TEXT: - 1 - 
  SABRES  
  AND 
  WiTCHERY 
   
  HISTORICAL MONSTER HUNTERS RPG 
   
  By Simon Washbourne 
   
  Based upon: Swords & Wizardry: Whitebox By Marv Breig 
   & Swords & Wizardry: Core Rules by Matthew J. Finch 
   
  Published by Beyond Belief Games 
   
  First Edition – 17 June 2012 
   
  Beyond Belief Games ™ 
   
  Swords & Wizardry Copyright © 2008 Matthew J. Finch 
   
  Sabres & Witchery RPG: © 2012 Simon Washbourne 
   
  
  - 2 - 
  Contents 
   
  Table of Contents 
  2 
  Introduction 
  3 
  Notes on Historical Accuracy 
  3 
  Chapter 1: Getting Started 
  5 
  Chapter 2: Character Classes 
  10 
  Chapter 3: Character Races & Other Stuff 
  20 
  Chapter 4: Weapons & Equipment 
  21 
  Chapter 5: Magus Spell Descriptions 
  26 
  Chapter 6: Playing The Game 
  54 
  Chapter 7: Running The Game 
  60 
  Chapter 8: Monsters & NPCs 
  63 
  Chapter 9: Adventures 
  94 
  
  - 3 - 
  Introduction 
  Sabres & Witchery is a role-playing game nominally set in Europe (although it 
  could be elsewhere) from the end of the English Civil War through to 
  approximately the Napoleonic Wars era. It is based on a set of ‘old school’ 
  fantasy role playing rules, which itself was based on the first fantasy role 
  playing game. 
   
  You are free to publish your own adventures, house-rules, and any other sort of 
  materials designed for this game. Guidelines and requirements are at the end of 
  the book. 
   
  Historical accuracy 
  The time-period of Sabres & Witchery is not specific – it could be any time 
  from the late 1600’s to the early 1800’s; the “Age of Enlightenment” through to 
  the “Industrial Revolution”. You don’t even need to clearly define it before you 
  start play.  
   
  Philosophy and science are increasing in prominence and major changes are 
  afoot in both scientific thinking and technology, the Industrial Revolution isn’t 
  over yet. Although science is moving forward in leaps and bounds in the main 
  universities and most advanced cities, the locations the PCs adventure in are 
  still nearer to the Middle-Ages than they are to the 20th Century. 
   
  Horses, carts and coaches are still the main forms of land transportation and 
  travel by sea is by wooden sailing ships. In the later period of this game’s 
  setting, steam trains are just becoming a possibility and hot air balloons have 
  become the first vaguely realistic method of air travel.  
   
  It is a time where armour is still worn by some soldiers but of less use now that 
  firearms are become more prevalent as a more powerful option to bows and 
  crossbows. Swords still have their place but older types of weapon like spears 
  and maces have pretty much fallen out of use except in some of the “lost” 
  villages in the most inaccessible parts of the world. Fencing is established and 
  duels are fought regularly with pistol or rapier amongst gentlemen and nobility 
  for real or imagined sleights. 
   
  There isn’t really a time when there isn’t a war going on somewhere across 
  Europe. Whilst mercenaries still fill large parts of a country’s forces, full-time 
  standing armies are becoming more the norm. The tactics are still largely to line 
  up against one another and unleash volleys of cannon and musket fire, followed 
  up by charges by well-armed and armoured cavalry. 
   
  It is assumed that characters in the game will be mainly treading paths in wild 
  out-of-the-way places – tangled forests, wind-swept moors, dark mountain 
  
  - 4 - 
  valleys and storm-ravaged coasts. They are hunting horrors that other people 
  prefer to avoid and those horrors are only out at night, in the darkness and 
  where they can’t be discovered. 
   
  References 
  As has been said, this isn’t a game where the specific setting or time period has 
  been clearly defined for you. Really, you don’t need to worry too much about it 
  unless you wish to place your game at a particular historical place or time. 
  Otherwise just the general feel will be sufficient. 
   
  To help visualization, here are a few films that helped inspire Sabres & 
  Witchery: 
   
  Treasure Island (2012) 
  Solomon Kane (2009) 
  Alatriste (2006) 
  The Brothers Grimm (2005) 
  Van Helsing (2004) 
  Pirates of the Caribbean Series (2003 - 2011) 
  Brotherhood of the Wolf (2001) 
  Sleepy Hollow (1999) 
  Plunkett & Macleane (1999) 
  The Scarlet Pimpernel (1998) 
  Rob Roy (1995) 
  Sharpe Series (1993 – 2008) 
  The Last of the Mohicans (1992) 
  Dick Turpin Series (1979-1982) 
  The Duellists (1977) 
  Captain Kronos: Vampire Hunter (1974) 
  Witchfinder General (1968) 
     
   
   
   
  
  - 5 - 
  Chapter 1: Getting Started 
  Sabres & Witchery RPG (S&W), like most role playing games, requires one 
  person to run the game called the Referee and (preferably) two or more players. 
  For players, the first step in playing the game is to create a Player Character 
  (PC). This is a simple matter of rolling some dice to determine your character’s 
  strength and other basic attributes, picking a character class, and buying in-
  game equipment. If you’re the Referee, however, you’ve got a bit more 
  preparation to do—that’s covered later in these rules. 
   
  Rule Number One 
  The most important rule in S&W is that the Referee always has the right to 
  modify the rules. In fact, it’s encouraged! This is your game, after all. There are 
  gaps in the rules - holes left open on purpose - because much of the fun of “old 
  school” gaming is being able to make up rules as needed. 
   
  Dice 
  S&W uses several different types of dice, and they are abbreviated herein 
  according to the number of sides they have. For example, a six-sided die is 
  noted as “d6.” If this text requires a player to roll “3d6” that means to roll three 
  (3) six-sided dice and add the results together. Other die types (four-sided, 
  eight-sided, ten-sided, twelve-sided, and twenty-sided) follow in the same 
  manner although only the d6 and d20 are used with any frequency in these 
  rules. There is no die with 100 sides. When asked to roll d100, instead roll two 
  (2) ten-sided dice, treating the first roll as the “tens” and the second as the 
  “ones.” So, if one were to roll a “7” and then a “3”, the result would be “73.” 
  Please note that rolling two zeroes is treated as “100.” 
   
  Remember 
  Throughout this text are suggestions, explanations, and ideas presented in 
  textbox format; feel free to use or discard them at leisure. New rules for 
  governing certain situations can range from simple guidelines like “grab some 
  dice, roll them, and tell me the number” to a complex series of tables for the 
  smallest of details. 
   
  
  - 6 - 
  Character Sheets 
  A character sheet is a piece of paper designed to organize and contain any and 
  all necessary PC information, for the benefit of both the Referee and Player. 
  For S&W, the character sheet could be something as simple as a 3x5” index 
  card—with equipment and other notes written on the back: 
   
  NAME 
   
  STR                                             CLASS 
  INT                                              LEVEL                         
  WIS                                             XP 
  CON                                            ST 
  DEX                                             DC 
  CHA                                            HP 
                                                      ENC 
  $                                                  MOVE 
   
   
  Attribute Scores 
  The basic abilities are numbers which represent the Strength, Intelligence, 
  Wisdom, Constitution, Dexterity and Charisma of a character.  
   
  Rolling Attributes 
  Roll 3d6 for each attribute in the above order. Once those rolls have been made, 
  it is often obvious which type of character best fits the abilities. However, the 
  player always has the option to play any class he wants. 
   
  Optional: Rolling Attributes 
  Some Referees prefer to allow players more flexibility in their choice of class. 
  One possible option would be to roll 3d6 a total of six times and allow players 
  to “arrange to taste.” This allows the player to put the best results on the 
  attributes that best suit a particular character concept. 
   
  Attribute Modifier 
  Each attribute has the potential to modify what you can do. Refer to the 
  following table to see the bonuses (or penalties) that apply from high or low 
  attributes. 
   
   
  
  - 7 - 
  Table 1: Attribute Modifier 
   
  Attribute Roll 
  Description 
  Bonus/Penalty 
  3 
  Very Poor 
  -3 (or -5%) 
  4–5 
  Poor 
  -2 (or -5%) 
  6-8 
  Below Average 
  -1 (or -5%) 
  9–12 
  Average 
  – 
  13–15 
  Above Average 
  +1 (or +5%) 
  16-17 
  Good 
  +2 (or +5%) 
  18 
  Exceptional 
  +3 (or +5%) 
   
  Experience Modifier 
  Each character gets a bonus (or penalty) percentage to their “experience points” 
  (XP) that will increase the amount of experience points gained during an 
  adventure. All characters add together their percentage Prime Attribute Bonus, 
  Wisdom Bonus, and Charisma Bonus for a total experience bonus for the 
  character. The maximum attainable bonus is 15%. 
   
  Strength (STR) 
  A high Strength lets a character carry more weight and will give him bonuses to 
  attacks and damage when attacking with a melee weapon or his fists. STR is 
  sometimes the Prime Attribute for Fighters and Hunters. 
   
  Intelligence (INT) 
  Intelligence represents IQ, reasoning, and the ability to solve puzzles or 
  understand difficult concepts. A high Intelligence score gives a character an 
  additional language for every point above 10. INT is sometimes the Prime 
  Attribute for a Magus. 
   
  Wisdom (WIS) 
  Wisdom determines a character’s insight, perception, good judgment and 
  willpower. WIS is sometimes the Prime Attribute for a Magus or a Hunter. 
   
  Constitution (CON) 
  Constitution refers to the health and endurance of a character. A high 
  Constitution score gives a character additional hit points per hit die. CON is the 
  Prime Attribute for Woodsmen. 
   
  Dexterity (DEX) 
  Dexterity is a combination of coordination and quickness. A high Dexterity 
  score gives a character a bonus on their “to-hit” roll when attacking with a 
  firearms or other ranged weapons and gives them a better Armour Class. DEX 
  
  - 8 - 
  is sometimes the Prime Attribute for Scoundrels. DEX is also sometimes the 
  Prime Attribute for Fighters. 
   
  Charisma (CHA) 
  A highly charismatic character has a better chance to talk his way out of trouble 
  and can lead more followers than a character with a lower Charisma. CHA is 
  sometimes the Prime Attribute for Scoundrels. 
   
  You can use your CHA to modify the number of Non-Player Character (NPC) 
  hirelings you can acquire. You can use your CHA to modify the loyalty of these 
  NPCs (See Loyalty, Page 22). 
   
  Table 2: Charisma Bonus 
   
  Charisma 
  Hirelings 
  Loyalty 
  3 
  1 
  -3 
  4–5 
  2 
  -2 
  6–8 
  3 
  -1 
  9–12 
  4 
  0 
  13–15 
  5 
  +1 
  16–17 
  6 
  +2 
  18 
  7 
  +3 
   
  Hit Points 
  Hit points (HP) represent the amount of “damage” a character can take before 
  dying and are determined by the amount of Hit Dice (HD) a character has at 
  their particular class level. If a Player begins the game with a 1st level fighter 
  (1+1 HD) he would therefore roll 1 HD (1d6) and add “+1” to the end result to 
  determine his PC’s starting HP. It doesn’t solely represent the character’s 
  ability to absorb injury – it also represents the experience of the character to 
  turn what might have been a mortal wound into a flesh wound, by correct 
  positioning, general awareness, use of cover, distractions etc.. 
   
  HP are re-rolled each time a PC advances in level—however, if the re-roll 
  results in a character having fewer HP for their new level than their previous 
  level, ignore the re-roll and retain the prior amount. 
   
  Optional: Hit Points 
  At first level only, a PC receives maximum HP for his class (inclusive of any 
  CON modifier). 
   
   
   
  
  - 9 - 
  Saving Throw 
  The Saving Throw (ST) is the number the character needs to roll on a D20 to 
  avoid something bad happening to him. You add the character’s Attribute 
  Modifier to the roll, where an attribute is appropriate. For example, if a snake 
  bites your character, you can attempt a save against the poison. You’d add your 
  character’s CON modifier, in this instance. The ST might also be used as the 
  roll needed to attempt to use some of the character’s class abilities – these are 
  set out in each class description.  
   
  Table 3: Saving Throw Examples 
   
  Danger/Effect 
  Attribute 
  Alcohol or poison 
  CON 
  Ambush 
  WIS 
  Death 
  CON 
  Deception 
  WIS 
  Drowning 
  CON 
  Explosion 
  DEX 
  Falling 
  DEX 
  Grappled 
  STR 
  Magic 
  WIS 
  Remembering facts 
  INT 
  Rock fall 
  DEX 
  Levels 
  As characters gain XP, they improve at what they do. This is represented by 
  level advancement. At each level, the character is tougher and can position 
  himself better in combat to make what would be deadly hits into glancing 
  blows or grazes (receives more HP). He is also more accurate (increased To Hit 
  Bonus) and more alert to dangers that might otherwise kill him (better Saving 
  Throw). 
   
  
  - 10 - 
  Chapter 2: Character Classes 
  There are five character classes in the game: the Fighter, the Hunter, the 
  Magus, the Scoundrel and the Woodsman. The Referee is free to invent other 
  character classes or may allow optional classes from other games. 
   
  THE FIGHTER 
  The Fighter is a character that usually turns to the sword or the gun to get 
  things done. He might be a mercenary, a guerilla leader, a duelist, a bounty 
  hunter or a tough old mariner. Whatever he is, he lives by the sword and the 
  only way he knows of dealing with supernatural horrors is to hit them until they 
  stop moving. A fighter can have either STR or DEX as his Prime Attribute 
  (player choice) as some fighters rely on speed and skill and others rely on 
  heavy hitting.   
   
  Table 4: Fighter Advancement 
   
  Level 
  XP 
  HD (d6) 
  To Hit Bonus 
  AC Bonus* 
  ST 
  1 
  0 
  1+1 
  +0 
  +0 
  16 
  2 
  2000 
  2 
  +1 
  +1 
  15 
  3 
  4000 
  3 
  +2 
  +1 
  14 
  4 
  8000 
  4 
  +2 
  +2 
  13 
  5 
  16000 
  5 
  +3 
  +2 
  12 
  6 
  32000 
  6 
  +4 
  +3 
  11 
  7 
  64000 
  7 
  +4 
  +3 
  10 
  8 
  120000 
  8 
  +5 
  +4 
  9 
  9 
  240000 
  9 
  +6 
  +4 
  8 
  10 
  480000 
  10 
  +6 
  +5 
  7 
   
  Fighter Class Abilities 
  Weapons: The fighter can use any weapons. STR-based fighters can wear any 
  armour but DEX-based fighters can wear only military coats or leather jacks, 
  but get a bonus to their AC based on the above table. 
   
  Saving Throw: Fighters receive a +2 bonus on saving throws vs. death. 
   
  Assess Opponent (INT): Fighters can choose to weigh up the opposition at the 
  start of a fight and make a saving throw to see if he can determine the strengths 
  and weaknesses of the opposition (i.e. their level or HD). 
   
  Combat machine: Fighters gets one attack per level against foes of 1HD or 
  fewer, each round. They can’t do this if armed only with a firearm (as they are 
  single shot and take time to reload, although if he has more than one pistol, he 
  
  - 11 - 
  could fire them both, thus attacking up to two opponents or he could fire one 
  shot and then use it as a club if the opponents were close enough). 
   
  Weapon Specialist: Fighters receives a +1 bonus to hit and damage using one 
  type of weapon (including firearms), chosen at outset (see the equipment 
  section). 
   
  XP Bonus for Strength or Dexterity: STR or DEX is the Prime Attribute for 
  fighters, which means that a high STR or DEX score grants them an extra 5% 
  on XP earned. 
   
  THE HUNTER 
  The hunter is a single-minded individual whose has devoted his life to 
  cleansing the world of evil, wherever it lurks. Usually called Vampire Hunters, 
  Witchfinders, Demon Hunters or Monster Hunters; these guys prefer to destroy 
  evil by mundane means unlike magi but if their primary undead ability fails, 
  their secondary means of dealing with monsters is the same as that of fighters. 
  They tend to treat magi with a degree of suspicion. A hunter can have either 
  STR or WIS as his Prime Attribute (player choice). 
   
  Table 5: Hunter Advancement 
   
  Level 
  XP 
  HD (d6) 
  To Hit Bonus 
  ST 
  1 
  0 
  1 
  +0 
  14 
  2 
  1750 
  2 
  +1 
  13 
  3 
  3500 
  3 
  +2 
  12 
  4 
  7000 
  3+1 
  +2 
  11 
  5 
  14000 
  4 
  +3 
  10 
  6 
  28000 
  5 
  +4 
  9 
  7 
  56000 
  6 
  +4 
  8 
  8 
  112000 
  6+1 
  +5 
  7 
  9 
  224000 
  7 
  +6 
  6 
  10 
  448000 
  8 
  +6 
  5 
   
  Hunter Class Abilities 
  Weapons: Hunters can use any weapons and wear any armour. 
   
  Information Gathering (CHA): Hunters hear two rumours (only about local folk 
  tales, legends or monsters) in a tavern whenever a drink is bought. 
   
  Saving Throw: Hunters receive a +2 bonus on saving throws vs. death, magic 
  and fear. 
   
  
  - 12 - 
  Smite Evil: Once per day, a hunter may attempt to smite evil with his normal 
  melee attack. He adds his WIS bonus (if any, or +1 if none or negative) to his 
  attack roll and deals 1 extra point of damage per level. He can also hit monsters 
  that are normally only hit with silvered or magical weapons. At 5th level, he can 
  attempt this twice per day and at 10th level he may attempt it three times per 
  day. 
   
  Turn Monster (WIS): The hunter has learned the nature of evil and can use this 
  against the monsters that plague the world. Either through his faith or through 
  knowledge (or both) the hunter can force undead, devils, spirits, faeries and 
  demonic monsters to back away, or even to destroy them. This might require a 
  holy symbol (where relying on faith) or some knowledge of the monster’s 
  weakness (garlic, silver, cold iron, sunlight, holy water, running water, the true 
  name of the demon, etc.)  
   
  Table 6: Monster Turning 
   
  Monster 
   HD 
  Examples 
   
  Hunter (or Magus) Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  1 
  Skeleton 
  10 
  7 
  4 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  2 
  Zombie 
  13 
  10 
  7 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  3 
  Ghoul 
  16 
  13 
  10 
  4 
  T 
  T 
  D 
  D 
  D 
  D 
  4 
  Shadow 
  19 
  16 
  13 
  7 
  4 
  T 
  T 
  D 
  D 
  D 
  5 
  Wight 
  20 
  19 
  16 10 
  7 
  4 
  T 
  T 
  D 
  D 
  6 
  Ghast 
  – 
  20 
  19 13 
  10 
  7 
  4 
  T 
  T 
  D 
  7 
  Wraith 
  – 
  – 
  20 16 
  13 
  10 
  7 
  4 
  T 
  T 
  8 
  Mummy 
  – 
  – 
  – 
  19 
  16 
  13 10 
  7 
  4 
  T 
  9 
  Spectre 
  – 
  – 
  – 
  20 
  19 
  16 13 
  10 
  7 
  4 
  10 
  Vampire 
  – 
  – 
  – 
  – 
  20 
  19 16 
  13 
  10 
  7 
  11 
  Ghost 
  – 
  – 
  – 
  – 
  – 
  20 19 
  16 
  13 10 
  12 
  Lich 
  – 
  – 
  – 
  – 
  – 
  – 
  20 
  19 
  16 13 
  13 
  Demon 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  20 
  19 16 
   
  When a turning attempt is made, a d20 should be rolled and the Monster 
  Turning table consulted for the result. 
   
  • 
  If the number on the die is equal to or greater than the number shown 
  on the table, all creatures of the targeted type are turned and will flee 
  for 3d6 rounds, or will cower helplessly if they cannot flee (see the 
  individual monster descriptions for fae, devils & demons). 
  
  - 13 - 
  • 
  If the table indicates “T”, all undead creatures of the targeted type are 
  automatically turned and will flee for 3d6 rounds, or cower helplessly 
  if they cannot flee (see the individual monster descriptions for fae, 
  devils & demons). 
  • 
  If the table indicates “D”, the monster is destroyed or returned to its 
  netherworld.  
   
  THE MAGUS 
  These are learned individuals that spend their time in musty libraries reading 
  old tomes and parchments to learn about the evil horrors that infest the dark 
  hidden places of the world. The magus might be a bright young alchemist or 
  astronomer fresh out of university, a venerable old monk or an itinerant friar, a 
  feisty priest bellowing hellfire and damnation to unbelievers or even a poet or 
  storyteller who has learned too much on his travels. A magus can have either 
  INT or WIS as his Prime Attribute (player choice). 
   
  Table 7: Magus Advancement 
   
  Level 
  XP 
  HD (d6) 
  To Hit Bonus 
  ST 
  Spells by level per day 
  1 
  0 
  1 
  +0 
  14 
  - 
  - 
  - 
  - 
  - 
  2 
  2250 
  1+1 
  +0 
  13 
  1 
  – 
  – 
  – 
  – 
  3 
  4500 
  2 
  +0 
  12 
  2 
  – 
  – 
  – 
  – 
  4 
  9000 
  2+1 
  +0 
  11 
  2 
  1 
  – 
  – 
  – 
  5 
  18000 
  3 
  +1 
  10 
  3 
  2 
  – 
  – 
  – 
  6 
  36000 
  3+1 
  +1 
  9 
  4 
  2 
  1 
  – 
  – 
  7 
  72000 
  4 
  +2 
  8 
  4 
  2 
  2 
  – 
  – 
  8 
  144000 
  4+1 
  +2 
  7 
  4 
  3 
  2 
  1 
  – 
  9 
  288000 
  5 
  +3 
  6 
  4 
  3 
  3 
  2 
  – 
  10 
  576000 
  5+1 
  +3 
  5 
  4 
  3 
  3 
  2 
  1 
   
  Magus Class Abilities 
  Weapons: The magus can use only quarterstaffs, daggers, swords and pistols. 
  They don’t wear armour. 
   
  Saving Throw: The magus receives a +2 bonus on saving throws vs. magic. 
   
  Turn Monster (WIS): The magus can turn undead, demons and other evil 
  beings in the same way as the hunter. However a magus getting a “D” result 
  can force the monster into his servitude for a period of 24 hours if preferred. 
   
  Linguist (INT): The magus can read and understand many languages and those 
  he doesn’t know he can research. On finding any ancient tome, grimoire or 
  other exotic written material he can make a ST with a successful roll meaning 
  
  - 14 - 
  he can understand it. If he has access to a library whilst doing his research and 
  he has at least a day free to do it, he can gain +1 to +4 to his roll. If there are 
  spell descriptions in the text, he can add the spell to his spell book or read the 
  spell directly from the text.  
   
  Spell Casting (INT or WIS): The magus starts at 1st level with his spellbook 
  and no spells. To gain spells, he must find them in books and scrolls. Copying 
  the spell to his spellbook puts it into a form that he finds easy to read and cast 
  (which will almost certainly differ from the original version). He can only copy 
  spells into his book that his experience and knowledge enables him to grasp. 
  See Spells by level per day for the level of spell the magus can copy down. He 
  can have any number of spells collected in his spellbook (or in other texts in his 
  library). 
   
  Casting a spell always requires reading the formulae to get the verbal nuances 
  absolutely correct. Spells written into his book are easy for the magus to cast. 
  At 2nd level he can cast one spell of 1st level per day without difficulty; at 3rd 
  level he can cast two and so on. 
   
  Where it gets difficult and when a ST is required is: 
  • 
  Where the spell is one that isn’t in his spellbook (i.e. he is reading it 
  directly from the original text (a scroll he found in a tomb, for 
  example)  
  • 
  Where it is of a higher level than he can normally cast (a 1st level 
  magus trying to cast a 2nd level spell) 
  • 
  Where he is trying to cast another spell when he has already cast his 
  normal number of spells for that day 
   
  The magus receives a -1 penalty for everything that applies from the above 
  bulleted points. In addition, if the spell is 2 levels higher than the Magus can 
  normally cast, the penalty is -2 and 3 levels is -3 and so on. If the ST fails there 
  may also be side effects as a result. Roll 2d6: 
   
  Table 8: Spell Failure Side-Effects 
   
  2d6  
  What happens 
  2 
  You are driven mad for 2d6 days, then gain phobia per 3 below 
  3 
  Gain a phobia (dark, spiders, blood, undead, loud noises, heights etc) 
  4-5 
  Suffer d6 HP (if 6 is rolled, roll again for extra damage) 
  6-8 
  No ill effects 
  9-10 
  Mind blank, cannot cast any further spells until you’ve rested 8 hours 
  11 
  You start becoming a little weird, -1 to charisma 
  12 
  You age by 2d6 years 
  
  - 15 - 
   
  What all the above means for a 1st level magus is that to cast a spell, he has to 
  find one in a book (or other text) and read the spell from there to cast it. If it is 
  on the 1st level list, he needs to make a ST with -1 (for reading from a text other 
  than his spellbook) and another -1 (for exceeding his normal number for the 
  day).  
   
  XP Bonus for Intelligence or Wisdom: INT or WIS is the Prime Attribute for 
  the magus, which means that a high INT or WIS score grants them an extra 5% 
  on XP earned. 
   
  Magus Spell List (Spells are described starting on page 25) 
   
  Level 1 
  1 
  Charm Person 
  11 Mending 
  2 
  Command 
  12 Message 
  3 
  Cure Light Wounds* 
  13 Protection from Evil* 
  4 
  Detect Evil* 
  14 Purify Food & Drink* 
  5 
  Detect Magic 
  15 Remove Fear* 
  6 
  Hold Portal 
  16 Sanctuary 
  7 
  Inspire 
  17 Shield 
  8 
  Invisibility to Undead 
  18 Sleep 
  9 
  Light* 
  19 Spider Climb 
  10 
  Magic Aura* 
  20 Summoning 
   
  Level 2 
  1 
  Audible Glamour 
  10 
  Light, Continual* 
  2 
  Augury 
  11 
  Locate Object* 
  3 
  Change Self 
  12 
  Mirror Image 
  4 
  Delay Poison 
  13 
  Phantasmal Creature 
  5 
  Enthrall 
  14 
  Resist Fire 
  6 
  ESP 
  15 
  Silence 15’ Radius 
  7 
  Forget 
  16 
  Speak with Animals 
  8 
  Knock 
  17 
  Wall of Fog 
  9 
  Levitate 
  18 
  Wizard Lock 
   
  Level 3 
  1 
  Clairvoyance 
  10 
  Hold Person 
  2 
  Cure Disease* 
  11 
  Howl of the Moon 
  3 
  Detect Illusion 
  12 
  Invisibility 10’ Radius 
  4 
  Dispel Magic 
  13 
  Phantasmal Creature, Improved 
  5 
  Explosive Runes 
  14 
  Remove Curse* 
  6 
  Fly 
  15 
  Secret Page 
  7 
  Gaseous Form 
  16 
  Speak with Dead 
  
  - 16 - 
  8 
  Gust of Wind 
  17 
  Suggestion 
  9 
  Haste* 
  18 
  Water Breathing 
   
  Level 4 
  1 
  Cure Serious Wounds* 
  9 
  Shadow Monsters 
  2 
  Creation, Minor 
  10 
  Speak with Plants 
  3 
  Dimension Door 
  11 
  Divination 
  4 
  Extension 
  12 
  Neutralize Poison* 
  5 
  Globe of Invulnerability, Minor 
  13 
  Protection from Evil 10’ Radius* 
  6 
  Growth of Plants 
  14 
  Spell Immunity 
  7 
  Hallucinatory Terrain 
  15 
  Wizard Eye 
  8 
  Invisibility, Improved 
   
   
   
  Level 5 
  1 
  Commune 
  10 Creation, Major 
  2 
  Cure Critical Wounds* 
  11 Faithful Hound 
  3 
  Dispel Evil 
  12 Feeblemind 
  4 
  Insect Plague 
  13 Hold Monster 
  5 
  True Seeing* 
  14 Magic Jar 
  6 
  Airy Water 
  15 Passwall 
  7 
  Animate Dead 
  16 Stone Shape 
  8 
  Cloudkill 
  17 Telekinesis 
  9 
  Contain Outer Sphere 
  18 Teleport 
   
   
   
  
  - 17 - 
  THE SCOUNDREL 
  The scoundrel is a thief, cheat, pick pocket and a con-man; he might hide his 
  true nature under the guise of a peddler, a friar or a minstrel but he makes his 
  living wandering the highways and byways making money however he can - 
  gambling, stealing, selling and swindling. A scoundrel can have either DEX or 
  CHA as his Prime Attribute (player choice) as they are both important. His way 
  of dealing with supernatural horrors is to pretend they don’t exist, hide and 
  await an opportunity, or talk others into dealing with them. 
   
  Table 9: Scoundrel Advancement 
   
  Level 
  XP 
  HD (d6) 
  To Hit Bonus 
  ST 
  1 
  0 
  1 
  +0 
  15 
  2 
  1500 
  2 
  +0 
  14 
  3 
  3000 
  3 
  +1 
  13 
  4 
  6000 
  3+1 
  +1 
  12 
  5 
  12000 
  4 
  +2 
  11 
  6 
  24000 
  5 
  +2 
  10 
  7 
  48000 
  6 
  +3 
  9 
  8 
  96000 
  6+1 
  +3 
  8 
  9 
  192000 
  7 
  +4 
  7 
  10 
  384000 
  8 
  +4 
  6 
   
  Scoundrel Class Abilities 
  Weapons: Scoundrels can use any weapons, however they prefer smaller 
  concealable ones. They may wear a leather jack.   
   
  Saving Throw: Scoundrels receive a +2 bonus on saving throws vs. deception 
   
  Lucky Streak: Scoundrels can re-roll any failed saving throw once per three 
  levels per day (round up; minimum once per day). 
   
  Information Gathering (CHA): Scoundrels hear two rumours in a tavern 
  whenever a drink is bought. 
   
  Silvertongue (CHA): Scoundrels have the gift of the gab – they can lie, cheat, 
  bluff and swindle. They can use this skill to get out of tricky situations or to 
  trick the gullible into doing something they wouldn’t normally do. 
   
  Deftness (DEX): Scoundrels can manipulate cards, coins and other small 
  objects deftly and, using misdirection, without being noticed. They can use this 
  skill to pick pockets and pick locks too. 
   
  
  - 18 - 
  Sneak attack: Scoundrels often have concealed weapons which they are adept at 
  using in emergencies. They can score x2 damage on a successful hit by 
  surprise; this can be done with a knife, or small pistol only. 
   
  XP Bonus for Dexterity or Charisma: DEX or CHA is the Prime Attribute for 
  Scoundrels, which means that a high DEX or CHA score grants them an 
  additional 5% on XP earned. 
   
  THE WOODSMAN 
  Woodsmen are a rough-and-ready types of character that spend much of their 
  time in the woodlands or on mountain trails; they could be charcoal burners, 
  foresters, game-keepers, trappers, loggers, poachers, herders or hunters.  They 
  tend to be more superstitious than the other character classes. 
   
   Table 10: Woodsman Advancement 
   
  Level 
  XP 
  HD (d6) 
  To Hit Bonus 
  ST 
  1 
  0 
  1+1 
  +0 
  16 
  2 
  1750 
  2 
  +1 
  15 
  3 
  3500 
  3 
  +1 
  14 
  4 
  7000 
  4 
  +2 
  13 
  5 
  14000 
  5 
  +2 
  12 
  6 
  28000 
  6 
  +3 
  11 
  7 
  56000 
  7 
  +3 
  10 
  8 
  112000 
  8 
  +4 
  9 
  9 
  224000 
  9 
  +4 
  8 
  10 
  448000 
  10 
  +5 
  7 
   
  Woodsman Class Abilities 
  Weapons: Woodsmen can use any weapon and may wear a leather jack.  
    
  Saving Throw: Woodsmen receive a +2 bonus on saving throws vs. poisons. 
   
  Weapon Familiarity: At outset, the woodsman can choose a non-firearm (knife, 
  wood axe, bow etc.) to receive a +1 bonus to hit and damage. 
   
  Stealth (DEX): When in the wilderness, the woodsman is skilled at using the 
  terrain to move without being noticed by his prey or his enemies.  
   
  Survival (CON): In the wilderness, the woodsman can obtain enough food and 
  sufficient safe shelter by hunting and foraging to keep alive himself plus a 
  number of additional people equal to his level. If there are more people in the 
  group than this, a ST is required. 
   
  
  - 19 - 
  Track (WIS): Woodsmen can spot and follow a trail across almost any ground. 
  They also automatically know which direction is north and can recognize the 
  prints and number of critters that made the tracks. 
   
  XP Bonus for Constitution: CON is the Prime Attribute for woodsmen; which 
  means that a high CON score grants them an additional 5% on XP earned. 
   
  
  - 20 - 
  Chapter 3: Character Races AND Other 
  Stuff 
  In a more-or-less historical game of Sabres & Witchery, there is only one PC 
  race – human. However, there is no reason you cannot play a fantasy historical 
  game, with elves and dwarves as PC races. If you do, then you can use the 
  classes, races and monsters from Swords & Wizardry (or even Blood & 
  Bullets) quite easily in Sabres & Witchery (maybe with a few minor 
  adjustments).  
   
  Alignment 
  There is no “official” alignment system for S&W. In some campaigns, the 
  struggle you might want to between Law and Chaos is the only supernatural 
  conflict, and Good and Evil are nothing more than personal preferences held by 
  mortals. In other campaigns, it is the struggle between Good and Evil that 
  defines where gods and mortals stand in the grand scheme of the universe. 
   
  If you’re playing a game and want an “unofficial” default, then let the players 
  choose one of three alignments: Law, Chaos, or Neutrality. The good guys are 
  Lawful, the bad guys are Chaotic, and anyone just trying to achieve fame and 
  fortune is Neutral. 
   
  Character Retirement 
  The Referee has the final say on how and when retirement works for the 
  campaign. Some ignore retirement altogether and simply extrapolate the tables 
  to include levels beyond those shown. Each group has their own play style and 
  a preference for a given range of character levels for their games. 
   
  
  - 21 - 
  Chapter 4: WEAPONS AND Equipment  
  Starting characters in a S&W campaign can be assumed to have the following 
  equipment, rather than purchasing items individually: 
   
  Fighters and Hunters generally begin play with: 
   
  A set of reasonable clothing, including boots and hat 
  A military coat or a leather jack 
  A blanket, a set of eating utensils and a good knife 
  Any melee weapon 
  Any firearm, with lead and bullet mould and two dozen bullets 
  A riding horse with a saddle 
  2d6 Groats 
   
  Magi generally begin play with: 
   
  A set of average clothing, including a hat 
  A leather satchel containing:  
  Several sheets of paper, bottle of ink and a quill pen 
  A leather-bound personal spellbook 
  An ancient book or scroll or tome (bible or similar) 
  A relic or other similar item(s) (a crucifix, spectacles, pestle & mortar, fiddle) 
  3d6 Groats 
   
  Scoundrels generally begin play with: 
   
  A set of patched clothing 
  A pack of cards or set of dice 
  A knife or a cosh 
  Lock-pick tools 
  A nag or donkey with saddlebags or a small cart 
  3d6 assorted (possibly stolen) items, household goods, trinkets and relics   
  1d6 Groats 
   
  Woodsmen generally begin play with: 
   
  A set of well-worn but sturdy clothing  
  A leather jack 
  A blanket, a set of eating utensils and a good knife 
  A set of snares 
  A melee weapon or a bow or smoothbore musket with a dozen bullets 
  1d6 furs or similar (for sale, worth 1d6-2 dollars each) or 1d6 Groats 
  
  - 22 - 
  Money 
  During this period, money consisted mainly of metal coins, especially in the 
  out-of-the-way areas the PCs will be travelling and adventuring in. However 
  banknotes can be used for some transactions. For simplicities sake, the usual 
  coins are replaced in S&W by Marks (gold), Groats (silver) and Pfennigs 
  (copper). 10 Pfennigs makes a Groat and 10 Groats make a Mark. It is assumed 
  that these coins will be accepted just about anywhere although, for flavour you 
  might want to you might sometimes want to change the local coinage to Francs, 
  Guilders, Pounds, Shillings, Pennies and so on.  
   
  The prices given here are only approximations. Certain goods will be harder to 
  come by in certain places and may cost more. Others will cost less as they are 
  more readily available or can be bought second-hand. 
   
  Table 11: General Goods & Clothing 
   
  Item 
  Cost (Groats) 
  Accordion 
  1-4 
  Blanket 
  0.30 
  Boots, riding 
  1-5 
  Canteen 
  1 
  Cap 
  1 
  Cards, pack 
  0.20 
  Coat, short 
  6 
  Coat, long 
  9 
  Dice, set 
  0.30 
  Fiddle 
  2-5 
  Hammer 
  0.60 
  Hat 
  3 
  Jacket 
  2-6 
  Lantern 
  10 
  Oil (lamp), 1 pint 
  2 
  Pants 
  1-2 
  Pants, fancy 
  3-5 
  Preserved Meat, lb 
  0.20 
  Rope (50 ft.) 
  1 
  Sack (15lb capacity) 
  1 
  Shirt 
  0.75 
  Shirt, fancy 
  3 
  Shovel 
  1 
  Telescope 
  5 
  Tent 
  10-50 
  
  - 23 - 
  Table 12: Transportation 
   
  Type 
  Cost (Groats) 
  Bags, saddle 
  3-5 
  Cart/Trap/Wagon 
  15-200 
  Donkey 
  10-15 
  Horse 
  20-200 
  Mule 
  15-20 
  Pony 
  20-50 
  Raft 
  10-15 
  Saddle 
  4-20 
  Stagecoach Travel 
  0.10 – 0.15 per mile 
   
  Table 13: Lodgings 
   
  Type 
  Cost (Groats) 
  Beer 
  0.25 per mug 
  Boarding House/Coaching Inn 
  1 per night, including meal 
  Meal 
  0.10-2.00 per serving 
  Sleazy/Average/Good/Deluxe Hotel 
  0.25-5 per night 
  Stables 
  0.25 per night per horse 
  Whisky 
  0.10 per shot 
  Whisky, bottle 
  2-4 
  Wine 
  0.25 per glass 
  Wine, Bottle 
  1-6  
   
  Table 14: Armour 
   
  Armour Type 
  Armour Class 
  Weight (lb.) 
  Cost (Groats) 
  Military Coat 
  11 
  10 
  10 
  Leather Jack 
  12 
  15 
  10 
  Buff Coat 
  13 
  25 
  15 
  Mail* 
  14 
  50 
  25 
  Breastplate 
  15 
  40 
  50 
  Cuirassier 
  16 
  60 
  100 
  Helmet 
  +1 
  5 
  10 
  Shield* 
  +1 
  10 
  10 
  * Rarely (if ever) used in this setting but included for completeness. 
   
   
  
  - 24 - 
  Table 15: Melee Weapons 
   
  Weapon 
  Damage 
  Weight (lb.) 
  Cost (Groats) 
  Axe, wood* 
  1d6+1 
  8 
  2 
  Axe, hand‡ 
  1d6 
  6 
  1 
  Sword 
  1d6 
  5 
  10-60 
  Club 
  1d6 
  6 
  – 
  Fists** 
  1d3 
  - 
  - 
  Halberd* 
  1d6+2 
  10 
   
  Knife‡ 
  1d6-1 
  2 
  1 
  Quarterstaff* 
  1d6 
  7 
  2 
  * Two-handed weapon 
  ** Temporary damage 
  ‡ Can be used as either a melee or missile weapon 
   
  Table 16: Missile Weapons 
   
  Weapon 
  Damage 
  Rate of 
  Fire* 
  Range 
  (feet) 
  Weight 
  (lb.) 
  Cost 
  (Groats) 
  Axe, hand 
  1d6 
  1 
  10 
  5 
  1 
  Crossbow 
  1d6 
  1/2 
  60 
  7 
  5 
  Bow 
  1d6 
  1 
  50 
  5 
  4 
  Knife 
  1d6-1 
  1 
  10 
  2 
  1 
  Spear 
  1d6 
  1 
  20 
  10 
  1 
  * Rate of Fire is the number of projectiles than can be fired per combat round 
  Note: There is a +0 “to-hit” bonus for missile weapons utilized at short range (x1), a -1 
  “to-hit” penalty at medium range (x2), and a -2 penalty for long range (x3) attacks 
   
  Table 17: Firearms 
   
  Weapon 
  Damage 
  Rate of 
  Fire 
  Capacity 
  Range 
  (feet) 
  Weight 
  (lb.) 
  Cost 
  Pistol, small 
  1d6-1 
  1/2 
  1 
  10 
  2 
  3 
  Pistol, belt 
  1d6 
  1/2 
  1 
  20 
  4 
  12 
  Pistol, horse 
  1d6+1 
  1/2 
  1 
  40 
  5 
  16 
  Carbine 
  2d6* 
  1/3 
  1 
  60 
  7 
  22 
  Musket 
  2d6+1** 
  1/3 
  1 
  80 
  15 
  6 
  Blunderbuss 
  2d6*** 
  1 
  1 or 2 
  30 
  8 
  15 
  *Roll 2d6, take the highest result 
  **Roll 2d6, take the highest result and add 1 
  *** The spread of shot is 5’ either side of the point aimed at. Therefore, one shot can 
  attack several targets. However, at beyond the first 30ft, targets get to make a save 
  (DEX mod applies) for half damage  
  
  - 25 - 
  Note: There is a +2 “to-hit” bonus for missile weapons utilized at short range (x1), a +1 
  “to-hit” bonus at medium range (x2), and no bonus or penalty for long range (x3) attacks 
   
  Armour 
  Military Coat: This is a tough jacket with brass buttons, epaulettes, thick cuffs 
  and collars that provide some small protection to the wearer. 
  Leather Jack: This is a short, tough leather jacket to provide some basic 
  defence from knives and sword cuts. 
  Buff Coat: Often worn under a breastplate by cavalry but also worn by 
  common soldiers on its own as a cheap form of protection; a longer version of 
  the leather jack, coming down to around the knees. 
  Mail: This is medieval chain, which may still be found in some backwoods 
  areas. For the weight, the protection value is marginal 
  Breastplate: A metal plate to protect the front of the wearer, usually worn over 
  a buff coat.  
  Cuirassier: Almost medieval-knight plate style protection, with a breastplate, 
  shoulder and leg armour reaching down to the knees.  
   
  Firearms 
  Pistol, Small: These handguns are reasonably concealable and would be 
  carried by ladies and non-military gentlemen for self defence.  
  Pistol, Belt: Carried by many soldiers, naval officers, pirates and favoured by 
  highwaymen - stuck in a belt or coat pocket, often in pairs  
   “Horse” Pistol: A larger, heavier pistol, normally used by cavalry  
  Carbine: A short version of the musket particularly used by cavalry and 
  dragoons.  
  Musket: Muzzle-loaded, flintlocks firing lead balls; used by infantrymen 
  Blunderbuss: These can be devastating at close ranges and because of the 
  spread of shot can be used to take down more than one target with one shot. 
  Often used for defence by stagecoach drivers and innkeepers or by naval men 
  and pirates for ‘clearing the decks’.  
   
   
  
  - 26 - 
  CHAPTER 5: MAGUS SPELL DESCRIPTIONS 
  A Magus casts spells directly from his spellbook or from other texts he might 
  discover in the course of his adventures. The act of copying spell formulae in 
  his own hand and in a format that suits him makes spells easier to cast if the 
  Magus is reading them from his own book. 
   
  Here are the descriptions of spells, in alphabetical order, which the Magus can 
  discover in his travels, starting with a few notes:     
  • 
  Spells noted as Permanent do not end once they take effect unless they 
  are Dispelled in some manner (Anti-Magic Shell, Dispel Magic, etc). 
  • 
  Spells that are marked as Instantaneous cannot be Dispelled. 
  • 
  Spells with a range of 0 may only affect the caster, or the effect must 
  be centered on the caster.  
  • 
  Spells with a range of Touch are only effective if the caster physically 
  touches the subject of the spell. The caster’s skin must be uncovered at 
  the point of contact but the subject skin does not. 
   
  Airy Water 
  Level 5 
  Duration: 1 turn/level 
  Range: 0 
  The caster of this spell creates a bubble of altered water in a body of water (or 
  water-based medium). Within this bubble there is a breathable atmosphere. The 
  bubble sinks in water; the centre of the bubble is on the caster and moves with 
  him. The area of effect is either a 20’ radius globe, or a 40’ radius hemisphere, 
  caster’s choice.  
   
  Animate Dead 
  Level 5 
  Duration: Instantaneous 
  Range: 0 
  This spell energizes the faint memories of life that cling to the bodies and 
  skeletons of people, allowing them to move and act in a gross mockery of their 
  former existence. Because the entities inhabiting these bodies are chosen by the 
  caster, these undead are under his total control. The bodies remain animated 
  until they are destroyed. The spell has to be cast where there are dead bodies 
  (battlefield, graveyard, crypt etc.). One HD worth of undead per level of the 
  caster may be created per casting. The caster assigns one or two HD per undead 
  as desired. Each special ability desired for the undead by the caster increases 
  the HD “cost” of undead by one (except energy drain, which increases it by 
  two) without increasing their actual HD. Only mindless undead are created by 
  this spell, and they must be commanded verbally. 
   
  
  - 27 - 
  Audible Glamour 
  Level 2 
  Duration: 1 round/level 
  Range: 60’ + 10’/level 
  The caster of this spell is able to create false sound. The sound may be centered 
  anywhere within range, and within that range the sound can fluctuate and 
  move, imitating approaching or receding footsteps, laughter, voices, and other 
  possibilities. The sound produced is the approximate equivalent of noise 
  produced by 4 human sized beings. The sound may increase by 4 beings’ worth 
  for each level the caster is above the minimum required to cast this spell. 
  Note that the sound does not have to be humanlike, but could be animal or 
  monster sounds. In these cases the Referee will determine how much sound and 
  how many individuals it might represent. For instance, the sounds of four 
  humans might be approximately that of 6 or 8 children, or 2 ogres. Beings are 
  allowed a saving throw versus magic to realize the effect is illusory, but only if 
  they actively attempt to disbelieve. 
   
  Augury 
  Level 2 
  Duration: Instantaneous 
  Range: 0 
  This spell allows the caster to see a vision of all timelines, possibilities, and 
  probabilities for but a moment, allowing him a chance to determine whether a 
  particular action will bring success or failure. The augury can see into the 
  future only 3 turns, so anything that might happen after that does not affect the 
  result.  
   
  Change Self 
  Level 2 
  Duration: 1 turn/level 
  Range: 0 
  This spell creates a dweomer of illusion, altering the caster’s appearance. The 
  illusion must take the appearance of a humanoid, not taller or shorter than the 
  caster by more than 1 foot, but apparent weight and clothing or items may be 
  altered in any way. 
   
  Charm Person 
  Level 1 
  Duration: See Below 
  Range: 120’ 
  The Charm Person spell makes a single subject utterly enamoured with the 
  caster and desperate to please him if the saving throw versus magic is failed. 
  This is not mind control, as the subject retains their personality and controls 
  how they act but for their utter fascination with the caster, and the caster must 
  
  - 28 - 
  articulate their desires if they expect the subject to fulfil them. Any request 
  which is not against the subject’s interests or personality will be followed. Any 
  request which is against the subject’s interests or personality triggers a saving 
  throw to refuse the request (but this will not break the Charm!). If the caster 
  promises the subject something the subject is normally inclined to want, then 
  this saving throw is not necessary and the subject will comply. This spell works 
  on all humans. Abuse or neglect of the subject will trigger another saving throw 
  to negate the Charm, and murderous violence triggers a save but with a +5 
  bonus to the roll. The subject will realize they have been victims to mesmerism 
  and retain full memory after the spell ends. 
   
  Clairvoyance 
  Level 3 
  Duration: 1 turn/level 
  Range: See Below 
  Clairvoyance is a means of seeing events in a distant location. There is no 
  effective limit to the spell’s range, but the location must either be familiar to the 
  caster or be obvious, such as the top floor inside a tower the caster can see, or 
  just beyond a dungeon door. The spell cannot penetrate metal; sheets of any 
  type of metal between the caster and the target area will prevent the Magus 
  from being able to scry upon the area. The caster will be able to hear sounds in 
  a 10’ radius of the spell’s focal point even if the area is dark. If the area is not 
  dark, the caster will be able to see as if he were standing at the spell’s focal 
  point, for a normal distance but in all directions at once (for the vision is in his 
  mind’s eye). 
   
  Cloudkill 
  Level 5 
  Duration: 1 round/level 
  Range: 30’ 
  Casting this spell allows the smoke emitted from the infernal fires of Hell to 
  spew forth onto the Earth to cause destruction and suffering. A 20’ x 20’x 20’ 
  cloud of poison gas forms which moves at a rate of 10’ per round under the 
  control of the caster (as long as he or she concentrates on it). The gas kills any 
  creatures of 3 or fewer HD or levels it comes in contact with if they fail a 
  saving throw versus poison; creatures having 4 or more HD or levels are 
  unaffected. The cloud persists for the entire duration even if the caster ceases to 
  concentrate upon it. 
   
  Command 
  Level 1 
  Duration: 1 round 
  Range: 10’ 
  
  - 29 - 
  When a magus casts this spell, he may give the subject a single word command, 
  which it obeys to the best of its ability. The single word must make sense as a 
  single command, such as approach, drop, fall, flee, halt, surrender, sleep, etc. 
  Although a target could be instructed to die, this will only make the target take 
  on a comatose state for a single round. Note that the target must be able to 
  understand the language the caster speaks. Any intended target that has more 
  than 5 levels or HD or an Intelligence of over 12 is entitled to a saving throw. 
  This spell is ineffective against undead but does work on devils, demons and 
  the fae. 
   
  Commune 
  Level 5 
  Duration: See Below 
  Range: 0 
  By entering into deep meditation, the magi’s spirit momentarily ascends to its 
  final reward for a glimpse of the afterlife. The magi’s player may ask three 
  questions that can be answered “yes or “no.” If the spell is cast more than once 
  a week, the magus must make a ST, to avoid entering a plane of eternal 
  damnation aging him d6 years before he returns, an hour later.  
   
  Contact Outer Sphere 
  Level 5 
  Duration: See Below 
  Range: 0 
  The stars are repositories of all knowledge. By means of this spell, the magus 
  enters in communion with the star of his choice in order to receive wisdom and 
  information. The caster asks questions of the star, and the star answers. The 
  stars resent such intrusions and give only brief answers to questions, and they 
  often lie. All questions are answered with “yes,” “no,” “maybe,” “never,” 
  “irrelevant,” or some other one-word answer. The caster must concentrate on 
  maintaining the spell in order to ask questions at the rate of one per round. A 
  question is answered by the star during the same round. The caster may choose 
  how many questions to ask. Then make a ST to see if the caster is possessed by 
  a psychic beast roaming the interstellar ether between the caster and the 
  answering star. The caster may ask as many questions as he dares risk, although 
  of course possession ends the spell immediately. A character that becomes 
  possessed will remain that way for the same number of weeks as the total 
  number of questions asked. 
   
  Creation, Major 
  Level 5 
  Duration: Instantaneous 
  Range: Touch 
  
  - 30 - 
  The caster creates an object of nonliving vegetable (rope, cloth, wood, etc.) or 
  inorganic (metal, stone, plastic) matter. The volume of the item created cannot 
  exceed 1’ cube per caster level. A tiny piece of matter of the same sort of item 
  the caster plans to create must be used when casting minor creation. Thus, 
  within the caster’s limits on the item’s volume, he could create a basket from a 
  piece of straw, a door or club from a splinter of wood, a finely sculpted throne 
  from a pebble, etc. The item exists only for the duration of the spell. 
   
  Creation, Minor 
  Level 4 
  Duration: Instantaneous 
  Range: Touch 
  The caster creates an object of nonliving vegetable matter (rope, cloth, wood, 
  etc.). The volume of the item created cannot exceed 1’ cube per caster level. A 
  tiny piece of matter of the same sort of item the caster plans to create must be 
  used when casting minor creation. Thus, within the caster’s limits on the item’s 
  volume, he could create a basket from a piece of straw, a door or club from a 
  splinter of wood, a cloak from a piece of wool, etc. The item exists only for the 
  duration of the spell. 
   
  Cure Critical Wounds* 
  Level 5 
  Duration: Instantaneous 
  Range: Touch 
  This spell restores 4d6 hit points to one damaged character plus a number of 
  points equal to the level of the caster. For example, if the caster is 10th level, the 
  spell restores 4d6 + 10 hit points. The spell can also be used to remove one 
  temporary negative condition instead of restoring lost hit points. For example, 
  if a character is paralysed, stunned, or blinded for a set period of time, then this 
  spell will remove the condition. It will not work on permanent conditions, and 
  only one condition (or damage) may be treated per casting of the spell. 
  Recipients of the spell can only be restored to their normal maximum hit points, 
  and no more. Any excess restored points are lost. The reverse of the spell can 
  only be used to inflict hit points of damage. 
   
  Cure Disease* 
  Level 3 
  Duration: Instantaneous 
  Range: Touch 
  Through the intervention of higher powers, this spell allows a magus cure all 
  diseases, including mummy rot and lycanthropy. Cause Disease inflicts a 
  terrible withering disease on a victim, which will cause death in 3d6+2 days. A 
  saving throw versus magic is allowed. This disease can be cured with the 
  casting of Cure Disease. The victim of this disease cannot be cured of damage 
  
  - 31 - 
  from other spells, and it takes twice the time for normal healing. This suffering 
  further results in a penalty of –2 to hit rolls made by the victim. 
   
  Cure Light Wounds* 
  Level 1 
  Duration: Instantaneous 
  Range: Touch 
  This spell restores d6 hit points to one damaged character, plus a number of 
  points equal to the level of the caster. For example, if the caster is 5th level, the 
  spell restores d6+5 hit points. The spell can also be used to remove one 
  temporary negative condition instead of restoring lost hit points. For example, 
  if a character is paralysed, stunned, or blinded for a set period of time, then this 
  spell will remove the condition. It will not work on permanent conditions, and 
  only one condition (or damage) may be treated per casting of the spell. 
  Recipients of the spell can only be restored to their normal maximum hit points, 
  and no more. Any excess restored points are lost. The reverse of the spell can 
  only be used to inflict hit points of damage. 
   
  Cure Serious Wounds* 
  Level 4 
  Duration: Instantaneous 
  Range: Touch 
  This spell restores d6 hit points to one damaged character, plus a number of 
  points equal to the level of the caster, plus a number of points equal to the level 
  of the subject. For example, if the caster is 10th level and the character being 
  healed is 5th level, the spell restores d6+15 hit points. The spell can also be used 
  to remove one temporary negative condition instead of restoring lost hit points. 
  For example, if a character is paralysed, stunned, or blinded for a set period of 
  time, then this spell will remove the condition. It will not work on permanent 
  conditions, and only one condition (or damage) may be treated per casting of 
  the spell. Recipients of the spell can only be restored to their normal maximum 
  hit points, and no more. Any excess restored points are lost. The reverse of the 
  spell can only be used to inflict hit points of damage. 
   
  Delay Poison 
  Level 2 
  Duration: Instantaneous 
  Range: Touch 
  This spell counteracts the work of poison already done, weakening it, giving its 
  victim a new chance at life. Any character that has succumbed to poison within 
  the previous 24 hours may make a new saving throw to resist its effects when 
  this spell is cast. 
   
  Detect Evil* 
  
  - 32 - 
  Level 1 
  Duration: Instantaneous 
  Range: Line of Sight 
  This spell allows the caster to know if anything that is within his field of vision 
  (or on his person) is Evil. For the purposes of this spell, Evil is defined as: 
  undead creatures, demons, devils, spirits, and any creature with innate magical 
  abilities (including fae and but not necessarily Magi), artefacts, symbols, or 
  sacred places dedicated to evil gods, and supernatural creatures incapable of 
  being good. It detects supernatural disturbances, not ill intent or foul deeds. The 
  reverse of this spell detects Good instead of Evil. 
   
  Detect Illusion 
  Level 3 
  Duration: 3 rounds + 2 rounds/level 
  Range: 0 
  The caster places this enchantment on himself to grant sight that sees through 
  illusion. Illusions can be seen in an area of 10’ wide, 10’ long per level. The 
  caster may touch one other creature, granting it the ability to see through 
  illusion as well, so long as the contact is maintained. 
   
  Detect Invisible 
  Level 2 
  Duration: 5 rounds/level 
  Range: 10’/level 
  By means of this spell the caster is able to see invisible characters, creatures or 
  objects within the given range, seeing them as translucent shapes. 
   
  Detect Magic 
  Level 1 
  Duration: Instantaneous 
  Range: Line of Sight 
  This spell allows the caster to know if anything within his field of vision (or on 
  his person) is in any way magical. This includes magical creatures, magical 
  items, or any creature or object under the effect of an ongoing spell. The spell 
  does not identify the nature of the magic, only that magic is present. The caster 
  must already be able to see the object in question in order to detect it as 
  magical. Concealed, covered, or invisible objects will not be revealed by this 
  spell. 
   
  Dimension Door 
  Level 4 
  Duration: Instantaneous 
  Range: 10’ 
  
  - 33 - 
  This is a minor version of the Teleport spell, allowing the caster to instantly 
  transfer the subject from its current location to any other known spot within 
  360’. The being always arrives at exactly the spot desired by the caster. 
  Unwilling subjects are granted a saving throw. An unknown or unseen place 
  may be specified. For example, 100’ south and 20’ high, but if the destination is 
  already occupied by a solid body, the spell fails. 
   
  Dispel Evil 
  Level 5 
  Duration: Instantaneous 
  Range: 30’ 
  All summoned or other enchanted creatures within 30’ of the caster must 
  succeed in a saving throw versus magic or be destroyed. Even if the saving 
  throw is made, any creature that would otherwise have been banished will 
  suffer a penalty of –5 to hit the caster for the next 6 turns. Creatures affected by 
  this spell include, but are certainly not limited to, demons, familiars, devils, fae, 
  undead and elementals. 
   
  Dispel Magic 
  Level 3 
  Duration: Instantaneous 
  Range: 120’ 
  As a magus grows in knowledge and power, he becomes able to dismiss magic 
  as well as conjure it. This spell empowers the proper forces of existence to 
  expel the foul energies known as magic as if they never were. The spell affects 
  a 20’ cubic area. All spells in that area that are currently in effect are 
  automatically negated. If cast on the same segment in combat as a spell from an 
  enemy combatant, Dispel Magic can be used to disrupt and negate that spell. 
  All magical items within the area of effect are temporarily disenchanted. They 
  regain their enchantment after 2d6 turns, but one-use items such as potions and 
  scrolls (but not spell books) are permanently nullified. Dispel Magic negates 
  magical curses or diseases for only 2d6 turns. 
  Divination 
  Level 4 
  Duration: Instantaneous 
  Range: 0 
  This spell allows the magus to gain information regarding an area, building, 
  area of a dungeon, and other similar places. Information gained includes, in 
  vague terms, a general idea of how powerful the creatures are there, the general 
  amount of treasure present, what kind of resistance to attack are present and the 
  nature of it, whether it is good, evil, chaotic, lawful, etc. The magus must make 
  a ST to gain the correct information. The Referee should roll this secretly. If the 
  dice roll fails, false information is delivered. 
   
  
  - 34 - 
  Enthral 
  Level 2 
  Duration: See Below 
  Range: 100’ 
  This spell allows the Magus to hold the attention of a crowd and possibly to 
  influence that crowd. Any non-hostile beings within 100' will stop what they 
  are doing to listen to the magus speak. The magus may compel a crowd to 
  action. If the magus attempts to persuade the crowd to do something they are 
  already inclined to do, they will act if they fail a saving throw versus magic 
  (just because they want to does not make it a good idea, else wouldn't they have 
  already acted?). If the magus attempts to persuade the crowd to do something 
  that offends their sensibilities, they will attack the magus if they fail their 
  saving throw. The spell ends immediately if any of the subjects of the spell are 
  attacked or harmed in any way, if there is a powerful distraction that breaks the 
  crowd's attention, or if the magus stops speaking to them. 
   
  ESP 
  Level 2 
  Duration: 1 turn 
  Range: 60’ 
  This spell allows the magus to perceive the thoughts of one character within 60’ 
  of him at a time. The caster understands the meaning of all thoughts even if he 
  does not share the person’s language. The ability to hear thoughts is obstructed 
  by rock 2’ thick or greater or any amount of lead. 
   
  Explosive Runes 
  Level 3 
  Duration: Permanent until triggered 
  Range: Touch 
  Magi are often miserly and jealous people, guarding their secrets as if they can 
  take them to the grave. These runes are traced by a caster upon a book, map, 
  scroll, or similar object bearing written information. The runes detonate when 
  read, dealing 2d6 points of damage in a 10’ radius. The reader suffers full 
  damage, no save allowed. Anyone else in the area of effect takes the full 
  damage unless a saving throw versus magic is made for half damage. The 
  object on which the runes were written is obliterated, unless it is unaffected by 
  fire. The caster and any other beings specifically instructed can read the 
  protected writing without triggering the runes. Likewise, the caster can remove 
  the runes whenever desired. Another creature can remove them with a 
  successful Dispel Magic spell. A magus can make a ST to detect the runes. 
   
  Extension 
  Level 4 
  Duration: See Below 
  
  - 35 - 
  Range: 0 
  This spell reminds magic forces that it is not bound by natural time and so 
  lengthens the duration of another spell previously cast by the magus by 50%. 
  The previous spell must still be active. 
   
  Faithful Hound 
  Level 5 
  Duration: 1 round/level 
  Range: 10’ 
  This spell summons a guardian spirit to act as a guard dog for a particular area. 
  This spirit is invisible to all but the caster. The area must be close to the caster, 
  however, for if the caster is more than 30’ from the area the spirit guards, it will 
  return to the outer realm. The spirit can detect virtually any creature that enters 
  the area: it can detect invisibility, can see creatures that are moving between 
  dimensions, and can detect virtually any other method that might be employed 
  to sneak into an area. If any creature larger than a cat or small dog enters the 
  area, the spirit will begin howling with its echoing, supernatural bay. Moreover, 
  it will seek to attack intruders from behind (it does not make frontal assaults) 
  and can attack as a monster of 10 HD for 3d6 damage, even if the opponent 
  requires up to a +3 magical weapon to be hit. It has AC 19 and cannot be 
  harmed by normal weapons. 
   
  Feeblemind 
  Level 5 
  Duration: Permanent 
  Range: 120’ 
  This spell turns the neural pathways of the target into a super-conducting 
  network of thought. In most targets, this overloads their brain. If the target 
  creature fails a saving throw vs. magic (with a –4 penalty!), it becomes a 
  mental invalid. The affected creature is unable to speak, cast spells, understand 
  language, or communicate coherently. The subject remains in this state until a 
  Dispel Magic or Remove Curse spell is used to cancel the effect of the Feeble-
  mind. However, if the target succeeds with his saving throw, he is considered to 
  be under the effect of a Haste spell for as many rounds as the caster has levels. 
   
  Fly 
  Level 3 
  Duration: d6 turns + 1 turn/level 
  Range: Touch 
  For a number of turns equal to the caster’s level +d6 turns, the caster can fly 
  with a maximum movement of 120’ each round. The caster can vary the speed 
  as desired, and is capable of hovering. 
   
  Forget 
  
  - 36 - 
  Level 2 
  Duration: Permanent 
  Range: 30’ 
  This spell allows the caster to obliterate the memory of an opponent. The time 
  span is equal to the previous 1 round, +1 round per 3 levels of the caster. This 
  spell only affects memory, it does not alter any actual events that have taken 
  place or nullify any other spell effects. The spell is capable of affecting up to 4 
  beings in range. Beings are allowed a saving throw versus magic, which is 
  modified depending on how many creatures are targeted. No modifier is 
  applied if 3 or 4 creatures are targeted, but if 2 are targeted the save is at -1, and 
  -2 if only one being is targeted. 
   
  Gaseous Form 
  Level 3 
  Duration: 1 minute/level 
  Range: Touch 
  The subject, but not his gear, becomes insubstantial, shapeless, misty, and 
  translucent. The character cannot touch or affect material objects, nor pass 
  through solid objects or cast spells while in gaseous form. A gaseous creature 
  floats at a 10’ movement rate. It can pass through small holes or narrow 
  openings, even mere cracks, as long as the spell persists. The creature is subject 
  to the effects of wind, and it can’t enter water or other liquid. The subject must 
  be willing for the spell to take effect. The subject, not the caster, can decide to 
  end the spell before the duration runs out.  
   
  Globe of Invulnerability 
  Level 4 
  Duration: 1 round/level 
  Range: 0 
  An immobile, faintly shimmering magical 10’ diameter sphere surrounds the 
  caster and excludes all Magus spell effects of 3rd level or lower. The area or 
  effect of any such spells does not include the area of the Globe of 
  Invulnerability. Such spells fail to affect any target located within the globe. 
  However, any type of spell can be cast out of the magical globe. Spells of 4th 
  level and higher are not affected by the globe, nor are spells already in effect 
  when the globe is cast. The globe can be brought down by a Dispel Magic spell. 
   
  Growth of Plants 
  Level 4 
  Duration: Permanent 
  Range: 120’ 
  Plant growth causes normal vegetation (grasses, bushes, creepers, thistles, trees, 
  vines) within range and a 20’ square area per level to become thick and 
  overgrown. The plants entwine to form a thicket or jungle that creatures must 
  
  - 37 - 
  hack or force a way through. Movement drops to 10’, or 20’ for large creatures. 
  The area must have brush and trees in it for this spell to take effect. At the 
  caster’s option, the area can be any shape. This spell has no effect on plant 
  creatures. 
   
  Gust of Wind 
  Level 3 
  Duration: 1 round 
  Range: 10’/level 
  This spell summons forth a powerful blast of air, forceful enough to blow out 
  unprotected flames. The wind is strong enough to hurl a small flying creature 
  backwards by 1d6 x 10’, and will hold medium-sized creatures back from 
  moving. 
   
  Hallucinatory Terrain 
  Level 4 
  Duration: Permanent 
  Range: 240’ 
  The caster makes some terrain look, sound, and smell like some other sort of 
  terrain, but the entire terrain to be hidden must be encompassed by the range 
  this spell may affect. The caster may affect 10’ square area per caster level. 
   
  Haste* 
  Level 3 
  Duration: 1 round/level 
  Range: 60’ 
  This spell makes creatures move and act more quickly than normal. One 
  creature per caster level within a diameter of 60’ may be affected. A hasted 
  creature may make double the normal number of actions and automatically 
  wins initiative. All of the hasted creature’s modes of movement (including land 
  movement, burrow, climb, fly, and swim) double in speed. Multiple Haste 
  effects do not stack. Only one spell may be cast per round while hasted.  Haste 
  dispels and counters slow effects. Slow, the reverse of Haste, halves all attacks 
  and movement, including spell casting such that only one spell may be cast 
  every two rounds. 
   
  Heroism 
  Level 2 
  Duration: 1 round/level 
  Range: Touch 
  This spell grants the subject 4 levels worth of HP and saving throws (and, for 
  fighters, Attack Bonus) for the duration of the spell. When the spell ends, if the 
  subject has more HP than when the spell was cast, his HPs return to their 
  
  - 38 - 
  previous level. If the subject has less than or equal the number of HP, then there 
  is no adjustment once the spell ends. 
   
  Hold Monster 
  Level 5 
  Duration: 1 round/level 
  Range: 120’ 
  This spell will render any living creature paralysed. Targets of the spell are 
  aware, and breathe normally, but cannot take any actions, including speech. A 
  successful ST vs. magic will negate the effect. The spell may be cast at a single 
  monster, which makes its save at -2, or at a group, in which case d6-1 of the 
  creatures in the group may be affected.  
   
  Hold Person 
  Level 3 
  Duration: 2 rounds/level 
  Range: 120’ 
  This spell projects a mystic force (unique to each formulation of the spell; 
  different forms must be researched and prepared separately) that paralyses 
  living human targets. The spell may be cast at a single target or at a group, in 
  which case 1d3+1 targets may be affected. A successful save versus paralysis 
  will negate the effect (-2 modifier to the ST if cast against a single target). Only 
  humans or humanlike beings are affected. Characters of a greater level than the 
  Magus are unaffected. 
   
  Hold Portal 
  Level 1 
  Duration: 2d6 turns 
  Range: 10’ 
  This spell magically holds shut a door, gate, window, or shutter of wood, metal, 
  or stone. The magic affects the portal just as if it were securely closed and 
  normally locked. A Knock spell or a successful Dispel Magic spell can negate a 
  Hold Portal spell. 
  Howl of the Moon 
  Level 3 
  Duration: 1 hour / level (x 2 during full moon) 
  Range: Touch 
  The magus summons the primal self that exists within all humanity. However, 
  he can only do so at night, when the chaotic forces of the moon tug at the 
  savage psyche. The subject of the spell will abandon reason and the façade of 
  civilization, tearing at his clothes until he appears as a naked raving mad man. 
  The transformation takes a full turn to take affect. Once complete, he will move 
  with the speed and nimbleness of a wolf (180' movement rate). His senses also 
  become heightened and he is able to eat raw meat with no ill effects. His savage 
  
  - 39 - 
  attacks are +2 to hit and d6 damage with nothing but his bare hands and teeth. 
  This is not due to any actual physical transformation, as the outward 
  appearance remains unchanged. If the subject is attacked during the 
  transformation, he will attempt to either flee or defend himself with the above 
  bonuses. If the caster makes himself the subject of the spell, he will maintain a 
  sense of purpose and generally act as himself but with animal intelligence. If 
  the magus wishes cancel the spell at any time before the spell ends (either the 
  duration limit or sunrise), he must make a ST versus magic. To affect someone 
  else, the magus must touch the subject. The caster may also "touch" the subject 
  through scrying spells or devices. The subject will lose all sense of self and 
  become a savage animal with no recollection of his movements or actions when 
  the spell ends. A ST vs. magic negates all affects of the spell. While an 
  individual is in this state, animals will sense the change in him and run away, 
  with the exception of wolves. The subject will attract d6 normal wolves per 
  hour, providing they are already in the general area. He will not have any 
  magical control over them, although they will treat him as the pack leader. 
  Once the spell ends, they will scatter harmlessly unless attacked. 
   
  Insect Plague 
  Level 5 
  Duration: 1 turn/level 
  Range: 360’ 
  The caster summons a swarm of locusts in a 60’ diameter. The swarm causes 
  creatures occupying its area to flee if they are 2 or less HD. This spell does not 
  function when cast underground. The caster can control the swarm to move 20’ 
  in a round. The caster must concentrate for the duration of the spell to maintain 
  control over the swarm, and if the swarm leaves the range the caster loses 
  control of them. The caster also loses control of them if he is successfully 
  attacked. 
   
  Inspire 
  Level 1 
  Duration: Instantaneous 
  Range: Touch 
  This spell bestows a favour upon the subject. That subject receives a number of 
  points (d6 + caster's level) to allocate to any die rolls made in the future except 
  damage rolls. To-hit, saving throws, skill checks, initiative checks, whatever 
  the subject desires. The subject trades the points on a 1-for-1 basis and may 
  adjust the roll by that many points however he sees fit. The number of points to 
  be used on a roll must be declared before the roll is made. All unused points are 
  lost at dawn.  
   
  Invisibility 
  Level 2 
  
  - 40 - 
  Duration: 1 turn/level 
  Range: Touch 
  With this spell the magus causes the subject, including all carried equipment, to 
  completely vanish from sight. Equipment that is dropped becomes visible, and 
  items picked up disappear. Light sources carried by the subject cannot be seen 
  by others, but can be seen by the subject. The subject still makes noise, emits 
  odour, etc, as usual. The subject still has physical mass and can touch and be 
  touched. If the subject makes any sort of offensive action, such as attacking 
  someone, tripping someone, using force to break an object, setting fire to a 
  structure, basically taking any violent action at all, that action results in the 
  invisibility being dispelled just after the violent deed is performed. Note that 
  being successful in a violent deed is not necessary; an invisible character that 
  attacks and misses a target still becomes visible. 
   
  Invisibility 10’ Radius 
  Level 3 
  Duration: 1 turn/level 
  Range: 10’ Radius Area 
  Any beings, and their carried equipment, within 10’ of the caster at the time of 
  the casting become invisible as per the Invisibility spell. After the spell is cast, 
  those affected do not have to remain close to the caster; it is as if individual 
  Invisibility spells had been cast on each of them. 
   
  Invisibility, Improved 
  Level 4 
  Duration: 1 turn/level 
  Range: Touch 
  With this spell the magus causes the subject, including all carried equipment, to 
  completely vanish from sight. Equipment that is dropped becomes visible, and 
  items picked up disappear. Light sources carried by the subject cannot be seen 
  by others, but can be seen by the subject. The subject still makes noise, emits 
  odour, etc, as usual. The subject still has physical mass and can touch and be 
  touched. Unlike the weaker version of this spell, the subject may take any 
  aggressive or offensive action desired and it will not cancel the spell. 
   
  Invisibility to Undead* 
  Level 1 
  Duration: 1 turn/level 
  Range: Touch 
  The subject of this spell becomes completely unnoticed by undead creatures for 
  the duration of the spell. Undead creatures can not see, hear, or smell the 
  subject at all for the duration of the spell or until the subject does something to 
  intentionally gain an undead creature’s attention (including attacking). This 
  breaks the spell completely, with all undead in the area able to then sense the 
  
  - 41 - 
  subject. The reverse of this spell, Undead Attraction, causes all present undead 
  to ignore all living beings except the subject until the subject is dead or until 
  one of the ignored beings attacks the undead. 
   
  Knock 
  Level 2 
  Duration: Instantaneous 
  Range: 60’ 
  This spell allows the magus to open a stuck, barred, locked, Held, or Wizard 
  Locked door. It opens secret doors, as well as locked or trick-opening boxes or 
  chests. It also loosens welds, shackles, or chains (provided they serve to hold 
  shut something which can be opened). If used to open a Wizard Locked door, 
  the spell does not remove the Wizard Lock but simply suspends its functioning 
  for one turn. In all other cases, the door does not relock itself or become stuck 
  again on its own. Knock will not raise a portcullis or operate any other similar 
  mechanism, nor will it affect ropes, vines, and the like. Each spell can undo a 
  single means of preventing access. 
   
  Levitate 
  Level 2 
  Duration: See Below 
  Range: 20’ 
  Levitate allows the caster to move himself, another creature, or an object up 
  and down as desired. An unwilling creature may make a saving throw to avoid 
  the effects, and an object must be unattended or the possessor is allowed a 
  saving throw if they so wish. The caster can mentally direct the recipient to 
  move up or down as much as 20 feet each round, by concentration. The caster 
  cannot move the recipient horizontally, but the recipient could clamber along 
  the face of a cliff, for example, or push against a ceiling to move laterally 
  (generally at half its normal land speed). The spell lasts as long as the caster 
  actively concentrates on it. If the caster moves, engages in combat, is damaged, 
  or takes any other action, the spell ends immediately. 
   
  Light* 
  Level 1 
  Duration: 3 turns/caster level 
  Range: 120’ 
  This spell creates a light source equivalent to that of a torch at the target area of 
  the spell. The effect is immobile if cast on an area, but if cast on an object it 
  moves with the object. Once cast, the caster has no control over the light, but 
  may end the spell if he so wishes. If cast on a person or on the equipment of a 
  person who does not wish to be the target of the spell, that person is allowed a 
  saving throw versus magic; success means the spell is cast on the area the 
  person is in, but not on a particular object. The light caused by the spell emits 
  
  - 42 - 
  no heat, nor can it be extinguished by water or high winds. The source of the 
  light can be covered, which will block the light, not end the spell. The reverse 
  of the spell causes an area to be covered in total darkness; even creatures able 
  to see in the dark are blind here. The spell can be targeted at a creature’s eyes 
  specifically to blind it, assuming it has eyes in close proximity to one another. 
  The target gets a saving throw versus magic. If successful, the spell fails to 
  work at all. 
   
  Light, Continual* 
  Level 2 
  Duration: 1 day 
  Range: 120’ 
  This spell creates a light source equivalent to that of a torch at the target area of 
  the spell. The effect is immobile if cast on an area, but if cast on an object it 
  moves with the object. Once cast, the caster has no control over the light, but 
  may end the spell if he so wishes. If cast on a person or on the equipment of a 
  person who does not wish to be the target of the spell, that person is allowed a 
  saving throw versus magic; success means the spell is cast on the area the 
  person is in, but not on a particular object. The light caused by the spell emits 
  no heat, nor can it be extinguished by water or high winds. The source of the 
  light can be covered, which will block the light, but this will not end the spell. 
  The reverse of the spell causes an area to be covered in total darkness; even 
  creatures able to see in the dark are blind here. The spell can be targeted at a 
  creature’s eyes specifically to blind it, assuming it has eyes in close proximity 
  to one another. The target gets a saving throw versus magic. If successful, the 
  spell fails to work at all. 
   
  Locate Object* 
  Level 2 
  Duration: 1 turn/level 
  Range: 60’ + 10’/level 
  The caster can sense the direction of a well-known or clearly visualized object. 
  The caster can search for general items, in which case the nearest one of its 
  kind is located. Attempting to find a certain item requires a specific and 
  accurate mental image; if the image is not close enough to the actual object, the 
  spell fails. Living creatures or animated constructs may not be located. 
   
  Magic Aura* 
  Level 1 
  Duration: Permanent 
  Range: Touch 
  This spell makes an object appealing to the microcosmic forces of magic, 
  giving the item an aura that causes it to register to Detect spells (and spells with 
  similar capabilities) as though it were magical. If the object bearing Magic 
  
  - 43 - 
  Aura is physically examined (touched), the examiner recognizes that the aura is 
  false if he succeeds in a saving throw versus magic. Otherwise, he believes the 
  aura and no amount of testing reveals what the true magic is. The reverse of 
  this spell hides the magic aura of a legitimate magical item. A magus casting 
  Detect Magic and actually handling the item is permitted a saving throw to see 
  the magical aura of the item. 
   
  Magic Jar 
  Level 5 
  Duration: See Below 
  Range: 10’/level 
  By casting Magic Jar, the caster places his soul in a gem or large crystal 
  (known as the magic jar), leaving his body lifeless. An attempt can then be 
  made to take control of a body within 120’, forcing its soul into the magic jar. 
  The caster may move back to the jar (thereby returning the trapped soul to its 
  body) and attempt to possess another body. The spell ends when the caster 
  sends his soul back to his own body, leaving the receptacle empty. To cast the 
  spell, the magic jar must be within spell range. While in the magic jar, the 
  caster can sense and attack any life force. Attempting to possess a body is a full 
  round action. The caster possesses the body and forces the creature’s soul into 
  the magic jar unless the subject succeeds a saving throw versus magic. Failure 
  to take over the host leaves the caster’s life force in the magic jar, and the target 
  automatically succeeds on further saving throws if the caster attempts to 
  possess its body again. If the caster is successful, his life force occupies the 
  host body, and the host’s life force is imprisoned in the magic jar. The caster 
  keeps his own Intelligence, Wisdom, Charisma, level, class, and alignment. The 
  body retains its Strength, Dexterity, Constitution, hit points, natural abilities, 
  and automatic abilities. The creature’s spells and spell-like abilities do not stay 
  with the body. The caster can be forced out of a possessed body if a Dispel Evil 
  spell is cast. The spell ends when the caster shifts from the jar to his body. If 
  the host body is slain, the caster returns to the magic jar, if within range and the 
  life force of the host departs (it is dead). If the host body is slain beyond the 
  range of the spell, both the caster and the host die. If the caster’s life force is 
  within the magic jar and his own body is slain, the caster is trapped in the 
  magic jar until a creature comes within range and can be possessed. If the 
  caster’s life force is in possession of a host and the magic jar is destroyed, the 
  caster’s life force is stranded in the host. Any life force with nowhere to go is 
  slain. Destroying the receptacle ends the spell and destroys any life force inside 
  it. 
   
  Mending 
  Level 1 
  Duration: Instantaneous 
  Range: 30’ 
  
  - 44 - 
  Mending repairs small breaks or tears in objects. It will weld broken metallic 
  objects such as a ring, a chain link, a medallion, or a slender dagger, providing 
  but one break exists. Ceramic or wooden objects with multiple breaks can be 
  invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin 
  is completely healed over by Mending. The spell cannot repair magic items, nor 
  does it affect creatures. 
   
  Message 
  Level 1 
  Duration: Instantaneous  
  Range: 60’ + 10’/level 
  This spell grants the caster the ability to whisper messages and receive 
  whispered replies. The caster points his finger at a creature he wants to receive 
  the message. The target must be in direct line of sight, with no barrier. The 
  whispered message is audible only to the target. The creature that receives the 
  message can whisper a reply that the caster can hear. The spell transmits sound, 
  not meaning. 
   
  Neutralize Poison* 
  Level 4 
  Duration: Instantaneous 
  Range: Touch 
  The caster detoxifies any sort of venom or poison in the creature or object 
  touched. A poisoned creature suffers no additional effects from the poison, and 
  any temporary effects are ended, but the spell does not reverse instantaneous 
  effects, such as hit point damage, or other effects that do not go away on their 
  own. If a character dies of poison, Neutralize Poison will bring a character back 
  to life if the spell is used no more than 1 turn after death. The reverse of this 
  spell gives the caster a poison touch, and the first victim touched by the Magus 
  must save versus poison or die. 
   
  Passwall 
  Level 5 
  Duration: 3 turns 
  Range: 30’ 
  The caster creates a passage through wooden, plaster, or stone walls, but not 
  through metal or other harder materials. The passage is 10’ deep with a 5’ 
  diameter. 
   
  Phantasmal Creature 
  Level 2 
  Duration: 1 round/level 
  Range: 10’/level 
  
  - 45 - 
  This spell creates a creature the caster has previously seen that will obey his 
  every mental command. However, it only exists in the minds of those seeing, 
  smelling, or hearing it. The first time a phantasmal creature causes damage in 
  combat, the victim receives a saving throw versus magic. Success means the 
  creature ceases to exist as far as that character is concerned and no damage is 
  taken, otherwise, the illusion is as deadly as a real creature. The illusion is 
  dispelled the first time it is hit in combat by someone who believes in it. 
   
  Phantasmal Creature, Improved 
  Level 3 
  Duration: 1 round/level 
  Range: 10’/level 
  This spell creates a creature the caster has previously seen that will obey his 
  every mental command. However, it only exists in the minds of those seeing, 
  smelling, or hearing it. The first time a phantasmal creature causes damage in 
  combat, the victim receives a saving throw versus magic. Success means the 
  creature ceases to exist as far as that character is concerned and no damage is 
  taken, otherwise, the illusion is as deadly as a real creature. Whenever the 
  illusory creature is hit in combat by someone believing in it, the attacker gains 
  another saving throw to disbelieve the illusion. 
   
  Protection from Evil 
  Level 1 
  Duration: 1 round/level 
  Range: Touch 
  The subject of this spell becomes more resistant to Evil creatures and effects. 
  Any Evil creature suffers a penalty to hit the subject in mêlée combat equal to 
  the level of the caster, and the subject gets a +1 bonus per level of the caster to 
  save against any attack or effect caused by an Evil creature. Protection from 
  Evil also allows a saving throw against Magus spells and effects against the 
  subject which normally do not grant saves (spells which deliver damage do half 
  on a successful save, other spells fail entirely on a successful save), but the 
  subject must also save against spell effects by which he wants to be affected. 
  For purposes of this spell, "Evil creatures" include undead creatures, demons, 
  and monsters with any sort of magical ability or attack. 
   
  Protection from Evil, 10’ Radius* 
  Level 4 
  Duration: 1 round/level 
  Range: 0 
  This spell creates a zone of protection 10' in radius, centered on and moving 
  with the caster. Everyone within this zone becomes more resistant to Evil 
  creatures and effects. Any Evil creature suffers a penalty to hit the subject in 
  mêlée combat equal to the level of the caster, and the subject gets a +1 bonus 
  
  - 46 - 
  per level of the caster to save against any attack or effect caused by a Evil 
  creature. Protection from Evil also allows a saving throw against Magus spells 
  and effects against the subject which normally do not grant saves (spells which 
  deliver damage do half on a successful save, other spells fail entirely on a 
  successful save), but the subject must also save against spell effects by which 
  he wants to be affected. For purposes of this spell, "Evil creatures" include 
  undead creatures, demons, devils, supernatural monsters with any sort of 
  magical ability or attack, any creature that is able to use magic like Fae (but not 
  necessarily Magi). 
   
  Purify Food and Drink* 
  Level 1 
  Duration: Instantaneous 
  Range: 30’ 
  Enough food and water for up to a dozen people is made pure, removing 
  spoilage and poisons. The reverse of the spell contaminates food and water and 
  will spoil holy water. 
   
  Ray of Enfeeblement 
  Level 2 
  Duration: 1 round/level 
  Range: 20’ 
  This spell creates coruscating ray from the caster’s hand. The opponent takes a 
  penalty to Strength of -2, plus an additional -1 per 2 caster levels beyond level 
  4. This penalty applies equally to mêlée and missile damage inflicted by an 
  affected creature as well. A successful saving throw versus magic negates the 
  effect. 
   
  Remove Curse* 
  Level 3 
  Duration: Instantaneous 
  Range: Touch 
  Remove Curse instantaneously removes one curse on a creature if it makes a 
  saving throw versus magic. Remove Curse counters and dispels Bestow Curse. 
  Bestow Curse (reverse of Remove Curse) can bring about any number of 
  unfortunate effects upon a being, determined by the caster and Referee. Some 
  limits of effect must be enforced. Possibilities include no more than a – 2 
  penalty to saving throws or –4 to hit. An ability might be reduced by 50%. 
  These effects can have any number of creative symptoms. The victim can avoid 
  being affected by Bestow Curse with a successful saving throw versus magic. 
   
  Remove Fear* 
  Level 1 
  Duration: See Below 
  
  - 47 - 
  Range: Touch 
  This spells instils courage in the subject, and potentially removes the effects of 
  magic induced fear by allowing the target a saving throw versus magic to 
  attempt to remove the effects. The subject receives a saving throw bonus of +1 
  per level of the caster. The subject automatically succeeds in any morale checks 
  for a number of rounds equal to the caster’s level. Remove Fear counters and 
  dispels Cause Fear. The reverse, Cause Fear, will cause a subject who is 
  touched to run away, hysterical, at full running movement for a number of 
  rounds equal to the caster’s level. 
   
  Resist Cold 
  Level 2 
  Duration: 1 turn/level 
  Range: Touch 
  While under the effects of this spell, a character or monster is unharmed by 
  freezing (non-magical) cold, and receives a bonus of +2 to all saving throws 
  versus cold-based magical or breath attacks. In addition, 1 point of damage is 
  subtracted from each dice of damage dealt by a cold-based attack. Each die will 
  inflict a minimum of 1 HP damage. 
   
  Resist Fire 
  Level 2 
  Duration: 1 turn/level 
  Range: Touch 
  While under the effects of this spell, a character or monster is unharmed by 
  intense (non-magical) heat, and he receives a bonus of +3 to all saving throws 
  versus heat-based magical or breath attacks. In addition, 1 point of damage is 
  subtracted from each die of damage dealt by a heat-based attack. Each die will 
  inflict a minimum of 1 HP damage. 
   
  Sanctuary 
  Level 1 
  Duration: 2 rounds/level 
  Range: Touch 
  This spell allows the subject to be attacked less often by foes. Any creature 
  attempting to attack the subject must first make a saving throw versus magic, or 
  else it is not permitted to make an attack. The attacker does not lose its turn; it 
  may still attack another target, move, or do anything else it is normally allowed 
  to do. This restriction applies to area effect attacks as well, unless there is 
  another target within that area. The spell ends immediately if the subject makes 
  any violent or offensive action. 
   
   
   
  
  - 48 - 
  Secret Page 
  Level 3 
  Duration: Permanent 
  Range: Touch 
  This spell allows the caster to disguise a single page in a book (or inscriptions 
  on a tombstone, a framed painting, or any sort of media in amount analogous to 
  a “page”) as something else. The caster will see still the information as it truly 
  is, but all others looking upon it will see the illusory information as determined 
  by the caster. 
   
  Shadow Monsters 
  Level 4 
  Duration: 1 round/level 
  Range: 30’ 
  The caster may create phantasmal pseudo-real monsters in an area of 20’. The 
  monster or monsters created cannot exceed the caster’s level in HD. Monsters 
  created in this fashion must all be the same type. They have 2 HP per the 
  creature’s normal HD. Victims are allowed a saving throw (INT) to realize the 
  creatures are only partly real. The phantasmal monsters are able to attack and 
  deal damage as per a normal creature of their type to any being that fails this 
  check. If the check succeeds, the phantasmal monsters have an effective AC 12 
  and all damage is halved. 
   
  Shield 
  Level 1 
  Duration: 2 turns 
  Range: Touch 
  Magic-Users are masters of matter and as such can command objects racing 
  towards them to stop. The objects are sometimes impertinent, it is true, but this 
  spell will protect the caster from many attacks which would otherwise harm 
  him. Against missile attacks, the spell grants the caster AC 19, and an effective 
  AC 17 for all other attacks. Even if an attack hits, it does one less point of 
  damage than it otherwise would have. 
   
  Silence 15’ Radius 
  Level 2 
  Duration: 2 rounds/level 
  Range: 120’ 
  Upon the casting of this spell, complete silence prevails in a diameter of 30 
  feet. All sound is stopped and conversation is impossible. No noise whatsoever 
  issues from the area, but noise originating from outside the silenced area can be 
  heard by those within it. The spell can be cast on a point in space, but the effect 
  is stationary unless cast on a mobile object. The spell can be centered on a 
  creature, and the effect then radiates from the creature and moves as it moves. 
  
  - 49 - 
  An unwilling creature can attempt a saving throw versus magic, and if 
  successful the spell takes effect in a stationary location near the creature, but 
  the creature may move out of the affected area. 
   
  Sleep 
  Level 1 
  Duration: d6 turns 
  Range: 30’ + 10’/level 
  A Sleep spell causes a magical slumber to come upon creatures with 4+1 or 
  fewer HD. The caster may only affect 1 creature if it has 4+1 HD, but the spell 
  will otherwise affect up to 2d6 HD of creatures. Calculate monsters with less 
  than 1 HD as having 1 HD, and monsters with a bonus to HD as having that 
  amount. For example, a 3+2 HD monster would be calculated as having 3 HD. 
  HD that are not sufficient to affect a creature are wasted. Creatures with the 
  fewest HD are affected first. Slapping or wounding awakens an affected 
  creature, but normal noise does not. Sleep does not affect undead or other 
  magical or unnatural creatures (such as demons). 
   
  Speak with Animals 
  Level 2 
  Duration: 2 rounds/level 
  Range: 0 
  The caster can comprehend and communicate with ordinary animals or giant 
  versions of ordinary animals. The caster can ask questions of, and receive 
  answers from, one particular kind of animal, although the spell doesn’t make it 
  any more friendly or cooperative than normal. The type of animal is decided 
  when the spell is cast. If an animal is friendly toward the caster, it may do some 
  favour or service. 
   
  Speak with Dead 
  Level 3 
  Duration: See Below 
  Range: 10’ 
  This spell rips the spirit of a corpse from the afterlife and returns it to its body. 
  The habitation is imperfect, and as such the spirit is only able to move the 
  body’s lips and tongue, and thus is able to answer questions. The corpse’s 
  knowledge is limited to what the person knew during life, including the 
  languages it spoke (if any). Answers are often brief, cryptic, or repetitive. 
   
  Speak with Plants 
  Level 4 
  Duration: 1 round/level 
  Range: 0 
  
  - 50 - 
  The caster can communicate with plants, including both normal plants and 
  plant creatures. The caster is able to ask questions of and receive answers from 
  plants, and can ask plants to move in such a way to clear a path that is 
  impassable or covered in difficult growth. The spell does not make plant 
  creatures any more friendly or cooperative than normal. If a plant creature is 
  friendly toward the caster, it may do some favour or service. 
   
  Spell Immunity 
  Level 4 
  Duration: 1 turn/level 
  Range: Touch 
  The caster can use this spell to grant resistance to all spells and spell-like 
  abilities. Spells that charm, command, cause fear, and similar effects are 
  granted a saving throw bonus of +8. Extremely powerful compulsive spells are 
  granted a bonus to a saving throw of +5. All other spells are granted a +3 
  saving throw bonus. The caster may affect creature for 4 turns, per level, or 
  multiple creatures with the duration divided among them. 
   
  Spider Climb 
  Level 1 
  Duration: 1 round + 1 round/level 
  Range: Touch 
  The subject can climb and travel on vertical surfaces or even traverse ceilings 
  as a spider does. The affected creature must have its hands and feet free to 
  climb in this manner. Any objects weighing fewer than 5 pounds cling to the 
  spell recipient’s hands. This spell may be used on another being (touch 
  required) with no saving throw. 
   
  Stinking Cloud 
  Level 2 
  Duration: 1 round/level 
  Range: 30’ 
  Stinking Cloud creates a 20’ cubed bank of fog centered anywhere within 
  range, making living creatures within it helpless with nausea. This condition 
  lasts as long as a creature is in the cloud and for d6 rounds after it leaves. 
  Any creature that succeeds in a saving throw versus poison when leaving the 
  fog is not affected for the additional rounds. 
   
  Stone Shape 
  Level 5 
  Duration: Instantaneous 
  Range: Touch 
  This spell can form an existing piece of stone into any shape that suits the 
  caster’s purpose, to a total volume of 1’ cubed per level. While it’s possible to 
  
  - 51 - 
  make crude coffers, doors, and so forth with stone shape, fine detail isn’t 
  possible. 
   
  Suggestion 
  Level 3 
  Duration: Permanent until Triggered 
  Range: 30’ 
  Suggestion is one of the few spells that is cast surreptitiously, during other 
  conversation, and only magi and fae will recognize what is happening. After 
  the spell is cast, and if the victim fails a saving throw against magic, the caster 
  may implant a suggestion in the mind of one listener. This suggestion will lay 
  buried in the victim's mind until a trigger event, set by the caster, occurs. Then 
  the victim will carry out the suggested action. A more subtle suggestion not 
  having to do with specific actions (for example, suggesting that a certain person 
  or group is evil or undesirable) will have affect on the victim's attitudes, but 
  after every time the victim behaves in a manner contrary to his regular nature 
  he receives an additional saving throw to shake off the effects of the spell. The 
  suggestion itself must be worded in a reasonable manner (even if the end result 
  is not reasonable) and not immediately suicidal. "You should stick this dagger 
  in your chest," is not a valid Suggestion, but "You know you can fly and want 
  to do so right now from the roof," might be, as would, "People label bottles as 
  poison in order to hide their sweet, delicious wine," depending on the delivery. 
  A victim of a Suggestion does not detect as cursed or magical. The 
  enchantment is spent as the spell is cast and the effects are simply stored in the 
  victim’s thoughts. 
   
  Summon 
  Level 1 
  Duration: See Below 
  Range: 10' 
  The Summon spell opens the rift between the worlds and forces an inhabitant 
  into our world to do the magus’s bidding. What exactly comes through the tear, 
  and whether or not it will do what the summoner wishes, are unpredictable. 
  When casting Summon, the caster chooses how powerful an entity he wishes to 
  call – represented in game terms by how many HD the creature will possess. 
  Creatures with more HD than two times the caster level will not answer the 
  summons. The spell requires the magus to draw a Summoning Circle from 
  special chalks and light candles and burn incense. This takes 2 hours of 
  preparation, less 10 minutes per level of caster over 1st. Once ready, the magus 
  must perform a sacrifice with a live animal (chicken, sheep, rabbit etc.). If the 
  magus sacrifices a human his level is effectively +1 for the purposes of figuring 
  the creature’s HD and if the sacrifice is also a maiden, the magus’s level is 
  effectively +2. The summoned creature can be selected from the demons, 
  devils, fae and undead categories. Once the being is within the circle, the 
  
  - 52 - 
  summoner must make a pact with it – this takes a Will ST with a modifier 
  based on the HD of the entity summoned. A successful roll means the creature 
  will do the summoner’s bidding. A failure means the creature will do one of the 
  following (choose or roll d6) 
  1. Simply return to where it came from in a puff of smoke 
  2. Pretend to be under control and look for opportunities to harm the 
  summoner and/or his friends and family 
  3. Escape into the world to cause wanton death and destruction 
  4. Attack and try to kill the summoner 
  5. Demand a further (human) sacrifice to seal the deal 
  6. Stay where it is and refuse to budge or do anything (roll again in a 
  day’s time and then go by that result) 
   
  Telekinesis 
  Level 5 
  Duration: 1 round/level 
  Range: 120’ 
  By concentrating on nothing else and taking no other actions, the caster can 
  move objects or creatures by concentrating on them. A total of 20 pounds per 
  caster level may be moved 20’ per round. Living beings may also be moved, 
  but they are allowed a saving throw versus magic. 
   
  Teleport 
  Level 5 
  Duration: Instantaneous 
  Range: Touch 
  This spell fixes the caster in one absolutely point in space, and moves creation 
  so that the caster appears to instantly travel an incredible distance. The caster 
  chooses where he wishes to go, which may be as distant as 100 miles per caster 
  level. The caster can bring along objects or creatures, not to exceed 300 pounds 
  plus 100 pounds per level above 10th. The caster must be in contact with all 
  objects and/or creatures to be transported (although creatures to be transported 
  may be in contact with one another, with at least one of those creatures in 
  contact with the caster). Unwilling creatures are allowed a saving throw vs. 
  magic to resist, and the caster may need to make an attack roll to make contact 
  with such a creature. Likewise, a creature’s save vs. magic prevents items in its 
  possession from being teleported. 
   
  True Seeing 
  Level 5 
  Duration: 1 round/level 
  Range: Touch 
  The caster confers on a subject the ability to ignore all of the lies told to us by 
  our natural eyes and to see all things as they actually are. The subject sees 
  
  - 53 - 
  through normal and magical darkness, notices secret doors, sees invisible 
  creatures or objects normally, sees through illusions, and sees the true form of 
  polymorphed, changed, or transmuted things. False Seeing, the opposite of 
  True Seeing, makes objects, characters, and monsters appear as their 
  “opposite.” The ugly appears beautiful, the valuable appears worthless, and so 
  on. 
   
  Wall of Fog 
  Level 2 
  Duration: 5 rounds + 1 round/level 
  Range: 30’ 
  The caster of this spell creates an opaque, fog-like vapour in a 20’ cube area per 
  caster level. All beings caught within the vapour cannot see beyond 2’. Strong 
  winds of natural or magical origin can dissipate the wall of vapour before its 
  duration has expired. 
   
  Water Breathing* 
  Level 3 
  Duration: 6 turns/level  
  Range: Touch 
  The subject of this spell grows gills in their neck, his skin takes on a scaly 
  texture, and he gains the ability breathe water freely for the duration of the 
  spell. Creatures under the influence of the spell are not granted any additional 
  proficiency at swimming. The reverse of the spell allows sea creatures to 
  breathe air. 
   
  Wizard Eye 
  Level 4 
  Duration: 1 turn/level 
  Range: 0 
  The caster creates an invisible magical sensor that sends visual information, 
  and can see with 60’ dark vision. The arcane eye travels up to 120’ each turn. 
  The eye can travel in any direction as long as the spell lasts.  
   
  Wizard Lock 
  Level 2 
  Duration: Permanent 
  Range: Touch 
  Some doors are never meant to be opened. This spell magically holds shut a 
  door, gate, window, or shutter of wood, metal, or stone. The magic affect the 
  portal just as if it were securely closed and normally locked. A Knock spell or 
  Dispel Magic spell can negate a Wizard Lock spell, but the Wizard Lock will 
  take effect when a portal opened with a Knock is closed again. 
   
  
  - 54 - 
  Chapter 6: Playing the Game 
  Once characters have been created, the Referee will describe where the 
  characters are and what they can see. The game might start in a humble peasant 
  village in a dark forest of Hungary, outside an old crypt in some unnamed 
  mountains, on board a ship bound for Africa, a noisy tavern in Freiburg, or on a 
  stagecoach heading through the Black Forest. From that point on, players 
  describe what their characters do. Playing a few hands of cards, challenging the 
  guy who is staring at you to a duel, robbing the stagecoach, opening the door to 
  the crypt, talking to other Player Characters (PCs) or Non-Player Characters 
  (NPCs) controlled by the Referee - all of these kinds of actions are decided by 
  the players. The Referee then describes what happens as a result. The rules 
  below are guidelines handling events like combat, gaining experience, 
  movement, healing, dying, and other important parts of the game. 
   
  Basically, you and the Referee work together, with the Referee handling the 
  details of a dark and dangerous world, and you handling what your character 
  does in it. The epic story of your character’s rise to greatness (or death in the 
  effort) is yours to create in the Referee’s world. 
   
  Gaining Experience 
  Characters are awarded XP for killing monsters and accumulating treasure. 
  Monsters have set XP values in their descriptions, and one Mark acquired is 
  equal to one XP. XP is awarded for accumulating treasure because every gold 
  coin gained by a character is an index of his player’s skill. 
   
  Each character class has a Prime Attribute listed in its description, and the 
  character creation process details how to use your attributes to determine the 
  character’s total XP bonus. 
   
  Time 
  There will be times when the PCs are travelling between towns or resting up 
  somewhere and nothing much is happening. When this is the case, you don’t 
  necessarily want to play out every minute or even hour of that passing of time. 
  In that case, the Referee will simply rule that an hour, a week or even a month 
  (or longer) passes in the lives of the PCs. At other times, during a swordfight 
  scene in particular, more specific rulings on the passage of time are required - 
  the “turn” and “combat round.” A turn (lasting ten minutes) is used to track and 
  measure actions, movement and resources when our intrepid adventurers are in 
  dangerous situations. The shorter combat round (lasting about 10 seconds) is 
  used in the midst of a swordfight or tavern brawl to allow for a faster blow-by-
  blow account of the action. There are 60 combat rounds in a turn. 
   
   
  
  - 55 - 
  Movement 
  Base movement rate for all races is calculated on the table below in tens of feet 
  per turn, allowing for two moves per turn. 
   
  Table 18: Movement Rate 
   
  Weight Carried (lb.) 
  Move 
  0–75 
  12 
  76–100 
  9 
  101–150 
  6 
  151–300 
  3 
   
  Table 19: Movement Rate Adjustments 
   
  Movement Type 
  Adjustment 
  Careful 
  Half of Average Rate 
  Normal 
  Average Rate 
  Running 
  Double Average Rate 
   
  Combat 
  When the party of adventurers comes into contact with enemies, the order of 
  events in the combat round is as follows:  
   
  1. The Referee determines if one side or the other is entitled to a free 
  attack or move as a result of surprise - this is either a judgment or a die 
  roll of some kind, depending on the circumstances. 
  2. Determine initiative. One roll is made for each PC. The Referee rolls 
  for a whole group of NPCs. However, important NPCs get a separate 
  roll, just like PCs. 
  3. The character (or NPCs) with initiative acts first (missile fire, 
  movement, melee attacks, etc.) and results take effect. 
  4. Then the next highest initiative acts and so on down the line. 
  5. Individuals can withhold their initiative and wait for an opportunity to 
  act at any time after they were due to act. NPCs can’t do this. 
  6. The round is complete; keep turn order for the next round if the battle 
  has not been resolved. 
   
  Determine Initiative 
  At the beginning of the first combat round, each side rolls initiative on a d20, 
  with any modifiers. The highest acts first, shooting, moving, attacking, hiding, 
  running away etc. He can withhold his action until any time later in the combat 
  round (interrupting another individual’s action even). Then the next highest and 
  so on. 
  
  - 56 - 
  Initiative rolls may result in a tie. When this happens, the individual with the 
  highest dexterity acts first. If they are still equal, the highest level determines 
  who goes first. Otherwise they act at exactly the same time. The Referee may 
  handle this situation in any way he chooses - with one caveat. The damage 
  inflicted by combatants during simultaneous initiative is inflicted even if one of 
  the combatants dies during the round. It is possible for two combatants to kill 
  each other in this situation. 
   
  The Attack Roll 
  The most important rule to understand about combat is the attack roll. 
   
  To attack with a weapon, the player rolls a d20 and adds any bonuses to the 
  result. These “to-hit” bonuses may include a strength bonus (for attacks with 
  hand held weapons) or a dexterity bonus (for attacks with missile weapons). 
  The player then subtracts any “to-hit” penalties they might have from their roll. 
   
  If the attack roll is equal to or higher than the AC of the opponent, the attack 
  hits. 
   
  20’s and 1’s 
  A “natural” roll of 20 is always a hit and always causes maximum damage (as 
  if a natural 6 had been rolled, see Damage and Death, below).  
   
  A “natural” roll of 1 is always a miss. 
   
  Specific Situations 
  The following are a compilation of guidelines and instructions for handling 
  certain, specific situations that might arise during combat: 
   
  Damage 
  If an attack hits, it inflicts damage. Roll the weapon’s damage die (which will 
  be a d6, sometimes with a + or – to the result) and add any STR modifiers for 
  melee weapons. The damage is subtracted from the defender’s hit point total. 
   
  If a 6 is rolled, you roll the die again (this time do not add or subtract modifiers 
  for strength or for the weapon) adding the result to the first die roll. You may 
  roll the extra damage die in this way once per 2 levels of character (round 
  down). 
   
  For example, a 5th level Fighter shoots a bandit, rolling a 5 and a 6 for damage 
  with his musket. He takes the 6 (the best one) as his result and rolls it again, 
  getting another 6. As he is 5th level, he can roll it again. This time he gets a 2, 
  for damage of 14 (6+6+2) and then adds +1 for the musket’s extra damage for 
  15.  
  
  - 57 - 
  Death 
  When a character (or creature) is hit, the amount of damage taken is deducted 
  from his hit points. When HP reaches 0, the character gets a saving roll vs. 
  death to see whether he dies. There is a modifier of -1 to the roll for every HP 
  the character is below 0. If he fails the roll, he is dead. If he succeeds, he is just 
  unconscious and requires medical help. Monsters do not get a save vs. death. 
   
  Healing 
  A character will recover 1 full HP per level per day of uninterrupted rest. 
   
  Damage from fists is classed as temporary damage and heals per hour rather 
  than per day. 
   
  Binding Wounds 
  Referees can allow characters to bind 1d3 HP worth of wounds following a 
  battle. 
   
  Note that the character can only recover HP lost during this particular battle. 
  Recovered HP cannot exceed the uninjured maximum amount.   
   
  Cover 
  An opponent may be using cover to shoot from. This will give an attacker a 
  negative modifier to the roll, from -1 to -4 on their “to-hit” check, determined 
  by the Referee.   
   
  Melee Attack 
  A melee attack is an attack with a hand-held weapon such as a sword, club or 
  dagger. A character’s strength bonuses “to-hit” and damage are added to melee 
  attacks. Two combatants within five feet of each other are considered to be “in 
  melee.” 
   
  Missile Attack 
  Missile attacks are attacks with ranged weapons such as crossbows, slings, or 
  thrown axes. A character’s dexterity bonus for missile attacks is added to the 
  “to-hit” roll when the character is using missile weapons. When using missiles 
  to fire into melee, it is not possible to choose which opponent (or friend!) will 
  receive the brunt of the attack. 
   
  Morale 
  Certain monsters, such as mindless or undead creatures, are fearless and will 
  always fight to the death. The majority, however, will not continue to fight a 
  hopeless battle and will seek to retreat, surrender, or flee. The Referee will 
  decide when monsters abandon battle and retreat, based upon the situation and 
  
  - 58 - 
  the monster’s intelligence. Referees should also use morale to determine the 
  actions and loyalty of hirelings or other companion NPCs. 
   
  Negotiation and Diplomacy 
  Some combats can be averted with a few well chosen words (even lies). If the 
  party is outmatched or the monsters don’t seem likely to be carrying much in 
  the way of loot, the party might elect to brazen their way through in an attempt 
  to avoid combat or at least delay it until more favorable conditions arise. 
   
  Spells 
  Spell casting begins at the start of the combat round. It is possible to cast a spell 
  while within melee range of an opponent (10 feet) but if the caster suffers 
  damage while casting a spell, the spell is lost. Unless stated otherwise, the spell 
  takes effect in the caster’s initiative phase. 
   
  Loyalty 
  The Referee may wish to make “loyalty checks” for NPCs put into dangerous 
  situations or ones offered bribes to change sides during a conflict. When a 
  loyalty check is made, roll 3d6 and consult the Loyalty table for the result. 
  Remember that these checks can be modified by a Player’s Charisma score. 
   
  Table 20: Loyalty 
   
  Roll 
  Loyalty 
  3 
  Traitor 
  4–5 
  -2 on next loyalty check 
  6–8 
  -1 on next loyalty check 
  9–12 
  Average 
  13–15 
  +1 on next loyalty check 
  16–17 
  +2 on next loyalty check 
  18 
  Loyalist 
   
  Good treatment, respect, and a fair share of treasure earned should garner 
  bonuses to loyalty checks, while abuse, physical or otherwise, will bring about 
  penalties, abandonment, or worse. NPCs should be treated as distinct 
  individuals, and not mere extensions of the Player Character. 
   
  Saving Throws 
  From time to time, a spell or some other kind of hazard requires you to make a 
  "saving throw." A successful saving throw means that the character avoids a 
  threat or lessens its effect. Each character class has a saving throw target 
  number which gets lower and lower as the character gains levels. To make a 
  saving throw, roll a d20. If the result is equal to or greater than the character's 
  
  - 59 - 
  saving throw target number, the saving throw is successful. Monsters can also 
  make saving throws (their saving throw target number is their HD subtracted 
  from 19). There are possible modifiers based on the character’s attributes. 
   
  To attack with a weapon, the player rolls a d20 and adds any bonuses to the 
  result. These “to-hit” bonuses now include the character’s Base “to-hit” Bonus, 
  as shown on the character class tables, and may include a strength bonus (for 
  attacks with handheld weapons), a dexterity bonus (for attacks with missile 
  weapons), and any bonuses for magic weapons. The player then subtracts any 
  “to-hit” penalties they might have from their roll. If the result is equal to or 
  greater than the opponent’s AC, the attack hits. 
   
  Remember 
  Sabres & Witchery is a free-form roleplaying game, meaning that there aren’t 
  very many rules. The Referee is responsible for handling situations that aren’t 
  covered by the rules, making fair evaluations of what the characters do and 
  deciding what happens as a result. This is not a game in which the players are 
  “against” the Referee, even though the Referee is responsible for creating tricky 
  traps, dangerous situations, and running the monsters and other foes the PCs 
  will encounter during the game. In fact, the players and the Referee cooperate 
  with each other to create a fantasy epic, with the Referee creating the setting 
  and the players developing the story of the heroes. If they aren’t skillful and 
  smart, the epic might be very short. But it’s not the Referee’s job to defeat the 
  players—it’s his job to provide interesting (and dangerous) challenges, and then 
  guide the story fairly. 
   
   
  
  - 60 - 
  Chapter 7: Running the Game 
  Running a game of S&W is a lot easier than running most other role-playing 
  games; simply because there are not as many rules and your own discretion 
  overrides them anyway. Most situations are handled by making “common 
  sense” decisions concerning what happens next.  
   
  For example, if there are a bunch of zombies around the next corner and the 
  Players decide not to go around that corner, it’s up to the Referee to determine 
  whether or not it makes sense for the zombies to rush around the corner and 
  attack—or whether their orders are to simply stay where they are. If a Player 
  decides that his character is going to jump through a wall of fire, with several 
  bottles of flammable oil in his backpack, it’s up to the Referee to determine 
  whether or not they explode. 
   
  This means “making up” a lot of stuff on the spot. If you’re not a good 
  storyteller or if you’re not up to doing a lot of creative thinking on the fly, it 
  might be better that you try a different game—one that provides more rules and 
  guidance for every little situation that might arise. But if you’re a good 
  storyteller, creative and fair, S&W’s small, Spartan rule-set frees up your 
  creativity to create a fantasy role-playing experience completely different from 
  the type of game that depends on a multitude of rules. 
   
  S&W also frees up your creativity in terms of customizing the game. Unlike a 
  more complex game, you can add house rules wherever you want to without 
  accidentally messing up something else buried in the rules. If you want to use 
  critical hits and fumbles, add ‘em in. You won’t break anything—there’s not 
  that much to break! 
   
  Designing an Adventure 
  Basically, the “adventure” is just the setting for the game—usually a map and 
  then notes about certain locations on that map. As the Players tell you where 
  their characters go and what they do, you’re referring to the map and your notes 
  to describe what happens as a result. Don’t try to plan for all contingencies—
  it’s guaranteed that the players will do something unexpected during the 
  adventure and you’ll just have to roll with it, thinking on your feet and making 
  up new things as you go. Just as you challenge the Players with adventure, they 
  challenge you to keep up with their collective creativity. 
   
  Creating a Campaign 
  The nominal setting is Europe around the 1700’s, but maybe a darker and more 
  dangerous Europe than really existed; remote mountains and desolate 
  wilderness regions, where superstitious folk huddle in village taverns to tell a 
  ghostly tale or two over a pint of ale - Germany, Austria, Transylvania, France, 
  
  - 61 - 
  England, Scotland, Poland, Hungary and even further afield - Russia, North 
  America, Africa and the Far East. 
   
  A campaign is the world beyond the adventure - the haunted villages, muddy 
  forest trails, fog-laden heaths and snow-capped mountains; it is a world full of 
  folk tales and superstition. The players will almost certainly want their 
  characters to explore the wilderness, visit lost cities, rob the stagecoach and do 
  all sorts of things in the world. At the beginning of the game, you might want to 
  sketch out a map of a single region (as the starting point) and some of the 
  surrounding area (the location of the first adventure - a steep-sided valley in the 
  mountains perhaps?) As the players move their characters around from 
  adventure to adventure, you can expand the little map into an entire area with 
  other villages, mines, ruins and other places of interest. 
   
  If you want to take a shortcut, you can set your entire campaign in a semi-
  fictional world created by the author of one of your favorite stories; for 
  example, the Solomon Kane stories of Robert E Howard or the Von Bek stories 
  of Michael Moorcock. 
   
  Experience Points 
  XP are awarded to Players for gaining treasure and killing monsters, as an 
  earlier Player’s section has described. It may seem counter-intuitive that 
  treasure somehow makes characters more experienced, but that’s not what 
  awarding experience for gold pieces is all about. Gold pieces are an after-the-
  fact measurement of how ingenious the character (Player) was in getting them. 
  The gold pieces are not the source of the experience—they are the measurable 
  product of it. 
   
  That being said, there are many alternative ways for Referees to award XP. For 
  example, active participation in the campaign might warrant experience for 
  each hour of real-time play, as could solving puzzles and aiding allies. A 
  particularly clever solution or epic victory might warrant double the normal XP 
  amount awarded, while an abysmal failure might merit half. 
   
  Some Referees make all earned XP a part of a community total to be divided 
  evenly, since not all the characters have the same opportunities in a given 
  adventure. Others prefer a more competitive game, whereby each player earns 
  XP according to individual accomplishments. 
   
  If you find that whatever system you’re using leads the players toward bad 
  decisions—seeking out unnecessary combat or looking for traps to spring—you 
  might consider adjusting your system. This is true for the “official” system of 
  awarding experience as well. Remember, the Referee is the ultimate judge of 
  what works best for a game and any rule can be changed to fit the group. 
  
  - 62 - 
  Scale of Advancement 
  Referees all have their own style of campaign, and it would be silly for one 
  author to impose needless restrictions on anyone playing the game. However, it 
  is worth noting that this rules set was designed with the notion that 4th level 
  characters are “heroic” and thus the tables were capped at level 10. A Referee 
  who wishes to extend the tables to higher levels is encouraged to do so if it fits 
  the style of the campaign. 
   
   
   
  
  - 63 - 
  CHAPTER 8: MONSTERS AND NPCs 
  The monsters in the S&W setting are generally dark, evil, twisted, malevolent 
  beings that exist in folklore. Some are one-of a kind, or specific to one 
  particular country or region. Others are common and found all over the place 
  but may have different regional names. There is a great deal of confusion in 
  folk tales about exactly what comprises a spirit, a devil, an imp or a fae and 
  even scholars are uncertain about some creatures. However, as far as is possible 
  to determine, these are the categories commonly accepted under current 
  thinking: 
   
  Animals: These are simply mundane critters that you’ll find in any wilderness 
  area. Some may be almost un-naturally large or overgrown (giant-sized), 
  maybe because food is plentiful or because they have lived to a great age. 
  However, there are no supernatural agencies at work.   
  Demons: These are entities from the dark pits of the underworld. They are truly 
  evil and most are very powerful, being largely immune to normal weapons, 
  magic and possibly having powers and magic of their own. 
  Devils: These are the lower echelons of Hell; imps and spirits are counted 
  amongst their number. Many of these creatures are confused with the fae and 
  vice-versa. 
  Fae: Fae are the little people; the elves, goblins, hobgoblins, kobolds and so on. 
  They are capricious and willful, morose and friendly, fun loving and hateful in 
  turn. They range in height from the size of an ogre to the size of an ant although 
  many can change their size and shape at will. Some are beautiful, yet some are 
  ugly. Many can cast spells to enchant and entice and some have powers over 
  the wind and rain. Many fae folk are wary of priests and churches and can be 
  turned or destroyed like the undead. Where this is the case, it is mentioned in 
  the description. All fae come into the mortal realm from their own faerie realm 
  to do mischief; entrances to this netherworld can be found at ancient sites – 
  ruins, barrows, stone circles and remote caves and mines. They are found all 
  over Europe – some with different regional names but conforming pretty much 
  to the same characteristics wherever they are found.  
  Giants: Technically these creatures are fae but they seem so different that they 
  are treated as a separate category for the purposes of this publication. What 
  distinguishes them, quite apart from their size, is that they are generally clumsy 
  and strong, stupid and brutish. They include ogres, ettins and trolls. 
  Golems: Golems are man-shaped creatures built to serve their masters, usually 
  powerful magi. They are often used as guardians. Golems cannot be hit with 
  non-magical weapons, and are immune to the sorts of spells used to create them 
  (iron golems being immune to fire, for instance). You can find the details in the 
  specific monster descriptions. 
   
  
  - 64 - 
  Legendary Beasts: These are creatures that are obviously animals that at one 
  point were believed to be actual animals, while some have their origin traced 
  from literary myths. They include dragons, unicorns, chimera, minotaurs and 
  the like.  
  Lycanthropes: In Europe, Lycanthropes are mostly associated with being 
  were-wolves, which are humans with the ability to shapeshift into a wolf or an 
  anthropomorphic wolf-like creature, either purposely or after being placed 
  under a curse and/or lycanthropic affliction via a bite or scratch from another 
  were-creature. This transformation is often associated with the appearance of 
  the full moon. In addition to the natural characteristics inherent to both wolves 
  and humans, werewolves are often attributed strength and speed far beyond 
  those of wolves or men. The werewolf is generally held as a European 
  character. Shape-shifters, similar to werewolves, are common in tales from all 
  over the world but include people that can turn into other beasts, not just 
  wolves. Werewolves can only be harmed by silvered weapons. Damage from 
  ordinary steel or lead simply heals straight back up. 
  Undead: The undead are those beings that are deceased and yet behave as if 
  alive. The term undead could also describe a dead body animated by 
  supernatural forces (or some other life force) or by either its own soul or the 
  soul of a malevolent creature (such as a demon). Undead may be incorporeal, 
  such as ghosts, or corporeal, such as vampires and zombies. The undead are 
  featured in the legends of most cultures. Many are unaffected by ordinary 
  weapons.  
   
  The following is a quick reference guide for how to read monster descriptions: 
   
  AC 
  “Armour Class” is explained earlier in the rules for combat. 
   
  Attacks 
  “Attacks” lists the number of attacks a monster has and the damage they inflict. 
  Most monsters have one attack and inflict 1d6 damage - there are, however, 
  some exceptions.  Monsters receive a bonus to their “to hit” roll equal to the 
  number of HD they have.  
   
  Experience Points 
  XP are presented after a monster’s Hit Dice Equivalent (HDE) rating, and list 
  the number of XP the adventuring party gains as a result of killing, destroying, 
  outwitting or otherwise ridding the region of the creature. Some monsters have 
  multiple XP listed - this is because certain monsters have a range of hit dice. 
  Order is always from lowest HD to highest HD. 
   
   
   
  
  - 65 - 
  HD 
  “Hit Dice” is the number of dice (d6) rolled to determine an individual 
  creature’s HP. If there is a plus or minus after the number, add or subtract that 
  number once from the total rolled. 
   
  Note: In S&W, the monster’s normal “to-hit” bonus is equal to its hit dice 
  (capped at +15). For example, a monster with 3 HD attacks with a +3 “to-hit” 
  bonus. 
   
  Hit Dice Equivalent 
  “Hit Dice Equivalent” is used to separate monsters into “difficulty levels” so 
  that when creating an adventure the Referee has some guidelines concerning 
  what characters can and cannot handle. Some monsters have multiple HDE’s 
  listed - this is because certain monsters have a range of hit dice. Order is always 
  from lowest HD to highest HD. 
   
  Move 
  “Move” is the monster’s movement rate and is handled like it is for PCs. 
   
  ST 
  All creatures have a saving throw. It is the number on the d20 the monster 
  needs to equal or exceed in order to avoid a threat or lessen its effect. It is 
  found by subtracting the monster’s HD from 19. For example, a monster with 4 
  HD has a saving throw of 15. (See also Page 93; Table 28: Monster Creation, 
  Page 34) 
   
  Special 
  “Special” is just a “flag” of sorts for the Referee that serves as a reminder that a 
  monster has a special ability. 
   
  Monster Descriptions 
  Contained herein are all of the monsters presented in alphabetical order. 
   
   
  
  - 66 - 
  Animals 
  These are simply mundane critters that you’ll find in any wilderness area. Some 
  may be almost un-naturally large or overgrown (giant-sized), maybe because 
  food is plentiful or because they have lived to a great age. However, there are 
  no supernatural agencies at work.   
   
  Animal, Horse 
  Horses are AC 12, with riding horses having 2 HD and warhorses having 3 HD. 
  Horses move at a speed of 18. 
   
  Animal, Bear 
  Armor Class: 14 
  Hit Dice: 6+3 
  Attacks: Bite, Claws 
  Special: Hug 
  Move: 12 
  HDE/XP: 7/600 
  With the exception of a mother and her young, bears are typically solitary 
  animals, found in Europe, North America, South America and Asia. They are 
  dangerous but hunters value their fur. There are sad examples of these 
  magnificent beasts held captive in traveling circuses; forced to dance or fight 
  packs of dogs for entertainment.  If both claws hit, the bear has grabbed the 
  character and can hug next round automatically hitting for 2d6. 
   
  Animal, Direwolf 
  AC: 14 
  HD: 2+2  
  ST: 17 
  Attacks: Bite 
  Special: None 
  Move: 18 
  HDE/XP: 2/30 
  Direwolves are larger, more aggressive wolves. There are rumours of these 
  large animals in mountain regions especially in Eastern Europe. 
   
  Animal, Rat (Giant-sized) 
  AC: 12 
  HD: 1-1  
  ST: 19 
  Attacks: Bite 
  Special: 1 in 20 is diseased 
  Move: 12 
  HDE/XP: < 1/10 
  Giant rats are rats that have grown to enormous size; perhaps as big as a cat or a 
  lynx. The bite of some (1 in 20) giant rats causes disease. A saving throw vs. 
  poison is allowed. The effects of the disease are decided by the Referee. 
  
  - 67 - 
  Animal, Direcat 
  AC: 15 
  HD: 3+2  
  ST: 16 
  Attacks: Bite, Claws 
  Special: None 
  Move: 18 
  HDE/XP: 3/60 
  Wildcats exist in Europe, but they are not much bigger than housecats and 
  don’t cause trouble for humans (other than preying on their livestock). 
  However, in deeper parts of the forested mountain ranges, there are reputed to 
  be larger wild cats; perhaps as big as panthers. You can use these stats for the 
  cougars, panthers and tigers from other parts of the world too.  
   
  Animal, Spider (Giant-sized) 
  AC: 13 
  HD: 1 
   
  ST: 18 
  Attacks: Bite (See below) 
  Special: See below 
  Move: 18 
  HDE/XP: 1/20 
  Giant spiders are aggressive hunters. Giant spider webs require a saving throw 
  to avoid becoming stuck. Those who make their saving throw can fight and 
  move (5 feet per round) in the webs. Giant spiders surprise on a roll of 1–5, 
  being able to hide well in shadows. A giant spider’s bite is very poisonous. 
   
  Animal, Wolf 
  AC: 13 
  HD: 1+2  
  ST: 18 
  Attacks: Bite 
  Special: None 
  Move: 18 
  HDE/XP: 1/15 
  Wolf packs still range across Europe and attacks on humans are not uncommon, 
  especially in war-torn areas where dead bodies litter the ground.  
   
   
  
  - 68 - 
  Demons 
  Demons are creatures of the lower planes of existence, but they are 
  occasionally encountered in places where they have been enslaved to serve as 
  guardians by powerful Magi. The more intelligent varieties might also be 
  interrupted while carrying out plots of their own. Demons are immune to non-
  magical weapons. They are turned and destroyed by Hunters and Magi who 
  have faith or have learned their true names. All Demons receive +3 saves vs. 
  magic. 
   
  Demon, Baalrog 
  AC: 17 
  HD: 12  
  ST: 7* 
  Attacks: Sword or whip (2d6) 
  Special: See below 
  Move: 6/15 (when flying) 
  HDE/XP: 13/2300 
  The Baalrog’s name means, roughly, the Bull of Baal: the Baal-aurochs (the 
  aurochs was a bull that stood twelve feet tall at the shoulder and Baal is an 
  ancient and evil pagan deity). These powerful demons somewhat resemble vast 
  minotaurs with great, spreading bat-wings; they burn with the fires of hell and 
  are wreathed in flame. The spells of casters below 6th level do not affect them, 
  and against higher-level spell casters they are yet 75% immune to all spells. In 
  combat, a Baalrog uses whip and sword; the whip can be used to reach great 
  distances - on a successful hit the victim is pulled close to the Baalrog and 
  burned by the fires of the demon’s body (3d6 damage). Baalrogs are sometimes 
  referred to in ancient texts as Balor or Baalor, which may be the name of a 
  single demon rather than a term for all of them. A Baalrog could be forced or 
  tricked into the service of a powerful wizard, but the risk would be immense. 
   
  Demon, Lemure 
  AC: 12 
  HD: 3 
   
  ST: 16* 
  Attacks: Claw 
  Special: Regenerate (1 HP/round) 
  Move: 3 
  HDE/XP: 4/120 
  Lemures are vaguely humanoid—their flesh is mud-like, shifting and soft upon 
  their horrible bodies. Like manes and wretches, lemures are lower forms of 
  demons, the fleshly manifestations of damned souls. These demons can only be 
  permanently destroyed by sprinkling their disgusting bodies with holy water. 
   
   
   
  
  - 69 - 
  Demon, Succubus 
  AC: 16 
  HD: 7 
   
  ST: 12* 
  Attacks: Claws 
  Special: See below 
  Move: 12 
  HDE/XP: 8/800 
  Succubi are not warriors; they would rather avoid actual combat. If forced to 
  fight, they can attack with their claws, but they prefer to turn foes against one 
  another. Succubi use their polymorph change shape ability to assume humanoid 
  guise, and can maintain this deception indefinitely. Their preferred tactic when 
  dealing with heroes is to feign friendship and create an opportunity to be alone 
  with one of them, whereupon the succubus applies her life-draining kiss. 
  Succubi are not above taking on the role of a damsel in distress when 
  encountered within a dungeon. A succubus drains energy from a mortal it lures 
  into some act of passion, or by simply planting a kiss on the victim. The 
  succubus can use the Charm Person spell twice per day and can magically 
  converse in and understand any spoken language.   
   
   
   
  
  - 70 - 
  Devils 
  Devils are evil beings that are generally subordinate to Demons in the hierarchy 
  of Hell. Whilst they are malicious and cruel, they are weaker than their more 
  malevolent cousins tending more towards mischief-making rather than outright 
  death and destruction. Devils are immune to ordinary weapons silvered or 
  magical weapons are needed to hit them. Spirits are just devils that, having 
  been summoned by witches, demons and magi, have been able to get free of 
  their pacts but haven’t had to return to the Abyss. This might be because their 
  summoner has died, they’ve been forgotten about or otherwise freed 
  themselves. All devils can be turned and destroyed in much the same way as 
  undead. All devils receive at least a +2 save vs. magic. 
   
  Devil, Barguest 
  AC: 16 
  HD: 6+3  
  ST: 13* 
  Attacks: Claw, Bite 
  Special: See below 
  Move: 12 
  HDE/XP: 7/600 
  The Barguest is goblin-like with wicked horns, sharp teeth, dirty claws and 
  fiery eyes although it can also take the form of a shaggy black dog with fiery 
  eyes. The Barguest normally haunts a stretch of road to attack and kill unwary 
  travelers. The Barguest causes fear from its eyes – failure means the victim is 
  rooted to the spot. It is extremely evil; when a Barguest appears it has to kill or 
  be driven off or destroyed (turned as a ghast). If only driven off it will 
  eventually reappear (when its persecutor has gone) at the same place to 
  continue its evil. Once it has killed one traveler, it will leave of its own accord.  
   
  Devil, Bogey 
  AC: 14 
  HD: 6 
   
  ST: 13* 
  Attacks: Claw  
  Special: See below 
  Move: 12 
  HDE/XP: 7/600 
  Bogeys take great delight in frightening people; if they can frighten someone to 
  death, all the better. They like to wait by roadsides or near bridges, or even 
  come into town at night and await lone travelers. There they will attempt to 
  scare the traveler to death – some can even lift off their own heads to add to the 
  fright. If that doesn’t work, they will leap on their victim and rip them to shreds 
  with their claws. When viewing a Bogey, characters must make a ST vs. fear. 
   
   
   
  
  - 71 - 
  Devil, Doppelganger 
  AC: 14 
  HD: 4 
   
  ST: 15* 
  Attacks: Claw 
  Special: See below 
  Move: 9 
  HDE/XP: 5/240 
  A doppelganger can change its form to resemble the physical appearance 
  (including clothing and gear) of any person. These creatures are immune to 
  sleep and charm, and are considered magic resistant for purposes such as 
  breaking through wizard locks and similar spells. They have a very good ST 
  (+5) against magic of all kinds. 
   
  Devil, Gargoyle 
  AC: 14 
  HD: 4 
   
  ST: 15* 
  Attacks: Claw 
  Special: Flight 
  Move: 9/15 (when flying) 
  HDE/XP: 6/400 
  Gargoyles are winged creatures resembling the carved monstrosities that 
  bedeck the walls of cathedrals and many subterranean dungeons. They are the 
  eyes of the fae nobility; they silently watch from cathedrals and churches and 
  when there is anything to report (which depends on their orders) they return to  
  their masters to inform them of what they have seen. Gargoyles can be turned.  
   
  Devil, Grim 
  AC: 13 
  HD: 2+2  
  ST: 17* 
  Attacks: Claw 
  Special: See below 
  Move: 9 
  HDE/XP: 2/60 
  Grims are unafraid of churches and often make their homes in the bell towers 
  of churches, ringing them loudly so that the people living near the church are 
  unable to sleep. Grims stand about 2 feet tall, are dark-skinned and misshapen. 
  Grims like to ride on the backs of Gargoyles when they get the chance. 
   
  Devil, Hell Hound 
  AC: 15 
  HD: 4–7  
  ST: 15 – 12* 
  Attacks: Bite 
  Special: Breathes fire 
  Move: 12 
  
  - 72 - 
  HDE/XP: 5/240; 6/400; 7/600; 8/800 
  Hell hounds are fire-breathing dogs of the underworlds or lower planes. In 
  addition to biting, they can breathe fire each round, inflicting 2 HP damage per 
  hit die (10 foot range, saving throw for half damage). 
   
  Devil, Imp 
  AC: 12 
  HD: 1-1  
  ST: 19* 
  Attacks: Claw d3 
  Special: See below 
  Move: 12/18 (if a flyer) 
  HDE/XP: 1/30 
  Imps are the weakest of the devils and the most cowardly. They are generally 
  small (less than 3 feet) and come in dark green, scarlet, and grey skin 
  colouration. They often have stubby horns, tails and sharp claws. Many have 
  very specific names, and abilities - for example Abbey Lubbers. Abbey 
  Lubbers are detailed to tempt monks to drunkenness, gluttony and 
  lasciviousness. They generally dwell in the wine cellars of Abbeys and other 
  religious houses. They can use the Change Self spell once per day to appear as 
  a monk or friar. If found, there will often be several or more of these creatures 
  hidden in the Abbey’s cellars. Others can change shape into small animals, like 
  housecats and are prized by witches as familiars. Some Imps have wings and 
  can fly and others don’t and some can turn invisible at will.  
   
   
   
  
  - 73 - 
  Fae 
  There is great confusion about the fae; they are capricious and willful, morose 
  and friendly, fun loving and hateful in turn. They range in height from the size 
  of an ogre to the size of an ant although many can change their size and shape. 
  Some are beautiful, yet some are ugly. Many can cast spells to enchant and 
  entice and some have powers over the wind and rain. Many faerie folk are wary 
  of priests and churches and can be turned or destroyed like the undead. Where 
  this is the case, it is mentioned in the description. All faeries come into the 
  mortal realm from their own faerie realm to do mischief; entrances to this 
  netherworld can be found at ancient sites – ruins, barrows, stone circles and 
  remote caves. They are found all over Europe – some with different regional 
  names but conforming pretty much to the same characteristics wherever they 
  are found. Many fae receive a +2 ST vs. magic (marked *)  
   
  Fae, Bugbear 
  AC: 14 
  HD: 3+1  
  ST: 16 
  Attacks: Weapon or bite 
  Special: Surprise opponents 
  Move: 9 
  HDE/XP: 3/120 
  These large (slightly larger than a normal man), hairy, goblin-like humanoids 
  are stealthier than their size would suggest, almost always getting the chance to 
  surprise even the most alert opponents. They make a stealth ST at +3. Although 
  they live in caves and ruins, they like to live near habitations, so that they can 
  use their stealth to sneak into homes and steal anything of value.  
   
  Fae, Dryad 
  AC: 14 
  HD: 2 
   
  ST: 17* 
  Attacks: Dagger, wooden 
  Special: Charm Person 
  Move: 12 
  HDE/XP: 2/60 
  Dryads are beautiful female tree spirits, and do not venture far from their home 
  trees. They can cast (as a native magical power) a strong charm that operates as 
  a Charm Person spell with a -2 saving throw. Those who are charmed seldom 
  return, or might be kept for a hundred years and a day within the dryad’s tree. 
  Dryads can be turned (when they will return to their tree) but not destroyed 
  unless their tree is also destroyed. 
   
  Fae, Dwarf 
  AC: 15 
  HD: 1+1  
  ST: 18* 
  
  - 74 - 
  Attacks: War Hammer 
  Special: Stonework insight 
  Move: 6 
  HDE/XP: 1/15 
  Dwarves are short human-like fae with thick beards and short tempers. They 
  are skilled metal crafters and stonemasons. This is a “standard” dwarf; there are 
  some that are stronger than this (possibly with classes and levels). Some have 
  settled into human society as craftsmen and are generally considered to be 
  nothing more than taciturn people. 
   
  Fae, Elf 
  AC: 14 
  HD: 1+1  
  ST: 18* 
  Attacks: Longbow or sword 
  Special: Magic 
  Move: 12 
  HDE/XP: 1/15 
  Elves are amongst the nobility of the realm of fae. They are tall, graceful and 
  more than a little arrogant. This is a “standard” elf; there are many that are far 
  stronger than this (possibly with classes and levels). Most have the magical 
  capabilities of a Magus. A few have come into the mortal world, living amongst 
  mortals, passing for human.  
   
  Fae, Goblin 
  AC: 13 
  HD: 1-1  
  ST: 19 
  Attacks: Weapon 
  Special: -1 “to-hit” in sunlight 
  Move: 9 
  HDE/XP: < 1/10 
  Goblins are small creatures (4 feet tall or so) that inhabit dark woods, 
  underground caverns, and (possibly) the otherworldly realms of the fae. They 
  attack with a -1 “to-hit” in the full sunlight. 
   
  Fae, Hobgoblin 
  AC: 14 
  HD: 1+1  
  ST: 18 
  Attacks: Weapon 
  Special: None 
  Move: 9 
  HDE/XP: 1/15 
  Hobgoblins are simply large goblins, possibly a separate breed living apart 
  from their smaller cousins or possibly goblin ringleaders. 
  
  - 75 - 
  Fae, Kobold 
  AC: 13 
  HD: ½  
  ST: 19 
  Attacks: Weapon 
  Special: None 
  Move: 6 
  HDE/XP: < 1/10 
  Kobolds are subterranean, vaguely goblin-like humanoids. They have a -1 “to-
  hit” penalty when fighting above ground, which they don’t do often, preferring 
  to stay in their underground lairs. They often infest mines and are a danger to 
  the miners. Many use slings or short bows, and they fight with short swords or 
  spiked clubs in melee combat. Kobolds can be turned as skeletons. (You can 
  use these stats for other kobold-like fae - brownies, pixies, sprites and so on. 
  Some will have powers that kobolds don’t have – like invisibility, flight, spells 
  of enchantment, etc). 
   
  Fae, Korred 
  AC: 15 
  HD: 5+2  
  ST: 14* 
  Attacks: Weapon 
  Special: Berserk rage +2 
  Move: 9 
  HDE/XP: 5/240 
  Korreds are immensely strong fae who carry massive stones on their backs to 
  erect them as dolmens and stone circles. It is not known why they do this; 
  perhaps at the behest of the fae princes wishing to create more portals into the 
  fae realm. It is said that Korreds collect treasures on their travels and bury their 
  gold and silver under the stones. However, they attack with fury anyone who 
  tries to take it. Korreds are strangely not large; standing only 3 feet tall, with 
  hunched bodies and black hair all over. They generally carry clubs. Korreds can 
  be turned (as Wights). 
   
  Fae, Leshy 
  AC: 16 
  HD: 7 
   
  ST: 12* 
  Attacks: Claws 
  Special: See below 
  Move: 12 
  HDE/XP: 7/600 
  The Leshy appear as old men with long hair and beards, dressed in dirty robes. 
  Their arms and legs look like gnarly old twigs, but their bodies are fat and their 
  faces bloated. Leshy are the lords of the forest (so there will only be one in any 
  area) and many animals come to him at his call. They are always surrounded by 
  4d6 ordinary animals (deer, rabbits, wolves, owls, squirrels etc.) and these will 
  
  - 76 - 
  warn of anyone approaching.  Leshy always have at least one bear with them to 
  act as a bodyguard. Leshy make their homes in empty woodsmen’s huts they 
  find in the forest. They have power over the wind and make leaves rustle, and 
  winds whisper and murmur, which can entrance nearby humans (ST vs. magic). 
  Affected humans will follow the Leshy off the path, where the Leshy will either 
  kill them or lead them deeper into the darkest part of the forest so they become 
  disoriented and lost. Leshy can also use the Message spell at will and can create 
  localized whirlwinds that can rip and batter anyone caught in it, causing 3d6 
  damage to a 10’ radius area (2d6 outside of this, up to 20’ radius and d6 outside 
  of this up to 30’ from the centre). Up to 50’ from the centre is a strong breeze, 
  slowing anyone caught in it to half their normal move.  Leshy can be turned (as 
  wraiths). 
   
  Fae, Rusalki 
  AC: 14 
  HD: 3 
   
  ST: 17* 
  Attacks: Claws 
  Special: See below 
  Move: 9/12 (if swimming) 
  HDE/XP: 4/120 
  The Rusalki are water dwellers and they live in palaces under the water. They 
  appear as slim, naked attractive women, often found sitting on banks of rivers 
  and streams combing their long green hair. They also wash their linen in the 
  water and leave it to dry, spread out on the river bank. Any human who touches 
  it will lose his STR or DEX (make a magic ST for each or lose d6 points each. 
  The points return at dawn on the following day). Sometimes Rusalki come out 
  onto the land to wander amongst grain fields, where they steal the crops (as 
  long as the Vodyany has given them permission). They can create small breezes 
  (to blow out candles and such) and can use the Message spell at will. Rusalki 
  can also turn invisible at will. Rusalki can be turned (as ghouls), where they 
  will return to their underwater palace, but not destroyed. 
   
  Fae, Vodyany 
  AC: 16 
  HD: 8 
   
  ST: 11* 
  Attacks: Club 
  Special: See below 
  Move: 6/12 (if swimming) 
  HDE/XP: 8/800 
  The Vodyany share similarities to the forest Leshy, only they dwell in the 
  water. They cause whirlpools and floods as Leshy cause whirlwinds. They are 
  more bloodthirsty than Leshy, as they try to drown their victims and then eat 
  them, saving their souls to store in jars in their underwater palaces. Girls who 
  are captured are given the option of becoming Rusalki, the companions of the 
  
  - 77 - 
  Vodyany. Vodyany are incredibly ugly, with fat bellies and bloated faces but 
  they can shape change into fish (usually a pike) or a man. They like drinking 
  and carousing but when not doing this they like to sit on the river bank with 
  their clubs at the ready for a fight. Vodyany can be turned as a Mummy. 
   
   
   
  
  - 78 - 
  GiantS 
  Technically these creatures are fae but they seem so different that they are 
  treated as a separate category for the purposes of this publication. What 
  distinguishes them, quite apart from their size, is that they are generally clumsy 
  and strong, stupid and brutish. Giants generally have no magical capability 
  either, so for all their strength they are easily manipulated by the fae to do their 
  bidding. They include ogres, ettins and trolls. Giants cannot be turned like other 
  fae and most have a particular taste for human flesh. 
   
  Giant, Ettin 
  AC: 18 
  HD: 10  
  ST: 9 
  Attacks: 2xWeapon (2d6 each) 
  Special: Two heads 
  Move: 12 
  HDE/XP: 11/1,700 
  Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the 
  night. An ettin never bathes if it can help it, which usually leaves it so grimy 
  and dirty its skin resembles thick, gray hide. Ettins are about 13 feet tall. Each 
  head of the ettin controls an arm each, so they can hold and fight with a weapon 
  in each hand. 
   
  Giant, Hill 
  AC: 15 
  Hit Dice: 8 
  ST: 11 
  Attacks: Weapon (2d6) 
  Special: Hurls boulders 
  Move: 12 
  HDE/XP: 9/1,100 
  Hill giants are brutish cave-dwelling fae who dress in pelts and uncured hides. 
  They throw rocks for 2d6 points of damage. With ogres, they form the shock 
  troops on any faery battlefield. They stand about 10 feet tall. 
   
  Giant, Ogre 
  AC: 14 
  HD: 4+1  
  ST: 15 
  Attacks: Weapon 
  Special: None 
  Move: 9 
  HDE/XP: 4/120 
  Ogres are normally quite stupid, but more intelligent versions might be 
  encountered here and there. They stand about 8 feet tall. 
   
  
  - 79 - 
  Giant, Spriggan 
  AC: 11 
  HD: 3+1  
  ST: 16 
  Attacks: Weapon 
  Special: See below 
  Move: 9 
  HDE/XP: 5/240 
  Spriggans are particularly dour and ugly and are found at old ruins, barrows, 
  quoits and dolmens. They like to steal children to take back to their masters in 
  the realm of fae. Initially, spriggans appear as small (4’) gnome-like creatures 
  but the first damage they receive in any fight actually adds the number of points 
  received to their HP total and they grow in size and AC improves to 12. This 
  happens the second and third time they are struck, until they end up about twice 
  the size they started at and AC is then 14. After the third hit received, they stop 
  growing and start to take damage as normal.  
   
  Giant, Troll 
  AC: 15 
  HD: 6+3  
  ST: 13 
  Attacks: Claw 
  Special: Regeneration 
  Move: 12 
  HDE/XP: 8/800 
  Trolls are as tall as ogres and just as strong. Unlike ogres, however, they attack 
  with claws and teeth instead of weapons. Trolls regenerate, which is to say that 
  any damage inflicted upon them heals within minutes (3 hit points per round). 
  The only way to utterly kill a troll is to submerse it in acid or burn it. Trolls can 
  even re-grow lopped-off heads and limbs. 
   
   
   
  
  - 80 - 
  Golems 
  Golems are man-shaped creatures built to serve their masters, usually powerful 
  magi. They are often used as guardians. Golems cannot be hit with non-magical 
  weapons, and are immune to the sorts of spells used to create them (iron golems 
  being immune to fire, for instance). You can find the details in the specific 
  monster descriptions. 
   
  Golem, Flesh 
  AC: 10 
  HD: 12  
  ST: 7 
  Attacks: Fist 
  Special: See below 
  Move: 8 
  HDE/XP: 12/2,000 
  A creation stitched together from human limbs and other parts, like 
  Frankenstein’s monster. Damage inflicted by lightning heals the golem, and it 
  is slowed by fire and cold. No other type of spell than lightning, fire, or cold 
  affects a flesh golem. Only +1 or better magic weapons can harm a flesh golem. 
   
  Golem, Iron 
  AC: 16 
  HD: 13  
  ST: 6 
  Attacks: Fist or weapon 
  Special: See below 
  Move: 6 
  HDE/XP: 17/3,500 
  Iron golems are huge moving statues of iron. They can breathe a 10 foot radius 
  cloud of poison gas as well as attacking with great power. Only +3 or better 
  magic weapons can harm an iron golem. These hulking statues are slowed by 
  lightning spells, but fire-based spells actually restore hit points to them. No 
  other type of spell affects them. 
   
  Golem, Stone 
  AC: 14 
  HD: 16  
  ST: 5 
  Attacks: Fist 
  Special: See below 
  Move: 6 
  HDE/XP: 16/3,200 
  Stone golems are massive stone statues animated by very powerful magics 
  (much more than just animate object, in other words). They are slowed by fire 
  spells, and damaged/healed by rock to mud spells and the reverse. Spells that 
  affect rock (and fire spells) are the only magic that affects them. They can only 
  be hit by weapons +2 or better. 
  
  - 81 - 
  LEGENDARY BEASTS 
  These are creatures that are obviously animals that at one point were believed 
  to be actual animals, while some have their origin traced from literary myths. 
  They include dragons, unicorns, gorgons, minotaurs and the like.  
   
  Legendary Beast, Dragon 
  AC: 17 
  HD: 9–11 
  ST: 10 - 8 
  Attacks: bite 
  Special: Breathes fire 
  Move: 12 (24 when flying) 
  HDE/XP: 11/1700, 12/2000, 13/2300 
  Dragons are the fire-breathing flying drakes of legend. They breathe fire in a 
  cone-shape 90 ft long and roughly 30 ft wide at the base. 
   
  Legendary Beast, Chimera 
  Listings are for: goat, lion, dragon 
  AC: 13, 14, 17 
  HD: 9 
   
  ST: 10 
  Attacks:  3 attacks: 1d6-1, 1d6, 1d6+1 
  Special: Breathes fire, flies 
  Move: 9 (18 when flying) 
  HDE/XP: 11/1700 
  The chimera has three heads; one is the head of a goat, one the head of a lion, 
  and one the head of a dragon. Great wings rise from its lion-like body. The 
  dragon head can breathe fire (3 times per day) with a range of 50 ft, causing 
  3d8 damage to anyone caught within the fiery blast (saving throw for half 
  damage). 
   
  Legendary Beast, Gorgon 
  AC: 17 
  HD: 8 
   
  ST: 11 
  Attacks: gore 
  Special: Breath turns to stone 
  Move: 12 
  HDE/XP: 10/1400  
  Gorgons are bull-like creatures with dragon-like scales. Their breath turns 
  people to stone (60 ft range, saving throw applies). 
   
  Legendary Beast, Griffons 
  AC: 16 
  HD: 7 
   
  ST: 12 
  Attacks: bite 
  Special: Flight 
  
  - 82 - 
  Move: 12 (27 when flying) 
  HDE/XP: 8/800 
  Griffons have the body of a lion, with the wings, head, and fore-talons of an 
  eagle. These creatures can be tamed and ridden as mounts.  
   
  Legendary Beast, Harpy 
  AC: 12 
  HD: 3 
   
  ST: 16 
  Attacks: talons 
  Special: Flight, siren song 
  Move: 6 (18 when flying) 
  HDE/XP: 4/120 
  Harpies have the upper body of a human female and the lower body and wings 
  of a vulture. Their song is a charm that draws its victims to the harpy (saving 
  throw applies), and the harpy’s touch casts the equivalent of a charm person 
  spell (again, saving throw applies). 
   
  Legendary Beast, Hippogriff 
  AC: 14 
  HD: 3+3  
  ST: 16 
  Attacks: claws 
  Special: Flight 
  Move: 12 (27 when flying) 
  HDE/XP: 3/60 
  The hippogriff is similar to a griffon, having the head, fore claws, and wings of 
  an eagle, but instead of the body of a lion, it has the body of a horse. 
   
  Legendary Beast, Hydra 
  AC: 14 
  HD: 5–12 (equals # of heads) 
  ST: 14 - 7 
  Attacks: 5–12 bites (1d6 each) 
  Saving Throw: 12, 11, 10, 9, 8, 7, 6, 5 
  Special: None 
  Move: 9 
  HDE/XP: 7/600, 8/800, 9/1100, 10/1400, 11/1700, 12/2000 
  Hydrae are great lizard-like or snake-like creatures with 5–12 heads. Each head 
  has one hit die of its own, and when the head is killed, that head dies. The body 
  has as many hit dice as the total of the heads, so it is a matter of good strategy 
  for adventurers to focus either on killing heads (when all the heads are dead the 
  body dies) or killing the creature by attacking the body (in which case the heads 
  die, too). Hydrae that breathe fire or regenerate their heads are also known to 
  exist. 
   
   
  
  - 83 - 
  Legendary Beast, Manticore 
  AC: 15 
  HD: 6+4  
  ST: 13 
  Attacks: d6 tail spikes (d6 each) 
  Special: Flight 
  Move: 12 (8 when flying) 
  HDE/XP: 8/800 
  A horrid monster with bat wings, the face of a feral human, the body of a lion, 
  and a tail tipped with 24 iron spikes. The manticore can hurl up to 6 of the iron 
  spikes from its tail per round, at a maximum range of 180 ft. 
   
  Legendary Beast, Medusa 
  AC: 14 
  HD: 6 
   
  ST: 13 
  Attacks: weapon (1d6) 
  Special: Petrifying gaze 
  Move: 9 
  HDE/XP: 8/800 
  Medusas are horrid creatures from Greek mythology with a female face but hair 
  of writhing snakes; they have no legs, but the body of a serpent. The gaze of a 
  medusa turns anyone looking upon it into stone. In addition to the medusa’s 
  relatively weak melee-weapon attack, the snake-hair makes one attack per 
  round, causing no damage but lethally poisonous with a successful hit (saving 
  throw applies). 
   
  Legendary Beast, Minotaur 
  AC: 13 
  HD: 6+4  
  ST: 13 
  Attacks: weapon (1d6) 
  Special: Never lost in labyrinths 
  Move: 12 
  HDE/XP: 6/400 
  The minotaur is a man-eating predator from Greek mythology, with the head of 
  a bull and the body of a massive human, covered in shaggy hair. Sometimes 
  they wield large axes. Most are not particularly intelligent. 
   
  Legendary Beast, Wyrm 
  AC: 17 
  HD: 8-10 
  ST: 11- 9 
  Attacks: Bite, Claws 
  Special: None 
  Move: 12  
  HDE/XP: 8/800, 9/1100, 10/1400 
  
  - 84 - 
  Wyrms are legendary scaled creatures that occasionally find their way into the 
  mortal world. Unlike Dragons proper, Wyrms cannot fly.  
   
  Legendary Beast, Wyvern 
  AC: 16 
  HD: 7 
   
  ST: 12 
  Attacks: Bite or sting 
  Special: Flight, poison sting 
  Move: 6/24 (when flying) 
  HDE/XP: 9/1,100 
  A wyvern is the two-legged form of dragon, and these creatures are smaller and 
  less intelligent than true four-legged dragons, not to mention that they do not 
  have a breath weapon. Wyverns have a poisonous sting at the end of their tails, 
  but they are not coordinated enough to attack with both bite and sting in a 
  single round. In any given round, the wyvern is 60% likely to use its tail, which 
  can lash out to the creature’s front even farther than its head can reach. They 
  are ridden by elves into battle. 
   
  Legendary Beasts, Unicorn 
  AC: 17 
  HD: 4+5  
  ST: 15 
  Attacks: hoof or horn (1d6) 
  Special: See Below 
  Move: 24 
  HDE/XP: 5/240 
  Unicorns are generally shy and benevolent creatures, who will only allow a 
  chaste maiden to approach them. They can teleport once per day to a distance 
  of 360 ft, with a rider. When they charge, their horn can deal double damage. 
  Unicorns are 25% resistant to magic. The unicorn’s horn has healing properties 
  according to legend (the details of this, if any, are left to the Referee). There is 
  considerable room to create variant sorts of unicorns: evil ones, flying ones, etc. 
   
   
  
  - 85 - 
  Lycanthropes 
  Lycanthropes are were-creatures, particularly those in whom the disease 
  permits assumption of a hybrid form of the human and animal. They can be hit 
  by normal weapons, but silver weapons might inflict additional damage. If any 
  character is brought low 50% hit points by a lycanthrope, the character will 
  become a lycanthrope himself. 
   
  Lycanthrope, Werebear 
  AC: 17 
  HD: 7+3  
  ST: 12 
  Attacks: Bite 
  Special: Lycanthropy 
  Move: 9 
  HDE/XP: 8/800 
  Werebears are often found in 
  temperate forests. 
   
  Lycanthrope, Wererat 
  AC: 13 
  HD: 3 
   
  ST: 16 
  Attacks: Weapon 
  Special: Control rats, lycanthropy 
  Move: 12 
  HDE/XP: 4/120 
  Wererats are mostly found in cities, 
  lurking in shadowy alleyways. 
  Wererats can control rats, and are 
  extremely stealthy (surprising 
  opponents on 1–4 on a d6). 
   
  Lycanthrope, Werewolf 
  AC: 14 
  HD: 3 
   
  ST: 16 
  Attacks: Bite or Claw 
  Special: Lycanthropy  
  Move: 12 
  HDE/XP: 4/120 
  Werewolves are the traditional Lycanthropes seen in horror movies. They are 
  often only affected by silver or magical weapons, and are often humanoid - 
  except for during a full moon, and so on. 
   
   
  
  - 86 - 
  Undead 
  The undead are those beings that are deceased and yet behave as if alive. The 
  term undead could also describe a dead body animated by supernatural forces 
  (or some other life force) or by either its own soul or the soul of a malevolent 
  creature (such as a demon). Undead may be incorporeal, such as ghosts, or 
  corporeal, such as vampires and zombies. The undead are featured in the 
  legends of most cultures. Many are unaffected by ordinary weapons.  
   
  Undead, Banshee 
  AC: 19 
  HD: 7 
   
  ST: 12 
  Attacks: Claw 
  Special: See below 
  Move: 12 
  HDE/XP: 11/1,700 
  Banshees are horrid undead spirits that live in swamps and other desolate 
  places. They can only be harmed by magical or silver weapons. Banshees have 
  a 49% resistance to magic, and they are immune to enchantments. Their shriek 
  (once per day) necessitates a saving throw versus death or the hearer will die in 
  2d6 rounds. They can travel over water and other terrain as if it were land, but 
  crossing running water causes it to lose its magic resistance for 3d6 hours. They 
  look like gaunt humans with long, stringy hair and glowing yellow eyes. They 
  often wear hooded cloaks.  
   
  Undead, Ghoul 
  AC: 13 
  HD: 2 
   
  ST: 17 
  Attacks: Claw 
  Special: See below 
  Move: 9 
  HDE/XP: 3/60 
  Ghouls are pack-hunting undead, corpse eaters. They are immune, like most 
  undead, to charms and sleep spells. The most dangerous feature of these horrid, 
  cunning creatures is their paralyzing touch: any hit from a ghoul requires a 
  saving throw or the victim becomes paralyzed for 3d6 turns. 
   
  Undead, Lich 
  AC: 19 
  HD: 12 - 18 
  ST: 7 - 5 
  Attacks: Touch 
  Special: See below 
  Move: 6 
  HDE/XP: 15/2,900; 16/3,200; 17/3,500; 18/3,800; 19/4,100; 20/4,400; 21/4,700 
  
  - 87 - 
  Liches are the undead remnants of wizards, either made undead by their own 
  deliberate acts during life or as the result of other magical forces (possibly 
  including their own magics gone awry). A lich has the same spell-casting 
  powers as the original Magic-user (the same level as the lich’s HD). A lich’s 
  touch causes paralysis with no saving throw, and the very sight of one of these  
   
  Undead, Mummy 
  AC: 16 
  HD: 5+1  
  ST: 14 
  Attacks: Touch (See below) 
  Special: See below 
  Move: 6 
  HDE/XP: 7/600 
  Mummies cannot be hit by normal weapons and even magical weapons inflict 
  only half damage against them. Their touch also inflicts a rotting disease which 
  prevents magical healing and causes wounds to heal at one-tenth of the normal 
  rate. A Cure Disease spell can increase healing rate to half normal, but a 
  Remove Curse spell is required to completely lift the mummy’s curse. 
   
  Undead, Shadow 
  AC: 12 
  HD: 3+3  
  ST: 16 
  Attacks: Touch (See below) 
  Special: See below 
  Move: 12 
  HDE/XP: 4/130 
  Shadows may or may not be undead creatures: they are immune to sleep and 
  charm, but the Referee may decide whether they are undead creatures subject to 
  turning or whether they are some horrible “other” thing, a manifestation 
  perhaps, or a creature from another dimension. Shadows are dark and resemble 
  shadows, though they may be darker. They are not corporeal, and can only be 
  harmed with magical weapons or by spells. Their chill touch drains one point of 
  strength with a successful hit, and if a victim is brought to a strength of 0, he 
  becomes a shadow. Strength points return after 90 minutes. 
   
  Undead, Skeleton 
  AC: 11, 12 w/ shield 
  HD: ½  
  ST: 19 
  Attacks: Strike or weapon 
  Special: None 
  Move: 12 
  HDE/XP: 1/15 
  Skeletons are animated bones of the dead and are usually under the control of 
  some evil master. 
  
  - 88 - 
  Undead, Specter 
  AC: 17 
  HD: 6 
   
  ST: 13 
  Attacks: Touch (See below) 
  Special: Drains 2 levels per hit 
  Move: 15/30 (when flying) 
  HDE/XP: 9/1,100 
  Specters are wraith-like undead creatures without corporeal bodies. When a 
  specter hits an opponent, either with hand or weapon, the touch drains two 
  levels from the victim. Only magical weapons can damage a specter. In some 
  cases, these terrifying creatures may be mounted upon living beasts, if the 
  beasts have been trained to tolerate proximity to the undead. Any being killed 
  (or drained below level 0) by a specter becomes a specter himself—a pitiful 
  thrall to its creator. 
   
  Undead, Vampire 
  AC: 17 
  HD: 7–9  
  ST: 12, 11 or 10 
  Attacks: Bite (See below) 
  Special: See below 
  Move: 12/18 (when flying) 
  HDE/XP: 9/1,100; 10/1,400; 11/1,700 
  Vampires are some of the most powerful of undead creatures. They can only be 
  hit with magic weapons and when “killed” in this way they change into a 
  gaseous form, returning to their coffins. They regenerate at a rate of 3 hit points 
  per round, can turn into gaseous form or into a giant bat at will, and can 
  summon a horde of bats or 3d6 wolves out from the night. Looking into a 
  vampire’s eyes necessitates a saving throw at -2, or the character is charmed (as 
  per the spell Charm Person). Most terrifyingly, a vampire’s bite drains two 
  levels from the victim. Fortunately, vampires have some weaknesses. They can 
  be killed (these are the only known methods) by immersing them in running 
  water, exposing them to sunlight, or driving a wooden stake through the heart. 
  They retreat from the smell of garlic, the sight of a mirror, or the sight of 
  “good” holy symbols. Any human killed by a vampire becomes a vampire 
  under the control of its creator. This description will be recognized easily as the 
  “Dracula” type of vampire.  
   
  Undead, Wight 
  AC: 14 
  HD: 3 
   
  ST: 16 
  Attacks: Claw (See below) 
  Special: See below 
  Move: 9 
  HDE/XP: 5/240 
  
  - 89 - 
  Wights live in tombs, graveyards, and burial mounds (barrows). They are 
  undead, and thus not affected by sleep or charm spells. Wights are immune to 
  all non-magical weapons, with the exception of silver weapons. Any human 
  killed or completely drained of levels (1 level per hit) by a wight becomes a 
  wight. 
   
  Undead, Wraith 
  AC: 16 
  HD: 4 
   
  ST: 15 
  Attacks: Touch (See below) 
  Special: See below 
  Move: 24 
  HDE/XP: 6/400 
  Wraiths are powerful wights, immune to all non-magical weapons other than 
  silver ones (which inflict only half damage). Arrows are particularly ineffective 
  against them, for even magical and silver arrows inflict only one hit point of 
  damage per hit. They drain 1 level per hit. Wraiths can be found riding well-
  trained battle steeds or more unusual mounts that will tolerate their presence. 
   
  Undead, Zombie 
  AC: 11, 12 w/ shield 
  HD: 1 
   
  ST: 18 
  Attacks: Strike or weapon 
  Special: Immune to sleep, charm 
  Move: 6 
  HDE/XP: 2/30 
  Zombies are mindless creatures, the walking dead. These are merely animated 
  corpses, not carriers of any sort of undead contagion as ghouls are. If their 
  undeath is contagious, they should be worth a few more experience points than 
  described here, and if a single hit from a zombie causes contagion or any other 
  sort of disease they should be worth considerably more experience. However, 
  the standard zombie is simply a corpse animated to do its creator’s bidding. 
   
   
  
  - 90 - 
  NPCs (Humans) 
  Humans are such a versatile race that any number of “monsters” and NPCs can 
  be made from them. Berserker warriors, tribesmen, wildmen, princesses, evil 
  high priests, captains of the guard, foot-soldiers, and tavern-keepers are all 
  different human “monsters.” Don’t try to build your non-player characters 
  according to the rules for player characters. Here are some samples, otherwise 
  just make up their stats and abilities as you see fit. 
   
  Human, Bandit 
  AC: 11 
  HD: 1 
   
  ST: 18 
  Attacks: Weapon 
  Special: None 
  Move: 12 
  HDE/XP: 1/15 
  Bandits are roving groups of thieves, sometimes organized into small armies 
  led by more powerful bandit chiefs and captains with higher hit dice. 
   
  Human, Berserker 
  AC: 12 
  HD: 1+2  
  ST: 18 
  Attacks: weapon  
  Special: Berserking 
  Move: 12 
  HDE/XP: 2/30 
  Berserkers are normal humans, but they fight with astounding ferocity. A bonus 
  of +2 is added to their attack rolls. They do not wear armor heavier than leather 
  armour, more often going un-armoured. They could represent “wildmen” or 
  religious fanatics. 
   
  Human, Peasant 
  AC: 10 
  HD: 1-1  
  ST: 19 
  Attacks: Weapon 
  Special: None 
  Move: 12 
  HDE/XP: < 1/10 
  Peasants are typical farmers and villagers that might be found almost anywhere. 
  They are often unarmed or they might have a cudgel or a knife. Many will 
  simply use the farming implements or work tools they have to hand. 
   
   
   
  
  - 91 - 
  Human, Sergeant 
  AC: 12 
  HD: 3 
   
  ST: 16 
  Attacks: Weapon 
  Special: None 
  Move: 12 
  HDE/XP: 3/60 
  Human sergeants are normally found in command of 1d6+5 human soldiers. 
  These are the leaders of city guard units and other small military groups in 
  castles and armies. 
   
  Human, Soldier 
  AC: 12 
  HD: 1 
   
  ST: 18 
  Attacks: Weapon  
  Special: None 
  Move: 12 
  HDE/XP: 1/15 
  Human soldiers serve as city guardsmen and mercenaries. They are generally 
  armed with military uniforms or leather jacks and a musket and/or sword. For 
  every five guardsmen there is usually a sergeant. 
   
  Human, Witch 
  AC: 10 
  HD: 1-1   
  ST: 19* 
  Attacks: Weapon  
  Special: See below 
  Move: 12 
  HDE/XP: < 1/10 
  Some witches (sometimes called hags or crones) are harmless old women, who 
  mix a few herbs they’ve gathered from the woods to help cure the ailments and 
  ills of the nearby villagers. Others have modest powers to see things; events in 
  the past or future or invisible spirits and devils. Most have some knowledge of 
  folklore and the fae. The rest (only a very few) have true power and can 
  summon demons and have some other powers of Magi. All witches receive +2 
  to their ST vs. magic 
   
  
  - 92 - 
  Better Monsters 
  There is really no limit as to how high monsters can go, and often it’s fun to 
  trick the players by throwing über-monsters at them. The Referee should feel 
  free to adjust AC, HD, or other factors to make monsters more challenging.  
   
  Monster Levels 
  You may notice that while suggested character levels are capped, monster 
  levels are not. The reasons for this are simple: 
   
  1. Players run in packs and big monsters need levels to overcome a 
  disadvantage in numbers. 
  2. Players tend to be creative while many Referees allow monsters to 
  “play stupid.” 
   
  The Referee has the option of allowing characters to continue to advance, or to 
  put a cap on monster levels as he or she sees fit. 
   
  Creating Monsters 
  Monsters are not Player Characters, and their abilities are not at all determined 
  by the rules for PCs - not even the stats for races that can have player 
  characters, such as Dwarves. A monster’s abilities are determined by the 
  Referee, not by any rules! Feel free to add wings, breath weapons, extra hit 
  dice, wounded versions, or whatever suits your adventure and your campaign. 
  Toggle and tweak, imagine and invent! You are responsible for the quality of 
  the swords and sorcery in your game, not the rules. So don’t try to create 
  monsters according to any sort of power formula. Create monsters based on 
  how they feel and how they play at the gaming table. Create challenges for the 
  players, not headaches for yourself. Your job is to imagine and create, not to 
  slave at rulebooks finding out what you’re “allowed” to do. 
   
   
   
  
  - 93 - 
  Table 21: Monster Creation 
   
  Hit Dice 
  Base “to-hit” 
  Bonus 
  Saving Throw 
  XP Awarded 
  < 1 
  +0 
  19 
  10 
  1 
  +1 
  18 
  15 
  2 
  +2 
  17 
  30 
  3 
  +3 
  16 
  60 
  4 
  +4 
  15 
  120 
  5 
  +5 
  14 
  240 
  6 
  +6 
  13 
  400 
  7 
  +7 
  12 
  600 
  8 
  +8 
  11 
  800 
  9 
  +9 
  10 
  1,100 
  10 
  +10 
  9 
  1,400 
  11 
  +11 
  8 
  1,700 
  12 
  +12 
  7 
  2,000 
  13 
  +13 
  6 
  2,300 
  14 
  +14 
  5 
  2,600 
   
   
  This table shows the monsters “To Hit” bonus, based on its HD, its ST and the 
  XP given out to the PCs when they defeat the creature. For monsters with 
  special abilities, bump up the XP by a level for each (unless the ability is not 
  particularly powerful or dangerous); if it is a particularly powerful ability, 
  bump it up by 2 levels.  
   
   
  
  - 94 - 
  CHAPTER 9: ADVENTURES 
   
  The Cleft Skull Tavern  
  By E. P. Donahue (based on "Rattle of Bones", found in The Savage Tales of 
  Solomon Kane by R.E. Howard). 
   
  “…mine host hast neither guests nor servants, a strange tavern!”-Solomon 
  Kane 
   
  Background 
  Your party is in search of a fugitive by the name of Gaston the Butcher. The 
  journey has led them deep into the Black Forest. It is getting late and they will 
  need to find refuge to rest their weary bones. 
   
  1st encounter:  
  While on the trail, the party is surrounded and attacked by hungry black 
  wolves.  
  Wolves: #encountered: 1d6+2, AC 12 HD 1 Attack: Bite MV 12 XP 15 
   
  In the midst of the melee, a Monsieur Monblue, a Frenchman, comes to their 
  aid. He will claim to also be on the trail of Gaston, leading the party away from 
  the fact that he truly is Gaston. He will attempt to rob the party the first chance 
  he has. For now, he will play along.  
   
  Gaston L’Armon (Gaston the Butcher) 3rd level Scoundrel: AC 12 HD 3 HP 12 
  Attack: weapon Sp: +1 to hit MV 12 ST 13 XP 60 
  Gaston is a handsome and bold Frenchman bedecked in lace and plumes 
  stained from travel. He is armed with a small pistol and a rapier. 
   
  2nd encounter:  
  By dark, the party will arrive at The Cleft Skull Tavern. The building is a low, 
  long and rambling heavy log structure with strong steel barred windows and 
  door. The host will only answer the door after persistent knocking and calling.  
   
  Once inside, the party will be offered room and board. There is a fire 
  smoldering in an open fireplace and rough hewn timber table and benches make 
  up the furnishings. The host is a stocky, broad bodied man with a thick black 
  beard, a great curved nose and small beady eyes. He is dressed simply with a 
  white apron and a cleaver hanging from his belt. If questioned, he will remain 
  aloof and avoid answering about his name or background. Upon close 
  examination, the party might notice marks on the man’s wrists and ankles from 
  being shackled in a Continental prison. He also bears marks of frequent 
  lashings upon his back that prove him to be an escaped fugitive from Karlsruhe. 
  
  - 95 - 
  When questioned about other guests, he might mumble, “Few come twice”. 
   
  The Host: 2nd level Woodsman (treat as Berserker): AC12 HD 2+1 Attack: 
  weapon Sp: Berserk +2 to hit MV 12 XP 60 
  The host is actually quite insane due to his time spent at Karlsruhe. He kills all 
  his guests and feeds them to the wolves. He is armed with a cleaver and dagger. 
   
  Once the party is done eating, he will show them to their rooms. Each room 
  contains 2 bunks, a chair, a heavy wooden table, and a candle stand. All 
  windows are barred and none of the room’s doors have locks. There are a total 
  of six rooms down a long hall. The host resides far at the other end of the 
  tavern.  
   
  3rd encounter: Room at the end of the hall. 
  This is the only room whose door has a small barred opening that you can open 
  and look in. The door is bolted shut from the outside. This room is furnished 
  like all the others except it has no windows and the furniture is hacked and 
  splintered. The walls are scratched and the floor is darkly stained. (GM: you 
  may find it necessary to use Gaston to lead the party to this room in order to 
  find a means of bolting their doors shut from intrusion. Use Gaston to instill 
  distrust of the host (and to help the party find the secret panel in this room). The 
  stains on the floor lead to the far wall where a bar protrudes. If this is pulled, a 
  panel slides away, revealing a shackled skeleton that is bolted to the floor (and 
  possibly 1-4 large rats). It is necessary that someone breaks these chains to free 
  the Minor Lich- possibly Gaston? Once this is complete, a number of things 
  could unfold:  
  1. Gaston could attempt to rob the party, revealing his true identity. 
  2. The rattling of bones in the secret room will alarm the host. 
  3. The Minor Lich will rise and attempt vengeance on the host and anyone who 
  stands in his way. The Lich will not directly attack the party unless attacked 
  first. Once the host is killed, it will flee. 
   
  Minor Lich: 8th level Magus: AC 16 HD 8 Attack: touch Sp: paralysis (no 
  save). The site of Lich can cause paralysis for beings 4 HD or lower (save 
  throw allowed). MV 6 XP 1700 
   
  Note to GM: I have not included any treasure in this mini adventure. Feel free 
  to add some dressing to your tastes. Also, if the party survives, they may collect 
  the bounty on both Gaston and the host. 
   
   
  
  - 96 - 
  The KORRED’s TABLE 
   
  Introduction 
  The setting for this adventure is a bleak moor somewhere; nominally, this is on 
  Dartmoor in Devon, England but it could be any lonely mist-laden moor in 
  Europe – you just need to change some minor details. I’m thinking it’s around 
  1800, but again the actual date doesn’t really matter. 
   
  Background 
  Several months ago, the Korred, Dulsack came to Dartmoor and found the 
  perfect place to place the stone he had been carrying – atop two standing stones 
  creating a “table”, on a small hill overlooking the small village of Two Bridges. 
   
  Not long after his arrival Dulsack started holding wild parties at his “table”. 
  Every type of fae attended – sprites, boggarts, brownies, pixies you name it, it 
  came. Many of these fae stopped in the area, causing untold problems for the 
  local villagers. 
   
  One problem was with Will Sadler, the owner of the Saracen’s Head, a 
  coaching inn at Two Bridges. His wife, Emilie has recently left him to go to 
  stay with her sister a few miles away, because of the rumours over his affair 
  with a local farmer’s lass, Mary Brown. She has recently given birth to a baby 
  boy that looks exactly like Will – mainly because they have exactly the same 
  shock of fiery red hair.  
   
  Will did not sleep with Mary. In fact Mary was entranced by Dulsack at one of 
  his wild parties and they danced the night away together, leaving her with child. 
  Rather than admit to her father she had spent the night with a fae, she let the 
  gossip-mongers have their say. 
   
  Two Bridges Village 
  The village of Two Bridges is sited where the River Dart and River Cowsic 
  meet; the only usable road across Dartmoor crosses both. Two Bridges is best 
  known for its potato market. There are some small quarries in the vicinity as 
  well as a few farms and a little light industry. 
   
  If PCs are looking around the village at any time (night is worse), they will 
  notice some strange things happening – dogs will suddenly yelp for no reason 
  and go running off. The market stalls will topple over, potatoes rolling around 
  all over the ground. Eddies of wind will suddenly start up, blowing people off 
  their feet. The village blacksmith will burn himself at his forge (he has done 
  this a few times recently). The locals will be a bit on edge and snappy when 
  being spoken to. Fights will break out over nothing. Hunters and Magi will 
  
  - 97 - 
  recognize these happenings as typical signs of spirits, devils and fae. Feel free 
  to throw in some devils or fae causing mischief as PCs are wandering around 
  the village or as they head out to the various detailed locations during their 
  investigations. 
   
  The Saracen’s Head 
  Characters will have been travelling across the moors, when the mists come 
  down and the lights of the coaching inn seem far more welcoming than a night 
  on the moor. 
   
  When they enter the inn, it is apparent that what should be a lively bustling 
  place is dour, miserable and unwelcoming. The food is poor and the beer is flat. 
  The inn keeper seems almost as if he’d prefer not to have any guests at all. 
   
  There are some initially un-talkative locals in the inn, but this will change a 
  little once a few drinks have been bought. Here are some of the rumours that 
  the PCs might hear, if they ask around (remember, Hunters hear two rumours 
  about monsters and scoundrels hear two general rumours, other classes hear 
  one rumour each with successful CHA STs). 
   
  General 
  1. Will’s (the innkeeper) wife left him recently 
  2. Will had been having an affair with the local farmer’s daughter, Mary 
  Brown, who had his child a month ago 
  3. There was a murder on the road near the bridges recently – old Ted the 
  sheep herd was found dead after a late night drinking in the tavern – 
  there was no sign of violence or robbery 
  4. Since Emilie left Will, the hospitality in the inn has hit rock-bottom 
  5. Some of the local farmers and their businesses have not been doing 
  very well lately and are losing a lot of money 
  6. One day, a stone suddenly appeared overnight across the standing 
  stones on the hill, forming a kind of table 
   
  Monsters 
  1. A korred lives up on the hilltop and throws wild parties at night 
  2. There is an ogre (it’s actually a spriggan) living in the ruined tower to 
  the north-east of the village and he is guarding a treasure trove 
  3. There is a devil living under each of the bridges, coming out at night 
  frightening people on the road 
  4. The inn’s cellars are haunted, hence the spoiled food and ale 
  5. The Beardown Man (a local legend) is lonely and looking for female 
  companionship 
  6. The village has attracted lots of pixies, imps and sprites since the 
  korred came 
  
  - 98 - 
  If they question Will, the PCs will learn the story about his wife leaving him 
  over the gossip about him and Mary. He will also say that since she left, the 
  food has been spoiling and the ale has been turning foul. He doesn’t know why 
  but he has heard strange noises in the cellar, which he assumes is rats. 
  If PCs go down into the cellar, the will discover the six Imps that have moved 
  in. They are a specific type similar to Abbey Lubbers called Buttery Spirits and 
  they are the ones who have been causing much of the inns woes lately. 
  AC 12 HD 1-1 HP 3,4, 5, 3, 1, 3 Attack: claw 1d3, MV 12, ST 13 XP 20 
  Special: immune to sleep, immune to mundane weapons, change self into rats 
  at will, putrefy food & drink at will. 
   
  Brown’s Farm 
  Brown’s farm is a couple of miles outside of Two Bridges Village. It mainly 
  grows potatoes, carrots, parsnips and other vegetables, although the farmer has 
  some sheep too. It is apparent to the PCs that the farm is struggling at the 
  moment – crops are unpicked in the fields, the sheep look bedraggled and there 
  is a sense of neglect. To Magi or Hunters, this has the look of a fae infestation. 
  This is because of the 4 goblins and the hobgoblin that have moved into the 
  barn. 
  Goblins: AC 13 HD 1-1 HP 3, 4, 5 Attack: clubs d6-1, MV 9, ST 13 XP 10 
  Hobgoblin: AC 14 HD 1+1 HP 6 Attack: sword d6, MV 9, ST 13 XP 15 
  Farmer Brown treats the PCs with suspicion and tries to run them off his farm, 
  but his wife Mable sees reason and will eventually talk him into staying to 
  speak with their daughter, especially if the Mary won’t admit who is the father 
  of her child (which does look like Will Sadler) is, but it is apparent, if asked is 
  it Will’s child, that she is holding something back. If there is a female in the 
  PCs party, Mary is more likely to open up to her. 
   
  If the PCs stop to deal with the goblins, Mary will eventually tell the PCs 
  everything about the wild party up at the Korred’s Table and her seduction by 
  the korred. This only happened 3 months ago, so it is obviously a fae child. 
   
  The Beardown Man 
  The Beardown Man is a local legendary being (a fae). It lives across the moors 
  somewhere near a large granite standing stone of the same name. The menhir is 
  about 10 miles in an easterly direction. If the PCs go to the menhir, a 
  woodsman can find the clawed tracks of a large (possibly bear-like) creature 
  heading roughly northwards. A few miles north is an old hut. This is where the 
  Beardown Man lives. He is actually a bugbear although he is bigger and older 
  than most and has a couple of additional abilities. He has lived alone so long, is 
  now looking for a companion to share his hut. 
  Beardown Man: AC 14, HD 4+2, Attacks: bite d6, Special: Surprise opponents, 
  form change into a bear once per day for 3 rounds, create mist once per day, 
  Move: 9, XP: 400 
  
  - 99 - 
  The Bridges 
  Two particularly evil Bogeys have moved into the area and have now settled 
  under the bridges - Twitchlestick under the east bridge and Hullabaloo under 
  the west bridge. Twitchlestick recently killed old Ted by removing his head and 
  scaring him to death. Hullabaloo now sees it as his duty to kill someone too. 
  Bogeys: AC 14, HD 6, Attacks: Claw d6, Special: See below, Move 12, XP: 
  600, When viewing a Bogey, characters must make a ST vs. fear per spell. 
      
  The Ruined Tower 
  A spriggan lives in the ruined tower that sits on a low hill overlooking the road, 
  a few miles out of the village. The spriggan does indeed guard a cache of loot 
  stolen from travelers on the road over the years. The spriggan is also a female 
  fae – and, like the Beardown Man, is looking for love. If she was brought 
  together with the Beardown Man, she’d happily stop bothering travelers and 
  might (CHA ST required) also give up her loot. 
  Spriggan: AC 11, HD 3+1, HP 12*, Attacks: Mace d6, Special: Grow (HP & 
  AC increase on first three hits) Move: 9, XP: 240  
   
  The Korred’s Table 
  This is the cause of most of the trouble in the area, or at least Dulsack the 
  Korred is. The table is two old standing stones about 6’ high, with a newer slab 
  across the top of them. At night time, there is likely to be a party going on up 
  here with dozens of fae and devils enjoying themselves. This would be 
  troublesome in the least for the PCs. During the daytime, it is altogether quieter 
  and there may be a few revelers still lying around but they’ll slink away with 
  sore heads. Dulsack (who sleeps under his table) is another thing though. He 
  will turn quite nasty if he’s bothered by the PCs. 
  Dulsack: AC 15, HD 5+2, Attack Club d6+1, Special Berserk rage +2, Move 9 
  XP: 240 
   
  Dealing with the Korred will bring an end to the village’s woes. They will no 
  doubt be grateful (especially Will, whose wife will return when she hears the 
  news) and reward the PCs in some way.  
   
  Note to GM: I have not included any treasure in this mini adventure. Feel free 
  to add some dressing to suit the dangers the PCs faced and to suit your 
  campaign.  You could use this location as the basis of a mini-campaign and, as 
  the Korred’s Table is also a portal to the fae realm, so if you want you can have 
  PCs accidentally transported there for another adventure in the realm of fae. 
      
   
   
   
  
  - 100 - 
  Open Game Content may only be Used under and in terms of the Open Game 
  License Version 1.0a (OGL). 
   
  This entire work is designated as Open Game Content under the OGL, with the 
  exception of the trademark “Beyond Belief Games,” and with the exception of 
  all artwork.  These trademarks, and the Trade Dress of this work (font, layout, 
  style of artwork, etc.) are reserved as Product Identity.   
   
  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.  
   
  Definitions: (a)”Contributors” means the copyright and/or trademark owners 
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  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 translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, 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.  
   
  
  - 101 - 
  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.  
   
  Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.  
   
  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.  
   
  Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.  
   
  Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name to 
  the COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
  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, 
  independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or 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 Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.  
   
  Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.  
   
  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.  
  
  - 102 - 
  Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.  
   
  Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so.  
   
  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 
  statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.  
   
  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.  
   
  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 enforceable.  
   
  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry: White Box, Marv Breig 
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Grindhouse 
  Edition, Copyright 2011, LotFP, Author James Edward Raggi IV 
  Blood & Bullets Old West RPG: Copyright 2012, Simon Washbourne 
   
  END OF LICENSE 
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/Beyond Belief Games/Sabres and Witchery.pdf