TEXT: DRAGON WARRIORS
  BOOK ONE: DRAGON WARRIORS by Dave Morris
  BOOK TWO: THE WAY OF WIZARDRY by Dave Morris
  BOOK THREE: THE ELVEN CRYSTALS by Oliver Johnson
  All published by Corgi Books
  THE ULTIMATE ROLE-PLAYING GAME
  DRAGON
  WARRIORS
  BOOK TWO
  The Way of Wizardry
  by Dave Morris
  Illustrated by Leo Hartas,
  Jeremy Ford and Bob Harvey
  CORGI BOOKS
  A DIVISION OF TRANSWORLD PUBLISHERS LTD.
  Scanned and compiled by Underdogs
  Home of the Underdogs
  http://www.the-underdogs.org/
  
  DRAGON WARRIORS BOOK TWO: THE
  WAY OF WIZARDRY
  A CORGI BOOK 0 552 522880
  First published in Great Britain by Corgi Books
  PRINTING HISTORY
  Corgi edition published 1985
  Text copyright © Dave Morris 1985
  Illustrations copyright © Transworld Publishers Ltd.
  1985
  All rights reserved.
  Conditions of sale
  1. This book is sold subject to the condition that it
  shall not, by way of trade or otherwise, be lent, re-sold,
  hired out or otherwise circulated without the
  publisher's prior consent in any form of binding or
  cover other than that in which it is published and
  without a similar condition including this condition
  being imposed on the subsequent purchaser.
  2. This book is sold subject to the Standard Conditions
  of Sale of Net Books and may not be re-sold in the UK
  below the net price fixed by the publishers for the
  book.
  Corgi Books are published by
  Transworld Publishers Ltd., Century House,
  61-63 Uxbridge Road,
  Ealing, London W5 5SA,
  England
  Printed and bound in Great Britain by
  Cox & Wyman Ltd., Reading, Berks.
  Contents
  Chapter One: MAGIC
  Magical Combat Factors
  Spells
  How long does the spell last?
  How does the spell affect its victim?
  How far can the spell reach?
  Can spells be overlapped?
  Chapter Two: SORCERERS
  Minimum requirements
  Casting spells
  Magic Points
  Using extra Magic Points
  Sorcerers and armour
  Terminating a spell
  Character Creation Summary
  The spells
  Other skills of a Sorcerer
  Calligraphy
  Alchemy
  Artifice
  15
  Chapter Three: MYSTICS
  Minimum requirements
  Casting spells
  Casting spells above their level
  Mystics and armour
  Terminating a spell
  Character Creation Summary
  The spells
  Other abilities of a Mystic
  51
  9
  
  Premonition (sixth sense)
  ESP (seventh sense)
  Enchantment of arms & armour
  Chapter Four: TREASURE
  Treasure table
  Monsters' treasure hoards
  NPC weapons & equipment
  Trading
  75
  Chapter Five: ITEMS WEIRD & WONDROUS
  Enchanted armour
  Enchanted weapons
  Scrolls
  Potions & magical compounds
  Amulets & talismans
  Rings
  Artifacts
  Relics
  83
  To Barbara
  Chapter Six: ADVENTURE SCENARIOS
  Scenario 1: "A Shadow on the Mist"
  Scenario 2: "Hunter's Moon"
  111
  
  9
  
  In the DRAGON WARRIORS game there are two
  magic-using Professions. Sorcerers are those who seek
  to master the arcane enchantments which enable them
  to draw energy from other dimensions and channel it
  according to their wishes. They make poor fighters, but
  their spells can be quite devastating. Mystics, on the
  other hand, meditate so as to harmonize themselves
  with the unseen forces of Nature - perhaps we would
  call them 'psionics' in modern terminology. Mystics
  learn something of the fighting arts, and many of their
  spells serve to enhance the Mystic's own physical and
  mental prowess.
  Any player choosing to be a Sorcerer or a Mystic will
  soon realize the big difference between the magic-
  using Professions and the fighting Professions. Sor-
  cerers and Mystics are able to use a lot of power in a
  short time, but once their spells are exhausted they are
  relatively weak. A Sorcerer or Mystic who comes,
  fresh and with spells undiminished, to a battle with a
  Knight or Barbarian of similar rank will usually win. If
  the Sorcerer/Mystic had already used his day's spells,
  however, the reverse would be true. Over a typical
  adventure - four hours (game-time) in a monster-
  ridden dungeon, say - the whole thing averages out.
  As a GamesMaster, you may find it useful to remember
  that short adventures favour the magic-users while
  long adventures favour the fighters.
  There is one group of spells usable by Sorcerers,
  another usable by Mystics. The two groups are quite
  different, but that is not the only distinction between
  Sorcerers and Mystics. When a Sorcerer casts a spell,
  he expends Magic Points to do so; when he has used up
  all his Magic Points, he can use no more spells that day.
  Mystics do not have Magic Points. When a Mystic casts
  a spell, he makes a check to see whether he 'fatigues'
  his spellcasting ability; when this psionic 'fatigue'
  occurs, the Mystic can cast no more spells that day. On
  average, a Mystic and a Sorcerer of equal rank will be
  able to use roughly the same number of spells in a day
  10
  - but, whereas the Sorcerer always knows precisely
  how much spell-power (in the form of Magic Points) he
  has left, the Mystic can never be sure when he is going
  to suffer 'fatigue'. Mystics have to get used to a life of
  uncertainty.
  Magical Combat Factors (revisited)
  Chapter Two of the first DRAGON WARRIORS book
  briefly mentioned that Sorcerers and Mystics have
  a MAGICAL ATTACK score. The basic MAGICAL
  ATTACK score is 15 in the case of Sorcerers and 14 in
  the case of Mystics. This basic score is modified if the
  character's Intelligence and/or Psychic Talent are out-
  side the average range:
  Intel-
  ligence
  Psychic
  Talent
  - 1 MAGICAL
  ATTACK
  (Characters with Psychic Tal-
  ent 8 or less cannot use magic.)
  + 1 MAGICAL
  ATTACK
  + 1 MAGICAL
  ATTACK
  + 2 MAGICAL
  ATTACK
  Spells
  Sorcerer spells and Mystic spells have some features
  in common. The following points are the same for both
  groups.
  How long does the spell last?
  Some spells last only a few seconds. If you blinked, you
  might miss a Shadowbolt or a Dragonbreath alto-
  gether. Effectively, such spells are instantaneous.
  Spells which continue to operate for more than one
  Combat Round are called durational. A glance through
  11
  Characteristic score
  345 
  678 
  9 10 11 12 
  13 
  14 15 
  16 17 18
  
  the spell lists of Chapters Two and Three will show
  that all durational spells are indicated as such. In
  some cases a specific duration is given (eg 'Moonglow
  - lasts for ten minutes'). Where it is not, there is only
  the mysterious statement: 'Spell Expiry Roll applies'.
  What does this entail?
  A Spell Expiry Roll is made by rolling two six-sided
  dice (2d6). On a roll of 2-11, the spell continues to
  operate. On a roll of 12, it wears off. This Spell Expiry
  Roll is made at the start of each Combat Round follow-
  ing that in which the spell was cast. (If a Sorcerer/
  Mystic has several spells going at one time, he must
  make a separate Spell Expiry Roll for each. So a duel
  between two high-ranking characters can involve a
  whole series of 2d6 rolls at the beginning of each new
  Round, as the duellists check for each of their protec-
  tive enchantments in turn.)
  How does the spell affect its victim?
  Every attack spell falls into one of two categories.
  'Direct-attack' spells are those which have a direct
  supernatural effect on the victim - turn him to stone,
  hypnotise him, etc. 'Indirect-attack' spells are those
  which create some secondary effect such as a jet of
  flame or a bolt of lightning.
  Looking through the description of the Dragon-
  breath spell, you may not think there is anything
  particularly indirect about it. It is indirect-attack,
  though, because the way in which it harms its victim is
  physical, not supernatural. The spell creates a jet of
  fire. If the intended victim is not quick on his feet
  and/or well-armoured, he will get burned. His intrin-
  sic resistance to magic (ie MAGICAL DEFENCE) is
  irrelevant.
  In practice, direct-attack spells are those which
  require the caster to match his own MAGICAL
  ATTACK against his intended target's MAGICAL
  12
  DEFENCE. Indirect-attack spells require the caster to
  match the spell's intrinsic SPEED against the victim's
  EVASION.
  EXAMPLE
  Two 1st rank Sorcerers, Gothique and Kaos, are
  squaring off for a duel. Gothique acts first and,
  since he knows his opponent has below average
  Reflexes, opens with Dragonbreath. The spell's
  SPEED is 12 and Kaos's EVASION score is only 2, so
  Gothique needs to roll 10 or less on 2d10 for the
  flame to hit. He rolls a '5' and then rolls 1d6 + 6 to
  determine how much damage Kaos takes.
  Scorched but still standing, Kaos prepares to
  retaliate. He can see that his foe is wearing armour
  which, even though it is only hardened leather,
  would give him some protection against Dragon-
  breath. He therefore throws a Weaken spell. Kaos
  has a MAGICAL ATTACK score of 17 (he's very
  highly psychic). Matched against Gothique's
  MAGICAL DEFENCE of 5, this means that Kaos has
  to roll 12 or less on 2d10 for the spell to take effect.
  He rolls a '9', Gothique succumbs to the Weaken
  spell, and a new Combat Round begins.
  How far can the spell reach?
  Where relevant, a maximum range is given for each
  spell. When Sorcerers and Mystics are in an adven-
  turing party it becomes particularly important to have
  some way of keeping track of where each character is
  standing (such as marked counters or figurines).
  Otherwise there will be numerous exhausting argu-
  ments along the lines of 'I'm sure that Orc is in range
  for a Shadowbolt' or 'He can't have hit me with
  Fossilize - I'm too far away!' Figurines make the
  13
  
  whole combat situation clear, eliminating any need for
  dispute.
  Can spells be overlapped?
  Two different spells can. In fact, it is theoretically
  possible to have any number of different durational
  spells going at one time. A Sorcerer who's feeling
  really nasty (or cautious) might put on Spell Screen,
  Vorpal Blade, Warding, Invisibility and Armour (and
  maybe a few others as well) before wading into a fight.
  The same spell cannot, however, be 'doubled up' to
  get twice the benefit. A Sorcerer who casts Vorpal
  Blade twice has simply wasted 7 Magic Points - he
  doesn't get two swords to fight with!
  Minimum Requirements
  A player who wishes his character to be a Sorcerer
  must roll scores of at least 9 for both Intelligence and
  Psychic Talent. If these scores are below average, the
  character is not qualified to study sorcery.
  Casting Spells
  The spells are divided into levels of increasing power
  and complexity. A Sorcerer cannot cast a spell of
  higher level than his rank. Spells cost Magic Points to
  cast - 1 MP for a first level spell, 2 MP for a second
  level, etc. When a Sorcerer casts a spell, he deducts
  the appropriate number of Magic Points from his
  Magic Point score. When this score reaches 0, the
  Sorcerer can cast no more spells that day. The Magic
  Point score increases with rank (of course!), as shown
  in the following table.
  15
  
  Magic Points
  Sorcerer's rank
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  Magic Points usable/day
  4
  8
  12
  15
  19
  23
  25
  28
  31
  35
  (and + 4 MPs per rank thereafter)
  Expended Magic Points regenerate at precisely
  midnight.
  EXAMPLE
  Lyona is a 2nd rank Sorceress, and thus has a
  normal (undepleted) Magic Point score of 8. During
  one adventure, she casts a Tongleroots, a Weaken
  and two Dragonbreath spells, leaving her with 3
  Magic Points. She manages to avoid any further
  trouble that day, and at midnight her Magic Point
  total is restored to its normal score of 8.
  Using Extra Magic Points
  A Sorcerer may choose to put additional Magic Points
  into a spell, above the basic MP cost of the spell. There
  is no advantage to be gained doing this with an
  indirect-attack spell - it is a tactic to be used with
  direct-attack spells, to give them more chance of get-
  ting through an enemy's magical barriers. If a Sor-
  cerer suspects his opponent has a Wall of Magic
  operating, putting an extra few Magic Points into the
  16
  17
  
  Dishearten spell he's casting may seem a worthwhile
  investment.
  Sorcerers and Armour
  There is nothing to stop a Sorcerer wearing heavy
  armour, but it is not usually a good idea. Sorcerers are
  not trained to fight in armour, for one thing, and suffer
  combat penalties if they do so (see Chapter Three of
  DRAGON WARRIORS 1). More seriously, armour ham-
  pers the freedom of movement necessary if the
  Sorcerer is to make accurate occult gestures. Certain
  types of armour give a chance of miscasting any spell,
  as follows.
  Armour worn
  Ringmail
  Chainmail
  Plate
  Chance of miscast spell
  10%
  20%
  30%
  This applies to each spell the Sorcerer casts. For
  instance, Limorien, a Sorcerer who insists on wearing
  plate armour, has a 30% chance of miscasting any
  spell. Every time he attempts a spell, he must roll d100.
  On a roll of 01-30, he has miscast it.
  A Sorcerer miscasting a spell must pay twice the
  normal Magic Point cost of the spell. Instead of getting
  the spell he wanted, he rolls randomly among all the
  spells of the same level. If Limorien attempts a Ward-
  ing and miscasts it, he has to roll a six-sided die. Say he
  rolls a '5' - this means he actually casts, not Warding,
  but the fifth spell of level two: Tangleroots. Poor
  Limorien not only pays the exorbitant cost of 4 Magic
  Points, but he has to dodge his own Tangleroots spell!
  Terminating a Spell
  A Sorcerer can cancel his own durational spells at any
  time. He does not need to wait for the spell to wear off.
  18
  This is a definite action - he has to 'will' the spell to
  terminate'- and takes one Combat Round.
  When a Sorcerer terminates a durational spell to
  which a Spell Expiry Roll applies, he gets back half the
  Magic Points (rounded down) that he expended to cast
  it.
  EXAMPLE
  Lyona is on a dungeon adventure with some friends.
  Their first encounter is with some Skeletons. These
  are defeated after a short skirmish, during which
  Lyona has cast Moonglow, Hold Off The Dead and
  Tangleroots. She has 3 Magic Points left.
  Since the Skeleton she caught with Tangleroots
  has now been slain by one of her comrades, Lyona
  terminates the spell. Her Magic Points score is back
  up to 4.
  She is about to terminate the Hold Off The Dead
  spell and get an MP back for that as well, but before
  she gets the chance its Spell Expiry Roll comes up
  '12' and it wears off naturally.
  Cancelling the Moonglow would not give her back
  any MPs. Moonglow is one of the handful of dura-
  tional spells which do not take a Spell Expiry Roll.
  (Even if it did, she would get no points for cancelling
  it. Can you see why?)
  CHARACTER CREATION SUMMARY - Sorcerers
  A. 
  Strength, Reflexes, Intelligence, Psychic Talent
  and Looks: roll 3d6 for each
  (Intelligence and Psychic Talent must both be
  at least 9)
  B. Health Points: roll 1d6 + 4
  C. 
  Basic ATTACK 11, DEFENCE 5
  D. 
  Basic MAGICAL ATTACK 15, MAGICAL
  DEFENCE 5
  19
  
  E. Basic EVASION 3
  F. 
  Initially equipped with lantern, flint-&-tinder,
  oackpack, dagger, shortsword or staff, 20
  Florins, any two potions from the following:
  Dexterity, Occult Acuity, Strength, Healing
  and Replenishment. (The potions are a gift
  from the Master Sorcerer under whom the
  character served his apprenticeship. This is a
  long-established tradition.)
  G. 
  Magic Points: 4
  This summary indicates how the Character Sheet
  should be filled out for a 1st rank Sorcerer (with appro-
  priate modifications for Strength, Intelligence, etc).
  CHARACTER SHEET
  Character's Name
  Profession Sorcerer 
  Rank
  Health Points
  normal score:
  current score:
  ATTACK =
  DEFENCE =
  MAGICAL ATTACK =
  MAGICAL DEFENCE =
  Armour
  type worn:
  Armour Factor:
  Cash
  Gold Crowns:
  Silver Florins:
  Copper Pennies:
  Equipment
  Magic Points
  normal score:
  current score:
  EVASION =
  Weapons
  Each player will require a blank Character Sheet.
  Permission is granted to make photocopies. A full sized
  Character Sheet will be found at the back of the book.
  20
  The Spells
  The list below shows all the spells usable by Sorcerers.
  The two important points to remember are, firstly, that
  a spell's level is also the number of Magic Points
  needed to cast it and, secondly, a Sorcerer can cast
  only those spells whose level does not exceed his rank.
  Spells of Level One
  DRAGONBREATH
  IMAGE
  LESSER HEALING
  MOONGLOW
  PORTAL
  WEAKEN
  Spells of Level Three
  BANQUET
  BEACON
  COMMAND
  GREATER HEALING
  ILLUSION
  WOLFCALL
  Spells of Level Five
  BANISH
  DIVINATION
  FOSSILIZE
  MANTLET
  REANIMATE THE
  DEAD
  TRANSFIX
  Spells of Level Seven
  DEATHLIGHT
  ENSLAVE
  NOVA
  SPELL SCREEN
  STASIS
  VORPAL BLADE
  Spells of Level Two
  DETECT AURA
  HOLD OFF THE DEAD
  INFLICT WOUND
  PEER
  TANGLEROOTS
  WARDING
  Spells of Level Four
  ANTIDOTE
  CURSE
  DISEASE
  ORACLE
  SHADOWBOLT
  WALL OF MAGIC
  Spells of Level Six
  ARMOUR
  CURE DISEASE
  DISHEARTEN
  DISPEL MAGIC
  PHANTASM
  SWORD OF
  DAMOCLES
  Spells of Level Eight
  ASTRAL GATE
  BASTION
  BURDEN
  DESTRIER
  EVIL EYE
  RUNE
  21
  
  Spells of Level Nine
  ANIMATE BONES
  BATTLEMASTER
  FIRESTORM
  INVISIBILITY
  MIRACLE CURE
  RAISE FOG
  Spells of Level Ten
  DOPPELGANGER
  HECATOMB
  PENTACLE OF
  ENTRAPMENT
  RESURRECT
  SCRY
  TRANSFORMATION
  Spells of Level One
  DRAGONBREATH
  Match spell's SPEED of 12 vs target's EVASION
  Range: 20m
  This spell creates a narrow jet of flame which can be
  directed at a single target. If the target fails to dodge
  the flame he takes 1d6 + 6 Health Points damage. This
  damage roll is reduced by the target's Armour Factor,
  however 
  (so a character in plate armour would lose
  only 1d6 + 1 HP).
  IMAGE
  Range: 20m
  Durational - (see below)
  The caster can create a visual image of no greater than
  man-size; this is nearly perfect, and has only a 10%
  chance of being recognized to be an illusion. The Image
  is a kind of hologram, and cannot be made to move
  around. It will last until touched or Dispelled.
  LESSER HEALING
  Range: touch
  This spell restores 2 Health Points to a wounded
  22
  character. It will not increase his Health Point score
  above its normal (unwounded) level, of course. Lesser
  Healing cannot bring a character back from the dead
  - such a feat is possible in the DRAGON WARRIORS
  world, but more potent sorcery than this is needed!
  MOONGLOW
  Durational - lasts for ten minutes
  A circle of light 5m in radius surrounds the caster, who
  can dim the intensity to zero or brighten it to about the
  level of the full moon's light, at will. Unlike torchlight,
  the illumination provided by this spell is sufficiently
  diffuse that it may not alert monsters lurking nearby. A
  party of characters using no other light source but
  Moonglow have a chance (the usual 1 in 6) of surprising
  any monster they meet.
  PORTAL
  Range: touch
  Durational - (see below)
  This spell may be used in either of two ways. Open
  Portal will thrust open any door which could normally
  be forced by a character of Strength 16. The second
  mode of the spell, Close Portal, shuts and locks a door
  magically. This form of the spell is durational, and will
  stay in effect until Dispelled or broken by physical
  force.
  WEAKEN
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  Range: 20m
  Durational - Spell Expiry Roll applies
  23
  
  The character on whom this spell takes effects will be
  weakened. He temporarily loses 2 ATTACK points and
  inflicts 1 less point of damage than usual when striking
  in combat.
  Spells of Level Two (2 Magic Points to cast)
  DETECT AURA
  Durational - Spell Expiry Roll applies
  This spell enables the caster (or another on whom he
  casts the spell) to see the supernatural aura which sur-
  rounds enchanted beings and objects.
  HOLD OFF THE DEAD
  Match caster's MAGICAL ATTACK vs undead's
  MAGICAL DEFENCE
  Durational - Spell Expiry Roll applies
  This spell creates a zone around the caster, 2m in
  radius, which affects undead whose rank-equivalent
  does not exceed the caster's rank. If such undead enter
  the zone they are immediately subject to a magical
  attack which, if successful, prevents them from
  approaching the caster as long as his spell lasts.
  INFLICT WOUND
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  Range: 3m
  If successful, this inflicts a 5 Health Point wound on the
  victim. Armour provides no protection against this
  damage.
  24
  PEER
  Range: 20m
  Durational - Spell Expiry Roll applies (and see
  below)
  When this spell is cast, the Sorcerer specifies any
  point within the spell's range (eg '14m due north', '5m
  straight down', etc). He is then able to see anything
  that is happening within 3m of the specified point as
  though he were standing there. The spell is not ham-
  pered by intervening walls or floors unless these are
  made of metal; more than 2cm thickness of metal will
  block a Peer spell. The spell will expire immediately if
  the caster moves around while it is operating.
  TANGLEROOTS
  Match spell's SPEED of 14 vs target's EVASION
  Range: 15m
  Durational - Spell Expiry Roll applies
  This spell affects one target, causing a tangle of
  magical creepers to sprout out of the ground and
  ensnare his legs. If the target fails to leap clear then he
  is caught and immobilized. With an edged weapon it is
  possible to cut oneself free within 2-8 Combat Rounds
  (roll 2d4); beings of great strength (Strength 16 or
  more) will be able to pull free of the Tongleroots in only
  1-3 rounds, animals such as Wolves will take 2-12
  rounds to claw and chew through the roots. This spell
  is commonly used either to hold any enemy while trying
  to escape from him, or to prevent him evading a more
  devastating follow-up spell.
  WARDING
  Durational - Spell Expiry Roll applies
  Warding enhances the Sorcerer's luck in combat. Any
  25
  
  character attempting a Hit Roll against him, whether
  in melee or with a missile weapon, must add 2 to the
  d20 score.
  Sorcerer Spells of Level Three (3 Magic Points to
  cast)
  BANQUET
  Enough food and drink is created to provide one meal
  for five people. The food is nourishing but - despite
  the spell's appetising name - rather bland. Few
  would care to eat it if they had a choice; but when
  adventurers are starving, they will fall upon Banquet
  fare enthusiastically enough!
  BEACON
  Range: 15m
  Durational - Spell Expiry Roll applies
  If any invisible object or being is within range when
  Beacon is cast, the spell causes a glowing ball of green
  light to appear just above it. This light will move as the
  invisible object/being moves, thus marking out its
  location.
  COMMAND
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  Range: 5m
  Durational: Spell Expiry Roll applies
  A successful casting of this spell brings the victim (who
  must be of 1st - 3rd rank) under the Sorcerer's control.
  He will then do whatever the caster tells him to do.
  26
  Commanded beings do not become mindless slaves;
  they retain their normal intelligence and ability to
  reason, and are thus capable of following quite com-
  plex orders. Language barriers may be a problem - if
  the victim cannot understand what his 'master' is
  saying to him then he will simply act in what he
  believes to be his master's best interests.
  GREATER HEALING
  Range: 5m
  A more powerful version of Lesser Healing. It restores
  7 Health Points to the recipient, with the same provisos
  as for the level one spell.
  ILLUSION
  Range: 20m
  Durational - Spell Expiry Roll applies
  This spell creates an illusion no greater than two cubic
  metres in volume. This differs from an Image in two
  ways; the Illusion will move as the caster wishes, and it
  fools not just sight but the other natural senses as well.
  There is thus very little chance of distinguishing an
  Illusion from the real thing; even a rigorous examina-
  tion gives only a 5% chance of this. If he wishes, the
  Sorcerer can cast Illusion over a character (himself
  included) in order to provide a near-perfect disguise.
  When overlapped in this way, the Illusion must be
  equal in at least one linear dimension to the thing it is
  covering. A man could thus be covered by the Illusion
  of a 2m long snake, but not by the Illusion of a gnat.
  It is important to remember that Illusions exist only
  in the minds of those who behold them. An Illusion
  could not cast a spell, inflict a wound, carry treasure,
  open doors, or in any other way affect the real world.
  27
  
  WOLFCALL
  Durational - Spell Expiry Roll applies
  This spell is usable only out-of-doors - in moorland,
  woods and dense forest, the wild places where Wolves
  hunt. It summons one Wolf to the caster's side to fight
  for him. The Wolf will arrive 2-12 Combat Rounds
  after the spell is cast and will then remain until the
  spell wears off. The Sorcerer does not start making
  Spell Expiry Rolls until the Wolf turns up.
  (A note for the literal-minded: there does not
  actually have to be a Wolf nearby for Wolfcall to work.
  The Wolf may in fact be brought across miles of
  countryside in barely a minute, by the working of the
  Sorcerer's magic.)
  Sorcerer Spells of Level Four (4 Magic Points to cast)
  ANTIDOTE
  Range: 5m
  This reduces the potency of poisons or drugs in a
  character's bloodstream. A poison which normally
  requires a 3d6 roll compared to the character's
  Strength (see Book One) is reduced to one which
  requires a 2d6 roll, etc. The spell must be applied
  within one Combat Round (six seconds) of the charac-
  ter being poisoned. It does not reverse any damage or
  other effects already caused by the poison.
  CURSE
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  Range: 15m
  Durational - lasts until Dispelled
  28
  This spell affects up to four beings (roll 1d4), cursing
  them with bad luck if it is successful. Cursed beings
  must adjust all their die rolls by 2 so as to make them
  less favourable - ie, + 2 to the die score when making
  a Hit Roll, - 2 when making an Armour Bypass Roll,
  etc.
  DISEASE
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  Range: 15m
  A single living being may be afflicted with a rotting
  disease. The victim loses 2 Health Points every Combat
  Round until cured or dead.
  ORACLE
  Durational - lasts for one minute
  The Sorcerer attunes himself to the spirit world and is
  able to ask up to three questions. The questions must
  be phrased in such a way that they can be answered by
  a yes or a no. The spirits have a 75 % chance of know-
  ing the answer to any given question. (The Games-
  Master rolls d100. On 01-75 they know the answer; on
  rolls of 76-00 they don't.) If they do not know the
  answer to a question, or if the question is worded
  vaguely, the spirits will give a random answer (roll d6:
  1 - 3 = yes, 4 - 6 = no), and they will then stick to that
  answer if asked the same question again.
  The spirits can speak only of events concerning the
  past and present. They cannot see into the future, nor
  answer questions which concern a character's
  thoughts and motives. Thus, a Sorcerer could ask
  'Have my companions ever discussed murdering me?'
  but not 'Have any of my companions ever thought of
  murdering me?'
  29
  
  SHADOWBOLT
  Match spell's SPEED of 14 vs target's EVASION
  Range: 20m
  Causes an ebon bolt of energy to shoot from the
  caster's hand to strike a single being. If the bolt hits, it
  does 2d6 + 10 HP damage. The damage roll is reduced
  by a number equal to the target's Armour Factor, if any
  (cf the Dragonbreath spell).
  WALL OF MAGIC
  Durational - Spell Expiry Roll applies (and see
  below)
  The caster - or another on whom he casts the spell -
  is surrounded by a protective zone that will block
  enemy spells. The caster may expend as many points
  as he likes when casting the Wall of Magic (down to a
  minimum of 4 MP), and this is the number of Magic
  Points the Wall will absorb from spells cast into it.
  Once it has absorbed its Magic Point limit, the Wall col-
  lapses. Wall of Magic blocks only direct-attack spells,
  however - ie, those that involve a MAGICAL ATTACK
  vs MAGICAL DEFENCE roll. Indirect-attack spells
  such as Shadowbolt are unaffected.
  If the Wall collapses without having absorbed all the
  Magic Points from an incoming spell, the spell still has
  a chance of taking effect, but the attacking Sorcerer
  (or Mystic) must adjust his attack die roll by the dif-
  ference between the number of MP's left in the spell
  and the spell's Level. Suppose Eldrin the Crafty has put
  up a 5 MP Wall of Magic. His arch-foe Nebulos attacks
  him with a Disease spell, which is completely absorbed
  but which knocks the Wall down to 1 MP in the process.
  In the next Combat Round, Nebulos casts a Curse.
  Eldrin's Wall of Magic collapses after absorbing 1 MP
  from the Curse. Nebulos matches his MAGICAL
  ATTACK against Eldrin's MAGICAL DEFENCE to
  30
  resolve his Curse, but must add 1 to the 2d10 roll
  because the, Curse is of reduced strength.
  Sorcerer Spells of Level Five (5 Magic Points to cast)
  BANISH
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  range: touch
  Durational - lasts until Dispelled
  For this spell to take effect, the caster must actually
  touch his intended victim in the Combat Round follow-
  ing that in which he cast the spell. This means that the
  caster must make a successful Hit Roll on his opponent
  - though no Armour Bypass Roll is needed, as it is
  sufficient that he merely touch the opponent's clothing
  or armour. If the spell takes effect, the victim is
  banished to limbo, and can only be freed at the caster's
  whim or if a Dispel Magic is cast at the spot where the
  victim disappeared. A Sorcerer can communicate in
  his dreams with those he has banished, and will
  usually find them quite eager to barter information
  and secrets in return for a promise of freedom from
  limbo.
  DIVINATION
  Durational - lasts one minute
  A modification of the Oracle spell which enables the
  caster to ask a question even if the answer is not a
  simple yes/no. Only one question may be asked, and
  there is still the same limit (75%) on accuracy. The
  spirits will often answer in the form of a rhyme, riddle
  or obscure clue - the GM is urged to be inventive and
  evasive! A Sorcerer may not cast more than one
  Divination in a single day.
  31
  
  FOSSILIZE
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  Range: 20m
  Durational - lasts until Dispelled
  One being is turned to stone, along with anything he is
  wearing or carrying. Fossilize has no effect on
  Gargoyles (their bodies are made of rock in the first
  place) nor, for obvious reasons, on non-corporeal crea-
  tures such as Spectres.
  MANTLET
  Durational - Spell Expiry Roll applies
  This highly useful spell surrounds the caster with an
  enchanted zone 3m in radius. Any arrow, quarrel,
  slingshot or other missile entering this zone will fall
  harmlessly to the ground. Magical or extremely large
  (more than 20kg) projectiles are not impeded by the
  spell, however.
  REANIMATE THE DEAD
  Range: 5m
  Durational - Spell Expiry Roll applies
  By means of this necromantic spell, the Sorcerer can
  raise up to six (roll 1d6) dead Humans, Elves or
  Dwarves as Zombies (see Book One) under his control.
  Zombies, having only limited intelligence, will not be
  able to comprehend complex instructions - the
  Sorcerer must limit his commands to four words or
  less.
  32
  TRANSFIX
  Match caster's MAGICAL ATTACK vs targets'
  MAGICAL DEFENCE
  Range: 20m
  Durational - Spell Expiry Roll applies (and see
  below)
  2-8 beings (roll 2d4 for the number affected) suffer a
  'brainstorm' which causes them to stop what they are
  doing and stand passively until the spell wears off.
  Afterwards, they will be unable to remember anything
  that happened while the spell was in effect or in the
  two Combat Rounds just before it was cast. If a Trans-
  fixed character is attacked, the spell is immediately
  broken.
  Sorcerer Spells of Level Six (6 Magic Points to cast)
  ARMOUR
  Durational - Spell Expiry Roll applies
  The caster of the spell becomes engirded in jet black
  plate armour. This provides an Armour Factor of 6
  and, unlike normal armour, does not hamper the Sor-
  cerer's spellcasting ability. Any clothing or armour the
  caster is already wearing is transformed for the dura-
  tion of the spell - one cannot cast it on top of a suit of
  normal plate and then claim an AF of 11!
  CURE DISEASE
  Range: 1m
  The beneficiary of this valued spell is cleansed of all ill-
  nesses, whether natural or uncanny in origin. Damage
  already suffered as a result of the disease is not
  healed, however.
  33
  
  DISHEARTEN
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  Range: 30m
  A far more terrible spell than its euphemistic name
  suggests - this causes the victim's heart to explode,
  killing him instantly. Naturally, it has no effect
  on Undead or on creatures such as Gargoyles,
  Death's-Heads, etc, which have no heart. A useful side-
  effect of the spell is that even if it fails to take effect,
  the target still loses 1d4 HP as though from a painful
  kick to the unprotected chest.
  DISPEL MAGIC
  Range: 5m
  When the Dispel Magic is cast, any durational spells
  operating within its range (except for those which cost
  more Magic Points than are used in the Dispel Magic)
  immediately expire. Dispel Magic is not directional,
  and may therefore terminate the caster's own dura-
  tional spells as well as those of his enemies.
  PHANTASM
  Durational - Spell Expiry Roll applies
  The Sorcerer draws ectoplasm from another dimen-
  sion and is able to fashion it into a creature to do his
  bidding. The creature may be whatever the Sorcerer
  wishes, as long as it is no larger than about twice man-
  size. Regardless of its outward appearance, the
  Phantasm's abilities and characteristics are always
  the same: MAGICAL DEFENCE of 8, EVASION of 5,
  Armour Factor 4, 4-24 Health Points (roll 4d6).
  ATTACK and DEFENCE must sum to 28, but may be
  chosen by the caster within this limitation. When
  34
  Phantasms strike in combat they always use d10 for
  Armour Bypass Rolls and inflict 5 HP on a successful
  hit. The Phantasm's movement rate corresponds to
  that of the creature it resembles - 10m/Combat Round
  if Human, etc.
  SWORD OF DAMOCLES
  Range: 10m
  Durational - lasts until activated (see below)
  A glowing sword of unearthly nature appears above
  the head of the target. This sword is ethereal and can-
  not be damaged or removed by physical means. It will
  continue to hang in the air above the target, moving as
  he moves, until activated by a command from the
  caster. It will then become solid and descend to strike
  the victim, emitting a metallic screech as it does so.
  Unless the sword is dodged (match its SPEED of 17 vs
  the target's EVASION), it will deal the hapless target a
  mighty blow. Use d10 + 2 for its Armour Bypass Roll; a
  successful hit inflicts 4d6 HP damage. After its single
  strike, successful or not, the sword vanishes.
  If he chooses, the caster can make the sword's
  descent dependent on some condition. (Eg, 'Strike if I
  am slain.') It is thus an excellent spell for coercing an
  enemy. ('Kill me, and my Sword of Damocles'll turn you
  into a kebab'!)
  Sorcerer Spells of Level Seven (7 Magic Points to
  cast)
  DEATHLIGHT
  Match spell's SPEED of 16 vs targets' EVASION
  Range: 40m
  A very powerful bolt of energy leaps from the caster's
  hands, forking to strike 1-4 beings. A being failing to
  evade will take 3d6 + 10 HP damage (reduced by his/its
  Armour Factor, if any).
  35
  
  ENSLAVE
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  Range: 30m
  Durational - Spell Expiry Roll applies
  This more powerful variant on the Command spell will
  affect a single being of any rank. A successful casting
  renders the victim completely subservient to the
  Sorcerer's will. Unlike Command, this spell turns its
  victim into an unreasoning slave who will do only what
  he is told. Language barriers are not a problem; the
  victim will always understand what his master is
  telling him to do, though with a tendency to follow
  instructions literally - occasionally with unlooked-for
  results. It takes one Combat Round to issue an Enslaved
  character with orders, or to change existing orders.
  NOVA
  Match spell's SPEED of 18 vs targets' EVASION
  Range: 5m
  Myriad beams of searing light shoot from the caster's
  body in all directions. Any being within 5m who fails to
  jump clear is struck by 1 - 3 of the beams (roll d6:1 - 2
  = 1 beam, 3-4 = 2 beams, 5-6 = 3 beams). Each
  beam inflicts 3d8 HP damage, less the target's Armour
  Factor.
  SPELL SCREEN
  Durational - Spell Expiry Roll applies
  This establishes a defensive enchantment around the
  Sorcerer which will protect him from direct-attack
  spells (ie those which involve a MAGICAL ATTACK vs
  MAGICAL DEFENCE roll). The effect of the Spell
  Screen is to reduce any spell passing into it by 5 Magic
  36
  Points. Unlike a Wall of Magic, the Spell Screen itself is
  not reduced in strength by this. (It is not possible to get
  a Spell Screen that filters out more than 5 MPs by
  expending more Magic Points in casting it. Also, the
  effects are not cumulative, so two Spell Screens are no
  better than one.)
  Two special cases are worth considering. If a Spell
  Screen is overlapped with a Wall of Magic, attacking
  spells knock Magic Points off the Wall first, before
  being attenuated by the Screen. Secondly, the Spell
  Screen affects only spells cast at the Sorcerer himself,
  not spells cast at the Screen. Take the case of a
  Sorcerer who is wielding a Vorpal Blade and is pro-
  tected by Spell Screen. A 12 MP Dispel Magic would be
  required to dispel the Vorpal Blade; but to deal with
  the Screen, only a 7 MP Dispel Magic would be needed.
  STASIS
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  Range: 20m
  Durational - lasts until Dispelled
  The caster is able to 'freeze' 1-3 victims at an instant
  in Time. A character thus frozen will remain exactly
  where he was when he succumbed to the spell. He can-
  not think or act in any way (he is caught 'between ticks
  of the clock', as it were), nor can he be moved or
  harmed by any means while the Stasis is in effect.
  VORPAL BLADE
  Durational - Spell Expiry Roll applies
  In the caster's hand there appears a magic sword - as
  black as midnight, with a coruscating nimbus of green
  fire. This weapon is a + 3 sword. That is, it increases
  the Sorcerer's ATTACK and DEFENCE by 3 while he is
  37
  
  fighting with it, uses 1d8 + 3 for Armour Bypass Rolls
  and does 7 HP damage on a successful strike. Putting
  this eldritch weapon down will cause it to vanish imme-
  diately. If the Sorcerer should be so foolish as to offer it
  to another, the sword will turn in his hand, strike him
  once, and then disappear forever!
  Sorcerer Spells of Level Eight (8 Magic Points to
  cast)
  ASTRAL GATE
  Durational - (see below)
  A shimmering portal, a rent in the very fabric of space
  itself, is created in front of the caster. This portal leads
  to any place the caster wishes to reach (not more than
  150km away), allowing characters to cross this dis-
  tance in the blink of an eye. The intended destination
  should be a spot which the caster knows reasonably
  well. If he is trying to reach a place he has only seen
  once, the caster has a 40% chance of 'missing' by up to
  a hundred metres (roll d100 for the distance out and d8
  for direction - 1 = north, 2 = northeast, 3 = east,
  etc). If aiming for a destination he has never seen, and
  is guided only by another's account, the caster has a
  50% chance of missing by up to a kilometre.
  The Astral Gate will teleport only living beings and
  whatever they are wearing or carrying. It is not pos-
  sible to lob a Shadowbolt through first, to take care of
  anyone at the far end! As each character passes
  through the Gate, a d6 is rolled. On a roll of 6, the spell
  expires. A Sorcerer must take three Combat Rounds to
  visualize his intended destination before casting
  Astral Gate. Unless he takes this precaution, there is a
  60% chance that the far end of the Gate will emerge
  onto another plane of reality, and any character pass-
  ing through will then be lost forever.
  38
  BASTION
  Durational - Spell Expiry Roll applies
  Motes of glittering light spread from the caster's hands
  and rapidly spread, 'painting' a surface in the air as
  they do. Within a second, an impenetrable steel-grey
  barrier has been created. This barrier has a maximum
  surface area of some 25 square metres, and may be
  made to form a hemisphere roughly 4m across (within
  which the Sorcerer may shelter while healing himself
  or casting more defensive spells) or a wall (blocking a
  dungeon corridor, perhaps, while the caster and his
  companions speed away from their foes).
  BURDEN
  Match spell's SPEED of 16 vs targets' EVASION
  Range: 15m
  Durational - Spell Expiry Roll applies
  Cast at an area of ground, the Burden spell causes the
  pull of gravity to become so overwhelmingly strong
  that any being standing there will fall down and be
  unable to move until the spell expires. Very large crea-
  tures fare no better than smaller and weaker ones: 'the
  bigger they are...' The spell affects a circular area up
  to 5m across, extending upwards into the air no more
  than 3m. (It is not much use, therefore, against a flying
  creature.) The caster's enemies have a chance to jump
  clear when he casts the spell, and this is represented
  by matching the spell's SPEED against their EVASION
  scores. No such opportunity is available to those who
  blunder into the zone once the spell has taken effect,
  however; they are remorselessly pulled to the ground.
  39
  
  DESTRIER
  Durational - (see below)
  This conjuration is usable only at night, or in the light-
  less depths of an underworld, as it summons a demonic
  Warhorse which is driven back to its own fey world by
  the rays of the dawn. It will also vanish at once if the
  Sorcerer dismounts. The Destrier is a sere black steed
  clad in tarnished silver armour; its eyes burn with an
  emerald light. Any seeing it will know it to be a faerie
  beast, and characters of 1st-3rd rank subtract 1 from
  ATTACK when fighting it. The Destrier can carry its
  master across a hundred kilometres of open country or
  woodland in a single night. It is fierce and terrible
  in battle, having an ATTACK of 17, DEFENCE of 4,
  EVASION of 4 and MAGICAL DEFENCE of 13. Its
  silver-shod hoofs and sharp teeth deal damage as a
  normal Warhorse but with +1 on Armour Bypass
  Rolls. It has 2d6 + 12 Health Points and its silver bard-
  ing gives it an Armour Factor of 3.
  Note that it is only by this spell that a Sorcerer can
  ride a Warhorse. Normal Warhorses are available
  only to Knights and Barbarians.
  EVIL EYE
  Durational - Spell Expiry Roll applies
  The caster of the spell becomes touched by the spirit of
  the Fomori demi-god, Balor, whose gaze is Death. The
  caster's left eye is filled with a fathomless dark. Any
  character meleeing him has a 40% chance of meeting
  the hideous stare of this eye. This check is made at the
  end of each Combat Round. (The chance may be less
  than 40% if the caster's opponent looks away or shuts
  his eyes - cf Basilisks). A character who looks into the
  eye's gaze is subject to a 1dl2 fright attack: a twelve-
  sided die is rolled and the victim's rank is subtracted
  from the score. If the caster can roll less than or equal
  40
  to the result on 2d10, the victim dies.
  The user of this spell temporarily loses sight in the
  affected eye. Thus deprived of binocular vision, he sub-
  tracts 1 point from ATTACK and 2 points from both
  DEFENCE and EVASION while the spell lasts.
  RUNE
  Durational - lasts until activated
  This is a notorious spell used as a magical trap by high-
  ranking Sorcerers; experienced adventurers are
  always wary of stumbling across a Sorcerer's Rune.
  The Rune is cast by inscribing an occult symbol on a
  wall, flagstone, tapestry or other suitable object. The
  Sorcerer can then cast into it any other spell that he is
  able to use. This spell will be held by the Rune and
  released if anyone except the caster comes within 3m
  line of sight. The Rune must be exposed if it is to work,
  but Sorcerers can be quite artful in contriving abstract
  murals or odd locations (the ceiling? behind a door?) to
  keep others from noticing a Rune before it goes off. A
  Sorcerer may have only one Rune at any given time.
  Sorcerer Spells of Level Nine (9 Magic Points to cast)
  ANIMATE BONES
  Range: touch
  By casting this over the skeletal remains of some unfor-
  tunate whom he himself slew, the Sorcerer can cause
  them to rise up as a Skeleton. It makes no difference
  what skills the being possessed in life, for this spell
  does not restore the original soul or intellect. The
  Skeleton is merely a simple-minded creature whose
  main virtue lies in total obedience to its animator. All
  Skeletons thus have the same abilities: ATTACK 10,
  DEFENCE 5, EVASION 3, MAGICAL DEFENCE 3 and
  2-7 Health Points (roll 1d6 + 1).
  41
  
  BATTLEMASTER
  Durational - Spell Expiry Roll applies
  A supernatural, obsidian-armoured warrior is sum-
  moned from another Plane and bound in the caster's
  service for the period of the spell. The Battlemaster is
  clad in magical chainmail and wields a magic axe. His
  characteristics and scores are:
  Strength 18
  Reflexes 13
  ATTACK 30
  DEFENCE 24
  Axe (d8 + 2, 8
  points)
  Armour Factor 6
  24 Health Points MAGICAL DEFENCE 17
  EVASION 8
  When the spell runs out, the Battlemaster returns to
  his own dimensional Plane, where any wounds he has
  received are supernaturally healed before the next
  time he is summoned. Although any given Sorcerer can
  materialize the Battlemaster only once per day, he
  exists on many planes simultaneously and it is thus
  possible for two Sorcerers actually to summon him at
  the same time. If the Battlemaster should be ordered to
  attack himself (ie, 'another' Battlemaster summoned
  by a different Sorcerer), his two selves will merge into
  one and he will be freed from the control of either sum-
  moner. He will then proceed to wreak havoc before
  returning to his own world.
  FIRESTORM
  Match spell's SPEED of 18 vs targets' EVASION
  Range: 30m
  The caster flings a ball of snarling flames which
  explodes into an inferno of 6m diameter. Characters
  will take 4d10 + 4 HP damage if they fail to jump clear
  - and 4 HP damage even if they do, simply from the
  peripheral heat of this terrible blast! A target wearing
  magic armour (of any sort) may reduce the damage he
  42
  takes by 3 points; unenchanted-armour provides no
  defence.
  INVISIBILITY
  Durational - Spell Expiry Roll applies
  The caster is rendered invisible. If his opponents are
  aware of his general location (perhaps he sneezed or
  knocked over a vase), he may be attacked with spells.
  Direct-attack spells affect an invisible target normally,
  but indirect-attack spells are subject to a penalty of
  1d8 SPEED points to represent their likelihood of being
  slightly off-target. A character attempting to melee the
  invisible Sorcerer incurs a penalty of - 4 from
  ATTACK and - 8 from DEFENCE (just like fighting
  blind, of course - see Book One). Missile weapons are
  almost useless against one who is invisible: the
  bowman halves his normal ATTACK and subtracts 3.
  Sir Balin, who has an ATTACK of 13, therefore shoots
  at an invisible enemy as though with an ATTACK of
  only 4.
  MIRACLE CURE
  Range: 5m
  This spell restores the recipient to his normal Health
  Point score, cures any diseases and eradicates any
  toxins he is suffering from, and regenerates any miss-
  ing limbs or organs. As with the Lesser Healing and
  Greater Healing spells, it has no effect on a dead
  character.
  RAISE FOG
  Durational - Spell Expiry Roll applies
  With the casting of this spell (which must be used out-
  of-doors), a dense mist quickly rises to cover an area
  43
  
  60m across by 5m high. This area is centred on the
  Sorcerer's position when he cast the spell. The Sor-
  cerer himself can see quite normally within the Fog,
  but for others the visibility is barely 3m.
  Sorcerer Spells of Level Ten (10 Magic Points to
  cast)
  DOPPELGANGER
  A soulless duplicate of a person known to the caster
  can be created. The caster must first fashion a simu-
  lacrum of clay mixed with his own blood. This blood
  can never be replenished, and the caster's normal
  Health Points score is permanently reduced by 1d4
  points as a consequence. After making the simula-
  crum, the caster must acquire some item often used
  or worn by the person he is trying to duplicate. A
  favourite cloak would do, or a sword. With such an
  item in his possession, the Sorcerer casts the spell and
  his simulacrum arises in the likeness of the original.
  The Doppelganger has the physical characteristics
  and skills (including fighting ability) of the character it
  resembles, but not his knowledge skills. It is a being
  without reason or volition, and will simply obey its
  creator's commands without question. Having no soul,
  it cannot walk on consecrated ground and will not cast
  a reflection.
  HECATOMB
  Match caster's MAGICAL ATTACK vs victims'
  MAGICAL DEFENCE
  This spell is applied to all beings, whether friend or
  foe, within 10m of the caster. It is instant death for any
  on whom it takes effect. So potent an attack is not with-
  out its cost. The spell causes a severe magical backlash
  to its caster, represented by the loss of 1 - 100 experi-
  44
  ence points. It is a price few Sorcerers would be.
  prepared to pay, except in the most extreme
  circumstances.
  PENTACLE OF ENTRAPMENT
  Match caster's MAGICAL ATTACK vs victims'
  MAGICAL DEFENCE
  Durational - lasts three days (and see below)
  This spell requires a large pentacle about 5m across to
  be drawn or engraved. When the spell is cast, the pen-
  tacle becomes a trap for the caster's enemies. The first
  2-12 beings of up to 5th rank to come within 20m (they
  must be able to see the pentacle) are subject to the
  spell. Those on whom it takes effect will be instan-
  taneously transported within the pentacle's boundary.
  Though unharmed, they will be powerless to escape
  unless they know the 'key' word (arbitrarily chosen by
  the Sorcerer when he cast the spell) which unlocks the
  Pentacle of Entrapment. The spell is also negated if any
  part of the pentacle design is erased, but this cannot be
  accomplished by one trapped within it.
  RESURRECT
  Range: touch
  This spell will restore life to a character who has been
  dead for no more than one lunar month (twenty-eight
  days). The revitalized character permanently loses
  1d3 Health Points, and for a week after rising from the
  dead his Strength and Reflexes are half normal.
  Resurrect must be cast at sunrise, and the effort of
  employing it renders the caster unable to use any
  spells above the fifth level for the rest of the day. This
  means that Sorcerers are usually very reluctant to
  cast Resurrect, whatever their rank. Even if per-
  suaded to do so, the Sorcerer is likely to charge at least
  two hundred Gold Pieces for his service.
  45
  
  SCRY
  Durational - lasts three minutes
  This enables the Sorcerer to look into a specially-
  prepared obsidian mirror (his 'Speculum') and call up
  images of people, far off places and past events. If
  asked to show a place, the mirror will show only a
  general view, not a specific location. 'Show me the
  tower of Mizar the magician' would bring a view of the
  building's exterior. The Sorcerer can then move his
  scrying viewpoint around, but not through physical
  barriers such as walls and closed doors, nor onto con-
  secrated ground. The mirror transmits images only;
  the Sorcerer can hear nothing of what is said by those
  he spies upon. An observed Sorcerer or Mystic of equal
  or greater rank will know when another descries him,
  and may use Dispel Magic to cancel the spell (this also
  causes the Speculum to shatter).
  When the Sorcerer desires to look on past events, he
  must know the time when the event in question took
  place to within twelve hours. If he has some object
  which was on the scene at the time he wishes to view,
  such knowledge is unnecessary.
  (Constructing the mirror needed for this spell will
  cost the Sorcerer 30-180 (3d6x 10) Gold Pieces. He
  may not then construct a second Speculum unless and
  until the first shatters.)
  TRANSFORMATION
  Durational - lasts three minutes
  The caster may alter his form to become any creature
  whose rank-equivalent does not exceed his rank. His
  Health Points and MAGICAL ATTACK and MAGICAL
  DEFENCE scores are unaffected by the change, but his
  fighting skills become those of the new form. Note that
  the Sorcerer acquires only the physical abilities of his
  new form, not the magical ones. If Limorien Trans-
  46
  forms himself into a Gorgon, his hair will turn to deadly
  snakes but he will not get the monster's petrifying
  stare.
  A Sorcerer cannot use magic while in altered form,
  unless the form is of a creature which is basically
  humanoid so that he can make the necessary hand-
  gestures.
  Transformation lasts three minutes (= 30 Combat
  Rounds), though the caster may of course terminate it
  before then if need be.
  Other Skills of a Sorcerer
  Sorcerers do not rely only on their innate ability to cast
  spells. A study of sorcery imparts the techniques
  needed to prepare scrolls, potions and minor magical
  items. A high-ranking Sorcerer will go adventuring
  with a small arsenal of such magical adjuncts.
  CALLIGRAPHY
  This is the ability to prepare magical scrolls, a skill
  known to any Sorcerer of 4th rank or higher. The total
  cost of the basic materials for a scroll will be 3-18
  Crowns: parchment of high quality is called for, along
  with gold leaf and some rare and expensive pigments.
  The scroll may be for any spell that the Sorcerer is able
  to cast (that is, whose level does not exceed his rank),
  and the maximum number of Magic Points placed in the
  spell is limited by the Sorcerer's rank. An 8th rank
  character could not write out a scroll for a 9 MP Wall
  of Magic, even though he could personally cast the
  spell at three times that strength. The process of
  inscribing and illuminating a scroll takes a full lunar
  month (twenty-eight days).
  Each scroll that a Sorcerer prepares temporarily
  suppresses 2 points of his normal Magic Points score
  until it is used. A 10th rank Sorcerer with five scrolls at
  his belt would thus have 25 MPs instead of his usual 35.
  47
  
  ALCHEMY
  Alchemy is the science which governs the preparation
  of potions and thaumaturgic compounds. A Sorcerer
  first begins to master this skill when he reaches 6th
  rank.
  A fully equipped laboratory, which can be estab-
  lished at a cost of some two hundred Crowns, is the
  first prerequisite. This comprises a lot of equipment, so
  the Sorcerer must have somewhere to set it all up. If he
  later needs to relocate his laboratory (maybe the locals
  think he's doing something unholy), 2-20 Crowns of
  the set-up cost can be salvaged in the form of small por-
  table items and ingredients.
  The Sorcerer does not become a Master Alchemist
  overnight. At 6th rank he knows how to distil only the
  less complex potions. Others must wait until he gains
  more experience:
  Sorcerer's rank Potions which can be prepared
  (with ingredients cost)
  6th Dexterity (35C), Occult Acuity
  (40C), Strength (35C)
  7th above 
  plus: 
  Healing 
  (40C),
  Replenishment (100C), Poison
  (120C), Theriac (100C)
  8th above plus: Night Vision (35C),
  Smoke (50C), Amianthus Dust
  (150C)
  9th above plus: Control (120C), Truth
  (100C), Love (100C), Sleep
  (200C)
  10th above 
  plus: 
  Transformation
  (200C), Dreams (200C), the Ele-
  mental Essences (200C), Eva-
  porating Potion (200C), Elixir
  Vitae (250C), Virus Lunare
  (180C)
  48
  It takes twenty-eight days to distil a potion. In a
  normal sized laboratory there could be up to ten
  potions 'on the boil' at one time. The Sorcerer cannot
  leave these bubbling away while he goes off on an
  adventure; the alchemical process calls for continual
  supervision as various ingredients are mixed and
  added, vaporized, condensed and filtered.
  There is always a chance that the Sorcerer will do
  something wrong or miss out some vital ingredient.
  This gets less likely as his experience grows. The
  chance that a potion will turn out misbrewed and use-
  less is 40% when the Sorcerer is 6th rank, decreasing
  by 10% per rank above the 6th. This roll is made by the
  GamesMaster; the Sorcerer only finds out whether he
  got the formula right when he (or someone else) drinks
  it.
  Full details of the various potions are given in
  Chapter Five.
  ARTIFICE
  This is the skill involved in constructing magic amulets,
  talismans and rings. It is a very precise science, and
  there is only a very slight chance (5%) that the item will
  turn out flawed or useless. The work of constructing
  magic items is intensely demanding and ties up most of
  the Sorcerer's occult energy over a long period. No
  adventuring is possible while making one of these
  items. If the Sorcerer has to cast any spells, he must
  make sure he keeps back at least 20 Magic Points each
  day to fuel his laboratory enchantments. Even break-
  ing off the work for one day is enough to undo these
  vital enchantments, and the entire procedure must
  then start again from scratch. A Sorcerer who is
  engaged in making a magic item will not appreciate
  any interruptions.
  Talismans may be constructed when the Sorcerer
  reaches 8th rank. The work will take seven months and
  cost the Sorcerer in the region of 300 Crowns.
  49
  
  Amulets must wait until the Sorcerer reaches 10th
  rnak. Manufacture of one of these items will take a
  year and a day, at a basic materials cost of 400 to 500
  Crowns,
  Only a Master Sorcerer of 12th rank or above is able
  to construct a magic ring. Apparatus and miscel-
  laneous costs are likely to be in the region of 600
  Crowns. The work will take three years; those rings
  which have charges will also require one month per
  charge.
  It is said that at 15th rank a Sorcerer has such con-
  summate understanding of Artifice that he is able to
  build magic items of his own devising, rather than
  copying the powers and procedures handed down in
  the ancient lore. If any player-character should ever
  attain this lofty pinnacle, it it up to you as Games-
  Master to set the final ruling on this. As a general rule,
  Artifice (and all other Sorcerous skills) is in a very
  muddy state compared to the organized bodies of
  knowledge that began to develop by the 16th century.
  Dozens of arbitrary and half-true theories circulate.
  The medieval culture of our DRAGON WARRIORS
  world has not evolved the modern 'scientific method',
  so Sorcerers tend to make new discoveries in an
  entirely haphazard fashion. Developing an innovation
  in the field is quite extraordinary, as it would never
  occur to most medieval Sorcerers to go beyond the
  tested arcana of centuries past. A Sorcerer who
  undertakes something new may be starting on a life-
  time's work. Players should understand this.
  50
  Minimum Requirements
  To be a Mystic, a character must have a Psychic Talent
  score of at least 9. There is no minimum Intelligence
  requirement - Mysticism, unlike Sorcery, is not aca-
  demically demanding.
  Casting Spells
  The spells are categorized into levels of increasing
  power and complexity, and a Mystic cannot use spells
  of a higher level than his rank. Whenever a Mystic
  casts a spell, he must make a check to see whether the
  effort 'psychically fatigues' him. To avoid psychic
  fatigue, the Mystic must roll equal to or less than
  13 + his rank - spell's level
  on 1d20. This is called the Psychic Fatigue Check. If it
  fails, the, Mystic cannot cast any more spells that day.
  Mystics automatically recover from psychic fatigue at
  dawn.
  Note that when making the Psychic Fatigue Check, a
  roll of 20 always results in fatigue, whatever the
  Mystic's rank or the level of the spell he's casting.
  51
  
  52
  EXAMPLE
  Caedmon Skysoul, a 2nd rank Mystic, casts
  Invigorate, which is a level one spell. He therefore
  needs to roll 14 or less on d20 to avoid psychic
  fatigue. In fact he rolls an 18. Caedmon now cannot
  cast spells until the following dawn (although this
  does not prevent the Invigorate he just cast from
  taking effect).
  Casting Spells Above Their Level
  For the purpose of penetrating the sorcerous defences
  Wall of Magic and Spell Screen, Mystic spells are con-
  sidered to have a 'Magic Point strength' equal to their
  level. Thus (even though Mystics do not use Magic
  Points), an Enthrall spell, being of level four, is equi-
  valent in strength to a 4 MP Sorcerer spell such as
  Curse.
  Sorcerers may put extra Magic Points into a spell to
  help it 'punch through' magical defences. Mystics can-
  not do that, but they can choose to cast a spell above its
  normal level. This increases the chance of psychic
  fatigue but gives a more powerful spell. As an example,
  consider Shugendo Sai, a Mystic who is about to attack
  an enemy Sorcerer. Suspecting that his foe has put up
  a 4 MP Wall of Magic, Shugendo Sai casts his Enthrall
  as an eighth level spell. He makes his Psychic Fatigue
  Check just as though he had cast a level eight spell. His
  Enthrall - after losing the equivalent of 4 Magic Points
  to the Wall - is reduced to fourth level and attacks the
  Sorcerer normally.
  Mystics and Armour
  Like Sorcerers, Mystics are not really at home in a
  heavy suit of armour. Their style of combat is unsuited
  to such encumbrance, resulting in combat penalties
  (see DRAGON WARRIORS 1, Chapter Three).
  53
  
  Moreover, enchanted armour of any sort serves to
  impede the Mystic's link with the universal psychic
  flow (the 'Force').
  Magical armour bonus
  + 1
  + 2
  + 3
  Chance of bungled spell
  10%
  20%
  30%
  A Mystic who bungles a spell must make his Psychic
  Fatigue Check as though he had managed to cast it,
  though in fact the spell simply fails to operate.
  Terminating a Spell
  A Mystic can cancel out his own durational spells at
  any time. Unlike a Sorcerer, the Mystic does not need
  to take a Combat Round to do this. He can cause any or
  all of his durational spells to lapse just by not bothering
  to sustain them.
  If a Mystic is killed or knocked unconscious, any
  durational spells he has going at the time will expire
  immediately.
  Sorcerers rarely leave Spell Expiry durational
  spells going after a combat, as they prefer to recoup
  some of their expended Magic Points (see Chapter
  Two). A Mystic gains nothing by prematurely termi-
  nating a spell, and will usually choose to leave it going
  until it expires naturally. It is, however, not convenient
  for players or the GM to have to make a Spell Expiry
  Roll for every six seconds of game-time when there is
  no longer a combat in progress. You may prefer to
  make a minute-by-minute roll to see when the spell
  wears off. The chance that the spell will still be
  operating after one minute is 75% (which is statis-
  tically equivalent to ten successive Spell Expiry Rolls).
  Thus, the spellcaster rolls d100 for every minute that
  elapses after combat is over; on a roll of 01-75, his
  spell remains on for another minute before he need roll
  again.
  54
  EXAMPLE
  Caedmon increases his strength with a Might spell
  while battling a Mummy. The spell has not worn off
  several Rounds later when, with the combat over
  and the Mummy defeated, Caedmon's fellows begin
  to discuss which area of the underworld to explore
  next.
  Caedmon does not wish to cancel his Might spell,
  but the GM does not want to disrupt the flow of the
  game by having him make a Spell Expiry Roll for
  every six seconds the characters stand around
  talking. Instead, he has Caedmon's player roll on
  d100 every minute. He manages to roll under 76
  three times in a row, so Caedmon's strength is still
  magically enhanced three minutes later when
  another Mummy chances upon the still-arguing
  characters. A battle ensues, and Caedmon resumes
  making his Spell Expiry Roll on a Round-by-Round
  basis. . .
  CHARACTER CREATION SUMMARY - Mystics
  A. 
  Strength, Reflexes, Intelligence, Psychic Talent
  and Looks: roll 3d6 for each
  (Psychic Talent must be at least 9 if character
  is to qualify as a Mystic)
  B. 
  Health Points: roll 1d6 + 5
  C. Basic ATTACK 12, DEFENCE 6
  D. 
  Basic MAGICAL ATTACK 14, MAGICAL
  DEFENCE 4
  E. Basic EVASION 3
  F. 
  Initially equipped with lantern, flint-&-tinder,
  backpack, bow, quiver containing six arrows,
  dagger, ring mail armour, 2-20 Florins, sword
  or staff.
  55
  
  (See also DRAGON WARRIORS 1, Chapter Two:
  Creating a Character. This will explain how to modify
  the basic scores given above if the Mystic has non-
  average characteristics.)
  CHARACTER SHEET
  Character's Name
  Strength =
  Reflexes =
  Intelligence =
  Psychic Talent =
  Looks =
  | Profession Mystic | 
  Rank
  Health Points
  normal score:
  current score:
  ATTACK =
  DEFENCE =
  MAGICAL ATTACK
  MAGICAL DEFENCE
  Armour
  type worn:
  Armour Factor:
  Equipment
  Psychic Fatigue Check:
  roll (13 + rank-spell
  level) or less on d20
  to avoid psychic
  fatigue
  EVASION =
  Weapons
  Each player will require a blank Character Sheet.
  Permission is granted to make photocopies.
  The Spells
  These are the spells usable by Mystics. Remember that
  the Mystic's rank sets the upper limit on the level of
  spells he can cast.
  56
  Spells of Level One
  INVIGORATE
  MIRAGE
  SEE ENCHANTMENT
  SUSPENDED
  ANIMATION
  Spells of Level Three
  ALLSEEING EYE
  MIND CLOAK
  NOURISH
  TELEKINESIS
  Spells of Level Five
  FORCE FIELD
  MYSTIC BLAST
  PASS UNSEEN
  TRUTHSENSE
  Spells of Level Seven
  DUEL
  LEVITATION
  PARALYSIS
  PROTECTION
  Spells of Level Nine
  IMPREGNABLE
  SPHERE
  PHOENIX
  TELEPORT
  THUNDERCLAP
  Mystic Spells of Level One
  INVIGORATE
  Spells of Level Two
  DARKSIGHT
  DAZZLE
  MIGHT
  PURSUIT
  Spells of Level Four
  CLAIRVOYANCE
  ENTHRALL
  HIDDEN TARGET
  TELEPATHY
  Spells of Level Six
  ASSESSMENT
  PURIFICATION
  STEEL CLAW
  SURVIVAL
  Spells of Level Eight
  INTANGIBILITY
  MINDPOOL
  SWIFTNESS
  TRANCE
  The Mystic converts psychic energy into physical
  energy, releasing a powerful restorative force into his
  body. He regains two Health Points. The spell will not
  57
  
  increase his Health Point score above its normal level,
  of course.
  MIRAGE
  Range: 10m
  Durational - Spell Expiry Roll applies
  A visual illusion is created, of anything the caster
  wishes so long as it is no bigger than man-sized. The
  Mirage can be 'programmed' to perform a set of
  actions (eg, a guard marching up and down outside a
  door) or it can be controlled mentally, like a holo-
  graphic puppet. There is a 10% chance that the
  Mirage will be recognized as such at first glance.
  SEE ENCHANTMENT
  Durational - Spell Expiry Roll applies
  While this spell is in effect, the Mystic is able to see
  powerful concentrations of magic energy. He could tell
  whether a weapon or talisman were magical, but
  would not be able to sense impermanent enchantments
  (such as the presence of a Command spell).
  SUSPENDED ANIMATION
  The Mystic is able to sink into a deep coma, outwardly
  resembling death. This coma lasts for any preset dura-
  tion up to a year and a day. Even ESP will detect no
  thoughts, but in fact the Mystic does remain aware of
  his surroundings - except that his mental processes
  are slowed by a factor of sixty.
  58
  Mystic Spells of Level Two
  DARKSIGHT
  Durational - Spell Expiry Roll applies
  The Mystic acquires the ability to see in darkness like
  an Elf. That is, he can see with perfect clarity by moon-
  light or under a star-filled night sky, and in the pitch
  dark of an underworld as though it were deep twilight.
  DAZZLE
  This spell produces a flash of brilliant light that will all
  but blind any sighted creature within 5m for one full
  Combat Round. This gives the Mystic the chance to
  escape from his foes or make one free strike while they
  are dazzled (and hence - 8 from DEFENCE).
  MIGHT
  Durational - Spell Expiry Roll applies
  A powerful spell for use in combat, this has the effect
  of increasing the Mystic's Strength. If his normal
  Strength score is 15 or less, it temporarily increases to
  16; if normally 16 or more, it increases to 19.
  PURSUIT
  Durational - lasts one day
  This enables the Mystic to follow the psychic spoor of a
  person or creature whom he knows or has had
  described to him. He may thus track his quarry over
  terrain of any sort, and in all weathers.
  59
  
  Mystic Spells of Level Three
  ALLSEEING EYE
  Durational - Spell Expiry Roll applies
  This extends the Mystic's power of vision beyond the
  visible spectrum, enabling him to perceive any invi-
  sible object or being within 10m. The Mystic sees the
  invisible shapes as featureless silhouettes.
  MIND CLOAK
  Durational - lasts ten minutes
  This spell puts up a psionic shield around the Mystic,
  preventing detection by ESP, Scry or similar magical
  means. If the caster is being tracked by another Mystic
  using the Pursuit spell, this spell will cause the latter to
  lose his 'scent'.
  8 to dodge, and doing no appreciable damage on
  impact anyway). The Mystic may wield a dagger by
  Telekinesis, in order to melee an opponent at a dis-
  tance; he would do so with half his normal ATTACK
  (Telekinetic control is quite clumsy) and doing 1 HP less
  damage for a successful blow (because there is little
  strength in the spell).
  Mystic Spells of Level Four
  CLAIRVOYANCE
  Durational - Spell Expiry Roll applies
  This spell intensifies the Mystic's inherent paranormal
  senses, and so confers the ability to see anything
  within 5m even through solid objects. A full 360° arc of
  'vision' is obtained, making it very difficult to take the
  Mystic unawares.
  NOURISH
  This spell ensures the Mystic need never starve when
  he has no food or water. A single casting provides him
  with refreshment and nourishment for a full day.
  TELEKINESIS
  Range: 25m
  Durational - Spell Expiry Roll applies
  This is the classic parapsychic ability to move and
  manipulate objects at a distance by the power of the
  mind. The spell affects a single object of up to 0.5kg
  weight. The maximum velocity at which an object can
  be moved by Telekinesis is about 15m per Combat
  Round, making for a rather ineffective missile (SPEED
  60
  ENTHRALL
  Match caster's MAGICAL ATTACK vs target's
  MAGICAL DEFENCE
  Range: 5m
  Durational - Spell Expiry Roll applies
  If successful, this spell warps its victim's judgement so
  that he believes the Mystic to be his friend. This delu-
  sion does not destroy the victim's loyalty to his real
  friends, however, and neither does it make him well-
  disposed towards the Mystic's companions. He will
  believe anything the Mystic tells him and, unless the
  Mystic openly attacks him, will trust him completely
  until the spell wears off.
  61
  
  HIDDEN TARGET
  Durational - Spell Expiry Roll applies
  This spell enables the Mystic to pick off targets with
  arrow, sling or thrown dagger even if blindfolded. He
  ignores the usual penalties for poor visibility. Even in
  thick fog, or if the target is invisible, the Mystic shoots
  as if he could see him perfectly. He must know there is
  someone to shoot at, though - he cannot just walk into
  a room and lob off a few arrows 'on spec' in case there
  should happen to be an invisible Sorcerer about.
  TELEPATHY
  Range: 10km
  Durational - lasts ten minutes
  The Mystic is able to communicate telepathically with
  another (who must be known to him) over considerable
  distances. Communication is in the form of images as
  well as words, so different languages need not prove
  an insurmountable obstacle. Note, however, that two
  characters from totally different cultures (a medieval
  wizard and an Inca priest, for instance) may be simply
  unable to think in the same terms.
  Mystic Spells of Level Five
  FORCE FIELD
  Durational - Spell Expiry Roll applies (and see
  below)
  This spell protects the Mystic with a thin, invisible
  force barrier. When a blow is struck against him, the
  Force Field absorbs the damage and prevents it from
  harming him. Once it has absorbed a total of 15 HP
  damage, the Force Field collapses. It gives no protec-
  62
  tion from magical weapons, spells or other forms of
  attack (such as flames or poisonous fumes).
  MYSTIC BLAST
  Match spell's SPEED of 16 vs target's EVASION
  Range: 30m
  This takes the form of a psychic force bolt. If it strikes
  its target, the bolt inflicts 3d6 + 1 HP damage. The tar-
  get may reduce this damage by his Armour Factor, if
  any. (A character in chainmail would take only 3d6 - 3
  HP, for example.)
  PASS UNSEEN
  Durational - Spell Expiry Roll applies
  The Mystic becomes invisible... up to a point. He can
  walk right past his enemies and they will not notice
  him. This is not as good as true Invisibility (the high-
  level Sorcerer variety) because he will still reflect in a
  mirror, and turns visible at once if he tries to attack
  anybody or casts another spell. Also, the spell will only
  fool beings of 1st to 4th rank/rank-equivalent.
  TRUTHSENSE
  Durational - Spell Expiry Roll applies
  While the spell lasts, the Mystic is able to tell with 85%
  accuracy when someone is lying to him. That is, if a
  character tells him a lie, 1d100 is rolled. On a roll of
  01-85, he knows it to be a lie. On a roll of 86-00, he is
  not sure one way or the other. The d100 roll is made
  secretly by the GamesMaster, for obvious reasons.
  63
  
  Mystic Spells of Level Six
  ASSESSMENT
  Range: 10m
  By means of this spell, the Mystic can instantaneously
  assess all characters within range and determine the
  following: their Profession, rank (or rank-equivalent)
  and current Health Points. Assessment is blocked by
  Mind Cloak, and will not give any information about
  characters above 10th rank.
  PURIFICATION
  This spell cleanses the Mystic's body of all ailments
  and poisons, and heals up to 8 Health Points if he is
  wounded.
  STEEL CLAW
  Durational - Spell Expiry Roll applies
  The caster's hand is transformed into a rigid talon of
  gleaming metal. When he strikes with this in combat,
  he uses a dl2 for Armour Bypass Rolls and inflicts 8 HP
  damage with each successful blow.
  SURVIVAL
  Durational - lasts one day
  The Mystic is able to endure extremes of heat and cold
  such as might be experienced under a blazing desert
  sky of in an arctic waste. He is not protected from
  direct exposure to fire. Survival also enables the
  Mystic to go without air for up to an hour after drawing
  a single breath.
  64
  Mystic Spells of Level Seven
  DUEL
  Durational - (see below)
  To use this spell, the Mystic must close in melee with an
  opponent. The spell shifts both the Mystic and his
  opponent out of phase with the rest of the universe;
  they remain visible only as a flickering, indistinct blur.
  Out-of-phase characters are on another plane, and
  cannot affect (or be affected by) their surroundings.
  Unable to move from the spot where they 'phased out',
  the two combatants must continue their battle until
  one is slain. Only then does the spell terminate, return-
  ing them - alive or dead - to the normal world.
  LEVITATION
  Durational - Spell Expiry Roll applies (and see
  below)
  This spell allows the caster to rise up into the air and
  float around. Levitational movement is quite slow -
  only 10m per Combat Round (normal walking speed, in
  other words). This spell requires concentration to
  sustain. If the Mystic wants to enter melee or cast
  another spell, he must first cancel the Levitation.
  PARALYSIS
  Match caster's MAGICAL ATTACK vs target's
  / MAGICAL DEFENCE
  Range: 15m
  Durational - Spell Expiry Roll applies
  This spell, if it takes effect, results in paralysis of all
  the voluntary muscles. It will work only on a living
  being. The victim collapses at once, but remains con-
  scious. Another Mystic affected by this spell could still
  65
  
  cast spells of his own, since Mystics need only the
  power of their psyche to work magic and do not rely on
  the chants and arcane gestures of the Sorcerer.
  PROTECTION
  Durational - lasts until Dispelled (and see below)
  A potent spell which adds 2 points to the caster's
  MAGICAL DEFENCE and increases his Armour Factor
  by 2. The caster can sustain this indefinitely if he
  chooses to, but he must add + 1 to the die roll whenever
  he makes a Psychic Fatigue Check while the Protection
  spell is in effect.
  Mystic Spells of Level Eight
  INTANGIBILITY
  Durational - Spell Expiry Roll applies
  The Mystic, and any items he is wearing or carrying,
  become intangible. He can pass through solid objects
  as though they were not there. While Intangible, a
  magical weapon is required to hit him in combat.
  Indirect-attack spells like Firestorm pass harmlessly
  through his insubstantial form, though direct-attack
  spells are still fully effective. The Mystic must take
  great care when using this spell - if it expires while he
  is inside a solid object, he will die.
  MINDPOOL
  Range: 3m
  Durational - lasts thirty seconds (5 Combat
  Rounds)
  This spell enables two Mystics to combine their power
  66
  for a brief time. With multiple castings of the spell,
  more Mystics can be included in the Mindpool - up to
  five individuals at one time. Mystics in a Mindpool each
  resist hostile direct-attack spells with the total
  MAGICAL DEFENCE of the whole group, and each
  casts his own spells with the highest MAGICAL
  ATTACK of the group.
  Example: Two Mystics have reached the main burial
  chamber within an ancient barrow. Suddenly they are
  aware of thin cloaked shapes loping towards them
  from the darkness. Wights! The senior Mystic casts
  Mindpool, linking himself with his 4th rank companion.
  They now add their MAGICAL DEFENCE scores toge-
  ther: 7 + 12 in this case, so each now has an effective
  MAGICAL DEFENCE of 19. The 4th rank Mystic is still
  only able to cast spells up to level four - but that
  includes the direct-attack spell Enthrall, which he can
  now cast with his companion's MAGICAL ATTACK of
  21.
  SWIFTNESS
  Durational - Spell Expiry Roll applies
  This accelerates the caster's metabolism and speeds
  his physical movements. He gets two actions of his own
  to every one Combat Round experienced by those
  around him. The first of these actions must be taken at
  the very start of each CR, and the second at the point in
  the CR (determined by his Reflexes score) when he
  would normally get to act. The actions might be two
  10m moves, or a move and an attack, or any other
  combination of actions. What the Mystic cannot do is
  cast two spells in one CR. This is because he continues
  to think at the normal rate.
  67
  
  TRANCE
  Durational - lasts ten minutes
  The Mystic enters a trance-like state while his psychic
  self, or ka, is freed from his body and is able to travel
  up to five kilometres away. The ka can see and hear,
  but is ethereal and cannot interact with or be seen by
  others. However, if it comes into the presence of a
  character of equal or higher rank then the latter will
  be able to sense it. Another Mystic could then use
  Pursuit to trace the ka back to its body.
  Mystic Spells of Level Nine
  IMPREGNABLE SPHERE
  Durational - Spell Expiry Roll applies
  The Mystic is surrounded by an invisible force bubble
  that blocks all physical attacks: missiles, creatures,
  indirect-attack spells, etc. Attacks of this type can
  pass neither into nor out of the Impregnable Sphere.
  Direct-attack spells (ie, those which entail a MAGICAL
  ATTACK vs MAGICAL DEFENCE roll) are not impeded.
  The Sphere will not move around, so the Mystic must
  remain in one spot while the spell lasts.
  PHOENIX
  This spell allows the Mystic to return from the dead.
  He (or, more accurately, his spirit-self) must cast it the
  Combat Round after he is slain. The body immediately
  begins to smoulder and then burn fiercely; no natural
  means can douse this blaze. After 5 Combat Rounds
  (thirty seconds), the Mystic arises from his own ashes
  like the majestic bird of legend. All his wounds are
  healed by the spell, but his Health Point score is per-
  68
  manently reduced by 1 point. The same fire that revivi
  fies him will also destroy any equipment that was o
  his body - only certain exceptional magic items ma
  survive, and this is at the GamesMaster's discretion
  This spell cannot be cast more than once a week.
  TELEPORT
  By using this spell, the Mystic can vanish and reappea
  at another point within 100m. He can only teleport t
  somewhere he has been before, or which is in his line
  of-sight when he casts the spell.
  THUNDERCLAP
  Match spell's SPEED of 12 vs target's EVASION
  Range: 1m
  The Mystic can blow a wall down with one shout! In
  fact, the shout is a focus for the immense destructive
  energy of the psyche. If directed at an opponent who
  fails to jump clear, the spell inflicts 6d6 + 6 H
  damage. Unenchanted armour gives no protection
  from this, and even enchanted armour absorbs only 2
  HP. The Thunderclap can be used to smash a 2m wide
  hole in stone walls up to half a metre thick.
  Other Abilities of a Mystic
  Constant training in the use of the mind's power pro-
  vides the Mystic with other abilities besides his spells.
  The supernormal senses that are latent in all of us are
  awakened in him. Although not fully reliable, they are
  indispensible aids on any adventure for, in contrast to
  his spells, the Mystic can use them over and over with-
  out suffering psychic fatigue.
  At higher ranks. Mystics acquire the gift of manu-
  69
  
  facturing enchanted arms and armour. Any item
  reflects the man (or woman) who created it, and the
  spiritual perfection and enlightenment of the adept
  Mystic shows in the wondrous weaponry he makes.
  Mystics themselves are rarely known to use magic
  armour (we have already seen how it impedes their
  spellcasting), but they have no problem with magic
  weapons. As well as crafting items for his own use, the
  Mystic may choose to make them 'to order' for charac-
  ters of other Professions. Strictly speaking, there is
  nothing to stop him from setting up shop as an artisan
  and churning out one magic weapon after another. He
  could obviously turn a tidy profit this way, but it would
  not really be in keeping with the true mystical Way.
  Each item that a Mystic makes should be unique,
  fashioned with a specific owner in mind (even if that
  person is not the one who eventually gets to use it). This
  restriction is not inherent in the DRAGON WARRIORS
  rules; it is left to the player to role-play his Mystic
  character accurately.
  PREMONITION (or SIXTH SENSE)
  This is the ability to sense danger. It must be applied to
  a specific object or location within 5m of the Mystic. It
  does not give any exact knowledge as to the form of the
  danger. (A door which registered as dangerous could
  be booby-trapped - or it might have a Vampire lurking
  on the other side of it!)
  The chance of perceiving danger (if there is any
  danger to be perceived) is
  35% + 2%/rank
  So Caedmon Skysoul, who is 2nd rank, has a Premoni-
  tion success rate of 39%.
  To use Premonition, the Mystic must first con-
  centrate on the place or thing under suspicion. This
  takes two full Combat Rounds while he clears his mind
  of all distractions. In the third CR, the GamesMaster
  70
  rolls d100. If the roll comes up within the Mystic's suc-
  cess range, the GM informs him of any danger that is
  present. If the percentile roll is outside the required
  range, or if there is in fact no danger, the Mystic simply
  gets no impression. (Note that the Mystic will not be
  able to distinguish between sensing 'no danger' and
  not sensing 'danger'.)
  Would it not be possible to double check a Premoni-
  tion reading by waiting another two Combat Rounds
  and trying again? In fact, no. Having got a negative
  reading (for whatever reason) the Mystic will continue
  to get that same reading on every attempt until the
  circumstances actually change in some way (eg, the
  brook he's previously checked out as safe is suddenly
  poisoned by some Goblins upstream).
  ESP (or SEVENTH SENSE)
  This is the ability to detect thoughts within a range of
  10m. No indication is given of direction, nor of the num-
  ber of beings - although the Mystic is able to selec-
  tively 'tune out' the thoughts of his companions. He can
  tell the difference between intelligent thoughts and
  animal thoughts, but he cannot actually read minds.
  The success chance of ESP is
  05% + 3%/rank
  Looking at Caedmon again, we see his ESP ability is
  at 11%.
  The Mystic must prepare for three Combat Rounds
  before attempting to use ESP. Unlike Premonition, this
  does not take all his concentration. He could be in the
  middle of a fight and still use his ESP ability. The per-
  centile roll is made, as before, by the GM.
  A Mystic using Mind Cloak will not register on ESP.
  Nor will the following: Elves (except if detected by an
  Elven Mystic), Ghosts, Gnomes, Goblins, Hobgoblins
  and the Undead. Tenebrous and obscure, the thoughts
  of these magic folk slip through the Human Mystic's
  coarse ESP net.
  71
  
  A Mystic of 9th rank or higher will always be able to
  sense the proximity of another Mystic of 9th rank or
  higher (unless the latter has got a Mind Cloak spell up).
  The Mystic Force is so strong with such individuals
  that they activate one another's Seventh Sense
  automatically.
  ENCHANTMENT OF ARMS & ARMOUR
  A 4th rank Mystic is able to produce + 1 magic wea-
  pons. At 6th rank the ability extends to + 2 items,
  and at 9th rank to + 3 items. (See Chapter Five,
  ENCHANTED ARMOUR and ENCHANTED WEAPONS
  for explanation of these terms.)
  Producing an enchanted weapon or suit of armour
  entails more than just stoking up a forge and ham-
  mering out the metal. A long period of solitude and fast-
  ing, of physical and mental preparation, must come
  first. The task may take months or years:
  Item
  + 1 arrow or quarrel
  + 2 arrow or quarrel
  + 3 arrow or quarrel
  +1 weapon
  + 2 weapon
  + 3 weapon
  + 1 armour (any sort)
  + 2 armour (any sort)
  + 3 armour (any sort)
  Time taken to create
  25 days
  125 days
  375 days
  100 days
  500 days
  1500 days
  100 days
  400 days
  900 days
  If the Mystic fails to remain in the proper trans-
  cendent state throughout, he may produce a flawed
  item. Obviously, the chance of this diminishes as the
  Mystic becomes more dedicated and more accom-
  plished - as he advances in rank, in other words. The
  chance of producing a flawed item is 40% at 4th rank,
  30% at 5th, etc. In the case of a Mystic player-
  72
  character, the player himself, not the GM, makes this
  roll. A Mystic always knows when he has made a
  flawed item. Flawed items will function normally if
  used, but there is a general aura of imperfection and
  possibly evil about them. This will detect as dangerous
  under Premonition. Eventually, the flawed item will
  bring ill-luck to its owner by embroiling him in a
  squabble he did not want, slaying someone other than
  he intended, or failing to parry a killing blow; armour
  might cause him to stumble into the path of a Firestorm
  spell. Generally, a Mystic will destroy the item he has
  made at once if he sees it is flawed. Unfortunately, not
  all members of the Profession share these scruples.
  
  75
  
  Why else would an adventurer choose the hazardous,
  questing life he leads, if not to acquire treasure? Well,
  in fact there could be many reasons for a character to
  go adventuring - vengeance upon an old foe, esteem
  in the eyes of an adored lady (or lord), the pursuit of
  glory and excellence in battle, a general desire to con-
  found evil wherever it may lurk. .. These are just a few
  of the hundreds of possible player-character or NPC
  motives. That being said, even the most 'verray parfit
  gentil' Knight would probably admit, however grudg-
  ingly, to a certain undercurrent of avarice in his
  nature.
  For the convenience of the GamesMaster, treasure
  is divided into nine categories of increasing value:
  Treasure Type
  Scant
  Meagre
  Poor
  Moderate
  Average
  Good
  Bountiful
  Grand
  Fabulous
  Cash
  2-20 copper pieces
  1-10 silver pieces
  0-3 (1d4-l) gold pcs.
  3-30 copper
  3-30 silver
  0-7 gold
  4-48 silver
  1-10 gold
  2 -200 silver
  2 -24 gold
  10-1,000 silver
  1-100 gold
  1,000-10,000 silver
  10-1,000 gold
  2,000- 12,000 silver
  1,000-8,000 gold
  5,000 -50,000 silver
  1,000 -20,000 gold
  1,000-100,000 silver
  5,000-50,000 gold
  Gems/Jewellery 
  Magic items
  none 
  none
  0-3 items worth 
  none
  2-20F each
  0-5 items worth 
  15% chance
  50F each 
  of 1
  0-7 items worth 
  30% chance
  10-100F each 
  of 1-4
  0-9 items worth 
  45% chance
  30-300F each 
  of 1-6
  0-11 items worth 
  60% chance
  100-l,000F each 
  of 1-8
  0-19 items worth 
  75% chance
  1,000 - 4,000F each 
  of 1 - 10
  3-30 items worth 
  90% chance
  l,000-6,000F each 
  of 1-12
  5-50 items worth 
  1-20
  l,000-8,000F each
  The values quoted for copper, silver and gold may
  optionally be present in the form of plates, goblets, etc,
  rather than coins. This obviously makes the treasure
  more bulky, and generally has the effect of doubling its
  encumbrance.
  The monetary system is decimal. (Historians may
  76
  take issue with this, but it is the easiest system for
  game purposes.)
  One gold piece, or Crown (1C),
  equals ten silver pieces, or Florins (10F),
  equals one hundred copper pieces, or Pennies
  (100P)
  Prices are usually given in Florins, except for the
  most expensive items. Gold is rarely used as currency.
  When one or more magic items turn up in treasure, a
  further roll is needed:
  d100 
  Item
  01-12 
  Enchanted armour
  13-29 
  Enchanted weapon
  30-54 
  Scroll
  55-79 
  Potion/Magical compound
  80-93 Amulet/Talisman
  94-97 
  Ring
  98-00 
  Unique artifact/relic
  Further tables (see Chapter Five) are then used to
  establish the exact nature of the item.
  How is the treasure table used?
  The table of treasure types given at the start of this
  chapter can be used as a GM's guideline when stock-
  ing a dungeon or deciding on an appropriate reward
  for an adventure. Also, creatures of many sorts hoard
  treasure that they have stolen or scavenged. When
  creatures are encountered randomly (see Dragon
  Warriors 1, Chapter Eight), they sometimes have trea-
  sure - either carried with them, or in their lair or
  camp nearby:
  77
  
  MONSTERS' TREASURE HOARDS
  Monster 
  Treasure Type (roll d6)
  Apeman 
  1 - 5 = none; 6 = scant
  Basilisk 
  1 - 2 = moderate; 3 - 6 = average
  (often petrified)
  Bat 
  none
  Bear 
  none
  Bull 
  none
  Crocodile 
  none
  Deaths Head 
  1 - 4 = moderate; 5 - 6 = average
  Dragon 
  1 = bountiful; 2 - 3 = grand; 4 - 6
  = fabulous
  Dwarves 
  1 - 2 = good; 3 - 5 = bountiful; 6 =
  (in large 
  grand
  stronghold)
  Elemental 
  none
  Elves 
  1 - 3 = average; 4 - 5 = good; 6 =
  (in Elf-King's hall bountiful
  Gargoyle 
  1 - 5 = moderate; 6 = average
  Frost Giant 
  1 - 5 = meagre; 6 = poor
  Giant Scorpion none
  Ghost 
  1 - 5 = none; 6 = good
  Giant Rat 
  none
  Giant Spider 
  1 - 4 = none; 5 = poor; 6 =
  moderate
  Gnome 
  none
  Goblin 
  1 - 3 = meagre; 4 - 6 = poor
  Gorgon 
  1 - 2 = poor; 3 - 5 = moderate; 6 =
  average
  Halflings 
  1 - 5 = meagre; 6 = poor
  (in sizable community)
  Hobgoblin 
  1 - 3 = meagre; 4 = poor; 5 =
  moderate; 6 = average
  Horses 
  none
  Humans 
  1 = average; 2 - 5 = good; 6 =
  (in a lord's castle) bountiful
  Manticore 
  1 - 5 = none; 6 = average
  Ogre 
  1 - 4 = average; 5 - 6 = good
  78
  Obsidiak 
  none
  Orcs 
  1 - 3 = average; 4 - 6 = good
  (in citadel)
  Python 
  none
  Pazuzu 
  1 - 4 = poor; 5 - 6 = moderate
  Snow Ape 
  none
  The Sufiriad 
  none
  Tiger 
  none
  Troll 
  none
  Volucreth 
  (use NPC Weapons & Equipmen
  table)
  Wild Boar 
  none
  Wolf 
  none
  Ghoul 
  1 - 3 = meagre; 4 - 6 = poor
  Mummy 
  1 - 2 = poor; 3 - 4 = moderate; 5 =
  average; 6 = good
  Skeleton 
  none
  Spectre 
  none
  Wight 
  1 - 2 = poor; 3 - 5 = moderate; 6 =
  average
  Wraith 
  none
  Zombie 
  none
  Note that the treasures listed for species which live
  communally - Humans, Elves, Dwarves, Halflings and
  Orcs - represent the entire hoard of a large com-
  munity. Volucreths are a special case; adventurers are
  never likely to encounter an entire society of these
  belligerent beings!
  The treasure possessed by non-player character
  adventurers is determined using the NPC Weapons 8-
  Equipment table. Adventurers are unlikely to be found
  with large amounts of gold and silver. They prefer
  their wealth in the more useful form of enchanted wea-
  ponry and items.
  79
  
  NPC Weapons & Equipment
  Non-Player Characters who have adventured may
  have special items of their own. Because of this, a
  group of adventurers can be among the most danger-
  ous adversaries that the player-characters are ever
  likely to face.
  When the player-characters encounter a party of
  NPC adventurers, a table is used to determine whether
  the latter have special items such as potions and
  scrolls. The table lists, for each Profession, the chance
  that the NPC has items of a particular type - and,
  where applicable, the number of such items that
  he/she has.
  Common sense must be applied to these tables. 
  Mummy will not be so obliging as to prowl around it
  tomb with a sack of gold coins over one shoulder. Th
  cash and jewellery component of its treasure may be i
  a burial chamber some distance from where it i
  encountered. Hobgoblins can be quite wealthy, bu
  slaying one does not lead to automatic inheritance: th
  creature's treasure will usually be in its lair, whic
  more often than not is just a narrow clammy burro
  deep in the ground.
  On the other hand, intelligent creatures will alway
  carry useful treasure with them. There is no point i
  Rank
  1st
  2nd-3rd
  4th-5th
  6th-7th
  8th-9th
  l0th-up
  Magic 
  Magic
  Profession 
  Armour 
  Weapons 
  Scrolls
  Knight 
  1% 
  2%; 1 
  no
  Barbarian 
  1% 
  2%; 1 
  no
  Sorcerer 
  no 
  no 
  1%; 1-2
  Mystic 
  no 
  no 
  no
  Knight 
  3% 
  5%; 1-2 
  no
  Barbarian 
  2% 
  5%; 1-2 
  no
  Sorcerer 
  no 
  1%; 1 
  5%; 1-4
  Mystic 
  no 
  2%; 1 
  no
  Knight 
  10% 
  20%; 1-2 
  no
  Barbarian 
  8% 
  20%; 1-2 
  no
  Sorcerer 
  1% 
  5%; 1-2 
  25%; 1-4
  Mystic 
  no 
  20%; 1-2 
  no
  Knight 
  25% 
  30%; 1-3 
  no
  Barbarian 
  15% 
  30%; 1-3 
  no
  Sorcerer 
  5% 
  15%; 1-2 
  40%; 1-4
  Mystic 
  no 
  30%; 1-2 
  no
  Knight 
  55% 
  60%; 1-4 
  no
  Barbarian 
  40% 
  60%; 1-4 
  no
  Sorcerer 
  5% 
  30%; 1-2 
  50%; 1-4
  Mystic 
  no 
  70%; 1-2 
  no
  Knight 
  80% 
  90%; 1-4 
  no
  Barbarian 
  70% 
  90%; 1-4 
  no
  Sorcerer 
  5% 
  40%; 1-3 
  70%; 1-6
  Mystic 
  no 
  95%; 1-3 
  no
  80
  Potions 
  Amulets 
  Rings 
  Typical 
  cash
  3%; 1-3 
  no 
  no
  1%;1-3 
  no 
  no 
  dl00 
  Florins
  30%; 1-3 
  no 
  no
  2%; 1-3 
  no 
  no
  15%; 1-3 
  1%; 1-2 
  1%; 1
  15%; 1-3 
  l%; l-2 
  1%; 1
  20%; 1-4 
  l%; 
  1-2 
  2%; 
  1 
  2d 100 Florins
  15%; 1-3 
  l%; l-2 
  2%; 1
  25%; 1-3 
  3%; 1-2 
  3%; 1-3
  25%; 1-3 
  3%; 1-2 
  3%; 1-3
  25%; 1-4 
  5%; 1-2 
  5%; 1-3 3d100 Florins
  25%; 1-3 
  4%; 1-2 
  4%; 1-3
  35%; 1-3 
  6%; 1-2 
  5%; l-3
  35%; 1-3 
  6%; 1-2 
  5%; 1-3
  50%; 1-6 
  9%; 1-2 
  7%; 1-3 4d100 Florins
  35%; 1-3 
  7%; 1-2 
  7%; 1-3
  60%; 1-4 
  10%; 1-2 
  10%; 1-3
  60%; 1-4 
  10%; 1-2 
  10%; 1-3
  90%; 1-6 
  10%; 1-2 15%; 1-3 4d100 Florins
  60%; 1-4 
  10%; 1-2 
  15%; 1-3
  75%; 1-4 
  12%; 1-2 
  10%; 1-3
  75%; 1-4 
  12%; 1-2 
  10%; 1-3
  95%; 1-4 
  15%; 1-2 
  15%; 1-3 4d100 Florins
  75%; 1-6 
  12%; 1-2 
  15%; 1-3
  81
  
  owning a + 2 sword if it's lying in your treasure chest
  at home when a bunch of rapacious adventurers jump
  out at you. There are a few reasons why a creature
  might not be using a powerful item (eg, it's too holy for
  the vile monster to touch), but these are the exception.
  Trading
  Players frequently want to try buying magic items (or
  conversely, selling items they have and don't need). A
  few words need to be said about this, for there is
  actually not much of a market in magic items.
  Sorcerers are solitary and do not like being
  bothered. Additionally, they have little use for money,
  so even if a Sorcerer of sufficiently high rank can be
  found he will not necessarily make anything for the
  player-characters. If he does, he may expect payment
  in the form of a favour - perhaps a quest he is too old
  to undertake.
  Selling 'spare' items is just as difficult. At first it
  seems like a good way to make some fast money, but
  consider the problems. If you are an adventurer with,
  say, a Shielding Charm that you can't use, how are you
  going to go about selling it? The only people who are
  likely to want it are other adventurers (a small and elu-
  sive part of the populace) or rich nobles (who would
  probably have one already). The people you offer it to
  may not be able to muster anything like its real value.
  And you had better be heavily backed up by your
  friends, or you might find yourself parting with your
  precious Charm at knife-point! To summarize, magical
  merchantry can be a risky business, and is not always
  especially lucrative - unless you are dealing with folk
  such as Elves, who really prize any enchanted bauble.
  But then, trading with the Elves is an adventure in
  itself...
  82
  Magical items fall into these groups:
  Enchanted armour and weapons
  Scrolls
  Potions and magical compounds
  Talismans and amulets
  Rings
  Unique artifacts and relics
  Earlier sections (Chapter Two and Three) have
  already described how these items can be created by
  Sorcerers and Mystics, given time. But adventurers
  tend to be impatient people. They rarely wish to devote
  months or painstaking years to constructing a magical
  device, and much prefer to acquire these things in the
  form of plundered treasure.
  ENCHANTED ARMOUR
  Any item of magical armour has a magic bonus: + 1,
  + 2 or +3. This indicates how magical it is. The magic
  bonus is added on to the regular Armour Factor. + 2
  ring mail thus has an AF of 5.
  For any item found in treasure, two rolls must be
  made. First to determine the armour type:
  83
  
  d100 
  Armour
  01-10 
  Hardened leather
  11-50 
  Ring mail
  51-70 
  Chainmail
  71-00 
  Plate
  and then to find out its magical bonus:
  d100 
  Magic 
  bonus
  01-55 
  +1
  56-85 
  +2
  86-00 
  +3
  ENCHANTED WEAPONS
  Magical weapons also have a magic bonus. In the case
  of a normal melee weapon, the bonus is added to the
  user's ATTACK, DEFENCE, Armour Bypass Rolls and
  to the damage inflicted on a successful hit. Using the
  notation of DRAGON WARRIORS 1, a normal sword is
  a (d8, 4 points) weapon. Enchanted to + 2, the same
  sword becomes a (d8 + 2, 6 points) weapon - and its
  owner gains 2 ATTACK and 2 DEFENCE points while
  fighting with it.
  In the case of a missile weapon such as an arrow, the
  magic bonus is added to the user's ATTACK, Armour
  Bypass Roll and (if the arrow strikes home) to the
  wound it inflicts.
  Where shields are concerned, the magic bonus is
  added to the user's DEFENCE.
  As with armour, two rolls are made:
  d100 
  Weapon
  01-10 
  Arrows (quiver of six)
  11-20 
  Battleaxe
  21-30 
  Dagger
  31-40 
  Morning Star
  41-45 
  Quarrels (case of ten)
  46-55 
  Shortsword
  84
  56-60 
  Spear
  61-80, Sword
  81-85 
  Two-handed Sword
  86-95 
  Shield
  96 - 00 
  Other (Halberd, Javelin, etc)
  And, for the degree of enchantment:
  d100 
  Magic bonus
  01-45 
  +1
  46-80 
  +2
  81-00 
  +3
  There is a chance that any enchanted item may b
  flawed. This applies to armour as well as weapons
  The chance is very small - most flawed items are des
  troyed by the Mystic who forged them, and many of th
  remainder are shunned as their baneful power
  become known. The chance that an enchanted item i
  flawed is 3% for a + 1 item, 2% for a +2 and 1% for 
  + 3. Mystics may be able to detect the flaw in such a
  item using their Sixth Sense. If they do not, and 
  character uses the item, disaster is inevitable
  (See Chapter Three, ENCHANTMENT OF ARMS 
  ARMOUR.)
  SCROLLS
  Scrolls are illuminated parchments on which a spell i
  written. By reading the spell aloud, a Sorcerer (not
  necessarily the Sorcerer who wrote it) casts the spell
  - but he expends no Magic Points, because the energ
  for the spell was invested in the scroll when it was
  written. Once the scroll is used, it disintegrates
  Scrolls are one-use items.
  Scrolls may be of spells up to the ninth level. Scrolls
  of first and second level are almost never found
  because there is no advantage to be gained in inscrib
  ing them - each scroll written out reduces the calli-
  grapher's Magic Point score by 2 until it is used.
  85
  
  A d100 roll determines the level of the spell written
  on any scroll found as treasure:
  d100
  01-10
  11-30
  31-55
  56-75
  76-90
  91-96
  97-00
  Level of spell
  third
  fourth
  fifth
  sixth
  seventh
  eighth
  ninth
  Then roll randomly (ie, d6) to find the specific spell
  within the level. Spells which can have a variable num-
  ber of Magic Points in them will usually have the mini-
  mum necessary to cast the spell (eg, 4 MPs for a Wall of
  Magic).
  If the dice rolls indicate a Rune, the scroll is actually
  booby-trapped. Instead of being a scroll of the Rune
  spell, it is a piece of parchment with a Rune inscribed
  on it. The Rune will discharge the spell it contains
  (generally something along the lines of Deathlight or
  Stasis) as soon as it is unfurled.
  A Sorcerer who has found a scroll does not have to
  use it in order to find out what spell it is. He will recog-
  nize any spell that he knows - that is not of a higher
  level than his rank - by looking at it. Only when he
  reads the scroll aloud is the spell cast. Inability to
  recognize the spell does not prevent him from reciting
  it to find out what it does. If Gothique (a 1st rank Sor-
  cerer we met earlier) found a Firestorm scroll he would
  not have a clue what it did, but he could still read it
  aloud and so cast the spell.
  POTIONS AND MAGICAL COMPOUNDS
  Potions found in treasure will normally be in a flask
  containing one dose. There is a 20% chance that the
  potion was incorrectly prepared. Usually this means
  that it will simply not work, but in a very few cases
  86
  (whenever the GamesMaster feels like having som
  fun) there, will be some unexpected effect. (So a mis
  brewed Potion of Occult Acuity might actually tak
  away the drinker's spellcasting ability for a time. Heal
  ing Potion might inflict a wound, etc.)
  There will not always be a label on the bottle to say
  what the potion is; even if there is a label, it might b
  Wrong. A Sorcerer will recognize any potion once h
  has prepared it in the laboratory, from distinctive
  odours and colour. Other than this, the surest way t
  tell what a potion does is to drink it!
  I For each potion found, the GM rolls d100:
  d100 roll Potion
  01-12 
  Potion of Dexterity
  13-22 
  Potion of Occult Acuity
  23 - 34 
  Potion of Strength
  35-42 
  Healing Potion
  43-46 
  Replenishment Potion
  47-48 
  Amianthus Dust
  49 - 60 
  Potion of Night Vision
  61-62 
  Dust of Transformation
  63-64 
  Elixir Vitae
  65-66 
  Evaporating Potion
  6 7 - 68 
  Sands of Slumber
  69-76 
  Vial of Smoke
  77-78 
  Aitheron
  79-80 
  Hydon
  81-82 
  Lithon
  83-84 
  Phlogiston
  85-86 
  Potion of Dreams
  87-89 
  Theriac
  90-92 
  Poison
  93-94 
  Potion of Control
  95-96 
  Love Philtre
  97-98 
  Potion of Truth
  99-00 
  Virus Lunare
  The effects of these various concoctions are as
  follows:
  87
  
  Potion of Dexterity
  Drinking this potion will raise the character's Reflexes
  score by 4 points, up to a maximum score of 18. This
  enables the character to act earlier than he would nor-
  mally in a Combat Round and may increase his
  ATTACK, DEFENCE and EVASION scores. The effect
  is of course only temporary; a Spell Expiry Roll is
  applied to determine its duration.
  Potion of Occult Acuity
  This adds 4 points to the drinker's Psychic Talent
  score, up to a maximum of 18. This may increase his
  MAGICAL ATTACK (if any) and MAGICAL DEFENCE
  scores. A Spell Expiry Roll indicates when the effect
  wears off.
  Potion of Strength
  This enhances the character's Strength by 4 points, up
  to a maximum of 20. His ATTACK and DEFENCE scores
  will be affected and also, possibly, his Armour Bypass
  Rolls and melee weapon damage. Again, a Spell Expiry
  Roll sets the duration.
  Healing Potion
  This potion has a curative effect on any wounds the
  drinker has sustained. One full draught is equivalent
  to a spell of Greater Healing, but it is also possible to
  obtain some benefit from only half a dose (treat as a
  Lesser Healing).
  88
  Replenishment Potion
  When a Sorcerer drinks this potion he recovers 2-8
  (roll 2d4) expended Magic Points. It will not take him
  above his normal MP limit. When drunk by a Mystic,
  the potion allows him to subtract 1 from his next
  Psychic Fatigue Check die roll (if he is not already
  psychically fatigued) or give him the ability to cast one
  'free' spell of up to fourth level (if he is).
  Amianthus Dust
  Sprinkling this heavy black powder over a character
  will give him limited protection from the effects of
  flame and excessive heat. He becomes completely
  immune to normal fire and takes only half damage from
  supernatural fire (a Dragon's breath, a Firestorm
  spell, etc). A Spell Expiry Roll indicates when the effect
  wears off.
  Potion of Night Vision
  Quaffing this blue-black fluid gives the ability to see in
  the darkness of night as though it were day. The utter
  blackness of a dungeon will seem like twilight. The
  effect lasts for two hours.
  Dust of Transformation
  This must be hurled to the ground at a character's feet.
  In a puff of smoke and a dazzling flash he will be meta-
  morphosed into another form. This is like the Trans-
  formation spell, except that a Spell Expiry Roll applies.
  The form is predetermined when the ingredients are
  mixed and so, unless the container is labelled, the use-
  fulness of the dust can only be established by trial -
  89
  
  the user might find himself turned into a morose toad!
  The most common forms 'encoded' into Dust of Trans-
  formation are Wolves, Bears, Pythons, Tigers, Bats
  and Giant Spiders. Gorgons are also favoured: the
  transformed character does not really acquire 'the
  eyes that fossilize' - but any enemy who mistakes him
  for a real Gorgon won't know that! If the character
  wishes to resist being changed by the dust's power, he
  must roll d20 and score less than or equal to his
  MAGICAL DEFENCE.
  Elixir Vitae
  A prized potion. Poured between the lips of a corpse, it
  has the affect of restoring life. The revitalized charac-
  ter loses 1d3 Health Points and 1 point from each of his
  characteristics (Strength, etc) permanently. The
  potion may not work properly if the character has been
  dead for more than a month; there is then a 50%
  chance that he will be raised as a horrible Ghoul
  instead of a living man. After a year and a day, the
  Elixir has no chance of working.
  Evaporating Potion
  Moments after imbibing this rancid brew, a character
  will dissolve into a dank sulphurous mist. This is no bad
  thing, however, for in 'mist form' the character is able
  to drift slowly along at 3m per Combat Round. This
  means that he can seep under doors or through tiny
  cracks. Another advantage is that the character will
  not take damage from nonmagical weapons or indirect-
  attack spells. A Spell Expiry Roll determines when the
  character returns to his normal form. A character who
  wishes to resist the potion's subliming effect can do so
  by rolling less than or equal to his MAGICAL DEFENCE
  on d20.
  90
  Sands of Slumber
  This compound is usually tied up in a flimsy pouch
  which can be flung at an intended victim. It is then
  treated as a normal hand-hurled missile. The pouch
  splits when it strikes the target, scattering the abra-
  sive dust over him. It is also possible to fling a loose
  handful directly into his face, but this can only be done
  at point-blank range and is not feasible if the target is
  weaving about in melee. The target character must, if
  hit by the dust, roll less than or equal to his Reflexes to
  avoid getting the Sands of Slumber in his eyes. If he
  fails this roll he becomes drowsy (treat as a Weaken
  spell) and will lapse inexorably into a deep sleep
  within 2-8 Combat Rounds. The character can only be
  aroused from this dreamless repose if another
  approaches him with honest intent to kill him. If this
  happens he will awaken at once, but otherwise he will
  sleep for a hundred years.
  Vial of Smoke
  This volatile mixture is usually stored in a fragile clay
  bottle or tube of crystal. When the container is
  smashed, a dense cloud of white fog forms rapidly, bil-
  lowing out to a distance of 5m. Visibility is nil, even for
  a character using Clairvoyance. A d6 is rolled at the
  start of each subsequent Combat Round; on a roll of '6',
  the fog disperses.
  The Elemental Essences
  These potions summon or create an Elemental, which
  may then serve the user for a time. Each looks quite dif-
  ferent - Aitheron, which materializes an Air Ele-
  mental, is a thick resinous substance which must be
  scattered into the air. When poured into water, Hydon
  91
  
  creates a Water Elemental. Lithon is a moist chalky
  deposit which, mixed with soil or pebbles, causes an
  Earth Elemental to appear. Phlogiston bursts alight at
  the merest spark and a Fire Elemental will coalesce
  from the flames. The character must make a special
  roll to see if he commands the Elemental: his rank or
  less on d12. A failed roll means that the Elemental is
  free to enjoy an orgy of destruction, which will usually
  begin with its summoner. The Elemental will fade after
  half an hour, unless slain before that.
  Potion of Dreams
  This must be imbibed before going to sleep, causing the
  drinker to experience visions of events past, present
  and future. The intention is to glean something of
  direct bearing on the drinker, but the potion is unreli-
  able and may reveal a pageant of irrelevant fantasies.
  Nothing is what is seems to be in the murky realm of the
  subconscious. Events may appear in symbolic form; the
  GM just informs the player what he has dreamed, and
  leaves the latter to interpret it for himself.
  Theriac
  This is a universal antidote which will neutralize any
  poison in the character's bloodstream. It does not heal
  any physical damage (lost Health Points) already
  inflicted by the poison.
  Poison
  This covers, as they say, a multitude of sins. The ingre-
  dients cost given earlier is for a normal strength poison
  (roll Strength or less on 3d6 or die). Weak (2d6) poison
  costs half as much to make. Strong poison costs double.
  92
  It is also possible to concoct 'fancy' poisons - thing
  that only paralyse, weaken, impair reflexes, etc, if th
  required roll is not made. Most poisons are made to b
  administered orally, but that is not the only kind. Som
  Sorcerers make venoms that can be smeared onto 
  blade or arrow-point. Exposure to air renders th
  venom inactive if the weapon is not then used withi
  one minute (10 Combat Rounds).
  Potion of Control
  The character must trick his intended victim int
  drinking this potion - perhaps by claiming that it i
  some beneficial substance such as a Healing Potio
  The drinker will obey the first person who gives him a
  order. This control lasts for a full day. It can be ter
  minated prematurely with a Dispel Magic cast with a
  least 9 Magic Points, and wears off automatically if th
  controlled character is ordered to kill himself or 
  loved one.
  Love Philtre
  This is another potion that the victim must be tricke
  into imbibing. Unfortunately, unlike Potion of Control
  it is completely tasteless and can be mixed with food o
  drink. The drinker falls in love with the first characte
  of the opposite sex whom he lays eyes on after takin
  the philtre. This can only be broken by keeping th
  afflicted character from his beloved for at least a year
  Force will probably be necessary.
  Potion of Truth
  The character who drinks this bright golden liqui
  must give a truthful answer to any question that is pu
  to him during the three minutes that follow.
  93
  
  Virus Lunare
  This is an obscene brew which no decent Sorcerer
  would ever dream of preparing. Unfortunately, it must
  be said that a sizable minority of Sorcerers are hope-
  lessly vile. They make this leprous distillation between
  nights of the full moon. It must be administered to a
  person whom the Sorcerer must then slay with his own
  hands. The potion traps a tortured fragment of the vic-
  tim's soul within the shell of his corpse; and when the
  Sorcerer casts Reanimate the Dead upon the body it
  will arise as a Zombie, bound in unending service to
  him until a second 'death' might give it surcease.
  AMULETS & TALISMANS
  The words amulet and talisman tend to be used inter-
  changeably nowadays. Both are magical devices worn
  around the neck. If there is any functional distinction
  to be drawn it is that talismans (the first six on the list
  below) bestow some continual advantage on the user,
  whereas the powers of amulets (the last six items on
  the list) are restricted in frequency or duration.
  d100 
  Talisman/Amulet
  01-05 
  Periapt
  06-12 
  Blue Scarab
  13-30 
  Abraxus Stone
  31-35 
  Auric Pendulum
  36-50 Eye of Foreboding
  51 - 60 
  Stone of Valiance
  61-65 
  Ankh of Osiris
  66-75 
  Shielding Charm
  76 - 85 Amulet of Sovereignty over Violence
  86 - 89 
  Key to the Dark Labyrinth
  90-96 
  Pendant of Alarums
  97-00 
  Amulet of Soul Storing
  Only one amulet or talisman can be employed by a
  character at any given time. If he tries to wear more,
  94
  their powers will interfere with one another and he
  will be unable to make them work.
  The powers of these items are as follows.
  The Periapt
  This is a simple stone with a hole through it, usually
  mounted on a leather thong. Worn about the neck, it
  affords some protection against Curses and possession
  (eg, by the spirit in an Amulet of Soul Storing). The
  wearer gets a + 4 bonus to MAGICAL DEFENCE where
  such attacks are concerned.
  The Blue Scarab
  This talisman, in the shape of a faience beetle on a
  silver chain, defends the wearer against poison and
  disease. Whenever he is exposed to any disease
  (natural or sorcerous) or toxin, d100 is rolled. On a roll
  of 01 -15, the attack is completely neutralized.
  The Abraxus Stone
  This enhances the wearer's recuperative powers. His
  rate of natural recovery from wounds is speeded by an
  additional 1 Health Point per day. This applies only to
  wounds he took while wearing the talisman. This item
  is an oval of polished white onyx incised with a red
  glyph.
  The Auric Pendulum
  This consists of a bob of grey marble hanging on a
  copper rod. When brought within 15m of a large quan-
  tity of gold (at least 500 Crowns or an equivalent
  weight), the Auric Pendulum swings towards it.
  95
  
  The Eye of Foreboding
  This is a small globe of rose quartz which glows faintly
  when anything tries to sneak up on the wearer with evil
  intent. The warning glow is imperceptible in daylight,
  but below ground in dungeons, caverns, etc, it will pre-
  vent its wearer from being surprised (see Dragon
  Warriors 1, Chapter Six, Encounters).
  The Stone of Valiance
  This talisman, a small sapphire with a triangle
  engraved upon it, is said to make its wearer fearless.
  Any fright attack against him, whether due to ghostly
  manifestation or malevolent sorcery, is halved in
  strength.
  The Ankh of Osiris
  Once donned, this amulet cannot be removed until its
  power has been used. It will restore the wearer to life if
  he or she is killed. This revivification is immediate and,
  apart from the permanent loss of 1 Health Point,
  ensures full vitality. Having performed its function, the
  amulet loses all magical power.
  The Shielding Charm
  This amulet takes the form of a silver pentagram on a
  small tablet of oak. When commanded by the wearer to
  protect him, the amulet produces a tiny black point in
  the air, around which images appear shimmering and
  distorted as above a fire. The effect is accompanied by
  a faint droning sound. The hovering black dot moves
  rapidly to intercept any fast-moving object that is
  about to strike the wearer. The wearer rolls d6 for
  each blow that would otherwise hit him; on a roll of
  96
  4-6, the blow is deflected. A Spell Expiry Roll is used
  to determine how long the effect lasts. The amulet will
  operate twice in one day, recovering its powers at
  midnight.
  The Amulet of Sovereignty over Violence
  A sparkling diamond on a white gold chain, this amulet
  imbues the wearer's body with supernatural tough-
  ness. Any wounds he takes are halved (round fractions
  up.) A normal sword would thus inflict only a 2 HP
  wound instead of the usual 4 HP. The duration of this
  effect is set by a Spell Expiry Roll. This amulet
  operates once per day; once used, its powers regen-
  erate at midnight.
  The Key of the Dark Labyrinth
  A talmi-gold key wound with lacquered strands of
  human, this amulet is particularly bizarre in its effect.
  Any being who wounds the wearer in melee while the
  amulet is in use experiences a sorcerous attack.
  The effect has a MAGICAL ATTACK of 20, matched
  against the being's MAGICAL DEFENCE just like a
  spell. If the attack works, the being disappears from
  this world and is transported to a confusing other-
  dimensional maze. The being must find his/its way
  through this maze in order to return to the real world;
  2d4 are rolled every Combat Round, and on a roll of 8
  he/it reappears. A Spell Expiry Roll applies to the
  effect of this amulet, and once it is used it will not func-
  tion again that day.
  (Special note: There may come a time when a player-
  character attacks someone using this amulet and suf-
  fers its effect. Rather than have him make the 2d4 rolls
  to abstractly represent his plight, you could actually
  map out a simple maze and see how long he takes to get
  through it.)
  97
  
  The Pendant of Alarums
  This is a small steel bar on a steel chain. It enables the
  wearer to set invisible alarm-spells on the back of
  doors, the lid of a chest, floors, windows, etc. When
  any being passes that way, the amulet produces a soft
  chime. To receive the alarm, the owner of the amulet
  must be within 250m and wearing his amulet at the
  time. Up to nine different alarm-spells can be set with
  the amulet, and the warning from each alarm-spell has
  its own characteristic pitch. (A problem: Is the wearer
  tone-deaf?) If the wearer removes the amulet, any
  alarm-spells he has set are negated. An alarm-spell is
  also negated when it is tripped.
  The Amulet of Soul Storing
  This can be made to look like any one of the preceding
  amulets and talismans. Its function is to contain the
  wearer's soul if he is slain. If another person then puts
  on the amulet, the soul can attempt to possess him. This
  is resolved like a direct-attack spell, matching the
  MAGICAL ATTACK that the dead character had in life
  against the MAGICAL DEFENCE of the victim. (If the
  character did not have a MAGICAL ATTACK score,
  his soul attacks with an effective MAGICAL ATTACK
  of 2d6 + his MAGICAL DEFENCE.) Even if the first
  attempt at possession fails, the soul can try again and
  again (once each Combat Round) until the amulet is
  removed. Successful possession means that the soul
  takes up residence in the victim's body (acquiring the
  appearance, Strength and Reflexes of the host but
  retaining the skills and memories of its original self)
  while the victim's soul is displaced into the amulet.
  (Such an amulet found in treasure will often - 80% of
  the time - have a soul trapped within it. Roll 3d4 to
  find the soul's rank when alive and d4 for its Profes-
  sion; this yields the appropriate MAGICAL ATTACK
  with which to assail whichever unsuspecting player-
  character puts the amulet on.)
  98
  RINGS
  Any character with a Psychic Talent score of at least 9
  can use magic rings. Rings must be worn on the left
  hand, and wearing more than three at a time will pre-
  vent any of them from functioning. Activating a ring is
  an action, taking one Combat Round. Those rings
  which have charges will be found with 3d8-3; they
  can be recharged up to the maximum capacity of 21
  charges by any Sorcerer of 8th rank or higher. The
  time required for this is one lunar month per charge.
  One problem with rings is finding out what they do.
  There are hundreds of different forms a ring might
  take: a plain silver band, a coiled serpent in bronze, an
  amythest in a gold setting, an intricate filigree. . .
  Whatever the maker chose, in fact. Appearance is no
  clue to function. Only a few (perhaps one in ten) bear
  any inscription, so often the only way to find out what
  the ring is is to try it out.
  Rings found in treasure:
  d100 
  Type
  01-20 
  Ring of Agonizing Doom
  21-27 
  Ring of the Burning Halo
  28-34 
  Ring of Negation
  3 5 - 40 
  Ring of Obedient Parts
  41-45 
  Ring of Psychic Chains
  46 - 66 
  Ring of Red Ruin
  67-87 
  Ring of Sentinels
  88 - 00 
  Ring of Teleportation
  The Ring of Agonizing Doom
  Each charge of this ring generates a bolt of emerald
  lightning which forks out towards the nearest 2-8
  beings in the direction the ringwearer is pointing. The
  bolt has a SPEED of 12 and a maximum range of 20m.
  Each being struck takes 2d8 HP damage, reduced by
  his/its Armour Factor if any.
  99
  
  The Ring of the Burning Halo
  This surrounds the user with a coruscating circle of
  white fire 2 1/2m in radius. Any being attempting to
  cross this halo will take 2d6 Health Points damage;
  again, armour (or tough skin/scales) protects by
  absorbing its AF from this damage. Each use of the ring
  costs one charge and lasts until terminated by a Spell
  Expiry Roll.
  The Ring of Negation
  A charge of this ring produces a glittering beam of anti-
  magical energy. This beam can be directed at a single
  durational spell within its range of 10m. If the spell
  was cast with 8 Magic Points or less (Mystic spells:
  cast at eighth level or less) it is dispelled at once.
  The Ring of Obedient Parts
  When this ring is constructed, an outre entity of
  unguessable origin and nature is somehow summoned
  and trapped within it. Upon command, the entity
  within the ring will release one of its constituent
  sections. A large yellow eye, hand or mouth appears in
  the air and waits for the ringwearer's telepathic
  orders. These parts can float through the air at 10m
  per Combat Round (six kilometres an hour, a brisk
  walking pace) and are prepared to go any distance to
  serve their master. The eye can record visual images
  and play them back, in the form of a monochrome
  projection on any suitable surface, when it returns to
  its master. The hand can fetch and carry anything that
  a man could lift with one arm. It can sense objects
  around it, but cannot 'see' clearly and thus is unable to
  wield a sword. The lips will carry messages and return
  to tell their master what they have heard - unlike the
  other two forms, the lips have an acoustic sense; like
  the hand, they 'see' only hazy shapes. All three forms
  100
  hover at a height of no more than 5m above the ground.
  When one, form has returned to the ring, the entity
  within can be made to send forth another. There is no
  restriction on the duration or number of uses of this
  ring, but only one of the three parts can be manifest at
  any given time.
  The Ring of Psychic Chains
  Sucker bait left around by sneaky Sorcerers. This ring
  negates a Sorcerer's or Mystic's ability to use spells
  the moment he slips it on to his finger. Mere force is
  insufficient to remove the ring - this must be accom-
  plished with an 8 Magic Point spell of Dispel Magic or,
  more drastically, by severing the finger.
  The Ring of Red Ruin
  At the cost of one charge, this ring emits a beam of
  searing light towards a single target within 20m. If the
  target fails to dodge (the beam has a SPEED of 20), he
  suffers 1d20 HP damage. Magical armour will reduce
  the damage taken by its magic bonus; nonmagical
  armour is ineffective.
  101
  
  The Ring of Sentinels
  With each charge expended, the wearer can bring an
  unhuman Knight from another world to fight for him.
  These Sentinels have blue-white skin, violet eyes that
  pierce even the total dark of an underworld, and wear
  gilded armour of quite unearthly design. The stats of a
  Sentinel are:
  ATTACK 16 Two-handed sword (d10, 5 points)
  DEFENCE 10 Armour Factor 4
  MAGICAL DEFENCE 6 
  Movement: 10m/
  EVASION 4 
  Combat Round
  Health Points 1d6 + 10 
  Rank-equivalent: 4th
  For each Sentinel summoned, a Spell Expiry Roll is
  used to determine how long it remains on this Plane.
  The ringwearer can summon no more than three Sen-
  tinels at a time - he must then wait until one of them is
  slain or vanishes of its own accord before he can use
  the ring again.
  The Ring of Teleportation
  This enables the ringwearer to teleport up to 150m
  instantaneously. He must have some familiarity with
  his intended destination to be sure of arriving safely. A
  place counts as 'familiar' in this context if the wearer
  has studied it first-hand for at least five minutes in the
  past hour, or ten minutes in the past two hours, and so
  on. Any place he has carefully scrutinized for over
  thirty minutes on two separate occasions counts as
  permanently familiar; he can teleport to it in perfect
  safety at any time he is within range. If he teleports
  without taking these precautions, to a location he
  hardly knows, roll d100. There is a 70% chance the
  teleport will work properly, a 25% chance that it will
  be to some random location within 150m, and a 5%
  chance that the ring will turn the wearer inside out and
  102
  back to front before ejecting him into another dimen
  sional continuum where he is lost forever! It is possibl
  to use the Ring of Teleportation to transport someon
  else; the wearer must physically touch the characte
  he is trying to teleport, and the latter may wish to resis
  the effect (match the ring's MAGICAL ATTACK of 2
  vs the character's MAGICAL DEFENCE). Each use of
  the ring, whether to teleport the wearer or anothe
  character, uses up one charge.
  ARTIFACTS
  Magical artifacts are usually unique. Most are th
  fruit of a lifetime (or more) of work by a dedicated (o
  crazy) magician. Player characters who attain ver
  high rank (15th or more) could attempt to devise arti
  facts of their own. Powerful magic, unlike moder
  science, is not always reproducible; artifacts con
  structed by two different Sorcerers will always diffe
  in some way, even if they have the same general effect
  Some of the artifacts which could feature in a cam
  paign are given below. GamesMasters should devis
  their own additions to this list - partly so that the arti
  facts reflect the mood and setting of the campaign, an
  partly so that players cannot cheat and find out what 
  unique item does by looking it up in this book!
  Felgor's Visor
  The warlord Felgor (called 'the Reaver') possessed 
  helmet with a visor of blue-grey metal fashioned int
  the aspect of a terrible demon. The character wh
  wears this helmet can cause it to discharge a bolt of
  raging energy to a distance of 10m. The bolt has 
  SPEED of 12. Use of this power drains energy from th
  wearer - for each Health Point he expends, the bol
  inflicts 1d4 HP damage on the victim (who subtracts hi
  Armour Factor from the total damage rolled).
  103
  
  The Tempest Horn
  When this horn is blown, a wind arises from nowhere.
  Within a minute (10 Combat Rounds), storm clouds will
  have covered the sky and a localized tempest, 150m
  across, will rage around the horn's user. Within the
  storm zone, rain driven by the fierce gale reduces visi-
  bility to 5m, and the continuous rumble of thunder and
  shrieking winds make normal communication impos-
  sible. Beings caught in the storm move at half their
  normal rate, and flying characters/creatures have a
  10% chance each Round of being dashed from the sky.
  There is also a 5% chance every Combat Round that a
  bolt of fork lightning will strike 2-12 beings in the
  storm zone, inflicting 6d6 HP damage (the victim can
  subtract his AF if he is wearing magic armour). At the
  very centre of the zone is an area of calm, the eye of the
  storm, 3m across; thus, the user of the horn remains
  safe from danger. The storm lasts ten minutes and then
  dies as suddenly as it appeared. The horn is evidently
  usable only outside, and but once per week.
  The Sword of Darkness
  This thin blade of black metal is said in some folktales
  to have been forged by the Devil himself, and most war-
  riors would be loath to use it in spite of its magic. It con-
  fers no bonuses to the wielder's Combat Factors, but
  uses a 20-sided dice for Armour Bypass Rolls and
  inflicts a 5 HP wound. The sword has a certain sen-
  tience (reputedly evil) of its own. It can make its wishes
  and feelings known to its owner by empathy, and has
  three spells which it can use once a day: Shadowbolt,
  Mantlet and Nova. It casts these at its own whim, not
  necessarily when its owner needs them.
  104
  The Crown of Truth
  Whoever wears this unadorned circlet of gold has a
  75% chance of seeing through any illusion at first
  glance. Simply touching the illusion will cause it t
  vanish.
  St. Goldmund's Locker
  This is a wooden casket of moderate size, bound with
  bands of iron. It counts as 'two items' for encumbranc
  purposes; but in fact up to fifteen items, each as big a
  a man, can be fitted within! Placing an item in th
  locker takes one Combat Round; removing an item
  takes two Combat Rounds.
  The Torc of Continual Restoration
  This very powerful magical item continually regen
  erates the body of the character who wears it. He or
  she heals at the rate of 1 Health Point per Combat
  Round. Lost limbs or organs will grow back within an
  hour, and even if the character is killed he will ris
  from the dead once the Torc restores him to positiv
  Health Points. The only type of wound not restored by
  the Torc is that caused by fire - including natura
  flame, spells of Dragonbreath, Nova or Firestorm, th
  breath of a Dragon, etc. Once fixed around a charac
  ter's neck, the Torc will clamp shut; it can only b
  removed when the character is dead.
  Flying Carpets
  A number of famous wizards created flying carpets
  The great Sorcerer Norfengu even built a flying palan
  quin! The exact powers of various flying carpets dif
  105
  
  fer, but most will bear a load of four or five people at
  speeds of up to 75 km/hour. To operate a flying carpet
  one must know the command words to make it come,
  land, take off, fly straight on, turn left, turn right, gain
  altitude, lose altitude. Sometimes the last two com-
  mands are subsumed into the land/take-off commands.
  Sometimes the carpet will have a wider range of com-
  mands. Aktrium the Mage made his flying carpet
  respond to the tunes he played on a flute, but was
  undone when a Hobgoblin piper mimicked his notes. To
  gain maximum manoeuvrability, the renowned Ranulf
  Deathgaze created a flying throne that responded to
  his thoughts, though with the drawback that he needed
  full concentration to operate the device and could not
  cast spells while in flight.
  The Sceptre of the North
  This is a short rod of silvery metal with a glyph-incised
  sphere at one end. Pressing a catch on the side
  releases a tremendous bolt of force that will demolish
  stout doors, blast 20cm into solid rock, or deal 4d10 HP
  damage to a being who fails to evade it (SPEED 14). The
  beam is quite narrow, so it will strike only a single
  person, and the range is 5m. The Sceptre operates
  three times and then takes 48 hours to recharge itself.
  This device was invented by the Companions of the Ice,
  reclusive priests of the nemesis-god Angaril, and it is
  rumoured that they constructed at least ten such scep-
  tres to further their nefarious goals.
  Orric's Slates
  Though well-versed in powerful sorcery, Orric was a
  gentle priest who loved scholasticism. He made two
  slates with the property that whatever is written on
  one will appear at the same time on the other, regard-
  106
  less of the distance between them. (Characters may, of
  course, come across one without the other - unkin
  GMs, take note!)
  The Mirror of the Moon
  The owner of this strange device can cause it to creat
  a soulless, nearly mindless simulacrum of a singl
  opponent within 5m. The simulacrum has the fighting
  skills and other characteristics of the person it
  resembles - and also has duplicates of his arms and
  armour, though it has not the wit to use any magical
  devices he happens to possess. It will attack its original
  to the exclusion of all else - using only physical
  attacks, for it can neither use magic nor be affected by
  it. Once it has slain the original, it fades from exis
  tence. If the original defeats the simulacrum, the
  Mirror shatters; otherwise, it can be used once a week.
  The Cloak of Invisibility
  Whenever this dark red cloak is donned, the wearer
  becomes invisible to the eyes of any character below
  6th rank. However, the wearer must exert some con-
  centration for the Cloak to work properly. If his
  concentration is broken (for instance, if he is wounded,
  or wishes to attack, or cast a spell) he appears as a
  flickering shadowy form to characters of 1st to 5th
  rank, though he retains full invisibility where normal
  mortals (ie, unranked characters not belonging to an
  adventuring Profession) are concerned.
  Wristband of Extreme Luck
  This faceted jade vambrace enhances the wearer's
  luck in dire emergencies. In game-terms, its powers
  107
  
  apply whenever a dice roll is being made and only one
  specific number will be of benefit to the wearer. In
  these cases, 1 is added to or subtracted from the roll,
  as needed. For example, if the wearer were trying to
  strike an opponent whose DEFENCE is higher than his
  own ATTACK, he would normally hit only on a '!' on
  d20. The Wristband subtracts 1 from the die roll,
  meaning that he hits on a 1 or a 2.
  RELICS
  A relic is a tooth, bone, lock of hair, or other fragment
  of a saint's mortal remains. Such fragments may be
  stored within a reliquary - often a crucifix or sword-
  pommel - and have power against unholy beings.
  The exact powers of relics vary. All give the owner
  some chance of sensing great evil when it is present in
  an object, place or person. Other powers should
  ideally be at the discretion of the GamesMaster, who
  may or may not wish to follow these guidelines:
  First roll d10 for the quality of the relic:
  d10
  1-2
  quality
  holy
  3-7 
  saintly
  8-9 
  perfect
  godly
  powers
  10% chance of sensing evil; one
  additional power - roll 2d6-l
  and consult the list below.
  20% chance of sensing evil; two
  additional powers - roll 2d6
  for each on table below.
  40% chance of sensing evil; three
  additional 
  powers 
  - 
  roll
  2d6 +1 for each on table
  below.
  80% chance of sensing evil; three
  additional 
  powers 
  - 
  roll
  2d6 + 3 for each on table
  below.
  108
  Then roll for additional powers as indicated:
  dice roll power
  1 
  + 1 DEFENCE when fighting Goblin
  Hobgoblins or Trolls
  2 
  +1 MAGICAL DEFENCE vs Hobgobli
  sorcery
  3 
  +1 DEFENCE when fighting Undead
  4 
  +1 ATTACK when fighting Goblins
  Hobgoblins or Trolls
  5 
  +1 ATTACK when fighting Undead
  6 
  +1 MAGICAL DEFENCE vs Elven magi
  7 
  +1 MAGICAL DEFENCE vs Undea
  magic
  8 +1 MAGICAL DEFENCE vs all sorcery
  9 
  +2 DEFENCE vs Undead, Goblins, Ho
  goblins & Trolls
  10 
  +2 ATTACK vs Undead, Goblins, Ho
  goblins & Trolls
  11 
  +2 MAGICAL DEFENCE vs Undead and
  Hobgoblin magic
  12 immunity to fright attack and Vampir
  mesmerism
  109
  
  13 
  power to exorcize Ghosts
  14 inflict twice normal damage in combat
  with Undead
  15 
  power to drive away Undead (takes
  three Combat Rounds)
  GamesMasters may wish to restrict the use of relics
  to devout characters. Sorcerers are not evil, but the
  power they use is intrinsically pagan and they are
  consequently unable to benefit from a relic.
  Abbeys prize these items because ownership of a
  relic confers status on an abbey. If a relic is taken to
  the monks then they may pay well for it. However, if
  they see any excuse for deeming the owner unworthy
  (and if he is not of too high rank!), they will simply con-
  fiscate the relic and throw the character out!
  Adventure
  Scenarios
  The following scenarios, A Shadow On The Mist and
  Hunter's Moon, are intended for a party of about four
  characters of 1st-3rd rank.
  A SHADOW ON THE MIST
  General note:
  Overview of
  the adventure:
  110
  A short scenario, best suited to a
  party with a high proportion of Sor-
  cerers and Mystics.
  The characters are summoned to the
  manor house of the village in which
  they're staying. They meet Sir Beorn,
  steward of the local lord, who dis-
  patches them on a mission to a
  strange, shunned, fog-shrouded hol-
  low. This is the abode of an evil
  Wight, twisted revenant of the high
  king buried here in ancient times.
  The characters must enter the mists
  of the hollow and return with the
  items Beorn needs.
  GM: 
  Throughout the scenario, sections which may be
  paraphrased or read out wholesale to the players are
  111
  
  112
  in italics. Other sections concern monster statistics,
  unobvious, or hidden details, and other information;
  these are for your eyes only.
  I. The adventure begins
  It is dawn. As the sun rises over the fields around
  Axbridge, you are already out on the village
  green, exercising and practicing your combat
  drill. You are surprised to see Notker, a short
  ruddy-cheeked fellow who serves as the lord's
  bailiff, running along the street towards you. He
  stops for a few moments to catch his breath, then
  calls out, "Come with me to the manor. Sir Beorn,
  steward to the baron, is here. He wishes to speak
  with you!"
  GM: 
  A brief word about the social order is perhaps
  appropriate here. The estates of the baron, whose
  castle lies several days' ride to the east, are widely
  scattered. He cannot personally supervise them all, so
  he has a steward to take care of this. Sir Beorn spends
  much of his time overseeing the various villages of the
  fief. In his absence, responsibility for the manor house
  resides with the bailiff, who is himself of peasant
  stock.
  Most of the villagers would be suspicious of
  adventurers - though they are always ready to feed
  and shelter anyone who pays good money. The bailiff,
  Notker, would rarely speak to them; he is an honest and
  pious man who distrusts those who live by their wits.
  For the steward, a gruff old Knight and veteran of the
  Crusades, to summon common adventurers into the
  manor house is truly remarkable. The players should
  realize that something of great importance must be in
  the offing.
  Notker ushers you into the long hall of the manor
  house. The steward, Beorn, waits impatiently. He
  is a broad-shouldered man with a fierce stern
  113
  
  face, and he wastes no time on pleasantries.
  "Up in hills by Norham Wood there is a hollow
  that the locals call Hob's Dell. They believe it to be
  a magic place, and won't go near it. I need some
  people who aren't afraid of churls' fireside
  tales." He hurls a fat bag of coins down onto the
  table. "A hundred and fifty silver Florins. You get
  fifty now, and the rest after you've done the job.
  There may be treasure along the way, and you
  can keep one tenth of any that you find.
  Interested?"
  GM: Beorn is most definitely not a man to haggle. If
  the characters try to strike a better bargain, he will
  curtly motion them to leave. If they change their minds
  then, they will find the fee has dropped by thirty
  Florins!
  Assuming that they accept, Beorn goes on to explain:
  "The baron's tax collector passed through
  Norham from here two days ago, heading for the
  castle. He had the taxes of four manors in his
  saddlebags. A few hours later, his horse limped
  back into Norham without him. The taxes were
  missing also, and a fine sword I was sending as a
  gift for my brother. The horse must have thrown
  him up by Norham Wood - perhaps a Goblin
  frightened it, pah.' His neck can be broken for all I
  care, but I want that sword back. And if the taxes
  aren't recovered, the peasants will have to pay
  twice this year. Not a pleasant thought, with
  winter coming on."
  His scowl tells you it is not the peasants' wel-
  fare that concerns him.
  GM: Much of what Beorn has told them is true, but he
  has omitted some salient details. As the characters
  leave, they may begin to see holes in Beorn's story.
  Why does he assume the tax collector was up near
  Hob's Dell? Why is he so anxious to recover the lost
  114
  sword? (Naturally, they are asking for trouble if the
  make any,such doubts known to Beorn!)
  The facts. Beorn and two of his men met up with the
  tax collector (whose name was Harald) a few days ago,
  in the small village of Hesard's Ford. Beorn gave him
  the sword and asked him to deliver it into the hand of
  Beorn's brother when he reached the castle. In fact,
  the sword itself was of no importance - but concealed
  within its pommel was a message from Beorn which
  incriminates him in a plot on the baron's life. Harald
  heard Beorn talking with his men, realized what was
  afoot, and departed at once. They soon discovered his
  absence and set out in pursuit - Beorn coming west to
  Axbridge while his men covered the northern road.
  Harald was indeed heading north, and the men
  caught up with him just beyond Norham. He fled from
  the road up into the hills, but his horse threw him at
  Hob's Dell (see later). His pursuers found the horse,
  took the taxes in its saddlebags for their pains, and
  slapped the beast back into Norham. Finding no sign of
  Harald or the sword, they rode straight here and
  reported to Beorn.
  Beorn is all but certain that the sword is lost within
  the boundary of the Dell and neither it nor the message
  will ever be found. He would like to make absolutely
  certain, but he is not prepared to risk his own skin and
  his men will certainly not undertake such a mission.
  Hence he is employing the player-characters to get the
  sword back. If they fail to return, he will seek out other
  adventurers and offer them the same deal. He is very
  keen to make sure that the loss of the sword does not
  become widely known. If his fellow plotters got to hear
  of it, they might decide he was a careless liability and
  finish him off along with the baron!
  II. Getting there
  GM: 
  If they leave at once, the characters should
  reach Norham by noon the following day. They will
  115
  
  probably choose to stop overnight at Igham. Farmer
  Gormand there is an obliging fellow who will let them
  sleep on his floor for three pennies apiece.
  You are advised not to bother with random encoun-
  ters on the road. This adventure is tough enough!
  A day and a half's journey east brings you to
  Norham. The road is a treacherous muddy track
  at this time of year (late autumn), and as you pass
  the village pond you begin to savour thoughts of a
  hot bath. Perhaps one of the good people of
  Norham will take you in. They are stout-hearted
  folk, proud of their freedom and the living they eke
  out in this tiny farming community. You have
  heard that they always help wayfarers out of the
  kindness of their hearts, and never accept
  payment.
  You must have heard wrong. Three men stroll-
  ing in from the fields glower at you coldly before
  disappearing into a wide building of stone and
  timber.
  You make your way inside. The air is smoky
  from the fire in the middle of the building. A cow
  has been slaughtered and is slowly roasting over
  the hearth. There are several people here, and
  among them you quickly pick out the men you saw
  outside.
  "We cannot welcome vagabonds," declares
  one, stepping up to you. "These are lean times and
  we are honest working folk. Toil is the most
  respected virtue in Norham; idle mendicants are
  given short shrift."
  Everyone in the room has fallen silent. They
  watch you with sullen expressions.
  GM: 
  The man they are talking to is Hyple, the head
  man of the village. If they are to get welcome here, he is
  the one they must convince of their honest intentions.
  An offer of money - some ten silver pieces would suf-
  fice - will certainly help. Conversely, if the char-
  116
  acters resort to threats they may be able to cow the
  villagers for a time, but they will never get any co-
  operation. Such co-operation is vital to the adventure.
  If they can befriend Hyple, he takes them over by the
  fire and tries to answer their questions. If he cannot
  remember some detail personally, he will yell out the
  question and someone in the room will pipe up with the
  answer.
  "The tax collector rode through Norham just
  before dawn a few days' ago, as though Old Nick
  himself were right behind. Only a short time later,
  two men on frothing chargers came pounding
  through. They must soon have caught up with the
  first man. Some time later, the tax collector's
  horse came limping back into the village."
  Will the smith ambles over with a mug of ale in
  his hand and takes up the story: "I caught the
  poor beast's reins myself. It was stumbling about
  and rolling its eyes - shivering like it'd been
  ridden hard all night. Its saddlebags had been slit
  with a knife, cleaned out but for a few copper
  pieces."
  "The other two men rode back just after that,"
  says Hyple. "They paid none of us any heed, just
  bantered with one another in the nervous manner
  of men who've done an evil deed. They glanced at
  the horse as they rode by, and one of them grinned
  at the other and patted his saddlebag, but they
  didn't stop."
  GM: 
  If questioned as to what they suppose happened
  to Harald, Hyple and the others are of one mind:
  "There can be no doubt he strayed near Hob's
  Dell. Either the two men overtook him and
  butchered him there, or he hid from them in the
  Dell and Gardener Jack got him. He'll not be seen
  in this world again."
  117
  
  GM: 
  The characters will surely have a dozen ques-
  tions on their lips. What and where is the Dell? Who is
  'Gardener Jack'? You should paraphrase the villagers'
  answers from the following folklore:
  Hob's Dell is a hollow up in low hills north of Norham
  Wood. It is enclosed by a fence of sharp iron palings
  that Saint Ambrosius is said to have put up one Twelfth
  Night long ago, to keep the evil of the hollow forever
  trapped inside. The place is permanently shrouded in
  fog, so that beyond the black railings of the fence one
  can usually see only a blanket of whiteness. Even on
  the hottest days of summer the fog maintains its grip on
  the place - it rolls back from the fence, but is never
  gone entirely. On such days, the tangled 'garden'
  within the hollow lies revealed: a clammy, weed-
  choked place where wisps of sickly white mist move
  through the long grass like snakes.
  'Gardener Jack' is the local name for the monster
  that lives within the Dell. The villagers speak of him
  with such conviction that it may be some time before
  the characters realize that he has not in fact ever been
  seen by anyone here. There are plenty of stories about
  how someone's grandfather once caught a glimpse of
  him at dusk, etc, but no first-hand testimony. Everyone
  in the village has their own vivid idea of what Jack is -
  some say he's a wizened dwarf with a giant's head,
  others that he's a ragged wolf-mawed serpent, or a
  hairy ogre with a necklace of skulls. (Who can say
  where such legends come from? The truth, we shall
  shortly see, is rather different.)
  Lastly, like most folklore, the stories about Gardener
  Jack are rife with inconsistency. He is said to wander
  the hills in the guise of a man in white robes, and lure
  travellers into the mists of the Dell. But the iron fence is
  believed to keep him trapped within the Dell, so there is
  a conundrum here. Furthermore, though the villagers
  refer to Jack as 'evil' and 'a fiend', they clearly have a
  sort of affection for him. Though they fear him, he has
  never brought any of them harm; and he is, after all,
  their own local bugbear!
  118
  III. The adventure at Hob's Dell
  You remain in Norham overnight and set out for
  Hob's Dell early the next morning. One of the
  village boys takes you into the hills and points you
  on your way before scurrying back towards
  Norham. Following the signs he described to you,
  you pass a lightning-split oak and wend your way
  beside a gurgling brook, and in about an hour you
  reach Hob's Dell.
  A sea of freezing fog hangs here, filling the air
  with a damp animal reek. You find a fence of iron
  railings higher than your heads, sturdy despite its
  rust. Following this a .little way, you see a few gaps
  where the railings are broken or rusted away,
  though none large enough for a man to squeeze
  through.
  Soon you arrive at the gate in this fence. Close
  by you notice a possible clue to the tax collector's
  fate: a bloodied tatter of cloth hangs from one of
  the fence's sharp spikes.
  The gate is fastened shut with a heavy chain on
  which hangs a large black crucifix. Beyond the
  railings you see only the impenetrable blanket of
  the mist. . .
  The chain on the gate is in fact the single all-importan
  link in the boundary spell that shackles the evil of th
  Dell. Under a Mystic's See Enchantment power it wil
  thus register as strongly magical. Actually, the fence i
  not entirely whole; there are some points where it ha
  rusted through, despite the magic invoked when it wa
  erected. But as long as the chain is not removed
  Tuannon (the Wight whose abode this is - see later) i
  unable to escape from the Dell.
  The crucifix is tarnished silver. It is quite large -
  more than forty centimetres - and could conceivabl
  be wielded in combat, like a club. After a single battl
  it would be left battered and unusable, of course, so th
  119
  
  120
  characters may dismiss the idea of using it as a
  weapon. Because it is solid silver, it could prove effec-
  tive against the Wight. Melted down, it would yield
  silver to the value of some 200 Florins. (All this pre-
  supposes, of course, that the characters check it out
  and discover that it is silver. In its tarnished state it
  looks more like lead.)
  Getting into the Dell will not be a problem, even if the
  characters decide against unfastening the gate. The
  climb over the fence has a difficulty factor of 6. (Only 5,
  if another character can provide a leg up.) This means
  that any character with a Reflexes score of 6 or higher
  has no problem scaling it. Others must roll under their
  Reflexes on 1d20; a failed roll means the character
  slips (20% chance of impaling himself on the railings
  - treat this like a dagger blow) and must try again.
  General notes about the Dell:
  (a) The entire region within the Dell is shrouded in
  thick fog. The characters' visibility will be no more
  than 30m - and beyond 10m, objects appear only as
  shadows on the mist. The Wight's vision is not
  impeded by this fog.
  (b) Characters can move at normal speed on the
  path. That is, 10m per Combat Round normally, and
  up to 40m/CR when running. If they stray from the
  path onto the uneven, muddy terrain of the inner
  Dell, movement rates are halved. Any character
  running on the rough has a 20% chance each Round
  of catching his foot in a hole and falling.
  (c) The characters will not get lost if they stick to
  the path. If they lose sight of the path, there is then a
  20% chance each minute (ten Combat Rounds) of
  getting lost. You should not tell them that they are
  lost - just let them say where they think they're
  heading, then secretly roll d8 to determine the
  actual direction. (1 = north, 2 = north-east, 3 =
  east, etc.)
  121
  
  (d) Locations of particular interest are numbered.
  This numbering will not necessarily be the order in
  which the characters come to each location, of
  course.
  1. A monk at peace?
  Among the tangled weeds bordering the Dell you
  see a cracked stone slab. The resemblance to a
  sarcophagus is unmistakable. Some words are
  carved into the face of the slab, so badly wea-
  thered that you can hardly make them out:
  QUIESCO MANEO CUSTODIO
  Do you want to open it. . . ?
  The task of lifting the lid has a difficulty factor of 35.
  This means that several characters whose combined
  Strength totals at least 35 can lift it. Each must deduct
  1 Health Point for the exertion.
  If they open it, they can see immediately that it is
  indeed a sarcophagus. Little remains of the occupant
  now: just a clutch of mouldered bones. They have no
  way of knowing that these are the mortal remains of
  the saintly Ambrosius (see later). He fell ill as work on
  the fence was nearing completion. His last instruction
  to his followers was to inter him here, so that his spirit
  might keep watch and see that Tuannon Dur never
  escaped from his imprisonment.
  If any of the players express the opinion that this is
  the grave of a good or holy person, take them aside for
  a moment. Tell them that they feel in their hearts that
  they are truly gazing upon the bones of a saint. (Whe-
  ther or not they wish to pass on this revelation to the
  others is up to them.) If any of the player-characters
  who receive this revelation are Knights, remind them
  that it is the custom for Knights in this medieval world
  to keep saintly relics. The tooth or finger-bone of a
  saint, stored within the pommel of the Knight's sword,
  is highly prized for the luck it brings its owner. Any
  122
  character who takes a relic of Ambrosius now and
  stores it in the pommel of his sword will get a + 1 bonus
  to both DEFENCE and MAGICAL DEFENCE whenever
  he is under attack from undead beings.
  2. A trail of blood
  A rust coloured smear lies across the stones of
  the path. It is level with the blood-soaked scrap of
  cloth you noticed on the fence. It seems that the-
  tax collector - if it was he - was badly wounded
  and crawled across the path into the interior of
  the Dell.
  The player-characters will never learn exactly what
  happened to Harald, but the true facts are these.
  Harald saw that Beorn's men were gaming on him. A
  Knight of considerable prowess, he felt that he might
  stand his ground and defeat them both. Ordinarily he
  would have done so, but not with his lord's life in the
  balance. At all costs he had to reach the castle, so he
  turned off the road just beyond Norham and tried to
  shake off his pursuers in the wooded hills.
  He found a misty nook by the mysterious iron fence
  of Hob's Dell. Behind and below, his pursuers' angry
  curses drifted through the pre-dawn. He had lost them.
  Suddenly a figure stepped out of the fog right in front
  of him: a druid with a look of wild madness in his eyes.
  Harald's horse, sensing evil magic, reared back in
  terror. Harald himself was thrown back over the fence
  into Hob's Dell, gashing his arm to the bone on a sharp
  paling and landing heavily on his back. The two men
  had heard the horse's terrified whinney and were
  drawing near. With a broken collarbone and terrible
  wound, Harald could not hope to stand against them;
  he could not even climb the fence out of the Dell.
  Enraged at his helplessness, he crawled painfully
  away from the fence, into the thick enshrouding fog.. .
  123
  
  3. The restless dead
  You are walking on a firm path of sharp flints, but
  the ground to either side is a coarse heath of
  puddles and snaggled roots. Suddenly a patch of
  earth beside the path shudders. The turf splits
  and soil is pushed back as a ghastly livid-hued
  figure rises from its shallow grave. It watches you
  for a moment with empty, unblinking eyes. Then it
  hefts its spear and lurches towards you. . .
  This was a traveller who wandered too near to Hob's
  Dell. It is now one of several Zombies that Tuannon has
  planted at points around his 'garden'.
  First ZOMBIE
  ATTACK 10 Spear (2d4 + l, 5 points)
  DEFENCE 4 
  Armour Factor 0
  MAGICAL DEFENCE 1 
  Movement: 5m/CR
  EVASION 1 
  Reflexes 3
  Health Points 15
  The characters could easily escape from the
  Zombie. If they do, you will have to keep track of its
  position; it will shuffle along after them and return to
  its grave after completing one circuit of the Dell. All
  the other Zombies in the scenario behave like this, so if
  the player-characters make a habit of running away
  they could end up with quite a band of the monsters out
  looking for them.
  Remember to note down any Zombies that the char-
  acters 'kill'. If they later enter the barrow, the Wight
  will summon any surviving Zombies to protect him.
  4. A burnished blade
  (This is visible only from the southern branch of the
  path:)
  124
  A naked sword lies in the moist grass just off the
  path. Its blade points away from you, untar-
  nished; its hilt is wound with gold wire. The under-
  growth where it lies seems somehow wholesome
  - the weeds and sickly fungi of the rest of the Dell
  shun this sword.
  It is a +1 enchanted sword.
  It is incidentally pointing in the direction of the sun-
  dial (see 13).
  5. Another zombie
  In a shower of pebbles and earth, a grisly Zombie
  pushes its way up from the ground just behind
  you. Your footsteps have roused it from its dream-
  less sleep. It swings its mold-clumped axe at the
  rear-most character in the party.
  Since this Zombie is attacking from behind, give it 3
  chances in 6 of achieving surprise on the characters.
  Second ZOMBIE
  ATTACK 10 Axe (d8 + 1, 7 points)
  DEFENCE 4 
  Armour Factor 1
  MAGICAL DEFENCE 1 
  Movement: 5m/CR
  EVASION 1 
  Reflexes 6
  Health Points 17
  6. An eerie isle
  A foul stench reaches your nostrils. A few metres
  further on, you discover its source - the mists
  part to reveal a slime-covered stagnant pond. In
  the middle of the pond you can see a small island
  where trees grow in twisted forms and trail their
  roots in the mucky water.
  125
  
  126
  Suddenly a flight of huge bats pour from the
  gnarled branches and soar towards you like
  phantoms through the mist.
  These are ordinary Bats. Any character bitten by one
  has a chance (01-05 on d100) of contracting a
  degenerative illness that will cause him to lose 1-4
  Reflexes points permanently, unless he receives a Cure
  Disease spell within one month.
  BATS
  ATTACK 11 Bite (d3, 1 point)
  DEFENCE 9 
  Armour Factor 0
  MAGICAL DEFENCE 2
  EVASION 6
  Health Points:
  First Bat 1 HP 
  Seventh Bat 1 HP
  Second Bat 1 HP 
  Eighth Bat 
  1 HP
  Third Bat 1 HP 
  Ninth Bat 
  1 HP
  Fourth Bat 1 HP 
  Tenth Bat 
  1 HP
  Fifth Bat 1 HP 
  Eleventh Bat 
  1 HP
  Sixth Bat 1 HP 
  Twelfth Bat 
  1 HP
  7. The river
  A river flows down from the north. Presumably it
  leads into Norham Wood and eventually joins the
  Hern River some miles to the east. A few thin ten-
  drils of mist drift above the rushing water; the far
  bank seems clear.
  This river forms part of Ambrosius' boundary spell,
  which is why the fog comes to such an abrupt end here.
  8. A grisly find
  A high pole looms out of the mist. From its cross-
  bar hangs a stark corpse, swinging in chains and
  127
  
  shackles. He wears the livery of the baron, torn at
  the shoulder to reveal a gaping blood-caked
  wound. There is no other mark of injury on him.
  One arm is twisted up behind him, its white
  fingers still clamped around a fine sword he had
  slung on his back. It seems he died before he had
  time to draw it. You find it strange that he did not
  reach for the other sword he wears - scab-
  barded at his belt, it would have been more
  accessible.
  This is, of course, Harald the tax collector. He encoun-
  tered the Wight (see later) and could do nothing to
  defend himself from its enervating grip. After draining
  Harald of his strength, the Wight hung him on the gib-
  bet to die, intending later to transform him into a
  Zombie. Alone, wracked with pain and knowing that
  his last hours were upon him, Harald mustered all his
  will and forced his numb fingers to close on the sword-
  hilt. Thus, even in death, he may reveal Beorn's
  treachery.
  The hilt of the sword can be unscrewed. Within is a
  small parchment that reads: 'Alcuin - The old wolf's
  days are numbered! Grisaille and Montombre are with
  us. I shall be visiting Ulric. Ensure the castle is guarded
  by our own men on the day of the hunt. Your brother,
  Beorn.' This concerns the murder of the baron,
  planned for two weeks hence. If it came to light, this
  document would be enough to put Beorn's head on the
  chopping-block, along with his co-conspirators.
  Harald's money-pouch contains 20 silver Florins.
  9. An Elfin maid
  You are hailed from the far bank of the river. A
  slender girl all in green stands there, a bow on her
  back and an elegant sword at her thigh. Her fine
  features and pointed ears mark her clearly as an
  Elf.
  129
  
  "Do you know that you wander in Tuannon's
  garden?" she calls out. "I would not recommend
  it. He is apt to sow your bodies in the cold
  ground."
  The Elf is Taliriana, a 2nd rank Sorceress. She knows a
  little of the history of the Dell (see later), and may
  relate some of this to the player-characters.
  Taliriana, while not truly malicious, has a heartless
  sense of humour. She will try to entice the characters
  to walk north along the bank and cross the river via the
  stepping stones (see 10)...
  10. Stones across the water
  Seven large flat stepping stones lead across the
  river. Beyond, high up on the far bank, stands a
  stone cross atop a tall column.
  Roll d100. On a roll of 01 -10 the characters will notice
  something strange about the stones - they do not
  throw up spray from the flowing river, the swirls of
  mist do not eddy around them, etc. This is because they
  are Images cast by Taliriana (see 9).
  If anyone tries to cross, the stepping stone will
  vanish as soon as he lands on it and he will plunge into
  the river. He must roll under his Reflexes score on d20
  to scramble back to the bank. A character who is not
  wearing any armour gets four attempts at this before
  the current buffets him under; a character in leather
  armour gets two attempts; a character wearing ring
  mail, chainmail or plate gets one roll and then, if he is
  not out, gets swept under. Once submerged, the
  character may still struggle desperately to get to the
  bank. If unarmoured, he must roll under his Reflexes on
  1d20; if in leather, he must make the roll on 3d20; if in
  heavier armour, the required roll is made on 6d20!
  Once submerged, the character can survive for a
  number of Combat Rounds equal to his Strength. He
  may wish to get out of his armour; this takes ten
  130
  Combat Rounds - and means, of course, that the
  character loses his armour at the bottom of the river.
  While all this is going on, Taliriana's musical
  laughter will ring out as she disappears among the
  trees across the river.
  11. Stone cross
  This monument reinforces the boundary spell along
  the entire river bank. Even if the fence warding is
  breached (by the removal of the silver chain), the
  Wight will not be able to ford the river.
  12. A rusting glaive
  An iron shod halberd lies on the ground some
  distance from the path. Tendrils of dead ivy are
  wound about it, and it is pock-marked with rust.
  A curse has been laid on this abominable weapon. Any
  character who lifts it from the ground is assailed by
  the curse with a MAGICAL ATTACK of 20. The effect
  of the curse is to cause the character to dissolve into
  the pall of fog covering Hob's Dell. This curse is
  repeated every round until the character drops the
  halberd.
  The blade of the halberd is pointing directly away
  from the sundial at 13.
  13. A sundial
  You approach a curious stone plinth. Pulling
  away the net of ivy that covers it, you discover
  that it is an ancient sundial. Under a green film of
  lichen, the carved numerals glint with inlaid gold.
  The gnomon is of bronze; the end of it was possibly
  131
  
  sculpted to represent on animal's head, but it is so
  badly corroded that you cannot tell what animal
  this was.
  If the lichen is scraped off the dial, a faint inscription is
  revealed: DECUS ET TUTAMEN
  The gnomon can be removed from the dial. A small
  cavity lies beneath, in which rests a jewel: a sparkling
  yellow gem encircled by a band of gold. Cryptic words
  are engraven upon this: 'Sunlight, banish. Sky-jewel,
  sear.'
  Make sure you know who is holding this jewel at all
  times. If the character with the jewel recites the
  inscription on it, one of two things happens:
  Daytime - The mist rolls back to a distance of 20m
  from the jewel. Sunlight streams down. If the
  Wight is nearby when this happens, he will flee
  back to his barrow in terror.
  Nighttime (or within the barrow) - The jewel bursts
  into a brilliant flare of light. Any undead within
  20m will be stunned (unable to attack or defend)
  for 1-6 Combat Rounds.
  The magic of the jewel works only once, and then it
  crumbles into fine ash. It was left by Ambrosius, and
  its powers do not function outside the Dell.
  The carved numerals of the dial are indeed inlaid
  with gold, but not deeply. By chiselling assiduously
  with a knife, a character might get ten Florins' worth.
  14. Yet another zombie
  You are approaching a point where four paths
  come together. A pebble rolls across the path
  ahead of you. A twitching hand, covered with
  bloodless sores, emerges from the ground. Before
  you can react, a snaggle-toothed Zombie has risen
  up to attack you.
  132
  This Zombie is another of those (see 3 and 5) that the
  Wight of Hob's Dell uses as his sentries.
  Third ZOMBIE
  ATTACK 10 Morning Star (d6 + 1, 6 points)
  DEFENCE 4 
  Armour Factor 0
  MAGICAL DEFENCE 1 
  Movement: 5m/CR
  EVASION 1 
  Reflexes 2
  Health Points 17
  15. The last zombie
  Two paths join into one leading east. Evil is strong
  in the very air here. You shudder at a horrible
  moan that seems to come from out of the ground
  nearby. You turn to behold a hulking Zombie
  clawing out of its grave. It wears a few scraps of
  rusting armour and wields a massive halberd.
  Tuannon has kept the most powerful of the Zombies to
  guard the approach to his barrow.
  Fourth ZOMBIE
  ATTACK 10 Halberd (d10 + 1, 6 points)
  DEFENCE 4 Armour Factor 2
  MAGICAL DEFENCE 1 
  Movement: 5m/CR
  EVASION 1 
  Reflexes 2
  Health Points 24
  16. The Wight's barrow
  A large tumulus, surely one of the burial mounds
  of ages past, lies ahead of you. In its steep, grass-
  clad sides, roughly hewn slabs of rock frame the
  entrance tunnel. It seems like a gaping black
  mouth, seeping noxious vapours into the air of the
  Dell.
  133
  
  Five blue-stained skulls have been placed
  nearby - one atop the entrance and two to either
  side. As you draw near, their jaws open and they
  begin to chatter and shriek!
  The skulls are those of Tuannon's five thanes who
  elected to remain here with their king's body (see
  below). Their terrible clamouring alerts him that intru-
  ders are close at hand, and he will begin to make his
  way here from the burial chamber. (Exception: if
  the characters broke Ambrosius' boundary spell,
  Tuannon would have sensed this at once. In this case
  he will be already waiting for them.) The characters
  will be able to hear the skulls' shrieking even within
  the barrow, and it will cease only when Tuannon is
  dead - or when they are.
  Who is, or was, Tuannon? The player-characters
  may never learn the story, unless Taliriana told them
  part of it. You might like to have some of the rest
  related to them by a Non-Player Character in a subse-
  quent adventure.
  Interlude: The history of Hob's Dell
  They call him 'Gardener Jack' now, a bugbear that the
  women of Norham use to frighten their disobedient
  children. But he was a king in this land a thousand
  years ago - the grim Tuannon Dur, warlord of five
  thousand men. When the legions came, Tuannon put on
  woad and led his army in one bloody battle after
  another. He piled the skulls of slain legionnaries high
  at the foot of his throne. Finally the crack VIth legion
  came against him, with the legendary Flavius Venturo
  at its head. His army was outmanoeuvred and broken,
  but Tuannon himself escaped with his druids and a
  handful of veterans, and carried on the unrelenting
  'guerilla war' against the invaders for many years.
  When Tuannon finally died, his druids and loyal
  warriors carried him up to a secluded hollow in the
  134
  wooded hills and laid his body to rest in a secret
  barrow. Five of the men, grown old with their king,
  chose to remain there with him.
  Tuannon had died, but some part of him would not lie
  buried while outsiders dwelt in the land of his birth.
  Perhaps mystical forces worked upon him, perhaps it
  was only his implacable warrior ways that could not
  allow him to rest - by whatever reason, he arose from
  his barrow as a Wight and haunted the region there-
  abouts for many years. Even after the legions had
  departed, recalled to defend their crumbling empire,
  there were other invaders from other lands. Travellers
  learned to shun the vicinity of Norham Wood, and
  many fireside tales were whispered of the bleak-
  visaged Wight that roamed the misty hills.
  Four hundred years ago, a holy man was lodging at
  the village now called Hesard's Ford and heard these
  tales. Ambrosius determined to put an end to the evil.
  Calling his followers together, he took them up into the
  hills. The fog, it is said, drew back from the hills and
  the Wight hid in his barrow like an old wolf in its den.
  Wise Ambrosius knew he could never drive out
  Tuannon's presence entirely, for the Wight was one
  with the mists and stones of the land. Instead, he pent
  in the evil with an iron fence, and set a holy seal upon
  the gate.
  Since that day, the Wight has chafed at his imprison-
  ment. He yearns for vengeance on all living things. He
  cannot leave the Dell, but he can cast his spells a little
  way beyond it. (It was his Mirage that scared Harald's
  steed.) Norham Wood has remained a place of ill
  repute.
  17. Entrance tunnel
  The interior of the barrow is unlit and thick with mist.
  Even when their lanterns and/or torches are lit, the
  characters will be able to see no further than 5m.
  135
  
  136
  18. The Long Chamber
  Though it is possible the characters will have already
  run into Tuannon (if they removed the chain from the
  gate - see 16), they are most likely to encounter him
  here.
  He seems to glide forward, a tall figure against the
  mist. A large silver clasp bearing a horned, pagan
  symbol fastens his heavy red cloak at the shoulder. He
  is thin and grey, with eyes like ice. On his dead brow he
  wears a crown of holly.
  TUANNON DUR, the Wight of Hob's Dell
  ATTACK 17 Two-handed Sword (d10, 5
  DEFENCE 10 
  points)
  Javelin (d6, 4 points)
  MAGICAL ATTACK 20
  MAGICAL DEFENCE 10 Armour Factor 0
  (but with partial
  immunity to non-
  magical weapons)
  EVASION 3
  Health Points 20
  The Wight has the powers of a 5th rank Mystic, and
  also four special spells that he is able to use once each
  day: Apparitions, Mephitic Breath, Portal and Raise
  Fog. See DRAGON WARRIORS Book One for full
  details of these spells.
  His weaponry consists of his sword and two javelins.
  If the characters flee from him, he will pursue them
  to the edge of the Dell - and beyond, if they broke the
  boundary spell.
  Slaying Tuannon in this form will not get rid of him
  forever. Eventually, within weeks or months, he will
  return as a Ghost. Years later he will have become a
  Wraith. This has no direct bearing on the characters
  - they will be long gone by then - but is the reason
  why it is best never to break the boundary spell. As
  long as there are invaders in his homeland, Tuannon
  will remain. . .
  137
  
  19. - 23. Side chambers
  A headless skeleton lies on a large shield in each of
  these rooms. These are the five thanes whose skulls
  stand watch outside the barrow.
  They will not rise up to attack the characters. These
  are skeletons of the properly dead and inactive
  variety.
  24. Main burial chamber
  Behind the long stone slab on which his body was laid
  to rest are strewn Tuannon's mortuary treasures:
  Item
  an electrum torc
  two silver wristbands
  a gold ring
  an emerald set in a copper
  diadem
  Worth
  250 Florins
  35 Florins each
  30 Florins
  170 Florins
  Besides this, there was the silver clasp on his cloak.
  That has a value of some 30 Florins.
  IV. Wrapping up
  Weary after your adventure, you begin to trudge
  down towards Norham. After a short distance
  you hear voices ahead. Peering around a tree, you
  see Beorn and two other men waiting in the Jane.
  The characters must think fast. The easiest and safest
  course is to hand Beorn the sword he wants (if they
  have it). He will destroy the document, pay them the
  remainder of their fee, and that will be the end of the
  matter.
  If they try to turn the tables on Beorn, they must be
  more careful. Any attempt to hide the document and
  then blackmail him will probably result in a lingering
  death. Beorn's reasoning is that if they are dead they
  138
  cannot testify against him, and any testimony is wort
  less if they cannot produce the document.
  In the event of a fight here in the lane, the two hench
  men will fight on foot. Beorn, having a warhorse, wil
  fight from the saddle - at the same time character
  are meleeing him, his horse will be able to kick and bit
  them.
  First HENCHMAN:
  (1st rank Knight)
  Second HENCHMAN
  (1st rank Knight)
  BEORN
  (3rd rank Knight)
  ATTACK 13 
  MAGICAL DEFENCE 3 Health Points 11
  DEFENCE 7 
  EVASION 4
  ATTACK 13 
  MAGICAL DEFENCE 3 Health Points 10
  DEFENCE 7 
  EVASION 4
  ATTACK 15 
  MAGICAL DEFENCE 5 Health Points 14
  DEFENCE 9 
  EVASION 4
  All are armed with sword and shield and wear chainmail armour.
  Beorn's WARHORSE
  ATTACK 17
  DEFENCE 4
  Kick (d8, 6
  points)
  MAGICAL DEFENCE 3 Health Points 20
  EVASION 4 Armour Factor 0
  If the characters evade them, Beorn and his men wil
  ride on to Karickbridge and lie in wait there. The char
  acters, anticipating such a strategy, could leave th
  road and travel cross-country. They would then hav
  to pass either through the marshes around Fenrin
  Forest or the menacing Jewelspider Wood. By the tim
  they reach the castle, Beorn and his henchmen wil
  have returned. The characters will need some inge
  nious plan to reach the baron and place the incrim
  inating document into his hands.
  To summarize: the characters may hand the docu
  ment to Beorn, in which case they get their remainin
  100 Florins and have to relinquish 90% of any treasur
  they brought out of the Dell. Or they can somehow ge
  the document to the baron. This entails great peril
  but they should be richly rewarded - at least 10
  Florins each, and the opportunity to become hi
  retainers if they wish.
  Suggested experience awards: 5 experience point
  per character for completing the adventure in Hob'
  Dell, plus any appropriate experience for defeatin
  opponents. If they discover the document in the swor
  139
  
  and successfully get it to the baron, each character
  should get an additional 3 experience points.
  HUNTER'S MOON
  (Co-written by Robert Dale)
  General note: 
  An adventure which can be run as a
  follow-up to A Shadow On the Mist.
  Overview of 
  The characters are travelling north
  the adventure: 
  with the baron when his ship is
  forced to shelter in a cove to effect
  repairs. A ruined citadel stands
  nearby, and the characters are sent
  to ensure no dangers reside there
  which might threaten the baron and
  his retinue.
  I. Background
  GM: This adventure is designed to follow A Shadow
  On The Mist as part of an ongoing campaign. It can be
  made to dovetail with the earlier adventure in one of
  two ways:
  (i) If the player-characters uncovered Beorn's trea-
  chery and revealed it to the baron, they will be
  rewarded. The baron has invited them to join his
  retinue on the trip to Port Beltayn, and is considering
  bestowing the honour of being his permanent retainers
  if they perform well on this mission.
  (ii) If Beorn's plot was not revealed, he will still be
  alive. In this case, it is he who has brought the player-
  characters along on the journey. Somehow he hopes to
  sabotage the mission - perhaps even slay the baron, if
  the opportunity presents itself. He will either try to
  bring the player-characters into the conspiracy or else
  engineer events so that they take the blame for any-
  thing that goes awry.
  140
  II. The beginning
  None but the bravest or most desperate of men
  would risk a passage north to Port Beltayn in mid-
  winter. Storms make the rocky islands of the
  White Coast still more dangerous than usual, and
  there is no truly secure anchorage between
  Oyster - where you embarked - and Beltayn.
  Yet you find yourselves in the retinue of Baron
  Aldred, riding out a snarling gale off Cape
  Caiegon at a time when you would much prefer to
  be feasting in his Great Hall and celebrating the
  turn of the year.
  This is a mission of crucial importance to the
  baron. Duke Carnasse, with whom he hopes to
  strike an alliance against his foes to the south, is
  spending the winter in Beltayn. Thus, though the
  journey is perilous, it must be made.
  Eventually the storm abates, but the Linden has
  lost her mast and is taking on water. The crew
  man the oars and take her in to shore. Baron
  Aldred consults with the captain. They look
  towards a line of fir trees along the coast,
  obviously intending to beach nearby and gather
  timber to rig a jurymast for the last leg to Port
  Beltayn.
  As the Linden finds a sheltered bay, you are
  startled to sight a ruined citadel, half flooded by
  the tide, along the coast. As the ship makes shore,
  the baron calls you to him.
  "There may be brigands or goblins in yonder
  citadel," he says. "We would not wish to be
  ambushed while making our repairs. Investigate
  the citadel. Slay whatever dangerous creatures
  lurk there, but return and report to me if you
  encounter men or overwhelming force. Salvage
  anything of value."
  Thus, hearts high with the thought of gold and
  adventure and the hope of your lord's bounty, you
  set out. . .
  141
  
  III. The citadel
  An hour's brisk march through the dense snow-
  clad woodland brings you to the walls of the
  ancient citadel. Built of monolithic blocks of lime-
  stone, the place is of a strange architecture you
  find utterly alien.
  Stepping between the broken timbers of the
  gate, your awe and fear grow ever stronger. This
  is truly a place of death. Strewn about the
  entrance and across the plaza are countless
  mouldered bones, rusting weapons and armour.
  In the shadow of the arch sits an old man clad in
  rags. His thin hair waves in the icy breeze, his
  blind eyes stare out beyond you, across the forest-
  ed land.
  GM: 
  As the characters approach, the old man will
  inform them that he keeps the gate of this citadel of
  Karvala until the return of its lord. If questioned
  further, he will tell the following tale:
  "Centuries ago, Lord Karvala and his ninety sons
  were driven by evil sorcery from their homeland, and a
  geas placed upon them that they wander the waste
  until they could raise a hall not on the earth nor in the
  sea, not in fire nor in air. After years of journeying,
  Lord Karvala saw a child building a castle of sand on
  this strand and, thanking the great gods for their sign,
  built his hall on land that was neither of the earth nor
  of the sea. At the last he surrounded the hall with a
  high wall to keep back the sea. Here he dwelt with his
  sons, and the sons of his sons.
  "From across the sea there came a new people, with
  new laws and new gods. Karvala took himself to his
  tower and shut himself within, saying that he must pon-
  der how to punish these sea-pests. But the invaders
  bewitched him so that he fell into a deep sleep and
  could not aid his people. And they set wards about his
  tower, and locks of magic upon its doors, and slew his
  142
  143
  
  people so that none might free him. Then they ruled this
  land many scores of years.
  "But the gods were enraged that the one they had
  chosen to rule should be thus set aside. They sent fire
  and plague and earthquake to trouble the citadel, until
  the mighty walls that Karvala had built fell at last, and
  the sea and the goblins swept in. Still Karvala did not
  wake, and in honour of him it was decreed that none
  should dwell in his citadel till he comes again to choose
  those most worthy."
  The old man will not try to stop the characters enter-
  ing the city. If they reach for their weapons or threaten
  him, he will disappear. They will then see, some dis-
  tance off, a black dog leaping through the ruins away
  from them.
  If they pass without causing him to vanish, he has
  one thing more to say: "Begone. This is a cursed place.
  Death lies in wait here for those who love not
  Karvala."
  Passing the gate into the citadel, you walk into a
  long processional avenue lined with the broken
  ruins of mighty buildings. Rubble partially blocks
  the wide carriageway, and there are signs of
  widespread burning. More bones are scattered in
  the wreckage, but these may or may not be
  human.
  The citadel is full of shadows in the weak
  winter sunlight, and high clouds threaten more
  snow. The wind makes a constant keening as it
  rushes between the fallen columns. A large sea-
  gull flaps away, alarmed by your approach. Your
  unease builds as you near the main square.
  A black obelisk twelve paces broad at the base
  dominates the square. Its surface is covered with
  geometrical patterns, entwined glyphs, and a
  script whose like you have never seen. The air is
  tense with the watchful calm that presages
  danger. If this obelisk is the tower of Karvala to
  which the gatekeeper referred, you can find no
  144
  sign of any doorway.
  About, the square stand more buildings rav-
  aged by fire and decay, all of the same monolithic
  construction. Two structures strike you as espe-
  cially interesting. The first is a small hexagonal
  edifice with a domed roof, set atop a large square
  plinth. The other is a fortress with four massive
  square towers.
  Your eyes catch a movement. Someone was
  standing at a high window of the fortress, and
  ducked back as you looked up!
  IV. The fortress
  The wreckage of wide wooden gates block the
  entrance to the fortress. Clambering through the
  broken timber, you come into a courtyard sur-
  rounded by scorched walls and choked with bat-
  tered masonry upon which may be seen long
  fronds of dried seaweed. A few stagnant pools
  add to the air of desolation.
  The block surrounding the courtyard is
  reduced to a gutted shell, but the four towers are
  marginally more intact. You approach the
  entrance to the nothernmost tower, where you
  saw signs of life. Or thought you did.
  The entrance tunnel is low, and the stairwell of
  the tower damp - and dark, despite gaping holes
  in the walls and roof. A decayed staircase sweeps
  up to the first floor balcony. A woman in a white
  gown stands there watching you.
  GM: The woman is in fact a Spectre, though the
  translucence of her form is not apparent in the semi-
  darkness. She says nothing, and if the characters call
  up to her she merely turns and moves away.
  Her intention is to lure them onto the stairs, which
  are unsafe and will collapse under their weight. When
  145
  
  this happens, the characters on the stairs will plummet
  1-6 metres. The Spectre will then scream horribly and
  leap to attack. It is at this point that you should roll for
  its fright attack and chance of surprising them as they
  struggle free of the rubble.
  SPECTRE
  ATTACK 19
  DEFENCE 12
  Touch (dl 2, 5 points)
  Armour Factor 0 (but unaffected
  by nonmagic weapons)
  MAGICAL DEFENCE 11 
  Movement: 12m/CR
  EVASION 4 
  Reflexes: 15
  Health Points 8
  Any character who climbs up to the balcony is taking
  a risk - there is a 40% chance that it, like the stairs,
  will give way and cause him to drop 6m into the stair-
  well below. Hidden in an alcove off the balcony is the
  Spectre's treasure: a silver-chased black wood drum
  and a pewter cup with gems set all around the rim.
  These are both magical items. If the drum is taken to
  a place on the coast and someone starts to pound it, it
  will summon an eldritch longboat manned by silent
  oarsmen with long seaweed-matted beards and skins
  blue with cold. The longboat arrives within fifteen
  minutes of beginning the drumbeat, and will then con-
  vey the drummer and up to six companions to any-
  where they wish to go. The oarsmen row tirelessly and
  (as the superstitious will surely guess) are not truly
  alive.
  Eight gems are set around the rim of the cup. Seven
  are a dull red, but the last glows brightly. If the cup is
  turned, the glow moves on to another of the gems. With
  experimentation, the characters will discover that it is
  always the gem facing to the north that glows. This cup
  could thus function as a crude compass, and could be
  sold as such for up to 4000 Florins.
  The rest of the fortress is structurally unsafe, and
  the characters will soon realize there is nothing to be
  gained from lingering here.
  146
  UNDERWORLD MAP
  Stairs 
  Door 
  Bottom of 
  Metres
  (arrow points down) 
  newel stairway
  
  V. The Temple of the Moon
  Across the main square, north-east of the black
  obelisk, stands a hexagonal pavillion atop a flat
  pyramidal base. There must once have been a
  huge statue above the pavilion, for the rubble
  scattered about this edifice has been carefully
  worked.
  Ascending the worn steps, you see the broken
  feet of this statue still flank the pavilion. The door
  ahead of you is decorated with a grinning skull
  above a crescent moon.
  To either side of the door stands the white
  marble statue of a large hound. The hounds sit
  upright on their haunches higher than a man's
  shoulder, and their stone gums are bared to dis-
  play wicked fangs.
  GM: The statues are Moon Dogs, magical guardians
  that will come to life and attack anyone who tries to
  pass them and enter the Temple. They will attack only
  that character (or characters) and will ignore attacks
  made on them by any others. The Moon Dogs will fight
  until slain, or until their victim(s} is dead, unconscious
  or driven from the Temple steps - whereupon they
  will lope back to their positions beside the door and
  revert to stone.
  MOON DOGS
  ATTACK 18 Bite (d8 +1, 5 points)
  DEFENCE 4 Armour Factor 6
  MAGICAL DEFENCE 10 
  Movement: 12m/CR
  EVASION 4 
  running: 25/CR
  Reflexes: both 14
  Health Points both 23 HP* Rank-equivalent: 6th
  (*They automatically heal back up to normal HP
  every time they revert to their stone form.)
  148
  
  Assuming that the characters find some way to pass
  the Moon Dogs and enter the Temple:
  You enter a large hexagonal chamber, the roof of
  which is domed and glass-like. The floor is elab-
  orately incised with spiral patterns enclosing cir-
  cles of coloured stone. In the centre of the room, a
  large slab is tilted up revealing a staircase which
  winds downwards.
  Beside the slab are three skeletal corpses. One
  wears scraps of ceremonial vestments and
  clutches an ebony-and-silver staff in its fingers.
  Noticing score-marks on the floor, you infer
  that heavy fitments were ransacked from this
  chamber.
  GM: 
  Any character who touches the staff will suffer
  a Curse with a MAGICAL ATTACK of 25.
  The newel staircase leads down to the underworld
  section of the Temple - the priestly quarters and the
  cult's inner chambers. Looters have penetrated even
  here; the characters will discover smashed pottery,
  splintered wood and a scattering of silver coins as they
  descend the steps.
  1. The foot of the stairs
  You descend to the bottom of the newel staircase.
  Old bones and riven armour lie tangled here. Pick-
  ing your way across the debris, you find your-
  selves at the intersection of two 3m wide
  corridors.
  Looking north, you see a wide flight of steps
  leading down to a heavy mahogany portal. There
  are no doors along the east and west branches of
  the corridor that you can see, but when you shine
  your lantern south it falls upon two doors only a
  few metres from where you are standing.
  150
  GM: If they choose to explore the rooms of the under-
  world, they might of course do so in any order. Brief
  notes are given for you to create a description.
  2. Living quarters
  The door stands ajar. Within you find the rotted
  remnants of clothing and furniture. A large iron-
  bound chest stands in one corner of the room.
  GM: The chest was booby-trapped, being set to
  release a poisonous snake as soon as anyone touched
  the hasp. The mechanism of the trap is long since
  rusted, the snake long dead. Whatever items were
  stored inside the chest have been consumed by mould
  and the centuries...
  3. Store-room
  This room contains the remains of spades,
  buckets and other tools. In the midst of the debris
  lies a skeleton with a corroded spear beneath its
  fingers.
  4. Living quarters
  GM: 
  This room is similar to 2, but there is no chest.
  5. Robes and ritual artifacts
  Broken demon-masks and ceremonial staves and
  adjuncts are strewn across the floor here. There
  are further signs of looting, and the bones of
  defenders and despoilers lie intertwined. One
  skeleton wears fragments of a silvered head-
  dress, and on its finger is a white gold ring in
  which is set a chip of jade.
  151
  
  GM: The ring is a Ring of Agonizing Doom with six
  charges. The other artifacts in the room include some
  silver chalices and bowls worth a total of 500 Florins.
  They feel evil to the touch, and will not fetch such a
  price until purified by a cleric.
  6. The cells
  The corridors you traverse are wide and well-
  paved even though the floors are cracked in
  places by an ancient earthquake. Carvings in low
  relief adorn all the walls, showing life within the
  citadel in its heyday, full of life and vigour. Wars
  against barbarian tribes are depicted in detail,
  and the spoils of victory are seen being carried by
  many captives.
  This corridor ends with four barred cells,
  within which you see the mouldering remains of
  many chained captives. They must have starved
  to death centuries ago - a terrible punishment
  for who knows what crimes? It is a dismal place,
  and you swiftly return northwards.
  7. Dormitory
  This room shows signs of having been the living
  quarters of several men. The damp rotted wood of
  eight pallets are arranged along the room.
  8. Dormitory
  GM: This is similar to the room opposite, except that
  a tapestry hangs along the southern wall. This has
  remained curiously untouched by the passage of the
  years. It is embroidered with ghastly scenes of human
  sacrifice, necromancy and still more obscene prac-
  152
  tices. These rites are being conducted beneath a gib-
  bous moon, from which a pale-skinned demon has come
  down. The demon has the body of an androgynous
  humanoid, but from its neck and wrists grow writhing
  hooded snakes.
  So horrible and heavy with evil is this noxious tape-
  stry that any who attempt to destroy it are subject to a
  MAGICAL ATTACK of 15 which, if successful, drives
  the victim insane with terror. The insanity can be
  cured with Dispel Magic, but even then the character
  will always be beset by qualmy unease whenever he
  beholds the moon in the sky. ..
  9. Library
  The decayed shelves of this room once held
  carved stone plaques. These are now just splin-
  tered fragments underfoot. Looking more closely
  at a large piece of one of the plaques, you see that
  it was once covered with small carved script that
  you have no hope nor wish to read.
  10. Devotional room
  GM: This small chamber is bare of adornment except
  for a silver crescent-moon motif on the western wall. It
  was where the priests came for solitary prayer to the
  less bloodthirsty aspect of their many-natured deity.
  11. Secondary cult room
  You reach a large mahogany portal at the end of
  the passage and swing it open. Beyond lies a large
  vaulted chamber full of ritual paraphernalia -
  sceptres, masks, bells, drums, rotted vestments.
  In the crumbling racks that once lined the walls
  you find a few scroll-cases.
  153
  
  GM: The scrolls are worm-eaten and unreadable.
  Other items in the room include some vessels of pre-
  cious metals and gems which could be sold for up to
  100 Florins, once purified of their 'evil' taint.
  12. Main cult room
  You enter a wide pillared chamber. Nine warrior
  Skeletons stand waiting to greet you, with
  silvered scimitars in their bony hands and wide
  deathly grins on their fleshless faces. Each wears
  a silver tore about its neck and a serpentine wrist-
  band of silver coiled about its left arm.
  GM: The Skeletons will not attack at once. They point
  with their scimitars towards the door through which
  the characters have just entered. If the characters
  turn around, the Skeletons escort them to the steps
  down to the charnel-house (see 13). Otherwise, they
  close and attack.
  SKELETONS
  ATTACK 11 Scimitars (d8, 4 points.)
  DEFENCE 5 Armour Factor 0 (but 2 vs
  stabbing weapons)
  MAGICAL DEFENCE 3 
  Movement: 10m/CR
  EVASION 3 
  Reflexes: all 12
  Health Points:
  First SKELETON 2 HP
  Second SKELETON 2 HP
  Third SKELETON 3 HP
  Fourth SKELETON 3 HP
  Fifth SKELETON 
  4 HP
  Sixth SKELETON 4 HP
  Seventh SKELETON 5 HP
  Eighth SKELETON 
  5 HP
  Ninth SKELETON 7 HP
  When each Skeleton is destroyed, the snake-band
  around its wrist will grow and become a real snake
  154
  155
  
  that waits coiled over the fallen remains, hissing at any
  who approach. These are in fact merely illusions, and
  can do no harm to the characters. The silver tores are
  worth 60 Florins each.
  Once they have destroyed all the Skeletons:
  You look around the room these undead crea-
  tures were guarding. On the floor beside a pat-
  tern of painted designs and small brass censers
  lie two long-dead bodies in rotted robes. They hold
  ritual staves, and appear to have been slain in the
  middle of some ceremony.
  GM: 
  The priests had summoned a demonic entity just
  before the reavers burst in and slew them. The demon
  has remained pent within the confines of the painted
  designs ever since. If any character enters the pattern
  he will break the binding spell, releasing the demon.
  Immediately there will be a rush of wind and darkness,
  accompanied by an unholy shriek of glee. Everyone
  within the room at this time suffers a fright attack of
  2d6 intensity. The demon then returns to its own plane
  of existence, taking with it the unfortunate souls of any
  slain by its fright attack.
  The soulless bodies left behind will arise as Ghouls
  within three days if not cremated or buried on conse-
  crated ground before then.
  The ritual equipment within the room is worth about
  200 Florins, though once again it requires purification
  before this value can be realized.
  One of the staves is similar to the one in the hexa-
  gonal chamber above, with identical effect if touched.
  The other is of silver birchwood, and can be used by a
  Sorcerer to cast Illusion and Phantasm spells at half
  the normal Magic Point cost.
  13. Ossuary
  You begin to make your way down a flight of
  cracked and rubble-choked steps towards a large
  black door. Niches in the walls contain skeletal
  remains, and you realise you are passing through
  the charnel-house of the temple.
  Reaching the door, you find it to be twisted
  within its frame and stained by sea water at the
  bottom. Water must seep through here at the
  spring tide.
  A heavy bar of black stone secures the door in
  place. You cannot read the fearsome sigils inlaid
  in silver along it, but they seem to be warning you
  to turn back -
  GM: And well they might! The bar is a trap, and if
  characters do not search they will activate this as they
  lift the bar. A massive block of stone falls from the
  ceiling (SPEED 12 to dodge). A character who fails to
  evade this will be crushed to a pulp.
  For those that survive the falling slab:
  Beyond the door all is pitch black.
  Lantern light seems absorbed by the slick black-
  ness of the walls.
  Will you goon. . .?
  If they do:
  A short corridor brings you to a steep newel stair-
  case that winds up inexorably without door or
  window. The air is stifling, and your footfalls echo
  in an eerie quiet.
  You clamber up and up. Long after you should
  have reached the surface, you are still climbing
  the shadowy twisting newel.
  GM: There is no turning back now. Magic has trans-
  ported them within the black obelisk - Karvala's
  Tower. Their destiny is to meet a demi-god.
  157
  
  VI. Karvala's Tower
  Your legs ache with the climb, and your breaths
  come in tortured gasps. Reaching the last of your
  strength, you push through a wall of darkness
  that seems as thick as swamp mud. Suddenly you
  are in a clear circular room. Moonlight streams in
  through wide windows. You feel disorientated;
  you cannot be sure how long it was since you
  walked through the ossuary and drew open the
  black door. . .
  Ringing the room are twelve chairs whose high
  carved backs are etched with symbols of the
  moon in its various phases. A pattern of lines and
  symbols covers the floor, as if some arcane game
  is to be played here. Wooden playing pieces that
  represent men and beasts, cities and forests,
  occupy seemingly random positions across the
  pattern.
  GM: 
  The chairs will undoubtedly hold a fatal
  (possibly fatal) fascination for the characters, and at
  least one of them is likely to be seated. Should this be
  so, the character will appear grey and insubstantial to
  his companions, as he becomes a participant in the
  Game of Karvala. He will remain in the chair until his
  part in the Game is done.
  You must divide the player-characters into two
  groups - those who have sat in the chairs and those
  who remained standing.
  To any seated character(s):
  You store at the patterns and playing-pieces on
  the floor, but the sense of it eludes you. Glancing
  up, you find no sign of your companions!
  Through a window opposite you can see the
  snow-shrouded city bathed in moonlight. Your
  eyes water without reason, and as you blink a
  gaunt figure seems to shimmer from the silver
  beams. He steps towards you, a regal man in pale
  158
  159
  
  robes, ghostly grey in the half-light.
  "Welcome," he whispers, 
  "to Karvala's
  Game. . ."
  GM: While, to the eyes of any characters who have
  not been so rash as to sit:
  A change comes over your comrade. An awful
  grey in the moonlight, he is as insubstantial as a
  ghost. You back hastily away and cross your-
  selves. Your comrade pays no attention to you; he
  stares with rapt attention at the mysterious
  pattern on the floor, white knuckles grasping the
  arms of the chair.
  You sense a presence behind you. A tall figure
  in pale robes stands there. Death comes on a pale
  horse, they say, and this man is as grey and ghast
  as that dread rider. His face is thin and aristo-
  cratic, and framed by the lunar crescent of his
  cloak's silver collar.
  He gestures at the chair. "What will you give to
  free your friend ? "
  GM: 
  Karvala will carry on two simultaneous conver-
  sations now, and you must keep the two groups of
  players separate until events have played their course.
  The seated character(s) is enmeshed in Karvala's
  strange Game. He will soon find that the pieces move
  on the pattern in response to his thoughts, though he
  has no inkling of what his moves mean. Gradually, as
  he watches the moves that Karvala makes, he begins to
  glean fragments of the befuddling rules of play.
  Throughout all this, Karvala will speak to the charac-
  ter - it is obvious that he expects a protracted game,
  and is happy to pepper it with urbane conversation. If
  the character gets the feeling that he could be playing
  the Game for centuries, he is right! To represent the
  abstract intellectual struggle, the player rolls 3dl2
  and must score equal to or less than his Intelligence. If
  he succeeds, he gets to attempt the same roll again -
  160
  he is gaining a small advantage in the Game. If he fails
  the roll, he suffers a setback in the face of Karvala's
  superior tactics and spends another day playing on
  before he gets to attempt the 3dl2 roll again. If and
  when he manages to succeed in this difficult roll ten
  times in succession, he has beaten Karvala and is free
  to depart.
  This, of course, might take years of game-time! But
  there is another way for the characters to gain their
  freedom. Those who have not joined the Game can
  strike a bargain with Karvala. If he accepts, he will
  release the seated character(s) from the Game and
  transport all of them to the citadel gates.
  What kind of bargain might be struck? There are
  many - it is up to the players to think of something that
  tempts Karvala. He is an immortal, the nearly divine
  shaman-king of the people who once lived here. He
  cares naught for earthly pleasures - as he will demon-
  strate by fashioning moonbeams into a stream of gold
  and precious stones that vanish as they touch the floor.
  Neither will threats move him, for within his Tower his
  abilities and powers are almost without limit. How-
  ever, trapped within his Tower in self-imposed exile
  from the world, he yearns for new things. If the charac-
  ters offer some wild new experience that they can
  bring to him, he is likely to accept. Whatever bargain is
  made must be followed to the letter by Karvala and the
  characters; he will give them each a tore to wear about
  their necks. These tores cannot be removed, and in a
  year and a day will bring the characters back to the
  Tower to fulfil their agreement.
  161
  
  If your players are not experienced gamers, they
  may find the role-playing this situation demands to be
  beyond them. In this case, have Karvala himself pro-
  pose the bargain: that they go forth and bring to him,
  within the space of a year and a day, the sword from
  the tomb of Elvaron the Elf, a mighty sorcerer of
  ancient times. If they agree, he will give each a torc
  and then teleport them out of his Tower. If you go on to
  use the adventures in Dragon Warriors 3: The Elven
  Crystals, they will indeed find that their fate is to
  journey to Elvaron's tomb!
  VII. Returning to the ship
  GM: It takes two days to render the Linden sea-
  worthy. If the characters have not returned by then,
  the baron will have no choice but to set sail without
  162
  them. He cannot allow anything to jeopardize hi
  mission.
  If they return safely, they will be required to hand
  over any treasure they have found. The baron will then
  return what he thinks fitting as gifts; these will be
  items representing half the value of the treasure.
  If the characters are wearing Karvala's tores, they
  will not of course be able to relinquish these (however
  much they may wish to!) They will not lose favour for
  this, because it will be clear to the baron that strange
  sorcery is at work. However, if the characters are
  asked about their adventures, they will be unable to
  speak of the Tower or write down any account of it.
  Karvala protects his secrets well.
  163
  
  164
  165
  
SOURCE: textdata/thevault/Dragon Warriors (osr)/Dragon Warriors - 1st Edition - Transworld Publishers - Book 2 - The Way of Wizardry.pdf