nag; ai ; 1mc; tr, D: 1 T; the target's mastery of weapons and
  fighting techniques is temporarily enhanced : all of his/her
  Combat Values (Sec . 2.810) are increased by + 1 for the
  duration of the spell . This conjuration is species specific:
  e.g . a human can only cast it upon another human.
  G2 ; nag; a! ; 2mc; 1 mr; D: 2T; as above, except that as many as
  2 targets are given this extra expertise.
  G3 ; nag; a! ; 2mc;1mr; D: 3T; as above, but the targets' Combat
  Values are augmented by + 2 while the spell lasts .
  G5 ; nag; ar; 3mc ci ; 1mr; D: 3 T; sp ; this increases the Combat
  Values of all intelligent beings within the spell's circle of
  effect by +3 for the duration of the spell. The caster may
  include himself/herself,
  if desired, and he/she can cast
  other spells while maintaining this one.
  G7 ; nag; ar; 3mc ci ; 2mr; D: 3 T; as above, except that each tar-
  get's Combat Values are increased by + 1 to +5. This is
  randomly rolled for each target individually .
  G8 ; nag; ai;1 mc;10mr; D: 3T; as for the G7 variant, except that
  this variant is usable upon one non-intelligent or semi-in-
  telligent animal. It does not affect the undead, androids,
  automatons, creatures produced by sorcery, or demons .
  G9 ; ag ; ai ; 3mc; 20mr; D: I; mr; this version lowers the Combat
  Values of each target within the circle of effect by -1 to
  -5 (randomly rolled) for 1 turn . All intelligent, semi-intel-
  ligent, and non-intelligent species are affected, as are the
  undead . The other classes mentioned under the G8 variant
  are immune .
  44 . Far-Seeing [R]
  Ka Vi
  G1 ; nag; ai ; 1mc cc ; tr; D: 1 T; PT: 1 CR; this spell provides the
  caster with a "telescope" : objects as distant as 100 m away
  are seen as though he/she were only 1 m from them . The
  caster's vision becomes "far-sighted," however, and ob-
  jects closer than 10 m are seen as though through blurry
  spectacles . If engaged in hand-to-hand combat while this
  spell is in effect, the caster fights at a modifier of -3 to
  
  his/her Combat Values, and a "Dexterity roll" (Sec . 2.723)
  or an "Intelligence-Dexterity roll" (Sec . 2.724 (2)) is made
  at a modifier of +10 .
  G2 ; nag ; ai ; 1 me co; tr; D: 2 T ; PT : 1 CR ; as above, but the caster
  sees objects as far as 300 m away as though helshe were
  only 1 m from them . The disadvantages noted under the G1
  version apply to this one as well .
  G4 ; ag ; ar ; 3mc co ; tr; D: 2 T; sp ; this may be cast either during
  or in advance of an opponent's spell of Far-Seeing . If a
  hostile mage uses a lower-level version of the spell to look
  at the caster (including others within his/her circle of effect)
  while this variant is in force, the opponent is unable to see
  anything and is also blinded for 1-10 combat rounds (ran-
  domly rolled with a D10), unless he/she makes a "Magical
  Resistance factor roll" (Sec . 2.725 (1)) successfully .
  45 . Favouring [R]
  Be Ka Vi
  G4 ; nag ; ai ; 1mc ci ; 2mr ; D : 1 hour ; sp ; PT: 2 T; prq : the "Uni-
  versal" spell of Favouring (no . 9) ; this spell is cast in ad-
  vance of a melee and restores 1-50 Body Damage Points
  (Sec . 2.214) as they are lost . D100 are rolled, divided by 2,
  and rounded up .
  If not used, these extra points dissipate
  at the end of the spell . Other particulars are as for the "Uni-
  versal" version, above .
  G7 ; nag ; ar ; 2mc ci ; 2mr ; D : 1 day (24 hours) ; PT: 5 T ; this variant
  also restores 1-50 Body Damage Points (Sec . 2.214) as they
  are lost . It is not species specific but can only be used upon
  intelligent beings. In addition, it can be cast upon the same
  target as often as twice per day . This spell does not restore
  withered limbs, lost eyesight, and similar defects ; cf . the
  spell of Healing (nos . 10 and 48) .
  46 . Guarding [R]
  Be Hn Hr Ks Sa Th
  G6; nag ; ar ; 30mc cc ; tr ; D : 6 hours ; sp ; PT : 5 T; a magic-proof
  circle
  is created around the caster . Neither "ritual" nor
  "psychic" magic may enter or leave the circle of effect,
  although both types of sorcery may operate within it . Phy-
  sical beings can cross its boundaries, blows can be struck,
  and missiles can be fired through
  it without hindrance.
  Androids, automatons, creatures produced by sorcery, de-
  mons, and the undead are unable to enter the circle, but if
  they are inside when it is cast they may continue to func-
  tion, and they can leave the area . This enchantment is sta-
  tionary ; it does not move with the caster. The latter may
  enter or leave the circle of effect, moreover, while it is still
  in operation .
  G10 ; nag ; ar; 60mc co ; tr; 1 day (24 hours) ; PT : 30 T ; this variant
  has a larger circle of effect and a longer duration . It is used
  to protect temple sanctuaries, council chambers, the habi-
  tations of sorcerers and important personages, etc . from
  magical espionage or harm . It costs triple the usual "psychic
  power points" (Sec . 2.932) to cast. It is also more resistant
  to Disenchantment (no . 5) : two consecutive spells of Dis-
  enchantment must be cast upon it in order to dispel it .
  47. The Hands of Kr6 the Mighty [P]
  Av Be DI Sa
  G2 ; ag; ai ; 1 mc ; 20mr, D : I ; mr, the target is seized by an invisible
  vice of psychic force, as though by a great pincers . A failed
  "Magical Resistance factor roll" (Sec . 2.725 (1)) means in-
  stant death . Even if this roll is successful, the target suf-
  fers damage according to table B .
  16 7
  G4
  ; ag ; ai ; 1mc ; 40mr ; D:
  I ; mr; as above, but one who makes
  the "Magical Resistance factor roll" (Sec . 2.725 (1)) suffers
  damage according to table E, and one who fails it is com
  pletely pulped . This variant is used to perform actions re-
  quiring a single burst of great strength : e.g . smash open a
  stout door, break down a wall of no more than 50 cm thick-
  ness of masonry, etc . Such objects are granted a "Magical
  Resistance factor roll" (Sec. 2.725 (1)) to save themselves.
  If they make this roll, the referee should allot some minor
  or partial damage .
  G6 ; ag ; ai ; 2mc ; 80mr ; D:
  I ; mr; this variant affects as many as
  two targets of human size (or 1 Ahoggy8, Sh6n, or larger
  creature-or 3 Tinalfya, Pygmy Folk, or animals of smaller
  sizes) at once . Even if these make their "Magical Resistance
  factor rolls" (Sec . 2.725 (1)), they suffer damage according
  to table G . This form of the spell can batter down large gates,
  break through a masonry wall as much as 2 m thick, topple
  tall trees, etc . These objects are all allowed "Magical Re-
  sistance factor rolls" and suffer partial damage even if
  they are successful . A G10 spell of Warding (no . 71) blocks
  this spell entirely (as do certain "Temple" spells ; q.v.), as
  far as buildings, fortifications, and the like are concerned .
  48 . Healing (R)
  Av Be DI Ka Th Vi
  G1 ; nag; ai; 2mc ; 2mr, D: I ; prq : the U1 through U5 levels of the spell
  of Healing (no . 10) ; this heals 1-20 (randomly rolled with a D20)
  lost Body Damage Points (Sec . 2.214) for as many as 2 targets of
  human size simultaneously (a separate die roll being made for
  each). The table given in no. 10 is used to ascertain whether
  magical healing works or not, and a modifier of - t is applied to
  eachtarget's score there. A separate roll is made foreach target, of
  course . Thecaster of this variant cannot apply this spell to him-
  self/herself .
  G2; nag ; ai; 3mc ; 2mr; D : I ; as above, but up to 3 patients of human
  size (or 2 Ahoggy3, Sh6n, or larger creatures-or 6 Tinalfya,
  Pygmy Folk, or smaller animals) can be healed at one time. This
  variant restores 1130 (10 + the score of a D20) lost Body Damage
  Points (Sec . 2.214) to each target, and a modifier of - 2 is applied
  to the patient's score on the table presented underno. 10, above.
  The caster cannot include himself/herself in the circle of effect .
  G4 ; nag ; ai ; 3mc ci; 2mr, D : I ; as above, but the caster may now heal
  hisher own wounds as well as those of 2 otherbeings of human
  size; see above . Other particulars are as for the G2 variant .
  G5 ; nag ; ai ; 3mc ci; 2mr; D :1 ; this heals all lost Body Damage Points
  (but does not restore the dead to life, ofcourse), restores withered
  limbs, cures blindnessand deafness, dispels paralysis and hyp-
  nosis, and isefficacious asaremedy for the G1 through G5 forms
  of the spell of Derangement (no. 36) . (It Is of no value against the
  G8 variant of the Derangement spell, however .) Other details are
  as for the G2 and G4 versions of this spell .
  G9; nag ; ai ; 1mc ; tr; D : I ; mr ; PT : 1 day ; this rather rare variant
  creates an artificial body into which the personality (i.e . the In-
  tellect, Shadow-Self, Psychic Reservoir, and the Spirit-Soul ; cf .
  Sec. 1.620) of an intelligent being dead for not more than 1 hour
  canbe plaoed. This is not the same as the person's former body ; in-
  stead, it is a generalised, characterless form with only average
  strength (a Height-Build-Strength factor of 38; cf . Sec . 2.211) and
  mediocre appearance (a Comeliness of 40; cf. Sec . 2.217). The
  deceased's abilities, knowledge, dexterity, psychic talents, skills,
  etc. are all present in this new body, but he/she must spend a
  month in training before he/she can fight at all or before using
  
  "ritual" magic ("psychic" spells can be employed at once) . This
  body can never be revivified, nor can its limbs or other organs be
  regenerated, although lesser Healing spells do operate upon it .
  Otherwise it is the character's permanent "new home." This spell
  is species specific: a human mage can create a human body only
  for the personality of a deceased human, etc . This variant is useful
  when a spell of Revivification (no. 76) fails, or when there is not
  enough left of a corpse to revivify. One who does not wish this
  kind of "revivification" is allowed a "Magical Resistance factor
  roll" (Sec . 2.725 (1)).
  49 . Inscription (R)
  All
  G10 ; nag ; ai ; 1mc ; tr ; D : 6 T; sp ; PT: 1 hour ; prq : the "Universal"
  spell of Inscription-(no . 11);as for no.11, except that spells of the
  "Generic" phylum known tothe caster and his/her temple may
  be inscribed . These conjurations can be read and used only by
  devotees of sects that also teach these spells, even when the docu-
  ment is left uncoded : e.g . a worshipper of SArku cannot use a
  spell of Intrepidity (no. 50), if he finds it on a scroll, but followers
  of both KarakAn and Vimuhla may do so . Only with aspecial
  variant of the "Temple" spell of Inscription (no . 74) can a
  "Generic" or "Temple" spell used by one sect be made
  available-even temporarily-to members of another.
  50
  . Intrepidity (P)
  Ka Vi
  G3 ; nag; ar, 3mc ci ;1 mr, D:1 T ; sp ; the morale classes of all intelligent
  beings are increased by 1 degree for 1 turn : e.g . a member of
  morale class A becomes a B ; cf . Sec . 2.8212 . Androids,
  automatons, demons, the undead, and creatures created by magic
  cannot be affected .
  G5 ; rte; ar, 6mc ci ; 2mr, D : 2T, asabove, but those inside the circle of
  effect go up 2 morale classes : e.g . from A to C .
  G7 ; ag; ai ; 3mc;10mr, D :1; mr, the morale classes of all within the cir-
  cle of effect who fail the "Magical Resistance factor roll" (Sec.
  2.725 (1)) are decreased by 3 degrees : e.g. members of class D
  become class A . This condition lasts for 3 turns .
  51 . Light and Darkness (R)
  Hn Hr
  G2 ; ag ; ai ; 3mc ; 30mr, D : I ; mr, prq: all "Universal" forms of the spell
  of Light and Darkness (no. 13); M : a soundless flash of blinding
  light (in the case of mages devoted to Hndlla) or of Stygian
  darkness (when cast by a worshipper of HrU'G) permanently
  blinds any target within the circle of effect who is looking in the
  caster's direction (determined by thefacing of miniature figures or
  by the referee), if the "Magical Resistance factor roll" (Sec. 2.725
  (1)) is failed . Only living beings are affected ; the undead, androids,
  automatons, creatures created by magic, and demons are immune.
  The blindness caused by this spell can be cured by a U8, G5, or
  T10 spell of Healing (nos . 10, 48, and 146).
  52 . The Missile of Met .Allja (P)
  Ks Th
  G4; ag ; ai;1mc ; 30mr, D :1 ; mr, prq: the U1-U7 variants of the spell of
  Translocation (no. 22) ; a silent, invisible bolt of psychic force is
  fired at the target . The caster may choose whether to slay oronly
  stun for 1-5 (randomly rolled) turns . In the latter case, the victim
  suffers no further damage .
  G6; ag ; ai ; 3mc ; 60mr ; D:1 ; mr; as above, but with the possibility of
  more targets and a longer range.
  168
  53 . Necromantic Domination (R)
  Ks Sa Th
  G1 ; ag ; ai ; 1mc ; 10mr ; D : I ; mr; crude control is gained over 1
  undead being of the "unintelligent" types
  (i .e . Mrur and
  Sh6dra) for 1 turn . The target can be ordered to flee, fight
  against its fellows, or remain immobile for the duration of
  the spell .
  G2 ; ag ; ai; 2mc ; 20mr; D:
  I ; mr; as above, but the control lasts for
  2 turns.
  G4 ; ag ; ai ; 3mc ; 30mr; D :
  1 ; mr; this gives more detailed control
  and also affects "intelligent" varieties of the undead . The
  spell lasts for 2 turns . Targets can be commanded to ac
  company and fight for the caster, give guidance, and per-
  form simple tasks (e.g . open doors and chests). More com-
  plex actions are beyond the abilities of the Mrur, although
  the Sh6dra can be made to do somewhat more . All undead
  do retain some intelligence, however ; they cannot be com-
  manded to commit "suicide," fight against other undead
  under the caster's control (though they will indeed combat
  others not in his/her power), or emerge into daylight, bright-
  ly lit rooms, or even into inhabited areas by night .
  G10 ; ag ; ai ; 2mc ; 60mr; D : I ; mr ; as many as 2 undead can be con-
  trolled and attached to the caster's sdrvice for 12 hours
  .
  This spell can only be used once upon the same undead be.
  ing, however . When it expires, the creature must be ordered
  to depart-or the caster may kill it before the spell ends .
  Otherwise it will attempt to slay the caster the moment it is
  again free .
  54 . Nimbleness (P)
  Av DI Ka Vi
  G1 ; nag ; ai ; 1mc ci ; tr; D: 1 T; the target's dexterity is enhanced
  by a modifier of -5 when making a "Dexterity roll" (Sec .
  2.723) or an "Intelligence-Dexterity roll" (Sec . 2.724 (2)) .
  G2; nag ; ai ; 1 me ci ; 1mr; D : 2 T; as above, but the target's scores
  on the aforementioned rolls are aided by a modifier of -10.
  G4; ag ; ai ; 1mc ; 20mr ; D:
  I ; mr ; the target's dexterity is de-
  creased by a modifier of +5 when making either of the two
  rolls mentioned under the G1 variant . This condition lasts
  for 2 turns.
  G6; ag ; ai ; 3mc ; 30mr ; D :1 ; mr; the dexterity of each target within
  the circle of effect is decreased : a modifier of + 10 is ap-
  plied to his/her scores when making either of the two rolls
  specified above . This condition persists for 24 hours, and it
  can only be dispelled with a spell of Disenchantment (no . 5)
  of the appropriate level .
  55 . Nutrification (R)
  Av DI
  G7; nag ; ar; 3mc ; 3mr; D : 20 T ; sp ; PT
  : 2 T ; prq : all forms of the
  spell of Nutrification (no . 14) ; M : a feast of excellent food
  and drink (of the sort known to the caster from personal ex
  perience) is created for 11-20 persons (i .e . 10+the score of
  a D10) . These viands appear at a range of 3 m in front of the
  caster and remain until they have been consumed or for 20
  turns, whichever occurs first .
  G9; nag ; ar ; 6mc ; 3mr ; D : 30 T ; PT : 5 T; M : as above, but 1-50 per-
  sons can be fed (i .e . a D100 roll, divided by 2, and rounded
  up). Although this spell is generally species specific, this
  variant allows the caster to produce the victuals preferred
  by other species and even by animals, if desired . It may be
  noted that most of the peoples of Tdkumel are suspicious
  and superstitious about sorcerously created food ; for this
  reason it is not often used to feed troops or large groups of
  people, except as a last resort .
  
  56. Perception of the Energies (R)
  Be Hn Ks Sa Th
  G1 ; nag ; ar ; 12mc co ; tr; D : 5 T ; sp ; mr; PT: 1 T; prq : all variants of
  the "Universal" form of this spell (no. 15); this version is the
  same as the U3 form, but it has a longer range and a more
  extended duration .
  G2; nag ; ar; 3mc cc ; tr; D: 5 T; mr; PT: 2 T ; the caster can
  perceive that a spell has been cast upon a being (including
  the undead, androids, automatons, creatures produced by
  sorcery, animals, etc .) within the spell's circle of effect .
  Such an ensorcelled being is seen as being surrounded by a
  faint halo of glittering light . The hostility or friendliness (or,
  in some cases,
  the neutrality) of the enchantment cast
  upon the target is . recogniseable but not the spell's exact
  nature . The caster may then warn others or take such ac-
  tions as he/she thinks appropriate . This variant is useful in
  detecting a spell of Domination (no . 6) cast upon a comrade,
  for example.
  G8; nag ; ai ; 1mc ; 2mr ; D : 1 hour; mr ; PT: 5 T ; this variant blocks
  lower levels of this same spell from operating . One who
  employs a lesser form
  of
  this enchantment perceives
  nothing out of the ordinary about the being or object, nor
  does he/she "see" the residue of previously cast spells
  within the circle of
  effect, as described under the U4
  variant . An "Intelligence roll" at the "Harder test" level (Sec .
  2.724 (1)) must be made in order to guess that there is
  something "wrong" about the entity or article. If this is suc-
  cessful, a spell of Disenchantment (no. 5) will remove this
  spell and reveal the hidden spell underneath . A second
  spell of Disenchantment is then needed to dispel the latter
  as well .
  57. Pestilence (R)
  Av DI Sa
  G2 ; ag ; ai ; 1mc ; tr; D :
  I ; mr ; this causes the victim to fall ill of a
  deadly,
  contagious
  plague.
  He/she
  becomes
  sick
  im-
  mediately and can no longer function . A spell of Alleviation
  (nos .
  1 or 29) or of Disenchantment (no . 5) must be cast
  upon him/her within 2 combat rounds ; otherwise death is in-
  evitable . There is a 90 percent chance of infecting any other
  being of the same species who touches the corpse or its
  possessions. A victim of this plague is easily recogniseable
  by the huge bluish welts that appear as soon as the spell
  takes effect, and decomposition begins at an accelerated
  rate the moment the target dies . Even if the victim recovers,
  however,
  there
  is
  a
  50
  percent
  chance
  that
  his/her
  garments, armour, weapons, and other belongings have
  become contaminated . This is not visible. One who has
  been cured should remove everything from his/her person
  immediately and wash all of his/her possessions with water
  and VA paste (a soapy substance which acts as an excellent
  disinfectant) ; this takes about 10 minutes to accomplish .
  Arms,
  armour,
  and
  other
  imperishables may
  also
  be
  cleansed with fire . This plague
  is species specific, and
  members of other races can safely handle a corpse and/or
  its possessions . The plague may remain upon the hands of
  such a being, however, and there is again a 70 percent
  chance of infecting
  others
  of the deceased's species .
  Again, the use of Vt6 paste is strongly recommended .
  G3 ; ag ; ai ; 2mc ; 3mr; D : I ; mr ; as above, but with the possibility
  of more targets and a longer range . Other details are as
  described for the G1 variant .
  169
  58 . Phantasms (R)
  Av Be DI Hr Ks Th
  432 ; nag ; ar; 3mc ; 6mr ; D : 3 T ; sp ; prq : all variants of the Phan-
  tasms spell (no . 16); M : 1-10 (randomly rolled with a D10) ap-
  paritions
  of approximately human
  size are materialised
  within the circle of effect inside the specified range (but not
  behind the ranks of an opposing party) . Other details are as
  for the U6 variant of this spell .
  G3 ; nag ; ar ; 3mc; 6mr ; D : 3 T ; M : 1-3 larger simulacra appear
  ; a
  D10 is rolled : 1-3=1 ; 4-7=2 ; 8-10=3. These may be given
  any semblance desired (e.g . Ahoggyd, Shdn, Ssu, animals.
  etc.), but each strikes only one blow per combat round, and
  this does damage according to table D . These beings have
  Combat Values equivalent to the "7-9" lines in the table in
  Sec . 2.826 and 50 Body Damage Points (Sec . 2.214) . They
  may
  be given
  the equivalent
  of
  "heavy" coverage
  in
  Ch/dn-hide armour :
  i.e . an armour defence of 4 ; cf . Sec .
  2.8210 . Othe r particulars are as for the U6 variant of this
  spell .
  G7 ; nag ; ar; 3mc ; 6mr ; D : 3 T ; M : 1-2 larger phantasms appear ; a
  D10 is rolled, divided by 2, and rounded up . Each of these
  may appear as an animal, mythological monster, demon,
  etc. The creature may strike only one blow per combat
  round and does damage according to table E . Its Combat
  Value is equivalent to the "10-12" lines in the table in Sec.
  2.826, and it has 70 Body Damage Points (Sec . 2.214)
  . It may
  be given "heavy" armour coverage of "ordinary" steel hard-
  ness :
  i.e . an armour defence of 5. Other details are as for the
  U6 variant .
  G10; nag ; ar; 6mc ; 10mr ; D : 5 T ; M : one extremely large and
  powerful apparition is created . This may be given the form
  of a gigantic animal (e.g . a Srb), a demon, a monster, etc . It
  may strike one blow during a combat round with a weapon
  (or its fangs, etc .), doing damage according to table G . It
  may also strike a second blow during the same round with a
  secondary weapon (e.g . a tail, claw, or other appendage),
  and this causes damage according to table C . Its Combat
  Value is equivalent to the "13-15" lines in the table in Sec .
  2.826, and it has 80 Body Damage Points (Sec . 2.214) . The
  creature's armour coverage
  is the same as "heavy ex-
  cellent" steel : i.e . an armour defence of 6 . Other particulars
  are as for the U6 variant of this spell .
  59 . Prorogation (P)
  Av DI Hr Ks Sa Th
  GI ; ag ; ai ; 1mc ; 10mr ; D : I ; mr; this slows the target's perception
  of time for one turn. He/she moves at half his/her normal
  speed, reacts twice as slowly
  (i .e . divides his/her "Action
  Points" in half, rounding up ; cf . Sec . 2.821 and 2.822 . This
  spell works upon living beings and the undead, but not
  upon animals and semi-intelligent beings (who are other-
  wise classified as "living beings"). Androids, automatons,
  creatures created by sorcery, and demons are also immune.
  It can be cast upon the same target only once per day .
  G2 ; ag ; ai ; 2mc ; 20mr; D : I ; mr; as above, but the target's slowed
  condition lasts for 2 T .
  G3 ; ag ; ai ; 3mc ; 30mr ; D :
  I ; mr ; as above, but this variant slows
  the target(s) for 3 T.
  60. The Radiant Gaze (R)
  Ka Vi
  G1 ; ag ; ai ; 1mc ; 20mr ; D:
  I ; mr ; M : a visible, hissing blast of
  energy, scarlet in the case of KarakAn, and orange-red when
  cast by a mage devoted to Vimuhla. This counts as
  a
  "small" fire and does damage according to table A in the
  
  round in which it hits . The chances of an "ongoing" fire and
  further damage are as stated in Sec . 2.840 (7, f and h) . Ar-
  mour provides some protection against a "small"
  fire,
  however; cf. Sec . 2.840 (7, e). If this spell strikes inflam-
  mable objects (e.g . dry wood, cloth, etc.), there is a 60 per-
  cent chance of setting these items ablaze .
  G2 ; ag ; ai ; 2mc ; 30mr ; D:
  I ; mr ; M : as stated above . This version
  does initial damage according to table B . Other particulars
  are as for the G1 variant of this spell .
  G3; ag ; ai ; 2mc ; 40mr ; D : I ; mr ; M : as above. The blaze caused by
  this spell counts as a "medium" fire and does damage ac-
  cording to table C . Armour no longer offers any protection ;
  cf . Sec . 2.840 (7, e). There is a 75 percent chance of setting
  fire to inflammable substances within the spell's circle of
  effect .
  G5 ; ag ; ai ; 3mc ; 60mr; D:
  I ; mr; M : as above . Initial damage is
  done according to table D . Other particulars are as for the
  G3 form of this spell .
  G7 ; ag ; ai ; 3mc ; 80mr ; D : I ; mr; M : as above . This blast of flame is
  considered a "large" fire and does damage according to
  table E in the round in which
  it hits. There is an 85 percent
  chance of setting fire to inflammable objects within the
  spell's circle of effect . Other details are as for the G3
  variant .
  G9; ag ; ai ; 3mc ; 90mr; D :
  I ; mr ; M
  : as above . The most powerful
  form of this spell produces a "very large" fire and does
  damage according to table J to all within its circle of effect .
  A target who makes his/her "Magical Resistance factor
  roll" (Sec . 2.725 (1)) still suffers damage according to table
  C . There is a 90 percent chance of setting inflammable
  materials ablaze within the spell's circle of effect .
  61 . Reanimation (R)
  Hr Sa
  G9 ; nag ; ai ; 1mc ; tr; D :
  I ; mr; PT : 10 T ; the Intelligence, Shadow-
  Self, and Psychic Reservoir-but not the Spirit-Soul-of a
  person dead not more than one week can be made to
  reinhabit the deceased's corpse ; cf . Sec.
  1 .620. Wounds
  and damage suffered before death are not healed, however,
  and the reanimated lich has a greyish hue and emits a faint
  odour of putrescence. He/she possesses all
  of
  his/her
  knowledge, memories,
  abilities,
  skills, etc .,
  but
  his/her
  Height-Build-Strength factor and Combat Values are only 50
  percent of their original totals. After one week of this half-
  life, moreover, the reanimated person begins to decay fur-
  ther, losing about 8 percent of his/her original Height-Build-
  Strength factor and Combat Values per day. At the end of
  the second week he/she "dies" again and can then never be
  revivified, although it is possible to turn him/her into a true
  undead being . As long as this half-life persists, on the other
  hand, a spell of revivification can be cast upon the target,
  restoring him/her to full life . The purpose of this spell is
  thus to keep a comrade ambulant until a sorcerer can be
  reached who knows the spell of revivification-or to help
  the person stay in action as long as possible during a crisis.
  This spell is species specific: e.g . a human mage can only
  cast it upon a dead human . A sorcerer who uses it can cast
  no further "ritual" spells as long as the reanimated person
  "lives," although "psychic" spells are permitted .
  62. Sagacity (R)
  Ks Sa Th
  G1 ; nag ; ai ; 1mc co ; tr; D:
  1 T; the target's powers of memory
  and reasoning are increased . A modifier of -5 is applied to
  his/her scores on "Intelligence
  rolls" and "Intelligence
  Dexterity rolls" (Sec . 2.724 (1 and 2)) for the duration of the
  170
  spell . This and the following variant are species specific :
  e.g . a P6 Ch6i can only cast it on another P6 Ch6i .
  G2; nag ; ai ; 1mc ci ; 1mr
  ; D : 2 T ; as above, except that a modifier
  of - 10 is applied to the target's scores on the aforemen-
  tioned rolls .
  G3; ag ; ai ; 1mc ; 20mr ; D
  :
  I ; mr; the target's intelligence is dulled .
  A modifier of + 1 to + 10 (randomly rolled with a D10) is ap-
  plied to the two rolls specified above for a period of 1-5
  turns (randomly rolled) . This version is species specific .
  G5; nag ; ar; 3mc ; 30mr; D: 3T ; sp ; a modifier of -1 to -20 (ran-
  domly rolled with a D20) is applied to each target's scores
  on the two rolls named under the G1 form for the duration
  of the spell . This is not species specific and affects all in-
  telligent beings within the circle of effect . A separate D20
  roll is made for each, of course .
  G7; ag ; ai ; 1mc ; 40mr; D:
  I ; mr; the target's intelligence is reduc-
  ed to 05 (cf . Sec. 2.215) for 1 hour . He/she becomes a moron
  and must be guided, instructed, and led. Spells of Healing
  (nos . 10, 48, and 146) and Alleviation (nos . 1, 29, and 141) are
  useless, and only a spell of Disenchantment (no. 5) can
  remove this enchantment before its normal expiration .
  63 . Semblances (P)
  Be DI Hn Hr Sa
  G1 ; ag ; ar; 2mc ; 6mr ; D : I ; mr; M : this causes the target(s) to
  believe a limited illusion of the caster's choice . This illusion
  manifests itself within the circle of effect and may be cast
  out to any distance within the spell's 6 m range in front of
  the caster. It lasts only one combat round, during which it
  takes effect upon all intelligent beings looking in its direc-
  tion (determined either by the positioning of miniature
  figures or by the
  referee)
  . A target who
  fails his/her
  "Magical Resistance factor roll" (Sec . 2.725 (1)) believes the
  illusion and suffers actual injury, if the illusion is a harmful
  one . Such a victim loses Body Damage Points (Sec. 2.214),
  suffers burn injuries, chokes on poison gas, etc ., but his/her
  body remains unmarked . This spell works only upon in-
  telligent beings . The Tinalfya and the Hlutrgu are immune to
  it,
  for unknown reasons, as are the undead, androids,
  automatons, creatures created by magic, and demons .
  Animals and semi-intelligent beings are immune by defini-
  tion .
  G2 ; ag ; ar ; 3mc; 12mr ; D: I ; mr; M : as above, but this variant
  creates an illusion that lasts 2 T, remaining in place where
  the caster placed it . A blazing fire, a cloud of noxious gas,
  etc . may thus be produced to block pursuit . Other details
  are as for the G1 variant .
  G4; ag ; ar ; 6mc ; 20mr; D: 1 ; mr ; M : as above, but a larger illusion
  is possible : e.g. a horde of monsters, a troop of soldiers,
  etc . This lasts for 3 T, or until dispelled by a spell of Disen
  chantment (no . 5) . Other details are as for the G1 variant.
  64. The Silver Halo of Soul-Stealing (R)
  Be Hr
  G5 ; ag ; ai ; 1mc ; 30mr ; D : 1 ; mr ; PT : 1 CR ; M : a glittering circlet of
  energy is sent spinning through the air to strike the target .
  If the latter fails the "Magical Resistance factor roll" (Sec .
  2.725
  (1)), his/her Spirit-Soul (Sec .
  1.620) is borne away
  forever into the Unending Grey, leaving him/her a mindless
  automaton whose every action must be specifically com-
  manded . A spell of Disenchantment (no . 5) cannot aid a vic-
  tim of this spell (nor can Alleviation (nos . 1, 29, and 141) or
  Healing (nos . 10, 48, and 146). Only a spell of Revivification
  (no. 76) or Re-embodiment (no . 88) can restore the target's
  
  Spirit-Soul . Any physical defence or cover is futile, but the
  Silver Halo can be deflected by a spell of Warding (nos. 24
  and 71), The Seal Upon the Powers (no. 18), The Muniments
  of Excellence (no . 75), and various other Temple spells that
  obstruct "ritual" magic . This spell affects all living beings ;
  the undead, androids, automatons, creatures produced by
  magic, demons, etc . are immune .
  G6; ag ; ai ; 2mc;_60mr; D :
  I ; mr; PT : 2 CR ; M : as above, but 2
  targets within the circle of effect are struck, and it is also
  more difficult to resist : a modifier of +5 is added to each
  target's score when making the "Magical Resistance factor
  roll" (Sec . 2.725 (1)) .
  G9 ; ag ; ai ; 3mc ; 90mr; D : I ; mr ; PT: 3 CR; M : as above, but a
  modifier
  of
  +10
  is added
  to
  each
  target's
  "Magical
  Resistance
  factor
  roll"
  score ;
  cf .
  Sec .
  2.725
  (1) .
  65 . The Speculum of Retribution (R)
  Av DI Hn Hr Ka Ks Sa Th
  G1 ; nag ; ar ; 1mc co; tr ; D : 1 T; PT : 1 CR ; this creates an invisible
  shield around the caster.
  If he/she makes the "Magical
  Resistance
  factor
  roll"
  (Sec .
  2.725
  (1))
  against
  an
  opponent's "aggressive, aimed,
  ritual" spells while this
  spell is in force, the hostile spell is reflected back upon the
  enemy mage, doing its stated damage to him/her and others
  within its circle of effect . The opponent and his/her party
  are permitted "Magical Resistance factor rolls" (Sec . 2.725
  (1)) as usual . This spell does not work against "psychic"
  spells or even those of the "ritual, areal" category . It also
  does not stop the energies of magico-technological devices
  (e.g . "Eyes"), talismans, or amulets . It is indeed efficacious,
  however, against "aimed ritual" spells read from books or
  scrolls .
  Persons, animals, and other beings can touch,
  strike, or shoot at the caster normally . The caster may move
  or perform other activities (including
  physical
  combat)
  while this spell is operative, but he/she cannot cast other
  spells .
  G2 ; nag ; ar ; 1 me cc ; tr; D : 1 T; PT: 3 CR ; as above, except that
  this version reflects "aggressive, aimed, psychic" spells
  back upon an enemy mage instead of the "ritual" variety .
  Other details are as above .
  G4; nag ; ar ; 1mc co ; tr; D : 2 T ; sp ; PT : 3 CR ; as above, but this
  version
  reflects "aggressive, aimed" spells of both the
  "psychic" and "ritual" varieties back upon their caster(s) .
  66 . Stealth (P)
  Be Hr Ks Sa
  G1 ; nag ; ar ; 1mc cc ; tr ; D : 1 T; PT: 1 CR; this helps the caster
  move silently and remain unseen. A modifier of +1 is ap-
  plied to a "Visibility roll" and/or an "Audibility roll" (Sec .
  2.728 (1 and 3)) made by an opponent who wishes to see or
  hear the caster . A modifier of +5 is similarly applied to the
  score of a "Skill Success roll" (Sec . 2.727) made by a caster
  who is employing the sub-skill of Tracking (Sets. 2.2312 and
  2.729).
  G3; nag ; ar; 2mc ci ; tr ; D : 2 T ; PT : 2 CR ; modifiers of +2 and
  + 10, respectively, are applied to the targets' scores on the
  rolls specified above.
  G5; nag ; ar; 3mc ci ; tr; D : 3 T ; sp; PT : 1 T ; all within the circle of
  effect receive modifiers of +3 and +15, respectively, on
  the rolls designated under the G1 variant .
  67 . Tranquilisation (R)
  Av Be Hn
  G6 ; nag ; ar ; 10mc cc ; tr; D : 20 T; sp ; mr ; PT : 1 T ; the caster and
  others within the circle of effect are surrounded by an area
  of calm during a storm . Rain, wind, and snow do not enter
  the zone; ocean waves are stilled; and even earthquakes
  cease within the spell's range . The storm (etc .) is permitted
  a "Magical Resistance factor roll" (Sec. 2.725 (1)) in order to
  continue : the caster's Sorcerer/Shaman skill level is cross-
  referenced with the same level in Sec . 2.725 (1) for this pur-
  pose . For example, a mage with 8 skill levels rolls against
  the "7-9" column, just as though he/she were facing an op-
  ponent with this degree of skill .
  G9; nag ; ar ; 30mc co ; tr; D : 1 hour; mr; PT: 5 T ; as above, but with
  a larger circle of effect and a longer duration . This spell is
  often acquired by sorcerers employed to accompany ships .
  68 . Vallation (R)
  All
  G8; ag ; ar; 3mc (vertically and 1 m thick) ; 60mr (2 m per CR); D: 3
  T; sp ; mr; PT:
  1 CR ; M : a vertical
  wall
  of other-planar
  substance appears
  1 m in front of the caster and moves
  away from him/her at a rate of 2 m per combat round until it
  reaches
  the
  spell's
  limit and dissipates or until
  it en-
  counters a major obstruction (e.g . a wall,
  a turn in the
  passage, a pit, a staircase up or down, another Vallation, or
  other large stationary object). A Vallation may fit into a
  smaller area but has the maximum dimensions
  noted
  above. The damage done to a character struck by a Valla-
  tion varies ; a D10
  is rolled : 1-2=table C ; 3-4=table E ;
  5-6 = table G ; 7-8 = table
  I ; 9 = table K ; and 10 = table L is-
  used . This damage occurs only in the combat round in
  which the Vallation strikes, and it then passes on over the
  victim . A "Magical Resistance factor roll" (Sec . 2.725 (1)) is
  permitted, but even if this is successful, the target suffers
  damage according
  to table B . A Vallation automatically
  dispels creatures created by sorcery if it hits them, while
  androids, automatons, demons, and the undead
  suffer
  regular damage . A Vallation blocks all physical blows and
  missiles (including those hurled by the spell of Transloca-
  tion (no. 22), and it also acts as a shield against the follow-
  ing spells: Doomkill (no . 39), The Hands of KrA the Mighty
  (no . 47), The Missile of MetAIIja (no . 52), The Radiant Gaze
  (no .
  60), The
  Silver Halo of Soul-Stealing
  (no .
  64), The
  Speculum of Retribution (no . 65), and The Vapour of Death
  (no . 69) . Should two opposing Vallations noeet, a D10 is
  rolled for each ; the one with the highest score continues on
  its way, while the loser is dissipated . A tie halts both spells
  in place, and further rolls are made each combat round until
  one or the other wins . The appearance and substance of a
  Vallation differ according to the caster's religious affilia-
  tion, and each
  variant has its peculiar advantages and
  disadvantages
  when combating an
  opposing
  Vallation .
  These are as follows :
  Deity served
  Vallation
  Avinthe
  BelkhAnu
  Dlam6lish
  Water; in combat with a Vallation of fire,
  this receives a + 1 on its D10 roll
  Wind ; this is given a + 1 on its D10 roll
  against a Vallation of indigo fog .
  It also
  turns back a Vapour of Death spell (no. 69)
  upon its caster
  Writhing serpents ; these are poisonous,
  and a character who fails his/her "Magical
  Resistance factor roll" (Sec . 2.725 (1)) suf-
  fers regular damage (specified above) and
  must also have a spell of Alleviation (nos . 1
  and 29) cast upon him/her at the start of the
  following combat round ; otherwise helshe
  
  Deity served
  Vallation
  dies . A Vallation of serpents receives a + 1
  on its D10 roll against a Vallation of grey
  mist
  HnAlla
  Calm ; this is given a + 1 on its D10 roll
  against a Vallation of wind
  Hr0'ii
  Ice; a modifier of + 1 is applied to its D10
  roll against a Vallation of water
  KarakAn
  Clashing swords ; this receives a + 1 on its
  D10 roll against a Vallation of serpents
  KsArul
  Indigo fog; this is given a modifier of + 1 on
  its 010 roll against a Vallation of Calm
  SArku
  Grave earth ; this rolling avalanche of dirt,
  cerements,
  bits
  of
  bone,
  and wriggling
  worms receives a + 1 on its D10 roll against
  a Vallation of swords
  Thumis
  Grey mist ; a modifier of + 1 Is applied to
  this variant's D10 score against a Vallation
  of grave earth
  Vimuhla
  Fire ; this receives a + 1 on its D10 roll
  against a Vallation of Ice . There is also a 75
  percent chance of setting fire to inflam
  mable objects touched by this variant in
  passing . The rules for fire damage then ap-
  ply ; cf. Sec . 2.840 (7) .
  69
  . The Vapour of Death (R)
  Hr Ks Sa Vi
  G2 ; ag ; ar ; 3mc (a sphere 3 m in diametre); 20mr (1 m per CR) ; D:
  2 T ; sp ; PT: 1 CR ; M : a visible fog of noxious gas appears 1 m
  in front of the caster and rolls directly away from him/her at
  a speed of 1 m per combat round . The nature and effects of
  the gases produced by this spell differ for the four temples
  that use it :
  Deity served
  Vapour type
  HfWII
  Purplish-grey
  nerve
  gas;
  any
  breathing
  creature dies within 1 combat round unless
  a "Resistance roll" at the "Very difficult
  test" level (Sec . 2.722 (3)) is successfully
  made as soon as the gas reaches the vic-
  tim. A spell of Alleviation (nos .
  1 and 29)
  must be administered at once (i.e . within
  the round in which the target still lives) in
  order to save him/her. A U4 spell of Control
  of Self (no. 4) protects a victim from this
  gas
  Ksdrul
  Bluish-black suffocating gas; any breathing
  creature
  dies
  within
  2
  combat
  rounds
  unless a U8 or G5 spell of Healing (nos . 10
  and 48) is cast upon hIm/her. A "Resistance
  roll" (Sec . 2.722 (3)) Is futile, although a U4
  Control of Self spell (no. 4) protects atarget
  from harm. A spell of Alleviation (nos . 1 and
  29) is useless .
  SArku
  Greenish-brown corrosive gas ; this burns
  the
  body surfaces of
  all
  living
  beings .
  Clothing, armour, etc . provide no protec
  tion, although cloth dipped in water (or
  complete immersion, if a pool or stream
  happens to be handy) reduces injury by one
  half . These fumes cause damage according
  to table H for 1-5 combat rounds (randomly
  rolled for each victim). Spells of Alleviation
  172
  Deity served
  Vapour type
  (nos . 1 and 29) and Control of Self (no . 4) are
  of no use, although the latter can stop the
  pain
  of the
  burns. Physical damage
  in-
  flicted by this gas can be healed with a
  spell of Healing (nos . 10 and 48) as usual,
  and a physician may also treat these burns
  (Sec. 2.830).
  Vimuhla
  Reddish-brown
  smoke ;
  any
  breathing
  creature dies within 3 combat rounds from
  fumes that affect the target
  like carbon
  monoxide : one
  feels drowsy and cannot
  function during the first round ; falls un-
  conscious during the second ; goes into a
  coma during the third ; and succumbs at the
  beginning
  of
  the
  fourth
  round .
  A
  "Resistance roll" at the "Real challenge"
  level (Sec. 2.722 (3)) must be successfully
  made to save a victim exposed to this gas ;
  if this is done, he/she suffers no damage . A
  spell of Alleviation (nos. 1 and 29) can cure
  the effects of this variant if applied in time,
  and a U4 spell of Control of Self (no . 4) pro-
  tects a target completely. A spell of Healing
  (nos . 10 and 48) is futile, however.
  G4 ; ag ; ar ; 6mc (a sphere 6 m in diametre) ; 30mr (1 m per CR) ; D :
  3 T; PT : 2 CR ; M : as above, but with a larger area of effect, a
  longer range, and greater duration.
  G6 ; ag ; ar ; 9mc (a sphere 9 m in diametre) ; 40mr (1 m per CR); D :
  4 T ; PT : 4 CR ; M : as above, but infused with wisps of a
  yellowish gas that affects both Ch/An-hide and steel (and
  also the copper used by the Temple
  of SArku) . Other
  materials
  are not affected. Chldn-hide
  is softened
  into
  sticky goo at once unless immersed in water before the gas
  can reach it . Steel and copper move one degree down the
  scale from "enchanted" to "excellent," from "excellent" to
  "ordinary" to a useless mass of corrosion . Again, immer-
  sion in water prior to contact with the gas is the only way to
  save these materials from harm . All four of the temples that
  use this spell employ this variant, mingling
  it with their
  usual gases.
  70 . Visitations of Other Planes (R)
  Be Hn Hr Ks Sa Th
  G4; nag ; ar ; 3mc co ; tr ; D: 1 T; sp ; the caster perceives any in-
  terplanar nexus point (Sec .
  1 .620), if one exists within the
  circle of effect . A wandering nexus point is present on a
  D100 roll
  of 01-05-or as arbitrarily established by the
  referee for the development of the scenario. The destina-
  tion of the nexus point cannot be determined (but cf . 06n's
  spell called The Periplus of the Planes (no . 182)). The caster
  can move and act as usual while this spell is in force.
  G8 ; nag ; ar; 6mc co; tr, D: 2 T; as above, but the caster can both
  detect and open a nexus point and take his/her party
  through
  it .
  He/she
  cannot
  ascertain
  its
  destination,
  however . Such an interplanar doorway is usually a little
  larger
  than
  a human
  being ;
  it
  can accommodate an
  AhoggyA, Shdn, or Black Ssu but not bigger animals or
  bulky objects . The party must enter it in single file, taking 1
  combat round per 2 persons to do so . The caster can per-
  form no other actions while maintaining this spell, although
  he/she can indeed cast a "psychic" spell while standing in
  
  place . The caster must also be the last one to enter the
  nexus point ;
  it closes as soon as he/she has passed
  through .
  G10; nag ; 9mc co ; tr; D : 3 T; as above, except that the caster
  gains an approximate idea of what lies on the other side of
  the nexus point :
  i.e . whether there is breathable air or im-
  mediate harm awaiting the party . Its precise destination
  cannot be ascertained . This variant opens a somewhat
  larger "door" : 2 persons may enter it side by side, and 4 can
  thus pass through per combat round . Other details are as
  for the G8 variant .
  71 . Warding (R)
  Hn Hr Ka Vi
  G5 ; nag ; ar ; 3mc ci ; 1mr ; D : 2 T; sp ; prq : the "Universal" spell of
  Warding (no . 24); as for the U5 variant of this spell, except
  that the caster and any comrades within the shield can
  strike physical blows out through
  it
  (but may not
  fire
  missiles,
  including
  those
  propelled
  by
  the
  spell
  of
  Translocation (no . 22)) . The caster can move normally, tak-
  ing the shield with him/her, but others cannot leave its cir-
  cle of effect without losing its protection . One who is out-
  side must spend 4 combat rounds pushing slowly into it .
  Once inside, hand-to-hand combat occurs normally . The
  caster may also leave himself/herself outside of the shield
  and cast it instead upon a group of comrades . These must
  be in a 3 m circle within 1 m of the caster and number no
  more
  than
  5
  individuals
  of
  human
  size
  .
  (Any
  "extras"-including foemen-cause a random die roll to
  determine who is included and who is left out .) In this case
  the shield cannot move at all, and those inside cannot leave
  it without giving up its protection . Should this occur, the
  character must expend the 4 combat rounds noted above in
  order to re-enter the sphere . This stipulation includes the
  caster .
  G10; nag ; ar; 500mc ; 20mr; D : 1 week ; PT: 10 T ; this variant is
  cast upon buildings or other areas made of stone, brick,
  earth, adobe, etc . It is ineffective upon wood, matting, and
  less permanent materials . All solid constructions or natural
  features within the circle of effect are protected against
  destruction
  by
  spells,
  magico-technological
  devices,
  amulets, talismans, and the like . There is no effect upon be-
  ings or such impermanent articles as furniture within the
  shield, or upon the use
  of sorcery
  (either
  "ritual" or
  "psychic") as an anti-personnel weapon . For example, a
  Doomkill (no . 39) may slay all beings within its circle of ef-
  fect, but
  if this spell has been cast upon the area, the
  buildings and surroundings are left intact . The purpose of
  this variant is to safeguard fortifications, cities, and valued
  edifices against sorcerous harm . One of the regular duties
  of the priesthoods that possess this spell is to make the
  rounds of their area casting it upon important buildings and
  defences. A building protected by this spell is not immune
  to damage caused by non-magical means : e.g . artillery, fire,
  battering rams, etc . It is said that the priesthood of HnAlla
  possesses still more potent forms of this defensive spell,
  but these are not taught to any but the most advanced
  sorcerers.
  _.=
  V,"
  173
  72 . Zoic Domination (R)
  Av DI
  G1 ; ag ; ai ; 3mc ; 30mr; D :
  I ; mr ; prq : all forms of the "Universal"
  spell of Zoic Domination (no . 25) ; this gives the caster crude
  control over several smaller animals or semi-intelligent be
  ings within the circle of effect for a period of 3 T . One large
  animal (e.g . a S6rudla or Sr6) can also be so controlled, but
  the largest sea-creatures (e.g . the mighty Akh6) are
  im-
  mune . A target who fails the "Magical Resistance factor
  roll" (Sec. 2.725 (1)) can be made to fight its fellows, flee, or
  remain immobile for the duration of the spell .
  G3 ; ag ; ai ; 6mc; 40mr ; D :
  I ; mr; as above, but this provides con-
  trol over one great creature of the deeps
  for 5 T. More
  animals of smaller size can also be included in this variant,
  and the degree of control is as given under the G1 variant
  above.
  G5; ag ; ai ; 6mc ; 60mr ; D :
  I ; mr; this version of the spell gives
  more finely tuned control over smaller creatures (up to
  human size) and semi-intelligent beings for 30 T. Large
  animals and the gigantic leviathans of the seas are immune .
  A target so controlled can be made to fight for the caster,
  accompany him/her, cry warnings of intruders, scout for
  food, assist in physical labour (e.g . digging a hole, felling a
  tree, etc.)-up to the limits of the creature's intelligence
  and strength, as decided by the referee .
  Sr6
  The following table recapitulates the spells available to each
  of the deities . The number of levels comprising each spell is in-
  dicated in parentheses after the spell's name .
  
  Av2nthe
  Acceleration (3)
  Adornment (4)
  Aeriality (4)
  Alleviation (2)
  Artfulness (2)
  Benefaction (1)
  Dessication (3)
  Empowering and Enervation
  (4)
  Hands of KrA the Mighty (3)
  Healing (5)
  Inscription (1)
  Nimbleness (4)
  Nutrification (2)
  Pestilence (3)
  Phantasms (4)
  Prorogation (3)
  The Speculum of Retribution
  (3)
  Tranquilisation (2)
  Vallation (1)
  Zoic Domination (3)
  BelkhAnu
  Aeriality (4)
  Ascertainment (3)
  Benefaction (1)
  Blessing of the Planes (5)
  Derangement (5)
  Domination (2)
  Favouring (2)
  Guarding (2)
  Hands of KrA the Mighty (3)
  Healing (5)
  Inscription (1)
  Perception of the Energies (3)
  Phantasms (4)
  Semblances (3)
  The Silver Halo of Soul-
  Stealing (3)
  Stealth (3)
  Tranquilisation (2)
  Vallation (1)
  Visitations of Other Planes (3)
  Dlam6lish
  Adornment (4)
  Aeriality (4)
  Alleviation (2)
  Benefaction (1)
  Empowering and Enervation
  (4)
  Hands of Kr9 the Mighty (3)
  Healing (5)
  Inscription (1)
  Nimbleness (4)
  Nutrification (2)
  Pestilence (3)
  Phantasms (4)
  Prorogation (3)
  Semblances (3)
  The Speculum of Retribution
  (3)
  Vallation (1)
  Zoic Domination (3)
  HnAlla
  Acceleration (3)
  Aeriality (4)
  Artfulness (2)
  Ascertainment (3)
  Benefaction (1)
  Blessing of the Planes (5)
  Comprehension (4)
  Derangement (5)
  Domination (2)
  Doomkill (3)
  Guarding (2)
  Inscription (1)
  Light and Darkness (1)
  Perception of the Energies (3)
  Semblances (3)
  The Speculum of Retribution
  (3)
  Tranquilisation (2)
  Vallation (1)
  Visitations of Other Planes (3)
  Warding (2)
  Hril'U
  Aeriality (4)
  Benefaction (1)
  Comprehension (4)
  Derangement (5)
  Dessication (3)
  Domination (2)
  Guarding (2)
  Inscription (1)
  Light and Darkness (1)
  Phantasms (4)
  Prorogation (3)
  Reanimation (1)
  Semblances (3)
  The Silver Halo of Soul-
  Stealing (3)
  The Speculum of Retribution
  (3)
  Stealth (3)
  Vallation (1)
  The Vapour of Death (3)
  Visitations of Other Planes (3)
  Warding (2)
  Karakan
  Acceleration (3)
  The Blade of Inexorable Dis-
  jection (2)
  Doomkill (3)
  Empowering and Enervation
  (4)
  Enhancement and Debilitation
  (4)
  Excellence (7)
  Far-Seeing (3)
  Favouring (2)
  Healing (5)
  Inscription (1)
  Intrepidity (3)
  Nimbleness (4)
  The Radiant Gaze (6)
  The Speculum of Retribution
  (3)
  Vallation (1)
  Warding (2)
  174
  Aeriality (4)
  Alleviation (2)
  Artfulness (2)
  Ascertainment (3)
  Benefaction (1)
  Blessing of the Planes (5)
  Comprehension (4)
  Dessication (3)
  Domination (2)
  Elicitation (1)
  Guarding (2)
  Inscription (1)
  The Missile of Met911ja (2)
  Necromantic Domination (4)
  Perception of the Energies (3)
  Phantasms (4)
  Prorogation (3)
  Sagacity (5)
  The Speculum of Retribution
  (3)
  Stealth (3)
  Vallation (1)
  The Vapour of Death (3)
  Visitations of Other Planes (3)
  SArku
  Ascertainment (3)
  Blessing of the Planes (5)
  Derangement (5)
  Dessication (3)
  Domination (2)
  Enhancement and Debilitation
  (4)
  Guarding (2)
  Hands of KrA the Mighty (3)
  Inscription (1)
  Necromantic Domination (4)
  Perception of the Energies (3)
  Pestilence (3)
  Prorogation (3)
  Reanimation (1)
  Sagacity (5)
  Semblances (3)
  The Speculum of Retribution
  (3)
  Stealth (3)
  Vallation (1)
  The Vapour of Death (3)
  Visitations of Other Planes (3)
  masked warrior-priest
  of Ksarul
  Aeriality (4)
  Alleviation (2)
  Artfulness (2)
  Ascertainment (3)
  Benefaction (1)
  Blessing of the Planes (5)
  Comprehension (4)
  Domination (2)
  Elicitation (1)
  Guarding (2)
  Healing (5)
  Inscription (1)
  The Missile of Met .Allja (2)
  Necromantic Domination (4)
  Perception of the Energies (3)
  Phantasms (4)
  Prorogation (3)
  Sagacity (5)
  The Speculum of Retribution
  (3)
  Vallation (1)
  Visitations of Other Planes (3)
  Vimuhla
  Acceleration (3)
  The Blade of Inexorable Dis-
  jection (2)
  Doomkill (3)
  Empowering and Enervation
  (4)
  Enhancement and Debilitation
  (4)
  Excellence (7)
  Far-Seeing (3)
  Favouring (2)
  Healing (5)
  Inscription (1)
  Intrepidity (3)
  Nimbleness (4)
  The Radiant Gaze (6)
  Vallation (1)
  The Vapour of Death (3)
  Warding (2)
  
  175
  2.944 . TEMPLE SPELLS.
  With the exception of the first four spells, the "Temple" list is
  divided according to sect . All of the temples know and practice
  some form of the Demonology, Inscription, Munimerts of Ex-
  cellence, and Revivification spells (nos . 73-76), but each of the
  rest is the property of one and only one priestly tradi "ion . Even
  the spell of Inscription (no . 74) is programmed to produce scrolls
  and books that can be utilised only by colleagues within the
  same sect . (There is a higher form of this spell, however, that
  does allow limited inter-temple usage .)
  All of the priestly academies teach perhaps several dozen
  "Temple" spells. Not all of these are useful for game purposes.
  Eight have been selected from the corpus of each of the 10 ma-
  jor TsolyAni deities and three from the corpus of each Cohort . A
  worshipper of one of these gods may learn only these spells,
  and cross-overs are not allowed .
  Spell lists for the foreign and nonhuman deities have been
  dealt with in Sec. 2.943 . In game terms, a devotee of one of these
  sects must choose one of the Tsolydni lists and follow that ex-
  clusively .
  This
  must
  be
  the same
  list selected
  for one's
  "Generic" spells : e.g . a follower of the Mu'ugalavyani deity Hfsh
  may not choose
  Karakfln's "Generic"
  spells and Vimuhla's
  "Temple"
  list ; both
  must be the same : either Karakan
  or
  Vimuhla .
  The Cohorts present another kind of problem. Each of these
  temples possesses its own extensive corpus of spells, and in
  "real Takumel" terms there should be almost as many "Temple"
  spells for these deities as are given for the major gods . Many of
  the Cohorts' spells are only minor modifications of the conjura-
  tions known to the academies of the deities, however, and in the
  interests of saving space these need not be repeated below. In-
  stead, a "game device" is adopted :
  1 . The character may learn spells 73-76 to any level desired .
  2 . He/she must choose the 3 "Temple" spells listed for his/her
  Cohort.
  3 . The character may then choose between
  (a) learning any
  FIVE
  of the associated
  deity's
  spells up
  to
  the
  fifth
  level-but no farther; and (b) mastering any THREE of the
  deity's spells to their full limits but not learning anything of
  the remaining spells. For example, a devotee of Hrihayal
  must choose spells nos . 175-177 and may then acquire any
  five of Dlam6lish' spells (nos . 93-100) up to and including
  the T5 level only, or he/she may learn any three of the God-
  dess' spells completely to the T10 level,
  if this exists for
  those spells . This choice is left to the player. This admitted-
  ly works to the disadvantage of devotees of the Cohorts,
  but these beings are in fact somewhat weaker than the ma-
  jor gods . Still, some will find certain of the "Temple" spells
  of the Cohorts worth giving up the greater versatility of the
  spell lists of the gods . The referee must decide whether to
  permit the character to choose spells to be learned freely
  from the deity's list, or whether to make this depend also
  upon random die rolls .
  The four spells known to all of the temples are as follows :
  73. Demonology (R)
  T8; nag ; ar ; 3mc co; 1mr; D: 2 T; sp ; PT : 1 T; prq : all "Universal"
  variants of the spell of Phantasms (no . 16) ; M : one minor
  demon of the type favoured by the caster's temple (see
  below) is summoned from the Planes Beyond . A devotee of
  a Cohort calls forth the demon race associated with that
  Cohort's deity-although individual demon species are in-
  deed listed below for a few of the Cohorts . These beings are
  Spell
  number
  Spell name
  "Ritual" or
  "psychic" Available levels
  26
  Acceleration
  P
  7, 8, 9
  27
  Adornment
  R
  1, 2, 3, 5
  28
  Aeriality
  P
  2, 4, 6, 9
  29
  Alleviation
  R
  2,4
  30
  Artfulness
  P
  1,2
  31
  Ascertainment
  P
  7, 8, 10
  32
  Benefaction
  R
  9
  33
  The Blade of lnex-
  orable Disjection
  R
  3,4
  34
  The Blessing of the
  Planes
  -
  R
  1, 2, 3, 7, 9
  35
  Comprehension
  P
  1, 2, 3, 5
  36
  Derangement
  P
  1, 2, 3, 5, 8
  37
  Dessication
  R
  2, 3, 5
  38
  Domination
  P
  5, 10
  39
  Doomkill
  R
  6, 8, 10
  40
  Elicitation
  P
  4
  41
  Empowering and Ener-
  vation
  R
  1, 2, 6, 7
  42
  Enhancement and
  Debilitation
  R
  3, 4, 7, 10
  43
  Excellence
  P
  1, 2, 3, 5, 7, 8, 9
  44
  Far-Seeing
  R
  1, 2, 4
  45
  Favouring
  R
  4,7
  46
  Guarding
  R
  6, 10
  47
  The Hands of Kra the
  Mighty
  P
  2, 4, 6
  48
  Healing
  R
  1, 2, 4, 5, 9
  49
  Inscription
  R
  10
  50
  Intrepidity
  P
  3, 5, 7
  51
  Light and Darkness
  R
  2
  52
  The Missile of Metdllja
  P
  4,6
  53
  Necromantic Domina-
  tion
  R
  1, 2, 4, 10
  54
  Nimbleness
  P
  1, 2, 4, 6
  55
  Nutrification
  R
  7, 9
  56
  Perception of the
  Energies
  R
  1, 2, 8
  57
  Pestilence
  R
  2, 3, 5
  58
  Phantasms
  R
  2, 3, 7, 10
  59
  Prorogation
  P
  1, 2, 3
  60
  The Radiant Gaze
  R
  1, 2, 3, 5, 7, 9
  61
  Reanimation
  R
  9
  62
  Sagacity
  R 1
  .2,3,5,7
  63
  Semblances
  P
  1, 2, 4
  64
  The Silver Halo of Soul-
  Stealing
  R
  5, 6, 9
  65
  The Speculum of
  Retribution
  R
  1, 2, 4
  66
  Stealth
  P
  1, 3, 5
  67
  Tranquilisation
  R
  6,9
  68
  Vallation
  R
  8
  69
  The Vapour of Death
  R
  2, 4, 6
  70
  Visitations of Other
  Planes
  R
  4, 8, 10
  71
  Warding
  R
  5,10
  72
  Zoic Domination
  R
  1, 3, 5
  
  not the Demon Lords described in "The Book of Ebon Bin-
  dings" (op .
  cit .) ; those would be
  far too powerful and
  dangerous to be used in a scenario except under the strict
  control of the referee. Instead, the creatures summoned by
  this
  spell are the "servitors" of the great demons . The
  demon appears at a distance of 2 m in front of the caster,
  and the latter must then bargain for its services, taking time
  away from its permitted manifestation in this Plane .
  If a
  bargain cannot be struck within 1 turn, it returns to its own
  Plane in disgust . (The referee must speak for the demon
  and decide upon its willingness to perform the caster's re-
  quested task, using the "Non-Player Character Reaction
  Table," given in the referee's Sections .) Some of the demon
  races are enticed by gold, gems, weapons, and the like,
  while
  others
  desire
  magical
  objects,
  devices,
  and
  knowledge. All payment is made in advance, and most
  demon races will remain true to their agreements . It is not
  possible to offer a demon articles, etc . to be given later-or
  which are not currently present . For game purposes, all of
  the
  minor demon
  races
  are
  given
  almost
  the same
  statistics : a Height-Build-Strength factor of 300 (Sec. 2.211
  ff .), a Stamina factor of 40 (Sec . 2.212), a Dexterity factor of
  + 20 (Sec
  . 2.213), 100 Body Damage Points (Sec . 2.214), an
  Intelligence factor of 85 (Sec . 2.215), a Psychic Ability of 95
  and a "Psychic Reservoir" of 90 (Sec . 2.216) . Arbitrarily,
  their "Magical Resistance factors" are set at 12 ; cf . Sec.
  2.725 (1). They move on foot at speeds 25 percent faster
  than humans can (Secs . 2.641 and 2.651), and those species
  that can fly move at the HIdka speed of 330 m per turn (33 m
  per combat round or 110 Underworld squares per turn ; cf.
  Sec . 2.641) . Each demon race fights with the weapons of its
  preference only (see below), and their Combat Values (Sec .
  2.810 ff .) are arbitrarily set at + 12. Their armour defensive
  factors are also fixed at 5, although there are exceptions ;
  see below . Each demon also has 3 spells that it will cast if
  this is in the agreement : a D10 is rolled : 1-4=1 ; 5-8=2 ; and
  9-10=3 spells . The phyla and levels of these spells are ran-
  domly determined by the referee . A demon who follows
  Thumis may thus possess an advanced level of a "Temple"
  spell belonging to Dlamelish, etc . The spell of Demonology
  can only be cast once per day (24 hours) ; to attempt this
  more often causes instant death through psychic fatigue .
  The demon races summoned by each sect are as follows .
  Deity served
  Available minor demon races
  Avanthe
  The Spirits of Air, Water, and Earth . These
  wraith-like,
  bluish-green
  beings
  are
  like
  wisps of fog some 2-3 m long and 30-50 cm
  thick ; they are indistinct to human eyes but
  visible to the Hliiss, Mihdlli, Pd Chdi, Sst),
  and Tinalfya. Other races subtract -2 from
  their Combat Values when trying to hit one
  of these creatures . They use no weapons
  but have the arbitrary Combat Values and
  armour defensive value noted above. If they
  hit, damage is done according to table D.
  They can only be summoned out-of-doors
  and are generally peaceful . They desire
  magical knowledge and bargain for books,
  scrolls, talismans, amulets, "Eyes," and
  other devices. If the caster has none of
  these, he/she can offer a spell directly out
  of
  his/her memory . This then disappears
  from
  his/her
  repertoire and must be
  re-
  learned .
  They
  are
  excellent
  wilderness
  176
  De ity served
  Available minor demon races
  guides and can give advice for survival in
  forests, etc . They have a 30 percent chance
  each combat round of calming ferocious
  animals
  and
  causing
  them
  to
  let
  the
  caster's party pass in peace .
  BelkhAnu
  The Voyagers of the Farther Isles : these are
  scintillating, golden,
  insect-like, 2 m
  tall
  creatures who fly with dainty rainbow-hued
  wings
  and
  fight
  with
  slender
  lances
  equivalent to long spears . They also use
  needle-sharp, one-handed swords . Both of
  these do damage according to table D. One
  slain by a member of this race applies a + 5
  modifier to his/her dice roll for Revivifica-
  tion (no . 76), although Belkanu's special
  spell of Re-embodiment (no. 88) does not
  require
  this. The Voyagers
  are
  infallible
  guides between the Planes and have a 70
  percent
  chance
  each
  turn
  of
  knowing
  where a lost interplanar traveller may be.
  They perceive nexus points automatically
  and have a 40 percent chance each round
  of opening such an interplanar doorway for
  the caster . It then remains open until the
  Voyager departs . They bargain only for gold
  and yellow gems.
  Dlamelish
  The
  Aerial
  Ones
  of
  Tu'unkelmu :
  these
  writhing, serpent-like, 1.5 m tall creatures
  fly with leathery, bat-like wings and fight
  with jagged-edged short spears and light
  crossbows. These weapons do damage ac-
  cording to table D . They also have an extra
  chance of biting a being with whom they
  are in melee each round : this is 50 percent
  for an unarmoured target, 40 percent for a
  victim in "light" armour, 30 percent for a be-
  ing in "medium" coverage, and 20 percent
  for one armoured in "heavy" armour; cf .
  Sec. 2.320 . Thei r bite does damage accor-
  ding to table C if it hits, and a being bitten
  by one of them must have a spell of Allevia-
  tion (nos . 1, 29, and 141) applied within
  1
  combat round ; otherwise he/she dies . Their
  poison does not
  affect the undead, an-
  droids,
  automatons,
  other
  demons,
  or
  creatures created by sorcery . The Aerial
  Ones bargain only for gold, silver, and other
  precious metals ; they have no interest in
  gems or other items .
  Hnalla
  The Entities of Light : these beings have the
  appearance of 3 m spheres of insubstantial
  white light . They illumine a circle 50 m in
  diametre, and opponents must fight them
  as though blind (Sec . 2.823 (list 2, 21)). They
  carry no weapons and attempt to roll into
  contact with a target, doing damage accor-
  ding to table D. (They must roll to hit in Sec.
  2.826, just as any other fighter does, of
  course .) These beings bargain for magical
  devices, books, scrolls, spells, and the like.
  Hril'U
  The Demons
  of
  the
  Dark :
  these squat,
  amorphous, mottled beings resemble dull
  green shellfish some 2 m tall . They darken a
  
  Deity served
  Available minor demon races
  KarakAn
  Ksirul
  circle 2 m in diametre around themselves,
  and an opponent
  fights against them as
  though blind (Sec . 2.823 (list 2, 21)). They
  can only be seen clearly by a mage using
  the U8 spell of Invisibility (no . 12) . They are
  at home anywhere : in an airless void, under-
  water, in an atmosphere of poison gas, etc .
  They fight with curious, twisted halberds
  and do damage according to table D. Each
  time a target loses Body Damage Points
  (Sec . 2.214), moreover, these are added to
  the demon's stock. This loss can only be
  restored by a spell of Healing (nos . 10, 48,
  and 146). The Demons of the Dark fear fire,
  and a "medium" blaze (Sec . 2.840 (7)) has a
  60 percent chance of repelling them. They
  bargain only for articles made of steel or
  S9rku's "enchanted" copper.
  The Heroes of Glory : these
  2.5 m
  tall,
  slender, humanoid warriors are armoured in
  "enchanted"
  steel
  (an armour defensive
  value of 8). They fight equally well with one-
  handed long swords and with longbows,
  doing damage according to table E with
  either
  of
  these
  weapons .
  They disdain
  magic,
  and there
  is only a 20 percent
  chance each round of Inducing them to
  cast a spell . The Heroes belong to morale
  class H (Sec. 2.8212), while an opponent is
  reduced by 2 morale classes when in melee
  with one of them . A related species, the
  Warriors
  of
  Scarlet,
  serves
  Karakin's
  Cohort, Chegirra. They are of the same size
  and general appearance as the Heroes of
  Glory, and they wear glittering red plate ar-
  mour and
  fight with two-handed swords
  (doing damage according to table F) . Both
  of these races bargain only for articles of
  "excellent" or "enchanted" steel, although
  occasionally they may accept gold instead .
  Several demon species serve the Doomed
  Prince, the commonest being the Dwellers
  in Shadow, a race of shaggy, blue-grey,
  spider-like, 2 m tall creatures who smell like
  rotting meat mixed with vinegar . They fight
  with sawtoothed one-handed long swords
  of "enchanted" steel and have 2 chances to
  hit each round (using two of their eight
  limbs to fight). If they hit, they do damage
  according to table C . They
  bargain
  for
  anything blue, preferring blue gems but oc-
  casionally settling
  for blue4acquered ar-
  mour or even blue cloth! Ksirul's Cohort,
  Gruginu, is served by a different race : the
  Azure Denizens . These are
  flat, amoeba-
  like,
  indigo-hued
  creatures
  2.5
  m
  in
  diametre. They have no weapons but roll
  over their victims, doing damage according
  to table G if they score a hit . An opponent
  subtracts - 3 from his/her Combat Values
  when fighting them . They are vulnerable to
  fire and have a 30 percent chance of being
  set ablaze by a torch, lamp, or other burning
  17 7
  Deity served
  Available minor demon races
  S9rku
  Thumis
  object . They are also driven away by the
  Vapour of Death (no . 69) . The Denizens
  bargain only for the sacrifice of
  1-5 (ran-
  domly
  rolled)
  intelligent
  beings
  of
  any
  species . This must be performed for them
  before they will undertake any task .
  The Lord of Worms is served by a number
  of demon
  races. Among these
  are the
  acephalous Tsughiyur, a race of 3 m tall,
  hulking, vaguely humanoid beings. These
  creatures' organs of sight, ingestion, etc .
  are set In the middle of their slimy, greyish
  torsos. They
  fight with clubs and long
  spears, doing damage according to table D
  with
  either. They also have large round
  shields of a material equivalent to Chldn-
  hide. They bargain only for gems. Another
  race is the Ones Who Writhe: sinuous, flat-
  headed, ophidian, 1 .5 m tall creatures who
  wear special banded armour of copper (an
  armour value of 6) and fight with poisoned
  spears. The latter do damage according to
  table C but require a spell of Alleviation
  (nos . 1, 29, and 141) within 2 combat rounds
  after a wound is made . They hate the light
  and are automatically driven off by HnAlla's
  Entities
  of Light . S9rku has his undead
  followers as well : the Legion of the Despair-
  ing Dead and the even better Legion of the
  Mantle of Vipers . Both of these are human
  (and occasionally nonhuman) warriors who
  are armoured and fight with whatever they
  possessed in life. These make no bargains
  but fight for whatever causes their grim
  master approves. Their statistics and com-
  bat values are as for good, well-trained
  human
  warriors .
  Durritlimish,
  Sirku's
  Cohort,
  has his own
  followers, among
  whom
  are
  the Half-People
  of Nguybm .
  These
  3
  m
  tall,
  hairy,
  shambling,
  quadrupedal beings have vaguely human
  faces and fight with long clubs set with
  chips of obsidian . These do damage accor-
  ding to table D. They bargain for human
  flesh, which they consume with gusto in
  advance of providing their services. Dur.
  ritlim!sh
  also
  has
  the
  Blind
  Ones
  of
  Hreshkaggitl :
  tentacled,
  rusty-brown,
  corpse-smelling,
  saucer-eyed,
  2
  m
  tall
  monstrosities who fight with short spears
  and curved scimitars, doing damage accor-
  ding to table D with either . If a member of
  this race remains with a dead victim for one
  turn, it extracts the brain, adding a modifier
  of + 10 to the target's roll for revivification
  (no. 76). The Hreshkaggdtl bargain for gold,
  gems, arms, and armour, preferring "en-
  chanted" copper.
  The Mighty Ones of the Pearl Mists : these
  3.5 m tall, spindling, vaguely humanoid be-
  ings muffle themselves
  in grey cloaks.
  They
  never
  melee
  but
  fight
  only
  with
  sorcery . They each possess 1-5 (instead of
  
  Deity served
  Available minor demon races
  1-3) spells
  .
  If cornered so that melee is in-
  evitable, they return to their own Plane .
  They specialise in healing and cure wound
  damage automatically, if this is part of their
  bargain . They also neutralise poisons and
  drug addiction and can restore deformities,
  lost limbs, etc. It is said that they also can
  cure such deadly diseases as the Spotted
  Plague, the Plague of the White Hand, and
  even the Ailment of Arkhuan Mss3 ; cf . Sec .
  1.412 . The y can also revivify any being slain
  within the past month, and no dice roll is
  necessary . These beings bargain only for
  magical books and scrolls, although they
  will sometimes accept a spell from the
  caster's memory instead . Thumis' Cohort,
  Ket6ngku, has the Watchers of the High
  Tower as his special allies . These appear as
  multi-coloured,
  flickering
  geometric
  shapes that are impossible to see directly .
  This race also fights only with spells (again
  having 1-5 instead of 1-3), and one in their
  group will always have a powerful spell of
  Metastasis
  (cf . no.
  104): 1-20 (randomly
  rolled) with a D20) beings within a 6 m circle
  of affect are transported to a distance of as
  much as 5 km; including all possessions
  worn or currently carried . The destination
  must be personally known to the caster.
  The Watchers have a 70 percent chance of
  finding lost persons or objects, knowing
  the way out of a labyrinth, etc . They accept
  only magical knowledge and prefer to take
  this
  directly from
  the caster's memory,
  rather than in the form of books, scrolls,
  etc.
  Vimuhla
  The Flame Dragons : these are flying, scaly,
  reptilian, 3.5 m long creatures of a gleaming
  orange-red hue . They breathe flames out to
  a range of 12 m, and
  if a hit is scored,
  damage is done according to table E. They
  also
  fight
  with
  short
  spears and
  one-
  handed long swords, doing damage accor-
  ding to table D . A member of this race may
  thus strike once with a weapon and also
  use its flaming breath once each combat
  round . The Dragons demand the sacrifice
  of 1-5 living, intelligent beings before they
  will aid the caster. A related race
  that
  serves Vimuhfa's Cohort, ChitAng, Is the
  Winged
  Serpents of
  the
  Conflagration .
  These red and black flying reptiles average
  3 m in length ; they never melee but remain
  in the air, attacking with spells, fire arrows
  (their bows are equivalent to short com-
  posite bows), or their flaming breath (as for
  the
  Flame
  Dragons) .
  Their
  arrows
  do
  damage according to table D and set in-
  flammables ablaze on a D100 roll of 1-80 .
  Both Vimuhla and ChitAng also can call
  upon another race, the strange HrA-Niriu,
  who appear as flat sheets of roaring flame
  178
  Deity served
  Available minor demon races
  that flow along the ground at a speed of 20
  m per combat round . They are about 2 m
  wide and 3 m long . The Hr6-Niriu have no
  weapons but set fire to anything combusti-
  ble in their path . Anything higher than 1 m
  from the ground is safe, however, unless it
  is inflammable . A being touched by one of
  these creatures
  is incinerated . They are
  repelled by a Vallation (no . 68) of water or
  ice, and a spell of Congelation (no . 111) will
  slay them . They will not cross water wider
  than 1 m and deeper than 10 cm, moreover.
  This
  species
  bargains
  for
  inflammable
  substances (torches, oil, wood, cloth, etc .)
  and loves nothing better than a raging fire .
  The Hr9-Niriu are unpredictable, however,
  and a D10 is rolled each turn : 1-6= they
  obey the agreement ; 7-8= they
  return
  to
  their own Plane ; 9-10 = they turn and attack
  the caster or his/her party.
  They never
  distinguish between
  the property of the
  caster and that of his/her foes, burning all
  with undisguised pleasure .
  T9; nag ; ar; 6mc co ; 3mr; D : 3 T; PT: 5 T ; as above, except that
  1-3 (randomly rolled with a D10: 1-3 = 1 ; 4-7 = 2 ; 8-10 = 3) of
  the demon race appropriate to the caster's sect appear . The
  caster must offer a more generous bargain than for the T8
  variant, of course ; otherwise the demons
  will not serve
  him/her.
  T10 ; nag ; ar ; 6mc co ; 5mr; D : 5 T; PT: 10 T ; as above, but 2-7 (ran-
  domly rolled) demons are summoned for a still longer time .
  Again, the caster must provide a still greater payment for
  services rendered, and if the bargain is not struck within the
  allotted 1 turn, the demons have a 50 percent chance of at-
  tacking the caster and
  his/her party, and a 50 percent
  chance of returning much disgruntled to their own Plane .
  74 . Inscription (R)
  T10; nag ; ai ; 1mc ; D: 12 T; sp ; PT: 3 hours ; prq : the "Universal"
  and "Generic" forms of the Inscription spell (nos . 11 and
  49) ; as for no . 11, except that one spell of the "Temple"
  phylum known to the caster and his/her sect can be in-
  scribed within the 12 turns that this spell lasts. The risks of
  spell writing
  are greater than for the "Universal" and
  "Generic"
  variants : a modifier of
  + 1
  is added
  to the
  character's D10 score when rolling on the table given under
  no . 11 ; damage is done to the head by a badly written spell
  according to table D instead of C ; and the "Intelligence fac-
  tor roll" made to distinguish a successfully written spell
  from an Incorrect one is made at the "Very difficult test
  level" (Sec . 2.724 (1)). The enchantment inscribed by this
  spell is usable only once, and then the document becomes
  blank . In general, only a colleague of one's own religious
  sect can use an inscribed "Temple" spell, but by casting
  this same spell twice (and taking the risks of a bungled in-
  scription twice!), one can write a spell that is usable by a
  mage of any other temple . By casting the Inscription spell
  three times (and risking one's head three times!), one can
  prepare a spell for use by anyone-even a non-sorcerer. A
  
  scroll can thus be prepared even for a warrior ora merchant,
  provided that the person knows the language (Sec . 1.711).
  Spell
  inscription
  for members
  of
  other sects is
  not
  favoured, however, although the great temple academies do
  operate a thriving trade in scrolls of healing spells, love po-
  tions, spells that give pleasurable experiences (much like
  drugs), enchantments that cause "religious" visions and il-
  lusions, etc. Asorcerer who inscribes spells for private sale
  gains a poor reputation amongst the "purer" scholars and
  sacerdotes of the temples : being a "bazaar sorcerer" may
  make money, but It is looked down upon by the elite. In
  general, it may be said that "Universal" spells of the lower
  levels (U1-U5) may be freely written and sold, and the
  writing of spells of the higher "Universal" (U6-U10) and
  lower "Generic" phyla (U6-U10 and G1-G5)
  is not too
  seriously disapproved. Advanced
  conjurations
  of
  the
  "Generic" phylum (G6-G10) cannot be written and sold
  openly, however, and discovery may result In demotion or
  even imprisonment . The same is true of the lower varieties
  of the "Temple" phylum (T1-T5) . The upper levels of the lat-
  ter cannot be written at all except for members of one's
  own sect; to do so is to commit an ecclesiastical crime
  punishable by death. This seems somewhat strange; after
  all, one cannot learn to use a spell by oneself from a scroll
  or book. Only if a tutor has specifically keyed such a scroll
  to a student's mind can the document be employed for
  teaching purposes (Sec . 2.913) . The danger of a "Temple"
  spell being stolen by another sect is thus non-existent .
  Nevertheless, the jealous, secretive, and suspicious temple
  hierarchies consider the inscription of high-level "Temple"
  (and even "Generic") spells to be too risky, and only if this
  is sanctioned by the authorities can such scrolls or books
  ever be prepared : e.g . for a special mission urgently needed
  by the temple.
  75 . The Muniments of Excellence (R)
  T8; nag; ar ; 2mc ci ; 4mr; D: 10 T; sp ; PT: 1 T; prq: the spell called
  The Seal Upon the Powers (no. 18); M: a totally impervious
  globe appears, either with the caster inside at its centre or
  at a distance of 4 m from him/her. Nothing physical or
  magical can enter this from without, no magic can be used
  within it, and even a prayer for Divine Intervention (Sec.
  2.725 (2)) cannot be sent out through the sphere . No spell
  will dispel it until it expires of itself . It remains stationary
  and does not move with the caster (or other targets within
  it). One inside can walk out through the shield, but blows,
  missiles, persons, substances, etc. do not penetrate it in
  either direction-and a person who has emerged from it
  cannot get back inside, even If he/she has only put a portion
  of his/her body out. Air and light also do not pass through
  The Muniments. Since sorcerous light cannot be created
  within the shell and torches, lamps, etc. use up too much
  oxygen, persons inside The Muniments must remain in
  darkness or tight an occasional splinter or bit of tinder if
  light is urgently needed . The colours of these Impervious
  magical shells differ according to the sect of the caster.
  royal blue for AV9nthe, golden yellow for BelkhAnu, emerald
  green for Dlamdlish, dazzling white for Hndlla, rich purple
  for Hru'0, ruby red for Karakgn, deep Indigo for Ksdrul,
  amber brown for S9rku, pearl grey for Thumis, and flame
  orange for Vimuhla. The Muniments of the Cohorts are of
  the same colours as those of their associated gods but are
  somewhat lighter in hue. Important personages who can-
  afford it retain a "house priest" (Sec. 2.241 (10, b)) to accom-
  pany them on public occasions and keep this spell ready
  179
  and "cocked"
  in the event of trouble, assassination at-
  tempts, etc.
  T9 ; nag; ar; 3mc cl ; 4mr; D: 20 T; PT : 5 T; M : as above, but the
  shield is larger and lasts longer. There is a danger of run-
  ning out of air within the shell, moreover ; cf . Sec. 2.840 (6).
  Persons inside may have to emerge before the spell ex-
  pires, unless a U4 spell of Control of Self (no. 4) is cast upon
  them (possible for a mage only upon himself/herself) .
  T10; nag; ar; 6mc ci ; 4mr; D: 1 hour; PT: 7 T; M: as for the T8 ver-
  sion, but still bigger and longer lasting. Again, air may
  become a problem, and those within The Muniments almost
  certainly will have to emerge before this variant expires of
  itself .
  76. Revivification (R)
  T8; nag; ai ; 1mc; tr, D:
  I ; mr; PT : 5T; all of the temples and even
  advanced shamans have access to this means of returning
  a dead being of the caster's species to life . The target must
  not have been dead for more than one week (6 days), and at
  least two thirds of the corpse must be present in order for
  Revivification to work . (The spell restores further missing
  portions, damaged tissue, etc.) An unwilling target is per-
  mitted a "Magical Resistance factor roll" (Sec . 2.725 (1)) in
  order to stay dead . The spell is extremely fatiguing, and a
  caster can perform no more sorcery of any kind for one
  week
  (6 days). "Eyes" and other magico-technological
  devices that utilise very little other-planar power may be
  employed, however. For this reason, the temples charge
  11,000-15,000 Kilitars (randomly rolled) to revivify a low-level
  individual, and double or triple this amount to restore an im-
  portant official, priest, military commander, etc. to life . The
  rich and powerful are expected to pay for their status! . Oc-
  casionally magical items may be accepted in lieu of money,
  and at times the spell may be performed for nothing, if the
  target is of great importance to the temple's political objec-
  tives . It must be noted that there is also a chance of failure
  with this conjuration: a D100 roll must be made on the table
  below. The spell may then
  be applied as many as 3
  times-each time at a modifier of + 10 to the target's die
  score .
  Target's
  Dice score ranges within which the target
  Stamina factor
  is revivified
  If none of these rolls succeeds, the target Is permanently
  dead and cannot be brought back to life by any means.
  When a target has been successfully revivified, he/she has
  a chance of
  losing
  points
  from
  his/her Height-Build-
  Strength (Sec. 2.211) and from his/her Stamina factor (Sec.
  2.212). D100 are rolled : 01-10 =he/she loses 20 points from
  his/her Height-Build-Strength factor and 10 from his/her
  Stamina factor; 11-80=10 points are lost from the Height-
  Build-Strength factor and 5 from the character's Stamina;
  81-90=5 points are subtracted from the Height-Build-
  Strength factor only; 91-100=nothing is lost from either
  factor. If a loss occurs, it is permanent.
  T9; nag; a! ; 1mc; 1mr; D: 1; mr; PT: 10 T; as above, except that
  this variant is not species specific and may be applied to
  any
  intelligent
  being
  (except
  the
  undead,
  androids,
  automatons, demons, and creatures created by sorcery) . A
  5-10
  01-30
  15-25
  01-60
  30-40
  01-75
  45-up
  01-85
  
  modifier of -5 is applied to the target's D100 score when
  rolling on the table given under the T8 version above. The
  cost of having a mage use this form of the spell Is about 25
  percent more than for the previous variant. The caster must
  abstain from using any magic for a period of 2 weeks (12
  days) after employing this spell .
  T10; nag; ai ; 1mc; 1mr; D:
  1 ; mr; PT : 30 T; as above, except that
  the modifier to the D100 roll for revivification is a - 10, and
  a modifier of + 5 is also added to the target's chances of re-
  taining his/her former Height-Build-Strength and Stamina
  factors. The temples charge 50 percent more for an applica-
  tion of this variant than for the T8 version above. Even
  animals can be restored to life by this form of the spell,
  moreover, and the priesthood of Serku (and related deities)
  knows the means to apply it to the intelligent undead . This
  version tires the caster greatly, preventing him/her from
  utilising sorcery for a period of 3 weeks (18 days) .
  TEMPLE SPELLS-AVANTHE
  77 . The Breath of the Goddess (R)
  T1 ; nag; ar ; 1mc cc ; tr; D: 10 T; sp ; the "exhalation" form of this
  spell provides a bubble of breathable air around the caster.
  This can be used to travel underwater, survive in a sealed
  chamber, or move through an area filled with poison gas. It
  also repels hostile sea creatures ; a D10 is rolled : 1-6 =the
  creature flees ; 7-10=it attacks (or otherwise follows its
  species' normal behaviour) .
  T2; nag; ar ; 3mc ci ; 1 mr ; D:15 T; as above, but with the possibili-
  ty of including more targets and with a longer duration .
  T4; nag; ar ; 6mc ci ; 2mr; D: 20 T; as above, except that its range
  and duration are still greater.
  T7; ag ; ar; 3mc; 20mr; D:
  1 ; mr ; the "inhalation" of the goddess
  creates a bubble of vacuum within its circle of effect . Each
  living being within who fails his/her "Magical Resistance
  factor roll" throws a D10: 1-3=he/she dies; 4-7=he/she
  manages to escape from the vacuum but loses 1-20 Body
  Damage Points (Sec . 2.214) (randomly rolled with a D20) ;
  8-10=the target emerges from the circle of effect un-
  harmed but cannot fight, run, cast spells, or perform other
  strenuous activities for 2 turns.
  T8 ; ag ; ar; 6mc; 40mr; D: 1 ; mr; as for the T7 variant, but with the
  possibility of more victims and a greater range.
  T10; nag; ar; 6mc ci; 3mr; D: 1 hour; as for the T4 variant, but
  with greater duration . The chances of repelling hostile sea
  creatures are better with this form of the spell; a 1-8 on a
  D10=the creature flees ; 9-10=it attacks or otherwise
  behaves normally . This spell is used for underwater explora-
  tion. It cannot be cast underwater, however, forcing the
  mage and/or party to return to the surface upon its expira-
  tion in order that it be applied again . It also cannot be cast
  while swimming (requiring certain delicate gestures and
  bodily postures);
  it must therefore be cast while standing
  on the shore or upon the deck of a ship.
  78. Climatisation (R)
  T1 ; nag; ar ; 1mc cc ; tr; D: 5T; this creates a pleasant climate for
  the caster, shielding him/her from temperatures of from
  -40 degrees Centigrade to 60 degrees Centigrade. He/she
  is
  not protected from
  colder
  or hotter temperatures,
  however. This shield also keeps off rain, snow, and wind (ef-
  fectively immunising the caster from a Vallation of wind ; cf.
  no. 68) . The caster may move and take this enchantment
  along with him/her.
  180
  79 . Envenomisation (R)
  T3 ; ag ; ai ; 1mc; tr ; D: I; mr ; the target (any living being, but not a
  creature created by magic) is infused with a subtle and in-
  detectable poison which can be activated whenever the
  caster wishes within a period of 20 T. The target then dies
  painlessly within 2 combat rounds . There are no external
  signs of this toxin, and an "Intelligence roll" at the "Dif-
  ficult test" level (Sec . 2.724 (1)) is needed in order to deduce
  that a hostile mage has cast this spell upon a character. On-
  ly the "Generic" variants of the spell of Alleviation (no. 29)
  can cure a victim of this toxin, and even Disenchantment
  (no. 5) is futile . A victim who dies of this poison receives a
  modifier of + 5 on his/her dice roll for revivification (no. 76) .
  T4; ag ; ai ; 2mc; 20mr; D: I ; mr ; as above, but as many as 2 vic-
  tims of human size can be poisoned .
  T8; ag ; ai ; 3mc; 60mr; D: I ; mr; as above, but 1-5 targets (random-
  ly rolled) within the circle of effect can be given this deadly
  toxin .
  80. Fructification (R)
  T1 ; nag; ai ; 1mc; tr; D:
  I ; this causes one plant to be fruitful . A
  bush, tree, shrub, etc. will bear fruit within its normal grow-
  ing period .
  T2 ; nag; ai ; 1mc; tr ; D: I ; this variant makes an otherwise barren
  female animal (non-intelligent only) fertile and able to be im-
  pregnated by a male of its species. The spell itself does not
  fertilise the animal, however. The temple charges a small
  fee (1-2 Kgitars) for this service .
  T3 ; nag; ai ; 3mc; 3mr; D:
  I ; this causes both plants and animals
  (including the semi-intelligent species) within the circle of
  effect
  to become
  fertile . The priesthood
  of
  Aventhe
  employs this spell to aid farmers, earning funds for the tem-
  ple thereby. A fee of 1-10 Kgitars is usually charged per ap-
  plication.
  T4 ; nag; ar ; 30mc ; 3mr; D:
  I; this form of the spell is utilised to
  increase the fertility of crops. Within the circle of effect the
  yield is doubled . Animals are not affected, however. An
  agricultural clan pays a standard fee of 11-20 Kgitars per
  application for this service, depending upon the crop, the
  resources of the clan, the region, etc.
  T6 ; nag; at; 1mc; tr ; D: I; mr ; this variant causes a barren female
  of the caster's species to become fertile and able to be im-
  pregnated by a male . A target who does not desire this is
  permitted a "Magical Resistance factor roll" (Sec . 2.725 (1)) .
  The fee charged for this service is dependent upon the
  target's wealth, family and clan status, and similar factors.
  A peasant may pay only 60-100 Kgitars, for example, while
  the temple authorities might charge a noble devotee as
  much as 1,000 Kgitars .
  T8; nag; ar ; 200mc;10mr; D: I; this is a more extensive version of
  the T4 variant. The yield of an area treated with this spell is
  increased according to a D10 roll : 1-6= the yield is doubled ;
  7-10 =the crop is tripled. A fee of 100-500 Kgitars is usual
  for an application of this conjuration .
  T10; ag ; at ; 3mc; 30mr; D: I ; mr; this form of the spell is rare and
  is frowned upon by the hierarchy of Aventhe. It causes a
  cancerous increase in the cells of a target's body: tumours,
  cysts, and swellings appear, and if not treated within 2 com-
  bat rounds with one of the "Generic" variants of the spell of
  Alleviation (no. 29), the target dies . Spells of Healing (nos .
  10 and 48) and of Disenchantment (no. 5) are futile.
  
  81 . The Hands of Kra the Mighty (P)
  T3 ; ag ; ai ; 3mc ; 90mr; D: I ; mr; prq : all "Generic" variants of this
  spell (no . 47); this spell affects as many as three targets of
  human size (or 2 Ahoggya, Shdn, etc.-or 4 Tinaliya, Pygmy
  Folk, or smaller creatures) . Its action is otherwise identical
  with the G6 variant .
  T5; ag ; ai ; 6mc ; 100mr; D :
  I ; mr; as above, except that this ver-
  sion can slay the largest creatures on the planet (one per
  casting) . A target who makes his/her "Magical Resistance
  factor roll" (Sec . 2.725
  (1)) suffers damage according to
  table H . Interestingly enough, this variant cannot do any
  damage to walls, roofs, and other surroundings, although
  the possessions of the target(s) are crushed and ruined
  beyond
  recognition .
  It
  affects
  only
  living
  beings,
  automatons, androids, and creatures created by sorcery .
  Demons and the undead are Immune to it .
  T9; ag ; ai; 1mc; 120mr ; D: I ; mr ; this form of the spell is unique : it
  has the ability to "follow" a target around one corner (but
  not more). This magical weapon has the power to slay
  anything up to the size of an Ahoggya or a Sh6n, but not
  larger beings . The caster must be able to specify the target
  exactly : features, arms, armour, or other distinguishing
  characteristics.
  The
  spell
  then
  "seeks"
  the
  victim
  psychically and slays him/her with silent force. Conceal-
  ment behind comrades or other obstacles (which would re-
  quire the spell to turn more than one corner) will save the
  target, as may a "Magical Resistance factor roll" (Sec . 2.725
  (1)). Even if the latter succeeds, however, the target suffers
  damage according to table H . If this variant misses its in-
  tended victim, it dissipates ; it does not go on to strike other
  targets . Like the T7 version, this form of the spell also does
  no damage to the surroundings, but the belongings of the
  target are smashed and made useless .
  82. Seismism (R)
  T1 ; ag ; ar; 2mc ; 10mr; D: 1 ; PT: 1 CR ; M : this spell causes a mild
  but frightening earth tremor in its circle of effect . The
  various forms of this enchantment can be used only upon
  solid, natural ground : earth, stone, etc . The spell does not
  act upon artificial surfaces (e.g . masonry, brick), water, or
  other materials . The tremor produced by this conjuration is
  not strong enough to harm a being or throw him/her to the
  ground, but it causes a loss of morale and initiative: each
  target within the circle of effect is reduced by one morale
  class for 1 turn ; cf . Sec . 2.8212. He/she cannot gain the in-
  itiative
  over
  any
  opponent
  in
  hand-to-hand
  combat,
  although missile firing and spell casting are not affected . A
  "Magical Resistance factor roll" (Sec. 2.725 (1)) is useless
  since the spell acts upon the earth and not upon the in-
  dividuals within the circle of effect.
  T2; ag ; ar; 3mc; 20mr; D :
  I ; mr ; PT : 2 CR; M : as above, but this
  variant creates an earthquake powerful enough to knock
  down persons or beings standing within its circle of effect .
  This lasts only one combat round, but there is a possibility
  of injury: a D10 is rolled: 1-5=no injury is sustained by the
  target; 6-8=damage
  is
  done
  according
  to
  table C;
  9=damage occurs according to table D ; and 10=the target
  suffers damage according to table F. There is an 85 percent
  chance of breaking delicate objects carried in a backpack,
  pouch, etc .: e.g . bottles, clay pots, or statuary .
  T4 ; ag ; ar; 3mc ; 30mr; D:
  I ; mr ; PT : 3 CR ; M : as above, but the
  tremor produced by this form of the spell lasts for 1 turn . A
  target within the circle of effect rolls as indicated above
  under the T2 variant during the first combat round
  . He/she
  then rolls a D10 to see if escape from the area is possible :
  1-4=he/she cannot get away; 5-10=he/she manages to
  crawl out of the affected zone . One who fails to emerge
  from the tremor-stricken area rolls a D10 for damage each
  combat round, followed by another roll to escape . This is
  continued until the target dies or until he/she makes good
  his/her escape. One who emerges from the earthquake zone
  counts as prone and must then stand up; cf. Sec. 2.710.
  T7 ; ag ; ar; 6mc; 10mr; D :
  1 ; PT: 1 T ; M : a chasm 2 m wide, 6 m
  long, and 3 m deep is created within the spell's range in
  front of the caster. This lasts for 3 turns . A "Dexterity roll"
  at the "Very difficult test" level (Sec . 2.723) must be made in
  order to avoid falling into this . A target suffers damage ac-
  cording totable E during the first combat round after falling
  into this pit . No further damage then occurs in subsequent
  rounds, but a "Dexterity roll" at the "Difficult test" level
  must be made each round to climb up out of the chasfn . If
  this fails, the target remains in the hole . One who is still in
  the pit when the spell expires is buried and must be dug
  out ; this requires 1-10 turns (randomly rolled with a D10),
  and the victim may perish ; cf . Sec . 2.840 (5) . A spell of
  Disenchantment (no . 5) causes this chasm to vanish at
  once, but anyone trapped inside suffocates within 1-10
  turns, as just stated . The undead, androids, automatons,
  and creatures created by sorcery do not suffocate, of
  course,
  and
  if
  interred
  in
  the
  chasm,
  begin
  to
  dig
  themselves out, again requiring 1-10 turns to do so.
  T9; ag ; ar; 6mc; 30mr; D : I ; PT: 1 T ; M : this creates a very strong
  earthquake that lasts for 3 turns . All within the circle of ef-
  fect suffer initial damage according to table G . A "Dexterity
  roll" at the "Very difficult test" level (Sec . 2.723) is made in
  order to get out of the circle of effect, and should this fail,
  further damage occurs in the next combat round according
  to table D. The "Dexterity roll" (and a subsequent roll for
  damage) is made again each round until the target either
  manages to emerge from the earthquake zone or dies. If us-
  ed indoors, this variant has a 70 percent chance of bringing
  down roofs, walls, pillars, etc . within the circle of effect .
  Should this occur, characters in the area are slain on a D10
  roll of 1-6, and are buried alive on scores of 7-10. The referee
  must decide upon the possibilities of extricating victims
  from the rubble .
  83 . The Well That Waters the World (R)
  T3; nag ; ar; 1 mc; 1mr; D : 3 T; sp; M : a horizontal hole appears in
  the ground (or any hard surface) at a distance of 1 m from
  the caster. It produces enough pure water to provide 1 litre
  apiece for as many as 50 persons .
  T6; nag ; ar ; 3mc ; 3mr; D: 6 T ; M : as above, but the "well" is
  larger . Since the water created by this enchantment is of
  other-planar origin, this spell can even be employed on the
  roof of a building or the deck of a ship. No connection with
  the natural water table of the region is needed.
  84 . Zoification (R)
  T3; nag ; ar; 3mc; 1mr; D : 1 T ; sp ; this causes low plants (e.g .
  bushes, tall grass, shrubs, etc .) to take on a sort of half-life
  for the duration of the spell . Vegetation within will whip and
  snatch at anyone within the circle of effect . A "Magical
  Resistance factor roll" (Sec . 2.725 (1)) is useless because it
  
  is the environment that is affected and not persons or be-
  ings within the zone . Each victim rolls a D10: 1-3=he/she
  falls down ; 4-8=he/she
  remains
  standing
  but cannot
  emerge from the circle of "living" plants ; 9-10= he/she suc-
  ceeds in exiting the area without delay . A victim who fails
  this roll must attempt it again at the start of every suc-
  ceeding combat round until
  it
  is successful; otherwise
  he/she remains trapped by the sentient plants . This variant
  causes no physical damage to one trapped within its circle
  of effect .
  T5 ; ag ; ar; 6mc; 10mr ; D: 5 T; as above, except that large trees
  and saplings are "brought to life" for the period of the spell .
  A victim
  enmeshed
  in
  their
  branches
  rolls
  a
  D10:
  1-3=he/she dies ; 4-7=he/she suffers damage according to
  table F; 8-9=damage
  is done according
  to
  table C;
  10=he/she escapes at once with only minor injuries :
  damage is done according to table A. Light armour (of any
  material or quality) provides a +11 to this die roll, and
  medium or heavy armour adds a modifier of +2. This spell
  is ineffective in areas lacking sufficiently large trees and
  vegetation, as might be expected .
  TEMPLE SPELLS-BELKHANU
  85. Aeriality (P)
  T4 ; nag; ai ; 3mc ci ; 3mr; D: 15 T; sp ; prq: all "Generic" variants
  of the spell of Aeriality (no. 28) ; as for the G6 variant, except
  that this form has a longer range and duration .
  T6 ; nag; ai ; 3mc ci ; 6mr; D: 20 T; as above, except that this ver-
  sion provides an invisible and stable "platform" In the air
  from which the caster and his/her party can fire missiles,
  fight, and cast both "ritual" and "psychic" spells . The
  weight limits are as for the G9 variant (no. 28).
  T9 ; nag; ar; 3mc co ; D: 25 T; mr ; all unattached beings and ob-
  jects within the circle of effect can be raised as much as
  100 m above the ground and flown by the caster at a speed
  of 30 m per combat round for the duration of the spell . The
  caster has no choice in selecting this "cargo"; everything
  that is not physically attached to the ground, walls, etc. of
  the area is picked up and carried with the mage . For this
  variant, the weight of the objects transported is irrelevant,
  and even very heavy articles may be taken along. Beings
  (and perhaps important inanimate objects, at the discretion
  of the referee) who do not wish to be "flown" are permitted
  a "Magical Resistance factor roll" (Sec. 2.725
  (1)) . The
  caster (but not his/her cargo) can fight, fire missiles, and
  cast both "ritual" and "psychic" spells while flying.
  86 . Avulsion of the Spirit-Soul (R)
  T7 ; ag ; ai ; 1mc; 3mr; D: I ; mr; PT : 2 T; the target's Spirit-Soul
  (Sec . 1 .620) is removed and sent off into the Unending Grey,
  leaving his/her body alive but empty and in a catatonic
  trance . Another Spirit-Soul can then be substituted: either
  that of the caster, or the Spirit-Soul of a deceased person of
  the same species (using Belkhdnu's special spell of Re-
  embodiment (no. 88, below) . In the latter case this must be
  done within 12 hours of the death of the person whose
  Spirit-Soul is being transferred to the empty body . The body
  becomes the permanent home of the new Spirit-Soul,
  possessing
  all of that
  person's
  skills, knowledge,
  In-
  telligence, memories, "psychic power points," etc.-but
  not
  his/her
  Height-Build-Strength
  factor,
  dexterity,
  charisma, comeliness, stamina, or Body Damage Points
  182
  -these factors are those of the new body. A G2 spell of
  Perception of the Energies (no. 56) will reveal the presence
  of the intruding Spirit-Soul, although the target is allowed a
  "Magical Resistance factor roll" (Sec . 2.725 (1)) to avoid
  detection . Spells of Ascertainment (nos. 2 and 31) and
  Elicitation (nos . 7 and 40) are useless for this purpose . A
  spell of Disenchantment (no. 5) can evict the foreign Spirit-
  Soul .
  If this Spirit-Soul is the caster's,
  It then returns to
  his/her original body, provided that this has been kept safe
  (otherwise he/she dies). If the Spirit-Soul of a deceased per-
  son has been inserted into the body, a spell of Disenchant-
  ment (no. 5) returns this personality to the Isles of the Ex-
  cellent Dead where it can never again be contacted, nor can
  It be revivified .
  87 . Etherealisation (P)
  T3; nag; ar;1mc co ; tr; D:1 T; PT : 1 CR ; the caster leaves his/her
  body in a coma-like trance and projects his/her Shadow-Self
  (Sec . 1.620) out to a range of 300 m. This astral projection is
  invisible and insubstantial ; It cannot speak, fight, or cast
  spells .
  It passes through physical barriers with ease, but
  magical walls and wards block it . Such spells as the U10
  variant of Ascertainment (no. 2), The Seal Upon the Powers
  (no. 18), The Sphere of Impermeable Quiescence (no. 20),
  Warding (nos. 24 and 71), Guarding (no. 46), and Vallation
  (no. 68) prevent penetration . AG2 spell of Perception of the
  Energies (no. 56) reveals the presence of the Shadow-Self,
  and this can be returned to its body by a spell of Disen-
  chantment (no . 5) .
  T5 ; nag; ar ; tmc co ; tr; D: 3 T; PT: 2T; as above, except that the
  caster can employ this spell upon another being of his/her
  species instead of himself/herself . A target other than the
  caster is permitted a "Magical Resistance factor roll" (Sec .
  2.725 (1)), if he/she does not desire this spell to be cast upon
  him/her. The astral self can be sent out to a distance of 5
  kilometres . Otherwise this variant is as given above for the
  T5 version.
  T8 ; nag; ar ; 1mc co ; tr ; D: 10 T; PT: 5T; this variant permits the
  caster to send his/her Shadow-Self to another Plane (deter-
  mined by the referee) . It can observe but remains invisible
  and insubstantial . It can move as much as 20 m away from
  its entrance point, but it cannot manifest itself physically,
  fight, cast spells, etc . Used in conjunction with the G10
  variant of the spell of Visitations of Other Planes (no. 70),
  the caster gains a clear view of what awaits him/her on a
  Plane lying beyond a specific nexus point. There is a
  chance of becoming lost, however; aD10 is rolled : 1-7 =the
  caster returns safely to his/her body; 8-9=he/she emerges
  upon another Plane (randomly determined by the referee) ;
  10=he/she is permanently lost in the Unending Grey ;
  his/her spirit cannot be contacted,
  nor can he/she be
  revivified .
  T10; nag; ar;1mc co ; tr ; D:10 T, PT : 10T; this version of the spell
  lets the caster travel up to 1 kilometre on his/herown Plane .
  There,
  he/she can manifest
  himself/herself
  physically,
  speak, fight, move, and handle object (which cannot be
  brought back to the caster's body, however). No spells can
  be cast while on this astral journey. Should the caster suf-
  fer
  injury
  while
  his/her
  Shadow-Self
  Is
  physically
  manifested, this damage Is done to his/her body at home,
  and if the astral body dies, this destroys the body forever
  and sends the caster's spirit off to the Isles of the Excellent
  Dead, from whence It can never be revivified, nor can it be
  contacted by a spell of Spiritism (no. 90). Again, this spell Is
  blocked by magical barriers and is detected as stated under
  the T3 variant, above.
  
  88. Re-embodiment (R)
  T5 ; nag ; ai ; 1mc ; tr; D:
  I ; PT: 2 T; the caster can place the Spirit-
  Soul of a person dead not more than 1 hour in an "empty"
  body ; cf . the spell of Avulsion of the Spirit-Soul, no . 86,
  above .
  T6 ; nag ; ai ; 1mc; tr ; D : I ; PT : 5 T; the personality of an individual
  dead no more than 12 hours is inserted into the body of an
  infant of the same species . This requires a D10 roll for suc-
  cess : 1-7=the infant's Spirit-Soul is sent off to the Isles of
  the Excellent Dead, and the intruding personality enters the
  body ; 8-10= the child's Spirit-Soul
  is victorious, and the
  Spirit-Soul of the deceased is similarly banished . If the spell
  succeeds, the child grows up with all of the knowledge,
  memories, skills, intelligence, psychic ability and Psychic
  Reservoir of the deceased, but the Height-Build-Strength
  factor, dexterity, stamina, Body Damage Points, charisma,
  and comeliness of the new person must be redetermined;
  cf. Sec. 2.211 ff . The new person possesses all of the nor-
  mal qualities of his/her species and, in effect, becomes the
  same character in a new body . The priesthood of Belkhdnu
  charges heavily for this service: perhaps 10,000 Khitars
  from a wealthy clan and much more from an aristocratic
  family .
  T9 ; nag ; ai ; 3mc ; 1mr ; D : I ; mr; PT: 10 T; this is an advanced form
  of the spell of Revivification (no . 76). The caster can revivify
  1-3 beings (randomly rolled with a D10 : 1-4=1 ; 5-8=2 ;
  9-10=3) at once . These cannot have been dead for more
  than
  1 day (24 hours) . The spell is species specific: e.g . a
  human mage can only revivify other humans, etc . An advan-
  tage of this spell is that no more than 10 g of flesh from the
  corpse are needed to effect this revivification . This spell
  always succeeds-there is no need to roll dice-but it may
  be used upon the same target no more than once . No points
  are
  lost
  from
  the
  Height-Build-Strength
  factors of the
  targets . A character who does not wish to be revivified (e.g .
  a slain foe) is permitted a "Magical Resistance factor roll"
  (Sec . 2.725 (1)) in order to avoid being brought back to life .
  After employing this spell the caster must abstain from the
  use of sorcery (even the miniscule amount needed
  to
  operate "Eyes" and other magico-technological devices) for
  one full month (30 days). The Temple of Belkhinu asks
  20,000-60,000 Kilitars from followers of the Lords of Stabili-
  ty for this service, and double or even triple may be demand-
  ed from the devotees of the Lords of Change-unless an
  Imperial Prince or other high grandee is involved, in which
  case political concessions may be offered instead .
  T10 ; nag ; ai ; 6mc ; 3mr ; D : 1 ; mr; PT : 20 T; as above, but 1-10 be-
  ings may be revivified at once (randomly rolled with a D10),
  and the caster must refrain from any sorcerous activity for2
  months (60 days) . A fee of 20,000 Kditars Is asked from the
  worshippers of the Lords of Stability for this spell, and,
  again, double or triple this amount is demanded from the
  devotees of the Lords of Change . This variant Is not species
  specific, and any intelligent being may be returned to life.
  89 . The Silver Halo of Soul-Stealing (R)
  T1 ; ag ; ai ; 2mc ; 80mr; D:
  I ; mr; PT:
  1 CR ; prq : all forms of the
  "Generic" spell of the Silver Halo of Soul-Stealing )no. 64) ;
  M : the glittering halo of other-planar energy produced by
  this spell is golden yellow in hue . It slays as many as two
  victims of human size, sending their Spirit-Souls off into the
  Unending Grey from whence they can only be restored by a
  spell of Revivification (no. 76) . A modifier of + 10 Is added
  to a victim's chances of being revivified . Other factors are
  183
  as for the G5 level of this spell .
  T2; ag ; ai ; 3mc ; 100mr; D :
  I ; mr; PT : 5 CR ; as above, but with a
  slightly longer range and the possibility of 1-5 targets (ran-
  domly rolled with a D10, divided by 2 and rounded up) .
  T3; ag ; ai ; 6mc ; 120mr; D : I ; mr; PT : 1 T ; as above, but again with
  a longer range and the chance of hitting 1-10 targets (ran-
  domly rolled with a D10) within the circle of effect .
  T4; ag ; ai ; 6mc ; 120mr ; D : I ; mr; PT : 1 T ; as above, but this variant
  reduces the target's defensive "Magical Resistance factor"
  by 1 on the table in Sec . 2.725 (1).
  T5; ag ; ai ; 6mc; 120mr; D : I ; mr; PT : 2 T ; as above, but the target's
  defensive "Magical Resistance factor" is reduced by 3.
  T7; ag ; ai ; 3mc;150mr; D : I ; mr; PT : 2 T ; as above, but the target's
  defensive "Magical Resistance factor" is reduced by 5, and
  a victim slain by this spell adds a + 15 to his/her dice roll
  score when attempting revivification .
  90 . Spiritism (P)
  T1 ; nag ; ar ; 1mc co ; tr ; D : 2 T; mr ; the caster can communicate
  with the Spirit-Soul of a being of his/her own species who
  has been dead for not more than 20 minutes . The latter is
  allowed a "Magical Resistance factor roll" (Sec . 2.725 (1)) in
  order to avoid being found on the way to the Isles of the Ex-
  cellent Dead . Even if this fails, the deceased may refuse to
  speak to the caster or may lie to him/her. The caster must
  know the target's name and speak his/her language, of
  course .
  T2; nag ; ar; 1me co ; tr ; D : 3 T ; mr ; the caster can speak to any be-
  ing of his/her species who has been dead no more than 12
  hours . Other factors are as for the T1 variant .
  T3; nag ; ar; 1 me cc ; tr; D : 6 T ; mr ; this permits the caster to com-
  municate with a being of any intelligent species who has
  been dead for no more than 1 day (24 hours). The target's
  name and language must be known, as stated under the T1
  form of this spell .
  T5; nag ; ar; 1mc co ; tr ; D: 6 T; mr; the caster can speak to the
  Spirit-Soul of any deceased intelligent being telepathically;
  a knowledge of the target's name and language is not
  necessary. The being must not have been dead more than 1
  week (6 days), however.
  T7; nag ; ar ; 3mc ci ; 1mr; D : 6 T; mr; as for the T5 variant, except
  that the caster can cause comrades within the circle of ef-
  fect to hear the conversation . In addition, the target may
  have been dead for as much as 1 month (30 days) .
  T9; nag ; ar ; 3mc ; 1mr; D: 10 T ; mr; as for the T7 version, except
  that the target may have been dead for as long as 1 year (365
  days) .
  T10; nag ; ar ; 1mc co ; tr ; D : 10 T ; mr; if the target fails the
  "Magical Resistance factor roll" (Sec . 2.725 (1)), he/she
  must reply truthfully to as many as 3 questions put by the
  caster . The target cannot have been dead for more than 5
  years, and he/she must be of the caster's species and speak
  his/her language . The caster must also know the target's
  name . This spell can only be employed once upon the same
  target .
  91 . Transmogrif!cation (R)
  T2; nag ; ar; 1mc co ; tr ; D : 1 T ; PT:
  1 T ; prq : all variants of the
  spell of Visitations of Other Planes (no. 70) ; this opens a
  door to a specific Plane known to the caster through his/her
  studies, books of magic, or a teacher. This door is approx-
  Imately the size of a human being, and it remains open for
  the duration of the spell . The caster may enter and leave by
  this portal as long as the spell remains in force . It can also
  
  be recast from the other side in order to return, but one
  must then stand in precisely the same spot and face the
  same direction .
  T3 ; nag ; ar ; 1me co ; tr ; D : 1 day (24 hours) ; sp; PT: 1 T; this opens
  a door into one of the many smaller zones of the Planes
  Beyond . This space, which is roughly a sphere 3 m in
  diametre, can be used to store possessions in absolute
  safety . It does not travel with the caster, however; he/she
  must return to its exact location in order to extract objects
  from it-and to renew it each day. This spell must be cast
  again each time the caster reaches into the sphere to obtain
  an object . Living beings cannot be kept within this sphere,
  since there is no air inside . If the spell expires before the
  caster returns to renew it, his/her stored possessions are
  lost forever.
  T5; nag ; ar; 1me co; tr; D: 1 day (24 hours) ; PT : 1 T; as above, ex-
  cept that this variant travels about with the caster . He/she
  can reach into it at will by casting this same spell again .
  Other considerations are as for the T3 variant, above.
  T6; ag ; ar; 3mc ; 10mr ; D : 1 week (6 days) ; mr ; PT: 1 T; this
  establishes a "prison" which can hold as many as 3
  foemen . A target who fails his/her "Magical Resistance fac-
  tor roll" (Sec . 2.725 (1)) is thrust into a featureless, spherical
  cell . This contains breathable air but no food or water . A
  prisoner's possessions accompany him/her into the cell .
  The caster can free the prisoner(s) by willing the spell to
  come to an end-in which case all within are released-or
  by allowing the spell to expire naturally. It can be renewed
  at the end of its duration, but each prisoner is allowed
  another "Magical Resistance factor roll" to see if he/she is
  again trapped inside. This variant is usable only upon living
  beings ;
  it
  has
  no
  effect
  upon the
  undead,
  androids,
  automatons, creatures created by magic, demons, or in-
  animate objects that do not form part of a prisoner's im-
  mediate belongings . It also does not operate upon animals
  and other creatures who would take up more space than the
  "cell" contains . It is not possible to send food, water, or
  other articles into the cell separately-although items in a
  backpack or attached to a belt do indeed accompany a
  prisoner into the
  cell . The
  location
  of this
  inter-planar
  prison can only be determined by having the caster present
  and casting a G2 spell of Perception of the Energies (no . 56)
  upon him/her . A spell of Disenchantment (no. 5) will then
  free the captives.
  T8 ; nag ; ar ; 3mc ; 3mr; D: I ; mr ; PT : 5 T ; this variant creates a long
  distance inter-planar "highway" to a location fixed in ad-
  vance . This place must have been personally visited by the
  caster within the past hour, and it can be no further than
  300 m from him/her when the spell is activated . "Psychic
  power points" must be expended twice for this spell : once
  when the location is "set," and again when he/she calls the
  spell into operation . All living beings within the circle of ef-
  fect (including possessions attached to their bodies but not
  unattached inanimate items=and not articles fixed to the
  ground, walls, roofs, etc., nor objects too large for the circle
  of effect) are then transported instantly to the chosen spot .
  A target who does not wish to be transported is permitted a
  "Magical Resistance factor roll" (Sec . 2.725 (1)) in order to
  avoid going along .
  T10; nag ; ar; 1mc co ; tr; D: 20 T ; PT : 20 T ; this variant lets the
  caster travel along the vast concourse that leads past Death
  to the Isles of the Excellent Dead. There, the caster may
  seek the great ancient sages of the past, a deceased loved
  one, or some other departed Spirit-Soul from whom he/she
  184
  wishes to gain information . Whether or not the individual
  sought is found is left to the referee, as is the response ob-
  tained from the departed Spirit-Soul . A knowledge of the
  personal name and the language of the individual sought is
  necessary, of course. The longer a person has been dead
  the more difficult
  it is to find his/her Spirit-Soul, since it
  seems that the dead travel onward from Plane to Plane and
  do not remain in one "paradise" or world of the afterlife .
  There may thus be only a 2 percent chance of finding a
  Spirit-Soul from the days of the First Imperium, while a 60
  percent chance may be given to encounter a person who
  has perished within the last year . It is almost impossible to
  meet a Spirit-Soul from before the time of the Empire of
  Llyin of Tsimra (Sec . 1.310) .
  92 . The Viaticum of the Yellow Robe (R)
  T3; ag ; ai ; 3mc ; 20mr; D: I ; mr; this spell lays any undead being
  within the circle of effect to rest permanently ; if such a be-
  ing fails its "Magical Resistance factor roll" (Sec . 2.725 (1)),
  it "dies" and can never again be returned to the half-life
  favoured by the Temple of SBrku (and related deities) .
  T5; ag ; ai ; 6mc ; 30mr; D:
  I ; mr; as above, but with the possibility
  of more targets and a longer range .
  T7 ; ag ; ar ; 3mc cc ; D :
  1 ; mr ; this variant slays all undead beings
  within the circle of effect, including the "Worms of Death"
  (even though these are technically living creatures-they
  still belong
  to S9rku) . This form
  of the
  spell
  is thus
  employed to purify a room or other area of S3rku's minions,
  although these may not be immediately visible .
  T9 ; nag; ai; 1mc ; tr; D: permanent ; sp ; mr; this version of the
  spell is cast upon a living being of the caster's species . It
  prevents the target from ever being made into one of the
  undead by a spell or other means employed by the Temple
  of Sirku (or similar deities) . A being who does not wish this
  (e.g . a devotee of S9rku) is permitted a "Magical Resistance
  factor roll" (Sec . 2.725 (1)) . This spell cannot be cancelled by
  a spell of Disenchantment (no . 5), although a direct appeal
  to mighty Sarku through "Divine Intervention" (Sec . 2.725
  (2)) may permit a devout follower of the Lord of Worms to
  resume his/her normal status . The priesthood of Belkhdnu
  charges a fee of 1,000-5,000 Klitars for each application of
  this protective enchantment .
  TEMPLE SPELLS- DLAMELISH
  93 . Concupiscence (R)
  T1 ; ag ; ai ; 1mc ci ; 10mr; D: I ; mr ; the target experiences a com-
  pelling, instant, and unbearable ecstasy that lasts for 2
  turns . During this time he/she loses all sense
  of what
  he/she is doing and cannot fight, cast spells, move, etc .
  One who does not desire this effect is allowed a "Magical
  Resistance factor roll" (Sec. 2.725 (1)). This spell does not
  affect the undead, creatures created by sorcery, demons,
  androids, or automatons .
  T2; ag ; ai ; 2mc ci ; 20mr; D : I ; mr; as above, except that 2 targets
  of human size can be included, and the exhilaration caused
  by the spell lasts for 3 turns.
  T4 ; ag ; ai ; 3mc ci ; 30mr; D : 1 ; mr; as above, but the undead and
  creatures produced by magic are also affected by this
  variant .
  T6 ; ag ; ai ; 3mc ci ; 60mr; D : I ; mr; as above, but the pleasure in-
  duced by this form of the spell lasts for 5 turns . A victim
  must rest for 1-20 minutes (randomly rolled with a D20) after
  
  this spell has expired ; if forced to fight during this period, a
  modifier of -4 is applied to his/her Combat Values .
  T8; ag ; ai ; 1mc ; 90mr; D:
  I ; mr ; the ecstasy caused by this variant
  kills the victim instantly . It is said that the devotees of the
  Emerald Goddess and her Cohort, Hrihdyal, prefer to die by
  this spell rather than suffer the loss of beauty and physical
  disability brought on by old age. The priests of these deities
  claim that a worshipper of their goddesses passes straight
  on to the sensuous delights of the paradise maintained by
  Dlamdlish for her devotees, while her foes are condemned
  to a hell of endless dull sameness and ennui .
  94 . The Emerald Paramour (R)
  T5 ; A handsome incubus (male) or beautiful succubus (female)
  is summoned for the duration of this spell . This creature
  (which must be of the caster's own species) appears 1 m in
  front of the caster, and he/she can then send
  it forth to
  tempt one specific victim . The latter must be known to the
  caster by name and appearance and must be within a range
  of 50 m . When confronted by the Paramour, the target rolls
  a D10 : 1-6=he/she falls madly
  in
  love with the being ;
  7-10= he/she recognises the creature for what it is and may
  flee or try to dispel it (using the spell of Disenchantment,
  no. 5) . He/she cannot attack the creature
  physically or
  magically-no one could bear to harm such unearthly beau-
  ty . This applies to comrades of the victim's species as well,
  but companions of other intelligent races may attempt to
  pull him/her away, obstruct the creature, etc., though they,
  too, cannot injure it physically . During the time a target is
  with the Paramour he/she will do everything possible to re-
  main with the creature, fighting his/her friends, resisting to
  the death, etc. A person who has succumbed
  to the
  Paramour loses 1-5 Body Damage Points (randomly rolled)
  every 10 minutes .
  T9 ; nag ; ar; 1mc; 1mr; D : 8 hours ; PT: 10 T ; M : as above, but the
  Paramour is even more difficult to resist; a D10 is rolled :
  1-8=the
  target
  succumbs
  to
  the
  being's
  charms ;
  9-10=he/she manages to resist and can run away . The
  range that the creature can travel away from the caster is
  longer: 300 m . Every hour that the Paramour remains with
  the victim 1-20 Body Damage Points (rolled with a D20) are
  lost . These points cannot be restored with a spell of Allevia .
  tion (nos . 1 and 29), but a G5 spell of Healing will cure the
  victim . One who
  dies
  from
  the
  ministrations
  of
  the
  Paramour
  cannot
  be
  revived
  with
  the
  usual
  spell
  of
  Revivification (no.
  76) but only with the T9 variant
  of
  Belkhinu's spell of Re-embodiment (no . 88).
  95 . Emulation (R)
  T1 ; nag ; ai; 1mc co ; tr; D : 10 T; M : the caster can disguise him-
  self/herself as another member of his/her species (of the
  same sex and approximate age). The mage has no choice in
  selecting the appearance given by this spell ; it produces a
  "random" form with the same general dimensions, etc. of
  the caster but not with any specific features desired by
  him/her . In order to guess that there is something "wrong"
  about this person, another character must make an "in-
  telligence roll" at the "Difficult test" level (Sec. 2.724 (1)) . A
  U4 or G2 spell of Perception of the Energies (nos. 15 and 56)
  will reveal that the disguised person is under a spell, but the
  nature of this enchantment is not ascertainable. A spell of
  Disenchanment (no. 5) restores the normal appearance of
  the mage .
  185
  T3 ; nag ; 1mc co; tr ; D : 20 T ; sp; M : the caster can disguise him-
  self/herself to resemble a specific being of his/her same
  species,
  sex, and age . The individual
  imitated must be
  known to the caster personally, and only features known to
  the caster are copied : e.g . the caster will not possess a hid-
  den
  scar
  of
  which
  he/she was
  unaware
  .
  The
  speech,
  gestures, mannerisms, knowledge, skills, memories, etc . of
  the original are not copied, and the disguised person must
  improvise as well as he/she can . Other factors are as for the
  Tt variant .
  T7 ; nag ; 2mc ci ; tr; D: 20 T ; mr; M : the disguised person (the
  caster or one other of his/her species) may be made to
  resemble a person of a different age, sex, or even of another
  intelligent species . In the latter case, the target does not
  know the
  language or mannerisms
  of the
  race being
  emulated, nor does he/she have the Height-Build-Strength
  factor, Stamina, Psychic Ability, Psychic Reservoir, Dexteri-
  ty, etc . of this species . If the latter have more limbs than the
  caster's species, he/she can only employ the number nor-
  mally used by himlher : e.g . a human imitating a Pd Ch6i is
  able to utilise only one set of forelimbs at a time. In order to
  detect this variant, another character must make an "In-
  telligence roll" at the "Very difficult test" level (Sec . 2.724
  (1)). One who does not desire that this spell be cast upon
  him/her
  is permitted a "Magical Resistance factor roll"
  (Sec . 2.725 (1)).
  T10; nag ; ai ; 2mc ci ; tr ; D : 1 hour ; mr; as above, except that the
  caster (or as many as 2 other beings of the same approx-
  imate size) can be made to look like any known person or
  persons, nonhuman beings, or even non-intelligent or semi-
  intelligent animals (but not inanimate objects). These must
  be of the same general dimensions as the target, never-
  theless; a human cannot be turned into a huge Srb beast or
  into a tiny insect . The disguised person(s) will not have the
  abilities or senses of the creatures they resemble but will
  possess their own instead . An "Intelligence roll" at the
  "Real challenge" level (Sec
  . 2.724 (1)) is required in order to
  guess that there is anything unusual about the disguised
  person(s)-although this may be modified by the referee in
  cases where the being or creature would be incongruous
  (e.g . a Sdrudla in a city street, a human warrior in a Ssu for-
  tress, etc.). Other factors are as for previous variants of this spell .
  96 . Enthrallment (P)
  T1 ; ag ; ai ; 1mc ci ; tr; D : 1 T ; this adds a modifier of + 5 to a "Skill
  Success roll" (Sec . 2.727) made for the skills of Dancer,
  Entertainer, Musician, Prostitute, Courtesan/Don Juan, or
  Etiquette and Courtly Manners (Sec . 2.310) when these are
  used to attract others of one's own species physically . The
  caster can employ this spell upon himself/herself or upon
  another character. The appearance, mannerisms, etc . of the
  target are then not altered, but his/her "good points" are
  made more visible to those in an audience . A "Magical
  Resistance factor roll" (Sec . 2.725 (1)) is permitted to each
  watcher who might be affected .
  T2 ; ag ; ai ; 1mc ; 3mr ; D:
  I ; mr; this gives the caster a +5 on
  his/her dice score on a "Comeliness roll" or a "Charisma
  roll" (Sec . 2.726 (1 and 2)) when these are employed to at-
  tract a target's amorous attentions. The latter is allowed a
  "Magical Resistance factor roll" (Sec . 2.725 (1)) in order to
  
  resist this seduction . If this roll is failed, there is only a 30
  percent chance that friends may be able to convince the
  target of the realities of the situation and make him/her
  "see the light." One bewitched by this spell has a 60 per-
  cent chance of revealing secrets, giving orders, or acting
  according to the wishes of his/her erstwhile paramour . This
  variant has a duration of 20 minutes .
  T4 ; ag ; ai ; 1mc ci ; 3mr; D :
  I ; mr ; this form of the spell lasts for 1
  hour . It is otherwise identical to the T2 version .
  T6; ag ; ai ; 1mc ci ; 3rnr ; D : I ; mr ; as above, but the duration of the
  effect is 12 hours . There is only a 10 percent chance that
  one seduced by this spell can be convinced of the decep-
  tion, and there is also an 80 percent possibility that he/she
  will
  reveal
  secrets
  or act
  as
  the
  seductor/seductress
  wishes .
  T8; ag ; ai ; 1mc; 10mr; D :
  I ; mr; this is the converse of the forego-
  ing enchantment . The target is made subtly repulsive to
  those who might otherwise be attracted to him/her . A
  modifier
  of
  + 10
  is applied to a "Comeliness
  roll," a
  "Charisma roll," (Sec . 2.726), and similarly to a "Skill Suc-
  cess roll" (Sec . 2.727) made to test for physical attraction
  and infatuation . This spell is invisible and has no outward
  effects ; it is therefore impossible to guess that it has been
  cast upon a person except by accident . A G2 spell
  of
  Perception of the Energies (no. 56) will reveal the presence
  of an enchantment, of course, but not its precise nature.
  The individual thus seems vaguely repellent and boorish to
  others, but usually no reason can be given . This effect per-
  sists for 1 hour .
  97 . Imbition (R)
  T1 ; nag ; ai ; 1mc co; tr; D : 1 T ; each time the caster makes a suc-
  cessful "Magical Resistance
  factor roll" (Sec .
  2.725
  (1))
  against a hostile, aggressive, aimed
  spell, he/she gains
  sorcerous strength from the Planes Beyond . A D20 is rolled,
  and its score is added to his stock of "psychic power
  points ." He/she must use these points within 1 hour; other-
  wise they
  dissipate .
  If
  the
  caster
  fails
  the
  "Magical
  Resistance factor roll," this spell automatically expires and
  must be recast if he/she wishes to retain its benefits, and in
  addition, he/she suffers damage according to table B .
  T6; nag ; ai ; 1mc cc ; tr; D : 2 T; 1-100 "psychic power points"
  (found by rolling D100) are added to the caster's stock
  whenever he/she makes a successful "Magical Resistance
  factor roll" (Sec . 2.725 (1)) while this spell is in force. If this
  roll fails, however, not only does the caster suffer the ef-
  fects of the hostile spell but he/she also receives damage
  according to table G . This variant need not be recast if one
  "Magical Resistance factor roll" is failed ; it remains in ef-
  fect until it expires or is deliberately dropped by the caster.
  It must be noted that no mage of any species can retain
  more than 500 "psychic power points" at any one time; if
  more are produced by the dice roll, they simply dissipate
  and are ignored .
  T9; nag ; ai ; 1 me ci ; 1 mr; D : 3 T; 51-150 (the score of D100 added
  to 50) "psychic power points" are drawn through from the
  Planes Beyond as described above . A mage who fails a
  "Magical Resistance factor roll" (Sec . 2.725 (1)) against a
  hostile, aggressive, aimed spell while this spell is in force
  suffers damage according to table H, however, in addition
  to any damage done by the enemy enchantment . One ad-
  vantage of this variant is that Immediately upon gaining
  points through this spell, the caster can transfer 1-100 (ran-
  domly rolled with D100) of them to a fellow magic-user
  186
  standing within 1 m of himself/herself . These points cannot
  be given to a warrior or other character, and the recipient
  must also be of the caster's own species . Points gained
  through this form of the spell must be expended within 1
  day (24 hours); otherwise they dissipate
  . This variant can
  only be cast once per day due to the strain upon the user's
  "Psychic Reservoir ."
  98. The Polychrest of the Third Octant (P)
  T1 ; nag ; ar; 1mc cc ; tr ; D : 3 T ; the caster's Stamina factor (Sec .
  2.212) is increased by +5 when making an "Endurance roll"
  (Sec . 2.722 (1)) for the duration of the spell . This gives the
  caster a batter chance of bearing burdens, running long
  distances, etc . since the spell is only used when an "En-
  durance roll" is required.
  T3 ; ag ;
  ai ; 1mc ci ; 1mr; D :
  I ; mr;
  this reduces
  the target's
  Stamina factor by -5 for a period of 5 turns . It is thus the
  converse of the previous effect .
  T5; nag ; ar; 3mc ci ; 3mr; D : 5 T ; sp ; this increases the Stamina
  factor of all within the circle of effect by a modifier of + 10
  when making "Endurance rolls" (Sec . 2.722 (1)) .
  T7; nag ; ar ; 1mc ci ; 1mr ; D : 1 hour ; this variant gives the target
  (the caster or one other) unlimited stamina for the duration
  of the spell . There is thus no need to make "Endurance
  rolls" (Sec . 2.722 (1)) during this time. No other factors are
  affected, however.
  T9; ag ; ar ; 1mc; 20mr; D : I ; mr; PT: 2 CR ; the Stamina factor (Sec
  .
  2.212) of the target is depleted to zero for a period of 1 hour .
  The victim cannot move, fight, speak, or perform other ac-
  tions, although he/she remains fully conscious and can
  hear and see. Only a spell of Disenchantment (no . 5) can
  return the target to normal.
  T10; ag ; ai ; 3mc ; 60mr; D: I ; mr; PT : 5 CR ; as for the T9 form of
  this spell, except that this variant
  is permanent unless
  removed by a spell of Disenchantment (no . 5). The Temple
  of DIamdlish employs this spell as a punishment for erring
  members and also for captured foes of the Emerald God-
  dess and her Cohort, HrihAyal . The victim is totally helpless,
  though able to understand what is being done to him/her .
  He/she is then placed in a totally featureless chamber, fed
  with the U3 spell of Nutrification (no. 14) and allowed to go
  completely insane with boredom and solitude . For the
  hedonistic devotees of the Goddess this is a most terrible
  retribution indeed .
  99. Potence (R)
  T1 ; nag ; ai ; 1mc ci ; tr; D: 1 hour ; sp ; this provides the caster (or
  one other target of the same species) with the stamina
  needed to maintain his/her sexual powers, no matter how
  many encounters he/she may have, for the duration of the
  spell . There is no effect upon other factors . The Temple of
  Dlamdlish charges a fee of 10-50 KAitars for one application
  of this enchantment.
  T2 ; nag ; at; 2mc ci; 1mr ; D: 4 hours; as above, but with the
  possibility
  of
  two targets and a longer duration . The
  priesthood of the Emerald Goddess and her Cohort asks
  100-500 KAitars for each use of this spell, and, as may be im-
  agined, It realises a considerable income for the temple.
  T4 ; ag ; ai ; 3mc ; 30mr; D :
  I ; mr ; this variant is used to humiliate
  foes of the temple ; it not only causes impotency for a
  period of 1-10 days (randomly rolled with a D10), but there is
  also a 75 percent chance of a victim losing control of the
  bowels during this period . It is thus impossible to fight,
  move, or otherwise act in public . Each day 1-5 Body Damage
  
  Points (Sec . 2.214) are also lost ; these are rolled for random-
  ly with a D10. Only a spell of Alleviation (nos . 1 and 29) can
  cure this condition before its normal expiry ; a spell of
  Disenchantment (no. 5) is futile, as is a spell of Healing (no.
  10 and 48).
  T8; nag; ar; 10mc ci ; 3mr; D: 8 hours ; PT: 1 T; as for the T2
  variant, except that more targets may be affected for a
  longer period . The priesthood of the Goddess and her
  Cohort charges a fee of 1,000-5,000 KBitars for each applica-
  tion of this spell .
  It is especially useful as an aid to the
  orgiastic rituals practiced by these temples .
  100. Rejuvenescence and Senescence (R)
  T5 ; nag; ai ; 1mc ci ; tr; D: 1 hour ; mr ; sp ; M: the caster (or one
  other target) is rejuvenated for the duration of the spell .
  He/she becomes younger and has all the powers of his/her
  youth-while retaining the knowledge, skills, memories,
  and abilites of his/her present age. The spell does not give
  control over the age to which the target
  is restored,
  however; this is found randomly : a D10 is rolled, and its
  score denotes the number of years subtracted from his/her
  current age.
  T6; nag ; 1mc ci ; tr; D: 1 week (6 days)
  ; PT : 10 T; M: as above, but
  the caster can dictate the age to which the target is re-
  turned . This can be no more than 20 years younger,
  however. This variant cannot increase a target's age.
  T8 ; ag ; 1 mc; 30mr ; D: 1 month (30 days); mr; PT: 5T; this variant
  has the opposite effect : the target's age is increased by
  31-50 years (i.e . the score of a D20 added to 30). This
  reduces the
  target's
  Height-Build-Strength
  factor (Sec .
  2.211), Stamina factor (Sec . 2.212), Dexterity (2.213), and
  Comeliness (Sec . 2.216) by 10 percent for each 4 years that
  the victim ages beyond the 31 year minimum. Fractions are
  rounded to the nearest 5 years . Only a spell of Disenchant-
  ment (no. 5) can restore one affected by this spell to his/her
  true age.
  T9 ; ag ; 2mc; 60mr ; D: permanent; mr; PT: 10 T; as forthe T8 form
  of this spell, but each target (as many as 2) becomes senile
  immediately .
  All
  basic
  factors
  (Height-Build-Strength,
  Stamina, Dexterity, Intelligence, Body Damage Points, and
  Comeliness-but not Charisma or the Psychic talents) are
  reduced to 5 percent of their original numbers. The victim
  becomes almost helpless, can move only slowly and with
  great difficulty, cannot fight or cast spells, and is altered in
  appearance to the extremes of toothless old age.. Again, a
  spell of Disenchantment is needed to restore a victim to
  his/her true age.
  T10; nag; 1mc ci ; 1mr; D: permanent; mr; PT : 30 T; the caster (or
  one other target of his/her species) is restored to whatever
  age he/she wishes. This condition is permanent, and the
  target then proceeds to age naturally from this point. The
  spell has one difficulty, however: when
  it is applied to a
  target, a small nut-like kernel of blackish substance is
  created,
  and
  this the
  target must
  always keep with
  him/her-within a range of 50 m. If this is lost, stolen, or
  otherwise taken beyond this range, the target at once
  returns to his/her real age. He/she may then only regain the
  artificial age provided by the spell by reacquiring the lost
  "Kernel of Youth" and performing this spell over it once
  again . This conjuration may be applied repeatedly to a
  target, but each time after the second application a D10 is
  rolled : 1-5=the spell operates; 6-10=the target dies and
  can never be revivified, contacted after death, or even
  restored to the half-life of the undead. It is said that certain
  187
  of the less principled nobles of the Five Empires have lived
  to great ages with the aid of this spell, but it is dangerous :
  not only must one keep "The Kernel of Youth" always
  securely in one's possession, but a spell of Disenchant-
  ment (no. 5) can return one to one's true age-and possibly
  instant senility or death.
  TEMPLE SPELLS-HNALLA
  101 . The Fulguration of Immanent Grandeur (R)
  TI ; ag ; ai ; 1mc; 20mr ; D: 1 ; mr; M: abeam of scintillating white
  light is fired at the target (who must be a living being and
  not one of the undead, an android, automaton, demon, or
  creature created by sorcery). If the "Magical Resistance fac-
  tor roll" (Sec . 2.725 (1)) is failed, the target suffers damage
  according to table C. Walls, floors, furnishings, and other
  items in the circle of effect are not harmed ; this is true of all
  variants of this spell.
  T2 ; ag ; ai ; 2mc; 30mr; D:
  I ; mr; M: as above. This variant is ac-
  companied by a high ringing sound, much like a hammer
  striking an anvil . A target who fails the "Magical Resistance
  factor roll" (Sec . 2.725 (1)) suffers damage according to
  table D.
  T3 ; ag ; ai ; 3mc; 30mr ; D:
  1 ; mr ; M: as above, but table E is
  employed to assess damage .
  T4 ; ag ; ai ; 3mc; 60mr ; D: I ; mr; M: as above, except that damage
  is found from table G.
  T5 ; ag ; ai ; 3mc; 90mr; D: I ; mr; M: as above, but table I is utilised
  to determine damage.
  T6 ; ag ; ai ; 3mc; 120mr; D:
  I ; mr; M: as above, but damage is
  assessed according to table K.
  T7 ; ag ; ai ; 6mc; 150mr; D:
  I ; mr; M: this sizzling bolt of brilliant
  light causes instant death to a target who fails his/her
  "Magical Resistance factor roll" (Sec . 2.725 (1)) . Other fac-
  tors are as for the T1 variant .
  T8 ; ag ; ai ; 6mc; 200mr; D:
  I ; mr; as above, but with a longer
  range.
  102. The Globe of Distant Discernment (P)
  T3; nag; 1mc co ; tr; D: 1 T; sp ; the caster can send his/her power
  of vision away from him/her out to a range cf 300 m. These
  "eyes" can turn corners, go up or down staircases, etc., but
  they cannot pass through physical or magical barriers, nor
  can they rise in the air or cross obstacles that the caster
  cannot traverse (e.g . a river or chasm) . The caster is thus
  empowered to see what transpires at a distance, but not to
  hear or otherwise affect persons or objects there. The
  caster's body is "blind" while this spell is in effect; he/she
  can see nothing of his/her own immediate surroundings .
  T5 ; nag; 1mc cc ; tr ; D: 2T; as above, but with greater range: the
  Globe can be sent away from the caster to a distance of 500
  m.
  T7; nag; 1mc cc ; tr; D: 3 T; as for the T5 variant, except that
  these "eyes" may pass through physical barriers no more
  than 1 m thick. This spell is blocked by a barrier of metal (of
  any type) or by such sorcerous shields as The Seal Upon
  the Powers (no. 18) and Guarding (no. 46). The Globe still
  cannot be made to "fly" or to traverse obstacles that the
  caster him/her cannot cross.
  T9 ; nag; 1mc co ; tr; D: 5 T; PT: 1 T; as above, but the Globe
  travels out to a distance of 1 kilometre . It can also "fly"
  across obstacles but cannot rise more than 2 m In the air .
  Other factors are as for previous variants.
  
  103. The Inimitable Defender (R)
  T2 ; nag ; ar ; 1mc cc ; tr ; D: 1 T; PT : 1 CR ; prq : all variants of the
  spell of Guarding (no. 46); M : a dome of nacreous, translu-
  cent crystalline force surrounds the caster. This blocks all
  other-planar power, and the caster can neither use sorcery
  (of either the "ritual" or the "psychic" kinds, or magico-
  technological devices that operate upon such forces), nor
  can
  spells
  from outside
  touch
  him/her. The
  Undead,
  demons, and creatures created by sorcery cannot enter this
  sphere or strike at the caster physically. Androids and
  automatons may do so, however . The caster can move
  about with this spell in force, and he/she can fight physieal-
  ly, fire missiles, etc. normally . Living opponents can strike
  or hit him/her with physical weapons similarly . This spell is
  more difficult to dispel with the spell of Disenchantment
  (no. 5), moreover ; a modifier of -5 is applied to this en-
  chantment's defensive "Magical Resistance factor" dice
  score when combating a spell of Disenchantment on the
  table in Sec . 2.725 (1).
  T4; nag ; ar; 2mc ci ; 2mr ; D: 2 T; sp ; PT : 2 CR; M : as above . As
  many as 2 beings of human size are protected from sorcery
  by this spell . If these targets do not include the caster, the
  spell cannot move, and if the caster's companions leave its
  circle of effect, they lose its protection and cannot regain it
  unless the spell is cast upon them again . If the caster is out-
  side of the circle of effect, he/she can cast other spells nor-
  mally-but not when he/she is included in this spell's pro-
  tection . Other factors are as for the previous variant .
  T6 ; nag ; ar ; 3mc ci ; 3mr; D: 3 T; PT : 3 CR; M : as above, except
  that the caster (but not other companions within the circle
  of effect) can cast spells out through the dome of light,
  while opposing spells cannot enter it from without. The
  caster can move about with this spell in effect, but any com-
  panions with him/her must stay close in order to retain its
  protection .
  T9; nag ; ar; 6mc ci ; 3mr; D : 5 T ; PT: 2 T; M : as above, but all
  within the shield can fire missiles, cast spells, and strike
  physically with weapons from
  inside, while only slow-
  moving substances (e.g . gas, lava) can penetrate it from out-
  side . Blows, spells, and foes attempting to enter
  it are
  repelled . This variant cannot move at all, however; once
  cast, it remains in place until its expiry-or until dropped by
  the caster . A modifier of -10 is applied to the defensive
  "Magical Resistance factor" dice score of this spell when
  combating a spell of Disenchantment (no. 5) cast by an op-
  ponent outside.
  104 . Metastasis (R)
  T5; nag ; 1mc co; tr; D: I ; PT : 1 CR; prq : the spell of Transporta-
  tion (no . 23) ; this teleports the caster (and any possessions
  carried or attached to his/her person up to a weight of only
  25 kg) to a location not more than 200 m away. He/she must
  have personally
  visited
  this place within the past 30
  minutes . Androids, automatons, the undead, and inanimate
  objects (other than the personal belongings just noted) are
  not transported .
  T8; nag ; 2mc ci ; 1 mr; D :
  I ; PT : 3 CR ; as above, except that the
  caster and one other being of approximately human size (or
  two targets excluding the caster) can be teleported as
  stated above. The destination must have been visited per-
  sonally by the caster within the past hour, and it may be no
  more than 300 m away . Other factors are as for the previous
  variant.
  T9 ; nag ; 3mc ci; 2mr; D:
  I ; PT: 1 T; as above, but up to 5 targets
  of human size are teleported to a distance known to the
  188
  caster (cf . the T7 variant) as far away as 500 m . The weight
  limit per target is increased to 75 kg, but these belongings
  must still be worn or attached as a single lot to the body .
  Other factors are as given above .
  T10 ; nag ; 3mc ci ; 3mr ; D : I ; PT : 2 T; as for the preceding variant,
  except that the targets can be teleported as far as
  1 km
  from the caster's present location . Other factors are as for
  the T9 version of this spell .
  105 . The Negation of Instability (R)
  T1 ; ag ; ai ; 3mc; 20mr; D :
  I ; this spell acts as a special type of
  disenchantment upon phantasms (cf. nos . 16 and 58). The
  first variant of this conjuration dispels apparitions created
  by the U1 and U3 versions of the Phantasms spell . The latter
  spell is allowed a special chance to remain in existence,
  however; a D10 is rolled : 1-7=the phantasms are dispelled ;
  8-10=they continue to operate. Each succeeding variant of
  the Negation of Instability is level-specific: every level of
  this spell acts as a counter to one or more levels of the spell
  of Phantasms, and the die roll for the latter to maintain
  itself is the same . Higher levels of the Negation do not act
  upon lower levels of the spell of Phantasms at all, however;
  each level dispels the type of phantasms stated and no
  more.
  T2 ; ag ; ai ; 3mc ; D : I ; as above, except that apparitions produced
  by the U6 version of the Phantasms spell are dissolved . See
  the T1 variant for the die roll needed for the latter to remain
  in existence .
  T3; ag ; ai ; 3mc ; 30mr ; D :
  I ; this dispels the apparitions created
  by the G2 variant of the Phantasms spell (no . 58). The die
  roll needed for these magical creatures to continue their
  manifestation is given under the T1 version of this spell .
  T4 ; ag ; ai ; 3mc ; 40mr ; D :
  I ; this destroys the magical creatures
  manifested by the G3 spell of Phantasms (no. 58) . The die
  roll for these to remain in existence is given above.
  T6; ag ;
  ai ; 3mc ; 50mr; D :
  I ;
  this variant dispels the beings
  created by the G7 form of the Phantasms spell (no. 58) . Cf .
  the T1 variant, above .
  T8; ag ; ai ; 6mc ; 60mr; D: I ; the huge apparition produced by the
  G10 form of the Phantasms spell (no. 58) is destroyed by
  this variant . The die roll required for the latter to continue in
  existence is given under the T1 version of this spell . See
  also the spell of Transfusion (no . 114) of the Temple of
  Hr0'ti .
  106 . Peaceful Repose (R)
  T5; nag ; 1mc co ; tr ; D : 8 hours ; PT : 1 T; the caster is protected
  against Hri)'d's spell of the Nightmare of Terror (no. 113) ;
  he/she cannot be tormented by these hideous dreams
  if
  this spell is cast just before lying down to sleep. In addition,
  this spell adds a + 10 to the target's dice score to regain ex-
  pended "psychic power points" ; cf . Sec . 2.935. Al t variants
  of this spell can be cast only once upon a target within the
  period of their operation ;
  i.e. one cannot cast the same
  spell more than once in order to gain further modifiers.
  T7; nag ; 1mc ci ; tr; D : 8 hours ; PT: 2 T; as above, except that a
  modifier of +20 is added to the target's score in Sec. 2.935 .
  This variant may be cast upon oneself or upon one other
  target . Other factors are as given above .
  T10 ; nag; ai ; 1mc ci ; 1mr; D : 8 hours ; as above, except that the
  modifier on the table in Sec. 2.935 is a + 25 . In addition, the
  target's stamina is increased by +5 (over his/her usual
  value originally found in Sec. 2.212) for a period of 24 hours
  after this spell has been cast . Other factors are as for the T5
  variant .
  
  107. The Power of Ultimate Perfection (R)
  T3 ; ag ; ai ; 1mc; 10mr; D: I; mr; this sends any one minor demon
  devoted to Change back to his/her/its own Plane . Tne being
  is permitted a "Magical Resistance factor roll" (Sec . 2.725
  (1)) in order to remain on the current Plane .
  T6; ag ; a! ; 3mc; 30mr ; D: 1 ; mr ; 1-3 (randomly rolled) minor
  demons who serve Change are returned to their own
  Plane(s) . Only one "Magical Resistance factor roll" (Sec .
  2.725 (1)) is made for each type, however. If this succeeds,
  all remain; a failed roll indicates that the number of demons
  indicated by the random roll are sent back to their own
  Plane ;
  all
  of these must belong
  to the same demon
  "species," however.
  T8; ag ; 6mc; 60mr; D: 1 ; mr; this variant dispels 1-10 (randomly
  rolled with a D10) minor demons devoted to Change and
  sends them back to their own Plane(s). Other factors are as
  for the preceding variant.
  T10; ag ; 12mc; 90mr ; D: I ; mr; this returns 11-20 (i.e . 10+the
  score of a D10) minor demons or 1-3 (randomly determined)
  major demons who follow Change to their own worlds . Even
  this spell is not powerful enough to dispel the Demon Lords
  described in "The Book of Ebon Bindings," however. The
  special
  incantations
  required
  to
  return
  these mighty
  creatures to theirown Planes are described in this work and
  need not be given here.
  108. The Ritual of the Purified Sphere (P)
  T1 ; nag; ar; 3mc; 2mr; D: 1 day (24 hours); sp ; mr; PT: 3 T; this
  hallows the ground within the circle of effect and renders
  the area impassable to the undead, demons, and creatures
  created by sorcery who serve Change . It has no effect upon
  magic
  or
  upon
  other types of
  beings . A
  "Magical
  Resistance factor roll" (Sec. 2.725 (1)) is permitted to the
  ground within the circle of effect at the referee's discretion ;
  this may be of some importance
  if a follower of Hn.Alla
  wishes to cast this spell upon a passageway in a temple
  devoted to S9rku, for Instance! It can be removed by a spell
  of Disenchantment (no. 5) .
  T3; nag; ar; 6mc; 3mr; D: 1 week (6 days); mr ; PT: 10 T; as above,
  but with a broader range and longer duration .
  T5 ; nag; ar ; 12mc ; 3mr; D: 1 month (30 days); mr; PT: 1 day (24
  hours) ; as above.
  T7 ; nag; ar; 100mc; 10mr; D: permanent; mr; PT: 1 week (6 days);
  this variant is used to protect sanctuaries, temple libraries,
  and other important places from incursions by the minions
  of Change. Not only does this spell bar the beings listed
  under the T1 variant, but !t also blocks the entrance of
  mages and priests who worship the Lords of Change . Such
  persons cannot enter the protected zone at all, not even
  through teleportation or other-planar travel . If this is at-
  tempted, the intruder Is simply stopped as though by a
  solid wall . Warriors and non-priests who serve Change are
  not hindered by this protective spell, however.
  T10; nag; ar; 300mc; 10mr; D: permanent; mr; PT: 1 month (30
  days); as for the T7 variant but with a range broad enough to
  include an entire temple . This form of the spell is rarely
  used, since the temples have agreed to obey the ancient
  Concordat which forbids sectarian strife and espionage. It
  is thus reserved for the great, secret sanctuaries of the
  Lords of
  Stability,
  particularly
  those hidden
  beneath
  Tdkumel's surface or located
  in
  remote
  regions. The
  priesthood of Hnglla charges a large fee (rumoured to run to
  30,000 Kditars or more) for each application of this enchant-
  ment to shrines other than those of Hn311a himself.
  189
  TEMPLE SPELLS-HRU'U
  109. The Amethyst Expurgation (R)
  T3, T6, T8, and T10; this spell is the same as "Ths Power of
  Ultimate Perfection," practiced by devotees of HnAlla (no.
  107), except that demons serving Stability are dispelled in-
  stead of servants of Change. The ranges, circles of effect,
  and other factors of these two spells are otherwise iden-
  tical .
  110. Confusion (P)
  T1 ; ag ; ai ; 1mc; 20mr; D:
  I ; mr; this causes the target's mind to
  become befuddled for a period of 1 turn. One who fails the
  "Magical Resistance factor roll" (Sec. 2.725 (1)) receives a
  modifier of +5 on the following "Adventure" dice rolls : the
  "Height-Build-Strength roll" (Sec . 2.721), the "Endurance
  roll" (Sec . 2.722 (1)), the ""Dexterity factor roll" (Sec. 2.723),
  the "Intelligence roll" (Sec . 2.724 (1)), the "Intelligence-
  Dexterity roll" (Sec. 2.724 (2)), the "Skill Success roll" (Sec .
  2.727), and the "Language Intelligibility roll" (Sec. 2.728 (5)) .
  A modifier of -2 is also applied to all of the target's Com-
  bat Values . A spell of Disenchantment (no. 5) is required to
  return the target to normal .
  T2 ; ag ; a! ; 1mc; 30mr ; D: 1 ; mr ; as above, except that this variant
  confuses the target for2 turns, the modifier to the specified
  dice rolls is a + 10, and Combat Values are reduced by a
  -3 .
  T3 ; ag; a! ; 2mc; 40mr; D:1 ; as above, but with the possibility of 2
  targets of human size or smaller, a longer range, and a dura-
  tion of 3 turns.
  T5; ag ; a! ; 3mc; 60mr ; D: I ; mr; as for the preceding variant, ex-
  cept that 1-5 targets (randomly rolled) within the circle of ef-
  fect may be thrown into confusion for a period of 10 turns.
  The "Adventure" dice rolls listed above are modified by a
  + 15, and a victim's Combat Values are reduced by a -4.
  T7; ag ; ai ; 3mc; 80mr ; D:
  1 ; mr; targets are confused as stated
  under the preceding variant for a period of 1 day (24 hours).
  T9; ag ; ai ; 3mc; 100mr; D: I; mr ; as under the T7 variant, but the
  targets' confused condition persists for i month (30 days).
  T10; ag ; ai ; 3mc; 120mr; D:
  I ; mr; as for the T7 version of this
  spell, but the confusion produced by this variant is perma-
  nent unless dispelled with the appropriate spell of Disen-
  chantment (no. 5) .
  111 . Congelation (R)
  Tt ; ag ; ai ; 1mc; 10mr; D:
  I; mr; this freezes one body area of a
  target of human size (or slightly smaller). It freezes a smaller
  being (e.g. one of the Pygmy Folk or a Tlnallya) completely,
  but
  it
  is ineffective when used on a Shdn, Black Ssu,
  Ahoggyi, or larger creature. The table for hitting specific
  body areas given in Sec. 2.852 (2, a) !s employed . A head,
  torso, or abdominal hit kills the victim, while a hit upon an
  arm, leg, tail, etc. freezes the appendage. In the latter case,
  a U8 spell of Healing (no. 10) will restore the limb . Thick
  robes, a fur cloak, etc. protect the target to some extent ; a
  D10 is rolled in such cases: 1-4=the body area is complete-
  ly frozen, and the spell takes full effect ; 5-8=the body area
  !s badly frostbitten, and there is a 30 percent chance of
  gangrene (which must be treated by a spell of Healing (nos .
  10 and 48)-otherwise the victim dies within 2 days (48
  hours) ; 9-10=the garments protect the victim from perma-
  nent harm, although a limb !s numb and useless for 3 turns,
  and
  a
  head,
  torso,
  or
  abdominal
  hit
  causes
  un-
  consciousness for this same period . Armour provides no
  
  defence against this spell .
  T2; ag ; ai ; 2mc ; 30mr; D : I; mr; as above, but 2 victims of human
  size can be frozen, or one large animal (but not the largest :
  e.g . a Sr6, Urudla, Akh6, etc .). The roll for the body area hit
  is made as for the T1 variant .
  T3 ; ag ; ai ; 3mc ; 40mr ; D :
  1 ; mr; as above, but any hit slays the
  target instantly, and protective clothing is of no use.
  T5 ; ag ; 6mc; 50mr; D :
  I ; mr; as under the T3 variant, but with
  greater range and a larger circle of effect . This form of the
  spell is powerful enough to slay one very large animal (cf .
  the T2 variant, above).
  T6 ; ag ; ai ; 3mc; 30mr ; D:
  I ; mr ; this variant acts upon an area of
  water or mud, creating a thick circle of ice strong enough to
  be walked upon by a human in heavy armour, a Sh6n, or
  other large being. Two unarmoured or lightly armoured per-
  sons can stand
  upon
  this
  artificial
  iceberg, as can 3
  Tinaliya, etc . This condition lasts for 3 turns .
  T7 ; ag; ai ; 3m x 3m ; 60mr ; D : I ; mr; as above, but the caster can
  alter the shape of the frozen zone : e.g . a "bridge" 9 m long
  by
  1 m wide can be created . The duration and support
  capabilities are as described for the T6 variant .
  T9; ag ; ai ; 6mc ; 60mr ; D :
  I ; mr; the caster can draw water from a
  source within the spell's range and create a motionless, ver-
  tical wall of ice 1 m thick, 2 m high, and 6 m long . Other
  shapes are also possible, using the 12 m of ice provided by
  this variant . Indeed, a skilful mage can even construct a
  small "igloo" to be used as temporary shelter. This icy crea-
  tion lasts for 30 turns .
  112 . Decorporealisation (R)
  T4 ; nag ; ai; 1mc cc ; tr; D : 5 T ; the caster's body becomes in-
  substantial and
  faintly translucent, though
  still visible .
  He/she may move normally and can also levitate or descend
  through solid substances at a rate of 2 m per combat round .
  He/she must not be high
  in the
  air or within a solid
  substance when the spell expires, however ; in the former
  case he/she will fall to his/her death, while in the latter a
  powerful explosion is produced . This kills the caster and
  does damage to other beings and objects within a 3 m circle
  according to table F . The caster's clothing, weapons, and
  possessions are not decorporealised with him/her; these
  things remain behind, and if he/she materialised at another
  location, he/she will be nude. The caster cannot fight, speak
  to material beings, or cast spells while decorporealised.
  T7; nag ; ai ; 1mc ci ; 1mr; D: 10 T; sp ; mr; as above, except that
  the caster can use this variant upon one other being (of
  his/her own species) instead of himself/herself . It does not
  operate upon dead or unconscious individuals, however. If
  the caster is not included in the spell, he/she may cast other
  spells. One who does not wish to be decorporealised is
  allowed a "Magical Resistance factor roll" (Sec . 2.725 (1)) .
  T10 ; nag ; ar ; 3mc ci ; 2mr; D : 20 T ; mr ; the caster and others of
  his/her species within the circle of effect are decorporeal-
  ised
  for the duration of the
  spell . They
  retain
  their
  garments, weapons, and personal possessions in this state
  but cannot fight, cast spells, or move out of the spell's cir-
  cle . Should they leave this zone, they instantly materialise.
  The caster can move with the spell remaining in effect,
  therefore, but any comrades with him/her must stay close in
  order to retain its benefits . An opponent cannot strike a
  decorporealised individual either physically or with magic .
  Only a spell of Disenchantment (no . 5) can remove this spell
  before its normal expiry . The caster may choose to drop it
  at any time, of course.
  19 0
  113 . The Nightmare of Terror (P)
  T2 ; ag ; ai ; 1mc; 100mr; D: 30 T ; sp ; mr; this spell is slow-acting
  but efficient. In the hands of a skilled practitioner it can be a
  fiendish weapon indeed .
  It is cast upon a specific victim,
  known personally to the caster, from within the stated
  range when
  the
  target
  is sure
  to be asleep .
  It causes
  whatever nightmares the caster wishes to project, and a
  knowledge
  of the
  target's
  fears and phobias
  is thus
  desirable . The dream causes a loss of stamina : a + 5 is add-
  ed to the target's scores in making "Endurance rolls" (Sec.
  2.722 (1)) and "Resistance rolls" (Sec . 2.722 (3)) for a period
  of 24 hours after the nightmare has occurred . An "in-
  telligence roll" at the "Very difficult test" level (Sec. 2.724
  (1)) is needed in order to guess that the evil dream is being
  caused by a hostile mage. A G2 spell of Perception of the
  Energies (no . 56) will reveal the presence of this spell but
  not its precise nature. Once recognised, it can be dispelled
  by a spell of Disenchantment (no . 5), but the loss of stamina
  must repair itself
  naturally . A
  hostile mage can induce
  these nightmares each night, causing increased losses of
  stamina until the victim cannot make even an easy "En-
  durance roll" or "Resistance roll" at the "Easy test" level ; at
  this point the target must roll a D10 ; 1-7 =he/she becomes
  comatose and remains so either until a spell of Disenchant-
  ment (no. 5) Is cast upon him/her within 5 days, or until
  he/she dies at the beginning of the 6th day ; 8-10=he/she
  perishes at once .
  T6; ag ; ai ; 1mc ; 200mr ; D: 60 T ; mr; this variant causes not only
  the loss of stamina described under the T2 version, but
  each sleep period also damages the victim according to
  table D. This version
  need
  not be recast each
  night,
  moreover ; it continues to affect the victim whenever he/she
  sleeps until it is either removed by a spell of Disenchant-
  ment (no . 5) or the target dies . Damage and a further loss of
  stamina occur each time the nightmares are experienced .
  Other factors are as for the T2 form of this spell .
  T8 ; ag ; ai;1mc ; 300mr ; D : 2 hours ; mr ; this variant induces such
  a ghastly dream that the target perishes during one night
  (or
  period of sleep) .
  His/her
  hair turns
  white, he/she
  perspires and trembles, and convulsions ensue, leading to
  death by the end of the spell's duration . Only a spell of
  Disenchantment (no. 5) cast during the nightmare can save
  the victim .
  114. Transfusion (R)
  T3; nag ; ar; 1mc co ; tr; D : 2 T; PT : 1 CR ; prq : all variants of the
  spell of Phantasms (nos . 16 and 58); M : one large phan-
  tasmal being
  is created
  (of the
  size
  of a Black Ssu,
  AhoggyA, Sh6n, Hlfiss, or large animal) . The caster's In-
  tellect and Spirit-Soul are transferred into this creature, and
  his/her body remains in a trance-like coma for the duration
  of the spell. The caster in effect becomes the created being .
  He/she fights with the
  strength,
  dexterity,
  and
  other
  physical capabilities of the creature but cannot cast spells
  or use other special talents possessed by the species (e.g.
  the hypnotism of the Ssu). He/she also does not know the
  creature's language or customs . The being is weaponless,
  of course, and must be armed by the caster or others in the
  party . Should this phantasm be killed, the caster is also
  slain, and his/her body shrivels to a dry husk and can never
  be revivified. This spell cannot be dispelled by the spell of
  Disenchantment (no. 5), although the spell of Negation of
  Instability (no. 105) of the Temple of HnAlla will not only
  dispel the creature but slay the caster as well .
  
  T5 ; nag; ar ; 1mc co ; tr ; D: 5 T; sp ; PT : 1 T; the caster's mind is
  made to inhabit a large animal or other monstrous being .
  This creature has the usual Body Damage Points, Combat
  Values, etc. of the species,and the caster can also use
  his/her repertoire of "psychic" spells . "Ritual" enchant-
  ments cannot be utilized because of the differences in bodi-
  ly structure and gestures . Other factors are as for the T3
  variant, above.
  T7; nag; ar ; 1mc cc ; tr ; D: 10 T; PT: 2 T; a very large phantasm is
  created, and the caster's mind is transferred into it : e.g . a
  Sr6, Sdrudle, Akh6, etc. Other factors are as given above.
  T9; nag; ai ; 1mc; 1mr; D: 5 T; mr; PT : 5 T; as above, except that
  the mind of one person other than the caster (but of the
  same species) is transferred into the body of a phantasm of
  any size and species desired, ranging from a tiny insect to a
  huge Srd. The apparition fights with its usual powers and
  has the Body Damage Points, dexterity, strength, etc. ap-
  propriate to the species. The target cannot cast spells of
  any sort, and he/she must use the creature's limbs and ap-
  pendages as it employs them . This variant is more suscepti-
  ble to being dispelled, and a spell of Disenchantment (no. 5)
  will return the target's mind to his/her body unharmed . A
  spell of Negation of Instability (no. 105), on the other hand,
  not only dispels the phantasm but also kills the spirit in-
  habiting it and destroys his/her body beyond any possibility
  of revivification .
  115. The Vindication of Instability (R)
  T1, T3, T5, T7, and T10; this is the "Change" equivalent of the
  spell called the Ritual of the Purified Sphere (no. 108) . It
  blocks demons and creatures produced by sorcery who are
  devoted to Stability, and its higher levels prevent the en-
  trance of sorcerers and priests who worship the Lords of
  Stability into the sacred precincts. The ranges, durations,
  and other factors of the various forms of this spell are iden-
  tical to those of spell no . 108. Again, this spell has no effect
  upon the casting of magic, and warriors and other non-
  priests of Change can enter and leave its circle of effect
  freely . The Temple of Hr0'ii asks a large fee from other
  temples of Change for an application of this spell to their
  premises .
  116. Viscosity (R)
  T1 ; nag; ar; 2mc; 10mr; D: 1 T; mr; M: the horizontal area within
  the circle of effect is turned into thick, gooey mud for the
  duration of the spell . This enchantment works only upon
  natural stone or earth; masonry, brickwork, wood, metal,
  and other substances are immune . The area Is permitted a
  "Magical Resistance factor roll" (Sec . 2.725 (1)) in order to
  remain solid . The depth of this "mud-puddle" is 1.5 m. A be-
  ing standing in the mire when the spell ends (or when It is
  dropped by the caster) is extruded to the surface forcibly
  and counts as prone at the beginning of the following com-
  bat round.
  T2 ; nag; ar; 3mc; 20mr ; D: 3T; sp; mr; M: as above. The depth of
  the mud is 2 m, and when this variant ends or is deliberately
  dropped, a being trapped in the bog remains so-surround-
  ed by solid stone or earth until dug or chipped out, or until a
  spell of Disenchantment (no. 5) is applied to loosen the
  material and allow him/her to be pulled free.
  T3 ; nag; ar; 6mc; 30mr; D: 5T; mr; as above, but with a larger cir-
  cle of effect and a longer duration .
  T4 ; ag ; ai ; 1mc; 30mr; D: I; mr ; this variant is usable only on liv-
  ing beings ; it reduces bones and flesh to a sticky mess, and
  the victim literally flows onto the ground, quite dead . The
  body congeals into a spongy mass after 1 turn. Posses .
  sions, garments, weapons, etc. carried by the victim are not
  harmed .
  T5 ; ag ; ai ; 2mc; 40mr; D:
  I ; mr ; as for the T4 version of this spell,
  but as many as 2 targets of human size can be deliquesced .
  T6; ag ; ai ; 3mc; 60mr ; D:
  I ; mr ; as for the T4 variant, but again
  with a larger circle of effect and a longer range. This form of
  the spell also reduces all possessions except those made
  of "enchanted" steel or copper to a runny liquid . These,
  plus the bodies of the victim(s), return to solidity-an amor-
  phous mass-after 2 turns. If two or more targets are deli-
  quesced together, revivification can be quite difficult, since
  their bodies may have run together; a modifier of + 10 is ap-
  plied to their scores for being brought back to life .
  T8 ; ag ; ai ; 3mc; 80mr; D:
  I ; mr; as for the T4 and T6 forms of this
  spell, except that even "enchanted" steel and copper are
  turned
  into liquid . The victims,
  their belongings, and
  weapons, etc. remain in this condition for 3 turns; thereafter
  they become a single solid mass . This variant also affects
  the undead, androids, automatons, and creatures created
  by magic. Demons are immune, however.
  T9; nag; ar; a 3m vertical circle and a depth of 3 m; 2mr; D: 10 T;
  sp; mr; M: this creates a horizontal tunnel through un-
  worked stone or natural earth. Repeated uses of this spell
  produce a tunnel large enough for a party to walk . When the
  spell expires (or is deliberately dropped by the caster), the
  stone and earth return as before. A "Magical Resistance
  factor roll" (Sec. 2.725 (1)) is permitted to the circle of effect
  in order to avoid being tunneled . This spell does not operate
  upon
  living
  beings, the
  undead, any other
  sorts
  of
  creatures, or upon manufactured objects.
  TEMPLE SPELLS-KARAKAN
  117. The Glorious Call (P)
  T1 ; nag; ar; 3mc cc ; tr; D: 2 T; sp ; mr ; prq: all variants of the spell
  of Intrepidity (no. 50) ; the morale class (Sec . 2.8212) of all
  beings of the caster's own species within the circle of ef-
  fect is increased by +3 for the duration of the spell. This
  applies both to friends and foes and must therefore be cast
  judiciously . It also automatically includes the caster. One
  who does not desire an increase in his/her morale class is
  permitted a "Magical Resistance factor roll" (Sec . 2.725 (1))
  in order to avoid this onslaught of bravery.
  T2 ; nag; ar; 3mc co; tr; D: 3T; mr ; the morale class of all targets
  within the circle of effect is augmented by +4: e.g . from
  class A to class E; cf . Sec. 2.8212. Again, this variant is
  species specific and does not distinguish between friends
  and enemies of the caster.
  T3; nag; ar; 6mc cc ; tr; D: 4T; mr; as above, but the morale class
  of all targets of the caster's species inside of the circle of
  effect Is increased by +5 . A target whose morale class ex-
  ceedsG becomes class H: a totally fearless fighter-for the
  duration of the spell .
  T4 ; nag; ar; 3mc co ; tr; D: 4 T; mr; PT: 5 CR ; this variant has a
  smaller circle of effect, but it has the advantage of not be-
  ing species specific : any intelligent being within the area is
  increased by 5 morale classes. The spell does not work
  upon
  non-intelligent
  or
  semi-intelligent
  creatures,
  the
  undead, androids, automatons, demons, or creatures pro-
  duced by sorcery, however.
  T5; nag; ar; 6mc ci ; 2mr; D: 3T; mr; PT: 5 CR; as for the T4 variant
  
  but with a larger circle of effect . The caster can employ this
  version of the spell upon others and exclude himself/her-
  self . It is also not species specific.
  T7; ag ; ar ; 3mc; 10r; D:
  I ; mr; PT : 2 CR ; the morale class of all in-
  telligent beings within the circle of effect is decreased by
  - 4 ; e.g . all members of class E become class A for a period
  of 4 turns .
  T8; ag ; ar ; 3mc ; 20mr; D :
  I ; mr ; PT : 3 CR ; all intelligent beings
  who fail their "Magical Resistance factor roll" (Sec . 2.725
  (1)) lose courage and flee . If flight is not possible, each vic-
  tim rolls a D10 : 1-5= he/she surrenders and begs for mercy ;
  6-8= he/she cowers in terror and can neither move nor per-
  form any other action for 2 turns ; 9 =he/she faints and re-
  mains unconscious for 1-5 turns (randomly rolled); 10 =the
  victim cowers but is only pretending and is able to fight nor-
  mally if attacked by the caster or others .
  T9 ; ag ; ar ; 3mc ; 30mr ; D: I; mr; PT : 3 CR ; this variant affects all
  living beings, intelligent, semi-intelligent, or non-intelligent ;
  cf . the T4 variant above for exclusions . The caster can raise
  or lower the targets' morale class by ± 3, as he/she desires .
  This condition lasts for 3 turns .
  T10 ; nag ; ai ; 1mc ; 1mr ; D : permanent ; mr ; PT : 2 T; the morale
  class of one intelligent being (who cannot be the caster
  himself/herself) is increased by 1-3 degrees ; a D10 is rolled :
  1-5= + 1 ; 6-8= + 2 ; 9-10= +3. This condition is permanent,
  unless a spell of Disenchantment (no . 5) is cast upon the
  target . This may return the target to his/her former morale
  class inadvertently, if it is being applied in order to remove
  some other enchantment . (Disenchantment removes all
  spells operating upon a given target, although separate
  rolls must be made for each.) This spell may be used only
  once upon the same target .
  Warrior-priest
  of KarakAn
  with scarlet and
  gold hawk-head helmet
  and ceremonial
  Ch/46n-hide
  poleaxe
  192
  118 . Higher Mastery (P)
  T1 ; nag ; ai ; 1mc ; tr ; D : 2T; prq : the G1 through G3 variants of the
  spell of Excellence (no . 43) ; the Combat Value of the target
  in one specific melee weapon (Sec. 2.2317) is increased by
  +3 for the duration of the spell . This must be a weapon
  already known to the character (i .e . he/she must possess at
  least
  1
  sub-skill
  level
  in
  its use). This
  spell is species
  specific throughout : e.g . a human mage can only cast
  it
  upon a human warrior.
  T2 ; nag ; ai ; 1mc ; tr; D : 2 T ; as above, except that the +3 in-
  crease is given to the target's Combat Value in a specific
  missile weapon category known to him/her (Secs . 2.2317
  and 2.810 (8)) .
  T3 ; nag; ai ; 1mc ; tr; D : 2 T ; as above, but either a melee or a
  missile weapon may be chosen to receive this increased ex-
  pertise, and the target's Combat Value with it is augmented
  by a + 5.
  T5 ; nag ; ai; 2mc ; 1mr ; D : 3 T ; the Combat Values of as many as
  two persons (randomly rolled) are increased by +5 in one
  specific melee or missile weapon . This must be the same
  weapon for both characters, however .
  T6 ; nag ; ar; 1mc ; tr; D : 3 T; PT: 1 T; a fighter with a minimum of 5
  levels in the skill of Warrior may be given 5 sub-skill levels in
  the use of a weapon (either missile or melee) he/she does
  not know at all for the duration of the spell : e.g . a swords-
  man who has never who has never used a bow becomes an
  archer with 5 sub-skill levels while this spell is in effect
  upon
  him/her .
  He/she
  adds
  in
  other Combat
  Value
  modifiers, of course, as indicated in Sec . 2.810 ff
  .
  T8; nag ; ai ; 2mc ; 1mr ; D
  : 5 T; PT: 2 T; as just above, except that 1
  or
  2
  fighters (randomly
  rolled)
  receive
  this temporary
  knowledge .
  T9; nag ; ai
  ; 3mc ; 2mr; D : 5 T ; PT : 3 T; as for the T6 variant, except
  that
  1-5 (randomly
  rolled)
  fighters
  receive the expertise
  described above .
  119. The Perfected Gem of Obliteration (R)
  T5 ; nag ; ai ; 1mc co; tr ; D : I ; sp ; PT : 1 T; prq : the spell of Execra-
  tion
  (no .
  8); M :
  a beautiful
  red gem
  (a garnet,
  ruby,
  bloodstone, etc .) 5 mm in diametre appears in the caster's
  hand. This jewel remains in existence for 1-10 days (ran-
  domly rolled with a D10) . As this spell is cast, the mage
  names one group of intended victims (e.g . all followers of
  Change, all humans, all Ssu, etc.). Very specific targets can-
  not be selected . It is harmless to all categories other than
  the named group, but if a member of the latter touches it,
  the jewel explodes, doing damage according to table H to
  the one in contact with
  it . Others within a 3mc suffer
  damage according to table C . A person with 3-6 levels in the
  skill of Jeweller-Goldsmith may make a "Skill Success" roll
  at the "Harder test" level (Sec. 2.727) in order to recognise
  the gem for what it is ; this becomes an "Easy test" for a
  jeweller-goldsmith possessing 7 or more skill levels. A spell
  of Perception of the Energies (nos. 15 and 56) can also recognise
  the sorcerous powerof the jewel but not its precise nature. It is
  otherwise extremely difficult (perhaps a "Real Challenge" asan
  "Intelligence roll"; cf. Sec. 2.724 (1)) to detect the falseness of
  the stone. If a successful spell of Disenchantment (no. 5) is cast
  upon the gem, it vanishes harmlessly, but if this roll fails, the
  jewel explodes-no matter who is touching it .
  T8; nag ; ai ; 1mc co ; tr; D : I; PT : 5 T; M: as above, except that the
  jewel
  is larger (as much as 10 mm
  in diametre, at the
  caster's discretion), and it can be any type of red, yellow, or
  crystal clear gemstone . Once created,
  it remains
  in ex-
  istence for 11-20 days (10+ the score of a D20 roll). It is
  
  "set" for a specified target group, as stated above, and if
  touched by one of these persons, the explosion does
  damage to the individual according to table K, and to others
  within a 3mc according to table G . The difficulty level of the
  "Skill Success roll" needed to perceive the nature of the
  stone is increased by one level : e .g . a jeweller-goldsmith
  with 3-6 skill levels must make this roll at the "Difficult test"
  level, etc. It cannot be detected at all by one who lacks this
  minimum expertise, although a spell of Perception of the
  Energies (nos . 15 and 56) will still reveal its power. Other
  factors are as for the preceding form of this spell .
  120 . The .Replication of Heroes (R)
  T4 ; nag ; ai ; 1mc; 2mr ; D : 2 T ; sp ; mr ; PT: 2 CR ; M : one target of
  the caster's species is "cloned" for the duration of the
  spell . The caster cannot himself/herself be the
  target,
  however. The target must be carrying or wearing at least 5
  kg of any type of metal, and this cannot be removed or-
  dropped while the spell is in effect . The duplicate has all of
  the target's qualities and abilities, except that the original
  and the replica must divide the former's available Body
  Damage Points (Sec . 2.214) in half . (Any odd point remain-
  ing is retained by the original .) A person with 44 points thus
  retains 22, and his/her clone is given 22 . The clone's defen-
  sive "Magical Resistance factor roll" (Sec . 2.725 (1)) is also 2
  levels lower than
  that of the
  original . The
  duplicate's
  weapons and armour can never have more than the strength
  of Chl6n-hide, moreover, although they will glitter and have
  the appearance of steel, if this is what the original is wear-
  ing . The clone can never move more than 25 m away from
  the original, and
  if this inadvertently occurs, the replica
  disappears . An "Intelligence roll" at the "Difficult test"
  level (Sec . 2.724 (1))
  is needed to recognise which is the
  duplicate and which is the authentic person . One who does
  not wish to be "cloned" is permitted a "Magical Resistance
  factor roll" (Sec . 2.725 (1)) to avoid it .
  T6 ; nag ; ai ; 2mc; 3mr; D : 3 T ; mr; PT : 3 CR ; M : as above, except
  that 1 or 2 (randomly rolled) targets can be replicated, and a
  clone's arms and armour may be of the quality of "ordinary"
  steel,
  if the original has this or better . The duplicate can
  move up to 100 m from the prototype . An "Intelligence roll"
  at the "Very difficult test" level (Sec . 2.724 (1)) is required to
  tell the two individuals apart .
  T7 ; nag ; ai ; 3mc; 3mr; D : 4 T ; mr; PT : 4 CR ; M : as above, but 1-5
  (randomly rolled) persons of the caster's species can be
  "cloned." A duplicate's defensive "Magical Resistance fac-
  tor" is the same as that of the original . Other factors are as
  given above .
  T8 ; nag ; ai ; 3mc ; 3mr ; D : 5 T ; mr; PT: 1 T; M : as for the T6 variant,
  but each clone has the same number of Body Damage
  Points (Sec . 2.214) as his/her prototype, and weapons and
  armour may have the strength of "excellent" steel, if the
  original possesses this or better . A duplicate can move as
  far as 300m from the original . In orderto detect a replica, an
  "Intelligence roll" must be made at the "Real challenge"
  level (Sec . 2.724 (1)), moreoever.
  T10 ; nag ; ai ; 3mc ; 3mr; D : 7T ; mr ; PT: 5 T; M : 1-5 targets (random-
  ly rolled) within the circle of effect are "cloned" twice: i.e . 2
  duplicates of each person are created . Each replica may
  move as far as 500 m away from his/her prototype . Other
  factors are as for the T8 form of this spell .
  193
  121 . The Swift Thrust of Death (R)
  T1 ; ag ; ai ; 1mc ; 20mr; D:
  I ; mr; M : a flashing steel-like missile
  flies at the target with a shrill screaming noise. If this hits .
  and
  if the "Magical Resistance factor roll" (Sec . 2.725 (1))
  fails, the victim dies with a 5 cm hole directly through the
  heart . Armour of the quality of Chl6n-hide (or better) pro-
  tects the target, however . This spell can be used to punch a
  hole of the same diametre to a depth of 5 cm through wood .
  brick,
  or other
  relatively
  soft
  materials . Although
  this
  missile looks like a steel bolt,
  it is actually other-planar
  energy ; it is thus blocked by those magical barriers which
  repel
  "ritual"
  spells and not by those which obstruct
  physical blows and missiles.
  T2; ag ; ai ; 1mc ; 30mr; D :
  I ; mr; M : as above, but armour of "or-
  dinary" steel (or better) is needed to save the target . This
  variant pierces masonry, softer types of stone, and similar
  materials, creating a hole 5 cm in diametre and 10 cm deep.
  T3; ag ; ai ; 1mc ; 40mr ; D: I ; mr ; M: as above, but this version of
  the spell penetrates armour of "excellent" steel . It can also
  pierce a hole 5 cm in diametre and 10 cm deep through
  natural stone and softer metals .
  T4 ; ag ; ar ; 2mc ; 60mr ; D: l ; mr; M: two "needles" of steely energy
  are produced which strike as many as 2 (randomly rolled)
  targets within the circle of effect . Other factors are as for
  the T3 variant .
  T5 ; ag ; ar; 3mc ; 70mr ; D : I ; mr ; M : 1-5 (randomly rolled) targets
  within the circle
  of effect are struck by these deadly
  missiles . Even if the "Magical Resistance factor roll" (Sec .
  2.725 (1)) is made, moreover, each victim suffers damage ac-
  cording to table B. Other factors are as for the T3 form of
  this spell .
  T6 ; ag ; ar; 3mc ; 100mr; D : I ; mr; M : 1-10 (randomly rolled) targets
  within the circle of effect are hit . if the "Magical Resistance
  factor roll" (Sec . 2.725 (1)) is successful, damage still occurs
  according to table C.
  T9 ; ag ; ar ; 6mc; 90mr ; D: I ; mr; PT: 5 CR ; M : this variant strikes
  6-15 (the score of a D10+5) beings within the circle of ef-
  fect . Even when the "Magical Resistance factor roll" (Sec .
  2.725 (1)) is successful, a victim suffers damage according
  to table D. This variant penetrates even "enchanted" steel
  armour, and it can be used to punch a hole 5 cm in diametre
  to a depth of 10 cm through a plate of "ordinary" steel .
  Thicker defences of "excellent" or "enchanted" steel will
  still protect a target, however .
  122. Tremulation (R)
  T1 ; ag ; ar ; 3mc; 10mr ; D: 1 T ; M : a deep vibration
  is created
  which deafens all within the circle of effect and prevents
  orders
  from
  being
  given
  or
  understood . A
  "Magical
  Resistance factor roll" (Sec. 2.725 (1)) is useless because it
  is the area that
  is being affected and not directly those
  within it .
  T2; ag ; ar ; 3mc; 20mr; D: 1 T; M : as above, but the area within the
  circle of effect shakes and quivers so that individuals within
  it cannot tight, cast spells, or perform actions requiring dex
  terity. One combat round is needed to leave the affected
  zone .
  T4 ; ag ; ar; 3mc; 30mr; D: 1 T ; sp ; M : as for the preceding variant,
  except that within the circle of effect all items of glass, pot-
  tery, and similar fragile materials are automatically broken
  by the vibration .
  T6; ag ; ar; 3mc; 40mr; D : 1 T ; M : the vibration caused by this
  form of the spell shatters bones and slays targets within
  the circle of effect if they cannot emerge from it within 5
  
  combat
  rounds . A victim
  rolls
  a
  D10 every
  round :
  1-3=he/she manages to
  leave the affected
  zone (and
  counts as prone at the beginning of the following combat
  round) ; 4-10 =he/she remains trapped within the area .
  T7 ; ag ; ar; 6mc; 60mr; D: 2T; M: as for the preceding variant, but
  with a larger circle of effect and a longer range .
  T8 ; ag ; ar ; 6mc; 80mr ; D: 3T; M: the vibration produced by this
  form of the spell is so strong that a victim within the zone
  dies at once unless a special D10 roll is made : 1-2=he/she
  escapes unharmed (but counts as prone at the beginning of
  the following combat round-and stone deaf for 5 turns
  thereafter); 3-10 =he/she is literally shaken to pieces and
  perishes.
  123. The Weapon of the Prince of Valour (R)
  T3; nag; ai ; 1mc ; 1 mr; D: 1 T; M: this spell Is cast upon a steel (or
  better quality) edged weapon held by a comrade. It causes
  the weapon to glow with a scarlet light and enables it to
  penetrate the U4 spell of Warding (no. 24) without difficulty .
  The wielder can thus strike normally at foes within this
  defensive shell. The user of this weapon still cannot enter
  the Warding shield himself/herself, except as described
  under no . 24 . If the weapon is dropped (or handed to some-
  one else), the spell expires at once.
  T5 ; nag; ai ; 1mc; 1mr; D: 1 T; sp ; as above, but the weapon will
  penetrate the U5 Warding spell (no. 24).
  T6 ; nag; ai ; 2mc; 1 mr ; D: 2 T; PT: 1 CR; M: as above, except that
  the weapons of as many as 2 fighters can be given the
  power to penetrate the U4 or U5 Warding spell (no. 24) at the
  same time.
  T7 ; nag; ai ; 3mc; 2mr; D: 3T; PT: 3 CR; M: as above, except that
  the swords (or other edged arms) of 1-5 (randomly rolled)
  warriors can be given the power described above for the
  duration of the spell .
  T10; nag; ai ; 3mc; 3mr; D: 5T; PT: 5 CR ; M: as just above, except
  that weapons enchanted by this variant can strike through
  the G5 and G10 Warding shields (no. 71) without hindrance .
  Other factors as for the previous variants .
  124. The Winged Disc of the Lord of the Sun (R)
  T5; nag; ai ; 1mc cc ; tr; D: 1 T; sp ; PT : 1 T; M: a flat, oval "plate"
  appears on the floor 1 m in front of the caster. This is large
  enough to hold the caster alone (plus about 50 kg of encum-
  brances). This conveyance flies at his/her telepathic direc-
  tion at about 5 cm above ground-level . It travels at a speed
  of 30 m per combat round and provides a stable platform
  from which the caster can fight or cast another spell . The
  vehicle cannot cross steep chasms, large bodies of water,
  or other difficult obstacles, however; when these are en-
  countered, it comes to a gentle stop.
  T7 ; nag; ai ; 3mc co; tr; D: 5T; PT: 2 T; M: as above, except that
  this vehicle can carry the caster (who must always be
  aboard and in control) plus as many as 3 comrades. Five
  persons of human size can be accommodated if they carry
  no backpacks or other bulky articles, however. The speed of
  the conveyance can be increased to 50 mper combat round,
  but there is a danger of falling off the disc ; each turn at this
  speed requires each passenger (except the caster) to roll a
  D10: 1-7=he/she remains aboard ; 8-9=he/she falls off and
  suffers damage according to table D; 10 =he/she tumbles
  off and is Injured according to table F.
  T9; nag; al ; 6mc co ; tr; D: 10 T; PT: 5T; M: as above, except that
  the disc is large enough to hold 11-20 persons (10+the
  score of a D10): Other factors are as for the T7 version,
  above.
  19 4
  TEMPLE SPELLS-KSARUL
  125. The Affable Blight of Lord Uni (R)
  T1 ; ag ; ar; 1mc; 10mr ; D:
  I; mr; Uni is one of the demons men.
  tioned in "The Book of Ebon Bindings" (op. cit.; p. 83). He is
  Lord of the Thirty-Ninth Circle and is renowned for his
  fungi, moulds, and horrid physical manifestation . This spell
  causes one target within the circle of effect to become in-
  fected with a bluish-white fungus . This appears in fuzzy pat-
  ches upon the victim's skin at once, and he/she dies within
  2 turns unless a spell of Alleviation (nos . 1 and 29) is applied
  during this period. One who makes a successful "Magical
  Resistance factor roll" (Sec . 2.725 (1)) is unharmed but must
  leave the circle of effect within 1 combat round; otherwise
  he/she perishes . The fungus has a 70 percent chance of in-
  fecting the target's organic possessions : garments, leather
  articles, paper, armour and weapons of Chl6n-hide, etc.
  Contaminated belongings
  will infect the wearer unless
  stripped off and discarded within 2 combat rounds after
  leaving the circle of effect . If touched by another person,
  he/she is infected automatically, and these articles must
  thus be burned . There is no known means of saving them.
  Metal, glass, stone, and non-porous materials are immune,
  however. If not burned (with a "medium" fire; cf . Sec. 2.840)
  or a fire-producing spell (e.g . the Radiant Gaze ; no . 60), the
  fungus spreads out in a circle from the victim and/or his/her
  belongings to a distance of 3 m in ail directions at a rate of
  .5 m per combat round.
  It remains until the fungus dies
  naturally within
  1 hour's time .
  T2; ag ; ar ; 2mc; 20mr ; D:
  I ; mr ; as above, but the fungus con-
  taminates as many as 2 living beings within the circle.of ef-
  fect . If not checked, it spreads out in a 6 m circle around a
  victim and/or his/her possessions, and it requires 2 hours to
  dissipate .
  T3; ag ; ar; 3mc; 30mr; D:
  I ; mr ; as for the preceding variants, but
  -the fungus may afflict 1-5 (randomly rolled) living beings
  within the circle of effect . It spreads out in a 9 m circle
  around each victim, and it dies and becomes harmless in 3
  hours.
  T5 ; ag ; ar; 3mc; 40mr ; D:
  I ; mr; the fungus produced by this ver-
  sion of the spell is more virulent : it slays 1-10 victims (ran-
  domly rolled with a D10) within 1 turn, and its circle of con-
  tamination extends out from each victim to a distance of 6
  m in
  all directions. A target who makes a successful
  "Magical Resistance factor roll" (Sec. 2.725 (1)) must leave
  the circle of effect within 1 combat round; otherwise he/she
  is automatically infected. One who falls this roll must have
  a spell of Alleviation (nos . 1 and 29) cast upon him/her
  within the 1 turn required for the fungus' spread ; otherwise
  he/she dies . This fungus also destroys all organic materials,
  and only a "large" fire (Sec . 2.840) can cleanse the con-
  taminated area . The lamp oil, torches, etc. carried by most
  L* The Sign of the Triangle
  of Being Repelled Forever
  
  parties are insufficient to accomplish this, and either local-
  ly available inflammable materials must be thrown into the
  area and set on fire, or else a powerful fire-producing spell
  or Vallation of fire (no. 68) must be used .
  T7 ; ag ; ar; 6mc ; 40mr; D :
  1 ; mr; as for the preceding variant but
  with a larger circle of effect and a longer range . The fungus
  lasts 4 hours unless it is burned clean .
  T9; ag ; ai ; 1mc ; 60mr ; D: I ; mr; this infects the target (a living be-
  ing) with an internal, invisible mould,
  if he/she fails the
  "Magical Resistance factor roll" (Sec. 2.725 (1)) . There are
  no immediate external signs of this, and the victim may not
  even know he/she has been afflicted : an "Intelligence roll"
  at the "Very difficult test" level (Sec. 2.724 (1)) is needed in
  order to guess this. At the end of the first turn the victim
  suffers nausea and can no longer fight, move, cast spells,
  etc. ;
  at
  the end of the second,
  he/she becomes un-
  conscious, and traces of whitish mould can be seen on the
  tongue and nostrils ; at the end of the third turn he/she dies,
  and his/her body
  begins
  to deliquesce immediately. A
  modifier of +5 is applied to his/her dice score when at-
  tempting a spell of Revivification (no . 76), although the T9
  and T10 variants of Belkhinu's spell of Re-embodiment (no .
  88) require no modifier and work automatically. This version
  of the Blight does not harm dead organic material, and the
  victim's possessions are thus not contaminated . Another
  living being who touches him/her has an 80 percent chance
  of being infected, however.
  T10; ag ; ar ; 6mc ; 90mr; D : 1 ; mr; the organism produced by this
  version of the spell instantly covers its victims with a
  mound of stinking blue mould and causes instant death, if
  the "Magical Resistance factor roll" (Sec. 2.725 (1)) is not
  made. If this roll succeeds, the target has 1 combat round
  to flee the area ; otherwise he/she, too, is afflicted. A D20 is
  rolled to ascertain the number of victims within the circle of
  effect who may be contaminated . Possessions made of
  organic materials are automatically affected and must be
  burned
  or abandoned . This
  parasitical growth does not
  spread beyond the circle of effect, however, and
  it dies
  naturally within 6 hours .
  126. The Antechamber of the Blue Room (R)
  T6; ag ; ai; 1mc ; 30mr ; D : 3 T; sp ; mr; PT: 1 CR ; M: a faint distur .
  bance in the air (invisible in subdued light) and accom-
  panied by a low buzzing sound manifests itself 1 m in front
  of the caster and moves directly away from him/her at a
  speed of
  1 m per combat round . This follows a victim
  specified by the caster, turning corners, going up or down
  stairs, etc . until it catches him/her. A closed door, a spell of
  Vallation (no . 68), and other "ritual" magical barrier spells
  (i.e. The Seal Upon the Powers (no . 18), Warding (nos. 24 and
  71), The Muniments of Excellence (no. 75), The Inimitable
  Defender (no . 103), The Pearl-Grey Citadel (no. 179), etc.) will
  block this spell and cause it to dissipate harmlessly . It can-
  not attack any target other than that specified by the caster
  (who must be able to see the person, of course, when
  casting the spell), and it does not affect the undead, an-
  droids, automatons, demons, creatures created by sorcery,
  the inimical nonhuman races, or animals (non-intelligent or
  semi-intelligent). One who fails his/her "Magical Resistance
  factor
  roll"
  (Sec .
  2.725
  (1))
  is
  transported
  to
  the
  Antechamber of the Blue Room, beyond which mighty
  Ksdrul lies in his eternal, enforced sleep . Should a devotee
  of Ksirul, Gruginu, or one of the foreign KsArul-related
  deities (Sec . 2.943) be struck by this spell-and this must
  195
  be accidental (e.g. cast by a hostile mage who does not
  know
  the
  target's
  religious
  affiliation)-he/she
  will be
  returned unharmed to the location and time from whence
  he/she came . There is also a chance of a reward for a
  faithful follower; a D10 is rolled : 1-7= the god gives the wor-
  shipper nothing ; 8-9=the devotee receives a gem worth
  100-1,000 KSifars (randomly rolled with a D10) ; 10 = he/she is
  granted a limited wish, which must be approved by the
  referee. This spell does not operate twice upon the same
  target, however, and if this occurs, the target is slain . One
  who does not worship the Doomed Prince or one of the
  associated deities (cf. Sec . 2.943) is automatically killed by
  the attendants of the Blue Room . His/her body disappears
  from Tdkumel's Plane, and only Divine Intervention (Sec .
  2.725 (2)) can retrieve it so that a spell of Revivification (no .
  76) may be attempted .
  T8 ; ag ; ai; 3mc ; 60mr; D: 6 T; mr ; as above, but the range and
  duration of this variant are greater, although its movement
  speed is the same . Not only is the primary, specified target
  affected, but 1-10 (randomly determined with a D10) living
  beings within the 3 m circle of effect (in addition to the
  primary target) are also borne off to the Antechamber with
  him/her .
  127 . The Azure Scarab (R)
  T4 ; nag ; ai ; 1mc co ; tr; D: 2 days (48 hours) ; sp ; PT : 1 hour; this
  spell requires considerable preparation . When cast, it pro-
  duces a small, dark blue gem (5 mm in diametre) . The caster
  can store his/her current supply of "psychic power points"
  (Sec . 2.931) within this stone and use them on the same day
  or the following day . Since he/she also regains points
  through sleep and rest, It is possible to have more than 300
  "psychic power points" available at one time. If these
  points are not used within the 48 hour duration of the spell,
  however, the gem vanishes and the unexpended points are
  lost . This little "battery" must be kept on one's person at all
  times; if it becomes separated from the caster by more than
  10 cm, he/she is suddenly drained of all "psychic power
  points" and cannot cast any spells at all-or even use an
  "Eye"
  or
  other
  technological
  device-until
  these
  are
  recouped through sleep . A spell of Disenchantment (no. 5)
  will cause the jewel to disappear, taking the stored points
  with it .
  T6; nag ; ai ; 1mc co ; tr; D :
  1 week (6 days) ; PT : 12 hours ; as
  above, except that the caster's current supply of "psychic
  power points" can be stored in the jewel for a full week . The
  "battery" can never hold more than 300 points, however .
  The caster can then rest, regain all of his/her usual points,
  and thereby have a double supply for a few days . After this
  spell expires, however, the mage must rest and use no
  sorcery at all-not even the miniscule amount needed to
  operate magico-technological devices-for a period of
  1
  more week . If the caster moves more than 1 m away from
  the gem, moreover, the "battery" explodes, killing not only
  the sorcerer but also all others within a 3 m circle of him-
  self/herself . A spell of Disenchantment (no. 5) can cause the
  jewel to vanish harmlessly, together with the points it con-
  tains .
  T8; nag ; ai ; 1mc co ; tr ; D: 1 week (6 days) ; PT : 48 hours; as for
  the preceding variant, except that the caster can store 2
  days of accumulated "psychic power points" in the gem, up
  to a maximum of 600. These can be utilised at any time
  thereafter until the gem vanishes upon the expiration of the
  spell . Should the mage become separated from the jewel by
  
  more than 2 m, it explodes, killing him/her and all others
  within a 6 m circle. After using this spell, the caster must
  not use any sorcery at all for a period of 2 weeks . Again, a
  spell of Disenchantment (no. 5) can make the gem and Its
  store of other-planar power vanish harmlessly.
  T10; nag ; ai ; 1mc cc ; tr ; D: 1 month (30 days) ; PT: 72 hours ; as
  above, but as much as 3 days' supply of "psychic power
  points" (a maximum of 900) can be stored within the gem .
  The mage may travel as far as 20 m from the jewel without
  danger, but if this range is exceeded, it explodes, as stated
  under the T8 variant . A spell of Disenchantment (no . 5) does
  not operate upon the jewel ; it remains until the enchant-
  ment expires, and it cannot even be dropped or dispelled by
  the mage who cast it . Once this "battery" has expired, the
  caster cannot use. any sorcery at all for a full month (30
  days).
  128 . The Comprehension of Devices (P)
  T2 ; nag ; ai ; 1mc co; tr; D: 1 T ; mr ; the caster gains an understan-
  ding of the purpose and operation of one ancient magico-
  technological device. He/she can then use this properly for
  the duration of the spell . A knowledge of the principles,
  repair, and other factors of the mechanism is not obtained,
  however, nor can the mage apply this expertise to other
  devices . He/she may thus learn to aim, reload, and fire an ar.
  chaic laser rifle but cannot extend this ability to a pistol ora
  cannon . The information acquired cannot be transferred to
  another, written down, or communicated in any way . The
  spell itself appears to contain a subtle psychic "mind-bar"
  that prevents this-probably originally a means of keeping
  knowledge within some long-lost technicians' guild during
  the Latter Times, but extended to include all transmission
  of this knowledge in the version handed down within the
  temple of the Doomed Prince . The spell is usable upon
  nonhuman devices also, but there is no guarantee that the
  mage can.indeed employ these : more than 10 fingers and 2
  hands may be needed, the mechanism may require more or
  different senses than are possessed by humankind, etc.
  This is left to the referee. A "Magical Resistance factor roll"
  (Sec . 2.725 (1)) may be allowed to the device in order to
  avoid being understood . If so, the level of this test must be
  adjudicated by the referee .
  T3 ; nag ; ai ; 1mc co ; tr; D : 2 T ; mr; as above, but with a slightly
  greater duration .
  T4 ; nag ; ai ; 2mc ci ; 1mr; D: 3 T; sp ; mr; as for the T2 variant, ex.
  cept that the caster can include one comrade, who also
  learns to operate the device : e.g . the caster and his/her
  companion can both learn to use an ancient laser rifle for
  the duration of the spell . Only one mechanism can be tem.
  porarily mastered in this fashion with each application of
  the spell, however . Thus, one usage may give a character
  the ability to set the dials on the control panel of a tubeway
  car (but not a knowledge of the varl6us destinations!), and a
  second casting must then be made to operate the television
  screens that provide views of the outside of the car, com-
  munication with other stations, etc . ; cf . Sec . 1.425.
  T5 ; nag ; ai ; 1mc co ; tr; D : 10 T ; the caster is able to repair an
  "Eye," provided that he/she has the tools, materials, parts
  from other broken "Eyes," and testing devices . Many of the
  larger temples
  of Ksdrul, Grugsnu, and
  related
  deities
  possess these facilities, although junior members of the
  priesthood are not encouraged to use them except under
  supervision . A special D10 roll Is made by the referee:
  1-6=the "Eye"
  is successfully
  repaired; 7-9=it
  is not
  196
  repairable (although an expert with a minimum of 5 skill
  levels in the skill of Sorcerer more than the unsuccessful
  mage may employ this spell and try again) ; 10 = the "Eye" is
  seriously
  defective .
  In
  this
  last case, the referee rolls
  another D10: 1-3=the device blows up immediately, killing
  the mage ; 4-6 = it explodes and does the caster damage ac-
  cording to table G ; 7-8=it functions as it was meant to do,
  but its target is the caster himself/herself (e.g . one who is
  trying to repair an "Excellent Ruby Eye"-which freezes
  targets In extra-temporal stasis-may himself/herself be
  trapped by the device); 9-10 =it appears to be comaletely
  repaired but will blow up when next used, killing the user
  and doing damage to all within a 3 m circle according to
  table G . Using this spell to repair an "Eye" (etc .) of course
  implies
  that
  the
  caster
  learns
  the
  purpose
  of
  the
  device-but not necessarily the number of charges it con-
  tains. A D10 roll may be made for this: 1-6 =the caster is
  told how many charges the artifact has ; 7-10=he/she can-
  not learn this from his/her repair procedures.
  T8; nag ; ai ; 1mc co; tr; D: 3 T; PT: 1 CR ; this variant is a sub-
  sidiary benefit of the preceding one : it gives the caster the
  ability to deflect the power of an aggressive, aimed, hostile
  "Eye" for the duration of the spell . Other spells affect the
  caster normally. He/she cannot thus be affected by an "Ex-
  cellent Ruby Eye" or others of these archaic mechanisms,
  since their power is poured directly back into one of the
  Planes Beyond . Unfortunately, this variant cannot be cast at
  the same time as the T5 version of this same spell, above.
  T10; nag ; ai; 1mc cc ; tr; D : 10 T ; mr ; PT : 10 T; this form of the
  spell
  permits the user to recharge an
  "Eye"
  or other
  mechanism powered by ancient other-planar "batteries."
  This can be done only once to a given mechanism. D100 are
  rolled, and
  this number of "charges"
  is added
  to the
  device'.s supply . No more than 100 such charges can ever
  be stored in one of these magico-technological artifacts,
  however, and if the dice roll produces more than this, the
  excess is ignored . The Temple of KsArul charges between
  5,000 and 50,000 K41tars for each application of this spell,
  depending upon the device and its political importance . The
  hierarchy does not allow this spell to be used without its
  permission, moreover, and only senior priests and Lay-
  Priests are granted this privilege. Of course, it may be cast
  in secret, but
  if this comes to the attention of one's
  superiors, it can result in severe punishment or dismissal
  from the temple-plus confiscation of the "Eye ."
  129 . The Food of the Ssu (R)
  T1 ; ag ; ar; 3mc; 10mr; D: 2 T ; mr ; M : this spell creates a patch of
  the deadly purplish vegetation that existed all over Tdkumel
  before mankind came to terraform the planet . If produced in
  the midst of a hostile
  party, each target
  is allowed a
  "Magical Resistance factor roll" (Sec . 2.725 (1)) to get out of
  the circle of effect immediately. If this roll fails, damage is
  done to the victim's legs according to table D during the
  first round . When the Body Damage Points (Sec . 2.214) con-
  tained in the legs are eliminated, the character falls down
  into the
  hideous
  bulbous foliage and
  suffers
  further
  damage according to table F. A "Dexterity factor roll" at the
  "Difficult test" level (Sec . 2.723) is made . in each subse-
  quent round until the victim either manages to emerge from
  the affected area or perishes. Every failed roll does addi-
  tional damage according to table F to a victim who is still
  standing and according to.table G to one who has fallen
  down . Leather shoes offer no protection, while metal-shod
  
  footgear will keep the character from harm for 1 round only ;
  thereafter the soles of these boots dissolve, and damage
  occurs as just indicated above. Boots shod with the tough
  chitinous hide of the HIUss, on the other hand, offer com-
  plete
  protection ;- these are both
  rare and expensive
  (perhaps a 5 percent chance of finding a pair at any
  shoemaker's shop in a very large city, and almost certainly
  priced between 1,000 and 5,000 K41tars!). Armour also pro-
  tects a victim who has fallen : leather, Chlan-hide, and
  bronze are of no use at all, while "ordinary" steel reduces
  the damage by one table (e.g . from Gto F) for 2 rounds, "ex-
  cellent" steel by two tables for 5 rounds, and "enchanted"
  steel by 4 tables for 10 rounds before dissolving . If this spell
  Is cast in front of a party of Ssu or Hldss, moreover, these
  beings will halt for 1 turn to feed . They will fight if attacked,
  of course. This spell can be dispelled by the appropriate
  form of the spell of Disenchantment, of course, as can all
  advanced variants of this conjuration.
  T2; ag; ar; 6mc; 20mr; D: 3 T; sp; mr; PT : 1 CR; M: as above, but
  the area and the duration of this variant are greater.
  T4 ; ag ; ar ; 3mc; 30mr; D: 2T; mr; PT: 2 CR ; M: a patch of taller
  aboriginal vegetation is produced. This is 2 m in height, and
  any character caught in it must make a successful "Magical
  Resistance factor roll" (Sec . 2.725 (1)) at once in order to get
  out.
  If this roll fails, he/she suffers damage according to
  table G. Thereafter a "Dexterity factor roll" is made each
  round at the "Very difficult test" level (Sec . 2.723), and if
  this is unsuccessful, the victim suffers damage according
  to table H. A successful score indicates that the person
  manages to crawl out. Boots of HIOss-hide will protect the
  feet, but the vegetation is tall enough to make this of
  minimal benefit . This variant halts both the Ssu and the
  HIdss for 3 turns. It also blocks sighting, and a party behind
  it can escape unseen .
  T5 ; ag ; ar; 6mc; 40mr; D: 5T; mr ; PT : 1 T; M: as for the preceding
  variant, except that this creates a larger patch of the Food
  of the Ssu, and it lasts longer.
  T7 ; ag; ar ; 6mc; 60mr ; D: 7 T; mr; PT: 5 T; M: as above, but the
  foliage is especially toxic, and a character who fails the
  "Magical Resistance factor roll" (Sec . 2.725 (1)) perishes at
  once. It cannot be entered at all except by the HIOss and the
  Ssu, who will halt for 5 turns to enjoy the fruit and small red-
  dish bulbs of viscous fluid produced by certain of the
  "trees ."
  130. The Obsidian Obelisk (R)
  T1 ; nag; ar; 1mc co; tr ; D: 1 T; M: a stone obelisk appears 1 m in
  front of the caster. This is 1 m wide, 2mhigh, and 1 mthick.
  It cannot occupy a space in which some other character,
  object, etc. Is standing, however. It shields the caster from
  missiles, blows, and most of the weaker destructive spells,
  but the mage cannot see through it or cast spells of his/her
  own in that direction. It can be dispelled by a spell of Disen-
  chantment (no. 5) of by Vimuhla's spell of Barring and
  Broaching (no. 149), as can all subsequent variants of this
  spell .
  T2 ; nag; ar; 2mc co; tr, D : 2T; M: the monolith produced by this
  variant is 2 mwide, 2 m high, and 1 m thick . It is useful as a
  shield and also as an obstacle to foes. Other factors are as
  given above.
  T3; nag; ar; 3mc co ; tr, D: 3T; M: this form of the spell creates a
  solid wall of hardest obsidian . The dimensions of this bar-
  rier are 2 m wide, 3m high, and 1 m thick. The caster must
  be certain that there is room for this wall to manifest itself;
  197
  otherwise an explosion occurs, which causes him/her to
  suffer damage according to table F and also injures others
  within a 3 m circle according to table D.
  T4; nag; ar ; 6mc co; 1mr; D: 3T; sp; PT: 1 CR ; M: the barrier pro-
  duced by this version is 6m wide, 3m high, and 2 mthick. It
  protects the caster and others from all missiles and blows,
  and it also obstructs all spells except for those noted under
  the T1 variant and the G10 version of the Doomkill spell (no.
  39) . Again, there must be room to cast this spell, since
  anything larger than a rock 5 cm in diametre in the area will
  cause an explosion that kills the caster and Injures all
  others within a 6 m circle according to table F.
  T5; nag; ar ; 3mc co; 1mr; D; 2T; PT: 2 CR; M: as above, except
  that this variant fits itself Into an Irregularly shaped area
  (e.g . a circular tunnel) . It does not operate If the circle of ef-
  fect
  is occupied
  by a being
  (of any
  sort,
  including
  automatons, demons, creatures produced by sorcery, etc.),
  and the caster and his/her party cannot be harmed at all .
  Otherwise it has the same properties as the T3 variant .
  T6 ; nag; ar; 6mc; 2mr; D: 5 T; PT : 1 T; M: as for the T4 version of
  this spell, except that this great wall fits into an irregularly
  shaped area and cannot harm the caster . Other features are
  as for the T5 variant .
  T7; nag; ar; 3mc; 1 mr; D: 3 T; PT: 1 T; M: as for the T5 form of
  this spell, except that there is a small door in the wall on the
  caster's side only. This can only be opened or shut by the
  caster himself/herself, and no spell or use of force can
  force an entrance from the other side . The door is large
  enough for one being of human size to pass through at one
  time. The caster can thus admit fleeing friends and then
  shut the door against almost anything a foe may do.
  T9; nag; ar; 6mc; 2mr; D: 5 T; PT : 2 T; M: as for the T6 variant, but
  with the door provided by the T7 version of the spell.
  T10; nag; ar; 6mc; 3mr; D: 1 day (24 hours) ; PT: 5T; M: as for the
  T9 variant but with a longer duration . It is said that certain
  great mages of the Temples of
  . Ksdrul and Grugiinu (and
  associated foreign deities as well) can produce permanent
  barriers of this sort, but if true, this is not revealed by the
  secretive clergy of these sects .
  131. The Replication of the Mighty (R)
  T4; nag; ai ; 1mc co ; tr; D: 2T; sp; PT : 2 CR ; M: an exact "clone"
  of the caster appears 1 m away from him/her and remains
  for the duration of the
  spell .
  This
  Is
  the sorcerous
  equivalent of Karakin's spell called The Replication of
  Heroes (no. 120), which duplicates warriors . This variant
  provides an exact copy of a sorcerer : the caster. His/her
  Body Damage Points (Sec. 2.214) and "psychic power
  points" (Sec . 2.931) are equally divided between him-
  self/herself and the clone, however. The duplicate can move
  only as far as 25 m away from the original, and an "in-
  telligence roll" at the "Difficult test" level (Sec . 2.724 (1)) is
  needed to distinguish between the two Individuals. The
  copy's defensive "Magical Resistance factor roll" (Sec.
  2.725 (1)) is also 2 levels lower than that of the original . As
  with spell no . 120, a spell of Disenchantment (no. 5) cast at
  the clone (but not at its caster) will cause this replica to
  vanish.
  T6; nag; ai ; 1mc co; tr; D: 3 T; PT: 3 CR; as above, but with a
  longer duration . The clone can move as far as 100 m away
  from the original, and an "Intelligence roll" at the "Very dif-
  ficult test" level (Sec. 2.724 (1)) must be made in order to tell
  these two persons apart.
  T7 ; nag; ai ; 1mc ci ; 1mr; D: 4T; mr; PT: 4 CR ; M : the caster can
  
  duplicate some sorcerer other than himself/herself for the
  duration of the spell . This person must be of the same
  species and must have a minimum of 7 levels in the skills of
  Sorcerer or Shaman . Other factors are as for the T6 variant .
  The clone's Body Damage Points and
  "psychic power
  points" are divided equally between the original and the
  replica, but the defensive "Magical Resistance factor" of
  the clone is the same as the prototype's . One who does not
  desire to be cloned is permitted a "Magical Resistance fac-
  tor roll" (Sec . 2.725 (1)) In order to avoid this .
  T8 ; nag ; ai ; 2mc ; 3mr ; D: 5 T ; mr; PT: 1 T ; M : as above, but 2 in-
  dividuals can be cloned at the same time. These both must
  possess a minimum of
  10
  skill
  levels in the
  skills of
  Sorcerer
  or Shaman.
  Their
  Body Damage Points and
  "psychic power points" are divided between the originals
  and the replicas, as described above . The duplicates can
  move as far as 300 m away from their prototypes, and an
  "Intelligence roll" at the "Real challenge" level (Sec . 2.724
  (1)) is needed to distinguish the copies from the originals .
  T10 ; nag ; ai ; 1 me co; tr ; D : 7 T ; PT: 5 T; M : the caster can produce
  two duplicates of himself/herself . These each have one half
  of the caster's current stock of Body Damage Points and
  "psychic power points" : i.e . in effect, this spell allows the
  caster to become 3 persons-150 percent of himself/her-
  self-for the duration of the conjuration. Each copy can
  move as much as 500 m away from the original . Other fac-
  tors are as for the T8 variant .
  132 . The Web of Refulgent Command (P)
  T1 ; ag ; ai ; 1mc ; 10mr ; D:
  I ; mr; the caster gains control over 1 an-
  droid (e.g . the Yaleth, described in the referee's Sections
  below), or over 1 apparition created by a hostile mage using
  the U3 or U6 spell of Phantasms (no. 16) . The creature can
  be made to flee or stand immobile but not to fight . This con-
  trol lasts for 1 turn .
  T2; ag ; ar ; 2mc ; 20mr; D:
  I ; mr; this variant provides the same
  sort of domination over 1-5 creatures described under the
  T1 variant, or over 1 apparition produced by the G2 or G3
  version of the Phantasms spell (no . 58) . This condition lasts
  for 2 turns .
  T3 ; ag ; ar ; 3mc ; 30mr ; D :
  I ; mr; the caster gains command over
  1-10 androids or apparitions produced by the U3 or U6 Phan-
  tasms spell (no . 16), 1-3 beings created by the G2 or G3
  Phantasms spell (no. 58), or 1 creature called forth by the G7
  version of this same spell . This domination lasts for 3 turns .
  T4; ag ; ar ; 3mc ; 40mr; D :
  1 ; mr ; control is obtained over all an-
  droids or phantasms produced by the U3, U6, G2, G3, or G7
  Phantasms spell (nos . 16 and 58) within the circle of effect .
  This lasts for 4 turns, and the creatures can be made to
  fight as the caster directs, flee, stand motionless, etc .
  T5 ; ag ; ai ; 1mc ; 50mr; D:
  1 ; mr; the ancient masters of the
  Temples of
  Ksarul, Gruganu, and related foreign deities
  both manufactured and controlled a variety of strange be-
  ings now found mostly in the labyrinths of the Underworlds
  below the oldest cities . These creatures are frequently en-
  countered as guardians of sanctuaries, treasure chambers,
  tombs, etc ., and this variant of the spell gives control over 1
  being of the following varieties, all of which are described in
  the referee's Sections : the Birid10, the WPM, the Huil)u, the
  KSyl, the Nshc, the O6/, the Thunru'u, and the TsWuru. This
  domination lasts for 1 turn, and the creature can be ordered
  to stand immobile or flee-but not to fight or obey other
  commands .
  198
  T6 ; ag ; ar ; 3mc; 60mr ; D :
  I ; mr; as for the preceding variant, ex-
  cept that 1-5 of these beings within the circle of effect can
  be brought under control for 2 turns . These creatures can
  be ordered to fight their fellows or others, as the caster
  directs .
  T7 ; ag ; ai ; 1mc ; 70mr ; D :
  I ; mr ; the caster gains control over one
  of the
  great
  Ru'un,
  the metal automatons
  called
  "the
  Bronze Demons" and used as guardians by the ancients.
  There are many varieties and sizes of these robots, but
  most are fitted with weapons and are programmed to pro-
  tect a location with considerable intelligence and fearless
  vigour : This command lasts for 1 turn, and the being will re-
  main immobile or leave the area but will not fight for the
  caster .
  T8 ; ag; ai ; 1mc ; 80mr ; D : 1 ; mr; one Ru'un can be ordered to fight
  as the caster wishes, carry burdens, and perform other sim-
  ple tasks for a period of 2 turns .
  T9; ag ; ar; 2mc ; 90mr; D :
  I ; mr ; this variant gives control over 2
  Ru'un within the circle of effect .
  It is otherwise identical
  with the preceding form of this spell .
  T10; ag ; ai ; 1mc ; 100mr ; D:
  I ; mr ; the control provided by this ver-
  sion is of the highest sort : one Ru'rin can be "reprogram-
  med" telepathically and given new orders for a period of 20
  turns . This great, gleaming robot will accompany the caster,
  serve him/her, and obey fairly complex commands . It is said
  that a few mages within these temples know of ways to
  make such "reprogramming" permanent, but this secret is
  never divulged to any but the most senior hierarchs of these
  sects .
  TEMPLE SPELLS-SARKU
  133 . The Bulwark of Amber (R)
  T1 ; nag ; ai ; 1mc co ; tr; D: 1 T; M : the caster is surrounded with a
  sombre brownish glow. Whenever a hostile, aggressive,
  aimed spell is cast at him/her, and he/she makes a suc-
  cessful "Magical Resistance factor roll" (Sec . 2.725
  (1)),
  his/her "psychic power points" are augmented by + 5. This
  shield does not operate against the powers of "Eyes" and
  other magico-technological
  devices, nor are points ever
  given for resisting a non-aggressive spell or an areal spell
  (aggressive or otherwise) . Extra "psychic power points" ob-
  tained through this spell remain until expended or for 1 day
  (24 hours), whichever occurs first . The caster's total stock
  of these points can never exceed 500, moreover; this is true
  of all variants of this spell .
  T2 ; nag ; ai ; 1mc co; tr; D : 1 T ; M : as above, except that the in-
  crease in "psychic power points"
  is whatever the hostile
  mage used to cast the spell up to a maximum of + 10
  points . Thus, if a foe uses 5 "psychic power points" to cast
  a hostile spell on the caster, the latter's supply is increased
  by this amount. If the enemy uses 10, 20, 30, etc ., however,
  the most that the caster gains is + 10 points .
  T3 ; nag ; ai ; 1mc co; tr; D: 2 T; sp ; M : as above, but the caster
  gains the number of "psychic power points" the enemy
  sorcerer used to cast the hostile spell-but only up to a
  maximum of + 15 .
  T4 ; nag ; ai ; 1mc co; tr; D: 2 T; M : as above, but the maximum
  number of "psychic power points" that one can gain is
  +20 .
  T5; nag ; ai ; 1mc co ; tr ; D : 2 T ; M : as above, except that the max-
  imum number of "psychic power points" that can be obtain-
  ed is + 25 .
  
  T6 ; nag; ar; 3mc co; tr ; D: 3 T; M: a brownish light surrounds all
  within the circle of effect . A hostile, aggressive, aimed spell
  cast at any living or undead being within this adds a max-
  imum of +25 "psychic power points" to the caster's stock
  and 5 points to the supplies of each comrade within this
  defensive shield .
  T7; nag; ar ; 3mc co; tr; D: 3 T; M: as above, but the caster's sup-
  ply of "psychic power points" is augmented by a maximum
  of +30, and the stocks of all comrades within the Bulwark
  are increased by a maximum of + 10 each .
  T8; nag; a! ; 1mc co; tr; D: 3 T; M : as for the T1 through T5
  variants, except that the caster receives the same number
  of "psychic power points" as the foe used to cast the
  hostile spell . at him/her. This version of the spell is useful
  against low-level enemy sorcerers .
  T9 ; nag; ai ; 1mc cc ; tr ; D: 4 T; M: as for the preceding variant .
  This version also adds "psychic power points" whenever
  the caster makes a successful "Magical Resistance factor
  roll" (Sec. 2.725 (1)) against an "Eye" or other magico-
  technological device employing other-planar energy. In the
  latter case, he/she receives +20 points for each "charge"
  fired at him/her.
  T10; nag; ar ; 3mc ci ; 2mr; D: 3 T; M: the amber light of the
  Bulwark can be cast at a group of comrades, including or
  excluding the caster. Each target within this shield (living
  beings and the undead
  only)
  receives the number of
  "psychic power points" used to cast a hostile, aggressive,
  aimed spell at him/her-up to a maximum of +20 points .
  This does not operate when "Eyes" or other similar devices
  are fired at the party, however.
  134. Depuration (R)
  T1 ; ag ; ai ; 1mc co; tr ; D:
  1; mr; one piece of "ordinary" steel
  touched by the caster is "purified" according to the tastes
  of the Lord of Worms and turned into soft copper. This spell
  can be applied only to one item of armour or to a weapon,
  however. The
  article then has a strength
  lower than
  Chl6n-hide . The object is allowed a "Magical Resistance
  factor roll" at a factor of -5 (Sec . 2.725 (1, h)) in order to
  resist being transformed . This change is permanent, unless
  a spell of Disenchantment (no. 5) is cast either at the metal
  item directly or at the character wearing or carrying
  it
  (perhaps for some other reason!). If the Disenchantment
  spell is of the appropriate level, a roll must be made to see
  whether or not the altered metal item is returned to its prop-
  er state .
  T2 ; ag ; ai ; 1mc; tmr; D: I ; mr; this variant transforms a complete
  suit of "light" armour (Sec . 2.320) of "ordinary" steel into
  soft copper . If the target is carrying a weapon and/or a
  shield of this same material, these, too, are converted . This
  is true of all further variants of this spell .
  T3 ; ag ; ai ; 1mc; 2mr; D:
  I ; mr; as above, except that one com-
  plete set of "medium" armour (Sec . 2.320) of "ordinary"
  steel is converted into copper .
  T4 ; ag ; a! ; 1mc; 3mr; D: I ; mr; this transmutes one complete suit
  of "heavy" armour (Sec. 2.320) of "ordinary" steel into soft
  copper. Other factors are as for the T1 and T2 variants
  above.
  T5; ag ; a! ; 1mc; 5mr; D:
  I ; mr ; a suit of "light" armour (or the
  equivalent) of "excellent" steel is converted into copper.
  The defensive "Magical Resistance factor" of this quality of
  steel is -1, however.
  T6 ; ag ; ai ; 1mc; 10mr ; D:
  I ; mr; this variant converts a suit of
  "medium" armour of "excellent" steel into copper, as
  described above.
  199
  T7; ag ; ai ; 1 mc; 20mr; D: I ; mr ; one suit of "heavy" armour of "ex-
  cellent" steel is transmuted into copper . Other factors are
  as for the T5 variant .
  T8; ag ; ai ; 1mc; 30mr ; D: I ; mr; one suit of "light" armour of "en-
  chanted" steel is transformed into copper . The defensive
  "Magical Resistance factor" of this metal is arbitrarily set
  at + 5.
  T9 ; ag ; ai ; 1mc; 40mr ; D:
  I; mr; one suit of "medium" armour of
  "enchanted" steel is converted into soft copper.
  T10; ag ; ai ; 1mc; 50mr; D:
  I; mr; as above, but this form of the
  spell operates upon one suit of "heavy" armour of "en-
  chanted" steel . By using a second application of this same
  spell, the caster can turn this copper suit (or any other ar-
  ticles of copper transformed by lower levels of this spell) in-
  to one of enchanted copper, as preferred by those who wor-
  ship the Lord of Worms, his Cohort, Durritlsmish, and
  related foreign deities . This has the same defensive value,
  "Magical Resistance factor," etc. as "enchanted" steel. An
  "accidental" spell of Disenchantment (no. 5) cannot return
  this metal to its original form ; the spell must be deliberately
  cast to cause this effect .
  135. Domination (P)
  Tt ; ag ; ai ; 1mc; tr; D:
  I ; mr; prq: all "Universal" variants of the
  spell of Domination (no. 6) ; the victim (who must be an in-
  telligent, living being) is made to forget all of the events of
  the past day. This information can be recalled through a
  spell of Disenchantment (no. 5) . The victim's comrades can
  also tell him/her what occurred, of course. This variant
  operates only upon a target who is immobilised: stunned,
  tied up, under the influence of some other spell (including
  another level of Domination), or otherwise restricted .
  T2 ; ag ; ai ; 1 mc ; tr; D: I ; mr; the amnesia caused by this version is
  selective; the victim will forget specific facts and events
  that occurred at any time during the past week (6 days), as
  the caster desires. Other factors are as for the T1 form of
  this spell .
  T3 ; ag ; ai ; 1mc; 20mr; D:
  I ; mr ; as above, except that the target
  need not be immobilised . The caster must be close enough
  to tell the victim verbally what to forget, however.
  T4; ag ; ar ; 2mc; 30mr ; D: I ; mr; two targets (randomly rolled)
  within the circle of effect can be made to forget specified
  information, as described under the T3 variant.
  T5; ag ; ar; 3mc; 30mr ; D: 1 ; mr; as above, except that 1-5 targets
  (randomly rolled) within the circle of effect can be compel-
  led to forget facts and events that occurred during the past
  month (30 days).
  T6 ; ag ; ai ; 1mc; tr; D:
  1 ; mr; prq: all "Universal" and "Generic"
  forms of the Domination spell (nos. 6 and 38); the target can
  be made to forget his/her entire past : family, friends,
  religion, nationality, etc. He/she still knows all languages
  previously learned, but his/her skills and other expertise are
  gone. The victim is functionally an infant and can be
  retaught by the caster or others within a period of 6-15
  months (5+ the score of a D10) in any fashion the latter
  chooses. All skill and sub-skill learning times (Sec . 2.425 (3
  and 4)) are halved, since the character's basic motor
  abilities and mental "learning channels" are not impaired . A
  spell of Disenchantment of the appropriate level restores all
  of the victim's previous memories and knowledge and
  obliterates all new information implanted by the caster or
  others while this type of Domination was in effect .
  T7 ; ag ; ar; 3mc; D: I; mr; as for the preceding variant, except that
  1-5 (randomly rolled) intelligent beings within the circle of
  
  effect can be made near-complete amnesiacs.
  T8 ; ag ; ar ; 3mc; 20mr ; D:
  I ; mr; this specialised form of Domina-
  tion causes all intelligent beings within the circle of effect
  to go upon a mission of the caster's choosing . This will be
  done as efficiently and rapidly as possible, and the victims
  will perform the task with complete and single-minded en-
  thusiasm and fanaticism . Once this quest is accomplished,
  the spell disappears, and the targets return to normal . The
  mission can be cancelled by a spell of Disenchantment (no.
  5) of the appropriate level . There are limitations upon the
  types of quests that can be commanded: the victims cannot
  be ordered to go and commit suicide (although they can in-
  deed be sent upon a suicidal mission) ; they cannot be com-
  manded to seek Divine Intervention (Sec . 2.725 (2)) ; etc. The
  nature of the quest is left to the mage but must be approved
  by the referee .
  T9 ; ag ; ai ; 1mc; tr; D:
  I; mr; PT: 1 T; this variant is termed "The
  Strengthener of Command"; when it is applied to a victim
  already affected by some other level of the spell of Domina-
  tion (nos . 6 and 38), it raises the defensive level of the spell
  to a T9. Thus, for example, a victim dominated by the U5
  variant can be made much more difficult to release when a
  spell of Disenchantment (no. 5) is attempted.
  T10; ag ; ai ; 1mc; 1mr; D:
  I ; mr ; PT: 2T; this form of the spell is
  also applied "on top of" another level of the Domination
  spell (nos. 6 and 38). It lays a "psychic trap" in the victim's
  mind . When a spell of Disenchantment (no.
  5)
  /ails to
  release the person, both the caster of the Disenchantment
  spell
  and
  the
  original
  victim
  are
  slain. A "Magical
  Resistance factor roll" (Sec. 2.725 (1)) Is permitted to the
  caster of the Disenchantment spell but not to the target
  whose mind contains the trap . There is no external sign of
  the presence of this deadly mental snare, and aG2 spell of
  Perception of the Energies (no. 56) will reveal only that a
  hostile spell exists in the target . The Temple of Thumis
  does have a spell that will inform the caster of the exact
  nature and strength of a hostile spell, however; cf . the spell
  titled The Discerner of Enchantments (no. 143), below.
  136. The Eradicator of Veracity (R)
  T3; nag; a! ; lmc; tr ; D: I; mr ; prq: all forms of the spell of Percep-
  tion of the Energies (nos . 15 and 56) ; the target is one in-
  animate object . This spell allows the caster to create a false
  identification for the article, giving it a misleading history,
  making it appear non-magical, etc., as he/she wishes. When
  another mage then uses the U1 spell of Elicitation (no. 7)
  upon the article, he/she perceives only what the caster of
  this spell wishes him/her to see. This spell is permanent
  unless removed by a spell of Disenchantment (no. 5), and it
  must be dispelled first before any underlying spell can be
  eliminated . The target of this spell is permitted a "Magical
  Resistance factor roll" (Sec . 2.725 (1)) in order to avoid be-
  ing given this false identity; this is true of all variants of this
  spell.
  T5 ; nag; ai;1mc ; tr; D: I ; mr ; an inanimate object can be made to
  appear as though it had another spell In effect upon it when
  this is not really so ; e.g . a chest may be made to reveal the
  presence of a spell to one who employs a spell of Percep
  tion of the Energies (nos. 15 and 56), whereas in actuality
  there is no spell in force at all . Again, this enchantment and
  all more advanced levels of this same spell are permanent
  and must be removed first before the real nature of the ar ti-
  cle can be known.
  T7 ; nag; al; 1mc; 1mr; D: 1 ; mr; this variant is employed to
  200
  deceive a U2 and/or U4 spell of Elicitation (no . 7): the caster
  can make the target (an intelligent living or undead being)
  appear to possess any sorcerous or fighting prowess
  he/she desires: e.g . a mage with 20 skill levels in the skill of
  Sorcerer can be made to resemble a first level novice, if this
  is what the caster wishes. This spell must be dispelled first
  before the spell of Elicitation can divulge the target's real
  abilities and status .
  T9 ; nag; ai ; 1mc; 1mr; D:
  1 ; mr ; this variant foils the U3, U5, and
  G4 spells of Elicitation (nos. 7 and 40), concealing the
  presence of a substance or an article from a searcher.
  It
  also blocks the U6 variant of the Elicitation spell, making a
  chest, device, etc. opaque to one who would see into its
  workings . The Temple of SArku charges 1,000-5,000 Kilitars
  for each application of this spell, realising a considerable
  sum thereby.
  T10; nag; ai ; 1mc; 1mr; D: I; mr; one living (or undead) intelligent
  being is given a completely new identity by this version of
  the spell; he/she is not changed physically, but no form of
  the spells of Elicitation (nos . 7 and 40) or Perception of the
  Energies (nos . 15 and 56) will reveal his/her true nature, and
  he/she cannot be commanded by any version of the spell of
  Domination (nos . 6 and 38) to divulge this . There is one
  disadvantage : he/she cannot cross any "psychic" barrier,
  however: e.g . The Sphere of Impermeable Quiescence (no.
  20), Guarding (no. 46), etc. "Ritual" obstacles are no hin-
  drance, however. This spell is permanent unless removed
  (accidentally or on purpose) by a spell of Disenchantment
  (no. 5) .
  137. Hebetation of the Intellect (P)
  T3 ; ag ; ai ; 1mc; 20mr ; D:
  I ; mr; the intellect (Sec . 2.215) of the
  target (one living or undead intelligent being) is reduced to
  zero for a period of 2 turns. The victim is mindless, although
  his/her autonomic body functions continue to operate.
  He/she collapses and behaves much like a newborn baby
  for the duration of this spell .
  T4; ag ; ar; 2mc; 30mr; D: I; mr; 1 or 2 (randomly rolled) intelligent
  beings within the circle of effect are made mindless, as
  described under the T1 version of this spell . This condition
  lasts for 3 turns.
  T5; ag ; ar; 3mc; 40mr; D:
  I ; mr ; PT: 1 CR ; as above, except that
  1-5 (randomly rolled) intelligent beings within the circle of
  effect are deprived of their mental abilities for a period of 5
  turns.
  T7; ag ; ar; 6mc; 50mr; D: I ; mr ; PT : 2 CR ; as above, but the in-
  tellects of 1-10 (randomly determined with a D10) intelligent
  beings within the circle of effect are reduced to zero for a
  period of 10 turns.
  T8; ag ; ai ; 1mc; 60mr; D: I ; mr ; PT : 3 CR ; the intellect of one in-
  telligent being is removed permanently and sent off to
  dwell in Sirku's gloomy hells. This can be restored with the
  appropriate form of the spell of Disenchantment (no. 5).
  T10; ag ; 1mc; 1mr; D: 1 ; mr; PT : 5T; this variant functions much
  like the preceding one, except from a much closer range.
  This disadvantage is offset by the real purpose of this spell:
  the transfer of another intellect into the victim's body . This
  is accomplished by laying the corpse of another person of
  the victim's own sex and species next to the victim's body
  and completing the spell . This takes 3 further consecutive
  turns. At the end of this time the second body's intellect oc-
  cupies the victim's empty shell, bringing all of his/her own
  Intelligence, dexterity, psychic talents, skills, memories,
  knowledge, charisma, etc. with him/her. The Height-Build-
  
  Strength factor, stamina, Body Damage Points, and come-
  liness of this person are the same as those of the original
  body, of course. This transfer provides a new home for one
  who was otherwise deceased-at the cost of another's life .
  A spell of Disenchantment (no . 5) will indeed remove the in-
  truding intellect, but the original victim's personality does
  not return ; this
  is gone forever, unless a T10 spell of Re-
  embodiment (no . 88) of the Temple of BelkhAnu is used .
  138 . Necrofacture (R)
  T3 ; nag ; ai ; 1mc; tr ; D:
  I ; mr; prq : the G1 through G4 variants of
  the spell of Necromantic Domination (no . 53); the corpse of
  1 being of the caster's species is reanimated with the half
  life favoured by the Temple of the Worm Lord . The target
  may have been dead for as long as 100 years, but the
  skeleton must be reasonably intact . The spell reconstitutes
  enough of the lost musculature that the creature can move
  and fight (at 25 percent less than his/her regular movement
  rates, dexterity, and Combat Values when alive). This low-
  level variant does not return much of the Intellect (Sec.
  1.620)
  : the being is in effect a "zombie," called a Mrur in
  Tsoly .Ani, able to obey simple commands, fight, and perform
  non-dexterous actions . Undead of this type lack the ability
  to cast spells (even if they were sorcerers or shamans in
  life), and their defensive "Magical Resistance factors" (Sec.
  2.725 (1)) are the same as that of the caster who restored
  them to "life ." (For ease of play, the referee may set the fac-
  tors of Mrur encountered in the Underworlds at +6 .) They
  do not require air or food, never check morale, do not tire,
  and need not make "Endurance rolls" to check for various
  percentages of wound status (Sec . 2.8211) . They cannot
  emerge into the sunlight or even into a brightly lit room,
  however. The torches and lamps carried by most parties in
  the Underworlds are not enough to hamper them . Once
  created, an undead being is permanently "alive" and cannot
  be returned to a deceased state by a spell of Disenchant-
  ment (no . 5) . One who does not desire to become one of the
  undead is allowed a "Magical Resistance factor roll" (Sec .
  2.725 (1)) in order to resist this spell .
  T4 ; nag ; ar; 2mc; 1 mr; D : I ; mr ; PT : 1 T; the corpses of 1 or 2 (ran.
  domly rolled) beings of the caster's species within the cir-
  cle of
  effect are reanimated as Mr0r; cf . the preceding
  variant .
  T5; nag ; ai ; 1mc; tr; D :
  I ; mr; PT: 2 T ; as for the T1 form of this
  spell, except that this version produces a Sh6dra : this
  undead being has all of the living person's Height-Build-
  Strength
  factor, Combat Values, movement abilities,
  in-
  telligence, stamina, dexterity, etc ., but
  it still lacks any
  powers
  of casting
  spells,
  and
  its
  defensive "Magical
  Resistance factor roll" (Sec . 2.725 (1)) is again the same as
  that of the caster of the Necrofacture spell (or about a + 10
  as an arbitrary average) . It may be noted that there are still
  other types of undead, but the methods of creating these
  beings are kept a closely guarded secret by the ecclesi .
  archs of the Temples of SArku, his Cohort, Durritl.Amish, and
  related foreign deities . Other factors are as for the T1 form
  of this enchantment .
  T6 ; nag ; ar ; 3mc ; 2mr; D : I ; mr; PT: 3 T ; the bodies of 1-5 (random-
  ly rolled) beings of any intelligent species within the circle
  of effect are reanimated as Mrur; cf . the T1 version of this
  spell .
  T7 ; nag ; ar; 2mc ; 2mr; D :
  I ; mr ; PT: 4 T ; 1-2 (randomly rolled) in .
  telligent beings of any species (except those inimical to
  humankind-these can never be made into undead) are
  20 1
  returned to "life" as Sh6dra ; cf . the T5 variant, above.
  T8 ; nag ; ar; 3mc ; 2mr; D : I ; mr ; PT: 5 T ; 1-5 (randomly rolled) in-
  telligent beings of any species (cf. the T7 variant, however)
  within the circle of effect are turned into undead Sh6dra .
  Other factors are as for the T5 version of this spell .
  T9 ; nag ; ai ; 1mc ; 1 mr; D : I ; mr ; PT : 10 T ; one being of the caster's
  own species can be restored to undead "life" as a Sh6dra .
  This variant is usable only upon a deceased sorcerer or
  priest of S2irku (or a related deity) possessing no more
  levels in the skill of Sorcerer or Shaman than the caster has .
  He/she can also have been dead no more than 50 years, and
  his/her skeleton must be relatively complete . Once created,
  this being is endowed with the same spell-casting abilities
  enjoyed by the living person, plus his/her normal mental
  and physical powers . Unlike the simple Mrur and the more
  powerful Sh6dra created as tomb guardians, however, this
  being does not automatically obey the caster or other
  priests of SArku (etc .). Instead, it has all of its own attitudes
  and objectives .
  T10 ; nag ; ai ; 1mc co ; tr ; D : 12 hours ; PT : 20 T ; the caster can turn
  himself/herself into one of the intelligent undead for the
  duration of this spell . Not only does he/she have all of the
  benefits described under the T1, T5, and T9 variants, but
  he/she returns to normal "living" status when the spell ex-
  pires . Other undead will never attack a mage while he/she
  has this spell in force, and the only disadvantage is the in-
  ability to emerge into the light .
  139
  . The Summoning of the Spectral Hosts (R)
  T1 ; nag ; ar ; 6mc cc ; tr ; D : 1 T ; prq : all variants of the Necroman-
  tic Domination spell (no
  . 53) ; M : this sends forth a hissing,
  mournful call that can be heard within the circle of effect by
  any Mrur (cf . spell no . 138 and the referee's Sections) . One
  of these undead beings will come in obedience to this sum-
  mons and obey the caster for a period of 1 turn .
  T2 ; nag ; ar; 12mc cc ; tr ; D : 2 T ; M : as above, but this call brings
  all MrOr within its range. These will serve the caster for 2
  turns.
  T4 ; nag ; ar; 24mc cc ; tr ; D: 3 T ; sp ; M : as above, but both Mrur
  and Sh6dra (cf . spell no. 138 and the referee's Sections) will
  hear and obey for a period of 3 turns .
  T6 ; nag ; ar; 60mc cc ; tr ; D: 5 T ; M : as above, but with a greater
  range and duration . This form of the Summoning is inaudi-
  ble to humans and other species, although the Pd Chbi can
  hear it . The undead will obey the caster for 5 turns before
  returning to their usual pursuits .
  T8; nag ; ar; 80mc co; tr ; D : 6 T; M : this version of the spell sum-
  mons all undead beings (except those controlled by higher
  level
  priests and
  sorcerers of SArku
  and
  his
  related
  deities-or
  those
  which
  themselves
  possess
  full
  in-
  telligence) to serve the caster for 10 turns . This includes not
  only the Mr0rand the Sh6dra but also such creatures as the
  Huru'u, HrA, and the flying Vorodld . These are all described
  in the referee's Sections . There is some overlap between
  the undead created by Sirku's powers and those managed
  by the Temple of Ksdrul (and his associated deities) ; cf. the
  spell termed The Web of Refulgent Command (no .
  132) .
  Devotees of these sects are usually able to agree in ad-
  vance as to who will summon and control these spectral be-
  ings . On those rare occasions when there have been con .
  frontations, the undead have largely been allied with their
  proper lord, mighty SArku, and his minions .
  140. Vermiculation (R)
  T5; ag ; ar ; 3mc;10mr; D: 1 T; sp ; M : the floor or ground of the cir-
  cle of effect is covered with tiny, wriggling worms, called
  
  the Worms of Death, for the duration of the spell . This con-
  juration cannot be cast directly on a vertical surface or
  upon a being but is manifested on the ground upon which
  others are standing or over which they are expected to
  pass . No "Magical Resistance factor roll" (Sec. 2.725 (1)) is
  thus possible, and one who is within the affected area must
  make a "Dexterity roll" at the "Difficult test" level (Sec .
  2.723) in the first combat round in which these hideous little
  creatures appear . If this succeeds, he/she safely leaves the
  area. A failed
  roll allows the worms to eat through any
  leather boot or shoe and enter the victim's bloodstream
  through the feet ; this roll is repeated every round until the
  person either manages to leave the affected zone or
  perishes . A D10 is rolled each combat round that a target re-
  mains in the affected zone : 1-4 =the worms do no damage
  that round ; 5-7= they have entered the bloodstream and
  cause damage according to table C ; 8-9 =they are ravaging
  the internal organs and do damage according to table F ;
  10=they have reached a vital spot and
  slay the victim
  outright . Boots shod with metal prevent the worms from
  entering the person's body . Stamping the feet does no
  good at all, but one can try to climb up onto a piece of fur-
  niture or some other object, if one is present . Only a spell of
  Alleviation (nos . 1 and 29) will rid a victim's body of these
  worms, and a spell of Healing (nos . 10 and 48) must be
  subsequently cast
  upon him/her to
  repair the physical
  damage .
  T7; ag ; ar ; 6mc; 20mr ; D : 3 T; M : as above, but the area covered
  by these deadly little creatures is larger, and the duration is
  longer .
  T9 ; ag ; ar; 3mc ; 30mr ; D: 4 T; M : these call forth the most lethal
  of Serku's vermin : the Worms of the Night . These exist only
  partially upon Tekumel's Plane, and they penetrate earth,
  natural stone, wood, and other materials with ease . They
  are blocked by masonry, brick, worked stone, and metal,
  however . Boots shod with metal will thus provide some
  defence, although 2 combat rounds are enough for them to
  clamber up over shoes, clothing, etc . and find an entrance
  into the body. These tiny monstrosities are visible only as a
  distorted wriggling of the ground, and a person standing in
  the affected area must make a "Dexterity roll" at the "Very
  difficult test" level at once ; otherwise they enter his/her
  body through the feet and grow to huge and bloated size
  within him/her inside of a period of 2 combat rounds. If a
  target
  is wearing metal-shod boots, the "Dexterity roll"
  must be repeated at the start of a second and a third round ;
  if it fails-or if he/she has not left the zone by the beginning
  of the fourth round-the Worms of the Night succeed in in-
  vading his/her body . During the first round after penetra-
  tion, a victim suffers damage according to table F ; further
  damage is done according to table H in the second round ;
  and if the target still survives, he/she dies at the beginning
  of the third round . Spells of Alleviation and Healing must be
  cast to rid a victim of these terrible creatures and heal any
  damage done, as stated under the T5 variant .
  T10 ; nag ; ar; 1mc cc ; tr ; D: 3 T; this variant causes the Worms of
  Death to become dormant within the circle of effect. The
  caster can then pick them up and encase them in soft clay
  "coins" which are then hardened and sold to the Assassins'
  clans (Secs . 1.860 and 2.2313). Ten such "coins" cost bet-
  ween 3,000 and 12,000 Keitars, providing a goodly income
  for the sorcerous academies of the Temple of Sdrku (and
  related foreign deities). The more deadly Worms of the
  Night cannot be made dormant or kept In clay "coins," ex-
  cept possibly by a sorcerer with 20 or more skill levels. The
  use of these "coins" as a weapon is described in Sec . 1.960.
  202
  TEMPLE SPELLS-THOMIS
  141 . Alleviation (R)
  T1 ; nag ; ai ; 1mc ; 10mr ; D: I ; mr ; prq : all variants of the spell of
  Alleviation (nos. 1 and 29) ; this version allows a mage to
  treat a patient from a greater distance, thus avoiding pos-
  sible contagion . It is otherwise identical to the G2 form of
  the enchantment . A "Magical Resistance factor roll" (Sec .
  2.725 (1)) must be made only be non-intelligent animals (who
  cannot distinguish a "friendly" spell from a "hostile" one) ;
  cf . Sec . 2.725 (1, c) . This is true of all versions of this spell .
  T3 ; nag ; ai ; 1mc ; 10mr; D:
  I ; mr ; this
  is a specific against the
  plague called the Rotting Death and its less virulent cousin,
  the Black Flux (cf . Sec . 1.412) . Using this spell, there is a 40
  percent chance of an immediate cure for the former amd a
  60 percent chance of temporary relief . In the latter case,
  this spell may be cast again on the following day, etc ., until
  the ailment is conquered.
  T5 ; nag ; ai ; 1mc ; 1mr; D : I ; mr; this variant is an instant and total-
  ly
  efficacious
  specific
  against
  any
  inorganic
  poison,
  whether ingested, injected into the bloodstream, or applied
  to the skin; cf. Sec. 2.350.
  T7 ; nag ; ai ; 1mc ; 1mr ; D : I ; mr; as for the T5 variant, except that
  this instantly cleanses the body of any organic poison ex-
  cept the deadly Zu'ur; cf . Sec . 2.350. This version of the
  spell works quickly against
  the spore of the Sagun (a
  fungoid creature encountered
  in the Underworlds below
  many older cities) and the spell called The Affable Blight of
  Lord Unf, used by sorcerers devoted to Kserul and
  his
  associated deities (no. 125).
  T9; nag ; ai ; 1mc ; 3mr; D :
  I ; mr; this variant is rarely needed but
  may occasionally be of importance ; it cures the radiation
  sickness sometimes contracted while exploring certain of
  the ruined cities and installations constructed before the
  Time of Darkness (Secs . 1.200 and 1 .424).
  T10 ; nag ; ai ; 1mc ; 1mr; D :
  1 ; mr ; this cures an addiction to the
  lethal pleasure drug, Zu'ur (Secs . 1 .412 and 2.350). There is a
  chance of failure, however, and a special D10 roll must be
  made : 1-6= the patient is cured but must spend a further 3
  days recuperating ; 7-9= he/she is not freed of his/her addic-
  tion, and the spell must be applied again in exactly 6 days ;
  10=the victim goes into the last stages of Zu'br addiction :
  a catatonic coma. In this last case, only one more D10 roll is
  allowed :
  if he/she is not healed completely the following
  week, he/she dies.
  142 . Benignity (P)
  T1 ; ag ; ai ; 1mc ; 10mr ; D :
  I ; mr; one hostile being of the caster's
  species is made neutrally friendly for a period of 1 turn . This
  person will not attack the caster or his/her party, nor will
  he/she issue commands to others to do so. If attacked or
  threatened, however, the target will defend himself/herself
  and take whatever steps are needed to thwart the caster (or
  his/her companions) . This spell is thus employed mainly to
  turn a confrontation into a "neutral" situation : a target may
  be compelled to allow the caster and his/her group to pass
  unharmed through a hostile area, etc. It does not create real
  friendship or a wish to actively aid the caster, nor does it im-
  mobilise the target and leave him/her open to attack.
  T2; ag ; ar; 2mc ; 20mr; D :
  I; mr ; as above, but 1-2 (randomly
  rolled) beings within the circle of effect are caused to
  become benignly disposed towards the caster for a period
  of 2 turns . Again, this variant is species specific .
  T3; ag ; ar ; 3mc ; 30mr; D:1 ; mr; 1-5 (randomly determined) beings
  
  of the caster's species are made benign for 3 turns.
  T5 ; ag ; art 1mc; 20mr; D: I ; mr ; 1 member of any of the "friendly"
  nonhuman races (Secs . 1.413 and 2.223)-or a human, if the
  caster is a "friendly" nonhuman-is made benign for a
  period of 2 turns.
  T7; ag ; ai ; 1mc; 20mr ; D:
  I; mr; one member of a "neutral" non-
  human species (the Mih911i and the Nyagg9 ; cf . Secs . 1.413
  and 2.223) are made neutrally friendly for a period of 2 turns.
  T8; ag ; ai, 1mc; 30mr ; D: I ; mr; one semi-intelligent or non-
  intelligent animal is made neutral to the caster and his/her
  party for a period of 3 turns. The creature will not attack as
  long as it is not threatened .
  T9 ; ag ; art 3mc; 50mr ; D: I ; mr; 1-5 "friendly" or "neutral" In-
  telligent nonhumans, 1-10 smaller (i.e. up to human size)
  semi-intelligent or non-intelligent animals, or 1-3 large or
  very large animals are made neutral to the caster and
  his/her party for a period of 5 turns. All of these are selected
  randomly from a larger group within the circle of effect .
  T10; ag ; ai ; 1mc; 50mr; D:
  I ; mr; one member of an "inimical" in-
  telligent nonhuman species (Secs . 1 .413 and 2.223) is made
  neutral for a period of 3 turns. This being will not attack or
  give orders to do so, unless the caster or others in his/her
  party attack the target's party first .
  143. The Discerner of Enchantments (P)
  T1 ; nag; art 3mc cot D: I; mr ; prq: the G1 and G2 variants of the
  spell of Perception of the Energies (nos. 15 and 56); the
  identity and strength of any spell of the "Universal" phylum
  present within the circle of effect are revealed to the caster.
  Not only is he/she informed of the presence of a spell upon
  an object or being within the circle of effect, but the name,
  level, and characteristics of that spell are divulged as well .
  The target spell is permitted a "Magical Resistance factor
  roll" (Sec . 2.725 (1)) to resist being made known; this is true
  of other forms of this enchantment as well .
  T3 ; nag; art 3mc cot D:
  I ; sp ; mr; as above, but this variant iden-
  tifies spells of the "Generic" phylum . The G8 form of the
  spell of Perception of the Energies (no. 56) is also breached
  by this spell, and any underlying spell of the "Universal" or
  "Generic" phyla is automatically identified. A concealed
  spell of
  the "Temple"
  phylum cannot be
  identified,
  however, unless the appropriate higher level of this same
  spell is cast upon the target .
  T5 ; nag; art 3mc cot D: I ; mr ; this version identifies spells of the
  "Temple" phylum of levels 1-5 . Other factors are as given
  above.
  T6 ; nag; ai ; 1mc; tr; D:
  I ; mr; the identity of an "Eye" and the
  number of charges
  it contains are revealed when
  it is
  touched by the caster.
  T8; nag; ai ; 1mc; tr ; D:
  1; mr ; PT : 2 CR ; this removes the spell
  called The Eradicator of Veracity (no. 136) used by the
  Temples of SArku and related deities and allows another
  spell of Elicitaion (nos. 7 and 40)-or Perception of the
  Energies (nos. 15 and 56)-or indeed, another level of this
  same spell-to function normally to reveal the truth about
  an object or being touched by the caster.
  T9; nag; art 3mc cot D: I; mr; the identity and strength of a spell
  of the "Temple" phylum of levels 7-10 are made known to
  the caster.
  203
  144. The Gate of the Grey Pentacle (R)
  T2 ; ag ; art 1mc; 30mr ; D: 3 T; sp ; mr ; M: a whirling, iridescent,
  pearly-hued nexus point (Sec . 1.620) appears 1 m in front of
  the caster and moves directly away from him/her at a speed
  of 1 m per combat round. This is a little larger than human
  size, and the spell thus does not operate at all upon much
  larger beings or artifacts . A living person of any intelligent
  species, an undead being, an android or automaton, or a
  creature produced by magic (but not an animal, a demon,
  etc.) touched by this inter-planar gateway disappears into it
  and can only be returned by casting a G8 or G10 spell of
  Visitations of Other Planes (no. 70) or the Temple of
  BelkhAnu's T2 spell of Transmogrification (no. 91) . The
  destination of this nexus point is found randomly with a
  D10 roll : 1-2=the target
  Is transported into one of the
  airless interstices between the Planes and dies (only Divine
  Intervention can restore the victim to existence; cf . Sec.
  2.725 (2)) ; 3=the victim materialises on one of the Demon
  Planes, an uninhabited world, or a planet occupied by some
  other race ; 4=the destination is another time and place on
  Tdkumel itself; 5-6 =the target reappears at another loca-
  tion on Tdkumel but at the same time ; 7-8= the target
  returns to the same general locale and time but at a
  distance of as much as 2 km from his/her starting point;
  9-10=the target is transported to a random location 300 m
  away from his/her original position but at the same time.
  The details of these destinations are left to the referee . A
  successful "Magical Resistance factor roll" (Sec . 2.725 (1))
  indicates that the nexus point has passed the target by, and
  he/she is not sucked into it . This conjuration can be dispel-
  led by the appropriate level of the spell of Disenchantment
  (no. 5) as it travels. This is true of the T4 and T6 variants as
  well .
  T4 ; ag ; art 2mc; 60mr; D: 6T; mr; PT: 1 CR ; as above, but the size
  of the nexus point is greater, making it possible to include
  1-2 beings (randomly rolled) who are within the circle of ef-
  fect as it passes, and its duration is longer. The speed of
  this vortex remains the same as for the T2 variant, as do the
  destinations .
  T6; ag ; art 3mc; 90mr; D: 3T; mr; PT: 3 CR ; as above, but 1-5 (ran-
  domly rolled) targets simultaneously caught within the cir-
  cle of effect as the spell travels can be carried off, as
  described above. The speed of this shimmering vortex is 3
  m per combat round.
  T8; ag ; ai;1mc;100mr; D: I ; mr ; PT : 1 CR; this variant requires no
  time to move towards a target. It is instantaneous, and if the
  victim fails the "Magical Resistance factor roll" (Sec . 2.725
  (1)), he/she disappears and is borne off by the nexus point
  as given under the T2 variant .
  T10; ag ; ai ; 3mc; 120mr; D: 1 ; mr; PT : 5 CR ; as for the T8 version
  of this spell, except that 1-5 (randomly rolled) targets within
  the circle of effect around the primary target are sucked in-
  to the nexus point . Other factors are as for the T2 variant .
  145. Guiding (P)
  T1 ; nag; ai ; 1mc cot tr; D: 3 T; PT: 1 CR ; the caster is infallibly
  guided back along his/her previous route without recourse
  to maps for the duration of the spell. He/she cannot
  become lost, confused by secret doors, slanting passages,
  revolving doors, or other physical methods of deception, as
  long as
  he/she has passed through these before . In-
  terplanar
  nexus
  points,
  teleportation,
  and
  "psychic"
  magical barriers block this spell, however: e.g . The Sphere
  of Impermeable Quiescence (no. 20), Guarding (no. 46),
  
  Hn911a's spells of The Inimitable Defender (no. 103) and The
  Ritual of the Purified Sphere (no . 108), HriYfi's spell called
  The Vindication of instability (no . 115), and similar shields.
  Once one of these barriers is passed, this spell can be cast
  again, of course . The caster is not informed of the ex-
  istence of other routes, secret doors, traps, etc . that were
  not detected or passed through in coming . All variants of
  this spell are immune to spells of Disenchantment (no . 5)
  and thus cannot be dispelled before their normal expiry.
  T2 ; nag ; ai ; 1mc co ; tr; D : 6 T ; PT : 2 CR ; as above, but with a
  greater duration .
  T3 ; nag ; ai ; 1mc co ; tr; D : 10 T; PT : 1 T; as above, but providing
  guidance
  through
  a
  forest,
  Underworld
  labyrinth,
  etc .
  previously passed through by the caster for a still longer
  time .
  T4 ; nag ;
  ai ; 1mc cc ;
  tr ; D : 20 T ; sp ; PT : 2 T; this variant
  possesses an even greater duration . In addition, it informs
  the caster of the presence of secret doors in walls no more
  than 1 m from him/her as he/she passes them . These may
  be doors discovered previously, or they may be new finds .
  Traps, slanting passages, interplanar nexus points, etc . are
  not detected, however, unless they were found by other
  means at some prior time.
  T5 ; nag ; ai ; 1mc ci ; 1mr ; D : 30 T ; PT: 3 T; much as for the T4
  variant,
  except
  that
  the
  caster can use the guidance
  vouchsafed by this spell upon himself/herself, or it can be
  transferred to some other member of the party . This may be
  a being of any of the intelligent species .
  T6 ; ag ; ar; 3mc ; 30mr ; D :
  I ; mr; this variant wipes the memory of
  the route
  travelled from the minds of all who fail their
  "Magical Resistance factor rolls" (Sec . 2.725 (1)) within the
  circle of effect . In game terms, this deprives the opposing
  party of its map of an explored area, if one of the targets is
  the map-maker . This condition lasts for 30 turns before the
  victims' memories return . Other characters in the party can
  try to recall the group's route from memory, but the map-
  maker is not allowed to contribute to this effort . A party
  may assign two or more members to the task of map-
  making, of course, but this then must be done in actuality:
  such players are required to prepare two real copies of the
  map or to work independently to chart the party's route.
  This precludes several players from simply saying that they
  are also mapping in order to avoid the consequences of this
  spell.
  T7; ag ; ar ; 6mc ; 40mr; D :
  1 ; mr; PT : 1 CR; as for the T6 form of
  this spell, but with a larger circle of effect and a greater
  range . This selective amnesia lasts for 1 hour.
  T8; nag ; ai ; 3mc co; tr; D: 30 T ; PT : 5 T ; the caster gains all of the
  knowledge and abilities described under the T4 form of this
  spell, plus the power to perceive traps (but not how they
  work) within the circle of effect as he/she passes them .
  Subtly slanting passages, revolving walls or rooms, con-
  cealed interplanar teleportation devices and nexus points,
  etc. along the way within the circle of effect are all revealed
  by this spell .
  T9; nag ; ai ; 1mc cc ; tr; D:
  I; PT: 7 T; this variant extends the
  caster's map knowledge into an unexplored area out to a
  distance of 10C m in the direction he/she is looking (i .e . in a
  semi-circle 45 degrees on either side of a line drawn directly
  forward from the centre of his/her figure base) . In effect,
  this spell gives the caster a quick look at the referee's map
  of the target area. He/she may study this for only 1 minute,
  however, and may not copy
  it, discuss it with others, or
  make notes during that time . Creatures, furnishings, ob-
  jects, and other non-permanent articles in the area are not
  204
  revealed by this spell, nor are secret doors, traps, slanting
  passages, nexus points, or other similar deceptive devices .
  Permanent physical features are divulged, of course: walls,
  doors, chambers (even those reached by secret doors),
  passages, columns, etc . The spell also does not penetrate
  areas guarded with sorcerous barriers ; e.g . The Seal Upon
  the
  Powers
  (no .
  18),
  The
  Sphere
  of
  Impermeable
  Quiescence (no . 20), Guarding (no . 46), The Ritual of the
  Purified Sphere (no . 108), The Vindication of Instability (no .
  115), etc. Any such location must be covered when the
  referee shows the caster the map .
  T10; nag ; ai ; 1 me cc ; tr; D: I ; PT : 10 T; the caster is allowed a look
  at the referee's map of an area protected by one of the
  spells listed under the T9 variant of this enchantment . This
  version may be cast subsequent to the T9 form of this same
  spell, or it may be cast upon an area already known to con-
  tain a shielded zone . In the latter case, the field of vision is
  as given under the T9 version . A special D10 roll must be
  made by the mage, however; 1-4 =the caster is allowed to
  look for just 10 seconds ; 5-7=the map may be seen for 20
  seconds ; 8-9= it may be studied for 30 seconds; 10=a full
  minute of inspection is permitted . Notes and copies cannot
  be made while this examination is in progress, nor can the
  caster speak to others in his/her party or otherwise describe
  what lies in the area until after the inspection has been ter-
  minated .
  146 . Healing (R)
  T3 ; nag ; ai ; 1mc; 1mr ; D : I ; prq : all "Universal" forms of the spell
  of Healing (no . 10), plus its G1 through G5 variants ; this
  spell is identical to the U2 version (no. 10) but requires no
  special die roll for sorcerous healing to work . The target
  thus automatically regains 1-10 Body Damage Points (ran-
  domly determined with a D10) . This and the following "Tem-
  ple" variants of the Healing spell cannot be employed upon
  targets for whom "Universal" and "Generic" versions of
  this spell have already failed ; cf. no . 10. Such victims have
  no other recourse but medical treatment.
  T5; nag ; ai ; 1mc ; 1mr ; D:
  I ; as above, except that this heals 1-20
  lost Body Damage Points (randomly ascertained with a
  D20). It is thus the same as the U3 version of this spell but
  operates automatically.
  T7 ; nag ; ai ; 1mc ; 1mr ; D: I ; this functions like the U8 variant of
  this spell but needs no die roll for sorcery to operate .
  T8; nag ; ai ; 2mc ; 2mr ; D : 1; as for the G1 version of the spell, ex-
  cept that it operates automatically .
  T9; nag ; ai ; 3mc ; 2mr ; D : I ; this is identical to the G2 variant but
  does not require the die roll .
  T10; nag ; si ; 3mc ci ; 2mr; D :
  I ; this is the equivalent of the G5
  form of the Healing spell but without the special die roll.
  147 . The Preserver of Wisdom (R)
  T1 ; nag ; ai ; 1mc; tr, D : I ; the target is one book, scroll, or docu .
  ment (magical or non-magical in nature). Common writing
  materials include paper, parchment, vellum, and a type of
  papyrus, while other substances are employed here and
  there as well : e.g . wooden plaques, cloth, clay tablets, metal
  plates, bone, a type of mother-of-pearl,
  slate and other
  varieties of stone, etc . In Tdkumel's hot climate-accom-
  panied by extremes of humidity in some regions-manu-
  scripts decay or are eaten by insects within a relatively
  short time . This enchantment preserves paper, parchment,
  vellum, papyrus, and cloth (but not other substances) for a
  period of 25 years per application . These will then neither
  
  rot nor become mildewed, and they are no longer appealing
  to the planet's teeming insect life . The Temples of Thumis,
  his Cohort, Ketdngku, and associated foreign gods thus
  function as the maintainers of the great libraries in which
  the intellectuals of the Five Empires and other cultured
  societies take such pride . A fee of 6-15 KAitars (5+ the
  score of a D10) is charged for each use of this spell. As with
  many other sorcerous feats, all variants of this spell can be
  dispelled with the appropriate level of the spell of Disen-
  chantment (no. 5).
  T2; nag; ai ; tmc; tr; D: 1 ; this variant restores tensile strength to
  one book, manuscript, or document that has become brittle
  with age. It can then be handled and read. Again, this spell
  operates only upon the organic writing materials noted
  above. Once repaired, the target will last for at least 100
  years. A fee of 21-40 Kditars (20+ the score of a D20) Is
  asked for this service .
  T3 ; nag; a! ; imc; tr ; D:
  I; the target (one book, etc., as above) !s
  preserved-in effect "laminated"-to last for perhaps a
  thousand years .
  It
  is also made waterproof . This costs
  51-150 KSitars (i.e. 50+ the score of D100) .
  T4 ; nag; ai ; 1mc ; tr ; D: I ; as for the preceding variant, except that
  the target is made proof against fire . Only one of the power-
  ful fire-producing spells will incinerate a document so pro-
  tected : e.g . The Radiant Gaze (no. 60), certain of the "Tem-
  ple" spells of Vimuhla and Chit6ng, etc. This variant also
  protects books and documents against moulds and fungi ; it
  is therefore used to safeguard important items from such
  spells as The Affable Blight of Lord Unf (no. 125). The
  temples charge 100-500 (randomly rolled) Kditars for each
  use of this spell .
  T5 ; nag; ai ; 1mc; tr; D:
  I; the target (one book, scroll, etc., as
  above) is provided with a magical "alarm" that sends a
  silent psychic signal to a person or group designated by the
  caster to a range of 300m. If an attempt is made to steal the
  item,
  or to open and read
  It
  without permission, as
  designated by the caster, this alarm sounds. Thus, for ex-
  ample,
  it !s very difficult to steal a book from one of the
  great temple libraries because most of the more valuable
  items have had this spell applied to them, and a custodian
  or guardian is summoned whenever a theft or unauthorised
  usage is attempted. Unfortunately, this spell cannot be ap-
  plied to inorganic substances-metal, jewels, etc.-except,
  possibly, by mages possessing 20 levels in the skill of
  Sorcerer or more . The aforementioned temples charge
  600-1,500 (500+the score of a D10 x 100) Kditars per ap-
  plication for this spell .
  T6 ; nag; ai ; 1mc; tr, D:
  I; the target (one book, scroll, etc., as
  above) is made proof against !nterplanar transportation. It
  cannot be inserted through a nexus point, teleported, etc.
  This variant is again employed as a defence against theft,
  and a fee of 1,100-2,000 (1,O00+the score of a D10x100)
  Kd1tars is demanded for each item so protected.
  T7; nag; ai ; tmc; tr; D: I ; the target !s one scroll containing one
  or more sorcerous spells. If a special D10 roll !s successful,
  the document does not disappear or become ineffective
  after reading, remaining magically "potent" until it !s need-
  ed again . (Some of the better scrolls automatically permit 2
  or more usages before their magical power is exhausted; cf .
  the referee's Sections .)The D10 scores are: 1-6= the spell is
  ineffective and the scroll is then useless; 7-9=the scroll
  may be used one more time ; 10-the scroll may be used 2-6
  times more (randomly rolled). This spell can only be applied
  once to a given scroll . The priesthoods ask 4,000-13,000
  K6itars (3,O00+the score of a D10 x 1,000) for each use of
  this spell .
  205
  T8; nag; ai ; 1mc; tr ; D:
  I ; the target is one book or scroll, as
  described above. This form of the spell prevents the article
  from being used by anyone other than the mage who casts
  this enchantment upon
  it . The Temple of Thumis (etc .)
  charges 600-1,000 KSitars (randomly rolled) for each ap-
  plication of this spell. This may thus prevent a magical book
  or scroll from being read by another mage, or a document
  from being perused by a foreign agent-or even a personal
  diary from providing material for gossip!
  T10; nag; ai ; 1 mc ; tr; D:
  1 ; as for the T7 version, except that this
  variant is applicable only to magical books. A D10 roll must
  be made as given under the T7 version of this spell. A suc-
  cessful score indicates that the book does not disappear or
  become useless but can be utillsed again (one or more
  times) by the appropriate reader(s). A fee of 26,000-45,000
  (25,000 + the score of a D20 x 1,000) K81tars is demanded for
  each employment of this rare and important spell. The
  temples often bargain with one another and exchange ser-
  vices in order to obtain needed utilitarian spells of this sort .
  148. Sagacious Acquisition (P)
  T1 ; nag; ai ; 1me ci ; tr; D: I ; prq: the G1 through G3 variants of the
  spell of Sagacity (no. 62) ; this halves the time given in Sec.
  2.425 (3 and 4) for the learning of an "Easy" skill or sub-skill
  level (those that cost 5 points per level in Sec. 2.239). A
  character learns the skill or sub-skill through the usual
  means, but this is accomplished in half the normal period .
  The temples charge varying amounts for applications of
  this
  spell,
  depending upon the level needed and the
  political importance of the matter. Once this spell has been
  cast upon a character, !t cannot be dispelled with a spell of
  Disenchantment (no. 5).
  It also cannot be cast upon the
  same target more than once every 3 months ; this is true of
  the T2, T3, and T4 levels of this spell as well.
  T2; nag; a! ; 1mc; tr ; D: I ; as above, but this halves the time need-
  ed to acquire a new skill or sub-skill level of the "Moderately
  easy" variety (those that cost 10 points per level in Sec.
  2.239).
  T4 ; nag; ai ; 1mc; tr; D:
  I; prq: all levels of the spell of Sagacity
  (no. 62) ; as above, except that this halves the time required
  to acquire a new skill or sub-skill level of the "Complex"
  group (those that cost 15 points per level in Sec. 2.239).
  T6 ; nag; a!; 1mc; tr; D:
  1; as above, but this form of the spell
  halves the time needed to learn a new skill or sub-skill level
  of the "Difficult" group (those costing 20 points per level in
  Sec. 2.239) . No version of this spell seems to exist for the
  reduction of the time needed to master a skill of the "Very
  difficult"
  category,
  however.
  This
  variant
  cannot
  be
  employed on the same target more often than once every 6
  months . It also tends to be quite expensive; the temples of
  Thumis and related deities charge between 6,000 and
  14,000 KBitars for one application, depending upon the
  target's religious affiliation and status . Political "favours"
  are sometimes accepted !n lieu of cash, of course.
  T8; nag; a! ; 1mc c! ; tr; D: I; this halves the time needed to learn a
  new spell (or a new level of a spell already known) of the
  "Universal" phylum given in Sec. 2.922 (2, a and b). This can
  only be applied to the same target once within a 1 month
  period . A fee of 1,000-3,000 (randomly rolled) K61tars may be
  asked for this service.
  T9 ; nag; ai ; 1mc ci ; tr; D: I; as above, except that the time need-
  ed to master a spell (or an advanced level of a spell already
  partially known) of the "Generic" category is halved (Sec.
  2.922 (2, a and b)). This can only be used on the same target
  once every 2 months . The temples charge between 5,000
  
  and 9,000 (randomly rolled) Kgitars for an application of this
  spell .
  T10; nag; ai ; 1mc ci ; tr; D:
  I ; as above, except that this version
  halves the time needed to learn a spell (or level of a spell) of
  the "Temple" phylum (Sec . 2.922 (2, a and b)) . This spell can
  only be applied to the same target once every 3 months. A
  sum of 11,000-15,000 (randomly rolled) K4itars is demanded
  for the use of this spell, although political exigencies may
  make this more or less expensive .
  TEMPLE SPELLS-VIMOHLA
  149. Barring and Broaching (R)
  T1 ; nag; ai ; 1mc; tr ; D: 1 ; mr; M: the target is one aperture no
  more than
  1 m square ; this is sealed by an opaque, dull-
  orange-coloured barrier for 1 turn . The aperture need not
  have a shutter, door, or hatch in order for this spell to func-
  tion . The referee may wish to allow the aperture a "Magical
  Resistance factor roll" (Sec . 2.725 (1)) to prevent this spell
  from working upon it . This may be omitted for rapid gaming .
  Once established, all forms of this spell remain in force un-
  til their stated expiration times, and they thus cannot be
  "dropped" at will by the caster . No amount of physical
  force will breach this obstacle, although it can indeed be
  opened by the T6 level of this same spell, the appropriate
  form of the spell of Disenchantment (no. 5), or by the spell
  called The Gauntlet of Might, employed by the Temple of
  ChegArra (no. 157) .
  T2 ; nag ; ai ; 2.5 m high and 2 m wide, large enough to include
  most average doors; 1mr; D:
  I ; mr ; M: as above, except that
  this version creates a seal that fits into a door aperture.
  There need not be any physical door in the area in order for
  this spell to work . The aperture is sealed for 2 turns.
  T3 ; nag; ai ; 3mc; 2mr; D:
  I ; M: as for the
  .preceding variant, but
  the aperture may be 3mhigh by 3m wide . It remains closed
  and cannot be opened (except as indicated under the T1
  version) for 3 turns.
  T4 ; nag; ai ; 3mc; 3mr; D: I ; mr ; M: as above, except that there
  must be a physical door, gate, or other closure in the aper-
  ture in order for this spell to function . This portal then re-
  mains magically sealed for 5 turns, and a spell of Disen-
  chantment (no. 5) no longer will open it . The T6 level of this
  same spell will do so, however, as will the special spell
  known to devotees of ChegArra, mentioned above.
  T5; nag; ai ; 6mc; 3mr; D:
  I; mr; PT: 2 CR ; M: this seals a larger
  area-as much as 4 m high by 6m wide-for a period of 10
  turns. The barrier fits Itself into smaller spaces as needed,
  and its strength is as described under the T4 variant, above.
  There need be no physical door or gate in the aperture in
  order for this variant to operate.
  T6; ag ; ar; 3mc; 3mr; D: I ; mr; PT : 1 CR ; M: this produces a flash
  of orange light that opens most magically sealed doors and
  apertures .
  It broaches spells of Warding (nos . 24 and 71),
  causing much the same effect as a spell of Disenchantment
  (no. 5).
  It also dispels The Obsidian Obelisk (no. 130) but
  does not operate upon The Muniments of Excellence (no.
  75), or Ketengku's spell called The Pearl-Grey Citadel (no.
  179). Doors blocked by the Demon Lord Tkel, mentioned in
  "The Book of Ebon Bindings" (op. cit., pp. 57-60), are also
  not susceptible to being opened by this spell . Creatures
  and objects standing close to the target aperture (on either
  side) are not harmed by this spell.
  T7; ag ; ai ; 2mc; 3mr; D: 1 ; mr; PT : 3 CR ; M: as for the T5 version,
  except that this variant is applied to an interplanar nexus
  206
  point ; this is sealed and cannot be opened for 10 turns . It
  may also be cast upon amage who has the ability to use the
  spell of Transmogrification (no. 91); this prevents him/her
  from employing Belkhanu's spell for 10 turns, and only an
  application of the T6 form of this spell can release him/her
  before the 10 turns expire .
  T8; ag ; ai ; 6mc; 10mr; D:
  I ; mr ; PT: 1 T; M: as for the T5 variant,
  except that this produces an opaque, dull-flame-hued bar-
  rier that is almost impenetrable from the outside (as for the
  T4 variant,
  above)
  but which
  living
  beings, androids,
  automatons, and physical missiles can traverse without
  hindrance from the caster's side . Spells (both "psychic"
  and "ritual"), the powers of "Eyes" and other similar
  magico-technological
  devices,
  the
  undead,
  creatures
  created by sorcery, and demons are also barred from
  penetrating this wall from either side.
  T9 ; nag; ai ; 6mc; 20mr; D :
  I ; mr ; PT: 2 T; M : this variant per-
  manently "proofs" a door, gateway, drawbridge, portcullis,
  or other physical entrance point against destruction by
  sorcery. Only the G8 and G10 forms of the Doomkill spell
  (no. 39) are powerful enough to blow down a gate so pro-
  tected . Fortification entrances are frequently defended with
  this version, and the Temples of Vimuhla and related deities
  charge
  3,000-12,000
  Keitars
  (2,000 + the
  score
  of
  a
  D10 x 1,000) for each application . No protection is provided
  against
  physical
  missiles,
  fire,
  or
  other
  non-magical
  methods of breaching, however.
  T10; nag; ai ; 6mc; 20mr ; D: 1 ; mr; PT: 5T; M : as forthe T9 form of
  the spell, except that even the largest varieties of the
  Doomkill spell cannot breach an entrance so protected.
  This variant also proofs the door or gate against fire . Purely
  physical means must thus be used to break open an en-
  trance so defended . The priesthoods demand 6,000-15,000
  KJltars (5,000+the score of a D10 x 1,000) for each use of
  this spell .
  150. The Bolt of Imminent Immolation (R)
  T1 ; ag ; ar ; 3mc; 30mr ; D: I ; mr ; M: a bolt of lightning strikes one
  target selected randomly from amongst those within the
  circle of
  effect . Persons wearing
  "light" (or
  heavier)
  coverage of iron or steel armour or carrying a shield and/ora
  weapon of these metals form the primary targets for this
  spell, and the random die roll is therefore limited to such
  targets . Only if there is no one within the circle who has this
  much iron or steel on his/her person does the lightning
  seek another victim, again chosen randomly . Just one
  target can be struck, unless two characters are in physical
  contact with one another. Should the target's "Magical
  Resistance factor roll" (Sec . 2.725 (1)) be unsuccessful,
  he/she
  is electrocuted . The
  target's
  possessions
  are
  destroyed, and only arms and armour of "enchanted" steel
  are not seriously damaged-although straps, padding, etc.
  are incinerated, of course . As is the case with lightning, a
  tall tree may also attract lightning, and thus any tree taller
  than 6 m within the circle of effect must be Included as a
  posible target in the group of non-steel-bearing characters
  who may be hit. A strike upon a tree, building, etc. does 1-20
  points
  of damage, randomly
  rolled ; the referee must
  establish the number of points represented by the object .
  There is also a 70 percent chance that the target will catch
  fire, if it is inflammable.
  T2 ; ag ; ar ; 3mc; 60mr; D: 1 ; mr ; M: as above, but with a longer
  range.
  T3 ; ag ; ar ; 3mc; 80mr ; D: I; mr; M: as above, but with still greater
  distance.
  
  T4 ; ag ; ar ; 6mc; 60mr; D:
  I; mr; M: a forked bolt of lightning
  strikes as many as 2 targets within the circle of effect . A
  D10 is rolled : 1-6=1 target ; 7-10=2 victims are hit . Again,
  the selection is first made from among those wearing or
  carrying iron or steel armour and/or weapons, and only if
  such targets are unavailable does this spell strike others .
  Should there be only one target possessing iron or steel,
  he/she is automatically hit first, anda second victim is then
  randomly selected from amongst the others in the area, in-
  cluding tall trees (cf . the T1 version) . At the referee's discre-
  tion, other lightning-attracting objects within the circle of
  effect may be added to the list of possible targets: e.g .
  houses, carts, etc.
  T5; ag ; ar; 6mc; 80mr; D:
  1; mr; M: as for the preceding form of
  the spell, but with a greater range.
  T6 ; ag ; ar; 6mc; 90mr ; D: I ; mr ; M: this bolt of lightning strikes
  1-3 targets within the circle of effect . A D10 is rolled : 1-3=1;
  4-7=2; and 8-10=3. Other factors are as given above.
  T7 ; ag ; ar ; 6mc;100mr ; D: I; mr; M: as above, except that 1-5 (ran-
  domly rolled) targets are hit, as described above.
  T8; ag ; ar; 9mc; 150mr; D:
  I ; mr; PT: 1 CR ; M: as above, but 1-10
  targets may be struck. These are rolled for randomly, first
  from among those possessing iron or steel . If there are not
  enough steel-bearing victims in the vicinity, further rolls are
  made to select from amongst those who lack steel, trees,
  buildings, etc.
  T9 ; ag ; ar ; 9mc; 150mr; D: I; mr; PT: 2 CR ; M: as for the preceding
  variant, except that all of the victims' possessions are
  melted down, including "enchanted" steel arms and ar-
  mour . The enchantment on the latter is dispelled and must
  be redone, if the metal is forged again .
  T10; ag ; ar ; 1mc; 30mr; D:
  I ; mr ; PT: 3 CR ; M: this variant calls
  forth a hissing, sizzling manifestation of "ball lightning";
  this strikes first at a distance of 30 m from the caster, and a
  D10 is rolled : 1-2 = it travels along the ground another 10 m;
  3-5=it moves 20 m; 6-8=it goes 30 m; 9=it travels 40 m;
  and 10=it rolls 50 m before dissipating . When it first ap-
  pears aD20 is rolled to determine its direction, and this roll
  is repeated every 10 m thereafter. If miniature figures or
  markers are being used, a straight-edge is laid down to
  determine targets; otherwise the referee must decide this
  arbitrarily. The D20 scores are interpreted as follows,
  "north" arbitrarily being taken as the direction straight
  away
  from
  the
  caster :
  1-5=north ;
  6-8=northeast;
  9-10 = east ;
  11-12= southeast ;
  13 = south ;
  14-15 = southwest ; 16-17 = west ; and 18-20 = northwest. Any
  steel-bearing character within the path of this flaming ball
  is
  slain unless
  he/she makes a successful
  "Magical
  Resistance factor roll" (Sec. 2.725 (1)), while any other
  target suffers damage according to table H similarly. The
  "ball" is not halted or dissipated by striking a target, unless
  this is at least 2m in width (e.g . a building); it goes on doing
  damage to further targets until it reaches the end of Its
  range .
  151 . The Carpet of Conflagration (R)
  T3; ag ; ar ; 1mc; 30mr (1 m per CR); D: 3 T; sp ; PT: 1 CR; M: a
  small river of molten lava (1 m wide, 3 m long as it emerges
  from the Planes Beyond, and 10 cm in height) appears 1 m
  in front of the caster and flows away from him/her at a
  speed of 1 m per combat round out to an extreme range of
  30 m. When it reaches this point it dissipates. It flows
  around corners and down staircases, and should
  it be
  blocked by a wooden barrier (e.g . a closed door), it takes
  one combat round to burn through this . If cast In a wider
  207
  area, it spreads out at a rate of 1 m per round (.5 to either
  side), and its height is reduced correspondingly by 1 cm
  each round. This horizontal spread is perhaps best ignored
  for ease of play, however, unless the referee wishes to
  make a paper or plastic template to determine the area oc-
  cupied by the Carpet as it advances . The same is true of
  more advanced variants of this spell . Since the Carpet is 10
  cm in height, anyone who manages to climb up on solid fur-
  niture, a ledge, etc. higher than this is not harmed . Inflam-
  mable objects directly in its path are incinerated, and there
  is a 70 percent chance of setting fire to such articles that
  are within .5 m of its sides as it passes them . The lava does
  damage according to table D to the feet of any target who
  cannot get out of its way during the first round (armour be-
  ing no protection whatsoever) . In the second round a victim
  must make a "Dexterity roll" at the "Harder test" level (Sec .
  2.723) ; if this fails, he/she is burned to death. It cannot be
  dispelled by a spell of Disenchantment (no. 5), nor can it be
  deliberately dropped by the caster until It expires of itself
  . If
  blocked, frozen, etc. by an opposing spell, it dissipates, and
  the caster is free to employ some other spell or send forth a
  new Carpet of lava. The Carpet can be frozen by a T2, T3, or
  T5 spell of Congelation (no. 111) of the Temple of Hrll'll . It is
  blocked by a T9 variant of the same spell, or by a Vallation
  (no. 68) of water, ice, or grave earth, or by the T3 or higher
  versions of the spell of The Obsidian Obelisk (no. 130), prac-
  ticed by sorcerers who follow Ksirul, or by The Muniments
  of Excellence (no. 75), or by Ketdngku's spell of The Pearl-
  Grey Citadel (no. 179), or by Vimuhla's own spell of Barring
  and Broaching (no. 149). Other spells do not affect it .
  T5; nag; ar ; 2mc; 50mr; D: 5 T (1 m per CR); PT : 5 CR ; M: as
  above, except that the Carpet is 2 m wide, 3m long, and 15
  cm thick . A target who cannot scramble out of the way is
  burned according to table F during the first combat round;
  he/she must then make a combat round in order to get out
  of the lava's path . If this fails, he/she is incinerated . Other
  factors are as for the T3 version.
  T7; ag ; ar; 3mc; 60mr ; D: 6 T (1 m per CR); PT: 1 T; M: as above,
  but this variant produces lava 3 mwide, 6m long, and 30 cm
  thick . An individual caught by this wave of flaming, liquid
  stone is consumed within the same combat round. Since
  there is no possibility of a "Magical Resistance factor roll,"
  the only methods of saving oneself are either to climb up
  above the Carpet or else to cast one of the spells noted
  under the T3 variant .
  T9 ; ag ; ar; 6mc; 80mr; D: 8 T (1 m per CR); PT : 5 T; M: as above.
  The Carpet has the same dimensions described under the
  T7 variant, above, but a somewhat longer range and dura-
  tion . The lava created by this version is permanent and can-
  not be dispelled, moreover. Once the spell has expired, the
  area it has covered remains buried under 30 cm of smoking,
  red-hot, semi-molten ash and stone . This can be cooled by a
  T5 spell of Congelation (no. 111) or by a Vallation of ice (no.
  68). If these are not employed, the area will require 2-6 days
  (randomly rolled) to cool sufficiently to allow it to be walked
  upon.
  152. Devitalisation (P)
  T1 ; ag ; ai ; 1mc; 20mr ; D: I ; mr; prq: the G1 and G7 variants of the
  spell of Empowering and Enervation (no. 41); this reduces
  the target's Height-Build-Strength factor (Sec . 2.211 ff .) by
  1-10 points (randomly rolled with a D10) permanently . This
  affects his/her Combat Values and a variety of other fac-
  tors . AU8, G2, G4, or G5 spell of Healing (nos . 10 and 48), or
  one of the forms of Thumis' advanced Healing spell (no.
  
  146) will restore these lost points, but a spell of Disenchant-
  ment (no. 5) will not do so. There is no external sign of the
  loss of these points (unless the character is reduced below
  zero and dies!); it is theorised that this spell increases the
  victim's metabolic rate and thus burns up muscle tissue .
  T3 ; ag ; ai ; 1mc ; 30mr; D :
  I ; mr; as for the preceding form of this
  spell but with a slightly longer range.
  T4 ; ag ; ar ; 2mc ; 40mr; D:
  I ; mr ; 1-2 (randomly rolled) victims
  within the circle of effect are reduced by 1-20 Height-Build-
  Strength points (ascertained with a D20). Other factors are -
  as for the T1 variant .
  T5; ag ; ar
  ; 3mc ; 50mr ; D:
  I ; mr; 1-5 (randomly rolled) targets are
  made to lose 1-20 (determined with a D20) Height-Build-
  Strength points each, as described above.
  T6 ; ag ; ar; 6mc ; 60mr ; D: 1 ; mr ; 1-10 (ascertained with a D10)
  targets each lose 1-50 (the score of D100 divided by 2 and
  rounded
  up)
  Height-Build-Strength
  points . A
  character
  whose stock is reduced to zero or below dies .
  T7 ; ag ;
  ai ;
  1 mc ;
  30mr; D :
  1 ; mr; PT:
  1 CR ; the
  "Magical
  Resistance factor roll" (Sec . 2.725 (1)) of the target
  is re-
  duced by 1-20 (randomly rolled with a D20) points per-
  manently. These are subtracted from the victim's "Psychic
  Reservoir" (Secs . 1.620 and 2.216) . This may seriously affect
  the individual's ability to employ magic, particularly
  if
  it
  brings his/her "Magical Resistance factor" down below the
  minimum level required to utilise spells (cf . Sec . 2.239) . Only
  a spell of Benefaction (no . 32) can restore these lost points .
  T8; ag ; ai ; 1mc ; 50mr; D :
  I ; mr ; PT : 2 CR ; the target's "Magical
  Resistance factor" (Sec . 2.725 (1)) is reduced by 1-50 points
  (the score of D100 divided by 2 and rounded up). Again, this
  loss is permanent unless repaired by a spell of Benefaction
  (no . 32). A character whose stock of "Magical Resistance
  factor" points
  is reduced to zero or below automatically
  becomes a "psychic dampener" ; cf . Sec. 2.216 .
  T9 ; ag ; ai ; 1 mc ; 60mr ; D: 1 ; mr ; PT : 3 CR; both the target's Height-
  Build-Strength factor (Sec . 2.211
  ff.) and his/her "Magical
  Resistance factor roll" (Sec . 2.725 (1)) are reduced by 1-50
  points apiece (two rolls of D100 are made, divided by 2, and
  rounded up) . The former can be returned only by a spell of
  Empowering and Enervation (no.
  41), whereas the latter
  must be restored by a spell of Benefaction (no . 32) .
  T10 ; ag ; ai ; 1mc ; 90mr; D :
  I ; mr ; PT : 5 CR ; as for the T9 form of
  this spell, except that the two factors mentioned there are
  reduced by 1-100 points each (two D100 rolls are made). The
  methods of restoring these lost points are the same as for
  the preceding variant .
  153. Devotion to the Flame (P)
  T1 ; nag ; ai ;
  1mc
  ci ;
  tr; D :
  1 T ; mr ; the target becomes a
  "berserker" for the duration of the spell . He/she ignores
  morale (i.e . becomes a member of morale class H ; cf . Sec .
  2.8212) and no longer must make checks to stay in combat
  upon losing various percentages of his/her Body Damage
  Points (Sec . 2.8211) . He/she fights on until victory or death .
  The target thus cannot withdraw from combat as long as
  he/she is in hand-to-hand melee with an opponent . If the foe
  is slain (and there are no others currently in melee with
  him/her), the target must advance as rapidly as possible
  upon the nearest foe and join battle. A major disadvantage
  of this spell is that it cannot be dropped by either the caster
  or the target until
  it expires of itself . It also cannot be
  dispelled by a spell of Disenchantment (no . 5), and the
  target thus has no choice but to be a hero or heroine! A
  208
  "Magical Resistance factor roll" (Sec. 2.725 (1)) is permitted
  to one who does not wish to become a mindless fighting
  machine . All forms of this
  spell are species specific: a
  human mage can only cast it upon other humans, etc .
  T2 ; nag; ai ; 1mc ci ; tr; D: 2 T ; mr ; as above, but with a longer
  duration .
  T3 ; nag; ai ; 1mc ci ; tr; D : 3 T; sp ; mr; as for the T1 version, but
  with a still greater duration .
  T4 ; nag; ar ; 2mc ; 1mr; D : 3T ; mr; as many as 2 targets (randomly
  rolled with a D10 : 1-6 =1 person ; 7-10 = 2) within the circle of
  effect are made "berserkers" for the duration of the spell .
  Other factors are as for the T1 variant . The caster cannot in-
  clude himself/herself in this variant, nor in the T5, T6, or T10
  versions that follow below.
  T5; nag ; ar; 3mc; 2mr ; D: 3 T ; mr ; 1-5 (randomly rolled from
  among
  those
  within
  the
  circle
  of
  effect)
  are
  given
  "berserker" status, as above .
  T6; nag ; ar; 6mc ; 3mr; D : 3 T; mr; 1-10 (randomly determined with
  a
  D10)
  targets
  within
  the
  circle
  of
  effect
  become
  "berserkers" until the spell expires .
  T8 ; nag ; ar ; 1mc
  ci; tr; D :
  5 T ; mr ; one target becomes a
  "berserker," as described under the T1 version . The dif-
  ference is that this person retains the presence of mind to
  be able to withdraw, retreat, or even run away when he/she
  perceives that this might be the best course of action . This
  may be done at any time, and the spell then expires at once.
  T10 ; nag ; ar; 3mc ; 2mr ; D: 5 T ; mr; as for the T8 variant, except
  that 1-5 (randomly rolled) targets within the circle of effect
  are given the status of "intelligent berserkers ."
  154 . Inexpugnability (R)
  T1 ; nag ; ai ; 1mc ; tr; D: 1 T ; prq : the spell of Favouring (no. 9) ; M :
  the target must be a fighter carrying a weapon of iron or
  steel . This must be an edged weapon, moreover : a sword,
  axe, spear, halberd, dagger, etc . The weapon takes on a
  faint flame-like nimbus of orange light, visible in torchlight
  or lamplight but not in broad daylight or in a brightly lit
  room . As long as the target wields this weapon, he/she can-
  not be hit with another edged melee weapon, each time an
  opponent's blow would do damage to the target, the latter
  suffers no damage at all, and instead the opponent suffers
  1-3 points of Body Damage (randomly rolled with a D10 :
  1-5=1 ; 6-8=2 ; and 9-10=3) . This spell does not function
  against blunt weapons (e.g . maces, clubs), missiles, fists or
  feet, or Karakiin's spell called The Weapon of the Prince of
  Valour (no. 123). It also offers no protection against damage
  done by spells, "Eyes," or other sorcerous means . This
  variant is species specific, as are the T3 and T5 forms of
  this, spell .
  T3; nag ; ai ; 1mc ; tr ; D: 2 T ; M : as above, except that 1-5 (random-
  ly rolled) Body Damage Points are subtracted from the op-
  ponent's stock each time he/she would otherwise do
  damage to the target with an edged melee weapon . Other
  factors are as for the T1 version .
  T5 ; nag ; ai ; 1mc ; tr; D : 3 T ; M : the target's opponent loses 1-10
  Body Damage Points (randomly rolled with a D10) whenever
  he/she would otherwise injure the target with an edged
  melee weapon.
  T7 ; nag ; ai ; 1mc ; tr; D : 3 T; M : as for the T5 version, except that
  the target's opponent loses 1-20 (determined with a D20)
  Body Damage Points . This variant is not species specific
  and can be employed upon any intelligent being, excluding
  androids, automatons, demons, the undead, and creatures
  produced by sorcery.
  
  155. The Infrangible Incandescent Orb (R)
  T2 ; nag ; ai ; 1mc co ; tr ; D : 1 T; M : the caster is surrounded with a
  sphere 2.5 m in diametre composed of crackling flames .
  He/she is not harmed by the heat and can move, taking the
  shield with him/her, but cannot see out of it, cast spells, or
  fire "Eyes" (etc.) through
  it .
  It is possible to fire physical
  missiles out through the shell but not to strike out of it with
  a melee weapon .
  The caster shoots as though
  blind,
  however, since the shield is an opaque mass of flames ; cf .
  Sec . 2.823 (list 2, 21) . Opponents similarly can fire missiles
  (but
  not
  spells,
  "Eyes," or other magico-technological
  devices) into the shield but cannot see the caster, thus
  reducing their Combat Values also . It is not possible to get
  close enough to strike a blow from outside with a hand-held
  melee weapon, although a long spear or pike can do so-for
  1 combat round, before the flames burn the weapon's shaft
  and destroy it . Any individual physically contacted by this
  sphere is burned and suffers damage according to table F.
  The sphere can be dispelled by a spell of Disenchantment
  (no . 5) . Sorcerers devoted to the Lord of Flame, his Cohort,
  Chitdng, or to related foreign deities employ this spell to
  turn themselves into human fireballs during a melee . This is
  considered an act
  of great bravery . The objective
  is to
  disrupt enemy ranks and cause confusion, which comrades
  behind can turn to good advantage .
  T3; nag ; a! ; 1mc co ; tr; D : 3 T; M : as above, but with a longer
  duration .
  T4 ; nag ; ai ; 1mc ci ; tr; D: 3 T; sp ; mr ; M : as above, except that
  this variant can be used by the caster himself/herself or
  cast upon one comrade.
  It also permits the casting
  of
  another spell within the shield (but not through it in either
  direction)
  .
  It can thus be combined with the spell called
  Devotion to the Flame (no . 153). The target then becomes
  totally fearless and heedless of his/her own safety, charg-
  ing head-on into enemy ranks and running amok to achieve
  either victory or death . Any foeman contacted by this ver-
  sion suffers damage according to table G, and long pole
  weapons can
  no longer penetrate
  it. Missiles can
  be
  employed, however, as can a spell of Disenchantment (no .
  5) . One who does not desire to become a human fireball is
  permitted a "Magical Resistance factor roll" (Sec . 2.725 (1))
  in order to avoid this fate.
  T6; nag ; ai ; 3mc ci ; 1mr ; D
  : 3 T ; mr; PT: 1 CR; the caster can in-
  clude
  1-5 comrades
  (randomly
  rolled) along with him-
  self/herself within the flaming sphere . These persons must
  remain in close contact with one another (or with the caster,
  if he/she is inside it) in order to retain the protection provid-
  ed by the spell . If they emerge from the shield, they cannot
  re-enter it, and if touched by it, they suffer burns according
  to table G, just as foemen and others do. Those within this
  shield can fire missiles out through it but are prohibited
  from striking blows with melee weapons . As stated under
  the T1 variant, the sphere is opaque and both persons in.
  side and outside fire missiles, etc . as though blind ; cf . Sec.
  2.823 (list 2, 21) .
  T8 ; nag ; ar ; 3mc ci;1 mr ; D: 5 T ; mr ; PT : 5 CR; M : asabove, except
  that this form of the spell can levitate up to 10 m in the air
  (to any height desired by the caster), carrying the caster and
  1-5 (randomly rolled) companions with it . It does not move
  laterally, however. This version is no longer opaque from in .
  side, and those within are able to see out and to shoot
  without suffering deductions from their Combat Values,
  while foemen outside must fire into
  it as though blind .
  Spells, "Eyes," and similar devices cannot be fired through
  the shield in either direction, nevertheless .
  If the caster
  209
  raises the sphere into the air, it returns gently to earth upon
  expiration of the spell
  . The shield cannot be deliberately
  dropped by the caster, moreover, and it thus remains until
  the spell expires . It can be dispelled from outside by a spell
  of Disenchantment (no . 5), and if this occurs while the spell
  is in the air, those within suffer damage from falling, as
  outlined in Sec . 2.840 (2) .
  T10 ; nag ; ar; 3mc ci ; tmr; D : 10 T ; mr; PT : 1 T ; M : as for the T8
  variant, except that this version can sink through natural
  stone or earth (but not through masonry, brick, or other
  worked materials) to a depth of 10 m . It cannot rise above
  ground, nor does it move laterally . The hole created by the
  sphere is not permanent, moreover, since it is a manifesta-
  tion of other-planar power, and when the spell expires, the
  earth and stone return as before. By casting this spell a se-
  cond time during the fourth turn, the mage can maintain a
  continuous fiery sphere around himself/herself and any
  companions . It
  is possible to descend to a considerable
  depth in the earth in this fashion, and repeated applications
  can then return the party to the surface (but not on up into
  the air, as stated above) . Of course, if the spell expires while
  the sphere is passing through solid rock or earth, an explo-
  sion occurs that
  kills all
  passengers and shatters the
  subterranean strata in a 6 m circle! The sphere will not enter
  areas that are protected by sorcerous barriers : e.g . The Seal
  Upon
  the Powers (no .
  18), The Sphere of Impermeable-
  Quiescence (no . 20), Warding (nos . 24 and 71), Guarding (no .
  46), The Muniments of Excellence (no. 75), The Inimitable
  Defender (no . 103), The Ritual of the Purified Sphere (no .
  108), The Vindication of Instability (no. 115), The Bulwark of
  Amber (no . 133), and The Pearl-Grey Citadel (no. 179) . The
  caster can drop this spell at will, and it can also be dispelled
  from outside with a spell of Disenchantment (no . 5), if this
  can be directed at the fiery sphere itself and not at the hole
  created by it .
  156 . The Panoply of Iron (R)
  T2 ; nag ; ai ; 1mc ; tr; D: 1 T; mr; M : the target (who cannot be the
  caster) is suffused with a steel-grey hue and is surrounded
  by a halo of reddish light, like the glow emanating from a
  forge . This spell provides the target's bare skin with an ar-
  mour defensive value of 5: the equivalent of a suit of
  "heavy" armour of "ordinary" steel ; cf . Sec . 2.8210 . There is
  no increase in the target's encumbrances . One Important
  factor is that the target cannot be wearing or carrying more
  than 30 grammes of any sort of metal, nor can he/she take
  up
  a
  metal
  sword,
  etc .
  while
  this
  spell
  is operative .
  Chldn-hide,
  wood,
  stone, and other materials
  may be
  employed, of course. The target also cannot employ "Eyes"
  or other magico-technological devices, nor can he/she cast
  spells of his/her own . The spell is thus best used to protect
  warriors
  in
  hand-to-hand combat-or against
  physical
  missiles . This protection can be dispelled by a spell of
  Disenchantment . One who does not wish to receive this ar-
  mour coverage is permitted a "Magical Resistance factor
  roll" (Sec . 2.725 (1)) In order to remain unarmoured . All
  forms of this spell are species specific : a human mage can
  cast the enchantment upon another human, etc .
  T3 ; nag ; ai ; 1mc ; tr ; D : 2 T; mr; M : as above . The spell still ex-
  cludes the caster . It is of longer duration and also provides
  the protective value of a suit of "heavy" armour of "ex-
  cellent" steel : 6.
  T6; nag ; ai; 1 mc ; tr ; D : 3 T ; sp ; mr ; PT : 2 CR
  ; M : as above, but the
  target's
  skin
  is given the defensive value
  of a
  suit
  of
  "heavy" armour of "enchanted" steel : 8. Other factors are
  
  as for the preceding variants .
  T8; nag ; ai ; 1mc ; ti ; D : 3 T; mr; PT : 5 CR ; M : a much brighter halo
  of red-orange light surrounds the target, and his/her skin is
  imbued with a defensive value of 10-more than even the
  best suit of "enchanted" steel armour-for the duration of
  the spell . The caster still cannot employ this spell upon
  himself/herself. Other factors are as given previously .
  T10 ; nag ; ai ; 1mc ci ; tr ; D: 5 T ; mr; PT : 1 T ; M : the target's skin
  glows brightly, and his/her body gleams like polished steel
  .
  The protection afforded by this variant is 12-a third more
  than most suits of "enchanted"
  steel can provide . The
  caster can use this spell upon himself/herself, but he/she
  can then employ no sorcery, fire "Eyes" or other magico-
  technological devices, or take up a weapon or a shield of
  metal .
  TEMPLE SPELLS=CHEGARRA
  157 . The Gauntlet of Might (R)
  T1 ; nag ; ai ; 1mc ci ; tr; D : 1 T ; mr; M : the target's hand (the right,
  except for lefthanded persons) takes on a metallic, glitter-
  ing appearance . It then does extra damage when used as a
  weapon
  in
  hand-to-hand
  combat
  (i.e .
  in
  the
  skills
  of
  Fisticuffs and Brawling, Wrestling, or the Unarmed Martial
  Arts (Secs . 1 .960, 2.2317, and 2.829 (4)) . This spell increases
  the damage done by the target's fist by one table (e.g . from
  C to D) for the duration of the spell . A "Magical Resistance
  factor roll" (Sec . 2.725 (1)) is permitted to anyone who does
  not wish this extra striking power . A spell of Disenchant-
  ment (no . 5) returns the target's hand to normal .
  T2 ; nag ; ai ; 1mc ci ; 1mr; D : 2 T ; mr; M : as above, except that the
  damage done by the target's fist is increased by two tables
  in Sec . 2.829 (4) : e.g . from B to D.
  T3 ; nag ; ai ; 1mc ci; 1mr ; D: 3 T ; sp ; mr ; M : as for the preceding
  forms of the spell, but this increases the target's damage
  by three tables : e.g. from A to D .
  T4; nag ; ai ; 1mc co ; 20mr ; D : I ; mr ; M : the caster can send an in-
  visible fist crashing out to a distance of 20 m to hit a target .
  This does damage according to table D against an unar-
  moured target or an animal of the same size or smaller than
  a human . Upon an armoured being or a larger target, the
  Gauntlet does damage according to table B, and against the
  largest animals (e.g . a Srd, S6rudla, Akhd, etc .) it is com-
  pletely ineffective . Doors, gates, and other closed apertures
  can also often be smashed open with this spell . A D10 roll is
  made against the following table . A modifier of + 1 is ap-
  plied to the score, however, for each level of the spell of
  Barring and Broaching (no. 149) that has been applied to the
  portal, and the highest level of VimOhla's spell protects the
  portal completely: the Gauntlet cannot penetrate a T10
  variant of the spell of Barring and Broaching at all .
  Size of aperture
  D10 roll needed
  to
  open
  aper-
  ture
  Closed window shutter, very small door:
  1-7
  1 m square (approx .)
  Normal door: 2.5 m high by 1 m wide,
  1-6
  shut with a wooden panel
  Large door: 2.5-3 m high by 1.5-2 m wide,
  1-5
  shut with a heavier panel
  Double door : 3-4 m high by 2-3 m wide,
  1-4
  shut with two leaves or panels of wood
  21 0
  Size of aperture
  D10 roll needed
  to
  open
  aper-
  ture
  Strong door, banded with metal or heavy
  wooden bars
  Fortress gate : 5-6 m high and 4-5 m wide,
  1-2
  banded with metal or stout beams
  Very large fortress gate : 6-9 m high,
  1
  banded with very heavy beams
  T5; ag ; ai ; 1mc ; 30mr ; D : I ; mr ; M : as for the preceding version,
  except that any unarmoured being of human size or smaller
  is automatically stunned for 1-3 (randomly rolled) combat
  rounds, if the "Magical Resistance factor roll" (Sec . 2.725
  (1)) is unsuccessful . Larger creatures and armoured beings
  receive damage according to table C, and the very largest
  suffer damage according to table B . A modifier of - 1 is
  given
  when
  rolling
  on
  the table presented under
  the
  preceding variant in order to open doors, windows, or gates .
  T6 ; ag ; ai ; 1mc ; 40mr; D :
  I ; mr ; M : as above, but an unarmoured
  being of human or smaller size is stunned for 1-3 (randomly
  rolled) turns . A larger creature (e.g . a Sh6n, Ahoggy3, or
  Black Ssu) or a target in armour is stunned for 1-3 combat
  rounds, if it fails the "Magical Resistance factor roll" (Sec .
  2.725 (1)), and the largest creatures suffer damage accor-
  ding to table C . When using this spell to break open doors,
  etc ., a modifier of -2 is applied to the D10 score on the
  table given under the T4 variant .
  T7; ag ; ai ; 1mc ; 50mr ; D:
  I ; mr; M : as above, but an unarmoured
  being of human or smaller size is killed, if he/she fails the
  "Magical Resistance .factor
  roll" (Sec . 2.725
  (1)) ; an
  ar-
  moured target or a larger being is stunned for 1-3 turns
  similarly ; and the very
  largest animals (including such
  automatons as the Ru'un) suffer damage according to table
  D . A modifier of -3 is given when this spell is used to open
  a door, gate, etc ., as described under the T4 variant .
  T8 ; ag ; ai ; 1mc ; 60mr; D : I ; mr; M : as for preceding versions, ex-
  cept that a being larger than a human (e .g . a Shdn, AhoggyA,
  or Black Ssu) is
  killed outright (as are smaller targets),
  should the "Magical Resistance factor roll" (Sec . 2.725 (1))
  be unsuccessful, and the largest animals suffer damage ac-
  cording to table F . This form of the spell opens smaller
  doors and windows automatically, unless these are pro-
  tected by Vimuhla's spell of Barring and Broaching (no.
  149), and those larger than a single-leaf strong door also re-
  quire a die roll . A modifier of -4 is given to these rolls .
  T9 ; ag ; ai ; 1mc ; 80mr ; D :
  I ; mr ; PT : 1 CR ; M : as above, but any
  target up to and including one the size of a Black Ssu is
  killed,
  if it fails its "Magical Resistance factor roll" (Sec .
  2.725 (1)), while a very large animal is stunned for 1-3 (ran-
  domly rolled) turns . Any door smaller than a large fortress
  gate can be opened without a die roll, unless
  it is protected
  by VimOhla's spell of Barring and Broaching (no. 149) . A
  modifier of -5 is applied to all doors except those upon
  which the T10 level of VimOhla's spell has been cast ; these
  cannot be breached by this spell at all .
  T10 ; ag ; ai ; 1mc ; 100mr; D : I ; mr ; PT: 3 CR ; M: as above, except
  that any target
  is
  slain
  unless
  it makes a successful
  "Magical Resistance factor roll" (Sec . 2.725 (1)) . This variant
  opens
  all doors and gates automatically-except those
  guarded by the spell of Barring and Broaching, as said
  above . A modifier of -6 is applied to the die roll for these,
  and the only door that
  is totally unopenable is one pro-
  tected by the T10 level of VimOhla's spell .
  
  158. The Harness of the God-King (R)
  T3; nag ; ar ; 1mc ; 1mr; D: 15 T; sp ; M : this spell summons the
  suit
  of
  specially enchanted
  "heavy"
  armour
  worn
  by
  ChegArra's legendary shield-bearer, Danuo, at the Battle of
  D6rmoron Plain . This suit has an armour defence factor of
  12 (Sec . 2.8210), and it also increases the wearer's defensive
  "Magical Resistance factor roll" (Sec. 2.725 (1)) by +3. It ap-
  pears 1 m in front of the caster, and he/she can put it on or
  give it to a comrade for the duration of the spell . Naturally,
  the caster can no longer use sorcery while wearing this
  much metal . The usual time must be taken to put on the suit
  of armour ; cf . Sec . 2.710. This is subtracted from the length
  of time that this marvelous harness remains upon this
  Plane.
  Danuo's
  gold-chaised, engraved,
  and
  gloriously
  brilliant armour remains until the expiration of the spell and
  cannot be dispelled with a spell of Disenchantment (no. 5).
  When the spell ends, this armour returns to Chegdrra's
  paradise, and the erstwhile wearer is left standing in his/her
  underclothes . The suit is made to fit humans only, although
  it
  does
  adjust
  itself
  to
  various
  statures
  and
  builds
  automatically. If Chegfirra's shield and sword (see below)
  are also summoned, they must all be used by the same war-
  rior . They cannot be given to 2 or 3 persons separately. If
  this is attempted, they vanish at once . Another qualification
  that must be observed is that all three of these legendary
  items can be given only to warriors of proven ability: a
  wielder must possess a minimum of 10 skill levels in the
  skill of Warrior (Sec . 2.239) in order to use them . If handed
  to anyone else, they return to their own Plane in disgust and
  will never again respond to a summons from the caster who
  has so dishonoured them . All three of these items will serve
  only devotees of Stability, furthermore ;
  if a minion
  of
  Change attempts to use them, they return to their own
  Plane.
  T5; nag ; ar; 1mc ; 1mr; D : 15 T ; M : this variant is cast separately
  from the preceding one; it calls forth the shield Chonk6tuel,
  borne, it is said, by Danuo at the Battle of D6rmoron Plain
  also . This large shield cannot be destroyed or damaged,
  and
  it moves to aid its wielder in warding off blows: a
  modifier of -2 is given on the table for hitting a shielded
  character in Sec . 2.828, and thus only a D10 roll of 1 or 2 can
  get past this mighty shield to strike the wielder .
  T9; nag ; ar ; 1mc ; 1mr ; D : 15 T; M : this brings forth Chegdrra's
  hero-sword, Arosudl . This is a long one-handed weapon, be-
  jewelled and endowed with an internal scarlet light . This
  weapon cannot be broken or dropped, and it adds a +3 to
  the wielder's Combat Value in the use of long one-handed
  weapons (Sec . 2.810 ff .) . It also does damage according to
  table G each time it strikes a successful blow . It also con-
  tains one G3 spell of the Radiant Gaze (no. 60), which the
  wielder can use at will by pointing the sword towards the
  target . Arosu6I contains an intelligence of great power and
  can speak to its wielder in the LlyAni language (Sec. 1.711) .
  It has been known to guide a heroic warrior in the service of
  Chegarra to safety in the Underworld, find water in the
  desert, and produce food and even light . How much of this
  is true and how much is only myth is left to the referee.
  159. The Valour of the Divine Kingdom (P)
  Tt ; nag ; ar ; 3mc co; tr ; D: 1 T; mr; the caster becomes a hero-a
  member of morale class H (Sec. 2.8212)-for the duration of
  this spell . He/she also is recognised as the leader of all
  those within the circle of effect, and these persons will
  obey him/her as long as he/she gives commands that are
  "brave," "heroic," etc . Thus, others will follow the caster
  courageously into battle but would not heed him/her if the
  command were to retreat . Those within the circle of effort
  are also raised 2 degrees in their morale classes : e.g . from
  class B to class D. All characters of the caster's species
  within the circle of effect are possible targets, although
  those who do not desire to become instant heroes are per-
  mitted a "Magical Resistance factor roll" (Sec . 2.725 (1)) in
  order to avoid this . Naturally, this spell is of use only when
  applied to the caster's friends ; it works equally well upon
  foes, but these do not follow him/her, and the increase in
  their morale classes is likely to do more harm than good!
  T2; nag ; ar; 6mc cc ; tr; D: 3 T; mr ; as above, but the circle of ef-
  fect and the duration are greater. Other factors are as given
  above .
  T4; nag ; ar ; 9mc cc ; tr; D : 5 T; sp ; mr ; as for the T1 variant, but
  again with more range and duration .
  T6 ; nag ; ar; 6mc co ; tr ; D : 6 T ; mr ; PT: 1 CR ; all members of the
  caster's species within the circle of effect are raised 3
  morale classes (e .g . from A to D) for the duration of the
  spell . These persons will follow the caster heroically as
  he/she leads them into battle . Any other command (or direc-
  tion) results in the immediate termination of this spell,
  however.
  T7 ; nag ; ar; 6mc ci ; 2mr ; D : 6 T ; mr ; PT: 3 CR ; not only does this
  raise all targets within the circle of effect by 4 morale
  classes (e .g . from class A to class E) but
  it also increases
  their Combat Values by +3 with the weapons they are cur-
  rently using (but not others, even though these may be
  available in sheaths, quivers, or even in their non-fighting
  hands!). This variant can also be employed upon a group of
  comrades excluding the caster.
  T8 ; nag ; ar; 9mc ci ; 3mr ; D : 6 T; mr ; PT : 1 T; as for the preceding
  variant, except that this can be used upon a larger group of
  companions .
  T10 ; nag ; ar; 9mc ci ; 3mr ; D : 10 T ; mr; PT : 2 T ; as above, but this
  version is not species specific and can be cast upon beings
  of any intelligent species (except the undead, androids,
  demons, automatons, etc ., who are anathema to Chegarra
  and Karakdn) . The modifiers are the same as for the T7
  variant .
  TEMPLE SPELLS-CHITtNG
  160 . Calcination (R)
  T1 ; ag ; ai ; 1mc ; 30mr ; D :
  I ; mr; this silent, invisible spell affects
  only
  bare flesh .
  An
  unarmoured
  target
  who
  fails the
  "Magical Resistance factor roll" (Sec . 2.725 (1)) is struck
  automatically . Clothing, leather, and other "soft" coverage
  provide no protection . A D10 roll is made for an unarmoured
  target : a person wearing "light" armour (Sec . 2.320) is hit on
  a score of 1-7 ; a "medium" armoured target is struck on a
  score of 1-5 ; and a target in "heavy" armour is affected on a
  score of 1-2 . The material of the armour is irrelevant since it
  is the exposed flesh that is being hit and not the coverage.
  A "small" shield provides a modifier of - 1 to the D10 score
  ranges (e.g . a lightly armoured target is hit on a roll of 1-6 in-
  stead of 1-7); a "medium" shield reduces the range by a - 2;
  and a "large" shield increases the difficulty of hitting by a
  -3 ; cf . Sec . 2.828 . I t is thus not possible to hit a target who
  wears "heavy" armour and carries a "large" shield with this
  variant . If a hit is scored, a roll is made on the table for hit-
  ting a specific body area given in Sec . 2.852 (2, a) . A head,
  
  torso, or abdominal hit chars the body area and kills the vic-
  tim, while a hit on a limb does it damage according to table
  D .
  If the limb is destroyed, it can be regenerated by a U8,
  G5, T7, or T10 spell of Healing (nos. 10, 48, and 146). The
  target's possessions are not harmed by this variant .
  T2 ; ag ; ai ; 1mc ; 40mr; D :
  I ; mr ; as above, except that the die
  score
  ranges
  are
  increased
  by
  + 1 :
  e.g .
  a
  target
  in
  "medium" armour is hit on a score of 1-6 instead of 1-5 .
  T3 ; ag ; ai ; 1mc ; 50mr ; D :
  1 ; mr ; as for the T1 variant, but the die
  score ranges are increased by a +2 : e.g . a target in "heavy"
  armour can be struck on a score of 1-4 . Other factors are as
  previously given.
  T4 ; ag ; ai ; 2mc ; 60mr; D: I ; mr ; as for the T3 version, except that
  another being within the circle of effect can be injured
  besides the primary target .
  T5 ; ag ; ai ; 3mc ; 70mr ; D: I ; mr ; this variant is also identical to the
  T3 form of the spell, but 1-5 targets (randomly rolled) within
  the circle of effect can be struck . This includes the primary
  target .
  T6 ; ag ; ai ; 3mc ; 80mr ; D : I ; mr; the number of targets is the same
  as for the T5 variant, but any being of human size or smaller
  who fails the "Magical Resistance factor roll" (Sec . 2.725
  (1)) is burned to a grey ash . A larger creature suffers damage
  according to table F, and a very large animal is injured ac-
  cording to table C . A victim slain by this spell is given a +5
  modifier on his/her dice roll when a spell of Revivification
  (no . 76) is attempted . The T9 and T10 variants of Belkhanu's
  spell of Re-embodiment (no . 88) operate as usual without
  this modifier, however. The personal belongings of a victim
  thus calcinated are destroyed beyond
  repair: garments
  burned away, armour melted, gems cracked, etc .
  T7; ag ; ai ; 1mc ; 1mr; D: I ; mr; this form of the spell burns a neat,
  flameless hole 5 cm in diametre through as much as 10 cm
  of any softer substance : e.g . wood, Ch/dn-hide, etc. This
  hole is permanent and cannot be dispelled by a spell of
  Disenchantment (no. 5) .
  If employed upon a person
  or
  creature, he/shelit is slain as described under the T6 variant,
  above . This and other more advanced forms of this spell are
  useful for burning away locks, making holes in doors or
  walls, and the like .
  T8 ; ag ; ai ; 1mc ; 1mr ; D : I ; mr ; a hole 10 cm in diametre is burned
  through softer substances to a depth of 20 cm, while an
  aperture 5 cm in diametre and 10 cm deep is created in such
  harder materials as masonry, brick, natural stone, or the
  softer metals. Other factors are as for the T6 version .
  T9 ; ag ; ai ; 1 mc ; 1 mr ; D : I ; mr; a hole 20 cm in diametre and 30 cm
  deep is created in softer substances . A smaller aperture, 10
  cm in diametre and 20 cm deep, is produced in the harder
  materials named under the T8 variant, and a hole 5 cm in
  diametre and 10 cm deep is burned through steel plates of
  either "ordinary" or "excellent" quality .
  T10; ag ; ai ; 1mc ; 1mr; D :
  1 ; mr ; a hole 1 m in diametre and 2 m
  deep is produced in softer materials . Harder substances are
  penetrated to a depth of .5 m, and the hole is 30 cm in
  diametre .
  All
  qualities
  of
  steel, including "enchanted"
  varieties and also "enchanted" copper, are penetrated by
  this spell . An application of Vimuhla's spell of Barring and
  Broaching (no . 149) can protect a large zone from it, while
  the various "barrier"
  spells
  (e.g . The Muniments of Ex-
  cellence, no . 75) will prevent
  it from harming persons or
  smaller areas .
  21 2
  161 . The Fist of Fire (R)
  T3; ag ; ai ; 1mc ; 20mr ; D :
  I ; M : this spell hurls a fist-sized gob of
  molten lava from the heart of some planet in the Planes
  Beyond at the target . This is a physical missile, though pro-
  pelled by other-planar energy, and it can thus be warded off
  by a shield or by armour . A hit is rolled for as stated in Sec .
  2.827, using the caster's prowess in the sub-skill of hand-
  hurled missile weapons . A "shield/cover roll" is permitted
  (Sec . 2.828), and if the missile hits, damage is done to a
  shield or to the target according to table D . There is a 70
  percent chance of setting the target's inflammable belong-
  ings ablaze, and a 40 percent chance of splattering molten
  rock upon 1-3 (randomly rolled) secondary targets within a 2
  m circle, damaging them according to table B . A "Magical
  Resistance factor roll" (Sec . 2.725 (1)) is futile since the
  missile is not sorcerous in origin
  . If the primary target is
  missed, moreover, the lava goes on to strike others behind
  (Sec . 2.827) out to the limit of its range .
  T5 ; ag ; ai ; 2mc; 40mr ; D: I ; M : as above, except that this ball of
  lava is about the size of a human head, and 1-3 (randomly
  rolled) targets within the circle of effect can be struck. Hit-
  ting is done as outlined above, and if a shield or a target is
  hit, damage is done according to table F . There is an 80 per-
  cent chance
  of setting fire to the target's inflammable
  belongings and a 50 percent chance of injuring 1-5 (random-
  ly rolled) secondary targets within a 3 m circle beyond the
  original circle of effect .
  If this occurs, damage is done to
  each such victim according to table D .
  T7 ; ag ; ai ; 3mc ; 60mr ; D : I ; M : as for the T3 variant, but the mass
  of lava is approximately 50 cm in diametre .
  It destroys a
  shield completely unless it is made of "enchanted" steel, in
  which case damage is done to it according to table G . If the
  lava gets past the shield and strikes the target, he/she is in-
  jured according to table J . "Enchanted" steel or copper ar-
  mour of "medium" or "heavy" coverage reduces this to
  table F, however . There is a 90 percent chance of setting the
  target's inflammable possessions afire, and a 60 percent
  chance of injuring 1-10 (randomly rolled with a D10) com-
  rades within a 6 m circle according to table E.
  T10 ; ag ; ar ; 3mc ; 90mr; D: I ; the ball of lava hurled by this variant
  is almost 2 m in diametre, and it strikes 1-10 targets within
  the circle of effect . A hit must be scored on each target,
  however,
  as
  described
  in
  Sec .
  2.827 .
  Victims
  are
  automatically slain and their possessions are incinerated .
  This version is powerful enough to kill 1-3 large animals or 1
  very large creature (e.g . a Srd or even an Akhd), if a hit is
  made . Inflammable in the area are invariably set ablaze,
  creating a "large" fire ; cf . Sec . 2.840 (7, ff .) . There is a 70 per-
  cent chance of injuring 1-20 (rolled with a D20) secondary
  targets in a 6 m circle around the primary area of effect as
  well . These are injured according to table G, and combusti-
  ble materials within this large secondary area have a 50 per-
  cent chance of catching fire at once.
  162 . Punition (P)
  T1 ; ag ; ai ; 1mc; tr ; D :
  I ; mr; this causes an incredible burning
  agony to the target but leaves no external mark . This spell is
  the particular favorite of the Company of the Edification of
  the Soul, a Tsolyani society of professional tormentors and
  executioners devoted to Chitang . One who is subjected to
  this enchantment and fails the "Magical Resistance factor
  roll" (Sec . 2.725 (1)) rolls a D10: 1-5= he/she will confess to a
  crime, provide information, or act as the caster commands ;
  6-8 =he/she confesses, etc ., but retains the presence of
  
  mind to lie or equivocate; 9-10 =the victim possesses the
  stamina to resist the pain . In order for this conjuration to
  function, the target must be immobilised, tied up, or other-
  wise incapable of combat or flight . This variant is species
  specific : e.g . a human mage can only cast it upon another
  human . A U1 spell of Control of Self (no. 4) will protect a vic-
  tim from this form of the spell, but it is ineffective against
  higher levels.
  T2; ag ; ai ; 1mc ; tr; D: I ; mr; as above, except that this produces
  more excruciating pain and draws forth a confession, etc .
  sooner . The D10 roll is interpreted as follows : 1-7=the vic-
  tim confesses or tells what he/she knows; 8-9 =it is still
  possible
  to lie or give misleading information ; 10=the
  prisoner resists the spell successfully.
  T3; ag ; ai ; 1mc ; tr; D :
  I ; mr; as for the T1 form of the spell, but
  this creates even greater discomfort ; the D10 roll is read as
  follows : 1-8=the prisoner confesses, etc. ; 9-10=he/she
  can still tell lies or falsehoods, if desired . More than two ap-
  plications of this variant cause unconsciousness for 1-5
  turns (randomly rolled), and
  if the spell is cast upon the
  same target a third time within 3 consecutive turns, the vic-
  tim perishes, whether the "Magical Resistance factor roll"
  (Sec. 2.725 (1)) is made or not .
  T4 ; ag ; ai ; 1mc ; 20mr; D:
  I ; mr; this version can be projected out
  from the caster to strike a specified target . The latter need
  not be
  immobilised, and
  if
  he/she
  fails the
  "Magical
  Resistance factor roll" (Sec. 2.725 (1)), he/she is stunned by
  the pain for 1-3 turns (randomly rolled with a D10: 1-4=1 ;
  5-8=2 ; 9-10=3) . This version is species specific .
  T5 ; ag ; ai ; 1mc ; 40mr ; D : I ; mr; as for the T4 variant, except that
  this form of the spell is no longer species specific ; it can be
  cast
  upon
  any
  intelligent
  being,
  except
  demons,
  the
  undead, creatures produced by magic, and the like.
  T6 ; ag ; ar; 2mc; 60mr; D: I ; mr; 1 or 2 victims (randomly determin-
  ed with a D10 : 1-6=1 ; 7-10=2) are stunned for 1-5 turns
  (again randomly rolled), as described above. This version
  can be employed upon all living beings of approximately
  human size or smaller and also upon somewhat
  larger
  creatures, including Shdn, Ahoggyi, Black Ssu, various
  species of animals, etc. It does not function upon very large
  animals, androids, automatons, the undead, creatures pro-
  duced by magic, or demons, however .
  T8; ag ; ar; 3mc ; 80mr ; D :
  I ; mr; as for the T6 variant, except that
  1-5 (randomly rolled) targets within the circle of effect are
  subjected to this torment . A victim who fails the "Magical
  Resistance
  factor
  roll"
  (Sec.
  2.725
  (1))
  becomes
  un-
  conscious at once and dies within 5 combat rounds . During
  this time a
  spell
  of Disenchantment
  (no .
  5) of the ap-
  propriate level can be cast upon him/her, and if this suc-
  ceeds, he/she is released from the effects of Punition.
  Otherwise there is no way to save the target .
  T9; nag ; ar; 3mc ci ; tr; D: 3 T ; sp ; PT: 1 CR ; the caster and all
  others within the circle of effect are made immune to ex-
  tremes of pain for the duration of the spell . This does not
  heal or prevent injuries, but it does allow the caster and
  his/her party to withstand any sort of discomfort and con-
  tinue as though nothing untoward were happening . There is
  thus no need to make an "Endurance roll" for various per
  centages of wound damage (Sec . 2.8211), and injuries do
  not affect one's Combat Values while this variant is in
  effect.
  T10 ; ag ; ar ; 6mc ; 100mr ; D : l ; mr; as for the T7 form of the spell,
  except that 1-10 (randomly rolled) beings are affected . A vic-
  tim who fails the "Magical Resistance factor roll" (Sec .
  21 3
  2.725 (1)) (Sec . 2.725
  (1)) falls unconscious at once and
  perishes within 2 combat rounds unless a spell of Disen-
  chantment
  (no .5) is employed upon him/her/it during this
  time . The victim's body and possessions are unmarked, and
  no cause of death is evident . This version acts upon one
  very large animal also ; if it fails its "Magical Resistance fac-
  tor roll" (Sec . 2.725 (1)), it is stunned for 1-3 turns (randomly
  rolled with a D10 : 1-4= 1 ; 5-8=2 ; and 9-10=3 turns) . During
  this time it may be killed by other means-or disenchanted,
  if someone wishes to do so .
  TEMPLE SPELLS-DILINALA
  163 . The Crown of Purity (P)
  T1 ; ag ; ai ; 1mc ; tr ; D :
  I ; mr; a target who fails his/her "Magical
  Resistance factor roll" (Sec . 2.725 (1)) must reply truthfully
  to
  1 question in whatever detail the caster wishes . This
  must be carefully formulated in order to gain the maximum
  information . The "Generic" levels of the spell of Domina-
  tion (no . 38) are immune to the power of this enchantment,
  as are
  all
  variants
  of the Domination
  spell known
  to
  devotees
  of SArku (no.
  135) and the
  spell called The
  Eradicator of Veracity
  (no .
  136) . This variant is species
  specific, as are the T2, T3, and T4 forms of this spell .
  T2 ; ag ; al ; 1mc ; tr ; D: 2 T; mr; as above, except that the caster
  may ask 2 questions, and the victim must reply to them in
  greater detail, if wished . This spell is blocked by the same
  conjurations noted under the T1 variant .
  T3 ; ag ; ai ; 1mc ; tr; D: 3 T ; sp ; mr ; this version penetrates the G5
  form of the spell of Domination (no . 38), but not more ad-
  vanced varieties . One who fails the "Magical Resistance
  factor roll" (Sec . 2.725 (1)) must respond truthfully to 3 ques-
  tions .
  T4 ; ag ; ai ; 1mc; tr ; D : 3 T; mr ; this is identical to the T3 version,
  except
  that
  it works upon
  intelligent
  beings
  of other
  "friendly" races : e.g . a human can employ it upon a P6 Chdi,
  a Pichi Ldi, etc ., and a Ssu can use it upon a Hliiss . It does
  not function at all upon the Mihdlli
  or the Nyaggi,
  for
  reasons unknown . This is true of all forms of this spell .
  T5 ; ag ; ai;1 mc ; tr ; D : 3 T; mr; as for the preceding variant, except
  that a being of an "inimical" race can be made to respond to
  3 questions . A human mage can thus elicit information from
  a Ssu, or vice-versa.
  T6 ; nag ; ai ; 1mc ; tr ; D :
  I ; mr ; a victim who has been affected by
  the T1 through T4 forms of SSrku's advanced Domination
  spell (no . 135) is given his/her memories back (but does not
  retain any recollection of events that occurred while under
  SArku's domination) . It also perceives the truth about a per-
  son upon whom the T7 variant of The Eradicator of Veracity
  (no. 136) has been cast . A "Magical Resistance factor roll"
  (Sec . 2.725
  (1)) must be made by a target, even though
  he/she may wish to have this spell function successfully .
  T7 ; ag ; ai ; 1mc; 3mr; D : 2 T; mr; as for the T3 variant, but this
  operates upon 1 undead being . The creature can be made to
  answer 3 questions to the best of its knowledge, and it can-
  not attack or flee while this spell is in effect upon it . The
  conjuration does
  not
  work upon
  "intelligent" undead,
  however, nor upon S9rku's demons or their servitors .
  T8 ; ag ; ai ; 1mc ; 10mr; D: 2 T; mr ; this variant causes 1 android,
  automaton
  (if
  it has the capacity to speak),
  intelligent
  undead being, or even a sorcerously animated statue to re-
  ply to 2 questions . The language in which these creatures
  speak is left to the referee's discretion, as is the informa-
  tion to be gleaned from them . The creature cannot attack
  
  the caster or his/her party while under the influence of this
  spell .
  If used upon a being of the caster's own species,
  he/she is released from the G10, T5, T6, T7, or T8 levels of
  the spell of Domination, and the "psychic trap" set by the
  T10 form of Domination is also removed; cf . nos. 38 and 135.
  A "Magical Resistance factor roll" (Sec . 2.725 (1)) must be
  made by a target, even though he/she desires this spell to
  work .
  T9; ag ; ar; 3mc; 20mr; D: 1 ; mr; 1-5 targets within the circle of ef-
  fect are struck dumb for a period of 20 turns. No informa-
  tion can be exchanged verbally, nor can a victim read or
  write in any language . Sign language is possible, however.
  This variant is again limited to the caster's own species. A
  U8, G5, T7, or T10 spell of Healing (nos. 10, 48, and 146) will
  release a victim f-rom this spell, as will the relevant form of
  the spell of Disenchantment (no. 5) .
  T10; ag ; ar ; 6mc; 40mr ; D: I ; mr; as for the preceding version, but
  1-10 targets of any intelligent species (except the Mihilli
  and the Nyagg9) are struck dumb and made unable to read
  or write in any language permanently . Spells of Healing
  (nos . 10, 48, and 146) are ineffective upon this variant, and
  only a spell of Disenchantment of the appropriate level can
  restore a target's powers of speech and literacy .
  164. Encapsulation (R)
  T3 ; ag ; ai ; tmc; 20mr; D:
  I ; mr ; a target who fails the "Magical
  Resistance factor roll" (Sec . 2.725 (1)) is put slightly "out of
  phase" with
  this Plane . This condition lasts for 1 turn .
  He/she becomes a frozen statue, solid as steel to the touch,
  and unable to move or think . Objects attached to the target
  (including another being, if in physical contact!) are includ-
  ed in the stasis, and it is impossible to remove them from
  his/her belt or backpack, touch them, or harm them in any
  way. A victim cannot be contacted telepathically or by other
  sorcerous means, nor can he/she call for Divine Interven-
  tion (Sec . 2.725 (2)) . Only a spell of Disenchantment (no. 5)
  can release a target from this spell, and if this is successful,
  he/she returns to normal at once, as though no time had
  passed for him/her at
  all . This version is not species
  specific, but it does not act upon creatures larger than a
  Black Ssu or a Shdn .
  T4 ; ag ; ai ; 1 mc ; 30mr ; D: I ; mr; as above, but the stasis lasts for 2
  turns.
  T5; ag ; ai ; 2mc; 40mr; D: I ; mr ; as for the T1 variant, except that
  the stasis field persists for 3 turns.
  T7; ag ; ar; 3mc; 50mr ; D: I ; mr; PT: 1 CR ; as for preceding forms
  of the spell, except that 1-5 beings (randomly rolled) within
  the circle of effect may be "frozen" for 10 turns. Alternative
  ly, one large animal (e.g. a Srd or Akhd) may be put into the
  stasis field for 1 turn .
  T9 ; ag ; ar ; 6mc; 70mr; D: I; mr; PT: 2 CR ; this variant puts 1-10 be-
  ings (randomly rolled with a D10) within the circle of effect
  "out of phase" for 30 turns. A single animal of even the
  largest species can be "frozen" for 3 turns.
  T10; ag ; ar; 6mc; 90mr; D:
  I ; mr ; PT : 5 CR ; 1-20 smaller beings
  (rolled with a D20) are frozen in stasis permanently, unless
  released with a spell of Disenchantment (no. 5). A large
  animal is put "out of phase" for 5 turns. This version can
  also be applied to slow-moving natural substances : e.g .
  lava, poison gas, or even a small part of a storm;
  if this
  material fails the "Magical Resistance factor roll" (Sec .
  2.725 (1)), it is halted in place for 3 turns. This does not func-
  tion upon faster moving objects, such as missiles, falling
  rocks, etc.
  21 4
  165. The Girdle of the Maiden (R)
  T1 ; nag; ai ; 1mc cc ; tr; D: 1 T; M: a faint turquoise-blue glow (vis-
  ible in darkness or in the light of lamps or torches) sur-
  rounds the caster, who must always
  be female . She
  receives an increase of 1-20 points (randomly rolled with a
  D20) in her Height-Build-Strength factor for the duration of
  the spell . This enchantment functions only for those in-
  telligent races that possess a clearly identified female
  gender; those which do not (e.g . the Ahoggyd, the Pichi L61,
  the hermaphroditic Mihdlli, etc.) are not affected . Males
  cannot cast this spell at all, and the T1-T6 and T10 variants
  have no effect upon males who happen to be within the cir-
  cle of effect or who become accidental targets .
  T2 ; nag; ai ; 1mc co; tr; D: 1 T; M: as above, except that the caster
  gains 1-3 levels in her defensive "Magical Resistance fac-
  tor" (Sec . 2.725 (1)) for the duration of the spell . This is
  found with a D10: 1-5=1 level ; 6-8=2; and 9-10=3 levels .
  T3 ; nag; ai ; 1mc; 1mr; D: 3 T; M: the nimbus is cast upon one
  target, who must be a female warrior (i.e . awoman possess-
  ing at least 3 levels of the skill of Warrior) of the caster's
  species . This person gains 1-20 points in her Height-Build-
  Strength factor and adds 1-3 levels (found with a D10, as
  given under the T2 variant) to her Combat Values in the
  weapon she is presently using or has ready in her hand . On-
  ly hand-to-hand melee weapon competences are affected,
  however.
  T4
  ; nag; ai ; 1mc; 1mr; D: 3 T; sp ; M: as for the T3 version, but
  1-50 points (found by rolling D100, dividing by 2, and roun-
  ding up) are added to the target's Height-Build-Strength fac-
  tor, and she gains 1-5 levels (randomly determined) in her
  Combat Value in the melee weapon she is currently using .
  T5 ; nag; ai ; 2mc; 1mr; D: 3 T; M: as for the T4 form of the spell,
  except
  that the caster can augment the Height-Build-
  Strength factors and Combat Values of 2 female fighters of
  her party .
  T6 ; nag; ar; 3mc; 2mr; D: 3T; PT: 1 CR ; M: the blue-green glow of
  the nimbus can be seen even in broad daylight . All females
  of the caster's species within the circle of effect receive the
  benefits described under the T4 variant .
  T7 ; ag ; ai
  ; 1mc; 30mr; D: I; mr; PT : 1 CR; M: the glow is cast upon
  one male of the caster's species .
  If he fails the "Magical
  Resistance factor roll" (Sec . 2.725 (1)), he cannot attack any
  female of his species in hand-to-hand combat for 1 turn . He
  may fire missiles or spells at females, however, and he can
  also engage males, females of other races, animals, etc.
  in
  normal combat . Afemale who is not recogniseable as such
  (e.g . a girl in boy's clothing, a woman shrouded in a heavy
  cloak, etc.) may also be attacked, but if the target discovers
  her gender, he must abandon the fight and engage the
  nearest male foeman . A male target attacked by a female
  cannot strike back but must parry, retreat, or shout for help
  from those not under the spell's influence.
  T8; ag ; ar ; 2mc; 50mr ; D: I ; mr ; PT: 2 CR ; M: as for the T7 variant,
  except that 1-2 males within the circle of effect (randomly
  rolled with a D10: 1-6=1; 7-10=2) are unable to attack
  female opponents of their species for a period of 3 turns.
  T9 ; ag ; ar ; 3mc; 60mr ; D: 1 ; mr ; PT : 3 CR ; M: as above, but 1-5
  males (randomly rolled) within the circle of effect are af-
  fected as stated under the T7 form of the spell .
  T10; nag; ar ; 3mc ci ; 2mr; D: 3 T; PT : 5 CR ; M : 1-10 (randomly
  rolled with a D10) females of any "friendly" intelligent
  species are given the bonuses described under the T4
  variant. The caster may include herself in this group, or she
  may employ the spell upon a group of comrades .
  
  TEMPLE SPELLS-DRA
  166. Apathy (P)
  T1 ; nag; ai ; 1 me co ; tr; D: 3T ; prq: all variants of the spell of Con-
  trol of Self (no. 4) ; the caster is suffused with a deep and
  overwhelming ennui . His/her autonomic motor responses
  continue to function (e.g . his/her heart, lungs, etc.) but
  he/she has no desire to move, fight, speak, or perform any
  action whatsoever . Commands, threats, pain, and physical
  sensations are of no interest, and he/she is thus immune to
  Domination (nos . 6, 38, and 135), Semblances (no. 63), and
  similar spells of "mental command." This spell is of use to
  a worshipper of Dre when he/she is faced with unpleasant
  or boring conditions and wishes to withdraw from the
  phenomena of this Plane .
  T2; nag; ar ; 2mc co ; tr; D : 5 T; mr ; as above, except that 1 other
  being of any intelligent species (including the "inimical"
  races, but not the Mihdlli or the Nyagg3-or the Tinaliya, for
  unknown reasons) within the circle of effect is similarly
  made apathetic to physical conditions around him/her. One
  who does not desire this effect is permitted a "Magical
  Resistance factor roll" (Sec . 2.725 (1)). The caster is always
  the centre of this spell's area of influence.
  T3 ; nag; ar; 3mc co ; tr ; D: 10 T; mr ; as for the T2 version, but 1-5
  targets (randomly determined) within the circle of effect are
  made apathetic.
  T4 ; ag ; ai ; 1mc; 20mr; D:
  1 ; mr; 1 target is affected by apathy at a
  greater range . This condition lasts for 1 turn and can only
  be relieved by the appropriate level of the spell of Disen-
  chantment (no. 5).
  T5; ag ; ar; 2mc; 40mr; D: 1 ; mr; as for the T4 version, but 1-2 in-
  telligent
  beings
  (randomly
  rolled
  with
  a D10:
  1-6=1;
  7-10=2) are made apathetic for a period of 3 turns .
  T7; ag ; ar ; 3mc; 60mr; D:
  I ; mr; as for the T4 variant also, but 1-5
  (randomly rolled) intelligent beings are affected for 5 turns.
  T9; ag ; ar ; 6mc; 80mr ; D:
  1 ; mr; this version works upon 1-10 be-
  ings
  (randomly
  rolled
  with a D10) of human size or
  somewhat larger (e.g . a Black Ssu or a Shen) within the cir-
  cle of effect, as described under the T4 form of this spell .
  The condition lasts for 7 turns. The spell also affects
  smaller animals (up to the size of a Black Ssu, approximate .
  ly) and semi-intelligent creatures, but the undead, androids,
  automatons, demons, and creatures produced by magic are
  immune to it . It also functions upon 1 very large animal (e.g .
  a Srb or Akh6), but the duration of the apathy is just 1 turn .
  T10; ag ; ar ; 6mc; 100mr; D:
  I ; mr; 1-20 beings of human size or
  somewhat larger are made apathetic, as are 1-3 (randomly
  rolled) animals of very large size. Each target must roll a
  D10: 1-3=the victim
  is so strongly affected that even
  autonomic motor responses cease, the heart and breathing
  stop, and the being dies at once ; 4-8=the target continues
  to live but remains apathetic for 21--40 (20+the score of a
  D20) turns; 9-10=the victim is affected for 10 turns.
  167. The Hymnal of the Lord of Light (R)
  T3; nag; a! ; 1 me co ; tr; D: 1 T; prq: the "Universal" variants of the
  spell of Light and Darkness (no. 13) ; M: the caster's face
  becomes illuminated with the beauty of the Perfect Ra-
  21 5
  diance of Hnilla. No servitor of Change can look upon
  his/her countenance and must fight, fire missiles, or cast
  spells at the caster as though blind (Sec . 2.823 (list 2, 21)) .
  This
  light
  is sufficient to illuminate an area 12 m
  in
  diametre, making
  it as bright as day. The undead cannot
  enter this zone at all . Those who follow Stability are not af-
  fected by this brilliance and may act normally within
  it-even if they are hostile to the caster and/or his/her party.
  All forms of this spell can be dispelled with the appropriate
  level of the spell of Disenchantment (no. 5).
  T4 ; nag; ai ; 1mc ci ; 1mr; D: 3 T; sp ; PT : 1 CR ; M: this variant has a
  longer duration and can be cast upon a comrade instead of
  the caster himself/herself .
  T6; nag; ar-, 6mc co ; tr; 6mc co ; tr ; D: 5T; PT : 3 CR ; M: the bright
  light created by this version surrounds the caster and all
  those within the circle of effect, giving them the benefits
  described under the T1 form of the spell . It cannot be used,
  however, as long as there is a servitor of Change within the
  circle of effect . The light thus produced extends out in a cir-
  cle 24 m in diametre from the caster. It blocks the undead,
  demons who serve Change, and creatures produced by
  sorcery (whether created by servitors of Change or of
  Stability, including those summoned by members of the
  caster's own party) from entering the area . Any beings of
  these categories already within the lighted zone will flee
  from it at once. Semi-intelligent and non-intelligent animals
  will also usually run from the area, if the spell is cast sud-
  denly in a dark place; a D10 score of 1-7 causes animals of
  morale classes A through C to run away ; 1-5 is the range
  needed to frighten off animals of morale classes D and E;
  and a score of 1-3 is required to drive off creatures of morale
  classes F and G. Members of class H cannot be frightened
  off by this light ; cf . Sec. 2.8212.
  T8; nag; ar;1mc co ; tr; D:10 T; PT: 5 CR ; M : the brilliant light sur-
  rounds the caster and hides him/her completely from view.
  He/she can command this "illuminated image" to move
  away from him/her out to a distance of 10 m. It cannot fight,
  speak, cast spells, or perform other actions, but it walks
  directly away from the caster and serves to light up an area
  though which the party
  is passing (in a circle 12 m in
  diametre), blocks the undead and other beings mentioned
  under the T6 version, and provides a focus for hostile
  missiles and spells . An "Intelligence roll" at the "Harder
  test" level (Sec . 2.724 (1)) must be made in order to guess
  that the caster is no longer within this radiant simulacrum
  and to identify him/her in the party. It cannot pass through
  physical or sorcerous barriers, however.
  T10; nag; ar ; 1mc co; tr; D: 10 T; PT: 1 T; M: as for the T9 variant,
  except that the shining image of the caster can be made to
  walk through physical walls as much as 50 cm thick . It does
  no damage to such a barrier and appears on the other side
  (where the caster cannot see it). It then moves directly away
  from the caster for another 10 m and stops there mo-
  tionless until the expiration of the spell (or until the caster
  deliberately drops the enchantment). This brightly glowing
  simulacrum can pass through barriers created by "psychic"
  magic as though they did not exist but is obstructed by
  "ritual" warding spells . This version is useful as a means of
  ridding an area of the undead, demons, etc. before a party
  enters it . (The difficulty with all of Dre's spells lies in per-
  suading the mage to take enough interest in this Plane to
  cast them at all!)
  
  168 . Risibility (P)
  T1 ; ag ; ar ; 3mc co ; tr ; D : 3 T ; mr ; all intelligent beings of the
  caster's species and other "friendly" races within the circle
  of effect are caused to perceive the ludicrousness of life.
  Targets who fail the "Magical Resistance factor roll" (Sec.
  2.725 (1)) cease whatever they are doing, become jocose,
  and give up hostility towards an opposing party for the
  duration of the spell . If attacked, however, victims return to
  normal and will respond in kind . A spell of Disenchantment
  (no . 5) dispels the jollity and restores the victims' sense of
  the seriousness of the universe . All forms of this spell are
  susceptible to the relevant level of the Disenchantment
  spell .
  T2; ag ; ai ; 1mc; 20mr; D :
  I ; mr ; a single target is made aware of
  the futility and absurdity of material existence ; he/she
  breaks out
  in uncontrollable
  laughter and continues to
  laugh for 1 turn . During this time the target cannot fight,
  cast spells, or perform other actions. This and all more ad-
  vanced variants of this spell are species specific until the
  T8 level is reached .
  T3 ; ag ; ai ; 1mc ; 30mr ; D : I ; mr ; as above, but with a longer range
  and a duration of 2 turns .
  T4 ; ag ; ai ; 2mc ; 50mr; D :
  I ; mr ; 2 targets (randomly rolled with a
  D10: 1-6=1 ; 7-10=2) are affected by the drollery of the
  universe . A target who fails the "Magical Resistance factor
  roll" (Sec . 2.725 (1)) falls down laughing and counts as prone
  when the spell expires .
  T5; ag ; ai ; 3mc ; 70mr ; D : I ; mr; this version affects 1-5 (randomly
  rolled) targets within the circle of effect in addition to the
  primary target . It is otherwise identical to the preceding
  variant .
  T6; ag ; ai ; 6mc ; 90mr ; D :
  I ; mr ; 1-10 (randomly rolled with a D10)
  targets (in addition to the primary target) within the circle of
  effect are struck by the humour of Being . One who fails the
  "Magical Resistance factor roll" (Sec . 2.725 (1)) falls down
  laughing hysterically, remains so for 3 combat rounds, and
  then becomes unconscious for 1-3 turns (randomly rolled
  with a D10: 1-5=1 ; 6-8=2; and 9-10=3).
  T7 ; ag ; ai ; 1mc ; 100mr; D : I ; mr; a single target is so affected by
  the ridiculousness of
  it all that he/she laughs until ex-
  hausted for 5 combat rounds and then dies within 2 turns
  unless released by a spell of Disenchantment (no. 5) during
  this period .
  T8 ; ag ; ai ; 2mc ; 110mr ; D:
  I ; mr; as for the preceding version, ex-
  cept
  that
  1-2
  beings
  are
  driven
  into
  hysterical-and
  fatal-laughter. A D10 is rolled : 1-6= the primary target on-
  ly ; 7-10 = the primary target and one other person within the
  circle of effect become possible victims . This and suc-
  ceeding variants are no longer species specific ; all beings
  of the intelligent "friendly" races are affected . Should a Ssu
  obtain this spell (an unlikely event, perhaps), it could be
  used to affect the Hluss, Hlutrgu, or Shunned Ones-but
  not humans and their allies. The spell does not function
  upon members of the "neutral" races at all .
  T9 ; ag ; ai ; 3mc ; 120mr; D:
  I ; mr; this is identical to the T7 form of
  the spell, except that 1-5 (randomly rolled) beings are af-
  fected in addition to the primary target.
  T10 ; ag ; ai ; 6mc ; 130mr ; D: I ; mr; as for the T7 version, but 1-10
  (randomly rolled with a D10) beings (in addition to the
  primary target) are made to see the humour in the universe
  and laugh themselves literally to death . One who fails the
  "Magical Resistance factor roll" (Sec. 2.725 (1)) laughs for 3
  combat rounds and dies at the end of the following turn
  unless freed by a spell of Disenchantment (no. 5) first .
  21 6
  TEMPLE SPELLS-DURRITLAMISH
  169 . Entombment (R)
  T3; ag ; ai ; 1mc ; 20mr; D :
  I ; mr ; M : a coffin-shaped cavity 1.5 m
  wide by 1 m deep, by 2.5 m long is created in an area of un-
  worked earth or natural stone . This is ascertained by a D10
  roll : 1-7=the grave is produced in earth or rubble ; 8-10=it
  manifests itself within solid stone
  . The spell cannot be
  used if the surroundings are masonry, brick, wood, or other
  worked substances . This tomb is always within 15 m of the
  caster of the Entombment spell at a depth of 2 m, and the
  target is transported to it magically . He/she then suffocates
  within 16-25 minutes (15+the score of a D10) unless com-
  rades find him/her and effect a rescue within this time; cf.
  Sec . 2.840 (6). The narrowness of this grim tomb prevents
  the casting of "ritual" magic, although "psychic" spells,
  "Eyes," and other devices can be employed . A U5 (or higher)
  spell of Ascertainment (nos . 2 and 31), BelkhAnu's spell of
  Etherealisation (no . 87), Hrii'u's spell of Decorporealisation
  (no . 112), the T5 form of Thtimis' spell called The Discerner
  of Enchantments (no . 143), or the T9 and/or the T10 variants
  of Thumis' spell of Guiding (no . 145) must be used to find
  the victim . Whether the seeker is successful or not is left to
  the referee : a D100 roll might be made each turn, with a
  score of 81-100 denoting the discovery of the victim . A spell
  of Disenchantment (no . 5) is futile . Once discovered, the en-
  tombed being must be rescued by digging . A single rescuer
  must take a minimum of 12 turns to do this; 2 persons re-
  quire 8 turns; and a larger party needs 6 turns . At the begin-
  ning of the turn following these minimum timings a D10 is
  rolled by the party :
  1-7=the victim has not yet been
  reached ; 8-10=the buried person is found and rescued .
  Should this roll fail, it is made again at the start of every
  succeeding
  turn
  until
  the victim
  is either dug
  free
  or
  perishes . If the target is entombed within natural, unworked
  stone, a -1 is applied to the rescuer's die score
  . This spell
  has no effect upon targets larger than a ShL&n or Black Ssu,
  the undead, androids, automatons, demons, or creatures
  produced by sorcery .
  T5 ; ag ; ai ; 2mc ; 30mr ; D : I ; mr; M : a larger sepulchre is produced :
  this is 2 m wide, 1 .5 m high, and 3 m long, large enough to
  hold 2 targets of human size or somewhat larger . In addition
  to the primary target, thus, one additional victim is random-
  ly selected from those within the circle of effect . The tomb
  is created at a random location within a circle 30 m in
  diametre with the caster at the centre. The methods of fin-
  ding and rescuing entombed victims are as given for the T3
  variant .
  T7 ; ag ; ai ; 3mc ; 50mr; D: 1 ; mr ; PT : 1 CR; M : as above, except that
  the cavity is 3 m wide, 1 .5 m high, and 5 m long . It can hold
  1-5 beings of the size of a Shdn or a Black Ssu, or 1 larger
  creature
  (but not the largest animals,
  of course). The
  sepulchre appears within 50 m of the caster and holds
  enough air for 15 turns . Thereafter D10 rolls are made each
  turn, as detailed under the T3 version .
  T9; ag ; ai ; 6mc ; 70mr ; D : I ; mr ; PT : 3 CR ; M : as above, except that
  the tomb is 4 m wide, 1.5 m high, 6 m long, and is 5 m below
  the surface . This cavity manifests itself at a random loca-
  tion within a circle 80 m in diametre with the caster at its
  centre . It can hold 1-10 beings of the size of a Shdn or a
  Black Ssu, 1-3 (randomly rolled) larger creatures, or 1 very
  large animal . It holds enough air to last for 26-45 minutes
  (25+the score of a D20), and rescuers must spend double
  the minimum times given under the T3 version to reach the
  victims . Thereafter D10 rolls are made each turn as outlined
  previously .
  
  170. Necrophobia (P)
  T1 ; ag ; ai ; 1mc ; 20mr ; D: I; mr; prq: all variants of the spell ofTer-
  rorisation
  (no.
  21); a
  target
  who
  fails
  the "Magical
  Resistance factor roll" (Sec . 2.725 (1)) will flee in abject ter-
  ror from the sight of any undead being . These include the
  HrA, Mrur, Sh6dra, and Vorodld, plus the Worms of the
  Night and other special minions of SSrku, Durritlamish, and
  related deities . These beings are described in the referee's
  Sections, below. The victim, who may be a member of any
  intelligent species (but not an undead being or a devotee of
  S1rku, Durritldmish, or an associated foreign god) drops
  anything he/she is holding in his/her hands and attempts to
  cast off other encumbrances as he/she runs. Abeing under
  the influence of this spell can be freed by the relevant levels
  of the spells of Disenchantment (no. 5), Intrepidity (no. 50),
  The Glorious Call (no. 117), Devotion to the Flame (no. 153),
  or The Valour of the Divine Kingdom (no. 159) . A spell of
  Perception of the Energies (nos . 15 and 56) or Thumis' spell
  called The Discerner of Enchantments (no. 143) will identify
  the presence of this spell .
  T2; ag ; ai ; 1mc; 30mr ; D:
  I ; mr; as above, but fear of the undead
  lasts for 2 turns before the victim returns to normal .
  T3 ; ag ; ai ; 2mc; 40mr; D: I; mr ; 1 being within the circle of effect
  in addition to the primary target is struck by uncontrollable
  terror and will flee upon seeing any undead being . This fear
  persists for 3 turns.
  T4 ; ag ; ai ; 3mc; 50mr ; D: 1 ; mr; 1-5 beings (randomly rolled)
  within the circle of effect in addition to the primary target
  are engulfed by fear of the undead for 5 turns.
  T6 ; ag ; ar ; 3mc; 10mr; D: 10 T; sp ; mr ; PT: 1 CR; this variant
  causes a fear of Death and the Dark That Lies Thereafter .
  No undead being or other sign of Durritlamish or the Lord of
  Worms need be visible, and the spell can even be cast in
  broad daylight. A ghastly fear seizes 1-5 targets (randomly
  rolled from among all intelligent beings within the circle of
  effect) that causes them to flee, howling in terror, throwing
  aside weapons and encumbrances, and paying no heed to
  where they are going. This horror persists while the spell
  lasts, and it can only be dispelled by the means noted under
  the T1 version.
  T7 ; ag ; ar ; 6mc; 30mr ; D: 15 T; mr ; PT : 3 CR ; as above, but 1-10 in-
  telligent beings (randomly rolled with a D10) within the cir-
  cle of effect may be stricken, and the terror lasts longer.
  T8 ; ag ; ai ; 1mc; 60mr ; D:
  1; mr ; PT : 2 CR ; this variant has a
  "delayed action" effect : the target may not even be aware
  of the presence of the spell in his/her mind . If he/she is con
  fronted with any undead creature, the Worms of the Night,
  or one of the special demons or servitors of SArku, Dur-
  ritidmish, or related deities within 20 turns after the spell
  has been applied, he/she suffers a heart attack from terror
  and dies within 2 combat rounds unless a spell of Disen-
  chantment (no. 5) is cast upon him/her during this period.
  Should no undead being appear, the victim suffers nothing
  and feels normal . The spell of Perception of the Energies
  (nos. 15 and 56) will show the existence of a spell in a pos-
  sible victim's mind, and Thumls' spell of The Discerner of
  Enchantments (no. 143) will make the identification exact.
  T9; nag; ar ; 15mc ; 2mr; D: 30 T; mr ; PT: 5 CR ; this variant Is ap-
  plied to a location, rather-than to living targets . Whenever
  devotees of deities other than Durritlimish, Sdrku, and
  associated foreign gods enter this area, they are affected
  by a cold, gloomy, dismal fear of death. They can then cross
  this circle of fear only by making successful "Magical
  Resistance factor roll" (Sec. 2.725 (1)) each turn until the
  21 7
  area has been traversed . One who fails this roll not only
  cannot pass through this region, but he/she flees back in
  the opposite direction for 1.5 turns (randomly rolled), unless
  caught and subjected to a spell of Disenchantment (no. 5) .
  There is no outward sign of this clammy terror until the
  zone is entered. The means of identifying and dispelling
  this enchantment have been noted above.
  T10; nag; ar; 30mc; 10mr ; D: permanent ; mr ; PT: 10 T; this form
  of the spell is used to protect sanctuaries and other secret
  places of the Lord of Worms and related deities from en-
  trance by worshippers of other gods . As soon as the area is
  entered a "Magical Resistance factor roll" (Sec. 2.725 (1))
  must be made ; if this fails, the victim flees back the way
  he/she came, as described under the T9 version. If suc-
  cessful, the target may proceed, but at the beginning of
  each subsequent turn he/she must make the roll again, and
  the same results occur if this is failed . This continues until
  the target either fails the roll or leaves the area. The spells
  that offer protection from this gruesome terror are listed
  under the T1 variant . A spell of Disenchantment (no. 5) will
  indeed remove this spell from the location, but it must be
  applied to the spot where the caster of the Necrophobia
  spell cast his/her enchantment:
  i.e
  . the centre of the circle
  of effect .
  171. Putrefaction (R)
  T1 ; ag ; ai ; 1mc; 20mr ; D:
  I ; mr ; one body area of the target is af-
  fected by
  instant putrescence . A target who fails the
  "Magical Resistance factor roll" (Sec . 2.725 (1)) rolls on the
  table given in Sec. 2.852 (2) to determine which body part is
  hit, and this then begins to rot and slough away . A head, tor-
  so, or abdominal hit slays the target if a spell of Alleviation
  (nos. 1, 29, and 141) is not applied within 1 combat round . A
  hit upon a limb destroys the extremity and kills the victim
  within 1 turn, unless an Alleviation spell is used to keep the
  target alive . Even so, the limb is lost and can only be
  restored by a U8, G5, or T7 spell of Healing (nos . 10, 48, and
  146). This variant is species specific, as are the T2, T3, and
  T4 forms of the spell.
  T2; ag; ai;1mc ; 30mr; D: I; mr; as above, except that any hit upon
  the target kills him/her within 1 combat round unless a spell
  of
  Alleviation
  is
  applied. All targets-including those
  brought back
  to
  life by a spell
  of Revivification
  (no.
  76)-subsequently must have one of the Healing spells
  noted under the T1 version cast upon them to restore lost
  flesh and muscle tissue . This is not necessary, however,
  when the victim is revivified by BeIkhAnu's T9 or T10 spells
  of Re-embodiment (no. 88) .
  T3 ; ag ; ai ; 2mc; 40mr; D: 1 ; mr; as above, except that 1 being
  within the circle of effect In addition to the primary target
  may also be affected by this necrosis . A D10 is rolled :
  1-6=only the primary target is hit; 7-10=a second target is
  also stricken . Other factors are as for the T2 version, above.
  T4 ; ag ; ai ; 3mc; 50mr ; D:
  I; mr; as for the T2 variant, but 1-5
  targets (randomly rolled) within the circle of effect in addi .
  tion to the primary target are stricken with instant rotting .
  T5; ag ; ai ; 3mc; 60mr; D:1; mr; as for the T4 version, except that
  the spell is no longer species specific: any member of an in .
  telligent species may be a target .
  T6 ; ag ; al ; 6mc; 70mr ; D:
  1 ; mr ; as for the preceding variant, but
  1-10 (randomly rolled with a D10) victims within the circle of
  effect can be hit in addition to the primary target . The spell
  also affects non-intelligent and semi-intelligent animals of
  the same size as ahuman being or somewhat bigger : e.g. a
  
  Shen, Hluss, or Black Ssu . Larger creatures, the undead, an-
  droids, beings produced by sorcery, and demons are im-
  mune.
  T7 ; ag ; ai ; 1mc ; 80mr ; D : I ; mr ; PT: 1 CR ; the victim may be any
  living being except the largest animals (e.g . a Sid or Akhd).
  There is no immediate external sign of putrescence, but in-
  ternal body organs are slowly destroyed . The victim ex-
  periences no abnormal sensations for 1 day ; on the second
  day his/her breath begins to smell of rot, and pains in the
  stomach occur (preventing him/her from moving, fighting,
  casting spells, etc .); on the morning of the third day he/she
  lapses into unconsciousness ; and by sunset on the fourth
  day he/she dies . The spell of Alleviation grill cure this condi-
  tion, but it can only be applied once per day, and a special
  D10 roll
  is needed before
  it can be attempted : 1-6= the
  Alleviation spell may be cast upon the victim ; 7-10= the
  putrefaction resists the treatment, and the spell cannot be
  cast .
  T8: nag ; ar; 3mc ; 3mr ; D : 10 T ; sp; mr-, PT : 2 CR; this form of the
  spell is cast upon an area of swamp or stagnant water . A liv-
  ing being (except a large animal) who steps into this is in-
  fected with gangrenous rot ; this is equivalent to a hit upon
  the legs, as described under the Tt variant above . A spell of
  Disenchantment
  is futile, and the area must be avoided,
  bridged, or left alone until the spell expires . One who does
  step into the contaminated liquid is permitted a "Magical
  Resistance factor roll" (Sec . 2.725 (1)). Boots, shoes, etc . are
  no protection unless these
  are completely waterproof
  (referee's discretion) . Even when such footgear prevents
  the putrescence from taking effect, the character has a 25
  percent chance
  each
  turn of
  infecting
  himself/herself
  before the spell expires by touching his/her shoes or legs
  with his/her hands .
  T9 ; nag ; ar ; 6mc ; 10mr; D : 30 T; mr ; PT: 5 CR ; as for the T8 ver-
  sion, but with a larger circle of effect and a longer duration .
  T10 ; ag ; ar ; 3mc ; 90mr ; D : I ; mr ; PT : 2 CR; this variant instantly
  causes the death of 1-5 living beings within the circle of ef-
  fect by Durritlamish' gruesome process of decay . A target
  who fails the "Magical Resistance factor roll" (Sec . 2.725
  (1)) is changed into a ghastly corpse at once, and neither
  Healing nor Alleviation spells are of any use. A modifier of
  +5 is applied to his/her chances of being brought back to
  life by a Revivification spell (no . 76), although Belkh3nu's
  spell of Re-embodiment (no. 88) can be employed without
  this negative factor.
  TEMPLE SPELLS-GRUGANU
  172 . The Attainment of Enlightenment (P)
  T2 ; nag ; ai ; 1 me co; tr; D : 1 T; sp ; prq : the G1 and G2 forms of the
  spell of Sagacity (no. 62) ; the caster is temporarily gifted
  with the knowledge of one of the first 5 levels of one spell of
  the "Universal" phylum that
  . he/she does not already know .
  This must be a spell of which the caster has no knowledge
  at all : i.e . it cannot be an advanced level of an enchantment
  of which the raster has already mastered a lower level . For
  example,
  if the mage knows the U3 form of Nutrification
  (no . 14), GrugAnu will not choose the U4, U5, or U6 variants
  of this spell but will give the devotee a level of a completely
  unknown conjuration. The
  spell may be
  of
  either the
  "psychic" or "ritual" categories, even if the caster does not
  normally use that branch of sorcery. In game terms, the
  referee is informed of the numbers and names of the spells
  21 8
  of levels U1 through US that the character knows, and a ran-
  dom die roll is made among the rest of the "Universal" list .
  A further roll is needed to identify the level of the spell . If a
  spell is chosen that has no U1-U5 levels (e.g . The Seal Upon
  the Powers, no . 18), it must be discarded and another die
  roll made
  . For instance, the mage has no knowledge of the
  spell of Translocation (no. 22), and this happens to be
  selected by the die roll . This spell has 6 variants : U1, U2, U3,
  US, U7 and U9. The last two of these are unavailable since
  this spell gives competence only in levels U1-U5. A random
  die roll is therefore made among the four levels that the
  caster may acquire: e.g . a 010
  is used, and
  1-2=U1 ;
  3-4 = U2; 5-6 = U3; 7-8 = U5; and 9-10 = rerol l . A score of 7
  gives the mage the ability to use the U5 level of the
  Translocation spell . This knowledge is temporary: it lasts
  just one turn and then dissipates . The mage can remember
  the spell only until it is cast, and it then has its normal dura-
  tion and effects.
  It cannot be recalled (even by magical
  means), written down, or taught to another person . Main-
  taining this spell in one's mind counts as one of the two
  "durational" spells that can be kept up at one time (Sec .
  2.941 (7, a), and when the spell is cast the usual "psychic
  power points" needed for it must be expended (Sec . 2.932) .
  It thus may cost approximately twice as much to employ
  Gruganu's gift, but
  it has the advantage of providing the
  mage with an ability he/she does not otherwise know.
  -
  T5; nag ; ai ; 1mc co ; tr ; D : 1 T ; as above, except that "Universal"
  spells of levels 6-10 may be temporarily mastered and used .
  The method of identifying the spell and the level is the
  same as for the preceding version . For example, if the spell
  of Translocation (no . 22) is selected by the die roll, only the
  U7 and U9 variants are available, and the following die roll
  must pick one of these .
  T7; nag ; ai ; 1mc co ; tr; D : 1 T ; a "Generic" spell of levels 1-5 is
  given to the caster, as previously described. This may even
  be a spell not known to the caster's temple. Unfortunately
  there is no way to retain this competence once the spell ex-
  pires .
  T9 ; nag ; ai ; 1mc co ; tr ; D : 1 T ; this variant provides temporary
  knowledge of one
  level
  of a "Generic"
  spell of
  levels
  G6-G10 . Other factors are as for the T2 version .
  T10 ; nag ; ai : 1mc co ; tr ; D : 1 T ; the "gift spell" is chosen ran-
  domly from among those of
  levels
  1-5 in the "Temple"
  phylum . There is no way to acquire this sort of temporary
  mastery of spells from the T6-T10 group .
  173. The Invigorator of Blades (R)
  TI ; nag ; ai ; 1mc ; tr; D: 1 T ; M : one arrowhead or other sharp pro-
  jectile point is made to glow with a bluish luminescence .
  When this is hurled or fired, and a hit is made (Sec. 2.827), it
  does double the damage rolled for it in Sec. 2.829. The
  caster himself/herself cannot use this projectile but must
  perform this service for an archer, crossbowman, javelin
  hurler, or other missile-firer in his/her party . This spell has
  no effect upon blunt projectiles (e.g . sling pellets, the bolas,
  artillery stones, maces, or clubs), nor does it function upon
  hand-held melee weapons .
  It also does not work upon
  anything as large as a ballista bolt . A dagger may indeed be
  enchanted with this spell, and if this is thrown as a missile,
  the spell operates. Should the dagger be used to stab,
  however, the spell dissipates and there is no effect . If the
  projectile is not fired or hurled within
  1 turn, the enchant-
  ment disappears .
  T2; nag ; ai ; 1mc ; tr; D : 1 T; M : 2 sharp projectile may be tem-
  porarily "invigorated," as described above . These cannot be
  
  fired or hurled by the same missile-firer, however, but must
  be given to two different persons .
  T3 ; nag ; ai ; 1mc ; tr ; D : 1 T ; M : 1-5 (randomly rolled) sharp projec-
  tiles are given the powers described under the T1 version .
  Again,
  these
  cannot
  be
  utilised
  by
  the same archer,
  crossbowman, etc .
  T4 ; nag ; ai ; 1mc ; tr ; D : 1 T ; sp ; M : one projectile point is made to
  glow with a brighter azure light . When this hits a target, it
  does double or triple its usual damage (Sec . 2.829)
  ; a D10 is
  rolled :
  1-6=the damage
  is multiplied by 2 ; 7-10=it
  is
  multiplied by 3.
  T5 ; nag ; ai ; 1mc ; tr; D : 1 T; PT : 1 CR ; M : as for the preceding
  variant, except that the defensive armour protection value
  of the target (Sec . 2.8210) is reduced by -1 . This applies
  even to "enchanted" steel and copper armour, although
  that summoned by Chegtirra's spell called The Harness of
  the God-King (no . 158) is immune . The protection offered by
  Vimuhia's spell entitled The Panoply of Iron (no. 156) is also
  not reduced .
  T6 ; nag ; ai ; 1 mc ; tr; D: 1 T; PT : 3 CR ; M : as for the T5 version, but
  the target's armour protection is modified by a -2.
  T7 ; nag ; ai ; 1mc ; tr ; D : 1 T; PT : 5 CR ; M : one sharp, edged
  weapon (e.g . a sword, spear, halberd, axe, etc.) is given the
  power detailed under the T1 variant . This lasts for 1 turn . If
  the weapon is dropped, handed to another, or otherwise
  allowed to leave its wielder's hand, the spell terminates at
  once . This variant can only be applied to a hand-to-hand
  melee weapon .
  T8; nag ; ai ; 1mc ; tr ; D: 1 T; PT : 1 T; M : as for the T4 form of this
  spell, except that the target is the blade of a sharp-edged
  melee weapon . Other factors are for the T7 version .
  T9; nag ; ai ; 1mc ; 1mr ; D : 1 T; PT : 3 T; M : the blades of
  1-5
  swords,
  spears, etc . are given the power to do double
  damage, as outlined under the T1 version . Again, these
  weapons cannot be dropped, given to others, or put away
  without losing the effects of this spell .
  T10; nag ; ai ; 1mc ; tr; D : permanent until used ; PT : 10 T; M : one
  projectile
  point (but not a melee weapon
  blade) is em-
  powered to do triple damage ; cf . Sec . 2.829 . Only one such
  missile can be carried and/or used by the same missile-firer,
  however . Once he/she uses
  this
  projectile,
  it loses
  its
  power, and helshe may be given another . The mage may
  thus "invigorate" several missiles for a succession of ar-
  chers, crossbowmen, etc ., using up much sorcerous power
  thereby, but no more than one projectile can be created for
  each person, and only when this has been hurled or fired
  can the sorcerer produce another for that individual . "In-
  vigorated" missiles and blades are made for each user
  specifically ; if employed by another person they do no more
  than their usual damage .
  174 . The Labyrinth of Elongated Shadows (R)
  T1 ; ag ; ai ; 1mc ; 20mr ; D :
  I ; mr; the target must be a being of the
  caster's
  species ;
  if
  this
  person
  fails
  the
  "Magical
  Resistance factor roll" (Sec. 2.725 (1)), he/she is sorcerously
  transported to KsArul's horrid Citadel of the Twelve Pylons
  of Ta'ler, a mighty fortress established on the Forty-Fifth
  Plane, ruled by the Demon Lord Qu'u . This is a place of utter
  darkness
  and
  inchoate
  terrors .
  The
  normal
  laws
  of
  Tekumel's dimension function here only feebly, and thus
  torches, lamps, and light-producing spells produce no il-
  lumination . The wretched victim is condemned to wander
  through this tenebrous edifice for 2 turns . At the end of
  each turn a D10 is rolled : 1-9 =he/she encounters nothing ;
  21 9
  10=one of Qu'u's hideous insect-like demon servitors is
  met with . In the latter case combat ensues, but this cannot
  be described in physical terms . Instead, D100
  rolls are
  made by the demon and by the target, and the high score
  wins . A modifier of + 1 is given to the latter's score for each
  skill
  level
  he/she possesses
  in the
  skills
  of Assassin,
  Shaman,
  Sorcerer,
  and/or
  Warrior .
  (Note
  that
  both
  sorcerous and fighting skills are of aid here .) Should Qu'u's
  servitor win, the target is destroyed ; his/her body reappears
  on Tekumel's
  Plane, naked, weaponless, and wrapped
  round with a silky cocoon of spidery-strands . If the target
  wins, he/she must test for a further meeting with another of
  Qu'u's minions during the following turn . One who survives
  both turns in KsArul's baleful Citadel returns to his/her own
  Plane at the same place and time from whence he/she was
  taken . He/she then must rest and is unable to fight, engage
  in strenuous actions, or cast spells for the next 3 turns,
  whether he/she has fought one of Qu'u's minions or not . No
  time elapses for the rest of the party . This spell does not
  function
  at
  all
  upen
  devotees
  of KsArul, GrugAnu,
  or
  associated foreign deities .
  T2 ; ag ; ai ; 2mc ; 30mr; D: I ; mr ; as above, except that 1 other vic-
  tim within the circle of effect may be borne off to the
  Citadel in addition to the primary target . A D10
  is rolled :
  1-7=only the primary target is taken ; 8-10=the second vic-
  tim is also transported to the Forty-Fifth Plane . Those who
  sojourn with Qu'u cannot aid one another in fighting his mi-
  nions . Separate encounter and combat rolls are made for
  each individual . One may thus escape unscathed, while
  his/her companion is slain .
  T3 ; ag ; ai ; 3mc ; 30mr ; D : I ; mr ; as above, except that 1-5 (random-
  ly rolled) targets within the circle of effect may be carried
  off to the Citadel in addition to the primary victim .
  T4 ; ag ; ai ; 3mc ; 40mr ; D:
  1 ; mr ; as for the T3 version, but there is
  a greater chance
  of an encounter with one
  of
  Qu'ti's
  creatures . The D10 roll made each turn
  is interpreted as
  follows : 1-8=the victim meets nothing ; 9-10=a servitor is
  encountered, and combat ensues .
  T5; ag; ai ; 3mc ; 50mr ; D : I ; mr ; as for the preceding variant, but
  the D10 encounter roll is even more likely to produce an un-
  wanted meeting : 1-7=nothing
  is met ; 8-10= the target
  is
  confronted by a servitor . Victims of this form of the spell
  must also remain on the Forty-Fifth Plane for 3 turns and
  thus must make 3 encounter rolls .
  T6; ag ; ai ; 3mc ; 60mr; D. I ; mr ; as for the T5 form of this spell,
  but each target must enjoy Qu'O's hospitality for 5 turns,
  and 5 encounter rolls must be made.
  T7; ag ; ai ; 3mc ; 70mr; D : I ; mr ; PT : 1 CR ; as for the T6 version,
  but the spell
  is no longer species specific, and any in-
  telligent
  being
  (including
  members
  of
  the
  "inimical"
  races-but not the "neutral" species; cf . Sec . 2.223) may be
  targets .
  T8 ; nag ; ar ; 3mc co ; tr ; D: 3 T; mr ; PT : 2 CR; the caster and 1-5
  (randomly rolled) beings of any intelligent species (except
  the "neutral" races ; cf . the T7 variant) within the circle of ef-
  fect are transported to the Citadel for 5 turns . Targets may
  be members of any sect, and all are under the caster's pro-
  tection, since he/she must be a devotee of Gruginu . Qu'u's
  minions will thus not harm the party . Although there can be
  no light, and spells do not function on the Forty-Fifth Plane,
  the party can rest, use physician skills to heal its members,
  regroup, change weapons, etc .
  If opponents are included
  within the circle of effect, they, too, are borne off to the
  Citadel . They may then be combated physically, but both
  
  sides fight as though blind (Sec . 2.823 (list 2, 21) . When the
  spell expires,
  all are returned to the same place from
  whence they departed, and no time elapses . One who does
  not wish to make this visit to Qu'u's Plane is permitted a
  "Magical Resistance factor roll" (Sec. 2.725 (1)) to avoid it .
  T9 ; ag ; ai ; 6mc ; 90mr ; D :
  I ; mr; PT: 3 CR ; 1-10 beings of any in-
  telligent species (including the "neutral" ones) within the
  circle
  of
  effect
  in
  addition
  to the
  primary target are
  transported to the Citadel for 7 turns. Other factors are as
  for the T5 variant .
  T10 ; ag ; a! ; 1mc ; 100mr ; D: 1 ; mr; PT: 5 CR ; one target of any in-
  telligent species is carried off to the Forty-Fifth Plane and
  brought before mighty Qu'u himself . Three combat rolls of
  D100 are made by the target and the Demon Lord, and again
  sorcerous and fighting skills provide a modifier of + 1 per
  level .
  If the former wins all 3 rolls, he/she is returned to
  his/her own place and time with no ill effects and with no
  time lapse . Should Qu'u be victorious, a D10
  is rolled :
  1-5 =the visitor is slain, his/her body is consumed, he/she
  can
  never be
  revivified, and his/her
  Spirit-Soul
  is
  lost
  forever ; 6-9 =the victim's body is made completely numb
  and paralysed, he/she is returned to his/her own place and
  time,
  and
  his/her
  hair
  is
  turned
  permanently
  white;
  10=QU'O
  finds
  the
  target
  amusing,
  gives
  him/her
  a
  beautiful green gem (which must be discarded as soon as
  possible-it turns into a venomous insect within 1-5 com-
  bat rounds!), and returns him/her to the place and time from
  whence he/she came . One who has been paralysed by the
  Demon Lord can be healed by a G2 or G4 spell of Alleviation
  (no . 29) or by Thumis' advanced Alleviation spells (no . 141),
  but the victim's hair remains pure white (a sign of misfor-
  tune to the peoples of Tdkumel), and he/she appears some
  11-20 (10 + the score of a D10) years older than his/her true
  age . Although cosmetics may be used to conceal this con-
  dition, the victim's original appearance can never be fully
  restored, and 1-20 points (randomly rolled with a 020) are
  lost from his/her Comeliness factor (Sec . 2.217) .
  TEMPLE SPELLS-HRIHAYAL
  175 . The Dance of the Emerald Goddess (P)
  Tt ; ag ; ai ; 1mc ; 20mr ; D: 1 ; mr ; prq : all forms of the spell of
  Semblances (no . 63); the target perceives an illusion of a
  sinuous and beautiful maiden (or a youth, in the case of a
  female
  target) dancing . This causes one who
  fails the
  "Magical Resistance factor roll" (Sec. 2.725 (1)) to become
  the goddess' willing slave for a period of 1 turn . The caster
  may command the victim to aid him/her, fight as directed,
  flee, or even commit suicide . This spell Is species specific.
  A spell of Disenchantment (no . 5) will release a victim of
  this conjuration ; this Is true of all variants of this spell,
  although certain special factors must be noted below .
  T2 ; ag ; ai ; 2mc ; 30mr; D :
  I ; mr; as above, but another target
  within the circle of effect may be stricken with adoration for
  the Dancing Maiden in addition to the primary target. A D10
  is rolled : 1-6 =only the primary target is a possible victim ;
  7-10 =one other individual may be affected. The trance-like
  condition produced by this spell lasts for 2 turns.
  T3; ag ;
  ai-, 3mc; 40mr; D :
  I ; mr; 1-5 (randomly rolled) targets
  within the circle of effect in addition to the primary target
  are made slaves of Hrihiyal's will for 3 turns . Other factors
  are as given above.
  T4 ; ag ; ai ; 6mc ; 50mr; D: I ; mr ; 1-10 (randomly rolled) persons of
  22 0
  the caster's species within the circle of effect are stricken
  in addition to the primary
  target . Those who
  fail the
  "Magical Resistance factor roll" (Sec . 2.725
  (1)) become
  devotees of the Emerald and Silver Goddess for 5 turns.
  T5; ag ; al, 3mc ; 60mr; D : I ; mr; as for the T3 variant, except that
  the Demoness MarAggu appears to those who
  fail their
  "Magical Resistance factor rolls" (Sec . 2.725 (1)), and she
  leads the victims off in a random direction (chosen by the
  referee) for 6-15 (5 + the score of a D10) turns, losing them in
  the Underworld, in a forest if the spell is cast out-of-doors,
  etc . Others not affected by the spell can see nothing and
  may accompany victims if they choose, but no amount of
  pleading or convincing will dissuade a "devotee" from
  following the Demon Temptress .
  T6; ag ; a) ; 6mc ; 70mr; D :
  I ; mr; as for the preceding form of the
  spell, except that MarAggu will guide her followers into the
  nearest trap or other dangerous place, where they may
  meet their deaths. This condition lasts for 11-20 (10+the
  score of a D10) turns .
  T7; ag ; ai ; 3mc ; 80mr; D : 1 ; mr; as for the T6 version, but the spell
  is no
  longer species
  specific and may be cast
  upon
  members of any
  intelligent race . The undead, androids,
  automatons, demons, and creatures produced by sorcery
  are immune as usual, however.
  T8 ; ag ; ai ; 6mc ; 90mr ; D : I ; mr ; this variant affects 1-10 beings of
  any intelligent species within the circle of effect in addition
  to the primary target . Victims are so stricken with lubricious
  desire that they fall unconscious and remain so for 1-10
  turns (randomly rolled with a D10). Upon awakening there is
  a 10 percent chance of permanent mental damage.
  If this
  occurs, 1-10 points (rolled with a D20) are subtracted from
  the victim's Intelligence factor (Sec. 2.215) . Although a spell
  of Disenchantment
  (no .
  5) will restore a target to con-
  sciousness, any intellectual impairment must be healed by
  a spell of Alleviation (nos . 1, 29, and 141).
  T9 ; ag ; ai ; 1mc co ; tr; D : 20 T ; sp; mr ; the caster himself/herself
  takes on the Aspect of the Dancing Maiden and can lead
  1-20 (randomly rolled with a D20) persons of his/her own
  species wherever he/she wishes . All within 30 m of the
  caster (i.e. within a 60 m circle with him/her as its centre)
  may
  become
  victims .
  Those who
  fail
  the
  "Magical
  Resistance factor roll" (Sec. 2.725 (1)) will obey him/her as
  long as they are commanded only to follow. They cannot be
  made to fight, commit suicide, leap into pits, etc . Victims
  retain no memory of how they arrived at their present loca-
  tion, and
  this variant
  is thus used to
  lead foes into a
  dangerous area that the caster knows well and from which
  he/she can escape before the spell terminates, leaving the
  others to their fate.
  T10; ag ; ar ; 6mc; 50mr; D: 30 T; mr ; this version is cast upon an
  area or an inanimate object (e.g . an image, a chest, etc.)
  rather than a being . Anyone of the caster's species (except
  devotees of DIamdlish, HrihAyal, and related foreign god-
  desses) who enters this zone sees the Demoness Uldla, the
  Maid of Despairing Delight. Should he/she fail the "Magical
  Resistance factor roll" (Sec . 2.725 (1)), he/she becomes a
  worshipper of the most salacious Aspects of the Emerald
  Goddess permanently . The victim must be restrained from
  commiting obscene acts upon anyone within reach, and
  nothing can free him/her from this plight except the rele-
  vant form of the spell of Disenchantment (no . 5) . The ex-
  istence of this spell in an area is discovered by a spell of
  Perception of the Energies (nos . 15 and 56) or Thumis' spell
  titled The Discerner of Enchantments (no . 143). Since this
  
  spell
  is sometimes
  cast
  as a
  trap around
  shrines
  of
  Dlamdlish, Hrihayal, and associated foreign deities, an "In-
  telligence factor roll" at the "Very difficult test" level (Sec .
  2.724 (1)) may also be made to ascertain its presence in a
  given locale
  .
  It can then be removed by a spell of Disen-
  chantment (no . 5) .
  176 . Diminution (R)
  T1 ; nag ; ai ; 1 me co; tr ; D: 1 T; the caster is reduced in size to half
  his/her normal height . This also halves his/her Height-Build-
  Strength factor, Stamina, etc ., but this spell is useful for
  traversing narrow passages, moving unseen through a
  room, etc. A modifier of -10 is applied to the D100 score
  when making a "Dexterity roll" or an "Intelligence-Dexterity
  roll" (Sec . 2.723), and a modifier of + 2 is similarly applied to
  an observer's D20 score when making a "Visibility roll" or
  an "Audibility roll" (Sec . 2.728 (1 and 3)) when attempting to
  see or hear the mage . A modifier of + 10 is also given to the
  D100 score of a "Skill Success roll" (Sec . 2.727) whenever
  the task would be better done by a small, dexterous person.
  The mage's possessions, garments,
  etc . do not shrink
  along with him/her . All forms of this spell are dispelled by a
  spell of Disenchantment (no . 5) . Even if a target is too small
  to be seen, Disenchant-rent may be cast upon the area in
  which he/she is suspected of being .
  T2 ; nag ; ai ; 1mc co; tr ; D : 2 T ; the caster is diminished to one
  quarter of his/her usual size for the duration of the spell.
  He/she is left with only a quarter of his/her Height-Build-
  Strength factor and Stamina, but the modifiers noted under
  the T1 variant are increased to a -15, a + 3, and a -15,
  respectively . The caster can no longer cast spells of any
  kind, since his/her "Psychic Reservoir" is also reduced to
  match his/her size . Belongings, clothing, etc . are not made
  smaller, of course .
  T3; ag or nag; ar ; 2mc ci ; 1mr; D: 5 T; mr ; the caster and one
  other person of his/her species within the circle of effect
  are reduced to a height of 10 cm. The modifiers given for a
  "Dexterity roll," "Intelligence-Dexterity roll," or a "Skill Suc-
  cess roll" under the T2 version still apply, but the difficulty
  of seeing or hearing such tiny beings increases the modifier
  to a "Visibility roll" or an "Audibility roll" to a +4 . Belong-
  ings still do not shrink, and the caster and any accompany-
  ing target must make do with whatever can be utilised. One
  who does not wish to be reduced in size is permitted a
  "Magical Resistance factor roll" (Sec . 2.725 (1)) to avoid it .
  This and all further variants can thus be used by the caster
  and his/her party for "non-aggressive" purposes, or they
  can be employed as "aggressive" spells.
  T4; ag or nag ; ar ; 3mc ci ; 2mr; D: 10 T ; mr; PT: 1 CR ; 1-5 (random-
  ly rolled) beings of the caster's species within the circle of
  effect are made only 25 cm high . This form of the spell can
  be employed upon the caster and others within his/her cir-
  cle, or
  it can be cast upon another party excluding the
  caster . The referee must adjudicate questions of strength,
  stamina, dexterity, etc . A modifier of +5 is given to an
  observer's "Visibility roll" or "Audibility roll" to see or hear
  these miniature beings.
  T5; ag or nag ; ar ; 3mc ci ; 3mr; D: 30 T; mr; PT: 2 CR; as for the
  preceding variant, except that 1-10 (randomly rolled with a
  D10) beings within the circle of effect are reduced to near .
  microscopic size :
  1 mm
  in height . This variant operates
  upon
  all intelligent species, except
  for the undead, an-
  droids, automatons, demons, or creatures produced by
  sorcery .
  22 1
  T6
  ; ag or nag ; ar ; 3mc ci ; 3mr ; D:
  1 hour ; mr ; PT : 3 CR ; this is
  identical with the T5 version, but the target's possessions
  are reduced in size along with them . This applies only to ar-
  ticles within 3 cm of each target's skin, and anything pro-
  truding beyond this range
  is literally sheared in two! A
  backpack, long weapon, or other bulky object must thus be
  left behind, although a long one-handed sword or similar
  weapon can be hugged to the body and thus taken along .
  Other factors are as given above .
  T7 ; ag or nag ; ar; 6mc ci ; 3mr ; D : 2 hours ; mr ; PT
  : 1 T ; 1-20 (ran-
  domly rolled with a D20) beings within the circle of effect
  are reduced in size to the
  1 mm scale . This variant works
  upon all living beings of the size of a Sh6n, Black Ssu, etc .
  or smaller, including many types of animals . All posses-
  sions within 20 cm of a target's skin are also reduced .
  Again, beings animated by other-planar energy are immune ;
  cf . the T6 version .
  T8 ; ag or nag ; ai ; 1mc ; tr; D: 1 hour; mr; PT : 2 T ; the target is one
  inanimate object of a size no larger than a 1 m cube. This is
  shrunk down to the 25 mm scale for the duration of the
  spell . Its mass is reduced proportionately . The article can-
  not be permanently attached to anything in the surroun-
  dings (e.g . a pillar, a statue affixed to a wall, etc .) . The
  referee may allow the item a "Magical Resistance factor
  roll" (Sec . 2.725 (1)) to prevent it from being miniaturised . It
  is important to note that this spell affects only one object,
  and even if several articles are piled together and fitted into
  the 1 m cube, only one of these will be shrunk .
  T9; ag or nag ; ar ; 2mc ; 2mr; D : 2 hours ; mr; PT: 3 T ; as for th3
  preceding version, except that the object can occupy a
  cube 2 m on a side .
  T10 ; ag or nag ; ar; 3mc ; 10mr; D: permanent ; mr ; PT: 5 T ; this
  form of the spell again functions only upon living beings of
  the intelligent species :
  1-5 (randomly rolled) targets are
  reduced to the 1 mm scale forever, unless the relevant level
  of the spell of Disenchantment is used to return them to
  their normal sizes . Possessions are also miniaturised as
  described under the T7 variant .
  177 . Obturation (R)
  T7 ; ag ; ai ; tmc ; 20mr; D :
  I ; mr ; all of the target's bodily orifices
  are sealed : he/she cannot hear, speak, sweat, excrete, or
  breathe . If a spell of Disenchantment (no . 5) is not cast upon
  the victim within 3 turns, he/she dies . During the first such
  turn the target may still fight, move, and cast "psychic"
  spells ("ritual" spells usually require vocables, and this is
  not possible when the target's mouth is sealed) ; no such ac-
  tions are possible during the second turn, and the victim
  falls to the ground ; during the third turn the being suf-
  focates . This spell affects
  all smaller living beings,
  in-
  cluding animals,
  semi-Intelligent
  creatures, and the
  in-
  telligent races . Larger species (e.g . Sdrudla, Srb, and the
  like) are immune to this variant, and beings who do not
  breathe cannot be affected (e.g . the undead, androids,
  automatons, demons, and creatures produced by sorcery)
  .
  T3; ag ; ai ; 2mc; 40mr ; D : I ; mr ; 1 being within the circle of effect
  may be stricken in addition to the primary target ; a D10 is
  rolled : 1-6= only the primary target is hit ; 7-10=the secon-
  dary victim is also struck . Other factors are as for the T1 ver-
  sion .
  T5 ; ag ; ai ; 3mc ; 50mr ; D :
  I ; mr; 1-5 (randomly rolled) smaller
  targets within the circle of effect may be hit in addition to
  the primary target, or one very large creature may be af-
  fected by the spell .
  
  T7; ag ; ai ; 3mc; 70mr
  ; D: I ; mr; PT : 1 CR; as for the T5 version, ex-
  cept that the valves of the heart are sealed shut, and the
  target experiences an instant heart attack, killing him/her
  within 2 combat rounds . A spell of Disenchantment (no . 5)
  will save the victim, if it is applied during this period .
  T9; ag ; ai ; 3mc; 90mr ; D : I ; mr; PT : 3 CR ; as for the T7 form of the
  spell, except that permanent damage is done to the heart .
  Whether the victim is treated in time with a spell of Disen-
  chantment (no . 5), or whether he/she perishes and is later
  revivified, he/she. loses points from his/her Stamina factor
  (Sec. 2.212) . A D10 is rolled : 1-5=5 points are subtracted ;
  6-8=10 points are lost ; 9-10=the Stamina factor is reduced
  by 15 points . This affects the Height-Build-Strength factor,
  endurance, and various other capabilities, of course. There
  are
  more
  serious
  problems,
  moreover :
  whenever
  the
  character must make a "Height-Build-Strength roll" (Sec .
  2.721) or any of the Stamina rolls (Sec. 2.722), a D10 is rolled :
  1-9=he/she is able to make the roll as usual ; 10=he/she
  suffers a stroke and dies at once . This "weak heart" can be
  cured only by a G5 or T10 spell of Healing (nos . 48 and 146) .
  TEMPLE SPELLS-KETtNGKU
  178 . The Bridge of Noble Passage (R)
  T1 ; nag ; ar ; 1mc co ; tr ; D : 1 T; M : a bridge 1 m wide and 3 m long
  appears
  1 m in front of the caster . This is a hard, greyish
  roadway
  with
  no
  parapets
  or
  visible
  supports .
  This
  sorcerous span fits into an area smaller than its maximum 3
  m length,
  if desired, but its farther end must be secured
  upon a solid support . This is true of all variants of this spell
  except for the T10 form . It is strong enough to support the
  weight of a single human in "heavy" armour, one Shan, etc .
  Larger animals or heavier weights cannot cross it . If this is
  attempted, the Bridge vanishes, and those on it drop down
  to whatever lies below . The caster must take care that no
  comrade is crossing the Bridge when the spell ends, since
  it disappears suddenly. A spell of Disenchantment (no . 5)
  will instantly dispel all but the T8-T10 versions of this con-
  juration .
  T2; nag ; ar, 1mc co; tr; D : 2 T ; M : as above, except that the
  Bridge remains for a longer time.
  T3 ; nag ; ar ; tmc co ; tr; D : 2 T; M : this variant creates a Bridge 6
  m long and 1 m wide . This can hold the weight of two heavi-
  ly armoured humans or two Shdn, etc . a t once . Other fac-
  tors are as for the T1 version .
  T4 ; nag ; ar;1 me co ; tr ; D : 3 T ; sp ; M : the Bridge is 9 m long and 2
  m wide. Four humans in "heavy" armour, four Shan, etc.
  can traverse this magical pathway at once.
  T5; nag ; ar ; 1mc co ; tr; D : 3 T; M : a staircase 2 m wide and 4 m
  high appears 1 m in front of the caster. This may be made to
  go up or down in relation to the mage, making it possible to
  reach either a higher or a lower level . As said under the T1
  variant, the upper (or lower) end of the staircase must rest
  against a solid support . Other factors are as for the T4 ver-
  sion .
  T6; nag ; ar; 1 me co ; tr; D: 5 T ; PT : 2 CR ; M : a bridge is produced,
  as described under the T4 version . This is 12 m long and 3 m
  wide, and it will support as many as 10 heavily armoured
  humans or the equivalent weight at one time.
  T7 ; nag ; ar; tmc co ; tr ; D : 5 T; PT : 5 CR ; M : a vertical ladder 1 m
  wide and as much as 4 m high appears 1 m from the caster .
  Like the T5 variant, this may be made to go up or down in
  relation to its creator. It will bear the weight of 3 heavily ar.
  moured humans or the equivalent . The upper (or lower) end
  22 2
  of this ladder must rest against a solid floor, a ledge, the
  edge of a hole, or other support .
  T8; nag ; ar ; tmc co ; tr; 0 : 5 T ; PT: 1 T ; M : a bridge, a staircase, or
  a ladder may be created, as the mage wills . These have the
  specifications given under the T4, T5, and T7 forms of the
  spell. They remain until the expiration of the spell, however,
  and can neither be dropped by the caster nor eliminated by
  a spell of Disenchantment (no . 5) . This is true of the T9 and
  T10 variants also .
  T9; nag ; ar ; 1mc co ; tr; D : 10 T ; PT : 2 T ; M : as for the T8 variant,
  except that the caster can command the bridge, staircase,
  or ladder to become insubstantial (though still fully visible)
  at any time after the spell has been cast . Thus, the caster
  and his/her party may use one of these magical construc-
  tions and then leave it in plain view to confound or destroy
  pursuers.
  T10 ; nag; ar; 1me co ; tr, D : 20 T ; PT : 3 T; M : a flat "pontoon" of
  Ketangku's greyish material is produced 1 m in front of the
  caster. This is 3 m wide and 4 m long . It holds as many as 10
  heavily armoured humans or their equivalent in weight . As
  the caster and
  his/her
  party
  reach the
  farther end,
  it
  shortens behind them and extends in front of them, so that
  they continue to walk over a smooth roadway out to the
  limits of the spell's extent and duration . This variant must
  be cast upon water, a bog, or a similar flat surface ; it cannot
  be used unsupported in the air or over uneven ground,
  vegetation, etc .
  179 . The Pearl-Grey Citadel (R)
  T3 ; nag; ai ; 1 me co; tr; D: 3 T ; sp ; PT: 1 CR ; M : a rippling, opaque,
  iridescent cylinder of pearly energy appears around the
  caster. This is 2 m in diametre and 3 m high .
  It remains
  where it is cast and cannot move with the caster. Nothing
  can penetrate this wall in either direction : beings, spells,
  missiles,
  melee weapons, objects, substances-all
  are
  stopped by the Citadel . Sorcery operates as usual within
  this shield but cannot be sent out through it . The cylinder is
  open at the top, and if it does not touch the ceiling of the
  area in which it is cast, objects may be lobbed or dropped
  into or out of it . A cloud of gas can also spread down into it,
  of course . If it does reach the roof, nothing can enter it from
  the top . It then contains enough air to last the caster for the
  3 turns of its duration . This conjuration cannot be dispelled
  by a spell of Disenchantment (no
  . 5), and it remains until it
  expires or is deliberately dropped by the caster.
  T5; nag ; ar ; 3mc co; tr ; D : 5 T ; mr ; PT : 3 CR ; M
  : as above, except
  that the Citadel is 3 m in diametre and 5 m high. The caster
  can include as many as 3 comrades of human size (or 2
  Shan, etc.) in addition to himself/herself . One who does not
  wish to be included within this shield is allowed a "Magical
  Resistance factor roll" (Sec. 2.725 (1)) in order to avoid this .
  If successful, he/she is thrust forcibly out of the Citadel,
  falls to the ground, and has a 20 percent chance of suffer-
  ing damage according to table B . Other factors are as given
  above .
  T7 ; nag ; ar; 6mc co; tr; D : 10 T ; mr; PT: 5 CR ; M : as above, but the
  cylinder is 6 m in diametre and as much as 7 m high . It will
  hold as many as 10 comrades of human size in addition to
  the mage . Otherwise this version
  is identical to the T5
  variant .
  T9; nag ; ar; 6mc co; tr; D : 1 hour ; mr ; PT :
  1 T ; M : as for the
  preceding variant but with a longer duration .
  If there are
  more than 5 beings within the cylinder, and if it touches the
  roof, there may be a problem : it holds only enough air for
  
  half an hour . It may thus have to be dropped in advance Of
  its normal expiration time .
  T10;nag ; ar ; 6mc co ; tr ; D : 1 day (24 hours); mr; PT : 5 T ; M : as
  above, except that as many as 20 beings of human size can
  be included within
  it . The difficulty noted under the T9
  variant also applies here : viz . a Citadel that is sealed by the
  roof of the area of casting contains only air enough for 5 be-
  ings for about .half an hour . It is better utilised, thus, out-of-
  doors or
  in a higher chamber, although
  this leaves
  it
  vulnerable to gas or objects lobbed up into it .
  180 . The Scrutiny of the Omniscient Eye (P)
  T1 ; nag ; ai ; 1mc co ; tr; D: 1 T; prq : the U1-U5 variants of the spell
  of Clairvoyance/Clairaudience (no. 3) ; the caster's vision is
  expanded into a sphere all around himself/herself :
  it
  is
  possible to see normally laterally in a 360 degree circle,
  overhead, and even beneath one's feet, all at the same time.
  It is impossible to gain surprise (Sec . 2.821) upon a mage
  who has this spell in effect, unless his/her vision is blocked
  by other obstacles .
  T2 ; nag ; ai ; 1mc ci ; tr; D : 2 T; the power of the Tt variant lasts for
  2 turns, and this may be bestowed upon a comrade or used
  by the caster himself/herself . Other factors are as given
  above .
  T3 ; nag ; ai ; 1me co ; tr; D: 5 T; sp ; as for the T1 version, but with a
  longer duration .
  T4 ; nag ; ai ; 1mc ; 10mr ; D : 3 T ; mr ; the caster sees through
  physical objects no more than 1 m thick, perceiving opaque
  shapes within them much like an X-ray device . When used
  upon a person, for example, all of his/her possessions ap-
  pear as silhouettes of varying shades of grey and black .
  They can thus usually be identified (e.g . a dagger hidden
  beneath a cloak, a dark mass of coins in a pouch, etc .), but
  some may be harder to recognise (e.g . a square book may
  look much
  like a square box). This version does
  not
  penetrate metal : a breastplate appears as a single black ob-
  ject, and anything concealed beneath
  it remains hidden .
  One who does not wish to be "X-rayed" in this fashion is
  permitted a "Magical Resistance factor roll" (Sec . 2.725 (1))
  to avoid
  it . Barrier spells that block "psychic" magic also
  prevent this enchantment from penetrating : e.g . The Sphere
  of Impermeable Quiescence (no . 20). A spell of Disenchant-
  ment (no . 5) may be used upon the caster to terminate this
  conjuration prematurely .
  T5 ; nag ; ai ; 1mc ; 20mr ; D: 3 T ; mr ; as above, except that the
  caster's vision can also penetrate all metals except "en-
  chanted"
  steel
  and copper, identifying
  articles
  hidden
  beneath . This version can "X-ray" objects as much as 2 m
  thick.
  T6 ; nag ; ai ; 1mc ; 20mr ; D : 3T; mr; as for the T4 form of the spell,
  but even "enchanted" steel and copper are not immune .
  Items 3 m thick can be seen through with ease .
  T7 ; ag ; ai ; 1mc ; 30mr; D : 3 T ; mr; PT : 1 Cfl ; as for the preceding
  variant . In addition, the caster can effect minute changes
  within the target . The extent of these is left to the referee's
  discretion, but they may include twisting open the stopper
  of a bottle of acid in the target's pack, squeezing an artery
  shut, causing an instantly fatal stroke or heart attack, apply-
  ing a quick contortion to the victim's intestines, causing a
  sudden and intense stomach ache, pressing the button on
  an "Eye" in the target's pouch, etc .
  It is also possible to
  manipulate the small working parts of a device, such as a
  lock or trap . The referee may require an "Intelligence factor
  22 3
  roll"
  (Sec .
  2.724
  (1))
  to determine
  whether
  the mage
  understands the apparatus
  or
  not,
  and
  a subsequent
  "Intelligence-Dexterity factor roll" (Sec . 2.724
  (2)) may be
  demanded
  to
  see how
  well
  he/she
  manipulates
  the
  mechanism . The levels of difficulty of these rolls are left to
  the referee . Some of these actions require more than 1 com-
  bat round to effect, of course, and a sentient target may
  make an "Intelligence factor roll at the "Difficult test" level
  (Sec . 2.724 (1)) to become aware of them . This version can-
  not affect creatures
  larger than a Shdn
  or Black Ssu,
  demons, beings produced by sorcery, or inanimate articles
  larger then a 5 cm cube .
  T8 ; ag ; ai ; 1mc ; 40mr; D:
  I ; mr ; PT: 2 CR ; this version permits
  greater range but less "fine-tuning" : a target who fails the
  "Magical Resistance factor roll" (Sec . 2.725 (1)) is mangled
  internally and dies instantly . This applies to all but the
  largest animals, who are immune to the relatively small
  powers of this spell . The interior of a small inanimate object
  (no bigger than a cube 20 cm on a side) is similarly crushed
  and destroyed . There are no visible external effects .
  T9 ; ag ; ai ; 3mc ; 60mr ; D :
  I ; mr ; PT: 3 CR ; as for the preceding
  variant, except that 1-5 (randomly rolled) targets within the
  circle of effect in addition to the primary victim may be af-
  fected . A single very large creature or an inanimate object
  as big as a 50 cm cube may also be demolished internally by
  this spell .
  T10 ; ag ; ai ; 6mc ; 80mr ; D:
  I ; mr ; PT : 5 CR ; as for the T9 version,
  but 1-10 (rolled with a D10) targets within the circle of effect
  in addition to the primary victim may be "rearranged" inter-
  nally and thus slain . As many as 2 very large animals may be
  killed with this spell, if they are both within the circle of ef-
  fect, and one inanimate object of the size of a 1 m cube may
  be so destroyed .
  TEMPLE SPELLS-Q6N
  181 . The Expeditor of the Skein of Destiny (R)
  T1 ; nag ; ai ; 1mc co ; tr ; D : I ; the caster is projected 1 minute for-
  ward through time . He/she disappears and reappears
  1
  minute
  later
  in the same
  place
  and condition . To an
  observer, the mage seems to vanish and then pop out of
  nowhere later. The spell does not operate upon even the
  smallest amounts of metal, however, and any such items
  are left behind . Other possessions are taken along, provid-
  ed thay they extend no farther than 5 cm from the caster's
  skin . This stipulation is true of all advanced forms of this
  spell up through the T8 variant .
  T2 ; nag ; ai ; 1mc co; tr ; D :
  I ; as above, except that the temporal
  dislocation is 3 minutes .
  T3 ; nag ; ar ; 2mc ci ; 1mr ; D : I ; mr ; the caster and 1 companion, or
  2 other persons excluding the caster, are moved forward 5
  minutes through time. Other factors are as for the T1 ver-
  sion
  . One who does not wish to be temporally transported
  is allowed a "Magical Resistance factor roll" (Sec . 2.725 (1))
  in order to avoid it . Certain variants of this spell can thus be
  employed as "aggressive" enchantments, although their
  primary purposes are "non-aggressive ." The T3-T8 versions
  are also species specific : the caster can only include
  members of his/her own species . The undead, androids,
  automatons, demons, creatures created by sorcery, and
  animals too
  large
  for the
  circle
  of
  effect
  cannot
  be
  transported at all.
  T4 ; nag ; ar ; 3mc ci ; 2mr ; D :
  I ; mr ; PT : 1 CR ; 1-5 (randomly rolled)
  
  beings within the circle of effect (including or excluding the
  caster, as desired) are transported 10 minutes forward
  through time . As with preceding forms of the spell, there is
  no spatial movement, and metal articles are automatically
  left behind .
  T5 : nag ; ar ; 3mc ci ; 2mr; D:
  I ; mr ; PT: 3 CR ; 1-10 (randomly rolled
  with
  a
  D10)
  beings
  within
  the
  circle
  of
  effect,
  are
  transported 21-30 (20+the score of a D10) minutes forward
  through time . Other factors are as given above.
  T6 ; nag ; ar ; 3mc ci ; 2mr ; D :
  I ; mr ; PT : 5 CR; as for the preceding
  version, except that time advances 1-3 hours (randomly
  rolled) for the targets .
  T7; nag ; ar ; 3mc ci ; 2mr ; D :
  I ; mr ; PT: 1 T ; as for the T5 variant,
  but
  the temporal
  displacement
  is 6-15
  hours forward
  (5+the score of a D10) for the targets . In addition, the
  caster can move the party spatially as much as 10 m in any
  direction from its starting point . This form of the spell also
  permits the transport of
  articles of "ordinary" and "ex-
  cellent" steel and other metals, but "enchanted" varieties
  are still prohibited .
  T8 ; nag ; ar; 3mc ci ; 2mr ; D :
  I ; mr; PT : 2 T; as for the preceding
  version . but this form of the spell is less restrictive: a being
  of any intelligent species may be included, articles of "en-
  chanted" steel and copper may be taken along, and the
  caster can move the party spatially as much as 30 m in any
  direction from its original location .
  T9 : nag ; ar; 6mc ci ; 2mr; D : I ; mr; PT : 4 T ; this variant transports
  1-20 (randomly rolled with a D20) beings 1-10 (randomly
  rolled with a D10) days forward in time . The caster may in-
  clude himself/herself in this group or use the spell upon
  others . This version is otherwise identical to the T8 form,
  except that living semi-intelligent or non-intelligent animals
  no larger than a ShOn or Black Ssu can also be taken along .
  T10 : nag ; ar ; 6mc ci ; 3mr ; D : 1 ; mr; PT: 10 T ; 11-20 (10+ a D10 roll)
  beings of sizes no larger than a Sh6n or Black Ssu are taken
  1-5 (randomly rolled) months forward in time and 1-100
  (D100) kilometres spatially in any direction from their point
  of origin . Other factors are as for the T9 (etc .) variants . All
  possessions currently worn, tied, etc. to the targets' bodies
  are taken along, provided that. these extend no more than 2
  m from him/her and are not otherwise fastened to the sur-
  roundings . It is also possible to travel backward in time, but
  this is discouraged because of the fear of creating temporal
  "loops" with resulting displacements of the space-time
  fabric . Certain of the great mages of the past (Sec . 1.360)
  are
  said to have accomplished
  this
  regularly, but the
  sorcerers of modern Tdkumel either do not know this art or
  perhaps are unwilling to admit and teach it to any but the
  most senior initiates . Reverse temporal travel is thus left to
  the referee's discretion .
  182 . The Periplus of the Planes (R)
  T3; nag ; ar ; 10mc cc ; tr; D:1 T; prq : the G4 and G8 variants of the
  spell called Visitations of Other Planes (no. 70) ; the caster is
  infallibly guided
  to the nearest nexus point within the
  spell's range . He/she is told the direction and distance of
  this interdimensional door but learns nothing of its destina-
  tion . Once found, the nexus point must be opened with one
  of the aforementioned prerequisite spells
  .
  T5
  : nag ; ar ; 30mc cc ; tr ; D: 3 T ; sp ; PT : 3 CR ; as above, except
  that the caster may specify the type of Plane he/she is seek-
  ing : e.g
  . one with a breathable atmosphere and bearable
  climate, an uninhabited world, one that possesses life as
  22 4
  the caster knows it, etc . It is impossible to be too specific
  with
  this
  variant,
  however,
  and
  only
  the
  general
  characteristics of the Plane can be known . This form of the
  conjuration finds only one (of the possibly many) nexus
  points available within the spell's range, however, as does
  the T3 version .
  T7 ; nag ; ar ; 50mc co ; tr ; D: 5 T ; PT : 1 T ; prq : the G10 variant of
  the Visitations of Other Planes spell (no . 70); this finds and
  identifies more exactly the destination of one nexus point
  within the spell's range: whether it leads to the "Demon
  Planes," into other times, to the Isles of the Excellent Dead,
  etc. The caster can then choose to enter it or not . In the lat-
  ter case, he/she may seek another nexus point by moving
  spatially some distance and casting the spell again .
  T9 ; nag ; ar ; 70mc co ; tr ; D : 7 T; PT: 2 T ; as for the T7 version, but
  this takes the caster to that nexus point that leads directly
  back to his/her own Plane and space-time coordinates, if
  such an entrance is available at all within the spell's range .
  T10 ; nag ; ar ; 100mc cc ; tr; D : 10 T; PT: 5 T; the caster is given
  relatively detailed information about all nexus points and
  their destinations within the range of the spell, except for a
  few Planes occupied by very powerful demon races who
  have established magical barriers against this kind of pry-
  ing . These appear as "blank spaces" to an outsider, and
  although they can be entered, this is not altogether wise .
  The caster is told the general natures and dispositions of
  the inhabitants (if any), the types of worlds available, etc . It
  is still necessary to employ the Visitations of Other Planes
  spell (no
  . 70) to open the nexus point entrance, of course .
  183 . Simulation of the Immoveable (P)
  TI ; nag ; ai ; tmc co ; tr ; D :
  1 T ; prq : all variants of the spell of
  Semblances (no . 63); M : the caster projects the illusion that
  he/she is an inanimate, permanent object of approximately
  the same size : e.g . a large boulder, a tree, etc . The object
  must be a single, solid one :
  i.e. one cannot imitate a fire, a
  cloud of gas, a rainstorm, or the like . This semblance has no
  physical reality, and if touched it vanishes and the caster's
  usual appearance returns . The caster also cannot move
  without dispelling this enchantment . All
  of the caster's
  clothing and possessions (those that extend no further out
  than 30 cm from his/her skin) are included in the illusion
  with him/her . An "Intelligence factor roll" at the "Easy test"
  level (Sec . 2.724 (1)), or a spell of Perception of the Energies
  (nos . 15 and 56) or The Discerner of Enchantments (no . 143)
  will see through the illusion, and a spell of Disenchantment
  (no . 5) can then be used to dispel it.
  T2 ; nag ; ai ;1mc ci;1mr; D: 2 T; M : as above, but the spell can be
  used by the caster himself/herself or cast upon a comrade .
  The T2-T8 variants of this conjuration are species specific .
  The target of the spell cannot move without causing this
  spell to terminate at once, as stated under the T1 version .
  T3 ; nag ; ar; 2mc ci ; 1mr ; D : 3 T; M : as for the T1 version, except
  that the caster and 1 comrade, or 2 persons within the circle
  of effect (excluding
  the caster) may be given the ap-
  pearance of natural objects .
  T4; nag ; ar; 3mc ci ; 1mr ; D: 5 T; sp ; M : 1-5 beings within the cir-
  cle
  of
  effect
  (including
  or
  excluding
  the
  caster)
  are
  transformed into large inanimate objects for the duration of
  the spell . These must be of each target's size but may be
  more complex in appearance : e.g . a pile of branches or
  leaves,
  a
  small
  hillock
  covered
  with
  grass,
  a
  carven
  monolith, a large chest or other article of furniture, etc.
  These semblances do possess some tangible reality : they
  
  feel "correct" to the touch, although if closely examined they
  may be detected: an "Intelligence factor roll" at the "Harder
  test" level (Sec . 2.724 (1)) is needed to recognise that these ob-
  jects are not what they seem . The caster (or another target who
  is a sorcerer or shaman) can employ "psychic" spells but not
  "ritual" enchantments-the latter require movements, and this
  would disrupt this conjuration .
  T5 ; nag ; ar; 6mc co ; tr ; D : 10 T; PT : 2 CR ; M : this variant affects
  1-10 (randomly rolled with a D10) beings of the caster's
  species within the circle of effect . He/she must always be"
  one of these targets . The difficulty level of the "Intelligence
  factor roll" needed to realise that these objects are illusions
  is increased to a "Difficult test" ; cf . Sec. 2.724 (1) . Other fac-
  tors are as for the preceding form of the spell .
  T6 ; nag ; ai ; 1 me co ; tr; D : 20 T ; PT : 4 CR ; M : as for the T1 version,
  except that the caster can move any parts of the illusion
  that are relatively slender and extensible : e.g . the branches
  of a "tree," a slim pillar of "stone," etc . If he/she has chosen
  a liquid form (e.g . a small pool in a hollow, a bog, etc .),
  he/she may flow towards an opponent like an amoeba. The
  damage done upon contact will normally be minor (perhaps
  according to table C at most), but this variant has the advan-
  tage of surprise, and it can only be dispelled by a spell of
  Disenchantment (no . 5). An "Intelligence factor roll" at the
  "Very
  Difficult
  test"
  level (Sec . 2.724
  (1))
  is needed
  to
  recognise the falsity of the illusion-unless
  the caster
  moves, of course .
  T7 ; nag ; a! ; 1mc cc ; tr ; D : 1 hour ; M : the caster can take on the
  semblance of a statue . He/she may remain immobile, requir-
  ing an "Intelligence factor roll" at the "Very difficult test"
  level (Sec . 2.724 (1)) to identify him/her amongst other im-
  ages in a temple or a similarly appropriate environment . The
  caster can
  move
  at
  half his/her normal speeds,
  fight
  phsyically, and cast both "psychic" and
  "ritual" spells .
  Twice the normal timings are needed to strike blows or
  employ
  sorcery,
  however.
  The
  target's
  Height-Build-
  Strength factor (Sec. 2.211), Stamina factor (Sec . 2.212), and
  Body Damage Points (Sec. 2.214) are not affected, but
  his/her Dexterity is reduced by half . There is an advantage,
  however, in that the caster's body takes on the durability of
  the substance he/she is simulating-up to the hardness of
  "ordinary"
  steel :
  i.e . an armour defensive value of 5 . A
  statue of granite may thus have about this same value,
  while softer materials (e .g . wood, gold) have less.
  T8; nag ; ar ; 1mc co ; tr ; D : 1 hour; PT: 5 T; the caster (together
  with all of his/her garments and possessions that extend no
  more than 30 cm from his/her body) takes on the ap-
  pearance of an inanimate object of any size smaller than
  himself/herself-down to an object only 10 cm on a side.
  He/she may thus become a small chest, a vase, a weapon,
  etc . for the duration of the spell . Movement is prohibited,
  and the caster cannot cast spells, fight, or perform other ac-
  tions while in this form . He/she can only see in one direc-
  tion, moreover, having no "head" to turn . Air and a bearable
  climate are required, but there is no need to eat or drink ;
  this is true of all of the longer-lasting versions of this spell .
  If handled, the object feels entirely normal . It has all of the
  characteristics of any other
  article of
  its class,
  and
  sorcerers are warned that it is entirely too easy to shatter a
  fragile goblet, smash a delicate jewelled box upon the floor,
  or crush other small items underfoot . Even a careless slave
  can thus destroy a powerful mage forever! Only an "In.
  telligence factor roll" at the "Real Challenge" level (Sec .
  2.724 (1)) or one of the spells noted under the T1 variant will
  225
  recognise the falsity of the illusion, and a spell of Disen-
  chantment (no . 5) will then restore the caster's normal ap-
  pearance.
  T9 ; nag ; ar ; 3mc co; tr; D : 1 day (24 hours) ; PT: 7 T ; M : 1-5 (ran-
  domly rolled) persons of any intelligent species (including
  the caster) are changed into small inanimate articles, as
  described under the T8 form of this spell . Only the caster or
  a spell of Disenchantment (no. 5) can release these persons
  from
  the
  enchantment
  before
  its
  normal
  expiration,
  however. Other factors are as given above .
  T10 ; nag ; ai ; 1mc ci ; 1mr ; D : 1 week (6 days) ; PT : 10 T; M : the
  caster is changed into a very tiny inanimate object : e.g . a
  grain of sand, a crumb of bread, a tiny gem, etc . He/she can
  only see in one direction and cannot cast spells, fight,
  move, or perform other actions while in this condition, as
  stated under the T8 variant . This version can also be cast
  upon another being of any intelligent species, but this per-
  son must either be released by the caster or await the nor-
  mal expiration of the spell . A spell of Disenchantment (no.
  5) will free him/her prematurely, of course.
  TEMPLE SPELLS-WURU
  184 . Amorphia (R)
  T1 ; ag ; ar; 2mc ; 10mr; D : 1 T; M : a circular pool of roiling, spar-
  kling, primeval chaos appears 10 m in front of the caster .
  This must be cast at a flat, open area (i.e. not a vertical,
  slanted, or uneven surface, nor one occupied by any type of
  being or large object) . Once cast, however, any being who
  enters the circle of effect falls into this pit of other-planar
  energy and is totally destroyed . The pool can be seen in
  daylight and brightly illuminated areas, but it is invisible in
  the dark, and there is also a 40 percent chance that it will
  not be seen
  in torchlight or lamplight,
  at
  twilight,
  in
  moonlight, etc . Any being who does not perceive the Pool
  of Amorphia is permitted a "Dexterity roll" at the "Harder
  test" level (Sec . 2.723) to avoid it . A "Magical Resistance
  factor roll" (Sec . 2.725 (1)) is useless because this spell af-
  fects the environment and not a person or creature directly.
  A
  spell
  of
  Disenchantment
  (no.
  5)
  of the appropriate
  strength dispels the T1, T2, T3, T7, T8, T9, and T10 levels of
  this conjuration . The T4-T6 forms are instantaneous, and
  there is thus no time to disenchant these before they strike .
  T2 ; nag ; ar; 3mc ; 20mr ; D : 2 T; M : as above, but with a larger area
  of effect and a greater range .
  T3 ; nag ; ar ; 6mc ; 30mr; D: 3 T; sp ; M : as for the T1 version, but
  with still more range and duration .
  T4 ; ag ; a! ; 1mc ; 40mr; D: I ; M : this form of the spell is employed
  as a weapon: the target, who may be any living being (no
  larger than a Sh6n or a Black Ssu, however) but not a
  creature produced or animated by sorcery, is permitted a
  "Dexterity roll" at the "Harder test" level (Sec . 2.723) to
  dodge the spell. If this fails, an area of chaos is created
  within one body area.
  The
  table
  in
  Sec . 2.852
  (2)
  is
  employed, and a head, torso, or abdominal hit removes that
  body
  part
  totally and
  kills the victim . A hit on a limb
  removes it and neatly seals the wound . A U8, G5, or T10
  spell of Healing (nos . 10, 48, or 146) will restore the member.
  An inanimate object struck by this spell is pierced by a
  round hole 3 cm in diametre and 5 cm deep
  . Only "en-
  chanted"
  steel and copper, areas protected by
  "ritual"
  magic barriers, and such sorcerous items as Chegirra's ar-
  mour, shield, and sword (cf . The Harness of the God-King ;
  
  no .
  158) are immune, and a target struck upon an area
  covered by armour of this type is not harmed, nor is the
  metal penetrated .
  T5 ; ag ; ar ; 2mc ; 60mr; D :
  I ; M
  : as for the preceding version but
  with a longer range . As many as 2 beings (rolled with a D10:
  1-6=1 ; 7-10=2) within the circle of effect who fail a "Dex-
  terity roll" at the "Difficult test" level (Sec . 2.723) are in-
  stantly slain . Armour is no protection, and a victim's body,
  together with all attached possessions, is sucked into the
  vortex of chaos and is lost forever . Items of "enchanted"
  metals are immune and are left behind when their owner is
  destroyed .
  T6 ; ag ; ar ; 3mc ; 80mr ; D: I ; M : as just above, but 1-5 (randomly
  rolled) beings within the circle of effect may be struck . Each
  is permitted a "Dexterity roll" at the "Very difficult test"
  level (Sec . 2.723) . If this is unsuccessful, he/she is slain, as
  described above . This variant can be used upon one very
  large animal
  rather than a greater number of smaller
  targets.
  T7 ; ag ; ar ; 2mc ; 30 m range (1 m per CR); D: 3 T ; M : a "River of
  Change" 2 m wide appears 1 m in front of the caster and
  moves away from him/her at a speed of
  1 m per combat
  round . This has no length but is like a single "Ripple of
  Unreality" flowing away from the caster . It affects an area
  30 cm deep, however, and anyone who cannot climb up on-
  to a ledge or other projection above it may become a victim .
  There is no lateral spread as the "ripple" advances . It does
  not affect stone,
  brick, adobe, or earth, but most other
  types of materials are sucked into the vortex of chaos and
  destroyed, including furnishings and other articles in its
  path . Any being contacted by this is permitted a "Dexterity
  roll"
  at the "Harder test" level (Sec . 2.723) to avoid
  it,
  although no roll may be needed if the target has more time
  to escape. One contacted by
  this variant
  is
  slain, and
  his/her body, possessions, etc . are drawn into the chaos
  between the Planes and lost forever.
  T8 ; ag ; ar ; 3mc ; 60mr (1 m per CR); D : 6 T ; M : as for the T7 ver-
  sion, but the "river" is 3 m in width and affects items it
  passes to a depth of 50 cm . One who cannot get out of its
  way
  in time is allowed a "Dexterity
  roll" at the "Real
  Challenge" level (Sec . 2.723) ; if this fails, he/she vanishes
  forever, together with his/her belongings .
  T9 ; ag ; ai ; 1mc ; 100mr (2 m per CR); D: 5 T; M : a thin, sparkling,
  faintly visible (cf . the T1 version), rope-like filament of chaos
  extends from the caster's hand and moves away from
  him/her at a speed of 2 m per combat round . This variant
  must be aimed at a target the caster initially can see,
  though once cast the spell proceeds of itself, and the
  caster need not continue to watch its progress . The ten-
  tacle then follows the victim relentlessly out to the extent
  of its range . It flows around other beings and objects, mak-
  ing no attempt to contact them . If this occurs inadvertently,
  however, they are sucked
  into the vortices between the
  Planes and destroyed, and the spell then terminates. A target
  (whether the primary target or an accidental one) is permitted
  a "Dexterity roll" at the "Real Challenge" level (Sec . 2.723) in
  order to avoid this pseudopod of chaos . Should the primary
  target be contacted-whether he/she makes the "Dexterity
  roll" successfully or not-the spell ends, even if it still has
  some distance left to travel within its range . All types of living
  beings, androids, and automatons may be targets of this ver-
  sion, but the undead, demons, and creatures created by
  sorcery are immune . A spell of Disenchantment (no. 5) will
  dispell this and the following variant, but this must be aimed
  at the caster rather than at the tentacle of chaos-difficult,
  226
  perhaps, if he/she has taken cover after releasing the spell . It
  must also be noted that the caster cannot cast another
  "ritual" spell while this one is in effect, but "psychic" spells
  are permitted
  .
  T10 ; ag ; ai ; 1mc ; 150mr (3 m per CR) ; D: 5 T; M : as for the
  preceding variant,
  but with a longer range . The undead,
  demons, and creatures produced by magic are not immune
  to this version and may be targeted by the caster . The
  former are "slain" forever and cannot be "revived" to the
  half-life of the undead . Demons return to their own Planes,
  and creatures created by sorcery are simply dispelled .
  185. The Eater of Souls (R)
  T3; ag ; ar ; 1mc ; 100mr (10m per CR) ; D : 4 T ; PT :
  1 CR ; M : a
  hideous little automaton appears 1 m in front of the caster.
  This is 30 cm in height, roughly humanoid in form, and
  gnarled and knobbed like a stick of blackened, ancient
  wood . The caster must take 1 combat round to point out a
  target and tell the "doll" the person's name . This must be
  known or the spell cannot be cast at all ; the spell is thus
  useless against animals, strangers, and beings who have no
  personal names . The creature pursues its target out to the
  limit of its range and duration . If the target is caught, the
  Eater of Souls engages him/her in physical combat . It has a
  Height-Build-Strength factor of 200 (Sec . 2.211), a Dexterity
  factor equivalent
  to a +20 in Sec . 2.215, and 80 Body
  Damage Points (Sec
  . 2.214) . It has a natural defensive ar-
  mour value of 7 (Sec . 2.8210) and fights at a Combat Value
  of 7 with its long one-handed sword (Sec . 2.826) . Each time
  this weapon hits,
  it does damage according to table E .
  Should the Eater of Souls slay its target, the latter receives
  a modifier of +5 on his/her roll for Revivification (no . 76) .
  No
  modifier
  is applied
  when
  BelkhAnu's
  spell
  of
  Re-
  embodiment (no . 88) is used, however . This murderous be-
  ing attempts to consume
  the body
  of a
  slain victim,
  moreover, requiring 2 turns to do so. If not stopped and
  slain by others during this time, the target's body is eaten,
  and he/she cannot be revivified by any method, nor can
  his/her Spirit-Soul be contacted in the Isles of the Excellent
  Dead . The Eater of Souls continually tries
  to reach
  its
  designated target, and
  it will combat others
  in its way,
  struggle past obstacles, break down doors, using the table
  given under the T4 variant of Chegirra's spell called The
  Gauntlet of Might (no . 157) to do so, and move mindlessly
  forward against any odds . It can be dispelled by a spell of
  Disenchantment (no . 5), or if the target can be protected or
  hidden-or if he/she moves beyond its range-the creature
  disappears of itself.
  T5 ; ag ; ar; 1mc ; 200mr (10 m per CR); D : 5 T; sp ; PT: 5 CR ; M : as
  above, but with a longer range .
  T7; ag ; ar ; 1mc ; 300mr (10 m per CR); D : 6 T ; PT : 1 T ; M : as for the
  T1 version . The Eater of Souls created by this form of the
  spell has a Height-Build-Strength factor (Sec. 2.211) of 300,
  a Dexterity factor (Sec . 2.213) of +25, 100 Body Damage
  Points (Sec . 2.214), and an armour defensive value of 9 (Sec .
  2.8210). It uses a long, barbed, one-handed sword at a Com-
  bat Value of 10 (Sec . 2.826), and if this hits, damage is done
  according to table F . Other factors are as given above .
  T10 ; ag ; ar; 3mc ; 400mr (10 m per CR) ; D : 7 T ; PT : 2 T ; M : the
  crudely shaped monster summoned by this variant is about
  3 m tall, has a Height-Build-Strength factor of 500 (Sec .
  2.211), a Dexterity of +30 (Sec . 2.213), 200 Body Damage
  Points (Sec . 2.214), and an armour defensive value of 11
  
  (Sec . 2.8210) .
  It wields a two-handed mace at a Combat
  Value of 15 (Sec . 2.826), and this does damage according to
  table H . This version may present a problem to the caster
  himself/herself, however : if the Eater of Souls is defeated
  and dispelled by its target, it reappears 1 m in front of the
  caster and attempts to slay him/her instead! It then remains
  until it succeeds, the spell expires, or it is defeated . In the
  latter case it returns much disgruntled to its own Plane and
  will never appear in answer to the caster's summons again .
  186 . The Grey Hand (P)
  Tt ; ag ; ai ; 1mc ; tr ; D :
  I ; mr ; prq : all variants of the spell of
  Dessication (no
  . 37); a target who fails a "Dexterity roll" at
  the "Easy test" level (Sec . 2.723) is reduced to a pile of grey
  ash . A "Magical Resistance factor roll" (Sec . 2.725 (1)) is
  futile
  against
  this
  conjuration,
  for
  reasons
  not
  well
  understood . "Light" armour provides a modifier of -5 to
  the "Dexterity roll" score, "medium" armour a modifier of
  - 10, and "heavy" coverage a modifier of - 15 . Clothing
  and soft leather garments provide no defence, however. A
  victim's clothing, armour, and other possessions are not
  harmed by this variant . This and all more advanced forms of
  this spell up through the T6 version are species specific .
  T2 ; ag ; ai ; 1mc ; tr ; D :
  1 ; mr ; as above, but the difficulty level of
  the "Dexterity roll" is raised to a "Harder test" (Sec . 2.723) .
  Armour
  offers less protection :
  "light" armour gives a
  modifier of -2, "medium" a -5, and "heavy" a -10. A
  modifier of + 5 is also applied to the victim's dice score
  when a spell of Revivification (no . 76) is attempted . This is
  not required when BelkhAnu's spell of Re-embodiment (no .
  88) is employed .
  T3 ; ag ; ai ; 1mc ; tr ; D :
  I ; mr ; the armour modifiers are now a - 1
  for "light" armour, a -3 for "medium," and a -5 for
  "heavy" coverage . Other factors are as given for the T2
  variant .
  T4 ; ag ; ai ; 1mc ; tr; D :
  I ; mr ; no modifier is given for "light" ar-
  mour . "Medium" and "heavy" armour provide defensive
  modifiers of -1 and - 3 to the "Dexterity roll," respective-
  ly, and the difficulty level of this roll is increased to a "Dif-
  ficult test" (Sec
  . 2.723) . The modifier to the dice score for a
  spell of Revivification (no . 76) is as for the T2 version .
  T5 ; ag ; ai ; 1 mc ; tr ; D
  :
  I ; mr ; PT : 1 CR ; as for the preceding form of
  the spell, but only "heavy" armour is any protection at all : it
  offers a modifier of - 1 . The modifier to the victim's score
  for revivification is a + 10, and the spell of Re-embodiment
  (no . 88) must also be rolled for : there is a 5 percent chance
  of permanent failure, even for this powerful conjuration .
  T6 ; ag ; ai ; 1mc ; tr ; D :
  1 ; mr; PT : 2 CR ; armour of any kind can no
  longer prevent the operation of this spell, and only a "Dex-
  terity roll" at the "Very difficult test" level (Sec . 2.723) can
  save a target . Other factors are as for the T5 version .
  T7 ; ag ; ai ; 1 mc ; tr ; D :1 ; mr; PT : 3 CR ; as for the preceding variant,
  but the spell is no longer species specific : it can be used
  upon any living being of a size no larger than that of a Shdn
  or
  a
  Black
  Ssu,
  one of the
  undead,
  or
  an
  android .
  Automatons, demons, creatures produced by sorcery, and
  larger animals are immune.
  T8 ; ag ; ai ; 1mc ; tr; D :
  I ; mr; PT: 4 CR ; as for the T7 version, ex-
  cept that all of a victim's clothing and possessions (except
  for articles made of "enchanted" steel or copper, sorcerous
  books or scrolls, magical amulets and talismans, "Eyes,"
  and other items operating upon other-planar power) are
  destroyed along with him/her. The modifiers for Revivifica-
  tion (no . 76) and Re-embodiment (no. 88) are as for the T5
  form of the spell .
  22 7
  T9 ; ag ; ai
  ; 1mc ; tr; D : 1 ; mr ; PT : 5 CR ; the only difference between
  this and the previous variant
  is that this one can be used
  upon one very large animal .
  T10 ; ag ; ai ; 2mc; 3mr ; D :
  I ; mr; PT : 6 CR ; as many as 2 targets of
  any species within the circle of effect may be struck ; a 010
  is rolled : 1-6=1 ; 7-10=2 . The "Dexterity roll" needed to
  avoid this deadly touch is made at the "Real Challenge"
  level (Sec . 2.723), a modifier of + 15 is given to the victim's
  dice score for a spell of Revivification (no . 76), and there is a
  10 percent chance that Belkhsnu's spell of Re-embodiment
  (no . 88) will also fail . This variant destroys all of a target's
  possessions, including "enchanted" items .
  Priest of Thumis
  bearing standard of Temple Commandant with
  symbol of Thumis and plumes
  wearing hard, shiny black skullcap, loose ornate
  cloth stole, grey cloth outer robe, studded silver
  belt, underkilt of cloth with starched front,
  bare legs and sandals
  
  The numbers, temples, names, type, and levels of the corpus
  of "Temple" spells are summarised below .
  228
  Permitted
  Temple and
  "Ritual" or
  Hrii'u:
  spell number
  Spell name
  "psychic" Available levels
  109
  The Amethyst
  All :
  110
  Expurgation
  Confusion
  R
  P
  3, 6, 8, 10
  1,2,3,5,7,9,10
  73
  Demonology
  R
  8, 9, 10
  111
  Congelation
  R
  1,2,3,5,6,7,9
  74
  Inscription
  R
  10
  112
  Decorporealisation
  R
  4, 7, 10
  75
  The Muniments of
  113
  The Nightmare of
  Excellence
  R
  8, 9, 10
  Terror
  P
  2, 6, 8
  76
  Revivification
  R
  8, 9, 10
  114
  Transfusion
  R
  3, 5, 7,9
  115
  The Vindication of in-
  Avdnthe :
  stability
  R
  1, 3, 5, 7, 10
  77
  The Breath of the
  116
  Viscosity
  R
  1, 2, 3, 4, 5, 6,
  Goddess
  R
  1,2,4,7,8,10
  8,9
  78
  Climatisation
  R
  1,3,5,6
  Karakin:
  79
  Envenomisation
  R
  3, 4, 8
  80
  Fructification
  R
  1,2,3,4,6,8,10
  117
  The Glorious Call
  P
  1, 2, 3, 4, 5, 7,
  81
  The Hands of Krd the
  8, 9, 10
  Mighty
  P
  3, 5, 9
  118
  Higher Mastery
  P
  1,2,3,5,6,8,9
  82
  Seismism
  R
  1, 2, 4, 7, 9
  119
  The Perfected Gem of
  83
  The Well That Waters
  Obliteration
  R
  5,8
  the World
  R
  3,6
  120
  The Replication of
  84
  Zoification
  R
  3,5
  Heroes
  R
  4, 6, 7, 8, 10
  121
  The Swift Thrust of
  Belkhanu :
  Death
  R
  1,2,3,4,5,6,9
  85
  Aeriality
  P
  4, 6, 9
  122
  Tremulation
  R
  1,2,4,6,7,8
  86
  Avulsion of the Spirit-
  123
  The Weapon of the
  Soul
  R
  7
  Prince of Valour
  R
  3, 5, 6, 7, 10
  87
  Etherealisation
  P
  3, 5, 7, 8, 10
  124
  The Winged Disc of the
  88
  Re-embodiment
  R
  5, 6, 9, 10
  Lord of the Sun
  R
  5, 7, 9
  89
  The Silver Halo of Soul-
  Ksirul :
  Stealing
  R
  1,2,3,4,5,7
  90
  Spiritism
  P
  1, 2, 3, 5, 7, 9,10
  125
  The Affable Blight of
  91
  Transmogrification
  R
  2, 3, 5, 6, 8, 10
  Lord Uni
  R
  1,2,3,5,7,9,10
  92
  The Viaticum of the
  126
  The Antechamber of
  Yellow Robe
  R
  3,5,7,9
  the Blue Room
  R
  6,8
  127
  The Azure Scarab
  R
  4, 6, 8, 10
  Dlamelish :
  128
  The Comprehension of
  93
  Concupiscence
  R
  1,2,4,6,8
  Devices
  P
  2, 3, 4, 5, 8, 10
  94
  The Emerald Paramour
  R
  5,9
  129
  The Food of the Ssu
  R
  1,2,4,5,7
  95
  Emulation
  R
  1, 3, 7, 10
  130
  The Obsidian Obelisk
  R
  1, 2, 3, 4, 5, 6,
  96
  Enthrallment
  P
  1,2,,4,6,8
  7, 9, 10
  97
  Imbition
  R
  1, 6, 9
  131
  The Replication of the
  98
  The Polychrest of the
  Mighty
  R
  4, 6, 7, 8, 10
  Third Octant
  P
  1, 3, 5, 7, 9, 10
  132
  The Web of Refulgent
  P
  1,2,3,4,5,6,
  99
  Potence
  R
  1,2,4,8
  Command
  7, 8, 9, 10
  100
  Rejuvenation and
  Sarku :
  Senescence
  R
  5t6,8,9,10
  133
  The Bulwark of Amber
  R
  1, 2, 3, 4, 5, 6,
  Hndlla :
  7, 8, 9, 10
  101
  The Fulguration of
  R
  1, 2, 3, 4, 5, 6,
  134
  Depuration
  R
  1, 2, 3, 4, 5, 6,
  Immanent Grandeur
  7,8
  7, 8, 9, 10
  102
  The Globe of Distant
  135
  Domination
  P
  1, 2, 3, 4, 5, 6,
  Discernment
  3, 5, 7, 9, 10
  7, 8, 9, 10
  103
  The Inimitable
  136
  The Eradication of
  Defender
  R
  2, 4, 6, 9
  Veracity
  R
  3, 5, 7, 9, 10
  104
  Metastasis
  R
  5, 8, 9, 10
  137
  Hebetation of the
  105
  The Negation of In-
  Intellect
  P
  3, 4, 5, 7, 8,10
  stability
  R
  1,2,3,4,6,8
  138
  Necrofacture
  R
  3, 4, 5, 6, 7, 8,
  106
  Peaceful Repose
  R
  5, 7, 10
  9,10
  107
  The Power of Ultimate
  139
  The Summoning of
  Perfection
  R
  3, 6, 8, 10
  Spectral Hosts
  R
  1,2,4,6,8
  108
  The Ritual of the
  140
  Vermiculation
  R
  5, 7, 9, 10
  Purified Sphere
  P
  1,3,5,7, 10
  
  Thumis :
  Dr3 :
  141
  Alleviation
  R
  1, 3, 5, 7, 9, 10
  166
  Apathy
  P
  1, 2, 3, 4, 5, 7, 9,
  142
  Benignity
  P
  1,2,3,5,7,8,
  10
  9,10
  167
  The Hymnal of the Lord
  143
  The Discerner of
  of Light
  R
  3, 4, 6, 8, 10
  Enchantments
  P
  1,3,5,6,8,9
  168
  Risibility
  P
  1, 2, 3, 4, 5, 6, 7,
  144
  The Gate of the Grey
  8, 9, 10
  Pentacle
  R
  2, 4, 6, 8, 10
  145
  Guiding
  P
  1, 2, 3, 4, 5, 6,
  Durritlimish :
  7, 8, 9, 10
  169
  Entombment
  R
  3, 5, 7, 9
  146
  Healing
  R
  3, 5, 7, 8, 9, 10
  170
  Necrophobia
  P
  1, 2, 3, 4, 6, 7, 8,
  147
  The Preserver of
  R
  1, 2, 3, 4, 5, 6,
  9,10
  Wisdom
  7, 8, 10
  171
  Putrefaction
  R
  1, 2, 3, 4, 5, 6, 7,
  148
  Sagacious Acquisition
  P
  1,2,4,6,8,9,10
  8, 9, 10
  Vimuhla:
  GrugAnu:
  149
  Barring and Broaching
  R
  1, 2, 3, 4, 5, 6, 7,
  172
  The Attainment of
  8, 9, 10
  Enlightenment
  P
  2, 5, 7, 9, 10
  150
  The Bolt of Imminent
  R
  1, 2, 3, 4, 5, 6, 7,
  173
  The Invigorator of
  Immolation
  8, 9, 10
  Blades
  R
  1, 2, 3, 4, 5, 6, 7,
  151
  The Carpet of Con-
  8, 9, 10
  flagration :
  R
  3, 5, 7, 9, 10
  174
  The Labyrinth of
  R
  1, 2, 3, 4, 5, 6, 7,
  152
  Devitalisation
  P
  1, 3, 4, 5, 6, 7, 8,
  Elongated Shadows
  8, 9, 10
  9,10
  153
  Devotion to the Flame
  P
  1, 2, 3, 4, 5, 6, 8,
  Hrihdyal :
  10
  175
  The Dance of the
  P
  1, 2, 3, 4, 5, 6, 7,
  154
  Inexpugnability
  R
  1, 3, 5, 7
  Emerald Goddess
  8, 9, 10
  155
  The Infrangible Incan-
  176
  Diminution
  R
  1, 2, 3, 4, 5, 6, 7,
  descent Orb
  R
  2, 3, 4, 6, 8, 10
  8, 9, 10
  156
  The Panoply of Iron
  R
  2, 3, 6, 8, 10
  177
  Obturation
  R
  1, 3, 5, 7, 9
  Chegirra :
  Ketdngku :
  157
  The Gauntlet of Might
  R
  1, 2, 3, 4, 5, 6, 7,
  178
  The Bridge of Noble
  R
  1, 2, 3, 4, 5, 6, 7,
  8, 9, 10
  Passage
  8, 9, 10
  158
  The Harness of the
  179
  The Pearl-Grey Citadel
  R
  3, 5, 7, 9, 10
  God-King
  R
  3, 5, 9
  180
  The Scrutiny of the
  P
  1, 2, 3, 4, 5, 6, 7,
  159
  The Valour of the Divine
  Omniscient Eye
  8, 9, 10
  Kingdom
  P
  1, 2, 4, 6, 7, 8,10
  06n :
  Chitdng :
  181
  The Expeditor of the
  R
  1, 2, 3, 4, 5, 6, 7,
  160
  Calcination
  R
  1, 2, 3, 4, 5, 6, 7,
  Skein of Destiny
  8, 9, 10
  8, 9, 10
  182
  The Periplus of the
  161
  The Fist of Fire
  R
  3, 5, 7, 10
  Planes
  R
  3, 5, 7, 9, 10
  162
  Punition
  P
  1, 2, 3, 4, 5, 6, 8,
  183
  Simulation of the
  P
  1, 2, 3, 4, 5, 6, 7,
  9,10
  Immoveable
  8, 9, 10
  Dilinila :
  Wuni :
  163
  The Crown of Purity
  P
  1, 2, 3, 4, 5, 6, 7,
  184
  Amorphia
  R
  1, 2, 3, 4, 5, 6, 7,
  8, 9, 10
  8, 9, 10
  164
  Encapsulation
  R
  3, 4, 5, 7, 9, 10
  185
  The Eater of Souls
  R
  3, 5, 7, 10
  165
  The Girdle of the
  186
  The Grey Hand
  P
  1, 2, 3, 4, 5, 6, 7,
  Maiden
  R
  1, 2, 3, 4, 5, 6, 7,
  8, 9, 10
  8, 9, 10
  
  2.545 . THE SPELLS OF THE SHAMAN .
  Geographic and cultural disparities make it difficult to provide
  a precise list of the spells available to the shamans of T6kumel .
  Environment plays a great part, of course . The jungle mages of
  M'm6rcha and Nmartusha differ from the desert sorcerers of The
  Desert of Sighs ; the wise women
  of the Lonin have com-
  petences that fit them for their northern clime, and these vary
  greatly from the hunters of the arid mountains of Ranniilu, etc . In
  general, however, it may be said that shamans have abilities in
  healing, finding water and food, relating to the flora and fauna of
  their region, impressing their people with their magical prowess,
  and dispelling the evil spirits (some real and some only figments
  of the imagination) that haunt the lonely forests, tundra, or rocky
  fastnesses of their habitat . They also have a number of special
  spells, a few of which are described below .
  Separate
  lists cannot
  be
  provided
  for the spells
  of
  the
  shamans of each tribal area . The most that can be done is to give
  rough
  correspondences
  with
  the
  spell
  lists
  of
  the
  urban
  sorcerers and then offer a few special spells-equivalent to the
  "Temple" list of one of the Tsolylni deities-that will give an
  idea of the range of shamanistic sorcery .
  The spells of the shaman must be bought with "spell pur-
  chase points" and require the learning times detailed in Secs .
  2.921 and 2.922. The same restrictions apply to the learning of
  various levels of spells as for an urban sorcerer ; cf . Sec . 2.921 (4) .
  There is thus no essential difference in game terms between the
  corpus of shamanistic spells and that of one of the gods of the
  great empires . A tutor is needed, of course, and senior shamans
  are just as jealous and secretive with their advanced conjura-
  tions as are the mages of the urbanised nations .
  It is thus not
  possible
  for
  a
  non-shaman
  to
  acquire
  the
  spells
  listed
  below-unless the pupil lives long enough with the tribe to gain
  its confidence and undergoes the initiation required to study
  under an expert shaman . Such a case is likely to be extremely
  rare and must depend upon the discretion of the referee . Should
  this be permitted, shamanistic
  spells
  logically must be ob-
  tainable in addition to "Temple" spells . One who hales from a
  tribal region and later joins an urban temple-or a city mage who
  travels and lives for an extended period in tribal territory-thus
  has access to some of the special spells from each : effectively a
  double "Temple" list . This cannot be a frequent occurrence and
  should depend upon both the referee's judgment and some ex-
  pert dice rolling in Sec . 2.230 ff . It is unlikely that such a person
  1 . A shaman may select any spell from the "Universal" corpus
  (Sec . 2.942), just as though he/she were a mage from one of
  the great empires . It may be noted that the spell of Disen-
  chantment (no . 5) operates upon an S1 spell just as for a T1
  spell, and so forth .
  2 . The following "Generic" spells may be chosen from Sec . 2.943:
  Spell name
  Number
  Alleviation
  29
  Benefaction
  32
  The Blessing of the Planes
  34
  Comprehension'
  35
  23 0
  'Comprehension is restricted to spoken languages only.
  "Inscription does not denote actual writing but rather the
  implanting of the spell in a fetish of bone, feathers, stone,
  wood, etc . This can be "read" by a pupil of that shaman
  and by no one else . It can also be used as the equivalent of
  a spell scroll to store a conjuration for later use . The diffi-
  culties of "writing" this type of spell-containing artifact are
  as given for the urban spell of Inscription (nos . 11 and 49) .
  3 . A shaman may also obtain spells 73-76 (i.e. Demonology, In-
  scription, The Muniments of Excellence, and Revivifica-
  tion) . The remarks made above concerning the Inscription
  spell apply to the "Temple" variety also.
  4 . Although eight "Temple" spells are given below for the
  shaman, he/she also has the option to forego as many as
  three of these . One of the urban "Temple" spells may then
  be substituted from the list below in place of the relinquish-
  ed
  shamanistic
  spell .
  Once
  given
  up,
  however,
  a
  shamanistic spell cannot be learned or restored to one's
  list . This choice is the player's
  .
  The special spells of the shaman are listed below .
  Derangement
  36
  Dessication
  37
  Excellence
  43
  Far-seeing
  44
  Healing
  48
  Inscription"
  49
  Necromantic Domination
  51
  Perception of the Energies
  56
  Pestilence
  57
  Reanimation
  61
  Semblances
  63
  The Silver Halo of Soul-Stealing
  64
  Stealth
  66
  Tranquilisation
  67
  Visitations of Other Planes
  70
  Zoic Domination
  72
  Spell name
  Number
  The Breath of the Goddess
  77
  Climatisation
  78
  Fructification
  80
  Zoification
  84
  Etherealisation
  87
  Spiritism
  90
  Emulation
  95
  Rejuvenation and Senescence
  100
  The Globe of Distant Discernment
  102
  Decorporealisation
  112
  Viscosity
  116
  Hebetation of the Intellect
  137
  Alleviation
  141
  Simulation of the Immoveable
  183
  The Eater of Souls
  185
  
  187. The Adroitness of the Chrl-Fly (P)
  S1 ; nag; ai ; 1 me cc ; tr; D: 1 T; the caster's hands and feet adhere
  to vertical surfaces like the feet of a fly . He/she is thus able
  to climb vertical surfaces . No more than 50 percent of
  his/her usual encumbrances can be worn, however, nor can
  he/she carry anything in his/her hands. The S1-S6 variants
  are species specific: e.g . a human shaman can only employ
  them upon other humans. A spell of Disenchantment (no. 5)
  will restore the caster's extremities to normal-possibly
  causing a serious fall . This is true of all forms of this con-
  juration .
  S2; nag; ai ; 1mc co ; tr, D: 2 T; as above, but with a longer duration .
  S3 ; nag; ai ; tmc co ; tr ; D: 5T; sp ; as for the S1 version, but with a
  still longer duration . "Psychic" spells can be cast while
  climbing but not "ritual" ones ; the latter require the use of
  the hands. A "ritual" conjuration may be employed if the
  caster has reached a ledge or other flat surface large
  enough to stand on, of course .
  S4 ; nag; ai ; 1mc ci ; 1mr; D: 5 T; as above, but this form of the
  spell can be cast upon one comrade in lieu of the caster .
  S5 ; nag; ai ; 1mc co ; tr; D: 5 T; not only can the caster traverse
  vertical surfaces with impunity, but he/she is also able to
  climb walls that slant back out above him/her. He/she can
  also carry 100 percent of his/her usual emcumbrances .
  Nothing can be held in the hands while climbing, of course;
  this is true of all variants of this spell .
  S6 ; nag ; ai ; 2mc ci ; 1mr ; D: 7 T; as above, but the caster can in-
  clude one comrade-or cast this spell upon two compa-
  nions other than himself/herself.
  S7; nag ; ai ; 3mc ci ; 2mr; D: 10 T; as for the S5 version, but this
  variant can be applied to 1-5 (randomly rolled) Intelligent be .
  ings of any species within the circle of effect in addition to
  the caster. Both vertical and outward-slanting surfaces can
  be climbed .
  S8; nag; ai ; 1 me cc ; tr ; D: 10 T; the caster can traverse both ver-
  tical and slanting walls and in addition can negotiate the
  underside of flat surfaces : e.g . a ceiling . He/she can carry
  as much as 100 percent of his/her usual encumbrances .
  S9; nag; ai ; 3mc ci ; 2mr; D: 10 T; the caster can balance upon a
  very narrow or precipitous surface: e.g . a tightrope, a sharp
  pinnacle, a thin rod as little as 1 cm wide . He/she can carry
  up to 150 percent of his/her encumbrances without falling .
  188. Ampliation (R)
  S3 ; nag; ai ; imc co ; tr; D:1 T; mr; M: the caster expands to twice
  his/her usual
  size. This
  doubles
  his/her
  Height-Build-
  Strength factor (Sec . 2.211 ff .) but reduces his/her Dexterity
  factor (Sec . 2.213) by 25
  percent . No sorcery can be
  employed while the caster is thus enlarged (this is true ofall
  versions of this spell), but he/she is able to use much larger
  weapons, run at speeds 50 percent faster than usual (Sets.
  2.641 and 2.651), and cover longer distances. He/she counts
  as a "large target" for purposes of missile fire (Sec . 21327) .
  Other factors are not affected: e.g ., his/her Stamina (Sec .
  2.212), Body Damage Points (Sec . 2.214), Intelligence (Sec .
  2.215), etc. all remain the same. One who does not wish to
  become a temporary giant is allowed a "Magical Resistance
  factor roll" (Sec . 2.725 (1)) to avoid this. A spell of Disen-
  chantment (no. 5) will return the "giant" to normal size.-All
  but the S9 variant of this spell are species specific. It is im-
  portant to note that clothing and belongings are not enlarg-
  ed and must be removed first in order for this spell to func-
  tion at all .
  S5 ; nag; ai ; 1mc co ; tr; D: 3 T; mr; M: the caster grows to three
  23 1
  times his/her regular size. Very large objects (e.g . a tree
  trunk) can be employed as weapons, doing damage accor-
  ding to table E. Dexterity is reduced to 50 percent of one's
  usual amount, however, and no more than one blow per
  combat round can ever be achieved . The caster now counts
  as a "very large target"; cf
  . Sec. 2.827 .
  S7 ; nag; ai ; 1mc ci ; 1mr; D: 5T ; mr; M: either the caster or a com-
  rade is increased in size by four times. The target's Dexteri-
  ty is reduced to one quarter of his/her usual amount, but
  huge stones, tree limbs, etc. can be used as weapons, do-
  Ing damage according to table G.
  S9 ; nag ; ai ; 2mc ci ; 2mr; D: 7T; mr; M: the caster and one com-
  panion (or two persons other than the caster) are increased
  to five times their usual sizes. Dexterity is reduced to one
  tenth of the targets' normal factors, but great boulders and
  logs can be used as weapons, doing damage according to
  table H. The targets' Body Damage Points are also doubled,
  but it is very easy to hit such a large being with missiles or
  magic: a modifierof + 5 is applied in Sec. 2.827 to the firer's
  roll. This variant is no longer species specific and can be ap-
  plied to a member of any of the intelligent races .
  189. The Assiduous Pursuer (P)
  S1 ; nag; ar ; 100mc co; tr; D: 10 T; the caster is led to any
  available source of drinking water within the circle of effect .
  The presence or absence of water in the area is left to the
  referee . A spell of Disenchantment (no. 5) can be used upon
  the caster to interrupt the concentration required by this
  spell ; this is true of all of Its variants .
  S2 ; nag; ar; 100mc co ; tr; D: 10 T; the caster is guided to plants,
  tubers, or other vegetable life that can be used as a food
  source for his/her species within the circle of effect . Theex-
  istence of nourishing flora within this spell's range is left to
  the referee.
  S3 ; nag; ar; 100mc co; tr; D: 10 T; mr; the caster is able to locate
  available small game within the circle of effect. This variant
  reveals the existence of forest creatures, fish, amphibians,
  and birds, and the caster is informed of their general class
  but not their species. An animal is allowed a "Magical
  Resistance factor roll" (Sec . 2.725 (1)) to avoid detection,
  although this may be ignored at the referee's discretion .
  Wildlife varies from region to region, of course, but most
  tribal shamans possess some form of this spell. The
  presence or absence of game within the spell's range is
  again the province of the referee .
  S4; nag; ar ; 100mc cc ; tr; D: 20 T; mr; the shaman is informed of
  the location of larger game animals and also Inedible
  predators within the circle of effect . The spell does not
  detect the undead, androids, automatons, creatures pro-
  duced by sorcery, or demons, of course, nordoes it indicate
  the presence of members of the intelligent species . All
  other living things are detectable, however.
  S5; nag; ar;100mc co ; tr; D: 20 T; mr; this version gives a mental
  picture of the terrain within the circle of effect, showing
  open fields and clearings, forested areas, streams and
  bodies of water, high and low points, permanent buildings,
  ruins, and the like . An "enchanted" location is allowed a
  "Magical Resistance factor roll" (Sec. 2.725 (1)) to escape
  being seen . Smaller, impermanent objects, beings, etc. are
  not visible. Neither this nor the following form of this spell
  function underground or indoors.
  S6 ; nag; ar ; 100mc co; tr; D: 30 T; mr ; the caster is able to find a
  single intelligent being, if this person is within the circle of
  effect . The target must be a member of the caster's own
  
  species and must either be personally known to the caster
  or else well described to him/her by others . The victim is
  permitted a "Magical Resistance factor roll" (Sec . 2.725 (1))
  to escape being found . A shield that blocks "psychic"
  magic also prevents this spell from working : i.e . The Sphere
  of Impermeable Quiescence (no . 20), Guarding (no . 46), The
  Muniments of Excellence (no . 75), The Inimitable Defender
  (no . 103), and The Pearl-Grey Citadel (no . 179) . As stated
  above, the target must be out-of-doors in order for this spell
  to function .
  S7; nag ; ar ; 100mc co ; tr ; D: 1 hour; mr ; as for the preceding ver-
  sion, except that this permits the caster to find a specific
  known
  or well-described being of his/her own species
  underground or inside a building .
  S8; nag ; ar ; 100mc to ; tr; D: 1 hour; mr ; this variant enables the
  caster to locate a specific member of any of the intelligent
  races,
  if this being is present within the circle of effect .
  Again, the target must be personally known to the caster or
  else very well described by others . This variant operates in-
  doors or out-of-doors, as do the two following versions .
  S9 ; nag ; ar ; 3mc co; tr; D :
  1 hour; mr; the trail of a specific,
  known or well-described target appears before the caster
  like a set of silvery, glittering footprints . The target must
  have passed the starting
  point of the caster's spell not
  more than 24 hours previous to his/her casting it . The caster
  can then follow this trail until the target is found or until the
  spell expires (in which case it may be cast again). The target
  must be a member of one of the intelligent races . Only a
  successful "Magical Resistance factor roll" (Sec . 2.725 (1))
  or one of the "psychic" magic barriers (cf . the S6 version,
  above) can block this spell and cause the caster to lose the
  "scent." This version is useful when it is important to trace
  the target's movements as well as find him/her .
  S10 ; nag ; ar; 3mc co; tr; 24 hours ; mr ; as for the S9 version, but
  the trail may be as much as 3 days (72 hours) old, and the
  target need not be a specific being : e.g . one may simply
  specify "any human," "any Ssu," etc . and be shown the
  tracks of such a being, if one has passed within the circle of
  effect . The target also need not be one of the intelligent
  races : any living animal can be so traced . Beings animated
  by sorcery, the undead, etc . are still immune to this spell .
  190. Botanic Metamorphosis (R)
  St ; nag ; ai ; 1mc ; 1mr ; D : 3 T; one length of vegetable substance
  (a
  sapling,
  vine,
  reed, etc.)
  is
  given
  the hardness
  of
  Chl6n-hide for the duration of the spell . This may be as long
  as 2 m and as thick as 2 cm in diametre . It can then be used
  as a club, missile, pry-bar, or the like . None of the variants
  of this spell operate upon "worked" substances (e.g . rope,
  basketry, carved wood, cloth, etc.) . The most that can be
  done is to sharpen one end of the object before casting the
  spell, providing an effective spear or missile point . A spell
  of Disenchantment (no . 5) returns the article to its usual
  consistency.
  '
  S2 ; nag ; ai ; 1mc ; 1mr; D : 5 T,. as above, but the staff, vine, etc .
  may be as much as 3 m long and 3 cm in diametre . It is given
  the hardness of "ordinary" steel .
  If cast upon a creeper
  used to tie a prisoner, it effectively becomes a set of inflex .
  ible, steely-hard manacles .
  S3 ; nag ; ai ; 2mc ; 2,mr ; D: 5 T ; as above, but the target may be a
  still longer and thicker piece of vegetation : as much as 5 m
  long and 5 cm in diametre.
  It becomes as hard as "ex-
  cellent" steel .
  S4 ; nag ; ai;lmc ; 2mr ; D : 1 T ; sp ; PT: 1 CR ; a single growing plant
  232
  is given the power to speak telepathically to the caster.
  It
  can inform him/her of beings who have passed within a 30
  m range, speak of local animal life, and describe its own
  characteristics (e.g . whether or not its foliage is poisoned, if
  its fruit is edible, etc .) . If the plant is a tall tree, it can also in-
  form the caster of what is visible from its highest crest .
  S5 ; nag ; ai ; 1mc cc ; tr ; D: 20 T ; PT: 1 T ; the caster inserts his/her
  entire physical and mental being (including non-metallic
  garments and possessions) into a plant of comparable size .
  He/she can "see" in a 360 degree circle but cannot move .
  Although "psychic" spells may be employed, those of the
  "ritual" category cannot .
  It
  is impossible to detect
  the
  presence of the caster within the plant except with a spell
  of Perception of the Energies (nos . 15 and
  56) or The
  Discerner of Enchantments (no. 143) . A spell of Disenchant-
  ment (no. 5) will return the caster to his/her normal form at a
  distance of 1 m from the plant .
  S6 ; ag ; ai ; 1mc : 10mr; D: 1 T ; mr ; PT : 2 CR ; M : this turns one arti-
  cle (e.g . a single weapon, shield, piece of armour, etc .) of
  Chlcn-hide and any metal except "enchanted" steel or cop-
  per into soft, punk-like wood for the duration of the spell .
  This brittle substance easily crumbles into useless pieces,
  and although it reverts to its usual hardness once the spell
  expires, a broken item remains fragmented . An object af-
  fected by this conjuration must therefore be carefully laid
  aside until the spell ends . A "Magical Resistance factor
  roll"
  is allowed, based upon the wielder's (or wearer's)
  defensive factor
  in Sec . 2.725 (1) .
  If this
  roll
  fails the
  specified target object is hit automatically, and there is no
  need to roll for body area struck, etc . The target article must
  be visible to the caster, however.
  S7 ; ag ; ai ; tmc ; 20mr ; D : 2 T ; mr ; PT : 3 CR ; M : as
  for the
  preceding version, except that the article is turned into a
  venomous plant if the "Magical Resistance factor roll" (Sec .
  2.725 (1)) fails. The wielder/wearer has a 60 percent chance
  of being poisoned each round . A weapon requires one com-
  bat round to drop, a shield or a helmet needs two rounds,
  and other items of armour demand three rounds to unfasten
  and throw off . A victim can be healed by a spell of Allevia-
  tion (nos . 1, 29, and 141) applied within 2 combat rounds,
  but if the poisoned article is still in contact with the body, it
  will contaminate the victim again .
  S8 ; nag ; ar ; 30mc cc ; tr ; D : 10 T ; PT
  : 5 CR ; M : all plant-life within
  the circle of effect becomes as hard as stone for the dura-
  tion of the spell . A blade of anything less than "excellent"
  steel shatters
  if used to chop at this vegetation, and one
  turn
  is needed to cut through a
  1 m wide and
  1 m long
  swatch of
  it with an implement of any harder metal . The
  caster can also specify a circle of effect 15 m wide and 60 m
  in length .
  S9 ; nag ; ai ; 3mc ; 3mr; D : 5 T ; PT : 2 T ; M : one large plant (no
  smaller than 2 m and no taller than 5 m) is given a rudimen-
  tary intelligence and the power of ambulation for the dura-
  tion of the spell . One combat round is required for it to pull
  its roots from the earth, and thereafter it is free to act . It
  moves at a speed of 2 m per combat round, has 15 Body
  Damage Points per metre of height, fights with its limbs or
  roots at a Combat Value of +8 (Sec . 2.826), and has an ar-
  mour defensive value of 4 (Sec . 2.8210) . The plant will guard
  an area or attack the caster's foes at his/her command .
  Although it has no "eyes," it "sees" in a 360 degree circle
  out to a range of 300 m . It thus cannot be attacked from a
  "blind spot," as can a human fighter .
  
  S10; nag ; ai ; 6mc ; 3mr; D : 10 T ; PT : 1 T ; M : 1.5 (randomly rolled)
  large plants within the circle of effect are turned into semi-
  intelligent, slow-moving warriors . Other factors are as for
  the S9 version, above .
  191 . Filamentary Extension (R)
  S1 ; ag ; ai ; 1mc ; 10mr; D:
  I ; M : a slender thread of a whitish
  substance is thrown from the caster's hand out to the limit
  of the spell's_ range . The tip of this cord is sticky, and it
  adheres to any rough-surfaced material (i.e . not to metal,
  glass, lacquered Chl6n-hide, or the like), remaining in ex-
  istence for 1 turn . The caster can then pull this filament and
  any attached object back to himself/herself . The cord is on-
  ly strong enough to pull an item weighing 1 kg or less, and it
  can be cut with any sharp knife . Although acids can destroy
  the strands created by variants of this spell, fire is useless :
  the threads are not combustible . Hitting a specific target
  with the thread requires a roll to hit in Sec . 2.827, using the
  caster's skill with hand-hurled missile weapons . A target
  wearing armour or other partially smooth and
  partially
  rough material is allowed a special D10 roll depending upon
  the extent of his/her "slick" coverage : the thread adheres to
  an unarmoured target automatically if it hits ; a person in
  "light" armour is caught on a score of 1-8; one in "medium"
  coverage on a roll of 1-6 ; and a being in "heavy" armour on a
  score of 1-4 ; cf . Sec . 2.320 . The referee must adjudicate hits
  upon other types of creatures and objects . A "Magical
  Resistance factor roll" (Sec . 2.725
  (1))
  is futile since the
  thread is a material substance, and the target's body is not
  being magically affected. A target may dive for cover or de-
  fend himself/herself as for any other hand-hurled missile.
  Once hit, a target may also be freed by a spell of Disen-
  chantment (no. 5) ; this is true of all forms of this spell ex-
  cept the S10 version .
  S2; ag ; ai ; 1mc ; 20mr; D: I ; M : as above, but the thread can be as
  long as 20 m, and It is strong enough to pull a weight of as
  much as 10 kg . It remains in existence for 2 turns.
  S3 ; ag ; ai ; 1 mc; 30mr; D : 1 ; M : as above, but a web of sticky cords
  is created that ensnares a target hit by the spell . No roll to
  hit (Sec . 2.827) is needed ; instead a target must make a
  "Dexterity roll" at the "Harder test" level (Sec . 2.723) in
  order to keep from being immobilised . This webbing lasts
  for 3 turns and can only be cut with a knife of iron, steel, or
  "enchanted" copper . Other beings and objects cannot
  touch these cords without becoming caught themselves .
  One combat round is needed to free a trapped victim .
  S4 ; ag ; ai ; 2mc ; 40mr ; D: I ; M : as for the preceding variant, ex-
  cept that 1-3 beings (randomly rolled with a D10 : 1-4=1 ;
  5-8=2 ; 9-10=3) within the circle of effect are covered with
  sticky webbing . The level of the "Dexterity roll" is increased
  to a "Difficult test" (Sec . 2.723), and the netting lasts for 5
  turns . It can only be cut with a blade of "excellent" or "en-
  chanted" steel or copper, 2 combat rounds being required
  to liberate each trapped victim .
  S5; ag ; ai ; 3mc ; 50mr; D: I ; M : as above, but 1-5 (randomly rolled)
  targets may be hit . A "Dexterity roll" at the "Very difficult
  test" level (Sec . 2.723) is required to escape being ensnared .
  The web lasts for 7 turns and can only be severed with a
  knife of "enchanted" steel or copper. Three rounds must be
  spent to free each target caught in these sticky cords.
  S6 ; nag ; ar ; 3mc ; 10mr; D : 10 T ; sp ; PT : 5 CR ; M : this variant is
  cast upon a level floor or area of ground . It is only faintly
  visible as a glistening, mucilaginous coating . Any being
  who attempts to cross the circle of effect remains stuck in
  233
  place until the spell ends or
  is eliminated by a spell of
  Disenchantment (no. 5). The "glue" created by this version
  adheres to all substances (except grease), and it is impossi-
  ble to cut a boot, foot, etc. free of this adhesive without slic-
  ing away the surface of it! A "Dexterity roll" (Sec . 2.723) is
  of no use once a character has entered the circle of effect .
  An "Intelligence roll" at the "Difficult test" level (Sec . 2.724
  (1)) may be made to detect the gooey covering in time to
  avoid it .
  S7 ; nag ; ar; 6mc ; 6mr; D : 30 T ; PT : 1 T ; M : as for the preceding
  version but with a larger circle of effect and a longer dura-
  tion . The "Intelligence roll" needed to see this trap in time
  is made at the "Very difficult test" level ; cf . Sec . 2.724 (1).
  S8; nag ; ar; 6mc ; 10mr ; D : 1 hour ; PT : 2 T ; M : a vertical web of
  delicate strands fills a passageway from top to bottom and
  side to side . Any being who comes in contact with this re-
  mains-stuck to it until the spell terminates or is dispelled by
  a spell of Disenchantment (no . 5). It cannot be cut, and
  blades used to hack at it become stuck themselves .
  S9; nag ; ar; 12mc ; 10mr; D : 1 hour; PT : 2 T ; M : as for the S6
  variant but with the durability and duration of the S8 form of
  the spell .
  S10; nag ; ar ; 12mc ; 10mr ; D: 24 hours ; PT : 5 T ; M : all exposed
  surfaces within the circle of effect-the leaves of trees,
  stones, ground, grass, etc. (but not liquids) of an out-of-
  doors
  locale
  or
  the
  walls,
  floors,
  ceiling,
  etc .
  of
  a
  chamber-are coated with the adhesive "glue" described
  for the S6 form of the spell . The caster can leave any area
  uncoated : e.g . a wall, a path along the floor, a door handle,
  etc . An "Intelligence roll" at the "Real challenge" level (Sec .
  2.724 (1)) is needed to detect the faintly slick glaze of the
  gluey coating . This version cannot be dropped deliberately
  by the caster before its expiration, nor can it be dispelled by
  a spell of Disenchantment (no . 5) . Beings trapped by the
  "glue" are thus stuck in place for a full day-or until their
  comrades manage to figure out a means of hoisting them
  free, leaving boots, etc . behind .
  192 . Harmonization with the Powers (P)
  S1 ; nag ; ai ; 1mc cc ; tr; D: 5 T ; the caster attunes his/her body to
  the gravitic forces of the Plane, enabling him/her to run
  without falling or losing his/her balance for the duration of
  the spell . He/she may carry any amount of encumbrances
  up to the limits permitted in Sec . 2.310 .
  S2 ; nag ; ai ; 1mc co; tr ; D: 10 T ; as above ; in addition the caster
  can keep his/her balance upon narrow tree limbs or moun-
  tain ledges, moving along such precarious pathways with
  no fear of falling . In a forest, thus, the shaman can travel
  along high up among the branches of interlocking trees and
  never need to touch the ground .
  S3 ; nag ; al ; 1mc co; tr ; D : 1 T; sp ; while this variant is in effect
  the caster can jump horizontally as far as 10 m and straight
  up or backward as far as 5 m . Again, the shaman can carry
  his/her full encumbrances . There must be a safe landing
  place at the other end of the jump, of course . The caster can
  utilise "psychic" spells while maintaining this variant but
  not "ritual" enchantments .
  S4 ; nag ; ai ; 2mc ci ; 2mr; D : 5 T; the caster can employ this ver.
  sion upon himself/herself and one comrade, or upon two
  companions excluding himself/herself . Any of the powers
  described in the S1-S3 versions may be used,while the spell
  remains in effect .
  S5 ; nag ; ai ; 3mc ci ; 2mr, D : 10 T; the caster and 1-10 (randomly
  rolled with a D10) comrades are made lighter and suffer no
  
  damage from falls,
  floating down to earth as lightly as
  leaves . If the spell expires while a target is falling, however,
  damage results as described in Sec . 2.840 (2) . The "starting
  point" and height of the fall begin from where the spell
  ends .
  This
  lightness
  provides
  an
  additional
  benefit,
  moreover : targets leave no footprints in dust, grass, mud,
  etc ., obviating the tracking power given by the spell called
  The Assiduous Pursuer (no. 189) and making it impossible
  for any normal tracker to follow them .
  S6 ; ag ; ai ; 1mc ; 30mr; D:
  I ; mr; one target of any species or size
  up to and including a Shdn or Black Ssu is made to lose
  his/her/its balance and fall down . All types of beings are af-
  fected, including androids, automatons, the undead, minor
  demons, and creatures produced by sorcery . (Only the
  Great Demons are immune.) The victim suffers damage ac-
  cording to table A and counts as prone at the start of the
  following combat_ round . A target who falls off a cliff, wall,
  etc . may be more seriously injured, of course; cf . Sec. 2.840
  (2) .
  S7 ; ag ; ai ; 3mc ; 60mr ; D : I ; mr ; 1-5 (randorhly rolled) beings of the
  same sizes mentioned in the S6 variant lose their balance
  and
  fall down . Alternatively, this spell can be cast at one
  larger animal or creature . Minimum damage is done accor-
  ding to table B .
  S8 ; nag ; ai ; 1mc cc ; tr ; D : 20 T ; the caster harmonises with
  his/her surroundings in colouration and is thus effectively
  camouflaged . As he/she moves, his/her body blends into
  the background . This affects a "Visibility roll" (Sec . 2.728
  (1)) made to see the caster : a +3 is applied when the caster
  is moving during a given combat round, and a +6
  is
  employed when he/she is standing motionless. A UB spell
  of Invisibility (no . 12) is useless since the caster is not truly
  invisible, but a spell of Perception of the Energies (nos . 15
  and 56) or a T5 spell of The Discerner of Enchantments (no .
  143) will reveal his/her presence and location . Characters at-
  tacking a camouflaged shaman do so as though blind ; cf .
  Sec . 2.823 (list 2, 21) .
  S9 ; nag ; ai ; 1mc co ; tr ; D : 1 ; PT : 2 T; this peculiar sub-variety of
  the spell permits the caster to harmonise with the original
  patterns of material substance on his/her Plane . He/she can
  thus "see" the original form of a broken object made of
  organic matter or of stone . If both pieces of such an article
  are present and complete, he/she can join them together
  and restore the object without any loss of strength or sign
  of a break . It is not possible to mend an object shattered in-
  to more than two pieces, however. Thus, for example, a
  cracked staff, a torn garment, a severed strap, a broken
  Chl6n-hide sword, etc . can all be repaired . Acrushed goblet,
  a boot that has a hole in it (with part missing), a smashed
  pot, and the like cannot be restored .
  S10; nag ; ai ; 1me co; tr; D : I ; PT : 5T; as for the S9 variant, but ar-
  ticles of metal can be mended, provided that only one clean
  break ha3 occurred and both pieces are present and com-
  plete. An item of "enchanted" steel or copper may be
  repaired but loses its enchantment in the process, becom-
  ing
  only "excellent"
  steel
  or
  plain
  copper. An
  urban
  sorcerer can then use a spell of Enhancement and Debilita-
  tion (no . 42) to return the weapon to its former state.
  193 . Osteal Thaumaturgy (R)
  S1 ; nag ; ai ; 1mc ; tr; D : 1 T; mr ; prq : all variants of the spell of
  Necromantic Domination (no . 53) ; the target is one piece of
  bone from the skeleton
  of a member of one of the in-
  telligent species ; this can be made to "speak" telepathical-
  ly to the caster . If the "Magical Resistance factor roll" (Sec .
  234
  2.725 (1)) is unsuccessful, the bone must reply to questions
  about its owner's identity and how death occurred . (The
  bone's defensive "Magical Resistance factor" is arbitrarily
  set at 10 .) The referee may vouchsafe such further informa-
  tion as he/she wishes, using the "Non-Player Character
  Reaction Table" (in
  referee's
  Sections) to ascertain the
  deceased's disposition towards the questioner .
  S2 ; nag ; ai
  ; 1mc ; tr; D : 3 T ; mr ; as above, but in addition the
  caster may command the bone to lead to a treasure known
  to its owner, guide the party through a labyrinth or a forest
  to the best of its ability, warn of traps, and describe the ap-
  pearance of persons, animals, Underworld creatures, etc .
  with whom its possessor was familiar. The extent of this
  knowledge depends upon the bone's original owner, of
  course-in reality, the referee's willingness to part with in-
  formation . The deceased's facts are never likely to be infalli-
  ble, moreover, and though
  It may not
  tell an outright
  falsehood, it can indeed dissemble and avoid stating the
  whole truth.
  S3 ; nag ; ai ; 1mc; tr ; D: 5 T ; mr; sp ; a bone from the index finger
  of a member of the caster's own species may be command-
  ed to point to the current location of any being personally
  known to the caster. The sought for being must be living
  (i.e. not an android, an automaton, one of the undead, a
  demon, or a creature created by sorcery), and it must be a
  member of one of the intelligent species . The bone's former
  owner need not have seen the caster's target, and it thus
  functions rather like a compass, turning around and around
  until
  it indicates the direction in which the target is to be
  found. Distance
  is no obstacle to this enchantment ; it
  operates even over many thousands of kilometres, and only
  if the target
  is dead or no longer on this Plane does the
  bone refuse to move . This spell Is infallible, unless the
  target makes a successful "Magical Resistance factor roll"
  (Sec . 2.725 (1)) to avoid being found.
  S4; nag ; ai ; 1mc ; tr ; D: 1 hour; PT: 2 CR; M : up to 50 small
  fragments of bone (of any species) of sizes no larger than 1
  cubic cm each are temporarily metamorphosed into nug-
  gets of gold . Even an experienced jeweller-goldsmith can-
  not detect the falsity of these lumps of massy gold, and on-
  ly a spell of Perception of the Energies (nos . 15 or 56) or The
  Discerner of Enchantments (no . 143) will reveal that they are
  ensorcelled . The nuggets must be of the same general sizes
  as the original bone fragments but may have "nugget-like"
  (rather than
  "bone-like")' shapes . When the spell ends,
  these small bits of bone resume their normal appearances .
  S5 ; nag ; ai ; 1mc ; tr ; D: 12 hours; PT: 5 CR ; M : as for the S4
  variant, but the caster can will the aforementioned bone
  fragments to become gems of any variety, colour, faceting,
  etc. Each jewel may not exceed 1 cubic cm in size, however .
  Other factors are as given above.
  S6; nag ; ai ; 1mc ; tr; D: 1 hour ; PT : 1 T; one bone projectile point
  (a spear, javelin, or arrowhead only) is given the power of
  "The Seeking Bone" for the duration of the spell : when a hit
  is scored with this missile according to Sec . 2.827 by a firer
  or thrower other than the caster, a special "critical hit" roll
  is made with a 010:1-3=damage is done according to table
  D; 4-7=table F is used ; and 8-10=the target is instantly
  slain . If "The Seeking Bone" misses its specified target, the
  enchantment ends and the missile retains only its normal
  damage powers . The projectile affects beings no larger
  than a Sh6n or a Black Ssu, moreover, and the caster can
  prepare no more than three such missiles per day . This
  spell does not function upon Chldn-hide, stone, wood, or
  metal projectile points .
  
  S7 ; ag ; ar ; 3mc; 60mr; D: I; mr ; the internal skeletons of 1-10 be-
  ings (randomly rolled with a D10) within the circle of effect
  are reduced to a soft, spongy jelly for a period of 3 combat
  rounds . During the first of these rounds, a victim falls down
  and can do little more than quiver; helshe becomes un-
  conscious during the second round; and death occurrs in
  the third . A spell of Healing (nos. 10, 48, and 146) can
  restore the target fully
  if cast during the first or second
  round, but an application during the third round is too late .
  A physician can do nothing against this spell. If death does
  occur, a modifier of +5 is applied to the victim's score for
  Revivification (no. 76) . No modifier !s used, however, when
  the target is returned to life by the spell of Re-embodiment
  (no.
  88) .
  This
  conjuration does
  not
  affect
  androids,
  automatons, demons, creatures produced by sorcery, or
  those that have no internal skeleton (e.g . the F6 Ch0!, the
  Hlilss, and other races that possess exoskeletons-or no
  true skeleton at all, such as certain varieties of jellyfish, etc.).
  S8; nag; ar; 3mc; 2mr; D: 3 T; PT: 2 T; M: as many as 10 teeth
  taken from an animal are thrown on the ground, and within 2
  combat rounds they are replaced by as many living, adult
  animals of that species . These will fight initially at the
  caster's direction, charging off after those he/she indicates .
  Once battle is joined, however, the creatures' movements
  are randomly ascertained, and they will attack anyone ex-
  cept the caster. The beasts continue to fight until the spell
  ends or all are slain but the caster within a 100 m range. On-
  ly those creatures can be used for this spell that possess
  teeth that can be extracted . A great many varieties lack true
  teeth and are therefore useless for the purposes of this
  spell, while the fangs of some of the largest beasts are too
  heavy to be carried about! Useful flying species include the
  Glriku, the Shanu'u, and the Vringdlu ; land animals might
  comprise the Chn6lh, the Fesh6nga, the Hyahyu'u, and the
  Zrn6; and aquatic and amphibious possibilities are the
  Gh4r, and the Tletldkha . All of these are described in the
  referee's Sections . The spell does not function upon the
  teeth of beings of the intelligent or semi-intelligent species .
  S9 ; nag; ai ; 1mc; tr; D: 30 T; PT : 1 T; many shamans retain bits of
  knowledge forgotten by their urban counterparts. This
  variant is cast upon a bit of bone taken from the skeleton of
  an intelligent being, and this then functions as an amulet of
  protection against the minions and enchantments of the
  Pariah Gods (Sec .
  1 .610). Whenever one of these is
  manifested within a 30 m circle around the bone, it glows
  with a faint bluish corpse-light, and the being cannot enter
  the circle. No spell cast by one of these monstrous beings'
  servitors can enter the area, but physical missiles, blows,
  beings, and other objects and substances are not hindered .
  S10; ag ; ar; 3mc; 30mr ; D: I; mr ; this version Is cast upon a bit of
  bone which is then thrown or set down In a place likely to
  be traversed by minions of the Pariah Gods. If these are
  animated by dark sorcery, they are slain instantly, while
  human servitors are blocked and cannot pass through the
  circle of effect . The powers of this bone talisman last for 10
  turns.
  194. Zoomorphy (R)
  S1 ; nag; ar ; 30mc co; tr; D: 2T; mr; prq: all variants of the spell of
  Zoic Domination (no. 72); living animals within the circle of
  effect are made friendly to the caster. They will not attack
  him/her and will offer him/her their food or prey, guide
  him/her to water, etc. This amiability does not extend to
  others in the caster's party, unfortunately, and there is only
  235
  a 30 percent chance each combat round that he/she will be
  able to convince the creatures to leave his/her companions
  in peace. An animal is allowed a "Magical Resistance factor
  roll" (Sec . 2.725 (1)) to avoid this unusual benignity . An-
  droids, automatons, the undead, demons, creatures pro-
  duced by sorcery, semi-intelligent beings, and the in-
  telligent races are immune . A spell of Disenchantment (no.
  5) will terminate this friendship ; this !s true of all other
  variants of this spell also .
  S2; nag; ar ; 100mc co; tr ; D: 5 T; mr; the caster can summon all
  animals within the circle of effect . These creatures are
  under the caster's command and will fight as he/she
  directs . This version thus gives better control than the
  previous one. The referee will decide how many beasts are
  available within the circle of effect . This variant Is similar to
  certain of the "Universal" and "Generic" forms of the spell
  of Zoic Domination (nos . 25 and 72), but it summons all
  animals within its range to aid the caster and does not
  dominate only those currently in sight.
  S3; nag; ar ; 10mc ; 2mr; D: 1 T; M: all stinging and biting insects
  within the circle of effect are summoned . In Tdkumel's hot
  climate these may amount to a considerable
  swarm,
  although the referee should reduce their numbers and
  damage potential in areas where insect life is logically
  sparse . The insects called by this spell attack everyone
  within the circle of effect, and each victim rolls a D10 each
  round during the 1 turn that the spell lasts : 1-2 =he/she is
  badly stung orbitten and suffers damage according to table
  D; 3-4 = he/she is injured according to table C; 5-6=damage
  Is done according to table B; 7-8 =only minor damage is
  done according to table A; 9-10= the victim manages to
  swat all of the insects currently attacking him/her and is not
  harmed that round. Armour is no protection against such
  small, ferocious creatures-there are always gaps, visor
  holes, and unprotected body areas . The swarm can be
  dispersed by a spell of Disenchantment (no. 5), but this can-
  not be cast by a mage who is busy slapping and stamping .
  A spell of Warding (nos . 24 and 71) Is futile against such
  small creatures, and only a complete shield can keep them
  out: e.g . The Muniments of Excellence (no. 75) or The Pearl-
  Grey Citadel (no. 179) . The P6 Chdi, HIOss, 7inaliya, and
  many other species are immune to insect bites, of course,
  because of their exoskeletons, thick armour, etc.
  S4 ; nag; ai ; 10mc ; 20mr ; D; 1 T; sp ; PT : 1 CR ; the caster can
  speak with one animal of any species within the circle of ef-
  fect. The creature !s allowed a "Magical Resistance factor
  roll" (Sec . 2.725 (1)) to resist communication, and If this roll
  fails, !t must stop attacking, fleeing, etc. to listen and re-
  spond to the caster's telepathic "words." An animal can
  give guidance, tell of beings or objects !t has seen, etc.
  Those of greater mobility and intelligence can relate more,
  of course, while less complex creatures are able to provide
  less information. The referee must attempt to "see" things
  through the animal's eyes and relate events as
  It would
  perceive them . If attacked while "speaking," the animal will
  defend itself, and when the spell expires It will flee .
  S5 ; nag; ai ; 1mc co ; tr; D: permanent; sp ; PT: 12 hours; tribal
  shamans are able to perform special rites that give them an
  "animal familiar": a spiritual relationship and alliance with
  the archetype of the chosen species. This is possible with
  all non-intelligent and semi-intelligent varfatles of warm-
  blooded land and sea animals, some birds and flying
  creatures, and even a few Underworld creatures . The
  species selected may not be reptilian, amphibian, a fish, a
  
  jellyfish or amoeboid species, a fungus or ambulatory plant,
  an undead being, an android, automaton, demon, or other
  creature produced by sorcery, or one of the
  intelligent
  races . The caster must thus obtain the referee's agreement
  before casting this spell . Once used, the chosen species
  may not be changed, and the relationship endures as long
  as the character lives-even if he/she is revivified, reincar-
  nated, or otherwise slain and returned to life (but not if the
  caster
  is turned into an undead being) . The shaman will
  never
  be attacked
  by a member of his/her
  "familiar"
  species, and the latter will aid him/her whenever possible,
  coming to his/her verbal summons,
  fighting as he/she
  directs, and otherwise doing all in their power to assist their
  "brother/sister." In return, the shaman must never harm one
  of these "siblings," and he/she must protect members of
  the species even with his/her life, if necessary . To breach
  this trust is to end the spell forever, and it cannot then ever
  be cast again . Members of the species so betrayed will seek
  out the false shaman and attempt to slay him/her. This is
  thus not a relationship to be established lightly . This form
  of the spell seals the pact between the caster and the
  "familar" species ; further variants describe more specific
  tasks and details .
  nag ; ai ; 1mc ; 6mr ; D: 1 hour; PT: 5 T ; the shaman can give a
  verbal message to an animal "familiar" established under
  the S5 variant . The creature will then go at its maximum
  speed
  to the specified
  recipient (who must have been
  physically seen by the animal previously) and relay the com-
  munication in the caster's voice . It is not necessary for the
  animal
  to have vocal organs adaptable to human
  (etc .)
  speech ; the message is attached to its "persona" magical-
  ly . A communication of this type may contain no more than
  10 words.
  S7 ; nag ; ai ; 1mc ; tr ; D: 20 T ; PT : 5 T; the target is one of the
  caster's "familiar" animals .
  It can be commanded to seek
  out a specific target (which it must have seen before) and
  attack him/her . The creature will travel where the caster
  directs . enter rooms with its habitual hunting stealth, and
  attack ferociously and fight until the spell ends or it is slain .
  In
  return
  for this service, the caster must
  later provide
  others of his/her "familiar" species with food and water.
  S8 ; nag ; ai ; 1mc ; tr ; D: permanent ; PT : 6 hours ; one of the
  caster's
  "familiars"
  becomes
  a permanent companion,
  guardian, and servitor to him/her. (This need not be the
  same animal employed for the S6 and S7 variants of this
  spell .) The creature lives with the caster, brings wanted ob-
  jects, fights if necessary, performs what services it can, and
  generally acts the part of a loyal friend. The spell gives the
  animal a rudimentary intelligence equivalent to a score of
  10 in Sec . 2.215 . It can speak in simple sentences to the
  caster, but its words are not audible to others .
  It cannot
  handle weapons or perform acts not usually possible for its
  species . Although it cannot cast spells, it possesses the
  same defensive "Magical Resistance factor" as the caster
  (Sec .
  2.725
  (1)),
  making
  it
  much
  less
  susceptible
  to
  sorcerous attack . Should the caster ever deliberately harm
  or slay his/her familiar, the spell cannot be recast, and the
  creature's fellows will hunt down the false shaman and slay
  him/her, consuming the body so that he/she can never be
  revivified . If the familiar dies,
  it is expected of the caster
  S6;
  236
  that he/she will do everything possible to acquire another
  familiar within
  the shortest
  feasible time-even
  if
  this
  means abandoning urgent tasks and embarking upon a long
  journey back to his/her original homeland . The "animal ar-
  chetype" brooks
  no delays,
  and
  a shaman who
  pro-
  crastinates
  may
  become
  the
  target
  for
  "disciplinary
  action" : evil dreams that sap 1 point of the Stamina factor
  (Sec . 2.212) per night, the taste of decay in one's food,
  frightening visions that cause madness within
  1 week (6
  days) if the caster does not make satisfactory progress, etc .
  S9; nag ; ai ; 1mc co ; tr; D: 1 hour ; PT : 5 T ; the caster temporarily
  becomes
  one
  of
  his/her
  "familiar"
  species,
  changing
  physically within a period of 3 combat rounds
  into the
  animal . He/she has all of the creature's capabilities
  (in-
  cluding such powers as flight, poisoned fangs, underwater
  swimming, etc ., if the animal has these), but he/she cannot
  cast
  spells (either "psychic"
  or
  "ritual"), and the only
  weapons he/she can use are those employed by the animal
  species itself: e.g . even if the creature could carry a dagger
  in its paws and somehow use it, this is forbidden by the
  "were" nature of the spell . The "were-person's" Combat
  Values are those normally exhibited by the animal species;
  the shaman's own Combat Values are
  not
  used . The
  shaman cannot speak (unless the animal has the power of
  speech : e.g . the KOni bird ;
  cf . the
  referee's Sections).
  Posessions are not included In the metamorphosis and
  must be removed before casting the spell . The shaman re-
  tains his/her own Stamina (Sec . 2.212), Dexterity (Sec.
  2.213), Intelligence (Sec . 2.215), and defensive "Psychic
  Resistance factor" (Sec . 2.725 (1)), but his/her Body Damage
  Points (Sec . 2.214) are those of the animal, as is his/her
  Height-Build-Strength factor (Sec . 2.211) . When the spell
  terminates, the caster must spend 3 further combat rounds
  changing back into his/her usual form. A spell of Disen-
  chantment
  (no .
  5)
  can
  cause
  the
  spell
  to
  terminate
  prematurely, in which case the shaman returns to his/her
  own shape and is stunned for 1-10 (randomly rolled with a
  010) combat rounds .
  S10 ; nag ; ai ; 1mc cc ; tr; D : 12 hours ; PT: 30 T ; as for the S9
  variant, but the caster becomes the "animal archetype"
  itself : he/she retains his/her own Intelligence factor (Sec .
  2.215) and can speak in an approximation of his/her usual
  voice, but his/her Height-Build-Strength factor is 5 times
  that
  of the animal (see the referee's
  Sections) ; his/her
  Stamina is 5 times the animal's; and his/her Dexterity is
  twice that possessed by the animal species . He/she has 3
  times the creature's average number of Body Damage
  Points, and his/her Combat Values with tooth, claw, etc . are
  5 times those usually displayed by the animal . The shaman
  can cast "psychic" spells but not those of the "ritual" varie-
  ty .
  He/she
  still
  has
  his/her
  own
  defensive
  "Magical
  Resistance factor" (Sec . 2.725 (1)), and if a successful spell
  of Disenchantment is cast upon him/her while in beast
  form, he/she not only returns to his/her own form instan-
  taneously but also falls unconscious for 1-20 (randomly
  rolled) turns . The shaman automatically has the coopera-
  tion of other members of his/her familiar species, and if any
  are nearby he/she can call upon them to give assistance .
  This spell cannot be deliberately dropped by the caster : it
  must be allowed to run its course .
  
  23 7
  2.646 . SPELL FINDER LIST .
  Spells
  of all
  of the phyla are listed alphabetically below,
  Enthrallment
  96
  together with their entry numbers . Initial "the's" are dropped to
  Entombment
  169
  make the alphabetical order clearer
  .
  Envenomisation
  79
  Eradicator of Veracity
  136
  Spelt name
  Number(s)
  Etherealisation
  87
  Excellence
  43
  Acceleration
  26
  Execration
  8
  Adornment
  27
  Expeditor of the Skein of Destiny
  181
  Adroitness of the Chri-fly
  187
  Far-Seeing
  44
  Aeriality
  28,85
  Favouring
  9,45
  Affable Blight of Lord Uni
  125
  Filamentary Extension
  191
  Alleviation
  1, 29, 141
  Fist of Fire
  161
  Amethyst Expurgation
  109
  Food of the Ss0
  129
  Amorphia
  184
  Fructification
  80
  Ampliation
  188
  Fulguration of Immanent Grandeur
  101
  Antechamber of the Blue Room
  126
  Gate of the Grey Pentacle
  144
  Apathy
  166
  Gaunlet of Might
  157
  Artfulness
  30
  Girdle of the Maiden
  165
  Ascertainment
  2,31
  Globe of Distant Discernment
  102
  Assiduous Pursuer
  189
  Glorious Call
  117
  Attainment of Enlightenment
  172
  Grey Hand
  186
  Avulsion of the Spirit-Soul
  86
  Guarding
  46
  Azure Scarab
  127
  Guiding
  145
  Barring and Broaching
  149
  Hands of Kr3 the Mighty
  47,81
  Benefaction
  32
  Harmonisation with the Powers
  192
  Benignity
  142
  Harness of the God-King
  158
  Blade of Inexorable Disjection
  33
  Healing
  10, 48 . 146
  Blessing of the Planes
  34
  Hebetation of the Intellect
  137
  Bolt of Imminent Immolation
  150
  Higher Mastery
  118
  Botanic Metamorphosis
  190
  Hymnal of the Lord of Light
  167
  Breath of the Goddess
  77
  Imbition
  97
  Bridge of Noble Passage
  178
  Inexpugnability
  154
  Bulwark of Amber
  133
  Infrangible Incandescent Orb
  155
  Calcination
  160
  Inimitable Defender
  103
  Carpet of Conflagration
  151
  Inscription
  11, 49, 74
  Clairvoyance/Clairaudience
  3
  Intrepidity
  50
  Climatisation
  78
  Invigorator of Blades
  173
  Comprehension
  35
  Invisibility
  12
  Comprehension of Devices
  128
  Labyrinth of Elongated Shadows
  174
  Concupiscence
  93
  Light and Darkness
  13.51
  Confusion
  110
  Metastasis
  104
  Congelation
  111
  Missile of MetAllja
  52
  Control of Self
  4
  Muniments of Excellence
  75
  Crown of Purity
  163
  Necrofacture
  138
  Dance of the Emerald Goddess
  175
  Necromantic Domination
  53
  Decorporealisation
  112
  Necrophobia
  170
  Demonology
  73
  Negation of Instability
  105
  Depuration
  134
  Nightmare of Terror
  113
  Derangement
  36
  Nimbleness
  54
  Dessication
  37
  Nutrification
  14,55
  Devitalisation
  152
  Obsidian Obelisk
  130
  Devotion to the Flame
  153
  Obturation
  177
  Diminution
  176
  Osteal Thaumaturgy
  193
  Discerner of Enchantments
  143
  Panoply of Iron
  156
  Disenchantment
  5
  Peaceful Repose
  106
  Domination
  6, 38, 135
  Pearl-Grey Citadel
  179
  Doomkill
  39
  Perception of the Energies
  15,56
  Eater of Souls
  185
  Perfected Gem of Obliteration
  119
  Elicitation
  7,40
  Periplus of the Planes
  182
  Emerald Paramour
  94
  Pestilence
  57
  Empowering and Enervation
  41
  Phantasms
  16, 58
  Emulation
  95
  Polychrest of the Third Octant
  98
  Encapsulation
  164
  Potence
  99
  Enhancement and Debilitation
  42
  Power of Ultimate Perfection
  107
  
  23 8
  Preserver of Wisdom
  147
  Prorogation
  59
  Punition
  162
  Putrefaction
  171
  Radiant Gaze
  60
  Reanimation
  61
  Re-embodiment
  88
  Rejuvenescence and Senescence
  100
  Replication of Heroes
  120
  Revivification
  76
  Risibility
  168
  Ritual of the Purified Sphere
  108
  Robustness
  17
  Sagacious Acquisition
  148
  Sagacity
  62
  Scrutiny of the Omniscient Eye
  180
  Seal Upon the Powers
  18
  Seismism
  82
  Semblances
  63
  Silver Halo of Soul-Stealing
  64,89
  Simulation of the Immoveable
  183
  Soporiferousness
  19
  Speculum of Retribution
  65
  Sphere of Impermeable Quiescence
  20
  Spiritism
  90
  Stealth
  66
  Summoning of the Spectral Hosts
  139
  Swift Thrust of Death
  121
  Terrorisation
  21
  Tranquilisation
  67
  Transfusion
  114
  Translocation
  22
  Transmogrification
  91
  Transportation
  23
  Tremulation
  122
  Vallation
  68
  Valour of the Divine Kingdom
  159
  Vapour of Death
  69
  Vermiculation
  140
  Viaticum of the Yellow Robe
  92
  Vindication of Instability
  115
  Viscosity
  116
  Visitations of Other Planes
  70
  Warding
  24,71
  Weapon of the Prince of Valour
  123
  Web of Refulgent Command
  132
  Well That Waters the World
  83
  Winged Disc of the Lord of the Sun
  124
  Zoic Domination
  25,72
  Zoification
  84
  Zoomorphy
  194
  
  2.950 . SPELL DEVELOPMENT AND RESEARCH.
  Both the referee and the players are welcome to add further
  spells to the corpus . These may either be new levels of existing
  spells (e.g . a "W" variant for a spell that now lacks one) or total-
  ly new enchantments . The referee should prepare a complete
  description, of course, including all statistics and relevant infor-
  mation, to be circulated amongst the players as "house rules ."
  A player is also allowed to research a new spell within the con-
  text of the game . This requires the submission of a complete
  description (as mentioned above) and the referee's consent . The
  process of "spell research" is carried out as follows :
  1 . The character must possess at least 15 levels in the skill of
  Sorcerer, or in that of Shaman, if he/she is a tribal wizard .
  2 . Opportunities,
  materials,
  and
  premises
  (a
  temple,
  monastery, etc .) must all be present and conducive to pro-
  gress ; cf . Sec . 2.422 (1).
  3. The researcher must spend a minimum of 2 hours per day 3
  days per week in order to investigate one level of a spell
  already approved by the referee . The scholar must begin
  with the lowest phylum and spell level appropriate to the
  powers
  of the enchantment ; only
  after
  this has been
  "discovered" may he/she advance to more complex levels.
  This does not mean that one must always begin with a "U1"
  spell, of course . Many conjurations are difficult and potent
  enough to have their lowest levels
  in the "Generic" or
  "Temple" phyla. Considerable time may have to be spent in
  researching a spell . This leaves less for the practice and
  study of one's other skills; cf . Secs. 2.422 and 2.423 . The
  decision is the player's .
  4 . The powers and effects of a new spell (or spell series)
  should be compatible with the patterns displayed in Sec .
  2.942
  ff . Lower level spells of the "Universal" phylum re-
  quire less time to research than do complex enchantments
  of the "Generic," "Temple," or "Shaman" phyla. Once the
  referee has decided upon the phylum and level of the new
  spell, the player rolls D100 at the end of each game month .
  A successful score indicates that the spell level has been
  "discovered," and it can now be added to his/her repertoire .
  The table is designed for research on "Universal" spells ; a
  modifier of + 5 is applied to one's score when investigating
  a possible new "Generic" spell, and a modifier of + 10 is
  used when researching a new "Temple" or "Shaman" spell .
  On the other hand, a modifier of -5 is given to a researcher
  who has an Intelligence factor (Sec . 2.215) of 96-up . As can
  239
  be
  seen,
  it
  is
  quite
  difficult
  to
  produce
  successful
  results-after all, sages have been working for thousands
  of years on Tdkumel, and the number of totally new spells
  discovered probably does not exceed a few dozen during all
  this time!
  Spell research
  'The symbol "-" indicates that the spell cannot be developed
  during this month .
  "As time passes it becomes more and more difficult to develop
  a spell that has proved elusive . It is therefore harder to make a
  successful breakthrough in later months than in earlier ones,
  particularly for "easy" spells that should either be discovered
  during the first month or two of work-or not at all . No spell
  can be researched for more than 9 months . It is then clear that
  the effort is fruitless .
  Once a level of a new spell is established, the character must
  "buy" it with "spell purchase points," as described in Sec . 2.921 .
  No further learning time (Sec. 2.922) is required . The spell costs
  the usual numbers of points to cast ; of . Sec . 2.932 .
  A character who has devised a new spell may proceed to
  teach it to others for whatever prices his/her colleagues can be
  induced to pay; cf. Sec . 2.923.
  I f it Is a "Generic," "Temple," or
  "Shaman" spell, however, the researcher's superiors will prevent
  him/her from peddling it to members of other faiths-and will
  urge him/her strongly to make it common knowledge within the
  relevant academy in order that the hierarchy may profit from it . A
  secretive or avaricious scholar is likely to be passed over for pro-
  motion and will find It hard to gain cooperation from his/her sect .
  Tsolydni lady of high clan
  status with litter, major
  domo, and Tinaliya
  bodyguard . Similar litters
  are used by high military
  and government officials
  Month of research
  Spell levels and
  1-2
  3-4
  successful dice score
  5 ,6
  7-8
  9
  ranges
  10
  First month
  01-10
  01-05
  01-02
  -
  -
  -
  Second month
  01-15
  01-10
  01-05
  01-02
  -
  -
  Third month
  01-20
  01-15
  01-10
  01-05
  01-02
  -
  Fourth month
  01-25
  01-20
  01-15
  01-10
  01-05
  01-02
  Fifth month
  01-30
  01-25
  01-20
  01-15
  01-10
  01-05
  Sixth month
  01-25" 01-30
  01-25
  01-20
  01-15
  01-10
  Seventh month
  01-15
  01-20
  01-30
  01-25
  01-20
  01-15
  Eighth month
  01-05
  01-10
  01-20
  01-30
  01-25
  01-20
  Ninth month
  -
  01-05
  01-15
  01-20
  01-15
  01-10
  
  2.960 . MILITARY . MAGIC .
  The "military sorcerer" has been mentioned in Secs . 1.821 and
  2.241 (10, b iv) . The armies of most of the larger states (and even
  some of the smaller ones) employ specially trained magic-users
  to work together in teams to protect friends and hinder foes on
  the battlefield . Each force divides its magic-users into two con-
  tingents : one of these is charged with the casting of defensive
  spells,
  while the second works
  to overcome the enemy's
  defences and strike with aggressive enchantments .
  Battlefield magic is much more powerful than the "personal"
  sorcery described in preceding Sections, but
  it is cruder and
  less refined
  . There are only five or six common attack spells and
  about the same number of defensive counter-spells. The names
  and details of these differ from army to army and even from one
  legion to another . For example, a conjuration called "The Fist of
  Vimuhla" (or by other Tsolydni legions "The Gaze of Vimuhla") is
  in effect a potent Doomkill (no. 39) . The defence against this is
  termed "The Arm of Karakan" or "The Shield of Karak3n" In
  Tsolyanu . Other military spells create panic, illusions, loss of
  morale, slowed movement, and the like, but none has the com-
  plex and variegated effects described in Secs . 2.942 ff . Military
  magic lacks sophistication, even in Livyanu where sorcery is so
  greatly emphasised . It seems that a large group of mages con-
  nected
  "in series" can produce raw power in rather crudely
  shaped patterns that affect broad areas, while a single sorcerer
  can perform more subtle conjurations within a limited-and
  militarily not very useful-range . This no doubt has to do with
  the limitations of the mental linkage ppss.Pble for a set of in-
  dividual minds .
  One
  further
  important
  fact
  must
  be
  noted : ' once
  the
  "batteries" of military sorcerers are emplaced (usually upon an
  eminence or platform behind the lines) and operating, it is im-
  possible to use "personal" magic, "Eyes," amulets, talismans,
  scrolls, books, etc . at all. One theory has it that battlefield magic
  "drains" most of the other-planar energy in the vicinity and
  leaves too little to fl
  l the needs of smaller "personal" conjura-
  tions and devices . Another hypothesis holds that there is some
  sort of little understood damping effect inherent in the crude
  power of the military spells . Whatever the reason, the fact is that
  a lone mage who is not part of a military contingent can perform
  no conjurations until the battle
  is over and the great warding
  spells are terminated . Only about 5-6 military mages are needed
  to set up such a magical "dead-zone," and this then extends out
  in a 300 m circle around them . More sorcerers produce larger
  circles of effect, and when two very large armies are engaged in
  battle, all "personal" magic may be blocked for as much as 3-5
  kilometres around
  the
  battle zone.
  Only
  battlefield "group
  magic" operates within this area, and no forms of "personal"
  sorcery can be used .
  It is also common to assign a half dozen military mages to ac-
  company a contingent detached from the main army . The 300 m
  circle dampening spell set up by these experts prevents am-
  bushes, probing, and magical tampering . Smaller units-scouts,
  companies assigned to special duties, etc.-are not usually so
  protected, and these may indeed fall .prey to attacks by "per-
  sonal" magic . A general must deploy the legion's magical con-
  tingent to the best advantage, and learning to do this is an im-
  portant part of an officer's military training .
  In contrast to what has been said above, it must also be stated
  that it is not possible for bands of military sorcerers to go about
  damping out the spells of "personal" magic . There are tradi-
  tional rituals and attitudes involved, and such a thing is cultural-
  ly unthinkable. It is also quite impractical : battlefield sorcery re-
  quires time, cooperation, and immobility . The group must stand
  240
  together in close proximity (shoulder to shoulder, though not
  necessarily touching), concentrate upon the mental linkage, and
  remain almost motionless . About the only spell that can be
  established while marching is the anti-ambush defensive shield
  noted above ; this is actually a larger variety of the spell of Guar-
  ding (Sec . 2.943, no
  . 46) .
  The same qualifications are needed to become a military
  sorcerer as for any other type of magical practitioner; cf. Secs .
  2.239 and 2.911 . Special training is needed, however . Approx-
  imately 6 months must be spent learning
  to mesh with the
  "group psyche" of one's unit, and a further 12-18 months are re-
  quired to become an adept who can fit into any magical con-
  tingent and "orchestrate" the spells ordered by the general staff
  on the battlefield . This naturally reduces the time one can spend
  learning other spells and skills .
  It is thus unlikely that any but
  the most "military-minded" players will want to follow this pro-
  fession . A military mage must be young, tough, and willing to en-
  dure army hardships and discipline . Long periods of inaction
  and camp-life are often followed by the sharp excitement of
  forays and battles in which the character has no choice but to
  participate. A military mage may be promoted within the army
  hierarchy, but once he/she has resigned his/her commission, it
  is all too often found that his/her soldiering experience counts
  for little in civilian life. (This is also said to be true of worlds
  other than Tekumel .)
  Of the 50-100 sorcerers attached to any good legion, only a
  few have any real expertise in "personal" magic in addition to
  the
  battlefield variety ., Spells of Healing and Alleviation
  are
  usual, as are.certaln other enchantments of obvious utility to the
  troops, but the refinements of magic are taught in the temple
  academies and not' in the armies . Should a character choose to
  become a "military sorcerer," the choice of spells available to
  him/her must be left to the referee .
  Another aspect of military sorcery is the use of persons of low
  intelligence but high Psychic Ability and "Psychic Reservoir"
  (Sec . 2.216) as "batteries" from which the adepts can draw
  power . Almost every magical contingent-has a dozen or two
  such unfortunates in its ranks . These have the status of low-level
  military sorcerers and are treated much the same as other subor-
  dinates. Few players would find
  this
  role enjoyable, and a
  character who has these qualities should be quickly enrolled in
  some legion, while the player rolls up another for his/her own
  use!
  It is possible for a player to be a "military sorcerer," thus, and
  with the right referee and the right group of comrades, this role
  can be both challenging and entertaining . Battlefield scenarios
  are a "must," of course . In a role-playing game the characters
  have little control over the battle (though a General can array the
  troops under him/her), and the referee describes only what the
  characters experience, just as in other types of adventures . This
  is quite different from the
  '.'war-game," whether played on a
  tabletop
  with miniature figures
  or on a gridded map with
  counters (i.e. a board-game) . This latter allows the players to
  operate all troop units on both sides and gives the players a
  somewhat "god-like" overview of the battlefield and the course
  of events . If war-gaming with miniatures interests the group, the
  role-playing game can be interrupted for a battle. Two sets a`
  war-gaming miniatures rules have been published for the wono
  of Tekumel, and a third is in the process of finalisation . Thesa
  contain the statistics and descriptions of the military spells
  (which are otherwise
  irrelevant
  to general
  role-playing). and
  those who are
  interested should accordingly
  consult these
  special rule modules .
  
SOURCE: textdata/thevault/Empire of the Petal Throne/Swords & Glory Tékumel/Swords & Glory vol.2 Tékumel Player's Handbook The World of the Petal Throne [Tita's HoG reprint].pdf