TEXT: Majestic Fantasy RPG, Basic Rules Card - 1
  Creating Characters & Reference
  Character Generation Steps
  • Roll 3d6 six times.
  • Look at the character class summary and pick out the character class that 
  interests you.
  • Arrange the six rolls accordingly. 
  • It is recommended that the highest roll be placed in your class’s prime 
  requisite.
  • Dexterity will improve Armor Class.
  • Constitution will improve your hit points.
  • Charisma will improve your character’s relations with the NPCs of the 
  setting and increase the number of loyal henchmen you can have.
  • Rogue classes like the Burglar have bonuses to distribute among different 
  abilities. Abilities are affected by different attributes, so look at the abilities 
  list as a guide to arranging your rolls among your character’s attributes. 
  • Look at the character background summary and pick out the background 
  that you want to play. Keep in mind that human backgrounds get a 10% to 
  15% bonus to their earned experience in addition to their prime requisite 
  bonus. Also keep in mind that some backgrounds come with complications 
  when dealing with various cultures. 
  • Modify your attributes according to the background.
  •	 Record	your	attribute	modifiers,	your	background	abilities,	and	your	class	
  abilities.
  • Allocate your class’ ability bonuses.
  • Roll 3d6 + Charisma bonus and multiply by 100d for the number of 
  silver pieces you start with. The shorthand for a silver piece is ‘d’ in these 
  rules. One silver penny equals 1d. Copper pieces are represented by ‘f’ for 
  farthings. There are four farthings in a silver penny.
  • 1st level characters start at maximum hit points.
  • Pull out the short equipment list and buy your weapons, armor, dungeon 
  equipment, and starting magic items, if any. If you are starting above 1st 
  level and are a Cleric or Magic-User, remember to reserve some of your 
  starting wealth for ritual spell casting. 
  • Your character is now ready for adventuring.
  Ability Scores & Bonuses
  Roll 3d6, and add the 3 dice. Do this 
  6 times and arrange to taste. 
  Score
  Modifier
  3, 4, 5
  -2
  6, 7, 8
  -1
  9, 10, 11
  +0
  12, 13, 14
  +1
  15, 16, 17
  +2
  18, 19, 20
  +3
  21, 22, 23
  +4
  Normal Starting Equipment
  Roll 3d6 x 100d multiplied by your 
  level for your starting money. Use 
  the short price list to buy your 
  character’s equipment.
  Magic Items
  On the price list are magic items 
  that your character can purchase if 
  you can afford them. Note that spell 
  casters with Enchant Scrolls and 
  Enchant Potions can buy them at 
  cost.
   
  Abilities
  Each ability is listed by name and what attribute is used for the ability. The 
  base chance of success is to roll 15 or higher on a d20.
  Area Knowledge (INT)
  Athletics (STR)
  Climbing (Higher DEX or STR)
  Eavesdrop (INT)
  Haggling (INT or CHA)
  Herblore (INT)
  History (INT)
  Intimidation (CHA)
  Legerdemain (DEX)
  Locution (CHA)
  Mathematics (INT)
  Natural Philosophy (INT)
  Perception (WIS)
  Physician (INT)
  Professional (type) (varies)
  Research (INT)
  Stealth (DEX)
  Survival (CON)
  Strategy (INT)
  Thaumatology (INT)
  Art by William McAusland
  STR
  Carry
  Max
  3, 4, 5
  70
  140
  6, 7, 8
  75
  150
  9, 10, 11
  80
  160
  12, 13, 14
  85
  170
  15, 16, 17
  90
  180
  18, 19, 20
  100
  200
  21, 22, 23
  125
  250
  Weight Carried
  Based on Strength
  INT
  Max Lvl
  3 to 7
  4
  8 to 10
  5
  11 to 12
  6
  13 to 14
  7
  15 to 16
  8
  17+
  9
  Max Arcane Spell Level
  Based on Intelligence
  CHA
  Max
  3 to 5
  1
  6 to 8
  3
  9 to 11
  5
  12 to 14
  7
  15 to 17
  9
  18+
  11
  Max Henchmen
  Based on Charisma
  Armor and Clothing do not count 
  towards weight carried.
  Exceeding the carry limit reduces 
  the character move by ½ and 
  the character is considered 
  encumbered. Weight beyond the 
  maximum can only be lifted by 
  an Athletic(STR) ability check.
  
  Majestic Fantasy RPG, Basic Rules Card - 2
  Character Classes
   Burglar
  Burglars are trained in abilities used by secret societies, thieves’ guild, and 
  gangs. They learn those abilities at the expense of combat expertise.
  Cleric of Delaquain
  Delaquain is the goddess of justice, and honor. She defends the helpless, 
  and protects the weak form those who prey on them. Delaquain’s clerics 
  represents the militant arm of her church.
  Fighter
  Fighters are trained in battle and the use of armor and weapons.
  Magic User
  The mysterious lone practitioner of arcane powers and spells.
  Character Backgrounds
  Humans
  Human cultures are dominant in the Majestic Fantasy Realms. Their 
  combination of hardiness, birth rate, and intelligence has allowed them to 
  spread to every corner of the land and developed into a bewildering array of 
  cultures. The wide range of conditions that humans face has left them highly 
  adaptable.
  • Humans gain +1 add to the attribute of their choice.
  • Humans gain +15% to all earned experience
  • Human base movement is 120 feet per round.
  Elves
  The Elves were created as the shining example of the potential of life. To 
  this end, they were given great blessings compared to Humans: immortality, 
  resistance to damage, faster healing, and more. However, as the centuries 
  wore on, the Elves have come to realize that their gifts have a price. They are 
  forever bound to the Majestic Realms.
  • Elves are immortal and do not age after reaching adulthood.
  • Elves get +2 to Dexterity, +1 to Constitution, +2 to Charisma.
  • If a player rolls less than a 10 Charisma for an Elven character, they may continue 
  rolling until they roll a 10 or higher.
  • Elves are Immune to Normal Disease.
  • Elves can heal at double the normal rate. They are completely healed after two 
  weeks of rest.
  • Elves cannot use any planar abilities or leave the world for any plane of existence 
  other than the elemental planes. 
  • Elven base movement is 120 feet per round.
  Half-Elves
  Humans and Elves can have children together. Upon reaching adulthood, the 
  child makes an irrevocable choice whether to become an Elf or a Human. If 
  the Half-Elf choses to be an Elf, then they gain all the abilities and limitations 
  of an Elf (see above). If the Half-Elf chooses to be Human, then they gain the 
  following advantages:
  • Half-Elves are long-lived and have double the lifespan of Humans.
  • Half-Elves get +1 to Dexterity and +1 to Charisma.
  • If a player rolls less than a 10 Charisma for a Half-Elf character, they may 
  continue rolling until they roll a 10 or higher.
  • Half-Elven base movement is 120 feet per round.
  Halflings
  Halfling	were	bred	at	the	dawn	of	time	by	Demons	to	be	used	as	agricultural	
  slaves.	The	Demons	assumed	the	Halflings’	small	stature	would	require	them	
  to eat less food and increase the crop surplus they produced. However, the 
  Demons	did	not	count	on	Halflings’	ability	to	easily	hide	and	elude	searchers.	
  After they were liberated, they allied with the Elves and began to farm lands 
  next to larger realms, trading their surplus for goods made by Humans, Elves, 
  and Dwarves. 
  •	 Halflings	are	long-lived	and	have	double	the	lifespan	of	Humans.
  •	 Halflings	get	+2	to	Dexterity.
  •	 Halflings	gain	+4	to	any	Stealth	ability.
  •	 Halflings	are	of	small	stature.	Armor	costs	half.	
  •	 The	following	are	considered	two-handed	weapons	for	Halflings:	Battle	Axe,	Club,	
  War Hammer, Heavy Mace, Long Sword, and Staff. 
  •	 When	Halflings	use	normal	two-handed	weapons	(2H	Sword,	polearm,	etc.),	they	
  make their to-hit at a disadvantage.
  • The following are considered one-handed weapons: Dagger, Light Mace, Short 
  Sword, and Hand Axe.
  • The following Missile weapons can be used: Hand Axe, Short Bow, Light Crossbow, 
  Dart, and Sling.
  •	 Halfling	base	movement	is	90	feet	per	round
  Dwarves
  The Dwarves were one of the earliest races the Demons bred from Humans. 
  They were bred to act as hardy miners and laborers. Unfortunately for the 
  Demons, the Dwarves’ hardiness also resulted in a legendary stubbornness. 
  The early Dwarves were not easily terrorized by the Demons and soon 
  revolted. They took readily to the metalsmith arts and are credited with the 
  discovery of iron. After their liberation, they migrated to the mountains where 
  they still dwell today. 
  • Dwarves are long-lived and have triple the lifespan of Humans.
  • Dwarves get +2 to Constitution, and -1 to Charisma.
  • Dwarves gain +4 saving throw vs. poisons.
  • Dwarves gain +2 to any Athletics ability.
  • Dwarven base move is 90 feet per round.
  
  Burglars (Rogues)
  Abilities
  Each ability is listed by name and 
  what attribute is used for the ability. 
  The base chance of success is to roll
   15 or higher on a d20.
  Area Knowledge (INT)
  Athletics (STR)
  Climbing (Higher DEX or STR)
  Eavesdrop (INT)
  Haggling (INT or CHA)
  Herblore (INT)
  History (INT)
  Intimidation (CHA)
  Legerdemain (DEX)
  Locution (CHA)
  Mathematics (INT)
  Natural Philosophy (INT)
  Perception (WIS)
  Physician (INT)
  Professional (type) (varies)
  Research (INT)
  Stealth (DEX)
  Survival (CON)
  Strategy (INT)
  Thaumatology (INT)
  Ability Scores & Bonuses
  Roll 3d6, and add the 3 dice. Do this 
  6 times and arrange to taste. 
  Normal Starting Equipment
  Roll 3d6 x 100d multiplied by your 
  level for your starting money. Use 
  the short price list to buy your 
  character’s equipment.
  Magic Items
  On the price list are magic items 
  that your character can purchase if 
  you can afford them. Note that spell 
  casters with Enchant Scrolls and 
  Enchant Potions can buy them at 
  cost.
   
  Score
  Modifier
  3, 4, 5
  -2
  6, 7, 8
  -1
  9, 10, 11
  +0
  12, 13, 14
  +1
  15, 16, 17
  +2
  18, 19, 20
  +3
  21, 22, 23
  +4
  Equipment Packs
  Burglar’s Pack (225d). 
  Includes a backpack, a grapple, 4 pieces of chalk, 5 beeswax candles, a 
  crowbar,	a	hammer,	10	spikes,	a	hooded	lantern,	2	flasks	of	oil,	5	days	of	trail	
  rations, a tinderbox, and a wineskin. The pack also has 50 feet of hemp rope 
  strapped to the side.
  Dungeoneer’s Pack (160d)
  Includes a backpack, a crowbar, a hammer, 10 spikes, 10 torches, a 
  tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of 
  hemp rope strapped to the side.
  Art by William McAusland
  Majestic Fantasy RPG, Basic Rules Card - 3
  Burglars are trained in abilities used by secret societies, thieves’ guilds, and 
  gangs. They learn these abilities at the expense of combat expertise. Burglars 
  must possess a Dexterity score of 10 or better.
   
  Burglars have the following:
  • Gain 1d6-1 HP/level (minimum of 1 HP).
  • Fight using the Magic-User combat table.
  • Can use leather armor and shields.
  • Can use the following weapons: hand axe, club, dagger, light mace, staff, 
  short sword, light crossbow, dart, and sling. With any other weapons, the 
  Burglar makes the attack roll at a disadvantage.
  • A Burglar starts with eight ability bonuses that are distributed among the 
  following Burglar abilities: Climbing, Eavesdrop, Legerdemain, Perception, 
  and Stealth. The Burglar earns four additional Burglary bonuses for every 
  three levels. 
  • A Burglar starts with two free ability bonuses that can be applied to any 
  other ability and gains two free bonuses every three levels. 
  • No more than half of a character’s ability bonuses can be spent on a single 
  ability. 
  • Prime Attribute Bonus: If Dexterity is 13 or greater, character earns +5% 
  experience.
  • At 5th level, 1d6 individuals from the local criminal underworld will seek 
  out the Burglar to become henchmen. If the local boss is not an enemy, 
  the Burglar will be offered a neighborhood or small rural territory where 
  they have the exclusive right to conduct jobs.
  Ability Progression
  The Burglary Bonus can be distributed among the following: Climbing, 
  Eavesdrop, Legerdemain, Perception, and Stealth. No more than half of a 
  character’s burglary or free bonuses can be spent on a single ability.
  Burglar Advancement
  Level
  Experience Hit Dice
  + Hit
  Save
  1
  0 1d6-1
  +0
  15
  2
  1,750 2d6-2
  +0
  14
  3
            3,500 3d6-3
  +0
  13
  4
            7,000 4d6-4
  +1
  12
  5
          15,000 5d6-5
  +1
  11
  Level
  Burglary Bonus Free Bonus
  1
  +8
  +2
  2
  +9
  +3
  3
  +10
  +3
  4
  +12
  +4
  5
  +13
  +5
  
  Additional Equipment Packs
  Diplomat’s Pack (525d)
  Includes a chest, 2 scroll cases for maps and scrolls, a 
  set	of	fine	clothes,	a	cask	(qt)	of	black	ink,	an	ink	quill,	
  a	lantern,	2	flasks	of	oil,	5	sheets	of	paper,	a	vial	of	
  perfume, sealing wax, and soap.
  Entertainer’s Pack (160d)
  Includes a backpack, a bedroll, 2 costumes, 5 tallow 
  candles, 5 days of trail rations, a waterskin, and assorted 
  makeup to change one’s appearance.
  Majestic Fantasy RPG, Basic Rules Card - 4
  Armor
  Leather, soft [+1] 
  25d/suit 
  10.0/lbs. 
  Ring Armor [+3] 
  300d/suit 
  30.0/lbs. 
  Mail, [+5]  
  1,250d/suit 
  50.0/lbs.
  Plate Armor [+6] 
  3,000d/suit 
  100.0/lbs.
  Helm 
  100d/ea. 
  3.0/lbs.
  Shields
  Buckler 
  24d/ea. 
   2.0/lbs.
  +1 AC, Opponents: 1, Damage: 1d3, 
  Spike +5d; +1 damage
  Shield, medium 
  60d/ea. 
   7.0/lbs.
  +1 AC, Opponents: 4, Damage: 1d4
  Weapons
  Axe, throwing 
  10d/ea. 
   4.0/lbs.
  Damage: 1d6, 
  Rate of Fire: 1, Range: 10 ft., Max Range: 20ft
  Axe, battle 
  50d/ea. 
  8.0/lbs.
  Damage: 1d8
  Broadsword, 1d8 
  150d/ea. 
   3.0/lbs.
  Damage: 1d8
  Club, light 
  N/A 
   3.0/lbs.
  Damage: 1d4
  Dagger, large 
  10d/ea. 
   1.0/lbs.
  Damage: 1d4
  Dagger, small 
  3d/ea. 
   0.2/lbs.
  Damage: 1d3
  Rate of Fire: 1, Range: 10 ft, Max Range: 20ft
  Glaive 
  25d/ea. 
   8.0/lbs.
  Damage 1d8+1, Reach: 5 ft.
  Greatsword 
  200d/ea. 
   7.0/lbs.
  Damage: 1d10
  Mace, small 
  9d/ea. 
   3.0/lbs.
  Damage: 1d4+1
  Mace 
  13d/ea. 
   5.0/lbs.
  Damage: 1d6
  Shortsword, 1d6 
  100d/ea. 
   2.0/lbs.
  Damage: 1d6
  Spear 1H 
  10d/ea. 
   4.0/lbs.
  Damage: 1d6 (1H), 1d8 (2H)
  Rate of Fire: 1, Range: 20 ft, Max Range: 40ft
  Staff 
   3d/ea. 
   4.0/lbs.
  Damage: 1d6
  Missile Weapons
  Arrow 
   2f/ea. 
   0.1/lbs.
  Bolts 
  1f/ea. 
  0.1/lbs.
  Bow, short,  
  13d/ea. 
   2.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 50 ft/yds.
  Bow, regular 
  25d/ea. 
   2.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 60 ft/yds.
  Bow, long 
  50d/ea. 
  3.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 70 ft/yds.
  Crossbow, Light 
  30d/ea. 
   6.0/lbs.
  Damage: 1d4+1 (Bolts), 
  Accuracy: +2, Reload Actions: 1. Range: 60 ft/yds.
  Crossbow, Heavy 
  38d/ea. 
   6.0/lbs.
  Damage: 1d6+1 (Bolts), Accuracy: +4, Reload Actions: 2 
  Range: 60 ft/yds.
  Crossbow, Knight Killer 
  46d/ea. 
   6.0/lbs.
  Damage: 5d4 (Bolts), 
  Accuracy: +4, Reload Actions: 10. Range: 100 ft/yds.
  Quiver 
   3d/ea. 
   0.5/lbs.
  Equipment
  Backpack, 30 lbs. 
  48d/ea. 
  Bedroll 
  2d/ea. 
  0.5/lb.
  Hammer 
   6d/ea. 
  1.0/lb.
  Holy Symbol, wooden 
   10d/ea. 
  0.1/lb.
  Holy Symbol, silver 
  250d/ea. 
  0.1/lb.
  Holy Water, 4oz 
  150d/ea.
  Lantern 
  12d/ea. 
  0.25/lb.
  Oil, Lamp, 4oz 
  2f/ea.
  Pole, 10 foot 
  2d/ea.
  Rations, trail 
  5d/day 
  2.0/lb.
  Rations, dried 
  20d/day 
  1.0/lb.
  Ritual Components 
  1d/ea. 
  250/lb.
  Rope, hemp 
   1d/ft.
  Rope, silk 
   10d/ft.
  Sack, linen, sm., 5 lbs. 
   2f/ea.
  Sack, buckram, lg., 10 lb. 
   1d/ea.
  Spice, Garlic 
  12d/oz.
  Spike 
  5d/ea. 
  0.2/lb.
  Thieves Tools 
  25d/ea. 
  0.1/lb.
  Tinderbox 
  6d/ea. 
  0.1/lb.
  Torch 
  2f/ea. 
  0.2/lb.
  Wineskin, ½ gal 
  10d/ea. 
  0.5/lb.
  Equipment Prices
  Magic Items
  Magical Scroll, 1st level* 
  100d/ea. 
  0.1/lb.
  Magical Scroll, 1st level 
  200d/ea. 
  0.1/lb.
  Magical Scroll, 2nd level* 
  200d/ea. 
  0.1/lb.
  Magical Scroll, 2nd level 
  400d/ea. 
  0.1/lb.
  Magical Scroll, 3rd level* 
  300d/ea. 
  0.1/lb.
  Magical Scroll, 3rd level 
  600d/ea. 
  0.1/lb.
  Potion of Healing** 
  200d/ea. 
  0.2/lb.
  Potion of Healing 
  400d/ea. 
  0.2/lb.
  Viz 
  200d/ea. 
  0.1/lb.
  *Inscribing cost for a cleric or for a magic user with Create 
  Scrolls in their spell book
  **Brewing cost for a magic users with Create Potion in 
  their spell book
  Animals
  Guard or War Dog 
  48d/ea.
  Trained Dog 
  24d/ea.
  Horse, Riding 
  360d/ea.
  Horse, Warhorse 
  600d/ea.
  Hirelings
   
  Wage 
  Upkeep 
  Initial
   
  Monthly Monthly 
  Invest
  Animal Trainer 
  80d 
  160d 
  animal
  Man-at-arms 
  30d 
  45d 
  arms
  Porter 
  25d 
  25d 
  20d
  Servant 
  25d 
  50d 
  0d
  Art by William McAusland
  Money
  1d = 1 Silver Penny  
  = 1 silver piece
  1f  = 1 Copper Farthing
  4 Copper Farthings in 1 Silver Penny
  
  Cleric of Delaquain (Clerics)
  Majestic Fantasy RPG, Basic Rules Card - 5
  Delaquain’s clerics represents the militant arm of the church. Their duty is to 
  adventure	against	injustice,	fight	those	who	prey	on	the	innocent,	and	try	to	heal	
  those who were hurt. There is great enmity between the church of Delaquain and the 
  tyrannical church of Sarrath.
  Clerics have the following:
  • Gain 1d6 hit points per level.
  • Fight using the Cleric combat table.
  • Can use any Armor.
  • Can use any Weapon.
  • +2 bonus on saving throws versus being paralyzed or poisoned.
  • Can use the Shield of Faith (see below).
  • Can memorize and cast divine spells.
  • Can cast divine rituals using any spell on their spell list equal to ½ highest level 
  spell they can cast (round down). 
  • Can Turn Undead starting at 1st Level
  • Has a religious rank within the Church of Delaquain
  • Prime Attribute Bonus: If Wisdom is 13 or greater, character earns +5% 
  experience.
  • At 3rd level, a Cleric of Delaquain can cast prayer 1/day; this version of prayer 
  affects a sphere with a 50 feet radius.
  • At 5th level, an Elder of Delaquain will assign a rectory to the Cleric. It will take 
  the form of either a small neighborhood church in a town or city, or a small rural 
  church attached to a castle or keep. The rectory comes with a circuit of local 
  hamlets and small villages where additional services are held.
  Ability Progression
  Clerics gain a bonus to Theology. 
  They start with 2 free Ability bonuses 
  and gain 1 free Ability bonus every 
  two levels. No more than half of a 
  character’s free bonuses can be spent 
  on a single ability. 
  Cleric Advancement
  Level
  Experience Hit Dice
  + Hit
  Save
  1
  0 1d6
  +0
  15
  2
            1,500 2d6
  +0
  14
  3
            3,000 3d6
  +1
  13
  4
           6,000 4d6
  +1
  12
  5
          12,000 5d6
  +2
  11
  Level
  Theology
  Free Bonus
  1
  +1
  +2
  2
  +1
  +2
  3
  +2
  +3
  4
  +2
  +3
  5
  +3
  +4
  Banish/Turn Undead
  Clerics of Delaquain have the ability to turn, control, banish, or destroy undead 
  with the divine might of their deity. When a Cleric uses this power, the player 
  should roll 1d20 and consult the following table for the result.
  Abilities
  Each ability is listed by name and what attribute is used for the ability. The 
  base chance of success is to roll  15 or higher on a d20.
  Area Knowledge (INT)
  Athletics (STR)
  Climbing (Higher DEX or STR)
  Eavesdrop (INT)
  Haggling (INT or CHA)
  Herblore (INT)
  History (INT)
  Intimidation (CHA)
  Legerdemain (DEX)
  Locution (CHA)
  Ability Scores & Bonuses
  Roll 3d6, and add the 3 dice. Do this 6 
  times and arrange to taste. 
  Normal Starting Equipment
  Roll 3d6 x 100d multiplied by your 
  level for your starting money. Use 
  the short price list to buy your 
  character’s equipment.
  Magic Items
  On the price list are magic items 
  that your character can purchase if 
  you can afford them. Note that spell 
  casters with Enchant Scrolls and 
  Enchant Potions can buy them at 
  cost.
   
  Score
  Modifier
  3, 4, 5
  -2
  6, 7, 8
  -1
  9, 10, 11
  +0
  12, 13, 14
  +1
  15, 16, 17
  +2
  18, 19, 20
  +3
  21, 22, 23
  +4
  Equipment Packs
  Dungeoneer’s Pack (160d)
  Includes a backpack, a crowbar, a hammer, 10 spikes, 10 torches, a 
  tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of 
  hemp rope strapped to the side.
  Priest’s Pack (275d)
  Includes a backpack, a bedroll, 10 candles, a tinderbox, an alms box, 2 
  blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
   
   Level of Cleric
  HD
  1
  2
  3
  4
  5
  1
  10
  7
  4
  T
  T
  2
  13
  10
  7
  T
  T
  3
  16
  13
  10
  4
  T
  4
  19
  16
  13
  7
  4
  5
  20
  19
  16
  10
  7
  6
  –
  20
  19
  13
  10
  7
  –
  –
  20
  16
  13
  8
  –
  –
  –
  19
  16
  9
  –
  –
  –
  20
  19
  10
  –
  –
  –
  –
  20
  Mathematics (INT)
  Natural Philosophy (INT)
  Perception (WIS)
  Physician (INT)
  Professional (type) (varies)
  Research (INT)
  Stealth (DEX)
  Survival (CON)
  Strategy (INT)
  Thaumatology (INT)
  Prayer (Divine, 3rd Level)
  Range: 30 feet, Duration: to the end of 
  the following round
  The spell bestows a short-term divine 
  blessing to help a spell or attack 
  succeed. Prayer affects a 50-foot-
  radius sphere. This causes a saving 
  throw penalty to all creatures in 
  that area. The penalty is -1 plus an 
  additional -1 for every 10 caster levels. 
  In addition, all allies of the caster gain 
  +1 to hit for the spell’s duration as 
  long as they are inside the area of the 
  spell.
  Cleric Spell Progression
  Level
  1
  2
  Ritual
  1
  -
  -
  2
  1
  -
  3
  2
  -
  4
  2
  1
  1st
  5
  2
  2
  2d6 Undead turned for 3d6 rounds.
  T - Automatically Turned
  
  Additional Equipment Packs
  Diplomat’s Pack (525d)
  Includes a chest, 2 scroll cases for maps and scrolls, a 
  set	of	fine	clothes,	a	cask	(qt)	of	black	ink,	an	ink	quill,	
  a	lantern,	2	flasks	of	oil,	5	sheets	of	paper,	a	vial	of	
  perfume, sealing wax, and soap.
  Entertainer’s Pack (160d)
  Includes a backpack, a bedroll, 2 costumes, 5 tallow 
  candles, 5 days of trail rations, a waterskin, and assorted 
  makeup to change one’s appearance.
  Majestic Fantasy RPG, Basic Rules Card - 6
  Armor
  Leather, soft [+1] 
  25d/suit 
  10.0/lbs. 
  Ring Armor [+3] 
  300d/suit 
  30.0/lbs. 
  Mail, [+5]  
  1,250d/suit 
  50.0/lbs.
  Plate Armor [+6] 
  3,000d/suit 
  100.0/lbs.
  Helm 
  100d/ea. 
  3.0/lbs.
  Shields
  Buckler 
  24d/ea. 
   2.0/lbs.
  +1 AC, Opponents: 1, Damage: 1d3, 
  Spike +5d; +1 damage
  Shield, medium 
  60d/ea. 
   7.0/lbs.
  +1 AC, Opponents: 4, Damage: 1d4
  Weapons
  Axe, throwing 
  10d/ea. 
   4.0/lbs.
  Damage: 1d6, 
  Rate of Fire: 1, Range: 10 ft., Max Range: 20ft
  Axe, battle 
  50d/ea. 
  8.0/lbs.
  Damage: 1d8
  Broadsword, 1d8 
  150d/ea. 
   3.0/lbs.
  Damage: 1d8
  Club, light 
  N/A 
   3.0/lbs.
  Damage: 1d4
  Dagger, large 
  10d/ea. 
   1.0/lbs.
  Damage: 1d4
  Dagger, small 
  3d/ea. 
   0.2/lbs.
  Damage: 1d3
  Rate of Fire: 1, Range: 10 ft, Max Range: 20ft
  Glaive 
  25d/ea. 
   8.0/lbs.
  Damage 1d8+1, Reach: 5 ft.
  Greatsword 
  200d/ea. 
   7.0/lbs.
  Damage: 1d10
  Mace, small 
  9d/ea. 
   3.0/lbs.
  Damage: 1d4+1
  Mace 
  13d/ea. 
   5.0/lbs.
  Damage: 1d6
  Shortsword, 1d6 
  100d/ea. 
   2.0/lbs.
  Damage: 1d6
  Spear 1H 
  10d/ea. 
   4.0/lbs.
  Damage: 1d6 (1H), 1d8 (2H)
  Rate of Fire: 1, Range: 20 ft, Max Range: 40ft
  Staff 
   3d/ea. 
   4.0/lbs.
  Damage: 1d6
  Missile Weapons
  Arrow 
   2f/ea. 
   0.1/lbs.
  Bolts 
  1f/ea. 
  0.1/lbs.
  Bow, short,  
  13d/ea. 
   2.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 50 ft/yds.
  Bow, regular 
  25d/ea. 
   2.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 60 ft/yds.
  Bow, long 
  50d/ea. 
  3.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 70 ft/yds.
  Crossbow, Light 
  30d/ea. 
   6.0/lbs.
  Damage: 1d4+1 (Bolts), 
  Accuracy: +2, Reload Actions: 1. Range: 60 ft/yds.
  Crossbow, Heavy 
  38d/ea. 
   6.0/lbs.
  Damage: 1d6+1 (Bolts), Accuracy: +4, Reload Actions: 2 
  Range: 60 ft/yds.
  Crossbow, Knight Killer 
  46d/ea. 
   6.0/lbs.
  Damage: 5d4 (Bolts), 
  Accuracy: +4, Reload Actions: 10. Range: 100 ft/yds.
  Quiver 
   3d/ea. 
   0.5/lbs.
  Equipment
  Backpack, 30 lbs. 
  48d/ea. 
  Bedroll 
  2d/ea. 
  0.5/lb.
  Hammer 
   6d/ea. 
  1.0/lb.
  Holy Symbol, wooden 
   10d/ea. 
  0.1/lb.
  Holy Symbol, silver 
  250d/ea. 
  0.1/lb.
  Holy Water, 4oz 
  150d/ea.
  Lantern 
  12d/ea. 
  0.25/lb.
  Oil, Lamp, 4oz 
  2f/ea.
  Pole, 10 foot 
  2d/ea.
  Rations, trail 
  5d/day 
  2.0/lb.
  Rations, dried 
  20d/day 
  1.0/lb.
  Ritual Components 
  1d/ea. 
  250/lb.
  Rope, hemp 
   1d/ft.
  Rope, silk 
   10d/ft.
  Sack, linen, sm., 5 lbs. 
   2f/ea.
  Sack, buckram, lg., 10 lb. 
   1d/ea.
  Spice, Garlic 
  12d/oz.
  Spike 
  5d/ea. 
  0.2/lb.
  Thieves Tools 
  25d/ea. 
  0.1/lb.
  Tinderbox 
  6d/ea. 
  0.1/lb.
  Torch 
  2f/ea. 
  0.2/lb.
  Wineskin, ½ gal 
  10d/ea. 
  0.5/lb.
  Equipment Prices
  Magic Items
  Magical Scroll, 1st level* 
  100d/ea. 
  0.1/lb.
  Magical Scroll, 1st level 
  200d/ea. 
  0.1/lb.
  Magical Scroll, 2nd level* 
  200d/ea. 
  0.1/lb.
  Magical Scroll, 2nd level 
  400d/ea. 
  0.1/lb.
  Magical Scroll, 3rd level* 
  300d/ea. 
  0.1/lb.
  Magical Scroll, 3rd level 
  600d/ea. 
  0.1/lb.
  Potion of Healing** 
  200d/ea. 
  0.2/lb.
  Potion of Healing 
  400d/ea. 
  0.2/lb.
  Viz 
  200d/ea. 
  0.1/lb.
  *Inscribing cost for a cleric or for a magic user with Create 
  Scrolls in their spell book
  **Brewing cost for a magic users with Create Potion in 
  their spell book
  Animals
  Guard or War Dog 
  48d/ea.
  Trained Dog 
  24d/ea.
  Horse, Riding 
  360d/ea.
  Horse, Warhorse 
  600d/ea.
  Hirelings
   
  Wage 
  Upkeep 
  Initial
   
  Monthly Monthly 
  Invest
  Animal Trainer 
  80d 
  160d 
  animal
  Man-at-arms 
  30d 
  45d 
  arms
  Porter 
  25d 
  25d 
  20d
  Servant 
  25d 
  50d 
  0d
  Art by William McAusland
  Money
  1d = 1 Silver Penny  
  = 1 silver piece
  1f  = 1 Copper Farthing
  4 Copper Farthings in 1 Silver Penny
  
  Majestic Fantasy RPG, Basic Rules Card - 7
  Fighters (Fighting Men)
  Ability Progression
  All Fighting Men gain a bonus to Athletics. They start with 2 free Ability 
  bonuses and gain 1 free Ability bonus every three levels. No more than half of 
  a character’s free bonuses can be spent on a single ability.
  Fighters are warriors, trained in battle and the use of armor and weapons. 
  You are on the front lines of your adventuring party—going toe-to-toe with 
  dragons, Goblins, and evil cultists, hacking your way through and taking 
  the brunt of their attacks. The Fighter character is best equipped to dish out 
  damage and absorb it. You serve as the sword and shield, protecting the weak 
  and taking down your enemies. One day, they will tell legends of your prowess 
  and	followers	will	flock	to	your	stronghold.	There	you	will	revel	in	your	fame,	
  riches, and well-earned nobility. 
  Fighters have the following:
  • Gain 1d6+2 hit points per level.
  • Fight using the Fighter combat table
  • Can use any Armor/Shield, any Weapon
  • The Fighter’s to-hit bonus is added to their initiative roll.
  • Can use a melee weapon to attack a number of creatures with a total hit 
  dice equal to the Fighter’s level. There is always a minimum of one attack 
  allowed.	If	the	creature	has	a	modifier	to	their	hit	dice,	round	up	to	the	
  nearest	whole	number.	For	example,	a	giant	fire	beetle	has	HD	1+3;	treat	
  this the same as a creature with HD 2.
  • Prime Attribute Bonus: If Strength is 13 or greater, character earns +5% 
  experience.
  • At 5th level, the Fighter can form or will be offered captaincy of a small 
  independent command of 20 warriors.
  Fighter Advancement
  Level
  Experience Hit Dice
  + Hit
  Save
  1
  0 1d6+2
  +1
  14
  2
  2,000 2d6+4
  +2
  13
  3
  4,000 3d6+6
  +3
  12
  4
  8,000 4d6+8
  +4
  11
  5
  16,000 5d6+10
  +5
  10
  Level
  Athletics Free Bonus
  1
  +1
  +2
  2
  +1
  +2
  3
  +1
  +2
  4
  +2
  +3
  5
  +2
  +3
  Abilities
  Each ability is listed by name and 
  what attribute is used for the ability. 
  The base chance of success is to roll
   15 or higher on a d20.
  Area Knowledge (INT)
  Athletics (STR)
  Climbing (Higher DEX or STR)
  Eavesdrop (INT)
  Haggling (INT or CHA)
  Herblore (INT)
  History (INT)
  Intimidation (CHA)
  Legerdemain (DEX)
  Locution (CHA)
  Mathematics (INT)
  Natural Philosophy (INT)
  Perception (WIS)
  Physician (INT)
  Professional (type) (varies)
  Research (INT)
  Stealth (DEX)
  Survival (CON)
  Strategy (INT)
  Thaumatology (INT)
  Ability Scores & Bonuses
  Roll 3d6, and add the 3 dice. Do this 
  6 times and arrange to taste. 
  Normal Starting Equipment
  Roll 3d6 x 100d multiplied by your 
  level for your starting money. Use 
  the short price list to buy your 
  character’s equipment.
  Magic Items
  On the price list are magic items 
  that your character can purchase if 
  you can afford them. Note that spell 
  casters with Enchant Scrolls and 
  Enchant Potions can buy them at 
  cost.
   
  Score
  Modifier
  3, 4, 5
  -2
  6, 7, 8
  -1
  9, 10, 11
  +0
  12, 13, 14
  +1
  15, 16, 17
  +2
  18, 19, 20
  +3
  21, 22, 23
  +4
  Equipment Packs
  Dungeoneer’s Pack (160d)
  Includes a backpack, a crowbar, a hammer, 10 spikes, 10 torches, a 
  tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of 
  hemp rope strapped to the side.
  Explorer’s Pack (150d) 
  Includes a backpack, a bedroll, a tinderbox, 10 torches, 10 days of trail 
  rations, and a waterskin. The pack also has 50 feet of hempen rope strapped 
  to the side.
  Art by William McAusland
  
  Additional Equipment Packs
  Diplomat’s Pack (525d)
  Includes a chest, 2 scroll cases for maps and scrolls, a 
  set	of	fine	clothes,	a	cask	(qt)	of	black	ink,	an	ink	quill,	
  a	lantern,	2	flasks	of	oil,	5	sheets	of	paper,	a	vial	of	
  perfume, sealing wax, and soap.
  Entertainer’s Pack (160d)
  Includes a backpack, a bedroll, 2 costumes, 5 tallow 
  candles, 5 days of trail rations, a waterskin, and assorted 
  makeup to change one’s appearance.
  Majestic Fantasy RPG, Basic Rules Card - 8
  Armor
  Leather, soft [+1] 
  25d/suit 
  10.0/lbs. 
  Ring Armor [+3] 
  300d/suit 
  30.0/lbs. 
  Mail, [+5]  
  1,250d/suit 
  50.0/lbs.
  Plate Armor [+6] 
  3,000d/suit 
  100.0/lbs.
  Helm 
  100d/ea. 
  3.0/lbs.
  Shields
  Buckler 
  24d/ea. 
   2.0/lbs.
  +1 AC, Opponents: 1, Damage: 1d3, 
  Spike +5d; +1 damage
  Shield, medium 
  60d/ea. 
   7.0/lbs.
  +1 AC, Opponents: 4, Damage: 1d4
  Weapons
  Axe, throwing 
  10d/ea. 
   4.0/lbs.
  Damage: 1d6, 
  Rate of Fire: 1, Range: 10 ft., Max Range: 20ft
  Axe, battle 
  50d/ea. 
  8.0/lbs.
  Damage: 1d8
  Broadsword, 1d8 
  150d/ea. 
   3.0/lbs.
  Damage: 1d8
  Club, light 
  N/A 
   3.0/lbs.
  Damage: 1d4
  Dagger, large 
  10d/ea. 
   1.0/lbs.
  Damage: 1d4
  Dagger, small 
  3d/ea. 
   0.2/lbs.
  Damage: 1d3
  Rate of Fire: 1, Range: 10 ft, Max Range: 20ft
  Glaive 
  25d/ea. 
   8.0/lbs.
  Damage 1d8+1, Reach: 5 ft.
  Greatsword 
  200d/ea. 
   7.0/lbs.
  Damage: 1d10
  Mace, small 
  9d/ea. 
   3.0/lbs.
  Damage: 1d4+1
  Mace 
  13d/ea. 
   5.0/lbs.
  Damage: 1d6
  Shortsword, 1d6 
  100d/ea. 
   2.0/lbs.
  Damage: 1d6
  Spear 1H 
  10d/ea. 
   4.0/lbs.
  Damage: 1d6 (1H), 1d8 (2H)
  Rate of Fire: 1, Range: 20 ft, Max Range: 40ft
  Staff 
   3d/ea. 
   4.0/lbs.
  Damage: 1d6
  Missile Weapons
  Arrow 
   2f/ea. 
   0.1/lbs.
  Bolts 
  1f/ea. 
  0.1/lbs.
  Bow, short,  
  13d/ea. 
   2.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 50 ft/yds.
  Bow, regular 
  25d/ea. 
   2.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 60 ft/yds.
  Bow, long 
  50d/ea. 
  3.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 70 ft/yds.
  Crossbow, Light 
  30d/ea. 
   6.0/lbs.
  Damage: 1d4+1 (Bolts), 
  Accuracy: +2, Reload Actions: 1. Range: 60 ft/yds.
  Crossbow, Heavy 
  38d/ea. 
   6.0/lbs.
  Damage: 1d6+1 (Bolts), Accuracy: +4, Reload Actions: 2 
  Range: 60 ft/yds.
  Crossbow, Knight Killer 
  46d/ea. 
   6.0/lbs.
  Damage: 5d4 (Bolts), 
  Accuracy: +4, Reload Actions: 10. Range: 100 ft/yds.
  Quiver 
   3d/ea. 
   0.5/lbs.
  Equipment
  Backpack, 30 lbs. 
  48d/ea. 
  Bedroll 
  2d/ea. 
  0.5/lb.
  Hammer 
   6d/ea. 
  1.0/lb.
  Holy Symbol, wooden 
   10d/ea. 
  0.1/lb.
  Holy Symbol, silver 
  250d/ea. 
  0.1/lb.
  Holy Water, 4oz 
  150d/ea.
  Lantern 
  12d/ea. 
  0.25/lb.
  Oil, Lamp, 4oz 
  2f/ea.
  Pole, 10 foot 
  2d/ea.
  Rations, trail 
  5d/day 
  2.0/lb.
  Rations, dried 
  20d/day 
  1.0/lb.
  Ritual Components 
  1d/ea. 
  250/lb.
  Rope, hemp 
   1d/ft.
  Rope, silk 
   10d/ft.
  Sack, linen, sm., 5 lbs. 
   2f/ea.
  Sack, buckram, lg., 10 lb. 
   1d/ea.
  Spice, Garlic 
  12d/oz.
  Spike 
  5d/ea. 
  0.2/lb.
  Thieves Tools 
  25d/ea. 
  0.1/lb.
  Tinderbox 
  6d/ea. 
  0.1/lb.
  Torch 
  2f/ea. 
  0.2/lb.
  Wineskin, ½ gal 
  10d/ea. 
  0.5/lb.
  Equipment Prices
  Magic Items
  Magical Scroll, 1st level* 
  100d/ea. 
  0.1/lb.
  Magical Scroll, 1st level 
  200d/ea. 
  0.1/lb.
  Magical Scroll, 2nd level* 
  200d/ea. 
  0.1/lb.
  Magical Scroll, 2nd level 
  400d/ea. 
  0.1/lb.
  Magical Scroll, 3rd level* 
  300d/ea. 
  0.1/lb.
  Magical Scroll, 3rd level 
  600d/ea. 
  0.1/lb.
  Potion of Healing** 
  200d/ea. 
  0.2/lb.
  Potion of Healing 
  400d/ea. 
  0.2/lb.
  Viz 
  200d/ea. 
  0.1/lb.
  *Inscribing cost for a cleric or for a magic user with Create 
  Scrolls in their spell book
  **Brewing cost for a magic users with Create Potion in 
  their spell book
  Animals
  Guard or War Dog 
  48d/ea.
  Trained Dog 
  24d/ea.
  Horse, Riding 
  360d/ea.
  Horse, Warhorse 
  600d/ea.
  Hirelings
   
  Wage 
  Upkeep 
  Initial
   
  Monthly Monthly 
  Invest
  Animal Trainer 
  80d 
  160d 
  animal
  Man-at-arms 
  30d 
  45d 
  arms
  Porter 
  25d 
  25d 
  20d
  Servant 
  25d 
  50d 
  0d
  Art by William McAusland
  Money
  1d = 1 Silver Penny  
  = 1 silver piece
  1f  = 1 Copper Farthing
  4 Copper Farthings in 1 Silver Penny
  
  Magic User (Magic-Users)
  Abilities
  Each ability is listed by name and 
  what attribute is used for the ability. 
  The base chance of success is to roll
   15 or higher on a d20.
  Area Knowledge (INT)
  Athletics (STR)
  Climbing (Higher DEX or STR)
  Eavesdrop (INT)
  Haggling (INT or CHA)
  Herblore (INT)
  History (INT)
  Intimidation (CHA)
  Legerdemain (DEX)
  Locution (CHA)
  Mathematics (INT)
  Natural Philosophy (INT)
  Perception (WIS)
  Physician (INT)
  Professional (type) (varies)
  Research (INT)
  Stealth (DEX)
  Survival (CON)
  Strategy (INT)
  Thaumatology (INT)
  Ability Scores & Bonuses
  Roll 3d6, and add the 3 dice. Do this 
  6 times and arrange to taste. 
  Normal Starting Equipment
  Roll 3d6 x 100d multiplied by your 
  level for your starting money. Use 
  the short price list to buy your 
  character’s equipment.
  Magic Items
  On the price list are magic items 
  that your character can purchase if 
  you can afford them. Note that spell 
  casters with Enchant Scrolls and 
  Enchant Potions can buy them at 
  cost.
   
  Score
  Modifier
  3, 4, 5
  -2
  6, 7, 8
  -1
  9, 10, 11
  +0
  12, 13, 14
  +1
  15, 16, 17
  +2
  18, 19, 20
  +3
  21, 22, 23
  +4
  Equipment Packs
  Dungeoneer’s Pack (160d)
  Includes a backpack, a crowbar, a hammer, 10 spikes, 10 torches, a 
  tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of 
  hemp rope strapped to the side.
  Scholar’s Pack (340d)
  Includes a backpack, a codex of lore (with 6d6 empty pages out of 100), a 
  cask of black ink, an ink quill, 10 sheets of parchment, and a small dagger.
  Art by William McAusland
  Majestic Fantasy RPG, Basic Rules Card - 9
  The Magic-User represents the lone practitioner of arcane magic outside of 
  the established orders. Magic-Users have no formal organization or ranks 
  other than Master and Apprentice. Some associate in loose fellowships known 
  as Circles. 
  Magic-Users have the following: 
  • Gain 1d6-1 HP per level (minimum of 1 HP).
  • Fight using the Magic-User combat table
  • Cannot use any Armor/Shield; permitted to use dagger, staff, and darts. 
  Using any other weapon will cause the attack to be rolled at a disadvantage.
  • Gain +2 to saving throws versus spells.
  • Can memorize arcane spells with a spellbook and cast arcane spells
  • Can cast arcane rituals from a spellbook equal to half the highest level spell 
  they can memorize (round down).
  • Prime Attribute Bonus: If Intelligence is 13 or greater, character earns +5% 
  experience.
  • At 5th level, a Magic-User will attract 1d6 individuals desiring to become 
  apprentices or assistants. 
  Ability Progression
  Magic-Users gain a bonus to Research and Thaumatology. They also start 
  with 2 free Ability bonuses and gain 1 free Ability bonus every two levels. No 
  more than half of a character’s free bonuses can be spent on a single ability.
  Magic-User Advancement
  Level
  Experience Hit Dice
  + Hit
  Save
  1
  0 1d6-1
  +0
  15
  2
            2,500 2d6-2
  +0
  14
  3
  5,000 3d6-3
  +0
  13
  4
  10,000 4d6-4
  +1
  12
  5
  20,000 5d6-5
  +1
  11
  Level
  Thaumatology
  Research Free Bonus
  1
  +1
  +1
  +2
  2
  +1
  +1
  +2
  3
  +2
  +1
  +3
  4
  +2
  +2
  +3
  5
  +3
  +2
  +4
  Magic-User Spell Progression
  Level
  1
  2
  3
  Ritual
  1
  1
  2
  2
  3
  2
  1
  1st 
  4
  3
  2
  5
  4
  2
  1
  INT
  Max Lvl
  3 to 7
  4
  8 to 10
  5
  11 to 12
  6
  13 to 14
  7
  15 to 16
  8
  17+
  9
  Max Arcane Spell Level
  Based on Intelligence
  
  Additional Equipment Packs
  Diplomat’s Pack (525d)
  Includes a chest, 2 scroll cases for maps and scrolls, a 
  set	of	fine	clothes,	a	cask	(qt)	of	black	ink,	an	ink	quill,	
  a	lantern,	2	flasks	of	oil,	5	sheets	of	paper,	a	vial	of	
  perfume, sealing wax, and soap.
  Entertainer’s Pack (160d)
  Includes a backpack, a bedroll, 2 costumes, 5 tallow 
  candles, 5 days of trail rations, a waterskin, and assorted 
  makeup to change one’s appearance.
  Majestic Fantasy RPG, Basic Rules Card - 10
  Armor
  Leather, soft [+1] 
  25d/suit 
  10.0/lbs. 
  Ring Armor [+3] 
  300d/suit 
  30.0/lbs. 
  Mail, [+5]  
  1,250d/suit 
  50.0/lbs.
  Plate Armor [+6] 
  3,000d/suit 
  100.0/lbs.
  Helm 
  100d/ea. 
  3.0/lbs.
  Shields
  Buckler 
  24d/ea. 
   2.0/lbs.
  +1 AC, Opponents: 1, Damage: 1d3, 
  Spike +5d; +1 damage
  Shield, medium 
  60d/ea. 
   7.0/lbs.
  +1 AC, Opponents: 4, Damage: 1d4
  Weapons
  Axe, throwing 
  10d/ea. 
   4.0/lbs.
  Damage: 1d6, 
  Rate of Fire: 1, Range: 10 ft., Max Range: 20ft
  Axe, battle 
  50d/ea. 
  8.0/lbs.
  Damage: 1d8
  Broadsword, 1d8 
  150d/ea. 
   3.0/lbs.
  Damage: 1d8
  Club, light 
  N/A 
   3.0/lbs.
  Damage: 1d4
  Dagger, large 
  10d/ea. 
   1.0/lbs.
  Damage: 1d4
  Dagger, small 
  3d/ea. 
   0.2/lbs.
  Damage: 1d3
  Rate of Fire: 1, Range: 10 ft, Max Range: 20ft
  Glaive 
  25d/ea. 
   8.0/lbs.
  Damage 1d8+1, Reach: 5 ft.
  Greatsword 
  200d/ea. 
   7.0/lbs.
  Damage: 1d10
  Mace, small 
  9d/ea. 
   3.0/lbs.
  Damage: 1d4+1
  Mace 
  13d/ea. 
   5.0/lbs.
  Damage: 1d6
  Shortsword, 1d6 
  100d/ea. 
   2.0/lbs.
  Damage: 1d6
  Spear 1H 
  10d/ea. 
   4.0/lbs.
  Damage: 1d6 (1H), 1d8 (2H)
  Rate of Fire: 1, Range: 20 ft, Max Range: 40ft
  Staff 
   3d/ea. 
   4.0/lbs.
  Damage: 1d6
  Missile Weapons
  Arrow 
   2f/ea. 
   0.1/lbs.
  Bolts 
  1f/ea. 
  0.1/lbs.
  Bow, short,  
  13d/ea. 
   2.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 50 ft/yds.
  Bow, regular 
  25d/ea. 
   2.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 60 ft/yds.
  Bow, long 
  50d/ea. 
  3.0/lbs.
  Damage: 1d6 (arrows), Rate of Fire: 2, Range: 70 ft/yds.
  Crossbow, Light 
  30d/ea. 
   6.0/lbs.
  Damage: 1d4+1 (Bolts), 
  Accuracy: +2, Reload Actions: 1. Range: 60 ft/yds.
  Crossbow, Heavy 
  38d/ea. 
   6.0/lbs.
  Damage: 1d6+1 (Bolts), Accuracy: +4, Reload Actions: 2 
  Range: 60 ft/yds.
  Crossbow, Knight Killer 
  46d/ea. 
   6.0/lbs.
  Damage: 5d4 (Bolts), 
  Accuracy: +4, Reload Actions: 10. Range: 100 ft/yds.
  Quiver 
   3d/ea. 
   0.5/lbs.
  Equipment
  Backpack, 30 lbs. 
  48d/ea. 
  Bedroll 
  2d/ea. 
  0.5/lb.
  Hammer 
   6d/ea. 
  1.0/lb.
  Holy Symbol, wooden 
   10d/ea. 
  0.1/lb.
  Holy Symbol, silver 
  250d/ea. 
  0.1/lb.
  Holy Water, 4oz 
  150d/ea.
  Lantern 
  12d/ea. 
  0.25/lb.
  Oil, Lamp, 4oz 
  2f/ea.
  Pole, 10 foot 
  2d/ea.
  Rations, trail 
  5d/day 
  2.0/lb.
  Rations, dried 
  20d/day 
  1.0/lb.
  Ritual Components 
  1d/ea. 
  250/lb.
  Rope, hemp 
   1d/ft.
  Rope, silk 
   10d/ft.
  Sack, linen, sm., 5 lbs. 
   2f/ea.
  Sack, buckram, lg., 10 lb. 
   1d/ea.
  Spice, Garlic 
  12d/oz.
  Spike 
  5d/ea. 
  0.2/lb.
  Thieves Tools 
  25d/ea. 
  0.1/lb.
  Tinderbox 
  6d/ea. 
  0.1/lb.
  Torch 
  2f/ea. 
  0.2/lb.
  Wineskin, ½ gal 
  10d/ea. 
  0.5/lb.
  Equipment Prices
  Magic Items
  Magical Scroll, 1st level* 
  100d/ea. 
  0.1/lb.
  Magical Scroll, 1st level 
  200d/ea. 
  0.1/lb.
  Magical Scroll, 2nd level* 
  200d/ea. 
  0.1/lb.
  Magical Scroll, 2nd level 
  400d/ea. 
  0.1/lb.
  Magical Scroll, 3rd level* 
  300d/ea. 
  0.1/lb.
  Magical Scroll, 3rd level 
  600d/ea. 
  0.1/lb.
  Potion of Healing** 
  200d/ea. 
  0.2/lb.
  Potion of Healing 
  400d/ea. 
  0.2/lb.
  Viz 
  200d/ea. 
  0.1/lb.
  *Inscribing cost for a cleric or for a magic user with Create 
  Scrolls in their spell book
  **Brewing cost for a magic users with Create Potion in 
  their spell book
  Animals
  Guard or War Dog 
  48d/ea.
  Trained Dog 
  24d/ea.
  Horse, Riding 
  360d/ea.
  Horse, Warhorse 
  600d/ea.
  Hirelings
   
  Wage 
  Upkeep 
  Initial
   
  Monthly Monthly 
  Invest
  Animal Trainer 
  80d 
  160d 
  animal
  Man-at-arms 
  30d 
  45d 
  arms
  Porter 
  25d 
  25d 
  20d
  Servant 
  25d 
  50d 
  0d
  Art by William McAusland
  Money
  1d = 1 Silver Penny  
  = 1 silver piece
  1f  = 1 Copper Farthing
  4 Copper Farthings in 1 Silver Penny
  
  Majestic Fantasy RPG, Basic Rules Card - 11
  Arcane Spells
  Charm Person
  Range: 120 feet, Duration: Until 
  dispelled, Magical Immunity: Yes;
  Affects humanoid creatures only. The 
  target makes a saving throw. If the 
  saving throw is failed, the target(s) are 
  under	the	influence	of	the	caster	and	
  consider the caster a loyal and trusted 
  friend. The duration of the spell is 
  permanent unless dispelled.
  1st Level Spell Descriptions
  Create Scroll
  Range: Touch; Duration: Permanent;  
  Used to create magical scrolls provided 
  the proper research is done and the 
  right ingredients are acquired. Scroll 
  ingredients cost 100d per spell level 
  and take 1 day per 100d of cost to 
  create.
  Detect Magic
  Range: 60 feet; Duration: 20 minutes;
  Within 60 feet, the caster can sense 
  any presence of a spell, enchantment, 
  or magic. This includes beings under 
  the effect of an ongoing spell as well 
  as magical items. After one minute 
  of examination and a successful 
  Thaumatology Roll of 15 or better, the 
  caster can determine the exact nature 
  of the magic involved such as the 
  properties of a magic item, or the fact 
  the spell on an individual is a charm 
  person.
  Hold Portal
  Range: Touch; Duration: 2d6 turns;
  A door touched by a caster closes and 
  become locked for the spell’s duration 
  or until dispelled. Creatures with 
  magical immunity can open the door 
  and shatter the spell without effort.
  Light
  Range: 60 feet; Duration: 1 hour (+10 
  minutes/level);
  Causes a person or object to glow with 
  a bright light out to 20 feet. There is 
  dim light and shadows out to 60 feet.
  Magic Missile
  Range: 150 feet, Duration: Immediate, 
  Art: Flame
  With a gesture, one or more glowing 
  missiles of magical force erupt from 
  the caster’s hands. The caster is 
  able to hurl one missile starting at 
  1st level, three missiles at 5th level, 
  and	five	missiles	at	10th	level.	Each	
  missile may hit the same or different 
  targets of the caster’s choice.
  The caster must pick one of the 
  following two options at the time of 
  casting.
  • Roll to hit the target(s) at a +1 bonus 
  and have each missile deal 1d6+1 
  damage.
  • Automatically hit the target(s) 
  and have each missile deal 1d4+1 
  damage.
  Protection from Evil
  Range: Self; Duration: 1 hour;
  A	magical	field	of	protection	surrounds	
  the caster, blocking out all enchanted 
  monsters (elementals and demons). 
  Hostile creatures attack the caster 
  at a disadvantage. The caster gains 
  advantage on saving throws vs spells. 
  Read Languages
  Range: Self only; Duration: 1 reading;
  The caster may read any language 
  even those unknown to them. It does 
  not help in deciphering secret codes. 
  Read Magic
  Range: Self only; Duration: 2 scrolls or 
  other magical writings;
  The caster may identify magical scrolls 
  and other magical writings without 
  having to actually read the work.
  Sleep
  Range: 240 feet; Duration: 1 hour; 
  Magical Immunity: Yes;
  All enemies within line of sight of the 
  caster are put to sleep. Up to 4d4 HD 
  may be affected by this spell; only 
  creatures of 4 HD or less are affected.
  Level 1
  Charm Person
  Create Scroll
  Detect Magic
  Hold Portal
  Light
  Magic Missile
  Protection from Evil
  Read Languages
  Read Magic
  Sleep
   
  Level 2
  Continual Light
  Detect Evil
  Detect Invisibility
  Detect Thoughts
  Enchant Potion
  Invisibility
  Knock
  Levitate
  Locate Object
  Magic Mouth
  Mirror Image
  Phantasmal Force
  Wizard Lock
  Level 3
  Clairaudience
  Clairvoyance
  Darkvision
  Dispel Magic
  Fireball
  Fly
  Haste
  Hold Person
  Invisibility, 10’
  Lightning Bolt
  Monster Summoning I
  Protect from Evil, 10’ 
  Protect from Missiles
  Slow
  Water Breathing
  Art by The Forge, Maciej Zagorski, Pawel Dobosz
  
  Majestic Fantasy RPG, Basic Rules Card - 12
  Divine Spells
  Command
  Range: Caster’s Voice; Duration: 1 
  round; Magical Immunity: Yes;
  If the target fails their save, they 
  will obey a single command given by 
  the caster. Typical commands are 
  Approach, Drop, Fall, Flee, and Halt.
  1st Level Spell Descriptions
  Create Scroll
  Range: Touch; Duration: Permanent;  
  Used to create magical scrolls provided 
  the proper research is done and the 
  right ingredients are acquired. Scroll 
  ingredients cost 100d per spell level 
  and take 1 day per 100d of cost to 
  create.
  Detect Magic
  Range: 60 feet; Duration: 20 minutes;
  Within 60 feet, the caster can sense 
  any presence of a spell, enchantment, 
  or magic. This includes beings under 
  the effect of an ongoing spell as well 
  as magical items. After one minute 
  of examination and a successful 
  Thaumatology Roll of 15 or better, the 
  caster can determine the exact nature 
  of the magic involved such as the 
  properties of a magic item, or the fact 
  the spell on an individual is a charm 
  person.
  Cure Light Wounds
  Range: Touch; Duration: Immediate;
  Cures 1d6+1 hit points of damage. 
  Light
  Range: 60 feet; Duration: 2 hours
  Causes a person or object to glow with 
  a bright light out to 20 feet. There is 
  dim light and shadows out to 60 feet.
  Protection from Evil
  Range: Self; Duration: 2 hours;
  A	magical	field	of	protection	surrounds	
  the caster, blocking out all enchanted 
  monsters (elementals and demons). 
  Hostile creatures attack the caster 
  at a disadvantage. The caster gains 
  advantage on saving throws vs spells. 
  Detect Evil
  Range: 120 feet; Duration: 1 hour
  The caster detects the following 
  dangers for the duration of the 
  spell: hostile sentient beings, hostile 
  monsters, and enchantments/auras 
  that cause damage or some type 
  of harm. It does not detect traps, 
  poisons, or other mundane dangers.
  Purify Food and Drink
  Range: Close/Touch (Referee's 
  discretion); Duration: Immediate;
  Purify food and water for up to 12 
  people, removing spoilage and poisons. 
  Bless
  Casting Time: 1 minute; Range: Touch; 
  Duration: 1 hour;
  The recipient gets +1 to attack rolls. 
  If the character is a NPC they also get  
  +1 to morale. 
  Level 1
  Command
  Create Scroll
  Cure Light Wounds
  Detect Evil
  Detect Magic
  Light
  Protection from Evil
  Purify Food and Drink
   
  Level 2
  Bless
  Find Traps
  Hold Person
  Speak with Animals
  2nd Level Spell Descriptions
  Find Traps
  Range: 30 feet; Duration: 20 minutes;
  Within 30 feet, the caster sees all traps 
  (magical and non- magical) for 20 
  minutes.
  Hold Person
  Range: 180 feet; Duration: 9 turns;
  This will immobilize 1d4 humanoids if 
  they fail their saving throws. If only a 
  single humanoid is targeted, then the 
  saving throw is at a disadvantage.
  Speak with Animals
  Range: Self; Duration: 6 turns; 
  The caster can speak with normal 
  animals. The animals will react 
  positively unless the caster says 
  something offensive.
  Art by The Forge, Maciej Zagorski, Pawel Dobosz
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Majestic Fantasy Wilderlands (SW)/Majestic Fantasy RPG Basic Rules Reference Cards (SW).pdf