From: "]dne Brunborg" Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: The Swordhawk Rules, second edition - PlainText version Date: 27 Feb 1996 09:29:21 -0500 The Swordhawk Rules - second edition Copyright (c) 1993-96 by o Adne Brunborg, brunborg@alkymi.unit.no ------------------------------------------------------------------------- Preface At last, the Swordhawk Rules are ready for the public. It has been a long way in coming, but on the following pages I have tried to make the incompleteness and contradictions presented by TSR inc. in their various books for the Advanced Dungeons & Dragons 2nd ed. role-playing game. I have tried to make the combat rules more understandable and better, as well as developing a more comfortable magic system. It is loosely based on "Spellpoints III" (author: Tim Prestero) found in the Net Wizard's Handbook, 3rd ed. by Jim Gitzlaff. Trondheim (Norway), October 10, 1994 Preface to second edition The most noticeable differences from the first edition is the introduction of the new hit point system and the use of character points, introduced by TSR, Inc. in their Skills & Powers rulebook. But changes have been made to both the combat system and the magic system since first edition, as results of one year of playtesting. I have also included two priesthoods, these do not make a complete pantheon but should give some hints - if this is desired. Some sections are marked Optional, this means that I don't always use them myself. Of course, everything in these pages is to be concidered optional by the DM, but I hope the contents may prove useful for other than me. My gratitude goes to the netters that commented on the fi -version, and to my gaming groups, without whom this work might never have seen the light. Trondheim (Norway), February 24, 1996 o Adne Brunborg -1- ------------------------------------------------------------------------- Contents 1 Character Generation 3 1.1 Player Character races . . . . . . . . . . 3 1.2 Player Character classes . . . . . . . . 8 2 Hit Points 10 2.1 Body Points . . . . . . . . . . . . . . . 10 2.2 Skill Points . . . . . . . . . . . . . . . 10 2.3 Wounded . . . . . . . . . . . . . . . . . 10 2.4 Death . . . . . . . . . . . . . . . . . . 11 3 Combat 12 3.1 Optional: Initiative . . . . . . . . . . . 12 3.2 Specialization (melee) . . . . . . . . . . 12 3.3 Specialization (bows) . . . . . . . . . . 13 3.4 The four fighting styles . . . . . . . . . 14 3.5 Optional: Disarming . . . . . . . . . . . 15 3.6 Optional: Blocking . . . . . . . . . . . . 15 3.7 Knocking out characters . . . . . . . . . 16 3.8 Optional: Critical hits and misses . . . . 16 4 Magic 17 4.1 Magicians . . . . . . . . . . . . . . . . 17 4.2 Priests . . . . . . . . . . . . . . . . . 18 4.3 Spellcasting . . . . . . . . . . . . . . . 18 4.4 Optional: Casting check . . . . . . . . . 20 5 Misc. Rulings 21 5.1 Multi-classed characters . . . . . . . . . 21 5.2 Energy drain . . . . . . . . . . . . . . . 21 5.3 Optional: Movement . . . . . . . . . . . . 22 A Strength table 23 B Level advancement tables 24 C Racial tables 25 D Arms&Armor 27 D.1 Weapons . . . . . . . . . . . . . . . . . 27 D.2 Armor . . . . . . . . . . . . . . . . . . 28 E Priesthood: Adona 29 F Priesthood: Starkad 35 -2- --------------------------------------------------------------------- Chapter 1: Character Generation This chapter is intended to be a step-by-step proceure for creating a character. It's intended for near-beginners or beginners with the aid of an experienced player or DM, so if it's too detailed just skip it. The creation of a character is divided into the following steps: 1. Roll the stats and arrange them as you like. This is done by rolling 4d6 (four six-sided dice), picking the three highest and add them. If all four dices show the same number, you get +1 on that stat. This will give you six stats in the 4-19 range. A strength of 19 is not possible to aquire this way, a 19 in strength is concidered an 18. 2. Choose a race. Each race has sveral abilities to choose between, presented on the following pages. If you are new to the game choosing "standard" ablities is recommended. 3. Choose a class. If you wish to be a multclassed character, read section 5.1. The Skills & Powers book offers custom-made classes (modified herein), but beginners are recommended to use the standard classes from the Player's Handbook. 4. Choose non-weapon proficiencies (NWPs). This is not dealt with in this book. 5. Choose weapon proficiencies. This book offers various specialisation systems, if you do not use Skills & Powers rules you may have trouble using them.' 6. Roll hit points. 7. Roll for staring money and purchase equipment as given in the Player's Handbook. For those who don't use Skills & Powers, most of these rules may still be used. The section on character classes should be ignored, and the specialization systems should be modified. The rest of it may be used as it stands. 1.1 Player Character races General Cross-breeds between members of two sub-races within a race is possible, and will be dominated by the blood of one of the parents (50% chance for each). The offspring will for the future be calculated as a full-blooded member of his dominant sub-race, although traces of both parents can be seen. Cross-breeds between races is not possible. Table 1.1 shows sample ability score modifications. Other tables that deals with races, such as maximum and minimum ability score requirements, are given in appendix C. Table 1.1: Ability score modifications Race Bonus Penalty Dwarves Coast +1 Con -1 Wis Mountain +1 Con -1 Cha Elves High +1 Dex -1 Con Wood +1 Dex -1 Cha Gnomes Rock +1 Int -1 Wis Forest +1 Wis -1 Str Halflings Hairfoot +1 Dex -1 Str Stout +1 Con -1 Str Human none none Orc +1 Str -1 Cha General Notes: * If a weapon bonus is chosen, this is for one weapon only. The character must also be proficient in the weapon when his character is created in order to choose these bonuses. Dwarves and orcs may choose two such bonuses, the other races may only have one such bonus. * In order for thief characters to get racial bonuses to their Move Silently roll, Stealth must be chosen. * Infravision. There are two types of infravision, which works differently: Low-light vision enables the character to see in twilight conditions as if it were daylight. Thus, characters with this type of infravision may fight without penalties under twilight conditions. This infravision is of no use unless there is a small amount of light available, it is useless in absolute darkness. Heat vision enables the characterto sense heat emmited from differing sources if there is no light present. If even the smallest amount of light is present, it is ineffective. This enables the character to fight with twilight penalties in total darkness. * Characters points from the generation of races may be saved for use in purchasing class abilities. When the race and class is finished, all excess points are forever lost, except for human charactres who may save five character points for "future use". Dwarves The dwarves are divided into two sub-races, known as Coast Dwarves and Mountain Dwarves. Both are fairly tanned (despite the amount of time they spend underground) and usually have dark hair and beard. Mountain Dwarves usually have brown eyes, while the eyes of Coast Dwarves are usually bright blue. Both sub-races average 4 to 4.5 feet tall. The average weight is slightly above 150 pounds for males and slightly under 130 pounds for females. Both sub-races add one on their initial constitution score, this is to reflect their sturdiness and endurance. Due to this, they receive a bonus on saving throw versus poison based on their constitution score. This bonus is presented in table C.3, appendix C. Mountain Dwarves are of suspicious nature, and thus lose one point from their initial charisma score. Coast Dwarves are of a more open nature, and thus has no modifiers to their charisma score. However, they are more foolhardy of nature and thus subtract one point from their initial wisdom score. The anti-magical nature of dwarves may cause magical items to malfunction. Each time an item is used, there is a 20% chance of malfunction. This applies to all magical items except weapons, shields, armor, gauntlets and girdles, as well as priestly items used by dwarven priests. This non-magical nature also has advantages, dwarves receive a bonus on saving throws against attacks from magical rods, staves, wands, and wizard spells. They receive no bonus on saving throws versus priestly spells. The bonus is based on their constitution score, and is given in table C.3. All dwarves have infravision. This allows them to detect noticeable heat sources within 60', given that no light source exist. (If a light source exist, the eyes of the dwarf will use the normal spectra.) With this ability, dwarves can fight in total darkness against creatures that emit heat with combat penalties normally used under twilight conditions. Furthermore, dwarven sub-races have 25 character points to purchase abilities as presented below. Five character points can be saved for future use. Mountain dwarves may be paladins, if this is desired. Standard selections are: for Coast Dwarf (saves 5 cp); Axe bonus, Evaluate gems and Melee combat, and for Mountain Dwarf; Hammer bonus, Melee combat and Mining detection Axe bonus (5): +1 to attack rolls with hand or battle axes. Brewing (5): +2 to the Brewing proficiency. The dwarf must have this proficiency to gain this benefit. Crossbow bonus (5): +1 to attacks with heavy or light crossbows. Determine stability (5): The character is an expert in determining if the ground is stable. By concentrating for one round the character can determine if there will be a dangerous tremor, collapse, rockfall or slide when the character enters an area. The chance of success is 1-4 on 1d6. Determine age (5): By examining a building or ruins, the dwarf stands an excellent chance of determining the approximate age of the structure. The chance of success is 1-5 on 1d6. Detect poison (5): By sniffing food or drink, the dwarf can determine if is has been poisoned. The chance of success is 1-4 on 1d6. Evaluate gems (5): A dwarf with this ability can determine within 10% the value of any given gem. Hammer bonus (5): +1 to hit with hammers. -4- Mace bonus (5): +1 on attacks with the footman's mace. Meld into stone (10): Once a day a dwarf with this ability can Meld Into Stone as a priest of the same level. Melee combat (10): Dwarves have +1 bonus to their attack rolls vs. orcs, goblins, and hobgoblins. Further, when ogres, ogre magi, trolls, and giants are fighting dwarves, they suffer a -4 penalty to their attack roll due to the size and special training of the dwarves. Mining detection ability (10): A character with this ability is familiar with mining, tunneling and stonework. By concentrating for one round the character can detect: Grade or slope in passage: 1-5 on 1d6 New tunnel/passage construction: 1-5 on 1d6 Sliding/shifting walls or rooms: 1-4 on 1d6 Stonework traps, pits, and deadfalls: 1-3 on 1d6 Approx. depth underground: 1-3 on 1d6 Pick bonus (5): +1 to attack rolls with military picks. Stone tell (10): Once a day a dwarf with this ability can use the Stone Tell ability, as a priest of the same level. Elves The elves are divided into two sub-races, known as High Elves and Wood Elves. They are all slim, although the High Elves appear more fragile than their somewhat shorter woodland cousins. High Elves usually have pale, almost white skin, while Wood Elves are of somewhat darker complexion. High Elves have an average height of 5.5 to 6 feet, while Wood Elves are somewhat shorter with an average height of 4.5 to 5 feet. The average weight for both are around 105 pounds for males and 85 pounds for females. Both races add one point to their initial dexterity score, this is because of their generally high agility and coordination. Due to their lack of sturdiness, the High Elves subtract one point from their initial constitution score. The Wood Elves is more sturdy than they look, and has no modification to their constitution score. However, due to their general mistrust, Wood Elves subtract one point from their initial charisma score. As a result of their immortal inheritage, elves do not have souls as normal mortals do. As a result of this, they are unable to pray for priest spells as the other races. But still they are able to use magic to great extent, and due to their closeness with nature some elves become able to use priest spells that are directly associated with nature (typically, ranger spells). As another result of this inheritage, elves have 90% resistance to magical Sleep and Charm-related attacks. Both sub-races have very keen sight, including the ability to see clearly in twilight up to 60' away. Thus, they suffer no combat penalty when fighting in twilight conditions. Both races has 25 character points they can use to purchase abilities as listed below. Five points can be saved for future use. If a H or W is denoted in the cost, it may only be taken by High or Wood Elves, respectively. Standard selections are: for High Elves; Secret doors, Stealth and Magic identification, and for Wood Elves; Animal friendship, Bow bonus and Stealth. Animal friendship (10/W): Once a day, the elf can use the Animal Friendship spell as a druid of the same level. Bow bonus (5/W): +1 on attacks with long or short bows. Companion (10): The elf gains the companionship of a cooshee or an elven cat. See the Animal Master kit (S&P) for more specifics on companion of animals. Curative (10): Cure diseases of all non-magical types once a week for every six levels. This is done by laying hands on the subject. Dagger bonus (5): +1 on attacks with daggers, either thrown or hand-held. Healing (15): The elf is able to heal himself or others once per day by laying hands on them. The elf can restore two hit points per level this way. Note: This ability may only be taken by wizard characters with access to the Enchantment/Charm and/or Necromantic school. Javelin bonus (5): +1 attack roll bonus when using javelins. Magic identification (10/H): The elf has a 5% chance per experience level of identifying the general purpose and function of any magical item, reflecting their interest in the arcane. This is as per the bard ability. Rapier bonus (5/H): +1 on attacks with rapiers. Secret doors (5/H) Because of their acute senses, elves are quick to spot concealed doors and -5- hidden entrances. Merely passing within 10' of a concealed door gives an elven character a one-in-six chance to notice it. When actively seeking for such doors, they have a one-inthree chance to find a secret door and a onein-two chance of finding a concealed one. Speak with plants (10/W): Once a day, the elf can use the Speak With Plants spell as a druid of the same level. Spear bonus (5): +1 attack roll bonus when using a spear. Stealth (10): Elves have the ability to give their enemies a -4 penalty to a surprise roll if the elf is: 1) moving alone, 2) is 90' away from the rest of their party, or 3) is with other creatures able to move with stealth. If the elf must open a door or screen to get to the enemy, the penalty is reduced to -2. Gnomes The gnomish sub-races are known as Rock Gnomes and Forest Gnomes. They are both of approximately same height and weight (and size of nose), but the similarities end there. Their average height is just below 4 feet, with the corresponding weight is around 85 and 80 pounds for males and females, respectively. Rock Gnomes mostly live underground, while their forest dwelling kind usually tries to avoid this as much as possible. Where the Rock Gnome is inquisitive and curious, the Forest Gnome considers the pros and cons to find the best solution to a problem. Thus, the Rock Gnomes ad one point to their initial intelligence score and subtract one point from their initial wisdom score. The small size of the Rock Gnome could warrant a reduced strength score, but due to the hard labor performed in the mines this is not done. The Forest Gnome add one point to his initial wisdom score, as indicated above, and subtracts one point from his strength score as he lacks the training of the Rock Gnomes. Rock Gnomes has 60' heat vision, similar to the dwarves, while the Forest Gnomes has no such special vision. However, Forest Gnomes are able to Pass Without Trace through their native woodland as per the druid ability. Gnome characters has 35 character points to purchase abilities from those presented below. Five character points may be saved for future use. If an F or R are denoted in the cost, the ability may only be taken by Forest or Rock Gnomes, respectively. Standard slections are: for Forest Gnomes; Animal friendship, Hide, Poison resistance and Stealth, for Rock Gnomes; Melee combat, Mining detection ability, Poison resistance and Stealth. Animal friendship (10/F): Once a day a gnome may cast an Animal Friendship spell as druid of the same level. Melee combat (10): +1 bonus on their attack rolls vs. kobolds and goblins - the gnomes' traditional rivals for space and resources. Further, when ogres, ogre magi, trolls, and giants are fighting gnomes, they suffer a -4 penalty to their attack roll due to the size and quickness of the gnomes. Dagger bonus (5): +1 to attack rolls with daggers. Dart bonus (5): +1 to attacks with darts, their preferred missile weapon. Defensive bonus (5/R): +1 to AC when in their native underground environment. Engineering bonus (5): If the gnome has the engineering bonus, he gains a +2 bonus to the proficiency. Freeze (10/R): The ability to \freeze" in place in their underground environment. This gives them a 60% chance not to be noticed by passerby. Hide (10/F): The ability to Hide in Woods with a chance equal to a thief of the same level's Hide in Shadows ability. Mining detection ability (10/R): A character with this ability is familiar with mining, tunneling and stonework. By concentrating for one round the character can detect: Grade or slope in passage: 1-5 on 1d6 Approx. depth underground: 1-4 on 1d6 Approx. direction underground: 1-3 on 1d6 Unsafe walls, ceilings or floors: 1-7 on 1d10 Poison resistance (5): Like dwarves, some gnomes are resistant to poison. This grants them a bonus on their saves vs. poison, depending on their constitution score. This bonus is given in table C.3. Potion identification (5): A gnome with this ability has a percentage chance equal to his Wisdom score of identifying a potion by appearance and scent. Short sword bonus (5): +1 on attack rolls with short swords. -6- Sling bonus (5): +1 on to-hit rolls when using a sling. Stealth (10): Gnomes have the ability to give their enemies a -4 penalty to a surprise roll if the gnome is: 1) moving alone, 2) is 90' away from the rest of their party, or 3) is with other creatures able to move with stealth. If the gnome must open a door or screen to get to the enemy, the penalty is reduced to -2. Halflings Halflings are divided in two sub-races, known as Hairfoots and Stouts. Most halflings are around 3' tall and weighs 60 to 70 pounds, the stouts being slightly taller and heavier. Halflings are a sturdy and industrious people, generally quiet and peaceful. They enjoy all the creature comforts, and while not overly ambitious, they are friendly and open. Stouts add one point to their initial constitution score, as they are endurant and sturdy. The Hairfoots add one point to their initial dexterity score due to their natural agility. Both subtract one point from their initial strength score, this is a result of the small size and preference for comfortable life. Halflings have 35 character points to purchase abilities as listed below. Five character points may be saved for future use. If an H or S is denoted in the cost, the ability may only be taken by Hairfoots or Stouts, respectively. Stouts may be paladins, if desired. Standard selections are: for Hairfoots; Hide, Reaction bonus, Saving throw bonus and Stealth, for Stouts: Attack bonus, Detect secret doors, Saving throw bonus and Stealth. Attack bonus (10): +1 to hit with all hurled weapons and slings. Detect evil (5/H) Halflings are very pereptive. Once a day a halfling with this ability can detecct evil in creatures or individuals. This ability does not function on items or locals. Detect secret doors (5): Because of their acute senses, halflings are quick to spot concealed doors and hidden entrances. Merely passing within 10' of a concealed door gives a halfling character a one-in-six chance to notice it. When actively seeking for such doors, they have a one-in-three chance to find a secret door and a one-in-two chance of finding a concealed one. Hide (10): The ability to Hide in Woods with a chance equal to a thief of the same level's Hide in Shadows ability. Infravision (5/S): Some halflings have the dwarven ability to sense emissions of heat. The range of this heat vision is 30'. Mining detection ability (5/S): A character with this ability is familiar with mining, tunneling and stonework. By concentrating for one round the character can detect: Grade or slope in passage: 1-3 on 1d6 Approx. direction underground: 1-3 on 1d4 Reaction bonus(5/H): Due to the merry nature of the halfling, he receives a +1 bonus on reaction rolls. Saving throw bonuses (10): Halflings have a high resistance to magical spells and poison. Thus, they receive a special save bonus vs. poison, rod, staves, wands and wizard spells. They receive no bonus on saving throws against priestly magic. The save bonus is based on their constitution score, and is given in table C.3. Stealth (10): Halflings have the ability to give their enemies a -4 penalty to a surprise roll if the halfling is: 1) moving alone, 2) is 90' away from the rest of their party, or 3) is with other creatures able to move with stealth. If the halfling must open a door or screen to get to the enemy, the penalty is reduced to -2. Taunt (5): Once a day the halfling can Taunt someone, as per the 1st level wizard spell. Humans No other race is as varied as humans. They have no standard abilities, except the ability to choose any class and advance further than any other race. An average human is a little under 6' tall, with average weights for males and females are little over 170 and 130 pounds, respectively. Hair colors varies from light blond to pitch black, and eye colors are light blue to dark brown with all variations inbetween. Humans have 10 character points to purchase abilties from those listed below. Some or all of these may be saved for future use. Standard selection for humans are no special bonuses, all are saved. Attack bonus (5): +1 to hit with any weapon of the character's choice. Experience bonus (10): +5% experience point bonus. This is cumulative with the normal experiuence bonus if the human meets the requirements to gain this. -7- Secret doors (10): A human may have the ability to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door gives the character a one-in-six chance to notice it. When actively seeking for such doors, he has a one-in-three chance to find a secret door and a one-in-two chance of finding a concealed one. Orcs Orcs have an average height slightly over 6' for males, females are two or three inches shorter. Their average weights are approx. 200 pounds for males and 185 pounds for females. Orcs have brown to gray skin, dark brown eyes (exceptions exists), and brown to black hair. Most noticeable are their tusks that are between 0.5 and 1 inch longer than their other teeth. This may give them a very fierce look, and often causes distrust in other races. Due to their size and mass, orcs add one point to their initial strength score. They are generally mistrustive, this causes them to subtract one point from their initial charisma score. Orcish characters receive 20 character points to purchase abilities among those presented below. Five character points may be saved for future use. Standard selection are Attack bonus, Damage bonus, and Infravision (low-light). Active sense of smell (5): The character's sense of smell is sensitive enough to give a +1 bonus to surprise rolls. Acute taste (5): The character's sense of taste is so sensitive he gains a +2 bonus to saving throws vs. imbided poisons. Attack bonus (5): +1 on attack rolls with one nonbow weapon of the player's choice. Damage bonus (5): +1 damage bonus with one melee weapon of the player's choice. Infravision (10): The character receives infravision with a range of 60'. The type of infravision is chosen by the player (heat vision or low-light vision). This ability may not be taken twice to get both types of infravision. Magic resistance (10): Due to the resistance towards magic some orcs posess, they receive a +2 bonus on saving throws versus all types of magical attacks. This ability may not be taken by any spellcasting characters. Orcs with this ability runs a 20% risk of failing to activate a magical item. Mining detection abilities (5): A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can detect: Grade or slope in passage: 1-2 on 1d6 New tunnel/passage construction: 1-3 on 1d6 Poison resistance (5): +2 to saving throws versus poison. Optional: Orcish paladins Orcish paladins are possible, in spite of the fact that maximum charisma for orcs are 14. In order to play an orcish paladin, the player must roll an 18 to use on charisma, modified to 17. The orcish paladin is concidered to have a charisma score of 14 when rolling reaction adjustmenst and so on. 1.2 Player Character classes The following modifications/clarifications applies to the classes presented in the Skills & Powers book: Weapon specialization must be selected from all of the character's classes in order to be able to specialize. Only single-classed fighters may specialize in more than one weapon. Fighter * Increased movement is +25%. * Magic resistance is not available. Paladin * Curative is once per week for every five levels of the paladin. Ranger * Climbing: The ranger uses the Hide in Shadowspercentage as a positive modifier to his climbing chance. Thief * Orc characters use the Half-Orc column for modifications to thieving abilities. * Combat bonus (10): Allows for use of the priest's THAC0 chart -8- Bard * Combat bonus (10): Allows for use of the priest's THAC0 chart * Wizard spells is not available. The bard must be a multi-classed wizard in order to cast wizard spells. Priest * See the various priesthoods for details and list of abilities. Wizard * Wizards have 50 character points. * Access to Alteration costs 10 character points. * Access to Invocation/Evocation costs 10 character points. * Armored wizard costs 10 character points allows only padded, leather and studded leather armor to be worn. * Automatic spells costs 10 character points. The DM has the details about the aquisation of the spell, it does not instantly pop up in the wizard's spellbook. * Casting reduction costs 10 character points. No difference in effect for mages and specialists. * Combat bonus allows rogue THAC0 chart for both mages and specialist wizards. * Priestly wizard is not available. * No components is not available. -9- ----------------------------------------------------------------------- Chapter 2: Hit Points 2.1 Body Points All characters have base hit points equal to (Str+Con)/4 rounded up if the fraction is 0:5 or more, down if below 0:5. This represent the physical condition of his body, and constitution-bonus does not apply. All these points are Body Points and this amount does not change unless the stats of the character change. When a character has suffered a loss of body points, he is said to have suffered physical damage. 2.2 Skill Points As a character rises in levels, his combat skills increase and he dodges blows against him easier. Furthermore, his pain tolerance and ability to ignore effects of magic upon his body increase. This is all reflected in his Skill Points, which is the Hit Dice of the character's class (d4, d6, d8, d10 or d12). Skill points are healed naturally at the rate of one point per turn of undisturbed rest, half the rate if the character is engaged in non-strenuous activity. Physical points are regenerated at the rate of one point per 24 hours of undisturbed rest unless the character has a constitution score of 20 or more, in which case the rate is a bit higher (see constitution table, Player's Handbook). NWPs such as Healing and/or Herbalism may modify this rate. 2.3 Wounded If a character has suffered physical damage, he is wounded. His concentration is failing some, his wounds hurt, and he is generally in bad shape. This reflects on his actions, he fights less efficient, walks slower, a spell may fizzle and so on. For each 10% of physical damage a character has suffered, he is at -1 to hit and damage, has a -1 penalty on all saves and a +1 initiative penalty, movement is dropped by 10% and there is a 5% chance of spell failure. On table 2.1 below are given the time at which the penalties are applied. Table 2.1: Penalties while wounded Max Penalty at X physical damage (*) BP -1 -2 -3 -4 -5 -6 -7 -8 -9 4 1 2 3 5 1 2 3 4 6 1 2 3 4 5 7 1 2 3 4 5 6 8 1 2 3 4 5 6 7 9 1 2 3 4 5 6 7 8 10 1 2 3 4 5 6 7 8 9 (*): To find the percentage chance of spell failure, multiply the penalty by 5 25%, rounded up, of the healing gained through Cure spells and the Lay on Hands ability will be physical points (i.e. the 1st, 4th, 9th etc.). Thus, a Cure Light Wounds spell (1d8 points of healing) will cure 1-2 physical points. A character cannot have a higher fraction of skill points than of physical points, i.e. if a character has suffered a loss of 20% physical points, he will have no more than 80% of his skill points until he is cured for all wounds. Falling Damage When a character falls down, physical damage will be suffered. However, a character's skill in dodging allows for some skill point loss instead. A base of 65% of the falling damage is physical damage. A successful dexterity check will allow some damage to be taken as skill damage. The amount to be taken as skill damage will be increased by 5%, plus 5% per point of margin the check was made by. If a "1" is rolled, all damage may be taken as skill damage. If the chatacter has a dexterity score of 14 or more and rolls a "1", a second successful dexterity check will cause half the damage to be suffered. If this roll also is a "1", a third check is allowed and so forth. 2.4 Death A character is dead whenever his hit points reaches a negative amount decided by his constitution score. However, his chances of survival lessens once he is on negative hit points. To help determining survival, the Survival Roll is hereby introduced. It is simply a System Shock roll with a -3% penalty per negative hit point. There are four categories of condition a character can have below positive hit points; Unconscious, Critically Wounded, Mortally Wounded and Comatose. To calculate these categories, do as indicated below: Unconscious (0 to -0.25*Con): The character is unconscious and does not loose further hit points. A successful Survival roll will allow the character to wake up after 2d20 minutes (still at negative hit points and unable to do anything), and he can be healed normally. If the roll is failed, the character is still unconscious and regains one hit point per day of normal rest, Cure spells can take him up to 1 hp and then 24 hours are required before further healing can be applied (except for a Heal spell). Natural healing is one hit point per day (24 hours). Seriously Wounded (-0.25*Con to -0.5*Con): The character is seriously wounded and bleeds one hp per round (20 seconds). A character with Healing proficiency, as well as a -4 wisdom check by others, a Cure spell or Lay on Hands will stabilize the character. When the character is stable, a Survival roll will allow him to accept magical healing of power less Heal up to 1 hp, while a failed roll will cause such spells to have half normal efficiency. A Heal spell will still have full effect. Natural healing is one hit point per day if the character rolls a successful Survival roll each day. Mortally Wounded (-0.5*Con to -(Con-1): The character is bleeding to death (1 hp per round). A Healing proficiency check (or a -10 wisdom check by a non-proficient character) as well as a a Cure spell or Lay on Hands is sufficient to stabilize the character. Once stable, a successful Survival roll will allow him to accept Cure spells at half efficiency (rounded down) up to 1 hp, at which point he must rest for 24 hours before he can be cured up to 1/2 his hit point maximum (rounded down). After that 24 hours more he can be fully cured. A Heal spell will take the character up to 1 hp, and further magical healing will then affect him normally. A failed Survival check indicates that the character is comatose (see below) but stable. Natural healing is slow, the character regains one hit point per two days if two successive Survival rolls are successful (one per day). There is no chance of dying if precautions are taken (not moving the character, see that he has enough to drink, and so on). Comatose (-Con to -1.25*Con): The character is on the threshold of death. A Healing check at 4 or 15 hit points of healing is required to stabilize the character. A failed survival roll after stabilization indicates that the character looses one hit point and a new survival roll is required. This continues until either the character is dead or succeeds a survival roll. A successful roll indicates that the character is stable. He may accept Cure spells at onethird the normal efficiency (rounded down) up to Mortally Wounded, at which point he must rest for 48 hours before further healing can be applied. A Heal spell will bring him up to Seriously Wounded, and further healing can be applied normally. If no magical healing is available, the character can heal naturally. A new Survival roll each day three days in a row will allow the character to regain 1 hp, if all three rolls are failed by more than 20% the character will loose 1 hp. There is no time limit to how long a character can be comatose, except for the problem of nourishment. As a final note it can be mentioned that special circumstances can modify both the categories and apply modifiers to the Survival rolls. This is (as usual) fully in the hands of the DM. If a character dies, and his companions manage to retrieve him (not an easy task), the character looses one point from his constitution score. Example: Gillette is a druid with a constitution score of 15. Calculations give 15*0.25 = 3:75; 15*0.5 = 7:5; 15*1.25 = 18:75 which implies that she is at unconscious from 0 to -3, at seriously wounded from -4 to -7, at mortally wounded from -8 to -14, and comatose from -15 to -18. If she drops to -19 or below, she is dead. -11- ------------------------------------------------------------------ Chapter 3: Combat 3.1 Optional: Initiative The base for initiative is different for magic use and weapon use. For magic use or other mental activities, the nimbleness of the character is of little use, while a sharp mind is important. For physical attack, a quick body is more important than a sharp mind. Initiative is decided as follows: Physical: Half the character's Dexterity score plus 8, minus size modifier, minus initiative modifier (such as weapon speed), plus 1d6. Mental: Half the character's Intelligence score, minus initiative modifier (such as casting time of spells), plus 1d6. In addition, armor may slow a character down, depending on the type. This has only effect on physical actions, initiative of spellcasting and similar actions is not affected by armor. The effect is given in table 3.1: Table 3.1: Armor Modifiers Armor Type Penalty Leather, Padded, Studded Leather 0 Brigadine, Ring Mail, Hide -1 Chain Mail, Scale Mail -2 Plate Armor -3 The highest initiative acts first. If a character has multiple attacks, these take place in Initiative/2, Initiative/4, Initiative/8 etc. Note that some monsters have modifiers that PCs usually don't have (DM's discretion). Secondary weapon initiative Secondary weapons are not calculated as normal multiple attacks when it comes to initiative. This is because the character need not recover his first strike before he can attack with his secondary weapon. Instead, the second weapon comes in Initiative, minus twice the weapon speed, plus reaction adjustment. In no case can the secondary weapon come sooned than two segments after the primary weapon. It will always come at least two segments before any second attack with primary weapon. 3.2 Specialization (melee) Characters may choose to specialisein weapons, specialization reflects the characters interest in that weapon as well as mirroring a certain talent in using it. There are different effects when concidering the effects of weapon specialisation, the difference lies in the speed of the weapon, this is given in table 3.2. Table 3.2: Effects of specialization Grade Fast weapon Slow weapon Expertise +1 to-hit +1 to-hit Specialisation +1/2 att +D dam Mastery +2 to-hit +2 to-hit High Mastery +1/2 att +D dam Grand Mastery +1/2 att +D dam Fast weapons are those with a base speed of 5 or less, slow weapons are those with weapon speed of 7 or more. If a weapon has speed 6, the character chooses at the time of expertise what column to use, and this may never change. The effects are as follows: to-hit means bonus on the to-hit roll, att means extra attack, dam means extra damage. +D dam means that the extra damage depends on the base damae of the weapon. This damage is given in table 3.3. The differing grades of specialization may be acheived at different levels and at different costs for the various classes, this is given in table 3.4. Warriors are paladins, rangers, and 50%+ multi-class warriors. Table 3.3: Extra damage by weapon Max wp-damage Extra damage up to 10 +1d4 11-15 +1d6 16-20 +1d8 21+ +1d10 A character cannot acheive the higher grades of weapon proficiency without first passing through the lower grades first. At least one experience level must be spent on each grade. Table 3.4: Cost of specialization Min. lvl / CP cost Grade Fighter Warrior Priest Expertise 1st / 2 1st / 2 2nd / 3 Specialisation 2nd / 3 3rd / 4 5th / 6 Mastery 6th / 4 8th / 6 10th / 9 High Mastery 10th / 6 14th / 10 NA Grand Mastery 15th / 10 NA NA Rouge Wizard Expertise 2nd / 3 4th / 3 Specialisation 6th / 8 7th /10 Mastery 11th / 12 NA NA: Not available. Characters using the Weapon Master kit may achieve the grade one level earlier than other members of their class. Thus, fighter Weapon Masters may become specialists at 1st level, for a total cost of 7 character points including the cost for proficiency. Example: Gruld the Barbarian chooses to aquire specialisation in bastard sword at 3rd level. To get full benefit, he chooses damage bonus (usable both while using the sword one-handed and two-handed). He has 1 attack per round, doing 2d4+1d4 against Small and Medium creatures, and 2d8+1d8 against Large or bigger creatures when using the sword twohanded, and 1d8+1d4/1d12+1d6 when using the sword one-handed. If he chose better attacks/round, he would get no bonuses when using the sword twohanded. Ramires the Swashbuckler specializes in rapier. He does 1d6+1/1d8+1 hp in damage as usual, but attacks 3/2. As can be seen, a rapier-specialist and bastard sword specialist each averages out at about the same amount of damage per round against Small and Medium (rapier: 6.75 hp; bastard sword: 7.5 hp), the rapier-specialist having the advantage of more attacks, but against Large (or bigger) creatures the bastard sword specialist is better off (rapier: 8.25 hp; bastard sword: 13.5 hp). (These calculations assume that the bastard sword is used two-handed.) 3.3 Specialization (bows) The bonuses for thrown weapons and crossbows are as presented in the Player's Handbook. Rangers and 85+% fighters can specialize in bows at 3rd level or above, this requires 5 character points in addition to the cost for normal proficiency. The bonuses gained are as follows: * +1 to hit at short range, +2 to hit at medium and long range (cumulative with normal range modifiers) * If he holds one shot, he fires one shot in the next round in initiative 20. * Can move up to 1/3 of his full movement and still fire two shots, each without the attack bonuses * Can move up to 2/3 of his full movement and still fire one shot, each without the attack bonuses * If he stands still, he can fire 1 shot at +2 to hit * If he stands still, he can fire 3 shots, each at -3 to hit Upon reaching 7th level he gets the following additional bonuses: * Base ROF is 3 shots per round * Can move up to 1/4 of his full movement and still fire three shots, each without the attack bonuses * Can move up to 1/2 of his full movement and still fire two shots, each without the attack bonuses * Can move up to 3/4 of his full movement and still fire one shot without the attack bonuses * If he stands still, he can fire 1 shot at +3 to hit * If he stands still, he can fire 2 shots, each at +1 to hit * If he stands still, he can fire 4 shots, each at -3 to hit A fighter specilaized in the bow cannot reach higher grades than Mastery in any melee weapon. At 9th level or above a single-classed fighter or ranger can devote 6 additional character points and get +2 to hit at all ranges. -13- In addition, rouges using relevant kits (DM's discretion) may devote 3 character points to get a +1 to-hit as the DM sees fit. 3.4 The four fighting styles There are four different styles of melee fighting, as presented below. Only warriors are able to use all these, priests can use the single-weapon, two-hander and weapon-and-shield styles, rogues can use singleweapon, two-hander and two-weapon style, and magicians can only use the two-hander and singleweapon styles. Note that no character can learn other fighting styles than they start with. Specializing in the styles Specializing in the styles are possible. Warriors can specialize in one fighting style at first level, while the priest and the rogue can specialise at 2nd level. Wizards cannot specialize in the fighting styles, and only warriors can specialize in more than one style. Specializing in a fighting style costs one weapon proficiency slot. The character points for a weapon slot is given in Skills & Powers. Single-weapon Style [all classes] This style is most popular among "civilized" fighters, the swashbuckler uses this style extensively. Specializing in this style requires a dexterity of 13 or more, and it grants a +1 AC bonus. Double-specializing is also possible, at 3rd level (or later) a warrior (and only a warrior) can devote a 3rd slot to get a +2 AC bonus and a -1 initiative bonus. Double-specialization require a dexterity score of 15 or higher. Elven bladesong: The elven bladesong is a special form of single-weapon style that only the most talented of elven fighters learn. To reflect this, only elven warriors with a 15 or more in dexterity and 13 or more in strength can specialize in this manner. Learning this style requires intensive training over a period of several decades, and the elves will never teach it to any non-elf. It requires 2 weapon slots just to be proficient, and after some experience (i.e. a new weapon slot) and more training a 3rd slot may be added. It is not possible to devote 3 slots to this style at 1st level. No further style specialization is possible within this style, and it is not possible to combine this style with any other style specialization (including ordinary single-weapon style specialization). Bladesinging is only possible when fighting with a one-handed weapon, without using the other hand for either shield or a secondary weapon. While bladesinging, the elf can on any round of combat choose one of the following bonuses: +1 to hit, +2 if 3 slots are devoted, or +1 to AC, +2 if 3 slots are devoted, or the fighter may get one block attack against one front or flank attack without wasting any of his ordinary attacks. This option is only available after 3 slots have been devoted to this style. Additionally, after 3 slots the elf also gets a +1 initiative bonus while using the style. Two-hander Style [all classes] The two-handed style allows the character to use both hands on a weapon. Specializing in this style requires a strength score of at least 13. The advantage of specializing in this style is that when fighting with a weapon designed for two-handed use, the character gets a +3 initiative bonus. In addition, when fighting with any weapon two-handed, he gets a +1 on his damage rolls. Weapon-and-shield Style [warriors and priest] This style allows a character to get the AC-bonus of a shield. He may also perform a block-maneuver (see Section 3.6) with his shield, having -2 to hit with his weapon and -4 on his block maneuver. Performing a block-maneuver is only possible with a medium shield or smaller, unless the character is exceptionally strong. A strength score of 16 allows for a large shield to be used like this, and a score of 18 allows the use of a body shield for this use. Note that a character performing a block-maneuver looses all his shield-bonus on AC for the entire round. Devoting one slot to weapon-and-shield style, allows the character to be an expert of shield use. If he decides to block with the shield, he has two options. He may either perform one block maneuver with no penalty to the attack roll and -2 on the blocking, or perform two with a -2 penalty on the attack roll and -4 on the block. These penalties are modified by reaction adjustment for high dexterity. Devoting a 2nd slot (only available to warriors) allows the character either to have one shield block with no penalties, or 2 block maneuvers with 0/-2 -14- to hit. 3 block-maneuvers are not possible without a Haste-spell or similar magic. As this fighting style are quite strenuous, a constitution score of at least 13 are needed to specialize in this style, and a 15 is needed to double-specialize. Two-weapon Style [warriors and rogues] Fighting with two weapons is a tactic many warriors favor. In order to specialize in this style, a dexterity of at least 13 is needed. Specializing in this style drops the penalties for fighting with two weapons to 0/-2. Double-specialization is not available. In order to get strength bonus on his off-hand weapon, a character must either be a ranger (in light armor) or a speclialist in the fighting style. The strength bonus available for a given character is presented in table 3.5. Table 3.5: Off-hand strength Dexterity Off-hand strength bonus 13 5 classes lower 14 4 classes lower 15 3 classes lower 16 2 classes lower 17 1 class lower 18+ as primary weapon 3.5 Optional: Disarming This system is based on the principle that it's harder to disarm an opponent when he's a better fighting man than you, and is not based on what armor type he's wearing. DAC is an abbrivaion for "Disarm Armor Class". In order to disarm an opponent, the attacker must make a successful attack vs. the defenders DAC. This is equal to his baseTHAC0, with the following modifications: the disarm-factor (DF) any bonuses/penalties for to-hit from strength any bonuses/penalties for to-hit from specialization or non-proficiency defense adjustment (from dexterity) AC-bonus from style specialization any magical AC-bonus (any + on armor and rings etc., but not shield, Bracers of Defence, Armor-spell etc.) -1 if weapon has a basket hilt -6 if uses two-handed weapon The DF is decided like this: Joe Average is fighting his cousin Bill Average. They both have average ability scores (8-12). Joe decides to disarm Bill. They are both 1st level fighters using long swords, in which they are proficient. The question is: What number does Joe need to roll to disarm Bill? This number is the \disarmfactor". A suggested number for DF is 15. Note that a disarm attempt causes no damage, regardless of whether it is successful or not, as the blow is directed against the weapon and not the man behind it. A disarm must be declared in advance, before initiative is rolled, and it imposes a +1 modifier on initiative. 3.6 Optional: Blocking The normal parry-rules as described in the Player's Handbook still applies (lowering AC). In addition, a character may now opt to block specific attacks directed against him (or others, as the DM's option).In order to do so, he must make a successful block-maneuver. This is calculated as follows: First, the attacker rolls, using his THAC0 with all normal modifiers. The defender rolls his block attack, using his BAC0 (Blocking Armor Class 0) The BAC0 is calculated from the defender's baseTHAC0, using the following modifications: any bonuses/penalties for to-hit from strength any bonuses/penalties for to-hit from specialization or non-proficiency reaction adjustment based on dexterity (not the defense adjustment) AC-bonus from style specialization Additionally, shields are at +2 on this maneuver, as well as having their magical bonus counted for. Blocking in this manner means sacrificing an attack per block-maneuver. Note that various fighting style specialization can modify this, as well as custom-designed weapons. Example: Timok, the 10th level fighter, is attacked by an unwitting orc, wielding a long sword. Timok decides to play a little with the orc and block an attack. The orc swings his sword, rolls an 18 and hits AC 2. Timok rolls a 3 on his block-maneuver. He's a 10th level fighter, base-THAC0 11, has 18 strength (+2 to hit), being a Master gives him +3 to hit and a dexterity of 16 gives +1 reaction adjustment. His block-maneuver is decided like this: -15- 11 -(3 +2 +3 +1) = AC 1 Timok blocks easily, then kills the orc with a flick of his sword. 3.7 Knocking out characters It is often desirable to knock a person out. One way is to fight him with bare hands, another (and more subtle) way is to strike him from behind and try to sap him. In order to do so, the attacker must either have surprised the victim or have moved silently successfully. (Note: If the Move Silently roll was unsuccessful, the victim may still be surprised.) Additionally, a successful attack roll must be made. The attacker must also use a weapon that is not designed to kill, such as a baton or fists. The percentage chance of knocking out an opponent, is 15% (may vary with weapon), plus 5% per slot of relevant specialization. Additionally, each point of damage caused by the attack is +5%, thieves multiply this bonus with their backstab multiplier. The victim may also modify the chance, it is modified -5% per point of hp-bonus from constitution, and -5% per slot of punching specialization and/or martial arts specialization. 3.8 Optional: Critical hits and misses The rulings for critical hits and misses are as follows: Whenever a natural 20 is rolled, the die is rolled again and added to the result. The hit margin represents how well the hit was. For each AC hit better than needed, 1% of the damage (rounded down) is physical damage (see Chapter 2). Also, for each 10 margin the damage is doubled (AC 11-20 better than needed: double damage; AC 21-30 better than needed: triple damage; and so on). Thus, if a character critically hit AC-32 agains a character in plate mail (AC 3), that is a hit margin of 35. Damage is quadrupled, and 35% of the damage is physical. If an 8 was rolled for damabe, that is 8 4 = 32, of that is 32 0:35 11 points of physical damage. Whenever a natural 1 is rolled, the die is rolled again (if a 20 is rolled here, the die is rolled again and so forth), and the result is added to the character's modified THAC0. The exact details are up to the DM. -16- -------------------------------------------------------------------- Chapter 4: Magic "A wizard cannot do everything; a fact most magicians are reticent to admit, let alone discuss with prospective clients. Still, the fact remains that there are certain objects, and people, that are, for one reason or another, completely immune to any direct magical spell. It is for this group of beings that the magician learns the subtleties of using indirect spells. It also does no harm, in dealing with these matters, to carry a large club near your person at all times." (The Teachings of Ebenezum, Volume VIII) 4.1 Magicians The requirements for being a magician (of any kind) is an intelligence score of 12 or more. Specialists must still meet the other requirements as given in the Player's Handbook. Magicians of the Lesser Path Those magicians that are self-taught (and survived) or taught by an incompetent master, are referred to as Magicians of the Lesser Path. These have the level progression, hit dice, THAC0 and spell progression as given for Bards in the Player's Handbook, but weapons allowed and saves are as a wizard. Magicians of the Lesser Path can be specialist wizards if they meet the requirements. In the character creation process, Magicians of the Lesser Path start with the same amount of character points as do other wizards, and create their class the same way. Magicians of the Greater Path Those magicians that have received proper training have the full spellcasting powers of wizard. These are referred to both as Magicians of the Greater Path or, more shortly, Wizards. Because of what the flows of magic claims of and gives these wizards, they have only four-sided hit dice, and THAC0 and saves as given for wizards in the Player's Handbook. Magicians of the Greater Path may not combine with any other class. The Power of the Staff The staff of a magician is not a normal staff, it is enchanted by the wizard to have this channeling ability. To enchant a staff, a magician must be in a place of high magical flux and chant over the staff for one day per spell level the magician wants the staff to channel. Casting a spell without the support of a staff is difficult, the magician must make a saving throw vs. Death Magic with a penalty equal to the spell level in order to get the spell off. If the magician does not make this save, the spell fails and he is unable to cast spells for 1d2 rounds. Additionally, the staff must make a save vs. Magical Fire (as Wood, thin) with a -1 penalty per additional spell level or be destroyed. As the magician rises in levels his personal flow of magical energy increases, and he is able to cast lower-level spells without his staff. He can cast spells without his staff that is 2 levels lower than his maximum spell level, a 5th level wizard can cast 1st level spells without the use of a staff. Normally, a Magician of the Greater Path starts out with a staff capable of channeling 3 spell levels, a Magician of the Lesser Path starts with a staff capable of handling 2 spell levels. When a magician finds that his staff no longer suffice, he will have to enchant his staff further. A staff need not be a wooden quarterstaff (although this is the most common), other items have also been known to work (which items that are acceptable are up to the DM to decide). 4.2 Priests A holy symbol is the connection between a priest and his deity. Just as a wizard cannot re-memorize spells without his spellbook, a priest cannot change his spell-selection without his holy symbol. Furthermore, he does not regain spellpoints unless he has his holy symbol near his body, and must pray to his deity at certain times of the day (unless he has a very good reason not to). 4.3 Spellcasting Magic is difficult to learn and master. Therefor, any spellcaster's spell-selection is limited by his intelligence, as presented in the Player's Handbook. Priests, paladins and rangers need not roll to learn their spells as wizards do, and is able to learn four spells more per spell level than indicated. Furthermore, only those of high wisdom is able to cast spells with no failure, the chance of spell failure for all spellcasters (not only priests) are given in the Player's Handbook. A spellcaster may have as many spells memorized at a given time as indicated in table 4.1. Table 4.1: Number of spells memorized Magician of the Lvl Greater Lesser Priest Ranger Paladin Path Path 1 5 1(*) 5 - - 2 7 3 7 - - 3 8 4 8 - - 4 9 5 10 - - 5 11 6 12 - - 6 16 8 15 - - 7 19 9 18 - - 8 23 10 21 4 - 9 26 11 22 5 4 10 29 12 24 6 5 11 31 13 27 7 6 12 35 14 30 8 7 13 38 16 33 9 9 14 42 18 34 10 10 15 44 20 36 11 10 16 47 21 38 11 11 17 50 23 40 11 12 18 52 25 43 11 13 19 55 27 46 11 14 20 58 29 50 11 15 (*): can only cast Cantrip As a spellcaster casts his spell, he releases some of his acquired magical energy. A spellcaster has the ability to channel spell levels as given on the various tables in the Player's Handbook (a 1st level priest may cast one 1st level spell, and so on). In addition to this, priests and Greater Magicians receive bonuses for high wisdom, as presented in table 4.2. These spell level are cumulative. Table 4.2: Bonus spell points Wisdom Bonus spells 13 1st 14 1st 15 2nd 16 2nd 17 3rd 18 4th 19 1st, 3rd 20 2nd, 4th 21 3rd, 5th 22 4th, 5th 23 4th, 5th 24 5th, 6th 25 6th, 7th Basically, a caster can still only cast as many spells as given in the Player's Handbook, but he may memorize a few more. Note that a spell does not vanish when cast, but stays in the memory of the caster. Specialist wizards may both memorize and cast one extra spell per spell level, as in the Player's Handbook. If a caster already has used all his low-level spells for the day, he may use one of the higher-level slots to cast a lower-level spell, the extra energy is then lost without side-effect. Any change in a caster's spell selection requires 1 hour of uninterrupted studying or praying per spell level. Example: Azrim, a 6th level wizard with both intelligence score and wisdom score of 14, may memorize 16 spells, divided between his three spell levels as desired (5/5/4, 10/2/2, 6/7/1, etc...). However, including the bonuses, he may only channel six 1st, two 2nd and two 3rd level spells. If he desires, he may cast ten 1st level spells by sacrificing his 2nd and 3rd level energy (ten Magic Missiles, if that's required). Spellpoint recovery After a night's sleep, spellcasters have (hopefully) regained their energy. But what happens if the wizard/priest cannot get the required 8 hours of sleep? Table 4.3 indicates the chance that a spellcaster -18- has regained his spells at a given spell level. Check the lower levels first, as failure on one roll will give penalties on the next. Table 4.3: Chance of spell recovery Hrs sleep Chance 1 4% 2 15% 3 27% 4 40% 5 54% 6 69% 7 85% 8 100% Several shorter periods are cumulative. If the caster is wakened after 4 hours, then fails to regain a certain spell level's energy, he can sleep for another 6 hours and have a 40+69=109% chance. Sleeping for more than 10 hours is possible, but has no effect on recovery. It is not possible to regain energy used during the night this way. The penalty for a failed roll is presented in table 4.4. If more than one roll is failed, the penalties are added. Table 4.4: Penalty for recover failure Spell level failed Penalty 1st 10% 2nd 20% 3rd 30% 4th 40% 5th 50% 6th 60% 7th 70% 8th 80% Example: Azrim is awaken in the middle of the night. After only 4 hours of sleep, he is not sure to have all his energy back. He rolls 37, 87 and 09 on the d100 to check for recovery. The 1st level energy is back (40% chance), but not the 2nd level. This gives him -30% to check on 3rd level, and barely manages it. He may now cast his 1st and 3rd level spells with no difficulty, and also his 2nd level spells (by sacrificing 3rd level). Remember, he still has all of his spells memorized. Staff-Strike A wizard (a Magician of the Greater Path), when in dire peril, have the option to perform a Staff-Strike. To do so, he must successfully strike an attack roll vs. AC 10 (dexterity, Ring of Protection and pluses on magical armor are still accounted for, normal armor, Bracers of Defense and Armor-spells are not) with his staff. If successful, the wizard causes 2d8 hp of damage per spell-level he wishes to use, with no save applicable. This damage is pure magical energy, and no creatures are yet known that are immune. Magic Resistance still apply, though. The levels blasted is normally taken from a spell level of the same number, if the wizard exceeds his limit the levels are drained from two (or more) suitable pools. However, a Staff-Strike is exceedingly dangerous. First, if the staff is not built for spell levels high enough, it must save vs. Disintegration (as Wood, thin) or be destroyed. Secondary, the wizard must make a save vs. Death Magic as follows: * a modifier equal to the difference in spell levels used and the maximum spell level the wizard can cast is applied to the save. (A 7th level wizard striking 3 spell points would get a +1 bonus, a 3rd level wizard doing the same would get a -1 penalty.) * a failed save will require a system shock roll. If the system shock fails, the wizard dies. The penalty to this system shock is -5% per point the save above was missed by. If the roll is successful, the wizard will fall into a coma lasting 1 week per spell point used in the strike. A Restoration or Resurrection spell allows the wizard to wake up, fully conscious and at full spellpoints (a Heal is not enough). * if the save is successful, the wizard looses 3 hit points per spell level as well as all spellcasting ability for two days per spell level used in the strike. The damage can be cured normally, a Heal or Restoration spell will allow him to cast spells again before the above mentioned time has elapsed (he needs to memorize his spells again if his hit point total was below 0). He cannot use scrolls, but he can still use magic items. A Staff-Strike costs twice the number fp as normal. Example: Alafar, a 7th level mage with 24 hp is fighting a mindflayer. He is wounded to 11 hp, and has several spell levels left. He decides to risk himself and his staff in a Staff-Strike. He hits the mindflayer and blasts 5 spell-levels, doing 49 hp of damage. The mindflayer, as well as -19- the staff, is annihilated, only the ashes remain. Alafar succeeds his save, but the backlash energy strikes him like a whip and sends him down to -4 hp. He passes out, but if his comrades can rescue him out he'll probably live. Loss of spells If a spellcaster is wounded to 0 hit points or below, there is a chance that he will loose his spells. To check for this, a saving throw vs. Death Magic is rolled for each spell, failure indicating the spell is forgotten and must be rememorized (not relearned, the spellcaster still knows the spell). This is checked when the character reawakens. A -1 penalty per negative hit point is applied to the save. Example: Alafar, after besting the mindflayer, is stailized at -4 hit points. After a time he awakens, and his spells are checked for - a save vs. Death Magic at -4 for each spell. The spells for which the check fails needs to be rememorized - not relearned. 4.4 Optional: Casting check With this rule, wizards are not guaranteed automatic success when casting a spell. A wizard's casting check is decided by following these steps: 1. Base chance is [Intelligence/2 + 6 ], this reflects the wizard's understanding of his spells 2. Add [ level of wizard ] for the wizard's insight in magic 3. Subtract 2*[ level of spell ] for the difficulty of the spell 4. Subtract [ % Spell failure/5 ] for lack of psychic strength (due to low wisdom and/or physical damage). A spell is successfully cast if the wizard rolls equal to or below the number needed. -20- -------------------------------------------------------------------- Chapter 5: Misc. Rulings 5.1 Multi-classed characters How to combine? Many times, players and DMs alike wants a fighter with some minor spellcasting- or thieving abilities, or a wizard with some better fighting abilities, but feel that the rules about multi-classing is too strict. To fix this, the following rules have been set up for multi-classing: A character can divide his experience over a maximum of 3 classes. A class must have at least 10% attention. Additionally, it must either receive a percentage that is divide-able by five, or 1/3 or 2/3 of the experience. To go multi-class, a character needs 16 in the prime requisite(s) of the class he devotes 55% (or more) to, as well as 15 in the prime requisite(s) of the other class(es). If no class have more than 50%, no stat of 16 is needed. Hit points gained when a character goes up in level in a class is equal to the die roll, plus modifications, multiplied with the same factor as the experience. Fractions below 0.75 are rounded down, while 0.75 and up are rounded up. If more than one class rises in level at the same time, the hit points are added before rounding. Dual-classing can be made normally. Multi-classing specialist wizards is still only possible for gnome illusionists. Example: Joe wants his character, Herve, to be a fighter with some thieving and spellcasting abilities. When his character is created, he chooses to devote 75% to his fighter part, 15% to his thieving part and 10% on his mage part. When he reaches 2nd level as a fighter, he rolls 1d10, adds his constitution bonus (if any), multiplies with 0.75 and rounds off as appropriate. The same goes for thief and mage, respectively. Possible combinations: Dwarf: Fighter/ Thief; Fighter/ Priest; Thief/ Priest; Elf: Fighter/ Mage; Fighter/ Thief; Thief/ Mage; Fighter/ Thief/ Mage Gnome: Fighter/ Priest; Fighter/ Illusionist; Fighter/ Thief; Priest/ Thief; Illusionist/ Thief Halfling: Fighter/ Thief; Priest/ Thief Human: Fighter/ Thief; Fighter/ Priest; Fighter/ Mage; Thief/ Mage; Fighter/ Mage/ Thief Orc: Fighter/ Thief; Fighter/ Priest; Priest/ Thief NOTE: * A priest-class combination is only possible with logical combinations, see under the various priesthoods for guidelines. Note that not all priesthoods have wisdom as prime requisite. * Greater Magicians cannot be multi- or dual classed. The options above are for Lesser Magicians only. 5.2 Energy drain Sometimes characters are exposed to energy drain from undead or evil necromancers. The character does not loose experience and skills, but looses hit points and saves as a character one (or more) level(s) lower. Multi-classed characters loose hit points from all their classes, this is calculated normally. As long as one class is at positive levels, the character is alive and may regain most of the lost energy. If a Restoration-spell is cast within the time limit, the character is restored to his previous state. The life energy is regained at the rate of one level per four weeks of game time. At this time the character regains hit points. The hit points are rolled and calculated just as when the character were drained, except that he also subtracts one from the calculated amount. In no case can a character regain less than one hit point. If a character gains a new level while under the effect of energy drain, hit points are rolled normally and the new total is based on his current maximum. Example: Herve is now a 6th/4th/2nd level character. He was hit by a wright and drained one life level. rolls 6, 3 and 3 on his dice, loosing 6*0.75 + 3*0.15 + 3*0.10 = 5.25 = 5 hp, and saves as a 5th/3rd/1st level character. After one month he regains his life energy, and rolling 7, 1 and 4 respectively for hit points, he regains 7*0.75 + 1*0.15 + 4*0.10 - 1 = 4.8 = 5 hp, and thus is lucky and looses nothing. 5.3 Optional: Movement A character's movement is not decided per race, but per the character's height, as presented in table 5.1. Table 5.1: Movement rates Height (inches) Height (cm) Base move 76+ 193+ 13 71-75 180-192 12 66-70 168-179 11 61-75 155-167 10 56-60 142-154 9 51-55 130-141 8 46-50 117-129 7 41-45 104-116 6 up to 40 up to 103 5 Additionally, a character can carry more than his weight allowance at cost of movement rate, as presented below in table 5.2. For each class of encumbrance, the character suffers penalties as of he were physically damaged. Table 5.2: Movement with Encumbrance Wt all Base move multiplied by 13 12 11 10 9 8 7 6 5 1.2 12 11 10 9 8 7 6.5 5.5 4.5 1.4 11 10 9 8 7.5 6.5 5.5 5 4 1.6 10 9 8 7.5 6.5 6 5 4.5 3.5 1.8 8.5 8 7 6.5 6 5.5 4.5 4 3 2.0 7.5 7 6.5 5.5 5.5 4.5 4 3.5 3 2.2 6.5 6 5.5 5 4.5 4 3.5 3 2.5 2.4 5.5 5 4.5 4 3.5 3.5 3 2.5 2 2.6 4 4 3.5 3 3 2.5 2.5 2 1.5 2.8 3 3 3 2.5 2.5 2 1.5 1.5 1 2.9 2 2 2 1.5 1.5 1 1 1 1 3.0 1 1 1 1 1 0.5 0.5 0.5 0.5 -22- -------------------------------------------------------------------------- Appendix A: Strength table Score To-hit Damage Weight Allow.(**) Op. Door (d20) BB/LG (d100) 1 -3 -4 1% 2 -2 -4 3% 1 3 -2 -3 6% 2 4 -1 -3 8% 3 5 -1 -2 10% 4 6 -1 -1 12.5% 5 7 -1 15% 6 1 8 17.5% 7 3 9 20% 7 5 10 22.5% 7 6 11 25% 8 7 12 30% 8 8 13 40% 9 13 14 (*) +1 50% 10 15 15 (*) +1 +1 65% 11 20 16 (*) +1 +2 70% 12 25 17 (*) +1 +3 80% 13 30 18 (*) +2 +3 85% 14 35 18.1-18.5 (@) +2 +3 90% 15 40 18.6-18.9 (@) +2 +4 90% 15 45 18.10 (@) +2 +5 90% 16 45 (*): If a rogue has a 14 to 18 strength, he uses combat values 1 category lower (example: 18 ! 17), a wizard use 2 categories lower (example: 18 ! 16). Multi-class use the best category allowed to them, dual-class use the one they started with. It is possible for these classes to use weapon-slots in order to fight in a better category; one slot will reduce the penalty by 1 category. The weapon-slots gained at 1st level cannot be used for this purpose, though. (**): This indicates what percentage of the average weight for the character's race and sex the character can carry without being penalized. Example: A male dwarf with 16 strength have a Weight Allowance of 106.4 lbs, while a female halfling with 16 strength have a Weight Allowance of 42.35 lbs. Max. Press is equal to Weight Allowance*pi, but it is not possible to walk with more encumbrance than Weight Allowance*3. (@): Warriors with a strength score of 18 note their level behind the score. A 6th level fighter with 18 strength uses the 18.6-line, and has +2/+4. At 10th level the maximum is reached, it's not possible to get stronger without magical aid. -23- ---------------------------------------------------------------------------- Appendix B: Level advancement tables Table B.1: Most classes Rogue Fighter Ranger Paladin Level XP*1000 1 0 0 0 0 2 1.25 2 2.25 2.25 3 2.5 4 4.5 4.5 4 5 8 9 10 5 10 16 18 20 6 20 32 36 40 7 40 64 72 80 8 70 125 150 150 9 130 250 290 310 10 220 450 500 520 11 330 625 700 750 12 440 800 925 950 13 650 975 1125 1175 14 850 1150 1325 1375 15 1050 1325 1525 1625 16 1250 1500 1725 1825 17 1425 1675 1900 2025 18 1600 1850 2075 2225 19 1775 2025 2200 2425 20 1950 2200 2375 2625 Table B.2: Wizard Int.: 12-13 14-15 16-17 18 Level XP *1000 1 0.0 - - - 2 2.5 - - - 3 5 - - - 4 10 - - - 5 20 - - - 6 40 - - - 7 70 - - - 8 130 - - - 9 250 - - - 10 400 - - - 11 550 - - - 12 725 - - - 13 900 - - - 14 1075 1125 - - 15 1250 1350 - - 16 1425 1575 1625 - 17 1600 1800 1900 - 18 1775 2025 2175 2250 19 1950 2250 2450 2600 20 2125 2475 2725 2950 Table B.3: Priest Wisdom: 9-15 16-17 18 Level XP*1000 1 0.0 - - 2 1.5 - - 3 3 - - 4 6 - - 5 12 - - 6 24 - - 7 48 - - 8 90 - - 9 160 - - 10 300 - - 11 470 490 - 12 640 680 - 13 810 870 - 14 980 1060 1135 15 1150 1250 1345 16 1320 1440 1555 17 1490 1630 1765 18 1660 1820 1975 19 1830 2010 2185 20 2000 2200 2395 Note that the wisdom requirement for 6th level priest spells is changed from 17 to 16. -24- ------------------------------------------------------------------- Appendix C: Racial tables Table C.1: Level limits Race Fighter Ranger Paladin Wizard Priest Thief Dwarves Coast 16 9 - - 10 12 Mountain 16 9 10 - 13 12 Elves High 12 12 - 16 - 12 Wood 13 16 - 12 - 12 Gnomes Rock 12 9 - 15(*) 10 13 Forest 9 15 - 13(*) 16 12 Halflings Hairfoot 9 13 - - 11 18 Stout 11 11 10 - 9 16 Human U U U U U U Orc 16 13 9 - 12 13 (*): Illusionist only Table C.2: Increased level limits Prime Requisite Level Increase 14, 15 +1 16, 17 +2 18 +3 19 +4 20 +5 Table C.3: Special save bonus Con-score Save bonus 4-6 +1 7-10 +2 11-13 +3 14-17 +4 18-20 +5 Table C.4: Ability score limits (min/max) Race Str Dex Con Int Wis Cha Dwarves Coast 8/18 4/17 11/20 4/19 3/16 4/19 Mountain 8/18 4/17 11/20 4/19 4/19 3/17 Elves High 4/18 6/20 5/17 8/19 4/19 8/19 Wood 7/18 6/20 7/19 8/19 4/19 3/16 Gnomes Rock 6/18 3/19 8/19 7/20 3/17 4/19 Forest 3/16 8/19 8/19 5/19 9/20 4/19 Halflings Hairfoot 3/17 8/20 10/19 6/19 4/19 7/19 Stout 5/17 8/19 10/20 6/19 4/19 5/19 Human 4/18 4/19 4/19 4/19 4/19 4/19 Orc 10/18 4/17 10/19 4/16 4/18 3/14 Table C.5: Average height and weight Race Base (*) Modifier Base (*) Modifier Dwarf 43/41 1d10 130/105 4d10 Elves ~~~High 65/60 1d10 90/70 3d10 ~~~Wood 52/46 1d10 90/70 3d10 Gnome 38/36 1d6 72/68 5d4 Halfling 32/30 2d8 52/48 5d4 Human 60/59 2d10 140/100 6d10 Orc 63/60 4d4 179/164 6d6 (*): The base numbers are divided into male/female values. Table C.6: Age Race Starting age Maximum age Dwarf 40 + 5d6 250+2d100 Elf 100 + 5d6 | Gnome 60 + 3d12 200 + 3d100 Halfling 20 + 3d4 90 + 2d20 Human 15 + 1d4 50 + 2d20 Orc 14 + 1d6 40 + 3d10 -26- -------------------------------------------------------------------- Appendix D: Arms&Armor D.1 Weapons Table D.1a: Weapons Weapon Damage Speed Cost Weight (lbs.) Size ----------------------------------------------------------------------- Arrow, flight (hunting) 1d6 - 12: 3sp 1: 1/12 S Arrow, sheaf (war) 1d8 - 12: 6sp 1: 1/10 S Axe, battle 1d10 7 5gp 7 M ~~~-used two-handed 2d4/2d6 9 Axe, hand 1d6/1d4 4 1gp 4 S Bow, long - 5 60gp 3 L Bow, long (composite) - 4 100gp 3 L Bow, short - 4 30gp 2 M Bow, short (composite) - 3 75gp 2 M Club 1d6/1d3 4 - 3 M Crossbow, heavy (+3) - 10 50gp 14+4 L Crossbow, light (+1) - 7 35gp 7+3 M Crossbow bolt, heavy 1d4+7/1d6+7 - 12: 24sp 1: 1/2 S Crossbow bolt, light 1d4+3 - 12: 12sp 1: 1/5 S Dagger, soldier's 1d4/1d3 2 2gp 1 S Flail, footman's (2h) 1d6+1/2d4 7 15gp 15 L Flail, horseman's 1d4+1/1d4 5 8gp 5 M Hammer, war 1d4+1/1d4 4 2gp 6 M Hammer, battle (2h) 2d6/2d4 8 5gp 12 L Knife, workman's 1d3/1d2 2 5sp 1/2 S Lance, heavy horse 1d8+1/3d6 8 15gp 15 L Lance, light horse 1d6/1d8 6 6gp 5 L Lance, medium horse 1d6+1/2d6 7 10gp 10 L Lance, tournament 1d3-1/1d2-1 8 10gp 15 L Mace, footman's (2h) 1d6+1/1d6 6 8gp 10 L Mace, horseman's 1d6/1d4 4 5gp 6 S Morning star 2d4/1d6+1 7 10gp 12 M Pick, military 1d6+1/1d6 4 8gp 6 M Polearm, awl pike (2h) 1d8/2d6 13 5sp 12 L Polearm, halberd (2h) 1d10/2d6 9 10gp 15 L Quarterstaff (2h) 1d6 4 2cp 4 L ~~~~-unshod 1d4 4 - 4 L Sling 1d4 6 1cp 1/10 S Spear 1d6/1d8 6 8sp 5 M ~~~~-used two-handed 1d8+1/2d6 7 Scimitar 1d8 5 12gp 4 M Sword, bastard 1d8/1d12 6 25gp 8 M ~~~~-used two-handed 2d4/2d8 8 Sword, broad 1d8+1 5 25gp 4 M Sword, short 1d6/1d8 3 10gp 3 S Whip, oxen 1d4-3 6 1sp 2 M Table D.2: Armors Armor type Cost Weight AC (lbs.) (S/P/B) Leather 5gp 15 8/10/8 Studded Leather 20gp 25 5/6/7 Ring Mail 35gp 30 5/5/6 Chain Mail 75gp 40 3/5/7 Banded Mail 200gp 35 2/4/3 Plate Mail 600gp 50 0/3/3 Notes on weapons Axe, battle: Also known as broad axe, the battle axe is three to four feet in length, with a heavy metal head. It is a weapon favored by dwarves, and the dwarven axe sometimes has a spike head for use in tight quarters (inflicts 1d3 points of damage) and a double head. The dwarven double-headed axe weighs 2 pounds more, has a speed factor one point higher, and inflicts one point more of damage. Bows: Note the reduced weapon speeds. Crossbows: Light crossbows have +1 to-hit, heavy crossbows are +3 to-hit. This is noted in the table as (+1) and (+3), respectively. The weight behind the slash is for the loading mechanism (windlass or cranequin). Sling: The sats listed are for sling stones. Sling bullets costs 1sp per set of 12 and is +1 on damage. Whip: When used outside combat, a whip inflicts only physical damage (this is often used as punishment) - 20 lashes will (on the average) inflict 5 points of physical damage. Due to the low damage and the space required, the weapon is rarely used in combat. D.2 Armor Table D.2: Armors Armor type Cost Weight(lbs) AC (S/P/B) Leather 5gp 15 8/10/8 Studded Leather 20gp 25 5/6/7 Ring Mail 35gp 30 5/5/6 Chain Mail 75gp 40 3/5/7 Banded Mail 200gp 35 2/4/3 Plate Mail 600gp 50 0/3/3 Leather Armor: This armor is made from leather hardened in boiling oil, formed into breast plates and shoulder guards. The remainder of the torso is covered by softer leather. It is the cheapest form of armor, and is commonly only used by bandits who cannot afford better armor. Studded Leather: This armor is made up from leather reinforced with metal rivets. It is used often by scouts, and sometimes on irregular troops. Ring Mail: This is the most common form of armor. It is heavier and more expensive than studded leather, but offers greater protection. It is the armor of the common foot soldier. Chain Mail: This armor is made of interlocking metal rings, and is always worn with thick clothing or padding underneath. Although uncomfortable to wear, it offers good protection and is very often used by the professional soldier. Banded Mail: This armor is made of overlapping strips of metal covering the most vital areas, with chain mail and leather covering the joints. It is more comfortable to wear than chain mail due to better weight distribution through straps and buckles. The armor is mainly used by veteran soldiers and elite troops, as well as light cavalry. Plate Mail: The armor is chain mail with solid metal plates covering vital areas. Although heavy, the weight is evenly distributed through the use of straps and buckles. This armor is only made by request of the nobility, commoners are not allowed to use it without written permission. -28- ------------------------------------------------------------------------ Appendix E: Priesthood: Adona Adona, also known as "The Lady of Light" is said to be a being of the purest light. She is the goddess of Good, Healing, Peace and the Sun. She lives in the sun, where she can watch mankind in all actions and her own priests spreading the word of light among them. Requirements Adona desires her priests to be wise and charismatic, thus a wisdom score of 13 and a charisma score of 12 is required. Both wisdom and charisma must be 16 or better in order to receive +10% experience bonus. If desired, the priest may choose to be a fighter/priest, thief/priest, or fighter/thief/priest according to the rules for multi-classing. Adona requires her priests to be of either Lawful Good or Neutral Good alignment. She has no preferred races, and does not differ between male or female priests. Organization The structure of Adona's church is mainly built on a nation-wide scale. Within one nation, the church is lead by a council of up to ten high level priests (level 10+). The title of these vary from continent to continent, from race to race, and include such titles as Prelate (Bakorrah), Bishop (Simoriah), Vicar (Sandaria) and Lama (Kelewan). The hierarchy down from this council is usually well-ordered, not having a rigid structure allows for the priests further down the line to act more freely. Although the temples of Adona located in cities are impressive buildings, most holy buildings are of much simpler design and located in the countryside, often as a part of a lord's mansion or castle. These monasteries form the backbone of Adona's faith, as they serve as the common man's religious center. The leader of such a monastery is usually a priest of 3rd to 9th level, depending on the size of the monastery. In spite of the fact that Adona is very peaceloving, she is the only deity that openly supports a class of holy warriors; the Paladins. The Paladins themselves are not directly bound to the church and does not have a clear organization of their own. Instead, they let their own consciousness guide them in their struggle against chaos and evil in the world. Holy Symbol The symbols of Adona always contains gem of some sort to reflect light. Additionally, the symbol has at least one of the following images: an Ankh, the sun, rays of light, or a staff. The symbol need not be made by the priest, as long as the craftsman is a true worshiper of Adona. The process of construction and sanctifying lasts from dawn to dawn. The craftsman starts his work at dawn, when the first sun-rays of the day cast their blessing upon his tools. As the symbol is finished (before the sun sets), it is placed upon an alter, which is located such that the first rays of the sun will shine upon it when dawn comes. Four priests are required to sanctify the symbol, one must be of 3rd level or above. The priest will chant from sunset to dawn, and when the first rays of sunlight touches it at dawn, the symbol is empowered with the spirit of Adona. Holy Water The holy water of Adona are taken from the sacred fountains found in her temples. The fountain is always located in a place where the first rays of dawn may bless it. The priest approaches the fountain, invokes the blessing of Adona and casts Purify Food & Drink on the fountain. He may then fill one vial of holy water. This ritual may only be performed under the light of the sun. The priest is expected to give a suitable offering to the temple (usually 25 gp per vial). -29- Duties Adona requires of her priests to be chaste until properly wed. A priest who is not, no matter for what reason, will lose some or all powers until the deed has been atoned for. In general, the priests of Adona are peaceful and peace-loving, and should always work against wars of all types. If a war breaks out in spite of their efforts, the priests will follow the armies to care for the wounded. They do not differ between a highranking officer and the common soldier. Adona requires that her male priests shave their heads on a regular basis. The priestesses may not cut their hair unnecessary, and is to keep it braided whenever possible. Attitude towards... ...other churches: The priests of Adona does not tolerate the evil priesthoods, especially not demonworshipers. There are both conflicts and cooperation with the other generally good-aligned religions. The exact relationship within a given area mostly depends on the priests involved. ...adventurers: The priesthood in general are not too happy with adventurers, mainly due to the latter's violent predisposition and the bloodshed that often follow in their footsteps. However, several of the priests choose to take up the adventuring life in order to spread the word of light. ...magicians: The attitude of the priests towards magicians vary greatly from area to area and from priest to priest, and is mainly built upon personal experience or the experience of the priest higher in the hierarchy. Weapons and armor Being a peace-loving entity, Adona only allows her priest to use bludgeoning weapons such as the staff or the mace. The staff is the preferred weapon but it is not required. However, as she also desires her priests to be as well defended as possible, she imposes no armor restrictions on her priests, although plate armor is generally disliked. Thus, the priests do not use it, except in times of great peril (adventuring is generally not considered to be times of great peril). Granted powers All priests of Adona are given the following powers as they rise in level: - they have the ability to Turn Undead. The turning table is given in table 61, p. 103 of the PH. - they always have +1 to-hit and damage when fighting creatures that are inherently evil (such as undead and warlocks). - +2 to all saves vs. poisons and diseases. - at 10th level, they can summon a Holy Chariot of Light (described below) when in great need. This summoning require one full turn of prayer, as the priest describes his need and gives a suitable offering. Additionally, they receive 30 character points to spend on the following abilities: Detect Evil (10): Priests with this ability can see emanations of evil from creatures or objects within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the priest cannot be attempting other actions. Detect Undead (10): Priests with this ability can detect all undead within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the priest cannot be attempting other actions. Priests cannot detect undead through stone or other thick materials. Expert Healer (5): This allows the character to cast one Cure Light Wounds in addition to the number of spells the priest normally can cast. Followers (5/10): By purchasing this ability, the priest can gain followers if he establishes a stronghold and is at least 8th level. If this is purchased as a 10 point ability, the priest can attract followers whenever he establishes a stronghold, regardless of level. The DM has details on the various types of followers. Identify (5): At 5th level, the priest will be able to identify what disease or poison aicts a patient. Soothing Word (10): At 7th level, the priests get the power of uttering a Soothing Word. This may be used once per day, and can do one of the following: - act as a Remove Fear upon all persons within 30 foot of the priest -30- - remove the Berserker Rage from a fighter who has gone berserk (save vs. spell to negate) - momentarily calm down 2 HD of monsters or persons per level of the priest. The exact effects and limits are up to the DM Holy Chariot of Light This chariot is a manifestation of the chariot Adona herself uses to travel over the world. It shines with a bright, holy light and is pulled by two fiery horses. The chariot appears with a bright flash of light that blinds everyone within 100'. The vehicle moves at 24 on the ground, 48 flying, and can carry the caster and up to seven other creatures of man sized or less (the passengers must be touched by the caster to protect them from the flames of the chariot). Creatures other than the caster and his designated passengers sustain 2d4 points of fire damage each round if they come within five feet of the horses or chariot. The caster controls the chariot by verbal command, causing the flaming steed to stop or go, walk, trot, run or fly, and turn left or right as he desires. Note that the Holy Chariot of Light is a physical manifestation and can sustain damage. The vehicle and steeds are struck only by magical weapons or by water (one quart of which inflicts one point of damage), they are Armor Class 2, and each requires 30 points of damage to dispel. Naturally, fire has absolutely no effect on the vehicle or its steeds, but magical fires other than those of the chariot can affect the riders. Other spells, such as a successful Dispel Magic or Holy Word, will force the chariot back to its home plane, without its passengers. Spells The priests of Adona may pray for the spells listed below. The spells are described in the Player's Handbook ("PH"), the Tome of Magic ("TM") and on the following pages (no marking). Note that Cure spells cast by priests of Adona have increased effect. Level 1: Analyze Balance (TM), Beneficence, Bless (PH), Combine (PH), Command (PH), Create Water (PH), Cure Light Wounds (1d8 +3) (PH), Detect Evil (PH), Detect Magic (PH), Detect Poison (PH), Detect Snares and Pits (PH), Endure Heat/Endure Cold (PH), Invisibility to Undead (PH), Light (PH), Protection From Evil (PH), Purify Food & Drink (PH), Remove Fear (PH), Ring of Hands (TM), Sacred Guardian (TM), Sanctuary (PH), Shillelagh (PH), Speak With Astral Traveller (TM) Level 2: Aid (PH), Augury (PH), Barkskin (PH), Calm Chaos (TM), Detect Charm (PH), Enthrall (PH), Find Traps (PH), Fire Trap (PH), Heat Metal (PH), Hold Person (PH), Know Alignment (PH), Music of the Spheres (TM), Mystic Transfer (TM), Resist Fire (PH), Sanctify (TM), Silence, 15' Radius (PH), Slow Poison (PH), Stun Relief, Withdraw (PH), Wyvern Watch (PH), Zone of Truth (TM) Level 3: Accelerate Healing, Astral Window (TM), Create Food & Water (PH), Continual Light (PH), Cure Blindness or Deafness (PH), Cure Disease (PH), Dispel Magic (PH), Emotion Control (PH), Extradimensional Detection (TM), Flame Walk (PH), Glyph of Warding (PH), Line of Protection (TM), Locate Object (PH), Magical Vestment (PH), Negative Plane Protection (PH), Peace, Protection From Fire (PH), Pyrotechnics (PH), Remove Curse (PH), Remove Paralysis (PH), Spread Healing, Starshine (PH), Water Walk (PH), Zone of Sweet Air (TM) Level 4: Abjure (PH), Blessed Warmth (TM), Cloak of Bravery (PH), Cure Serious Wounds (4d8 +8) (PH), Defensive Harmony (TM), Detect Lie (PH), Divination (PH), Focus (TM), Fortify (TM), Free Action (PH), Imbue With Spell Ability (PH), Join With Astral Traveller (TM), Neutralize Poison (PH), Protection From Evil, 10' Radius (PH), Protection From Lightning (PH), Reflecting Pool (PH), Spell Immunity (PH), Tongues (PH), Uplift (TM) Level 5: Air Walk (PH), Atonement (PH), Blessed Abundance (TM), Cloud of Purification (TM), Commune (PH), Consequence (PH), Cure Critical Wounds (6d8 +8) (PH), Digit of Disruption, Dispel Evil (PH), Elemental Forbiddance (TM), Impending Permission (TM), Karma, Magic Font (PH), Meld (TM), Moonbeam (PH), Plane Shift (PH), Quest (PH), Rainbow (PH), Thoughtwave (TM), True Seeing (TM), Unceasing Vigilance of the Holy Sentinel (TM), Undead Ward (TM) -31- Level 6: Blade Barrier (PH), Bolt of Glory, Call Phoenix, Find the Path (PH), Forbiddance (PH), The Great Circle (TM), Heal (PH), Land of Stability (TM), Legal Thoughts (TM), Mass Cure, Protection from Undead, Sol's Searing Orb (TM), Speak With Monsters (PH), Stone Tell (PH), Word of Recall (PH) Level 7: Astral Spell (PH), Confusion (PH), Gate (PH), Holy Word (PH), Regenerate (PH), Restoration (PH), Resurrection (PH), Spirit of Power (TM), Succor (PH), Sunray (PH), Symbol (PH), Wind Walk (PH) Level 1 Beneficence School: Evocation Range: 0 Components: V Duration: 5 rounds/level Casting Time: 1 Area of Effect: 10' radius/level Saving Throw: Special The Beneficence spell surrounds the priest in an aura of mystical harmony and wisdom. All who see him recognize him as a holy man of virtue and kindness and many are predisposed to treat him in a friendly and respectful manner. The spell gives the priest a bonus of +4 on encounter reaction rolls with non-hostile creatures. Creatures that view the priest with suspicion gets a saving throw to negate the effect. Creatures directly hostile to the priest has a +3 bonus to the saving throw, and priests higher in level than the caster are immune to the spell, and may recognize the spell if they know of it. The spell does not work on creatures who have no understanding of the priest's position or role. Beneficence does not deprive those affected of their free will and does not cause them to instantly follow the suggestions of the priest. Their reactions are improved for everyday dealings, not for very unusual events. Level 2 Stun Relief School: Necromancy Range: 0 Components: V, S Duration: Permanent Casting Time: 5 Area of Effect: 10' radius Saving Throw: None By the use of this spell, the priest is able to effectively remove the effects of stun and concussion damage to one creature per two levels within a 10' radius circle of the priest. When the spell is cast, the affected creatures are relieved of the effects of the stun or concussion and are then free to act as if they had never been stunned. Any nerve damage caused by the stunning is healed as well. Stun Relief is useful against spells which cause damage and then stun the victim, as this instantly negates the stun effect. However, this spell heals no damage, nor does it cure any effected areas of the creature body. The spell merely relieves the pain and allows the creature to move around freely. Future actions can cause the creature to be stunned again, and concussions can have mental side effects which cannot be cured by this spell. Level 3 Accelerate Healing School: Alteration, Necromancy Range: Touch Components: V, S Duration: 1d6 days Casting Time: 1 turn Area of Effect: One creature Saving Throw: None This spell enables the affected creature to experience natural healing at twice normal rate for 1d6 days. This applies only to physical damage, as it is the natural regeneration of the character that is increased, not his stamina. The spell has no effect on Potions of Healing or other magical forms of healing. -32- Peace School: Enchamnment/Charm Range: 0 Components: V, S Duration: 1 turn + 2 round/level Casting Time: 7 Area of Effect: 50' radius Saving Throw: Negates By use of this spell a priest can magically calm every creature in the affected area into a state of being unable to attack anyone. The caster affects one creature at 5th level, plus one creature for every level attained thereafter. The caster may choose which creatures to be affected, these receive a saving throw vs. spell in order to negate the effect. The caster must try to affect as many creatures as possible, even himself and his companions if there are "too few" hostile creatures within the area of effect. Affected beings are unable to take aggressive actions for the duration of the spell. The spell ends immediately if one of the enchanted creatures is attacked or otherwise treated with hostility (e.g. its treasure is being stolen). Spread Healing School: Necromantic Range: 0 Components: V, S Duration: 1 hour Casting Time: 5 Area of Effect: The caster Saving Throw: None By the use of this spell, the priest is able to optimalize the effect of his cure-spells. While this spell is in effect, the caster may opt to store curing and divide this as he chooses. Both physical points curing and skill curing may be stored and divided as the priest wishes. Cure-spells have their effect increased when used in combination with this spell. They are able to cure two, six and nine physical points, respectively, (for Cure Light, Serious and Critical Wounds) The priest may not release more than one curing per round, but as the spells are already cast the priest are not disrupted if he suffers damage. Initiative modifier for releasing stored curing are +5. Level 5 Digit of Disruption School: Evocation Range: 5 yards/level Components: V, S Duration: Instantaneous Casting Time: 6 Area of Effect: 1 creature Saving Throw: Special This spell is a powerful weapon against undead creatures. When it is cast, a thin ray about 1 cm in diameter springs forth from the priest's pointing finger and strikes the selected target. Any undead creature so struck must save vs. spell or take 4d8 points of damage. Additionally, the creature is affected as if struck by a Mace of Disruption. If the save is successful, the affected creature takes 3d8 points of damage, with the remaining 1d8 striking the priest in a backlash of energy. Karma School: Alteration Range: 0 Components: V, S, M Duration: 2 rounds/level Casting Time: 5 Area of Effect: Personal Saving Throw: None With each casting of this spell, the priest raises his effective level by one, to a maximum of two additional levels of effectiveness. The increase applies to all priestly actions (spell effects, turning undead, saving throws and THAC0). Not affected by this spell are hit points, number of spells known and level of spells known. The material component of this spell is the priest's holy symbol. Level 6 Bolt of Glory School: Invocation/Evocation Range: 20 yards Components: V, S, M Duration: Instantaneous Casting Time: 4 Area of Effect: One creature Saving Throw: 1/2 By casting this spell, the priest projects a bolt of energy from the Positive Material Plane against -33- one creature. If the creature's home plane is the Prime Material plane, he suffers 5d6 points of damage. Extra-planar creatures suffers damage as given on the following table: Creature's home plane Damage Positive Material plane Heals 5d4 Upper planes None Neutral planes 5d4 Lower planes 10d6 Negative Material plane 15d6 Most undead are considered beings from the Lower planes, although some may be considered as being from the Negative Material plane. A saving throw versus spell is allowed for half damage. For fiends, undead, and Negative Material Plane creatures, such a saving throw is made with a -2 penalty. The material component of this spell is a small amber rod banded with bronze. Call Phoenix School: Conjuration/Summoning Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 2 rounds Area of Effect: Special Saving Throw: None This potent priest spell enables the caster to actually summon a phoenix that will come and aid him. The most stringent restriction to this is the caster must be of good alignment or be a druid. Evil or non-druid neutral priests cannot summon a phoenix. When cast, a phoenix will always come to aid. However, depending on how far away the nearest phoenix is, it may take some time for it to appear. One of these powerful creatures will appear in 1d8-1 rounds. A modified roll of "0" indicates that a phoenix will appear right away in a huge burst of smoke and flame. Because the caster must be good or be a druid, there is seldom a conflict of interest between the phoenix and the summoner. However, a phoenix will never attack beings of good alignment (unless there is an extremely good reason for it). It will, however, risk its own life and will further the aims of good that the summoner has undertaken. When the spell has expired, the phoenix does not disappear, but it is free to do what it will. This may in fact be what the caster summoned it for, or it may leave if it feels the reasons for its summoning were insufficient. The material components for this spell are three diamonds of at least 500gp value (which are consumed by the energies of the spell) and a red hot coal. Mass Cure School: Necromantic Range: 0 Components: V, S, M Duration: Permanent Casting Time: 7 Area of Effect: 10 yard radius/level area Saving Throw: None When this spell is cast, every creature in the area of effect (including the caster) up to one creature per level of the caster is cured for 1d8 plus 1/2 the level of the caster points of damage. This is as per Cure Light Wounds spell (q.v.). The limitations on what creatures can be thus affected is as per that spell. If more creatures than can be affected are within the spell radius, preference is given to those closest to the priest. Also, if a near creature is not affectable by the spell, it still counts towards the total number of possible creatures cured. The material components for this spell is a vial of holy water that must be sprinkled into the air above the caster's head while the spell is cast. This spell may not be used in combination with the 3rd level spell Spread Healing. Protection from Undead School: Abjuration Range: 0 Components: V, S, M Duration: 2 rounds/level Casting Time: 1 round Area of Effect: 30 yard radius sphere Saving Throw: None When this spell is cast, it causes the holy symbol of the priest to glow with a bright, blue light when undead are within 30 yards of him. All undead within the area will suffer 1d6 points of damage each round due to intense pain, and must make a successful save vs. Death Magic in order to cast spells. Additionally, the priest recieves a +1 modifier on his die roll when attempting to turn any undead creature while this spell is in effect. The material component of this spell is the priest's holy symbol. -34- ----------------------------------------------------------------- Appendix F: Priesthood: Starkad Starkad, also known as "Fireforge", is the god of Courage, Crafts, Law and Strength. He is said to be a god of solid rock and blazing fire, and his spirit lives within the very bedrock of the earth. Requirements Starkad requires his priests to be strong, healthy and wise. Thus, a wisdom score of 9, a strength score of 14 and a constitution score of 12 or better is required to become a priest of Starkad. Both wisdom and strength must be 16 or more in order to receive +10% experience bonus. If desired, a priest may choose to be a fighter/priest according to the rules for multi-classing. Starkad requires his priests to be of either Lawful Good or Lawful Neutral alignment. His preferred races are dwarves and rock gnomes. Women are not allowed to become priests, as such hard labor is unsuitable for them. Organization The church of Starkad is organized in a hierarchical manner, where both level and length of service is considered when a priest is to be raised into a higher position. The highest ranking priest is called Patriarch, and answer only to Starkad. There is a Patriarch on each of the continents the church is established, and there is little contact between these unless more frequent communication is called for. The typical Patriarch is of 16th level or above, in any case he is not below 15th level. If the Patriarch dies, the High Priests elects the new Patriarch. This is usually one of their number but sometimes they choose some other. It is possible for a priest below 15th level to be elected Patriarch, in that case he is immediately raised to 15th. The Patriarch is head of the High Council, where all High Priests meet and the matters of the church are settled. The High Council usually meets once every year, but may increase this frequency if there is a need for it. Additionally, the Patriarch sends out his orders to the High Priests who carries them out to the best of their ability. There is typically one High Priest in a nation, although in some there are more than one and other High Priests have more than one country under their jurisdiction. Most High Priest are of 13th to 16th level, although both higher and lower level High Priests are known, although no reports of High Priests below 11th level exist. In order to become a High Priest, the candidate must have proven that he is capable of handling such great responsibility. This is usually done through a long life of servitude to the church, where the priest has throughoutly fulfilled all his duties, but reports exist of priests earning the title of High Priest through other means. The rest of the clerical hierarchy continues in this pattern, down through the system to the lowest apprentice. In addition to this system, there is a number of "questing priests" - priests who have left the sanctuary of the temples and travels the world. After some time, even these priests settle down and builds or takes over a temple. These priests don't usually get high in the hierarchy, but are called upon when other qualities are needed. Thus, the priest governing the local temple may be of higher level than the Patriarch, although that is not very likely. Holy Symbol The symbols used by the priests reflects the personality of Starkad. All symbols include at least one of the following images: a hammer, an anvil, an arm, and a mountain. The most common combination is the Hammer and Anvil. The symbol itself is usually forged from raw metal ore, the use of already forged metal will cause all spells to be cast with half efficiency with respect to range, duration and damage. Additionally, -35- as the spells are imperfect opponents gets a +2 bonus on their saves. Usually iron ore is used, but if mithril and adamantite ore are available, a special alloy can be made and the symbol will be more potent. Saving throws versus spells that require the use of a holy symbol suffer a -1 penalty, and the priest turns undead as if he were one level higher. Additionally, the priest is immune to all types of fear. These symbols are only used by priests of 10th level or higher, as the lower level priests are unworthy of such blessings. Holy Water The priests of Starkad rarely uses holy water. To make holy water, a priest must cast a Bless spell on the hardening water after a full day's work in the smithy. The smithy must be located on sanctified ground, and the priest has a 25% base chance of successfully creating the holy water. This chance is increased 5% per level of the priest. One vial plus one vial per two levels of the priest can be formed like this. Duties The priests of Starkad are expected to be proficient in at least one type of craft, most common are metalworking of some sorts. They must spend at least one day per week performing their chosen form of craft, unless there are very good reasons for them not to. Even so, the priest must catch up on his duty as soon as possible. The priest can never back down from a challenge unless that challenge is made simply to force the priest into a certain death, or if the duel would break the law. In such case the priest is obliged to defeat the challenger in other ways, most commonly by the laws. In general, the priest is expected to uphold the law wherever he is, even if the law is unjust. If the priest feels that the law is unfair, he may do his best to change it but can not tolerate its violation. Attitude towards... ...other churches: The priests of Starkad recognize the existence of the other deities. Still, they usually try to convert the followers of the other deities if they find them worthy. There does not exist any ritual to convert other priests to the belief of Starkad, but some priests have been known to convert of their own free will. ...adventurers: Although the church in general dislike adventurers, there are a number of priests who travels the world as "questing priests". Adventurers far too often bring chaos and disorder in their tracks, and in general have little respect for the law. The main goal of the questing priests is to establish law and order in places lacking this, but also to increase the power of the church by finding and recovering artifacts. Thus, the adventure-party who has a priest of Starkad among them will probably receive help from the local temple. The adventure-party who does not have a priest among them may also do so if what they are about to do supports the interests of the church. ...magicians: The followers of Starkad have little love for magicians. This is mostly due to their general lousy fighting abilities, but they also feel that magicians in general do more harm than good with their constant search for knowledge that was never meant for mortals to know. A priest is not forbidden by church law to work with a wizard, and sometimes life-long friendships have evolved between a priest and a magician, but the priest who does must expect to have his faith questioned by others from time to time. Weapons and armor Priests of Starkad must only use weapons that have a relation to common craft-tools. The preferred weapon is warhammer, but all the following is allowed: Battle axe, battle-hammer, dagger, footman's pick, hand axe, horseman's pick, knife, and warhammer. All types of metal armor are permitted, as long as it is crafted either by the priest himself or other members of the church. Granted powers Starkads priests are given the following as they rise in level: - they are immune to all forms of strength-draining attacks - +2 on saves vs. Fear of any type - at 3rd level, they have +2 to hit and damage with warhammer Additionally, they receive 30 character points to spend on the following abilities: -36- Detect ore (5): Once a day, the priest can cast the Detect Ore spell. This is in addition to any other spells the priest has memorized. Followers (5/10): By purchasing this ability, the priest can gain followers if he establishes a stronghold and is at least 8th level. If this is purchased as a 10 point ability, the priest can attract followers whenever he establishes a stronghold, regardless of level. The DM has details on the various types of followers. Hit point bonus (10): Priests with this ability use 1d10 to determine their hit points rather than 1d8. Immunity (5): At 5th level, the priest is unaffected by a Wall of Fire spell. Inspire fear (10): At 7th level, the priest can Inspire Fear in his opponents. This power can be used once per day, and requires the priest to boldly present his holy symbol while fully visible. It has the following effect: It creates a cone, 60' long and 30' wide at the base. All creatures in that area must save vs. petrification or flee for one round per level of the priest. Each affected creature is 60% likely to drop whatever they have in their hands, this probability drops 5% per level/HD above 1. Turn undead (10): As given in the PH. Warrior-priest (10): Priests who select this ability use the warrior Strength and Constitution bonuses for exceptional scores. Weapon specialization (15): Priests selecting this ability may specialize in a particular weapon. The character points for specialization must be met in addition. Spells The priests of Starkad may pray for the spells listed below. The spells are described in the Player's Handbook ("PH"), the Tome of Magic ("TM") and on the following pages. Some spells has been modified, in that case this has been noted in the list. Spells marked with an asterix (*) are only granted in times of war. Level 1: Bless (PH), Call Upon Faith (TM), Combine (PH), Command (PH), Courage* (TM), Cure Light Wounds (PH), Detect Evil (PH), Detect Ore, Endure Cold/Endure Heat (PH), Log of Everburning (TM), Magical Stone (PH), Morale* (TM), Protection From Evil (PH), Purify Food & Drink (PH), Remove Fear (PH), Ring of Hands (TM), Sacred Guardian (TM), Sanctuary (PH) Level 2: Barkskin (PH), Calm Chaos (TM), Chant (PH), Draw Upon Holy Might (TM), Emotion Perception* (TM), Enthrall (PH), Fire Trap (PH), Flame Blade (PH), Heat Metal (PH), Hold Person (PH), Produce Flame (PH), Rally* (TM), Resist Fire/Resist Cold (PH), Sanctify (TM), Silence 15' Radius (PH), Slow Poison (PH), Spiritual Hammer (PH), Wyvern Watch (PH), Zone of Truth (TM) Level 3: Adaption* (TM), Caltrops* (TM), Create Food & Water (PH), Dispel Magic (PH), Divine Strength, Flame Walk (PH), Glyph of Warding (PH), Line of Protection (TM), Magical Vestment (PH), Meld Into Stone (PH), Negative Plane Protection (PH), Prayer (PH), Protection From Fire (PH), Pyrotechnics (PH), Remove Curse (PH), Remove Paralysis (PH), Rigid Thinking (TM), Stone Shape (PH), Strength of One (TM), Unearthly Choir (TM) Level 4: Abjure (PH), Addition (TM), Cloak of Bravery (PH), Compulsive Order (TM), Cure Serious Wounds (heals 4d8+5 hp) (PH), Defensive Harmony (TM), Detect Lie (PH), Focus (TM), Free Action (PH), Leadership* (TM), Produce Fire (PH), Protection From Evil 10' Radius (PH), Protection From Lightning (PH), Spell Immunity (PH), Tanglefoot* (TM), Uplift (TM) Level 5: Atonement (PH), Blessed Abundance (TM), Champion's Strength (TM), Cure Critical Wounds (heals 5d8+8 hp) (PH), Disguise* (TM), Dispel Evil (PH), Flame Strike (PH), Illusory Artillery* (TM), Impending Permission (TM), Insect Plague (PH), Oathbreaker, Quest (PH), Spike Stones (PH), Strengthen Stone, Transmute Rock to Mud (PH), Unceasing Vigilance of the Holy Sentinel (TM), Wall of Fire (PH) Level 6: Aerial Servant (PH), Animate Object (PH), Blade Barrier (PH), Conjure Animal (PH), Conjure Fire Elemental (PH), Fire Seeds (PH), Forbiddance (PH), Godrage), Gravity Variation* (TM), Hammer of Doom, Heal (PH), Hero's Feast (PH), Legal Thoughts (TM), -37- Spiritual Wrath (TM), Stone Tell (PH), Transmute Water to Dust (PH), Weather Summoning (PH), Word of Recall (PH) Level 7: Animate Rock (PH), Chariot of Sustarre (PH), Conjure Earth Elemental (PH), Control Weather (PH), Creeping Doom (PH), Earthquake (PH), Fire Storm (PH), Gate (PH), Holy Word (PH), Illusory Fortification* (TM), Regenerate (PH), Restoration (PH), Resurrection (PH), Shadow Engines* (TM), Spirit of Power (TM), Succor (PH), Transmute Metal to Wood (PH) Level 1 Detect Ore School: Divination, Elemental Range: 10 yards Components: V, S, M Duration: 1 turn Casting Time: 5 Area of Effect: 10-foot wide path Saving Throw: None When the priest casts this spell, he is able to detect the presence and possibly the quantity of a specified ore. The caster must concentrate one round in a particular direction. If the desired ore is in that direction, the priest knows the relative distance to it. The priest also has a 5% chance per level of determining the quantity of that particular substance to within 10% accuracy. The spell is directional and the priest must remain stationary while concentrating in a particular direction. Several different types of ore may be searched for with each casting of the spell, provided there is duration left. Each different substance requires one round of concentration in each direction. The material component is the priest's holy symbol and a piece of the ore to be detected for. Neither is consumed in the casting. Level 3 Divine Strength School: Alteration Range: Touch Components: V, S, M Duration: 1 hour/level Casting Time: 1 turn Area of Effect: The caster(s) Saving Throw: None Through the use of this spell, the caster is able to endow himself with great strength. In game terms, the priest's strength score is raised by one point, plus one point per level of the priest above fifth, to a maximum of 18. If several priest cooperates in the casting of this spell, the duration is given by the priest who leads the ceremony. Up to eight priests may participate in a single casting of this spell. If the Divine Strength is shared this way, the strength points is shared in equal amounts among the priests. Fractions are lost, as well as those points that would raise a character above 18. Thus, if three priests of 9th, 7th and 6th level with strength scores of 16, 16 and 15 was to cast this spell, they would share 10 points (5+3+2). Divided by three, this would be three points to each of the priests, raising all of them to 18. While casting this spell, the (leading) priest eats the heart of an animal specially prepared as follows: An animal normally associated with great strength and endurance (such as an ox or a bear) is sacrificed. The caster kills the animal with a special consecrated sacrificial knife, and empties the blood of the animal into a concecrated brazier or similar item, and puts it to fire. The caster(s) then asks Starkad to receive their humble offering, and to increase their physical strength. At the completion of the preparation, the heart of the animal is thrown onto the brazier, and if the priest is on good standings with Starkad he may reach into the brazier and take out the heart without being burned. The use of a Protection from Fire spell will not please Starkad. This spell may be used in combination with Strength of One and similar spells, but is not cumulative with the 2nd level wizard spell Strength. Level 5 Oathbreaker School: Conjuration/Summoning Range: 0 Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: 1 creature Saving Throw: None The Oathbreaker spell is a powerful method of obtaining vengeance for a fallen comrade. The deceased person must have been well known to the priest, and must have been killed through the treachery of the intended target of the spell. That is, the -38- target must have violated an oath or agreement with the deceased person (king to subject, guest to host, etc.), or conspired to bring about the death of the deceased. Additionally, if the deceased was not a worshiper of Starkad the spell will not function. The Oathbreaker spell begins with the priest naming the deceased and detailing the treachery which resulted in his death. Thereafter, two huge columns appear in front of the priest. Between the columns appears a great door. The priest then knocks three times on the door, names the deceased, and pulls the doors open. The deceased person then steps through the door as a spirit. The deceased comes back in a near corporeal form which mimics his form in life. The spirit has the same hit points as it did in life, and appear as it did in life. Although the spirit appears unarmored (and is unable to use armor), it has an AC of 0 and is affected only by magical weapons of +1 or better enchantment. The spirit has 5% magical resistance per level/Hit Dice, up to a maximum of 60%, and is unaffected by sleep, charm, and other forms of mental control. The spirit may use weapons as it did in life, and has the same spells memorized as at the time of his death. It is unable to memorize new spells, and needs material components normally. It is unaffected by loss of it's own physical hit points, but if the summoning priest is wounded, this will affect the spirit in the same way it affects the priest, due to the fact that the priest is its link to the world of mortals. If either the priest or the spirit is reduced to 0 hp or below, the spirit disappears. It will in any case disappear after one week plus one day per two levels of the priest. Once the spirit has disappeared, it is unable to return to the world of the living. The spirit itself is unaffected by a Dispel Magic spell, but if cast successfully upon the priest the link will be broken and the spirit will disappear. The spirit may be driven away through the use of spells such as Banishment, Dismissal, etc. Once the spirit has avenged itself, it disappears to rest in peace. Strengthen Stone School: Alteration Range: 10 yards Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: 1 building or wall Saving Throw: None Strengthen Stone can reinforce any stone construction (house, tower, wall segment, aqueduct, etc.) against physical damage. The DM adds +4 to the structure's saving throw against any type of damage, from siege engines to natural earthquakes. The stone object gains a saving throw vs. the Earthquake spell (q.v.). The spell may only be cast once on any stone object. If a character cast this spell on a stone golem or other animated stone being (like one created by Animate Rock), the creature receives a -1 bonus to its AC and adds a +1 bonus to its saving throws for the duration of the spell. Strengthen Stone has no effect on earth elemental or galeb duhr. This spell prevents Transmute Rock to Mud from working on the affected construction. The material component, a diamond chip worth at least 500 gp, must be crushed and sprinkled on the construction. Level 6 Godrage School: Alteration, Enchantment Range: 0 Components: V, S, M Duration: 3 rounds + 1 round/level Casting Time: 1 round Area of Effect: Personal Saving Throw: None This spell may be cast when a priest is faced with characters that he knows has violated Starkad's interests in a severe way. By casting this spell, the priest calls down the attention of Starkad and invokes his righteous wrath. He names the wrongdoers, sentence them to death, and raises his warhammer at the completion of the spell. As the earthly consequence of this, the priest is empowered with increased combat ability, he attacks as a fighter of his own level specialized in warhammer. While the priest is able to make intelligent decisions, the wrath that fills him makes it impossible for him to cast any spells. Furthermore, the presence of the divinity surrounds the cleric in the form of an aura that reduces all damage taken by the cleric by 2 points (1 point minimum) per dice. After the spell ends, the cleric must rest for twice as long as the time he was empowered with Godrage. The material components for this spell is the holy symbol of the priest, as well as a consecrated warhammer which disappears when the spell ends. -39- Hammer of Doom School: Evocation Range: 10 yards/level Components: V, S, M Duration: Instantaneous Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Special This spell is similar to the spell Spiritual Hammer, but much more powerful. The caster lobs a warhammer straight up into the air. The dweomer of the spell lifts it out of sight and enlarges it monstrously. During the round of the casting the Hammer of Doom hurtles down towards a specified target with a piercing, whistling sound, striking it for 1d10 points of damage per level of the caster. The hammer will look monstrously huge as it comes down, terrifying those standing around the intended target. All those standing within a 1" radius area around the victim must succeed a save vs spell or be affected by Fear, as the spell, for 1d4 rounds. If the victim succeeds a saving throw vs spell, he manages to tear himself loose from the sight of it, and throw himself partially out of the way, so as to reduce the damage to 1/2. If the save is failed, he remains rooted to the spot, paralyzed with fear and receives full damage. Likewise, all the victim's equipment must save versus crushing blow or be destroyed utterly. The material components are the priest's holy symbol and a warhammer under the effect of a Bless spell. The warhammer is consumed. -40-