TEXT:  
  
  Sorcery and superscience4.0.doc  
   
  Page 2 of 43 
   
    
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  Mongoose Publishing. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. 
  Traveller System Reference Document Copyright © 2008, Mongoose Publishing. 
  High Guard System Reference Document Copyright © 2008, Mongoose Publishing. 
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  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, Copyright 2008, Matthew J. Finch  
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  Matthew J. Finch  
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  Sorcery and superscience4.0.doc  
   
  Page 3 of 43 
   
    
  Introduction. 
   
  Sorcery and Superscience expands upon the rules of character generation given in the previous booklet by adding sorcerous and 
  mystic careers to the heady mix of swords and sorcery heroes already presented. Spells are enumerated in addition to the rules for 
  casting them, and a variety of types of spellcaster are delineated. Sorcery and Psionics, while superficially similar are nonetheless 
  profoundly different once closely examined.  Spell casting, perforce, involves the invoking, manipulating and control of strange extra-
  physical constructs known as spells; these are able to bend the universe to the will of the caster without recourse to the mundane and 
  drab laws of physics.  
  Too, superscience is hinted at, and specific rules for fantastic flying craft are included, a constant element of much pulp sword and 
  sorcery adventure.    
   
  For convenience, the career rules for characters most likely to gain access to sorcery are here repeated in bare bones fashion for those 
  who simply wish to add a fantastical element to normal Traveller careers without reference to the full character generation rules.
   
   
  Mage 
  Priest 
  Other 
  Enlist 
  7+ 
  8+ 
  3+ 
  +1 
  DEX 9+ 
  SOC 9+ 
  - 
  +2 
  INT8+ 
  EDU 9+ 
  - 
   
   
   
   
  Survival 
  7+ 
  5+ 
  5+ 
  +2 
  INT 8+ 
  EDU 8+ 
  INT 9+ 
   
   
   
   
  Position 
  4+ 
  10+ 
   
  +1 
  EDU 7+ 
  SOC 8+ 
  - 
  Promotion 
  6+ 
  8+ 
   
  +1 
  INT 9+ 
  END 7+ 
  - 
  Re-enlist 
  4+ 
  5+ 
  6+ 
   
   
   
   
  Table of Ranks 
  Initial Rank 
  Apprentice 
  Aspirant 
  - 
  Rank 1 
  Seer 
  Acolyte 
  - 
  Rank 2 
  Thaumaturgist 
  Vicar 
  - 
  Rank 3 
  Magician 
  Cleric 
  - 
  Rank 4 
  Warlock 
  Bishop 
  - 
  Rank 5 
  Sorcerer 
  Prelate 
  - 
  Rank 6 
  Wizard 
  Patriarch 
  - 
   
   
   
   
  Mage 
  Priest 
  Other 
  Personal 
  1 
  Cantrip 
  Chant 
  +1 DEX 
  Development 
  2 
  +1 INT 
  +1 EDU 
  +1 End 
   
  3 
  +1 INT 
  +1 End 
  Brawling 
   
  4 
  +1 DEX 
  +1 STR 
  Streetwise 
   
  5 
  Carousing 
  Carousing 
  Carousing 
   
  6 
  +1 EDU 
  +1 EDU 
  Crosstraining 
   
  Service 
  1 
  Dweomer 
  Blessing 
  Con/Persuade 
  Skills 
  2 
  Cantrip 
  Chant 
  Slight of hand 
   
  3 
  Cantrip 
  Cudgel 
  JOT 
   
  4 
  Dagger 
  Liaison 
  Blade 
   
  5 
  Slight of 
  hand 
  Healing 
  Stealth 
   
  6 
  Admin 
  Healing 
  Trade 
   
   
   
   
   
  Advanced  
  1 
  Sorcery 
  Prayer 
  Burglary 
  Education 
  2 
  Dweomer 
  Blessing 
  Gambling 
   
  3 
  Dweomer 
  Blade 
  Admin 
   
  4 
  Courtly 
  Graces 
  Leader 
  Profession 
   
  5 
  Advance 
  Admin 
  Liaison 
   
  6 
  Mystery 
  Mystery 
  Crosstraining 
   
   
  only if INT 
  8+ 
  only if EDU 8+ 
  only if INT 8+ 
  Eldritch 
  1 
  Wizardry 
  Miracle 
  Assassination 
  Education  
  2 
  Sorcery 
  Ritual 
  Courtly Graces 
   
  3 
  Sorcery 
  Interrogation 
  Impersonation 
   
  4 
  Liaison 
  Con 
  Forgery 
   
  5 
  Advance 
  Courtly Graces 
  Interrogation 
   
  6 
  Mystery 
  Advance 
  Cross training 
   
  Automatic Skills 
   
  Enlist 
   
   
   
  Cantrip 
   
   
  +1 EDU 
   
   
  Any one skill from Other 
  career tables  (except eldritch 
  EDU & crosstraining)   
  Term 3  
   
   
  Dweomer 
   
  Chant 
   
  Any Named Skill (except 
  crosstraining) 
  Term 5   
   
  Mystery 
  Blessing 
   JOT 
   
   
   
   
   
  Position 
   
   
   
   
  Rank 1 
   
  Cantrip 
  Chant 
  - 
  Rank 3    
   
  Dweomer 
  Ritual 
  - 
  Rank 5    
   
  Sorcery or 
  Mystery 
  Prayer or 
  Mystery 
  - 
  Rank 6 
   
  Wizardry 
  Miracle 
  - 
   
  
  Sorcery and superscience4.0.doc  
   
  Page 4 of 43 
   
    
  NEW SKILLS AND TABLE ENTRIES 
  Admin In adventurer, Admin represents familiarity with how 
  civilized cultures are run, local rules and customs, and the 
  ability to move around without causing, or at least anticipating 
  trouble with authorities.  This helps somewhat even in very 
  foreign cultures, as it is a conceit of the genre that civilized 
  nations are all more or less the same at some level.  If in a 
  very foreign land, use of the skill takes a -1, with an additional 
  -1 if the language isn’t spoken.  
  Blade or Bow Upon receipt of a blade or bow skill, the player 
  immediately chooses one particular weapon from the 
  appropriate table.  Blade chooses from Hand to Hand 
  Weapons, and Bow chooses from Missile weapons.  Further 
  receipt of blade or bow may be applied to previously chosen 
  levels in a weapon, or in a new one. Note that player 
  characters can use any weapon at no penalty, unlike NPCs, 
  which take the usual -3 penalty for unskilled use. 
  Brawling represents all forms of unarmed hand to hand 
  combat.   Note that all characters lacking the brawling skill, 
  (NPC and PC) ignore the usual penalty for unskilled use when 
  fighting other characters also lacking the brawling skill.  
  However, if the opponent does possess any level of brawling 
  skill, the unskilled penalty is applied.     
  Crosstraining: Player may roll on the same service table for 
  any other career. 
  Stealth: sneaky stuff: hiding, silent move, exceptional 
  climbing, etc. Urban equiv of recon in many situations 
  Hunting: from Sup 4 (the book, not the member) 
  Assassination: nasty killing stuff. Poisons, instant kill attacks, 
  traps, etc.  
  Burglary lock picking, climbing, pick pocketing. 
  Con Arguing with and fooling others for fun and profit.  
  Sleight of hand Stage magic type stuff, as well as con game 
  physical stuff 
  Trade: wool collar career experience other than farming or 
  husbandry. Generally urban: butcher, tinker laborer, sailor etc. 
  Character can have multiple different areas, as well as 
  multiple levels in one area. 
  Profession lace collar career experience generally urban: 
  Navigator, Scribe, moneylender, factor, etc.  Character should 
  generally only have one profession, with multiple levels. 
  Healing medieval + a bit of fantasy version of Medic 
  Courtly graces: Streetwise for posh society  
  Cantrip, Dweomer, Sorcery and Wizardry:  spell casting skills 
  for Mages (non-priest). Each gives access to a certain set of 
  spells.  In general, they go from weaker to stronger in the 
  order listed. 
  Chant, Blessing, Prayer, Miracle: Spell casting skills for 
  priests (non-Mages).  
  Advance: Player gains the next higher spell casting skill 
  Mystery grants access to a specialized casting skills: 
  Summoning (AKA Goetry) Alchemy, Mesmerism and 
  Necromancy 
  With	
    each	
    receipt	
    of	
    a	
    spell	
    casting	
    skill	
    in	
    character	
    generation,	
    a	
    
  character	
     may	
     choose	
     a	
     set	
     number	
     of	
     spells	
     from	
     the	
    
  appropriate	
     list.	
     	
     Magic	
     users	
     may	
     choose	
     INT	
     -­‐6	
     spells,	
     and	
    
  Priest/clerics	
     may	
     choose	
     Edu-­‐6	
     spells.	
     	
     Each	
     receipt	
     of	
     a	
     spell	
    
  casting	
    skill	
    allows	
    choice	
    of	
    another	
    set	
    of	
    spells.	
    	
    
  Mustering	
    Out Overview 
  Benefits	
     are	
     gained	
     when	
     a	
     character	
     leaves	
     a	
     career	
     for	
     any	
    
  reason	
    other	
    than	
    failing	
    a	
    survival	
    roll.	
    	
    Each	
    Term	
    successfully	
    
  completed	
    allows	
    one	
    roll	
    on	
    either	
    the	
    cash	
    or	
    benefits	
    table.	
    	
    
  	
    
  Once only, character may give up two rolls to choose a result 
  other than a 7 on the benefits table. 
   
  Characters mustering out at rank 3-4 gain one bonus roll, two 
  bonus rolls for ranks 5-6.  
  Characters Mustering out with Rank 4+ gain a +1 on the 
  Benefits table.  
  Characters with the Gambler skill at level 1 or better, OR a 
  final rank of 5+ get a +1 DM to all rolls on the Cash table.  
   
  You may only roll on the Cash table a maximum of three 
  times no matter how many rolls you are entitled to. A 
  character may give up any of these three roll on the cash table; 
  each increases the characters REP by 1.  
   
  If the character has any money after rolling on the Cash table 
  then he may purchase personal equipment worth up to half this 
  amount immediately. 
  Benefits Material benefits are often the characters personal 
  tools of the trade; few careers provide such in this period. 
  However, when you leave a career in good standing with your 
  previous employers, you may be gifted with various pieces of 
  equipment, social promotion, or even a land grant.   
  Cash Money results indicate life savings, or a last five-
  fingered severance bonus.   
  Mustering out table 
   
   
  Mage 
  Priest 
  Other 
  Benefits 
  1 
  dagger 
  Cudgel/armor 
  blade/bow 
   
  2 
  Scrolls 
  vestments 
  toolkit 
   
  3 
  +2 INT* 
  +2 EDU * 
  + 2 DEX * 
   
  4 
  Familiar 
  Patron * 
  Favor 
   
  5 
  magic Item 
  relic 
  Magic Item* 
   
  6 
  Secret 
  Favor 
  mount 
   
  7 
  Artifact * 
  Reputation 
  Reputation 
   
   
   
   
   
  Cash 
  1 
  20 
  0 
  25 
   
  2 
  20 
  10 
  Secret 
   
  3 
  30 
  20 
  Secret 
   
  4 
  40 
  30 
  0 
   
  5 
  50 
  40 
  50 
   
  6 
  Secret 
  Secret 
  100 
   
  7 
  Reputation 
  200 
  300 
  * can only be rolled once. Reroll if obtained a second 
  time with +1 
  Mount an adequate riding beast. 
  Cudgel choice of club, staff, spear, mace 
  Armor  Any armor other than plate 
  Steed =Excellent mount 
  Blade any HTH weapon 
  Bow any ranged weapon 
  Favor a single use patron 
  Holding is a minor noble property –a tower on the border, a 
  mansion in the Capital, a manor in the interior.   
  
  Sorcery and superscience4.0.doc  
   
  Page 5 of 43 
   
    
  Freehold is simply a small farm in the country or house in a 
  town or village.  In a major city, it’s probably more of an 
  apartment or condominium style dwelling. 
  Familiar is a small intelligent animal that acts as a 
  combination spy and servant; typically a familiar can speak to 
  its master, and is at least as smart as a child. 
  Relics and Magic Items are small useful but non devastating 
  magic items.  For comparison, they should never have effects 
  stronger than the first grade of spells. 
  Scrolls are single use spells, or an extra spell pick.  
  Favor a single use patron. 
  Artifacts are more powerful magic items, and generally are 
  second or third circle spells, or a spell from one of the 
  Mysteries.  
  Panoply for a Noble identifies his status and house. A panoply 
  for anyone else identifies you as a recognized or licensed 
  badass of one type or another. Panoply includes the best type 
  of armor (generally plate), any one weapon, good clothing, a 
  banner or blazon or some such, and a good quality horse, all of 
  which should normally cost many hundreds of gold pieces if 
  available. 
  Vestments are the priestly equiv of Panoply –they identify 
  one as a member of the priesthood in addition to whatever else 
  the benefit provides.  
  Reputation:  reputation increases by 1.  
  Secret player has access to an important piece of information 
  as regards the campaign, a map, a story, a rumor, a “ticket to 
  adventure”.  Extra results of secret are best handled as more 
  detailed or informative versions of a single secret. 
   
  Ageing 
  The effects of ageing begin when a character reaches 34 years 
  of age. At the end of the fourth term, and at the end of every 
  term thereafter, the character must roll 2d6 on the Ageing 
  Table. Apply the character’s total number of terms as a 
  negative Dice Modifier on this table.  If any characteristic is 
  reduced to 0 by ageing, then the character dies.  
   
  Ageing Table 
   
  2d6 
  Effects of Aging 
  –6 
  Reduce three physical characteristics by 2, reduce 
  one mental characteristic by 1 
  –5 
  Reduce three physical characteristics by 2. 
  –4 
  Reduce two physical characteristics by 2, reduce 
  one physical characteristic by 1 
  –3 
  Reduce one physical characteristic by 2, reduce 
  two physical characteristic by 1 
  –2 
  Reduce three physical characteristics by 1 
  –1 
  Reduce two physical characteristics by 1  
  0 
  Reduce one physical characteristic by 1 
  1+ 
  No effect 
  
  Sorcery and superscience4.0.doc  
   
  Page 6 of 43 
   
    
  Spells and Spell casting
  Res Magicae 
  In Adventurer, spells are specific things that are summoned 
  and controlled, to be used instrumentally.   Such  invocation 
  may be of strange spirits, constrained demons, or perhaps 
  localized pocket universes, the truth is perhaps unknowable to 
  the mere mortal intellect. Nonetheless, it is important to 
  understand that spells are NOT innate powers of a spellcaster; 
  rather, the spellcaster summons and commands the spell.  In 
  short, the spell, not the spellcaster creates the effect. 
   
  Training in spellcasting involves mastering the creation of 
  spells and the proper command thereof.  This involves the use 
  of mystical and rare components, combined with specific 
  arcane gestures and phrases, precise timing, and astrological 
  concordance, to name but a few components. The spell is thus 
  created, and takes up residence within the spellcaster, to be 
  expelled (cast) at will.  Casters vary in their ability to contain 
  spells, and all spells fade out after about one day if unused. 
   
  Thus, spells operate very much like modern rounds in a 
  weapon, which must be obtained, preloaded and specified as 
  to type.  Similarly, once fired, spells are gone. Unlike a 
  revolver (for instance), spells can be fired in any order, can be 
  of various sizes and power, and (importantly) a given chamber 
  in the cylinder cannot be reloaded for the remainder of the 
  same day. In short: spells are bullets, the caster is the gun.  
   
  There are two basic varieties of spells:  Magical and Spiritual 
  spells. While the procedure to use a spellcasting skill is the 
  same for both, the need for preparation, the costs of success, 
  and consequences of failure are very different.  
   
  Magical spellcasting skills are regular skills that allow a caster 
  to use his willpower and secret knowledge combined with his 
  physical and mental strength craft to specific magical spells.  
  Spiritual spells are those cast by priests, using the power of 
  their deity and the casters faith and are thus differ from 
  magical (Gnostic or Goetic) spells in important ways. 
  Spell preparation procedure summarized
  A Magical spellcaster prepares spells at the start of the day and must preallocate all spells to be cast during the day.   
  • 
  A spellcaster must preallocate all spells to be cast during the day.  
  • 
  Spell capacity in any given day is determined by the casters intelligence and skill.  
  • 
  Spell capacity is equal to or less than 1/2 INT * the highest level of any one spellcasting skill 
  A spiritual spellcaster may cast any spell he has access to without prior preparation, and may continue casting until he fails, at which 
  point spellcasting abilities are lost until a day and a night have passed.  
   
  Xylarthen, now a spellcaster with INT 10, and Cantrip -3 Sorcery -1 Necromancy -2 can choose up to 15 points of 
  spells per day. (10/2 * (Cantrip) 3) 
  Note that the actual spells chosen are not limited by the specific skill used as multiplier. 
   
   Spellcasting Procedure 
  Difficulty and cost 
  All magical and spiritual spells have a difficulty based on 
  their overall power.  The difficulty of a spell is based on the 
  spellcasting skill and generally maps the relative power and 
  difficulty of the spells associated with said skill. The difficulty 
  is always applied as a DM to any attempt to use that skill.  
  This is found in the spell listing table as appropriate.  
   
  Magical spells (only) also have a cost. Cost determines how 
  much of a spell caster’s capacity is used by memorizing it, and 
  the physical toll of the casting. The basic cost for casting a 
  spell is subtracted as physical damage, and this occurs 
  regardless of success or failure.  Where a spell allows 
  optional costs to be paid, these are only applied if the spell 
  succeeds.   
   
  Spiritual spells only have difficulty. There is no basic cost to 
  cast spiritual spells successfully, although specific spells may 
  allow the caster to increase the effect (or other results) by 
  taking damage as with magical spells.  This is always optional, 
  even if there is no result if points are not spent ( a fizzle occurs, 
  essentially ).  
   
  Casting:  
  Casting a spell is a standard skill use. Apply the difficulty of 
  the spell type (if appropriate) , and the level of the appropriate 
  spell casting skill, plus or minus optional or situational 
  modifiers; throw 8+ for success. 
   
  There are no automatic success or failure rolls in magical 
  casting.  However, if the dice result is a natural 2, apply 
  unexpected consequences in addition to costs for success 
  regardless of whether or not the spell roll is successful.   
  This doubles the cost for a magical spell, and explicitly applies 
  to high risk spells. 
   
  Failure 
  Magic is inherently dangerous to a caster, above and beyond 
  the corruption and damage to sanity that invariably 
  accumulates through knowledge of unspeakable arts 
  If a casting skill roll fails, the unexpected consequences table 
  must be consulted, and in some cases, the Terrible 
  Consequences table is consulted.  
   
  
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  Unexpected Consequences 
   
  Magical Spells 
  • 
  If the spell fails, but the unmodified roll is 8+, any 
  associated cost is still paid.  
  • 
  If any  HIGH RISK SPELL is attempted, additional 
  and terrible consequences occur (consult the Terrible 
  consequences table).  
  • 
  If successful, determine the effect of the spell, and  
  apply this as physical damage (in addition to the cost) 
   
  Spiritual Spells 
  • 
  If the spell fails, the caster may not use any more 
  spiritual spells until a day and a night have passed.  
  • 
  If it succeeds, determine effect as normal, but apply 
  this as physical damage.  
   
   
   
  High risk failures 
  Certain spells of both magical and spiritual origins are 
  designated as high risk.  These are spells of great power that 
  channel particularly corrupt, unspeakable or dangerous forms 
  of magic.  In game terms, these are the dam-buster spells, and 
  in most S&S genres, are terribly dangerous for the caster –
  which is why the caster doesn’t use them to solve all problems.  
   
  Terrible Consequences 
  (magical or spiritual) 
  If a mage fails the spell roll to cast a HIGH RISK spell the 
  caster takes 1d6x1d6 points of damage in addition to the cost, 
  and loses the ability to cast spells for a time. Use the lower of 
  the two dice rolled for damage and apply to table V to 
  determine  for how long spellcasting ability is lost. 
   
  Success 
  When a spellcasting roll is successful, the spell is cast with the 
  rolled effect.  This will define much of how the spell manifests.  
  Effect is the final modified roll minus 8.  
   
  Spellcasting and Effect  
  In many spells, given a successful casting, a caster is allowed 
  to allocate the effect points to variables such as range, targets 
  and damage.  Range and damage are generally a direct 
  relationship, and noted in the description.  
   
  Duration is generally determined by referencing the effect 
  allocated with the duration type of the spell (I through VII) on 
  the Duration table.  Spells not using the Duration table will be 
  specifically identified.  Typically they are spells that have an 
  instant and non-lingering magical effect, although the physical 
  consequences may linger on.  
  The default duration is instant.  
   
  Targets are the number of things (loosely defined as beings or 
  items)  that the spell takes effect upon. The final number is 
  determined by referencing the final allocated effect on the 
  appropriate column of the targets table.  
  The default for targets is 1. 
   
  Increasing effect 
  Many spells, especially spiritual spells, allow the caster to 
  sacrifice Physical points to increase the effect of a successful 
  casting.  Note that unless specified otherwise, this only applies 
  to the effect of a successful casting; points may not be spent to 
  modify the roll for success. Use the following table to 
  determine the effect increase.  
   
  END points 
  sacrificed 
  Modifier 
  2 
  1 
  3 
  2 
  5 
  3 
  8 
  4 
  12 
  5 
  18 
  6 
   
   
   
  Any sacrifice is made after the roll is finalized and the 
  additional modifier is included for all final effect calculations. 
   
  Spellcasting damage due to cost or sacrifice 
  Damage incurred due to spellcasting costs is treated as if it 
  were damage for all purposes except recovery unless 
  otherwise noted. All damage due to spellcasting is recovered 
  after a nights sleep.   
   
  Note that this is not the same as exhaustion or actual damage, 
  and cannot be recovered by spells, potions or any other effect 
  that allow recovery of exhaustion or physical damage.  Only a 
  spell, potion or artifact that explicitly affects spellcasting costs 
  can be used to recover such points, and they should be very 
  rare and costly to use.   
   
  Several additional modifications to the procedure occur when 
  casting spells in combat.  These apply to when the spell is cast, 
  reacting to spells, taking damage while casting, and aborting 
  spells.  They are discussed in detail in the combat section, 
  under the action option of Spellcasting.  
   
  For purposes of damage due to spell casting (only), apply the 
  following effects rather than the normal damage rules.  
  When END is reduced to zero or less the caster falls 
  unconscious (as per combat) and excess damage is allocated to 
  another stat.   
  If both END and a second stat are reduced to zero by the same 
  spell, the caster dies.  Otherwise, the damage becomes real, 
  and requires normal healing.  If all three are reduced to zero, 
  the caster dies. 
  Note that the sacrifice rule can explicitly allow the caster to 
  kill himself to increase effect.  If so, the spell takes place, and 
  the caster survives to see the final result, either mocking the 
  victims or decrying his fate, as required.  
   
   
   
   
   
   
   
   
  
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  Duration 
  Effect 
  Duration I 
  Duration II 
  Duration III 
  Duration IV 
  Duration V 
  Duration VI 
  Duration VII 
  0 
  1 round*** 
  1 Minutes 
  1 Turn** 
  1 Hour 
  Half day* 
  Day 
   minute 
  1 
  2 rounds 
  2 Minutes 
  2 Turns 
  2 Hours 
  1 Day 
  Week 
   hour 
  2 
  3 rounds 
  4 Minutes 
  3 Turns 
  3 Hours 
  2 Days 
  Fortnight 
   day 
  3 
  5 rounds 
  8 Minutes 
  5 Turns 
  5 Hours 
  4 days 
  Month 
   week 
  4 
  8 rounds 
  16 Minutes 
  8 Turns 
  8 Hours 
  week 
  season 
   month 
  5 
  12 rounds 
  32 Minutes 
  12 Turns 
  12 Hours 
  fortnight 
  Equinox   
   year 
  6 + 
  18 rounds 
  1 hour 
  18  Turns 
  1 day 
  month 
  year 
   decade  
  * Sunrise to sunset, or vice versa.  
  ** Whatever the basic movement turn is: 10 minutes, six minutes etc   
  *** Whatever the basic combat round is: 10 seconds, 6 seconds, etc
   
  Targets 
  Effect 
  Targets I 
  Targets II 
  Targets III 
  Targets IV 
  Targets V 
  Targets VI 
  0 
  1   
  1   
  1   
  1   
  1 
  1   
  1 
  1 
  2 
  3  
  4 
  8 
  10 
  2 
  1 
  3   
  5 
  9  
   27 
  50 
  3 
  2 
  4 
  7 
  16 
  48 
  100 
  4 
  2 
  5 
  9 
  25 
  100 
  500 
  5 
  3 
  6 
  11 
  36 
  180 
  1000 
  6 + 
  4 
  7 
  13 
  49 
  300 
  5000 
   
   
  Avoiding or Reducing Spell Effects  
  Many spells can be negated or partially avoided by an effort of 
  will, an indomitable intellect, or simply fast reflexes.  Spells 
  which can be avoided or reduced are noted as such. Typically, 
  the roll will be described as a test vs. a stat, attempting to roll 
  a total under the stat in question.   In some cases, a skill may 
  be used, in which case it is added to the stat, rather than the 
  roll.  If successful, the spell will have no or reduced effect for 
  the being in question.  Any being effected by such a spell, 
  whether by direct targeting, or being within the area of effect, 
  may attempt the test. If the test fails, the spell takes full effect.  
  If an individuals test is successful, the spell is cast, but negated  
  or reduced for that specific target.  
   
   
  
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  Learning New Spells. 
   
  A spellcaster only learns new spells if a spellcasting skill is 
  increased or added. With each receipt of a spellcasting skill a 
  character may choose a set number of spells from the 
  appropriate list equal to INT -6. Each receipt of a spellcasting 
  skill allows choice of another set of spells. If the level is 
  gained in the career resolution, then the player simply picks 
  the appropriate number of spells. Similarly, if the character 
  has increased an existing spellcasting skill, or gained a new 
  one, he becomes eligible for new spells once the skill is 
  permanently increased.  No further spell roll is required, but 
  learning each spell does take a number of days  equal to  the 
  spells cost +2. Too, the spells must be found or available in 
  ancient magical  tomes and scrolls.  If such resources are not 
  available, the time required is in weeks, instead of days, as the 
  spellcaster develops them from first principles.   
  Note that there is no bonus for choosing or learning  the same 
  spell twice.  So don’t.  I tried to have one, and it breaks things.  
   
  Note that when spiritual spellcasters gain new spellcasting 
  levels, they gain new spells automatically, with no learning 
  period.  
   
  Xylarthen the moderately Bright is a magic 
  User with an INT of 10.  When he first 
  receives the skill Cantrip, he has the 
  spellcasting skill Cantrip -1 and selects 4 
  spells (INT -6) from the Cantrip list: Detect 
  magic, Hold Portal, Light and Magic 
  Missile.  If he gains Cantrip again, he has 
  Cantrip -2 and chooses 4 more spells: 
  Shield, Locate Object, Knock and Levitate 
   
   
   
   
   
  Xylarthen in an unusually fine mood, contemplating his new spell:  
  Screaming Molten Death Unto All Who Opposeth Me.
  
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  Summary of Spell Casting Procedure 
   
  (This table summarizes the above rules, but does not replace or overrule the detailed rules.  If there is a conflict, apply the detailed 
  rules. ) 
  Casting a spell is a standard skill use 
  • 
  Apply the difficulty of the spell type, and the level of the appropriate spell casting skill, plus or minus optional or situational 
  modifiers; throw 8+ for success.  
  o 
  If the spell is a magic or mystery spell:  
  § 
  If successful subtract cost of spell as damage, starting with End, and resolve the effect of the spell.   
  § 
  Failure still pays costs, unless attempting a High Risk Spell.   
  § 
  Failed High risk spells cause 1d6 dice of damage times normal cost ; or 1d6 x 1d6 if and spellcasting loss 
  if spiritual.   
  o 
  If the Spell is a spiritual spell 
  § 
  There is no cost to cast, although the caster may increase the final dice roll for many spells by sacrificing 
  END Given how sensitive a 2d6 roll is to modifiers, I wonder if the cost is high enough.  
  § 
  The sacrifice is made after the roll is finalized and the additional modifier is included for all final effect 
  calculations. 
  § 
  Failed High risk spells 1d6 x 1d6 if and extended spellcasting loss.  
  • 
  Determine final effect  
  o 
  Subtract 8 from final result, cap at 6.   
  o 
  Add any points sacrificed if allowed to do so (may increase beyond 6) 
  o 
  Allocate effect points to spell variables such as range, targets, duration if appropriate.. 
  • 
  Apply result of spell.    
  • 
  Go home, tell minions. 
  • 
  For purposes of spell casting, apply the following effects rather than the normal damage rules.  
  o 
  When END is reduced to zero or less the caster falls unconscious (as per combat) and excess damage is allocated to 
  another stat.   
  o 
  If both END and a second stat are reduced to zero by the same spell, the caster dies.  Otherwise, the damage 
  becomes real, and requires normal healing.   
  o 
  If all three are reduced to zero, the caster dies.  
   
  
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   Magic Spells   
  Overview  
   
  Magic spells are spells cast by practitioners of the magical (some say dark) arts.   They rely on the knowledge and willpower (or ego) 
  of the mage to interact with the magical essence and flows of the world, and energy from the platonic world of ideals.  Magic spells 
  are divided into two types: common and Mystery, mainly differentiated by ease of access.  Typically, common spells can be assumed 
  to be available  o most spellcaseters, abeit with more effort at the higher levels.  Mystery spells, on the other hand, typically are only 
  available to members of secret gnostic orders, or thru research in terrible and oft prehuman tomes and scrolls.  
   
  Common Magical Spells:  
  Circle (Difficulty) and Cost 
  Cantrip (+0) 
  cost 
  Dweomer (-1) 
  cost 
  Sorcery (-2) 
  cost 
  Wizardry  (-3) 
  cost 
  Auramancy 
  1 
  Fey sight 
  2 
  Dimension Door 
  3 
  Teleport 
  4 
  Light and Dark 
  1 
  Haste/Slow 
  3 
  Ethereal form 
  4 
  Anti-Magic Shell 
  5 
  Fix/Free  
  2 
  Concealment 
  /detection 
  2 
  Psychometry 
  3 
  Ensorcell 
  5 
  Ward 
  1 
  Levitation 
  2 
  All seeing eye 
  3 
  Elemental Passage 
  4 
  Gift of tongues 
  1 
  Sleep 
  3 
  Miasma 
  4 
  Scrye 
  4 
  Dispel: Cantrip 
  1 
  Dispel: Dweomer 
  2 
  Dispel: Sorcery 
  3 
  Dispel: Wizardry 
  4 
  Wall :  Night and fog 
  2 
  Wall: Winds 
  3 
  Wall: Elemental 
  4 
  Wall : Adamant 
  5 
  Thaumokinesis: 
  Prestidigitation 
  1 
  Thaumokinesis:: 
  Mage’s Hand 
  2 
  Thaumokinesis:: 
  Sorcerer’s Reach 
  3 
  Thaumokinesis:: 
  Wizard’s Grasp 
  4 
  Circle : Impediment 
  1 
  Circle : Abjuration  
  2 
  Circle : Protection 
  3 
  Circle :Sanctuary 
  4 
  Curse: Jinx 
  2 
  Curse :Hex 
  3 
  Curse: Burden:  
  4 
  Curse: Malediction 
  5 
   
   
   
   
   
   
   
   
   
   
   
  Common Magical spells are organized into four circles, more 
  or less going from weakest to strongest: Cantrips, Dweomers, 
  Sorcery, and Wizardry  Some spells are only included in one 
  circle, others are in all.  When the same spell appears in all 
  four circles, it will generally have different effects depending 
  on the circle it is cast from.  Thus, a wizard casting Curse 
  would specify the circle it is being cast from, for instance, 
  Dweomer. 
  Note that regardless of such a spell being in multiple circles, 
  each circle variant is only available to mages with knowledge 
  of the appropriate circle spellcasting skill.   
  Thus, a spellcaster can cast bolt, but only using the appropriate 
  spellcasting skill. As a result, a mage may know from one to 
  four versions of bolt, depending entirely upon which of the 
  spellcasting skills he has learned.  
  CIRCLE OF CANTRIPS 
   
  Auramancy 
  Range, 10’, +10’per extra effect point. 
  Duration IV 
  Detects the presence of living beings within a specific area. . 
  If cast at one being within LOS and Range, this spell allows 
  the caster to determine the emotional state of one subject with 
  good accuracy.  
   
  Illumination 
  Range: touch. 
  Duration IV 
  A 30' radius of bright light (equal to sunlight) or complete 
  darkness.  Can be cast on a stationary object or a mobile one, 
  but not on a living creature or plant. 
  Fix/Free  
  Range, 10’, +10’per extra effect point. 
  Duration IV  
  Makes an object extremely difficult to move, or easy to move 
  regardless of physical constraints.  Cast on a door, it can either 
  seal it, or unlock it.  
   
   
  Protection 
  Range, one touched being or item. +1 per extra effect point. 
  Duration IV 
  Choose one of Animals, Missiles, HTH Weapons, Undead, 
  good or evil, summoned creatures or constructs. 2 extra effect 
  points to add an additional type.  Any attacks from chosen 
  
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  type gain any effect points not allocated to range or types as a 
  penalty to hit. The Spell moves with target. Duration II 
   
  Gift of tongues  
  Range, one touched being or item. +1 per extra effect point. 
  Duration III 
  Choose one of speak read or write ; +1 effect for each extra. ) 
  Recipients gain the chosen ability for any one current, 
  unknown or dead language (+1 language  per extra effect 
  point).  
   
  CIRCLE OF DWEOMERY 
   
  Witch Sight  
  Range, one touched being or item. +1 per extra effect point. 
  Duration V 
  Allows the recipient to see without light and ignore the effect 
  of a concealment , polymorph or phantasm spell.  Otherwise 
  gives a +2 to attempts to see mundanely concealed persons or 
  items.   
   
  Sleep  
  Range, 10yards, +10 yards per extra effect point. 
  Duration II 
  Subject falls down and lapses into a light sleep.  Subject is 
  easily awakened, but is otherwise helpless. . Range: 80 ft x 
  (effect +1), area of effect, a sphere 2 yards x (effect+1) in 
  diameter. 3d INT test to avoid.  Effects only living creatures  
   
  Levitate    
  Range: Touch  One being plus 1 extra per Effect pt. 
  Duration IV 
  This spell allows the caster (or others) to fly at a speed equal 
  to a pre-chosen difficulty penalty.  Thus, choosing an 
  additional difficulty of 4, would allow the caster to fly at 4 
  bounds per turn, but would require a -4 to the spell roll to 
  succeed.  A speed of 0 may be chosen, in which case the caster 
  simply levitates.  Maximum height/altitude for the spell is 
  25’x (1+ effect )^2 measured from the casters initial standing 
  position.  The target is aware of the spells termination time.  
   
  Concealment  
  Range: Touch  One being plus 1 extra per Effect pt. 
  Duration IV 
  Recipient is completely ignored by all not under the spell; 
  includes sight smell and sound, but not touch, and passive 
  effects such as traps. Spell ends when the subject touches 
  another living creature other than others under the spell. 
  Duration IV 
   
  Haste/Slow  
  Range, see below  
  Duration see below 
  Subject(s) move at double or half speed.  
  Cast as haste, allows one creature a second action if a DEX 
  roll is successful, and slow requires a DEX roll to act.  
  Range: Touch  
  Duration: II 
  Cast as slow, as many as 24 creatures within 60 ft around the 
  point where the spell is targeted must make  a 2d END test or  
  only move and attack at half speed If cast on a single creature, 
  duration is II, and END test is 3d.  
  Duration: I.  
  10’. +10’  per extra effect point. 
   
   
   
  CIRCLE OF SORCERY 
   
  Dimension Door   
  Range, 10’ +10’ per extra  effect; one being or object no larger 
  or massive than the caster, plus one per effect 
  Duration instant 
  Causes a target to be displaced 180 ft x (effect+1) distance.  
  Dimension door is a weak form of teleportation, a spell that 
  can be managed by lesser magicians who cannot yet manage 
  the Teleportation spell. The caster can teleport himself, an 
  object, or another person with perfect accuracy to the stated 
  location within the spell’s range.  Test to avoid:  DEX.  
  Ethereal Form   
  Range, Touch : one being, plus one per extra Effect.  
  Duration II 
  The subject of the spell and any clothing armor weapons or 
  general possessions become ethereal, a limited non-corporeal 
  state.  The subject may only interact with non-corporeal 
  objects or beings other than what was initially affected by the 
  spell; thus they can use a sword they were carrying when 
  enchanted to fight a non-corporeal specter, but could not pick 
  up or move other material objects. The subject may pass 
  through material objects at will, allowing one to stand on a 
  floor, but pass through a wall.  Material objects cannot affect 
  the subject, but magical and noncorporeal items creatures and 
  effects can. Duration II 
  Psychometry  
  Range caster, item held.  
  Duration 1 hour or effect+1 questions. 
  Psychometry is a complex spell used to gain knowledge of the 
  unknown in a variety of ways.  
  In the simplest case, the caster touches an object or person and 
  gains information about its history (determined by below table) 
  in the form of short questions and answers.. Similarly, a 
  Living being’s attitude, age and general life history can be 
  read by this spell if in contact.  Specific events the being saw, 
  experienced or participated in can also be experienced by the 
  caster, as can the functions of an object in hand, but the 
  number of such specific facts are limited to the spells effect.  
  An item or being can be located by or bearing and direction.  
  This use requires that the caster has a close connection with 
  the target of the spell, or knows a great deal about it. Typically, 
  an object could be located if the caster once owned it, has 
  possession of a portion of it, or has an excellent idea of its 
  appearance and/or functions spell gives the caster the general  
  direction (as the crow flies) to  the target. Note that the spell 
  
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  can detect an object in a general class of items known to the 
  caster: stairs, gold, etc. 
  A general class of beings can be located as above, but specific 
  individuals require either part of the body or an item that has 
  been in close proximity for an extended length of time as well 
  as an excellent description. The latter can be obtained either 
  by extensive observation and /or familiarity, or obtained from 
  detailed research.   
   
  Finally, psychometry can be used to discover facts about 
  legendary or hidden places, persons or things that the caster 
  has never experienced, seen or touched. In this situation, this 
  spell allows the caster, over the course of long and arduous 
  magical efforts (2d6 x2d6 days), to gain knowledge about 
  some legendary person, place, or thing. The spell’s final result 
  may be no more than a cryptic phrase or riddle, or it might be 
  quite specific.  
   
  Effect 
  Time 
  Travel*   
  0 
  Day  
  Hour 
  1 
  Week 
  Day 
  2 
  month 
  Week   
  3 
  season 
  Months travel    
  4 
  year  
  Seasons travel   
  5 
  Olympiad 
  Half year    
  6  
  Decade 
  year 
  7 
  Century  
  Week   
  8 
  Millennium+ Months + travel    
   
  *See travel and mapping section 
   
   
   
   
   
   
  CIRCLE OF WIZARDRY 
   
  Miasma   
  Range100’ +100’ per extra effect 
  Duration III 
  HIGH RISK 
  Duration: 1 hour   Foul and poisonous vapors boil from the 
  thin air, forming an opaque cloud 20' x 20'x30' (12000' sq ft) 
  at up to 100' away from caster.  It touches the ground and will 
  fill depressions, moving away from the caster at a walking 
  speed. The cloud moves directly forward at a rate of 6ft per 
  minute unless its direction or speed is affected by winds. 
  Unusually strong gusts can dissipate and destroy it. Poison-
  laden, the horrid mist is heavier than air, and thus sinks down 
  any pits or stairs in its path. Even touching the cloud (much 
  less breathing it) requires a 3d END test to avoid immediate 
  death.   
   
  AntiMagic Shell   
  Range: Touch   
  Duration III 
  HIGH RISK 
  Creates a 20' diameter bubble + 2’ per extra effect point. 
  which stops all magic or non-corporeal effects or creatures 
  from entering or exiting.  It extends thru walls, underground 
  and suchlike.   
  The sphere would only be stopped by another antimagic spell, 
  which would cancel both when they touch. Duration: III 
   
  Elemental passage   
  Range: See below  
  Duration IV 
  HIGH RISK 
  Creates a persistent tunnel or breech in a specific material.  
  Designate earth, worked stone, fire, water or nonliving organic 
  material (wood).  A thin coating of metal or a non-specified 
  material stops the effect.  
  Range: 30 ft. + 10’ per extra effect. This spell creates a hole 
  through the specified material, about 7 ft. high, 10 ft. wide, 
  and 10 ft. x (effect+1) in depth or length.  The hole closes at 
  the end of the spell’s duration :  
  Scrye 
  Range: Special   
  Duration II or IV 
  Clairvoyance or clairaudience. Clairaudience allows the caster 
  to hear through solid stone (limiting range to 2 ft or so) and 
  other obstacles, any sounds within a range of 60 ft.  
  Clairvoyance allows the caster to see through solid stone 
  (limiting range to 2 ft or so) and other obstacles, any sounds 
  within  range . 
  Range is determined by final effect: 
   
  Effect 
  Distance/Travel*   
  0 
  10 feet 
  1 
  10 yards 
  2 
  100 yards    
  3 
  Mile    
  4 
  days travel   
  5 
  Weeks travel    
  6  
  Months travel 
  7 
  years travel 
  8 
  unlimited    
   
  *See travel and mapping section 
   
  Final effect can be increased by using a very expensive focus 
  which is consumed by the spell.  This must be committed to 
  before the roll, and, if the roll is successful, the focus is 
  destroyed and the effect is added.     
  Plus 
  Cost*   
  1 
  10 Gold 
  2 
  100 Gold    
  3 
  1000 Gold 
  Neither clairvoyance or clairaudience can pass through even a 
  thin sheeting of unalloyed lead or  noble metal (copper, Silver, 
  Gold). Using both simultaneously is possible, but causes a -3 
  difficulty to be applied.  
  Range: 60 ft  Duration: II .  The spell(s) can be cast through a 
  crystal ball (or other focus)which multiples range by (effect 
  points x d6) OR increases duration to IV.  
  
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  Apportation Range: Special   
  Duration II or IV 
  HIGH RISK 
  Instantaneous. This spell transports the caster or another 
  person to a destination that the caster knows (requiring at least 
  knowing what it looks like from a picture or a map). Success 
  depends on how well the caster knows the targeted location, as 
  follows:  If the caster has only seen the location in a picture or 
  through a map (i.e., his knowledge is not based on direct 
  experience), there is only a 25% chance of success, and failure 
  means death, for the traveler’s soul is lost in the spaces 
  between realities. If the caster has seen but not studied the 
  location, there is a 20% chance of error. If there is an error, 
  there is a 50% chance that the traveller arrives low, 2d6 x10 
  feet below the intended location (with death resulting from 
  arrival within a solid substance). If the error is high (over the 
  50% chance for a “low” arrival), the traveller arrives 2d6 x10 
  ft. over the targeted location—probably resulting in a deadly 
  fall. If the caster is well familiar with the location, or has 
  studied it carefully, there is only a 5% chance of error—a 1 in 
  6 chance of teleporting low, otherwise high. In either case, the 
  arrival is 1d3 x10 ft. high or low. 
   
  Ensorcell   
  Range: Special   
  Duration II or IV 
  HIGH RISK 
  This is the all purpose spell used to dispose of enemies in a 
  dramatic manner. If casting fails, treat as a HIGH RISK spell. 
  When cast successfully the caster loses one point of END or 
  INT (choice) permanently. Then, the target and the caster each 
  roll 2d6.  The target adds half his END or INT (whichever is 
  greater) and the caster adds half his INT and the effect of the 
  spell.  If the caster has the higher roll, the target is turned into 
  a small inoffensive animal –frogs are traditional.  If the caster 
  doubles the targets final result, the target is instantly slain in 
  suitably dramatic manner. When using this spell, the caster 
  may expend points for all three physical stats (one at a time) to 
  increase their final opposed roll, before the roll is made.  
  Similarly, if the target is a spellcaster, he may sacrifice points 
  to increase his roll before the roll is made.  Regardless of the 
  outcome, the END points are taken as actual physical damage. 
  If the target is a spell caster possessing this same spell, the 
  loser of the contest suffers the result.  Otherwise, treat losing 
  the opposed roll as failing to cast a HIGH RISK spell, plus the 
  caster is stunned for 1d6 – effect rounds.  
   
  Physical points 
  sacrificed 
  Modifier 
  3 
  1 
  5 
  2 
  8 
  3 
  12 
  4 
  18 
  5 
  27 
  6 
   
   
   
   
  Spells of Multiple Circles  
   
  Whereas most spells are distinct and associated with only one 
  circle, several are part of families of related spells spanning 
  multiple circles.    These are noted by sharing a general name: 
  Dispel, Wall, Hold, Circle, Curse 
   
   
  Protective circles 
  Depending on the casting level, a circle of protection blocks or 
  hinders the indicated type of creature, being or force from 
  crossing the circle, or acting across the circle in any active 
  manner. This would include missile attacks, elemental effects 
  and damaging side effects of blocked creatures, but would not 
  include conversation, or simply having a mind rending 
  appearance. Hindered types must pass a STR test to cross the 
  circle, and take noted damage regardless of success or failure.  
  Magic spells cast by the indicated type that cross the circle add 
  a -3 difficulty modifier.   
   
  Circle of impediment Blocks non-corporeal beings.  
  Hinders beings that are strongly good or evil or under 
  enchantment (hidden, charmed), or intend harm to 
  those inside the circle: damage for passing (success 
  or failure) is (effect+1) Duration: IV 
   
  Circle of abjuration Hinders undead or summoned 
  creatures, or a specific named person. (“Todd 
  Spengo”) Blocks animals and non sentient creatures. 
  STR test required to pass damage for passing 
  (success or failure) is (effect+1) +d6 Duration: III  
   
  Circle of protection Completely blocks elementals, or 
  hinders a class of beings (elves, lizard men, the 
  Dutch). Damage for passing (success or failure) is 
  (effect+1) x 1d6 Duration: II 
   
  Circle of sanctuary Blocks Demonic beings, or any 
  hindered at lower casting levels. Duration: I 
   
   Multiple circles can and may need to be drawn; each 
  casting level only applies to one of the stated types of 
  being.  
   
  Dispel Magic  
  These spells can negate any spell within that circle with a 
  duration longer than instant. The difficulty is equal to that of 
  the spell being nullified. To cancel the spell, the dispel roll 
  must be successful, and the final effect must exceed the effect 
  of the target spell.  
  
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  Mystery spells cannot be dispelled by magical spells.  The 
  Gods don’t take kindly to mortals interfering with their 
  whims.  
   
  After the final roll is calculated, the dispeller may increase the 
  effect by expending END according to the above sacrifice 
  table.  
   
  If the caster of the target spell is present, he may also attempt 
  to reduce the final effect by expending END as per the above 
  table.  If both opt to do this, each round the two casters bid 
  their expenditure secretly; the final bids are revealed at the end 
  of the round, and the spell is dispelled or not as determined by 
  the final Effect. Each caster takes the appropriate magical 
  damage and applies effects accordingly.  
    
  Walls    
  Walls add a -2 additional difficulty modifier to any spells, 
  melee or missile attacks thru them, (-4 if specifically opposed) 
  and block LOS.  Walls also block specific classes of beings or 
  items based on their nature.  Unless otherwise defined, walls 
  are 1' thick, opaque and can be cast as planes or cylinders with 
  outer surface area up to X sq feet.   
   
  Night and fog Blocks LOS; DEX test to avoid falling 
  if passed through. Duration: V 
   
  Wind Cancels earth walls; blocks all normal missile 
  attacks, but does not block LOS. Passing thru causes 
  2+effect d6 damage. Duration: IV 
   
  Elemental wall.  Choose one of: 
   
  § 
  Earth Cancels air walls. Opposes all physical 
  attacks (melee or missile) Passing thru requires a 
  3d STR test and taking (1+ effect )d6 damage 
  regardless of success or failure Duration: II 
   
  § 
  Ice opposes blasts and fire based effects: Cancels 
  Fire wall.  Passing thru requires a 3d STR test 
  and taking 2+effect d6 damage regardless of 
  success or failure Duration: II 
   
  § 
  Fire cancels darkness spells that overlap, 
  opposes bolts, and ice and cold.  Cancels Ice wall. 
  Passing thru requires a 3d STR test and taking 
  2+effect d6 damage regardless of success or 
  failure if not. Duration: II 
   
  Wall of Adamant. Choose one of: 
  § 
  Stone is a physical masonry wall, 2' thick.  It has 
  no magical properties or auras, and resists any 
  attack, spell or attempt to cross as an equivalent 
  normal wall would.  It does not cancel or become 
  canceled by other walls. At the end of the spell, 
  it disappears. Duration: IV 
   
  § 
  Phlogiston:  treat as a stone wall that is invisible 
  and also affects non corporeal beings or objects. 
  Duration: III 
   
  Thaumokinesis:  
  These spell allows the mage to manipulate move and generally 
  affect objects without actual physical contact.  Essentially, it 
  creates an immaterial and invisible tentacle emanating from 
  the mages body, with a normal human hand on the end.  Its 
  length range and lifting capacity is dependent on effect.  The 
  spell acts as if it is a material object with regards to 
  intervening objects (i.e. it must reach around over or under, 
  not through any blocking object).  May only affect material 
  objects.  Attempting to use a skill via this spell (such as using 
  a sword) are allowed but at -2 due to general unfamiliarity.  
   
  Prestidigitation Range: (effect +1) x d6 inches 
  Weight: (effect+1) ounces. Duration: IV 
   
  Mage Hand Range: (effect+1) feet, Weight: (effect+1) 
  pounds Duration: II 
   
  Sorcerer’s grasp Range: (effect+1) yards Weight: 
  (effect+1) stone Duration: I 
   
  Wizards reach (effect +1) x d6 yards Weight: 
  (effect+1) 
  hundredweight 
  Duration: 
  (effect+1) 
  seconds 
   
  Curse:  
  Range: within hearing, and LOS.  
  Duration: based on circle 
  Test to avoid:  3d vs. INT to for no effect 
  Curse is the basic  means by which magical spellcasters harm 
  others.  When successfully cast, allocate effect points to 
  duration and result.  Note that once successfully cast,  
   
  Jinx  
  Range LOS + hearing 
  Duration: Table IV 
  Targets: Table I 
  Adds a negative DM to the target or targets next roll.  
  Allocate effect points to the result (negative DM for 
  the duration or until dispelled .  
   
  Hex 
  Range LOS + hearing 
  Duration: Table V 
  Targets: Table I 
  Caster can sacrifice End for effect. 
  Reduce  a targets skill by the spells effect/2  
  (minimum 1) on all uses for the duration or until 
  dispelled.     
   
  Burden  
  Range LOS + hearing 
  Duration: Table VI 
  Targets: Table III 
  Caster can sacrifice End for effect. 
  Reduces a specific physical stat (STR, DEX or END) 
  by the effect, to a minimum of 1 for the duration or 
  until dispelled 
  Caster can sacrifice End for effect. 
  Casting this spell at more than one  target makes it 
  HIGH RISK. 
  
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  Malediction 
  Range LOS + hearing 
  One of two effects: Trial effecting a single target, or 
  Tribulation effecting (potentially) many targets.  
   
  • 
  Trial: Imposes  a negative DM equal to 
  effect  all rolls the target attempts for 
  duration or until dispelled. Duration: Table 
  VI, Targets  1.  Caster can sacrifice End for 
  effect. 
   
  • 
  Tribulation  HIGH RISK This acts as 
  Burden, except that the caster may allocate 
  points on  target table VII, Caster can 
  sacrifice End for effect. Range NA, Duration: 
  Table VII 
   
  Mystery Spells 
   
  Mysteries represent esoteric and often Hermetic arts which 
  differ from magic in theory, practice or traditions.  It is 
  theorized that they are essential general spells that have been 
  developed too much greater levels, and become their own type.  
  Regardless, spells of a mystery are only available to casters 
  with a skill level in that specific mystery.  When gaining a 
  level in a mystery, one is allowed to choose a number of spells 
  equal to the lesser of the new spell casting skill level being 
  gained, or INT-7    
  Obviously, by skill level 3, most users of above average 
  intelligence will have al spells known, although less intelligent 
  casters may not.  This represents the fact that promotion in 
  most mystery cults becomes a matter of politicking and 
  charisma rather than what one knows.  
   
   
  Maleficae 
  Mesmerism 
  Skinshifting 
  Alchemy 
  Necromancy 
  Goetry 
  Thunderclap 
  Charm /beguile 
  Skinshift 
  Enhancement of 
  the material form 
  Séance 
  Summon Animal/ 
  Familiar 
  Elfshot 
  ESP 
  Imbue attribute 
  Resistance of the 
  elements 
  Charnel Aura 
  Invisible Servant 
  Burst 
  Suggestion 
  Animal speech 
  Pyrotechnics 
  Reanimate corpse 
  Summon 
  Champion 
  Bolt 
  Madness & 
  Confusion 
  Nature charm 
  Binding of the 
  arcane essence.  
  Spiritwrack 
  Summon 
  Monster 
   Smite 
  Dominate 
  Transformation 
    
  Revivify 
  Summon Demon 
   
   
   
   
   
   
   
   
  MALEFICAE 
   
  “ 
  “Yeah, well guess what beats rock, scissors AND paper.. ” 
  Responded Xylarthen…. 
   
  The powers of the Mystery of Maleficum are terrible indeed, 
  granting great power over fire and lightning to destroy and 
  incinerate.  This body of spells exists solely to destroy and 
  slay, and is very closely guarded by those who have access to 
  it.  
   
  Thunderclap 
  Creates a tremendous blast of thunder, stunning and deafening 
  those within a sphere 1 foot x effect in diameter. Does  effect 
  concussion damage and stuns those failing a 2d6 END roll for 
  effect in minutes.  Effects only living creatures, magic armor, 
  protection wards or cover will negate this damage.   
   
  Elfshot 
  Shoots an insubstantial dart effecting only material targets, as 
  a heavy crossbow for all range effects, ignoring all non 
  magical armor  Damage is 2d6 + effect.  Caster must make a 
  ranged attack. Test to avoid:  none.  
   
  Bolt 
  Throws a bolt of lightning effect+1 feet long which does 1d6 x 
  (effect+1) to the first target (material or otherwise) it contacts. 
  
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  No ranged attack required. Test to avoid:  3d vs. DEX + skill 
  for half damage.  
   
  Burst 
  Creates a localized burst of flame doing  1d6 + effect fire 
  damage to all within a sphere 1 yard + effect in diameter. 
  Affects any material items, including stone, and will ignite 
  easily flammable items, although there is no concussion effect. 
  Magic armor, protection wards or full cover will halve this 
  damage. Test to avoid:  2d vs. DEX + skill for half damage 
   
  Smite 
  HIGH RISK 
  Manifesting as either a horrific explosion, a pillar of flame, or 
  a massive arcing lighting bolt, blast does 1d6 x effect to any 
  material or  non-material items or beings within a sphere 1 
  yard + effect in diameter. Ignores magic armor or cover, and 
  will ignite all normal flammable items, melt softer metals and 
  shatter stone or moderately brittle substances DOOOOOM !  
  Test to avoid:  3d vs. DEX + skill for half damage.
   
    
  MESMERISM 
   
  The secrets of mesmerism delve the depths of the human 
  mind…..and sink hooks into it.  Masters of hypnotism, mind 
  reading and psionics, mesmerists alter the very core of how we 
  perceive reality.  Plus, they do that cool intense staring thing 
  with their eyes….. 
   
  Beguile  
  This spell affects multiple beings of human size or smaller, 
  such as goblins or dryads or one creature of any size. This 
  spell can affect any one living creature, including powerful 
  monsters, with the effect serving as a minus to the targets INT 
  test to break free. It can also effect lesser beings in larger 
  numbers, with up to 1d6/effect so affected. Beings falling 
  under this spell see the caster as their dearest friend, mentor 
  and authority.  Essentially, treat them as brainwashed cultists, 
  with the caster serving as “master”. They will act accordingly, 
  and become loyal if somewhat unmotivated servants.  While 
  targets can be ordered to attack friends and allies, the spell 
  will not force the targets to injure or kill themselves. Actions 
  that would cause a severe conflict with their unbeguiled values 
  and beliefs will trigger a test to break the spell (as an example 
  of the severity needed, orders to kidnap ones parent would not, 
  whereas killing ones father would) . Victims can break free of 
  the charm, (one chance per week if away from the casters 
  immediate influence, otherwise one chance per month) if a 3d 
  INT test is made. 
  Range: 60 ft Duration: until broken or dispelled.  
  Range: 120 ft LOS and within hearing. Duration: Until 
  dispelled If the spell succeeds (saving throw allowed), the 
  unfortunate creature falls under the caster’s influence. 
   
  Suggestion  
  Range: Shouting distance Duration: 1 week The Caster speaks 
  a hypnotic suggestion to his intended victim. The suggestion 
  may be a number of words equal to effect +1. If the victim 
  fails a saving throw, he will carry out the suggestion (as long 
  as it can be performed within a week). The suggestion might 
  not call for the action to be carried out immediately. A 
  suggestion that the victim kill himself or lethally attack (or kill) 
  a friend or ally will not be obeyed. 
   
  ESP  
   ESP (Detect Thoughts) Range: 60 ft Duration: 2 hours The 
  Caster can detect the thoughts of other beings at a distance of 
  60 ft. gaining a general emotional assessment of the targets 
  intelligence and attitude. (Example:  smart, evil).  For each 
  effect point, the caster can ask one short specific question 
  answered in one word by the GM.  If the caster succeeds in an 
  opposed INT test, the main stream of thoughts is understood. 
  The spell cannot penetrate more than two feet of stone, and is 
  blocked by even a thin sheet of lead. 
  It may also be used to communicate soundlessly between any 
  two willing beings within range, regardless of LOS, but 
  subject to stone and metal limitations above.  
   
  Madness & Confusion  
  Range: 120 ft Duration: 2 hours This spell confuses people 
  and monsters, making them act randomly. On a roll of 2d6, the 
  creatures will do the following (see table 24) The effects of the 
  confusion may shift every ten minutes or so, and the dice are 
  once again rolled. The spell affects 2d6 creatures, plus an 
  additional creature for every caster level above 8th. Creatures 
  of 3 hit dice or fewer are automatically affected by the spell, 
  and it takes effect instantly. Creatures of 4 hit dice or more 
  automatically overcome the confusion effect as it builds up to 
  its full power (1d12 minutes, minus the caster’s level), and 
  only then are they permitted a saving throw. Eventually, these 
  creatures are likely to succumb to the confusion, for they must 
  continue to make another saving throw every 10 minutes until 
  the spell’s two-hour duration has run its course. 
   
  Dominate  
  HIGH RISK 
  Range: 120 ft LOS and within hearing. One being.  
  Duration: Until dispelled 
  This spell can affect any one living creature that fails an INT 
  test on  2+effect d6. 
  The victim sees the caster as their dearest friend, mentor and 
  authority. Targets can be ordered to attack or betray friends 
  and allies, but not to injure or kill themselves.  Victims can 
  break free of the charm, (one chance per week if away from 
  the casters immediate influence, otherwise one chance per 
  month) if a successful INT test is made vs. the original effect 
  of the spell.   Actions that would cause a severe conflict with 
  their unbeguiled values and beliefs will trigger a test to break 
  the spell (as an example of the severity needed, orders to 
  kidnap ones parent would not, whereas killing ones father 
  would).  Note that the caster may renew the spell before a 
  monthly (or weekly) check is made, avoiding the check, but 
  failure breaks the spell completely, and disallows casting 
  again on that victim for a month.  Note that those so 
  dominated are seldom well intentioned towards the caster once 
  they are free.  
   
  
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  SHAPECHANGING 
   
  Skinshift 
   
  Skinshift allows the caster to take the form of a generic 
  example of a natural/normal animal, one of which may be 
  chosen each time skinshifting is received. The caster must 
  have seen a living free example of the form desired to choose 
  it.  Specific animals (old yeller),  intelligent animals (Gawahir, 
  king of eagles), or unnatural or fantastic animals (King Kong, 
  A dragon)  may not be chosen.   
   
  Difficulty is based on size of animal. Assume caster is 
  between 6-7 size, so each size change up or down makes a -1 
  to the spell roll. The animal form gains stats equal to the 
  maximum possible for the animal, and all normal armor, 
  natural weaponry senses skills and special abilities.  The caster 
  becomes the animal, but retains his regular INT. Note that 
  damage carries over from form to form, and that damage to a 
  larger form may be sufficient to kill a smaller form when 
  changed.  Duration: Rather than determining when the spell 
  ends, the duration of the effect is how long the spell must be 
  maintained, and when it may be ended.  Duration column V 
  determines the duration increment that the form must be 
  maintained without ill effects.  If the caster wishes to return to 
  normal form before the increment is up, or continue in the 
  form for another increment, make an INT test. Success ends or 
  extends the spell; failure reduces the casters INT in that form 
  by the amount failed (failure effect).  The INT returns when 
  normal form is restored. If INT is reduced to zero or less, the 
  caster becomes that animal in mind as well as body.   
   
  Normal human skills and language can be used if the animal is 
  physically capable, but all require and INT test on any round 
  they are attempted. If successful, skill use is nonetheless at -3; 
  speech is possible if the animal has appropriate vocal abilities; 
  reading and writing is possible if the shifter is literate  
   
  Imbue attribute 
  The caster may grant the target any one attribute of a natural 
  creature (as defined in skinshift).  Duration is determined by 
  the effect from table 2. .  Specific physical characteristics can 
  be imbued such as the strength of a bull, in which case the 
  casters attribute becomes that of the maximum value of the 
  creature.    Only attributes that require special physical form  
  (such as flight) will alter the targets body so as to suggest the 
  physical attribute –thus, the casters arms may become 
  feathered (for flight) or his eyes may become unnaturally large 
  or cat like (for enhanced sight).   Duration: IV 
   
  Animal speech 
  The caster is able to speak to, and understand any animal 
  whose form he can assume.  Related creatures are understood 
  less well.  Obviously, the animal’s intelligence will limit what 
  can be achieved, but in general, the animal will be honest, and 
  very helpful where possible. Duration III. 
   
  Nature charm 
  This is a charm spell that affects any living normal animal or 
  animals.  It is otherwise the same as the charm spell on 
  humanoids, except that 
   If only one animal is chosen as the target, control is total, 
  even unto self inflicted death.  .   
  Note that while the animals will understand general 
  commands, they do not gain the ability to speak to the caster, 
  nor to understand complex commands. Generally, they should 
  be limited to what one could teach a smart and loyal dog, and 
  no more that two words. 
   
  Transformation  
  HIGH RISK  
  This spell uses all the same rules as skinshift, except as 
  follows. 
  Any form can be taken. For magical, fantastic or otherwise 
  extranormal creatures, the caster must possess a major body 
  part of one of that type of creature (typically a heart, full skin, 
  brain, etc).  Thus, the forms of unique fantastic creatures 
  (e.g. .Paul Bunions blue ox)   and non-corporeal creatures 
  cannot be assumed. 
   
  For normal creatures, the spell can also take the form of non-
  animals such as persons, and also specific examples of same.  
  If a specific form is assumed (such as Ferdinand the bull, or 
  Timmy the annoying kid), the caster must have seen the 
  specific example, and have a scrap of the specific creatures 
  body.  Otherwise the caster must just be aware of the form 
  desired.  
   
  For all forms, the increment is found on duration column III 
  but is otherwise handled as in skinshift.  If INT is reduced to 
  zero or less while in an intelligent form, the caster becomes 
  completely convinced that they are the form that is worn.  
  Obviously, this can be a problem when impersonating the 
  party’s greatest enemy.  They will ignore all contradictions 
  and facts to the contrary, and if presented with the original, 
  will assume the original is the fake.  
   
   
  ALCHEMY 
   
  Alchemy is the science of binding magical energies into 
  mundane substances, allowing anyone to use or benefit from 
  the spell.  Alchemist spells are, in essence precast and carried 
  around in the form of expensive potions and powders which 
  must be consumed or thrown to activate the effects.  The 
  materials vary in their volatility, but all eventually become 
  inert if not used.  
  Cost to produce an alchemical item is either explicitly listed 
  for purely alchemical spell, or, for items binding Standard 
  (non-mystery) spells, the circle of the spell.  Most alchemy 
  spells create a potion, compound or powder that holds the 
  desired spell until activated, or until its effective life expires. 
  If successfully cast, the final effect is allocated among its main 
  effect, and to several optional variables; duration, effective 
  lifespan,, and use limits. .. The main effect is described in the 
  
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  spell in question, but is generally proportional to the effect 
  points allocated to power.  
  § 
  Points added to duration extend the potion by one 
  hour per point.  
  § 
  Points allocated to lifespan increase the amount of 
  time the compound can be stored by a week per point. 
  § 
  Limitations are a set of words that limit who can use 
  the compound. Each point allows one word.  
  Example:  “me”(1 point) “my friends”(two points)  
  “elves or dwarfs”(three points) “anybody but that tool, 
  Bilbo” (5 points). If no points are allocated to these 
  variables, the Note that the downside of the 
  convenience is the fact that, as required by genre 
  conventions, an alchemical failure causes an 
  explosion proportional to the intended power.  
  NOTE: Duration, effective life and limitations need not be 
  allocated points, (which would reduce the power of the final 
  compound), in which case, use the default values for the 
  potion: duration is one hour (or less, by spell), the effective 
  life one day, no limits.    
   
   
  Enhancement of the material form 
  Cost: 100silver x 2d6 x maximum points chosen.  
  Difficulty: the chosen maximum Characteristic boost.  
  Time to prepare 1 day per point of maximum 
  This spell allows an alchemist to create potions or other 
  medicines that temporarily increase the users natural 
  characteristics by the allocated power. To cast, choose a 
  characteristic from STR, DEX, END, or INT.  If successful, 
  note the final effect.  The caster may allocate effect points to 
  the power of the compound, its duration, effective life or any 
  limitations.   
  Failure causes an explosion, doing damage equal to 1d6 plus 
  the negative effect (treated as positive for all you clever 
  Nellies). With a blast radius of 1 yard per point of negative 
  effect. Additionally, the cost of the casting is lost. 
    
  Note:  compounds increasing INT are often highly addictive 
  for spellcasters*.  When an INT boost compound expires, a 
  spellcaster user must succeed in an INT test vs. dice equal to 
  the boost or immediately attempt to consume another INT 
  compound within (2d6 – boost) hours if available.  If after that 
  time a compound was not available, the spellcaster suffers a 
  minus to all spell rolls equal to half the boost (rounded down) 
  for a number of days equal to half the boost (retain fractions).  
  This effect is not directly ameliorated by INT potions, but is 
  affected by magical cures.  
  *defined as anyone who learns or can inherently cast a spell.  
   
  Resistance of the elements 
  This spell allows the alchemist to create potions that protect 
  the imbiber from harm.  The spell is effective against damage 
  caused by the 4 classical elements plus mineral animal and 
  vegetable.  As an example, weapon damage is generally 
  protected against by mineral protection (iron/steel), but the 
  classic pointy stick would require vegetable protection, and a 
  simple stone would require earth.  Each element includes its 
  opposite, where appropriate.  Thus, protection against fire 
  includes both heat and cold.  When cast, choose one element 
  from earth, Air, Fire, Water, Animal, Mineral, Vegetable.  The 
  final power of the compound is number of damage points that 
  will be ignored from any such.   
  Failure causes an explosion, doing damage equal to 1d6  plus 
  the negative effect (treated as positive for all you clever 
  Nellies). With a blast radius of 1 yard per point of negative 
  effect. Additionally, the cost of the casting is lost. 
   
  Pyrotechnics 
  This spell allows the alchemist to create a highly reactive 
  substance that explodes with great noise, dazzling light, dense 
  smoke and potentially great damage.   Three types exist: flash, 
  smudge and blast.  Flash creates an exceedingly bright flash 
  and deafening noise, which stuns and/or temporarily blinds 
  viewers. Smudge is silent, but creates a dense dark smoke 
  cloud, which obscures vision in a specific area. Blast causes 
  noise and flash, although not to the level of flash, its main 
  effect is a highly destructive explosion. All three can be 
  created to activate when set afire or shocked by impact. The 
  final effect roll can be allocated to its power, duration (for 
  smudge), visibility (flash), or blast area (blast), as well as 
  effective life. Failing the roll to create any of the three to 
  create any of the causes it to immediately take effect using the 
  negative effect to modify duration.  
   
  Smudge; for each power point, smudge creates a dense 
  obscuring cloud in a 10yd x 10 yd area. Basic duration is one 
  combat round, with each point of increase allowing the charge 
  continue smoking for an additional combat round, producing a 
  larger cloud.  
  Flash.  All sighted and unprotected creatures within 10 yards 
  must make an END with dice equal to the power of the charge 
  failure results in being stunned and blinded for a number of 
  rounds equal to the power. This flash will ignite flammable 
  materials.  Basic duration is one combat round, with each 
  point of increase allowing the charge to continue burning  for 
  an additional combat round and increases the sight range by 
  10 yards.  This may also be used to create non blinding or 
  stunning pyrotechnic displays of amazing complexity, in 
  which case duration is treated as type III.   
   
  Blast does 1d6 damage to all within the blast radius (5’), 
  halved if a DEX test is successful on dice equal to half blast 
  power. Blast duration is effectively instant; for purposes of 
  allocating effect points, this spell may increase the blast radius 
  instead of duration. Lifespan and limitations are unaffected. 
  Each point added to the blast area increases the radius by 1 
  yard 
   
  Binding of the arcane essence.  
  Cost:  See below table 
  Duration:  instant/as per spell 
  Life: base 1 day+1 week per allocated effect point.   
  This allows the Alchemist to bind standard spells into 
  alchemical compounds.  The spell must be either known by 
  the alchemist, or be provided during formulation by a capable 
  spellcaster.  The spell must be successfully cast, and the final 
  effect recorded and allocated as appropriate to the spell 
  description.  Once the bound spell is cast, the alchemist must 
  succeed in an Alchemy task check, modified by the difficulty 
  of the bound spell.   
  
  Sorcery and superscience4.0.doc  
   
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  Success indicates the compound and spell are successfully 
  bound.  Extra effect points may be allocated to effective life 
  and limitations as per Enhancement of the material form.  
  Otherwise, the default life of the compound is one day, with 
  no limitations.  
  If the roll fails, the compound (and costs) are lost, and the 
  bound spell immediately takes effect as if cast at the 
  Alchemist and helpers.  Assume that all working on the 
  formulation are within 3’ of the spells point of effect, allow all 
  but the casting Alchemist a DEX test to jump to cover and 
  take ½ effect. 
   
  Costs of compounds are 100 x 2d6 gold coins or Solidi 
  In addition, any costs associated with the bound spell must be 
  paid up front, and any physical effects upon the caster occur as 
  listed to whoever provided the bound spell.   
   
  When consumed (or used –one could bind a spell into some 
  odd ointment) the user may and must immediately cast the 
  bound spell.  The user of the compound does not suffer any 
  effects related to casting the spell. Cool, huh?  
   
   
   
  NECROMANCY 
  Reanimate corpses:   
  The general procedure for reanimation is this:  the caster 
  locates sufficient material and casts the spell.  If successful, 
  but before rolling for wounds, the caster may sacrifice END 
  points to increase the effect.  Remove the points, and roll the 
  damage, applying it randomly to an attribute.  Note that each 
  type of casting has consequences should the spellcaster pass 
  out.  
  The specific type of undead requires the spell to be memorized 
  and cast as noted.  
  Once created, all cease decaying (although all still give off a 
  foul reek) and remain until turned, or physically destroyed. 
  The maximum number of undead a necromancer can raise is 
  equal to his INT., with skeletons counting as ½ and mummies 
  counting double.  
  Effect enhancement table  
   
  END points 
  sacrificed 
  Effect Modifier 
  2 
  1 
  3 
  2 
  5 
  3 
  8 
  4 
  12 
  5 
  18 
  6 
   
  Reanimate Skeleton  
  Skeletons can be raised from most remains, even from 
  jumbled bones.  They are fast but fragile, and essentially 
  automatons, with no motivation or initiative but able to be 
  programmed for specific tasks, otherwise.  Without specific 
  instructions, a skeleton is completely passive, even allowing 
  itself to be destroyed if it has no relevant commands. .  A 
  skeleton may have one skill level in a skill with a STR or DEX 
  modifier.  The skeleton responds to simple commands 
  reasonably related to the skill; when in doubt, if the number of 
  words in a command seems overlong (generally more than one 
  sentence of no more than six words) roll 2d6 and use that 
  number of words–which may produce amusing results.  
  Creating  skeletons costs 1d6 of wounds, but allows up to 
  (effect+1) skeletons to be raised with a single casting (this is 
  limited by available….material).A skeleton is always bones, 
  even if raised from fresh remains; in which case  the body 
  withers horribly and the bones burst free, reassembling before 
  the caster.  
  A skeleton has 2d6-1 STR, and 2d6 +2 DEX, END =2, and 
  INT and EDU =0.  
  
  Sorcery and superscience4.0.doc  
   
  Page 21 of 43 
   
    
  Damage to a skeleton is permanent.  Damage to a skeleton is 
  randomly applied for each attack; if any one stat is reduced to 
  zero, it shatters and is destroyed.  
   
  Reanimate Zombie   
  A zombie is a reanimated corpse, but one that has had its spirit 
  driven out by the same spell that resurrects it; thus, it is as 
  freshly dead as is possible, and so retains many useful abilities.  
  A zombie may retain a number of skills from life equal to ½ 
  the living beings EDU. All are at level 1, and none of them 
  may be spells or spellcasting skills. Due to this, Zombies are 
  typically useful as assistants for very repetitive tasks, but can 
  function as henchmen and guards based on its remaining INT 
  stat.  A  Zombie, while retaining some intellect, is thoroughly 
  subservient to its creator, with limited initiative.  While a 
  zombie can be ordered to attack, it will not aggressively do so, 
  and requires specific commands to attack each being.  
  Uncommanded Zombies either return to their creator’s vicinity 
  or stand passively if there; if attacked or otherwise threatened 
  (physically or magically, verbal threats aren’t very effective, 
  I’m sure you understand), will flee to their creator. A zombies 
  INT is rerolled as 1d6, but must be less than the living value.  
  Zombies ST and END are increased by 3d6, allocated by the 
  creator, and DEX is reduced by 1D6.   
  Damage to a zombie may be healed magically, but if damage 
  reduces two stats to zero, it collapses and becomes a normal 
  corpse. ..   
  .. A Zombie costs 2d6 wounds to rise, and the effect from a 
  successful casting may be added to its strength or Endurance. 
  Note that if the caster is rendered unconscious by the damage, 
  the Zombie bonds to the first being giving it a command.  
   
   
   
   
   
   
  Reanimate Mummy   
  Mummies are freshly dead corpses that have been carefully 
  and very expensively preserved and protected before 
  reanimation. As a result they retain some intellect, and often 
  some very useful skills and knowledge.  They are strong, but, 
  due to the mummification process, quite slow. They make 
  excellent assistants for mages, and know both skills and spells.  
  Damage to a mummy is permanent, and if damage reduces 
  two stats are reduced to zero, it disintegrates.   
  A mummy has +1d6 STR, a DEX of half the living value, and 
  INT and EDU each reduced by 1d6. END is unchanged from 
  life. A Mummy retains all skills (and spells) possessed in life, 
  subject to the limits of the new INT+EDU value.  In general, 
  the lower level skills are lost before higher level ones. 
  Mummies are generally of moderate initiative, and have some 
  self awareness.  
  A Mummy costs 2d6 wounds to raise, and the effect from a 
  successful casting may be added to its EDU (and thus increase 
  its skill limits) . Note that if the caster is rendered unconscious 
  by the damage, the mummy becomes free-willed until 
  otherwise dominated.  
   
  Reanimate Draug   
  Draugs are raised from corpses that are more intact and only 
  partially rotted. Draugs are tougher and much stronger than 
  skeletons, and can regenerate damage by eating living flesh.  
  In fact, if they are damaged, unless restrained or commanded 
  otherwise, Draugs will ferociously attack and gorge 
  themselves upon the living– naturally, preferring brains.   
  Draugs have their ST and END increased by 1d6 each, and 
  DEX reduced by 1d6. Draugs have no intellect, with INT and 
  EDU =0; plus, they are highly aggressive and completely 
  fearless.  They have no skill levels, and attack as animals.  
  They are commanded by the creator, but commands must be 
  simple, No more than one sentence of no more than six words.  
  A Draug will never attack its creator, regardless of the 
  commands wording. and will never attack him 
  Uncommanded and uninjured Draugs will wander about 
  randomly, and only attack, if they touch or are touched by the 
  living.  Note that a Draug raised from a mutilated corpse will 
  always act as if injured, but be unable to heal the 
  “preanimation” damage”. Destroying a Draug requires all 
  three physical stats be reduced to zero; obviously too, it never 
  is rendered unconscious, nor is it vulnerable to quick kills.  
  A Draug costs 1d6 wounds to raise, and the effect from a 
  successful casting may be added to its strength. Note that if 
  the caster is rendered unconscious by the damage, the Draug is 
  permanently uncontrolled, and may well attack.  
   
  Reanimate Liche   
  HIGH RISK  
  The ultimate creation of necromancy, a Liche is created from 
  a living being by simultaneously casting both mummy and 
  zombie creation spells on oneself.  Currently too horrible to 
  contemplate in detail. this spell is only known to the greatest 
  of villains, and only used well offstage. 
   
  Séance 
  This spell allows a necromancer to summon the spirits of the 
  dead and interrogate them.  The spell is cast, and end points 
  may be sacrificed to increase the effect (Effect enhancement 
  
  Sorcery and superscience4.0.doc  
   
  Page 22 of 43 
   
    
  table 1).  Final effect is allocated to questions (one per point) 
  and time since death.  
   
  Effect 
  Time since death 
  0 
  Week 
  1 
  month 
  2 
  year 
  3 
  Decade 
  4 
  Century 
  5 
  millennium 
  6 
  “Legendary times” 
   
  Note that the spirits are generally honest, unless they were 
  hostile to the caster or something the caster represents or is 
  part of.  In this case, the answers will be either lies or cryptic 
  babbling, or both.  However, see Spiritwrack.  
   
  Spiritwrack  
  HIGH RISK if cast to destroy 
  Spiritwrack is a powerful spell used to dominate or destroy the 
  undead. It is the only way to compel a hostile spirit to 
  cooperate, regain control of an uncontrolled Draug, or enslave 
  a free- willed Mummy. Additionally both zombies and 
  Skeletons may be taken over by means of this spell.  
  Casting the spell to destroy causes the target to suffer (effect 
  +1)* 1d6. See specific type of undead for damage effects. 
  If cast upon uncontrolled undead, the undead takes 1d6 
  damage, but comes under the control of the caster as if created. 
  If cast to steal undead, the owner must make an INT test on 
  2d6 using the effect of the spell as a negative modifier.  If this 
  fails, the undead takes 1d6 damage and control passes to the 
  Spiritwrack caster as if created. 
   
  If cast to compel a spirit, the effect determines the maximum 
  number of questions the hostile spirit will answer honestly. 
  Spiritwrack is cast at the same level as a spell required to 
  create or summon the undead in question.  
   
  Goetry 
   
  Summon Animal. Duration: special 
  Casting time: 12 Hours. The caster must spend the casting 
  time undisturbed and with access to campaign appropriate 
  magical resources. 
  This summons an animal to fight for the caster. It is of normal 
  intelligence for its type, but will willingly obey any commands 
  given by the caster as if it could understand speech. It remains 
  for one hour, or until killed or banished (either by another 
  spellcaster, or the owner). Only one such animal may be 
  summoned at any one time.  
  The effect determines the size of the animal which must be 
  native to the local area, although it need not be common. 
  When the spell is successfully cast, add 1d6 to effect value, 
  and use this result on the creatures size table. The caster can 
  choose to take a smaller animal instead of a larger one, and in 
  cases where a specific type is needed, such as a flier, this is 
  likely required. While it is possible for the spellcaster to then 
  roll out the values for the summoned creatures, for speed and 
  ease of play, it is recommended that the GM or player develop 
  a list of animals, one per size (up to 12) that can be summoned 
  on land or on sea, with preset values for STR, DEX and END. 
  If the ecosystem supports such, at least naturally occurring 
  flyer should be included in land or sea lists. In general, the 
  summoned creature should be an average example of its 
  species.  
   
  Optional: 
  If desired, effect points may be spent to increase duration or 
  numbers summoned. For both cases, square the number of 
  points allocated (up to a maximum of 5) to determine the 
  number of extra hours duration, or the number of creatures 
  summoned in addition to the first one. All extra creatures will 
  be duplicates of the first as regards Stats. 
   
  Regular earth animal mishmash summoning table 
   
   
  effect+roll 
  Size 
  Choose from: 
  1 or less 
  1 
  Rat, Bat, Giant land snail 
  2 
  3 
  Meerkat/Pangolin/Goliath 
  frog/Parrot/raven 
  3 
  6 
  Large hare,Cat,Huge Owl 
  4 
  12 
  Tasmanian 
  Devil/badger/monkey/swan/Huge Eagle 
  5 
  25 
  Wild dog/baboon 
  6 
  50 
  capybara/Lynx/Wolf/Chimp/Emperor 
  Penguin 
  7 
  100 
  Cougar/Leopard/Hyena/Warthog 
  8 
  200 
  Tiger/Lion Gorilla/Anaconda 
  9 
  400 
  /Wild Boar 
  10 
  800 
  Large Bear 
  11 
  1600 
  Hippo/Auroch/salt water croc 
  12 
  3200 
  Rhino 
  
  Sorcery and superscience4.0.doc  
   
  Page 23 of 43 
   
    
   
   
   
  Crazy Fun Lost world megafauna summoning table 
   
  effect+roll 
  Size 
  Choose from: 
  1 or less 
  1 
  Archaeopteryx/Microraptor 
  2 
  3 
  Procompsognathids 
  3 
  6 
  Compsognathus   
  4 
  12 
  Velociraptor/Repenomamus robustus 
  5 
  25 
  Pteranodon/Oviraptor 
  6 
  50 
  Troodontids 
  7 
  100 
  Deinonychus/Quetzalcoatlus 
  8 
  200 
  Gallimimus 
  9 
  400 
  Protoceratops   
  10 
  800 
  Megalosaurus 
  11 
  1600 
  Stegosaurus/Allosaurus   
  12 
  3200 
  Ankylosaurus/Albertosaurus   
   
   
  Summon Familiar  
   
  Duration: special 
  Casting time: 12 Hours. The caster must spend the casting 
  time undisturbed and with access to campaign appropriate 
  magical resources.  
  Cost: caster allocates 100 Solidi (gold) per maximum effect 
  desired.  
    
  This summons a magically enhanced animal as a companion 
  for the caster. It is a summoned spirit combined with a 
  fragment of the casters spirit all bound into an animals body. 
  As such is extremely honest, obedient and loyal to the caster, 
  and is only released by its death or banishment by the caster, 
  or the casters death. A familiar has a high intelligence for its 
  type and can communicate with the caster as if they both were 
  speaking a common language. Only one may be in play at any 
  time, and this spell can only be cast under a full moon.  
    
  Before casting the spell, the caster must decide what 
  maximum effect is possible if the spell is successfully cast. 
  This is the maximum effect that the spell can generate. The 
  caster must provide 100solidi/point to cast this spell.  
  When the spell is successfully cast with an effect of greater 
  than 0, all the materials are expended, and the caster may then 
  allocate the effect points to build the familiar. An effect of 0 
  means that no familiar is available until the next full moon, 
  although the materials are not expended.  
  Allocate effect points to the familiars size rating up to a 
  maximum size of 6 and consult the summoned animal table in 
  use in the campaign; any extra effect points may be used to 
  enhance the familiar as noted below, as well as to add special 
  features. If the spell is successful, but does not generate the 
  desired effect points, the casting can be aborted; this requires 
  the caster to wait another month, but the costs and resources 
  are not expended. If the spell is cast and fails, the caster must 
  also wait a month, but also loses ½ of all materials and 
  resources.  
   
  Once the familiar is summoned, the Spellcaster increases his 
  END score by the Size rating of the familiar. If the familiar is 
  killed, his END score is immediately returned to the pre-
  familiar value. spellcaster then immediately takes 2xSize 
  value as damage; normal wounding and unconsciousness rules 
  for first hit apply. This damage is healed normally. If a 
  familiar is banished by the caster, only the additional END 
  points are lost.  
   
  The familiar is a large example of its type, with maximum 
  physical values. The INT of the familiar is 6+d6 + effect. 
  Familiars also have an EDU rating (Learning or LRN) 
  equivalent which is equal to the effect.  
  The LRN value determines the spells and skills of the familiar 
  that the spellcaster can benefit from. In general, a familiar can 
  have one skill or spell per LRN point. Each level of a skill 
  counts as one point also. Thus a familiar designed to hold two 
  spells and one level three skill must have a minimum LRN of 
  5. 
  Spells held by a familiar are essentially extra memorized slots 
  for the spellcaster, and skills are usable by the spellcaster as if 
  he possessed the skill. Note that the spells and skills are 
  specified at creation and may not be changed.  
  Other modifications to the familiar are also possible by 
  allocating effect points.  
  • 
  Common Speech (1)Familiar is able to speak an 
  understandable language.  
  • 
  Scrying (2) For 10 min/day, the caster may see thru 
  the familiars eyes.  
  • 
  Manipulative skill (1) The familiar is treated as if it 
  had appropriately sized hands; some modification 
  may be necessary, but generally assume that some 
  limbs of the familiar are unusually dexterous and 
  tactile.  
  • 
  Armor(1) The familiars armor is increased by one 
  level over its normal counterpart  
  • 
  Stealth(2) The familiar is treated as having the stealth 
  skill-2 in addition to any natural benefits.  
  • 
  Flight(1) The familiar can fly if it is normally unable 
  to, or fly twice as fast if it is.  
  • 
  Toughness(1)The Familiars END score is doubled 
  with no gain in mass.  
  • 
  Invisibility(3) familiar can become invisible for 1 
  hour/day.  
  • 
  Enhanced natural weapons(1) any natural weapons 
  the familiar has are increased by +1 to hit and +2 
  Damage.  
  • 
  Poison.(2) Any successful physical attack by the 
  familiar is treated as poisoned (qv)  
  While the options are many, and in some ways complex, 
  remember that the caster is essentially creating a unique 
  creature, and may only ever possess one at a time. 
   
  
  Sorcery and superscience4.0.doc  
   
  Page 24 of 43 
   
    
  Invisible Servant 
  The servant must remain within (effect +1) x 10 yards and 
  may carry  (effect+1) hundredweight  
  Duration: (effect+1) hours 
   
  This spell creates an invisible being of limited intelligence and 
  motivation  to do the casters bidding unerringly. The servant,  
  can carry out a simple task without the attention of the mage 
  once it is properly instructed.  It ; however, it may never do 
  damage, nor touch an unwilling or unknowing living being or 
  creature Conjure champion  
  This spell summons a single extraplanar being to fight for the 
  spellcaster.  The basic champion summoned is a humanoid 
  warrior of unremarkable Stats and abilities.  The champion 
  must remain within sight of the spellcaster or 100 yards if the 
  caster becomes unseen by whatever means.  While able to 
  speak the casters preferred speech, the champion is 
  uninterested in and unwilling to perform any role but that of a 
  bodyguard or warrior for the spellcaster . When not 
  specifically given any orders, the champion will actively guard 
  the spellcaster from physical attack.  . The champion never 
  checks morale, and will immediately obey any command to 
  attack, no matter how unbalanced the odds.  The champion 
  may be assigned to any one person other than the caster, in 
  which case the designated person is treated as the caster for all 
  purposes (and the actual caster is not).  
  If cast successfully, the following champion appears.  
  Basic Champion: 
  Humanoid 555510; Skills:  Brawling-1.   
  For every effect point over 0, the Champion may allocate 
  points to a variety of enhancements.   
  § 
  Increase EDU.  For each point allocated, EDU is 
  increased by one point.  A champion may learn Brawling 
  and one combat skill, only. Each point of EDU allows one 
  skill level.  to be learned in either brawling or one chosen 
  weapon skill.  Additionally, the Champion is summoned 
  with the weapon is non-brawling is chosen, plus a shield 
  if it is one handed.  
  § 
  Increase Stats for each point allocated, 1d6 may be added 
  to one physical stat, MAX =12 
  § 
  Improve Armor. For each point, the Champions armor 
  may be increased one level beyond a shield.  (Jack, 
  Chainmail Scale, Banded, Plate ) 
  § 
  Bodyguard  The champion will only attack to defend the 
  caster (or designated person) or himself, but is assumed to 
  have a 12 NT for purposes of spotting enemies or 
  anticipating an attack. 
  § 
  Berserker  The Champion will only attack if commanded 
  to or attacked.  The champion has a +2 to hit and damage.  
  Once engaged in combat the Berserk Champion will fight 
  until dead, or the death of the opponent.  
   
  Summon Monster: 
  Basic Duration: 10 Minutes + 10 *(allocated effect points 
  squared)   
  Summon monster is fundamentally the same as summon 
  animal, but it summons one magical, unnatural and/or 
  intelligent creature to fight for the Spellcaster.  As with 
  Summon animal, the creature is chosen from a list (provided 
  by the GM) based on allocated effect size.  Note that 
  enhancements are limited to numbers appearing and duration 
  only, as part of the definition of a monster is a creature with 
  unusual or supernatural abilities or characteristics.  A huge 
  Salt water Crocodile is a creature, whereas a similar sized 
  lizard that flies, breathes flame, and has armored skin is a 
  monster.  Extra examples may be summoned, one per effect 
  point allocated.  
   
  The monster need not be local, likely or even previously 
  known to exist, as long as it is on the table constructed by the 
  GM; it must however, be able to survive the spellcasters 
  current environment.  An example of a monster list would be 
  the above megafauna table in a modern earth campaign. A 
  quick dodge is to give a normally dangerous animal a size 
  boost of at least 2 sizes (Huge) or more (giant) and unusual 
  hostility and intelligence. Winged versions and bizarre 
  combinations (that improve the whole )work, too.  
   
  Effect+roll  Size 
   
  1 or less 
  1 
  Gigantic death leeches Huge Insect (spider, 
  ant, scorpion) 
  2 
  3 
  Huge Bloodsucking Bat; aggressive Pixy 
  3 
  6 
  Huge Flying Fanged Frog; evil leprechaun 
  4 
  12 
  Flying monkey with Fez/ Giant Ant 
  5 
  25 
  Giant scorpion 
  6 
  50 
  Goblin, Animated Skeleton 
  7 
  100 
  Hobgoblin/Giant spider 
  8 
  200 
  Gargoyle 
  9 
  400 
  Flying Boars/ DracoBear 
  10 
  800 
  Giant killer Carnivorous Penguin 
  11 
  1600 
  Wyvern 
  12 
  3200 
  Dragon 
   
  Summon Demon 
  Currently too horrible and sanity blasting to transcribe, this 
  spell is only known by the most corrupt and foul nemesis of a 
  campaign.  Pretty much, it summons a demon; the cost is 
  always the same: the casters soul.  Demons are entirely 
  designed by the referee, and themselves are the most 
  dangerous of encounters.  
   
   
   
   
  
  Sorcery and superscience4.0.doc  
   
  Page 25 of 43 
   
    
  Spiritual spells. 
   
  Overview 
  Spiritual Spells draw power (or permission) directly from gods 
  and god-like entities.  The caster is but a conduit for the effect, 
  and thus simply petitions for the spell, and it is granted or not.  
  Thus, unlike magical spells, spiritual spells have no base cost, 
  and need not be memorized nor pre-planned.  However, once 
  an spiritual spellcaster fails a skill roll when casting, , it is 
  made apparent that the deities, fickle as ever, are elsewhere, or 
  that the caster has lost the connection of faith; in either case, 
  the favor of spell use becomes unavailable.  To regain this use, 
  a spiritual caster must fast, purify and cleanse himself (as 
  needed and appropriate), and wait for a sunrise and a sunset, at 
  which point, the favor of the god or gods will return.  
   
  One further difference is that successful spiritual spells may 
  always have their effect boosted by sacrificing END points. 
   
  It is important to note that this is not a DM to the spellcasting 
  roll, but rather a way to increase the effectiveness of a 
  successfully cast spell.  
   
  Spiritual spells are organized by power (difficulty) and Canon. 
  Difficulty is as magical spells and based on the circle of the  
  spell. 
   
  Canon is simply a body of religious spellcasting knowledge of 
  a specific family of spells.  Note that different religions should 
  have different access to various canon depending on the nature 
  of the god or pantheon involved. In general, any given religion 
  should use from 1-4 canon, and optionally have access to one 
  mystery.  For instance  a generic evil death cult might have 
  access to Anathema and Aegeis, as well as the mystery spells 
  of Necromancy,  whereas the archetypical new age 
  interpretation of druids might use Natures mastery, 
  brotherhood and balm. 
   
  Canon	
    
  Chant	
    (0)	
    
  	
    Blessing	
    (-­‐1)	
    
  Prayer	
    (-­‐2)	
    
  	
    Miracle	
    (-­‐4)	
    
  Gift	
    
  	
    absolution	
    
  commune	
    
  animate	
    
  resurrect	
    
  Balm	
    
  invigorate	
    	
    
  nourishment	
    
  cure	
    
  restore	
    
  Pax	
    
  	
    friendship	
    
  tongues	
    
  companions	
    
  command	
    
  Natures	
    
  master	
    
  Predict	
    weather	
    
  Control	
    weather	
    
  	
    Create	
    weather/Call	
    
  wrath	
    
  Move	
    earth	
    and	
    
  water/call	
    vengeance	
    
  Anathema	
    
  undead	
    
  spirit	
    
  elemental	
    
  demon	
    
  Ageis	
    
  Faith	
    	
    
  Material	
    	
    
  Magic	
    
  Spirit	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  GIFT 
   
  The canon of gifts concerns the benedictions and blessings 
  that a holy man can bestow on allies, the faithful and himself.  
  Note: When cast on sincere members of the casters religion, 
  there is a +1 DM , and success Effect is further increased by 1.   
    
  Absolution Removes a curse or compulsion, negates a charm 
  or dominating spell.  Effect must exceed effect of compulsion 
  or curse.  
   
  Commune Effect equals the number of  yes no questions of no 
  more than six words each that must be answered honestly by 
  the DM.   Helpfully is another matter.  
   
  Animate  
  Animate an object giving it a basic movement of 1,   physical 
  stats of 1 and   mind stats equal to 0.  Each effect point allows 
  1d6 to be added to a stat. Protection is based on material: 
  generally, wood or lighter counts as unarmored, stone as 
  chainmail, and metal as plate. Alternately, may cancel another 
  animate spell if effect is greater than original effect. Duration 
  is indefinite or until the creator dies or  wills the spell to end 
  (or it is dispelled) 
   
   
   
  Resurrect 
   
  HIGH RISK  
  Raise a being from the dead.  Effect points +1 determine stat 
  base (including EDU and INT) .Stats then  heal normally 
  HIGH RISK.  
   
  This spell can only be cast once ever on any given creature 
  by a specific caster (or artifact). 
   
  Time since event 
  0 
  Ten  minutes 
   1 
  hour 
  2 
  day 
  3 
  week 
  4 
   month 
  5 
   season 
  6 
   year 
  7 
  decade 
  8 
  Quarter century 
  9 
  Century 
  +1 
  Per century thereafter  
   
   
   
  
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  BALM 
   
  The Canon of Balm gives the caster the ability to aid and heal 
  others as well as himself.  As with the canon of gifts, when 
  cast on sincere members of the casters religion, there is a +1 
  DM , and success Effect is further increased by 1.  Those 
  doing a great service on behalf of the religion may also gain 
  this benefit.  
  Invigorate Effect is added to a chosen physical stat or 
  distributed amongst several physical stats. Duration II 
   
  Nourishment 
  Creates a day’s food and water.  Effect +1 
  squared is the number of people so fed. 
   
  Cure 
  brings a single stat at zero to half value or a damaged 
  stat to full value. (Effect +1)/2 is the number of stats so 
  affected.  Applies to damage and disease, mental damage, and 
  amnesia.  Otherwise, it can be used to cure a disease or 
  neutralize a toxin if the effect+1 exceed the potency of the 
  disease.  NOTE: generally, toxins cause a set number of points 
  of damage per minute, and diseases per day.  Thus, if a disease 
  or poison damaged stat is healed, it may be returned to its 
  original value, but the toxin or disease will continue to cause 
  damage until cured. . Note too that stat reductions dues to 
  amputation cannot be fully healed.  In general, cure simply 
  hastens normal healing; thus there may be scarring and 
  disfigurement, and amputation cannot be changed.  In general, 
  surviving the loss of a body part will cause a permanent 
  reduction to one or more stats, depending on its nature. (See 
  combat and healing). These reductions cannot be effected by a 
  cure spell or natural healing.   
   
  Restore  
  HIGH RISK  
  This is a cure spell that also will regrow any limbs or other 
  flesh lost due to disease or damage, remove scarring and other 
  disfiguration, and any resultant stat losses which would be 
  otherwise unhealable.    
   
   
  PAX 
   
  The canon of Pax concerns the harmonious relations of all 
  men, non humans and animals, and in a completely 
  serendipitous effect, protects holy men from the same. 
   
  Friendship  
  when cast, sentient strangers and animals will become 
  passively friendly and unafraid of the target of this spell, 
  whereas sentient enemies become neutral and generally avoid 
  them; at worst becoming surly and passively unhelpful if 
  required to interact.. Note that the beings whose attitude is 
  shifted are not the actual target of this spell this , rather,  
  anyone coming into contact with the caster or designated 
  recipients becomes more friendly. This will stop an attack by a 
  being or animal.  Note that beings or animals feelings towards 
  the targets can only be affected by one casting of this spell.  
  Multiple castings will extend the duration but not increase a 
  surly reaction to friendly.  Beings hostile to the caster under 
  strict and explicit orders to act thus are only effected if they 
  fail a 3d INT test; even if successful, they will attempt to carry 
  out their order in as peaceful a manner as possible, if possible 
  (“kill that caster right now” is hard to act on peaceably, 
  otherwise, always consider how the attacker would handle his 
  best friend if at all possible).   
  Duration III , Targets II   
   
  Tongues  
  Allows the caster and designated targets to communicate 
  clearly with all beings or one kind of animal within hearing.  
  Effectiveness will still be based on the intelligence of the 
  creature in question; always taking into account the concepts 
  of the setting.  In the real world, a chimp may be quite easy to 
  communicate with, but a bird much less so; in a fantasy world, 
  all animals may have a language.  This is not a charm spell, 
  and the mood and friendliness of the beings must also be 
  considered. An enraged, charging Boar will likely only 
  respond with porcine expletives if communicated with, for 
  instance. Duration IV. Targets: III  
   
  Companions 
   
  This spell is specifically cast upon a single friendly being or 
  animal which then becomes actively friendly and helpful, 
  joining with the caster and assisting his goals without 
  exposing themselves to undue risk or behavior they would 
  normally be opposed to.  Characters with the caster are treaded 
  with friendship, but gain no control or influence over the being.  
  Note that a being or animal unable to communicate with the 
  caster will limit its ability to help.  Also, animals or persons 
  made friendly by a friendship spell are valid targets of this 
  spell. Duration V.  
   
  Command  
  This spell is specifically cast upon a single friendly being or 
  animal which then becomes loyal dedicated to the wishes of 
  the caster, placing the goals and welfare of the caster above its 
  own, additionally, each being under its effect will obey any 
  one order by the caster.  If the order would result in grossly 
  incongruous behavior or certain death, the target gains a 3d 
  test vs. INT to break free.  .  Note that only one order may be 
  in force at a time, and only the last specific order will be in 
  effect.  Duration V. If cast upon a hostile or unfriendly subject, 
  it becomes HIGH RISK.  
   
   
  
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  NATURE’S MASTERY 
   
  The canon of natures mastery is derived from the superiority 
  of the spiritual plane over the material plane.  
   
  Prediction The caster is able to accurately predict the weather 
  or major natural events (floods, landslides, tsunami, 
  earthquakes, etc) for effect+1 days in the future. 
   
  Alter nature 
  The caster can increase or decrease the 
  severity of: rain, snow, wind, fog, or hail though not eliminate 
  it, nor change it.  Thus rain cannot become wind, but could 
  change a drizzle to a downpour.  Duration is effect + 1 in days.  
   
  Create weather/Call wrath.  
  HIGH RISK if cast as wrath 
  One of the above types may be created at any natural level of 
  intensity with duration of effect +1 days or canceled, 
  alternately, the wrath of the gods may be called, causing a 
  terrible storm, hurricane or tornado (effect+1 hours) or call a 
  single strike of lightning (effect +1)*2 d6 damage to 
  everything within an area effect+1 yards in diameter may be 
  summoned. Cast as wrath, this is a HIGH RISK SPELL.  
   
  Move earth and water. 
  HIGH RISK  
   The caster may either move a hill or single non-living terrain 
  feature with a total perimeter of  up to  effect+1 * 300 yards 
  up to (effect +1)* 1000 yards; alternately , he may create a 
  passage thru water or solid terrain no more than effect+1 * 10 
  yards diameter and effect+1 *100 yards long . Cast a 
  vengeance, the caster may create a localized but severe 
  earthquake, open a sinkhole or cause a massive landslide 
  effectively destroying all structures and inflicting  effect+3 
  dice damage to all creatures within  (effect +1 )acres.  The 
  caster and all within a circle of diameter equal to the effect in 
  yards are unaffected. Can also be used to identical effect of 
  Spiritwrack 
  on 
  elemental 
  creatures. 
   
  ANATHEMA 
   
  Anathema is a canon that deals with summoned and  unnatural 
  creatures, with effects ranging from destroying them to simply 
  blocking their movement. The type of creature that may be 
  affected is specific to the skill learned –thus, a prayer may be 
  used to banish a spirit, but not an undead creature or a demon. 
  When successfully cast, the caster allocates effect points to 
  result and number on the anathema table, rolls the dice for 
  number of creatures effected (as needed) and applies the 
  chosen result to that many creatures; with the next lower result 
  applying to the remainder.  
   
  Effect 
  points 
  result 
  number 
  0 
  slowed 
  1 
  1 
  blocked 
  1d6 
  2,3 
  turned 
  2d6 
  4 
  banished 
  4d6 
  5+ 
  destroyed 
  8d6 
   
   
   
  Anathema result explanations: 
  Slowed: Creatures are reduced to half speed. 
  Blocked. Creatures may not make contact with or attack the 
  cater, nor move so as to end their move closer to the caster 
  than when the spell was cast for effect +1 d6 turns.  Note that 
  the caster may close range on his turn; forcing the creature to 
  retreat to the initial range.  The caster can attack the creature if 
  within range. 
  § 
  Turned Creatures must flee the caster for at least 1d6 
  combat turns, and count as blocked for the remainder 
  of the day (until next sunset) 
  § 
  Banished: Banished creatures are forced to return to 
  their origin if from another plane (elementals, 
  demons, most spirits), undead are turned. 
  § 
  Destroyed. Creatures are disintegrated, wither away, 
  dissolve or collapse into heaps of corruption as 
  appropriate.  
  Note:  Anathema cast against demons is HIGH RISK. 
   
  AGEIS 
  The Canon of Ageis defends and emboldens the faithful and 
  those they help against danger, fear, magic and unnatural 
  creatures of a variety of types.  
   
  Faith The aegis of faith protects all within it from fear and 
  mind control effects or spells, and imposes difficulty penalty 
  on any spiritual spells targeted on its occupants equal to 
  1+effect. Morale rolls (if applicable) gain a positive DM equal 
  to the effect.  Duration III 
   
  Material This gives all within it protection from all forms of 
  physical damage, reducing non-combat damage by (effect +1) 
  d6, and applies a negative DM to all attacks (ranged, hand to 
  hand  or otherwise) equal to (effect +1) Duration: II 
   
  Magic 
  The aegis of Magic gives all within it protection 
  against magical spells.  Any spell cast upon the occupants of 
  the circle, or thru the perimeter of the circle, are subject to a 
  negative DM equal to the effect +1.  Note that spells cast from 
  within the circle cross its perimeter and are thus also penalized.  
  Duration I 
   
  Spirit The Aegis of Spirit effects non-natural creatures and all 
  creatures strongly aligned against the casters deity. . Such 
  beings cannot enter the circle, and any physical magical or 
  spiritual attacks are treated as if passing through the aegis that 
  is most effective against it Duration: IV 
   
   
  
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  Swords and Superscience! 
  In which we learn how to do that which was once done, but no longer. 
  One aspect of Swords and Sorcery that needs consideration is 
  that of the influence of the past and of ancient and lost 
  civilizations. A key element in the mood of such tales is living 
  in a world that was once home to vastly more powerful and or 
  advanced civilizations, now fallen. Typically, little new is 
  created in the younger civilizations once this is realized; 
  creativity turns to scavenging the powers of the ancients, and 
  seeking out their knowledge to learn in rote manner; seldom is 
  there found the knowledge to create or improve such artifacts, 
  or the wisdom to understand mysterious knowledge. This is 
  typically expressed as ancient, often prehuman sorcery, or 
  ancient 
  superscience….or 
  both, 
  now 
  indistinguishable.  
   
  Magical and superscience artifacts are typically ancient, 
  irreproducible, and only partially understood. They have 
  effects, which are vastly powerful, but often unrelated to their 
  actual purpose. An example in fiction is that of a deadly 
  weapon, which a self-powered electrical radio is in fact; 
  primitives discover it can be used to kill one another by 
  hurling it into a victim’s bath, and that is its new function.  
   
  In one direction, then, is sorcery, generally non-human, often 
  completely beyond comprehension if not apish use; in another 
  is the science and artifacts of a lost but often human 
  civilization of which the present users are degenerate remnants. 
  All of this is simply a wordy way to introduce flying devices 
  to the world. Simply put, they are optional, but easily added.  
   
   
  Ancient Artifacts 
   
  Whether or not a campaign includes Skycraft, rare and 
  wondrous artifacts from past civilizations are a staple of S&S 
  yarns.  Items produced by magical techniques accessible (at 
  least in understanding) to contemporary sorcerers and sages 
  are detailed in the magic section   Items born of superscience 
  and incomprehensible or inhuman magic qualify as artifacts. 
  Their purpose may or may not be easily understood, but never 
  their creation or operation.  Such artifacts may be unique 
  (teleportation portals), or somewhat common (ray guns or 
  force spears), but they are always irreplaceable and of great 
  value –often in excess of their functional value. Generally, a 
  GM should determine from 0-5 examples of artifacts for each 
  aspect of the cultures technology of increasing rarity.
  Examples ( to be elaborated upon by DM 
   
  Entertainment 
  Convenience 
  Transportation 
  Communication  
  Medicine   
  Warfare 
  Manufacturing 
  Common 
  Clockwork 
  toys 
  Lantern 
  Dirigible 
  Semaphore 
  Antibacterial 
  potion 
  musket firing 
  Radium shells 
  Clockwork 
  assemblers 
  Less 
  Common 
  Hand tablet & 
  discs. 
  Flashlight 
  Skycraft 
  Wireless 
  Voxcaster 
  Omni-drug/ 
  medpack 
  Rocket pistol 
  Template 
  machine 
  Unusual 
  3-d projector 
  Microlite 
  Personal Rocket 
  pack 
  Vision screen 
  Bionics 
  Laser rifle 
  Radium powered 
  robots 
  Rare 
  Pleasure or 
  entertainment 
  androids 
  Darkvision 
  mask 
  Jump/Antigrav 
  belt 
  3d avatar system 
  Cloned body  
  parts 
  Finger laser 
  Duplicator 
  Unique 
  Virtual World 
  pod 
  X-Ray Glasses 
  Teleportation 
  gate 
  Thought 
  broadcaster 
  Cloning & 
  mind transfer 
  Portable 
  Disintegrator 
  Omni-Fabricator 
  Common might be owned by anyone, less common by the well 
  off or agents of same, unusual by the rich, governments or 
  specialists in the employ of either, rare would typically be 
  secret and guarded, used only by the owner or guardian, and 
  unique even more so, or only known in rumor and legend
  In all cases in this section, especially in skycraft construction, the cost has not necessarily been reconciled with the setting. This is less 
  of a problem that it seems, as most of the values are simply accounting units for designing the artifacts.  Unlike Futuristic craft design, 
  these are seldom constructed within the period of the game, and are generally found, inherited, or stolen. Such ancient ships would 
  seldom be sold, but if so, their price would reflect the rarity and fantastic nature of the item, not the cost of its components when it was 
  being constructed.  Additionally, the standard unit of account for large projects in Traveller is the Megacredit, abbreviated as MCr..  
  Obviously, we need a measure of account for Adventurer that will work for the amounts in question, and be more atmospheric.  
  Accordingly, the unit chosen to simplify design is an ancient measure of account (and weight), the Talent.  
  The Roman Talent  is about 70 lbs (~ 32 Kg); It’s a butt load (Imperial) of money, probably divided into about 6000 coins of 
  whichever metal. (assuming period coin sizes). In Silver, Wikipedia estimates it as 20,000 dollars in 2004; in classical times one 
  Talent (6000 silver Denarii) could pay a triremes crew or 200 soldiers for a month. In the Roman Republic ( 137 BC): 1 denarius paid 
  a soldier for 3 days and was enough to buy wheat for one month. 
  (1 As/copper ~ 1 loaf of bread).  That’s for a talent of silver, so keep in mind that gold would be from 10x 20x more valuable.  Given 
  that,  it seemed reasonable using the Gold Talent as the equiv of a megacredit, abbreviated as GTl; with STl for silver talents.  So, for 
  now, convert 1MCr  =1GTl.
  
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  Skycraft and Seacraft: 
  Fluff and background technobabble 
  (skip ahead for actual rules) 
   
  In Adventurer, the basics of starship construction is 
  used to develop two specific kinds of technological 
  remnants: seacraft and skycraft. In worlds where 
  this technology exists, or remains, the common 
  ships of low tech cannot compete, and are absent or 
  badly retarded and primitive. Campaigns lacking 
  this technology will require the typical historically 
  based ships, and will be discussed later. Skycraft 
  and Seacraft. 
   
  All such vessels consist of up to four basic ancient 
  components: a hull, a levitator, a motivator and a 
  radium furnace. The radium furnace powers the 
  levitator and motivator, and they in turn act upon 
  the hull to produce the desired effects. They are all 
  imperviously sealed components, which are 
  mounted onto the hull and interconnected by 
  contemporary, if advanced methods ; for instance, 
  the radium furnace may transmit its energizing rays 
  via a series of mirrored steel tubes connecting 
  certain key points on the furnace to those of the 
  motivator; but uses braided wire of purest gold to 
  connect to a levitator. Similarly , the motivator may 
  transmit its effects to the hull via a pool of salted oil 
  in which it sits whereas the levitator may simply 
  change vibrational frequency of the hull via inert 
  organic substances.  
   
  In short, while the components are effectively 
  indestructible, their connections are all 
  contemporary, and thus all too vulnerable to 
  disruption. In game terms, the exact details can be 
  ignored save that they can be damaged, and are 
  difficult to replace; actual description of the 
  connectors is entirely for game flavor.  
   
  A radium furnace and a motivator and or Levitator 
  are connected to each other and mounted in the hull 
  frame, and then common currently available 
  materials (such as wood or steel) are added to create 
  decking, bulkheads and hull planking to allow the 
  components to function as a ship. It is quite possible 
  (and often common) for a ship to be reduced by 
  combat or fire to its basic indestructible elements 
  and still fly, (although it will not float) if they are 
  still connected. A hull disconnected from a levitator 
  will plummet and crash, often deforming the frame; 
  loss of connection to a motivator will simply cause 
  a sky or seacraft to coast to a stop. Loss of 
  connection to the radium furnace will cause both 
  effects.  
   
  The final component of any design is the radium 
  gas used to fuel the furnace; this is held in large 
  tanks of contemporary material and construction.  
   
  Note that the motivational effects generated by the 
  hull are damped by contact with and proximity to 
  the ground; a large amount of either water or air is 
  required to insulate the motivators effect from the 
  geostatic field of the planet generated, as is well 
  known, by the radiant orgomantic inertia of a large 
  body. Obviously, this will not affect the horizontal 
  field effects of a levitator.  
   
  The effects of the geostatic field are most 
  pronounced when the ship is within  approximately 
  20 meters per 100 dTons displacement of solid dry 
  land. Thus, a 100 dTon ship would experience 
  geostatic shut-off of its motivator beginning at 
  approximately 20 meters altitude. 
   
  A ship that has its movement field damped by 
  proximity has its Motivation rating reduced to zero 
  over perhaps ten minutes regardless of its original 
  rating.. Similarly, power builds slowly over the 
  same time when setting out. Note that operating in 
  proximity to the geostationary field also requires 
  much higher level of input from a radium furnace, 
  and thus landing and launching can be major 
  operating expenses; a levitator is also effected by 
  this, although its potential . Ships without 
  extenuating reasons will typically maneuver above a 
  landing area, and descend directly, using the 
  motivator only for small corrections. Similarly, 
  launching is typically accomplished by a direct 
  assent to the minimum altitude for that hull, at 
  which time the motivator is powered up.  
   
  (yes, this is simply a fiddle to explain why they all 
  
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  ride horses and lizards or whatnot across the 
  trackless deserts when skycraft are unavailable); 
   
   
  Hull:  
  The hull is an open frame, a spidery web of 
  Orichalum, an indestructible metal of mysterious 
  properties. A given hull will contain a given volume 
  and no more, and mass is effectively irrelevant. The 
  hull produces lift when activated by a levitator, and 
  velocity when acted upon by a motivator. These 
  frames can be deformed (with significant effort), 
  and this can reduce volume, but cannot be stretched, 
  expanded, cut, spliced or otherwise damaged. 
  Without the action of a motivator or levitator it is 
  simply an inert web of malleable but impervious 
  metal wires, about as dense as aluminum.  
  The largest known hull still in existence has a 
  displacement of 5000 tons of phlogiston bearing 
  radium gas.(dTons) 
  Hulls are available only in discreet sizes due to 
  standardization by the ancients. Current hulls exist 
  in 100rTon  increments up to 1000 dTons, and then 
  three larger sizes  which are almost always used for 
  military craft.  
   
   
  Motivator: 
  The motivator requires a connection to a radium 
  furnace to work and a connection to a hull. When so 
  connected, the hull is able to move, with or without 
  inertial effects depending on the needs and design 
  of the campaign. Basic speed is in hexes per day 
  (about 150km/hex) , up to the rating of the 
  motivator, modified by the levitator, if present. Note 
  that the motivator is immobile without a hull, even 
  with a radium furnace connection. Ships lacking a 
  levitator are limited to functioning in water. Land 
  vehicle construction is generally impractical (or 
  impossible) due to geostatic issues discussed above.  
   
  Levitator 
  The levitator functionally allows the ship to float, 
  and enhances the effect of the motivator. It requires 
  a functioning connection to the hull, and to a radium 
  furnace. The maximum altitude of a skycraft is its 
  levitator rating, and its speed is the product of its 
  motivator rating and levitator rating when above the 
  geostatic limit of the ship. Each altitude band is 
  approximately 2000 meters. 
   
  Note that the largest ships with minimum rated 
  levitators will have a very restricted operating range 
  for using the motivator – a 5000 dTon ship has a 
  Geostatic floor of approximately 1000 meters, and a 
  levitational ceiling of 2000 meters (and with 
  motivator rating of 1, an average speed of about 6-7 
  km/hour –look out zeppelins and sailboats!) 
   
  Note that for altitudes bands greater than ½ the 
  UWP size rating of a world, atmospheric effects 
  come into play.  See skyship  operations  for details.  
   
  Radium Furnace 
  The radium furnace is the heart of any ship. Burning 
  Phlogistonated radium gas, it powers motivators 
  and levitators; other wondrous ancient engines also 
  rely upon Radium furnaces, from massive water 
  pumps to tiny home lanterns. Note that a radium 
  furnaces output is directly related to its size, 
  although it is not necessarily a linear relationship. 
  Also note that they do not provide electricity (a 
  primitive, unreliable and terribly inelegant means of 
  powering devices) but rather energizing rays of the 
  fourth quantum (or higher). A radium furnace must 
  have a rating at last equal to the highest rated 
  component on board ship (in many, but not all cases, 
  this will be the motivator or levitator) 
   
  Radium Gas.  
  Gaseous radium is, in fact, a matrix storing the 
  phlogiston required by the Radium furnace. The 
  Radium gas is efficiently recycled and returned to 
  the ships tanks in a dephlogistonized state by the 
  Radium furnace. Dephlogistonized Radium is then 
  recharged with elemental Phlogiston and is again 
  able to support the Furnace. Rephlogistonizing is 
  generally carried out before the full tank is depleted, 
  to avoid the steep fuel requirements of restarting a 
  furnace (as above). Phlogiston is generally provided 
  by refineries at most ports; unrefined phlogiston can 
  be obtained at the smaller ports, and produced by 
  the ship from any organic matter is equipped with a 
  phlogiston mill. Use of unrefined phlogiston is 
  essentially free, but carries penalties for reliability 
  and maintenance.  
   
   
  In general operation, above the geostatic floor, the 
  Radium furnace will burn (dephlogistonize) radium 
  
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  gas to produce radiant energization for the 
  Motivator and Levitator. The motivator requires 
  Phlogistonated Radium gas equal to 1% of the hulls 
  displacement * the rating of the furnace per two 
  weeks of operation. Note that restarting a furnace 
  requires a far greater amount of Gas than simply 
  running it, equal to two weeks operation so it is 
  usually left running, and thus the motivator is 
  always available. Gas consumption is always based 
  on the rating of the furnace, not upon the actual 
  setting of the Motivator, due to the well known 
  semipartial effects of the radium antidecay factors. 
   
  A levitator will require gas equal 10% of the hull 
  volume to lift a ship one altitude band for two 
  weeks continuously. Consumption is proportional to 
  use, and so is based on the average altitude across 
  time. A levitator with a rating of four an thus keep a 
  ship at level 4 for two weeks (burning 40% of its 
  displacement in fuel), or at level 1 for eight weeks 
  (burning 10% of its displacement in gas per week. 
  Note that both refineries and mills are ancient 
  devices, and require connection to a furnace to work. 
   
  
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  Skycraft and Seacraft:  
  Actual Rules.  
   
  In Adventurer, the basic rules of starship construction are used to develop two specific kinds of technological remnants: sea craft and 
  sky craft. In worlds where this technology exists, or remains, the common ships of low tech cannot compete, and are absent or badly 
  retarded and primitive. Campaigns lacking this technology will require the typical historically based ships, and will be discussed later. 
   
  The general procedure for construction of skyships (and seaships) is essentially that of traveller; for convenience, the 
  specific version is that of the Mongoose Traveller SRD for both core rules and High guard. 
   
  The design sequence for building a skyship is as noted in the two documents unless changed below; the actual 
  components used are limited to those noted below as usable.  Obviously, any new components are applicable only to 
  this supplement. 
  Note that some changes in nomenclature of ship design have been made, mostly for flavour or personal prejudice of 
  the author.  In particular, Traveller components and ships are measured in displacement tons (dTons), based on the 
  displacement of liquefied Hydrogen; this is converted to rTons in skyships, which is based on the displacement of 
  liquefied phlogiston bearing radium gas, a completely fictional substance. Hardpoints are referred to as mounting or 
  mount points, and standard traveller turrets are referred to as gun mounts; barbettes are barbettes, and Bays are now 
  small or large turrets. The terms are intended to conform to nautical design terms of the ironclad/predreadnaught era, 
  and to satisfy the Authors personal whims. 
    
  1. The Hull 
   
  Hull 
  Hull 
  Code 
  Price 
  (MegaCredits) 
  100 tons 
  1 
  2 
  200 tons 
  2 
  8 
  300 tons 
  3 
  12 
  400 tons 
  4 
  16 
  500 tons 
  5 
  32 
  600 tons 
  6 
  48 
  700 tons 
  7 
  64 
  800 tons 
  8 
  80 
  900 tons 
  9 
  90 
  1,000 tons 
  A 
  100 
  1,200 tons 
  C 
  120 
  1,400 tons 
  E 
  140 
  1,600 tons 
  G 
  160 
  1,800 tons 
  J 
  180 
  2,000 tons 
  L 
  200 
  Overview 
  The hull is the basis of all craft construction, and it is 
  important to note that in this rules genre, the assumption is 
  that hulls are almost never constructed from scratch, but rather 
  reused from earlier vessels 
   
   
   
  Configuration  
  A Skycraft may have several configurations – standard (a 
  basic ship-like or hydrodynamic structure, able to land on, and 
  at need navigate in water), streamlined (a wing, disc or other 
  lifting body specialized for flight, capable of landing on water 
  or land, but incapable of effectively navigating in the former) 
  or exotic (which includes fanciful hull shapes, such as 
  monsters, castles or human heads).  Further, Hulls may be 
  open, closed or sealed.   
   
  Open hulls are the default, and have at least one working deck 
  exposed to the elements and the slipstream.  Open hulls are 
  often seacraft that have been refitted with levitators to allow 
  flight, and may even be simple sailing craft with a hull frame, 
  Furnace, motivator and levitator added.  
   
  Streamlining a ship increases the cost of the hull by 10%. 
  Streamlining may not be retrofitted; but must be included at 
  the time of construction.   
   
  Closed hulls have  all working areas protected and enclosed, 
  and are typically more teardrop or cylinder shaped if a 
  standard hull Closed status reduces hull capacity by 10%and 
  increases the cost of the hull by 10% (but improves the effects 
  of armouring, see below). A hull may be retrofitted to closed 
  status  
   
  
  Sorcery and superscience4.0.doc  
   
  Page 33 of 43 
   
    
  Sealed hulls are often spheres or actual fantasy rocket shapes, 
  are both protected and sealed against atmosphere and water, 
  and able to maintain internal environment and structure 
  against extremes or pressure from both directions. Sealed hulls 
  may not be retrofitted, and increase cost by 20% and reduce 
  capacity by 20%.  
   
  Exotic hulls may be open or closed, and have the cost of the 
  hull reduced by 20%, calculated before open or closed 
  structure is considered. 
   
  Armor 
  Armor is added in 5% increments of the ship’s tonnage For 
  example, a heavily armoured warship might take Steel armour 
  twice. This would take up 10% of the hull’s volume and cost 
  100% of the base cost of the hull, but give 12 points of armor.  
  It would require a major city or dedicated warship yard to 
  construct due to its unusual type (Steel
   
  Armor Type 
  Av 
  Protection 
  Cost 
  ArmorWood 
  C 
  1 per 5% 
  5% of base hull (Max 3) 
   Iron 
  LC 
  2 per 5% 
  20% of base hull  (max 6) 
   Steel 
  U 
  4 per 5% 
  50% of base hull (max 12) 
  Adamantium 
  R 
  8 per 5% 
  100% of base hull (max 24) 
  Av = availability C=common 
  LC = Less common 
  U =unusual 
  R= rare
   
  Options 
  Antithermium (U): Antithermium coating on the hull increases 
  the ship’s armour against heat, flame lance and inferno 
  weapons by 3. Adding Antithermium costs 0.1 Megacredits 
  per ton of hull and can only be added once.  
   
  Semi-organic (U): A semi-organic hull automatically repairs 
  minor breaches such as small arms fire, and prevents 
  decompression in sealed hulls. It costs 0.01 Megacredits per 
  ton of hull. 
   
  Contravisibility (R): This coating partially absorbs light, 
  causing it to be invisible at night, and functionally invisible at 
  greater than long range in daylight, blending into the haze. 
  This gives a –4 DM on any rolls to detect the ship. Adding 
  Stealth costs 0.1 Megacredits per ton of hull, and can only be 
  added once.  
   
  Hull and Structure Damage 
  Initial damage is applied to the Hull; once the Hull is 
  breached, further damage goes to the Structure. When all 
  Structure Points have been lost, the ship has been smashed to 
  pieces. A ship has one Hull Point and one Structure Point per 
  50 tons of displacement.  
  As discussed previously, all hulls are artifacts, and many of 
  them are repurposed; thus, the current use of a hull may differ 
  significantly from its original design intent, simply due to lack 
  of suitable hulls when needed.  
   
  Original Hull Purpose 
  Mercantile  
  Mercantile hulls are the most common type available, and the 
  default. They are not well configured for heavy weaponry and 
  as a result, barbettes cost 50% more, and take up 2 mount 
  points and double internal volume.  Turrets may not be 
  mounted. 
   
  Paramilitary   
  Paramilitary hulls include private security forces, police, and 
  support for ground units (often mercenary) Half of the mounts 
  points must be light or standard gun mounts or unused; 
  Barbettes may be installed as normal, and small turrets cost 
  50% more and take up two mount points, although internal 
  volume is unaffected.  Large turrets are not allowed.  
  Paramilitary hulls cost 20% more than standard. 
   
  Military  
  Military hulls may mount any weapons or combination of 
  weapons, however, a total of 10 tons * total mount points must 
  be dedicated to weapons use or left empty.  Note that this 
  minimum is for all mount points, and could be satisfied by a 
  single turret (for example) in a 1000 rTon hull. Military hulls 
  cost 50% more than standard. 
   
  Civil  
  Civil Hulls are those originally used for purely social support 
  purposes, such as rescue, civil maintenance and medical 
  transport or intervention.  As they are highly specialized, cost 
  and volume requirements for all non-gunmount weapons are 
  doubled. 
   
  Exploration  
  An exploration hull is primarily intended for hazardous work; 
  it may mount any weapon at standard cost, but the hull cost is 
  doubled. 
   
  Hulls may have additional structure	
    and	
    hull	
    points by 
  allocating extra	
    volume
  
  Sorcery and superscience4.0.doc  
   
  Page 34 of 43 
   
    
      Reinforced Hull 
  Hull Size Reinforced 
  Structure per 5% 
  Reinforced 
  Hull per 10% 
  100 -300 
  1 
  3 
  400–600 
  2 
  5 
  700-900 
  4 
  10 
  1000 
  8 
  20 
   
  Of the four major components of a skyship (Hull, Motivator, 
  Levitator & Furnace) the hull is most likely to vary in quality 
  due to age; partly this is because the hull is also the only 
  component that does not suffer from catastrophic failure past a 
  certain level of damage and neglect.  Hulls degrade slowly, 
  and with great effort can be upgraded, although its capacity 
  never changes.   
   
  Quality poor shabby Standard Good 
  Excellent 
  Cost 
  50% 70% 
  100% 
  150% 
  300% 
  Hull per 100 
  70 
  50 
  40 
  25 
   
  The Hull Per row determines how many Hull and Structure 
  points a skycraft will have at that quality level. Normally, a 
  ship has one Hull point and one Structure point per 50 tons. 
  At higher technology levels, a ship can have more Hull and 
  Structure for its tonnage.Note that the relationship between 
  cost and hull per rows is not linear or symmetric. This is 
  intentional, and includes consideration of availability.  
  Hatches  
  Seacraft are typically boarded across the top deck, or via a 
  gangplank; skycraft also have this capacity, but generally also 
  have at least one boarding hatch per 100 tons, typically at the 
  keel deck. The average keel hatch is similarly designed to a 
  nautical gun port, and is basically watertight when closed; and 
  is large enough for three people in armor to pass through at the 
  same time. Under normal circumstances, boarding hatches are 
  locked down from the inside and require a Very Difficult (–4) 
  stealth check to open.  
  Ships with cargo space may have horizontal cargo hatches in 
  the main deck, allowing up to 10% of their cargo to be 
  transferred at any time; vertical hatches (at any level, though 
  presumably at keel level) may be installed instead on skyships.  
  
  Sorcery and superscience4.0.doc  
   
  Page 35 of 43 
   
    
  2. The Engineering Section 
   
  A  Seacraft must have a motivator and a radium furnace. A Skycraft must have a Levitator and a Furnace. A motivator may be 
  installed, but is not required. For motivators, the potential is the movement number, which is the maximum movement rating 
  available. For Levitators the potential is the Altitude number and efficiency number.  
   
  Cost and size by component type and rating 
   
  Levitator 
  Motivator 
  Radium Furnace 
  Drive Code 
  Tons 
  GTl 
  Tons 
  GTl 
  Tons 
  GTl 
  A 
  10 
  10 
  2 
  4 
  4 
  8 
  B 
  15 
  20 
  3 
  8 
  7 
  16 
  C 
  20 
  30 
  5 
  12 
  10 
  24 
  D 
  25 
  40 
  7 
  16 
  13 
  32 
  E 
  30 
  50 
  9 
  20 
  16 
  40 
  F 
  35 
  60 
  11 
  24 
  19 
  48 
  G 
  40 
  70 
  13 
  28 
  22 
  56 
  H 
  45 
  80 
  15 
  32 
  25 
  64 
  J 
  50 
  90 
  17 
  36 
  28 
  72 
  K 
  55 
  100 
  19 
  40 
  31 
  80 
  L 
  60 
  110 
  21 
  44 
  34 
  88 
  M 
  65 
  120 
  23 
  48 
  37 
  96 
  N 
  70 
  130 
  25 
  52 
  40 
  104 
  P 
  75 
  140 
  27 
  56 
  43 
  112 
  Q 
  80 
  150 
  29 
  60 
  46 
  120 
  R 
  85 
  160 
  31 
  64 
  49 
  128 
  S 
  90 
  170 
  33 
  68 
  52 
  136 
  T 
  95 
  180 
  35 
  72 
  55 
  144 
  U 
  100 
  190 
  37 
  76 
  58 
  152 
  V 
  105 
  200 
  39 
  80 
  61 
  160 
  W 
  110 
  210 
  41 
  84 
  64 
  168 
  X 
  115 
  220 
  43 
  88 
  67 
  176 
  Y 
  120 
  230 
  45 
  92 
  70 
  182 
  Z 
  125 
  240 
  47 
  96 
  73 
  192 
   
  Potential by hull size 
   
  100 
  200 
  300 
  400 
  500 
  600 
  700 
  800 
  900 
  1000 
  1500 
  2000 
  5000 
  A 
  2	
    
  1	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  B 
  4	
    
  2	
    
  1	
    
  1	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  C 
  6	
    
  3	
    
  2	
    
  1	
    
  1	
    
  1	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  D 
  –	
    
  4	
    
  2	
    
  2	
    
  1	
    
  1	
    
  1	
    
  1	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  E 
  –	
    
  5	
    
  3	
    
  2	
    
  2	
    
  1	
    
  1	
    
  1	
    
  1	
    
  1	
    
  –	
    
  –	
    
  –	
    
  F 
  –	
    
  6	
    
  4	
    
  3	
    
  2	
    
  2	
    
  1	
    
  1	
    
  1	
    
  1	
    
  –	
    
  –	
    
  –	
    
  G 
  –	
    
  –	
    
  4	
    
  3	
    
  2	
    
  2	
    
  2	
    
  2	
    
  1	
    
  1	
    
  1	
    
  –	
    
  –	
    
  H 
  –	
    
  –	
    
  5	
    
  4	
    
  3	
    
  2	
    
  2	
    
  2	
    
  2	
    
  2	
    
  1	
    
  –	
    
  –	
    
  J 
  –	
    
  –	
    
  6	
    
  4	
    
  3	
    
  3	
    
  2	
    
  2	
    
  2	
    
  2	
    
  1	
    
  1	
    
  –	
    
  K 
  –	
    
  –	
    
  –	
    
  5	
    
  4	
    
  3	
    
  3	
    
  3	
    
  2	
    
  2	
    
  2	
    
  1	
    
  –	
    
  L 
  –	
    
  –	
    
  –	
    
  5	
    
  4	
    
  3	
    
  3	
    
  3	
    
  3	
    
  3	
    
  2	
    
  1	
    
  –	
    
  M 
  –	
    
  –	
    
  –	
    
  6	
    
  4	
    
  4	
    
  3	
    
  3	
    
  3	
    
  3	
    
  2	
    
  2	
    
  1	
    
  N 
  –	
    
  –	
    
  –	
    
  6	
    
  5	
    
  4	
    
  4	
    
  4	
    
  3	
    
  3	
    
  3	
    
  2	
    
  1	
    
  P 
  –	
    
  –	
    
  –	
    
  –	
    
  5	
    
  4	
    
  4	
    
  4	
    
  4	
    
  4	
    
  3	
    
  2	
    
  1	
    
  Q 
  –	
    
  –	
    
  –	
    
  –	
    
  6	
    
  5	
    
  4	
    
  4	
    
  4	
    
  4	
    
  3	
    
  3	
    
  1	
    
  R 
  –	
    
  –	
    
  –	
    
  –	
    
  6	
    
  5	
    
  5	
    
  5	
    
  4	
    
  4	
    
  4	
    
  3	
    
  2	
    
  S 
  –	
    
  –	
    
  –	
    
  –	
    
  6	
    
  5	
    
  5	
    
  5	
    
  5	
    
  5	
    
  4	
    
  3	
    
  2	
    
  T 
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  6	
    
  5	
    
  5	
    
  5	
    
  5	
    
  4	
    
  4	
    
  2	
    
  U 
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  6	
    
  6	
    
  5	
    
  5	
    
  5	
    
  4	
    
  4	
    
  2	
    
  V 
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  6	
    
  6	
    
  6	
    
  5	
    
  5	
    
  5	
    
  4	
    
  3	
    
  W 
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  6	
    
  6	
    
  6	
    
  5	
    
  5	
    
  4	
    
  3	
    
  X 
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  6	
    
  6	
    
  6	
    
  6	
    
  5	
    
  4	
    
  3	
    
  Y 
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  6	
    
  6	
    
  6	
    
  6	
    
  5	
    
  4	
    
  3	
    
  Z 
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  –	
    
  6	
    
  6	
    
  6	
    
  6	
    
  5	
    
  5	
    
  3	
    
   
   
  
  Sorcery and superscience4.0.doc  
   
  Page 36 of 43 
   
    
  The furnace rating (A-Z) must be at least equal to either 
  Motivator or Levitator rating, whichever is higher. It will also 
  limit weapons that can be used (below) 
   
  Furnaces, 
  Levitators 
  and 
  Motivators 
  are 
  all 
  highly 
  standardized, and in general, most such components used in 
  skycraft were designed for use in skycraft.  However, there is 
  variation in original purpose and efficiency of interconnection 
  that can be used to trade volume for cost. How well the 
  component is suited for its current configuration modifies 
  these parameters.  
   
   
  Poor 
  Standard 
  Excellent 
  Tonnage 
  125% 
  100% 
  75% 
  Cost 
  75% 
  100% 
  200% 
   
  Fuel 
   The motivator requires Phlogistonated Radium gas equal to 
  1% of the hulls displacement * the rating of the furnace per 
  two weeks of operation.  
  Note that restarting a furnace requires a far greater amount of 
  Gas than simply running it, (equal to two weeks operation) 
  and as a result it is usually left running, and thus the motivator 
  is always available. Gas consumption is always based on the 
  rating of the furnace, not upon the actual setting of the 
  Motivator, due to the well known semi partial quantum effects 
  of the radium antidecay factors. 
   
  A levitator will require gas equal 10% of the hull volume to 
  lift a ship one altitude band for two weeks continuously. 
  Consumption is proportional to use, and so is based on the 
  average altitude across time. A levitator with a rating of four 
  an thus keep a ship at level 4 for two weeks (burning 40% of 
  its displacement in fuel), or at level 1 for eight weeks (burning 
  10% 
  of 
  its 
  displacement 
  in 
  gas 
  per 
  week. 
  Note that both refineries and mills are ancient devices, and 
  require connection to a furnace to work. 
   
   
  3. The Main Compartment 
   
  The ship’s main compartment contains all non-drive features 
  of the ship, including the bridge, ship’s weaponry, the 
  staterooms, the cargo hold and other items. 
   
  Bridge: The size of the bridge varies depending on the size of 
  the ship, and contains steering and navigational equipment, as 
  well as intership communication and signaling. : 
   
  Ship Size 
  Bridge Size 
  200 tons or less 
  5 tons 
  300 tons – 500 tons 
  10 tons 
  600-1000 
  20 tons 
   
  Computer: Not applicable unless equipped with an artifact. 
   
  Avionics: Not applicable.  Unless equipped with artifacts, all 
  sensing is naked eye or telescope.  
   
  Communications: Internal communication is by means of 
  repeaters and voice tubes.  General communication is either by 
  hand, light or flag signals, or thru use of artifact technology.  
  In the case of the latter, the total bridge space may or may not 
  be increased, based on the specific artifact, examples of which 
  will be included eventually. 
   
  Staterooms: As no life support other than food or water is 
  required, assume that a standard four-ton stateroom can 
  support up to eight crew for one month in increasingly 
  cramped and unpalatable conditions. Generally, civilian crews 
  will require no more than double occupancy, officers single, 
  and command officers and nobles may require several 
  staterooms, as befits their status.   Note that staterooms are 
  generally temporary affairs mounted inside the hulls, and are 
  easily reconfigured if all such spaces have the same 
  modifications (luxuries, for instance). 
   
  Low Passage Berths: Not applicable. 
   
  Cargo Hold: As per standard rules. Note rules regarding cargo 
  hatches.  
   
  Fuel Scoops & Fuel Processors: Replaced by a phlogiston 
  mill.  A phlogiston mill requires a power source, which 
  determines the rate at which a given unit can extract 
  phlogiston. 
   
  A Phlogiston mill extracts the combustible essence from 
  organic matter.  The more flammable, the better the source, 
  but any organic matter can be processed.  Input must be 
  chopped up into small pieces each no larger than a fist before 
  processing.  Note that in Adventurer, a shipboard mill can 
  only provide lower grade (unrefined) phlogiston.  Refined 
  Phlogiston is only produced by very large refining machines 
  requiring very large power sources. Obviously, a ship’s 
  refuelling capacity is limited by its available supply of Radium 
  gas; however, under normal use, insignificant amounts of 
  radium gas are lost due to the Phlogiston cycling of the radium 
  furnace. Damage to radium tanks will of course modify this, 
  as will skipping the yearly recharge.  
   
  Additional ship components 
  Armory: Ships carrying a large number of marines or soldiers 
  can benefit from an armory, a specialized weapons store. An 
  armory can only be accessed by those with the correct codes 
  (usually the ship’s senior officers and nobles) and contains a 
  wide variety of weapons. In game terms, an armory has 
  enough light weapons for the crew, appropriate to the 
  campaign, and a selection of other military equipment like 
  grenades, melee weapons, amour and shields.  All should be 
  appropriate for forces fighting at close quarters, with limited 
  training in the more sophisticated small arms available.  A 
  Armory for a skycraft costs GTl 0.5 and takes up two 2 tons of 
  space.  
   
  
  Sorcery and superscience4.0.doc  
   
  Page 37 of 43 
   
    
  Where military vessels are concerned, the number of armories 
  built into the ship’s design is based on crew size. One armory 
  is installed for either every 50 crew members, or every 10 
  marines, in order to provide adequate storage for equipment, 
  weapons and ammunition. 
   
  Audience Room: While a cargo or hangar deck, assembly hall 
  or even the main ships deck can suffice, few megalomaniac 
  tyrants will want to skip out on having an dedicated, opulent 
  and AV equipped area to harangue and motivate the crew and 
  troops. An audience room allows a commander to apply his or 
  her leadership skill efficiently, and adds a +1 to morale effects 
  of a successful skill check. It is also the perfect place to mock 
  and berate captured heroes.  
   
  Assembly Hall. An assembly hall is useful on mercenary and 
  other adventuring ships, where warbands can discuss plans or 
  meet with clients privately. It gives a +1 DM to Tactics 
  (military tactics) checks made when planning missions on 
  board ship. 
   
  Bombardment Bay: A specialized cargo hold carried in the 
  keel of an airship, a bomb bay allows deadfall ordinance to be 
  carried securely, as well as having  large outside doors or 
  hatches and machinery to  allow any portion, up to the entire 
  load, to be dropped upon command.  
   
  Jump Bay: carried along the sides  or keel of an airship, a 
  jump bay allows parachute/lifter, or bungee equipped troops to 
  efficiently exit the ship while in flight .  Any such bay will be 
  specialized to support the specific type of assault or jump 
  troops carried with static cords, tether mount points, or 
  phlogiston tanks as needed.  
   
  Hangar: Normally, when a small craft is included in the 
  design of a larger one, it is installed into a form–fitting 
  enclosure in the hull of the mother vessel, or simply 
  hung/towed behind. . Adding a full–scale hangar allows for 
  repairs and maintenance of the smaller craft when they are 
  back on the ship. The hangar includes spare parts and 
  specialized testing and repair equipment for the stored craft.  
  A hangar requires 150% of the space allocated to the small 
  craft supported, and costs GTl 0.2/ton.  
   
  Note that without a flight deck or launch tubes, each craft 
  must be launched individually. Launching and recovering 
  small craft from a larger vessel is usually an activity taking 30 
  minutes to launch or recover one craft 
   
  Laboratory: Space allocated to laboratories can be used for 
  research and experimentation. Each four tons of lab space 
  allows for one scientist to perform research on board ship. The 
  cost for research equipment varies depending on the type of 
  research undertaken, but is generally around GTl 1.0 per 4 
  tons.  
    
  Protoid tanks:  These large vats allow a ship to produce its 
  own edible food from basic protoid masses grown in nutrient 
  pools.  Protoid food is nourishing, filling, and utterly lacking 
  in taste without extensive and expensive spicing as well as  
  expert modification and preparation.  Protoid tanks allow a 
  ship to be self sufficient, if not satisfied, with regard to food, 
  as long as the basic seed mass of the protoid body remains 
  alive with access to atmosphere and nutrients.  
   
  Gashouse. A gashouse allows a sealed ship to maintain a 
  breathable atmosphere as power is available.  Some use 
  greenhouse technology, some use ultratech scrubbers, but 
  most use a variation of protoid biotechnology.  Note, Gas 
  protoid mass does not grow, and cannot be eaten.  All it does 
  is scrub the air and add oxygen. Requires water, nutrients (can 
  be shared with a food mass) and power.  
   
  Study: A study contains books, files, comfortable chairs, work 
  tables, charts and globes. Invariably, the mastermind’s huge 
  pipe organ is found here. A good library is useful for both 
  research and passing time, as well as for gloating and 
  revealing plot details to captive heroes. Having a library on 
  board a ship gives one extra week of training time for new 
  skills 
   
  Pleasure domes: Pleasure domes allow the crew, officers and 
  passengers to relax and entertain themselves on long flights.  
  Since we are going for “family friendly”, that’s that about that.  
   
  Launching Tubes: Launch tubes allow small craft to be 
  launched and recovered rapidly from a ship. The size of a 
  launch tube is twenty–five times the tonnage of the largest 
  craft that will be deployed in this manner, and they cost GTl 
  0.5/ton. With a launch tube, up to ten small craft can be 
  launched per round. Multiple launch tubes can be installed.  
   
  Recovery/Flight Deck: A dedicated flight deck allows small 
  craft to be launched more rapidly, and provides some space for 
  maintained when not launching or recovering. a flight deck .  
  allows small craft to be launched every five minutes, and 
  recovered (and hangared) every ten.  A flight deck requires 
  space equal to the greater of 4x the largest craft carried, or 
  125% of all craft carried. If paired with a hangar, elevators 
  need to be added unless both are on the same level –this is 
  more efficient, but also more dangerous when recovering craft.  
  Elevators take up space equal to 150% of the largest craft to 
  be serviced.  Flight decks can be used as storage space, but 
  this disallows actual launch or recovery.  
   
  Redoubt: These are specially armored areas to serve as 
  strongpoints when the ship is boarded, but can also be used as 
  holding cells for dangerous or exotic creatures.   They may be 
  designated as internal or deck mounted when the ship is 
  designed.  Redoubts  have a minimum size equal to 10% of the 
  ship.  Each redoubt can be given its own structure, hull and 
  armor rating.  Reinforcement, structural supports, armored 
  hatches and assorted defensive alterations reduce the usable 
  space within the redoubt to 80% of the remaining allocated 
  tonnage after hull, structure and armor are accounted for.  
   
  Emergency accessway system.  This is a series of dedicated 
  tunnels, specially designed airways, ventilation shafts and 
  crawlspaces often accessed thru hidden or secret hatches, 
  allowing secondary and secret access to all main areas of the 
  ship.  Yes, these are the secret passages so beloved of 
  Hollywood pirate ships and spaceships.  Specific areas and 
  
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  bays can be connected, or the entire ship can be designated as 
  accessible. The passageways are small, cramped, and often 
  flooded with steam, soot or smoke. The entire ship can be 
  interconnected, taking up 1% of total tonnage most of which 
  will be connections between normally isolated service areas.  
  If specific areas are indicated, only those are connected, and 
  3% of the tonnage of the areas connected must be allocated.  
   
  Training Room: 
  Where military vessels are concerned, the number of armories 
  built into the ship’s design is based on crew size. One armory 
  is installed for either every 50 crew members, or every 10 
  marines, in order to provide adequate storage for equipment, 
  weapons and ammunition. 
   
  Vault: A vault is a special armored chamber in the heart of a 
  craft, designed to survive attacks that would annihilate the rest 
  of the ship. A vault has another four Hull and Structure points 
  that only come into play when the ship housing the vault is 
  destroyed. A vault can contain cargo, staterooms or any other 
  internal components equivalent up to 6 tons. 
   
  Luxuries:  Luxuries, particularly in warships or ships of the 
  very rich, are common.  Even the most workaday tramp 
  freighter, generally centuries old, has accumulated a share of 
  decadent fripperies and decorations unrelated to function.  
   
  Grappling Arm: A grappling arm is a remote–control device 
  for picking up or manipulating objects at a distance from the 
  hull. The arm is a flexible tentacle of thousands of telescoping 
  segments, capable of reaching out up to 250 meters. The arm 
  ends in a set of grippers varying sizes, from large claws 
  (preferred by pirates and evil imperial ships) to small 
  manipulators.  A grappling arm takes up two tons of space and 
  costs GTl 1. 
   
  Corvus: All ships include gangplanks/stairs that allow 
  passengers to cross from one ship to another or to a dock. A 
  Corvus is a military version of the common gangplank. The 
  corvus does not end in a docking collar, but in a huge spike 
  that can punch through the hull of an enemy vessel. A corvus 
  takes up three tons of space and costs GTl 3. To use the 
  Corvus the craft must be adjacent to the target vessel .   
   
  Docking Clamp: A docking clamp allows a skycraft to carry a 
  small craft or other vessel on the outside of the hull. 
  Recalculate the ship’s Motivator Number by adding the 
  tonnage of the skycraft and the docked craft together, round up 
  to the nearest hull size, and then compare that to the thrust by 
  drive volume table. If performance is reduced to the point that 
  it has no rating, then treat the ship as if it has the equivalent of 
  a sail. Levitator performance is reduced in a similar manner, 
  but reductions below 1 mean the ship loses lift.  The size of 
  the vessel that can be clamped depends on the size of the 
  docking clamp. 
   
  Clamp Tonnage 
  Attached Ship Maximum 
  Cost 
  1 
  10–30 
  GTl 0.5 
  5 
  40–90 
  GTl 1.0 
  10 
  100–300 
  GTl 2.0 
  20 
  400–500 
  GTl 4.0 
  50 
  500+ 
  GTl 8.0 
   
  4. Vehicles and Drones 
   
  Drones are not used in this setting.  Smaller craft, down to the 
  size of personal fliers are available for inclusion the design as 
  auxiliaries–but remember, the supply of all hulls is limited, 
  and smaller ones especially so; further, the smallest hull is 
  100rTons.  There may or may not be smaller craft available 
  (especially for seacraft) but they are all contemporary 
  construction, and often quite unreliable. Note that heavier than 
  air technology and theory is severely stunted by the 
  availability of large lifting hulls, as is airship technology  
  Costs are simply computed per dton as noted 
   
  Note that small flying craft of below 100rTons can be 
  easily dispensed with depending on the setting; in many 
  cases, where the current technology is far lower than the 
  artefact/ancient tech, this is desirable.  
   
  Glider: An unpowered fixed wing flyer; Size can be anywhere 
  from 3-90 rTons.  Can generally have pilot +1 passenger per 3 
  full rTons; cargo space cannot exceed 50% of displacement.  
  Cost: .02 GTl/dton 
   
  Ultralight: Essentially a powered glider of less than 10 tons. 
  Max pilot and one passenger or 1dT Tons cargo.  Current 
  manufacture, albeit limited by propulsion engine and power 
  source availability (which are generally repurposed artefacts) 
  Cost: .05 GTl/dton 
   
  Biplane or Autogyro: A powered glider of 10 + rTons.  
  Propulsion and power source (battery or thermion plant) uses 
  20% of available space: otherwise as glider. Autogyro cost 
  50% more than a fixed wing flier, but can count as half 
  volume for storage. Most are artefact devices. Cost: .1 
  GTl/dton 
   
  Ornithopter: Ornithopters are monoplanes using dynamic 
  wing surfaces (they flap).  As biplane but only 10% must be 
  allocated to propulsion and power; cargo max is 75% of 
  rTons, passengers are one per 2 full tons. Note: All 
  Ornithopters are artefact devices. Cost: .3 GTl/dton 
   
  Floater: A floater is a simple lift balloon often with man –
  powered propulsion (pedal propellers with specially bred slave 
  races permanently attached, as an example) Cost: .01 
  GTl/dton, .02 if propulsion added.  
   
  
  Sorcery and superscience4.0.doc  
   
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  Screw Floater: Essentially a glider body with a lift balloon 
  replacing the wings, and a rudimentary engine powered 
  propeller. Cost: .04 GTl/dton 
     
   
  5. Armaments 
   
  Typically, more knowledge about weaponry has survived than 
  in almost all other areas.  While some weapons are as 
  irreplaceable as hulls, others are completely manufacturable 
  by local and contemporary culture, and others can still be 
  modified repaired and even created from recorded design 
  templates 
  by 
  surviving 
  ancient 
  fabricators
   
  Weapon Type 
  Repair?  
  Modify 
  Ammo 
  Manufacture 
  Fabricate 
  Shotcaster 
  Y 
  Y 
   M 
  Y 
  - 
  Bombard 
  Y 
  Y 
   M 
  Y 
  - 
  Heat Ray projector 
  Y 
  Y 
  - 
  N 
  Y 
  Flame Lance 
  Y 
  Y 
  - 
  N 
  Y 
  Radium Cannon 
  Y 
  N 
  F 
  N 
   
  Inferno Gun 
  N 
  Y 
  F 
  N 
  Y 
  Death Ray Projector 
  N 
  N 
  - 
  N 
  N 
  Rotational  repeater 
  Y 
  Y 
  M 
  N 
  Y 
   
  Weapons are installed on craft by means of mounts, which for 
  come in three types.  These are gunmounts, barbettes and 
  turrets. All take up mounting points on a hull, and some also 
  require internal volume to accommodate hull reinforcement, 
  ammo stores, crew space and the like.  
  A hull has a set number of mount points on its hull, one per 
  100dTons. 
   
  Gun mounts 
  Gun mounts are the simplest and most common systems for 
  installing weaponry on ships.  As ships tend to be built with 
  whatever hull is available, they are often the only weapon 
  emplacements that can be added without great effort and 
  expense. There are two varieties of gunmounts, light and 
  standard.  Both can also be designated as fixed to reduce cost; 
  otherwise a gunmount has a wide field of fire and is capable of 
  elevation and depression.  
  Gun mounts must be attached to mountpoints on the ship. A 
  light gun mount takes up 1/3 of a mountpoint, and no internal 
  space.   A standard gun mount takes up one mounting point 
  and one ton of space.  A standard mount is also referred to as a 
  gun mount or simply a mount; the terms are interchangeable. 
   
  Fixed gunmount weapons cannot move, are limited to firing in 
  one direction (normally straight ahead or broadside). A fixed 
  mounting costs half as much as a standard weapon mount of 
  the same type. 
   
  Light Gun Mounts 
  A light gun mount can only support light antipersonnel 
  weapons generally with a maximum range of short, and with a 
  penetration of 0.     
  Light  mounts can hold one, two or three weapons. 
   
   
  Light Mount 
  TL 
  Tons 
  Cost (GTl.) 
   Single 
    
    
  0.1 
  Double 
   
   
  0.25 
  Triple 
   
   
  0.5 
  Fixed   
  - 
  0 
  x 0.5  
  Pop-Up   
  10 
  2 
  +1 
   
   
  Standard Gun Mounts.  
  A standard gun mount is also referred to as a gun mount or 
  simply a mount; the terms are interchangeable. 
   
  Type of mounting 
  TL 
  Tons 
  Cost (GTl.) 
  Single   
  7 
  1 
  0.2 
  Double   
  8 
  1 
  0.5 
  Triple   
  9 
  1 
  1 
  Pop-Up   
  10 
  2 
  +1 
  Fixed   
  - 
  0 
  x 0.5  
   
  Single, Double and Triple mounts can hold one, two or three 
  weapons. 
   
  Pop-Up is a quality that can be applied to any type of mount – 
  the weapon or weapons is concealed in a pod or recess on the 
  hull, and is detectable only when deployed. A ship with all its 
  weapons in pop-up mounts looks unarmed to a casual 
  observer. 
   
  Gun Mounts are either exposed, protected or armoured.  
  Exposed mounts have no protection for the crew, protected 
  mounts give protection against hand arms, splinters and 
  shrapnel only. Armored mounts have a regular armor value up 
  to that of the ship. 
  Light mounts may be either exposed or protected, but not 
  armored.    
   
  Type 
  Tons 
  Cost (GTl.) 
  Open 
  0 
  1x 
  Protected 
  1 
  2x 
  Armored   
  3 
  5x  
   
  Note that an enclosed hull has exposed weapon mounts unless 
  upgraded. Mounts on Sealed hulls however, must be upgraded 
  to armoured. 
   
  
  Sorcery and superscience4.0.doc  
   
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  Light gun mount Weapons 
  Weapon 
  Optimum Range 
  Damage 
  Cost (GTl.) 
  Heat Ray projector 
  Short 
  1d6 
  0.5 
  Shotcaster 
  Special 
  Pebble 
  0.25 
  Rotational Repeater 
  short 
  1d3 
  0.5 
  Ballista 
  medium 
  1 
  0.1 
  Swivel cannon 
  short 
  1* 
  0.2 
  Ducks-Foot 
  short * 
  0* 
  0.1 
   
  Standard gun mount Weapons 
  Weapon 
  Optimum Range 
  Damage 
  Cost (GTl.) 
  Heat Ray projector 
  Short 
  2d6 
  1 
  Flame lance 
  Medium 
  1d6 
  1 
  Radium Cannon 
  Long 
  3d6 + crew hit 
  4 
  Shotcaster 
  Special 
  1d3 or Pebble 
  0.25 
  Rotational Repeater 
  short 
  1d3  x1d6 
  0.5 
  Culverin 
  Medium 
  1d2 
  0.3 
  Cannon 
  Medium 
  1d3 
  0.4 
  Bombard 
  Medium* 
  1d3+2 
  0.5 
   
   
   
   
   
  Barbettes:  
  Barbettes are a weapon half–way between turrets and gun 
  mounts. A barbette takes up a mounting point, but also takes  
   
   
  up space inside the ship, as the larger weapons mounted in a 
  barbette need room for capacitors, targeting, ammo feeds and 
  other components.  
   
  Barbette weapons 
  Weapon 
  Optimum Range 
  Damage 
  Cost (GTl.) 
  Heat Ray 
  Short 
  2d6 
  0.5 
  Flame lance 
  Medium 
  3d6 
  1 
  Radium Cannon 
  Long 
  4d6 + crew hit 
  4 
  Shotcaster 
  Special 
  1d6 or Pebble 
  0.25 
  Rotational Repeater 
  short 
  1d6  x 1d6 
   
  Inferno Gun 
  medium 
  4d6 
   
  Bombard Battery 
  Medium* 
  1d6 x1d3 
   
   
  Turrets 
  Turret weapons are much larger than Standard mounts, and 
  take up either 50 tons of space (if small) or 100 tons (if large) 
  as well as one mount point. All turrets are armoured.  
   
  Craft can always carry one Turret but the maximum number of 
  non-bombard weapons is limited by displacement/1000, 
  multiplied by the Furnace rating number (rounded down, but 
  with a minimum of one).  
   
  Small Turret Weapons 
  Weapon 
  Range 
  Damage 
  Cost (GTl.) 
  Bombard Battery 
  Short 
  2d6 x1d3 
  12 
  Heavy Radium Cannon 
  Long 
  6d6 + crew hit 
  20 
  Inferno Gun 
  Medium 
  5d6 
  8 
  Death Ray Projector 
  Long 
  5d6 + crew hit 
  50 
   
  Large Turret Weapons 
  Weapon 
  Range 
  Damage 
  Cost (GTl.) 
  Bombard Battery 
  Medium 
  3d6 x1d3 
  12 
  Heavy Radium Cannon 
  Long 
  9d6 + crew hit 
  20 
  Inferno Gun 
  Medium 
  8d6 
  8 
  Death Ray Projector 
  Long 
  8d6 + crew hit 
  50 
   
  
  Sorcery and superscience4.0.doc  
   
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  Turret and barbette weapons may be placed in fixed 
  mountings. These taken up only half the internal volume but 
  can only fire to one facing.  No more than half the crafts 
  mount points may be designated as fixed mountings firing to 
  broadside, and a maximum of one forward or aft. 
   
  Death Ray weapons are unaffected by armor, as the blast only 
  interacts with organic material. A Heavy Radium Cannon also 
  inflict an automatic hit on the crew of any target struck. 
  Shotcasters require ammunition. Twenty shotcaster projectiles 
  and thermion barrels take up one ton of space, and cost 10,000 
  credits. 
  Cannon, culverins, bombards swivel guns and ducks feet are 
  classical gunpowder artillery, and may or may not be available 
  depending on the setting. Ammunition and gunpowder storage 
  per one ton hold space costs  0.1 GTl, and allows the 
  following number of shots per gun: Cannon 24; Culverin 36; 
  Bombard 20; swivel 48; ducks foot 100.  Note that gunpowder 
  is cheaper, and likely easier to manufacture than thermium, 
  but it is also less reliable, and much more dangerous to the 
  users. Caveat Emptor. 
  Inferno 
  Guns 
  require 
  refined 
  Thermium 
  catalyst 
  as 
  ammunition. 
  Radium Cannon require fabricated ammo. 
  Heat Ray projectors have a –2DM to hit 
  Shotcasters: Require Thermium and fire Ball or pebble shot.  
  Ball shot allows the shotcaster to deal damage based on size; 
  pebble does 1 point of damage 1d6 times.  
   
  Death Ray Projectors can only be fitted in craft with a furnace 
  rating of 5+. Inferno and Radium Cannon can only be fitted in 
  ships with a furnace rating of 3+. If the furnace rating is 3 or 4 
  a maximum of 50% of gunmount weapons can be Radium 
  Cannon. If the furnace rating is 1 or 2, a maximum of 25% of 
  gunmount weapons can be Radium Cannon. There are no 
  limits 
  on 
  the 
  fitting 
  of 
  other 
  weapon 
  types.
   
  Quality 
  Standard 
  Improved 
  Good 
  Excellent 
  Cost 
  100% 
  150% 
  200% 
  300% 
  Upgrades 
  0 
  1 
  2 
  3 
   
   
  As with all items of Ancient design or manufacture, weapons 
  are highly standardized, but many are able to be manufactured 
  or fabricated (in limited numbers) modified or repaired.  The 
  quality if the final product will add upgrades to the weapon.  
   
  Note that Death Ray projectors may generally not be upgraded, 
  and Inferno weapons cannot have their range altered. 
   
  Some upgrades are double upgrades, consuming two ‘slots’. 
  An upgrade may only be taken once. 
   
  Accurate (Double Upgrade): Accurate weapons have a +1 DM 
  to all attack rolls (not applicable to screens).   
   
  Easy to Repair: Easy to Repair armaments give a +1 DM to all 
  repair attempts in spacecraft combat. 
   
  High Yield: When rolling damage for a High Yield weapon or 
  performance of a high yield screen, any ‘1’s rolled on the dice 
  are counted as ‘2’s. For example, a roll of 1, 1, and 2 on a 
  High Yield Radium Gun attack would deal 6 damage, as the 
  two ‘1’s become two ‘2’s.   
  Long Range: The optimum range for the weapon is increased 
  by one band. For example, a Heat ray projector has an 
  Optimum range of Short. A Long Range heat ray has an 
  Optimum range of Medium instead. 
   
  Resilient (Double Upgrade): The first hit on a Resilient 
  weapon is ignored. This only applies in capital ship combat if 
  all the weapons of that type in that section are resilient.  
   
  Variable Range (Double Upgrade): A Variable Range weapon 
  increases its Optimum Range by one band in either direction. 
  For example, a Heat ray has an Optimum range of Short. A 
  Variable Heat ray has an Optimum Range of Close–Medium   
   
  Very High Yield (Double Upgrade): When rolling damage for 
  a Very High Yield weapon, any ‘1’s or ‘2’s rolled on the dice 
  are counted as ‘3’s. For example, a roll of 1, 1, and 2 on a 
  Very High Yield radium gun attack would deal 9 damage, as 
  all the dice are below the threshold and become ‘3’s.   
   
   
  
  Sorcery and superscience4.0.doc  
   
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  Construction Times 
  The first number is for the first ship of that class built in that 
  yard and the second number is for subsequent ships. 
   
   
   
  Size (tons) 
  Duration (weeks) 
  50 or less 
  24/15 
  60 to 80 
  32/19 
  90 to 100 
  40/24 
  200 to 300 
  48/29 
  400 to 500 
  64/38 
  600 to 700 
  96/58 
  800 to 900 
  112/67 
  1,000 
  120/72 
  1500 
  144/86 
  2000 
  160/96 
  5000 
  224/134 
   
   
   
   
   
  __________________ 
  
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SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Sourcebooks & Referee Materials/MGT1 - Adventurer, Bk 2 - Sorcery and Superscience (playtest v4.0).pdf