bastardized basic rpg rules v1.0

the understanding of the rules require prior experience with roleplaying




CHARACTER GENERATION


Statistics

human

str 3d6

con 3d6

dex 3d6

int 3d6

wis 3d6

cha 3d6

elf

str 2d6

con 2d6

dex 4d6

int 3d6

wis 4d6

cha 4d6

half-elf

str 3d6

con 3d6

dex 4d6

int 3d6

wis 3d6

cha 5d6

dwarf

str 3d6

con 4d6

dex 2d6

int 3d6

wis 3d6

cha 2d6

gnome

str 3d6

con 3d6

dex 2d6

int 4d6

wis 3d6

cha 3d6

pygmie

str 2d6

con 2d6

dex 4d6

int 3d6

wis 3d6

cha 4d6

ungling

str 4d6

con 4d6

dex 3d6

int 2d6

wis 2d6

cha 2d6

ogre

str 5d6

con 5d6

dex 2d6

int 2d6

wis 3d6

cha 2d6

half-orc

str 3d6

con 2d6

dex 3d6

int 3d6

wis 3d6

cha 2d6

orc

str 3d6

con 4d6

dex 4d6

int 2d6

wis 2d6

cha 1d6

troll

str 6d6

con 6d6

dex 1d6

int 1d6

wis 1d6

cha 1d3


The statistics are:

Strenght (str) – describes character's physical power.

Constitution (con) – describes character's stamina and health.

Dexterity (dex) – describes character's litheness, quickness and agility.

Intelligence (int) – describes character's logical reasoning.

Wisdom (wis) – describes character's intution, insight and common sense.

Charisma (wis) – describes character's charm and attractiveness.


The player character races are:

Human – the general race of men.

Elf – gracious fairy race.

Half-Elf – fair crossbreed of human and elf.

Dwarf – coarse short underground race.

Gnome – related to dwarves, small underground race.

Pygmie – tiny wild humonoid race.

Ungling – primitive race of neanderthals.

Ogre – brutal race of huge humanoids.

Half-Orc – cruel crossbreed of humans and orcs.

Orc – evil crossbreeds of pigs and elves.

Troll – monstrous underground creature.


Stat modifiers

Stat modifiers are added in various values.

stat

modifier

1

-5

2

-4

3

-3

4 - 5

-2

6 - 8

-1

9 - 12

-

13 - 15

+1

16 - 17

+2

18 - 19

+3

20 - 21

+4

22 - 23

+5

24 - 25

+6

26 - 27

+7

28 - 29

+8

30

+9

31

+10

32

+11

33

+12

34

+13

35

+14

36

+15


With Strength of 0 the character is unable to do anything.

With Constitution of 0 the character is dead.

With Dexterity of 0 the character is rigid, unable to move.

With Intelligence of 0 the character character is in coma.

With Wisdom of 0 the character is withdrawn into a deep sleep filled with nightmares.

With Charisma of 0 the character is withdrawn into catatonia.


Resistance Values

Resistance values are tested (or when you'll see ”RR vs a [value]”) by rolling d20. If the roll is less than or equal to the value, the test is successful.


Sometimes the test roll has also exceed some value in order to be successful, e.g. poison potency. If a resistance value exceeds 20, the points exceeding it are added to the roll increasing the outcome, thus increasing the chance to exceed the given value.


E.g. Character A drinks potion with potecy of 15. The character has Poison Resistance Value of 22 (due his high CON and level advancements). He rolls d20, getting 14. That makes the test to succeed, as the Poison Resistance Value gives +2 bonus being 2 points over 20, raising the score to 16. If he wouldn't have the modifier, he would have failed the test even thought the roll would've been less than his Poison Resistance Value.


race

Poison

Disease

Magic

Elements

Morale

human

10

10

10

10

10

elf

5

6

13

5

8

half-elf

8

8

11

8

9

dwarf

12

14

10

15

14

gnome

12

12

15

11

11

pygmie

13

12

11

11

7

ungling

12

12

6

12

12

ogre

13

11

7

14

13

half-orc

11

11

11

10

7

orc

12

12

10

11

8

troll

18

19

14

18

16


Modifiers to Resistance Values

Poison: add Constitution modifier to the value.

Disease: add Constitution modifier to the value.

Magic: add Intelligence modifier to the value.

Elements: add Constitution modifier to the value.

Morale: add Wisdom modifier to the value.


Special abilities

human

-

elf

infravision, acute senses, immunity to magic sleep

half-elf

acute senses, immunity to magic sleep

dwarf

darkvision

gnome

darkvision

halfling

-

ungling

-

ogre

-

half-orc

-

orc

darkvision, hates sunlight

troll

darkvision, regeneration, allergy to daylight


Immunity to [condition]: character is not affected by the specified condition.

Darkvision: character can see in dark, although only in black&white.

Regeneration: character regenerates 1 hp/round.

Acute sense: +5 to perception tests.

Hates sunlight: -1 to tests in direct daylight

Allergy to daylight: character gets 1hp damage in round in direct daylight.


PLAYER CLASSES

Player classes may have alignment restrictions. Classes define hit dice and mana dice (the dice used in rolling hit points and magic points in each level). Class also indicates how many development points characters can spend each level in specified categories and what spells characters can learn.


Warrior

Warriors are professional fighters.

Alignment: any

HD: 1d10

MD: 1d4

Armor Skills: 3

Weapon Skills: 4

Outdoor Skills: 2

Subterfuge Skills: 1

Lore Skills: 1

Social Skills: 1

Magical Skills: 0 (spells: elementalism)


Ranger

Rangers are wilderness survival specialists.

Alignment: good or neutral

HD: 1d8

MD: 1d6

Armor Skills: 1

Weapon Skills: 2

Outdoor Skills: 5

Subterfuge Skills: 1

Lore Skills: 2

Social Skills: 1

Magical Skills: 0 (spells: spirit magic)


Rogue

Rogues are professional thieves.

Alignment: neutral or evil

HD: 1d6

MD: 1d6

Armor Skills: 1

Weapon Skills: 1

Outdoor Skills: 3

Subterfuge Skills: 4

Lore Skills: 1

Social Skills: 2

Magical Skills: 0 (spells: illusionism)


Bard

Rogues are professional entertainers.

Alignment: good, neutral or evil

HD: 1d6

MD: 1d6

Armor Skills: 1

Weapon Skills: 1

Outdoor Skills: 2

Subterfuge Skills: 2

Lore Skills: 2

Social Skills: 4

Magical Skills: 0 (spells: illusionism)


Templar

Templars are fanatic clerics.

Alignment: lawful

HD: 1d8

MD: 1d8

Armor Skills: 3

Weapon Skills: 3

Outdoor Skills: 1

Subterfuge Skills: 0

Lore Skills: 2

Social Skills: 2

Magical Skills: 1 (spells: divine magic)


Monk

Monks are clerics brought up in monasteries.

Alignment: any

HD: 1d6

MD: 1d10

Armor Skills: 0

Weapon Skills: 0

Outdoor Skills: 1

Subterfuge Skills: 0

Lore Skills: 4

Social Skills: 3

Magical Skills: 4 (spells: divine magic, demonology, necromancy)


Mage

Mages are wizards and sorcerors.

Alignment: any

HD: 1d4

MD: 1d10

Armor Skills: 0

Weapon Skills: 0

Outdoor Skills: 0

Subterfuge Skills: 0

Lore Skills: 5

Social Skills: 1

Magical Skills: 6 (spells: illusionism, elementalism, demonology, necromancy)


Druid

Druids serve nature's powers, trying to uphold the balance of things.

Alignment: neutral

HD: 1d4

MD: 1d10

Armor Skills: 0

Weapon Skills: 0

Outdoor Skills: 1

Subterfuge Skills: 0

Lore Skills: 4

Social Skills: 1

Magical Skills: 6 (spells: spirit magic)


OTHER CHARACTER DETAILS


Starting Equipment

Characters start with 2d20 gold coins to spend in his initial equipment. From this amount initial spells study costs are deducted (spell level x 1gc).


Alignments

Players have to define what alignment their character is.

Lawful

Lawfuls are righteous zealots.

Good

Goods are nice persons capable for sympathy.

Neutral

Neutrals try to balance between good an evil, often being quite selfish.

Evil

Evils are opportunists and wicked.

Chaotic

Chaotics are impulsive, unpredictable and morally warped.


Initiative

Character get their DEX modifier to initiative (d10) rolls. Also, weapon initiative is added to the roll. Highest initiative roll result can act first.


Movement

Character can walk their CON meters in one round (10 seconds). Running speed is that times 5.


Carrying Capacity

Characters can carry their STR times 10 pounds (1 pound is around 0.5kgs).

If total enc that the character carries is more than STR x3, character's movement speed falls to 2/3.

If total enc that the character carries is more than STR x6, character's movement speed falls to 1/2.

If total enc that the character carries is more than STR x9, character's movement speed falls to 1/3.


Defense Value

The value indicates how hard is it to attack the character. Attack rolls are made with d20 + attacker's DEX modifier + attacker's weapon skill rank + weapon tohit modifier. If the result is equal or higher to target's DV the attack is successful.

Base Defense Value is character's Dexterity. Armors may lower this score, and shields or additional armor pieces may rise it.


Armor Value

Armor value is reduced directly from the damage received.


Defense & Armor Values By Armor, Shields and Armor Pieces

Armor

DV

AV

ENC

Leather Armor

-2

1

15

Ring Mail

-4

2

24

Chain Shirt

-6

3

32

Scale Mail

-8

4

45

Plate Mail

-10

5

60


Additional Armor

DV

AV

ENC

Chain Coif

1

-

2

Helmet

2

-

6

Full Helmet

3

-

13

Leather Arm Greaves

1

-

4

Metal Arm Greaves

2

-

10

Leather Leg Greaves

1

-

6

Metal Leg Greaves

2

-

12

Target Shield

1

-

2

Wooden Shield

2

-

5

Iron Shield

3

-

10

Wall Shield

4

-

15


SKILLS

Players can use their class Development Points to develop skills. They gain the amounts listed in the character classes used in each level. +1 rank to skill can be bought with 1 development point but +2 rank costs 3 development points if taken at a single level.

Players can also transfer points from other categories. If the category where the points are transferred has the initial development point total of more than zero, the transfer is done with 2-to-1 basis, with two transferred points from other categories they get 1 development point to use in any category, but if it is zero, the cost is 3-to-1.


Armor Skills

When an armor is worn the armor skill reduces the penalty that is reduced from Defense Value (DV).

The skill level can never grant any bonuses, but only lowers the penalty up to zero.

leather (dex) -2 penalty

ring (dex) -4 penalty

chain (dex) -6 penalty

scale (dex) -8 penalty

plate (dex) -10 penalty


Weapon Skills

knives (dex)

swords (dex)

clubs (dex)

axes (dex)

pole-arms (dex)

brawling (dex)

bows (dex)

thrown (dex)

shields (dex)


Outdoor Skills

riding (dex)

swimming (dex)

climbing (dex)

fire-building (int)

tracking (int)

boating (int)

find traps (int)

navigation (wis)

perception (int)


Subterfuge Skills

sneak&hide (dex)

pick pockets (dex)

pick locks (dex)

forgery (dex)

interrogation (wis)


Lore Skills

linguistics* (int)

plant lore (int)

animal lore (int)

ancient lore (int)

mineral lore (int)

theology (int)

herb lore (int)

law (wis)


Social Skills

gambling (int)

bargaining (wis)

acting (cha)

play instrument* (cha)

persuasion (cha)


Magical Skills

spells* (int)


* the type of a skill must be specified (e.g. Language in Linguistics)


TEST MECHANICS

This section explains how to test if characters actions and manouvers are successful.


Normal Test

Generally values (skill scores, etc..) are tested by rolling 1d20 and adding skill rank and stat modifier, reducing or adding any bonuses or penalties to find out the result which has to be over or equal to a difficulty rating shown on the table below, in order to be successful.


Difficulty Ratings

Routine (6)

Easy (8)

Moderate (10)

Hard (14)

Very Hard (18)


Value Test

This test is consulted when a specific value is tested (Resistance, Stat, etc..).

Values are tested by rolling d20. If the roll is less than the value the test is successful.

Sometimes the test roll has also exceed some value in order to be successful, e.g. Test Difficulty.

If a value exceeds 20, the points exceeding it are added to the roll increasing the outcome.

Test difficulty ratings in Value Tests (successful test's result must be equal or over to):

Routine (2)

Easy (4)

Moderate (6)

Hard (8)

Very Hard (10)


Opposition Tests

Opposition tests can be Normal Tests or Value Tests where all participants are tested normally, but where the highest successful result wins.


EXPERIENCE AND LEVELS

Characters gain experience (XP) by:

-accomplishing goals

-killing and looting

-succeeding in tests

-decent roleplay


Level Experience Limits

LVL

XP

Note

1

0


2

100


3

300

+1 to any Resistance Value

4

600


5

1000


6

1500

+1 to any Resistance Value and to any stat

7

2100


8

2800


9

3600

+1 to any Resistance Value

10

4500


11

5500


12

6600

+1 to any Resistance Value and to any stat

13

7800


14

9100


15

10500

+1 to any Resistance Value


At each level characters can do the following:

-roll for more hit points (HD+Constitution modifier)

-roll for more magic points (MD+Wisdom modifier)

-use development points to increase skills

-at every 6th level character can rise any stat by 1

-at every 3th level character can rise any Resistance Value by 1.


EQUIPMENT


Money

100 coins weight 1 ENC.

1 gold coin (gc) equals 10 silver coins (sc) and 100 bronze coins (bc).


weapons

type

cost

enc

ini/hit/dmg

knife

knives

5sc

0.5

+2/-1/1d3

dagger

knives

2gc

1

+2/-/1d4

dirk

knives

5gc

1.5

+1/-/1d4+1

short sword

swords

7gc

4

+1/-/1d6

scimitar

swords

9gc

6

+1/-/1d6+1

broadsword

swords

12gc

8

-/-/1d8

long sword

swords

15gc

10

-/-/2d4

claymore

swords

23gc

16

-1/-/1d10

club

clubs

4bc

5

-/-/1d4

warhammer

clubs

6gc

7

-/+1/1d6

mace

clubs

10gc

12

-1/+1/1d8

morning star

clubs

21gc

14

-1/-1/1d8+2

war maul

clubs

25gc

20

-2/-/2d6

hand axe

axes

6gc

3

+1/+1/1d4

battle axe

axes

11gc

9

-/-/1d8

halberd

axes

26gc

18

-1/+1/1d10

great axe

axe

30gc

23

-1/-/1d10/

quarterstaff

polearms

5bc

5

-/+1/1d4

short spear

polearms

3gc

7

-/+1/1d6

long spear

polearms

8gc

11

-/-/1d8

lance

polearms

29gc

17

-/+1/1d10

unarmed

brawling

-

-

-1/-/1d2

gauntlet

brawling

4gc

-

-1/-/1d2


Type: type of weapon.

Cost: cost in either gold coins (gc), silver coins (sc) or bronze coins (bc).

Enc: Encumbrance, total mass. Also indicates the minimum Strenght character must have to be able to handle the weapon with only one hand.

Ini/tohit/dmg: Initiative modifier, attack modifier and damage dice.


bows and thrown wpns

type

cost

enc

init/tohit/dmg/load/range

rock

thrown

-

0.1

-/-/1d3/1round/30m

dagger

thrown

2gc

1

-/-/1d4/1round/30m

hand axe

thrown

6gc

3

-/-/1d4/1round/20m

dart

thrown

1sc

0.1

-/-/1d4/1round/30m

sling

thrown

3bc

0.1

-/+1/1d41round/40m

short bow

bow

5gc

3

-/-/1d6/1round/50m

long bow

bow

18gc

7

-/-/1d8/1round/80m

composite long bow

bow

40gc

10

-/+1/1d10/1round/100m

crossbow

bow

10gc

8

+1/-/2d4/2rounds/40m

heavy crossbow

bow

30gc

22

-/-/2d6/4rounds/140m


Load: number of rounds required to load the ammo.

Range: under half of the distance attacker get +1 bonus to hit, and from x1 to x2 distance -1 to hit.


ammunition

cost

enc

note

arrows

1bc/10

0.1

-

sheaf arrows

5bc/10

0.1

+1 to damage, +1round to load

silver arrow

3sc/1

0.1

against lycanthropes

crossbow bolts

1bc/10

0.1

-

heavy cb bolts

10bc/1

0.2

-

sling stone

1bc/20

0.1

-


armor

cost

DV

AV

ENC

leather armor

5gc

-2

1

15

ring mail

13gc

-4

2

24

chain shirt

23gc

-6

3

32

scale mail

30gc

-8

4

45

plate mail

55gc

-10

5

60


additional armor

cost

DV

AV

enc

chain coif

2gc

1

-

3

helmet

3gc

2

-

7

full helmet*

6gc

3

-

14

leather arm greaves

1gc

1

-

5

metal arm greaves

4gc

2

-

12

leather leg greaves

1gc

1

-

7

metal leg greaves

4gc

2

-

16

target shield

2gc

1

-

2

wooden shield

4gc

2

-

6

iron shield

7gc

3

-

16

wall shield

10gc

4

-

24

*-1 to perception tests


exceptional materials

cost

note

high steel

x3

+1 at wpn dmg, +1 at armors AV, +1 at shields DV

mithril

x5

Enc and DV penalty of an object is halved, wpns get +2 ini

crystal

x5

+2 at armor AV, +2 at shields DV, +2 at wpn dmg

adamantium

x10

+3 at armor AV, +3 at shields DV, +3 at wpn dmg

dragon scale mail

300gc

DV =-5, AV 6, ENC 40


Equipment

cost

enc

note

backpack

1sc

0.5

holds 50 enc

blanket

1sc

0.5


bolt case

4sc

0.5

holds up to 20 bolts

boots

5sc

-


candle

1bc

0.1


cloak

2sc

-


coat

6sc

-


compass

1gc

0.1

points at North

cooking pan

4sc

1

for cooking

gloves

1sc

-


grappling hook

2sc

4


hat

1sc

-


help rope

1sc

5

5meters

herb case

8bc

0.5

for storing herbs

holy water vial

1sc

0.1

causes 1d6 damage at undeads

iron ration

5bc

1

preserved food for a day

lantern

2gc

1

illuminates 15 meter radius, requires oil

lock pick kit

6gc

1

for picking locks

normal ration

2bc

1.5

non-preserved food for a day

oil flask

1sc

0.5

for lanterns, lasts for 4 hours

padlock

1sc

0.1

with two keys

pants

2sc

-


pewter tankard

2sc

0.5

for drinking

quiver

4sc

1

holds up to 30 arrows

sack

1bc

0.3

holds 30 enc

scabbard

3sc

0.5

for swords

scarf

3bc

-


silk rope

5sc

1

5meters

silver ankh

1gc

0.1

holy symbol, +1 to Morale for religious

steel cutlery

1sc

0.5

complete set

storm lantern

10gc

4

as latern but endures storms

sundial

7sc

1

indicates apparent time

surcoat

4sc

-


telescope

10gc

3

x3 magnification

tent

2gc

10

holds two persons

tinderbox

1sc

0.1

lights a fire in 1d6 minutes

torch

1bc

0.5

illuminates 10 meter radius

waterskin

3sc

1

weight 5 filled (2 litre)

whetstone

1sc

0.1

for honing blades

whistle

1bc

0.1

for whistling

writing equipment

5bc

0.1

ink and pencil


Services

cost

note

medical attention

5bc

heals 1d4 hps

inn common room

2bc

shared room

inn private room

1sc

for a couple

pint of beer

1bc


bottle of wine

4bc


bottle of spirits

1sc


tavern meal

2bc


bath

1bc


barber

2bc


tattooing

4bc


stable

1bc


ferry

1bc


coach travel/day

4bc


boat travel/day

5bc


prostitute

1sc


hired assassin

100gc


identify magic object

1sc

per object


Herbs

cost

effect

garlic

1bc

repels vampires

demonbane

80gc

repels demons

wartroot

2sc

repels insects

jojojopo

4sc

cures frostbites by 1d6 hit points

tormentil

3sc

heals burn wounds 1d6 hit points

gort

6sc

heals wounds by 1d4 hit points

madcap

2sc

hallucinations for 1d4 hours, RR vs Morale or 1pt insanity

wormwood

1sc

causes insanity, RR vs Morale or 1d4 pts of insanity

manbane

2gc

poison, RR vs Poison (potency 6) or death

nastur agaric

1gc

poison, RR vs Poison (potency 1) or coma for 1d10 days

opium

1gc

causes euphoria

malku

4sc

cures fever

kugalu

6gc

acute senses (+3 to perception tests)

ugunor

2gc

antidote for poisons

kombucha

1gc

improves immune system (+2 to Disease tests for a week)

yohimbe

5gc

excites and arouses

quadrifoliate clover

45gc

recovers 1d10 magic points

baruka

2gc

Permanent +1 to Con; RR vs Poison (potency 7) or die


Magic Store

cost

enc

note

talisman

5gc

0.1

+1 RR vs Magic

fairy dust

25gc

0.1

recovers 1d6 magic points

potion of healing

1gc

0.5

heals 1d6 hit points

silver baphomet

1gc

0.1

for summoning demons

ritual dagger

10gc

1

silver

grimoire

10gc

8

tome for spells

papyrus scroll

1bc

0.01

a sheet of paper

silver sickle

15gc

2

for cutting herbs


Animals

cost

chicken

4bc

cat

1sc

dog

5sc

ass

10gc

cow

20gc

draft horse

30gc

riding horse

40gc

warhorse

50gc


SPELLS

Characters can learn spells by expending their level in development points. When the spell is learned, the character can cast it by expending its level in magic points.


Illusionism

Spell

level

effect

sound mirage

1

creates any simple sound coming from caster, e.g. Bell.

ventriloquism

2

caster can speak up to 20 meters of him for 1 minute.

light mirage

2

creates immobile small light up to 20 meter radius.

Moralise

2

target gets +5 at RR vs Morale for 10 minutes.

unseen object

3

a single up to 10enc object becomes invisible for 1 hour.

taste/smell mirage

3

creates/dampens tastes and smells within 20 meter radius.

illusion

3

creates a simple immobile image the size of a human lasting for 1 hour.

charm person

4

RR vs Magic or target within 20 meter is charmed for 10mins.

phantasm

4

creates an image that moves and lasts as long as the caster concentrates at it.

Invisibility

5

caster becomes invisible for 10 minutes, but becomes visible from sudden moves, such as attacks.


Elementalism

Spell

level

effect

Stoneskin

1

touched target gets 1pt physical protection (+1AV) for 10 minutes.

crush stone

1

caster can crush up to 5 enc of stone by touching.

resist heat

2

target gets +5 at RR vs Elements (heat) for 10 minutes.

resist cold

2

target gets +5 at RR vs Elements (cold) for 10 minutes.

create water

2

caster creates 10 liters of water.

ironskin

3

touched target gets 3pt physical protection (+3AV) for 10 minutes.

Fireball

3

creates a fiery ball that shoots at target causing it 1d10 fire damage (armor protects) and 1d6 damage to persons within 4m of target. Range 20 meters.

wall of fire

3

creates a fiery wall of 6m lenght, 3m height and 1m width that lasts for 10 minutes.

lightning bolt

4

creates a lightning bolt that causes 2d6 damage at target (armor does not protect). Range 30 meters.

Summon golem

4

caster can summon a golem that follows his commands for an hour.

Petrify

5

causes a target within 10 meters turn into stone if he fails his RR vs Magic. The spell can be dispelled with Dispel Magic.


Demonology

Spell

level

effect

detect holy

1

detects if an object is holy or a person lawful.

shield

1

character gets +2 defense (+2DV) for 10 minutes.

Evil Eye

2

causes target to receive -1 to all his tests for an hour if he fails his RR vs Magic.

detect magic

2

detects an object's magical properties.

Magic shield

2

target gets +3 at RR vs Magic for 10 minutes.

Knock

3

unlocks any non-magical lock by touch.

Telekinesis

3

caster can move one object (up to 5 enc weight) with no acceleration for 5 meters.

Telepathy

4

caster can communicate with other person within 20 meters with telepathy for a minute.

Darkvision

4

caster is able to see in dark for 10 minutes.

Cause insanity

4

a target within 100meter has to roll RR vs Magic or receives 1d3 insanity points. Caster has to have something the target owns in his possession.


Necromancy

Spell

level

effect

hell bolt

1

creates an arrow of darkness that shoots at target within 50 meters causing it 1d6 damage (armor does not protect).

Trace death

2

caster find out the cause of death of a touched corpse.

detect traps

2

detects all traps within 20 meters.

Seance

3

caster is able to communicate with a corpse's spirit. It is up to the spirit if it wishes to communicate.

Suck life

3

target may resists the effect of this spell by RR vs Magic test. Caster can suck 1d4 hit points by inflicting 1d6 damage at target. Range 10 meters.

animate dead

4

animates a dead corpse as zombie or skeleton in a ritual that takes 1 hour.

control undead

4

caster takes control of a undead if it fails its RR vs Magic. The control last until next dawn.

dispel magic

4

dispels magic properties of touched object or cancel a spell of a target if it fails its RR vs Magic test.

raise dead

5

brings a corpse back to life. For every hour the corpse has been dead it looses 1pt of Charisma. The raised person also looses 1pt of Constitution permanently. Casting this spell takes an hour.


Divine Magic

Spell

level

effect

heal

1

caster heals target by touching 1d4 hit points.

detect unholy

1

detects if an object is cursed or if a person is chaotic.

Waterwalking

2

caster is able to walk on water for an hour.

Bless

2

target gets +1 to all of his tests for an hour.

Protection

2

touched target get +1 DV and AV for 10 minutes.

turn undead

2

all undeads on sight distance must test their Morale or flee for 10 minutes.

cure poison

2

cures poisoning from a target by touching.

cure disease

2

curses a disease from a target by touching.

Ceremony

3

after an hour's ceremony all same aligned to caster characters gain +2 at all test for an hour.

full heal

4

heals the touched target wholly.

prayer

4

all the different aligned persons within 30meters must test their RR vs Magic or are stunned for d20 minutes.

Resurrect

5

the resurrected person must be the same alignment as the caster. The resurrect ritual takes 24 hours after which has to make successful Morale test or fails to resurrect. After the spell the target has halved Morale for a month.


Spirit Magic

Spell

level

effect

follow path

1

caster is informed in where a path leads.

water finding

1

caster finds water sources within 1km.

animal empathy

1

caster befriends an animal that fails its RR vs Magic.

animal tongue

2

caster can communicate with a friendly animal for a minute.

immunity to poisons

2

caster becomes immune against poisons for an hour.

purify food&water

2

purifies poisoned or diseased food/water.

call fog

2

caster is able to summon a thick for around him.

summon animal

2

caster is able to summon an animal within 10km radius.

predict weather

2

caster is able to correctly predict the next 48hour weather.

water breathing

3

caster is able to breathe underwater for 10 minutes.

Levitation

3

caster can levitate horisontally for a minute at walking speed.

call storm

3

caster is able to summon a thunderstorm above him.

Polymorph to animal

4

caster can polymorph to any animal for 10 minutes. All but his metal abilities are changed.

Teleport

5

caster can teleport to a desired destination in 1d6 rounds.


CREATURES


Goblins

Goblins are wicked little gremlins that hate elves and dwarves. They have green skin, black eyes and yellow blood. Considered ugly by human standard, and vice versa. Goblins are hostile towards anyone if they outnumber them. They have infravision and don't enjoy direct sunlight.

str 2d6, con 2d6, dex 3d6, int 2d6, wis 2d6, cha 1d6

Resistanses: Poison 11, Disease 14, Magic 8, Elements 11, Morale 7.


Hobgoblins

Hobgoblins are big goblins, exceeding humans in height. They are also more ferocius than goblins. They have grey skin, black eyes and orange blood. Hobgoblins are militant by nature.

str 4d6, con 4d6, dex 3d6, int 2d6, wis 2d6, cha 1d6

Resistanses: Poison 13, Disease 15, Magic 10, Elements 13, Morale 12.


Golem

Golems are earth elementals that crudely resemble humans. They are inactive if not being controlled by someone.

Str 18, con 18, dex 6, int -, wis -, cha -

Resistances: immunity to all resistance tests.


Zombie

Zombies are rotting human corpses brought back to unlife with magic. They are extremenly hostile if not controlled. These undeads hunger for human brains.

Str 16, con -, dex 9, int 2, wis 2, cha 2

Resistanses: Poison immunity, Disease immunity, Magic 8, Elements 20, Morale 13.


Skeleton

Skeletons are animated corpse bone remains brought back to unlife with magic. Arrows and bolts cause only half damage at them.

Str 13, con -, dex 13, int 1, wis 1, cha 2

Resistanses: Poison immunity, Disease immunity, Magic 6, Elements 15, Morale 12.