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With Wisdom of 0 the character is withdrawn into a deep sleep filled with nightmares.
With Charisma of 0 the character is withdrawn into catatonia.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