TEXT: 1
  Players Handbook
  A Guide and Rules System for Fantasy Roleplaying 
  Davis Chenault, Mac Golden, Steve Chenault, Mark Sandy and Todd Gray 
  Contributions by Mike Stewart, Casey Canfield, Colin Chapman and Josh 
  Chewning
  All Art by Peter Bradley
  ©2004 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper,
  Troll Lord Games, and the Castles & Crusades and Troll Lord Games logos are Trademarks of 
  Troll Lord Games.  All Rights Reserved.
  Players Handbook
  Volume 1 of Three Books
  
  2
  Castles & Crusades
  Introduction
       What is Castles & Crusades? Castles & Crusades is a role playing game. It is a 
  game in which those playing assume the roles of characters and through them, act out 
  fantastic adventures. With Castles & Crusades, a world of heroism and epic adventure 
  awaits; knights battling dragons, wizards dueling with arcane magics, the brave rescuing 
  mystic artifacts from the clutches of evil villains, where a barbarian warrior and a sly thief 
  make their way in the world, seeking fortune and fame, or a band of desperate heroes 
  battle against an apocalyptic doom, standing for justice and honor as the world succumbs 
  to chaos and evil. In this game, your imagination is the only limit for the possible.
       Unlike traditional games, Castles & Crusades is a unique form of story-telling 
  entertainment the object of which is not to win, but to have fun. This is achieved by creat-
  ing a story in which players take the characters they create on adventures and fantastic 
  escapades. With that in mind, the Castles & Crusades rules are designed to be easy to 
  learn, simple to use and flexible, allowing the players to start their character’s adventures 
  quickly and begin creating a memorable and fun gaming experience.
       Castles & Crusades requires no game board, pieces, props or even a video screen. All
  you need to begin playing are these two books of rules, the Players Guide and the Monsters 
  and Treasure Guide, a pencil or pen, some paper, and a set of dice (d4, d6, d8, d10, d12, 
  d20). These, and a few friends with vivid imaginations and you are set to begin.
      
  Creating the Player Character
       Each person playing Castles &Crusades assumes the role of a character and creates a 
  persona for that character. In brief, these are the five steps to creating a character:
       1. Imagine a character: Decide, in a general manner, the type of character you want 
  to play. Is the character to be a hero or rapscallion, a sorcerer or warrior, a raiding savage 
  or sophisticated scholar? Imagine it, and it shall be so!
       2. Roll attributes: Each character has six attributes (strength, intelligence, wisdom, 
  dexterity, constitution, and charisma) which are generated randomly by rolling dice. 
       3. Choose a class: A class represents an archetypical hero upon which a character 
  can be modeled and are broadly interpreted to allow for many character personas. There 
  are four classes to choose from: Fighter, Wizard, Cleric and Rogue. Each class has unique 
  abilities and specialized areas of knowledge that affect the game.
       4. Choose a race: Choose a race for the character. The options are human, dwarf, 
  elf,  and halfling. Each race is unique and presents an endless variety of personas upon 
  which a player can create a character.
       5.  Flesh out the character: The most important step in character creation is the 
  last. The player creates the character’s persona in detail, finishes generating the final rules 
  related abilities and equips the character with clothing, armor, weapons, and adventuring 
  gear. The player should, determine the character’s personality, physical description, world 
  view, background, goals, and motivations. All game related traits such as Hit Points and 
  ability modifiers are generated and recorded on the character sheet. After that, it is time 
  to game!
  Attributes 
   
  Attributes are a representation of a character’s physical and mental abilities. There are 
  six attributes: strength (str), constitution (con), dexterity (dex), charisma (cha), wisdom 
  (wis) and intelligence (int). Each is expressed by a number ranging from 3 to 18 and has
  a corresponding modifier which is added to or subtracted from applicable die rolls as 
  explained in the rules. 
  
  3
  Players Handbook
   
  There are two types of attributes: primary and secondary. Many activities in the game 
  require the player to make an attribute check to determine the success or failure of that 
  character’s action. The number required for successfully performing an action is partially 
  determined by whether or not the attribute being tested is primary or secondary. 
  The Six Attributes
   
  Strength: This attribute reflects a character’s physical strength, including the ability to 
  lift or move heavy objects, to bend bars, and to carry weight. The modifier affects melee 
  combat, melee damage, and all checks involving strength. 
   
  Constitution: This attribute reflects a character’s stamina, including the ability to 
  withstand pain, to suffer physical damage, and to fight off sickness and poison. The 
  modifier affects hit points, and all checks involving constitution.  
   
  Dexterity: This attribute reflects a character’s reflexes, manual dexterity, and hand-eye 
  coordination, including the ability to dodge and to defend. The modifier affects armor 
  class, ranged combat, and all checks involving dexterity.
   
  Intelligence: This attribute reflects a character’s mental aptitude, including the ability 
  to learn and to apply that learning, and the capacity for deductive reasoning. The modifier 
  affects the number of arcane spells that a character can cast each day and all checks 
  involving intelligence. 
   
  Wisdom: This attribute reflects a character’s depth of personal experience, the ability 
  to make decisions or judgments and spiritual connection to a deity. The modifier affects 
  the number of divine spells that a character can cast each day, the ability to turn undead, 
  and all checks involving wisdom.
   
  Charisma: This attribute represents a character’s strength of personality, will power, 
  leadership, attractiveness and ability to influence others. The modifier affects the loyalty 
  and reaction of other creatures to the character, the number of undead that can be turned, 
  and all checks involving charisma.
  Attribute Modifiers
   
  Each attribute score has a corresponding modifier that is added to or subtracted from 
  certain die rolls in the game. The modifier is the number added to or subtracted from a roll 
  of the dice when a character acts or reacts during the game. 
      Table 1: Attribute Modifiers
      1 
    -4
      2-3 
    -3
      4-5 
    -2
      6-8 
    -1
      9-12 
    0
      13-15   +1
      16-17   +2
      18-19   +3
  The Primary and Secondary Attributes
   
  Primary attributes represent those physical or mental abilities that a character is well 
  trained in or very experienced with using. Secondary attributes represent those with  
  which the character has an average ability. The distinction between these is important. 
  Almost all non-combat related actions which have a distinct chance of failure require a 
  check to determine if it is successful or not. These checks include attribute checks, class 
  ability checks and saving throws. 
  
  4
  Castles & Crusades
   
  For a check to be successful, the result on the die (d20) with its modifiers must exceed 
  a base target number. This base target number is determined by whether or not the check 
  with which the attribute is associated is a primary or secondary attribute. The base target 
  number for a prime attribute is 12 and the base target number for a secondary attribute is 
  an 18. This is covered in greater detail later, but it is important to understand that checks 
  which involve the use of a prime attributes are significantly more likely to be successful 
  than those without. 
  Generating Attributes and Prime Attributes
   
  The player rolls 3d6 and adds the results together for a total score of between 3 and 
  18. This process is repeated six times for a total of six scores. The player then assigns 
  each score to an attribute as desired. When assigning attribute scores, the player should 
  consider the race and class of the character they wish to create, since the race may raise or 
  lower an attribute score and they can effect the character’s class abilities.
   
  Attribute scores only increase or decrease as a result of magic, poison, curses or other 
  extraordinary events. Should an attribute score change as a result of race, spell, or other 
  situations during game play, the modifier changes accordingly. 
       The player chooses one prime attribute for his character. Another prime attribute is 
  designated by the character’s class. Human’s are allowed to choose an additional prime 
  attribute. For example, the fighter class has a designated strength primary attribute. The 
  player then chooses one other attribute as a primary attribute for the character. If the 
  fighter is a human, the player is allowed to choose a third primary attribute.   
  Character Classes
       A character class represents a character’s chosen profession. The class the player 
  chooses for a character should be that which best represents the type of character the 
  player intends to create and the setting for the adventure.
       There are four types of character classes for the player to choose from: Clerics 
  are religious people who follow the dictates of a deity or pantheon and can be broadly 
  interpreted as ascetic hermits, wandering monks, religious warriors or priests. Rogues are 
  a canny sort who depend on a nimbleness and quickness of spirit and body to fulfill their 
  self serving needs and desires and can be broadly interpreted as thieves, scallywags or 
  even pirates. Fighters are warriors of great renown who depend on the keen edge of a 
  sword to solve their problems in battles the world over and are broadly interpreted as 
  soldiers, generals, mercanaries and gladiators. Wizards bind arcane magics to their will 
  and are often possessed of an overwhelming need for knowledge and, as oft as not, power. 
  They are broadly interpreted as warlocks, magicians and sorcerers.
       The following section describes each class and its powers. Table 2 is a list that 
  describes the terminolgy used in the class descriptions. 
  Table 2: Class Description Terminolgy
  Prime Attribute: There is one prime attribute designated for each class. The player  
       selects the second prime attribute.
  Hit Dice (Hd): The dice type rolled for hit points at each level. The constitution bonus  
    is added to this.
  Weapon and Armor Allowed: The types of weapons with which members of that   
       class are skilled.
  Abilities: Abilities possessed by the class.
  Bonus to Hit (BtH): The modifier that is added to a to hit roll at that level.
  Experience Point Progression (EPP): Experience points needed to gain the next level.
  
  5
  Players Handbook
   Cleric
  Prime Attribute: Wisdom
  Hit Dice: d8
  Weapon and Armor Allowed: Clubs, crowbill, hammers, flails, maces, morningstar,     
       quarterstaff and special (see below). All armor and shields.
  Abilities:  Spell casting, turn undead
   
       Upon the fields of battle where good and evil struggle, there stride holy warriors 
  dedicated to the service of a deity. Their martial ability enhanced by divine dispensation, 
  these warrior priest follow the practices of the gods, and guide others through faith and 
  action to their deity’s tenets. 
       A cleric must worship a deity or pantheon of deities. The gods are as varied as man 
  in their motivations, desires and practices from good or evil to lawful or chaotic. Some 
  gods are greater than others, some less so, but all imbue their clerics with divine magic to 
  help them in their battles against foes whether mundane or spiritual. The greater a cleric’s 
  wisdom, the more clear is an understanding of the god’s will. 
   Typically, a cleric wields the same weapon or types of weapons favored by the deity 
  or pantheon worshiped. The selection of weapons beyond these is limited to those which 
  allow a cleric to subdue and convert an enemy rather than kill him. Being trained for 
  combat, the cleric is able to wear any armor and use shields.
       A cleric who grossly violates the code of conduct expected by his deity, by acting in 
  a manner opposed to the god’s alignment and purposes loses all spells and class features 
  and cannot gain levels as a cleric until he atones. 
  cleric Abilities  
    Spells: A cleric casts divine spells. The number of spells available are listed in the 
  table below. A cleric is limited to a certain number of spells of each spell level per 
  day. Clerics prepare spells each day through prayer to their deity or deities, followed by 
  contemplation and study. (See the Magic section for more details.)
       Bonus Spells: Clerics with a high wisdom gain bonus spells. For clerics with a wisdom 
  score of 13-15, one extra 1st spell is available, for 16-17 one extra 2nd level spell and for 
  18-19 one extra 3rd level spell. The extra spells are only available if the cleric has reached 
  the appropriate level to cast them.
       Turn Undead: A good aligned cleric has the ability to turn undead, while evil clerics 
  can control such creatures. To do so, a cleric must declare his attempt and reveal his holy 
  symbol and utter an appropriate chant (see page 26).
  Cleric
  Level  Hd     BtH Abilities  
       EPP    
  Spells per day by level 
    
   
   
    
   
         0    1st    2nd   3rd    4th    5th
  1        d8       +0 
  Spells, Turn Undead    0 
         2      1       
  2        d8       +1 
   
   
       2201        3      2 
          
   
  3        d8       +1 
   
   
       4401        3      2       1
  4        d8       +2 
   
   
       8801        4      3       2
  5        d8       +2  
   
   
       17601        4      3       2        1
  6         d8       +3 
   
   
       35201        4      3       3        2
  7         d8       +3 
   
   
       70401        4      4       3        2        1
  8         d8       +4 
   
   
       140801      5      4       3        3        2
  9         d8       +4 
   
   
       280001      5      4       4        3        2       1
  10       d8       +5 
   
   
       420001      5      4       4        3        3       2
  
  6
  Castles & Crusades
  Fighter
  Prime Attribute: Strength
  Hit Dice: d10
  Weapon and Armor Allowed: All
  Abilities: Weapon specialization, combat dominance, extra attack
   
       From the maelstrom of war and conflict arise great warriors who are tested on the 
  brutal fields of battle. These men, ever few in number, nobly war against cruel overlords 
  and barbarous hordes or are driven to conquest and brutish slaughter by depraved spirits 
  and malignant desires. Kings and tyrants, warriors and brigands, foot soldiers and raiders, 
  adventurers and treasure hunters; these are fighters. 
      The fighter is the archetypical warrior, superior to all other classes in armed combat. 
  They are born with a strength of will and spirit that find the field of battle, the clash of 
  metal and ring of steel invigorating at times and necessary at others. These are those who 
  fear little and face their foes with gritted teeth and steely determination. Whether brigand 
  or noble, the fighter is characterized by his willingness and ability to use brute strength 
  and swift sword to solve problems or overcome foes.
   A fighter relies on his strength more than all else. To heft heavy metal weapons, don
  weighty armor, and face mighty foes in mortal combat, the fighter must have great physi-
  cal power. Fighters come from all walks of life and serve purposes of their own making or 
  those of others. Whether for ill or good, the fighter makes his own morality.
       All cultures have armors and weapons unique to them, yet all function in essentially 
  the same manner. A fighter’s training allows him to use any and all weapons and armor. 
  Abilities
       Weapon specialization: At 1st level the fighter chooses to specialize in a single 
  weapon of any type. This is usually a weapon peculiar to the culture or society to which 
  the fighter belongs. Specialization imparts a +1 bonus to hit and a +1 bonus to damage 
  at 1st-6th level. At 7th level and above, the weapon imparts a +2 bonus to hit and +2 
  bonus to damage.
       Combat dominance:  At 4th level, the fighter gains an extra attack against opponents 
  with 1HD of a d6 or less hit die type. This ability increases ass the fighter progresses in 
  levels. The fighter gains an additional attack for every four levels gained after 4th level. At 
  8th level then, the fighter is allowed three attacks. This ability does not combine with the 
  Extra Attack ability described below. 
        Extra Attack:  At 10th level, 
  the Fighter gains one additional 
  attack each combat round with 
  any weapon. This ability does 
  not combine with Combat Domi-
  nance. If the fighter is in combat 
  with several opponents, some of 
  whom are 1HD with a d6 or less 
  hit die type and the others are 
  1HD or more of d8 or d10 hit 
  die type, the player must choose 
  either to use the extra swing abil-
  ity or the combat dominance abil-
  ity.
  Fighter
  Level  Hd     BtH Abilities  
         EPP  
  1        d10      +1 
  Weapon Specialization  0 
   
  2        d10      +2 
   
   
         2001
  3        d10      +3 
   
   
         4001       
  4        d10      +4 
  Combat dominance        8501      
  5        d10      +5   
   
         17001 
  6         d10      +6 
   
   
         34001 
  7         d10      +7 
   
   
         68001 
  8         d10      +8 
   
   
         136001 
  9         d10      +9 
   
   
         272001   
  10       d10      +10 Extra attack 
         472001 
  
  7
  Players Handbook
  Rogue
  Prime Attribute: Dexterity
  Hit Dice: d6
  Weapon and Armor Allowed: Broadsword, club, dagger, dart, hand axe, hand crossbow, 
  javelin, light crossbow, longsword, mace, quarterstaff, rapier, shortbow, short sword, and 
  sling. Leather armor, leather coat, padded armor and small shields.
  Abilities: Climb, trap, hide, listen, move silently, open locks, pick pockets, back attack 
  and sneak attack.
   Ancient cities with high towers and crumbling walls, sprawling towns along coastal 
  highways, villages, castles, and hamlets all have one thing in common, there are rogues in 
  their midst. Rogues stradle the moral fence and, for ill or good, they make their living in 
  the shadows, through stealth, deceit, and thievery, or at times, in service to some greater 
  purpose known only to themselves. 
   The archetypical ner-do-well, rogues can be scions of the wealthiest families or simple 
  street urchins. Some make their living by burglary, while others find their skills best 
  suited to plundering dungeons or unraveling riddles in dark caves. To perform many of his 
  abilities, a rogue relies on his dexterity and should be nimble and quick, with near perfect 
  hand-eye coordination. Rogues often use a street language of the trade when dealing 
  with other rogues and rogue-types. Both words, hand signals, demeanor, and other signs 
  comprise the language of rogue’s cant. 
   A rogue’s weapons must be suitable for stealth and sneak attacks. They likewise favor 
  light armor to better use their stealth abilities. A rogue may wear leather armor, a leather 
  coat, or padded armor, and can employ small shields without any penalty to the use of 
  the character’s abilities.  A rogue may wear any other type of armor, helmet, and shield 
  that confers an armor class bonus greater than +2 but suffers a penalty when using class 
  abilities. The penalty is equal to a -1 for each point above AC 12 the armor confers. For 
  example, a rogue wearing chainmail, AC 15, suffers -3 penalty to all ability checks.
    
  Abilities 
       Climb: This ability allows a rogue to climb up, down, or across a slope, wall or steep 
  incline at one-half speed with a successful dexterity check. A failed check means that the 
  character makes no progress, and a check that fails by 5 or more means that the character 
  falls. Nothing can be carried in the hands while climbing. Natural slopes and inclines, 
  such as a cliff face, do not require an attribute check. 
       Traps: A rogue may use this ability to find, disable, or set a trap. Each use requires 
  a separate intelligence check, and each check may be made only once. To find a trap, a 
  rogue must spend one round in a small area or one turn in a 10x10 foot area looking for 
  the trap. Magical traps may be much more difficult to find. To disable a trap, a rogue 
  must first know the location of a trap and make a successful dexterity check. Failure 
  indicates that the rogue set off the trap and suffers the trap’s effect. A rogue can disarm 
  a magic trap, although it may be much more difficult a challenge than for nonmagical 
  traps. Generally, it takes 1-4 rounds to disarm a trap. To set a trap, or to reset a previously 
  disabled trap, a rogue must make a successful check. If resetting a trap that the rogue 
  previously disabled, the rogue gains a +5 bonus to the check. 
   Hide: If the character is not being directly observed, a rogue can use this ability to 
  conceal himself from others. A successful dexterity check makes the rogue hidden and 
  almost invisible to others. The rogue can move up to one-half normal speed and hide at no 
  penalty while hiding but suffers a -5 penalty while moving one half to normal speed.
  
  8
  Castles & Crusades
   Listen: With a successful wisdom check, a rogue can use this ability to listen intently 
  and hear noises that others might not detect. Generally, success indicates the rogue can 
  hear soft sounds, like a whisper or cat stalking, within 30 feet outside or in the open, or on 
  the other side of a door. If listening through a stone wall, the rogue suffers a -10 penalty to 
  the check. It takes one round to listen.  A rogue can retry this ability once a round.
   Pick Pocket (Dex): A rogue trained in this ability can, on a successful dexterity check, 
  remove the contents from a pocket, pouch, or otherwise take something from a person 
  without being noticed. This ability also includes ”sleight of hand“ maneuvers which allow 
  the rogue to hide or move an item in a manner such that those around him are not readily 
  aware where the item has been hidden. Such maneuvers are similar to hiding a coin, 
  performing the peanut trick, and the like
       Back Attack: A rogue prefers to use stealth to catch an opponent unaware and gain an 
  advantage. If a rogue is able to rear attack an opponent that is unaware, he gains a to hit 
  and damage bonus. To catch an opponent unaware, a rogue must make a successful move 
  silent or hide check to sneak up behind the foe. A rogue that does so receives a +4 bonus 
  to hit and doubles the damage inflicted. At levels 5-8, a back attack deals triple damage, 
  and at 9th + levels, a back attack inflicts quadruple damage. When making a back attack, a 
  rogue must use a melee weapon under 3 feet in length and be able to see the target.  Also, 
  a rogue can only back attack a living creature with a discernible anatomy. Back attack 
  cannot be combined with the sneak attack ability.
        Sneak Attack: At 4th level, a rogue has learned to adapt back attack skills to more 
  general situations when an opponent or victim is aware of the rogue, but unsuspecting 
  of any attack. For example, a rogue could be having a conversation with a potential 
  victim while hiding a poisoned stiletto up the sleeve, intending to strike once a piece 
  of vital information is learned. These situations do not necessarily require a predicate 
  hide or move silently check, although the Castel Keeper may place a such a requirement 
  depending upon the circumstances and the efforts the character underwent to set up the 
  sneak attack. A rogue able to make a sneak attack gains a +2 bonus to hit, and a +4 bonus 
  to damage. Ranged attacks can be use for sneak attacks if the target is within 30 feet. 
  A rogue can’t strike with deadly accuracy from beyond that range. Sneak attack cannot 
  be combined with back attack.
       Move Silently: With a successful dexterity check, this ability allows a rogue to move 
  so silently others cannot hear the rogue. The rogue can perform this ability indoors and 
  outdoors. The rogue can move up to one-half the character’s normal speed at no penalty. 
  At more than one-half and up to the 
  character’s full speed, the character 
  suffers a -5 penalty. It’s impossible 
  to move silently while running or 
  charging.
   Open Lock: A rogue trained in 
  this ability is capable of opening 
  locks. A successful dexteritycheck 
  indicates the lock has been opened. 
  This ability requires the use of 
  rogue’s tools such as a pick, pry 
  bar, blank key, wire, or other appro-
  priate tool. A rogue may only make 
  one attempt per lock, or until the 
  rogue gains another level.  
   
  Rogue
  Level  Hd     BtH Abilities  
         EPP  
  1        d10      0 
  *see below 
         0 
   
  2        d10      +1 
   
   
         1501
  3        d10      +1 
   
   
         3001  
  4        d10      +1 
   
   
         6001      
  5        d10      +2   
   
         12001 
  6         d10      +2 
   
   
         24001 
  7         d10      +2 
   
   
         48001 
  8         d10      +3 
   
   
         96001 
  9         d10      +3 
   
   
         192001 
  10       d10      +3 
   
   
         288001
       *climb, trap, hide, listen, move silently, open 
  locks, pick pockets, back attack and sneak attack
  
  9
  Players Handbook
  Wizard
  Prime Attribute: Intelligence
  Hit Dice: d4
  Weapon and Armor Allowed: Club, dagger, dart, knife, staff, no armor can be worn
  Abilities: Spells
       Amidst every culture are those who strive to understand the arcane. They are fearless in 
  their quest for knowledge and power and bend themselves to mastering eldritch sorceries 
  and unraveling the riddles of the world. These are wizards and they are a breed apart.
       The wizard is vastly superior to all others in understanding magic. They come from 
  all social strata and are found in all positions of society from advising kings and nobles to 
  wandering the world or working in solitary confines seeking to understanding the eldritch 
  powers of magic. No matter their station in society, all wizards serve themselves first, for 
  the mastering of magic is a dangerous task that affords little distraction.
       Intelligence is a wizards greates asset, for to harness the arcane one must have a 
  keen mind, quick wits and great mental adroitness. Magic itself is the guidepost by which 
  wizards measure who and what they are so they feel no bind to the codes or ethics of other 
  men and are often separate even from the cultures they live in.
       Most spells require somatic and verbal actions. These often complex gestures and 
  intonations cannot be performed unless the wizard is free to move and speak. As such, 
  most wizards wear loose robes or tight fitting clothing. Any use or armor or shield 
  prevents the wizard from casting spells.
  Abilities
   Spells: A wizard casts arcane spells. A wizard is limited to a certain number of spells of 
  each spell level per day. The table below shows the number of spells per day a character of 
  the class may cast. A wizard must prepare spells ahead of time by sleeping and studying a 
  spell book. While studying, the wizard decides which spells to prepare for the day. 
   Bonus Spells: Wizards with a high intelligence gain bonus spells. For wizards with an 
  intelligence score of 13-15, one extra 1st spell is available, for 16-17 one extra 2nd level 
  spell and for 18-19 there is one extra 3rd level spell. The extra spells are only available if 
  the wizard has reached the appropriate level to cast them.
   Spellbooks: Wizards must study their spell books each day to prepare their spells. 
  A wizard cannot prepare any spell not recorded in a spell book. (See page 17 formorein-
  formation.)
  Wizard
  Level  Hd     BtH Abilities  
       EPP    
  Spells per day by level 
    
   
   
    
   
         0    1st    2nd   3rd    4th    5th
  1        d4       +0 
  Spells 
   
      0 
         4      2       
  2        d4       +1 
   
   
       2601        4      3 
          
   
  3        d4       +1 
   
   
       5201        4      3       1
  4        d4       +1 
   
   
       10401        4      3       2
  5        d4       +1  
   
   
       20801        5      4       2        1
  6         d4       +2 
   
   
       41601        5      4       3        2
  7         d4       +2 
   
   
       83201        5      4       3        2        1
  8         d4       +2 
   
   
       166401      5      4       3        3        2
  9         d4       +2 
   
   
       333001      5      5       4        3        2       1
  10       d4       +3 
   
   
       500001      6      5       4        3        3       2
  
  10
  Castles & Crusades
  Character Races
       Choosing a race is a vital part of creating your character. In a practical sense, racial 
  composition establishes your character’s abilities and, in the case of the human, allows for 
  the selection of an extra prime attribute. In a more literary sense your racial composition 
  conrms what type of character you are going to play. Imagine a short, stocky, bearded 
  warrior girded in iron with a great war axe and you could very well be imagining a dwarf. 
  If you see yourself tall and lithe, clear of vision with golden hair, all wrapped in the 
  mystic of the fey, you could be an elf. Were your hands small and nimble, and your feet 
  bare and your back strong, you might be a haling. If the image you see is of a tall man, 
  wrapped in the folds of your own robes leaning on a staff, you could be a human.  
       There are three races, other than human, to choose from; dwarf, elf and haling. Each 
  race is unique and embodies characteristics not found in any of the others. This list does 
  not preclude the possibility of the player or the Castle Keeper creating new races. If you 
  are venturesome enough to go down this path, keep in mind that any added races should 
  be roughly equivalent to the others in play. When choosing a race, attention must be given 
  to understanding that races’ culture. Whether using the social descriptions developed for 
  Castles & Crusades or creating your own, successful and fullling roleplay results from a 
  meshing of the character’s personality with its race. 
       Furthermore, each race comes with a certain number of prescribed abilities, ranging 
  from seeing in the dark to nding hidden doors; from sneaking in shadows to locating 
  sliding walls. Read each race very carefully in order to understand both its extraordinary 
  abilities and its limitations. Though not perfectly balanced in terms of game mechanics, 
  the races are designed to allow the player to create the avor they want for their character.
  Racial Modifiers
       Each race has an attribute score modication. These modications occur after 
  assignment of a score to an attribute. Humans are the average upon which the remaining 
  races are constructed. As such, they do not have racial attribute modications. Also, each 
  race, except humans, when playing a rogue, have a unique modications to specic rogue 
  abilities. These are described with the race.
  Dwarf 
  Dwarves hail from the depths of the earth, and have lived there for ages beyond count. 
  Much like the stone they so resemble, dwarves possess great fortitude and the indomitable 
  will of granite. They are a proud, loyal and honorable people with lives as long as the 
  tunnels they delve beneath wind scoured mountains. Renowned for their stonework and 
  metal craft, dwarves expend much of their life perfecting their crafts and mining ever 
  deeper for rarer and more precious ore and gem. There, in those dark holes, the dwarves 
  have unearthed many abominations and made ferocious enemies, for the underworld is 
  home to baneful creatures without number who consider dwarves their mortal foes.
  Characteristics
       Descripion: Dwarves resemble the rock and stone they so love. They are short, stocky, 
  and muscled from years of labor at the forge or tunneling through the earth. Dwarves 
  grow long beards and mustaches, considered a sign of maturity and honor; the most 
  renowned of dwarves have great, thick beards hanging to their feet. Imparted from hours 
  at the forge and the demanding mines, even at an early age, dwarves skin is dark, ruddy, 
  cracked and ssured. In contrast, their deep-set eyes tend towards blue, hazel and gray, 
  piercing the gloom of the underworld as if it were day.
  
  11
  Players Handbook
   Languages: Common, Dwarven, Gnome, Goblinoid, Haling, Elven, Ogrish, Giant
   Size: Small
   Movement: 20 feet  
   
   
   
   
   
   Attribute Modiers:  +1 Constitution, -1 Dexterity
  Abilities 
       Animosity (elves): Dwarves distrust and do not understand elves. As a result, a dwarf 
  suffers a -2 penalty on charisma checks when dealing with an elf.
    Deepvision: Dwarves can see in dark areas that seem pitch black to normal humans. 
  This vision extends up to 120 feet. Colors tend to erode the darker the environment 
  becomes and objects appear in shades of gray rather than color. It is otherwise like normal 
  sight, and dwarves can function just ne with no light at all.
    Determine Depth and Direction: A dwarf can intuit depth, sensing his approximate 
  depth underground as naturally as a human can sense which way is up. The dwarf can also 
  determine direction underground as easily.
    Enmity (goblins/orcs): The dwarves never-ending wars against goblins and orcs have 
  left them with a burning enmity.  Dwarves gain a +1 bonus “to hit” goblins and orcs, but 
  they suffer a -4 penalty to chaisma checks when dealing with them. 
   
    Defensive Expertise (giants, ogres): A dwarf’s size and experience in battling giants 
  and ogres give them a +4 bonus to armor class when ghting those creatures.   
    Resistant to Arcane Magic: Dwarves are particularly immune to arcane magics. They 
  receive a +1 bonus to all saving throws against arcane spells and spell-like effects. 
   Resistance to Fear:  Dwarven reeive a +2 bonus on all saving throws against fear. 
   Resistant to Poisons: Dwarves are particularly immune to poisons of all types. They 
  receive a +2 bonus to all poison saving throws versus poisons.
   Stonecraft: Dwarves possess extensive knowledge about stonework. With a successful 
  wisdom check the dwarf can do the following:
   1: Spot and nd unusual construction or unique features of stonework.
   2: A dwarf who merely passes within 10 feet of unusual stonework (new construction, 
  unfamiliar architecture, secret doors, stonework traps, unsafe stone surfaces) can notice it 
  as if he were actively looking for the door. When a dwarf does actively search for unusual 
  stonework, he receives a +4 bonus to his wisdom check. 
   Rogue Ability: Dwarf rogues receive a +2 to the nd traps ability.
   
  Elf
       Elves are an ancient, almost timeless race who embody the grace and beauty of the
  natural world, its strength, and at times, its unremitting wrath and fury. Elves live exceed-
  ingly long lives, giving them a patience unknown to other races. It also allows them a 
  great amount of time in which to acquire knowledge of the world and its history. They  
  are thus well informed and sage-like in their depth of perspective on action and conse-
  quence. Naturally dextrous and lithe, elves are the most graceful race. They often appear 
  ethereal to those who have never beheld them.  
  Characteristics
   Description:  Elves range in size and coloration but are generally light skinned and 
  pale in color, although green hues are not unknown. At maturity they stand on average 5 
  ft. 6 in., and weigh around 115 lbs. Their ethereal nature lends to them an natural grace 
  and beauty. Elves have thin, aquiline facial features with large, searching eyes of mixed 
  colors. Their ears are long and tapered, and they often have long, uncropped hair.
  
  12
  Castles & Crusades
   Languages: Common, Elven, Dwarven, Gnome, Goblinoid, Haling, Sylvan
   Size: Medium
   Movement: 30 feet 
   Attribute Modiers: +1 Dexterity, -1 Constitution
  Abilities
    Enhanced Senses: Elven physiology is blessed with enhanced vision and hearing. 
  Elves can see and hear noises twice as far as a normal human.
    Low-light Vision: An elf’s ability to see twice as far as a human functions even under 
  starlight, moonlight, torchlight, or similar conditions of poor illumination. They retain the 
  ability to distinguish color and detail under these conditions as well. 
    Move Silently: This ability allows an elf to move silently in wilderness areas with a 
  successful dexterity check. The elf can move up to one-half the character’s normal speed 
  at no penalty. At more than one-half and up to the character’s full speed, the elf suffers a 
  -5 penalty. It’s practically impossible to move silently while running or charging.
    Spell Resistance (18 Charm/Sleep): Elves are particularly immune to spells and 
  spell-like abilities that charm or unnaturally cause sleep. (See page 26 for details.)
    Spot Hidden Doors: An elf’s enhanced vision and perceptive ability allows them to 
  spot secret, hidden, and concealed doorways with a successful wisdom check. An elf who 
  merely passes within 10 feet of a secret, hidden, or concealed doorway is entitled to a 
  wisdom check to notice it as if they were actively looking for the door. When an elf does 
  actively search for such doorways, they receive a +2 bonus to their wisdom check.
    Weapon Training: Elves are taught the ways of war at a young age and their long 
  lives allow them to become skilled in weapons favored by their society. Elves begin play 
  with a +1 bonus to hit with a bow (composite longbow, composite shortbow, longbow, 
  shortbow) and a longsword.
    Rogue Ability: Elf rogue’s receive a +2 to listen and move silent checks. 
  Halfling
    Halings appear, upon rst sight, to be small, well nourished humans. They share 
  many of the mannerisms and habits of their larger cousins yet closer inspection reveals 
  large hairy feet and wide eyes displaying the temperament of wily farmers. Halings are 
  generally an agrarian people preferring open pastures and lush farmlands to cities or other 
  places crowded with tall folk. They get along well with most peoples and only rarely 
  leave the safety of their homes and communities and even then generally only doing so 
  at the behest of others. 
  Characteristics
    Description:  Halngs average about 3 ft. in height and have wide, round eyes, and 
  large feet, these being well padded and hairy. As a result, halings seldom wear shoes 
  except in very cold weather. Long days in the sun give a haling’s naturally light skin a 
  ruddy brown tan every summer. This, their curly hair and thick hands  ts their agrarian 
  lifestyle like a well worn frock coat. Most halings prefer dull colored clothing so as not 
  attract attention to themselves. 
    Languages: Haling, Common, Dwarven, Gnome, Elvish, Sylvan, Goblinoid
   Size: Small
   Movement: 20 feet 
   Attribute Modiers: +1 Dexterity, -1 Strength
  
  13
  Players Handbook
  Abilities 
    Fearless: Haling’s receive a +2 bonus on all saving throws against fear.   
    Hide: A successful dexterity check hides the haling, making them almost invisible in 
  outdoor settings. If the haling moves while attempting to remain concealed, they suffer 
  a penalty to their check. At up to one-half of their movement allowance they suffer a -5 
  to their check. From one-half their move to full speed they suffer a -10 to their check. 
  It is impossible to move faster than their normal speed and attempt to hide. If people 
  are observing the haling, even casually, the character can not hide. If the observers are 
  momentarily distracted though, the haling can attempt to hide. This check, however, is at 
  –10 because the character has to move quickly.
    Move Silently: Halings can move as quietly as a breeze upon a successful dexterity 
  check. The haling can move up to one-half of their normal speed at no penalty. At more 
  than one-half and up to the character’s full speed, the character suffers a –5 penalty. It’s 
  practically impossible (–20 penalty) to move silently while running or charging.
    Twilight Vision:  Halings can see in starlight and moonlight just as a human can at 
  dusk. They retain the ability to distinguish color and some detail under these conditions 
  though everything is cast in shadows. They have no enhanced vision underground or 
  under torchlight or similar conditions of poor illumination.
    Resistant to Poisons: A lifetime of good food mixed with hard work and a self reliant 
  spirit all combined make halings more resistant to the ills and wills of life than most 
  others and receive a +1 bonus to all constitution and charisma saving throws.
    Rogue Ability: Haling rogue’s receive a +2 to hide and move silent checks.
   
  Human 
       Humans are the most diverse of the races. Their strength and power rests in their 
  ability to adapt to different environments, cultures, and societies. Where the other races 
  are tied to the world around them through one manner or the other, humans alone are 
  separate and have no afnity for the world beyond that of a master craftsman and his 
  tools. Their ability to adapt allows them to maintain close contact and even to intermingle 
  with demi-humans and humanoids, if they deem it necessary, expedient, or desirable. 
  Diversity is the hallmark of this race.
  Characteristics
    Description:  Humans range greatly in height and weight, as well as in other physical 
  features such as skin and hair color and type. Males typically stand between 5 ft. 6 in.
  and 6 ft. 2 in., with females being slightly shorter, although both sexes occasionally 
  exceed the average height. Humans tend to adapt to their environments both culturally 
  and physically, thus leaving some with pale to pink skin coloration in cold climates and 
  others with darker skin coloration in warmer climates. Since humans are exceedingly 
  migratory, these generalizations do not always correspond as expected. 
   Languages: Common plus additional languages equal to the inelligence modier.
   Size:  Medium
   Movement:  30 feet 
   Language:  Common 
  Abilities
       Extra Prime: Humans are allowed to choose an additional prime attribute for a 
  total of three.
  
  14
  Castles & Crusades
  Completing the Character
       The most important step in character creation is the last. The player creates the 
  character’s persona in detail, finishes generating the final statistics related to class and 
  racial traits then equips the character with clothing, armor, weapons, and adventuring 
  gear. The player should, for example, determine the character’s personality, physical 
  description, worldview, background and motivations. Some of character’s traits are quan-
  tified in game terms, such as alignment, which summarizes the character’s overall world-
  view. Other game play related traits such as hit points (the amount of physical damage 
  a character can sustain) are generated and recorded on the character sheet. Finally, the 
  effects of the character’s spells and equipment are detailed.  
  Persona
       The persona and appearance is entirely the choice 
  of the player designing the character but appreciating the 
  campaign setting and needs. Choose the personality traits first. 
  Is the character hot-tempered, mild natured, mean spirite, slow 
  witted, determined, arrogant or any other of the vast sum of 
  traits to choose from? The list of possible personality traits 
  is inexhaustable. The traits should relate to both the charac-
  ter’s race and class though. A roguish character of halfling 
  ancestry is likely significantly different  than a  roguish char-
  acter of elfish ancestry. 
       In finalizing a character’s persona, imagine how the culture and immediate environ-
  ment the character was raised in affected him. Then determine how this interacted with 
  the character’s basic personality traits. This conflates into a worldview. 
  Alignment
       Alignment is understood to represent the basic and most essential aspects of a 
  character’s worldview and help to guide the player in managing a character’s actions. It 
  aids the Castle Keeper in managing the essential nature of those people and creatures the 
  character’s encounter throughout  their adventuring career. 
       There are seven alignments. Each is discussed below.
      Lawful Good: The character is deicated to following the strictures of the community in 
  which he was raised and to act to the benefit of those around him. 
      Lawful Neutral: The character finds the structure of his society worthwhile and 
  remains within the scope of expected activities generally believing that good and evil only 
  exist only in perceptions.
      Lawful Evil: The character appreciates the nee for an organized and well regulated 
  social structure and believe there are no limits on action to maintain that structure.
      Neutral: The most fatalistic of alignments. Neutral characters find no meaning in law, 
  chaos, evil or good, rather they view them with equal disregard knowing the process is far 
  more important than the acts of those within it. There are Neutral Good and Neutral Evil  
  aligned characters also. Each acts with or without regard for the common good.
      Chaotic Evil: Character’s of this alignment tend not to value anything and have a 
  burning disdain for all things and seeks only to destroy.   
      Chaotic Neutral: The character has great disregard for those elements of life that 
  constrict action, whether they be laws, traditions or living beings. 
      Chaotic Good: Characters of this bent view the greatest good as being attainable only 
  by complete freedom of action.
  
  15
  Players Handbook
  Equipment
       Perhaps one of the most enjoyable aspects of developing a character is when a player
  purchases their equipment. This step is often overlooked in its capacity to finalize much of 
  a character’s persona. In purchasing equipment, characters are constrained by their class, 
  race and persona. A wizard does not look like a fighter and a dwarf does not appear as
  an elf. Each class, race and persona is different and this should be reflected in their 
  equipment inventory. As such, when equipment is purchased, a certain degree of latitude 
  should be taken in the actual appearance of the item itself. Longswords come in many 
  shapes, with different handguards and ornamentation, though all act similarly in combat. 
  Likewise with clothes and even lanterns. 
       Character start the game with enough gold to equip themselves for their first adventure. 
  The amount is class dependent. This should be amended by the Castle Keeper as fits the
  campaign needs (social standing of characters, high adeventures, gritty adventures etc.).
   
   
  Clerics  20-200 gold pieces (2d10x10)
   
  Fighters  30-240 gold pieces (3d8x10) 
   
  Rogues  30-120 gold pieces (3d4x10) 
   
  Wizards  10-100 gold pieces (1d10x10)     
       
       The following equipment list contians the items cost and, for weapons and armor, its 
  affects on armor class (AC) and damage (DMG). It is not an exhaustive list so the Castle 
  Keeper should expand it as needed basing prices off of comparable items in this list.
  Equipment List
  Armor Type 
  Cost 
  AC Bonus 
  Cloth 
   
  2 gp 
  +1
  Padded 
   
  5 gp 
  +1
  Leather  
  10 gp 
  +2
  Cuir Bouille 
  35 gp 
  +2
  Ring Mail 
  40 gp 
  +3
  Studded leather 
  25 gp 
  +3
  Chain shirt 
  100 gp 
  +4
  Scale Mail 
  50 gp 
  +4
  Breastplate 
  200 gp 
  +5
  Chainmail 
  150 gp 
  +5
  Banded Mail 
  250 gp 
  +6
  Splint Mail 
  200 gp 
  +6
  Platemail  
  600 gp 
  +7
  Full Plate  
  1500 gp +8
  Armor Type 
  Cost 
  Bonu
  Buckler  
  15 gp 
  +1
  Shield,   
  3 gp 
  +11
  Shield, Large 
  7 gp 
  +2
  Armor Type 
  Cost 
  Bonus
  Coif, Chain Mail 
  20 gp 
  +4
  Coif, Leather 
  4 gp 
  +2
  Helm, Norml 
  10 gp 
  +5
  Helm, Great 
  20 gp 
  +8
  Weapon  
  Cost 
  Dmg
  Axe, Hand or 
  8 gp 
  1d6
  Throwing
  Axe, Two-Handed 20 gp 
  1d12
  Bardiche  
  8 gp 
  1d10
  Battleaxe  
  10 gp 
  1d8
  Club 
   
  -- 
  1d6
  Crowbill  
  10 gp
  Cutlass 
   
  10 gp 
  1d6
  Dagger 
   
  2 gp 
  1d4
  Flail, Light 
  8 gp 
  1d8
  Flail, Heavy 
  15 gp 
  1d10
  Halberd  
  10 gp  
  1d10
  Hammer, Light 
  1 gp 
  1d4
  Lance, Light 
  6 gp 
  1d6
  Lance, Heavy 
  10 gp 
  1d8
  Longspear 
  5 gp 
  1d8
  Longsword 
  15 gp 
  1d8
  Lucerne Hammer 60 gp 
  1d12+1
  Mace, Light 
  5 gp 
  1d6
  Mace, Heavy 
  12 gp 
  1d8
  Morningstar 
  8 gp 
  1d8
  Partizan   
  10 gp 
  1d10
  Pick, Light 
  4 gp 
  1d4
  Pick, Heavy 
  8 gp 
  1d6
  Pike & Awl Pike 
  5 gp 
  1d8
  
  16
  Castles & Crusades
  Weapon  
  Cost 
  DMG
  Quarterstaff 
  -- 
  1d6
  Ranseur  
  10 gp 
  2d4
  Rapier 
   
  20 gp 
  1d6
  Scimitar  
  15 gp 
  1d6
  Scythe 
   
  18 gp 
  2d4
  Spear 
   
  2 gp 
  1d8
  Sword, Bastard 
  35 gp 
  1d10
  Sword, Short 
  10 gp 
  1d6
  Sword, 2-Handed 50 gp 
  2d6
  Trident 
   
  15 gp 
  1d8
  Voulge 
   
  12 gp 
  1d10
  War Hammer 
  12 gp 
  1d8
  Missile/Ranged
  Weapons  
  Cost 
  DMG/Range
  Arrow (20) 
  2 gp 
  – /– 
  Bolts (10) 
  1 gp 
  – /– 
  Crossbow, Light 
  35 gp 
  1d8/80 ft.
  Crossbow, Hand 
  100 gp 
  1d4/30 ft.
  Crossbow, Heavy 50 gp 
  1d10/120 ft.
  Dart 
   
  5 sp 
  1d4/20 ft.
  Javelin 
   
  1 gp 
  1d6/30 ft.
  Longbow  
  75 gp 
  1d8/100 ft.
  Longbow, Comp. 
  100 gp 
  1d8/110 ft.
  Shortbow  
  30 gp 
  1d6/60 ft.
  Shortbow, Comp. 75 gp 
  1d6/70 ft.
  Sling 
   
  --/ 
  1d4/50 ft.
  Common Equipment
  Item 
   
   
  Cost
  Armor and Weapon Oil 
  1 gp
  Backpack  
   
  2 gp
  Barrel 
   
   
  2 gp
  Bedroll  
   
  1 sp
  Blanket  
   
  5 sp
  Boots Heavy 
   
  1 gp
  Boots, Soft 
   
  4 sp
  Case, Map/Scroll 
   
  1 gp
  Chalk (per piece) 
   
  1 cp 
  Chest, Empty 
   
  2 gp
  Cloak 
   
   
  5 sp
  Clothing  
   
  1-10 gp
  Crowbar  
   
  2 gp
  Flask 
   
   
  3 cp
  Flint and Steel 
   
  1 gp
  Grappling Hook 
   
  1 gp
  Hammer  
   
  5 sp
  Holy Symbol 
   
  1-100 gp
  Holy Symbol, Silver 
  10-1000 gp
  Item 
   
   
  Cost
  Holy Water (in glass flask) 
  30 gp
  Ink 1 oz.  
   
  8 gp
  Lantern, Bullseye  
  12 gp
  Lantern, Hooded 
   
  7 gp
  Lockpick Set 
   
  30 gp
  Mirror, Small Steel  
  10 gp
  Oil (1 pint) 
   
  1 gp
  Pack, Shoulder 
   
  2 gp
  Parchment (10 pcs)  
  5 gp
  Pole, 10 ft. 
   
  2 sp
  Pouch, Large 
   
  1 gp
  Pouch, Small 
   
  5 sp
  Quill 
   
   
  1 sp 
  Razor 
   
   
  5 sp
  Rope, Hemp (50 ft.) 
  1 gp
  Rope, Silk (50 ft.)  
  10 gp
  Sack, Small 
   
  1 sp
  Sack, Large 
   
  5 sp
  Shovel 
   
   
  2 gp
  String (50 ft.) 
   
  4 sp
  Tent 
   
   
  10 gp
  Tinderbox 
   
  1 sp
  Torch 
   
   
  1 cp
  Whetstone 
   
  1 gp
  Provisions
  Item 
   
   
  Cost
  Ale, Flask 
   
  4 cp
  Rations (1 day) 
   
  5 sp
  Rations (1 week) 
   
  3 gp 
   
  Wine, Common 
   
  2 sp
  Wine, Fine 
   
  10 gp
  Mounts, Livestock and Tack
  Item 
   
   
  Cost
  Cart 
   
   
  15 gp
  Chariot  
   
  100 gp
  Dog 
   
   
  5 gp
  Donkey  
   
  8 gp
  Feed (per day) 
   
  5 cp
  Horse, Heavy 
   
  200 gp
  Horse, Light 
   
  75 gp
  Mule 
   
   
  25 gp
  Pony 
   
   
  30 gp
  Riding Equip 
   
  36 gp
  Wagon   
   
  35 gp
  Warhorse, Heavy 
   
  400 gp
  Warhorse, Light 
   
  150 gp
  Warpony  
   
  100 gp
  
  17
  Players Handbook
  Magic
  Magic lies at the heart of fantasy.
       In Castle & Crusades wizards and clerics cast spells. The method of preparation and 
  the casting of a spell is generally the same for both classes. They must prepare their spells 
  daily for casting. This applies to both arcane and divine magic. However, differences 
  do exist between arcane magic and divine magic, including the details of preparation, 
  casting, and spell acquisition.
  Terminology
       Magic in Castles & Crusade is defined by a language of game terms with which 
  players of spell-casting characters and Castle Keepers should be familiar. 
      Arcane Magic: The type of magic learned by wizards.
      Divine Magic: The type of magic granted to clerics by deities.
      Components: The aspects, elements, and ingredients that comprise the formula 
  for a spell, including verbal (spoken), somatic (motions or gestures), material (physical 
  ingredients), focus (a specific object of power) and divine focus (a specific object of 
  religious significance).
      Spell: The formula a character uses to harness magic and give it form.
      Spell Slots: The number of daily spells for each level that a character can cast as shown 
  by the tables appearing in the character’s class description. 
      Bonus Spells: Additional spells that can be cast each day due to high attribute score.
      Known Spells: The spells in a wizard’s spell book or the spells allowed by a cleric’s 
  deity from which a character can select and prepare daily spells.   
      Prepared Spells: The spells a character has memorized. 
      Spell Resistance: A special ability possessed by certain monsters and characters that 
  may negate spells cast against them. (See page 26.)
  Wizards
       Wizards learn complex, arcane formulas to harness magic and create magical effects.
  These spells are known as arcane spells, and a wizard inscribes them in his own, individu-
  ally unique language in a spell book. A wizard must study their spell book each day in 
  order to prepare spells for casting. Wizards learn and add new spells through gaining a 
  level, copying from another spellbook, finding scrolls and new spellbooks, or through 
  research. As described in the wizard class, the wizard’s level limits the number of spells 
  the wizards can prepare and cast each day. A wizard’s high intelligence score might allow 
  the wizard to prepare bonus spells each day as well. 
       Each day, a wizard memorizes and prepares spells. A wizard must have access to a 
  spell book to study. Until the wizard prepares spells from a spell book, the only spells the 
  wizard has available to cast are the ones that the character already had prepared from 
  the previous day or those not yet used. A wizard needs to sleep and rest for eight hours 
  each day before preparing spells. In addition, it takes 15 minutes per spell for a wizard 
  to study a spell book and memorize the spell for the day. The same spell can be prepared 
  for use more than once each day. Each preparation counts as one spell toward the wizard’s 
  daily limit for each spell level. 
       Once a wizard prepares a spell, it remains in the character’s mind until the character 
  triggers it or until the character abandons it. Upon casting, the spell is purged from the 
  character’s mind. Certain other events, such as the disruption of a spell during casting, 
  the effects of magic items, or special attacks from monsters can wipe a prepared spell 
  from a character’s mind.
  
  18
  Castles & Crusades
  Clerics
       Clerics cast spells through divine dispensation. A cleric’s deity allows the cleric access 
  to certain powers in order to express his will upon the in the world. Clerics must pray or 
  meditate to receive their spells and need not study for access to them. However, a cleric 
  must follow the precepts of their deity or risk losing access to this awesome power.   
       Clerics select and prepare spells ahead of time through prayer and meditation at a 
  particular time of day. Some deities set the time or impose other special conditions for 
  granting spells to their clerics. The time required to prepare spells is eight hours of rest
  followed by 15 minutes of prayer or meditation for each spell. A cleric may pick any spell 
  from the cleric spell lists unless the character’s deity imposes a restriction.
       Characters who can cast divine spells undertake a certain amount of study of divine 
  magic between adventures. Each time a character receives a new level of divine spells, 
  the character learns new spells from that level automatically. A high wisdom is a boon 
  and allows the cleric to cast extra spells if they have attained the class level required to 
  cast  that spell level.
  Casting a Spell
       To cast a spell, the character must be able to speak (if the spell has a verbal compo-
  nent), gesture (if it has a somatic component), and manipulate the material components or 
  focus (if any). Additionally, the character must concentrate to cast a spell. If something 
  interrupts the character’s concentration while casting, the spell is lost and marked off the 
  character’s list of prepared spells.
       Most spells take 1 round to cast. A spell that takes 1 round to cast comes into 
  effect during the caster’s turn for that round. Spells that take more than 1 round to cast 
  come into effect during the caster’s initiative turn on the last round of the casting time 
  for the spell. 
       A character must make all pertinent decisions about a spell (range, target, area, 
  effect, etc.) when the character begins casting. The character must make some choice 
  about whom the spell is to affect or where the effect is to originate, depending on the 
  type of spell.
       Many spell durations are measured in rounds, minutes, hours, or some other increment. 
  When the time is up, the magic goes away and the spell ends.
       Most harmful spells allow an affected creature to make a saving throw to avoid some 
  or all of the effect. A saving throw against the character’s spell has a challenge level equal 
  to the level of the spell caster.
  Spells
       Each spell in the list below follows the same format. The spells are categorized 
  alphabetically by level. Following the spell’s name is the effect and the casting details 
  of the spell. A spell with an asterisk (*) next to it means it is reversible for the opposite 
  effect.
  Cleric Spells 
  0-Level Cleric Spells (Orisons) 
  1. Detect Chaos/Evil/Good/Law: Reveals the chosen aspect in creatures, spells, or objects 
        within 50 ft. for 10 min/lvl.
  2. Detect Poison: Detects poison in one creature or small object touched. 
  3. Light: An object shines like a torch for 10 min/lvl.
  4. Purify Food and Drink *: Purifies 1 cu. ft./level of food or water.
  
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  Players Handbook
  1st-Level Cleric Spells 
  1. Bless *: Allies within 50 ft. gain +1 attack and +1 on saves against fear for 1 turn/lvl. 
  2. Command: One subject obeys one-word command for 1 round.  
  3. Cure Light Wounds *:  Cures 1d8 +1/level damage (max +5). 
  4. Detect Undead: Reveals undead within 60 ft. for 1 minute/lvl.
  5. Protection from Chaos/Evil/Good/Law: Creature touched gains +2 AC and saves    
        against chosen aspect for 2 rds/lvl.
  6. Sanctuary: Opponents can’t attack the caster, and the caster can’t attack for 1 rd/lvl. 
  2nd-Level Cleric Spells 
  1. Aid: Target gains +1 to hit and on fear saves for 1 turn/lvl, and 1d8 temporary hp. 
  2. Darkness: 20-ft. radius sphere of supernatural darkness lasting 10 min/lvl. 
  3. Delay Poison: Stops poison from harming subject for 1 hour/level. 
  4. Hold Person: Holds one person helpless for 1 round/level. 
  5. Remove Paralysis: Frees one creatures from paralysis, hold, or slow. 
  6. Silence Negates sound in 15-ft. radius for 1 min/lvl.
  3rd-Level Cleric Spells  
  1. Cure Blindness or Deafness *: Cures blind or deaf creature. 
  2. Cure Disease*: Cures or infects subject with chosen disease. 
  3. Continual Flame: Makes a permanent, heatless torch similar to light spell. 
  4. Cure Serious Wounds *: Cures 3d8 +1/level damage (max +15). 
  5. Dispel Magic: Cancels magical effects on creature, object, or 25 x 25 ft. area. 
  6. Prayer: Allies within 50 ft. gain +1 on all rolls, and enemies suffer -1 to all rolls 
        for 1rd/lvl. 
  4th-Level Cleric Spells
  1. Air or Water Walk: Subject treads on air or water for 2 min/lvl.    
  2. Cure Critical Wounds: Cures 4d8 +1/level damage (max +20). 
  3. Divination: Provides useful advice for specific proposed act or event to occur within 
        1 week. 
  4. Neutralize Poison: Detoxifies venom in or on target. 
  5. Restoration: Restores level and ability score drains. 
  6. Tongues: Speak any language for 1 turn/lvl. 
  5th-Level Cleric Spells 
  1. Atonement: Removes burden of misdeeds from subject. 
  2. Commune: Deity answers one yes-or-no question/level. 
  3. Flame Strike: Smites foes in 20 ft. area with divine fire causing 1d6 hp/lvl. 
  4. Healing Circle: Cures 1d8 +1/level damage in allies within 20 ft. 
  5. Raise Dead: Restores life to subject who died up to 1 day/level ago. 
  6. True Seeing: See all things as they really are whether hidden, invisible, changed, or 
        protected by magic. 
  6th-Level Cleric Spells
  1. Banishment: Banishes 2 HD/level extraplanar creatures within 25 x 25 ft. area. 
  2. Blade Barrier: Blades encircling the caster deal 12d6 damage to those entering area 
  30 ft tall, 60 ft long, 5 ft wide. 
  3. Find the Path: Shows most direct way to a location for 10 min/lvl. 
  4. Geas: Places a magical command on creature to carry out some service or fall sick 
        and die. 
  5. Heal/Harm: Cures all damage and ill conditions in subject. 
  6. Word of Recall: Teleports the caster back to designated place. 
  
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  Castles & Crusades
  Wizard Spells 
  0-Level Wizard Spells (Cantrips)   
  1. Dancing Lights: Creates figment spheres of light or humanoid shape for 1 minute
  2. Detect Magic: Detects spells and magic items within 50 ft for 1 min/lvl..
  3. Light: An object shines like a torch for 10 min/lvl.
  4. Prestidigitation: Performs minor trick or task, such as change color, open box, hide 
        item, mend cloth.
  1st-Level Wizard Spells 
  1. Comprehend Languages: Understands all spoken and written languages for 10 min/
  lvl.2. Hold Portal: Holds doors shut for 1 min/lvl.  
   
  3. Magic Missile: Strikes for 1d4+1 hp; +1 missile/two levels above 1st. 
  4. Read Magic: Reads magical writings, scrolls, and spellbooks for 10 min/lvl.
  5. Shield: Blocks magic missiles, conveys +1 to saves, AC 18 (hand-hurled), AC 17 
        (other ranged), AC 14 (other attacks) . 
  6. Shocking Grasp: Touch delivers 1d8 +1/level hp electricity damage. 
  7. Sleep: Put 2d4 HD of creatures into comatose slumber for 1 min/lvl.   
  8. Spider Climb: Grants ability to walk on walls and ceilings for 10 min/lvl. 
  2nd-Level Wizard Spells 
  1. Acid Arrow: Strikes for 2d4 hp + 2d4 hp each round for every three caster lvls.
  2. Invisibility: Subject is invisible for 10 min./level or until it attacks. 
  3. Knock *: Opens or locks door, item, chest, etc, even if magically held. 
  4. Levitate: Subject moves up and down at caster’s direction for 10 min/lvl. 
  5. Locate Object*: Senses direction toward object (specific or type). 
  6. Mirror Image: Creates decoy duplicates of the caster (1d4 +1/three levels, max 8).
  7. Strength: Subject gains 1d4+1 Str for 1 hr./level. 
  8. Web: Sticky webs fill 25 x 25 ft. area immobilizing creatures failing Dex save. 
  3rd-Level Wizard Spells 
  1. Clairaudience/Clairvoyance: Hear or see known locale at any distance for 1 min./level. 
  2. Dispel Magic: Cancels magical  effects on creature, object, or 25 x 25 ft. area. 
  3. Fireball: Exploding ball of fire causes 1d6 hp/lvl in 25 x 25 ft area; save for 1⁄2 damage 
  4. Fly: Subject flies at speed of 90 for 10 min/lvl.
  5. Lightning Bolt: Deals 1d6 damage/lvl to creature; save for half damage.
  6. Suggestion: Compels subject to follow stated course of action. 
  7. Tongues: Speak any language for 1 turn/lvl. 
  8. Water Breathing: Touched creature can breathe underwater for 2 hours/lvl. 
  4th-Level Wizard Spells  
  1. Confusion:Makes subject behave oddly for 1 round/level. 
  2. Dimension Door:Teleports the caster up to 450 ft.     
  3. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. 
  4. Hallucinatory Terrain: Makes one type of terrain appear like another (field into 
        forest, etc.) for 2 hours/lvl. 
  5. Minor Globe of Invulnerability: Stops all 1st- through 3rd-level spells. 
  6. Remove Curse: Frees object or person from curse.
  7. Wall of Fire:  Deals 2d4 fire damage out to 10 ft., and 2d6+1/lvl for those passing 
        through, for 1 min/lvl. 
  8. Wall of Ice: Creates thin wall 10 ft. high, 100 ft. long with 15 hp +3/lvl for 1 minute/lvl. 
  
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  Players Handbook
  5th-Level Wizard Spells  
  1. Cloudkill: Poison fog in 25 x 25 ft. area kills 3 HD  
        or less; 4-6 HD save or die. 
  2. Cone of Cold: Deals 1d6 cold damage/lvl; save for  
        half damage. 
  3. Feeblemind: Subject that fails Wis save suffers drop 
        in Int to 1.
  4. Hold Monster: As hold person, but any creature. 
  5. Passwall: Caster can move through walls 1 ft. thick/
        level for 1 hr/lvl. 
  6. Telekinesis: Lifts or moves 25 lb./level for 1 rd/lvl. 
  7. Telepathic Bond: Link lets allies within 50 ft. com
        municate telepathically for 1 hour. 
  8. Teleport: Instantly transports the caster and   
        touched objects/creatures up to 50 lb./lvl anywhere. 
              
  6th-Level Wizard Spells  
  1. Antimagic Shell: Negates all magic within mobile 20-ft. dia 
        sphere around caster for 10 turns/lvl.  
  2. Control Weather: Changes weather in local area to drastic effect after 20 minutes. 
  3. Disintegrate: Makes one creature or object vanish if Con save is failed. 
  4. Globe of Invulnerability: As minor globe, but up to 4th level spells. 
  5. Legend Lore: Learn tales about a person, place, or thing. 
  6. Mass Suggestion: As suggestion, plus one subject/lvl.
  7. Move Earth Digs trenches and build hills. 
  8. Transmute Flesh and Stone: Turns subject creature into statue, or restores 
        petrified creature.
  The Castle and its Keep
       The rules are the easy part
       The following section delves further into the rules the Castle Keeper needs to know 
  in order to run an affective and enjoyable game. However, from the outset, several of the 
  Castle Keepers responsibilities and the game’s nature need discussing. 
        Designing a gaming session or series of sessions interlocked by plot or theme can be
  an onerous task but a very fulfilling one as well. To do so requires the Castle Keeper to 
  create a plot or environment in which the players find great interest. The players must
  overcome challenges, be they monsters or traps, conqueoring evil demons, pillaging 
  dungeons, defeating dragons or even rescuing the damsel in distress. There is no limit 
  to plots and story lines a Castle Keeper might develop in order to entertain the players. 
  Imagination is the only limit to your creations - everything is possible in a fantasy world.
       To find this balance takes time and experience, so no easy, foolproof method can be 
  offered but some friendly advise is proffered.  If you start off with these few pieces of 
  advice, you will be well on your way to creating memorable and fun adventures.Do not 
  make insurmountable tasks or monsters so easy to overcome as to present no challenge. 
  Both can damage a game. Do not give away too much treasure or magic nor too little. Do 
  not be afraid to allow a character to die or live. Do not solve problems for the players. Do 
  not force players to take certain actions, allow for fluid plots, encourage the players to use 
  their imagination and create a tale to which the players write an ending.
        Now, on to more rules.
  
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  Castles & Crusades
  Rule One
       The first rule of Castles & Crusades is that all rules are servants of the game. This is 
  an important concept to bear in mind and the most important rule in Castles and Crusades. 
  The rules are designed to allow for an even playing field. They are a set of guidelines 
  from which everyone can begin playing with one another in a consistant and mutually 
  digestible manner. However, to further the ends of playing the game, the Castle Keeper 
  should feel free to change, amend, add to or subtract from the rules as fits the needs of the 
  adventure, the players or the overall feel of the game.
       The rules are your servant not your master!
  Attribute Checks
       Throughout the game, the Castle Keeper and players must resolve whether or not 
  specific actions succeed or fail. These actions include swimming mighty rivers, leaping 
  across chasms filled with molten lava, picking pockets or reacting to poisons delivered 
  by the bite of a heinous snake. All of these actions and a plethora of others fall into the 
  category of attribute checks. Further, should there be a question as to whether or not the 
  attribute check is the correct rule to use, use it. The attribute check is a simple rule that 
  underlies virtually the entirety of Castles & Crusades and we fondly refer to it, for lack of 
  a better phrase, as the “SIEGE engine™”. 
       Before describing the rule, it is important to note that only those activities which have
  a significant chance of failure and around which revolve plot development and which the 
  Castle Keeper decides is necessary, need be resolved with an attribute check. It is not 
  advisable to use the attribute check too often as narrative development and not just chance 
  should guide the game. Judicious use of the attribute check is essential to maintaining the
  fast flow of action and adventure. There are instances in which the attribute check is 
  required. These include all ability checks, saving throws and other instances which the 
  Castle Keeper deems there is a need. 
       Once it is determined that an attribute check is necessary, the Castle Keeper must 
  associate that activity to an attribute. For example, if Bjorn Jorgenson attempts to push 
  a statue over onto the kobold war chief Giblett, and the statue is exceedingly heavy 
  even for the great Bjorn, he should make an attribute check. In this instance, strength 
  is the associated attribute. Using the attribute descriptions located on page 3 should aid 
  in determing which attribute to associate with specific actions. With class abilities, the 
  assocaited attribute is in the ability description. For example, when Mealy the rogue picks 
  a pocket, the associated attribute is dexterity. Saving throws, which are covered in the 
  following section, also list their associated attribute.
       Once the associated attribute is chosen, the Castle Keeper must then determine what 
  number the character needs to beat in order to successfully perform the activity. This 
  number is called the challenge class (CC). To determine the challenge class, three simple 
  steps are required.
       The first step is determining the challenge base (CB). This number is either 12 or 18.
  It is dependent on whether or not the attribute being used is the character’s prime attribute. 
  If the attribute is a prime, the challenge base is 12. If the attribute is secondary, the 
  challenge base is 18. Bjorn, a fighter, has a stength prime attribute so his challenge base
  is 12. If Bjorn were a wizard and he had not chosen strength as a prime attribute, his 
  challenge base would be 18.
       The second step is to detemine the challenge level (CL) of the action. Although this
  sounds difficult, it is fairly easy. The challenge level is nothing more than level of 
  difficulty the Castle Keeper assigns to an action. It is determined in several manners. 
  
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  Players Handbook
       The first is the simplest. If the attribute check involves a reaction to or interaction with a 
  monster, non-player character or other character, the challenge level is equal to the hit
  dice of the monster or level of the non-player character or character. A monster’s chal-
  lenge level is equal to its hit dice; a spell’s challenge level is equal to the level or hit dice of 
  its caster; a trap’s challenge level is equal to the level of the person who set it. For instance, 
  if an 8 hit dice creature uses a paralizing gaze ability on a character, the challenge level is 
  8 or if a 6th level wizard casts a spell on a character for which he is allowed a saving 
  throw, the challenge level is 6. If a rogue attempts to deactivate a trap set by a 4th level 
  rogue, the challenge level is 4.  
       The second method is arbitrary and requires the Castle Keeper to create an adequate 
  challenge level. If a character is attempting a task (such as making an extraordinary jump,
  swinging on a rope and grabbing an object, etc.) for which the Castle Keeper requires a 
  successful attribute check to complete, the Castle Keeper assigns a challenge level to the task 
  (a good way to do this is think of an equivalent monster). A rule of thumb is that for easy 
  tasks, a challenge level of 1 to 5 is adaquate. For very difficult tasks, a challenge level of 6 
  to 10 works well. For exceedingly difficult to heroic tasks, the Castle Keeper can assign 
  a challenge level exceeding 10. When in doubt, err on the low side since it never hurts a 
  game to have a character succeed in something  difficult.
       The final step is to add the challenge level to the challenge base for the challenge class.
  This is the number which the player must beat on the roll of a d20 to succeed at the task. 
  Bjorn,who has a strength prime, has a challenge base of 12. Pushing over that statue is a 
  difficult task for Bjorn, but not terribly so, so a challenge level of 4 is assigned to the 
  attempt. Adding these two numbers together (12+4) is 16 and that is the challenge class. 
  Now the player must roll a 16 or better to push the statue over. 
       The player making the attribute check now has to determine the modifiers to his d20 roll.
  This is very simple and all the player does is adds the attribute score modifer and the 
  character’s level to the d20 die roll. Bjorn then rolls a d20, adds his strength score modifier (16 
  strength = +2 modifier) and his level (5th level fighter) for a total of +7.  An 11 is rolled, 7 
  is added resulting in an 18. This beats the 16 required, so the statue creaks and sways for a 
  moment, but falls on top of Giblett, the kobold war chief, and squashes him.
       In short, the entire process of the attribute check can be summed up with this. The
  player making the attribute check rolls a d20, adds the appropriate attibute score modifier 
  and their class level to the result. This number must be equal to or greater than the 
  challenge class designated by the Castle Keeper. That number is generated by whether or 
  not the attribute in question is prime (12) or secondary (18). Add this to the level of the 
  challenge and this is the challenge class.
       The most difficult portion of the attribute check is determining the challenge level. A 
  few words of are necessary for managing this. Consider how difficult the task should be to 
  adequately challenge the character. The higher the challenge level, the more difficut it will 
  be for the character to succeed at the task or action.
  Saving Throws
   
  A saving throw is simply an attribute check made by a player for the character to avoid
  damage or other unwanted alteration or harm caused by a creature, situation, or effect 
  during game play whether the gaze of a basilisk, the breadth of a dragon, a spell or even 
  a trap. A player makes a saving throw in the same manner an attribute check is conducted. 
  The following are the most common types of saving throws in Castles & Crusades. They are 
  dealt with individually as each is unque and needs explanation. The Castle Keeper should be 
  able to better extrapolate from the following how to associate attributes and actions. 
       
  
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  Castles & Crusades
  Types of Saving Throws
       There are six different kinds of saving throws. They correspond to the six attributes: 
  strength, intelligence, wisdom, dexterity, constitution, and charisma. Any effect that causes a 
  saving throw is associated with an attribute. The situations and effects that trigger a saving 
  throw generally fall into one of the following categories. This list is not definitive.
   
  Save Type 
  Categories
   
  Strength: 
  Paralysis, Constriction
   
  Intelligence: 
  Arcane Magic, Illusions
   
  Wisdom:  
  Divine Magic, Confusion, Gaze Attack, Polymorph/Petrification
   
  Dexterity: 
  Breath Weapon, Traps
   
  Constitution: 
  Disease, Energy Drain, Poison
   
  Charisma: 
  Death Attack, Charm, Fear
   
  Variable: 
  Spells (see spell descriptions)
  Breath weapons: Any character caught in the area of a breath weapon must make a 
  saving throw or suffer the breath weapon’s full effects. Generally, the character must 
  dodge the effects of a breath weapon so a dexterity check is appropriate. A successful 
  check generally halves damage or avoids the affect altogether.
  Charm: Charm spells or spell-like abilities allow a charisma saving throw to avoid being
  overcome by the charm. A failed save means the character suffers the effect of the spell. 
  Confusion: Confusion spells or spell-like abilities allow a wisdom saving throw to avoid 
  being overcome by confusion. A failed save means the character becomes confused for an 
  amount of time as specified by the spell or ability. A confused character’s actions are
  determined by a 1d10 roll, rerolled each round: 1: wander away (unless prevented) for 1 
  minute (and don’t roll for another random action until the minute is up); 2-6: do nothing 
  for 1 round; 7-9: attack the nearest creature for 1 round; 10: act normally for 1 round. Any 
  confused creature who is attacked automatically attacks the attackers on the next turn.
  Death attacks: In most cases, death attacks allow the victim to make a constitution save 
  to avoid the affect, but if the save fails the character dies instantly.
  Disease: When a character is injured by a disease attack, touches an item smeared with 
  diseased matter, or consumes disease-tainted food or drink, the character must make an 
  immediate constitution saving throw. If successful, the disease has no effect—the immune 
  system fought off the infection. If failed, damage or the affect occurs after an incubation 
  period. Once per day afterward a constitution saving throw is made to avoid repeated 
  damage. Two successful saving throws in a row indicate that the disease has been fought 
  off and recovery begins. The Castle Keeper should roll these constitution saving throws 
  for the player so that he doesn’t know whether the disease has taken hold.
  Energy drain: A constitution saving throw is required to avoid the affects of an energy drain. 
  Most energy drains require a successful melee attack—mere physical contact is not enough. 
  Energy drains take away levels. The amount is detialde in the spell or in the appropriate 
  monster description. Negative levels or hit points remain for 24 hours or until removed with 
  a spell, such as restoration. After 24 hours, the afflicted creature must attempt a constitution 
  save. If the saving throw succeeds, the negative level goes away with no harm to the affected 
  character. If the save fails, the character’s level is permanently reduced by one. A character 
  who loses a level to an energy drain instantly loses one hit dice. The character’s base 
  attack bonus, and class abilities are now reduced to the new, lower level.  The victim’s 
  experience point total is immediately set to the midpoint of the previous level.  
  
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  Players Handbook
      A character with negative levels at least equal to the current level, or drained below 
  1st level, is instantly slain. Depending on the creature , the character may rise the next 
  night as a monster of that kind. If not, they rise as a wight. A creature gains 5 temporary 
  hit points for each negative level it inflicts (though not if the negative level is caused by 
  a spell or similar effect).
  Fear: Spells, magic items, and certain monsters can affect characters with fear. The 
  character facing a creature who emanates fear or who has a spell cast upon him makes 
  a charisma saving throw to resist this effect. A failed roll means that the character is 
  shaken, frightened, or panicked.
   
  Shaken: Characters who fail their saving throw by up to 5 points are shaken and suffer 
  a –2 penalty to attack rolls, saves, and checks.
   
  Frightened: Characters who fail their saving throw from 6 to 10 points are frightened. 
  Characters who are frightened suffer a –4 penalty to attack rolls, saves, and checks and 
  flee from the source of their fear. Other than that stipulation, once they are out of sight 
  (or hearing) of the source of their fear, they can act as they want. Characters unable to 
  flee can fight.
   
  Panicked: Characters who fail their saving throw by 11 points or more are panicked 
  and suffer a –4 penalty to, saves, and checks, flee from the source of their fear in a random 
  direction and have a 50% chance of dropping what they’re holding. Other than running 
  away from the source, their path is random. Characters cower if they are prevented from 
  fleeing and can not attack.
   
  Gaze Attacks: Each character within range of a gaze attack must attempt a wisdom 
  saving throw each round at the beginning of his turn. Generally, the character avoids 
  the gaze using a wisdom check. If the character has no chance of avoiding the gaze, 
  only a constitution check is made. If either check fails, the character suffers the effects 
  of the gaze attack.
  Magic/Illusion: This category differs from spells cast by a creature or from a scroll. It 
  serves as a catch-all for magic not covered by one of the other saving throw categories.
   
  Arcane or divine spells cast by a magic item or other object, or a spell-like ability 
  possessed by a creature or item usually allow a saving throw to negate, lessen, avoid, or 
  resist their effect. If the type of magic is arcane, then an intelligence saving throw is made. 
  If the type of magic is divine, then a wisdom saving throw is made.  
   
  In some cases, the specific effect of the spell calls for another type of saving throw.  
  For example, all charm spells, whether cast by creature, item, or spell-like ability make 
  a charisma saving throw (see above). Other saving throw categories not covered by this 
  catch-all would include paralysis, polymorph, energy drain, death attack, and fear.
  Paralysis/Constriction: Some monsters and spells have the supernatural or spell-like 
  ability to paralyze or hold their victims, immobilizing them through magical means.  
  Paralysis works on a character’s body, but a character can usually resist it with asStrength 
  saving throw.
  Petrification/Polymorph: Magic can cause creatures and characters to change their 
  shapes-sometimes against their will. The victim may make a wisdom saving throw to 
  resist the polymorph.  Polymorphed creatures retain their own minds but have new 
  physical forms.
   
  A petrified character is not dead as long as a majority of his body remains intact. He
  cannot move or take actions of any kind, not even purely mental ones. His strength and 
  dexterity scores are effectively (but not actually) 0. He is unaware of what occurs around 
  him, since all of his senses have ceased operating. If a petrified character cracks or breaks 
  
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  Castles & Crusades
  but the broken pieces are joined with him as he returns to flesh, he is unharmed. If the 
  character’s petrified body is incomplete when it returns to flesh, the body is likewise 
  incomplete.
  Poison: When a character takes damage from an attack with a poisoned weapon, touches 
  an item smeared with contact poison, consumes poisoned food or drink, or is otherwise 
  poisoned, he must make a Constitution saving throw. If he fails, he suffers the poison’s 
  initial damage (usually ability damage). Even if he succeeds, he typically faces more 
  damage 1 minute later, which he can also avoid with a successful constitution saving throw.
  Spells: Arcane or divine spells cast by a creature or from a scroll sometimes allow a 
  saving throw to negate, lessen, avoid, or resist their effect. Each spell’s spell description 
  indicates what type of saving throw must be made.  
  Traps): When a character sets off a trap, a dexterity saving throw is allowed to avoid 
  all or some of the effects of the trap.  The trap description should describe the effect of 
  succeeding or failing a Trap saving throw.
  Spell Resistance 
       Spell resistance (SR) is a special defensive ability. A defender’s spell resistance is 
  like an AC against magical attacks. If a spell is being resisted by a defender with spell 
  resistance, the caster of the spell must make a check (1d20) at least equal to or greater 
  than the creature’s SR for the spell to affect that creature. 
       Spell resistance applies even if a given spell also allows a creature a saving throw. 
  The effects of SR, if any, are applied first, and then the creature may also make a Save. In 
  most cases, SR applies only when a resistant creature is targeted by the spell, not when a 
  resistant creature encounters a spell that is already in place, such as a wall of iron.
  Turning Undead
       The cleric has the ability to turn undead ability allows the cleric cause undead creatures 
  such as skeletons, ghasts, ghouls and even vampires to turn away from the cleric and 
  possibly flee or cower in fear. Turn undead is a special attack.
       To turn undead, the cleric must have a holy symbol device and show it to the undead
  creature. Turn undead is a wisdom attribute check for the cleric. The challenge level for the 
  turning is the mosters hit dice. So, a cleric rolls a d20, adds his level and wisdom bonus. 
  This must be greater than 12 plus the hit dice of the creature being turned to be successful. 
  The number of undead turned is 1d12 plus the cleric’s charisma score modifier.
  Gaining Levels
       Characters gain levels as they adventure. Gaining levels equates to becoming better 
  and more experienced at one’s chosen profession. To gain a level, the character must 
  accumulate enough experience points to meet the next levels goal. The experience points 
  needed are located in the appropriate character class description. For example, a 1st level 
  fighter needs to acquire 2001 experience points before gaining 2nd level. 
  
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  Players Handbook
       Experience points are awarded by the Castle Keeper to the players either on an 
  individual basis or collectively. The experience points awarded are for monsters killed or
  overcome, treasure acquired, good role playing and successful adventuring. 
       Monster experience points are located in the monster manual. Experience points awards for 
  treasure acquired is equal to the gold piece value of all the treasure picked up in the course of 
  adventuring. Optionally, the Castle Keeper may not allow this or only some percentage of 
  the treasure’s value as this may speed up the rate of level progression depending on the amount 
  of treasure acquired. Experience points awarded for  role playing see the monster Monster and 
  Treasure Guide. Bear in mind, the Castle Keeper does not have to award this amount if the 
  player did a poor job of role playing but can if he wants to. 
       Once enough experience points are acquired to advance a level, the character must train for 
  the number of weeks equal to the level reached before receiving the benefits of that level. For 
  example, a 6th level cleric, upon acquiring the experience points necessary to reach 7th level, 
  must train for 7 weeks before receiving the benefits of that level. Once training is completed, 
  the character gains the extra hit points, spells or abilities that level confers upon the class.
   Combat
  Introduction
       Much of the excitement playing Castles & Crusades occurs during 
  combat. Whether a knight facing a horde of blood thirsty orcs, a rogue 
  facing off with a nefarious pirate or a cleric cornering an evil demon, the 
  ensuing combat is often the climax of many roleplaying sessions. Combat 
  is also the nexus of many rules in Castles & Crusades. Managing that 
  combat is often a challenging affair as the Castle Keeper must not only 
  know all the rules but, to maintain a sense excitement through description 
  and action, the Castle Keeper must know how to apply the rules fluidly as 
  part of the roleplaying experience. 
       To facilitate this, the rules for combat have been kept as simple as pos-
  sible with much maneuver room left for Castle Keeper caveat to enable 
  a narrative development that is equally as important to the game as the 
  rules. The rules have been designed to organize the action in combat but, as the essence 
  of combat is its narrative, an understanding and manipulation of these rules to support the 
  narrative is also essential. 
  Outline of a Combat Round
       Combat occurs in rounds. Each participant acts in an order established by the roll of a 
  die (d10), called initiative. Characters take an action like moving, attacking and opponent, 
  quaffing a potion, or casting a spell. When a character swings or engages in melee, the 
  player rolls a die (d20) to hit the opponent. If the resulting number is greater than the 
  armor class of the character’s opponent, a hit is scored. If the hit is successful, damage 
  is determined. If a character casts a spell, the affects occur immediately unless noted 
  otherwise in the spell description. Creatures follow the same procedure, only the Castle 
  Keeper manages those actions.     
  Sample Combat Round
       With a furious scream and battle axe in hand, Angthar, a fighter, leaps off a narrow 
  ledge into a troop of goblins scouting near his village. He lands amidst them, reigning 
  blows left and right as they scratch and claw to get away from Angthar’s deadly blade.
  
  28
  Castles & Crusades
       The Castle Keeper and the player both roll to determine if the goblins are surprised by 
  Angthar’s sudden attack. A d10 is used to determine who goes first in the combat round. 
  The Castle Keeper rolls a 4 for the goblins and the player rolls a 7 for Angthar. Angthar, 
  a 5th level fighter, gets to swing first. The player rolls a d20 and adds Angthar’s strength 
  bonus (strength 14, +1 attack bonus) and bonus to hit (+4) to the roll. The player rolls a 
  12, then adds a +1 and +4 for a total of 17. The goblins are only wearing leather armor so 
  have an armor class of 12. Angthar hits a goblin with his battle axe. The battle axe does 
  2-8 (2d4) damage. The player rolls the 2d4 and adds +1 to the roll (Angthar’s strength 
  bonus) for a total of 6 points of damage. The goblin only has 4 hit points so dies with 
  one swing of the battle axe.
   
  Angthar’s lands a devastating blow upon one goblin, cleaving it down before it could 
  even pull out its sword to defend himself. But the goblin captain screams a blood curdling 
  war cry and charges into the fray while his warriors attack the lone barbarian in their 
  midst. It is the goblins turn to swing for an attack. Angthar is surrounded and the goblins 
  get six attacks. Luckily, Angthar is wearing magical chainmail taken from a giant’s 
  treasure horde some years ago.
  Combat Terms
   
  The following is a list of common terms use for combat rules.
   
  Attack roll: This is a d20. When making a melee attack, a d20 is rolled, modifiers 
  added and subtracted to determine if an attack is successful.
   
  Bonus to hit: This is a feature distinct to each class and is added to the attack roll.
   
  Closing: This is the determination of who sees whom and how they act in order to 
  move into contact with one another.
   
  Combat round: This is the amount of time it takes for all those involved in the round 
  to take an action or move.
   
  Damage: If an attack is successful, damage is delivered. The  amount depends on the 
  weapon or item being used.
   
  Armor Class: All monsters or player characters attacked have an armor class. In large 
  part, this is dependent on the type of armor being worn but in some cases armor is natural 
  and just an abstraction for how difficult it is to strike and damage an object or creature. 
  Armor class normally ranges from 10 to 20 but can extend even higher.
   
  Hit Points: This is the amount of damage a character, creature or object can take 
  before being killed or broken.
   
  Initiative:  This is a roll used to determine the order of action in a combat round. 
  Initiative is determine by the roll of a d10.
   
  Ranged Combat: Melee with ranged weapons, that is, weapons that are thrown or 
  propelled and can strike at a distance of greater than ten feet.
  Combat Round
       The combat round is ten seconds long during which all the characters and monsters  
  get a chance to act. Generally, only one action is allowed. A round is about 10 seconds 
  long but this is more an abstraction than an exact amount of time.
  Surprise
   
  Surprise is a situation in which an one party catches another party unawares and 
  unprepared for combat. Before any other action takes place, surprise must be determined. 
  For this to happen, both parties must be unaware of the other or one or the other must be
  attacked so suddenly as to be unable to have had time to prepare for actions. In many 
  instances, the Castle Keeper must make decisions as to whether surprise is actually possible. 
  
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  Players Handbook
  In those instances in which surprise is possible, there is always a chance something could go 
  awry and the surprise does not occur, so a determination must be made. There are two types 
  of surprise. One is that in which an ambush occurs and the other is an accidental encounter. 
  In both cases, if the surprise is successful, the surprising party is allowed one free round of 
  activity. This is followed by normal combat rounds.
   
  Accidental Encounter: This occurs if both parties are unaware of one another and 
  suddenly come upon each other. One or both parties can be in motion. In this case, each side 
  makes a dexterity check. If it is successful, they have surprised the other party. It is possible 
  that both parties can be surprised, in which case, surprise is negated and the round proceeds 
  as normal. If one party succeeds in the dexterity check while the other fails, the failing party 
  is surprised. This allows the surprising party one full free round of action while the surprised 
  party is not allowed to act. If both fail the dexterity check, no surprise occurs and the round 
  proceeds as normal. To make a dexterity check for accidental surprise, the character or 
  monster with the greatest chance for success makes the check . 
   
  Ambush: The other type of surprise occurs when one party lies in wait for another. In 
  this case, the surprising party must have prepared an ambush and be well hidden. It is 
  up to the Castle Keeper to decide if this is even possible or if the characters or monsters 
  have the capacity to manage such an action. To determine if the ambush is successful, the 
  ambushing party makes a wisdom check and so to the ambushed party. If the ambushing 
  party is successful and the ambushed party is not, the ambushing party is allowed one 
  free round of action. If both are successful, then a determination of surprise is made. 
  In this case, the ambushed party has no chance of surprising the ambushers though, 
  only preventing a surprise. If both fail, the round procees as normal. As with accidental 
  surprise, the character or monster with the highest chance for success rolls the check.
  
  30
  Castles & Crusades
  Initiative
   
  The order of action in a combat round is determined by an initiative roll. Each combat-
  ant or party rolls a d10. Those with the highest number go first and actions descend from 
  there. There are two manners of establishing initiative.  
   
  Initiative is individual. Each party member rolls for initiative and each monster encoun-
  tered rolls initiative. All involved then act when it is their turn. In the case of ties, the 
  one with the highest dexterity goes first. In case of equal dexterity, initiative between those 
  is determined by the higher dexterity score and if that is equal, a simultaneous action 
  occurs. This method has the advantage of allowing more individualized action and better 
  replicates the unorganized sense of action on the battlefield. Initiative is staggered each 
  round. Staggering initiative means that the parties re-roll initiative each round.
   
  For those with weapons of greater than 10 foot reach facing those with weapons of less 
  than 6 foot reach and when a large creature is fighting a medium size or smaller creature, 
  in the first round only, they are allowed to swing at opponents first if they approach within 
  ten feet regardless of initiative and if they have not already taken an action that round. 
  This counts as an action for that round.
   
  For example, Hambone the Halfling draws his short sword and charges a gnarly stone 
  giant who just crushed his companion with a mighty oaken club. Screaming in a rage 
  driven by revenge and loss, Hambone leaps forward. The stone giant, mirthless and 
  fearless, sweeps his club around aiming at Hambone’s head. Hambone ducks and dodges 
  as he charges and Stankee the stone giant’s massive clubs glances off Hambone’s shoulder 
  as he moves in close and slices at the stone giant’s leg, slashing a deep gash in its leg.
   
  In this instance, initiative is rolled. Hambone gets a 9 and the stone giant gets a 3. 
  Hambone wins initiative and acts first. He intends to charge forward and attack the stone 
  giant. In so doing, Hambone must move 15 feet and attack. The stone giant is large 
  and Hambone is small. The stone giant has an effective closing range of 10 feet and as 
  Hambone enters that 10 foot radius, the stone giant is allowed to swing. The giant swings 
  and hits the halfling. Hambone then moves in and swings himself. The round is over and 
  the rounds proceed as normal from there.
  Combat Actions
   
  In a combat round, the players and their opponents are able to take many actions 
  including drawing weapons, attacking, moving, casting spells, turning undead, firing 
  missile weapons, and quaffing potions to name just a few. The actions available in a single 
  round are listed below. The list is not exhaustive and it is up to the Castle Keeper to 
  adjudicate as to how long many actions take place and whether or not they can occur in a 
  single round. Following the list is a more detailed explanation of those actions.
   
    
  Attack 
   
   
  Cast Spell
   
    
  Use Class Ability  
  Use Item
   
    
  Charge 
   
   
  Parry
   
    
  Full move 
   
  Draw weapons and attack 
   
   
  Full Move: If no other action is taken, a character or creature can move up to their 
  full movement. This includes jogging (2x normal move rate) and running (4x normal 
  move rate).
   
  Attack: This is melee. The attacker is allowed to attack for full effect, including 
  ranged attacks. This can be accompanied by a short move. This is covered under in greater 
  detail under melee below.
   
  Cast Spell: A character is allowed to cast one spell. Several spells require two or more 
  rounds to cast, in which case the character must wait until the following round for the 
  
  31
  Players Handbook
  affects of the spell to take place. This action can be accompanied by a short move only. 
  This move is not in addition to normal movement.
   
  Use class ability: The character or monster is allowed to use any class ability that 
  they have. Most class abilities take only one round to accomplish. Those that do not are 
  described as such in the appropriate class ability. This action can be accompanied by a 
  short move only. This move is not in addition to normal movement.
   
  Use Item: An item that is carried and is readily available can be used. This includes 
  drinking potions, using wands, casting a spell from a scroll, activating magical abilities 
  of magical artifacts, use of equipment, lighting a torch/lantern, casting grappling hook 
  etc. This action can be accompanied by a short move only. This move is not in addition 
  to normal movement. 
  Movement in the Combat Round
       Once initiative or surprise is determined, those who can act are allowed to move.  
  Movement rates are listed in the racial or monster description. These movement rates 
  indicate the distance a character or monster can move in a round. For characters or 
  monsters that are carrying a lot of gear, movement can be reduced at the Castle Keeper’s 
  discretion. Movement is listed in feet. Movement is, like the round, an abstraction. It is 
  a manner of establishing the space various characters and creatures can move in a given 
  period of time. Movement can take place in a straight line, curved or corner cutting. The 
  only things that can interfere with movement is running into obstacles such as tables and, 
  importantly, other creatures. There are three types of movement: normal, jog, run.
   
  Normal Movement:  This is the movement listed in the racial and monster description 
  section. In a single round, a character or monster can move their full movement but not attack 
  or take a full round action, though they can draw weapons and do other simple actions.
   
  Jog: In this case movement is doubled. The character is considered to be moving fast. 
  As with normal movement, the character can take a half movement at the jog rate and 
  attack but take no other full round action.
   
  Run: In this case movement is quadrupled. The character is considered to be moving 
  very fast. As with normal movement, the character can take a half movement at the run 
  rate and attack but take no other full round action.
  Charging
   
  Charging is a special type of movement such that after the end of the movement the 
  character or monster engages in melee and has the intent of using the leverage from the 
  charge to inflict greater damage should a hit be scored. To charge, a character must either 
  jog or run in a straight line in the direction of the enemy. They must expend at least one 
  half their run or jog movement points.  
   
   
   
   
  A successful charge has two effects: a bonus to damage if a successful hit is scored 
  and a penalty to armor class for the one charging. In a charge, a successful hit gives a 
  +2 to damage but a -4 to armor class for the remainder of the round. If the charge takes 
  place such that an opponent has an opportunity to swing due to reach, the opponent gets 
  to swing with the armor class adjustment for the charger. If a successful hit is made, the 
  charge attack is negated, though the movement and normal attack is still allowed. 
  
  32
  Castles & Crusades
  Melee
       Melee occurs after characters have closed for combat and one or both swings ro hit an 
  opponent for damage. Melee consists of several steps. It is important to note that the to hit 
  roll does not necessarily represent one swing, rather, it represents several swings either one 
  of which may deal a damaging blow or a series of small blows that cause damage. 
       First, the character swinging rolls a d20 to hit. To this result, minimally, the class’ 
  bonus to hit is added. If applicable, many variables are added to the die roll. These include 
  but are not limited to: strength bonus, magical weapon bonus, racial modifiers, class 
  ability modifiers, back attack modifiers, spell effect modifiers, combat to hit modifiers 
  and situational modifiers. All of these are covered in their appropriate section of the rules 
  except situational modifiers and combat to hit modifiers which are covered below.
   
  Situational modifiers are those the Castle Keeper deems appropriate for the situation. 
  These are often in those situations which are impossible to make rule for and the Castle 
  Keeper must use reason to determine what modifier is applied. For example, should a 
  character be swinging across a room on a rope, holding a sword in one hand and decide to 
  take a swing at someone he is passing over, the Castle Keeper must decide the appropriate 
  modifier to hit.
   
  In general, situaltional to hit modifiers can be broken down into three categories: hard, 
  difficult and heroic. For tasks that are hard, up to a -5 can be subtracted from the die roll 
  and for those that are difficult up to a -10 is subtracted from the die roll. For heroic actions 
  up to a -20 can be added but modifiers in that range should be exceedingly rare if ever even 
  used. The instance above is ridiculous. 
       Combat to hit modifiers include the following or related events. These modifiers are 
  use per Castle Keeper’s discretion though are generally applicable. 
   
  Opponent Unaware 
   
  +4
   
  Opponent Prone  
   
  +5
   
  Opponent Prone and 
   
  +10
   
  defenseless
   
  Opponent is at lower 
   
  +2
   
   elevation
   
  Fighting from horseback or
   
   unstable platform 
   
  -2
   
  Firing range weapons form
   
   horseback or unstable
   
   platform 
   
   
  -4
       After adding or subtracting all modifiers from the to hit roll, if the resulting number is 
  higher than the opponents armor class rating, a hit is scored and damage applied.
  Armor Class
       Armor class is the defensive capacity of the opponent. It takes into account an active 
  defense (aware of the combatant), armor worn and a general ability to withstand attacks. 
  It does not represent armor alone. It can also include the toughness of hide or a natural 
  ability to avoid being hit - like a fly. Armor class is primarily determined by the armor 
  worn though as this offers the most immediate protection.
       Armor class starts at 10 and goes up as high as modifiers allow. The following is a list 
  of the armors and the modifier applied to arrive at an armor class.
  
  33
  Players Handbook
  Armor type and AC
   
   Armor 
   
   
   
   
   
  AC
   
   Clothing, none 
   
   
   
  +0
   
   Padded, Leather Coat 
   
   
   
  +1
   
   Leather Armor (boiled leather ~ cuir bouilli)  
  +2 
   
   Studed Leather Hide, Ring mail 
   
   
  +3
   
   Chain Shirt, Scale mail   
   
   
  +4
   
   Chainmail, Breastplate  
   
   
  +5
   
   Splintmail, Banded  
   
   
   
  +6
   
   Plate mail (pieces of plate and chainmail) 
   
  +7
   
   Full Plate (solid metal suit) 
   
   
  +8
   
   Shield 
   
   
   
   
  +1
   
  Apply a character’s dexterity modifier to the character’s armor class any time that 
  character can physically react to an attack. Characters loose their dexterity modifier when 
  they are surprised, unaware of an attacker, or when they are restrained or otherwise 
  rendered immobile. dexterity never applies to missile attacks.
   
  Other modifiers can apply to armor class at the Castle Keeper’s discretion depending 
  upon the nature of the combat and the situation the combatant and their opponents are in. 
  Also, many spells and magic items can be used to enhance armor class.
       Shields are a special case. The +1 modifier is used for all shields but, small shield 
  only offer the bonus against one opponent, medium shields against two opponents and 
  large shield against three opponenets.
  Ranged Combat
       Ranged combat is much like melee combat except it occurs with ranged weapons. 
  The differences are that for all ranged weapons, the to hit modifier is not the strength 
  bonus but the dexterity bonus. Magical bonus’ apply as well as any situational modifiers 
  the Castle Keeper may deem necessary. There are no backstab or back attack bonus’ for 
  ranged weapons.
   
  There are two type of ranged weapons, hand thrown or thrust and mechanically driven. 
  Hand thrown weapons are those whose momentum and distance cast are dependent upon 
  a character’s strength. These include javelins, daggers and spears. Mechanically driven 
  weapons are those whose momentum and thrust are dependent on the mechanism which 
  propels them forward such as crossbows and bows. When a successful hit is scored with 
  a thrown weapon, the strength bonus is added to damage. Mechanical devices do not 
  receive this bonus.
   
  Cover and concealment influence ranged weapon attacks. Whenever an opponent is 
  over ten feet distance from the combatant, cover and concealment modifiers apply.
  Concealment
       Concealment includes those circumstances where nothing physically blocks an attack, 
  but there is something that interferes with the attacker’s accuracy, causing the following 
  to hit adjustments:
   
   
  1/4 concealment  
  -2 to hit light fog, light foilage
   
  1/2 concealment  
  -4 to hit dense fog
   
  3/4 concealment  
  -6 to hit dense foliage, near total darkness
   
  Full concealment  
  -10 to hit attacker blind, defender, invisible, total darkness,  
   
    
   
   
  pea soup fog
  
  34
  Castles & Crusades
       Cover: A character who takes cover gains a bonus to AC, as follows:
   
   1/4 cover 
  +2 AC
   
   1/2 cover 
  +4 AC
   
   3/4 cover 
  +6 AC
   
   Full cover 
  +10 AC
   
  Ranged weapons that miss their target 
  continue to fly on and can potentially hit 
  another target if the ranges is under 50 feet. 
  If the target of the attack is missed, the pro-
  jectile continues in a straight line and can hit 
  anything in its path. For each ten can feet traveled 
  it accrues a -1 to hit. The exception to this is 
  the crossbow which can continue up to its 
  range with no penalty.
   
  Ranged weapons also have range incre-
  ments listed in the weapons chart. There is 
  close, medium and far ranges. Modifiers to 
  hit apply to each range increment. If the 
  target is in the medium range, a -2 to hit 
  applies and if at long range a -4 to hit applies.
  Damage
   
  Hit Points represent the amount of damage, physical and mental, a 
  character or monster can take before passing out or dying. Hit points are reduced by 
  weapons damage, magical spells and poisons, amongst other things.
   
  If a hit is successful, damage is assessed and hit points are reduced. Damage delivered 
  from a blow by a weapon depends on the weapon being used. The weapons chart in the 
  equipment section has all the pertinent information regarding damage by weapon type. 
  Damage is applied immediately and the results are immediate. If a character or monster 
  dies as a result of the damage inflicted, it gets no opportunity to swing, cast spells or 
  anything else.
   
  In general, when ‘0’ Hit Points are reached, the character passes out. They are not dead 
  but incapable of acting and passed out due to blood loss and physical or mental damage. 
  Those so wounded can do little more than crawl from the battlefield or call out for help. 
  They recover consciousness in 1-6 hours and can move at 1⁄2 their normal move rate but 
  can not participate in combat, cast spells, turn undead or any other similar actions.
   
  At -1 to -6 hit points, the character is unconscious and needs bed rest to recover unless 
  healed. Hit points are recovered at a rate of two per day plus constitution bonus if resting 
  and being well cared for. If the conditions are harsh and daily wound washing is not 
  available, healing occurs at the constitution bonus only. If magically healed, the creature 
  can only return to ‘0’ hit points and must rest 24 hours before being healed again or 
  recovering any more hit points.
   
  At -7 to -9 hit points, the creature is mortally wounded and loses one hit point per 
  round after reaching -7 hit points. First aid stops hit point loss but does not increase 
  hit points and 24 hours must pass before the healing process can begin. The affects of 
  magical healing occur immediately.
   
  At -10 hit points, death occurs. Death is irrevocable except by resurrection or reincar-
  nation or other spell bribes to the casle keeper.    
  
  35
  Players Handbook
  Combat Maneuvers
   
  Players try all manner of inventive actions during combat. It is impossible to enumer-
  ate and describe all the possibilities and it is unproductive to try and do so. However, 
  some of the more common combat maneuvers and their effects are listed below. 
   
  Dodge: A character can dodge up to three attacks in a round sacrificing their own 
  attack. They gain a +2 to their armor class.
   
  Disengaging from Combat: The character is allowed to take a half move with no 
  attack and normal armor class. The attacker can follow. If the character chooses to take a 
  full move, no attack is allowed and the combatant receives an extra attack at +2. 
   
  Disarm: A fighter, rogue, punk, cleric can disarm an opponent. The character must 
  successfully hit an armor class equivalent to the HD or level of the opponent +18 to suc-
  cessfully disarm him (example, a fighter would need 23 to disarm a 5 hit dice creature). 
  The opponent receives a dexterity bonus, if applicable, to his rating. 
   
  Rear Attack: Attacking a defender from behind gives the attacker a +1 bonus to hit. 
  The thief does not get to add this to his back attack bonus.
  Unarmed Combat
   
  Unarmed combat is similar to armed combat only that no melee weapons or natural 
  weapons, such as claws, are being used. Many creatures use unarmed combat when fighting. 
  This is covered in the appropriate creature descriptions. There are three essential types of 
  unarmed combat: pummeling, overbearing and grappling. Each method follows the same 
  basic principle but with different modifications to the to hit roll and type of damage inflicted. 
  Damage receive from unarmed combat is not the same as damage received in normal 
  combat. It heals at a rate of 1 point per turn plus one’s constitution bonus.
   
  Pummeling: This is the use of fists, feet or other body parts to inflict damage on an 
  opponent, much like a boxer or a kung-fu fighter. The combatant rolls a d20 to hit, adds 
  the strength modifier and any appropriate modifiers the Castle Keeper deems necessary. A 
  successful hit causes 1-2 hit points of damage plus a strength bonus.  
   
  Overbearing: This is use to knock an opponent down. This is a common tactic in 
  wrestling and varying styles of hand to hand combat as well as when an animal charges 
  someone and knocks them over. The combatant rolls a d20 to hit and adds a strength 
  modifier if any. Armor class is differentiated based on size. For each size difference larger 
  add 2 to the opponents armor class. For each size difference smaller  subtract 2 from 
  the opponents armor class. If the hit is successful, the creature is knocked over. One can 
  not knock over an opponent more than two sizes larger than the attacker. The creature is 
  considered prone and any following attack receives a +5 to hit. The prone creature can 
  stand the next round and take a full round action except a full move. In addition, the 
  opponent takes 1-2 points of damage. 
   
  Grappling: This is used to grab and hold a person as with classical wrestling or when 
  a snake constricts is body around its prey. Grappling is directed at holding an opponent 
  and subduing him. It is enacted by rolling a d20 and adding strength bonus and basic 
  attack bonus to the die roll. The opponents armor class is based on dexterity and strength 
  bonus as well as size. Should an attack be successful, the opponent is held and can not 
  act except to attempt and break the hold. Breaking a grappling hold is done by making a 
  combination of opposed strength checks. The combatant and opponent both roll a d20 and 
  add thei strength bonus’. If the one being held has the higher roll, the hold is broken. 
  
  36
  Castles & Crusades
   
  This book is published under the Open Game License version 1.0a by permission of 
  Wizards of the Coast, Inc. The Open Game Content appearing in this book is derived from the 
  System Reference Document v 3.0, copyright 2000 Wizards of the Coast, Inc. 
   
  Designation of Open Game Content: The following is designated Open Game Content 
  pursuant to the Open Game License v1.0a: all text appearing in the following sections and subsec-
  tions – page 2, Attributes; page 3, The Six Attributes; page 4, Table 2: Class Description Teminology; 
  page 5 to 9, the tabular summary of each class (prime attribute, hit dice, weapon and armor allowed, 
  and abilities), the “Abilities” subsections, and the class tables; page 10 to 13, the text appearing 
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  subsections; page 14, Alignment; page 15 to 16, Equipment List; pages 17 to 21, Magic, Terminol-
  ogy, Wizards, Clerics, Casting a Spell, Spells, Cleric Spells, Wizard Spells; page 24 to 26, Types 
  of Saving Throws, Spell Resistance, Turning Undead; page 28, Outline of a Combat Round; and 
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  All other contents, but excluding the OGL appearing below, is property of and copyright 
  2004 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, Troll Lord 
  Games, and the Castles & Crusades and Troll Lord Games logos, and products published by Troll 
  Lord Games are Trademarks of Troll Lord Games. All Rights Reserved.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, exten-
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  the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including 
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  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, 
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  Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to 
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  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by 
  E. Gary Gygax and Dave Arneson.  
  Castles & Crusades Players Handbook Collector’s Edition Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden.
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Collector's Editon/Castles & Crusades Collector's Editon Player's Handbook.pdf