100%(2)100% found this document useful (2 votes) 1K views80 pagesWarlock's Tower 1979
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
Warlock’ s
Cnower
Credits
Clerical Bules—Kennet M. Bahl
Thievish Bales—Mtke Lowry and Bat Shea
Other Rules and Text—Nich Sanit
Playtesting—Pasadena Playtest Group and The Caltech Gamers
Special thanks to:
Barry Wilson and Larry White, for asking questions;
Pat Shea, for writing down the answer
Kenneth M. Bahl, for typing up the tntermedtate versions;
Carl J Tydick, for helping type tables:
Bana Rasmussen, for losing his temper constructively:
and Anne Wilson, mho made me keep the rules playable, and got me
started in making the magic and monsters real.
Art Credits:
Mythical Beasts, Alchemist and Castle by Erte Alley
Cartoons by James Balph Ahern 333
Gover by Tim Finkas
Distributed by:
Balboa Game Co., Inc.
630 WY. Willow
Long Beach, Ca. 90806
Warlock’s Tower Copyright © Balboa Game Company, 1979. All Rights
Reserved. Except for brief passages for purposes of review, the contents of
these rules may not be reproduced or republished by any mechanical means
without the express written permission of Balboa Game Company and the
author of the text.Cable
‘Tante oF CONTENTS
IntRopucrion
OPTIONAL ADVANCEMENT RULES
NoN-HUMAN CHaracter Nores
FAMILIARS.
SPECIAL SAVING THRows
DisPeLUNG UNDEAD
HicH LeveL ADVANCEMENT TABLES
(Macic Users, Eves, CLenics,
Cenrauas
Were CREATURES
EQUIPMENT & EXPENSES
‘STRONGHOLDS
Hireuwncs,
Compat RULES
Mostens & ENCOUNTERS
Monster List
DesiantNa Monsters
Monster Savine THRow Matrix
MonsrEx Savinc THROW NoTes
TREASURE CLASSES
Gems AND JEWELRY
ENCOUNTER MODIFIERS
MEN AND ANIMALS
Cargiep Macic Treas
ApvANCED TaIEVIstt RULES
ADVANCED CLERICAL RULES
ADVANCED Maaic RULES
SPELL BooKs
SpeLt DescriPTions
SevenTH Levet Spett List
Eicura Levet Speut List
REINCARNATION
Bopy Destruction
6
‘Tuusves)
10
m3
14533
14-26
26-27
of Contents
Maaic Ire Rutes 46-76
UsING Macic ITEMs 46
RESEARCHING Macic ITEMS 46-47
Covstauctine Macic Irems 47-48
REPAIRING Macic Items 8
Wainine Scrouis 8
Coxsrructine Macic WEAPONS 48-50
ConsTRUCTING ARMOR AND SHIELDS 50-51
Coxstructine Waxps 51-52
Cowstauctina STAVES 32
PorioN MANUFACTURE TABLE 32
ALCHEMISTS AND POTION MANUFACTURE 52-53
Constauctine Rios ‘AND
MISCELLANEOUS Maote ITEMS 54-55
Macic ITEM Destruction 35-56
Macic ITEM List AND TABLES 56-61
‘TREASURE MAGIC $6
IDeNtiFYING AND AwaLyziNG
Macc ITems
RULES AND DESCRIPTIONS (BY TYPE) 62-76
‘SCROLLS AND BOoKs 62-63
INTELLIGENT WEAPONS 63-65
NON-INTELLIGENT WEAPONS 65
ARMOR AND SHIELDS 65-66
Porions 66-67
STAVES 67-69
Wanps 6
Rinos 69-71
MiscELLANEOUS Macic ITEMS 71-76
HeLMs n
Ctoaxs 2
Boos n
MeDanuions Pa
AwuLeTs B
ScaRans 714
GaUNTLETS AND Gloves 1675
BELTS AND GIRDLES %
CONTAINERS 715-76
MISCELLANEOUS SHAPES 76
Powson 7”
A Supplement for Fantasy Games,
‘The Complete Warlock’
Especially ‘Warlock’ s
Onwer
Introduction
Welcome to Warlock’s Tower.
The set of rules you hold in your
hands are designed to be a major
supplement to The Complete
Warlock, published last year. In
addition, with the information
contained in this introduction,
you can apply many of the things
you find herein to other medieval
fantasy games, especially role-
playing ones.
There are several basic rules
contained in The Complete
Warlock that you will want to
become familiar with, if you do
not already know those rules. It
is best if you at least read The
Complete Warlock, but if you
cannot, you can adapt Warlock’s
Tower in the following manner:
These rules are based on the
premise that there are characters
living in a medieval fantasy
setting, roughly similar to Europe
at the start of the 14th Century,
with the exceptions of the
existence of magical and other
forces that the Europe of the
world that most of you are
familiar with never found. Thus,
there is magic, there are dragons
and other monsters, and clerics
perform what ‘would be
considered minor miracles on a
daily basis.
Further, there are
Adventurers, which is what your
characters" are, and these
Adventurers, no matter what their
natural tendencies and alignments,
are out to achieve things, to slay
monsters and gain treasures and
things like that. Due to the
greedy tendencies of these
characters, they acquire and
spend a lot of money, causing the
monetary system to be much
more inflated than it would have
been in the Europe of the time of
your ancestors. This can be seen
in the cost of building
strongholds, and in daily living
‘expenses. Lots of money causes
Prices to be high. If the world in
which you choose to play has less
money, adjust prices accordingly.
Speaking of money, we use an
exchange rate of 10 silver pieces
equals 1 gold piece. 20 copper
pieces equal 1 silver piece. 5 gold
pieces equal 1 piece of platinum,
Our coins weigh 1/20 of a
pound.
The basic combat system
assumes that, as characters get to
bbe higher level, they can defend
themselves better, as well as
attack better, and thus we have a
system of Attack and Defense
Levels. Attack Levels allow you
to hit and damage things more
often in combat, and Defense
Levels help prevent you from
getting hit and damaged.
The basic magic _ system
assumes two major things not
contained in some fantasy games:
that the effort of casting spells
may be measured, with the
maximum amount of magic that
a magic user may cast being
determined by his Spell Point
limits and the costs in Spell
Points of the spells; and that
magic is divided into six major
classes, each of which represents
magical and/or natural elements,
These six classes are: Type I,
magic of earth and body; Type
Il, magic of fire and destruction;
Type Ill, magic of the personal
will; Type IV, magic of outside
spirits and forces; Type V, magic
of water and life, as well as cold;
‘Type Vi, magic of air, light and
heat. It is easier for a magic user
to cast spells of a class to which
he has dedicated himself, and
harder to throw spells of the class
of the natural opposite of his
‘own class. Magic users have a
Spell Point allotment per day
2
equal to their Hit Points plus
their levels plus a possible bonus
for high Intelligence. A magic
user of 11th level with 24 hit
points, and an Intelligence of 16
would’ have a total of 41 spell
points. Use this to compare with
your own system if you need to
figure out how long it takes to
construct magic items.
The higher level magical and
clerical spells, and the thievish
abilities, listed in Warlock’s
Tower often refer you to material
found in The Complete Warlock.
It just isn't possible for us to
repeat all of this information
here, and so again we suggest
that you at least read those rules.
The Monster List. and
information contained in these
Pages can be used with other
games without too much
difficulty. A copy of the Natural
Weapon Attack Matrix from The
Complete Warlock will translate
the weapon numbers to
descriptions of how the monster
fights. Just remember that, in our
rules, the Armor Classes go from
1 being Unarmored to 8 being
Plate. and Shield. Leather is
Armor Class 2. Shield is 3.
Leather and Shield is 4a.
Brigandine is 2b, and Brigandine
and Shield is 4b. Chain is 5 (or
Sa), and Chain and Shield is 6
(or 6a). Chain Plate is $b, Chain
Plate and Shield is 6b. Plate is 7,
Plate and Shield is 8.
The magic item construction
tables and descriptions can be
utilized with any similar game,
although you might have to alter
some of the effects that items
have to match your own system.
We hope that you find
Warlock’s Tower a useful
addition to your fantasy gaming,
whether by the rules of The
Complete Warlock or by any
other,Optional Advancement Rules
The following rules should be
considered optional for the
{beginning referee or for
inexperienced groups of players.
They will, however, add realism
to your game at only a small
inconvenience.
‘Any character that gains a
spell or ability by increasing his
level should not gain that spell or
ability instantly. Thus, for any
character that gains a spell or
ability, it takes a number of
game days equal to the level of
the spell or ability to master the
spell or ability enough to use it.
Thus, a Thief who has just
become 8th level must take 5
days to practice his new Sth level
ability before using it. A Magic
User or other character class that
throws magic must do the same
for his spells. This number of
days is for each spell or ability,
for levels where more than one
are gained, and they are added
together to find the total number
of days of practice needed. In the
case of a Thievish character, it
takes no. time to REMOVE
abilities that are replaced by
higher ones of the same type,
since these are not forgotten, but
simply become part of the higher
ability. The sole exception to this
practice time needed is the class
of Clerics. A Cleric needs to
spend an amount of time equal
only to his HIGHEST new spell.
This time is spent in rest and
prayer. Thus a new 8th level
Cleric should spend 5 days
fasting, praying, etc.
Fighters take an amount of
time equal to 1 game-day per
level in order to gain the benefits
of their Fighter Abilities. TI
means that, upon reaching 9th
level, a Fighter could gain a
Fighter Ability of some type with
9 days of practice. (See Special
Rules, Fighter, page 11 of The
Complete Warlock.)All character
types automatically gain the
Attack and Defense levels equal
to their Hit Dice without further
practice, along with adjustments
for Strength and Agility.
Characters whose Hit Points
change with any change in level
gain the benefit of the increased
Hit Points after one day of rest
at home. This does not include
time spent resting while on an
expedition; a character does not
gain levels or hit points under
such conditions, but only after
returning home or after
establishing another place of
residence on a permanent basis, if
such return is not planned. Thus,
if @ character decides to LIVE in
a dungeon, or move to a new
city, he may gain the benefits of
new levels in such places, at the
discretion of the referee. The
referee should not allow players
to simply say “I think I'm going
to live here, so here are my hit
points.”
If @ character does not, or
cannot, rest’ or practice " the
required amount of time, his
benefits do not stack’ up
indefinitely. A character that has
not rested or practiced at all since
he has gained enough experience
points to change his level can
continue to gain only as many
experience points as would still
leave him at his new level. Any
experience points that would be
gained beyond that point are
simply wasted. A character does
not need to practice enough to
gain ALL of his new abilities in
order to prevent this experience-
Jam, but he MUST take his 1-day
rest’ and make Hit Point
adjustments.
‘At any level, a character is
not required to make use of all
of the spells or abilities available
to him. Thus, if a magic user or
thief goes up in level, he is not
required to practice new spells or
abilities immediately, or even to
decide which ones ‘to learn. A
cleric must take time out to pray
and gain spells as soon as he can.
He can be excused from this
requirement temporarily if his
healing or other spells are needed
by others. Likewise, a fighter is
not required to practice for
gaining his Fighter Al it
stronghold is being attacked at
the time, or something like that,
* * *
Non-Human Character Notes
There are certain restrictions
in what certain non-human
characters. may do, from their
sizes and shapes. Some of these
restrictions may seem obvious,
but all of them should be read
and remembered.
3
HALFLINGS: These characters,
being only about 3 feet tall, are
not capable of using certain
weapons and implements made
for humans, and can use others
only with some sort of penalty.
For example, in normal use,
Halflings can only use slings and
short bows for archery, although
a somewhat smaller" crossbow
could be designed for a Halfling
(it would cause only 1 die of
damage instead of the normal 1/4
dice). ‘The availability of special,
scaled-down weapons such as this
crossbow should be at the
discretion of the individual
referee. Of the melee weapons, a
Halfling could utilize daggers,
hatchets and short swords without
penalty. If smaller versions are
available, maces and warhammers
of Halfling size (doing 1 die of
damage per blow) could also be
used. Likewise a I-die melee
spear could be produced.
Otherwise, Halflings simply do
not have the size and leverage to
use other _human-size weapons
properly. Thus, if a Halfling
attempts to use a human weapon
designed to cause 2 or more dice
of damage from a normal blow,
the Halfling must subtract 1 blow
pet phase from the BASIC
number of Blows that the weapon
strikes per phase, adjusting his
own blows further for his own
encumberance level. Thus, a
Halfling trying to use a
Longsword would be using it as
if it were a 2 blow per phase
weapon. A Morningstar would
become a 1 blow per phase
weapon, and a Fail would
become 0 blows per phase, and
thus unusable,
CENTAURS: These beings have
their own built-in advantages and
disadvantages. In the first place,
a Centaur is somewhat taller ai
the head than a normal human,
and so it finds low ceilings to be
@ problem. Also, while faster
running than a normal human, a
Centaur is less maneuverable’ in
tight spaces. Basically, a Centaur
is happiest outdoors, and thus is
not the best of character types in
worlds that consist of dungeons
and tunnels under the ground.
WERE-CREATURES: Characters
who are turned into, or
reincarnated as, various forms ofwere-creatures, should be handled
carefully. The referee should
always remember that the being
must act within its own
restrictions, such as not trying to
change shape while wearing.
armor, not trying to throw spells
while ‘in beast form, and so on.
A novice player should be
discouraged from playing a were-
being character, even in worlds
where such optional character
types are common, In general,
there is a sharp division between
the powers and abilities of the
being in man-form and beast-
form. Remember, in most cases,
the beast-form cannot talk, has
no hands, does not walk upright,
etc, At the same time, the man-
form usually has weaker physical
skills, may move slower, etc. See
Optional Character Classes rules
for more details.
* * *
Familiars
When the _—_—Special
Characteristics Table indicates
that a character has a Familiar,
or when the referee determines
that a non-player character has
one, the Familiar Table can be
used to determine just what the
familiar Roll ‘the type of
familiar on the table for the
appropriate alignment. A result of
Special should be at the discretion
of the referee, _ generally
something somewhat unusual, but
not altogether impossible. A
Unicorn might be one possibility
for a Lawful magic user, and so
on, After the type of Familiar is
determined, the Size and basic
Hit Dice should be rolled. Just
what the size of a familiar means
must be interpreted along with
the type. An average Ape would
be larger than an average Bird.
Just use logic and sense.
Familiars have the same
characteristics as —_ player
characters, and these
characteristics should be rolled.
They are not, however, adjusted
after rolling.
‘A familiar initially has the Hit
Dice, and thus the Hit Points,
indicated by the _ initial
determination. A familiar goes up
in level along with its companion
magic user. Instead of rolling hit
dice as it goes up, however, a
Basic Familiar Table
Lawful
00-49 Bird
50-90 Cat
91-96 Wolf
97-98 Ape
99 Special
Neutral
00-39 Bird
40-85 Cat
86-95 Woll
96:98 Ape
99 Special
Chaotic
00-09 Rat
10-30 Bird
31-80 Cat
81-87 Bat
88-92 Ape
93-96 Wolf
97-98 Minor Demon
99 Special
Size
00 Tiny
01-15 Smal
16-35 Below Average
36-65 Average
66-85 Above Average
86-98 Large
99 Enormous
Hit Dice
0075 1
76-90 2
91-98 3
94
9995
9999 6
99999 7
and 80 on,
adds hit points as
for each level that a
familiar goes up, it adds a
number of hit points equal to 1
point per level for each Hit Die
that it initially had, plus 1 point
for each Hit Die that its magic
user companion rolls, as he goes
up in level. This means that, if a
Familiar originally had 2 hit dice,
he would add 2 hits per level,
plus 1 hit each time the magic
user added to his basic number
of hit dice (going from 2nd to
3rd level for example, which
from 1 die +2 to 2 dice). This
4
system means that the familiar’s
Hit Points remain
comparable to those of the magic
user companion, and in some
cases exceed those of the magic
user. The penalty that the magic
user with a familiar must pay is
that he must subtract from his
earned experience an amount
equal to the Familiar’s basic hit
dice, expressd as a percentage.
That is, if it was a 1 Hit Die
familiar originally, the magic user
loses 1% of his experience as he
goes along, this experience being
channeled into the familiar
‘A familiar has certain abilities
and restrictions. First off, a
familiar will only engage’ in
combat in its own defense, or if
it can defend the magic user
companion without strong risk to
its own life. A familiar will not
willingly commit suicide just for
someone’s convenience, nor will it
fight in lost causes if both itself
and the magic user companion
can escape. The fighting abilities
of a familiar are determined by
its size and type, at the discretion
of the referee. That is, the
familiar normally uses natural
weapons of some kind, teeth,
claws, etc., usually Small or
Medium sized. This should be
determined by the referee when
the Familiar is generated initially,
and rep~sded for later use.
Fansiars with at _least
Intelligence 15 can speak the
language that is normally used by
beings of the alignment of their
companion magic users. Thus, a
lawful familiar would speak
Lawful, if it could speak at all
Familiars can understand simple
words (like: fly, hide, fight, etc.),
and can signal verbally if they
notice dangers approaching. 2nd
Level familiars can scout ahead
of a magic user, if they can do
so safely. Such Scouts can signal
simple replies, such as ‘yes’, ‘no’,
‘danger’, ‘few’, ‘many’, and so on,
within ‘the limits of its own
understanding and perceptions. A.
familiar might not realize that
something is dangerous, or simply
might not notice. Familiars of 4th
level or higher can understand
somewhat — more complex
commands, such as ‘fly up
above’, or ‘look behind that tree’,
etc. Familiars will successfully
complete such a task a percentage
of the time equal to 6 times theaverage of the Wisdom and
Intelligence of the familiar,
‘A Familiar that dies may not
be raised from the dead by a
cleric, but may be reincarnated by
magical means. If this is done,
do not use the Reincarnation
tables, but instead roll again on
the Familiar tables to determine
what the familiar comes back as.
Special Saving Throws
When combined with the
Special Saving Throw table in
1e Complete Warlock, this table
will provide you with almost all
of the unusual saving throw
categories you will need for
special situations.
The use of the table itself
should be simple to understand:
the column on the left, headed
‘Roll Needed,’ indicates the
number, from 1-19, that the
character must roll ' with some
combination of characteristics, to
save vs, the specific thing
indicated in the columns to the
right, The characteristic(s) listed
in parenthesis under the heading
for each column of saving throws
indicates what — characteristic(s)
should be checked. The
characteristic, or sum of them as
indicated, should give a number
that is within the range below.
You find the number — that
matches the one for the character
being checked, and read to the
left to find out what he needs to
roll as his saving throw.
Charm I is a specific type of
Charm effect that may be magical
in nature, or a natural ability of
a type of being. Generally,
Charm 1 can affect all intelligent
beings. It should be used in cases
where a Charm ability affects the
entire mentality of a character,
rather than just the Intelligence
or Wisdom. Add the Intelligence
and Wisdom of the character
together to determine the needed
saving throw.
Charm II, which is checked
vs. the Intelligence of the victim,
is for use in cases where there is
an attempt at direct telepathic or
Psionic control of the victim.
Charm III, which is checked
vs. the Wisdom of the victim, is
used in cases of attempts’ to
displace the soul of the victim (as
in demonid possession) or in cases
where a ‘ght or a sound is
sapping thd victim's will
SPECIAL SAVING THROWS
ROLL CHARM! = CHARM I! CHARM Il = GAZE PAIN
NEEDED — (Int + Wis) (Int) (Wisdom) (2xInt + Dex) (Const).
1 36+ 21+ 22+ 54+ 20+
2 35 20 2 51-53 19
3 33-34 19 20 49-50 18
4 31-32 18 19 46-48 7
5 30 7 8 44-45 16
6 28-29 16 7 41-43 15
z 26-27 8 16 39-40 4
8 25 4 15 36-38 13
9 23-24 13 4 34-35 12
10 21-22 1 13 31-33 "1
1 19-20 " 2 29-30 10
rH 18 10 " 26-28 9
13 1617 9 10 24-25 8
4 14-15 8 8 21-23 7
18 1213 7 8 19-20 6
16 10-11 6 7 16-18 5
7 89 5 6 13-15 4
8 7 4 5 10-12 3
19 & + + o 2
Clerics. vs. Undead
Level difference-3-2-10123 456789101112
Lesser (animated) NABCDDEEEFFFFGGG
Greater (spirit) NNABCDDDEEEEFFFF
Solid (Ghoul, Vampire) NNNAABBBCCCCDDDD
Dispel nas no effect
Turn affects 1-4 Dispelling Undead
Turn affects 1-6
Turn affects 2-8
Turn affects 2-12
Dispel affects 2-12 (or Turn 3-18)
Dispel affects 3-18 (or Turn 4-24)
Dispel affects 4-24 (or Turn §-30)
The Gaze saving throw is used
in cases where there is a chance
that a character will look at
something the sight of which will
cause the character harm (the
eyes of a vampire, or a medusa,
for example). | Take the
Intelligence of the character,
multiply it times two, and add his
Dexterity. The sum is the number
checked for the Gaze saving
throw.
The Pain saving throw, which
is checked against the victim's
constitution, is used in cases
where something causes the
character specific intense pain,
such as torture. This saving throw
is used to determine whether the
character remains conscious and
aware in such situations,
5
When a cleric uses the Dispel
Undead spell (OC), subtract the
level of the undead from the level
of the cleric. Add or subtract
from this number any adjustment
for special characteristics or
special items being used. Go to
the appropriate (Lesser, Greater,
or Solid). The letter given tells
how many of the undead are
turned or dispelled, rolled
randomly. Add any bonus for
high Wisdom of the cleric to this
die roll. With results “E’, ‘F’ or
°G’, the cleric, before rolling for
numbers affected, may chodse to
‘turn’ or ‘Dispel’ the urldead.
‘Turning’ one or more undead
forces it or them to move directly
away irom the cleric to a distance
of at least 24", or as far away as
it or they can go. ‘Dispelling’ an
undead de-animates animated
undead, and destroys undead in
spirit form. Solid undead may
never be dispelled, only turned or
physically destroyed.High-Level
MAGIC USER ADVANCEMENT
Levels 21-40
LEVEL HIT DICE EXPERIENCE SPELLS & LEVELS
POINTS jb et et ee ee
21 10+3 PIPS 1,400,000 GiPeT 64 5, Nop I Or
22 10+4 PIPS 1,600,000 oS Tein O ae Bn Wec9 2 as
23 1141 PIP 1,800,000 AGB aOsf8. Se
24 1142 PIPS 2,000,000 NSes6 1-20 Weg ee
25 1143 PIPS 2,200,000 ISO GT 6 hee te case
26 1144 PIPS 2,400,000 (ASAD ST AO cd etd
ar 12+1 PIP 2,600,000 fi 0: ata? “die ate,
28 42+2 PIPS 2,800,000 A605 <8 07s Gee da Be
29 1243 PIPS. 3,000,000 Se Org? St 5 a8."
30 1244 PIPS 3,200,000, IB 10o8" a7 < Geese Sua?
31 1341 PIP 3,400,000 I= Al; 88: 5s e583
32 1342 PIPS. 3,600,000 Tse 9,8 See Sel
33 1343 PIPS. 3,800,000 Teale O 285" Gao tae?
34 1344 PIPS. 4,000,000 HBS itewidea6 Okt oe oe
35 1441 PIP 4,200,000 HB Sei2 1080s Os cd
36 1442 PIPS 4,400,000 Os 12100" Go aa Ss
37 1443 PIPS. 4,600,000 NMmert9e1099- Ge ah rs 8
38 1444 PIPS. 4,800,000 2 1 11 9 6 6 4 3
39 15+1 PIP 5,000,000 DAS At 10: Tee 6 ged 9
40 15+2 PIPS. 5,200,000 Fleet Foner al eee bet ey
ELVISH ADVANCEMENT
Levels 21-40
LeveL HIT DICE EXPERIENCE SPELLS & LEVELS
POINTS ec eee ee See)
2 12+2 PIPS 2,800,000 GENE G4 AB eed aie =
22 13 3,200,000 SSOP 5 A Ba Pe ca
23 1341 PIP 3,600,000 (Ose. 54 8 oy cnwen
24 1342 PIPS 4,000,000 NOs Bc Seed See lone
25 4 4,400,000, MWDiegTat5, Sg 8 al Gre
26 1441 PIP 4,800,000, Aged ck S an clon
27 1442 PIPS 5,200,000 Maal Geo 554 ds Jin
28 5 5,600,000 fags OSM dBi ol hee
29 1541 PIP 6,000,000 Ae 8 OO 5. Sk a Pie
30 1542 PIPS 6,400,000, M8950 5 xhin 8g Oe.
31 16 6,800,000, Wig8! te Oooh ee 2 a
32 16+1 PIP 7,200,000 WS Saestae 6 Ane are
33 16+2 PIPS 7,600,000 GIS 0 lige 0 WA
34 7 8,000,000 MB Ba Lee 6 5 RIA peice
35 1741 PIP 8,400,000 SO Ba 8 ae An 20 pel
36 17+2 PIPS 8,800,000 $A Oe 20 = T gSeen P oth
37 18 9,200,000, M5 a8 10-6 20 co, Aces coh
38 18+1 PIP 9,600,000 1D: gol0sge B57. 15>. Ane, Gerad,
39 18+2 PIPS 10,000,000 MO 10 Bae? pSs24 Ogee
40 19 10,400,000 NG10 18 Coad aeAdvancement _ Tables
THIEVISH ADVANCEMENT
Levels. 21-40
LEVEL HIT DICE EXPERIENCE SPELLS & LEVELS
POINTS ae Bi On ahead Orel <8,
a 11+1 PIP 1,500,000 10: 982 8ore Bin Angad =
22 1142 PIPS 1,700,000 A105 18 Ox 0 As De
23 1143 PIPS: 1,900,000 gril iat enie ere erie)
24 1241 PIP 2,100,000 Ne Dae be oT 4 502s
25 1242 PIPS 2,300,000 N2gOies 8 sos ve? 5 Bae. ot A.
26 1243 PIPS 2,500,000 12610 Be nT B85 A
2 1341 PIP 2,700,000 f2 i010 acB BS 6 Sad
28 1342 PIPS 2,900,000 1S 210 .10S58e27 85 Bar 9.4.2
29 1343 PIPS 3,100,000 1Scolt A10 Ose SB. tier 2
30 1441 PIP 3,300,000 ASA Atl 9ezD Ge 42
31 1442 PIPS 3,500,000 Wes elas RLT aad ee
32 1443 PIPS 3,700,000 MeeA2 Ate 1080-7 42
33 15+1 PIP 3,900,000 Men 1PoiN2 eos. tar Siaes
34 1542 PIPS 4,100,000 1512 105 5s102 5B ie tered
35 1543 PIPS 4,300,000 MSA 1Sied2 gle Bix Ba, 8
36 16+1 PIP 4,500,000 ASsatBC1Se Atel a 68
37 16+2 PIPS 4,700,000 1G. 99 AD, Melt, 96 aad
38 16+3 PIPS 4,900,000 AB: We ASSeARe M1 Bs 8 id
39 1741 PIP 5,100,000 1% 14 14 «12 «12°99 6 4
40 1742 PIPS 5,300,000 7 4 14 «12:«12:«+10 «6 «4
CLERIC ADVANCEMENT
Levels 21-40
LEVEL HIT DICE EXPERIENCE. SPELLS & LEVELS
POINTS Ont oat Shee BT 8
a 1141 PIP 1,500,000 Be Me Teas iS. Mae Be eee
22 1142 PIPS 1,700,000 Biel 28 obec As ed aad aoe,
23 1143 PIPS 41,900,000 26-212 Beth dS
24 1241 PIP 2,100,000 OR SS: pe Arad? = 65S: VS eee al
25 1242 PIPS 2,300,000 P8519 Ot 1B 5 Oe Migs eae
26 1243 PIPS 2,500,000 PAA 20 ili? Sb phere Dee
7 1341 PIP 2,700,000 ysl4 Out Caudle Bade, a ara
28 1342 PIPS 2,900,000 Mai Ba al be we Sense
29 1343 PIPS 3,100,000 82 5 Was Ben? Boe 4 2B
30 1441 PIP 3,300,000 B96 551058 B= By dD 8:
31 1442 PIPS 3,500,000 BE 1G At28) Bs Boy 8 2
32 1443 PIPS 3,700,000 Sout Nea Oe 8.—Bpp-9 9 od
33 1541 PIP 3,900,000 OU lly 0., 88 2,
34 1542 PIPS 4,100,000 ig Sas He Ga eta eet er be)
35 15+3 PIPS 4,300,000 BBS AB ADAMO 7 Baden?
36 16+1 PIP 4,500,000 BAD see Wig So Te dg
37 16+2 PIPS 4,700,000 Tipe ee pe ties Wee Stee’ Pa)
38 16+3 PIPS 4,900,000 ASM J FN ieslO 7 Voie Biren
39 1T+1 PIP 5,100,000 42 205518 110 Bay sBinseihg 8
40 1742 PIPS 5,300,000 43 2 19 11 10 8 6 4 3CENTAURS
These beings are one of the
optional character types. In
worlds with restricted character
types, and for beginning players
and referees, this character type
should not be used except as the
result of a Reincarnation spell, if
the referee permits non-humanoid
reincarnations. Some people might
like running a Centaur, others
might find it difficult. Each
referee or group of referees
should decide for _ themselves
whether or not to allow them,
and with what restrictions.
Basically, a Centaur is a being
with the upper body of a human
being and the lower body of a
small-to-medium-sized horse. This
means that a Centaur has a lot
more mass than a human, in fact
roughly 3 times the body’ weight.
Thus, when rolling the Size of a
Centaur randomly, determine the
weight by finding the weight of a
human of that sex and size, and
multiply that weight times 3.
Thus, a male centaur that is size
10 would weigh roughly 450
pounds. The dividing line of man
and horse on a Centaur is
roughly at the human waist,
which joins the horse-body at the
base of what would be the horse’s
neck. Thus, a Centaur has four
feet and two arms. The carrying
capacity of a Centaur is similar
to its size: big. The only
restriction to Centaurs carrying
things is that the weight of their
equipment and such should be
distributed so that roughly % is
carried by the horse body, and %
by the human body. Carrying
capacity for a Centaur is figured
as if for a normal human:
multiply the weight of — the
Centaur times the Carrying
Capacity multiplier found in the
Bonuses and Penalties Due to
Strength table, page 12, The
Complete Warlock.
Centaurs may be Fighters,
Magic Users, Illusionists, or
Thieves, based on their
characteristics as if human. They
, nor may they
yn character that
at any level gains the powers of a
cleric. In systems that allow
Druids, a Centaur with sufficient
Wisdom should be permitted to
gain Druidical powers. Centaur
fighters attain levels and hit
points at the same rate as an Elf,
so use the Elven Advancement
table for their hits and levels
(ignore the spells, since fighters
don’t cast spells). Centaur Magic
Users, and Thieves
have advancement like that of an
Elven Thief in hit points and
experience needed per level.
Centaur Magic Users and
Illusionists gain spells at the same
rate as an Elf, and should thus
use the Elven Advancement table
to determine how many spells are
acquired at each level. Centaur
Thieves gain abilities at the same
rate as a human thief, per level,
but are restricted from using
certain abilities, at the discretion
of the referee. Basically, a
Centaur Thief should not be
allowed to use any Thievish
Abilities that would be physically
unreasonable for something
shaped like a Centaur: hiding and
moving silently would be more
difficult, as would any of the
ducking and dodging abilities.
Still, a Centaur Thief could
utilize melee and archery abilities,
detection and burglary skills, and
so on,
WERE-CREATURES
Any of the various types of
were-creatures that change from
man to beast and back again are
likely candidates for character
types. Like Centaurs, these
creatures are difficult to run as
characters, and should not be
handled by novice players or
referees.
Were-creatures have the special
advantages that they cannot
normally be damaged in their
beast forms except by silver or
magic. * They have the
disadvantage that they lose much
of their human intelligence when
in beast form. This means that
they cannot think as clearly or
communicate with other members
of an expedition as easily as
when in human form. It takes 1
full turn for a were-creature to
change forms. When in human
form, a were-creature can be any
of the character classes that_his
characteristics allow, determined
as if a normal human character.
The only restriction to this is that
if a character's alignment has
been altered by becoming a were-
creature (such as a Lawful
character becoming a Neutral or
Chaotic were-creature by means
of a curse), the character may no
longer be a Cleric of his old
alignment. The characteristics of
a were-creature are the same as
for a normal human, except for
the fact that some types of were-
creatures should be given a
strength bonus when in beast
form, particularly any were-
creature that is particularly strong
in comparison to a normal
human. This is up to the
individual referee. Due to the
nature of a were-creature, it has
difficulty absorbing’ the
advantages of experience. Thus, a
were-creature advances in level as
if it were whatever character class
it might be when in human form,
but at a -50% loss of experience.
Thus, a were-creature that is a
fighter in human form, with
Strength 11, would only ‘receive
the benefit’ of 500 experience
points out of every 1000 earned.
Any bonuses or subtractions for
Prime Requisite are added or
subtracted from this base
percentage BEFORE the -50% is
calculated. Thus, a character that
would gain a ‘10% bonus for
experience earned, if a normal
human, would ' receive 55%
benefit from experience. In other
words, just calculate experience
for the were-creature as if for a
human, and divide the final result
by 2.
Basically, any animal of
roughly human size and weight
could be the basis for a were-
creature, depending on the referee
and his’ world. Until you get the
hang of designing new ones, stick
with the ones from common
fantasy and mythology sources.Equipment and
Expenses
TYPE Basic FANCY
oR
DRIED
Drinks: (por pint)
Sep t0cp
toep tsp
259 ssp
250 580
29p Sop
200
Hard Cider Yoep
per pound)
Beans 3ep. Sep
Peas 3ep 5p
Beets 2ep
Carrots tep
Lettuce Sep
Lentils 3p
Onions 3p toep
Cabbage 2p
Turnipe tep
Gare 5p top
Apples 5ep 10ep
Choreies 1oep
Plums/Prunes 2ep ep.
Berries 3cp
Strawberries toep
Grapes/Raisins 4ep 10
Comons Sep 10¢p
Meats: (per pound)
steak 1p
Beet roast 10¢p
5ep 10¢p
5ep Be.
1029
con Bp
Suckling Pig 1p
Mutton 3ep
Lamb Bep
Chicken 200
Small bieds 3ep
Duck 4ep
Goose ep
Swan 19
Venison 200
Boar 260
Simple fish (whiting) ep. t0¢p
Good fish (cod) Bep asp
Fancy fish (salmon) 1Sep ap
Shellfish 10ep
Sausege Sep
Good sausege toep
Fancy sausage tsp)
Dairy: (per pint, pound or dozen)
Egas (per dozen) Bp
Mii 2ep
Soft Cheere ep
Hard Cheese Toe.
Butter Bcp
fed Goods: (per pound loat or unit)
Rye Brea. Sep
Wheat Bread ep
White Bread Yoep
Sweet rolls (per dozen) tsp
Cake tsp.
Fruit pie 1s,
Waybresa 280
Basic Gop
(per meal or night)
1s 259
10cm te
Nocp ta,
Roast meat septs
Breakfost Sep 10ep
Banquet (per person) Sep 1p
sta «ight
Mate tocp —18ep
Light Horse ‘Sep sp
Medium Horse tsp 19p,50p
Heavy Horse 260 2sp,10ep
Grains: (per pound)
Wheat 1.8ep
Oats tep
Barley ten
Rye wep
Seaton! ound):
Salt 100
Honey ip
Sugar 100
Pepper 209p
item WEIGHT cost
Backpack (cap. 30) 1 5
Belladonna, 1 bunch 1 10
Coin (any type) 05, --
Cross, Silver 3 25
Cross, Wooden 1 2
Cord (50 feet) 1 5
Flint & Steel 5 5
Garlic, 1 bud 1 5
Gemstone os 2s
Grappling Hook 1 5
Hand Mirror, Sil 3 15
Hand Mirror, Steel 4 5
Holy Water, T flask 2 25
Iron Spike 1 1
Jewelry, 1 piece 2 --
Lantern 2 10
Lockpick Ki 1 50
Mallet or Hammer 1
Oil, 1 flask 2 2
Pole, 10" 7 1
Pryber, tron 10 5
Sack, Giant (cap. 50) 1 5
Sack, Large (cap. 30) 5 2
Sack, Small (esp. 5) 11 1
3'Stakes, wooden 3 1
6 Torenes i 1
Water flask leap. 1 at.) 2 1
Wineskin (cap. 1 qt) 25 1
Wolvesbane, 1 bunch “1 10
trem
rea Basic Goon
ssp 19°
Chemise 359 5p
Hose 359 58D
Cloak tp 2op
Sandals 250 5sp
Boots 39 Sop
Complete Outfit Bap 1099
Robe 6sp ‘9p
Women's
Cloak top 29p
Sandals esp top
Slippers tp 29p
Complete Ourtit 3p ow
item WeIcHT
Melee Weapons:
Battle Axe! 10
Beoked Hammer 7.5
Brosdsword 5
Bi 12
Dogger 2
Falchion 5
Fauchard 15
Fait 10
Great Axe 15
Halbara 15
Hand Axe 5
Hatchet 3
Kris 3
Longsword 5
Lucerne Hammer 15
Mace 5
Maul 15
Morningstar 10
Pike 15
Pole Arms (other) 18
Quarterstatt 10
Short Sword 4
Spear 10
Trident 4
Two-Handed Sword 15
Warhammer 5
%
3 Arrows, silver tips %
Composite Bow
Horse Bow
Long Bow
Short Baw.
Light Crossbow
Heavy Crossbow
6 Light Quorrels
Javelin
Quiver (20 errow cap.) 1
Quarrel Holder (18 cap.) 1
Sling 1
5 Sling Stones, lead 15
5 Sling Stones, silver “5
trem WEIGHT
Armor:
Leather (with helmet) 15%
Chain (w/heimet) 30%
Chain-Piate (wihelm) 42.5%
(wiretm) 55%
Helm (for heavy armor) &
Helmet 5
Shield 15
700
Drafe Horse 1000
Light Horse 800
Medium Horse 800
Heavy Horse 900
Barding 75
Cart (T-horse, eap. 600) 200
Lance 18
Bridle, bit & blanket 5
Saddle 25
Saddla bags (cap. 60) 10
Warnorse training
500
Wagon (4horse) 800
leapacity 2500),
cost
150
cost
15
100
50
100
150
20
10
10
20
20
40
100
100
150
50
25
10
100
100
150Stronghold Construction
For reasons of playability of
the game, rather than ones of
historical" accuracy, there are
restrictions on building castles
and other fortifications that are
based on the level of the
characters involved, rather than
the permission of the local
royalty. Within the game, the
following limits apply: _ unless
otherwise stated, no character
may build a —_ permanent
stronghold unless the character is
at least 9th level. Clerics may
build strongholds when they reach
8th level. Magic users may build
strongholds when they reach 11th
level. Combination character
classes may build a stronghold
when they reach the level at
which the lowest of _ their
combined classes could begin
construction.
‘Only characters who possess a
stronghold may hire alchemists or
armed bodies of men. Only
characters of a level sufficient to
allow them to build a stronghold
may hire men of any kind on a
permanent basis, or for longer
than a specific single task.
Characters of sufficient level to
build strongholds may share the
building or ownership of a
stronghold, or may simply rent
space in ‘an existing stronghold
from one another.
The speed with which your
stronghold is completed will be
dependent on the size, and the
number of men you have working.
on construction. The Hiring Rules
will give you most of the
information you need about
hiring your work force. If there
are limits to the local population,
the referee should determine
whether or not sufficient workers
are available to complete your
work immediately, or if there
must be some delay.
The following restrictions
apply to your work force in
constructing a _stronghold:
unskilled laborers can only be
used for clearing land and for
digging through either earth or
rock. During actual construction
of walls or buildings, the bulk of
your work force should be semi-
skilled, with at least 15% of the
total work force being skilled
laborers, and 5% being
craftsmen.
In addition to the labor costs
of construction, the following are
the costs of tools and other
expenses that come up during
construction.
Clearing land for construction
can be done by unskilled laborers
at a rate of 100 square feet per
man per day (hereafter called sq.
ft/man-day), at a cost of 5
copper pieces per 100 sq. ft.
Wooded or rough terrain can be
cleared at rate of 50 sq. ft/man-
day, and cost of 10 copper pieces
for ‘that unit.
Digging dirt, for moats and
ditches, as well as for setting
foundations, can be done at the
rate of 60 cubic feet of dirt per
man-day. Temporary shoring, for
ditches and such, costs 10 copper
pieces per cubic foot of ditch.
More permanent shoring, for
moats, costs 15 copper pieces per
cubic foot. Building earthworks
takes less support, and thus costs
only 5 copper pieces per cubic
foot.
Digging through rock can be
done by a force that consists of
no more than 75% unskilled
laborers. The rest must be at
least semi-skilled, with
appropriate numbers of foremen.
Digging rock can be done at the
rate of 15 cubic feet per man-
day, and at a cost of 1 silver
piece per cubic foot.
From this point on in the
construction, all work must be
done by workers who are at least
semi-skilled, In all construction
from this point on, no more than
1 man per 50 square feet_ may
work on the construction.
Wooden Contruction: Wooden
stockade walls may be bui
either as a_—_ temporary
fortification, or a cheap one.
These walls may be built at a
cost of '% gold piece per foot
igh per foot of length of wall,
up to a maximum height of 20
10
feet. Such walls canbe
constructed at a rate of 100
square feet of wall (not area
surrounded by the wall) per man-
day. Wooden buildings may be
constructed at a rate of 3 sq
fi/man-day per story of height.
The cost of wooden buildings is
based on height, since taller
buildings must be stronger. A
I-story wooden building would
cost 4 silver pieces per square
foot to build. A 2-story building
would cost 1 gold piece per
square foot. 3-stories would cost
1.6 gold pieces per square foot. 4
stories would cost 2.2 gold pieces
per square foot. Wooden
‘buildings may not be built taller
than 4 stories.
Stone Construction: Stone
walls may be built, for
fortifications, at a rate of 50
cubic feet of stone per man-day.
At the discretion of the referee,
this may be adjusted due to
terrain, especially if blocks of
stone are not available nearby. In
any case, stone walls cost 3 silver
pieces per cubic foot of wall.
Add 5% to this cost if passages
are built running within the wall
itself. Also add 5% per foot
thicker than 6 feet thick, and 2%
per foot higher than 20%, up to
a maximum of 50 feet.
Stone towers are built at a
rate of 30 cubic feet of stone per
man-day. Round or curved walls
and towers cost 1 gold piece per
cubic foot of walls. Add 5% to
this per foot thicker than 3_feet
thick, and 2% per foot higher
than” 30% high, up to a
maximum of 100 feet high.
Square towers are built at a cost
of 5 silver pieces per cubic foot
of walls. Add 5% per foot
thicker than 3 feet thick, and 2%
per foot taller than 30%, up to a
maximum of 60 feet high.
‘Other stone buildings are built
at a rate of 1 sq. ft/man-day per
story. 1 story costs 1.3 gp/sq. ft
2 stories costs 3 gp/sq. ft. 3
stories costs 6 gp/sq. ft. 4 stories
costs 9 gp/sq. ft. Like wooden
buildings, these stories are
roughly 10 feet in height.
Add 10% to the cost to
provide for furnishings, and such
things as. stairs, windows, etc.
Add another 10% if the buildings
are intended as fortifications in
case of siege or war, to cover
defensive equipment. Add fancyfixtures to taste. Read a good
book, such as Castles, by Oman,
to get ideas of just what i
possible.
‘A ‘stronghold’ does not have
to be a fortified manor or castle.
It can just as easily be a
cathedral, a wizard’s tower, a
thief’s hideaway, or whatever
your character could call home.
You should design yours to fit
the needs of your characters.
* is *
Hiring Fighters and Workers
Type of Hireling Number Salary
Pe
Unskilled Laborer 4-24 2gp
Semi-skilled Laborer 3-18 4p
Skilled Laborer or 2-12 7p
Foreman
Specific Craftsman 15% 2590
Artisan 25% 1009p
Architect 40% 1% cost
Engineer 10% 7509p
Animal Trainer 10% 5009p
Armorer 15% 1009p
Light Foot 2412 5gp
Heavy Foot 1679p
Basic Archer 242 129p
Crossbowman 242 1099
Longbowman 1-6 159p
Light Horseman 2-220
Medium Horseman 2-12 30
Heavy Horseman 1-6
Light Horse Archer 1-6 30
Medium Horse 16
Archer (crossbow)
Sailor 16 10
Rower 212 5
Hirelings
Only those characters of,
sufficient level to build a
Stronghold (see Construction of
Stronghold rules) can _ hire
workers on a permanent basis, or
can hire fighters to act as a
standing army. Below that level,
characters may only hire workers
to work on a specific job of
short duration, at the discretion
of the referee,
The table for hiring workers
and fighters assumes that the
characters live in or near a large
center of population, either a city
or an area with a lot of trade. If
this is not the case in your world,
adjust the chances of finding
workers and fighters accordingly.
The column entitled “Type”
should be obvious, since it
describes the type of worker or
fighter you are attempting to
hire. Specific Craftsman is for
things like metalsmiths and
woodcarvers. Artisan is for such
occupations as sculptors, painters
and such. Sea captains and
caravan leaders should be paid
and hired as if Artisans, if you
expect them to be any good.
Obviously, the availability of
sailors and rowers is dependent
upon their being a large body of
water nearby. If you are in the
middle of a desert world, there
wouldn't be very many sailors. In
addition to their uses in building
Strongholds and other things, the
classifications of laborers will
help the referee in deciding how
easy it is to hire workers for
various jobs. For example, wagon
drivers would be semi-skilled
laborers, while loaders for a hay
wagon need not be skilled at all.
For any job, a um of 1
Foreman is usually needed per 20
laborers.
The second column of this
table indicates the number of
persons responding to your
advertising, at the basic cost of
1000 gold’ pieces per week spent
at the nearest population center.
This advertising takes the form of
posted flyers, word-of-mouth, and
agents deliberately looking for
men for you. In those cases
where a range, say from 2-12,
indicated, this means that that
many people responded to your
ad campaign, and can be hired.
If a percentage chance is
indicated, this is the percentage
chance that someone fitting your
needs has answered your ads,
Salary per month is also
Pretty obvious, except for the
case of Architect. An Architect is
paid an amount equal to 1% of
the total cost of whatever you
ask him to design.
Advertising to find your help
can be combined among all of
the different types you wish to
hire. The cost of advertising is
1000 gold pieces per week, for as
many of the different categories
‘as you wish. For those categories
where there is only a percentage
chance of a response, you may
double the chance of a response
per week by either tripling the
cost of advertising spent (i.¢.,
3000 per week), or by adding
50% to the salary being offered
per month. Thus, if you advertise
that you are willing to hire an
Armorer at a salary of 150 gold
Pieces per month, you will have a
30% chance per week that
someone will take the job. The
chances may not be adjusted
beyond this amount.
Due to their special position
in the society, Clerics may hire
workers and fighters at a much
lower rate of pay, since the
workers and fighters_may feel
that the spiritual benefits (and
free healing) are worth the
difference. Therefore, Clerics may
hire help at wages ‘of % those
listed, but with only \% the
response per week. Clerics need
pay only 250 gold pieces per
‘week in advertising costs.Combat
Weapon Breakage
Whenever a Fumble or a
Parry result indicates that there is
a chance that a weapon has been
broken, the following rules should
be used to determine whether or
not the weapon has indeed been
broken. Basically, using the
following rules will give a
percentage chance that a weapon
hhas been broken. Ifthe
percentage is 0% or negative,
there is no chance that the
weapon has broken, Ifthe
reentage yielded by your figures
is 100% or greater, the weapon
automatically breaks. If the result
between 1% and 99%, the
‘weapon has a chance of breaking,
and a percentile die should be
rolled to determine whether or
not the weapon did indeed break.
Basically, an average weapon
has a 30% chance of breaking,
without taking any other things
into account. An extremely fragile
‘weapon, such as an arrow, has a
basic 60% chance of breaking. A
solid or unusually well-made
weapon (normally at the
discretion of the referee, these
include such things as a rock,
which is solid, to a samurai
sword or a kris, which are
unusually well-made by their
nature) only has a basic 10%
chance of breaking. Please note
that the fact that a weapon is
magical does not automatically
mean that it is especially well-
‘made for these purposes.
From this base percentage
chance of breaking, subtract the
following percentages for the
magical enchantment of the
weapon being checked, if any.
This percentage adjustment is.
figured for the greatest
enchantment of the weapon,
whether attack or damage bonus,
not the sum of alll its,
enchantments. For a weapon that
is enchanted to be +0, subtract
40% from its chance to break.
For a weapon that is +1,
subtract 60%. For a +2 weapon,
subtract 80%. For a +3 weapon,
subtract 100%. Note that at this
point, the indicated percentage
may ‘be negative; the next step,
however, may make it positive
again, so keep going.
1% should be added to the
chance of the weapon breaking
for each point of Strength of the
wielder. That is, in the case of a
Strength 15 ‘fighter possibly
breaking a weapon, 15% must be
added to its chance of breaking
at this point in the calculation,
‘Adjustments must be made for
the Armor Class of the target. If
the target that the weapon has
just tried to strike is Leather, add
20% to the weapon's chance of
breaking: for Brigandine, add
30%; for Chain, add 40%; for
Chain-Plate, add’ S0%; for Plate
add 60%. Add another 10% if
the target’s Armor Class includes
a Shield, or if he is using one
and the ‘weapon is striking from
the target's shield side
If the target's armor is
magical an_ additional adjustment
must be made, If the target’s
armor is +1, 20% is added to
the weapon's chance of breaking.
If the target’s armor is +2, 30%
is added to the chance of
breaking. If the target’s armor is
+3, 40% is added to the chance
of breaking. The greater defense
bonus of armor or shield is used
if the target is being attacked
from his shield side. The bonuses
‘of armor and shield are not
added together for checking for
breakage.
Given the above information,
you can see that an average
weapon, being wielded by a
Strength 10 fighter, striking a
target in Chain armor, with both
weapon and armor being non-
magical, will have an 80% chance
of breaking,
If the weapon being checked
for breakage is parrying, rather
than striking an opponent, the
following adjustments are "used
instead: add 1% to the weapon’s
chance of breaking for each
Strength point of the opponent,
rather than of the wielder of the
weapon being checked for
breakage; add 10% for each die
‘of damage that the opponent’s
weapon, the one being parried,
would do, not counting
adjustments for strength; instead
of an adjustment for armor class
of the target, use 40%, as if the
target were Chain; if the
opponent's weapon is magical,
add the percentages listed for
magical armor of the same degree
of enchantment, i.e. 20% for,
+1, and so on. These figures
2
yield a 100% chance of an
average weapon being broken in
contact with a _—_normal
Broadsword, which is itself being
wielded by ‘a Strength 10 fighter.
Also note that a +3 weapon
would have a 0% chance of
breaking under the same
circumstances.
Parrying
It is possible to decrease the
chances of being hit by an
opponent by means of parrying
his blows. This is done by
(simplified somewhat) striking at
his weapon rather than at your
‘opponent directly. This is
reflected in the combat system as
follows:
‘A character may use his own
weapon to parry any blow
coming from the direction he is
directly facing, within the limits
stated below.
For each blow the character
attempts to parry, he uses up one
offensive blow with that weapon
for that phase. He may not
‘attempt to parry more blows than
he could take offensively.
His parrying weaon must be
of length 1—5, with the special
exceptions of the Spear (8) and
Quarterstaff (11). In the following
descriptions, the spear is assumed
to parry as length 8, and the
quarterstaff to parry as length 3,
due to its mobility. His opponent
may be using any artificial
weapon except a Morningstar or
Flail, which cannot be parried, or
any natural weapon except Large
Mouth, Tail or Tentacle, or Butt-
Ram.
For purposes of determining
length of weapons, the following
exceptions should be noted: when
attacking, a Quarterstaff is
treated as length 5. Monster
attack classes labelled Small
should be treated as length 2.
Monster attack classes labelled
Medium should be treated as
length 5. Monster attack classes
labelled Large should be treated
as length 9. At the discretion of
the referee, extremely large
monsters may be treated as
greater lengths or as totally
unparryable by normal means. It
would be hard, for example, to
parry the foot of a Brontosaurus,
just from sheer mass. Monster
attack classes. 11-14,
Envelopment and Crushingattacks, may only be parried by
Spear or Quarterstaff, and only if
the attacking monster has a solid,
substantial body. In those cases,
the attacks may be parried as if
the monster were using a length 6
weapon.
The effect of a pany is
calculated as follows: ifthe
attacking weapon has a length 3
or less longer than the parrying
weapon, and no more than I
shorter than the parrying weapon,
the number that the attacker
needs to roll (00-99) to hit is
reduced by “4. Thus, if a 25 had
been needed to hit, the attacker
now needs a 12 ot less (always
remember to count 00 as a
number; needing a 25 or less to
it means that you have 26
chances out of 100).
If the attacking weapon is
either 4 or 5 longer than the
parrying weapon, the parry
reduces the chance to hit by %.
Thus, if the attacker had needed
a 29'or less to hit, he would now
need to roll 19 of less to hit.
If the attacking weapon is 6
or 7 longer than the one being
used to parry, of 3 shorter than
the parrying weapoon, the parry
reduces the chance to hit by %
Thus, if the attacker had needed
a 35 or less to hit, he would now
need to roll 26 or less to hit.
If the difference between the
attacking weapon and the
parrying weapon is greater than is
stated above, the attacking
weapon may not be successfully
parried. Further, neither a Hand
Axe or Hatchet may parry a
Maul successfully.
Due to the way a weapon is
used to parry, there is a better
than normal chance that the
parrying character may break or
drop his weapon, This is handled
as follows: if the attacker rolls a
number I higher than he needs to
hit while being parried (i.e. needs
to roll 19 or less and rolls a 20),
the person parrying must check to
see if his weapon has been
broken. This is done by
consulting the same rules used to
check for weapons breaking due
to Fumbles. Simply roll a
Breakage Chance number for the
weapon as if it had hit an
‘opponent in Chain armor, using
your opponents'’s strength’ rather
than your own in the percentage
check. If your weapon’s roll falls
within its percentage chance of
breaking, the weapon breaks, and
cannot be further used to parry
or attack.
If the attacker rolls a number
from 2 to $ higher than what he
needed to hit through the parry,
he has disarmed the parrying
person, who loses 1-4 blows
drawing out another weapon for
fighting or parrying. During the
time taken up by these lost
blows, the attacking opponent's
blows’ are, of course, unparried
unless our beleaguered defender
had another weapon in his other
hand. (See Using Two Weapons.)
Using Two Weapons
It is possible for any
humanoid or similar being to use
weapon in each hand, with
certain limitations and penalties.
While this normally refers only to
two hands, being with more than
two hands might be able to use
more than two weapons, at the
discretion of the referee.
First, the use of two weapons
normally means that you are not
using a shield defensively, and
this may reduce the armor class
of the wielder of the two
‘weapons.
Second, only weapons with
lengths i-S may be used
together, as. follows: any two
‘weapons of lengths 1—4 may be
used together, or any weapon of
Jength 5 may be used with any
length 1-4 weapon. (These
lengths are as indicated on the
‘Attack Matrix for Hand-Carried
Weapons, The — Complete
Warlock.)
Third, any person using two
weapons’ in this manner loses
FOUR attack levels from his
attacks with either weapon.
Fourth, the person using two
weapons loses 1 blow from the
number of blows he would
normally take with EACH
weapon each phase. That is, if
using a 4 blow weapon and a 3
blow weapon in conjunction, he
would take 3 and 2 blows,
respectively.
He may use one weapon to
strike and one weapon to parry
blows of an opponent, with
whatever restrictions the parrying
weapon may have, or both
weapons to strike, or both
weapons to parry blows coming
from the same general direction.
13
Miscellaneous Combat Rules
‘Any time a character is
attacked from behind while in
melee already, or otherwise
engaged in fighting, he loses 1
defense level compared to the
attacker from the rear.
‘Any defense levels that come
from magical defenses built into a
shield do not apply against any
attacker that is attacking from a
direction not faced by the shield.
Thus, if a character has a shield
on his left arm, an attack coming
from his right or behind him is
not guarded against by the
defense levels of the shield.
Any time a character is
completely immobile or in no way
expecting an attack, he defends at
level 0, adjusted ‘only by any
magical’ armor or protective
devices or spells.
‘Any time a character is
engaged in combat, it takes an
amount of time equal to 1-4
blows (rolled randomly) with the
new weapon to change weapons.
This includes voluntarily changing
weapons, or replacing ones lost
or broken during the melee. If a
character is not engaged in melee
at the time of the weapon
exchange, takes only an
amount of time equal to 1 blow
with the new weapon.
It takes an amount of time
equal to 2-12 blows of the
recovered weapon to recover a
‘weapon that has been dropped in
the middle of a melee, if that
weapon is in the immediate
vicinity (1") of the continuing
melee.
Normally, two _ combatants
must be within 1” of each other
in order to fight in melee. If a
monster or other creature has an
abnormally long reach or weapon,
the melee range is at the
discretion of the referee.
When combat is first joined,
the character or being who
charges into the melee takes his
first blow first, if the weapons
are equal
On the first phase of a melee,
if all else is equal, the longer
weapon strikes first on the first
blow. After that, the shorter,
more _ maneuverable weapon
strikes first. Blows are spaced out
based on the number of blows
per phase with each weapon, all
blows being spread evenly
throughout the melee phase.Monsters and
Encounters
Monster List
This list is intended to be only a
sample of the various types of
monsters that are possible under the
Warlock rules system. At a Inter date
there may be a more complete book
of monsters. These are intended to
give the beginning referee a place to
start, and a basis for designing his
‘own’ monsters. ‘The list includes
Demons, Dragons, Giants, Giant
‘Animals, Mythical’ Beasts, “Undead,
‘and other types. The actual mixture
is up to the individual referee, since
the mixture should be balarced for
each world or dungeon accordingly.
It is recommended that anyone
attempting to utilize a monster listed
here fully familiarize himself with the
description and details before
attacking a party with it, (By the
way, whenever we say ‘monster’, we
‘mean any type of being that is not a
normal human or nearhuman being,
not that the being is evil or hideous
for anything A ‘monster’ is not
necessarily something that attacks
and kills, but is something to be
encountered, and sometimes fought.)
Basically, for each monster or
being, the list starts off with che
‘name (and description), followed by,
din; ofdersi= Allgicaeai? cielolonl
Location (to be used by the referee
in designing his own monster
encounter tables); Type of Being (to
aid in determining whether Control,
Charm, or other specific spells apply,
‘and whether weapon Damage Bonuses
ly, as well as to show just what
‘ecological’ spot the being takes up in
dungeon or wildemess); Number
Appearing (this is an average
encounter size, to be modified by the
Encounter Table); Percentage Chance
of Encounter Taking Place in
Monster's Lair (usually abbreviated ‘%
{in lar? or something similar); Normal
Movement Speed (in scale inches);
Hit Dice Range (usually ‘HD’, this
gives any suggested upper and lower
limits for the Hit Dice of the monster
in various situations or at different
ages or levels); Attack Matrix
Weapons Used (W Hand-Carried
Weapon, M means Natural Body
Weapon, and the attached number
corresponds to the numbers on the
‘Attack Matrices); Strength (calculated
on the human scale, and with damage
bonuses adjusted accordingly); Armor
Class (AC) equivalent, numberéd as
con the Attack Matrices; Attack and
Defense Levels (used to adjust
number needed to hit, see basic
Combat Rules); Saving Throw Class
(ee Non-Human Saving _ Throw
Table); Treasure Class (see Treasure
Table); Special Notes (actually, this is
often just a catch-all for information
that did not conveniently fit iato one
of the other categories). Is all that
clear? Good. Now let's start the list.
Alicanto: This 7-foot tall
ostrichike bird has the unusual
ability to live by eating metal, usually
of a particu'ar type. Its wing feathers
are typically the color of its favorite
food-metal. The wings are not usable
for fying Alignment: Neutral or
none. Location: anywhere metals are
common. Type: scavenger or cleanup.
Number Appearing: 1-2. In lair 10%
of time (food stash). Moves 12”.
GHD. Attack: M2, M19. Strength 18.
Armor Class 2b. Attack 7, Defense 6.
Saving Throw Class 1. No treasure
unless with supply of its food
(1000-4000 pieces). The type of
Alicanto is determined by a roll of
two six-sided dice. a roll of 2 or 3
indicates that this one eats copper. 4,
5, 6, or 7 indicates a silver-eater. 8, 9
or 10 indicate goldeaters. 11 is a
platinumeater. 12 indicates a taste
for unusual metals, to be determined
by the referee. An Alicanto will not
attack humans or similar characters
unless they try and steal its food or
attack it. Giving an Alicanto a snack
of its favorite metal will normally
befriend it into allowing passage
through its room without harm (25%
chance per pound of metal). It will
not, however, voluntarily leave its
‘own room or nest to follow or aid a
person or persons so beftiending it.
Alligator, Were: This being will
normally appear as 2 large al! gator
(75% of the time) or as a human
dressed in green (25% of the time). It
is Neutral in alignment in human
form, Chaotic in alligator form.
Location: anywhere swampy or wet
Type: Lycanthrope. Number
appearing: 1-6. In lair 50% of the
4
time. Movement: 6” on land in
alligator form, 12” in human form or
in water, THD. Attack: M3. Strength
13. AC 6b. Attack Tth, Defense 7th.
Saving Throw Class 9. Treasure Class
i
Amphisbaena: This is a snakelike
being with a head at each end. It is
from 6-12 feet long, roughly
corresponding to its hit dice, It has
multicolored scales. It normally
‘moves either straight in the direction
of one head or the other, or sideways
by advancing first one head, then the
other. These are somewhat intelligent,
and dislike human beings and other
similar species. They are Chaotic in
alignment, They live mainly in dry,
sandy areas, but will tolerate dry
caves or tunnels. ‘Type: Monster
Reptile, Number: 1-6. 40% in lair.
Speed 12”. 612 HD. Each head
attacks as M2, poisonous (poison
factor 1.0). Strength 18. AC 5,
Attacks at its HD +1, Defends at HD.
Saving Throw Class 10. Treasure Class
Ci
Ants, Army: These are somewhat
large (34") reddish ants. They have no
ignment, and can be found
anywhere’on land except in swamps.
‘Type: Insect. Number: 1000-6000.
No lair. Move 6”. Each ant takes
1/10 hit point. Each group of 250
ants attacks as M8. Their relative
strength (they are rather small) is 9
AC 1. Attack and defend at Level 0.
Saving Throw Class 6. No treasure.
‘These ants, when swarming, eat
everything in their path." For
convenience, fight them in groups of
250. If they climb onto a victim, it is
difficult to harm the ants without
hharming the person undemeath. If
they are attacking « being wearing
armor of Brigandine class or higher,
the first hit scored by any group of
ants is considered to be taken up in
penetrating the armor. Once inside
heavy armor, they cannot be plucked
off or crushed. On a victim wearing
no armor or leather armor, they can
be plucked off or crushed, 1-20 ants
for each blow struck with armored or
uunarmored fist by the victim or his
friends. If the blows are with
armored fist, the victim takes % point
of damage for each blow successfully
struck at the ants on him. There is a
10% chance that any blow struck
with unarmored fist will transfey 1-20
ants to the striker. When the number
‘of ants in any group is reduced below
250, or if. smaller number is on any
Yietim, attack as if a full group, but
pro-rate the amount of damage done.That is, if someone has only 25 ants
fon him, they attack using the MB
‘weapon’ class, but do only 1/10 of
the rolled damage if they hit. Each
army ant is worth 1 experience point,
calculated as if the ants were Ist level
monsters. Bodies damaged beyond
death level by army ants must make
1 Body Saving Throw vs. Destruction
as if damaged by aci
‘Ants, Black, Giant: These basically
peaceful giant ants (6 long) will not
attack those encountered unless
someone entecs their nest or attacks
them. They are not intelligent and
have no alignment. Location:
underground or in basically dry
outdoors (i.e... no swamps). Type:
Giant Insect. Number: 1-20 in open,
20-100 in nest. In or near lair 90% of
the time. Speed 15”. 3HD. Attack:
MB. Strength 12. AC 3. Attack and
defend at 3rd level normally, at Sth
when attacked in nest. Saving Throw
Class 3. Treasure Class L.
‘Ants, Red, Giant: These basically
hostile giant ants (6° long) will attack
anyone encountered that is not one
of them. They are unintelligent and
have no alignment. Type: Giant
Insect. Number encountered: 1-20 in
open, 20-100 in rest. In or near lair
70% of the time. Speed 15”. SHD.
Attack: M9, doing extra damage due
to acid secretions (victim must roll
saving throw ys. poison. Save means 1
HD acid damage, fail to save means 2
HD acid damage, per time hit.).
Strength 18. Armor Class 3. Attack
level 6 (8 in nest); Defense Level 5.
Saving Throw Class 3, Treasure Class
le
Ant-Lion, Giant: This is a 10-foot
long beetle-like insect (see a book on
insects for a picture) that digs pits in
the sand to trap victims. If the sand
is soft and smooth enough, victims
slide down and cannot climb back
cout of the pit. These monsters may
disguise the pit with branches or
other simple camouflage. They are
not intelligent and have no alignment.
Type: Giant Insect. 1 per pit, and
seldom close together with another
cone. Always encountered in lair (pit).
Move 6”. 12HD. Attack: M10.
Strength 25. Armor Class 6b. Attack
level: 13; Defense Level 12. Saving
Throw Class 9. Treasure Class D.
Banshee: This monster is normally
encountered in the invisible, ghostlike
figure of a woman, first noticed by a
piercing, wailing voice. This being will
not normally attack a party directly,
and is therefore not normally fought.
Its presence heralds some other form
of attack, and its wailing voice acts as.
4 Fear spell (4M) on all in she party
‘who hear it. Any failing their saving
throw vs. Fear wil! attempt to flee in
whatever direction is away from the
Banshee. There will be an immediate
attack upon the party, either upon
those who fled (50%), or upon those
who did not (50%), by monsters to
be determined randomly ‘sy the
referee from amongst the more
dangerous ones possible for that
location. A Banshee is Neutral in
alignment. Type: Spirit. No more
than I encountered at a time.
Movement: 24”. St HD (n0
experience points credit for
destroying a Banshee). Cannot
physically attack a party. Can be hit
‘by magical weapons as if Armor Class
4. Defense level equal to Hit Dice.
Saving Throw Class 11. No treasure.
Basilisk: This monster looks
somewhat like a fourlegged rooster
with scaly legs and tail, and a
crownlike comb. It is about 2-3 feet
long, and weighs about 12 pounds.
Its feathers and scales are yellowish
or greenish. It is Chaotic in
alignmen:. Location: anywhere on
land. Type: Poisonous Monster
Reptile, Number: 1-4. 40% of the
time in lair. Move 9” either walking
or flying. 6 HD. Attack as M6
(poisonous, poison multiplier 2.0).
Strength= 2 x HD. AC6. Attacks at
own Hit Dice level, adjusted if
Strength high; Defends at Hit Dice
level. Saving Throw Class 2. Treasure
Class F. Anyone meeting the gaze of
a Basilisk must roll a saving throw vs.
Death, and will die if they fail to
make this saving throw. Basilsks of
12th level or higher (sometimes called
True Basilisks) have the ability to
telepathically will “heir victim to look
into the Basilisk’s eyes. Victim must
roll a. saving throw vs. magic
suceessfully or ‘will automatically
look into Basilisk’s eyes. In other
cases, whether victim looks into eyes
is determined on Gaze Saving Throw
Table
Bats, Giant: These are 46 foot
wingspan bats, usually (75%) of a
variety that eats just about anything
(scavengers), otherwise (25%) of a
variety that eat only flesh and blood.
They are unintelligent and have no
alignment. Type: Giant — Animal.
Number: 2-12. 50% of the time in
lair (usually daytims). Speed: 24”
flying. 2+ HD. Attack type M2 (10%
carry diseases fatal to humans. and
similar beings). Strength 10. AC 2.
15
‘Attack and Defense levels equal zo
Hit Dice. Saving Throw Class 3.
Treasure Class B. Vietims bitten by
diseased bats need clerical Cure
Disease done within 1 hour per point
‘of Constitution that the victim has,
or else will die from the disease.
Bats, Vampire: These normal-sized
(1-2 foot wingspan) bats, dark brown
or grey in color, will attack any
warm-blooded animal who enters
their lair or crosses their path while
the are hunting. They are
unintelligent and have no alignment.
Location: outdoors at night, or in
dark caves or tunnels by day or
night. Type: Mammal. Number: 1-20.
In lair 50% of the time. Speed 24”
fying. 1 HD. Attack as M1. Strength
12. Armor Class 2. Attack level 1,
Defense level 4. Saving Throw Class
3. No treasure. These bats will
normally attack anyone not in shiny
metal armor fist. Their defense level
bonus comes from their ze and
mobility.
Bear, Were: This type of
werecreature is normally encountered
in the form of a mediumszed bear
(50% of the time) or a man dressed
in brown or black furs (50%). 50% of
these beings are neutral in alignment,
the rest normally. Lawful. Location:
forests or caverns. Type:
Lycanthrope. Number: 1-6. In. lair
40% of the time, Speed 9 in bear
form, 12” in human form. A
full-grown Werebear takes 10+ Hit
Dice in bear form. In bear form they
Attack using M2 and M21 (can use
weapons in human form). Strength
26 in bear form, 16 in human form.
Armor Class 4 in bear form, 2 in
human form, Attack and defend at
Hit Dice level adjusted for strength
and any magic items. Saving Throw
Class 9 in bear form, or as human
fighter of same level in human form.
Treasure Class R. These beings are
intelligent, but occasionally a litle
slow-witted in dealing with humans.
Beavers, Giant: ‘These beavers,
reaching a length of 6 feet or more,
otherwise ook just like their
normalsized counterparts. They have
a limited intelligence, and behave in a
Neutral_or Lawful “fashion on the
whole. Type: Giant Animal. Number:
5.20. 85% of the time in 9 near lar.
Speed 6” on land, 12” in water. 4
HD. Can attack with M2, M21, or
M27. Strength 16. Armor Class 4,
Attack at 4th level, Defend at Sth
level. Saving Throw Class 10.
Treasure Class L. These creatures
‘build their colonies in watery areas,often building dams, but on a larger
scale than their smaller counterparts.
Boars, Giant: These are a slightly
larger version of the
already-dangerous wild boar. Weighing
as much as 300-500 pounds, these
Vicious. beasts are fully capable of
downing a man on horseback. They
are unintelligent and have no
alignment. They live in forested areas
for elsewhere with dense vegetation.
Type: Giant Animal. Number: 1-8.
50% in or near lair. Speed 12”.
G1OHD. Attack as M16. Strength 16.
Armor Class 2. Attack at Hit Dice
Level +1, Defend at Hit Dice Level.
Saving Throw Class 3. Treasure Class
B (from previous encounters with
pameriby),
Boar, Were: This monster will
normally (75%) appear as a 200+
pound wild boar, or (25%) as a man
in leather armor. In either form, it
is of human intelligence, and is of
either neutral or Chaotic alignment
(50-50). This monster type is found
anywhere where a real boar would be
found, mainly in forests. Type:
Lycanthrope. Number: 1-10. In or
near lair 35% of the time. Speed 12”.
6+ Hit Dice, Attack as MIG or with
weapons (in man form only).
Strength 18. Armor Class 4 (in either
form, assuming man-form has shield).
Attack at Level +1, Defend at Level.
Saving Throw Class 9 in boar form,
as fighter of same level in man form.
Treasure Class L.
Bogey: This earth-sprite appears in
the form of a 4foot tall man, dressed
in green and brown colors. It is
swarthy, with dark hair and no beard.
Inteligent and Neutral in alignment.
Location: anywhere, but prefers
being underground. Type: Spirit. 1
appears at a time. 30% of the time in
lair. Speed 18”. Ranges from 6-15
HD. Can use one-handed weapons
like’ thief. Strength 18. Armor Class
2. Attacks and Defends at Level
Saving Throw Class 15. Treasure Class
S. A Bogey will not attempt to
attack a party, nor will it usually
harm it directly, but may try to steal
something or to play pranks if it can
get away with them. A Bogey has the
abilities of a 25th level thief, and
limited magical spells of a magic user
of a level equal its Hit Dice; a Bogey
ean cast NO offensive spel (that is,
no control spells, destructive spells,
for area effect spells that incapacitate
‘other beings), but can cast. spells
upon itself and upon non-living items,
a well as non-harmful but annoying
spells on other beings (such as
turing a party's mule invisible).
Brown Beetle: This giant insect,
Gt feet long (its size roughly
corresponding to its Hit Dice, in feet
of length), is a medium-brownish
beetle with pincers. It does not have
useable wings, and cannot fly, but it
can swim. It is unintelligent, and has
no alignment. It can be found
‘outdoors or underground. Type:
Giant Insect. Number: 1-8 20% of
the time in lair. Speed 12”. 6+ HD.
Attacks as M9, doing 2 extra dice of
damage from’ acid secretions on
pincers. Strength 16. Armor Class 7.
Attacks at Level +1, Defends at
Level. Saving Throw Class 3. No
treasure.
Bufo: This monster, als
sometimes called “The Strong Toad”,
fs a large (68 foot) toadsike being
with a highly peaked shell somewhat
similar to that of a tortoise, but
much tougher. Intelligent and
basically neutral in alignment. Type:
Intelligent Non-human, Normally
only 1 encountered. 80% of the time
in lair. move 9”. 12 HD. Does not
make physical attacks (beneath its
dignity). Armor Class 8. Defense
Level 100. Saving Throw Class 15.
Treasure Class G. This being gathers
servants {0 wait on it fot and foot
(Gt doesn’t have hands), to bring it
food and to polish its shell. It does
this by means of a Charm spell (it
has Charm Person, Charm Monster,
Charm Being, and several Charm
spells you. probably never thought
of). If physically attacked, it will
withdraw within its shell (thus, its
defense level) and let its servants
defend it. Neither a Bufo nor its
servants will normally attack a party
unless the party attacks the Bufo or
attempts to steal its carefully hoarded
treasure. It can cast one of its Charm
spells each PHASE on any one being
within 24” and visible to the Bufo,
and its Charm spells all have « 22”
range limit, Victims get a normal
saving throw vs. magic if they do not
wish to be Charmed.
Bughear: These beings can best be
described as 6-foot tall, very hairy
goblinlike creatures with wide flat
faces. Their name comes from the
fact that their appearance, especially
at night, is ver bearlike, and their
only real claim to frightfulness comes
from the fact that their tendency to
move about quietly means that they
usually startle anyone who sees them.
Bugbeats are Chaotic in alignment,
being somewhat intelligent (3-9 on
the “human scale). Type: Goblin,
16
Number: 5-20. 30% of the time in
lair. Speed 9°, 3HD. Attack using
M6, MI or weapons (no bows or
two-handed weapons, since _ their
hhands are not well formed for
ripping, having claws). Strength 18.
Armor Class 6. Attack level 5,
Defense level 3. Saving Throw Class
8. Treasure Class K. Bugbears
normally go out only at night or
inside dark places. They can see
normally’ in anything that is not total
darkness, and do not like bright light.
They move silently (1/3 from
normal chance for someone hearing
them). While Chaotic, Bugbears prefer
to steal without fighting rather than
Kill indiscriminately. Thus, if given
the chance, they will slip away with a
party's valuables rather than openly
fight. If comered, of course, a
Bugbear will fight viciously, since
they are afraid of almost everything
that isn’t afraid of them, and fear
horrible things will happen to them if
they surrender.
Bunyip: This animal has a body
the size of a bull, with seablike
flippers, a long neck topped by an
ostrich-like head, and furclike feathers
covering its brown body. It is only
slightly intelligent (below human
level) and if it has an alignment (only
exceptional ones will, 10%) it is
Chaotic. Bunyips live only in bodies
of fresh water, and don't travel very
far on land. Type: Aquatic, Number:
1-8. 20% in lait. Speed 6” on land,
24” in water. 6+ HD. Attack as M2.
Strength 20. Armor Class 4. Attack
as Level +4, Defense Level same as
Hit Dice. Saving Throw Class 10.
Treasure Class C. These beasts are
carnivorous, and very much enjoy the
taste of human flesh,
Capybara, Giant: These creatures
are large "(200+ pounds), fury,
four-footed rodentlike animals with
very. large front teeth. Normal
capybara would not attack humans,
but the stress created by the
enlargement of these Giant Capybara
has driven them slightly mad, and
they will attack anything that they
see as threatening them, which is just
about anything large. Unintelligent,
these creatures have no alignment.
They are found in plains and forests.
Type: Giant Animal. Number: 1-6.
40% in lair. Speed 21”. 8 Hit Dice.
Attack as M3. Strength 18. Armor
Class 4. Attack Level = HD 42.
Defense Level = HD. Saving Throw
Class 3. Treasure Class K. These
beasts ate omnivorous, and can bedistracted by food if they are not
already engaged in a melee (use
Distraction Saving Throw).
Caterpillar, Giant: This is an
18-foot long caterpillarlike creature,
three feet in diameter. The colors
vary, but are usually green, brown, or
grey, in some combination that
‘makes it blend in with vegetation and
and have no alignment. Type: Giant
Insect. Number: 1-6. 30% in lair.
Speed 6”. 4+ HD. Attack as M4.
Strength 10, Armor Class 1. Attack
and Defense Levels = HD. Saving
Throw Class 6. No treasure, Not
particularly hostile, but hungry at all
times, and if you stand in its way, it
will attempt to eat you.
Catoblepas: This monster looks
like a large black buffalo with a
pigdike head that hangs forward on a
weak, thin neck. It has a black mane
of hair on its head and neck. Unless
it deliberately looks upward, a
Catoblepas is always looking at the
ground a short distance in front of it.
These beasts are of subhuman
intelligence, mixed Neutral or Chaotic
in alignment (50/50). They live in
forests, plains, or underground, but
not in mountains or deserts. Type:
Standard Mythical. 1 appearing at
time. 40% of the time in lair. Speed
6”. 13 HD. Normally does not attack
in melee, but can defend itself with
M19. Strength 25. Armor Class 3.
Attacks at Oth level, Defends at 13th
level. Saving Throw Class 12.
Treasure Class E. Anyone disturbing a
Catoblepas at its grazing of
meditating runs the risk that it will
decide t» lift its head and look
around, Anyone meeting the gaze of
a Catoblepas (Gaze saving throw)
must make another saving throw, this
time vs. Death. A Catoblepas’ will
automatically look at anyone who
attacks it, and may affect up to 2
persons per phase with its gaze, if
they are standing close together in its
line of vision.
Centaur: These beings are familiar
in mythology, having the upper body
of a human and the lower body of a
horse, joined as if the waist of the
‘human were joined to the lower end
of a horse’s neck. The horse part is
the size of a small or mediumsized
pony, and thus the resulting mixture
is from seven to eight feet tall.
Centaurs are fully intelligent and
either Neutral or Lawful in alignment
(50/50). They live in forests by
preference, and do not’ like being
underground. Type: Intelligent
Non-Human, Number: 2-12. In lair
30M. Speeds range from 12” to 18”,
depending on whether fully grown of
armored. An average Centaur has 4
HD, They can use weapons, or attack
with MI8, Centaurs especialy love
archery weapons. Strength
determined as if human (3-18).
Normally Armor Class 2, but may
also wear a breastplate (becoming AC
4b, speed 15” maximum) or
breastplate and chain _barding
(becoming AC 6b, speed 12°
maximum). The last’ two cases, of
course, assume that the Centaur is
using & shield. Without a shield, the
‘Armor Classes. become 2 and 5b
respectively. The attack and defense
levels of Centaurs are determined as
if human, by hit dice, adjusted for
strength and agility. Saving Throws as
if humans of the same type (see
below). Treasure Class H for a large
group of Centaurs. Notes: Centaurs
may be Fighters, Magic Users, or
Thieves. (If Thievish, the referee
should make discretionary judgments
a to which abilities are possible, due
to their bulk and shape.) They have
saving throws as if they were humans
with the same specialty and
characteristics. Normal centaurs do
not bother with amor except in
times of war or other prolonged
fighting. Centaurs are one of the
types of being acceptable for
Reincarnation results.
‘Cheetah, Were: This creature
appears to be a large spotted cat with
a weight within the human
limitations (rolled a if size 3-18). It
is extremely quick for short sprints.
These shape-changers are occasionally
seen as normalappearing humans
with a fur ‘cape™ that looks. like
cheetah-fur. They are intelligent, and
Lawful or Neutral in alignment
(50/50). Type: Lycanthrope.
Number: 1-8. 30% in lair. Speed 36”
for short distances, otherwise 18”. 6
HD normaly. Attack with M2 or M6
in cat form, weapons in human form.
Strength 18. Armor Class 4 in cat
form. Can wear amor in human
form. Attack level 7, Defense Level
6. Saving Throw Class 9. No treasure
normally found,
Chimera: This creature has a
winged, scaly body, the tail of a
serpent, clawed front feet, hooved
rear feet, and three heads, one each
of a large serpent (or small dragon,
few people are sure which), a lion,
and a goat. These beasts are of low
human intelligence, and are Chaotic,
Type: Standard Mythical or Flyer.
Ww
Number: 1-4. 50% in lair. Speed 12”
(18” when flying). 9 HD. The lion
and serpent heads attack as M2, the
goat's head attacks as MIS. When
flying, it can use its front claws as
M6. ‘Serpent and goat heads are
strength 18, as are the claws. The
lion head is strength 28. Armor Class
5. Attack level = HD +1. Defense
Level = HD. Saving Throw Class 7.
Treasure Class E. Each head breathes
fire, in a flame that extends no more
than six feet from the head. This fire
does damage equal to the level of the
Chimera. divided by 3 (thus a 9th
level would do 3 dice per breath, a
12th level would do 4, and so on),
not rounded off. The Chimera will
breathe fire each phase from any
head that has its own opponent, but
prefers not to breathe from’ two
hheads at the same target at the same
time. In addition, the serpent’s head
is poisonous (poison factor 0.5) and
the goat's hors cause a disease (fatal
in 24 hours if not cured) if they hit.
‘Also note that the lion head's
strength gives it 4 dice of damage per
blow, not 2.
Cockatrice: This monster appears
somewhat similar to a Basilisk, but it
has only two legs and a set of
functional wings, and tends to act
and appear more birdlike than the
reptilian Basilisk. Its cry is similar to
that of a rooster. A Cockatrice
weighs only about 6 pounds. They
are of low intelligence, but definitely
Chaotic by nature. Type: Stone
Tumer, or Standard Mythical
Number: 1-6. 35% in lair. Speed 9
(18” flying). 5 Hit Dice. Attack as
MS, and anyone hit must make a
saving throw vs. Stone or be tumed
to stone instantly. Strength 12.
Armor Class 4, Attack and Defense
Levels: $. Saving Throw Class 2.
Treasure Class E, These are vicious
little beasties that enjoy turning
humans and other humanoids to
stone.
Grocotta: This is a stecl-grey,
‘wolflike animal with a head similar t0
4 mastiff dog. It weighs as much as a
normal human being (roughly 150
pounds). It is somewhat intelligent
(about like a wolf) and is Chaotic in
alignment. Type: Predator, Canine.
Number: 1-4. 40% in lair. Speed 18”.
12 HD. Attack as M3, due to skill
and viciousness rather than size of
teeth. Strength 26. Armor Class 4.
Attack at 14th level, Defend at 12th
level. Saving Throw Class 13.
Treasure Class R. These actively evil
monsters will attack a human orgroup of humans if they think that
they have a good chance of killing
and either winning the battle or
escaping. The blood of a Crocotta is
strong acid. Cutting or stabbing
weapons that hit a Crocotta are
ruined for use after 3 phases. if
non-magical. If magical, a weapon has
only small chance of being ruined
by the acid, equal to (S% per
hit/(primary bonus of weapon +1))
per blow. Thus, a +1 weapon would
have a (5/(1+1))%, or 5/2 (2.5) %
chance of being destroyed, for each
‘time it hit the Crocotta.
DAEMONS: This is an entire class
of beings rather than 2 specific being.
These beings include most of the
Spirit and Elemental beings, along
With beings whose nature is one and
the same with some natural force. In
many mythologies, these beings were
called Giants or Demons or a host of
other things, but herein we use the
collective name Daemon, for they are
not true Demons as we will see.
These beings are not evii by their
nature, but are generally Neutral or
Chaotic by alignment, and tend to
‘oppose the standard forces of human
civilization, since all of them stem
from forces that existed long before
‘mankind. Their motto might be taken
from a Robert E. Howard poem, to
wit, “We were the kings ere man had
come, and shall be kings again.”
Their nature is an independent one,
although they can be controlled by
magical means and forced to serve
fone or more masters. Djinni, Efrits,
Elementals, and otter such beings
belong to that ‘class of Daemon that
often serve, albeit reluctantly. In
addition, there are Daemons whose
nature derives from one of the
elements, natural or magical. These
are what we will call Empowered
Daemons, and these are the proudest
and most powerful of all. These
Empowered Daemons are’ often
mistaken for true Demons, but theiz
origin is in Chaos rather than Hell.
Daemons will tend to be in areas
related to their type of Power (one
that is Water-based will not appear in
a desert, for example), but otherwise
may appear anywhere. Below are
some types of Empowered Daemons.
They have several characteristics
common: Number: 1-4. 40% in k
All ate Saving Throw Class 15. All
have Treasure Class S calculated for
ach group of Daemons encountered.
All Empowered Daemons are at least
10 Hit Dice in level, and some of the
characteristics vary with level and
type as described below:
DAEMON OF AIR: This Daemon
type appears as an invisible manlike
being or as a vortex of air. This type
has speed 24”. It attacks as if using
W7, +3 damage per die, +
adjustments for strength, or as a
Vortex spell of its own level. Also,
50% of this type are magic using,
able to use Type VI spells only, at a
level equal to its ‘it dice. Strength =
Level #8. Armor Class 6. Attacks at
level, adjusted for strength, Defense
level = HD +3 (acts as #3 armor in all
respects, including weapon breakage).
Impervious to Type VI magic, and
takes % damage from Cold spells. Has
basic magic resistance (chance of
not being affected at all) equal to
‘21%, where L = Level of Daemon.
DAEMON OF EARTH: This
Daemon type appears as an 8-foot
tall, manlike being the color of
granite. Speed 12”. Attacks either as
if using W4 (1 hand) or W10 (2
hands), +3 damage per die +
adjustments for strength. Also, 50%
of this type are magic using, able to
use Type I spells only, at a level
equal t0 their hit dice. Strength = 2.5
x Level. Armor Class 8. Attack at Hit
Dice level adjusted for strength,
Defense level = HD +4 (acts as Armor
+4). Fire and Cold magic do only
damage to this type. Also, Daemons
of Earth can hurl lava balls if not in
melee, out to a range of 12”, that
explode in a 1” diameter, doing
damage equal to L/2.5 dice of
damage. These lava balls may be
hurled ‘every 2 phases, and come
from the substance of the Daemon
‘nd from the earth itself
DAEMON OF FIRE: This Daemon
type appears as an 8-foot tall winged
humanoid composed of or covered
with fire. These wings, when not in
use, appear almost cloakclike. Speed
15" (24" flying). Attacks with a
weapon made nf fire, of a type of its
own choosing, any of those on the
Weapon Matrix with lengths 1-10, or
with a Whip of Fire that does damage
equal to L/2.5 in dice of damage, and
attacks using the same attack matrix
line as a Momingstar (W7). Strength
= Level +10. Armor Class 6. Attacks
at Level +3, defense level = HD + 5
(acts as 45. armor). 75% of these
Daemons of Fire are magic using,
Type I spells only. They are
impervious to fire in any form, and
take -1 per die of damage from other
forms of energy.
1B
DAEMON OF WATER: This
Daemon type looks like an 8-foot tall
‘being with manixe head and legs,
and the body and pincers of a giant
crablike being. Speed 12” on land,
18” in water. Attacks with pincers as
MIO (43 ‘per die damage +
adjustments for strength). Strength
Level +12. Attack and Defense levels
= HD on land, both #3 in water,
Impervious to Type V magic, 40% of
these Daemons are magic using,
limited to Type V_ spells. These
Daemons have a chance of being
unaffected by any other nonfite
‘magic equal to 2L%, where L is the
Daemon's level.
DEMONS: This class are the true
demons, minions of Hell and the
{nfemal’ regions, lost souls and fallen
angels. There are many things that
‘are true for all Demons, and certain
special characteristics “specific to
certain ones.
All True Demons have two or
‘more shapes that they may assume
when they appear outside of Hell: a
standard form, and one specific to
their type. Their powers are basically
the same in both forms, although
wingless Demons must revert to
standard shape in order to fly. Which
form is used is mainly a matter of
‘the Demon's personal taste, or in
some cases a need for subtlety.
The standard form of a Demon is
the classical one: 6-8 feet tall, a
bat-winged humanoid figure with
cloven hooves, 2 arms, 2 legs, and a
homed, beastlike head with’ sharp
teeth. ‘In either form, all True
Demons have the ability to cast a
Circle of Darkness about themselves
with a 2” radius, through which they
themselves can ‘see normally. The
strength of a Demon is equal to 20+
the Level of the Demon, All Demons
have a Defense Level = HD + 6, and
all can be hit only with magical
‘weapons. All have a Magic Resistance
equal to 75% against magic cast at
their own level, adjusted up or down
5% per level for different levels.
Thus, a 12th level Demon would have
70% chance of not being affecte!
by a spell cast by a 13th level magic
user. This resistance does not include
the Summon Demon spell. Further,
Demons are able to cast spells within
their own specialzy classes, based
upon which of the Six Legions the
Demon belongs to. The Six Legions
form the organizational basis of Hell,and each Demon belongs to one of
the Six Legions, under one of the six
Demon Princes and their
subordinates.
The First Legion of Hell is
commanded by Lucifuge (sometimes
called the Prime Minister of Hell). His
immediate lieutenants are Bael,
‘Agares and Marbas. Demons of the
First Legion have knowledge of
‘treasures and wealth, and are magic
users limited to Type I spells plus
specific Demon Spells (see below),
Demons of this type appear eithe: as
standard Demons or in a form like
that of a man, rough-hewn out of
rock, with his facial and other
features somehow not complet.
‘The Second Legion of Hell is
commanded by Nebiros (Field
Marshal of Hell). His immediate
lieutenants are Ayperos, Nuberus, and
Glasyabolas. Demons of the Second
Legion have knowledge of the powers
of fire and destcuction, and are magic
users limited to Type II spells plus
Demon Spells. Demons of this type
appear in either the standard form or
a8 a figure shaped of fire. winged ot
wingless by choice.
The Third Legion of Hell is
commanded by Satanachia (Grand
General of Hell). His lieutenants are
Prislas, Aamon and Barbatos.
Demons of the Third Legion have
knowledge of things mental, and are
magic users limited to Type III spells
plus Demon Spells. Demons of this
type appear in either the standard
form or as very attractive men or
women, and as such are very
Smooth-talking and convincing.
Demons of the Third Legion prefer
to bargain rather than fight, or will
use trickery or Charm spells to doom
their victims.
The Fourth Legion of Hell is
commanded by Agaliarept (another
Grand General of Hell). His
lieutenants are Buer, Gusoyn, and
Botis. Demons of the Fourth Legion
hhave knowledge of the unseen and
the far away, and ate magic users
limited to Type IV spells plus Demon
Spells. Demons of this type appear
either in standard form or as rather
misty shapes, sometimes mistaken for
hosts or helpful spirits,
The Fifth Legion of Hell is
‘commanded by Fleuretty (Lieutenant
General of Hell). Demons of the
Fifth Legion ate the true sons of
Darkness, and can cast Darkness
spells up to a limit of 1” per level of
the Demon at any time, as well as
being able ‘» cast Type V spells and
Demon Spells. Fleuretiy’s lieutenants
are Bathim, Pursan, and Abigar, and
under their command the Demons of
the Fifth Legion have knowledge of
all things that happen or exist by
night, or in any shadow. They appear
as either the standard ‘lemon form or
as a manlike shape made entirely of
darkness. Even when they cast fie, it
sheds no light, so great is. their
darkness.
The Sixth Legion of Hell is
commanded by Sargatanas (Brigadier
of Hell, but least in nothing but
tank), His lieutenants are Loray,
Valefar, and Forau. Demons of the
Sixth Legion are able to cast Type VI
magic as well as Demon Spelis, plus
all spells of transportation and
opening of ways. The Sixth Legion
are the patron demons of thieves, and
have knowiedge of invisibility, flight,
opening of locks and bartiers, and
means of espionage. Demons of the
Sixth Legion have no other true form
than the standard form of Demon,
bbut prefer to remain invisible at all
times, and thus often seem to be
merely a whispered voice.
Demons of all six legions have
certain common abilities and
restrictions aot mentioned above. In
combat, all Demons have an
equivalent Armor Class of 6b, no
matter what their shape. All Demons,
when in melee, have a chance of
draining Life Levels on any hit on
any living victim (victim gets saving
throw vs. magic, and is drained 1 Life
Level if successful, 1-4 Life Levels if
not), Further, in addition to the
spells commen cnly to their own
Legion, all Demons have the
following spells available to them:
Hellfize. the same as the spell for
Magic Users (7M), doing damage at
the level of the Demon.
Soulfire: a spell that may be
thrown once per phase at any one
living target. If victim does not
successfully make his saving throw vs.
magic, he loses 1-6 Life Levels. If
victim successfully makes his saving
throw vs. magic, he loses only 1 life
level. Clerics of 8th level of higher
and Paladins are more safe from this
effect, and lose 1-4 life levels if they
fail t0 save, and none if they make
their saving throw. Range: 12”.
Fear: the same as the spell for
Magic Users, but with a 12” radius
effect rather than a cone.
Confusion: the same us the spell
for Magic Users.
Pyrotics: This spell, whic can be
fired at one target every phase, does
19
damage immediately equal to the
Level of the Demon divided by 4, in
dice of damage. If the victim makes
his saving throw vs. magic, that is all
that it does. If he fails to make his
saving throw vs. magic, he takes the
same amount of damage NEXT phase
also, and again rolls a saving throw
ys. magic. He continues to roll a
saving throw each phase until he is
successful or dead. Remember, the
FIRST phase of damage is automatic,
and the saving throw prevents more
damage on the FOLLOWING phase.
Thus, if a character is not successful
until the third phase, he has taken
three phases of damage. A character
hit by a Pyrotics spell is noticeable
from the blue flames that flicker over
his or her body until the saving
throw is made. These flames, and
thus the damage, can be dispelled by
a sufficient Dispel Magic spell, cast
by a magic user or cleric at least the
same level as the Demon or higher,
not calculated as usual.
Power Word: the same as the spell
for Magic Users.
Finger of Death: the same as the
spell for Clerics.
Wall of Fire: the same as the spell
for Magic Users.
For further information on
Demons for your use as a referee,
find a good book on Demonology or
a reprint of one of the older
Grimoires at your local library. And
always remember: Demons are not
nice people! Even if they fulfill a
bargain to the letter, after being
Summoned by & magic user (Summon
Demon spell or other means), they
will try and arrange things for their
own advantage or profit, or for the
benefit of Their Father Below.
Anyone who tums his back on a
Demon (figuratively or _ literally)
deserves whatever nasty things that
‘you can think up, as long as they are
within the rules of the game.Dragon: This being is not truly a
monster, for most Dragons are fully
as intelligent as a human being, if not
more so. However, try and tell that
to someone about to be eaten by a
Dragon, There are many varieties of
Dragon, but we shall deal with only a
few of these, as guidelines for the
imaginative referee. All of the basic
types of True Dragon (as we shall call
this type) are of the Western
European mythological type: 4 less,
2 wings, much bigger than man-sized,
and having a breath that causes some
form of damage. This breath may be
flames or gis, or perhaps. spitting
poison, or a host of other things, but
the key feature is that the breath is a
‘weapon.
‘There are many characteristics that
all of the True Dragon varieties have
in common: They all live alone or in
small groups, so seldom is more than
| encountered at a time. They spend
60% of their time in their lairs,
sleeping or counting their treasures,
They move at Speed 9” (24” per
phase flying). They attack using M2
or M7. Their strength ranges from
28+ (18 + Level). Most are Armor
Class 6b, unless noted otherwise.
Because of their strength, they have
an attack level bonus, and so attack
at least at Level +2, and their
Defense Level = HD. Saving Throw
Class 7. Treasure Class Q, adjusted
downward at referee discretion for
young Dragons without a full hoard.
‘All Dragons have natural tendency
to use magic if they are intelligent
enough, and if so, they will use magic
of a Type similar to that of their
breath weapon. Thus, a Dragon that
breathed fire would be a Type I
‘magic user, a Dragon that breathed
cold would be a Type V magic user,
and s0 on (see Magic Rules). There
ae several things about the mentality
of a Dragon that should be Kept in
mind: First, Dragons live to be very
old if they don’t die a violent death,
and thus acquire a_great deal of
wisdom. Second, Dragon’s don’t
think like people 40; they don’t
engage in buying and selling, don’t
socialize, etc. One of their primary
joys in life is in the acquisition and
enjoyment of a treasure hoard
worthy of the name, and the one
thing that will get a Dragon very
upset is to tamper with that hoard
Third, for the referee who wishes to
introduce new varieties of Dragon, it
rust be remembered what a Dragon's
breath is: a weapon. A Dragon is
physically very strong and fast, and
the only reason for the existence of
its breath is as a weapon that can
handle things that brute force might
not, Thus, a Dragon’s breath, if it is
consistent with the way Dragons
work, must be able to be used against
crowds of beings, since that is the
only real thing that a Dragon has to
fear. For example, a Dragon that
hhad a breath that acted like a Heat
Beam spell would be unlikely,
whereas one that breathed a
knockout gas would at least be
possible. Here area few examples of
possible types of Dragons.
SILVER DRAGON: This variety
‘of Dragon is highly intelligent, and
would be regarded as Neutral in
alignment by humans. All Silver
Dragons are able to speak Dragon and
some of the human tongues, if they
80 choose. 90% of Silver Dragons are
magic users, Type IV spells only, at a
level equal to the Dragon's Hit Dice.
12+ HD for this type. Silver Dragons
enjoy living on high hilltops and in
‘mountain caves. Silver Dragons have a
breath weapon that is similar in its
effect to the Energy Cone spells of a
magic user. The breath of a Silver
Dragon Js in the shape of a normal
‘magical Cone, 4” in length per Hit
Die of the Dragon. This breath
emanates directly from the mouth of
the dragon, and the cone must go
straight in’ the direction that the
Dragon is facing.
PURPLE DRAGON: This variety
of Dragon is highly intelligent, and
would be regarded as Chaotic in
alignment by humans (and by some
other Dragons). All Purple Dragons
are able to speak Dragon and some of
the tongues of man, but they
consider talking to humans to be
beneath their dignity. They are evil
and unscrupulous, and even most of
the other Dragon's don’t like Purple
Dragons. 90% of Purple Dragons are
magic users, Type I spells only, at a
level equal to the Dragon's Hit Dice.
14+ Hit Dice for this type. Purple
Dragons live in mountain or forest
areas. They have a breath weapon
that is the same as the Bomb spell of
magic users (in fact, that’s where
‘magic users first got the idea). A
bubble-like pellet travels out from the
mouth of the Dragon to a
pre-determined distance, where it
explodes. The ranged distance may
not be more than 24” from the
Dragon, The bubble. travels in a
straight line at the speed of an arrow.
GRAY DRAGON: This variety of
Dragon is only moderately intelligent,
and would be regarded as Neutral
(but annoying) in alignment by
humans. Only 60% of Gray Dragons
speak an intelligible language other
than their own, and only 20% of
those that speak are magic using,
limited to Type I spells at the level
of the Dragon in their effect. The
Gray Dragon is sometimes called a
Stone Dragon, for the simple reason
that its breath turns people and other
living things into a substance that is
stonelike in appearance and to the
touch. This stonelike substance is
edible to Gray Dragons. Victims may
be restored to full health by the use
of a Stone to Flesh spell. Whether
the victim is tumed to stone is
calculate} by figuring out the Breath
Damage of the Dragon (see below)
and comparing it to the Hit Points of
the being hit. If the Breath Damage
exceeds the Hit Points of the target,
then it is tured to ‘stone’. This type‘of Dragon breathes in a normal Cone
shape that is 4” long per Hit Die of
the Dragon. Gray Dragons range from
20-24 Hit Dice normally, but « few
rare ones have been found of higher
‘or lower levels.
The amount of damage that is
done by the breath of a Dragon is
directly related to how many Hit
Points the Dragon has, which is in
turn determined by how old it is.
Normally, one does not encounter
very young Dragons without finding
colder ones taking care of them, so we
won't bother with the young ones for
now. A Dragon gains 1 Hit Point
every year as it grows older, on the
average. In order to determine the
Level of a Dragon, divide its Hit
Points by 4.5 and round off. That is,
45 Hit Point Dragon would be 10th
level. (Levels don’t really matter to a
Dragon, but it's nice to be able to
figure ‘out how many Experience
Points one is worth if you defeat it.)
Normally, the amount of damage that
a Dragon’s breath weapon does is
figured as follows: each being who is
within the breath must make a saving
throw on the Dragon Breath saving
throw column of the Saving Throw
tables. If the being makes this saving
throw successfully, he takes % the
‘number of points of damage that the
Dragon has in Hit Points. If he fails
to make — this saving throw
successfully, he takes the number of
points of damage that the Dragon has
Hit Points. Thus, if a 54 Hit Point
Dragon breathes ‘on a character, that
character will take either 54 or 27
points of damage of whatever type
that Dragon is causing, depending on
whether the character fails or makes
his saving throw. The value of a
Dragon’s breath in damage is always
the same as its Hit Points (not its
number of Hit Points left to
unconsciousness, if damaged, but its
full allotment). Normally, a Dragon
‘may use this breath at full value 3
times per day, or at half value 6
times per day.’Thus, if faced with a
mob of very low level creatures, @
Dragon coun breathe at only
halfstrength, doing only % normal
damage. This saves breaths for later.
Normally, a Dragon breathes no more
than once per turn, just as it (fit is
‘magic using) may cast magic once per
tum, However, if its own life appears
to be in direct danger, it may
attempt to breathe again’ less than
one tum after it has breathed. It has
a chance equal to 1/6 per phase since
it has last breathed of successfully
breathing again. Thus, after 2 phases,
it has a 1/3 chance of being able to
breathe again. After 6 phases, it can
ALWAYS breathe again, if it has any
breaths left for that day. If a
Dragon's mate or hatchlings are slain
in its presence, a Dragon can breathe
for a FOURTH time at the killers,
but at great cost to itself, since it will
fall unconscious 1 tum later for 2-12
tums, and cannot use its breath
‘weapon on the following day.
Djinn: This being is a spirit by
nature, and of changeable shape.
They ‘generally appear as a large
cloud of dust or smoke, as a
whirlwind, or as an 8-foot tall
‘humanoid’ wish dark brown skin (sort
‘of dark sand-colored), whichever is
the most convenient for the Djinn at
the time Very intelligent in mos:
cases, Djinn are Neutral or Lawful in
alignment. Type: Spirit o~ Daemon.
Only 1 normally appears at a time.
50% in lair or container of some kind
(ee below). A Minor Djinn (90% of
all Djinni fall in this class) has the
following characteristics: Speed 9”
(24” fying). 7 HD. Attacks as if with
W7. Strength 29. Armor Class 5.
Attacks at 9th level, Defends at 7th
level. Saving Throw Class 13. A Major
Djinn has the following
characteristics: Speed 12” (30”
flying). 15 HD. Attacks as if W9 (2
blows). Strength 36. Armor Class 6b.
Attacks at 17th level, Defends at
18th level. Saving Throw Class 15.
Minor Djinn are mainly encountered
bound as servants to a magic item
that is inscribed with a Seal of
Solomon and the true name of the
Djinn (sce Magic Item tables). Major
Djinn are mainly encountered in the
wild areas of desert vr mountains.
Efrit: This being is often found in
containers much too small to hold
them if they were solid, and this
because they are not solid, being of
the spirit world, When apparently
solidified, an Efrit will appear as an
8-10 foot tall, winged, hooved,
tusked, fiery humanoid’ with as
frightening an appearance as it can
manage. This is deliberate on the
Efrit’s partn and it enjoys scaring
people and animals. They are very
intelligent, as well as Chaotie in
alignment. Type: Spirit or Daemon,
Normally only 1 appearing. Efrits
hhave no lairs of their own, but
sometimes are set to guard one
belonging to someone else. There are
two types of Eftit: Major and Minor,
A Minor Efrit has the following
al
characteristics: Speed 9” (24” flying).
10 HD. Attacks as W7. Strength 32.
AC 6. Attacks at 12th level, Defends
at 10th level. Saving Throw Class 13.
‘A. Major Efrit has the following
characteristics: Speed 12” (30"
flying). 20 HD. Attacks as 2 blows
with W9. Strength 40. AC 6b.
Attacks at 23rd level, Defends at
24th level. Saving Throw Class 15.
Anyone less than or equal to 4 the
level of an Efrit must make a saving
throw vs. Fear when seeing any
individual Efrit for the first time, or
else flee in panic. Efrts are malicious,
‘but will faithfully (Gort of) serve a
given master who controls them for
up to 1001 days. If the master has
been good and kind, they will simply
leave. If the master has been harsh or
annoying, the Efrit will revenge itself
con the former master. An Eftit can
be controlled by possessing a Seal of
Solomon inscribed with the true
name of that Efrit. Usually, there
exists only one such seal for any one
Efrit, as these were made long ago.
Many of these Seals are used to
stopper a flask or bottle in which the
Efrit resides (see Magic Item tables)
when not materialized to serve its
master.
Elemental: This being is a spirit
that temporarily animates a portion
of one of the four natural elements:
Air, Earth, Fire or Water. As such, an
Elemental has the appearance of a
being made of one of the four,
appropriate to its individual type.
They are somewhat intelligent, and
Neutral in alignmen:. Type: Spirit or
Daemon. Only 1 appearing of any 1
type in any 1 location, since
Elementals don’t overlap. Location
in this case is defined as about %
mile on a side, square. Elementals are
never in lair, not having lairs. Speed
24” in their own element, 12”
otherwise. Hit Dice limited by the
level of the conjuror, who may
conjure an Elemental no higher than
his own level. Air, Fire and Water
Elementals attack ‘as if using W7;
Earth Elemental attacks as if using
Wb. Strength = 2.5 x Level (+5 to
total for Earth Elemental). All are
Armor Class 6b. Attack and Defense
Levels = HD +4 to both if Elemental
is touching a large mass of its own
element. Elementals below 10th level
have a Saving Throw Class of 13,
I1—15th level have a Saving Throw
Class of 11, and 16+ Level
Elementals have a Saving Throw Class
of 15. Will serve a magic user or
other controller only reluctantly. If acontroller forces an Elemental to
leave its own element to work for
him, or orders it to fight for him, the
Elemental will turn on the controller
at the least opportunity, and seek
revenge by killing the controller. This
can happen if the controller is
suddenly attacked, or if something
‘magically interrupts the control, or if
the controller is Charmed or put to
sleep magically. Elementals have a
natural enmity for beings that utilize
‘an element opposite their own (fire
vs. water, extth vs. ait).
Firedrake: This is a large, wingless
gray or coppery-colored dragonlike
reptile, roughly 20 to 30 feet in
length. They are of low to moderate
intelligence on a human scale, and are
Chaotic in alignment. They’ can be
encountered anywhere inthe
wilderness, especially in mountains
and forests, seldom in swamps. Type:
Dragon, Number: 1-4. 50% in lair.
Speed 15”. Young firedrakes as small
as 4 HD may be encountered, but
adults are 8+ HD. Attack with M2,
M7, and a breath that is the shape of
a standard magical Cone, and 4” long,
per level of the Firedrake. Thus, @
12th level Firedrake would breathe
fire in a standard 6” cone. As with a
Dragon, this flame does damage equal
to the Hit Points of the Firedrake to
targets that fail their saving throw vs.
Dragon Breath, or 4 that amount to
targets that successfully make their
saving throws. Strength 28. Armor
Class 6b. Attack at Level +2, Defend
at Level, Saving Throw Class 7.
Treasure Class H. These beings are to
Dragons what the great apes are to
hhumans, and ae probably the original
Zorm of Dragons, or similar thereto.
Being less intelligent than a true
Dragon, these can be occasionally
fooled or trapped, but it is dangerous
to do so. They like to eat, fight, and
collect shiny objects for their homes,
Which are usually in small caves.
Furies: These beings are usually
first noticed in a form that has the
body of a woman, and the wings and
claws of a very’ large bird, wings
being bronze in color and claws
actually BEING bronze. However, a
Fury may tum invisible or change its
shape temporarily to that of a human
woman, and thus not be recognized
until it regains sts true shape and
appearance. These beings are
intelligent and Chaotic in alignment.
They are found in most open areas,
seldom in forests or jungles with
overhanging trees. Type: Flyer,
Mythical. Number: 1-4. 10% in lair.
Speed 20” flying (they don’t like to
walk, but will do so in human form,
speed 12"). 6+ HD. Attack as M6.
Strength 30. Armor Class 6b. Attack
at Level +2, Defend at Level +4
Saving Throw Class 7. Normally keep
no treasure of their own in Iai
Normally, these beings will attack
anything not in shiny annor first,
since they do not like to look in
mirrored or shiny surfaces. They are
not harmed by mirrors, but will xy
to avoid looking into them if
possible.
Ghosts: These are the restless
spirits of those who feel that they
died unjustly, and apzear as glowing
White apparitions in the shape of a
human being with a formless lower
body, giving the appearance of
flowing white robes with no legs
This figure is translucont in bright
light. These undead spirits are
and are found
anywhere where men have lived in
the past. Type: Undead. Number:
16, 25% in lair. Speed 15” near
ground, 30” up in the air. 7+ HD.
‘These Ghosts form whatever type of
‘weapon they need, but no more than
1 weapon per combat phase, if they
need to change. Unused or dropped
‘weapons simply merge back in:0 thie
Ghost, Strength 25. Armor Class 4b.
Attack at Level #2, Defend at Level
+6. Saving Throw Class 5. Treasure
Class M. Each group of Ghosts
collectively casts the equivalent of a
Fear Spell that affects all who are
within 6” of them and who do not
successfully make their saving throw
vs, Fear, Clerics get a +2 bonus on
their die roll on this Fear. Can be
turned or dispelled by Clerics as
Spirit class Undead. Non-magical
‘Weapons cannot damage or interfere
with a Ghost. They can be damaged
by magical weapons or spells. Note
that these beings do NOT drain Life
Levels, but merely scek revenge
against all fving things for their own
deaths.
Ghosties: These are the Undead
results of draining tho Life Levels
from an animal or monster that is
not intelligent. They have the
appearance of a. glowing, white
animal, partly translucen: in a strong
light. Most of these are in shapes
similar to those of common monsters
for animals, occasionally in the shape
of something unusual. These undead
are Chaotic, although not intelligent
or actively evil. Type: Undead.
Number: 2-12. In lair 50%. Speed
22
18”. They may be of any level shat is
appropriate to the type of being that
they were when alive. An Elephant
Ghostie (a horrifying thought, 1
assure you) should be of much higher
level than a Mouse Ghostie, and
roughly the same levels as when they
were alive Since different Ghosties
are in different shapes, they attack as
whatever they would have been using
when alive. Thus, our Mouse Ghostie
would use MI. All Ghosties are
assumed to be Strength 11 (Le., no
adjustments positive or negative.
‘Armor Class 4. Attack and Defend at
their own levels. Saving Throw Class
8. Treasure Class C, from previous
‘encounters rather than deliberate
gathering. Ghosties are not dispelled
or turned by low-level clerical spe
although they can be destroyed by &
clerical Dispel Evil: spell. Victims hit
in combat by a Ghostie must roll a
saving throw vs. magic or be drained
1 Life Level. This must be checked
ceach time a living creature is hit by a
Ghostie. Silver or magical weapons
will hit and damage Ghosts, and
magical damage-causing spells will
affect them. Non-magical weapons
that are not silver will not harm a
Ghostie. Ghosties, since they ase the
animation of a simple life-force rather
than a true undead soul, do not exist
forever, but only for I month per Hit
Die of the original .vimel, and then
they simply dissolve.
Ghouls: These beings have sie
appearance of somewhat
decayed-looking humanoids, with
‘mottled dirt and vegetation coloring,
and pointy teeth and claws. They are
somewhat intelligent, and are
definitely Chaotic in alignment. They
are found mainly underground or in
dark places, shunning the daylight.
They are considered. Undead,
although there i some doubt, since
they can be killed, and are not
animated by magical means. Thus, for
‘Type, consider them Undead as far as
Control spells and weapon damag:,
but try to remember the differences
Number: 2-12. 20% in lair. Speed 9”.
2-4 HD. Attack using MI or MS.
Strength 12. Armor Class 4. Attack
and Defend at ‘own Level. Saving
Throw Class 12. Treasure Class. K.
Cannot be dispelled by clerics, but
can be Tumed as a Solid Body
Undead. Due to the nature of a
Ghoul, its touch or bite causes
uncontrollable fear in most living
beings, and this fright is such that it
‘can paralyze most beings, if they fail
to achieve their saving throw vs.poison on each individual touch or
bite. Elves and Paladins are immune
to this Fear effect, and the
fear-paralysis is removed by an Elf of
higher level than the Ghoul, or any
level of Paladin, physically touching
the fear-paralyzed person. It is also
neutralized by pouring 1 flask of
holy water over the victim, if the
holy water was made by 2 cleric of
higher level than the Ghoul
GIANTS: These beings actually
include several sub-types with very
different characteristics. All of the
types of Giant have a few things in
common: first of all, they are all
large, humanoid beings. All are very
strong, the weakest being as strong as
the strongest normal-sized humans.
All are very greedy, whether for food
or for gold. Most are Chaotic in
alignment. All live alone or in small
‘roups. The different types are:
CLOUD GIANTS: These giants
range from 16-25 feet tall, and are
among the more intelligent of the
Giant family. They build their own
buildings and castles, rather than
living in caves. Their name comes
from the fact that they love to build
con high cliffs and mountain peaks,
and folk tales have given rise to the
story that some of these castles
actualiy rest on top of the clouds.
Number: 1-4. In lair 30%. Speed 18”.
13+ HD. Attack using weapons (large
cones) and by throwing rocks (sling
accuracy, 3 dice of damage adjusted
for Strength of Giant). Strength
ranges from 2843, rolled per Giant
‘Armor Class 6. Attack Level = Level
42, Defense Level = Level. Saving
Throw Class 13. Treasure Class N +
1000-6000 gold pieces per Cloud
Giant. Cloud Giants have very keen
senses and like the taste of human
flesh.
CYCLOPES: (note: that is not a
misspelling, it is the more correct
plural) This is the type of Giant
encountered by Odysseus in his
voyages. It is very tall, 25 feet or
more, and has only one eye that in
the center of its face, above its nose
It is otherwise shaped like @ normal
humanoid. These Cyclopes are not
very intelligent, somewhere equivalent
to human intelligence 3. Chaotic in
alignment, these Giants live in rocky
ateas, mountains or islands especially
‘They eat only meat, especially human
flesh, although they will accept other
meat, Number: 1-2 40% in lair.
Speed 18". 30+ HD. Attack using a
hhuge club (3 blows, but attack and
damage as Maul, W9b, adjusted for
Strength of Giant). Strength = 20 +
Level. Armor Class 6. Attack at Level
43, Defend at Level. Saving Throw
Class 15. Treasure Class H. Note that
these Giants have poor depth
perception, and thus normally do not
throw rocks at a man-sized target.
They will, however, throw things at a
wagon or ship that gets too close
(rocks as above).
FIRE GIANTS: These Giants are
among the more intelligent of the
Giant family. They are 12-foot tall,
ruddy, tedshaired humanoids who
build “their own castles and homes.
Chaotic in alignment, these Giants
enjoy most parts of the wilderness,
except swamps, and thus can be
found almost ‘anywhere. Number:
1-6, Speed 15”, 12+ HD. Can use any
large weapons. Strength ranges from
25-40, rolled per Fire Giant. Armor
Class 6, Attack at Level +2, Defend
at Level. Saving Throw Class 13.
Treasure Class N + 1000-6000 gold
pieces per Fire Giant. Fire Giants
have a natural resistance (+2 saving
throw, —1 per die of damage) to
Type I magic. 10% of Fire Giants
are Type II magic users themselves, at
a level equal to their Hit Dice.
FROST GIANT: These Giants are
less humandike than most, being
from 15-20 feet tall and almost pure
white in color. In a cold climate, due
to their nature, they may have snow
and ice on their bodies and
belongings, and thus look very
unnatural. Moderately intelligent,
these Giants are Chaotic in alignment.
Number: 1-6. 30% in lair, which is
normally a cave cut into 2 hillside or
a glacier. Speed 12”, 10+ HD. Use
large weapons to attack, sometimes
made of ice. Strength ranges from 24
to 39, rolled per Giant. Armor Class
6b, Attack at Level +2, Defend at
Level. Saving Throw | Class 13,
Treasure Class N + 1000-6000 gold
pieces per Frost Giant, Frost Giants
are impervious to cold, but take extra
damage from fire. Thus, if hit with a
Fire spell, ad +1 per die of damage
received by a Frost Giant.
HILL GIANT: These are often
confused with Ogres and Trolls, due
to their general habits, but in’ fact
they are much more pleasant in
nature. Hill Giants are 8-12 foot tall,
stocky humanoids. They are not very
bright, and are Chaotic in alignment.
They’ are not really very evil,
however, and except for the bad
habit of eating human beings if
nothing else is available, they
wouldn’t be bad sorts at all. Number:
1-8, 30% in Init. Speed 12”. 8+ HD.
Attack with large weapons, especially
clubs (mace, flail, or maul attack
‘matrix line, ‘depending on just how
big a club). Strength 22-37, rolled
individually per Hill Giant. "ArmorClass 6. Attack at Level +2, Defend
at Level. Saving Throw Class 13.
Treasure Class N + 1000-6000 gold
pieces per Hill Giant. Hill Giants ean
throw rocks as Cloud Giants (abo ve).
STORM GIANTS: These are by
far the most intelligent and civilized
of the Giant family. They are 815
foot tall humanoids dressed in actual
clothing, rather than in the rough
furs preferted by most of the other
types of Giant, Also, Storm Giants
are of mixed alignment, evenly
divided among Lawful, Neutral and
Chaotic. Number: 1-4, 30% in lair.
Speed 18”. 15+ HD. Attack using
large weapons, some also use magic.
20% of Storm Giants are Type VI
‘magic users at a level equal to their
Hit Dice. Strength range of 32-47,
rolled per Storm Giant. Armor Class
6. Attack at Level +2, Defend at
Level. Saving Throw’ Class 13.
Treasure Class N + 1000-6000 gold
pieces per Storm Giant. Storm Giants
also have a natural resistance to Type
VI magic (+2 to Storm Giant's saving
throws, —1 per die from damage by
‘Type VI magic).
Special Note: Fire Giants and
Storm Giants sometimes use magic
items of their own construction or
items that were made for their use by
other Giants who are magic users.
Check for their chances of having
‘magic items as if they were Fighting
Men of the same level as their Hit
Dice.
Goblins: These beings are generally
short, 4-5 feet tall, humanoids with
swarthy. complexions and features,
that are somewhat ugly except to
other Goblins. They wear crude
armor and carry small weapons. They
are of low human-level intelligence,
and are Chaotic in alignment. Type:
Goblin. Number: 10-60 per group.
50% in lair. Speed 6”. 1 HD. Attack
using weapons of lengths 1-4 on
Attack matrix, most _ commonly
Daggers and Hatchets. Strength 10.
Armor Class 4. Attack and Defend at
Ist level. Saving Throw Class 1
Treasure Class B, Goblins hate the
light of day, elves and dwarves, not
necessarily in that order. They can
see very well in the dark, and move
quickly and quietly there. Given a
choice, they will not go outdoors
during the daytime, or into the
presence of a bright light: They are
not harmed, however, by light.
Griffon: ‘This beast has the body
of a lion, and the head and wings of
an eagle. It is of high animal
intelligence, but has--no real
alignment. ‘Type: Mythical, Flyer.
Number: 1-8. In lair 20%. Speed 12”
walking, 30” flying. 74 HD. Attack
using M2, M6, Strength 18. Armor
Class 5. Attack at Level +1, Defend
at Level (#2 while flying). Saving
Throw Class 7. Treasure Class. L.
Griffons are not naturally hostile to
man, but their favorite food is
horseflesh, and if you happen to be
riding one, this could result in an
unfortunate misunderstanding
Harpies: These creatures are
somewhat similar to Furies, but in
general are smaller, and do not have
the brazen claws and wings, but are
rather more brown or green in color.
These creatures are somewhat
intelligent, and are highly Chaotic in
alignment, and actively evil. Type:
Flyer, Mythical. Number: 2-8. 20% in
lair. Speed 6” walking, 15” flying. 3+
HD. Can hold small weapons or
attack using MS. Also, the claws are
poisonous (poison factor 1.0)
Further, Harpies screech in a
hypnotic fashion, and all hearing
them clearly (within 6”) must roll a
saving throw vs. Charm III. (see
Special Saving Throws). Those failing
to make this saving throw
successfully cannot fight or defend
themselves from the Harpies. Strength
12, Armor Class 3. Attack at Level,
Defend at Level +2. Saving Throw
Class 7. Treasure Class L.
Hippogiff: This creature has the
basic body of a horse, but with the
forelegs of a lion, and the wings and
head of an eagle. How this mixture
‘came to be has long been a matter
for debate. In any case, it is
somewhat intelligent, and Neutral in
‘alignment. Hippogrifs live in_high
places, especially mountains. Type:
Flyer, Mythical. Number: 1-8. No
lair. Speed 18” running, 36” flying.
5+ HD, Attack using M2, M6 or M19
(fear hooves). Strength’ 12. Armor
Class 5, Attack and Defend at level
(42 flying). Saving Throw Class 6. No
treasure. Can be trained for riding,
but are’ somewhat capricious, and a
partially trained Hippogriff is a
dangerous thing to ride, since it may
maneuver in such a way that its rider
will fal.
Lion, Were: This creature has the
basic appearance of a small lion, or
of a man with long, flowing brown
hair. They are Lawful or Neutral in
alignment (50/50), and normally are
encountered only in plains or hills,
sometimes in forests. Type:
Lycanthrope. Number: 1-6. In Lair
15%, Speed 12”. 7+ HD. Attack
using M2 or M21 in Lion form, or
‘weapons in man form, Strength 20.
Armor Class 4. Attack at Level +1,
Defend at Level. Saving Throw Class
9 in Lion form, or as a Fighter of the
same level in man form, No monetary
‘reasure,
24the most famous of its type, Medusa
of the Gorgon sisters. It is a being
‘that has the appearance of a human
female except for the fact that there
are a number of small, snakedike
appendages where hair would be on
the head. These ‘snakes’ are in
themselves. blind, and can only see
what the Medusa sees, but each one
has a mouth with fangs, and will bite
as directed. A Medusa is intelligent,
and Chaotic in alignment. Type:
Mythical, Stone Tumer. Number: 1-4.
In hair "75%. Speed 9”. 4+ HD.
‘Attacks using weapons, or MI (the
snakes, which get a total of 8 bites
per phase) + poison (poison factor
0.5). In addition, anyone gazing into
the face of a’ Medusa (including
another Medusa) must make a saving.
throw vs. Stone. (Determine Gaze on
Gaze Saving Throw table.) Strength
10. Armor Class 1. Attack and
Defend at Level. Saving Throw Class
2. Treasure Class O. Live primarily
‘underground or in caves.
Minotaur: This being is a 7-foot
tall humanoid with head like that
of a bull. They are reasonably
inteligent, but very short-tempered,
and can be of any alignment. Type:
Mythical, Number: 1-8. 20% in lair.
Speed 12”. 8+ HD. Minotaurs attack
using “weapons or MI6 or M33.
Strength = 10 + Level. Armor Class
4. Attack at Level +2, Defend at
Level. Saving Throw Class 8. Treasure
Class L. Normally live in forests or
caves.
Ogre: This type of being is 6-7
feet tall and basically a dark brown,
very ugly humanoid with lots of hair
and bad grooming habits. They are of
low intelligence, and are Chaotic in
alignment. Ogres live just about
anywhere where there is food. Type:
Troll (they really are more similar to
Trolls than Giants). Number: 2-12.
30% in lair. Speed 9” (12” if they
are frightened). 4-8 HD. Attack
Using large weapons, especially clubs
(as mace), flails and mauls. Strength
25, Armor Class 5. Attack at Level
+1, Defend at Level. Saving Throw
Class 8. Treasure Class L + 1000 gold
pieces per Ogre. Ogres love gold and
fighting, not necessarily in that order.
‘They eat meat, and love the taste of
hhuman flesh. Ogres like to think of
themselves as powerful and brave, but
are actually somewhat cowardly when
outnumbered.
Skeleton: This type of Undead is
the magically animated set of bones
of a being, usually human or similar
1/6 of those encountered are
skeletons of non-humanoid beings or
of monsters. They have no
intelligence of their own, and the
alignment of their animator, usually
Chaotic. Type: Undead. Number:
3-18. Speed 6”. 1+ HD, up to a
maximum of % the original level of
the being whose skeleton is being
Used. Attack using MS or weapons.
Strength 10. Armor Class 3. Attack
and Defend at Level. Saving Throw
Class 4. No treasure of their own, no
Jair, but they can be used to guard
cone, with the orders ‘Defend this
room, and destroy all intruders’.
Skeletons can be turned or dispelled
by Clerics as Animated Undead.
Spectre: This Undead — spirit
appears in the form of a ghostly dark
figure, faceless and featureless within
its cowled cloak. It strongly radiates
evil, seems intelligent, and is Chaotic
in "alignment. Type: _ Undead.
Number: 1-8. 259 in lair. Speed 15”
(30” flying with plenty of room). 6+
HD. Attack using any variety of
sword, usually broadsword. Each hit
with ‘this sword, in addition to
normal damage, drains 2 Life Levels
from the victim. This sword vanishes
‘upon the destruction of the Spectre,
and cannot be used by other beings
(they can’t touch the hilt) if the
Spectre drops it. Strength 18, Armor
Class 6b (comes from intangibility
rather than toughness). Attacks at
Level +1, Defends at Level #4. Saving
Throw Class 5. Treasure Class N.
Spectres can only be damaged by
‘magical weapons or spells, and can be
tumed or dispelled by Clerics as a
Spirit Undead.
Troll: This is the basic form of
Troll, which appears as a 7-foot tall,
very’ ugly humanoid with rubbery
flesh. It looks something like a
smooth Ogre. It is of low intelligence,
and is Chaotic in alignment. Trolls
can live almost anywhere on land.
Type: Troll. Number: 2-12. In lair
50%. Speed 12”. 7-10 HD. Attack
using M6 or weapons (clubs and
other impact weapons; swords are too
subtle for a Troll). Strength 25.
Armor Class 6. Attack at Level +1,
Defend at Level. Saving Throw Class
8. Treasure Class M. Trolls regenerate
any damage that is caused by means
other than fire or flame, at a rate of
4% Hit Point per phase, beginning 2
phases after first being damaged.
Trolls very much enjoy the taste of
human flesh.
True Troll: This is the cream of
the Troll family, 8 feet tall, 400
25
pounds, and every inch ugly, with
mottled brown skin, scruffy fur and
pointed teeth and claws. Moderately
intelligent, Chaotic in alignment, and
actively evil. These True Trolls appear
anywhere where there is the hope of
food. Type: Troll. Number: 1-8. 40%
in ir. Speed 12". 12-20 HD.
Attack using M6 or weapons that
require little manual dexterity.
Strength 13 + Level. Armor Class 6.
«Attack at Level #2, Defend at Level.
Saving Throw Class 13. Treasure Class
©. True Trolls regenerate at a rate of
L points per turn, where L is their
level in Hit Dice, beginning the phase
after they first receive damage. This
regeneration is pro-rated per phase.
‘Unicorn: This beast appears as a
golden-horned, — shaggy-legged,
horse-like animal with a goatlike
beard. It is normally white, with a
white or golden mane, but’ may be
other solid colors with a white mane.
Unicoms are intelligent, and are
considered Lawful or Neutral in
alignment. They live in forests. Tybe:
Mythical. Normally only 1 appearing
at a time, since they are quite rare.
No lair or treasure. Speed 24”. 5 HD.
Attack using MI6 or MIS. if
threatened, but will usually not
attack. Strength 20. Armor Class 4.
Attack at 6th Level, Defend at 15th
Level. Saving Throw Class 15. Will
not associate in any way with beings
of a Chaotic alignment or those in
any way pure of heart. Unicoms can
sense poison within 6”, and the
touch of their hom will neutralize
most poisons of Poison Factor 1.0 or
less.
‘Vampire: This is a particularly
dangerous type of Undead, that may
appear in the form of a very
paleskinned human, or as a bat, a
wolf, or a cloud of mist. In any
form, they are dangerous. All
‘vampires ate very intelligent in all
forms, and are Chaotic in alignment.
‘They appear anywhere by night, but
only in dark places by day. Typ
Undead. Number: 1-4. In Lair 50%,
Speed 12", 18” flying. 9+ HD.
Attack using MI (fangs) or swords
and daggers. in human form, MI in
bat form, or M2 in wolf form. All
forms have Strength 30. Armor Class
1 in human form and bat form, AC 2
in wolf form. Attack at Level +2,
Defend at Level +5. Saving Throw
Class Sor as an equivalent level
Magic User, whichever is better.
Vampires of 12th level or less have
Treasure Class O, above 12th level
they have Treasure Class S, but withno silver. Vampires of all levels may
assume cither human or bat form,
but only 1/3 may assume the form of
a wolf, Any Vampire who scores a
melee hit with teeth, in any form,
drains 2 Life Levels from his victim.
In human form, a Vampite has the
added ability of being able to Charm
any intelligent being that meets its
Gaze (Gaze Saving Throw to see
whether Gaze met), with a saving
throw vs. magic being used to
determine success (-2 to victim's
saving throw roll). Vampires in
‘human, bat or wolf form can control
bats, wolves, rats, and other animals
that frequent the dark of night, up to
1 animal per level of the Vampire.
‘All Vampires must spend at least 8
hours per day lying in a container or
depression filled with drt of the
Vampire's native land. Vampires
cannot be dispelled, only turned, as
Solid Body Undead. A Vampire that
is damaged beyond its Hit Points but
not properly slain simply turns
gaseous for a number of turns equal
to the amount of damage that it took
beyond its basic Hit Points. Vampires
regenerate non-permanent damage at
the rate of 1 point per tum per level
of the Vampire. Permanent damage
can only be done to a Vampire by a
weapon specifically enchanted vs.
Undead, by holy water, or by a
wooden stake driven through the
Vampire’s heart (which will slay the
‘Vampire outright). Vampires of 13th
level or higher include many magic
users, and so any Vampire of that
level has a 25% chance of being a
magic user. Victims slain by a
Vampire draining their blood (and
Life Levels) will rise from the grave
fn three days as Vampires, unless a
stake is driven through the
nneo-Vampire’s heart first. Charmed
beings can also be converted into
lesser Vampire slaves after 1 day
under the control of the Vampire
(the process. involves the mutual
drinking of blood and other horrible
things), and these Vampire slaves will
do anything to protect their Vampire
master.
Werewolf: This is the prototypical
Lycanthrope, the shapechanger from
man to wolf and back, but with a
small difference: this type of,
Lycanthrope does not change his
shape voluntarily. They appear
usually in the form of a large grey or
black wolf, or as a human with no
separation between eyebrows or hairy
palms of hands. A Werewolf is
intelligent, and Neutral or Chaotic
(30/70). ‘They appear mainly in
forested areas. Type: Lycanthrope.
Number: 1-10, 35% in lair. Speed
15” in wolf form 6+ HD. Attack
using M2 in wolf form, or with
‘weapons in man form. Strength 12.
Armor Class 4, Attack and Defend at
Level. Saving Throw Class 9 in wolf
form, as same level Fighter in man
form. Treasure Class L. Anyone
wounded but not killed by a
Werewolf will tum into a Werewolf
after the next full moon unless a
cleric does casts a Cure Disease spell
on the victim within 24 hours of the
wounding. Werewolves can only be
harmed. by magic or silver, and will
avoid silver in man or wolf form.
Designing Monsters
Hopefully, the Monster List has
iven you enough ideas of how the
system works that you can start
thinking about designing your own
‘monsters, or converting existing ones
from mythology or fictional sources.
Unfortunately, due to copyright
reasons, most fictional monsters
cannot be published in these pages in
their converted forms. Therefore, if
you want your favorite monster out
of someone's novel, YOU have to do
the conversion into Warlock rules.
‘And here's how:
When designing your own
monsters, the name and physical
descriptions are entirely up to you.
However, when you design monsters
based ‘on a wellknown (or
not-very-well-known) fictional source,
you should try to keep the monster
in line with what the original source
had it being like. Thus, if you want a
monster that is six feet tall and has
Jong fangs, you probably shouldn't
call it a Tribble (you may laugh, but
T've seen worse alterations done; cute
little furry mischievous things. that
Lord Dunsany called Trolls were
tumed by one referee into evil
chaotic killers, ‘because they're
Trolls, aren't they”). Also, when
naming your monsters, unless the
name of the monster is a part of the
mythos of your created world, the
name should bear some relationship
to the physical characteristics of the
monster, and should be
pronounceable. Players don’t seem to
appreciate a monster called a
“Veeblefletzer’ very much, if it
doesnt mean anything, but they
absolutely cannot STAND something
like a ‘Zxqrtpg’ being tossed at them.
‘Also, YOU, as referee, should have
00d idea’'what the ‘monster looks
like, in order to be able to figure out
just’ what it can and cannot do, as
well as to he able to describe it to
the players. This includes figuring out
about as much information as we
included in the Monster List, if not
more,
Once you have figured out what
you monster is called and what it
looks like, you should figure out
what it THINKS like. The intelligence
and alignment of the monster should
be thought out logically. If there is a
written source from which you have
taken the monster, use that as your
‘uideline, If the monster is original,
remember to make it smart enough
for its own survival. Monsters that
commit suicide with their method ofattack had better have a very high
rate of reproduction, or else they
simply won't exist. Monsters that are
hunters by nature should be able to
hhunt, While you are doing this, you
should lea HOW your monster
thinks, if it is intelligent; that is, does
it think about things in some unusual
manner, does its nature warp its
viewpoint of the world For example,
a being that is blind would not chink
of things in terms of color. A
vampire would not think that a
sunny day was nice. A dragon would
NOT like an sticanto, at least not one
that eats metals that dragons like to
hoard. And so on. Try to lean to
think like your monsters.
Location and Type are relatively
easy to figure out. Just don’t put a
‘monster where it would not want to
be.
‘Number Appearing should vary
with the type of monster. Something
that is weak or low level would tend
to run around in larger groups in
dangerous areas, in order to survive.
Powerful beings or large predators
‘would move around in smaller groups
unless there is some reason for them
to gather (such as a large source of
food).
Percentage of the time in lair is
dependent on the type of monster
also, primarily on just how much of
the time it would tend to hang
around its home, and how much of
the time it has to spend out finding
food and other goodies. Something
that has no fixed home, but a
somewhat favorite spot, has a very
low chance of ving ‘in lair’
Movement should be figured out
based on comparing the speed of the
beast to a man or a horse. How fast
can it run compared to you?
Compared to you, if you were
carrying around a lot of equipment?
Hit Dice are a matter of judgment,
with a little bit of sense required,
Just how many blows with a sword
should be needed to knock down this
monster?
‘Attack Matrix weapons should be
fairly simple. If a being has a favorite
type of weapon that it carries, that is
that. Natural Body weapons should
bbe figured out based on the physical
description that you already have in
your head or on paper. Compare
your monster with the ones on the
list for size, and you should have no
‘rouble with the weapons (claws are
claws, tovth are teeth, ete)
Strength is another inatter of
judgment, bu: here you have some
help if there is a writen source for
Your monster. Just how strong is it
compared to a strong man? To a
normal man? A monster that is not
very strong, but could wrestle
reasonably against a normal_-man
would be around Strength 9-11, A
monster that took more of a struggle
would be stronger, and so on. Truly
strong monsters (above the human
strength range) should be those with
a physical structure that van support
such massive muscles, such as an Ogre
ora Giant.
Armor Class or equivalent is
another matter of judgment. It is
either how hard the outer surface of
the monster is, or a way of adjusting
the chances to hit. Thus, both a hard,
scaly monsies and one’ that is very
thin and tenuous (and thus, hard to
damage) might be armor class 6b, just
because that one is hard to hit.
Attack and Defense Levels shouid
be based on the Hit Dice of the
creature, adjusted for Strength, how
vicious or quick the creature is,
whether it can dodge weapons, ete.
Again, in the case of something that
can be hit easily but not damaged,
adding 10 Defense Level reduces the
number of blows that cause damage
to the creature,
Saving Throw Class should be
determined from the various
examples, and from the explanation
of the Non-Human Saving Throw
table. Basically, just give the monster
saving throw class that is
appropriate to its resistance to magic
and other effects. (Normal butterflies
should not have the same saving
throws as a dragon, and s0 on.)
Treasure Class takes a little more
work, although the examples should
help.” Basically, a monster gathers
treasure up to the limit it can hold
fon to, unless it has recently lost
treasure The treasure classes are
figured out for a normal group of
each beings (Number Appearing). A
very large or very small grouping of
that type of monsters should have its
treasure increased or decreased
somewhat in quantity, but not
necessarily in its percentage chance of
having a specific type of treasure. See
Treasure Class explanations for more
det
Make your own Special Notes for
cach monster that is not just a beast
of some kind. If it has special powers
‘or abilities, special likes or dislikes,
remembering them when the battle is
‘over can be embarrassing. Make sure
that the notes would be sufficient to
remind YOU of what the monster
should be able to do, in case you
forget.
In other words, the more thought
and care you put into your monsters,
the more they will BE monsters,
rather than little men dressed up in
‘monster suits (zipper optional). A
dungeon or wilderness where all of
the monsteis act and react just the
same is very boring. as your players
will be quick to point out. So be
kind to your monstoss, and they will
help you out in your refereeing.
MONSTER SAVING THROW MATRIX
S.T. Type Distraction Poison Wands Stone Dragon _ Spells Phantasm
Class or Death Breath & Staves Belief
1 10 12 13 14 15 16 16
2 4 10 12 5 4 12 12
3 16 12 12 12 4 4 18
4 4 NA 14 16 16 16 NA
5 8 NA ti 7 1 9 8
6 16 6 7 8 8 10 3
7 12 6 7 5 3 8 7
8 10 10 8 10 4 2 12
9 8 4 10 12 10 12 10
10 2 6 7 8 8 10 12
1" NA 3 5 S 5 3 3
2 6 NA 12 14 4 12 4
13 NA 6 8 9 " 8 7
4 8 4 5 7 8 8/3" NA
5 NA 3 NA 2 3° S/NAS NA
27Monster Saving Throws
While a comparison of the
Monster Saving Throw Matrix
with the Monster List will give
you a basic idea of how to use
the Matrix on your own
‘monsters, a little explanation will
probably help you. The following
notes should give you a good
idea of which Saving Throw Class
is most appropriate for any
monsters of your own design.
Class 1 is the appropriate
Saving Throw Class for beings of
low human intelligence and no
real resistance to magic. Roughly
similar to a Ist level Fighter of
low intelligence.
Class 2 isthe appropriate
Saving Throw Class for creatures
with the power of Stone-Turning,
such as a Cockatrice.
Class 3 is for most animals,
including giant animals and
insects that have no special
characteristics.
Class 4 is for Animated
undead, with no will of their
own.
Class 5 is for independent
undead, solid and with wills of
their own, such as Vampires and
other such powerful undead.
Class 6 is for beings that are
tough but unintelligent. This class
has an excellent Phantasm Belief
saving throw because it isn't
intelligent enough to easily
perceive a visualized source of
harm,
Class 7 is for Dragons and
their relatives, especially the more
powerful reptile beings.
Class 8 is for beings that are
tough, somewhat intelligent, but
with no special resistances.
Class 9 is for lycanthropes
and shapeshifters of various
kinds, Were-creatures and such,
Class 10 is for large creatures
that are somewhat difficult to
damage.
Class 11 is for beings with a
considerable amount of resistance
to magic, either by being magic-
using and of high level, or from
sheer toughness, "Usually
intelligent.
Class 12 is for medium-sized
Undead, those which may or may
not be independent, but are
neither to be sneezed’ at nor run
away from by characters of equal
level. This includes most of the
Spirit-ype Undead
Class 13. is for non-undead
Spirits and some Daemons and
such.
Class. 14 is for beings with a
strong natural resistance to magic
and illusions.
Class 15 is for beings so
resistant and so powerful that
lesser magic (wands, staves, etc.)
has no effect whatever.
On the Matrix itself, a few
things need explanation. The
Distraction column is to be used
whenever the monster encounters
two or more things of interest. If
a monster that was busy chasing
character encounters something
else to eat, of equal worth, the
referee should roll a Distraction
Saving Throw to see whether the
monster will give up the chase for
a quick snack, Some discretion
should be used, adjusting for
monsters whose intelligence does
not match that of the average
monster of the same Saving
Throw Class. Basically, the more
intelligent the monster, the less
likely it is to be distracted by
some short-range benefit.
The entry ‘NA’ instead of a
‘number on the table means that
beings using that Saving Throw
line are not affected by items in
that particular column, Thus, a
Vampire is not affected ' by
poison, already being sort of
dead,
In Classes 14 and 15, the split
saving throw for the Spells and
Staves column indicates that the
two types affect the being
differently, spells above the slash
and staves below it. Thus, a
1 Throw Class 15
affected by magic
cast by means of a staff at all,
* * *
Treasure Classes
The following are the various
treasure classes referred to in the
Monster List and elsewhere. Each
contains a set of percentages and
ranges of value of the treasure,
as well as a short note about
what type of monsters or beings
should be assigned that treasure
class. Referees designing their
own monsters should pay
attention to these guidelines when
deciding which treasure class.
should go with which monster.
28
For each class, there will be
listings such as: __ Silver,
40%9(1000-6000). What this means
is that there is a 40% chance that
the treasure contains silver, in
amounts ranging from 1000 to
{6000 pieces. Remember to convert
the actual values to gold pieces
when figuring total treasure later,
but use the piece figure given to
determine how much can be
carried away, and how quickly.
Class A: Silver, —90%(100-600);
Gold, $0%%(10-60); Gems,
5%0(1-6). This class is used for
small, accidental gatherings of
treasure in the lair of beings too
small or too unintelligent to
gather treasure, but who live near
other monsters. It is also used to
measure the ‘pocket change’ of
low-level intelligent beings who
are determined to be carrying
small amounts of money.
Class B: Silver, 90%(200-1200);
Gold, _ $0%(100-600); Gems,
10%(1-6); Jewelry, 5%(1-6). This
class is used in circumstances
similar to. Class A, but for
somewhat higher level intelligent
beings, or for the lairs of
unintelligent monsters who are
powerful enough to occasionally
kill someone who was carrying a
small treasure. Giant animals
might have this treasure class.
Class C: Silver, 90%(1000-6000);
Gold, 50%(400-2400); Gems,
20%(1-6); Jewelry, 10%(1-6);
Magic Items, 10%(1). This is the
appropriate treasure class for
monsters who are not treasure-
collectors themselves, but who are
somewhat dangerous to people
passing through, and thus gather
a little more in passing than the
previous two classes.
Class D: Silver,
75%(2000-12,000): Gold,
50%%(500-3000); Gems, 30%1-6);
Jewelry, 20%(1-6); Magic Ite
150(1). This treasure class is
gathered by monsters that value
treasure, but are not very
powerful, or that don’t have
many opportunities to gather it.
Class E: Silver, 50%(4000-24,000);
Gold, 50%0(1000-6000); Gems,
40%(2-12); Jewelry, '30%%(1-6);
Magic Items, —20%(1). This
treasure class is deliberately
gathered by monsters that value
treasure, or is accidentally
gathered by monsters who are
low-level, but deadly to others ofsimilar level, such asa
Cockatrice.
Class F: Silver, 50%(5000-30,000);
Gold, 50%(2000-12000); Gems,
SO%(2-12); Jewelry, 40%0(1-6);
Magic Items, 25%(i). A class for
monsters one step more deadly
than before, or for treasure
caches being guarded by pet
monsters and other guardians.
Class G: Silver,
25%(10,000-60,000); Gold,
759%(5000-30,000); Gems,
50% (3-18); Jewelry, 40%(2-12);
Magic Items, 30%(1). This
treasure class’ is for the more
deadly guardian, or for something
that has been gathering treasure
for a while, with some success.
This is the last of the general-
Purpose treasures, and should be
reserved for monsters that are
worthy of it.
Class Hz Silver, 40% (1000-6000);
Gold, 35%(2000,12000); Platinum,
10%( 1000-6000); Gems,
30% (6-36); Jewelry, 40%(5-30);
Magic Items, 40%(1-4).. This
treasure class is for low-to-
medium level men or other
intelligent beings of similar type,
when gathered in. groups. Thus,
this treasure would be appropriate
for a small band of magic users
or a larger group of fighters.
Class I: Silver, 25%(1000-6000);
Gold, 30%(1000-6000); Platinum,
20%0( 1000-6000); Gems,
'50%(6-36); Jewelry, —$0%(5-30)
Magic Items, 60%(1-4). This,
treasure class would be.
appropriate for a temple or other
place where intelligent beings and
their money gather.
Class J: Silver, 20%(1000-6000);
Gold, $0%(6000-36,000);
Platinum, 25%(1000-6000); ‘Gems,
60%0(10-60); Jewelry, S0%(8-48);
Magic Items, 50%(1-4). This class
is for monsters somewhat less
powerful than a Dragon, but
greedy nonetheless, or a large and
successful band of men or other
intelligent beings.
Class K: Silver, 35%(1000-6000);
Gold, — 25%(1000-3000); Gems,
25%(1-6); Jewelry, —20%(1-6);
Magic Items, 10%(1). This class
is used for low-level intelligent or
somewhat intelligent beings with
about the relative powers and
abilities of a 2nd or 3rd level
fighter.
Class Gems, 25%(1-4);
Jewelry, 25%(1-4). This class is
for the ‘packrat’ type of monster,
that gathers only shiny things,
but does not accumulate large
hoards. Also good for monsters
who are small or who cannot
carry much.
Class M: Silver,
20%(1000-10,000); Gold,
60%0( 1000-6000); Gems,
30%(1-10); Jewelry, 25%0(1-
ic Items, 2090(1-3). This
treasure class’ is used for Trolls
and other beings of similar
tendencies and power, that just
aren’t all that interested in
treasure, but gather by
defeating those who have
Class Ne Silver,
25%(2000-12,000); Gold,
40%( 1000-6000); Gems,
10%(2-12); Jeweiry,
Magic Items, 30%(1-4). This is
the basic treasure class of Gi
modified occasionally for
different types.
Class 0: Gold, 40%(2000-12,000);
Gems, 20%(4-24), Jewelry,
10%(2-12); Magic ‘Items,
359%@(1-6). This class is used for
high level Undead creatures (thus,
the lack of silver) or for other
monsters dangerous enough to kill
lots of people who were carrying
magic items.
Class P: Gold, 75%(7000-42000);
Platinum, 25%(1000-6000); Gems,
25%3-18); Jewelry, — 20%(2-12);
Magic Items, 40%(1-6). This class
is used for large tombs or for the
treasure hoards of intelligent
groups of beings, such as a large
group of Dwarves.Class Q: Silver,
509%(10,000-100,000); Gold,
75%a(10,000-60,000); Platinum,
259%(3000-18,000: Gems,
50%(10-100); Jewelry, 60% (6-36);
Magic Items, 20%(2-8). This is
the treasure’ class for Dragons
and very little else, There is little
else powerful and greedy enough
to collect such a treasure hoard.
Class Ri Gems, $0%(3-18);
Jewelry, 50% (2-12); Magic Items,
20%(1). This is a’ treasure class
for monsters or beings who
collect treasure, but don’t care for
coins.
Class S: Silver, 10% per level of
monster or being, (1000-6000);
Gold, 5% per level (2000-12,000)
Platinum, 2% per level
(1000-6000); Gems, 5% per level
(6-36); Jewelry, 5% per level
(6-36); Magic Items, 5% per level
(1-4). This class ‘is commonly
used for higher level magic users
and magic-using monsters. All of
2a
the percentages in this and the
following two treasure classes are
multiplied times. the level of the
monster or being to find the
actual percentage chance of each
type of treasure being found,
Thus, the lair of a 12th level
magic user would have a 24M
chance of having Platinum in it
(2% times 12),
Class T: Silver, 15% per level
(1000-6000); Gold, 10% per level
(4000-24,000); Platinum, 2% per
level (1000-6000); Gems, 5% per
level (1-6 per 2' levels); Jewelry,
5% per level (1-6 per 2 levels);
Magic Items, 5% per level (1-4).
This class is for groups of higher
level fighters or other intelligent
beings. Note that, like Classes S
and U, the magic items here are
in addition to magic items the
igs are carrying around with
them. This is also to be
considered true in any treasure
class used for intelligent beings.
Class U: Gold, 10% per _level
(1000-4000 per '2 levels); Gems,
50% per level (1-4 per 2 levels);
Jewelry, 5% per level (1-4 per 2
levels); Magic Items, 2% per level
(1-4). ‘This treasure ‘class is to be
used for somewhat smaller groups
of men, or men who are moving
their lair, or groups of intelligent
beings who are on their own for
long periods, without constant
sources of treasure.
Note that many of these
treasure classes do not contain all
of the possible types of treasure.
This is deliberate, and has to do
with the practical limits and
reasons of the treasure-gathering
of different types of beings and
monsters. Platinum should be
considered somewhat rare, and is
an optional metal, its inclusion at
the discretion of the individual
referee. Copper is not listed in
the treasure tables, since it has
been our experience that, except
for pocket change, most
characters do not spend time
gathering up copper they find
anyway. If you really want
copper, include it in quantities
similar to that of the silver for
classes that include coins.\ Gem and Jewelry Average Value Table
Carats Per Gem
01-07
08-16
17-27
28-40
41-55,
56-66,
67-75,
76-82
83-87
88-90 10
91-00 10 plus reroll (cumulative)
Gem Value Per Carat
01-05 5 gold pieces per carat
06-15 10
16-20 15
21-30 20
31-35 25
36-40 30
41-45 40
46-65 50.
66-70 60
7175 75
76-85 100
86-90 125
91-95 150
96-98 175
99-00 200
Jewelry Composition
Metal Only
Metal plus 1-6 gems
Metal plus 2-12 gems
Metal plus 3-18 gems
Metal plus 4-24 gems
91-97 Metal plus 5-30 gems
98-99 Metal plus 6-36 gems
00 Metal plus 1-100 gems
01-20
21-45,
46-65
66-80
81-90
Jewelry Metal
10-60 gold pieces in value
41-100 gold pieces in value
40-400 gold pieces in value
100-1000 g.p. in value
4100-2000 9.p. in value
86:90 500-3000 9.p. in value
91-99 1000-6000 9.0. in value
00 1000-100,000 9.0. in value
Gems and Jewelry
01-15
16-35
36-55
56-65,
66-85,
When gems and/or jewelry are
found in treasures, it is necessary
to determine their value. This is
done by use of the Gem and
Jewelry Average Value Table.
This table gives the average value
of the gems and jewels in a large
trove. The Jewelry part of this
table can be used to determine
the value of a single piece just as
easily, and in the case of a
special item can be quite useful.
At first, the use of this table may
seem complex, but it becomes
easy with continued use. For
example, suppose you, as referee,
have determined that ‘there are 7
gems in a treasure. Now, roll on
the Carats Per Gem table. This
gives you the average size of the
gems in the treasure. Roll on the
Gem Value Per Carat table to
find the average value per carat
of weight of the gems. Multiply
the two together, and the whole
thing times 7 (for your 7 gems)
to find the total value of the
batch of gems. In the case of
jewelry, the only difference is
that the Jewelry Composition is
rolled first, and then the value of
the Metal and Gems (if any), the
values of gems and metal being
added together.
Exactly what metals and gems
are represented by these values
should be determined by the
individual referee, if he is so
inclined, because they change with
the type of world or dungeon.
For example, on a desert world,
pearls might be extremely
valuable, due to their rarity, or
worthless, if no one wants them
or knows what they are. Also,
the workmanship of the jewelry is
part of its value, A piece of
jewelry that is all metal might be
a rare work of sculpture, and
thus worth a great deal, or a
cheap bracelet, and worth little or
nothing. If the shape of the
Jewelry matters, it should be
determined by the referee as
appropriate to the world and the
treasure.
Encounter Modifiers
Encounter Distance
2 Limit of Vision
5 Limit of Vision
4 Long Range
5 Long Range
6 1 Phase Move to Melee
7 1 Phase Move to Melee
8 1 Phase Move to Melee
9 Short Range, Ye Move
10 Short Range, ¥% Move
11 Immediate ‘Melee Range
12 Immediate Melee Range
30
Encounter Surprise Chance
2 Monster(s) Startled
3 Monster(s) ¥ ‘Surprised,
Party Not Surprised
4 Both Sides 1/6 Surprised
5 Party 1/6 Surprised
6 Party % Surprised
7 Party % Surprised
8 Party % Surprised
9 Party % Surprised
10 Party ‘% Surprised
44 Party % Surprised
12 Party 5/6 Surprised
Monster's Average Hits Per Die
O1eaeait
02-05 1.5
06-10 2
14-20 2.5
21-30 3
31-40 3.5
41-50 4
51-60 45
61-70 5
71-80 5.5
81-90 6
91-96 6.5
97-99 7
0 oF?
Encounter Modifier Notes
The Encounter Modifier
Tables allow the referee to
determine randomly just what is
coming around the next corner,
and what to do about it.
The Encounter Distance table
tells the referee how far away the
monsters or beings are when first
noticed. Note that this distance is
iven in relative movement rather
than absolute distance. This is so
that it can handle both indoor
and outdoor situations. The
phrases ‘1 phase movement to
melee’ and such do not indicate
that a melee will automatically
occur, it instead indicates how
long ‘it would be until such a
thing could happen. The
likelihood of battle depends on
the actions of the party and just
what was encountered.
Encounter Surprise refers to
the chance that cither the
members of the party or the
encountered beings or monsters
will be surprised by the
encounter, and suffer the
penalties from the surprise.Encounter Numbers
Fighter Magic Parties Monster
Types Users Numbers
005 hes 1
06-10 1-4 116 NB
1200 16 0 1 BONIS
M20 «183882
26-30 1510 1-4 110
3145 2241-10
46-50 216 «16 2420 N
5160 416 1-6 0 212 ON
61-70 220 1-6 | 1B 1.5N
71-80 2-24 1-8 1B ON
81-90 4:24 2-8 424 WN
91-95 4:32 1-10 5:30 AN
96-98 6-36 2-12 6-36 SN
99 Rext-4 Rex2 Rext-4 Rex2
00___Rext-40Rext-4 Rex1-8Rex1-10 Re x1-10 Rex1-4 Rex1-8 Rex1-10
Surprise is normally checked for
each person or monster, rather
for the battle as a whole. This
table gives the chances of being
surprised. Remember to modify
these for Special Characteristics
bonuses and handicaps, or for
unusual characters (elves are
surprised 1/6 of the time less
often than humans, due to their
superior senses of sight and
hearing).
‘Average Hits Per Die are
rolled on monsters where the
referee does not wish to
determine the hits individually,
such as in large groups of small
‘monsters. It is recommended that
hits be determined individually
for small groups, especially of
intelligent beings. This table takes
into account the tendency for
beings with more hit points to
survive, as well as the likelihood
of hits averaging out somewhat.
‘The Encounter Numbers Table
gives the referee a set of numbers
of beings encountered. For
intelligent beings, use the listed
number ranges, rolling the
appropriate dice to determine
exact numbers. Thus, if you roll
that the encounter consists of
3-18 fighter-types, roll 3 six-sided
dice to determine just how many
there really are. in the Monster
columns, N represents the range
given in’ the Number Encountered
section for each monster on the
Monster List. Thus, if the result
of your roll is N/2, and your
Monster List gives a Number
Appearing of 2-12, you should
have from 1-6 appearing instead.
A result of 1.5N would have
from 318 such monsters.
appearing.
Lair Numbers
Fighter Magic Temple Monster
Types Users or Hall Numbers
1 fone 1
N/6
N/4
N/4
N/a
ON
oO ON
2 oN
tel
8
8
re
1
re
re
1.5N
2N
4-24 4-24 3N
4:32 212 5-30 aN
Rext-4 Rex2 Rexi-4 Rex?
+
2
2
4
2
2
In those cases where the tables
says ‘RexI-4° or something
similar, this indicates that you
should’ reroll, and multiply the
result times ‘the indicated roll.
‘Thus, if you rolled a ‘3 on your
roll from 1-4, and got a result of
1-6 on your reroll, you would roll
from 3-18 to determine the final
actual numbers encountered.
‘Men and Their Animals
In addition to the Monster
List, there must also be sort of a
People List, since men will
sometimes be encountered during
adventures. Basically, treat
encountered men as if they were
characters: they get the same
bonuses and restrictions based on
their characteristics. If you have a
copy of Instant Bad Guys or
some other listing of encountered
‘men pre-rolled, you can just use
that to determine those
characteristics. Otherwise, you, as
referee, should roll any
characteristics that might _be
important in the situation. This
will often include Strength,
Intelligence, Dexterity and Agility,
as well as hits (in which case you
should also roll Constitution,
which could modify the hit
points), The Saving Throws and
other circumstances are also the
same as if the encountered men
were characters: just use the
appropriate Saving Throws for
the type, level, and characteristics
of each individual man, The only
thing remaining is Treasure Class.
For low-level Fighters, use
Treasure Class C. For medium or
higher Fighters, use Class T. For
low-level Clerics, use class D. For
‘medium-level Clerics, use class M.
al
For high-level Clerics, use Class
I. Low-level Magic Users should
be given Class E treasure in their
lairs. Medium-level Magic Users
should have Class H. High-level
Magic Users should have Class S.
Thieves should have _ treasure
similar to that of Magic Users.
For unusual classes of men, use
whatever is the most appropriate.
For example, Paladins and
Rangers do not tend to
accumulate much treasure, and
thus should not be given an
overly rich class.
There are several types of
normal animals that are used
both by encountered men and by
characters, and should thus be
discussed.’ Draft. animals and
hunting animals are quite
common, and you found some of
them listed in the Equipment
tables. Basically, normal animals
all have the same Saving Throw
Class: Class 3. Normally, they are
Armor Class 1 if without
harnesses or packs, Armor Class
2 if saddled or ‘harnessed, or
‘Armor Class 5 if wearing Chain
Barding. Unless stated otherwi
normal animals have Attack and
Defense Levels equal to their Hit
Dice. The following list gives the
differences between the various
animals.
Mules: These are the only
pack animals that you can
normally use in caves, tunnels, oF
other narrow or steep areas.
Mules have 3 Hit Dice, and can
carry up to 350 pounds at speed
12”, Mules can pull wagons or
sleds weighing, with load, up to
1000 pounds. A mule, if
attacked, will kick with Small
Hooves.
Light Horses: These are the
fastest horses normally available,
but are not very sturdy. A Light
Horse can carry up to 250
pounds at speed 24”, and cannot
be trained to pull wagons. Light
Horses have 2 Hit Dice, and can,
if attacked, kick with Small
Hooves.
Medium Horses: These are
more durable, but not as fast. A
Medium Horse can carry 350
pounds at speed 18", and cannot
be trained to pull wagons, but
can be trained to wear barding or
to participate in cavalry melee.
Medium Horses have 3 Hit Dice,
and, if in melee, can kick with
Small Hooves.Draft Horses: These are
sturdy, durable workhorses, who
can carry or pull great weights,
but not very fast. A Draft Horse
has 4 Hit Dice, and can carry
450 pounds, or pull a wagon or
sled weighing 1500 pounds,
moving at speed 12”, Draft horses
will attempt to avoid combat, but
if forced, will defend themselves
using Medium Hooves.
Heavy Horses: These beasts,
also known as Warhorses, are
bred and trained for battle. They
are physically quite similar to
Draft Horses, being among the
biggest and toughest of horses. A.
Heavy Horse will carry up to 450
pounds at speed 12”, and can be
trained to wear barding and to
participate in battle, but does not
pull wagons or sleds, Heavy
Horses have 4 Hit Dice plus 2 hit
points. They thus have Attack
and Defense levels of Sth level.
Heavy Horses, if in combat,
attack using Medium Hooves.
Hounds: These are the
tracking dogs that are commonly
used. They move at speed 15”,
and can attack using Small Teeth.
‘A Hound has 2 Hit Dice
Mastiffs: These are the more
solid killing-dogs, bred for
strength. A Mastiff moves at
speed 15”, and can attack us
Medium ‘Teeth, attacking at th
level. A Mastiff has 3 Hit Dice.
Falcon: These are the hunting
rds commonly used, and
actually includes several varieties.
They fly at speed 24”, and can
Other animals can be worked
out by individual referees.
Basically, just keep them
reasonable relative to those listed,
and you should not have too
many problems.
Carried Magic Items
When men or other intelligent
beings are encountered, they may
be carrying magic items of their
‘own, usually ones that the person
oor being carrying it can make use
of. Thus, when a _ party
encounters” men or _other
intelligent beings, the referee
should check and’ see just what
they are carrying, and make use
of the items properly if a battle
or other encounter develops.
Remember, the characters in the
party aren't the only ones with
the advantages given by magic
items.
If you have a copy of Instant
Bad Guys, you can simply use
the listed items for e
encountered on those
hot, you can determine the same
probabilities of just who is
carrying what magic items by
using the ‘Carried Magic Items’
table.
Each
Magic
line of the ‘Carried
Items’ table is for a
different type of character or
being. For types not listed, the
referee must use his own
discretion, For combinations of
two character classes, such as a
Magical Fighter, use the higher
character or being who is being
checked. Thus, a Sth level Fighter
would have a 7.5% chance of
having a magical Shield when
encountered, while a Sth level
cleric would only have a 5%
chance of having a clerical Staff.
In cases where the table shows a
number like 2*1 or 2°0.5, it
means that the being encountered
has two chances of having that
type of magic item, _ rolled
separately, and also that, if both
rolls are’ within the indicated
percentage, that the being has
‘two items in that category.
When determining the chance
that an intelligent non-human has
magic items, use the most similar
class of “humans for basic
chances, and adjust for any
special ‘circumstances, such as a
special preference ‘for certain
types of objects, or restrictions
from using certain types of
objects. A being from a species
that can't read probably would
not carry a Scroll, for example
Each column of the ‘Carried
Magic Items’ table represents one
of the types of magic items. If
the being checked is determined
to be carrying one or more magic
items, simply go to the Magic
Item ‘Tables for the appropriate
type of magic items and roll the
specific powers and abilities there.
attack using Small Teeth (Beak) chance for each of the two
for Small Claws, but normally classes. The numbers appearing
only attack small animals. onthe table are _ percentage
Falcons have 2 Hit Dice, but chances of having that type of
attack at 3rd level. magic item per level of the
Carried Magic Items
Inteligent Armor “Shield Non-intel. Wand or Ring Potion = Misc.-——Serall
Weapon Weapon Staff Magic
Magic User 1 - = ¢ 24 oat 21 a 1
Fighter 1 5 15 an - an at 05 0.2
Cleric: - 1 1 1 1 an 21 05 =
Thiet 1 5 15 2a - 21 21 205 05
Paladin 15 2 Pop f abhe 02 2705 270.5 05 02
Ranger 15 15 15 215 1 eof a4 1 05
ett 1 15 15 an 24 an a1 an 1
32Advanced
Chievish
Rules
SEVENTH LEVEL ABILITIES
1. DOUBLE DAGGER THROW +2
2. THROW DAGGER CRITICAL
3. ACROBATICS
4, CHEAT AT GAME OF SKILL +4
5, SLEIGHT OF HAND (99%)
6 CON+6
7. CUT GEMS
& — EIDETIC MEMORY, HEARING
9. EIDETIC MEMORY, TOUCH
10. EIDETIC MEMORY, VISUAL
11, READ & IDENTIFY MAGIC
12. SPOT THIEVISH ACTIVITY (75%)
13, TIE UP WITH ROPES +3
EIGHTH LEVEL ABILITIES
ECHO WALK
DOUBLE DAGGER THROW +4
DOUBLE SHORT SWORD +2
GAME OF SKILL +5
COUNTERFEIT COINS (90%)
COUNTERFEIT MAGIC (90%)
DETECT SHIFTING WALLS
‘AND ROOMS (90%)
8 EIDETIC MEMORY, TOTAL
9. ESCAPE FROM ROPES +3
10. READ MAGIC
11, SPOT THIEVISH ACTIVITY (90%)
* * *
Seventh Level Abilities
NOM aoNS
Double Dagger Throw +2: This
ability allows a thief to throw two
daggers at the same target
simultaneously, adding +2 to his
archery die roll to hit. Prerequisite:
Double Dagger Throw (6th).
‘Throw Dagger Critical: This ability
allows a thief to throw a single
dagger at a stationary target, aiming
for a specific area of that’ targer’s
body. If the thief scores a hit, the
damage is determined as if a critical
hit on the area named, intensity
determined as in the case of a normal
critical hit (die roll of 1-6, see
Criticat Hit Table in The Complete
Warlock). Note: this type of dagger
throw is restricted as follows: the
target may be no more than 3” from
the thief; the target may not be in
melee or actively dodging the dagger;
the thief may fot be in motion at
the time of the throw. Prerequisite:
Throw Dagger +4.
‘Acrobatics: This ability allows a
thief to engage in fancy tumbling,
‘vaulting, or other equivalent motions
for use both in entertainment and
second-story burglary. This ability
includes the ability to swing from
ropes and other items in true
swashbuckling style, For obvious
reasons, most of the limits must be
determined according tothe
individual circumstances, especially in
combat, and thus this ability requires
considerable discretion on the part of
the referee. Prerequisites: Dexterity
and Agility both 15 or higher.
Cheat At Game Of Skill +4: This
abilicy allows a thief to. cheat at
gambling games of skill with a 90%
chance of doing so successfully (not
setting caught) and adding 4/6 to his
chances of winning. Note that
gambling games of skill are those in
which some skill on the part of the
player is needed (Le., poker)
compared to those in which luck is
the determiner (wage on
snalbraces, etc.). Prerequisite: Cheat
At Game Of Skill +3.
Sleight Of Hand (99%): Same as
Sleight Of Hand (95%), its
prerequisite, but with added chance
of success.
Con +6: Same as Con +3, its
prerequisite, but with added chance
of success.
Cut Gems: This ability allows a
thief to cut and/or re-set gems and
jewelry without reduction in value.
This ability is useful primarily for
converting stolen goods into saleable
items, or in converting uncut gems
into jewelry.
Eidetic Memory, Hearing: This
ability allows a thief to. memorize
sounds, voices or conversations (no
more than one minute's worth for
each point of Intelligence the thief
has) after one hearing, with 95%
completeness. Prerequisite
Intelligence 11+.
Eidetic Memory, Touch: This
ability allows a thief to memorize the
weight, texture and other physical
properties of an object handled once,
for the purpose of recognizing it later
for attempting to make duplicates or
counterfeits. This ability is 95%
accurate as long as the thief has had
at least 1 turn to handle the object,
and the object is handleable (a cloud
a
of gas or a castle wall is not to be
considered handleable). Prerequisite:
Intelligence 11+.
-Fidetic Memory, Visual: This is
what is normally called a
photographic memory. It allows a
thief to quickly sean an item and
remember, with 95% accuracy, its
physical appearance. It could also be
uused to scan a map or a page of
writing with similar effect. The thief
does not have to understand any
writing’ in order to be able to
its physical appearance.
Intelligence 11+.
Identify Magic: This
ability allows a thief to examine
scrolls to see whether spells are on
them, and if so, what they might be,
with @ chance of success equal to 10
X Intelligence of Thief (100% or
‘greater means always successful). This
ability does not allow a thief to
activate either scrolls with spells on
them, or special Protection scrolls,
but ‘does (involuntarily) activate
coursed scrolls.
Spot Thievish Activity (75%): This
ability is the same as Spot Thievish
Activity, its prerequisite, except that
it gives a thief a basic 75% chance of
spotting ongoing thievish activity by
4 thief of his own level, or the results
‘of such activity. This percentage is
stjected SW for vech elative feel
difference between the active thief
and the spotting thief. Thus, a 17th
level thief would have an 80% chance
of spotting a 16th level thief at work.
Tie Up. With Ropes #3: This
ability is the same as Tie Up With
Ropes +2, its prerequisite, except
that it also neutralizes the Escape
From Ropes +2 ability, if possessed
by the person being tied, as well as
subtracting an additional 10% from
the basic chance to escape as figured
in Tie Up With Ropes.
Eighth Level Abilities
Echo Walk: This ability allows a
thief to walk in total darkness or
blindfolded at a speed of 3” per
phase. Unless specific traps have been
set, the thief will be able to move
with whatever level_of silence his
other abilities allow. The thief, using
this ability, is maneuvering by
hearing, touch, smell, etc, This ability
may not be used to travel through a
melee in. progress.
Double Dagger Throw +4: This
ability is the same as Double Daggér
Throw +2, its prerequisite, but with
an added’ chance to hit with each
thrown dagger.Double Dagger Melee +2: This
ability is the same as Double Dagger
Melee, but with an additional 2
Attack Levels with both daggers used.
Prerequisites: Double Dagger Melee
and Dexterity of 13+.
Double Short Sword +2: This
ability is the same as Double Short
Sword, but with an additional 2
Attack Levels with both short swords
or with short sword and dagger.
Prerequisites: Double Short Sword
and Dexterity of 13+.
Game of Skill +5: This ability is
the same as Game of Skill +3, its
prerequisite, but with added chance
of success.
Counterfeit Coins (90%): This
ability allows a thief to manufacture
coins and other familar items used as
money with a 90% chance of his
fakes being accepted as real under
normal examination. Prolonged
examination by experts or magical
spells may determine that the coins
are not real
Counterfeit Magic (90%): This
ability allows a thief to manufacture
items that_may be mistaken for
specific magic items upon first
examination, especially by other
thieves. These items will not fool a
Detect Magic spell, but will generally
fool a purely physical examination
‘The items thus made will not act as
the magic item they appear to be.
Detect Shifting Walls and Rooms
(90%): This ability is the same as
Detect Shifting Walls and Rooms
(50%), its prerequisite, but with
added chance of success.
Eidetic. Memory, Total: This
ability allows a thief to memorize all
of the physical chacacteristics of an
object he is able to examine, with the
same limitations as in Eidetic
Memory, Hearing, Touch, and Visual,
its prerequisites. This ability
specifically allows the thief to
memorize information conveyed by
all of hhis senses, including smell and
taste. Additional prerequisite:
Intelligence 13+.
Escape From Ropes #3: This
ability is the same as Escape From
Ropes +2, its prerequisite, except
that this ability will also allow escape
from Tie Up With Ropes +3, as well
as add 10% to the basic chances for
escape.
Read Magic: This ability is the
same as its prerequisite, Read and
Identify Magic, with the additional
benefit of allowing the thief to
activate special Protection scrolls in
addition to cursed scrolls. Basically, a
thief could thus use any seroll that
does not cast a spell (or use Spell
Points).
Spot Thievish Activity (90%): This
ability is the same as its prerequisite,
Spot Thievish Activity (75%), except
for the added chance of spotting
another thief in action. In. other
words, the base percentage is 90%
instead of 75%, adjusted by the
relative levels of the thieves.
*~ * *
The following are additional
thievish abilities of the lower levels,
to be added to those already listed in
‘The Complete Warlock. Refer there
when necessary.
In the case of any short sword or
dagger abilities, other similar stabbing
and cutting weapons may be Tesmned
similarly at the discretion of the
refere:. For example, a Kris could be
allowed as a thievish weapon, or an
‘unusual type of knife. These weapons
would have to be leamed separatriy,
and would take up the space of a
separate ability. Be careful not to let
the thief get too far afield with his
‘weapons. Thievish abilities should be
limited to small, one-handed stabbing
weapons (not axes, maces and such).
The same holds’ true of archery
equipment. If your world has an
unusual type of archery equipnent
available that could be used by
thieves, allow them to gain abil-es in
any that are appropriate (throwing
stars might be appropriate, but a
hheavy machine gun would not).
Short Sword Defense +2: This
Second Level thievish ability allows a
thief to add #2 to his defense ‘evel
against any attacks coming from his
front or weapon side, made with any
of the following weapons: Dagger,
Kris, Hatchet, Handaxe, Short Sword,
Trident, Longsword or Falchion. The
thief must be using a Short Sword to
defend iimself against these attacks,
but does not lose attacking blows
while using this ability. Note: this
ability cannot be used with both
weapons if the thief is fighting with
two weapons, and only helps against
fone opponent, if the thief is being
attacked by ‘more than one foe.
Prerequisi‘e: Short Sword +2.
Dagger Defense +2: This Second
Level Thievish ability allows a thief
to add +2 to his defense level against
any attacks coming from his front or
‘weapon side, made with any of the
following weapons: Dagger, Kris,
Hatchet, Handaxe, Short “Sword,
34
Trident. Otherwise the same as Short
Sword Defense +2. Prerequisite:
Dagger +2.
Throw Short Sword #2: This third
level thiovish ability, is like its
prerequisite, Throw Short Sword, but
with 42 added to the Archery roll to
hit, Prerequisites: Throw Short Sword
and Throw Dagger +2.
Extra Dagger Blow: This Fourth
Level Thievish ability allows a thief
with the proper prerequisites to gain
1 extra blow per combat phase, after
all other adjustments for movement
speed or other conditions, while using
a dagger. Prerequisites: Dagger +4,
Dexterity of 13+,
Short Sword Defense +4: This
Fourth Level Thievish ability is the
same as one of its prerequisites, Short
Sword Defense +2, except for the
added +2 defense levels. Prerequisites:
Short Sword +4, Short Sword
Defense +2.
Dagger Defense +4: This Fourth
Level Thievish ability is the same as
cone of its prerequisites, Dagger
Defense +2, except for the added +2
defense levels. Prerequisites: Dagger
+4, Dagger Defense +2.
Sling Accuracy: This Fourth Level
‘Thievish ability
a sling with a reduced accuracy
penalty for range. With this ability, a
thief’s chances to hi: with a sling are
figured as follows: instead of tripling
the basic range before figuring the
‘basic chance to hit (compared with a
bow), only double the basic range.
This ‘means that a thief with this
ability, firing at a target, 12” away,
would have a basic ‘to hit” number of
9 instead of 13 (as if 24” instead of
36”). [See Archery Tables, The
Complete Warlock, p. 17]
Prerequisite: Sling +4.
Throw Short Sword +4: This fifth
level thievish ability is like its
prerequisite, Throw Short Sword +2,
but with an additional bonus to the
Archery roll to hit. Prerequisites:
‘Throw Short Sword +2 and Throw
Dagger +4.
Extra Short Sword Blow: This
Fifth Level Thievish ability allows
thief with the proper prerequisites to
gain 1 extra blow per combat phase,
after all other adjustments for
movement speed or other conditions,
while using a short sword.
Prerequisites: Short Sword +4,
Dexterity of 154, speed 15°.
Bow Or Sling Critical: This Fifth
Level Thievish ability allows a thief,
using a specific thievish archery
weapon with which this ability hasbeen leamed, to score Archery
Critical Hits any time his adjusced
Archery Die Roll exceeds the number
he needed to hit for that shor 'y 18
or more. Thus, if he needed a 9 to
hit, any shot that is adjusted by his
personal abilities aud magic to 27 or
higher is a Critical Hit. This ability
‘must be taken separately for each
type of bow or sling :0 be used.
Prerequisite: Thief must have +4
ability for any type of siing or bow
to be used with this ability.
Gs * *
Advanced
Clerical
Rules
Tth Level Spells
1, DETECT UNTRUE ANSWERS
AND STATEMENTS
2, HOLD MONSTER
3. READ LANGUAGES
4, SUSPENDED ANIMATION
(SELF)
5. VARI-HEAL+ _
8th Level Spells
1, CURE VERY CRITICAL
WOUNDS
2. DISPEL MAGIC
3. SPEAK LANGUAGES
* * *
Seventh Level Spelis
Detect. Untrue Answers And
Statements: This spell allows the
caster to determine whether any
being the cleric is talking to is telling
the truth. It does not tell what the
truth might be if the creature is
indeed iying, but it docs give
irue-orfalse determination. Duration:
6 tums
Hold Monster: This spell is the
same as Hold Person (2) except it
expands the range of what may be
Held to include monsters of a non- or
igent nature. Duration: 9
tums. Range: 18”.
Read Languages: This spell is the
same as Read Languages (IM) for
magic users.
Suspended Animation (Self): This
spell allows the cleric to put himself
into a state of suspended animation,
requiring no food, water or air for a
period of time determined by the
cleric himself upon casting the spell,
for 2 time not to exceed one day for
each level of the caster. The cleric
may be moved, touched, even killed
while in this state. It does not make
the cleric invulnerable. It merely
provides a way out of certain
situations.
Vari-Heal +: This spell is the same
as Vari-Heal (5), but with 1 added to
the results of the 4sided die
determining range of healing. Thus,
this spell does 2-5 dice of healing,
with bonuses applied to each die as
determined in Cure Light Wounds
@.
* 3d *
Eighth’ Level Spells
Cure Very Gritical Wounds: This
spell is the same as Cure Critical
Wounds (6) except that this spell
does four dice of healing, with
bonuses applied to each die as in
Cure Light Wounds (1). Thus, the
basic range of healing on this spell is
from 8-28 (4 dice +4) with bonuses
for the Wisdom of the cleric being
applied in additioa.
Dispel Magic: This spell has the
same effect as the spell for magic
users, Dispel Magic (3), except that
the level of the cleric is applied
‘against the level of the caster of the
spell being dispelted.
Speak Languages: This spell is the
Same as Speak Languages (2M) for
‘magie users,
Researching Clerical Spells
There are two ways to research
Clerical spells. The first, and cheapest
‘way monetarily, is to have a cleric sit
down and research the spell himself.
35
This takes a time equivalent to the
‘number of days it would take him to
cast 140. spells of the level being
researched, Thus, if a cleric has one
6th level spell per day, it would take
him 140 days to research a 6th level
spell. If, on the other hand, the cleric
had S 6th level spells per day, it
would only take him 28 days’ to
research a new 6th level spell
Furthermore, if the cleric has high
Wisdom, the amount of time needed
to do the research is reduced. A
Wisdom 13-14 cleric would only take
the amount of time necessary to cast
126 spells of the level being
researched, and a Wisdom 15+ cleric
would only take the amount of time
necessary to cast 112 spells of the
level being researched.
Just as in the research of magical
spells, if the spell being researched is
‘unusual, or requires an unusual object
or being for study (as in the case of a
special Hold spell for a non-human
species), that object or being must be
available during the entire time of
research,
The second way of obtaining a
spell that is unknown is to buy it
from other clerics, at the discretion
of the referee. The going prices for
teaching clerical spells are quite
expensive, being as follows:
Ist Level: 10,000 GP
2nd Level: 20,000 GP
3rd Level: 40,000 GP
4th Level: 80,000 GP
Sth Level: 160,000 GP
6th Level: 320,000 GP
7th Level: 640,000 GP
8th Level: 1,280,000 GP
Of course, the real problem is
finding a cleric with any given spell
in the first place. It is often easier to
research the spell than to buy it from
another cleric.
‘As in the case of magic users, it is
often adviseable for the referea(s) in
any series of games to limi: the initial
clerical spells known. Our common
Practice is to assume tat all of the
normally listed Oth level spells are
known, and from 46 spells of each
higher ‘level up to Sth are availible.
All others must be researched. For
simplicity you should assume that the
most commonly used spells of
Ist-3rd level are the ones known:
Cure Light Wounds, Hold Person,
Cure Disease and so'on up to your
specified limit. The known 4th and
Sth level spells could be determined
randomly, as part of lost lore ot
Whatever else fits the style of your
world.Aduanced
Magic
Rules
Advanced Magie: Introduction
The following rules are
designed to. expand the magic
system explained in The Complete
Warlock, aswell as_add_ some
new ideas to any other fantasy
game you might enjoy.
The spell tables on the
following pages will enable you to
use 7th and 8th level spells. The
explanations of those spells, as
well as the explanations for the
lower-level spells, are as complete
as we can include, with our
limited space. Those lower-level
spells mentioned here, by the
way, are in addition to the ones
described in The Complete
Warlock. If you also own those
rules, you should write the new
spells down on your spell tables
there, so that you won't forget
the new spells.
The Reincarnation, Spell
Book, and Body Destruction rules
are also included in this section,
since they all deal primarily with
magic of one form or another.
So now we begin with:
Spell Books
Spell Books are the place
where a magic user of any level
keeps the written versions of the
spells that he memorizes for
normal casting. Any magic user
must be able to refer to his spell
books at least once per game
week, for purposes. of refreshing
his memory of spells, or have a
1/6 chance per level of the spell
of forgetting how to correctly
throw the spell. This chance is
reduced by 3/6 if the magic user
has Photographic Memory (2M)
as one of his spells, and has used
it to memorize’ his spells,
including any recently acquired
ones. Further, it takes one game
day per level of the spell for a
magic user to acquire a spell, by
writing it into his spell books and
memorizing it, if it is acquired in
writing from another magic user's
spell books. There is no such
delay if he himself researched the
spell, since his spell research time
is taken to include writing the
spell into his own spell books and
learning how to throw it. The
physical copying of the spell into
a set of spell books takes one
game hour per level of the spell.
The rest of the time is spent in
familiarization with the new spell
The spell books of any magic
user will normally include only
those spells that he has
memorized, with notes on any
that he is currently researching,
These notes will be sufficient to
allow another magic user to
research the same spell up to that
same point in the research for
the normal spell point cost of
researching the same spell the
same percentage of the way
through,
Spell books may be read by
any character_who understands
the language in which they are
written, although only a magic
user will normally understand any
details of spells noted. A Read
Magic is not needed for this
reading, although a Read
Languages spell or implement
may be needed to decipher Spell
Books written in unfamiliar
languages.
If a character loses his Spell
Books, he must regain them or
make ‘a new set, with the same
spells as the old ones. If he
cannot obtain one or more of the
spells from another magic user,
he must leave that spell opening
vacant until he can replace the
spell, He may not change any of
the spells lost.
Ifa character loses his Spell
Books, but has not forgotten any
individual spell (checked
individually), he may write a new
set of books for any unforgotten
spells from memory, but it takes
2 game days per level of the spell
if done in this manner. If he has
forgotten the spell, and no one
else has it written down, but he
was the original researcher, he
may research the spell again at
the normal cost of researching
that same spell
36
After a set of Spell Books is
lost, its owner must check to see
if he has forgotten any of the
written spells every game week,
until he has another written copy
of each spell. Thus, a magic user
without spell books rapidly loses
command of his higher _ level
spells, and will eventually forget
them all unless he does something
about the problem.
The cost of replacing a set of
Spell Books is 10 Gold Pieces per
level of spell for every spell
written in them, in addition to
the time spent’ in making the
books. The weight of normal
Spell Books is equal to roughly
1/10 of a pound per level of
spells possessed by the magic user
for normal books. That is, for a
‘Sth level magic user with spells
for all of his possible spell
openings, the books would weigh
1 pound (3/10 for 3-Ist level
spells; 4/10 for 2-2nd level spells;
and 3/10 for 1-3rd level spell). It
is possible to engrave a set of
spell books on metal sheets for a
time and gold expenditure of 10
times normal, and at 10 times the
normal weight
a Sek k
The following spells are additions
and changes to those in The
Coraplete Warlock.
First Level Spells
Blaze: This first level magical spell
is designed to make existent small
fires flare up brightly upon
command. it will affect one or more
fires within 2 1” radius circle. The
flaring will not be specifically
blinding in effect, but can surprise or
startle nearby beings. Duration: 1
turn, Range: no more than 12” from
the caster. Cost: 3 spell points, 4 for
recharge. Class 2
‘Charm (Specific Animal Species):
‘This is the format for an unlimited
number of spells, each designed to
affect only one specific normal
animal species. Note that this type of
spell would not work on magical or
enchanted beings, of on_inteligent
beings of any kind, but only on
normal animals, Thus, while Charm
Horse would work on horses of any
variety, it would not work on either
a camel or a hippogriff.. Duration
until dispelled. Range: 12”. Cost: 3
spell points, 4 for recharge. Clas 5.
Charm (Specific Intelligent
Species): This is the format for an
unlimited number of spells, eachdesigned to work on a specific
inteligent or somi-intelgent species.
The effects are basically identical to
Charm Person (1M). ‘The primary
limitation of this type of spell is that
it could be cast only upon a species
similar to that of the caster, and
therefore would only be researched as
such. Thus, a human being could
research a spell of this type for an
intelligent humanoid species, given an
example 10 experiment upon, but
might have trouble researching such a
‘Charm spell for an intelligent starfish.
Range: 12”. Duration: until dispelled.
Cost: 4 spell points, 5 for recharge.
Second Level Spells
MiniStrength. This spell allows
the caster to. increase his own
physical strength by 2-12 points
(Colled) for a period of time of 1-10
tums (rolled). Cost: 4 spell poinss, 6
for recharge. Class 1.
Protection/Insects: This spell
protects the recipient fom being
attacked or stung by normal insects
for 2-12 tums (rolled). Range:
recipient must be no more than 3”
from caster at time of casting. Cost
4 spell points, 5 for recharge. Class 5.
Speak With Animals: This spel is
basically similar to. Speak With
Animals (1C), except for the fact
that this spell will not cause animals
to cooperate with the speaker unless
it is in the direct best interests of the
‘animal to do so, within the limits of
its own understanding and
intelligence. Cost: 3 spell points, 4
for recharge. Class 5.
Third Level Spells
Magic Analysis: This spell allows
the caster to determine the basic
purpose or method of operation of
any normal magic item. It will not
give extremely detailed information
or specialized knowledge. This spell is
also useful in the research and
construction of magic items (see
Magic Item Construction). Range:
adjacent to. item being examined
Cost: 6 spell points, 8 for recharge.
Class 4.
Mental Static; This spell prevents
the caster’s thoughts from being read
by ESP or similar means, but offers
no protection against attempts to
control the caster mentally. Cost: 3
spell points + 1 per tum maintained,
recharge cost of 6. Class 3,
Projected Mini-Strength: This spell
is the saine as MiniStrength (2M),
but may be cast on a recipient no
more than 12” from the caster. Cost:
5 spell points 7 for recharge. Class 1
Fifth Level Spells
Teleport: This spell ailows the
caster to transport himself instantly
from one location to another, with
the following restrictions: The caster
must be firmly familiar with the
intended destination (either the
magical spell Photographic Memory
QM) or the thievish Eidetic Memory,
Visual ability will assure this, as will
a period of one hour spent
memorizing the specific location at
any time within the recent past). The
caster must be fully conscious and in
control of his actions (being knocked
‘unconscious just as the spell is going
‘off makes you lose some of your
controi), The caster may not Teleport
either into or out of consecrated
ground, or into a structure protected
by the Castle Protection (7M) spell, if
that spel! was not of his own casting.
The caster may not Teleport into any
area in which magic is currently not
functiona!. such as an area covered
by Magic Damping Field (8M). If the
caster accidentally or deliberately
Violates one or more of these
restrictions, his Teleport spell
malfunctions as follows: the magic
user must make a saving throw ¥.
magic; if he succeeds in achieving his
saving throw, he will simply fail to
teleport at all, and will remain in his
initial location. If the caster fails this
initial saving throw, and was trying to
Teleport to an unmemorized location
cot while losing control, he does
Teleport, but must roll another saving
throw vs. magic to determin: the
location, if any. If the caster failed to
make his first saving throw, but
succeeded the second time, he arrives
at a location from 1-100” (rolled) in
each of the three dimensions, from
his intended location [i.e 37”
North, 12” Bast, and 84” Up is one
possible result]. If the caster failed
both his first and second. saving
throw attempts, but succeeded on the
third attempt, he would arrive at a
destination from 1-1000” (rolled)
from his destination in each
dimension. If he failed to make this
third and final saving throw, he
would simply vanish, having
Teleported to a point unknown of
nonexistent.
Sixth Level Spells
Control Weather: This spell allows
the caster to change the weather
conditions in his immediate area, up
to a maximum radius of 1/12 mile
per level of the caster. Changes mast
be made in a natural progression
a7
(Clear sky to light clouds to heavy
clouds to rain to storm, for instance).
Each level (1-6) of change costs 25
spell points to accomplish, and each
change within a level of weather costs
15 spell points (except from Cold
Wave (3) to Heat Wave (3), which
change costs 30 spell points
specifically). The weather changes
thus caused are not reversible by a
Dispel Magic spell, but must expend
themselves naturally or be further
controlled. ‘The possible weather
states and their levels are given
below:
WEATHER STATE
Clear Sky
Light Winds
Light Clouds
‘Medium Winds
Stop Rain
Cold Wave
Deep Clouds
Heat Wave
Strong Winds
Storm Clouds
Rain
Rainstorm
Snow
Stop Tomado
' Tomado
Blizzard
‘Thunderstorm
Daemon Control: This spell allows
the caster to take control of any
Daemon (NOT DEMON, see Monster
Descriptions for distinction), either
free-willed or already controlled, that
is no more than 1.5 times the level of
the caster, or of any combination of
Daemons whose total levels add up to
no more than the level of the caster.
Thus, a 20th level magic user could
control 1-30th level Daemon or
210th level Daemons with this spell.
If he is taking over control of an
already controlled Daemon, the caster
must check his level against that of
the current controller. If they are the
same level, he has a 50% chance of
gaining control, adjusted 5% per level
in favor of the higher controller.
Thus, our 20th level magic user
would have a 55% chance of taking
over control from a 19th level magic
user. While controlled in this manner,
a Daemon must obey any command
of the controller that would not lead
to the direct and permanent
extinction of the Daemon. Range:
24”. Duration: until dispelled.
Remember: the affected Daemon(s)
get their normal saving throw against
being controlled, even if simply
passing from one controller to
another, and if they have been
5
=
DOAN AAAWUOUONE‘maltreated, they will turn on their
controller as soon as the control is
broken in any way Cost: 12 spell
points, 14 for recharge. Class 4,
Death: This spell causes all of the
living creatures ina designated area
6” by 6° (2” high) who are no more
than % the level of the caster to have
to roll a saving throw vs. magic. Any
such creatures who fail to make their
saving throws die outright, with their
bodies intact. Creatures who are not
affected, or who are at least % the
level of the caster, are not harmed in
any way. Note: single celled creatures
that ive within other living deings
symbiotically are considered beneath
the notice of this spell, and are not
affected unless their companios
organism dies. Thus, neither your
blood cells nor your intestinal
bacteria need to have their saving
throws rolled individually. Range: all
parts of the affected area must be
Within 24” of the caster. Duration:
the effects are instantaneous, and the
deaths caused thereby cannot be
dispelled, but instead would have to
bbe reversed by clerical or magical
means.
Monster Control: This spell is
similar to Human Control (SM), but
will work specifically on monsters of
sub-human intelligence. For purposes
of this and other spelis that include
the name ‘monster’, a monster is
defined as any non-human living
being of an animal (not plant) nature,
other than common animals, and is
of less than human intelligence. Thus,
an Ogre would be a monster, but a
Dwarf, a Vampire, or a Wolf’ would
not. Range: 12", Duration: until
dispelled.
‘Negation: This sixth level magical
spell enables the caster to negate the
CASTING of a spell in a manner
similar. to the way Percentile
Negation (4M) negates part or all of a
spell upon arrival at the location of
the caster. That is, where Percentile
Negation would only work on a that
is aimed at or to include the Negater,
this sixth level version would enable
the person casting the Negation spell
so pick a target, and to turn off part
or all of his spell as it is being cast.
Thus, someone using the Negation
spell could reduce the effects of a
spell being cast by an enemy for the
benefit of other enemies, such as
Haste or other such spel. Just as in
Percentile Negation, this spell may
only affect ONE spell, and that spel!
‘SEVENTH LEVEL MAGICAL SPELLS
SPELL NAME MAGIC SPELL RECHARGE RESEARCH
CLASS POINTS POINTS cost
ACTIVATE MAGIC 3 ait 15 60,800
‘AREA FEEBLEMIND 3 aed 19 73,600
AREA WEAKNESS te padd 19 73,600
CASTLE PROTECTION 4 geod 60 182,400
COMMUNICATION. Se l0, 2 54,400
DETECT POLYMORPH ale 18 73,600
DISINTEGRATE MAGIC METAL 2a 16 64,000
HELLFIRE 2 12+2/phase 18 67,200
ENERGY BOLT, 12” 4 18 22 80,000
HOLD BEING 3 ae 7 67,200
HOMING ELECTRIC MICROBALL 6 13. 7 64,000
HOMING MICROBALL Dee 16 60,800
ILLUSION, 5-SENSE 3 5+2/tun 19 76,800
LASER 4 16 20 73,600
MASS CHARM 3 ns 18 70,400
MEGA-ENERGY CONE 48: 32 112,000
MICROBOMB 2 9 12 51,200
MICRO-COLD PELLET 5S eae 16 60,800
MIND BLANK 4 12/being 15 60,800
PICKET BALL LIGHTNING 6 15 +3/tun 22 80,000
PICKET BALL OF FIRE 2 15+3/tum 22 80,000
POLYMORPH OBJECT 1 alg 19 73,600
PRESSOR CONE Jota 18 70,400
PROJECTED ANTI-MAGIC SHELL 3 12, 15 60,800
PROTECTION/NORMAL WEAPONS 3 12. 15 60,800
REFLECTOR 3-0 19 73,600
RETURNING 32220 23 86,400
SHIELDING 3° 10+5n 18 70,400
REVERSE GRAVITY 4 1244/phase 19 73,600
SLEEP, 12" RADIUS 15200: 23 86,400
SUPER CHARM 3516: 19 73,600
SUMMON DEMON 4 20 24 86,400
TEMPORARY TELEPORTAL 3 25+5/tum 33 118,400
VARI-BOLT, 12" 6ohtee 16 60,800
VARI-COLD' CONE, 12" Sine 16: 20 73,600
VARIABLE DEATH CONE dete. 20 73,600
\VARI-HEAT CONE, 12" Goat, 20 73,600
VIEW PAST dee 15 60,800
snust be cast at the same Dexterity
Count or later of the same phase as
the Negation spell, in order to have
the basic offect. If the target of the
Negation was NOT attempting to
throw a spell that phase, he must
make a saving throw vs. magic. If he
fails this saving thro, the target has
the effectiveness of the Ast spell he
attempts to throw after the Negation
reduced by the percentage negated, if
he attempts to throw any spell within
6 phases of the Negation. The target
does NOT know this, however, and
may attempt to throw magic in a
normal manner. In this case, he might
bbe in for a surprise. Range: 24”.
38
Smiting: This sixth level spell is
the basis for the Staff of Striking
When bound into a magic item, the
item must touch the target to impart
fits magical damage, normally 3 dice
of magic. When cast as a spell, the
spell acts as an invisible weapon,
urler the control of the caster.
Normally, the cost of the spell is 6
spell points, +3 for each blow that
the ‘weapon’ that actually hits, doing
3 dice of damage. However, the
caster may reduce the damage to 2 or
1 dice of damage, and the per-blow
cost to 2 or 1 points (a minimum of
1) accordingly. The Smiting spell has
chance of hitting any target equalto that of a Heavy Crossbow at the
same range, and the caster may
attempt to strike any single target up
to a maximum of 3 times in any 1
phase. Each time he actually HITS,
however, spell points are expended,
The target of the spell may be
cchanged each phase, but not within a
single phase. Any target being struck
must be within 24” of the caster at
the time of the blow. The ‘weapon’
may be dispelled by 2 Dispel Magic
or other form of magic-damping that
covers cither the caster of the
Smiting spell or the area in which the
Sweapon’ currently is, Anyone with
the ability to See Invisible will see
the Smiting spell as small ball of
light that causes its damage on
impact. Unlike most spells, there is
no saving throw applicable to this
cone, and damage is determined only
by whether the caster hits or misses
his target. A single casting of this
spell will keep the Smiting active for
3 tums, whether or not blows are
actually struck. The only
maintenance cost is the per-blow
cost. The amount of damage done by
the spell’s blows may be altered from
phase to phase, but not within any
single phase. The caster must be able
to perceive the location of his target
clearly. The Smiting effect will
damage any creature that can be
damaged by magical weapons.
Wizard Wind: This spell allows the
caster to create a breeze in his
immediate vicinity (no more than a
radius of 1” per level, to a maximum
radius of 24”) that will blow in any
cone specified direction for 1-6 turns
per level of the caster (rolled) at @
maximum velocity not to exceed 1
rile per hour per level of the caster.
This wind will follow the caster if he
moves during its duration, even if his
motion is caused by the wind itself
It can be used to propel sailing ships,
floating objects, etc. Cost: 12 spell
points, 15 for recharge. Class 6.
EIGHTH LEVEL MAGICAL SPELLS
‘SPELL NAME MAGIC SPELL RECHARGE RESEARCH
GLASS POINTS POINTS COST
ACTIVATE DETECTORS ayo 15 428,000
AIR JET 4 16+8/phase 28 204,800
DOUBLE PHASING coke Nb: 18 147,200
DOUBLE RANGING pees 8 147,200
HOMING ENERGY MICROBALL 4 14 18 147,200
HOMING PICKET BALL OF LIGHTNING 6 20+5/tumn 28 211,200
HOMING PICKET BALL OF FIRE 2 — 20+5/turn 28 211,200
MACROBOMB Boge 80. 34 243,200
MACRO COLD CONE Ss seenlae! 130 819,200
MACRO HEAT CONE 6 120 130 819,200
MAGIC-DAMPING FIELD 3 2042/tun 25 192,000
MAJOR EXTENSION ees 28 211,200
PERMANENT DIMENSION DOOR Soa 33 243,200
PERMANENT PASSWALL Aer 31 230,400
POWER WORD Be og A 19 447,200
REFLECTOR WALL 3 20+4/tun 28 204,800
SCROLL KNOCK Sec ey 5 128,000
SHAPED VARI-BALL oe ie 8 140,800
SHAPED VARI-BOLT Oe 16 128,000
‘SUMMON PERSON “ees 28 211,200
SYMBOL 4 20+special 25, 179,200
VARI-BALL, 4" ot, 22 166,400
VARI-BOMB, 2 As, 19 147,200
WATER JET 5 16 +8/phase 28 204,800
ene ed ee
Seventh Level Spells
Activate Magic: This spell allows
the caster to activate any one magic
item that is known and visible to
him, whether or not he is touching it
at the time. If another magic user is
attempting to activate the same magic
item during the same phase, whoever
goes off first wins. If both complete
their attempted activation at the
same dexterity count, the higher level
of the two activates the item. If both
are of the same level, the caster of
the Activate Magic spell wins. If
BOTH are utilizing the Activate
Magic spell, the item is activated, but
uncontrolled as to range, direction, or
any other specific orientation
commands. Range: 12” maximum
from caster to item being activated.
‘Area Feeblemind: This spell is the
same as Feeblemind (5M), but affects
all intelligent or semi-intelligent
beings within a 6” by 6” area (2”
high). The entire volume covered by
the spell must be visible or otherwise
perceivable to the caster, and all parts
of the volume must be within 24” of
the caster.
‘Area Weakness: This spell is the
same as Weakness (SM), but affects
all living beings within 2 6” by 6”
cr]
area (2" high). The entire volume
covered by the spell must be visible
or otherwise perceivable to the caster,
and all parts of the volume must be
within 24” of the caster.
Castle Protection: This spell allows
the caster to enchant the walls of a
castle, tower, or other stone or metal
Structure. This enchantment protects
the structure from being damaged by
normal magic, either by direct
destructive magic or by such spells as
Move Earth or Control Weather. It
also prevents any magic from
traveling directly through the walls,
either in terms of detection spells, or
such spells as Dimension Door’ or
Passwall, Each casting of this spel!
protects up to 3600 square feet of
wall. Range: adjacent to wall ot
structure being enchanted.
Communication: This spell allows
the caster to communicate
telepathically with any person known
to him who is separated from the
caster only by a. finite physical
distance, and who does not
deliberately resist the telepathic
contact. The person being
communicated with must be of the
same or a. similar species as the
caster, and must be living. Duration:
6 turns.Detect Polymorph: This spell
allows the caster to detect the fact
that someone o: something within
range is in a. shape other than
hisfher/its normal shape, and further,
to determine what the true shape of
the polymorphed being or object is.
Range: 1” per level of caster, up to
24” maximum, Duration: 3 tums,
Disintegrate Magic Metal: This
spell allows the caster to destroy
enchanted metal objects of no more
than 10 pounds mass per level of the
caster. The target object has a saving
throw determined by the quantity of
enchantment it possesses. For
example, a magical weapon enchanted
to +0 has a saving throw of 16; a +1
‘weapon has a saving throw of 14; a
+2 weapon has a saving throw of 12;
‘a +3 weapon has a saving throw of
10; and so on, Range: 24”.
Hellfire: This spell allows the
casier to summon a pillar of fire, 1”
in radius and 2” tall. This fire does
damage at the level of the caster, but,
unlike most damage-producing spells,
this spell may be sustained in place.
If any person or object stays in the
area affected by a sustained Hellfire
spell, it continues to take full damage
each’ phase, as Jong as the spell is
maintained.’ The position of the
Hellfire spell _may not be changed
while it is being maintained. Range:
24”, Duration: as long as maintained.
Energy Bolt, 12”: This spell is the
same as Energy Bolt (5M), except for
the bolt being 12” long after it
expands from pellet form, with
appropriate effects if it meets a solid
object. Range: 24”.
Hold Being: This spell is the same
as Hold Person (3M), except for the
fact that this spell will affect any
intelligent being that is not immune
to mental control. Range: 12”.
Duration: 6 + Level of Caster in
tums.
Homing Electric Microball:. This
spell is the same as Electric Microball
(GM) except for the additional ability
for this spell to “home in” on any
target that was within 12” of the
caster at the time the spell was cast
This ‘homing microball’ will strike
the target even if the target is
protected by some form of
spelltumning. If the target is
protected by a reflective spell or
surface of some kind, the homing
microball will continue to home in
and bounce off until either the
reflection or the microball goes away,
due to dispelling, or the target is,
‘more than 12” from the microbal! (at
which point the microball will simply
vanish). Note that if, while tracking,
‘the microball enters a place in which
‘magic does not function, it wii cease
to exist. Range: lock-on of 12”.
Duration: as described above.
Homing Microball: This spel is the
same as Homing Electric Microbell
(7M) except for the fact that the
damage done is fire, rather than
electrical in nature,
Mlusion, Sense: This spell is the
same as the Illusionist spell of the
same name, but there is no +4
adjustment to the saving throw of
anyone put to the Belief test. Range:
24”, Duration: as long, as maintained.
Laser: This spell is somewhat
different from most damaging spells.
This spell produces a tight beam of
energy, 1/72” in diameter, that has
the following properties: it travels in
a straight line, not impeded by air or
other physically intangible substances.
If it strikes a solid or liquid mass, the
object or being struck must make its
normal magic saving throw. If the
object or being struck saves, the
beam does damage equal to % the
level of the caster in dice, and
continues until it hits another’ mass.
If the object or being struck fails to
save, the beam does damage equal io
the level of the easter in dice, AND a
percentile die (1-100) is rolied, and
that percentage of the beam is
absorbed. The next object struck
only takes damage based on_ the
percentage remaining. This
subtraction is cumulative, and the
‘beam stops when 100% has been
absorbed. Thus, if the first target
struck absorbed 20% of a Laser spell
east by a 20th level MU, the next
target would be hit by no more than
80% of 20 dice, or the equivalent of
16 dice. Note: this spell will reflect
off of any magical mirrored surface
Be carefill where you point it.
Further note: the Laser spell wil! 30
through normal doors and thin walls,
but a percentile die absorption check
is rolled for each layer (one foot or
less) of wood or stone it goes
through. Range: until absorbed.
Duration: 1 Dexterity Count.
Mass. Charm: This spell combines
the effects of Charm Person (1M) and
‘Charm Monster (4M), with the added
effect that it will affect up to 30 hit
slice or levels of creature within 2 6”
by 6” by. 6” cube, Each creature
affected must make a separate saving
throw against the spell, as. against
magic, but with -2 adjustment to the
an
actual die roll. The entire volume of
the cube must be within 12” of the
caster, and any creatures to be
affected must be perceived by the
caster, with no solid objects between
caster and targets that would
completely block the caster
physically from the targets (i... not
through solid wall, even if the
caster can see through the wall.
Duration: until dispelled.
Mega-Energy Cone: This spell is
the same as Mega—Cold Cone (6M)
except that the damage is caused by
energy rather than cold.
Microbomb: This spell is the same
as Microball (4M) except that ‘the
damage is caused by a form of
explosive impact similar to. that in
the Bomb spel! (6M).
Micro-Cold Pellet: This spell is
similar to Cold Pellet (6M) except
that it may be fired once per phase
in @ manner similar to that of the
Microball spell (4M). Range 6”.
Mind Blank: This spell causes the
recipient's mind to be protected by a
shield that, in effect, prevents
thoughts from traveliag in or out.
‘This means that a person wearing this
spell cannot have his mind read by
ESP or similar spells, and cannot be
affected by Telepathy (4M) or similar
ppurely mental spell. It also means
that a person wearing this spell
cannot read the thoughts of others or
project thoughts to anyone else by
natural or magical means. Further, a
person wearing this spell could not be
detected magically by means that
require a spell or item to detect
thoughts or intentions, such as Detect
Evil or Detect Enemies. Duration: 1
day or until dispelled. Range: the
target may be no more than 6” from
the caster at the time the spell is
cast.
Picket Ball Lightning: This spell is
the same as Ball Lightning (3M)
except that the ball can be
‘programmed’ to follow a specific
route more than once, as long as the
spell is maintoined or until it hits a
solid object an-l detonates. Range: at
nno time may the bal! be more than
24” from the caster, or the control is
lost and the ball simply detonates.
Duration: as long as maintained.
Picket Ball of Fire: This spell ss
the same as Picket Ball Lightning,
except that the ball is similar to that
in Ball of Fire (3M), and thus does
damage from fire instead of lightning.
Polymorph Object: This spell
allows the caster to change the
physical shape and structure of anyinanimate object to any’ other shape
that allows the same mass in normal
matter. Thus, a large rock could be
changed into’ a similarly-sized pillow,
but not to a grain of sand. The mass
of the object remains constant, and
thus an object could be made iarger
(but less dense) by this spell. This
spell requires some degree of referee
discretion, since the duration depends
upon the degree of change. Basically,
if the change requires no. drastic
alteration of shape or size, but
merely of appearance, the spell lasts
for up to 24 hours (or until
dispelled). If the shape or size is
altered (by at least 50% size) the
spell will last for no more than 12
hours. An actual apparent change of
substance (changing wood to. the
semblance of stone, etc.) will limit
the spell to no more than 12 hours.
‘Any change that strains the physical
structure of the object (changing a
rock into a pool of water. for
example) will last for no more than 1
‘minute per level of the caster. This
spell will not affect any living being.
Range: the caster may be no more
than 12” from the object being
transformed at the moment of the
casting of the spell. Duration: as
above or until dispelled.
Pressor Cone: This spell creates a
cone of force 12” long and 6” across
at the end away from the caster. It
has the effect of pushing any item or
being that does not make its saving
throw against magic away from the
caster, to the edge of the cone. It
will affect any quantity of objects
within the cone, but no individual
object may be affected that weighs
‘more than 20 pounds per level of the
caster. The pressor effect is not
violent enough to hurl projectiles
against targets or to crush vietims
against walls, but it will push the
objects without doing damage. It
could be used to indirectly cause
damage, by such means as pushing a
rock off of a cliff, for example.
Duration: 1 magic phise.
Projected Anti-Magic Shell: This
spell is the same as Anti-Magic Shell
(OM) except for the fact that it can
be cast on a recipient other than the
caster himself. The recipient of this
spell, if unwilling to have the Shell
cast upon him, should roll a saving
throw vs. magic. If the saving throw
is made, the AntiMagic Shell is
ineffective, and vanishes instantly.
Range: 12” from caster to recipient.
Duration: 12 turns. Note that this
spell may be cast on any object or
being occupying no more than 2
cubic inches, but not on more than
cone being or object within such a
volume. Thus, it could be cast on a
single person, or a door, but not on
an entire castle, a whale, or a flock
of birds.
Protection/Normal Weapons: This
spell protects the caster from being
struck or harmed by non-magical
‘weapons made from normal materials
oor that are a part of the body of a
non-magical being. It would not
protect the caster from weepons that
are themselves enchanted. I¢ would
not protect the caster from direct
contact with a being whose basic
nature is magical, or that is animated
primarily by magical means. It would
protect the caster from direct
physical contact with a being simply
lunder a spell, such as an appropriate
Charm spell if that being is otherwise
not magical or enchanted. This spell
may also be cast upo another living
being, with the same effects as if cast
upon’ the caster himself. Range:
Recipient may be no moze than 3”
from the caster when the spell is
thrown. Duration: 12 turns.
Reflector: This spell creates a
skin-tight shell around the caster that
is almost totally reflertive to. magic.
Any magic that hits this shell will
bounce off and retum in the
direction from which it came. If the
magic is in the form of a beam, bolt.
or cone, this reflection will redirect
however much of the spel! would
have continued past the point of
reflection, for the width of the shel.
Thus, someone standing behind a
person with a Reflector spell in use
would be protected from such aimed
and directed magic by a sort of
magical ‘shadow’ effect. Anyone
being struck by a reflected part of
such a spell takes normal spell
damage. In the case of a spell that
normally would strike only 2 single
target (Magic Missile, Microball,etc.),
the spell -eflects' off and will
normally hit the original caster of the
reflected spell. The Reflector spell is
totally effective against directly cast
spells of a magical nature, the
so-called ‘finger’ spells, but’ wi'l
reflect spells cast with the use of an
implement (staff, wand, ing, ete.)
only 90% of the time (the other 10%
having full effect on the person inside
the Reflector). In cases where a
person using Reflector is inside an
area hit by a larger spell, the spell
simply splashes off she outside of the
shell. Duration: 3 turns.
41
Returning: This spell is used to
counteract the effects of a
Summoning spell, either for items or
beings. Thus, under normal
circumstances, a Returning spell will
cause a summoned item or deing to
return to its original location
immediately. It will have no effect on
any item or being not currenily
under the effects of a Summoning
spell of some form. Further, in cases
where the level of she Summoner and
Retumer are not the same, the
relative levels are compared by ratio
in a manner similar to that of Dispel
Magic (3M). In particular, this spell
will negate the Summoning
performed by Summoning (6M),
Summon Demon (7M), Summon
Person (8M) or Summon Monster
(OM). Range: 12”.
Shielding: This spell is designed to
help prevent another spell from being
dispelled by a Dispel Magic or similar
means. Unlike most spells, this spell
can be put on in layers, and cach
layer creates added protection agains:
dispellation. Thus, if a single
Shielding spell is ‘cast on top of
another enchantment, the Shielding
spell would have to be dispelled
before the protected enchantment
could be dispelled. If two or more
Shielding spells are protecting the
same enchantment, each would have
to be separately dispelled before the
protected enchantment could be
dispelled The cost of each layer ov
Shielding is 10 +5n, where n is the
number of the layer of Shielding
currently being applied. Thus, the
first layer costs 15 spell points, the
next layer costs 20, and so. on.
Range: 24” from caster to the
location of the spel: to be protected,
at the time of the casting of the
Shielding spell. Duration: until that
individual layer is dispelled.
Reverse Gravity: This spell ailows
the caster to reverse the direction of
the pull of gravity within a cube 3”
on each side for as long as
‘maintained. Thus, all objects within
the cube would tend to fall toward
the top of the cube with a force
equivalent to a normal fall for the
same distance. Range: all portions of
the cube must be within 12” of the
caster. Duration: as long as,
maintained.
Sleep, 12” Radius: This spell
allows the castes to cause ALL living
beings within 12” of the caster, but
not including the caster, to have to
make saving throws vs. magic, or else
fall asleep. ‘The sleep lasts unti:dispelled, or until the caster dies, or
is more than 24” from any specific
sleeping being (checked individually).
The caster may include himself in the
effects of the spell iz he so chooses,
and may choose to suppress his
saving throw and fall asleep. This
sleep does not break the spell. This
sleep, being strongly magical in its
nature, does not allow the sleeping
victims to starve or die of thirst or
suffocation. They could, however. be
harmed ‘by natural "or magical
‘means while they slept.
Super Charm: This spell allows the
caster to throw a spell similar to a
Charm Being (SM), but affecting
from 2-12 intelligent beings, each of
‘whom would be permitted a separate
saving throw vs. magic to see if
controlled. Range: 12”. Duration:
until dispelled.
Summon Demon: This spell allows
the caster to summon one or more
demons, under the following
conditions: The caster may summon
fone or more demons whose total
levels do not exceed his own, without
direct penalty to himself, with the
provision thac any bodies or souls
gathered during the course of
working for the caster are to be used
by or for the purposes of the
demon(s). (Thus, if a’ magic user
summons a demon and sends it out
to find him a specific item, the
demon is permitted to consume the
body and/or soul, depending upon
the demon’s abilities and needs, of
the item’s guardian.) Further, a magic
user may use the Summon Demon
spell to summon a demon ot
combination of demons whose
levels total no more than TWO times
his own level, with the absolute
guarantee that ‘the demon(s) will be
provided wit a blood sacrifice whose
total levels equal the difference
between that of the demon(s) and
the magic user. If this blood sacrifice,
which must be of one or more
intelligent beings, is not made at or
before the end of the task assigned to
the demon(s), the magic uses himself,
body and soul, is forfeit to the
demon(s). A single demon of a level
higher tian twice that of the caster
may be summoned, but not
commanded to perform any task.
Such a higher demon may be asked
questions or favors, but will
demand blood sacrifices equal to
one-half the level of the summoner
before answering questions ot
considering performing favors of any
kind, Further, if this higher demon
is asked to exert any actual effort, it
must be well repaid in value of its
‘own choosing, or it will attack the
summoner and seek to destroy him.
Such a bargain can be and is
normally made immediately after the
summoning, and before the demon
does anything. If the summoner has
made and kept previous bargains,
such @ higher demon will normally
provide simple information within its
own field of knowledge without any
payment other than the initial
sacrifice, Range: demon appears
within 6” of the caster. Duration
until the demon is Retumed or
released to leave by the terms of any
agreement made. Warning: demons’ do
not consider being a lifetime
bodyguard to be a single task, and
are very nasty if they feel they are
being cheated. Referee discretion is”
very important on this spell,
Temporary Teleportal: ‘This spe!l
creates a circle, 2” in diameter,
through which a being or object
could move. Normally, this circle is
upright, but it could be placed flat
con a surface if the caster so chose.
‘Any being or object going through
this circle would arrive at a
destination specified by the caster, as
if stepping through a hole in space
from one spot to another. if the
caster has correctly memorized the
location of the destination, there is
no direct danger in this form of
teleportation, unless one happens to
be halfway ‘through the Teleportal
whem it is shut down (in which case,
‘one becomes two). The Teleportal is
visible as a faintly glowing blue circle
at both the departure and arcival
points. Range: to any spot not
magically shielded or prote ted from
teleportation, and that isnot
clerically consecrated ground,
Duration: as long. as maintained.
VariBolt, 12": This spell is the
same as Vari-Bolt (SM), except the
upper limit of the length of the
lightning bolt is 12”.
VariCold Cone, 12": This spell is
the same ss Vari-Cold Cone (5M),
except the cone is shaped like the
standard 12” cone described in the
spell Cold Cone, 12” Range (5M).
Variable Death Cone: This spell
creates a cone whose maximum
dimensions are 6” long and 3” wide
at the end away from the caster. The
length and width of the cone may be
varied by the caster within these
limits. All creatures within the cone
whose levels are less than or equal to
a2
that of the caster must individually
save vs. magic or immediately die
Range: as described. Duration: 1
‘magic phase.
Vari-Heat Cone, 12”: This spell is
the same as Vari-Heat Cone (5M),
except the cone is shaped like the
standard Heat Cone, 12” Range (5M).
View Past: This spell allows the
caster to observe the events in the
immediate past at his present
location. He may observe backward
in time an amount 0° time equal to
his own level expressed in hours.
Thus, a 24th level MU could observe
backward in time exactly one day.
The spell allows the observation of
a period of time equal 10 the level of
the caster expressed in turns. Thus,
our 24th level MU could observe a
period of time no more than 24
minutes long. The caster must specify
the time to be observed; the spell has
no means of “scanning” for an event
that happened at an undetermined
time. The caster sees events as they
would have been seen while standing
at the location he is in at any point
during the playback, and he may
move around tc change his point of
View, but at no time may he leave a
radius of 24” from the point at
‘which the spell was cast, or else the
playback is terminated.
* * *
Eighth Level Spells
‘Activate Detectors: This spell
allows the caster to temporarily
enchant any person or item 30 that,
for a petiod of one day, that person
or item will be detectible by any
single detection spell that the caster
chooses. Thus, a magic user could
‘enchant a sack of gold to answer to a
Detect tron (1M) spell, or a Good
person to be picked up by a Detect
Evil spell. As with other magic, if the
person being enchanted objects, he
gets a saving throw against being
affected. Range: caster_must be
within 6” of being or object to be
enchanted. Duration: 24 hours
‘Air Jet: This spell allows the
caster to focus a powerful blast of ait
‘upon a chosen target, 3” in diameter.
This spell does damage at a rate of 1
die per level of the caster minus the
range to the target ia inches. Thus, a
30th level caster could doa
maximum of 24 (30-6) dice of
damage to @ target 6” away. Further,