TEXT: TIRIKELU
  Role-playing in M.A.R. Barker’s
  classic world of Tekumel
  rules by Dave Morris
  TIRIKELU is a shareware RPG designed by Dave Morris, 1 Rusham
  Road, London SW12 8TJ, United Kingdom
  
  [100] CHARACTER  GENERATION
  [110]  The attributes 
  A character is initially described by his or her scores in nine attributes
  which define the character’s intrinsic physical and mental prowess. The
  scores for these attributes are decided by rolling dice. Attribute ranges
  for a human character are shown below. These ranges hold good for
  most races other than N’lüss. (If you want a N’lüss character, consult
  Section 161.)
  No human character can have an attribute score below 1 or above 25,
  except as a result of special influences such as illness, poison or magic.
  An "average human" is defined as having a score of 11 in all nine at-
  tributes.
  man
  woman
  bonus for maximum roll 
  Strength
  2D10 
  2D10-2 
  1D6-1
  Stamina 
  2D10 
  2D10 
  none 
  Dexterity
  2D10 
  2D10+1
  none 
  Psychic Ability
  2D10
  2D10
  1d3-1 (women only) 
  Psychic Reservoir 2D10
  2D10 
  none
  Reasoning
  2D10 
  2D10 
  none 
  Cleverness
  2D10 
  2D10 
  none
  Comeliness 
  2D10 
  2D10 
  none 
  Height
  1D10+1D6+2 2D6+2 
  1D6-1
  Build
  1D10+1D6+2 2D6+2
  1D6-1
  Size
  average of height and build
  Strength:  The character’s muscular power. A high Strength score indi-
  cates a character capable of lifting heavy loads, striking powerfully in
  combat, etc. Strength is the most important attribute if you plan to join
  an infantry legion.
  Stamina:  A measure of the character’s constitution and general health.
  While a high Strength lets you carry heavy loads, you need high Stami-
  na to let you do it over long periods of time. In the sense that Stamina
  indicates the character’s threshold of discomfort, it also determines his
  resistance to injury, poison and disease.
  Dexterity:  Reflexes, coordination, agility and manual manipulation. An
  important attribute for anyone intending to join an archers’ legion, as well
  as in many other professions.
  Psychic Ability:  The Chusétl, or unconscious mind. A measure of the
  character’s natural aptitude for magic, and therefore the single most im-
  portant attribute for sorcerers. Psychic Ability can also be used as an in-
  dicator of intuition and awareness.
  Psychic Reservoir:  The Pedhétl, or subconscious mind, which shows
  the character’s capacity for magical energy. It may give a clue to the
  character’s underlying personality - particularly his intensity and ambi-
  tion, perhaps - but this will also depend on other factors. An introspec-
  tive character with high mental attributes has his Pedhétl firmly under
  control: a quietly assured type. High Pedhétl coupled with low self-
  awareness may indicate someone who is temptestuous and unruly.
  Reasoning:  A measure of scholastic or algorithmic thought processes.
  The ability to memorise and manipulate data within the framework of an
  academic discipline. A high Reasoning combined with low Cleverness
  describes the archetypal absent minded scholar.
  
  Cleverness:  Common sense, heuristic intelligence or native cunning.
  The ability to make incisive decisions, observe pragmatically, and think
  on one’s feet. Amid the Tsolyáni noblity, the romantic ideal of a warrior
  fits someone with high Cleverness and low Reasoning.
  Comeliness:  Physical attractiveness in the eye of a Tsolyáni beholder.
  Tsolyáni complexions range from coppery brown to a golden tan, noses
  are aquiline or straight, hair is glossy black, fine and straight. Male
  beauty is muscular, square-jawed and hawk featured. Female beauty is
  slim but voluptuous with long black hair, triangular and piquant features,
  a retroussé nose and wide cheekbones. Curly or brown-streaked hair is
  unattractive and light-coloured eyes are a sign of inherent dishonesty.
  Blue eyes are particularly ugly and the sign of a curse from Avánthe. Al-
  binoes are repugnant, the subject of superstitious prejudice. 
  Size:  This is not rolled directly, but derived from height and build. These
  could also be considered attributes, but in practice they are almost never
  needed in the game. The height and build rolls used to determine Size
  can be interpreted as real measurements (as indicated below). Record
  these on your Character Sheet if you like. They have no effect on the
  game rules, but they do help in visualising the character.
  • character’s height (in centimetres) = 125 + [4x height]  
  • character’s weight (in kilograms) = Size x 5.5 
  [120]  Derived characteristics 
  There are several factors that are not themselves rolled for, but are
  derived from a character’s attributes. These are: 
  • the character’s base MELEE value - derived from his Strength, Size,
  Cleverness and Dexterity, 
  • his MISSILE value - based on his Cleverness and Dexterity
  • his HIT POINTS - the average of Strength and Size, 
  • his DAMAGE BONUS - also based on Strength and Size,
  • and his EVADE value - based on Strength, Size and Dexterity.
  [121]  Combat ability 
  Although experience and weapons training do count in a fight, a char-
  acter’s attributes are also important. One has only to think of a N’lüss
  slave: a cubit taller and possibly twice as massive as a Tsolyáni, even
  untrained he could give most swordsmen a tough fight. 
  All characters have their fighting ability expressed as two combat values:
  Melee and Missile. For a totally untrained character, the overall combat
  values will just equal his base combat values. Characters with battle ex-
  perience get to add to these base values by acquiring levels of Warrior,
  and/or various Weaponskills. 
  You can now derive your basic combat values from the attributes you
  have filled in on your Character Sheet. 
  STRENGTH
  Melee 
  SIZE 
  Melee 
  01-04 
  1 
  01-04 
  1 
  05-08 
  2 
  05-08 
  2 
  09-12 
  3 
  09-12 
  2 
  13-15 
  4 
  13-15 
  3 
  16-18 
  5 
  16-18 
  4 
  19-21
  6 
  19-21 
  5 
  22-24 
  7 
  22-24 
  6 
  each +3 
  (+1) 
  each +3 
  (+1) 
  The eye of the beholder
  Standards of beauty are fairly uniform
  within each of the Five Empires,
  though a character who travels abroad
  must adjust his effective Comeliness
  when dealing with foreigners; this re-
  flects how well his features are ad-
  mired or (more usually) disliked. 
  percentile roll 
  result 
  01-80
  Foreigners do not like
  the look of the
  character; reduce his 
  effective Comeliness 
  by 1D4 
  81-95
  The character’s 
  appearance is univer-
  sally admired (or 
  not); no adjustment
  96-00 
  The character’s looks
   
  are more appealing to
   
  foreigners than to his
  own countrymen;
  adjust effective Come-
  liness up by 1D4
  The adjustment is a necessary abstrac-
  tion, of course. Not all foreigners need
  be identically disposed towards the
  character. Undoubtedly there are a few
  Tsolyáni noblemen who are aroused
  by the narrow eyes and plump saffron
  flesh of their Livyáni slavegirls, and
  some Tsolyáni ladies who find a fris-
  son in the muscular body of a N’lüss
  barbarian or the pomaded beard of a
  Salarvyáni merchant. As a general
  rule, however, the Tékumelani concept
  of beauty is strongly tied in with the
  cultural norm. The people of the Five
  Empires tend towards xenophobia and
  conservatism, and can find no attrac-
  tion in the unfamiliar or innovative.
  2
  Tirikélu
  
  CLEVERNESS
  Melee 
  Missile 
  01-04 
  1 
  0 
  05-08 
  1 
  1 
  09-12 
  2 
  1 
  13-15 
  3 
  2 
  16-18 
  4 
  2 
  19-up 
  5 
  2 
  DEXTERITY
  Melee
  Missile
  01-04 
  1
  1
  05-08
  2
  3
  09-12
  3
  4
  13-15
  3
  5
  16-18
  4
  6
  19-21
  5
  7
  each +3
  (+1)
  (+1)
  Total the contributions from each of your character’s attributes to find
  his basic Melee and Missile values. For an average human character,
  the base combat values are 
              Melee 10      Missile 5  
  [122]  Damage bonus 
  The damage bonus is applied as a modifier to the damage scored with
  a blow. It is based on Strength + Size. 
  Strength+Size 
  Damage bonus 
  2-15 
  -1 
  16-25 
  0 
  26-30 
  +1 
  31-35 
  +2 
  36-45 
  +3 
  46-50 
  +4 
  each +10 
  extra +1 
  The damage bonus (or penalty) only applies in melee. It has no effect
  on the damage inflicted by a missile such as an arrow or crossbow bolt.
  [123]  Hit Points 
  A character’s Hit Points score is the average of his Size and Strength,
  rounding up. Hit Points measure how much damage you are able to take.
  This is explained in the Combat section.
  [124]  Evade 
  This is an indicator of the character’s ability to dodge a blow. The Evade
  value is given by 
        half x [Strength + Dexterity - Size]
  rounding fractions up, as always. The Evade value for the average char-
  acter as defined earlier is therefore 6. The highest possible Evade value
  (for a human) is 20. But the lowest possible value is 1, not 0 as the for-
  mula above would suggest. Even the weakest, slowest, and heaviest of
  characters should have some chance of getting out of the way of an at-
  tack. 
  The only way to increase the Evade score is to train up one’s Strength
  or Dexterity. There is no skill to be learned in dodging attacks, and no
  way to get better other than by increasing the relevant attributes.
  [130]  Character history 
  Player-characters in the TIRIKELU game are native Tsolyáni, either from
  Jakálla or another major city. This assumes a certain familiarity with Tso-
  lyáni culture that new players will not possess. EMPIRE OF THE PET-
  AL THRONE gives players an appropriate introduction to Tsolyánu by
  Interpreting the Character Sheet
  So far we have filled in everything that
  indicates the character’s own intrinsic
  abilities. The various skills (such as
  Warrior, Navigator and Demonologist)
  will flesh out the character still further,
  but at this point we know all the char-
  acter’s innate abilities. From this you
  may be starting to get a mental picture
  of your character. Is he large but slow?
  Depending on the Strength score, you
  could be visualising a huge lumbering
  ox of a man, or else a squat pudgy fel-
  low whose brow is always damp with
  perspiration. Suppose it is the latter -
  he could still become a warrior, but
  perhaps good scores in Psychic Ability
  and Reasoning indicate a better future
  in the study of sorcery. Now we can
  see him in the kilt and silk over-robe
  of a lay priest, fat fingers laden with
  jadeite rings, as he peddles his philtres
  in the Jakállan marketplace. Or con-
  sider a female character who is tall,
  strong and dextrous but with little psy-
  chic potential. Already she begins to
  take shape as a tough Aridáni fighter,
  accustomed to command but probably
  a little unimaginative. She might be set
  for a career in the army or as a profes-
  sional duellist in the Hirilákte arena.
  Just because the Character Sheet deals
  only with numbers and statistics is no
  reason your imagination stop there.
  You can think about every aspect of
  your character - his history, his man-
  nerisms, how he looks, what he wears.
  Portraying this image to the other
  players is a part of the role-playing ex-
  perience.
  The rounding-up rule
  Often in TIRIKELU you will be asked
  to divide an attribute score, or to take
  the average of two attributes. The rule
  in such cases is simple: always round
  up in your character’s favour.
  Tirikélu
  3
  
  stating that all new player-characters are foreigners who have to find
  their way in a Tsolyáni society. It is strongly recommended that any
  player generating a character in these rules has first played in an EPT
  campaign. 
  The rest of this chapter is devoted to a review of the character’s early
  life. This provides the character with skills and helps the player to begin
  examining his or her role. These procedures are quite detailed, how-
  ever, and take some time to run through. If players prefer a fast intro-
  duction to the game then the referee can just assign initial skill-levels as
  he sees fit.
  [131]  Clan and lineage 
  Tsolyánu is a stratified society which allows for little mixing between so-
  cial classes. Characters from very different backgrounds would almost
  never become friends. Some walks of life, such as the army, do not se-
  gregate so rigidly. It would be possible for one player to take a young
  Heréksa (roughly "lieutenant") while the others played the infantrymen
  in his command. But while a degree of camaraderie with the ranks would
  be acceptable, ultimately the Heréksa is the one calling the shots. The
  situation requires the other player-characters to be subservient. Not all
  player groups are capable of sustaining game-reality with enough con-
  viction to make this sort of scenario worthwhile. 
  The referee should decide on a social class for all the player characters.
  Some leeway is possible. The sidebar shows how a character’s clan,
  family and career all combine to determine his social status. A group of
  characters with the same status need not have arrived at it in the same
  way. One of them might belong to a prosperous lineage in a medium
  clan, another to a less important lineage in a noble clan, while a third
  might be of peasant stock and owe his status to a brilliant career in the
  Civil Service.
  Bear in mind that just because two characters have the same Social
  Status, it does not mean they are equal. Class in Tsolyánu is far too
  complex to be accurately expressed with just a single number. Jorúne
  hiMektésh, an elder of the Black Stone Clan, will still indicate a certain
  deference in speech and manner towards a scion of the noble Clan of
  Sea Blue, though their nominal status might be equivalent. 
  Player-characters can also be bonded by belonging to the same clan.
  Regardless of lineage, members of a clan give mutual trust, aid and com-
  radeship. Characters of low lineage are "poor country cousins" who must
  be appropriately courteous to their more prestigious urban relatives, but
  this relationship is sufficiently close to be tenable by a group of good
  roleplayers.
  [132]  Temple 
  Many clans traditionally favour one deity. For most people there is no
  real active choice in the matter; they just revere the deity that is custom-
  ary for members of their clan. It is possible for a strong-willed character
  to go against the grain - a Vríddi might decide to worship Lady Avánthe,
  for example. This is not encouraged, and the character would inevitably
  forfeit some of the goodwill of his clan cousins. Other clans have no re-
  ligious preferences, leaving the individual to decide his own temple, but
  even here family traditions play a part. 
  Player-characters do not all have to belong to the same sect. It helps if
  they do, but it is not obligatory. Religious belief is less important than
  good breeding, after all, and most Tsolyáni respect all their deities. Com-
  rades may follow different Gods - as soldiers in non temple legions must
  do. They can even serve Gods of different "alignments", though they
  must be prepared to accept the intrigues and betrayals that can result if
  their respective temples come into conflict. 
  Social Status 
  Status is a complex issue whose nuan-
  ces cannot be quantified by rules. How-
  ever, the most visible manifestations
  of status (what dais you sit on, etc) can
  indeed be quantified. Social Status
  gives a way of measuring this, and it
  derives from three basic factors:
  1:  Clan and lineage, and seniority
  within the clan. 
  2:  Professional Circle (in a temple, le-
  gion or the bureaucracy).  
  3:  Public honour and local renown (or
  infamy).
  An individual’s Social Status will lie
  in the range 1-30. This gives an accur-
  ate indication of where he would be
  seated at a grand banquet, how he
  would be addressed by someone ac-
  quainted with his provenance, etc. It
  does not provide any definite guide to
  his influence in society, which will be
  crucially affected by others factors in-
  cluding inducements, public honours,
  contacts and patrons.
  In circumstances where a person’s
  exact lineage and provenance are not
  known, he is treated solely on the basis
  of clan — or office, if he is clearly of
  high rank in temple, legion or bureau-
  cracy. The same applies in irregular so-
  cial interactions. (This means that it is
  appropriate for someone of low li-
  neage within a noble clan, say, to re-
  fuse a challenge from another of high
  lineage in a medium clan, even though
  the latter may technically have higher
  Social Status. Shámtla payments are
  awarded entirely on the basis of Social
  Status, however, and so the young
  noble in this example may find that his
  clan-elders would prefer him to take
  the duel!)
  [1] Clan & Lineage
  A character’s intrinsic base Social
  Status is based on clan and lineage:
  LINEAGE (low/medium/high)
  CLAN 
  very low 1/2/3
  low
  2/3/4
  medium 2-3/4/5-6
  high
  3-5/6-9/10-12
  noble
  6-9/10-12/13-16
  This is the Social Status that the char-
  acter has as his automatic birthright.  It
  is the Social Status he retains
  throughout his young adulthood unless
  he achieves higher status as a priest,
  soldier or bureaucrat. After the age of
  25, characters will begin to hold some-
  what more prestige and might increase
  their base Social Status by 10% or so.
  Failure to contribute to the clan will
  jeopardise this. Characters who are ap-
  pointed clan-elders will have a Social
  4
  Tirikélu
  
  Beginning players often place great importance on the choice of deity.
  The typical Tsolyáni probably never gives serious thought to any sect
  other than the one he was brought up into, but for players the deities
  give an easy "hook" to Tékumel’s reality. Obviously the matter is of par-
  ticular importance to would-be priests and sorcerers. Each God is asso-
  ciated with particular concepts which fit their doctrine. The Hliméklu (or
  Cohort) of a God is associated with the same concepts, but sometimes
  with a difference in emphasis. These concepts are summarised here,
  and discussed more fully in Section 1.610 of the Tékumel Source Book.
  God
  Cohort
  Doctrinal interests & branches
  of sorcery
  Hnálla
  Drá 
  Stability, tranquility and light
  Karakán
  Chegárra
  War, courage and glory
  Thúmis
  Keténgku
  Communication, knowledge & medicine
  Avánthe
  Dilinála
  Family & childbirth; crops & animals
  Belkhánu
  Qón 
  Departed souls; the Planes Beyond
  Hrü’ü 
  Wurú 
  Disorder, darkness and cold
  Vimúhla
  Chiténg
  Violence, destruction, fire, cruelty
  Ksárul
  Grugánu
  Sorcery, demonology, ancient science
  Sárku
  Durritlámish
  Decay and death
  Dlamélish
  Hriháyal
  Hedonism and eroticism
  [140]  Initial Skills 
  Most people receive no formal education, beginning their apprenticeship
  into the clan profession at an early age. Literacy in Tsolyánu stands at
  around 10% and is the privelege of the wealthier classes, whose off-
  spring will be taught either at a Sijakkán (Temple School) or by private
  tutor. Nobles often affect an aversion to academic knowledge in its more
  esoteric forms, so this is mainly the preserve of the upper-middle and
  high clans whose members comprise most of the senior ranks of the
  priesthood.
  The following sections deal systematically with the character’s educa-
  tion in childhood and young adulthood. They take the character as far
  as age 20. This gives him levels in a range of skills - not enough to qual-
  ify yet as an expert, but certainly no amateur. An adventuresome life is
  a viable but still challenging proposition.
  [141]  Childhood education 
  This covers what your character learned in his early life (before age 15).
  Education will either have been at a Temple School, or by private tutor,
  or in the form of apprenticeship to the clan profession. Depending on
  the type of education, the character will get levels in various skills. Also,
  some skills are closely bound into the culture and are acquired by
  everyone during their childhood. To reflect this, all native Tsolyáni have
  the following skill-levels according to their Social Status:
  Etiquette
  Social Status/2 +6 
  Historian
  1 
  Theologian 
  1
  Tsolyáni(spoken) Social Status/2 +6
  Temple School 
  Attendance at a Temple School is possible if the character meets one
  of three requirements. 
  (1)  Reasoning is 13 or more, indicating aptitude for the priesthood. 
  (2)  Parent is a priest or high official (7th Circle or higher), entitling the
  child to free education. 
  (3)  Basic Social Status is 6 or more, allowing the family to pay for edu-
  cation.
  This assumes the character grew up in a large city. In rural areas, op-
  portunities for education are very much more limited.
  Status up to 50%-100% higher than
  the base level. The supreme head of a
  very high lineage in a noble clan will
  therefore be of the 32nd social level:
  subordinate only to an Imperial Prince.
  [2] Hierarchical Circle
  By advancing to high Circle as a
  priest, soldier or bureaucrat, a charac-
  ter is able to increase his Social Status
  also. (Thus a 15th Circle Ritual Priest
  will be treated as having exalted social
  standing even if he happens to be of
  lowly origin.) To determine whether
  this has any bearing on the character’s
  Social Status, apply the appropriate
  modifier from the list below to his pro-
  fessional Circle. If this leads to a
  higher Social Status than the base
  value given in [1] above, use the modi-
  fied value from [2] instead.
  PROFESSION
  MODIFIER
  Ritual Priest 
  x1 
  Admin Priest
  x0.9 
  Scholar Priest 
  x0.8  
  Warrior Priest 
  (as mdm infantry)
  Lay-Priest I-VI
  x0.4  
  Lay-Priest VII-XII x0.6  
  Lay-Priest XII-XV x0.8    
  Lay-Priest XVI-up x1
  Heavy Infantry*
  x1 to x1.5**
  Medium Infantry
  x0.9 to x1.2**
  Light Infantry
  x0.75  
  Sákbe guards, etc
  x0.5
  Bureaucrat
  x1.0    
  *  Heavy infantry start at 2nd Circle.
  ** Status varies according to legion.
  In addition, a priest who holds actual
  office, rather than merely belonging to
  a Circle, adds +1 to +3 to his effective
  Social Status determined from profes-
  sional rank. See Sourcebook 1.832.
  Note that this only determines whether
  the character’s standing due to profes-
  sional rank supercedes his standing
  due to clan and lineage. It has nothing
  to do with the character’s authority
  and status within his temple, etc. An
  8th Circle priest of the Broken Bough
  Clan will expect a 2nd Circle priest to
  show due deference, even if the latter
  happens to be a scion of the Ssánmirin
  who outranks him socially.  
  [3] Public display
  A sumptuous lifestyle can “lend”
  status, affecting how the character is
  addressed by those unsure of his clan’s
  position. By adopting the dress and ex-
  penditure of  a higher social rank, you
  can average your true Social Status
  with that you are emulating. Bear in
  mind that you need more than jewels
  and fine clothes to pass yourself off as
  a noble: elegant manners, a retinue of
  servants, and a liveried guard or two.
  Tirikélu
  5
  
  skill
  levels gained 
  Theologian
  Reasoning/3
  Literacy
  5 + Reasoning/3 
  Calligrapher
  Reasoning/3
  Mathmatician
  Reasoning/3
  Historian 
  Reasoning/3 
  and  either
  Warrior 
  1  (war-temples only) 
  or 
  Linguist (Modern)
  1  (any temple)
  Private Tuition 
  A character’s whose Social Status is 10 or more can have been edu-
  cated at home. The subjects taught are usually much the same, though
  the parents may stipulate changes in the curriculum. Roll 2D10 and add
  the character’s Reasoning. This is the number of levels that the charac-
  ter can split between the various skills listed here: 
  Astrologer
   Artist/Sculptor
  Bow
  Calligrapher
  Dancer
  Geographer
  Historian
  Literacy
  Mathematician
  Musician
  Poet
  Strategist
  Sword
  Theologian
  No skill should be taken to more than 4th level at this stage. At least one
  level must be taken in Literacy. Since this allocation represents the
  choice made by the character’s parents when he was a child, it is up to
  the referee and not the player.
  Clan apprenticeship 
  A character who cannot (or chooses not to) be educated at a Sijikkán or
  by private tutor will be apprenticed into the clan profession. Instead of
  skill-levels, the player gets 800 Improvement Points which he can use
  to purchase levels in the clan’s main profession(s). Those clans with a
  military or gladiatorial tradition (such as Eye of Flame or Standing Reed)
  can indeed provide training in the Soldier, Warrior and Weapon skills. 
  [142]  Early adult life 
  This covers the character’s skill acquisition between 15-19 years of age.
  Those suited to become priests or officials now embark on their "appren-
  ticeship" in these careers, while militarily inclined young men (and Ari-
  dáni women) can enlist for a five-year term in a legion. Others return to
  their clans having completed basic education - either to work in the clan’s
  profession or (if noble) to enjoy a life of leisure. 
  Unless a character is particularly incompetent in his career, he should
  rise eventually to the Circle that corresponds to his Social Status. After
  this, genuine merit (or personal wealth) is needed to secure further ad-
  vancement. By age 20 the character will have reached a Circle equival-
  ent to half his Social Status, rounding up. This applies equally to the
  Priesthood, the Military and the Civil Service.
  The Priesthood 
  The character can embark on more advanced training by fulfilling the
  conditions required to be initiated as a priest. It is very rare for anyone
  to retire from the priesthood - usually this would only be due to ill health,
  political disfavour or the pressure of clan interests. Since most priestly
  careers are very limiting on freedom, players who dislike a tight rein
  should opt for the relative latitude given to Lay-Priests. Otherwise you
  must expect only to go on adventures that are assigned by your supe-
  riors.
  Ritual Priests must have Reasoning of 12 or more. The character
  gains the following skill-levels: Theologian +7, Linguist (Modern) +3,
  Historian +3, Linguist (Ancient) +3, Divination +3, Dancer +2, Poet +1,
  Extra-curricular skills
  Characters will also pick up skills dur-
  ing childhood that are not part of their
  formal education, as a result of day-to-
  day experience.
  Foreign languages
  A character whose home city is ad-
  jacent to or connected by Sákbe to a
  foreign border can acquire levels in the
  language of that country: roll 1D6 and
  subtract 1 per 100 Tsan distance along
  the Sákbe to the border. For the pur-
  poses of language acquisition, ports
  count as being directly adjacent to all
  countries connected along the coast.
  Local knowledge
  A character of Social Status 1-8 ac-
  quires levels of the City Lore skill
  equal to Cleverness/4. A character of
  Social Status 9 or more gains only 1
  level of City Lore, but additionally
  rolls 1D3 for his or her High Society
  skill-level.
  Outdoor skills
  Characters will also gain expertise in
  athletic and survival skills appropriate
  to their locale. Around Fasíltum you
  would learn a little of Desert Survival;
  around Hekéllu, Mountaineering &/or
  Swimming, and so on. Roll 1D3+1 and
  divide the total among the skills you
  wish to acquire. (Bear in mind that 
  TIRIKELU provides characters origin-
  ating in urban areas. Rural characters
  would logically gain more levels in
  these outdoor skills, but fewer in lan-
  guages and City Lore.)
  6
  Tirikélu
  
  Artist +1, Musician +1. If you meet the requirements to use magic
  (Chapter 6) you can substitute up to 4 levels of Ritual or Psychic Sor-
  cerer for any skill-levels except Theologian. Worshippers of Dlamél-
  ish or Hriháyal may aquire up to 6 levels of Paramour in place of other
  skills.
  Scholar-Priests must have Reasoning of 13 or more. The character
  gains the following skill-levels: Calligraphy +4, Linguist (Ancient) +6,
  Theologian +4, Historian +5. The character also gets 6 levels to apply
  to one of the following skills: Scholar, Sorcerer, Demonologist, Astro-
  loger, Alchemist, Physician, Mathematician, Geographer, Geologist,
  Engineer Architect, Magical Lore or Botanist.
  Administrative Priests must have either Reasoning of at least 9 or So-
  cial Status of at least 6. The following skill-levels are acquired: Admin-
  istrator +6, Linguist (Modern) +4, Etiquette +4, Theologian +2, Orator
  +3, Poet +2, Calligraphy +2, Scribe +2, Intrigue +1.
  Lay-Priests should have Reasoning of at least 12. The character ac-
  quires the same skill selection as a Ritual Priest or a Scholar-Priest
  (player’s choice as to which).
  Warrior-Priests need Strength and Stamina of at least 9. The charac-
  ter gets +1 to both these attributes, along with the following skill le-
  vels: Theologian +1, Soldier +1, Linguist (Modern) +1, Etiquette +2,
  Weaponskill (usually Sword) +5, secondary Weaponskill (usually
  Dagger) +3, Administration +1. (Certain temples impart the unarmed
  martial arts in place of a secondary Weaponskill - see Section 1.960
  of the Tékumel Source Book.)
  The Military 
  Characters who went on to join a legion will just be completing their five-
  year enlistment period at age 20. During this time the character will have
  received basic training but is unlikely to have seen real action up until
  2356 AS, when open war broke out between Tsolyánu and Yán Kór. As-
  suming the campaign starts in 2357 AS, characters can either re-enlist
  (in which case they will almost certainly be sent to fight in the north) or
  they can make use of their military training for personal gain by becom-
  ing a bodyguard, gladiator or adventurer. 
  Heavy Infantry:  To join a heavy infantry legion, you should have
  Strength and Stamina of at least 13. (A character of Social Status 8
  or higher will get preferential treatment, and can join as long as his
  Strength and Stamina are both at least 12.)  The character gains +2
  Strength and Stamina as well as the skills listed below.
  Medium Infantry:  The character must have Strength and Stamina of
  at least 12 (or 11 if he has Social Status 7+). He gets +1 on both at-
  tributes, plus the skill-levels listed.
  Light Infantry or Archers:   The character should have Stamina and
  Dexterity of at least 12 (11 if his Social Status is 5 or more) and gets
  +1 on both attributes. Other skill levels are as given.
  After completing his first period of enlistment, the character will have
  these skill-levels:
  Armourer +1
  Physician +1
  Soldier  +6
  Strategist +2
  Warrior  +1
  primary weapon skill +5
  secondary weapon skill +4
  The weapons learned are those used by the legion, a comprehensive
  listing of which is given in The Armies of Tékumel Vol 1. Members of
  temple-run legions will be priestly Acolytes at least, and get +1 Theo-
  logian in place of one of the listed skill levels. Marines should be treated
  Off-duty  learning
  The process of “osmosis” by which
  characters acquire extra-curricular
  skills of course continues into early
  adult life. Those who join the army
  will very probably be posted to new lo-
  cales, providing them with the oppor-
  tunity to develop skills previously
  denied them. Bureaucrats too get the
  opportunity for travel, and even priests
  may be required to undertake journeys
  to distant (even foreign!) climes. After
  determining the results of Section 142,
  therefore, you can acquire additional
  levels in such extra-curricular skills.
  Languages:
  Roll 1D6 and subtract 1 per 100 Tsan
  of Sákbe road between your location
  and the border. This is how many fur-
  ther skill-levels you get in the lan-
  guage of the neighbouring country. As
  before, ports count as adjacent to those
  countries sailing ships into them, as op-
  portunities to meet and speak with for-
  eigners abound. If you actually spend
  your early adult life in a foreign
  country, gain 1D6 + Cleverness/5 skill-
  levels in the language.
  Local knowledge
  Add another level of City Lore. If you
  are a bureaucrat or have Social Status
  9+, take no more City Lore but add
  1D3 levels of High Society instead.
  Outdoor skills
  Acquire 1D6 levels in skills appropri-
  ate to the region. 
  Tirikélu
  7
  
  as medium infantry except that they replace 4 levels of the Soldier skill
  with Sailor instead. 
  Other military or paramilitary units include sappers, artillery, Sákbe road
  guards, tomb police, city militia and prison guards. These units lack glory
  and prestige, so most player-characters would not wish to join them.
  This depends on the players’ campaign tastes, however. Interesting plot
  lines could still be woven around a group of market police, for instance,
  and the referee should have no difficulty assigning appropriate skills if
  these are needed.
  The Imperial Bureaucracy 
  The life of a bureaucrat need not be as tedious as it sounds. There are
  few opportunities for derring-do, admittedly, but it gives an ideal basis
  for a campaign that hinges on strategems and intrigues. 
  Any literate character can become a bureaucrat. He or she will have ac-
  quired the following skill-levels before the campaign begins: 
  Administrator +6 
  Calligraphy +2
  Etiquette +6
  Intrigue+4
  Linguist (Modern)  +3
  Orator +2 
  Poet +2
  Scribe +2 
  The Clan 
  Characters who do not join one of the three institutions of Priesthood,
  Military or Imperial Bureaucracy continue to acquire skills at home with
  their clan. For most this means learning a profession that will benefit the
  clan, either by directly joining the clan’s traditional occupation or by ad-
  ministrating the clan finances. Noble clans employ subservient clans for
  procedures such as accounting, and an idle member of such a clan can
  use his private income to sponsor a life of hunts, banquets and hobbies.
  If your character belongs to a clan operating a profession, he gets +6
  skill-levels in that profession. A noble character can spend these points
  on one or more "hobby" skills such as Antique Collector. Since duelling
  is part of the aristocratic image, it is also possible for the noble to spend
  some of these points to acquire levels of a Weapon skill - but not War-
  rior. (No more than 3 levels ought to be acquired at this stage, though,
  unless the character is supposed to be obsessive.) Private tuition in
  magic can also be arranged if the young noble has an aptitude for this.
  [150]  Wealth and income
  After running through the preceeding sections, the character is now 20
  years old, equipped with skills and almost ready to start play. It only re-
  mains to find out how much money he has managed to save up. This
  sum does not have to be in the form of cash – in fact it almost certainly
  would not be, since the Tsolyáni system of inter-clan favours means that
  currency is seldom used for large purchases. More probably it will take
  the form of armour, weaponry, fine clothes or books. The player should
  decide this after looking through the price lists given in subsequent chap-
  ters, but for now it will do just to record the sum on the Character Sheet
  as if it were cash.
  The career man 
  A character who joined one of the three "grand careers" (Priesthood,
  Army or Civil Service) should now know his Circle. By age 20, the char-
  acter will have saved 50 Káitars per Circle attained. A character who
  has reached 5th Circle will have amassed savings of 250 Káitars, for in-
  stance.
  The clan professional 
  For a character who joined his clan profession, savings are based on
  the level obtained in the clan’s professional skill. The character gets 30
  Káitars per level. This means that a 9th level Shipbuilder, say, would
  start the game with 270 Káitars.
  The cost of living
  There are six principal forms of expen-
  diture by which characters will
  disburse their income. 
  Essentials comprise the basic require-
  ments of clothing and food needed to
  maintain the character. The amount
  varies according to his position in so-
  ciety. The usual arrangement is that
  the character makes a contribution to
  his clan and then the clan provides
  what he needs. A character not resi-
  dent at his clanhouse should increase
  these prices by 20%.
  SOCIAL STATUS
  MONTHLY EXPENSE
  1-3
  1D6+4 Kaitars
  4-5
  1D10+10 Kaitars
  6
  1D10+20 Kaitars
  each +1
  additional10 Kaitars
  Inducements are one-off presents,
  often of cash, made to secure a spe-
  cific service or favour. They are rarely
  made within the clan. Inducements
  range from a few Hlásh right up to a
  month’s salary or more. For a charac-
  ter in regular employment, induce-
  ments paid and received will typically
  balance out. In irregular circumstances
  (that promotion you want so badly)
  they should be “gamed”.
  Gifts are presents given to cement or
  affirm one’s relationship with kin and
  friends. They are often made within
  the clan. Usually gifts do not consist of
  cash but of items intended to appeal to
  the recipient: a Méshqu set for a
  friend, an epic poem for a favourite
  father, and so on. Characters should
  spend at least 10% of their monthly in-
  come on gifts. Reciprocity will natu-
  rally mean they receive gifts also:
  calculate the character’s monthly ex-
  penditure on “ungamed” gifts (ie to
  non-player characters) and assume he
  is given gifts totalling 51%-150% of
  that value.
  Tax in Tsolyánu is 1% of income. 
  Gambling by its very nature rarely re-
  sults in a gain. Characters should de-
  cide how much they are apportioning
  on wagers in a month, then roll 1D10:
  1-8 = sum is lost; 9 = no gain or loss;
  10 = jackpot of 1-6 times original
  stake.
  Luxuries cover everything else, and
  will probably include arms & armour
  in the case of many player-characters.
  Prices are usually quoted in Káitars,
  but you are advised to use the Hlásh as
  the basic unit for day-to-day transac-
  tions (1 Káitar = 20 Hlásh), as there is
  a tendency for players to overspend
  when dealing in Káitars.
  8
  Tirikélu
  
  The aristocrat 
  A character of noble clan whose Social Status is at least 10 will have a
  private income. Expressed as Káitars per month, this income amounts
  to 10 times the character’s Social Status. The character will have man-
  aged to save no more than D100 Káitars, however, as largesse is im-
  portant to the young aristocrat’s way of life.
  [160]  Other races and species 
  Some players prefer to play characters of other nations - or even non-
  humans. Remember that although Tsolyánu is one of the most open of
  the Five Empires (in comparison to Livyánu, say) the people are distrust-
  ful of anything that is not familiar or well understood. Around the Chá-
  kas, a Pé Chói character mixing in human society is not an occasion for
  comment. In Jakálla, the character would be much more of a rarity and
  would have to expect some prejudice.
  The rules covering background and initial skills (Section 130 onwards)
  are intended for urban Tsolyáni and no other character types. The dice
  rolls for attributes apply equally well to people of other nationalities, but
  if a player wants to be from another country then some of the background
  rules must be customised. Though childhood education is much the
  same throughout the Five Empires, the life of a young adult might be
  very different. The referee should be able to decide appropriate skills for
  foreigners based on the information in the Tékumel Souce Book.
  The player who wants to take a N’lüss or a nonhuman is another mat-
  ter. Even the basic attributes are different for these types, and usually
  they have some advantage over ordinary humans. TIRIKELU is a role-
  playing game, not a competitive game. If players take exceptional char-
  acter types, it ought to be because they find the role challenging. The
  referee should disallow any but the most experienced players from tak-
  ing N’lüss or nonhuman characters.
  [161]  N’lüss 
  N’lüss are powerful barbarians from the far northwest beyond Mu’uga-
  lavya. They are the distant descendants of the Dragonlords and tend to
  worship Lord Vimúhla. They are honest, brave and honourable, but also
  coarse and unruly. Despite some people’s prejudices, N’lüss are defi-
  nitely human and can interbreed with other human races. However, they
  have been sufficiently isolated from the people of the Five Empires to
  retain their own unique characteristics. If you take a N’lüss character,
  you get the following modifiers to your attributes:  Strength +3, Dexterity
  -1, Reasoning -4, Psychic Ability -2, Psychic Reservoir +1, Comeliness
  -3, Height +5, Build +4. Negative modifiers will not take an attribute
  below 1. 
  [162]  Ahoggyá 
  Ahoggyá come from coastal lowlands. They are powerful and fearless,
  but unappealing to humans because of their rudeness, rank odour and
  monstrous appearance. An Ahoggyá gets the following adjustments to
  attribute rolls: Strength +6, Stamina +2, Dexterity -2, Cleverness -1,
  Reasoning -3, Psychic Ability -3, Psychic Reservoir -2. Roll 1D6+3 for
  height and 3D6+6 for build. Size for an Ahoggyá is the sum of height
  and build, not the average; this difference is because they are not even
  approximately manlike. The four powerful legs allow rapid movement in
  any direction, giving a bonus of +5 to Evade.
  [163]  Hláka 
  Furred flying creatures with flexible tails, Hláka are thought of as inquisi-
  tive, talkative, feckless and timid. Certainly they get nervous in roofed-
  over areas. Hláka take the following attribute adjustments: Strength -2
  and Dexterity +2. Roll 1D6+3 for height and 1D6+3 for build.
  Example 
  We’ll generate a character now to
  show how the process works. The first
  thing to do is roll the dice for his at-
  tributes, and fill these in on the Charac-
  ter Sheet. The values rolled are:
  Strength 16
  Stamina 11
  Dexterity 15
  Psychic Ability 17
  Cleverness 15
  Psychic Reservoir 11
  Reasoning 11
  Comeliness 13
  Size 11 (height 165cm, weight 61kg)
  The character is strong, but his poor
  constitution could tell against him in a
  military career. His Psychic Ability is
  high, suggesting an interest in abstrac-
  tions and the world of the imagination,
  but his Reasoning disqualifies him as a
  sorcerer. His derived characteristics
  are:
  Melee = 13 
  Missile = 7 
  Evade = 10 
  Hit Points = 14 [3/5/8]
  Next we consider his clan and lineage.
  The referee has decreed that player-
  characters should have a Social Status
  around 7-8. We’ll make him a member
  of an average lineage in a high clan,
  the Clan of the Red Stone. Consulting
  with the referee gives the Diodásü fam-
  ily as a suitable lineage, and we decide
  on the personal name Tetkumé. The
  character is thus Tetkumé hiDiodásü
  of the Red Stone Clan. His name sug-
  gests he is a worshipper of Lord Vi-
  múhla, since the tetkumé is the ritual
  knife used by Vimúhla’s priests, and in
  fact this is the traditional sect of the
  Red Stone Clan.
  Straight away we can fill in the cultu-
  ral skills which all characters acquire.
  Tetkumé gets the following levels:
  Etiquette 10, Historian 1, Theologian
  1, Tsolyáni 10.
  Tetkumé’s childhood education is the
  next thing to consider. His family is
  not wealthy enough to give him a pri-
  vate education at the clanhouse, but
  they have enough to send him to an
  academy. Given the preferences of the
  clan, a school is chosen that specifi-
  cally caters to worshippers of Lord Vi-
  múhla: the Hall of the Illumination of
  the Flame, in Pála Jakálla. By the age
  of 16, Tetkumé has acquired the fol-
  lowing skills: 
  Calligrapher 4, Historian 4, Literacy 9,
  Mathematician 4, Theologian 4, War-
  rior 1
  His extra-curricular activities also pro-
  vide him with certain additional skills
  that could stand him in good stead:
  Salarvyáni 2, City Lore 4 and Swimm-
  ing 3
  Next we discover what Tetkumé did
  after leaving the academy up until age
  Tirikélu
  9
  
  [164]  Páchi Léi 
  Forest-dwelling creatures who are excellent climbers and hunters. They
  are friendly to Tsolyánu, and some Páchi Léi have risen to high posi-
  tions in human society. For historical reasons they harbour a hatred of
  the Mu’ugalavyáni. A Páchi Léi character is subject to the following at-
  tribute modifiers:  Dexterity +1; Psychic Reservoir +1. Roll 2D6+4 for
  both height and build.
  [165]  Pé Chói 
  The most human-like in outlook of all the nonhumans. Pé Chói are cul-
  tured, graceful and wise. They can make excellent duellists or skirmi-
  shers, but their delicate build makes them unsuitable as heavy infantry.
  If you want a Pé Chói character, adjust your attribute rolls as follows:
  Stamina -1, Dexterity +1, Psychic Ability +2, Psychic Reservoir +2,
  Height +6. Roll 2D6 for build.
  [166]  Pygmy Folk 
  Pygmy Folk are characterised as sly and cautious rather than timid. This
  race has a reputation for cruelty and venality which makes them dis-
  trusted by humans. A Pygmy Folk character gets the following attribute
  modifiers: Strength -2 and Dexterity +3. Height (usually around 70cm)
  and build are so far off the human scale that it is not worth rolling for
  them. Determine Size directly by a D3+1 roll.
  [167]  Shén 
  These creatures are harsh and warlike, disdaining the arts and scien-
  ces. Though respected fighters, they can become uncontrollably violent
  and their terrible strength makes them almost as dangerous to allies as
  to foes. A Shén character applies the following modifiers to its attribute
  rolls:  Strength +6, Dexterity -2, Reasoning  4, Psychic Ability -2. Roll
  3D6+10 for both height and build. 
  [168]  Swamp Folk 
  A generally friendly species that has (perhaps unfairly) acquired a slight
  reputation for excessive caution. They are renowned throughout the Five
  Empires as great sailors and traders. A Swamp Folk character is rolled
  in the same way as for a human with the following exceptions: Stamina
  2D10+1, Psychic Ability 1D6, and Psychic Reservoir 1D6+1. Swamp
  Folk appear slightly taller than humans, but this is due to the slender
  cranial crest and so the height roll is unchanged.
  [169]  Tinalíya 
  Another midget race, but generally better liked than the Pygmy Folk. Ti-
  nalíya are diligent, learned and peaceful. Their only real flaw is a tend-
  ency to be over-literal. A Tinalíya applies the following modifiers:
  Strength -3, Stamina +1, Dexterity +2, Cleverness +1, Reasoning +3,
  Psychic Ability +3, Psychic Reservoir +2. Height (average 65cm) and
  build are not determined; roll 1D3+1 for Size.
  20 (when the campaign starts). He re-
  jects the possibility of being an Admin-
  istrative Priest, and even though he
  could choose to be a Warrior Priest he
  decides against it. Despite his merely
  average Stamina, he does qualify for
  the medium infantry (the privilege of
  class) and he duly enlists with the Le-
  gion of the Lord of Red Devastation,
  18th Imperial Medium Infantry.
  Throughout the period of Tetkumé’s
  enlistment, the legion spends most of
  its time in Khirgár. This allows him to
  acquire 2 levels of Milumanayani, 1
  further level of City Lore and (after
  some pleading with the referee) 1 level
  of Desert Survival by reason of the le-
  gion’s Qadárni excursions into the arid
  fringes of Milumanayá.
  At the end of his tenure his Strength
  and Stamina have both increased by 1
  point and his total acquired skill levels
  are now:
  Armourer 1, Calligrapher 4, City Lore
  5, Desert Survival 1, Etiquette 10, His-
  torian 5, Literacy 9, Mathematician 4,
  Milumanayáni 1, Physician 1, Salarv-
  yáni 2, Soldier 6, Swimming 3, Tacti-
  cian 2, Theologian 9, Tsolyáni 10,
  Twohanded Sword 5, Warrior 2. (The
  Legion of Red Devastation use no sec-
  ondary weapon, so the referee has
  allowed Tetkumé’s player to add the
  excess levels on to Theologian in-
  stead.)
  As the campaign begins, Tetkumé has
  an overall Melee value (see Section
  410) of 20 with the twohanded sword.
  Though he has no formal training in
  other weapons, his Warrior skill means
  that he can use them with a Melee
  value of 15. This makes him a very re-
  spectable fighter indeed. He is not
  much good with missile weapons,
  which he disdains. While in the legion
  he attained a Circle equivalent to half
  his Social Level. Checking with the
  sidebar on page five, and given the
  high prestige of Red Devastation, this
  means he reached IIIrd Circle (8x0.5 =
  4 = 3x1.2, rounding up). He was a Tir-
  rikámu, a commander of twenty men.
  His savings of 150 Káitars are taken in
  the form of personal armour and
  sword, plus clothing appropriate to his
  class.
  If he were to sign on for another term
  in the legion, his obvious ability
  should eventually lead to Kási rank:
  commander of a cohort of four hun-
  dred men. But Tetkumé has had
  enough of army life for now. He feels
  that his Skein of Destiny has some
  great adventures in store. On a hunch
  (he has learnt to trust his intuition) Tet-
  kumé heads for the Jakállan wharf,
  where he is fated to meet a group of
  like minded young men and women...
  10
  Tirikélu
  
  [200]  SKILLS
  A character’s chance to do various things is represented by his level in
  a range of skills. The skill of Armourer, for example, covers the construc-
  tion, maintainance, and repair of weapons and armour. If you know noth-
  ing at all about such things then you are level 0 in the skill. By studying
  the skill you can advance to level 1 (the faintest smattering of armour-
  ing ability) right through to level 30 (representing one of the greatest ar-
  tisans in all history). The levels break down roughly as follows:
  level 1-3:  Yarsúr
  A hobbyist’s competence. The level at which a Tsolyáni aristocrat might
  maintain a skill (such as Armourer) which could come in useful but which
  is not entirely dignified.
  level 4-6:  Tiyótl
  The level suitable for an apprentice. An experienced adventurer would
  hopefully have a number of useful skills such as Armourer, Physician,
  Swimmer, etc, to at least this level.
  level 7-9:  Msínu
  Equivalent to a journeyman. If you hired a house priest, for instance, you
  might reasonably expect him to have this many levels in the Theologi-
  an skill.
  level 10-12:  Gámra
  A craftsman. This is a suitable level for someone who is fully competent
  in his profession and uses the skill on a day-to day basis. 
  level 13-15:  Huáthu
  Master-Craftsman.
  level 16-18:  Huáthudali
  High Master-Craftsman.
  level 19-21:   Huáthudalisa
  Senior Master-Craftsman.
  level 22-25:  Huáthudalidalisa
  A Grand Master of the skill. Someone who attains this level in a disci-
  pline will be one of the four or five greatest exponents of the skill
  throughout all Tsolyánu.
  level 26-up
  The level appropriate to a truly outstanding person, a genius in his field.
  Famous wizards such as Subadím and Qiyór presumably had at least
  30 levels in the Sorcerer skill. Hagárr, the legendary buccaneer of Parán-
  ta, must have had 30 levels in the Ship Captain skill. A player character
  who attains such lofty heights will have risen from his inauspicious be-
  ginning in Jakálla to be one of the greatest luminaries of the age!
  [210]  Types of skill
  Skills are divided into four categories according to how difficult it is to
  learn them. These four categories are: 
  Basic 
   50 Improvement Points per level
  Simple 
   75 Improvement Points per level
  Average 
  125 Improvement Points per level
  Complex 
  200 Improvement Points per level
  A working wage 
  It is not possible to give a simple for-
  mula showing how much a character
  will be paid for using his skills. Cer-
  tain skills are esteemed out of propor-
  tion to their difficulty, and therefore
  demand higher rates. Also, some jobs
  require "danger money". The table
  below is intended only as a rough
  guide. (For comparison with these
  figures, an unskilled labourer would be
  happy to receive 3-5 Káitars a month.)
  MONTHLY INCOME BY SKILL-LEVEL
  1-3 
  4-6 
  7-9
  10-12 
  semi-skilled
  10 K 15 K 20 K 30 K 
  artisan 
  15 K 30 K 45 K 65 K
  professional
  20 K 40 K 60 K 90 K
  (Income increases by about 50% for
  every three further levels.) 
  Wages for the "grand professions" are:
  PRIESTHOOD & BUREAUCRACY
  Circle
  Monthly income 
  1st 
  10 Káitars 
  2nd 
  15 Káitars 
  3rd 
  20 Káitars 
  4th 
  30 Káitars 
  5th 
  50 Káitars 
  6th 
  70 Káitars 
  7th 
  90 Káitars 
  8th 
  110 Káitars 
  9th 
  150 Káitars 
  10th 
  200 Káitars 
  11th 
  300 Káitars 
  12th 
  500 Káitars 
  (Thereafter income increases exponen-
  tially, roughly doubling every three
  Circles.)
  ARMY 
  Rank 
  Monthly income 
  Changadésha 15 Káitars 
  Kuruthúni 
  20 Káitars 
  Tirrikámu 
  30 Káitars 
  Heréksa 
  70 Káitars 
  Kási 
  200 Káitars 
  Molkár 
  500 Káitars 
  Dritlán 
  800 Káitars 
  Kérdu 
  2000 Káitars and up
  
  Players will soon find that most of the skills they want fall in the last ca-
  tegory. 
  A character who has no levels in a skill must acquire double the usual
  number of Improvement Points to reach level 1 in the skill. If you have
  no levels of the Sorcerer skill (which is a Complex skill), you need 400
  points to reach 1st level. You then progress normally in the skill - ie, 200
  points per level in this case.
  [220]  Improving skill-levels
  In order to increase your level in a skill you must acquire a certain num-
  ber of Improvement Points in that skill. The number of points needed de-
  pends on the complexity of the skill - see Section 210. Once you have
  got enough Improvement Points, you advance one level in the skill (see
  Section 200). You then start saving up Improvement Points for the next
  level.
  There are two ways to acquire Improvement Points. The first is by ex-
  perience. That is, practical experience "in the field", awarded for over-
  coming a foe or otherwise using a skill effectively during an adventure.
  The other way to gain Improvement Points is by studying. This involves
  practice and training in the use of the skill, and will usually take place in
  between adventures.
  [221]  The pen and the sword
  Cultural preconceptions tend to channel a individual’s learning into spe-
  cific skill-groupings. Additionally, personal preference encourages the
  archetypal dichotomy of academic versus practical skills: “men of de-
  liberation” as opposed to “men of action”. As a general rule, Tsolyáni no-
  bles tend to affect an aristocratic disdain for scholarship, while the lower
  classes rarely get the opportunity for advanced education. Scholars will
  usually be of middle clan, therefore, leaving the high and low clans to
  make up the bulk of the soldiery.
  Once the campaign begins, you must decide your character’s pref-
  erence. Will you concentrate on scholarly pursuits like Sorcery, or on
  acquiring practical (usually physical) skills such as Warrior? If you opt
  to be a scholar, you can continue to increase your Reasoning-based
  skills without limit, but skills based on Cleverness are limited to an upper
  level equal to your Cleverness/3. The reverse is true for characters with
  a practical inclination.
  This does not affect skill-levels acquired prior to age 20 (ie, after com-
  pleting Section 140). These abilities were gained before the character
  realised his vocation, and are not reduced if they exceed the foregoing
  limits.
  [230]  Experience
  Improvement Points from experience are gained in the course of play.
  Points are gained every time a character makes a successful skill-check,
  with difficult rolls earning more Improvement Points. Say that the num-
  ber the character must roll is N. The number of Improvement Points
  earned for a successful roll is then
            Improvement Points = 20 minus N
  For example, take the case of an 8th level Ritual Sorcerer with a rating
  of +3 in the Fulguration phylum. He decides to cast a spell of this phy-
  lum, needing to roll 11 or less on 2D10 to cast the spell; if successful,
  this earns him 9 Improvement Points.
  Points awarded for successful skill-checks can only be gained during
  the course of a game, and the referee must be satisfied that the activity
  represents a legitimate challenge to the character’s ability. Specifically,
  The sidebar below and on the facing
  page categorizes the skills according
  to complexity and lists each skill’s
  governing attribute.
  BASIC skills 
  Animal Husbandry
  Cleverness 
  Baker
  Cleverness 
  Basket Weaver 
  Cleverness
  Boatbuilder
  Cleverness
  Bootmaker 
  Cleverness
  Butcher 
  Cleverness
  Carpenter 
  Cleverness
  Cook 
  Cleverness
  Farmer 
  Cleverness
  Financier 
  Reasoning
  Fisherman 
  Cleverness
  Miller
  Cleverness
  Miner 
  Reasoning
  Potter 
  Cleverness
  Rope-&-net maker 
  Cleverness
  Sailor 
  Cleverness
  Slaver 
  Reasoning
  Smith 
  Cleverness
  Swimming 
  Cleverness
  Tailor 
  Cleverness
  Tanner 
  Cleverness
  Weaving 
  Cleverness
  SIMPLE skills 
  Acrobat 
  Cleverness
  Animal/bird knowledge 
  Cleverness
  City Lore 
  Cleverness
  Connoisseur 
  Reasoning
  Dancer 
  Cleverness
  Etiquette 
  Reasoning
  Falconer 
  Cleverness
  Fletcher 
  Cleverness
  Forest Survival 
  Cleverness
  Gaming 
  Reasoning
  High Society 
  Cleverness
  Interpreter (modern) 
  Reasoning
  Literacy * 
  Reasoning
  Merchant 
  Cleverness
  Mason 
  Cleverness
  Mountaineer 
  Cleverness
  Paper/ink maker 
  Reasoning
  Perfumer 
  Reasoning
  Tracker 
  Cleverness
  Winemaker 
  Reasoning
  (*"Basic" in the case of one’s native
  language)
  14
  Tirikélu
  
  it must be a situation where failure (especially critical failure) will have
  some repercussion. You cannot just do a couple of cartwheels while
  going along the Sákbe and expect an increase in your Acrobat level.
  (But do the same cartwheels on the parapet of the Sákbe and that is an-
  other matter!) 
  When Improvement Points are awarded for defeating hostile beings, an-
  other system is used. This is because combat does not usually involve
  a direct use of skill-checks, and also because the peril to the character’s
  own life intensifies the value of the experience. 
  A character who overcomes an opponent in melee can add the Improve-
  ment Points he gains to either his Warrior skill or to the appropriate wea-
  pon skill. A character who shoots an opponent gets points on his
  appropriate ranged weapon skill. The Improvement Points gained for a
  conflict are found by comparing the victor’s skill-level with the Defeat
  Value of the loser. A being’s Defeat Value is a number reflecting how
  tough an opponent it was.
  Melee  The victor takes his level in the Warrior skill or his skill in the wea-
  pon he was fighting with - whichever is higher. He then compares this
  to the loser’s Melee value minus 10. The points can be added as the vic-
  tor wishes to either Warrior or the weapon used. 
  Missiles  The victor takes his skill in the missile weapon, reading the
  column that corresponds to the loser’s armour protective rating. (For
  slaying a foe in heavy Chlén-hide armour, an archer would consult the
  "4-6" column on the table, because heavy Chlén hide plate has a de-
  fensive value of 5.) The Improvement Points gained are added to the
  missile weapon used.
  IMPROVEMENT POINTS GAINED FOR EXPERIENCE
     loser’s Defeat Value *
  winner’s
  0
  1-3
  4-6
  7-9
  10-12 13-16 17-20 21-24 25up
  level
  1-3 
  10
  20
  30
  50
  80
  120
  170
  230
  300
  4-6 
  8
  10
  15
  25
  40
  80
  120
  175
  250 
  7-9 
  5
  8
  10
  15
  25
  35
  75
  120
  175
  10-12 
  4
  5
  8
  10
  15
  25
  35
  75
  120
  13-15 
  3
  4
  5
  8
  10
  15
  25
  35
  75
  16-18 
  2
  3
  4
  5
  8
  10
  15
  25
  35
  19-21 
  1
  2
  3
  4
  5
  8
  10
  15
  25
  22up 
  1
  1
  2
  2 
  4
  4
  5
  8
  15
  * melee:  Defeat Value = Melee score minus 10
   missile:  Defeat Value = armour protective rating
  [231]  Dividing experience between several winners
  When the battle is purely one-on-one, there is no problem in awarding
  Improvement Points. In cases where more than one character is in-
  volved in a victory, the referee first decides what proportion of the vic-
  tory was due to each combatant and then awards them experience in
  that proportion. 
  example     Suppose that Verúshan (who has 10 levels in the Warrior
  skill) and his companions Arésha and Dekkudál (both 5th level Warriors)
  jointly defeat Shómish Kagái (who has a Melee value of 25). For sim-
  plicity’s sake, we will assume that all of them use one-handed swords
  and that their skill with this weapon is lower than their Warrior levels.
  The referee announces that Verúshan earned 70% of the victory, Aré-
  sha’s contribution was 20% and Dekkudál’s was 10%. This means that
  Verúshan gets 70% of the points that he would normally get for an op-
  ponent with Shómish’s Melee value: 18 Improvement Points, which he
  can allot as he wishes to his Warrior and/or Longsword skills. Aresha
  AVERAGE skills 
  Administrator 
  Reasoning
  Apothecary 
  Reasoning
  Architect 
  Reasoning
  Armourer 
  Cleverness
  Artist/Sculptor 
  Cleverness
  Botanist 
  Reasoning
  Calligraphy 
  Cleverness
  Charáge (Wrestling) 
  Cleverness
  Crossbowman 
  Cleverness
  Cudgel/Club 
  Cleverness
  Dagger 
  Cleverness
  Desert Survival 
  Cleverness
  Entertainer 
  Cleverness
  Hunter 
  Cleverness
  Jeweller-goldsmith 
  Cleverness
  Lawyer 
  Reasoning
  Linguist (ancient) 
  Reasoning
  Magical Lore 
  Reasoning
  Musician 
  Reasoning
  Mineralogist 
  Reasoning
  Official 
  Reasoning
  Numismatist 
  Reasoning
  Paramour 
  Cleverness
  Poet 
  Reasoning
  Soldier 
  Cleverness
  Scribe-accountant 
  Reasoning
  Shipbuilder 
  Cleverness
  Ship Captain 
  Cleverness
  Swamp Survival 
  Cleverness
  Thief 
  Cleverness
  Thrown weapon 
  Cleverness
  Tomb Robber 
  Cleverness
  Weaponmaker 
  Cleverness
  COMPLEX skills 
  Archer 
  Cleverness
  Assassin 
  Cleverness
  Alchemist 
  Reasoning
  Astrologer 
  Reasoning
  Astronomer-Navigator 
  Reasoning
  Dedarátl (Fisticuffs) 
  Cleverness
  Engineer 
  Reasoning
  Geographer 
  Reasoning
  Geologist 
  Reasoning
  Historian 
  Reasoning
  Hu’ón (Kick Boxing) 
  Cleverness
  Intrigue 
  Reasoning
  Kichána 
  Cleverness
  Longsword/Axe 
  Cleverness
  Mathematician 
  Reasoning
  Orator 
  Cleverness
  Philosopher 
  Reasoning
  Physician 
  Reasoning
  Polearm
  Cleverness
  Psychic Sorcerer 
  Reasoning
  Ritual Sorcerer 
  Reasoning
  Scholar 
  Reasoning
  Shamanistic Sorcerer 
  Reasoning
  Shortsword 
  Cleverness
  Spy 
  Cleverness
  Tactics & Strategy 
  Reasoning
  Survival 
  Cleverness
  Theologian 
  Reasoning
  Two-handed Sword/Axe Cleverness
  Warrior 
  Cleverness
  Tirikélu
  15
  
  gets 20% of 80 points, which gives her 16 Improvement Points for her
  part in the victory. Dekkudal gets half that, which is 8 points.
  [232]  Victories won using Eyes or magic items
  An opponent who is slain by an Eye is not worth any Improvement
  Points, since it is the Eye that does the killing. The user only has to point
  it and press the stud. The same applies to magic items such as the Light-
  ning Bringer or the Cup of Subadím. 
  There are also cases where an Eye, etc, does not directly overcome an
  opponent but is instrumental in achieving victory. The Eye of Non-
  Seeing turns its user invisible, and this makes it easier for him to defeat
  a foe in melee; the Eye of Being an Unimpeachable Shield Against Foes
  gives a tremendous defensive advantage; and so on. In such cases, re-
  duce the Defeat Value of the loser by 3 for every Eye the winner used.
  Conversely, if the loser benefited from Eyes of his own, adjust his De-
  feat Value upwards.
  [240]  Studying
  Studying is the other way to gain Improvement Points in a skill.  It takes
  place between adventures, when the character has time to practice and
  learn.
  Your rate of progress through studying depends on three factors: your
  tutor’s level (if you have a tutor), your own level, and your innate ability
  to learn. The last of these is represented by either your Reasoning or
  your Cleverness, depending on which is the governing attribute of the
  skill. Reasoning is the governing attribute in the case of skills with a the-
  oretical or academic basis. Cleverness is the governing attribute for
  skills with a practical or physical basis.
  At the end of each month spent in study, characters get to tally the Im-
  provement Points they have earned. Subtract your level from your tutor’s
  level. Double this, then add your score in the governing attribute of the
  skill (Cleverness or Reasoning, as explained above). The final total is
  the number of Improvement Points you gain that month.
  example     Fávreng is a soldier in the Squadrons of Tlanéno the Steers-
  man. Engaging a tutor to instruct him in swordplay, Favreng sets aside
  two hours a day for this. His tutor’s level in Longsword is 15 and Fáv-
  reng’s is 7. Fávreng has a Cleverness of 13. At the end of the month,
  he therefore gains 29 Improvement Points (8x2+13) in this skill. Fáv-
  reng’s duties also give him 13 Improvement Points per month to apply
  to his professional skill (usually Soldier, though a case can be made for
  spending some points on Sailor, Tactician, etc) and he gets enough
  spare time to study one other skill as well.
  A tutor must be of equal or higher level than the character he’s training.
  At first it is fairly easy to find a tutor of higher level, as long as you have
  the money to hire him. As you become more skilled, tutors of greater
  ability get that much rarer - and more expensive. 
  It is possible to be self-taught. Once characters get to very high levels,
  this is really the only way other than experience to progress in a skill. In
  the case of self-teaching, the "tutor’s" and the character’s level are the
  same, so improvement is simply based on the Reasoning or Cleverness
  attribute. Access to good books on the subject may give a bonus. 
  [250]  How the skills are used
  The basic mechanic throughout the TIRIKELU rules is the skill check. A
  skill check is made by rolling 2D10. If the total is equal to or less than
  your level in the relevant skill, you have succeeded. If higher, you have
  failed. A roll of 2 is automatic success and a roll of 20 is automatic failure,
  whatever your skill level.
  Practice makes perfect
  Studying requires at least two hours
  set aside each day. A character who
  has a permanent job will have at most
  four hours’ spare time each day, which
  means that he can only study two
  skills. However, if you are doing a full-
  time job then you can count your pro-
  fessional duties as equivalent to a
  self-taught studying session each day.
  If you are a priest, for example, you
  get the equivalent of one session stu-
  dying the Theologian skill each day,
  and you can also use your time "after
  work" to study two other skills.
  Characters who have no full-time em-
  ployment can spend more time practis-
  ing their skills each day. But there is a
  practical limit to how much one can ab-
  sorb in a given time, and so it is never
  possible for a character to get more
  than four studying sessions each day.
  Increasing attributes
  A regimen of training can be under-
  taken to increase Strength*, Stamina,
  Dexterity or Psychic Ability. To do
  this you must set aside two hours a day
  (one "training slot") for a month. At
  the end of the month, add:
  original score in attribute
  plus 
  4D6
  minus Psychic Reservoir score
  (The 4D6 roll is a random factor indi-
  cating the amount of time you manage
  to free up during the month. Psychic
  Reservoir works against you, since
  "The Enemy Within" may find distrac-
  tions that negate the value of the exer-
  cise program.)
  Use the total as the basis for a regular
  2D10 check, with a modifier of -2 for
  each point you are trying to raise the
  attribute above its original score:
  critical success increases the attribute
  by 1.
  ordinary success gives no increase, but
  adds a +1 modifier next time you 
  attempt to increase the attribute.
  ordinary failure applies a -1 modifier
  on your next attempt to increase the 
  attribute.
  critical failure "freezes" the attribute
  at its current score. Circle it on your
  Character Sheet to show that it cannot
  be increased.
  (*Build increases by 1 for every 2 points added
  to initial Strength.)
  16
  Tirikélu
  
  Modifiers are often applied to skill checks. "Make an Etiquette check at
  +10" means that you add 10 to your Etiquette skill level, and you must
  roll the total or less on 2D10 to succeed. A -5 skill check requires you to
  subtract 5 from your level before rolling, etc. Modifiers allow for tasks
  that are significantly easier or more difficult than the average, and gener-
  ally range from +15 (the very simplest task for which a check would be
  needed) to -10 (a feat to challenge the greatest masters of the skill).
  A skill check automatically fails (except on a roll of 2) if you have no le-
  vels in the appropriate skill. In other words, a character who is level 1 in
  some skill would succeed in a +5 check by rolling 6 or less on 2D10. A
  character with no levels in that skill would need, not a 5 or less, but a
  roll of 2 on 2D10.
  [251]  Critical success and failure
  Sometimes it is worth distinguishing a particularly resounding success -
  or an especially abysmal failure. Any time a character makes a success-
  ful skill check and rolls less than half the number required, this counts
  as a critical success. Likewise, a roll that exceeds 10 + half the needed
  score is a critical failure.
  As an example, suppose that a player-character speaks to Prince Rere-
  shqála at a banquet. The referee decides that an Etiquette skill check is
  required. If the character successfully makes the check, he has man-
  aged to conduct himself without making a faux pas. A critical success
  would indicate that his manners and bearing are exemplary; the prince
  is impressed, and this will have obvious benefits in the future. A failed
  Etiquette check would leave the character looking bumptious, but there
  would not normally be any other ill-effect. A critical failure could be much
  worse. This indicates that the character has commited some gross
  breach of decorum such as sitting down on the prince’s dais or taking a
  drink before invited to. Given the Tsolyáni emphasis on proper beha-
  viour, the consequences to the character’s prestige, future promotion
  chances, etc, could be nothing short of disastrous.
  The interpretation of critical success, ordinary success, ordinary failure
  and critical failure is often left to the referee and players. The keynotes
  of the game are improvisation and narrative. If a player can devise a par-
  ticularly elegant interpretation of a critical success roll (or lessen the con-
  sequences of a critical failure) then the referee will hopefully incorporate
  this into his wider narrative. Returning to the example above, suppose
  the player gets a critical failure: 
  Referee - "You blunder horribly, using the same prounoun to address
  both Prince Rereshqála and the courtesan he is accompanied by.
  You’ve managed to simultaneously insult the prince and embarrass his
  companion... " 
  Player - "I immediately try to turn the blunder into a flattering allusion to
  Rereshqála’s great-great-grandfather, Arshú’u, who married a one-time
  courtesan and of course later ascended to the Petal Throne." 
  In such a case the referee can only applaud the player’s bravado -
  though he would presumably require the player to make a second check,
  this time based on the character’s Etiquette and Historian skills, to see
  if the allusion is made with suitable adroitness.
  [252]  When a skill check is made
  Sometimes the need for a skill check is dictated by the rules - as when
  you must make a Demonology check to control a summoned demon, or
  a Physician check to treat a wounded companion. At other times a player
  may opt to make a skill check: an Antiques Connoisseur skill check to
  impress a visiting noble, perhaps, or a Paramour check to seduce an-
  other character. The aim is that players should have their characters act
  in accordance with the range of skills they possess. Very probably the
  Modifiers to skill checks
  How difficult is a task? The answer to
  this question will determine the modi-
  fier that the referee will apply to the
  skill check required to accomplish the
  task. To some extent the modifier will
  depend on how the player portrays his
  actions (see Section 252). But the fol-
  lowing will serve as a guideline:
  modifier
  difficulty of task
  +15
  VERY EASY: 
  even a rank amateur can 
  accomplish the task
  +10
  EASY: 
  binding a cut, climbing a 
  rope ladder, etc
  +5
  AVERAGE: 
  this is the “default” level 
  for a typical check
  none
  HARD: 
  a professional has about a
  50% chance with the task
  -5
  VERY HARD: 
  remembering an obscure 
  quotation, etc
  -10
  EXTREMELY DIFFICULT: 
  even an adept will be 
  challenged by the task
  -15
  SUPERHUMAN: 
  a feat to challenge a past- 
  master of the skill
  Criticals
  The ranges for critical success and
  failure are as follows:
  req roll
  crit success
  crit failure
  2
  12-20
  3
  12-20
  4
  13-20
  5
  2
  13-20
  6
  2
  14-20
  7
  2-3
  14-20
  8
  2-3
  15-20
  9
  2-4
  15-20
  10
  2-4
  16-20
  11
  2-5
  16-20
  12
  2-5
  17-20
  13
  2-6
  17-20
  14
  2-6
  18-20
  15
  2-7
  18-20
  16
  2-7
  19-20
  17
  2-8
  19-20
  18
  2-8
  20
  19
  2-9
  20
  20
  2-9
  21
  2-10
  22
  2-10
  23
  2-11
  etc
  Tirikélu
  17
  
  way that a 12th level Musician chooses to deal with a situation will not
  be the same as the approach of somebody with many levels in the skill
  of Hunter, or Storyteller, or Demonologist, etc. 
  When assigning modifiers to a skill check, the referee will take into ac-
  count the difficulty of the thing that the character is attempting. Also im-
  portant is the way the player describes his character’s actions. The
  check may be made at a significant bonus, or even given automatic suc-
  cess, if the referee is impressed by the ingenuity, elegance or daring of
  the scheme the player devises.
  [253]  Attribute checks
  As for skills, so for attributes. The range of skill-levels is purposely made
  to correlate to the range of possible attribute scores. That is, "very low"
  equates to 1-5 or so, "average" equates to the region of 9-13, and "very
  high" is equivalent to a skill-level or attribute of 17-up. This means that
  attribute checks can be made using the same 2D10 mechanic as for skill
  checks.
  Dexterity checks are likely to be quite common in game sessions, when-
  ever a character tries to climb a wall, sneak up on someone unseen, and
  so on. Strength checks apply when a character needs to make some
  physical exertion such as pushing a boulder aside, lifting a fallen statue
  off a companion, or forcing a grating out of weathered mortar. Clever-
  ness checks will determine whether characters notice when something
  is amiss. Psychic Ability checks apply when they might sense a dimen-
  sional nexus point. Examples are listed in the sidebars, but the principle
  is universal and can (and should) be applied to innumerable game situ-
  ations.
  [254]  Averaging two skills
  Two skills can be averaged for the purposes of a check. The boorish
  player-character who encountered Prince Rereshqála in Section 251
  was about to make a Historian/Etiquette check when we last saw him.
  This is done simply by finding the average of your level in the two skills
  concerned, then making the check as normal. Often players will argue
  for two skills to be averaged because they know next to nothing about
  one of the skills involved. The referee must be convinced that the sec-
  ond skill has a bearing on the matter before allowing this.
  [255]  Averaging a skill and an attribute
  The principle of Section 254 can be extended to checks involving both
  a skill and an attribute. These are usually imposed by the referee on
  players when a character’s attribute score might limit the extent to which
  he can use his skill. A character who tries to swim upstream against a
  powerful current could have to make a Swimmer/Strength check, for in-
  stance. A character attempting to scale a very high cliff face without
  pausing to rest would need to pass a Mountaineer/Stamina check.
  Trying to use a skill in some unusual and innovative way will often re-
  quire averaging the skill with the character’s Cleverness or Reasoning
  score. (So a sorcerer who wants to place a Doomkill so that it will cause
  a section of vaulting to collapse will have to make an Architect/Reason-
  ing check... and score a hit with the spell, of course!) 
  [256]  Averaging two attributes
  Checks involving two attributes occur less often, but they will still be
  needed from time to time. Often one of the two attributes will be Clever-
  ness, as it may be important to see whether the character has the wit to
  act properly or make a snap judgement. One such example is when a
  character parries the touch of a sorcerer employing the Grey Hand spell;
  the character must make an Cleverness/Dexterity check to see if he
  thinks and acts quickly enough to drop the weapon before it conducts
  the spell into his body.
  Surpassing your limits
  Exceptional feats can be attempted -
  exertions of strength and so forth. An
  exceptional feat must involve a short
  burst of effort (wrenching a fallen cart
  off your young son, making a titanic
  leap across a chasm, bending a bronze
  grille) and cannot be applied to pro-
  longed activities. This means that ex-
  ceptional feats will usually involve
  Strength or Dexterity checks (never
  Reasoning!). The character attempting
  an exceptional feat must first make an
  unmodified Psychic Reservoir check.
  If successful, he is able to surpass his
  normal limits: add D6 to the relevant
  attribute for the purposes of this one
  exertion. If unsuccessful, his con-
  fidence wavers and he must reduce his
  attribute by D3 for the purposes of this
  check. Afterwards the attribute will re-
  turn to its normal value. Note that the
  Psychic Reservoir check for an excep-
  tional feat can only be attempted once
  for a given feat, immediately before
  the attribute check it is intended to af-
  fect.
  Climbing 
  Climbing ordinarily requires a
  Strength/Dexterity check. An average
  climb (check at +5) would be a rope or
  dangling tapestry. 
  In some cases, skills such as Acrobat,
  Mountaineer or Tomb Robber can be
  used instead of Strength/Dexterity.
  Bear in mind that what is a difficult
  task for one skill may be easy for an-
  other. To scale a sheer cliff face you
  would need to make either a -5
  Strength/Dexterity check or a +5
  Mountaineer check, for instance.
  18
  Tirikélu
  
  [260]  Competitive skill checks
  Characters will sometimes need to make checks in competition with one
  another. Competitive checks might for example include such skills as
  Intrigue (politicking for position in court circles), Gaming (playing Dén-
  den) and Paramour (vying for a lady’s favour) among others. Sometimes
  an attribute is used as the basis for competetive checks - as when two
  characters lunge for a dropped weapon (Dexterity) or struggle for pos-
  session of an item (Strength).
  Both characters involved should make the check using a modifier de-
  cided by the referee. If one succeeds and the other fails, the situation is
  resolved. If both fail, they attempt the check again (with an additional
  modifier of -1D10 if a critical failure). If both succeed with the check, the
  winner is the one who made the roll by the greater margin.
  Modifiers will reflect the circumstances of the contest. All other things
  being equal, use the default modifier of +5. In some cases, however, cir-
  cumstances will work to the benefit of one character and the detriment
  of the other. For instance, two generals meeting on open terrain with
  identical troops both need to make a +5 Strategist check. But if one
  general has more or better troops, or has the advantage of higher
  ground, his check will gain an additional bonus while his opponent’s will
  take a penalty.
  [270]  List of skills
  For reasons of space, the only skills covered below are the ones that
  are likely to feature significantly in play. 
  Acrobat Use of this skill allows a character to perform some ma-
  noeuvres more quickly than normal. This applies notably to evading,
  turning round, and getting up from a prone position. A standard (+5) skill-
  check is typically required, though the referee may apply other modifiers
  according to circumstance, terrain, etc. Success allows the character to
  perform the action in half the usual time; critical success means that no
  time is taken, allowing the character to take another action (such as an
  attack) at the same time. A failed check means that the action takes the
  usual time to perform, while a critical failure means that the character
  wastes the round and accomplishes nothing. Acrobatics are not easy to
  use when wearing armour: apply a -1 modifier to the skill-check for each
  point of encumbrance above "Light".
  Administrator Ability to organise and supervise a private, hieratic or
  clan-owned enterprise. At lower levels the skill entails day to-day man-
  agement of staff. At higher levels it tends more towards the delegation
  of mundane responsibility, focussing instead on long term objectives. It
  is generally combined with at least a basic grasp of the enterprise in-
  volved - Agriculturalist, Armourer, Shipbuilder or whatever.
  Alchemist Practical and theoretical knowledge of drugs, poisons, me-
  dicines, antidotes and aphrodisiacs. The compounds which the charac-
  ter is able to prepare will depend on the local availability of ingredients
  as well as on apparatus, time, and skill-level. This skill permits very little
  in the way of research or deviation from the hoary pharmacopia of the
  ancients. Although it confers no direct sorcerous ability, very advanced
  levels can give some competence at repairing Eyes and other techno-
  logical devices. 
  Archer Use of a normal bow. Each level adds +1 to the user’s Missile
  skill with this weapon.
  Artist Proficiency in creating and appraising works in a given artistic
  field. The form of art studied must be specified (it could be painting,
  sculpture, engraving, tapestry, etc) and if several are studied then each
  counts as a separate skill.
  An exception to the rule
  The skill check system is used in all
  areas of the game except one: combat,
  as represented by the skills of Warrior
  and the various weapon skills. These
  skills are detailed over the next three
  chapters. But why don’t they use the
  same game mechanic as for other
  skills? 
  The reason is drama. Combat is inher-
  ently dramatic, usually involving mo-
  ments of critical importance to the plot
  of an adventure. To resolve an entire
  melee on the basis of one skill check
  would be anticlimactic. Essentially,
  the rules of the next three chapters
  focus in great detail on what is ac-
  tually going on during the course of a
  melee. This kind of detail is not necess-
  ary for more mundane skills like
  Tracker or Swimmer, and can be filled
  in by the players’ imaginations and ac-
  ting ability in the case of Etiquette,
  Paramour, Intrigue, etc.
  You could change the rules around if
  you want. It is certainly conceivable
  that fights could be resolved by each
  player describing what he is trying to
  do and then making Warrior skill
  checks at whatever modifier the refe-
  ree gives. It is also conceivable that
  groups who favoured a different slant
  to their games might develop more em-
  bellishment and detail into the Eti-
  quette or Paramour skills. But the
  assumption in the TIRIKELU rules as
  they stand is that players will be satis-
  fied with one or two skill checks for
  most tasks, and will only demand the
  detail of each cut-and-thrust when em-
  broiled in battle or spell-casting.
  Tirikélu
  19
  
  Assassin The techniques involved in stalking and isolating a victim.
  Such techniques are only available to members of the assassin clans -
  a background which is unlikely to appeal to player characters because
  of the restrictions on free action. However, a character might conceiv-
  ably be a former assassin from another country. The skill gives com-
  petence in a very specialised range of techniques including disguise,
  urban tracking, signalling, poisoning, and the use of traps. The specific
  weapons used by assassins (blowgun, garrote, etc) are not included
  under this skill and must be studied separately. 
  Astrologer Like sorcery, this skill is normally taught in the temple aca-
  demies and there is only a 10% chance of finding a private tutor. It in-
  cludes knowledge of the sun, planets and moons (Tékumel’s
  pocket-cosmos contains no stars) and the ability to use an astrolabe,
  ephemerides, and other paraphernalia to construct horoscopes. This
  allows the astrologer to identify personality traits in a subject, compose
  synastric charts, give advice on auspicious times and enterprises, and
  so forth. (Actual prediction of the future is possible at higher levels, but
  only in an unspecific and imprecise sense: allow a  5 skill check for
  events of the following day, with an additional  1 per day after that.)
  Botanist A successful +5 skill check will allow the character to identify
  plant-based poisons and their antidotes. An unmodified check is needed
  to concoct such poisons.
  Calligraphy The ability to write in an elegant style. At higher levels the
  character will learn to adorn his manuscripts with embellishments and
  ornamental flourishes.
  Charáge Wrestling, studied by professional Hirilákte gladiators and sol-
  diers among others. Each level adds +1 to the user’s Melee skill while
  fighting in this way.
  City Lore Home knowledge of an urban locale: how to get around, where
  to go to get good deals, and so on. A character with many levels in this
  skill can be said to be "streetwise". A common use of the skill is in locat-
  ing items the character needs. In the case of regular requirements (a
  steel sword, a building to rent, etc) in your home town this involves a
  standard +5 check. When searching for uncommon or illegal items, or
  in a city you are less familiar with, the skill-check will be more difficult.
  Connoisseur A generic term covering a number of aristocratic hobbies.
  A Connoisseur is a person who collects and/or appreciates a type of
  thing purely for its aesthetic appeal. Each thing collected counts as a
  separate skill, and the player must specify the particular period or region
  of interest, if applicable. Examples include antique coins, furniture, arms
  & armour, books & manuscripts, statuary, jewellery, and fine wines.
  Crossbowman Use of any crossbow. Each level adds +1 to the user’s
  Missile skill when using a crossbow.
  Dagger Use of the dagger. Each level adds +1 to the user’s Melee skill
  while fighting with this weapon.
  Dedarátl The Tsolyáni unarmed martial art studied by priests of Thúmis.
  The emphasis is on punching. Each level adds +1 to the user’s Melee
  value while fighting with this technique.
  Demonologist The study of the races that inhabit other Planes, includ-
  ing the mighty demon-rulers described in The Book of Ebon Bindings.
  Skill checks can be used to recognise the various demon-glyphs and to
  know the charms that will ward off a particular demon. At higher levels,
  the character can attempt summonings. These are at a negative modi-
  fier (ranging from -1 for Chríya up to -15 in the case of Lord Origób) and
  often require several evocators working in unison. Critical failure is cer-
  tain to result in doom, while critical success is the very minimum that will
  Quiet as a cat
  Hiding, moving silently and sneaking
  around without being seen are com-
  mon adventure elements. These are all
  covered by a Stealth roll. The skills
  that can be used for stealth are: Assas-
  sin, Hunter, Spy, Thief or Tomb Rob-
  ber. However, all characters have a
  "default" Stealth level equal to their
  Dexterity/3, which they can use if they
  lack enough levels of those skills.
  Attempts at sneaking around involve a
  competitive Stealth vs Perception
  check. A character’s Perception is
  equal to his Cleverness/3. Optionally,
  he can use instead his skill-level in
  Hunter, Soldier or Spy.
  Average conditions for a stealth check
  are assumed to be equivalent to a
  moderately well-lit room possessing
  some furniture, pillars, etcetera, which
  could provide cover. In such circum-
  stances, make a +5 competitive check
  of the sneaker’s Stealth vs the target’s
  Perception.
  The +5 Perception check assumes that
  the target has some reason to suppose
  someone is sneaking around and is
  therefore alert. This would be the case
  for a guard who was expecting an as-
  sassin to try getting past him, for in-
  stance. If the target has less reason to
  be alert, the referee should reduce his
  Perception check bonus.
  Different conditions will apply modi-
  fiers to the sneak’s Stealth roll. The op-
  posite modifiers apply to the target’s
  Perception.
  No cover 
  -5 
  Daylight 
  -3 
  Rain or fog 
  +3 
  Moonlight 
  +3 
  Darkness 
  +5
  example    Púrjinta is rifling the con-
  tents of a nobleman’s coffers one night
  when the door opens. Púrjinta dives
  for cover behind some drapes just as a
  guard enters carrying a lantern. The
  base check will be Púrjinta’s Spy skill
  vs the guard’s Soldier skill (since these
  scores are higher than their Dex-
  terity/3 and Cleverness/3 respectively).
  Normally both would be at +5, but the
  referee rules that the guard is only
  making a routine inspection of all the
  rooms in the palace and therefore re-
  duces his modifier to +3. Additionally,
  since there is only the one lantern in
  the room the referee gives Púrjinta a
  further +2 to represent dim lighting
  and applies the reverse modifier (-2)
  to the guard. The overall result has
  Púrjinta making a Spy check at +7 vs
  the guard’s Soldier check at +1.
  20
  Tirikélu
  
  actually summon the demon in person. Also note that a high level of skill
  does not guarantee that the demon will be well disposed towards you.
  Entertainer Characters must specialize in a particular form of entertain-
  ment. Acrobat, Dancer and Musician are all covered elsewhere. Other
  forms include: recital of the epics, juggling, storytelling, judging games
  of Tsahltén, sleight of-hand, puppetry, and performance of dramas.
  Etiquette Knowledge of how to behave appropriately, an important skill
  in the stratified and honour-conscious society of Tsolyánu. It includes
  familiarity with customs, honorifics and polite language. At higher levels
  the skill extends to the intricacies of courtly graces. Etiquette skill-checks
  are required in situations where the character is trying to impress some-
  one (or to avoid insulting them). Modifiers vary according to the social
  circle involved: being polite to a stall-owner in the market requires a +5
  check, but to impress a senior Imperial bureaucrat you might need to
  check at -5. 
  Gaming Skill in playing a board game such as Dénden or Daghórr. The
  character must choose a specific game, as the skill does not give com-
  petence in all games. Purely random games (Kévuk, Tsahltén, etc) can
  be studied, but in this case higher levels do not give any better chance
  of winning - merely the ability to discourse more knowledgeably about
  the game. Such a thing is, however, considered the mark of a gentle-
  man.
  High Society Knowledge of relationship, ranking and gossip in court cir-
  cles. A +5 check is enough to remember details of the glitterati of one’s
  home city or of the Imperial family. A critical success indicates a particu-
  larly juicy snippet that can then be used as a bonus to an Intrigue roll.
  Historian Expertise in the known history of the world. For every four le-
  vels of the skill, the character can acquire more detailed knowledge of
  one particular period and locale. However, specialising in a period re-
  quires you to first learn the language of that period. (A character would
  need to know Engsvanyáli, for instance, before he could make a detailed
  study of the history of Éngsvan hla Gánga.) Successful uses of the His-
  torian skill allow a character to recall historical events, identify artifacts,
  research the history of people and places, etc. A failed skill-check means
  that nothing is remembered, and critical failure indicates that what the
  character remembers is incorrect (the referee should misinform the
  player).
  Hunter The arts of tracking and stalking, usually in forest areas. A +5
  check allows the character to identify types and numbers of animals from
  their spoor and to track them to their lair. By itself the skill confers no ex-
  pertise with weapons. A +5 Hunter check allows the character to trap
  sufficient game in a day to feed 1-3 people (cf Survival). A +5 check
  based on the average of Hunter and a weapon skill such as Crossbow
  yields enough food for 1-6 people.
  Hu’ón The secret unarmed martial art of the priesthood of Ksárul, the
  emphasis being on kicks and leg-sweeps. Each level adds +1 to the
  user’s Melee value while fighting with this technique.
  Intrigue This is the skill of politics, usually used to advance one’s own
  position or disadvantage a rival. For instance, two courtiers might make
  competitive Intrigue checks to vie over who should hold Prince Mridó-
  bu’s chumétl cup when he has an audience with the Lord Provost. Such
  a thing may seem trivial, but the effect on the two coutiers’ status could
  be considerable!
  Kichána Use of the quarterstaff in combat. Each level adds +1 to the
  character’s Melee value when fighting with this weapon.
  Méshqu
  These are patterned plaques which a
  Tsolyáni will hang outside his door to
  indicate his mood or state of health to
  callers. A dozen different Méshqu are
  used by the middle classes. Nobles dis-
  play their greater refinement by using
  almost two hundred different Méshqu!
  A critically failed Etiquette check by
  the caller means he has misinterpreted
  the Méshqu, with potentially amusing
  or mortifying results.
  Tirikélu
  21
  
  Linguist This is a generic term; the character must choose which lan-
  guages he knows and record his levels in each separately. A character
  belonging to the upper echelons of the priesthood may study the appro-
  priate "secret language" of his sect (eg the Tongue of the Priests of Ksá-
  rul).
  Literacy Roughly one in ten Tsolyáni is able to read and write. Bear in
  mind that, since some 80% of the population live in rural areas without
  access to proper education, it is quite possible to find whole villages
  where no-one is able to read.
  Longsword Use of the standard one-handed sword, mace or axe. Each
  level adds +1 to the user’s Melee value while fighting with such a wea-
  pon.
  Magical Lore A useful skill for the professional adventurer, this indicates
  familiarity with the effects that can be achieved by sorcery and techno-
  magical devices. It implies no practical skill at sorcery, merely a knowl-
  edge of its capabilities. Practising sorcerers do not require this skill, as
  its scope is entirely subsumed within the body of knowledge conferred
  by the Ritual Sorcery and Psychic Sorcery skills.
  Musician Musical knowledge appropriate to the individual’s own so-
  ciety. (Study of the musical forms of another region or historical period
  would come under the Scholar skill.) Also measures the ability to play
  or sing well; the character can study one instrument for every five levels
  in this skill. Instruments include the Sílsin (flute), Sra’úr (lyre), Ténturen
  ("koto"), Zamshér (horn) and Tunkúl (gong).
  Orator The ability to formulate impressive speeches. Skill checks are of
  course modified according to the audience’s initial mood and opinion of
  the speaker. Comeliness also affects the chance of success, since the
  people of Tsolyánu admire someone who is good looking: allow a +1 for
  every two points of Comeliness above 11. A critical failure on the roll
  might require the character to beat a hasty retreat or risk a stoning!
  Paramour The arts of seduction and love-making. An exponent can flat-
  ter, tease, cajole and charm a person of the appropriate sex into an erotic
  relationship. To see if the seduction works, the character makes a Co-
  meliness/Paramour check. This is at a modifier (decided by the referee)
  representing the other person’s attitude, cultural pressures, etc. Once
  the relationship is consummated, a successful Paramour skill check en-
  sures full concupiscence.
  Physician The treatment of wounds, fractures, venoms and disease.
  Skill checks are needed to stop a fallen comrade from bleeding to death,
  to identify an illness or poison so that a remedy can be prescribed, and
  to set broken bones. Failed checks (particularly critical failures) mean
  that the wrong diagnosis has been made - possibly with tragic conse-
  quences. Modifiers range from +10 for simple bandaging, through +5 or
  so for curing common ailments, all the way to -15 for attempts at treat-
  ing "incurable" diseases like the Plague of the White Hand.
  Poet The character can compose and recite verse. Such an ability is
  greatly admired, and there are innumerable cases (at least in fiction) of
  a stern judge reprieving a prisoner after being moved by the quality of
  his verse. An unmodified check also allows the character to recall ab-
  struse sections of the great epics, which may contain elements of his-
  tory or folklore.
  Polearm Use of pole weapons such as the halberd and the glaive. Each
  level adds +1 to the user’s Melee value while fighting with these wea-
  pons.
  Psychic Sorcerer Knowledge of magical techniques and theories. As
  well as the practical use of magic this encompasses aids to concentra-
  22
  Tirikélu
  
  tion, meditation and memory techniques. Sorcerers must be literate and
  fulfil certain minimum attribute scores (see Chapter Six).
  Ritual Sorcerer Knowledge of magical techniques and theories. As well
  as the practical use of magic this encompasses knowledge of ancient
  devices, the deeds of famous wizards, the history of sorcery, and other
  arcane lore. Sorcerers must be literate and fulfil certain minimum attrib-
  ute scores (see Chapter Six).
  Scholar A generic term encompassing a range of skills. These are spe-
  cialised arts and sciences which are appropriate to the individual’s cul-
  ture but which have been omitted here. The details of a character’s
  Scholar skill must be worked out between the player and the referee.
  Possibilities include knowledge of a secret language, the theology and
  myths of a foreign country, the techniques of High Cartography, the pas-
  toral poetry of the Bednálljan period, the study of language sculptures,
  and any other recondite expertise a character might want to acquire.
  Scribe-Accountant Skill at accountancy, record keeping, filing and co-
  pying. Useful to merchants and officials, among others. Note that this is
  not the same as Calligraphy. 
  Shortsword Use of the shortsword (or an axe or mace of equivalent
  size). Each level adds +1 to the user’s Melee value while fighting with
  such a weapon.
  Soldier Familiarity with army life. This covers discipline, basic arms
  maintenance, military procedures, formations, marching and drilling,
  and legion history. A common game-use of the skill is for identifying the
  uniform of another legion. It does not include expertise in personal com-
  bat, which is acquired through levels of Warrior and various weapon
  skills. Soldiers often have better morale than untrained individuals be-
  cause they know how dangerous it is to turn and run. A character who
  is on the verge of panic because of some threat can make a Soldier
  check to stand firm. Modifiers will depend on the perceived danger.
  Spear Use of the spear. Each level adds +1 to the user’s Melee skill
  while fighting with this weapon.
  Spy This skill is quite similar to Assassin, except that it is normally
  learned as part of a career in the espionage sections of the military.
  (Some spies are trained for special duties by a clan or temple.) It in-
  cludes stealth (see sidebar, page 20), disguise, urban tracking, codes,
  forgery, escapology, lip-reading, memory techniques and deduction.
  Survival Levels of the generic Survival skill can be added to levels of
  specific regional skills (Forest Survival, Desert Survival, Swamp Survi-
  val or Mountaineer) to see if the character can survive in an area. A suc-
  cessful +5 skill-check each day allows the character to find enough food
  and water to support 1-3 persons at subsistence level. (1-6 persons on
  a critical success.)
  Tactics & Strategy Knowledge of the highly complex military forma-
  tions, tactics and battle-ploys used in the Five Empires. 
  Theologian Knowledge of the doctrines, myths and rituals pertaining to
  the gods. This focusses mainly on the particular deity the character wor-
  ships, but includes other gods of the pantheon. In Tsolyánu it is the
  deities of Pavár’s pantheon that are studied. The theology of other coun-
  tries may differ.
  Thief The Thief skill involves a facility for hiding, moving quietly (see
  sidebar, page 20), scaling walls, cutting purses, and picking locks. Pro-
  fessional thievery is not common in Tsolyánu since the penalties for theft
  are so severe. Organised crime involving more than a few individuals is
  unknown. Even so, thieves are found in the larger cities (the artistry of
  Tirikélu
  23
  
  the thieves of Jakálla is proverbial) and playing a retired thief is a viable
  game-option. Characters would have to be from an exceptional back-
  ground to acquire this skill in Tsolyánu - probably clanless or of very low
  status. There is a kind of robbers’ clan in Salarvya, however (the Den of
  Profitable Joy), and travellers from Háida Pakála are also notoriously
  predacious.
  Tomb Robber Like Thief, another uncommon skill - acquired profes-
  sionally by families of tomb-robbers (often related to tomb builders or
  guards). Player-characters might consider learning a few levels of the
  skill if they have Underworld adventures in mind. It entails knowledge of
  several skills on a very basic level, including the ability to recognise
  architectural styles, evalute ancient artifacts, and identify and disarm
  traps. Competency in these areas is never equal to that of a specialist
  Historian, etc. Tomb robbers also learn to climb precipitous rock walls
  and squeeze through narrow spaces. (Acquiring this skill inevitably
  opens the character up to the many superstitions of tomb lore; the refe-
  ree is free to mislead the player with snippets of folk "wisdom".)
  Tracker The ability to follow a trail in a non-urban environment. A stand-
  ard (+5) check is enough to follow the trail of a small party up to a day
  after they have passed. Larger parties are easier to follow; an old trail
  (or one that has been covered by heavy rain, etc) is more difficult. Com-
  petitive checks (see Section 260) must be made if the party being fol-
  lowed also contains a Tracker who is covering his tracks.
  Two-handed Sword/Axe Use of greatswords, battleaxes and flails re-
  quiring both hands. Each level adds +1 to the user’s Melee value while
  fighting with such a weapon.
  Warrior Described more fully in Chapter Four. The Warrior skill gives
  competence in a whole range of melee techniques, but not mastery of
  any specific weapon. It can be thought of as encompassing a range of
  manoeuvres, feints, "dirty tricks" and unexpected improvisations. There
  is nothing very honourable about using this skill to best a foe, and most
  upper-class Tsolyáni would avoid it. (Assassins and spies are an excep-
  tion, finding it very useful to be able to kill with a scroll-case, candlestick
  or whatever else comes to hand.) The most common exponents are to
  be found among the gladiators of the Hirilákte, which is usually the only
  place where an average citizen could acquire such training. 
  24
  Tirikélu
  
  [300]  WOUNDS AND HEALING
  A character’s Hit Points score measures his ability to take physical in-
  jury. Wounds are subtracted from the character’s current Hit Points, and
  incapacitation results when Hit Points reach 0. Additionally, taking
  enough damage in a single wound can affect a character’s ability to fight
  and may cause unconsciousness.
  [310]  Taking injuries 
  Any damage that gets past a character’s armour is subtracted from his
  current Hit Points score. Cumulative damage in the form of numerous
  blows will eventually cause unconsciousness or death. Additionally, any
  time a character takes more than a certain amount of damage from a
  single blow there will be other effects:
  FATAL WOUND This is a single blow that inflicts 100% or more of the
  character’s normal Hit Point total. The result is instant death.
  GRIEVOUS WOUND Over half the character’s normal Hit Point score
  in one blow. The character’s Melee value is adjusted by -6. He must
  make a -3 Stamina check to avoid blacking out. There is one chance in
  six of serious lasting damage (see Section 330).
  HEAVY WOUND A single blow for 35% or more of the character’s nor-
  mal Hit Points. Adjust the character’s Melee value by -4. A +3 Stamina
  check is required to stay conscious.
  LIGHT WOUND  20% or more of the character’s normal Hit Points in
  one blow. Adjust the character’s Melee value by -2. 
  Any blow doing less than 20% of the character’s normal Hit Point score
  is assumed to be a minor cut or bruise. It still comes off his current Hit
  Points, but has no other effect.
  [311]  Regaining consciousness 
  A character always falls unconscious when his current Hit Points are re-
  duced to zero. A character below 0 Hit Points loses 1 HP per round and
  will certainly die unless given first aid or magical healing. Death occurs
  when the character’s negative HP exceed half his Stamina. 
  A character who loses consciousness but still has positive (or zero) Hit
  Points makes an immediate unmodified Stamina check. Success means
  he recovers consciousness after 1-6 rounds, and if he was at 0 HP he
  recovers 1 point. If the check fails he loses 1 HP and remains uncon-
  scious, attempting the Stamina roll again every 1-20 rounds with a cu-
  mulative modifier of -1 each time. 
  [312]  First aid 
  A companion with the Physician skill can administer on-the-spot medi-
  cal treatment to an unconscious character. This is quite straightforward,
  so the Physician’s skill check is made with a +10 modifier. Success
  means that the character comes round (and regains 1 Hit Point if it was
  a critical success). Failure means that he stays unconscious (and loses
  1 Hit Point if it was a critical failure). The Physician’s skill check is made
  at the end of each minute (10 rounds) he spends administering first aid.
  Note that this skill check is made in addition to, not instead of, the un-
  conscious character’s Stamina check. 
  A successful Physician check on a character below 0 Hit Points stops
  any further Hit Point loss but does not restore the character to conscious-
  Wound Levels
  Rather than work out the various per-
  centages each time you take a wound,
  record the minimum damage for a
  Light, Heavy and Grievous wound in
  brackets next to your normal Hit Point
  score. For Tetkumé, who has 14 Hit
  Points, this would be written
      14 [3/5/8]
  So Tetkumé suffers a Light wound if
  he loses 3-4 Hit Points in one blow, a
  Heavy wound if he loses 5-7 Hit
  Points, and a Grievous wound if he
  loses 8-13 Hit Points all at once. 14 or
  more points in a single blow would
  kill him outright.
  Hit Points
  Light/Heavy/Grievous
  3
  1
  --
  2
  4
  1
  2
  3
  5
  1
  2
  3-4
  6
  2
  3
  4-5
  7
  2
  3
  4-6
  8
  2
  3-4
  5-7
  9
  2-3
  4
  5-8
  10
  2-3
  4-5
  6-9
  11
  3
  4-5
  6-10
  12
  3-4
  5-6
  7-11
  13
  3-4
  5-6
  7-12
  14
  3-4
  5-7
  8-13
  15
  3-5
  6-7
  8-14
  16
  4-5
  6-8
  9-15
  17
  4-5
  6-8
  9-16
  18
  4-6
  7-9
  10-17
  19
  4-6
  7-9
  10-18
  20
  4-6
  7-10
  11-19
  21
  5-7
  8-10
  11-20
  22
  5-7
  8-11
  12-21
  23
  5-8
  9-11
  12-22
  24
  5-8
  9-12
  13-23
  25
  5-8
  9-12
  13-24
  
  ness straight away. He must wait for natural healing or sorcery to re-
  store him to positive Hit Points. In the former case this can take days.
  Once a wounded character has regained consciousness he does not
  need to make any further Stamina checks to stay on his feet unless and
  until he takes another Heavy or Grievous wound. Any combat penalties
  he had acquired remain as they were when he lost consciousness.
  [320]  Recuperation 
  There are some spells and Eyes which can be used to restore lost Hit
  Points. A character who does not have access to these must rely on the
  natural healing process. Every two days he makes a Stamina check (un-
  modified at first). Any change in Hit Points is expressed as a percent-
  age of the character’s normal (unwounded) Hit Points score. If a doctor
  is on hand, his ministrations give a +1 modifier to the check for every
  two levels he has in the skill of Physician. The results of the Stamina
  check are interpreted as follows:
  critical success: The character regains 10% of his normal Hit Point
  score (rounding fractions up) and makes the next Stamina check at +1
  success: No Hit Points are regained, but there is a slight improvement
  in condition: the next Stamina check is made at +1 
  failure: No Hit Points are lost, but the character’s condition begins to
  worsen: the next Stamina check is made at -1 
  critical failure: The character loses 10% of his normal Hit Points score
  (rounding fractions up) and makes the next Stamina check at -1
  The modifiers given here are cumulative, so a character who failed the
  check three times would make the fourth (assuming he was still alive)
  at -3. 
  The Stamina checks will eventually end with the character either being
  reduced to negative Hit Points exceeding half his Stamina (in which case
  he is dead) or with his Hit Points fully restored to their normal score. Hit
  Points can never go above their normal score, and the only way to in-
  crease the normal score is to increase one’s Strength by a regimen of
  training. 
  For the recovery rules to apply as given, the character must get com-
  plete rest, comfort and quiet. Travelling, strenuous activity, or an un-
  hygenic environment will cause an additional Stamina check modifier of
  4 or more.
  [321]  Recovery of Melee Value
  Once Hit Points are back to normal the character is completely healed
  and of course does not need to go on making Stamina checks. A char-
  acter who wishes to go adventuring before his wounds are fully healed
  may still be suffering from some combat penalties. Melee scores lowered
  as a result of wounds recover at the rate of +1 for every 10% healing of
  the character’s normal Hit Points. A character’s Melee value is always
  returned to normal once he has completely healed.
  [330]  Permanent injury
  Any time you take a Grievous Wound there is a chance (indicated by a
  roll of “6” on D6) of sustaining a maiming injury. Examples include a se-
  vered limb, loss of an eye, or a broken neck. Hit Points can still be re-
  covered with time, but the injury itself can only be treated by special
  magic (the Eye of Regeneration or the Restoration spell). Maiming in-
  juries may inflict penalties on a character’s mobility, fighting skill and so
  forth at the referee’s option, and also entail the loss of 1D6 points from
  Comeliness, as the Tsolyáni abhor disfigurement.
  Example
  Looking at a fight and its aftermath
  will show how to apply the rules con-
  tained in this chapter.
  Chargésh has 16 Hit Points and a
  Stamina of 12. During a battle he takes
  two wounds. The first is 4 points (a
  Light wound), which reduces Char-
  gésh’s Melee value by 2. The second,
  for 7 points (a Heavy wound), reduces
  his Melee value by a further 4 and also
  requires him to make a +3 Stamina
  check, which he fails. Chargésh blacks
  out.
  He makes an immediate check to see if
  he comes round, but fails this roll as
  well and loses another Hit Point. It
  seems that he will soon die from loss
  of blood, but his comrade Ajúro rushes
  over and begins to bind Chargésh’s
  wounds. Before Chargésh is due to
  make another Stamina check (which
  would now be at -1 because he failed
  the last one), Ajúro succeeds with his
  +10 Physician skill check and man-
  ages to bring his friend round. Char-
  gésh’s normal Melee value is 23, but
  the wounds he took reduce this to 19
  for the time being. Nevertheless he
  manages to go on with the battle and
  returns to his tent without having taken
  any more wounds. 
  After two days Chargésh makes the
  first of his healing rolls. Normally this
  would require an unmodified Stamina
  check, but the presence of Jádhak, a
  Priest of Vimúhla with eight levels in
  the Physician skill, gives him a +4.
  Chargésh therefore needs to roll 16 or
  less on D20; he rolls 8, which is just
  good enough for a critical success, so
  Chargésh recovers 2 Hit Points (10%
  of 16, rounded up). His Melee value is
  now 20, but Chargésh hopes to avoid
  any strenuous action until he has had a
  little more rest. His next Stamina
  check in another two days will be
  made at +5 if Jádhak is still on hand,
  and it seems that Chargésh should be
  fully recovered and back leading his
  men within two weeks.
  Crippling wounds
  If a character is maimed, roll 1D20 to
  find the location of the injury:
  1-2
  head
  3-4
  upper body
  6-8
  an arm
  9-12
  a hand
  13-14
  abdomen
  15-20
  a leg
  Such injuries will typically cause a
  penalty of 1D10 on (for example) Dex-
  terity, Missile Value, etc, in addition
  to a reduction in Comeliness.
  26
  Tirikélu
  
  [400]  COMBAT  
  Conflict is an integral part of most adventure stories. Its purpose in the
  game is twofold. Combat scenes are moments of natural climactic ten-
  sion and also, by providing characters with an intimation of mortality,
  combat intensifies the excitement of the adventure. 
  The need to simulate the complex process of melee by means of rules
  requires that some abstract ideas are used. To simplify bookkeeping,
  for instance, the passage of time during a melee is divided into six-sec-
  ond combat rounds. Such abstract ideas mean that the rules for com-
  bat are lengthy, but this should not be taken to imply that combat is the
  dominant feature of the game. Many referees do not run action-oriented
  campaigns, while others prefer to resolve combat by a single dice roll or
  even nonrandomly, by the interweaving of narrative. The rules given
  here are not de rigueur for all occasions, then, but may be used in any
  battle where the outcome is both critical and uncertain.
  [410]  Melee value 
  Every character has a Melee value. This is a measure of his ability to
  attack and parry in hand-to-hand combat.
  The basic value for Melee is derived from the character’s Strength, Size,
  Cleverness and Dexterity. (See Section 121.) Any human character who
  has no levels of the Warrior skill and no training in any weapon-group
  will have this basic value. For an average human character, the base
  Melee value is 10.
  The overall Melee value for a trained fighter is given by
  the base Melee value
  plus the character’s Warrior level 
  plus the character’s level in the relevant Weapon skill 
  The last of these three factors means that the character’s Melee value
  will vary according to the weapon he’s fighting with.
  [420]  Combat rounds & initiative
  Combat is subdivided into combat rounds, each of which represents six
  seconds of game-time. Each round, combatants make their attacks (if
  they choose to attack) in descending order of initiative. Initiative is rolled
  for at the beginning of every round: each character rolls D20 and adds
  1 per point of Dexterity over 10. The maximum possible initiative is 24,
  regardless of Dexterity.
  [421]  Sequence of actions in a round
  Combatants count down in order of initiative. When a character’s initia-
  tive phase comes up he may perform an action, but is not obliged to.
  When phase 1 is reached, however, characters who have deferred from
  earlier in the round and are still eligible to act (ie they have not already
  used a full action - see Section 422) must do so now or lose their oppor-
  tunity. Thus the referee will say, "Anyone at initiative 24, 23, 22...?" etc,
  and players interrupt when it comes to their turn. Important non player
  characters will have their own defined Dexterity scores, of course, but
  where a large hoard of opponents is involved (twenty Qól, for instance)
  the referee will find his job a lot easier if he just has all the Qól attack on
  the same initiative phase.
  
  Evade and Parry are responsive actions: they are made in response to
  someone else’s attack. A character who wishes to attempt an Evade or
  Parry is not prevented from doing so just because his initiative phase
  has not yet been called. Such actions can be undertaken at any time so
  long as the character has not previously committed his full Melee value
  for the round. (He must also see the attack coming in order to defend
  himself, of course. A character who is taken unawares cannot Evade or
  Parry.)
  [422]  Actions requiring one full round 
  A character can accomplish one of the following actions (at the same
  time moving up to 1m if he wishes) as his activity in any given round.
  Attack using full Melee value 
  Parry using full Melee value * 
  Evade*
  Cast a spell using full Cast Spell value 
  (this includes aiming, if it is an aimed  spell) 
  Aim and fire an "Eye"  
  Aim and shoot a bow, crossbow or sling 
  Aim and throw a spear or other hand-hurled weapon 
  Move one’s full normal movement allowance 
  Prepare a javelin ready to throw in the following combat round
  Reload a light crossbow or staff-sling ready for use in the following round
  Take an item (eg, an "Eye") from a belt-pouch for use next round 
  (if attempted during melee this also requires a 
  -5 Dexterity check to avoid dropping the item) 
  Get up from a prone position 
  Pick up a weapon lying by one’s feet
  * Parrying and evading count as responsive actions. This means that
  they can be undertaken at any point in a round, in response to an at-
  tack by someone else. All other actions listed here cannot be per-
  formed before it is the character’s turn to act in the round.
  [423]  Actions taking less than a round 
  A character can combine any two of the following (and do nothing else)
  as his activity for a round.
  Attack using half normal Melee value 
  Parry using half normal Melee value  
  Cast a spell using half normal Cast Spell value 
  (this includes aiming, if it is an aimed spell) 
  Shoot an arrow, hurl a javelin, etc, without taking time to aim 
  (ie, use half normal Missile value) 
  Fire an "Eye" without aiming 
  Ready an arrow or throwing dagger
  Unclip a sword from one’s belt or draw it from a scabbard 
  (belt-clips are more common than scabbards owing
   
  to the fanciful design of Tékumelani swords) 
  Move half normal movement allowance
  When two of these "half-round" actions are combined, the first of the two
  actions takes place at the character’s regular initiative phase and the
  other takes place on initiative phase 1. If you wished to move half your
  movement allowance to close with an enemy and then strike him (using
  half your Melee value in attack), you would start moving when it came
  to your normal turn to act and your attack would then come at the end
  of the round. Parrying is the only exception to this. This is because par-
  rying is a "responsive" action, as explained above. 
  Note that there is no option for a character to make a "half round" evas-
  ion using half his Evade score. When you are trying to dodge a poten-
  tially fatal sword-thrust there are no half measures.
  Encumbrance
  The maximum burden that a character
  can carry for any length of time is the
  sum of his Strength and Stamina. This
  is called his encumbrance limit.  A
  character carrying more than his en-
  cumbrance limit suffers the following
  penalties for each point of encum-
  brance over the maximum:
  -1 from Melee
  -1 from Evade
  -1 from initiative 
  -1 from all Stamina checks
  Characters will generally be able to
  avoid exceeding their encumbrance
  limits. Even so, encumbrance has a
  limiting effect on mobility and even a
  moderately encumbered character will
  find that his armour, etc, slows him
  considerably. For convenience, five de-
  grees of encumbrance are defined:
  encumbrance
  definition
  Light
  up to 50% of Strength
  Moderate 
  up to 100% Strength
  Heavy
  up to the normal limit
   
  (=Strength + Stamina)
  Overburdened 
  up to Strength plus
  twice Stamina
  Extreme
  up to double the normal
   
  encumbrance limit
  These categories have the following ef-
  fect on mobility (quoted in metres per
  six-second combat round):
  walk
  run
  sprint
  Light
  10
  20
  40    
  Moderate 
   8
  15
  –
  Heavy 
   6
  10
  –
  Overburdened
   4
   5
  –
  Extreme
   2 
   –
  –
  Standard Chlen-hide items have the
  following encumbrance costs (for steel
  items, multiply by two):
  leather armour
  light
  0
  medium 
  1 
  chainmail/scale 
  light 
  2 
  medium 
  4
  heavy
  6 
  chlén-hide plate
  light 
  4 
  medium 
  8
  heavy 
  10
  small shield 
  2 
  medium shield 
  4 
  large shield 
  6 
  dagger/club 
  1 
  1-h weapon
  2 
  2-h weapon 
  4 
  bow/crossbow 
  4 
  quiver (with
  20 arrows)
  2
  28
  Tirikélu
  
  [424]  Actions over several rounds 
  In melee, actions do not carry over from round to round. This means, for
  example, that you cannot run half your movement allowance and then
  carry over the remaining "half-value" action so as to make use of 150%
  of your Melee value in the following round. 
  A character using a projectile weapon (such as a bow) can carry over
  half-actions rather than having to shoot with only half his Missile value.
  This allows him to prepare an arrow in one round, then carry over the
  half-action remaining so as to shoot with his full Missile value in the next
  round, then prepare a second arrow at the end of that round which will
  be ready for shooting in the next round, and so on. 
  Under no circumstance can any character avail himself of more than
  100% of his Melee, Missile or Evade values in a given round. These
  values describe the upper limit of the character’s performance, and it is
  self-evident that his level of ability is not enhanced simply by delaying
  the moment at which he chooses to act.
  [430]  Resolving attacks & parries 
  When a character makes an attack, he rolls D20. If the roll is equal to or
  less than his Melee value, he has succeeded. His opponent then has
  the option to attempt to parry the blow by rolling D20 and scoring equal
  to or under the Melee value he’s putting against the attack (see also
  Section 435). A roll of 1 on the D20 always indicates a successful at-
  tack/parry. A roll of 20 always indicates a failed attack/parry. 
  An exchange of attack and parry has four possible outcomes:
  • SUCCESSFUL ATTACK, UNSUCCESSFUL PARRY 
  The attacker’s blow lands and does damage.
  • SUCCESSFUL ATTACK, SUCCESSFUL PARRY 
  Subtract defender’s damage bonus from attacker’s damage bonus;
  any residue gets through as damage.
  • UNSUCCESSFUL ATTACK, SUCCESSFUL PARRY 
  The defender can attempt an immediate riposte or an attempt to
  disarm. These are explained below.
  • UNSUCCESSFUL ATTACK, UNSUCCESSFUL PARRY 
  No result.
  When you strike at an opponent, he must decide his parry option (full-
  value, half-value, or no parry) before you roll the attack. If two charac-
  ters strike at one another simultaneously (ie, in the same initiative phase)
  then neither gets the chance to parry the other. Their Dexterity scores
  determine whose blow lands first.
  [431]  The effectiveness of a parry 
  As Section 430 shows, parries are not always fully effective. If a char-
  acter manages to parry a successful attack made against him, he must
  compare his damage bonus with the attacker’s. If the attacker is
  stronger, he may be able to push the defender’s weapon back and still
  inflict a few points of damage. Generally this comparison will not need
  to be made if the combatants are armoured. There is only 5 points dif-
  ference between the maximum and minimum human damage bonuses
  - and good armour can stop 5 points. But when one or both fighters lack
  armour, having the strength to push back a parry will make a difference.
  Also, some of the creatures of Tékumel are very powerful and have dam-
  age bonuses much greater than a man’s. Parrying a blow from a massive
  Sérudla or metal-thewed Ru’ún does little good, and in those situations
  it is better to evade.
  [432]  The riposte 
  A successful parry against an unsuccessful attack allows the defender
  an immediate riposte. This does not cancel out the character’s regular
  Q:   What can I do in a round?
  A:  You can perform one "full-action" or
  two "half actions".
  Q:  When can I do it?
  A:  Parry or Evade can be done at any
  time in the round. For any other action,
  you must wait till your initiative turn
  comes up. If you are performing two ac-
  tions, the second happens at the end of
  the round.
  Tirikélu
  29
  
  attack for the round, if any. In order to succeed with the riposte, the char-
  acter must roll D20 and score equal to or less than the number he rolled
  when making his parry. Success means that he rolls for damage just as
  he would when striking in the normal way.  
  A riposte cannot itself be parried. (If the character had not opened up
  his guard, the riposte would not have been possible in the first place.)
  example    Káshu is exploring the underworld beneath Jakálla in search
  of antiquities when he is set upon by an undead Shédra. The Shédra
  strikes first, having the higher initiative, and Káshu makes a parry
  against it using half his Melee value. The Shédra misses and Káshu rolls
  a 6 for his parry. This is good enough, even for someone of Káshu’s
  limited skill, and since the Shédra’s attack missed he is now able to make
  a riposte or disarm attempt. He decides on a riposte (he’s not a good
  enough swordsman to try disarming it) and must roll 6 or less on D20 to
  succeed. He does this, rolling for damage in the usual way. Then, since
  it is his turn to act and he still has a half-action, he makes his regular at-
  tack (using the remaining half of his Melee value) for the round.
  [433]  Disarming a foe 
  A skilled fighter can try to disarm his opponent if he parries an attack
  which misses. Note that this circumstance permits a disarm or a riposte
  - not both. 
  To disarm someone, you must roll D20 and get equal to or less than
  your level in the weapon-skill you are using. (A character with 8 levels
  in Longsword skill has 8 chances in 20 of making a disarm when fight-
  ing with a sword, and so on.) If you were making a half value parry, you
  only use half your skill for this.
  A successful disarm manoeuvre results in the opponent’s weapon being
  flung D5 metres away in a random direction.
  [434]  Multiple attacks and parries 
  Normally a character will only make one attack or one parry (or one of
  each at half-value) in a round. However, it is also possible to split the
  Melee value so as to make two half-value attacks or parries. When this
  option is used to make two attacks, the first comes in the character’s in-
  itiative phase and the second comes at the end of the round. 
  Also note that only one parry attempt is possible against any given at-
  tack. The only time that a character can make two parries against the
  same attack is when fighting hlèpurdál style, with sword and dagger -
  see Section 480.
  [435]  Attack Values above 20 
  An attack made with a Melee value above 20 reduces the chance of the
  opponent making his parry. Subtract the amount by which the attacker’s
  Melee value exceeds 20 from the number needed for a successful parry.
  example    Tlángten has a Melee value of 26 in two handed sword. He
  is attacked by a Hli’ír, which has a Melee of 22 with its talons. The Hli’ír
  makes a full-value attack, against which Tlángten tries a half-value parry.
  Normally his half-value parry would succeed on a roll of 1-13 on 1D20,
  but the Hli’ír’s high Attack score means that he needs to roll 11 or less.
  [440]  Evading 
  Sometimes a character might wish to dive out of the way of a blow, rather
  than try to parry it. Maybe he doesn’t have a weapon, or maybe the crea-
  ture he is facing is so strong that it would just sweep his parries aside.
  In any case, the attempt to evade precludes the character from making
  any attack or parry that round - and if he has already attacked or par-
  ried, he can’t evade. 
  Fumbles 
  A roll of 20 when striking in combat is
  always a miss. Also, the character
  must follow it with a percentile check
  to see if he fumbles:
  01-65 
  Subtract 5 from initiative next
  round. 
  66-70 
  Shield strap breaks, causing loss
   
  of shield; takes 1-10 minutes to 
  fix after battle. If no shield,
  treat as roll of 01-65. 
  71-75
  Armour buckle breaks; reduce 
  armour absorption by 1 pt for 
  rest of fight; takes 1-10 minutes
  to fix. If no armour worn, treat as
  roll of 66-70.
  76-80 
  Drop weapon; takes one round
  to recover.
  81-85 
  Weapon knocked 1-6 metres
  away in random direction.
  86-90 
  Check for weapon breaking.
  91-95 
  Fall over; takes one round to
  get up.
  96-00 
  Accidentally hit comrade; hit
   
  self if no comrade is within reach.
  (Reroll this hit for chance of 
  special result.)
  30
  Tirikélu
  
  Evading is resolved just like attacking and parrying. You roll D20, and
  must score equal to or less than your Evade value to succeed. A suc-
  cessful evade means that the attacker’s blow has missed completely.
  [441]  Disengaging from combat by evading 
  A successful evade gives you the option to move up to 3m from your op-
  ponent. You might do this if you were getting ready to retreat next round,
  for example. It also has the advantage that it precludes your opponent
  from making any follow-up attack that he might have otherwise got (Sec-
  tion 434).
  [442]  Evade and riposte 
  A character who successfully evades an unsuccessful attack can try for
  an immediate riposte. This represents a situation in which the attacker
  swings wide and the defender dodges past his guard to deliver a counter-
  strike. To make the riposte, the character rolls D20 and must score equal
  to or less than the number rolled when he evaded. (See Section 432.)
  [443]  Evading closer to the opponent
  Another option when you successfully evade an unsuccessful attack is
  to initiate close combat with your opponent. (See Section 470.) To do
  this, you require a D20 roll equal to or less than the number you got
  when evading.
  [450]  Damage 
  When a character successfully strikes an opponent, he determines the
  damage he has done by rolling D10. The D10 roll (which will be modi-
  fied according to the weapon used) is cross-referenced with his skill in
  the specific weapon-group. The number given is the total Hit Points in-
  flicted by the blow. (Armour worn by the target reduces the damage
  taken - see Section 460.)
                               MELEE DAMAGE TABLE                      
                                        level in appropriate weaponskill              
  0-4  
  5-7 
  8-10
  11-13
  14-16
  17-19 
  20+ 
  D10 roll 
  1 
  1 
  2 
  3 
  4 
  5 
  5 
  6 
  2 
  2 
  3 
  4  
  5
  5
  6
  6
  3
  3
  4
  5
  5
  6
  6
  7
  4
  4
  5
  5
  6
  6
  7
  7
  5
  5
  5
  6
  6
  7
  7
  8
  6
  6
  6
  6
  7
  7
  8
  8
  7
  7
  7
  7
  7
  8
  8
  9
  8
  8
  8
  8
  8
  8
  9
  9
  9
  9
  9
  9
  9
  9
  9
  10
  0
  10
  10
  10
  10
  10
  10
  10
  D10 roll modifiers:
  fist -6
   
  short one-handed -1
  kick -5 
  spear -1 
  club -4 
  long one-handed 0 
  dagger -3 
  two-handed weapon +1
  Note that if the character has a damage bonus, this is applied to the ac-
  tual damage score that is read off the table, not to the D10 roll.
  [460]  Armour 
  Armour is your character’s last line of defence. If he doesn’t parry or
  evade an incoming blow then damage is rolled for as indicated in Sec-
  tion 450. The only thing that then stands between him and a nasty wound
  is the armour he is wearing. 
  weapon
  cost (Káitars)
  dagger
  3
  shortsword
  5
  spear
  6
  longsword
  7
  two-handed sword
  11
  halberd/poleaxe
  14
  steel items
  multiply cost by
  ordinary steel
  x500
  excellent steel
  x1500
  enchanted steel
  x4000
  Q:  How fast can I move?
  A:  You must have been walking for
  half a round before beginning to run,
  and must have run for half a round be-
  fore starting to sprint. (Movement
  rates are in the sidebar on page 28.)
   When you are chasing another char-
  acter over a short distance, a compari-
  son of Evade scores will indicate
  which of you is faster. Over a long dis-
  tance, competitive Stamina checks will
  be needed.
  Q:  What about doing something else
  while moving?
  A:  You can always move up to one
  metre while taking another action.
  Also, it is possible to combine rea-
  dying a weapon with moving, but this
  requires a Dexterity check. Assuming
  you are in a well lit area on level
  ground, drawing a sword while walk-
  ing will involve an average (+5) Dex-
  terity check. Poor illumination, uneven
  terrain, or trying to move faster than a
  walk will all make the check harder.
   Critical failure on this check means
  you drop the weapon. Failure means
  you complete your move but don’t get
  the weapon ready. Critical success can
  be taken to mean that you accomplish
  the draw with a flourish, but doesn’t
  give any other bonus - although your
  opponent might be taken by surprise.
  Q:  And can I attack "on the hoof"? 
  A:  A half-action Attack can be com-
  bined with charging at or past an oppo-
  nent, if you succeed in an unmodified
  check based on the average of Dex-
  terity and weapon skill. As before,
  uneven ground or poor lighting will
  make that more difficult. Critical suc-
  cess again gives no special bonus,
  other than making you look good.
  You’re lucky if you hit at all!
  Tirikélu
  31
  
  Armour works by absorbing some or all of the damage points that would
  otherwise get through to the wearer. Suppose Tlángten is struck a blow
  worth 9 points. He is wearing heavy Chlén-hide plate, which absorbs 5
  points, so he loses only 4 Hit Points.
                       ARMOUR PROTECTION VALUES
  light 
  medium
  heavy
  leather 
  1 
  2 
  chainmail 
  2 
  3 
  4 
  Chlén-hide plate 
  3 
  4
  5 
  ordinary steel* 
  5 
  6 
  7 
  excellent steel* 
  6
  7 
  8
  enchanted steel*
  7 
  8
  9 
  * These absorption values are for steel plate. If chainmail or scale,
  use the row above - eg, enchanted steel chainmail has the same pro-
  tective qualities as excellent steel plate. 
  The protection values given above assume the armour is hit with a wea-
  pon of Chlén-hide or ordinary steel. Against excellent steel weapons, re-
  duce the protective rating of non-steel armour by 1. Against enchanted
  steel, reduce the protective rating by 2. This applies only to edged or
  stabbing weapons, not to crushing weapons such as maces.
  [461]  Special hits 
  That isn’t quite the whole story, as armour does not completely cover
  the body. Chlén-hide is light in comparison to metal, but the climate of
  Tsolyánu is for the most part hot and humid. The heaviest armour con-
  sists of helm, gorget collar, breast- and back-plates, vambraces,
  greaves and a mail kilt. This affords good protection, but there is necess-
  arily some chance that a blow will land on a gap between two armour
  segments - or even on a body area not covered by armour. This is rep-
  resented by the rules for special hits. 
  A character’s chance of scoring a special hit is 1 for every 5 points (or
  fraction of 5) he puts into the Attack value. A special hit means that the
  value of any armour the defender is wearing is ignored. Shields have
  their normal chance of blocking a special hit. However, the shield will
  only give half its regular protective value (rounding up). 
  Natural armour (tough hide, scales, etc) still gives half its normal protec-
  tion. Special hits are mainly useful against human or intelligent nonhu-
  man opponents clad in armour.
  If a special hit is parried, a check must be made to see if the parrying
  weapon breaks (see Section 464). If a breakage occurs, damage is
  rolled for the attack and this affects the defender in the normal way. 
  The required rolls for special and critical hits are tabulated below. The
  principle is easy to grasp, and there should be no need to refer to this
  table during play. 
  Attack value 
  special  hit 
  1-5
  1 
  6-10 
  1-2 
  11-15 
  1-3 
  16-20 
  1-4
  21-25
  1-5
  etc              
  [462]  Shields 
  A character with a shield effectively has an extra piece of armour. The
  only trouble is, it might not be in the right place to stop a blow. Assum-
  ing you are right-handed and therefore have your shield on your left arm,
  there is a chance (rolled for on D6) that the shield will get between you
  armour type
  cost (Káitars)
  light leather
  20
  medium leather
  40
  light mail
  30
  medium mail
  50
  heavy mail
  80
  light plate
  40
  medium plate
  75
  heavy plate
  150
  shields
  cost (Káitars)
  small
  5
  medium
  10
  large
  15
  steel items
  multiply cost
  ordinary steel
  x300
  excellent steel
  x600
  enchanted steel
  x1200
  Legion weapons
  Characters who have served a term in
  the army will need to know the pri-
  mary and secondary weapon used by
  their legion (see Section 142):
  Heavy Infantry
  The Omnipotent Azure Legion (sword,
  2-h spear or composite bow); The First
  Legion of Ever-Present Glory (sword,
  2-h spear or short bow); The Legion of
  Potent Destiny (sword, 2-h spear or
  composite bow); The Legion of Hnalla
  (halberd, longsword); The Legion of
  the Mighty Prince (pike, longsword or
  longbow); The Legion of the Portals of
  Death (longsword, 2-h spear); The Le-
  gion of Mirkitáni (pike, longsword or
  short bow); The Legion of the Givers
  of Sorrow (2-h spear, shortsword); The
  Legion of the Scales of Brown (pike,
  composite bow or 1-h axe); The Le-
  gion of Searing Flame (longsword,
  pike); The Legion of the Echoing
  Stone (2-h spear, short mace or long-
  bow); The Legion of the Sweet Sin-
  gers of Nakomé (2-h flail,
  shortsword); The Legion of Sérqu
  (shortsword, 1 h mace or 1-h morning
  star); The Legion of the Ruby Hand 
  (2-h spear, sword and 1 level in short
  bow); The Legion of the Deep Purple
  Dark (2-h spear, sword or composite
  bow); The Legion of Héketh of Púrdi-
  mal (pike, longsword or bolas or long-
  bow); The Legion of the Fishers of
  Death (halberd, shortsword or compo-
  site bow); The Legion of the Lord of
  Wisdom (pike, longsword or long-
  bow); The Legion of Kurukáà (2-h
  spear, longsword or short bow); The
  Legion of Mighty Jakálla (pike, 1-h
  axe or short bow); The Phalanx of
  Heretlékka of Sokátis (2-h spear, long-
  sword).
  32
  Tirikélu
  
  and a blow if your opponent is in front or to your left. A blow that is struck
  from your rear or right will always get past the shield. 
  If the D6 roll indicates that you took the blow on your shield, add the
  shield’s defensive value to the defensive value of any armour you are
  wearing.
                                        SHIELDS
  Small
  roll 1-2 on D6 to block hit absorbs 3 pts
  Medium 
  roll 1-2 on D6 to block hit absorbs 5 pts
  Large
  roll 1-3 on D6 to block hit absorbs 6 pts
  Each time a shield is hit for more than its current defensive value, its de-
  fensive value against further blows is reduced by one point. A steel
  shield will not be damaged by Chlén-hide weapons, however, but only
  by steel weaponry of equal or better quality.
  [463]  Damage to armour 
  A suit of armour is liable to take damage in any melee during which it is
  struck. This is determined after the battle by rolling percentile dice. A roll
  of 91-00 indicates a deterioration in the armour’s defensive capacity. In
  this case, roll 1D3 to see how many points are lost from the armour’s
  absorption value.   
  An armourer may be able to repair the damage. If the armour has lost
  only 1 or 2 from its absorption value, it can be repaired on the spot with-
  in about ten minutes (requiring respectively a +3 and a -3 on the skill
  success check), but more serious damage requires the armour to be
  taken to a workshop.   
  In the case of steel armour, it is usually a rivet or hinge that gives way
  rather than the armour itself being cracked. It is thus 50% likely that or-
  dinary steel is not itself permanently damaged, 70% in the case of ex-
  cellent steel, 90% in the case of enchanted steel.
  [464]  Weapons breakage 
  Weapons sometimes break in the middle of a fight - which is inconveni-
  ent, but fortunately it does not happen very often. All weapons have a
  Toughness rating depending on the weapon’s type and the material from
  which it’s made. A weapon which parries a special hit from another wea-
  pon of equal or greater Toughness will possibly break as a result. 2D10
  are rolled, and if the score is higher than the weapon’s Toughness then
  it snaps.
                    WEAPON TOUGHNESS RATINGS
  Chlén-hide ordinary 
  excellent 
  enchanted 
  weapon type 
  steel
  steel
  steel 
  dagger
  12 
  14 
  16 
  17 
  quarterstaff* 
  12 
  13 
  14 
  15 
  others 
  14 
  16
  18
  19
   * The quarterstaff is almost invariably banded with Chlén- hide or
  bronze. Toughness ratings are given for steel-shod staves only for the
  sake of completeness; player-characters could have such a thing spe-
  cially made, but they are unlikely to come across one otherwise.
  [470]  Close combat
  Close combat is a situation involving two characters actually in contact
  and grappling. It is the only situation in which the Wrestling skill can be
  used. The unarmed martial arts of Dedarátl (Fisticuffs) and Hu’ón (Kick
  Boxing) can be used in close combat, but unlike Wrestling can also be
  used in conventional melee. 
  Medium Infantry
  The Phalanx of Lord Durritlámish
  (pole-axe, longsword); The Legion of
  Gúsha the Khirgári (2-h spear, long-
  sword); The Legion of Lángsha of Jai-
  kalór (2-h axe, dagger); The Battalions
  of the Seal of the Worm (2-h spear,
  longsword or 1-h mace or lt cross-
  bow); The Legion of Mnáshu of
  Thri’íl (2-h spear, longsword); The
  Golden Sunburst Legion (pike, long-
  sword); The Cohorts of Lord Chegárra
  (longsword, dagger or composite
  bow); The Legion of the Clan of the
  Golden Sphere (2-h spear, short-
  sword); The Legion of the Night of
  Shadows (halberd, longsword); The
  Legion of the Lord of Red Devastation
  (2-h sword only); The Aridáni Legion
  of Lady Mríssa (women only: 2-h
  spear, longsword); The Legion of the
  Many-Legged Serpent (pike, long-
  sword or lt crossbow); The Legion of
  the Storm of Fire (mdm crossbow or 
  1-h axe, dagger); The Forces of
  Ga’ánish of Katalál (halberd, 1-h
  mace); The Regiment of Ssiyór of
  Mrelú (2-h spear, longsword); The Le-
  gion of Defense Against Evil (pike, 
  1-h mace); The Armoured Vision of
  Death (poleaxe, 1-h warhammer or
  dagger); The Legion of Chulín the
  Foreigner (mercenaries: 1-h spear,
  longsword or longbow); The Legion
  of the Prince of the Blue Room (hal-
  berd, short axe or short bow); The Le-
  gion of Káikama of Béy Sü (2-h spear,
  longsword or short bow); The Batta-
  lions of Srüma of Vrá (pike, 1-h axe or
  short bow); The Legion of Mórusai the
  Chieftan (2-h spear, short axe); The
  Forces of Chái Míridai (halberd, 1-h
  flail)
  Archers 
  The Regiment of the Clan of the Silver
  Lightning (longbow, shortsword); The
  Legion of the Peaks of Kraá (longbow,
  short mace); The Legion of the Clan of
  the Broken Bough (composite bow,
  shortsword); The Legion of Giriktésh-
  mu (composite bow, short axe); The
  Legion of Eléchu of Usenánu (compo-
  site bow, shortsword or dagger); The
  Legion of the Crystalline Peak (compo-
  site bow, longsword)
  Crossbowmen
  The Regiment of the Knower of Spells
  (lt or mdm crossbow, longsword); The
  Legion of Glorious Destiny (mdm or
  hvy crossbow, longsword); The Le-
  gion of the Wind of Iron (mdm cross-
  bow, shortsword); The Legion of the
  Citadel of Glory (hvy crossbow, 1-h
  flail); The Legion of Khariháya (lt or
  mdm crossbow, 1-h axe)
  Tirikélu
  33
  
  A character can try to close with an opponent at any time after the first
  round of melee. To do this he must make an Evade roll. (In this circum-
  stance the roll is not taken to indicate a dodge, but instead gives a
  measure of his ability to manoeuvre quickly.) In order to avoid close com-
  bat, the opponent can try to Evade or Parry. This can have four possible
  outcomes:
  Attacker
  Defender
  result
  Evades 
  Evades 
  Defender forced back 1-3 metres
  Evades  
  Parries
  Attacker has the option of initiating
  close combat, but will take damage
  from the defender’s weapon
  Evades
  fails Parry/Evade
  Close combat occurs
  fails Evade Parries
  Defender gets the chance to 
  or Evades
  make a riposte
  Once in close combat, any character using a weapon longer than a dag-
  ger must drop it or halve his Melee value. Characters in close combat
  cannot Parry. They can Evade, but this does not indicate the character
  has broken away from his opponent. A Evade in close combat simply
  indicates you have twisted out of the way of a blow. 
  To break off close combat, you forego any other action for the round and
  attempt a Dexterity check using the difference between your Dexterity
  and your opponent’s as a modifier. Success means you move 1-3 me-
  tres away.
  [471]  A note about wrestling 
  Use of the Charáge (Wrestling) skill requires a character to be in close
  combat. Armour is often ineffective against the locks and holds of this
  skill. As an addition to the rule given in Section 461, the chance of a spe-
  cial hit with Wrestling is equal to the attacker’s Charáge skill level (or
  half his Charáge level if making a half-value attack). The regular 1 in 5
  rule still applies if that gives a better chance of a special hit - ie, if the
  character does not have many levels in Charáge.
  Wrestling does not employ the Melee Damage Table (Section 450). In-
  stead, the damage done by a Wrestling attack is rolled on 1D10 minus
  1D6 (down to a minimum of 1 point). Damage bonuses derived from the
  combatants’ Size and Strength apply as usual.
  [472]  The unarmed martial arts
  Fisticuffs and Kick Boxing can be used in normal melee. The techniques
  of Kick Boxing do not permit parries, but parrying is possible for some-
  one using Fisticuffs. However, a successful unarmed parry against a
  successful weapon attack requires the martial artist to confirm the parry
  with an unmodified Fisticuffs/Dexterity check. If this fails he still takes
  damage from the attack. Vambraces (wrist guards) will give their usual
  protection, and many martial arts experts wear vambraces even if they
  have no other armour. 
  A successful unarmed attack against a weapon parry does not result in
  a comparison of damage bonuses. The attacker is assumed to have
  pulled his punch or kick at the last minute rather than risk potentially da-
  maging contact with the defender’s weapon.
  [480]  Using two weapons 
  Hlèpurdál fighting (using sword and dagger together) is a skill known to
  the Salarvyáni, who call it Arruché. As a skill it is quite distinct from the
  use of the two weapons independently. A warrior who develops the Ar-
  ruché skill has two options for using it in a melee:
  • He can make two attacks: one with each weapon. The first attack
  occurs on his regular initiative phase, the other at the end of the
  34
  Tirikélu
  
  round - just as with a normal double attack. The difference is that
  the character gets his full base Melee value with both weapons and
  adds half his Melee bonuses (from Warrior and/or Arruché skills) to
  each.
  • He can use the two weapons for a double parry - even making two
  parries against the same attack, which is not possible normally.
  Each parry is made with the character’s base Melee value plus half
  his skill bonuses.
  Hlèpurdál fighting has one drawback. It is not possible to utilise your full
  effective strength when manipulating two weapons at once. This results
  in the character’s damage bonus being reduced two steps for the pur-
  pose of both attacks and parries. The style is thus not very useful against
  an armoured opponent, and is primarily a duellist’s technique. (Some
  people would cite another drawback: the difficulty of finding a compe-
  tent tutor to give instruction in this skill.) 
  Among aficionados of the Hirilákte arena, a good hlèpurdál duellist is
  much admired. Prestige may be gained from the elegance of one’s style.
  This does mean that making use of any Warrior skill bonus sullies the
  purity of the technique. No rules are given to enforce this; it is simply a
  question of good form.
  [490]  Shield attacks 
  A character with a shield can use it to strike at an enemy, possibly knock-
  ing the enemy down. To do this the shield-user follows the same proce-
  dure as for initiating close combat. He foregoes his Attack/Parry for the
  round and instead attempts an Evade roll. The defender can try to Evade
  this. If he chooses instead to Parry and succeeds, the shield-user can
  opt to collide with him anyway. As with close combat, this results in the
  shield-user taking damage from the defender’s weapon - but he auto-
  matically gets the protection of his shield as well as armour.
  A failed attempt at a shield attack means that the character loses the
  benefit of his shield for the next round. (It may also allow the defender
  the chance of a riposte - see Section 432.)
  If the shield attack succeeds, the attacker rolls 1D6 for damage and adds
  his damage bonus if any. The defender must make a Dexterity check,
  using the difference in their Size scores as a modifier, to avoid falling
  over. If he has the lower damage bonus he is also thrown back 1 to 3
  metres.
   
  Taking it lying down 
  The action of getting up from a prone
  position requires a full round, during
  which it is impossible to evade or
  parry attacks made on you. Characters
  therefore sometimes have no choice
  but to fight from the ground. Parries
  are made as usual, but the value of any
  attack from a prone position is auto-
  matically halved and damage for a suc-
  cessful hit is modified by -1. 
  As an alternative to fighting prone, a
  fallen character can rise to his knees in
  one round and to his feet in the next.
  These are half-value actions, so it is
  still possible to use half your Melee
  value in defence while doing so.
  Tirikélu
  35
  
  [500]  PROJECTILE WEAPONS 
  [510]  Missile value
  Characters have a Missile value which is their chance of hitting with a
  projectile weapon. Your Missile value with a given weapon is equal to
  your base Missile value plus your skill level in the weapon used. There
  is no equivalent to the Warrior skill giving an across-the board bonus in
  all projectile weapons.
  [520]  Resolution of missile shots
  To hit with a missile weapon, the user rolls D20 and must score equal
  to or less than his Missile value. Various circumstances such as range
  or poor visibility result in the Missile value being adjusted:
  MODIFIERS TO MISSILE VALUE
  medium range 
  -5
  long range
  -10
  target is dodging 
  cannot aim (halve Missile value) 
  moving target
  -2 
  flying target 
  -1 (-3 if moving)
  prone target 
  -3
  poor visibility
  -1 to -10  
  pitch darkness/invisible target 
  -10 and then halve Missile value
  missile user is being shot at 
  -1
  target slightly larger than a man 
  +1 to +3 
  very large target (eg, a Sro) 
  +4 to +6 
  small target
  -1 to -5  
  [521]  Special hits
  As in Melee, a special hit may occur which bypasses the target’s armour.
  The chance of this is 1 for every 5 points in the adjusted Missile value.
  For example, a character with a Missile value of 16 shoots at a moving
  target at medium range. He hits on a roll of 1-9 and scores a special hit
  on a 1-2.
  [522]  Splitting the Missile value
  It is possible to split the Missile value so as to make a half-value shot.
  This is necessary if the missile-user wants to reload and shoot in the
  same round. Readying an arrow, sling bullet or throwing dagger takes
  half a round. Most other projectile weapons, including light crossbows
  and javelins, take a full round to prepare. Medium and heavy crossbows
  take even longer: 3 rounds for a medium crossbow, 5 rounds for a heavy.
  [523]   Shooting into melee
  When shooting into a group, the missile user cannot be sure he won’t
  hit a friend. His chance of hitting a particular target is divided by the num-
  ber of people in the melee, up to a maximum of five. If he rolls equal to
  or under his regular Missile value but over the reduced value, his target
  is determined randomly.
  example  Chaidéshu sees that his comrade Karúnaz, some distance
  away, is under attack from a Qól and two warrior-priests of Ksárul.
  Chaidéshu’s Missile value with his longbow is 16. He shoots, needing a
  roll of 1-4 to hit the Qól. He gets a 12, so he has to roll randomly on D100
  to see who the arrow hits. Each potential target has an equal (25%
  chance) of being hit. It is possible Chaideshu might hit Karúnaz, but in
  fact the roll indicates that his arrow strikes the Qól after all.
  
  If a character shoots into a mass of targets and doesn’t care who he hits,
  treat the group as an extra-large target (adding +4 or more to the Missile
  value) and then randomly determine which individual in the group re-
  ceives any hit.
  example  Chaidéshu turns. Not far from where Karúnaz is struggling
  with the two warrior-priests, Rüdátokoi is having to contend with four
  Qól. Chaidéshu takes aim. Since Rüdátokoi is wearing steel armour he
  decides to shoot randomly into the melee. This increases his Missile
  value for the shot to 20. He rolls a 4: not just a hit, but a special hit. Un-
  fortunately the subsequent D100 roll to determine who is hit indicates
  that the arrow has struck Rüdátokoi...
  [524]  Dodging a missile
  Thrown weapons can be evaded. The target must have his eyes on the
  attacker and be ready to jump aside. Other projectile weapons cannot
  be evaded, but it is possible they will strike the target’s shield if he has
  one (see Section 462). 
  [530]  Projectile weapon specifics 
  The damage roll for a projectile weapon varies according to whether it
  is being used at short, medium or long range. These are arbitrary ca-
  tegories established for each weapon. (Note the difference from melee
  combat: the missile-user’s skill level does not affect the damage score.)
  MISSILE DAMAGE TABLE
  damage
  range in metres
  short
  medium
  long
  short/medium/long
  Self Bow
  1D6+2
  1D6+1
  1D6
  [30/75/90]
  Longbow
  1D10+1
  1D10
  1D6+1
  [60/150/200]
  Composite Bow
  1D10+1
  1D10+1
  1D10
  [75/150/225]  
  Light Crossbow
  1D6+3
  1D6+2
  1D6+1
  [40/100/160]
  Medium Crossbow 1D6+4
  1D6+3
  1D6+2
  [50/125/200]
  Heavy Crossbow
  2D6+1
  2D6
  2D6-1
  [60/150/200]
  Sling
  1D6+1
  1D6+1
  1D6
  [60/90/120]
  Staff Sling
  1D6+2
  1D6+2
  1D6+1
  [50/75/100]
  Thrown
  melee weapon
  1D6
  1D6
  1D6-1
  [10/20/30] 
  Dart
  1D6+1
  1D6
  1D6
  [10/20/30]
  Javelin
  1D6+3
  1D6+1
  1D6
  [10/20/40]
  As with other weapons, a steel projectile is better at penetrating Chlén-
  hide or leather armour. Against excellent steel missiles, non-steel ar-
  mour absorbs 1 less point of damage than usual. If enchanted steel is
  used, the protective value is reduced by 2. 
  [531]  Impales 
  Impales occur when a 6 is rolled for those missile weapons using D6 for
  damage or a 9-10 is rolled for a weapon using D10. 
  If no damage gets through the target’s armour, the impale has no spe-
  cial effect other than adding 1 to the target’s encumbrance (see sidebar,
  page 28) until he takes half a round to pull it out. When an impale is in-
  dicated for a hit that wounds the target, this indicates that the missile is
  stuck in his body. If he moves or fights while it is still there he automati-
  cally loses 1 Hit Point for doing so. To remove the missile he must make
  an unmodified Stamina check. Failure means he blacks out.
  Once an impaling weapon is pulled from the wound, the character con-
  tinues to lose 1 HP a round for the next 1D3-1 rounds. This represents
  Fumbles
  A roll of 20 always misses the target,
  and the missile-user must follow it
  with a percentile dice roll to see if he
  has fumbled:
  01-75
  Subtract 5 from initiative next
  round 
  76-85
  Drop weapon; takes one full
  round to pick up 
  86-90
  Shot goes wild; possibility of
  hitting self or random target 
  within 2m for half damage 
  91-93
  Weapon suffers minor damage;
  requires ten minutes and +5 
  Fletcher* skill check to repair
  94-95
  Weapon suffers major damage;
  requires ten minutes and an 
  unmodified skill check to repair 
  96-97
  Weapon suffers extreme damage
  needing twenty minutes and a 
  -5 check to repair 
  98-00
  Weapon breaks and field repairs
  cannot be attempted at all; the 
  weapon must be completely 
  overhauled with the proper 
  tools, taking a day or more
  (* or other skill, as appropriate)
  weapon
  cost (Káitars)
  self bow
  6
  longbow
  12
  composite bow
  60
  light crossbow
  50
  medium crossbow
  70
  heavy crossbow
  90
  sling
  1/2
  staff sling
  2
  dart
  1
  javelin
  2
  throwing dagger
  5
  arrows (20)
  10
  quarrels (30)
  15
  sling bullets (20)
  5
  steel projectiles
  multiply cost 
  ordinary steel
  x250
  excellent steel
  x500
  enchanted steel
  x1000
  38
  Tirikélu
  
  shock and loss of blood, but can be prevented by sealing the wound im-
  mediately with a spell of Carminry.
  [540]  "Eyes" 
  Aimed Eyes differ from all other ranged weapons in two respects. Fir-
  stly, Eyes operate by producing a broad beam when the stud is pressed.
  It is much easier to hit a target in this way than it is to manipulate any
  other ranged weapon, even a crossbow. This means that your Missile
  value with an aimed Eye is equal to your base Missile value x3.
  Secondly, no training is possible in the use of Eyes as the cost of char-
  ges is too high. Consequently there is no specific Eye aiming skill: char-
  acters must always use the basic chance to hit.
  Range affects the chance of hitting, of course, but not so much as with
  a normal ranged weapon. Shooting at a target within 50m incurs no pen-
  alty. For longer ranges, adjust the chance to hit by -1 per additional 10m.
  [550]  Targeted shots 
  This is an option for short range missile use only, allowing the charac-
  ter to aim for the target’s head or a limb.
  Targeted shots must be declared before the roll to hit is made. To hit at
  all, the D20 roll must be at least 5 below the usual required score. If you
  normally hit on a 1-18, you need a 1-13 to hit with a targeted shot. The
  shot will have a special effect only if it inflicts at least a Light Wound. If
  the damage roll yields less than a Light Wound, it still comes off the tar-
  get’s Hit Points as usual but there is no other effect.
  A successful targeted shot affects the target as follows:
  Head  Stamina check at -5 required to remain conscious
  Arm  Target drops whatever’s in that hand; the arm is out of action
  until at least one Hit Point is recovered
  Leg   Target needs Dexterity check to avoid falling (at -10 if running,
  -5 if walking fast, unmodified if stationary). It is possible to stand, but
  movement is reduced by 66% until at least one Hit Point is restored
  Staff slings and thrown rocks are the only projectile weapons that do not
  permit the option of targeting.
  [560]  Parrying with a missile weapon
  Sometimes you may have no choice but to parry with your bow. Such
  skills are not taught, so your Melee value with the weapon will just be
  your base value plus your Warrior level. A check for breakage must be
  made on any parry with a bow, as a single strike is usually enough to
  render it useless. (A very few bows left over from ancient times are con-
  structed of steel.)
  Striking with a bow in melee does damage equivalent to a club.
  The bolas
  The bolas is used mainly in hunting
  rather than as an anti-personnel wea-
  pon. However, it forms part of the
  equipment of some legions and is com-
  mon among N’lüss war-bands, and is
  therefore included here.
  The range categories of the bolas are
  as for a thrown weapon. If the target is
  hit he suffers 1-2 blows, each for 1D3
  damage. 
  It is usual to aim the bolas either at the
  head (with the intention of stunning
  the target) or at the legs (to trip). A
  walking target who is struck on the
  legs by a bolas must make a +5 Dex-
  terity check to avoid falling over. If
  the target is running he makes the
  check at no modifier. If sprinting, the
  check is at -5.
  Tirikélu
  39
  
  [600]   MAGIC 
  There are two categories of magic recognised by sorcerers throughout
  the Five Empires. Ritual magic involves the use of chants and ceremon-
  ial gestures to draw power from the Planes Beyond. Psychic magic is
  worked directly from the mind of the sorcerer; it calls for less academic
  discipline than Ritual magic, but requires a powerful psyche. 
  Ritual spells cannot be cast while running, climbing a cliff, swimming,
  holding objects in your hands, etc. The limbs (particularly the arms) must
  be free and in working order. This means that a character who is tied up
  cannot use Ritual spells. The same goes for a character engaged in
  hand-to-hand combat. A character who wishes to use Ritual magic
  should also avoid encumbering himself with unnecessary equipment.
  Ritual sorcerers rarely wear more than light armour, if any.
  Psychic spells do not require gestures or chanting. A sorcerer who
  knows Psychic spells can cast them even if tied up, providing that
  wounds or magical attacks have not rendered him insensible. Encum-
  brance has no effect on Psychic spell casting. 
  There are thus two distinct magic-use skills: Ritual Sorcerer and Psy-
  chic Sorcerer. These are not the same skill. Not all sorcerers are ca-
  pable of learning both skills. In order to use magic, you must have the
  following minimum scores in Reasoning and Psychic Ability:
  attribute 
  Ritual Magic
  Psychic Magic
  Both types
  Reasoning
  17 
  13 
  17
  Psychic Ability 
  13 
  17
  17
  A high Psychic Reservoir is also a useful attribute. This is because a
  sorcerer’s stock of magical energy is partly determined by his Psychic
  Reservoir. Even if you only have a Psychic Reservoir of 2 you can still
  become a sorcerer, but you won’t have much energy for your spells.
  [610]  Learning spells
  Spells are divided into categories called spell phyla. For instance: the
  Fulmination phylum, which deals with lightnings and energies, consists
  of the spells Swift Thrust of Death, Fist of Fire, Infrangible Orb and En-
  ergy Bolt. There are 24 Ritual spell phyla and 10 Psychic spell phyla.
  Every sorcerer has a rating in each spell phylum. This rating is 0 if the
  sorcerer knows nothing about that particular phylum and cannot use
  such spells. A sorcerer who studies a given phylum will build his rating
  from 0 to +1 to +2 and so on, up to +10 (the maximum). Your rating in
  a phylum can never be higher than half your Sorcerer level, rounded up.
  This means that an 8th level Ritual Sorcerer could study until he ac-
  quired a rating of +4 in the Fulmination phylum, for example, but would
  then need to advance another skill-level before further study could in-
  crease his Fulmination rating to +5.
  The phyla are listed in full in Sections 651 and 652. A rating is given for
  each of the spells within a phylum. In the Botanics phylum, the simplest
  spell (Bloom) corresponds to a rating of +1, the next (Purify) corresponds
  to +2, and so on. These are the minimum ratings you must have before
  you can even attempt to cast that spell. A sorcerer with a rating of only
  +1 in the Botanics phylum could cast Bloom, but he needs to increase
  his rating to +2 before he can use the Purify spell.
  How common are sorcerers?
  A reasonable proportion of player-
  characters will meet these attribute
  requirements and thus qualify as poten-
  tial sorcerers. Most will then opt to
  study sorcery. But do not be misled
  into assuming that a similar proportion
  of sorcerers in the populace at large.
  Player characters are assumed to be
  townsfolk, after all - giving a good
  chance of literacy and temple educa-
  tion. This gives them the opportunity
  to realise sorcerous potential. The
  same is not true of the general popu-
  lace, most of whom are rural, ignorant
  and somewhat fearful of magic.
  Trained practitioners of sorcery are by
  no means as common as the attribute
  statistics alone would suggest.
  Choice of phyla
  A character who is apprenticed to a
  senior sorcerer would normally be ex-
  pected to study the same phyla as his
  master. This is not compulsory, how-
  ever, and it is always possible to find
  books on all phyla in a large temple li-
  brary. 
  Referees should remember that the
  various temples have their own dis-
  tinct preferences (see Section 132). A
  low-level sorcerer of Vimúhla will at-
  tract the disapproval of his superiors if
  he shows too much interest in Necrom-
  ancy rather than Fulmination. At
  higher skill-levels this is less likely to
  present a problem, as the sorcerer by
  that stage is left to his own devices. In-
  deed, the inner mysteries of the temple
  may well emphasise very different
  fields of sorcery from what a lay per-
  son might expect.
  
  [611]  Increasing in phylum ratings
  Every time a sorcerer goes up a skill level, he gets two "buying points"
  with which to increase his phylum ratings. He could then increase a
  single phylum by 2, or two different phyla by 1. 
  [620]  Spell Points
  Every spell has a cost in Spell Points that must be expended to cast it.
  This cost is normally 10 points times the phylum rating of the spell. For
  example, the Fist of Fire spell (+3 in the Fulmination phylum) requires
  30 Spell Points to cast. If you make a critical success in casting a spell
  (see Section 630) then the cost is halved.
  A sorcerer’s Spell Points score is equal to ten times the sum of his Psy-
  chic Reservoir and Psychic Ability. Thus Kashu, with Psychic Ability of
  15 and Psychic Reservoir of 18, has 330 Spell Points. Once you have
  used up all your current Spell Points, you can cast no more spells until
  you have regained some points through sleep (see Section 621).
  [621]  Recovering Spell Points
  A sorcerer’s Pedhetl, or Psychic Reservoir, supplies the force to en-
  ergise his spells. When the vessel is empty (that is, when all the individ-
  ual’s Spell Points have been used up) a period of sleep is needed for
  the Pedhetl to draw more energy from the Planes Beyond.
  In one night’s rest a sorcerer will recover Spell Points equal to his Psy-
  chic Reservoir multiplied by a 2D10 roll. This figure is based on a peri-
  od of five hours’ sleep. If the sorcerer is woken before this then the points
  recovered are adjusted downwards proportionately. Getting more than
  five hours’ sleep will not add any more Spell Points, though, since the
  roll gives the maximum possible that can be recovered in one day.
  Clearly a single night’s sleep will often not be enough to get back all lost
  Spell Points. Sometimes it will take days to recover from a particularly
  gruelling adventure where many spells were needed. If you use further
  spells before your total stock of Spell Points is replenished, you will need
  to keep a running total.
  [630]  Casting spells
  The action of casting most spells takes one round (see Section 422). To
  cast a spell properly, you must make a Sorcerer skill check. The basic
  modifier is your phylum rating. For instance, a 12th level Ritual Sorcerer
  with a rating of +3 in the Occultation phylum would cast a spell of this
  phylum by rolling 15 or less on 2D10. Other factors can adjust the nor-
  mal modifier (see Sections 632 and 633). 
  [631]  Spell failure
  A failed Sorcerer check means that the spell is not cast. Spell Points
  must still be paid for it as usual. A critical failure indicates a serious mis-
  take in the your casting procedure: roll D10 and add your rating in the
  relevent phylum, then consult the table below.
  2 to 7
  No effect. The procedure was not even approximately right,
  and no Spell Points are expended.
  8 to 14
  Abort. The caster has time to cancel the spell before it is cast,
  but must still pay the regular Spell Points.
  15 to 20
  Backfire. The spell is reversed, affecting the caster rather
  than its intended target. It costs spellcasting points as per
  normal. It can be neutralised (Section 643) but in that case
  the points must be paid again. (If the caster intended to apply
  the spell to himself, treat this instead as an Abort.)
  Temple resources
  In a metropolis with a population of
  600,000 or more, each temple is likely
  to have around thirty priests capable of
  using magic. The numbers break down
  roughly as follows:
  12 sorcerers of levels 1-5
  9 sorcerers of levels 6-10
  6 sorcerers of levels 11-15
  3 sorcerers of level 16 & up
  Taking any given phylum, the chance
  of there being an individual capable of
  casting spells of that phylum is:
  up to rating +3
  90%
  up to rating +5
  75%
  up to rating +8
  40%
  up to rating +10
  12%
  These are approximate figures which
  do not take into account the temple’s
  preferred types of sorcery. In the case
  of a phylum likely to be favoured by
  the temple (Ceraunics or Carminry at
  the Temple of Vimúhla, etc), double
  the percentage chance of finding some-
  one who knows such magic. For phyla
  antithetical to the temple’s doctrines,
  reduce the chance by half.
  Also, about a third of the temple’s sor-
  cerers will be independent lay priests
  who may not be immediately available
  or willing to provide "commercial"
  spell-casting. Often a lay priest might
  require a service in return for casting a
  spell or providing you with a scoll.
  "Stacking" spells
  Defensive or augmentational spells are
  those such as Empowering (which
  adds 1-3 to Stamina) or The Panoply
  of Iron (which gives 4-point armour
  protection). Casting a second such
  spell while the first is still in force
  does not double the effect. Instead, the
  spell’s duration is extended.
  Spell duration
  All non-instantaneous spells have a
  fixed duration. In the case of Ritual
  spells, this applies even if the spell’s
  caster is subsequently knocked out or
  killed. Having been cast, a Ritual spell
  is independent of its caster and re-
  mains in force for its allotted duration.
  If the caster wants to terminate it pre-
  maturely, he must use Disenchantment.
  Psychic spells are sustained by the con-
  scious thought of their caster. He can
  terminate such a spell at any time, and
  it is dispelled automatically by his
  death or unconsciousness.
  42
  Tirikélu
  
  It is clear from this table that critical failures in spell casting actually get
  more dangerous as the Sorcerer becomes more adept at a given phy-
  lum. This is because a relative novice is likely to omit a crucial phrase
  or mind-set so that nothing happens at all. Any mistake on the part of a
  more experienced sorcerer may be sufficiently minor that the spell still
  operates, although not in the way intended! 
  [632] Preparing a spell
  By delaying before you cast a spell, you can be more sure of getting it
  right. For each extra round spent in preparation, (up to a maximum of
  three rounds) adjust the casting chance by +1. This represents time
  taken to clear your mind of distractions, and you cannot move or do any-
  thing else while preparing a spell. If you cast the spell correctly, you can
  cast it again on the following round and keep the preparation bonus. If
  you fail to cast it, you lose the bonus.
  [633] Encumbrance
  In the case of Ritual spells, the Sorcerer skill check is further adjusted
  by -1 for every two points of encumbrance. Thus it is possible to cast
  Ritual spells in heavy armour, but only the most accomplished mages
  would have much chance of doing so. The casting of Psychic magic re-
  quires no gestures and is unaffected by encumbrance.
  [634]  Targeting spells
  Spells are divided in those that affect several beings and those that must
  be thrown at a single target. The latter need to be aimed, and the chance
  of hitting is given by the caster’s base Missile value plus Sorcerer level.
  Aiming at a target more than 30m away affects the chance of hitting
  slightly: -1 per additional 10m. 
  When only half a round is taken to cast an aimed spell, the sorcerer gets
  only half his usual Missile value with the spell. This is just the same as
  for a bowman who takes half a round for a shot.
  [640]  Resisting magical attacks
  Anyone who is struck by a hostile spell has a chance to resist its effect.
  This involves a D20 roll of equal to or less than your Magic Resistance
  score. You must subtract the attacking sorcerer’s phylum rating from the
  number you need to roll. (A roll of 1 always indicates success, and a roll
  of 20 is always failure, just as with Melee or Evade rolls.)
  A Magic Resistance roll is not made in the case of spells which do not
  affect their target directly. Examples are: fighters or monsters sum-
  moned by magic, clouds of poisonous gas, earthquakes, streams of
  lava. These harm the target naturally rather than by direct magical
  means, and so cannot be avoided by a Magic Resistance roll.
  [641] Magic Resistance
  A character’s Magic Resistance is made up of two factors: his basic in-
  nate resistance to sorcery, and his acquired experience.
  Your base Magic Resistance value is half your Psychic Reservoir. If you
  have a Psychic Reservoir of 14 then your base Magic Resistance is 7,
  and so on. (Round fractions up, as usual.)
  Onto your base Magic Resistance, add one of the following:
  +1 per level of Ritual Sorcerer 
  or +1 per level of Psychic Sorcerer 
  or +1 per level of Shamanistic Sorcerer 
  or
  +1 per level of Magic Lore 
  or +1 per two levels of your highest Complex skill
  Note that only one of your skills contributes to your Magic Resistance
  (whichever gives the highest bonus). 
  Metal and magic
  Contact with metal disrupts and disper-
  ses a sorcerer’s link with the Planes Be-
  yond. The more metal a sorcerer is
  carrying, the more likely that his spells
  will go awry. This applies to both Psy-
  chic and Ritual sorcerers. As a conse-
  quence, most sorcerers avoid using
  metal weapons or armour - and usually
  prefer not even to carry coins, making
  use of gems or letters of credit instead.
  A sorcerer who attempts a spell while
  carrying metal items must consult the
  table below. Roll D10 and add the en-
  cumbrance of the metal items carried: 
  2-5
  The spell is cast normally.
  6-8
  The spell is automatically miscast.
  Roll to determine if it is a critical
  failure. 
  9-12
  The caster must make a Magical
  Resistance roll as though against 
  one of his own spells. If this fails
  he dies. If successful, he takes no
  damage but loses all his current 
  Spell Points. 
  13+
  The caster and everyone within
  2m of him are slain if they fail a 
  Magical Resistance roll as de-
  scribed above. If the caster survives
  he loses all current Spell Points
  and his Psychic Reservoir score is
  permanently reduced by 1D3.
  Secret names
  Every individual has a secret name
  which he uses when addressing his
  deity. The secret name is not normally
  revealed to anyone else. If a sorcerer
  learns your secret name, his spells
  have more power over you: you get no
  base Magic Resistance (ie, the factor
  derived from Psychic Reservoir) when
  attacked by one of his spells.
  Why then would you ever disclose
  your secret name to a sorcerer? One
  good reason to do so is because then
  his spells of healing will always work
  on you (see the Carminry phylum,
  page 46). Few Tsolyani would take the
  risk, however - even if the sorcerer
  were a clan-cousin.
  Tirikélu
  43
  
  example  Tetkume has a Psychic Reservoir of 11. His highest Complex
  skill, Theologian, is at level 9. His total Magic Resistance is therefore 11
  (ie, 6+5). He is hit by a Shadows spell cast by Vortumoi hiChusu, who
  is +4 in the Occultation phylum. To resist the spell, Tetkume must roll 7
  or less on 1D20.
  [642]  Metal armour and spell resistance
  Metal conducts magical energy, which is why it disrupts spell casting.
  For the same reason, metal armour gives partial protection from spells
  cast at the wearer. A light coverage of steel (or any other metal) gives
  a bonus of +1 to Magic Resistance. Medium coverage gives +2. Heavy
  coverage gives +3. The quality of the steel (ordinary, excellent or en-
  chanted) does not affect this bonus.
  [643]  Counterspells
  A sorcerer who is the target of a spell that belongs a phylum he has stu-
  died can attempt to counter it. He expends the same number of Spell
  Points as he would do to cast the spell, then rolls D10. If the roll is equal
  to or less than his own rating in the appropriate phylum, he counters the
  spell and has no need to make the Magic Resistance check. This only
  has the effect of neutralising the spell in the caster’s immediate vicinity
  - any companions who were also struck must resist as usual.
  Neutralising a spell takes only a split-second. It does not interfere with
  the sorcerer’s normal action(s) for the round. However, it is only possible
  to counter one incoming spell in a given initiative phase. If you are at-
  tacked by several spells cast at exactly the same moment, you will have
  to decide which one to try neutralising.
  Note that although the spell must belong to a phylum which the sorcerer
  has studied, he can try to counter it even if his own mastery of the phy-
  lum is not sufficient to cast the spell himself. Rudatokoi, who has a rating
  of +5 in the Domination phylum, has a fifty-fifty chance (5 or less on D10)
  of neutralising any spell of that phylum that is thrown at him.
  [650]  Descriptions of the spells
  Sections 651 and 652 detail the Ritual and Psychic spells. Unless the
  spell description states otherwise, any spell that affects a target can be
  resisted by making a Magic Resistance Roll. Armour usually gives no
  protection against damage inflicted by a spell - though wearing metal ar-
  mour can help you to resist (see Section 641).
  [651]  Ritual Spell Phyla
  The following section details the various spells of the twenty four Ritual
  phyla. The minimum rating needed to cast each spell is given in brac-
  kets after the spell’s name. For example, "Fist of Fire (+3)" means that
  you cannot cast Fist of Fire until you have a rating of at least +3 in the
  Fulmination phylum.
  Ritual spells generally need a few ingredients. This might be no more
  than a drop of fluid or a pinch of dust or herbs. Such items are stored in
  a sorcerer’s satchel. This holds enough ingredients for several days’
  worth of spells, so there is no need to require a sorcerer to keep con-
  stant track of the contents and replenishment of his satchel. It becomes
  important only when the campaign storyline dictates - perhaps if the
  character is surprised when he does not have his satchel to hand, or
  when on a long expedition which allows no chance to restock the rarer
  ingredients.
  All these spells take one round to cast unless otherwise stated in the
  spell description.
  Cost of ingredients
  Every month, a Ritual Sorcerer must
  pay for fresh ingredients for each spell
  phylum that he knows:
  phylum rating
  cost in Káitars 
  +1 
  1
  +2 
  2
  +3 
  3
  +4 
  4
  +5 
  5
  +6 
  9
  +7
  14 
  +8 
  20
  +9
  27 
  +10
  35
  Buying spells
  Player-characters often want to buy
  spells of healing or protection. They
  have three options:
  Temple
  This is the most reliable source of
  spells. A temple will not try to cheat a
  customer. Determine availability of
  the spell required using the sidebar on
  page 42. Assuming the character
  makes at least occasional temple con-
  tributions, he can get the spell cast for
  25 Káitars times the phylum rating.
  (Endurance would cost 150 Káitars,
  and so on.) A temple other than your
  own will charge 50 Káitars times the
  phylum rating. Spells above +7 are
  only rarely available, as higher level
  sorcerers have their own agenda and
  do not deign to sell their services.
  Full-time employees
  Sorcerous bodyguards can be em-
  ployed - usually for about twice the
  professional rates given in the sidebar
  on page 13. Naturally, if you employ a
  sorcerer in this way then you can call
  on his spells any time you want. It is
  rare to find a sorcerer above 10th level
  in private employment, however, ex-
  cept in the service of eminent nobles
  or high officials.
  Bazaar sorcerers
  Here there is no guarantee the sorcerer
  knows the spell you want. He might
  pretend to attempt a healing spell and
  then claim that it failed to "take". Ba-
  zaar sorcerers charge only 1-6 Káitars
  times the phylum rating, but it is rare
  to find spells of higher than +3 and the
  chance of fraud is up to 80%. (You
  can guard against this to some extent
  by seeking a recommendation from a
  friend or clan-cousin who has used the
  sorcerer’s services before.)
  44
  Tirikélu
  
  BESTIARY (qu’úmyal) 
  the summoning of living creatures
  Swarm (+2): This affects a zone five
  metres across within 20 metres of the
  caster, drawing a swarm of stinging
  and biting insects to attack anyone in
  that area. The effect lasts five
  minutes. Living beings in the affected
  area suffer 1D3 damage (automatic
  special) each round and must make
  an unmodified check based on Clever-
  ness and highest Complex skill to take
  any action other than exiting the
  swarm. (Characters can substitute a
  +5 Soldier check for this if they
  prefer.)
  Familiar  (+4): This spell creates a
  single small animal such as a dog,
  bird or fish. The animal has 4 Hit
  Points and will not fight, but can un-
  derstand its master and is able to per-
  form other duties which would be
  possible for a normal animal of the
  type such as carry a message, follow
  a scent, stand guard, etc. The spell
  takes five rounds to cast and lasts for
  twenty minutes.
  Hunting Pack (+5): This takes five
  rounds to cast. It sends a pack of 3-7
  hunting animals to a point within 30m
  of the caster. There they will attack
  anyone in a zone eight metres across,
  dispersing after five minutes. Appro-
  priate animals include Hyahyú’u,
  Míku, Yazái and Kité. Regardless of
  the outward form, the creatures’
  Melee values, etc, are as listed in the
  accompanying box.
  Crawling Creatures (+6): This takes
  five rounds to cast. It sends a group
  of 2-4 large insects, snakes, arachnids
  or other such creatures towards a des-
  ignated group of targets, whom they
  will pursue at a speed of 12m/round
  until the spell expires after ten
  minutes. Creatures summoned in this
  way include the Bíth, Epéng, Dnélu,
  Kókh, Horók, Étla and Aulléb.
  Predator (+7): A group of 1-3 larger
  and more ferocious animals are sum-
  moned within five rounds and will re-
  main for ten minutes. They attack
  anyone designated by the caster.
  Possible creatures include the Zrné,
  Feshénga, Qáqtla and Chürstalli. 
  Flying Beasts (+8): This spell sum-
  mons 1-5 large flying creatures for a
  period of thirty minutes. These could
  be Vringálu, Teqéqmu, Dlákolel, Gíri-
  ku, Lrí, or many other types. Again,
  the spell takes five rounds to cast. The
  creatures will attack any target desig-
  nated by the caster and can also per-
  form other duties such as carrying
  messages. 
  Monster (+9): This spell takes ten
  rounds to cast. It summons a single
  huge and powerful beast that will
  obey the caster for a period of one
  hour. Examples of possible monsters
  are the Sró, Sérudla and Ghár. If the
  species chosen is naturally aquatic or
  able to fly then the monster will also
  possess these abilities but (like the
  creatures summoned by the other
  spells of this phyla) it will not have
  any special abilities such as veno-
  mous fangs or noxious sprays. 
  Underworld Denizen (+10): This spell
  is unique to the worshippers of Ksárul
  and Grugánu. It takes ten rounds to
  cast. It creates a creature of any of the
  living species native to the Under-
  world, and this being will serve the
  caster for one hour. It must be given
  its orders in the Tongue of the Priests
  of Ksárul (a +5 check is needed) and
  will not obey any command to attack
  priests of Ksárul or Grugánu. The
  possible species that can be sum-
  moned are: the Aqáà, the Biridlú, the
  Dlaqó, the Hli’ír, the Kúrgha, the Mara-
  shylu, the Ngáyu, the Ngóro, the
  Nshé, the Qól, the Qumqúm, the
  Sagún, the Thúnru’u and the Tsú’uru.
  Unlike other spells of the phylum, this
  does summon a creature with all the
  abilities usually possessed by the
  species (hypnosis, poison, or what-
  ever). 
  BOTANICS (mitlár) 
  the sorcery of plants
  Bloom (+1): Cast at touch range, this
  causes a plant to bloom and/or fruit
  within one minute.
  Purify (+2): This operates on any
  plant held in the caster’s hands, mak-
  ing it safe to eat even if it is rotten, in-
  fected or naturally poisonous. 
  Toughen (+3): Affects a sapling, vine,
  reed, etc, up to 10m long and 10cm in
  diameter, giving it the hardness of
  bronze for one hour. This spell works
  at touch range.
  Fragrance (+4): An area of vegetation
  5m across is affected for a period of
  one day. If crushed underfoot, the
  plants emit a strange perfume: every
  round in the zone of effect requires a
  Stamina roll to avoid falling asleep for
  2-12 hours. A spell of Detoxify is
  needed before a victim can be woken.
  Embower (+5): This animates bushes,
  tall grass, creepers, etc, in an area of
  5m diametre. It has a range of 10m
  and lasts ten minutes. Anyone in the
  affected area must make a
  Strength/Dexterity check to avoid
  being entangled, with modifiers de-
  pending on the type of vegetation (un-
  modified for ordinary woodland
  undergrowth, ranging through to -10
  in thick jungle) and an additional +1 to
  +3 if the character has a suitable
  edged weapon to hand. Ordinary
  failure allows a check at a cumulative -
  5 on the following round; critical
  failure means that the character is
  held fast. Once caught, a character
  will be choked to death within a
  minute if not cut free.
  Inboscation (+6): The caster can in-
  sert his whole physical and mental
  self, including non-metallic possess-
  ions, into a plant (usually a tree) of
  equal or greater size. It can also be
  cast on another target within 10m, in
  which case a Magic Resistance roll is
  allowed. While inside the tree, the
  character experiences events as
  though slowed to one-tenth normal
  speed. He can "see" all around him but
  cannot move or speak. Psychic spells
  can be used while inboscated. A Lift
  Curse returns the character to his nor-
  mal form 1m from the tree.
  Arboreal Spirit (+10): This awakens
  animation within a tree about 3m to
  6m in height, which will serve its cre-
  GENERAL DETAILS OF THE BESTIARY SPELLS
  type
  Melee
  Hit Points
  armour
  move
  Magic Resistance
  Hunting
  11
  6 [2/3/4]
  0
  20m/round
  9
  Crawling
  15
  12 [3/5/7]
  1/0
  12m/round
  9
  Predator
  18
  15 [3/6/8]
  2/1
  20m/round
  12
  Flying
  18
  15 [3/6/8]
  1/0
  40m/round
  12
  Monster
  21
  24 [5/9/13]
  3/1
  10m/round
  15
  
  ator with a rudimentary intelligence. It
  can reach out its branches to strike,
  making 1- 3 attacks each round with a
  Melee value of 11 and doing 1D6+1D6
  damage. The animated tree will have
  about 30-40 Hit Points and resists
  spells with a Magic Resistance of 13.
  The effect lasts one week.
  CARMINRY (wivár)   
  the incantations that promote
  healing
  All Healing spells require the recipient
  to make a Psychic Ability check to see
  if the spell is effective. (This reflects
  the changes that have taken place in
  human biology since the spells were
  originally formulated.) A critically
  failed check means that magic cannot
  be used for further healing, and the
  target must recover naturally. 
  Recuperation  (+1): A target who suc-
  ceeds in his Psychic Ability check will
  recover 1 lost Hit Point after a night’s
  rest. Multiple castings have no addi-
  tional effect: a maximum of 1 HP can
  be recovered per night’s rest.
  Cure Minor Wounds (+4): This spell
  operates at touch range and heals 1-3
  lost Hit Points if the target makes his
  Psychic Ability check. Like the other
  spells of this phylum, it affects only
  wounds, not Hit Points which are ef-
  fectively lowered owing to thirst,
  hunger, etc.
  Cure Major Wounds (+6): Like the
  preceding spell, but 1D6 Hit Points
  are recovered and the Psychic Ability
  check is made at +3.
  Benefaction (+7): 1-3 wounded tar-
  gets within 3 metres of the caster
  each recover 1D3 Hit Points if they
  make a Psychic Ability check at +3.
  Cure All Wounds (+8): The subject in-
  stantly recovers all lost Hit Points. The
  user must touch the subject. The Psy-
  chic Ability check is made at +5.
  Restoration  (+10): This is unique to
  the Temples of Thúmis and Keténgku.
  It heals and restores one lost limb,
  damaged organ or crippled body area.
  The Psychic Ability check is unmodi-
  fied. It can be used to repair lost
  eyesight, hearing, and other mutila-
  tions caused by either magic or seri-
  ous wounding, but cannot remove
  genetic deformities, nor will it treat
  the ravages of disease, poison,
  hunger or thirst.
  CERAUNICS (furódhu) 
  the magic of scintillations and
  detonations
  Dazzlement (+2): Produces a short-
  lived coruscating flare of light. Any
  sighted being within 5 metres and fac-
  ing the caster must make an unmodi-
  fied Dexterity check to avoid being
  dazzled for 1- 10 rounds. Dazzled char-
  acters fight at -10 from Melee values
  and  20 from Missile.
  Illumination  (+5): This spell creates a
  globe of radiance, equivalent to full
  daylight, with a radius of 10 metres
  around the caster. It disperses a spell
  of Shadows and is also useful in de-
  moralising or driving off most types of
  undead. This powerful radiance ne-
  gates the user’s chance of surprise,
  however. It lasts twenty minutes.
  Fatalisation  (+6): This spell is placed
  upon an object or inscription, and re-
  mains until activated by being picked
  up or read by a member of a group
  specified when the spell was cast. An
  explosion then results that inflicts
  1D10 damage on anyone within two
  metres; armour gives no protection.
  Individuals cannot be specified as the
  targets of a Fatalisation (even indirect-
  ly) but the caster can key it to deto-
  nate for any devotee of Avánthe, any
  Pé Chói, anyone from Háida Pakála,
  etc. If the affected object is touched
  (or an inscription read) by anyone
  else except for the caster then the
  spell is broken. An item suspected of
  having this enchantment on it can
  also be made safe by means of Lift
  Curse.
  Doomkill  (+7): This powerful spell
  manifests itself as a huge explosion
  when it reaches its target. It has a
  range of up to 100m and requires a
  special aiming roll on two six-sided
  dice. A roll of 7, 8 or 9 indicates the
  explosion has hit its target. Less than
  this denotes that the spell has fallen
  short, and on a 10 or more it over-
  shoots. Be warned that a roll of 2
  ("snake eyes") on the dice signifies
  that the caster himself is caught in the
  centre of the explosion! 
  The blast area is six metres across,
  and any beings within this zone are
  blown to pieces if they fail to resist
  the spell. Doomkill cannot be counter-
  spelled, and only the spell of Invulner-
  ability protects against it. Even a
  character who successfully resists the
  spell still takes 1D10 damage (armour
  gives half normal protection) and will
  spend the next round dazed and un-
  able to take any action. A Doomkill
  detonating in a confined space such
  as a narrow passage or room has a
  20% chance of causing a cave-in. 
  The Gem of Obliteration (+8): A spar-
  kling jewel no larger than a centimetre
  across appears in the caster’s hand.
  In casting the spell, a group of in-
  tended victims should be named. This
  could be all humans, all servitors of
  Change, all Ssú, etc. Specific individ-
  uals or very small groups cannot be
  named. If picked up or stepped on by
  someone belonging to this group, the
  gem explodes for 2D10 damage
  (anyone else within 2 metres at the
  time takes 1D6 damage). Armour
  gives half normal protection. The gem
  vanishes harmlessly if not touched
  within 12 days. It is possible to recog-
  nise a Gem of Obliteration by making
  a +3 Jeweller check (and another
  mage who has studied this phylum
  might be allowed an unmodified Sor-
  cerer check). An unsuccessful attempt
  to disenchant the gem causes it to ex-
  plode spontaneously.
  DISENCHANTMENT (vlésh)
  undoing the conjurations of others
  These are spells for disbanding other
  enchantments. Once the Disenchant-
  ment spell is successfully cast, the
  caster must make a Ritual Sorcerer
  skill check. Assuming you know (i)
  what spell it is you are trying to undo
  and (ii) the identity of the caster, the
  check is made at a modifier equal to
  your level minus the caster’s. Other
  modifiers to the skill check are:
  Caster’s secret name known
  +10
  A phylum you’ve studied
  + rating
  Caster’s identity not known
  -5
  Spell phylum not identified
  -5
  Per previous attempt (by you)
  -1
  For example, an 13th level sorcerer
  tries to dispel a 14th level sorcerer’s
  Domination spell. He correctly uses a
  Manumission spell, but does not
  know for certain that he is dealing
  with Domination; this incurs a -5. He
  does, however, know the identity of
  the caster. The required roll for suc-
  cess is 7 or less on 2D10. If this fails,
  the next attempt would require a 6 or
  less, and so on.
  46
  Tirikélu
  
  Divestment (+1): This removes one
  defensive spell from an enemy within
  50m.
  Disbelieve  (+2): Dissolves illusions
  and images. As with all the spells of
  this phyla, if directed at a group of illu-
  sions formed from several separate
  castings, it will only dispel those re-
  sulting from a single spell chosen at
  random. 
  Manumission  (+3): This is used to
  free beings from magical control. It
  has a range of 50m and affects up to
  1-6 targets (though only those under
  the same command spell; see above).
  Disband Summonings (+4): This is
  used to destroy beings created by the
  Marshalling or Bestiary phyla (but not
  demons summoned by Evocation). All
  beings within 50m of the caster that
  were created by a single spell will be
  disbanded.
  Harmonise (+5): This spell restores
  sanity and normal peace of mind to a
  person who has been made insane or
  unnaturally fearful by magic. It must
  be cast at touch range. 
  Broach Barrier (+6): This penetrates
  any sorcerous obstacle such as that
  created by an Obstruction or Wall
  spell, leaving a gap 2m wide.
  Lift Curse (+8): Removes any one
  spell from a single target within 5m.
  Cancellation  (+9): Instantly cancels
  out a single non- instantaneous spell
  within sight of the caster. The affected
  spell cannot be one which has been
  cast on a person (that calls for Lift
  Curse) but must be an untargeted en-
  chantment such as Earthquake, Fair
  Winds, Fragrance or Vapour of Death.
  Dead Zone (+10): This establishes a
  zone of 10m radius around the caster.
  No magic can be cast within this zone,
  though Eyes will still operate nor-
  mally. For a spell to enter the zone
  from outside, the caster of the intrud-
  ing spell must succeed in a competi-
  tive Sorcerer skill check versus the
  caster of the Cancellation. The effect
  lasts for fifteen minutes.
  ESTRANGEMENT (chantu’ún)
  altering the appearance, shape
  or substance of a being
  Adornment (+1): This spell, available
  only to worshippers of Dlamélish or
  Hriháyal, increases the Comeliness of
  the recipient by 1D6. It must be cast
  at touch range and lasts for an hour.
  The Visage of Vokortún (+3): This
  spell, named after a monster of Tso-
  lyáni myth, has a range of 30 metres
  and turns the victim to stone. It can
  be cancelled by Lift Curse, but a char-
  acter who has been turned to stone
  loses 1 point permanently from Stami-
  na, Dexterity and Comeliness.
  Change Others (+5): The caster can
  change 1-3 living targets into any ani-
  mal, insect, or other living species
  with which he is familiar. Change
  Others can be used to alter a charac-
  ter’s appearance to that of a different
  human being, but not to the appear-
  ance of a specific person (for that you
  need the Imitation spell). Transformed
  characters have the physical strength
  and fighting ability (including Hit
  Points) of the creature they are
  changed into. They cannot use magic
  or weapons while transformed. Nor
  can they speak - unless the acquired
  form is one capable of speech, such
  as a Küni. Also, transformed charac-
  ters take on some of the "personality"
  of the animal: the aggressiveness of a
  Zrné, the placidity of a Tsi’íl, and so
  on. Change Others is permanent un-
  less dissipated by a Lift Curse spell. It
  travels invisibly towards its target at
  the rate of 5 metres a combat round,
  and has a maximum range of 15 me-
  tres.
  Change Self (+6): The caster can
  change himself into any land, aquatic
  or flying creature. He acquires that
  creature’s Melee value, Hit Points and
  other physical characteristics (wings,
  poison sting, etc) while retaining his
  own mental attributes. He cannot
  speak or use magic while trans-
  formed. The spell lasts thirty minutes,
  at the end of which the caster reverts
  to normal form and must make an un-
  modified Psychic Reservoir check.
  Success  in the check means that he
  will continue to exhibit some of the
  animal’s distinctive behaviour traits
  for 1-6 days thereafter.
  Imitation  (+7): The caster is given the
  appearance and voice of a specific per-
  son known to him - even a person of
  the opposite sex. He does not acquire
  any of the imitated person’s at-
  tributes, memories or mannerisms.
  The spell can also be cast on another
  character instead of the caster, who
  must be within 20 metres at the time;
  a Magic Resistance Roll is allowed.
  The effect lasts for one day.
  The Panoply of Iron (+8): This spell is
  known only to devotees of Vimúhla
  and Chiténg. The recipient’s skin
  becomes living metal, conferring natu-
  ral 4-point armour but also reducing
  Dexterity by 50%. It has a range of
  1m and a duration of 30 minutes.
  Insubstantiality  (+10): This allows the
  caster to become intangible, extend-
  ing also to any non-metallic objects
  he is carrying at the time of casting.
  He can move normally and also drift
  upward or downward through solid
  objects at 1m per round. An intangible
  Sorcerer can be attacked with spells
  or enchanted weapons, but cannot
  make physical attacks of his own and
  can use only Psychic magic (because
  he has no voice while in this state). 
  EVOCATION (rifás)
  summoning the inhabitants of
  other Planes
  Raiment of Authority (+3): This
  causes creatures of the lesser de-
  monic races (Sharétl) to respond
  more favourably to the caster. It has
  no effect on The Demon spell. If the
  caster succeeds in a +5 Demonology
  check then he can deter hostile de-
  mons from attacking him, and on a
  critical success they will even obey
  him in minor matters (though not to
  the extent of turning on their sum-
  moner). When the Raiment of Auth-
  ority is cast in advance of a
  summoning, it reduces the Sharétl’s
  "fee" for service by 25% (or 50% if the
  summoner gets a critical success on
  his Demonology check). This spell
  lasts twenty minutes.
  Dismissal  (+4): This magical formula
  returns a Sharétl instantly to its own
  Plane if it fails a Magic Resistance
  roll. It has a range of 3m.
  Summoning  (+6): This spell takes ten
  rounds to cast and summons a
  Sharétl. Such creatures include the
  Dwellers in Shadow, the acephalous
  Tsughiyúr, the Nation of Invisible See-
  kers, the Flame Dragons and the ser-
  pentine Aerial Ones of Tu’unkélmu.
  For game purposes all have Melee 26,
  21 Hit Points, armour 3/1, Magic Re-
  sistance 19, and inflict 1D10+1D6
  damage per attack. They move at 20m
  per round. The Sharétl will also have
  1-3 spells which it can cast once dur-
  ing its time on this Plane. 
  When the Sharétl first appears, the
  caster must make a +5 Demonology
  Tirikélu
  47
  
  check. Failure means that the Sharétl
  refuses to do his bidding (and a criti-
  cal failure causes it to attack). A suc-
  cessful check means that the Sharétl
  is willing to negotiate; it will serve the
  caster in exchange for offerings of
  steel, gold, jewels, magic scrolls and
  the like, usually to a total value of
  2000 kaitars. A critical success on the
  Demonology check means that the
  Sharétl will serve for half of the usual
  payment. Once it has agreed to serve,
  it will remain for three hours before re-
  turning to its own Plane.
  Casting this spell temporarily lo-
  wers the sorcerer’s Psychic Ability by
  20 minus his level (eg, if he is 18th
  level then his Psychic Ability is lo-
  wered by 2 points). If Psychic Ability
  drops below the minimum value given
  in Section 401 then further spell cast-
  ing will not be possible. Lost Psychic
  Ability points recover at the rate of
  one a day.
  Binding (+7): One Sharétl can be
  bound in the caster’s service on an in-
  definite basis. This must be attempted
  as soon as the Sharétl appears. If it re-
  sists the Binding, the Sharétl will im-
  mediately attack with initiative. If the
  spell succeeds, the Sharétl can be
  bound to a previously prepared object
  called a focus. This focus could be a
  mask, sword, flute, shield, ring,
  amulet - any non metallic object the
  caster chooses. The Sharétl is drawn
  into the focus and can be released at
  any time to do the caster’s will. The
  presence of a Sharétl dormant within
  a focus can be detected by sorcery.
  It takes one round to unleash a
  Sharétl from a focus, and then an-
  other round to issue it with orders.
  One round is also needed to return the
  Sharétl to its focus. The Sharétl will
  vanish if its focus is destroyed, or if a
  spell of Dismissal is cast at the focus
  or at the Sharétl itself. It cannot volun-
  tarily move more than 30m from the
  focus, and if this should happen for
  any reason then it is immediately re-
  turned to its own Plane.
  The Sharétl remains bound as long
  as the caster diverts 70 spellpoints
  each day to keeping it so. If these
  points are not expended, the Sharétl
  returns to its own Plane.
  Otherworldly Host (+8): Like the Sum-
  moning spell except that 1-5 Sharétl
  are brought to this Plane for three
  hours. If tractable, they will typically
  serve for offerings amounting to 1000-
  10000 Kaitars. 
  Casting this spell temporarily lo-
  wers the sorcerer’s Psychic Ability by
  25 minus his level. These lost points
  recover at the rate of one a day.
  Petitioning of the Ebon Lords (+9):
  This spell induces one of the mighty
  rulers of the other Planes to exert a
  fraction of his or her power on the cas-
  ter’s behalf. In effect, the caster is
  thus able to duplicate any other spell
  whose phylum rating is +6 or less. A
  +5 Demonology check is required to
  see if the caster knows which Demon
  Lord’s powers correspond to the re-
  quired spell (Tkél for Obstruction or
  Wall of Fire, Quyóve for Carminry, and
  so on), with critical failure resulting in
  a random spell effect - or worse.
  A person resisting a spell cast in
  this way has the option to use his De-
  monology level instead of Sorcerer,
  etc (see Section 641) as a factor in his
  Magic Resistance.
  The Demon (+10): One large and ter-
  rible demonic being may be called
  forth to serve the caster for one hour.
  This is not in fact the true form of the
  Demon as would be summoned by a
  proper demonological ceremony.
  Rather, it can be thought of as an "ava-
  tar" of the Demon with only a fraction
  of the original’s power. Some legend-
  ary Demons are Rü’ütlanesh the Hairy-
  Legged Mouth, putrescent Ge’én,
  tentacled Gashtené, Njénü of the Ever-
  lasting Dream, and the Beast Without
  a Tail. The referee should determine
  each "avatar’s" powers, which as a
  rule of thumb should be around 35 Hit
  Points, armour 4, Magical Resistance
  of 20 and a Melee value of 30, with 1-
  3 attacks per round and a damage
  rating of at least 1D10+5. The Demon
  should also know appropriate spells
  to at least +7.
  The Demon must be controlled by
  making a +5 Demonology check. A
  critical failure means that it attacks
  the caster in rage at having been sum-
  moned, and failure means that it sim-
  ply departs at once. Success (or
  critical success) on the skill check
  means that the Demon will serve in re-
  turn for some 5000-10,000 (or 2500-
  5000) kaitars.
  Casting this spell temporarily lo-
  wers the sorcerer’s Psychic Ability by
  28 minus his level. Depleted Psychic
  Ability recovers by one point a day
  until back to its normal score.
  The Entities of Light (servitors of Lord
  Hnalla) manifest as dazzling globes of
  light and prefer to bargain for magical de-
  vices, books and scrolls.
  The Heroes of Glory (servitors of Ka-
  rakan) are tall humanoid warriors clad in
  steel. The Warriors in Scarlet (servitors of
  Chegarra) wear glittering red plate. Both
  bargain for steel articles.
  The Mighty Ones of the Pearl Mists
  (servitors of Thumis) are tall spindly crea-
  tures in grey cloaks, said to be adept at
  curing ailments. The Watchers of the High
  Tower (servitors of Ketengku) appear as
  many-coloured geometric flickerings and
  are skilled at tracing lost objects or per-
  son. Both bargain for books or scrolls of
  spells.
  The Spirits of Air, Water and Earth (ser-
  vitors of Avanthe) are wispy blue-green
  wraiths that can only be summoned out-
  doors. They are excellent wilderness
  guides, and count as having 20 levels of
  Survival. On a -10 Survival check they can
  cause wild animals to become placid and
  depart. They bargain for amulets, talis-
  mans and scrolls.
  The Voyagers of the Farther Isles (ser-
  vitors of Belkhanu) are man-sized golden
  insects with iridescent wings. All have 1-3
  Nexus Travel spells. They bargain for
  gold, amber and topaz.
  The Demons of the Dark (servitors of
  Hrü’ü) are squat amorphous creatures
  swathed in a mantle of darkness that fight
  with odd twisted polearms. They bargain
  for steel items.
  The Flame Dragons (servitors of Vi-
  muhla) are long flying reptiles with fire-
  coloured scales. The Winged Serpents of
  the Conflagration (servitors of Chiteng)
  are similar, but red and black in colour-
  ing. They demand human sacrifice as pay-
  ment for their services.
  The Dwellers in Shadow (servitors of
  Ksarul) are shaggy, blue-grey spidery
  monsters that smell of rotting meat and
  vinegar. They bargain for blue gems. The
  Azure Denizens (servitors of Gruganu) are
  large indigo-hued amoeba that require
  human sacrifice.
  The Tsughiyur (servitors of Sarku) are
  hulking headless beings whose sensory
  organs are set in the middle of their slimy
  grey torsos. They bargain for copper and
  gems. Other followers of this deity in-
  clude the undead warriors of the Legion
  of the Despairing Dead and the even bet-
  ter Legion of the Mantle of Vipers. The
  Blind Ones of Hreshkaggetl (servitors of
  Durritlamish) are rust coloured beasts
  with long writhing tentacles and saucer
  eyes. They consume the brains of those
  they kill, applying a -5 modifier to the
  chance of a Revivify spell working. 
  The Aerial Ones of Tu’unkelmu (servi-
  tors of Dlamelish) are thick-bodied ser-
  pents with leathery wings. They demand
  gold, silver and other precious metals.
  48
  Tirikélu
  
  FULMINATION (jadhák)
  causing a foe to be struck by
  lightning
  The visible manifestations of Fulmina-
  tion spells can vary according to
  temple. A devotee of Hnálla or Drá
  casts Energy Bolts that appear as
  flares of scintillant white light. A sor-
  cerer of Karakán or Chegárra uses a
  variant manifesting as myriad "energy
  pulses", like quicksilver darts. Follo-
  wers of Vimúhla and Chiténg have an
  affinity for fire-magic, and their Fulmi-
  nation spells resemble blasts of scar-
  let flame. All other temples use the
  standard form of these spells: arcs or
  globes of coruscating blue-white elec-
  tricity.
  Swift Thrust of Death (+2): This
  aimed spell strikes one target at a
  range of up to 10m. If the Magic Re-
  sistance roll is failed, the victim takes
  3D10 damage. Even if the spell is re-
  sisted it still causes 1D3 damage.
  The Fist of Fire (+3): This spell calls
  down a sizzling ball of lightning to a
  spot within 30m of the caster. This
  ball is 2m across, and initially strikes
  1-3 beings at its point of impact. It
  then skids off in a random direction
  for 5-30 metres before dissipating, da-
  maging anyone or anything else that
  happens to come into contact with it.
  To determine the direction it moves,
  roll D20 counting "north" as directly
  away from the caster: 1-5 = north, 6-8
  = northeast, 9-10 = east, 11-12 =
  southeast, 13 = south, 14-15 = south-
  west, 16-17 = west, and 18-20 =
  northwest. It is possible to dodge the
  Fist of Fire (by a successful Evade
  roll) but a Magic Resistance roll is
  useless. Anyone struck takes 2D6
  damage, against which armour will
  give half its normal protection.
  The Infrangible Orb (+5): This spell
  can only be cast by servitors of Vi-
  múhla or his Cohort, Chiténg. It sur-
  rounds the caster with a globe of
  incandescent plasma which does no
  harm to him but which burns every-
  thing else it touches. Those burned by
  the plasma suffer 2D6 damage (no
  Magic Resistance roll) with armour
  giving half normal protection. The
  globe is 2m across, which allows an
  opponent with a two-handed weapon
  to strike into it without being burned.
  A hafted weapon such as a spear will
  be burned away in 1-3 combat
  rounds, however, and even a Chlén-
  hide sword will be consumed within 1-
  6 rounds. The Orb reduces the dam-
  age potential of a Cold spell or Eye of
  Frigid Breath fired through it by 75%.
  Other than this it has no effect on
  spells, missiles, etc, except that it is
  quite difficult to see through: subtract
  1D6 from Missile value for any attacks
  targeted into or out of the Orb. It lasts
  ten minutes.
  Energy Bolt (+6): This spell creates a
  powerful discharge of magical energy.
  It has a range of 60m and can hit 1-10
  beings. A victim who fails to resist the
  spell suffers 3D10 damage, while a
  successful Magic Resistance roll re-
  duces this to only 1D3 damage.
  GEOMANCY (shazír)
  the ordering of elemental forces
  Guiding (+2): This helps the caster to
  find his way out of a jungle, maze or
  labyrinth. For the ten minutes that the
  spell lasts he is infallibly guided by the
  most direct route (not always the sa-
  fest one) to the nearest exit. This
  route will avoid chasms, deep rivers,
  locked doors and other obstacles that
  would bar a person’s path. No indica-
  tion of traps or hidden mechanisms is
  provided, so the caster might be
  brought straight to a secret door and
  be unable to open it.
  Spoor (+3): The caster is able to unerr-
  ingly follow the trail of a being for the
  30 minutes that the spell lasts. The
  trail can be as much as a day old. He
  does not have to know the quarry’s
  name or even species, just so long as
  he is able to pick up some physical
  evidence of the quarry’s passing (a
  cracked branch, a loosened tent-flap,
  etc). It is also possible to follow the
  spoor of a Globe of Distant Discern-
  ment or Morphetic Travel if the spell
  is cast at a point crossed by one of
  these. 
  Transmutation  (+5): This spell trans-
  mutes an area of 40 square metres (a
  7 metre circle adjacent to the caster)
  to a depth of one metre. Water can be
  changed to ice, mud to dry earth, and
  vice versa. It only works on flat areas
  of unworked ground, so you cannot
  use it to topple a mud brick wall or
  undermine a building’s foundations.
  Once the area is transmuted, it re-
  mains in that form until it reverts natu-
  rally (a dried area of bog would slowly
  become waterlogged, for instance)
  and cannot be altered back by cancell-
  ing the spell. Creatures wading
  through mud have their movement
  rate reduced by two thirds.
  Control Terrain (+6): This creates a
  tunnel up to three metres long and
  one metre in diametre through earth
  or solid rock. This could take the form
  of a ditch or pit beneath an enemy’s
  feet - in which case the enemy needs
  an Evade roll to jump clear. The spell
  can then be cancelled leaving the
  enemy buried. Alternatively it can be
  used to throw up a boulder or earth-
  ern rampart of similar size. This spell
  has a range of 5 metres and lasts 5
  minutes.
  Earthquake (+7): A very powerful
  earth tremor is localised in a circle of
  3 metres radius within 30 metres of
  the caster. Beings in this zone are
  thrown about helplessly and must
  make an Evade roll each round to try
  and get clear. Failure means that the
  being takes increasing damage: 1D6
  in the first round, 2D6 in the second,
  3D6 in the third, and so on. Armour
  gives no protection. Items of glass,
  pottery, etc, are automatically shat-
  tered, and there is a 30% chance of
  bringing down walls and pillars in the
  affected zone.
  Navigation  (+8): The caster learns his
  distance from and bearing in relation
  to a fixed point on the planet’s surface
  (the city of Éngsvan hla Gánga in the
  case of Tsolyáni wizards.)
  GUARDING (nlésh)
  gaining protection by means of
  magical barriers and wards
  Avoidance (+2): This spell gives the
  blessing of Chríya, the One Who
  Skulks, a very minor demon charged
  with the turning aside of blows. The
  spell can be applied to one person
  (either the caster or a companion with-
  in 1m) and its effect lasts for thirty
  minutes. Every combat round, it has a
  chance of deflecting one blow struck
  against the character in that round. If
  more than one attack is made against
  the character, he must decide which
  he wants the Avoidance spell to affect.
  Roll D6, and on a roll of 1-2 the blow
  is turned aside. 
  The Unsleeping Eye (+3): Creates a
  glistening green orb which hovers
  above the caster as he sleeps, waking
  him with a telepathic alarm if anyone
  visibly approaches within 5m. (Note
  Tirikélu
  49
  
  that in a typical clanhouse or temple
  dorm this could mean numerous dis-
  turbances throughout the night.) The
  spell lasts for eight hours.
  The Circle of Quiescence (+4): This
  spell creates a magic ring of protec-
  tion of radius 2m around the user. Ap-
  paritions and Domination spells
  cannot cross the boundary of the
  Circle in either direction, and any
  other spell thrown into or out of it is
  attenuated so that a target gets a +3
  bonus on his resistance roll. (Only
  spells that cross the Circle’s boundary
  are affected.) It also blocks undead
  and creatures produced by spells of
  the Marshalling and Bestiary phyla,
  but if they are inside when the spell is
  cast they are still able to function. The
  Circle of Quiescence is stationary: un-
  like most defensive enchantments, it
  does not move with the sorcerer who
  casts it. The duration is 10 minutes.
  Obstruction (+5): An opaque barrier of
  force is created in front of the caster
  to seal any door or aperture up to 25
  square metres in area. This is impene-
  trable by any means (even Clairvoy-
  ance), but the caster can move
  through it himself and also take
  others who are in contact with him.
  The spell lasts ten minutes.
  Shield of Defence (+6): An invisible
  defensive barrier forms around the
  caster. This is 3m across (big enough
  to protect up to five others along with
  the caster) and lasts ten minutes. It
  blocks all missiles and is also imper-
  vious to Fulmination spells. An enemy
  who tries to enter the Shield of
  Defence must make a Magic Resist-
  ance roll. If he fails, he is repulsed by
  the Shield and must wait until next
  round to try again. 
  Invulnerability  (+8): This spell is
  learned only by sorcerers worshipping
  Karakán or his Cohort, Chegárra. It
  permits the user (or one companion
  on whom it is used) to become imper-
  vious to all Chlén-hide, stone and
  wooden weapons. Ordinary metallic
  weapons do only half damage to the
  character (after adjusting for armour),
  but it gives no protection at all against
  enchanted steel. It is also not proof
  against "Eyes" or spells, with the ex-
  ception of Ceraunics, Psychokinesis
  and the Silver Halo of Soul Stealing. It
  lasts ten minutes.
  Munify (+9): Creates a 4m diametre
  globe around the caster and his com-
  panions that is impenetrable by any
  physical or magical means. Light
  passes through dimly to the globe’s in-
  terior, but from outside it is opaque.
  No magic can be used inside the
  globe. This lasts for one hour.
  The Seal upon the Powers (+10):
  This takes five minutes to cast and
  lasts five hours. It affects an area 30m
  across, making the boundary imper-
  vious to magic in either direction. It
  does not prevent the use of magic in-
  side the boundary. Demons, undead
  and creatures created by sorcery also
  cannot enter into the protected area,
  though they are not harmed if inside
  when the spell is cast.
  HOPLOMAGY (jayulén)
  the manifesting of arms & armour
  The Unerring Javelin (+1): This
  causes a javelin to appear, which the
  sorcerer can throw immediately (in
  the same round as casting) using his
  base Missile score plus his Sorcerer
  level. Any negative modifiers that
  would apply to the chance of hitting
  are halved, and if the javelin hits it will
  invariably strike the intended target
  (ie, even if he is closely grouped with
  others - see Section 523). It then van-
  ishes. It counts as a magical weapon,
  doing 1D10 against which armour pro-
  tects normally.
  The Blade of Disjection (+4): A two-
  handed sword of coruscating energy
  appears in the target’s hands (either
  the caster or a companion within 5m).
  This is magical, and armour of any
  sort gives only half regular protection
  against it. The sword disappears after
  twenty minutes, or if put down or
  dropped before then.
  Pavis (+5): This creates a large shield
  of some unknown golden metal,
  which can be retained by the caster or
  given to a comrade. The shield has a
  75% chance of blocking a blow struck
  from the bearer’s front or left, and can-
  not be damaged. It lasts for twenty
  minutes.
  The Sword of the Hero-King (+7):
  This spell, taught only to worshippers
  of Chegárra, summons a manifesta-
  tion of Chegárra’s legendary sword
  Arosuél for a period of one hour. This
  is a bejewelled one-handed weapon
  endowed with an internal scarlet light
  bright enough to see by. It must be
  given to a warrior reverencing Ka-
  rakán or Chegárra; he cannot fumble
  with it, nor can the sword be broken.
  Other powers depend on the caster
  making a +5 Connoisseur (Arms & Ar-
  mour) check. On a critical failure Aro-
  suél functions as an enchanted steel
  sword with +1 to Melee and damage,
  and on ordinary failure as a +2 wea-
  pon. Success on the skill check
  means that the intelligence of great
  power contained in the sword can ad-
  vise the wielder and also use The
  Swift Thrust of Death spell 1-3 times
  at 15th level: ordinary success makes
  the sword +4; critical success up-
  grades this to +6 and adds +10 to in-
  itiative, but also prevents the option of
  full defense from being used.
  Cataphract (+10): An antique harness
  of brilliant gold chaised steel appears
  before the caster. This has an armour
  value of 9/4 (ie, it absorbs 4 points
  even from a special hit) and adds +4
  to the wearer’s Magic Resistance fac-
  tor. The armour remains for one hour
  (including the 5-10 minutes required
  to put it on).
  INSCRIPTION (súrim)
  the preparation of magical scrolls
  Scrolls are individual pieces of vellum
  or Tlésa paper with one or more Ritual
  spells written on them. They can be
  used by anyone who is able to read. A
  scroll can only be used once (except
  for rare types prepared by Great
  Magic - see Section 690) and then the
  spell vanishes. 
  A spell written on a scroll must be
  a Ritual spell that can normally be
  cast in one combat round. You cannot
  write a scroll for a spell you do not
  know. Also, your rating in the Inscrip-
  tion phylum must be at least equal to
  the phylum rating of the spell you
  want to write. To prepare a scroll of
  The Silver Halo of Soul Stealing, for in-
  stance, requires a rating of at least +3
  in the Inscription phylum. It is an ec-
  clesiastical offence to make a scroll of
  a special Temple spell such as Infran-
  gible Orb without the express per-
  mission of the High Priest. 
  To write the scroll, you first cast
  the Inscription spell at the requisite
  level: at +3 to write a Silver Halo
  scroll, and so on. This empowers your
  writing with sorcery. The process of
  preparing the scroll takes 1-3 days de-
  pending on the time available and how
  richly decorated you want the scroll to
  be. Assuming the initial casting of the
  Inscription spell is successful, two fac-
  50
  Tirikélu
  
  tors determine if a scroll will work
  when needed: 
  Was it written properly? To determine
  this, the writer needs to make a Sor-
  cerer/Calligrapher check at +5 minus
  the spell’s phylum rating. If a charac-
  ter with 10 levels in both Sorcerer and
  Calligrapher tries to inscribe a Silver
  Halo scroll, he’ll get it right on a 2D10
  roll of 12 or less. A critical failure at
  this stage means that the inscription
  is dangerously incorrect, causing an
  automatic backfire when read. (Since
  the only way to detect a flawed scroll
  is by reading it, the referee should
  make a secret note of each scroll pre-
  pared.)
  Is it read properly? This requires the
  reader to make a +5 Literacy check.
  Failure means the spell vanishes from
  the scroll but with no effect. Critical
  failure is actually better for a change:
  this indicates that the reader’s attempt
  to decipher the scroll is so garbled
  that nothing happens at all the spell re-
  mains on the scroll and can be tried
  again later.
  Two rounds are needed to read a spell
  from a scroll. (The spell takes effect
  on the character’s fourth half-action
  phase after beginning to read.) Addi-
  tionally, it takes one round to extract a
  scroll from a scroll-case, and if the
  case contains more than one scroll
  then a further half-round must be
  spent locating the one needed. Scrolls
  are thus not particularly convenient in
  an emergency.
  INVULTUATION (dákhsha):
  the creation of likenesses
  Multipresence  (+3): 1-6 simulacra of
  the caster appear within 3m. A Clever-
  ness/Reasoning check is required to
  distinguish these simulacra from the
  original. Each simulacrum has the
  physical strength and skills of the orig-
  inal, but with only 1 Hit Point. They
  cannot use magic. The simulacra will
  mimic the original’s actions unless
  given a specific mental command to
  do something else (this requires the
  caster to concentrate). A simulacrum
  that goes more than 100m from the
  original is dissipated; otherwise they
  last for 10 minutes.
  Enantiomorphy (+4): This creates an
  opposite copy of one being within 20
  metres. The target is given a Magic
  Resistance roll. If this fails, the copy
  appears beside the caster and will im-
  mediately attack the original. The copy
  has identical attributes, spells, etc, to
  the original. It fades after five minutes,
  or when it or the original is defeated
  (whichever is sooner).
  Duplicate Self (+5): This spell takes
  three rounds to cast. An exact dupli-
  cate of the caster appears 1 metre
  away. Hit Points and spellpoints are
  divided equally between the caster
  and the duplicate, but other character-
  istics remain unchanged. The spell du-
  plicates clothing and equipment, too,
  but not the magical properties of un-
  usual devices such as Eyes. (Your du-
  plicate may seem to be carrying an
  Eye, but it won’t work.) When the
  spell expires after 20 minutes, remain-
  ing Hit Points and spellpoints are re-
  stored to the caster, who also
  acquires the memory of anything ex-
  perienced by his duplicate while it
  existed. The duplicate fades away at
  once if it goes more than 300 metres
  from the caster.
  Replicas (+9): This takes one minute
  (ten rounds) to cast. It creates repli-
  cas of 1-5 persons (randomly de-
  cided) within 5 metres of the caster.
  Hit Points and spellpoints are divided
  equally between each original and his
  replica; skills, attributes, etc, remain
  the same. The replicas will last for 20
  minutes as long as they do not go fur-
  ther than 300 metres from their origin-
  als. Equipment and clothing are also
  copied by the spell, but as nonmagical
  items.
  Thaumogenesis  (+10): This spell, tak-
  ing an entire day to cast, constructs a
  duplicate of an individual from a scrap-
  ing of flesh, a clipping of hair, and dro-
  plets of blood and sweat. Under
  normal circumstances the duplicate
  will lack a soul. It has no Psychic
  Ability or Psychic Reservoir scores
  and will act only as and while specifi-
  cally commanded. However, by
  means of Mediumship (see Section
  652) it is possible to recall a deceased
  character’s soul and install it into a
  previously prepared duplicate. This is
  a complex procedure which takes a
  further day. The result is that the char-
  acter is restored to life, but with a
  minor attrition of his memory result-
  ing in each skill being reduced by 1-3
  levels.
  MALEDICTION (thónte)
  the imposition of curses
  Curses typically take longer to work
  than other spells, but can be cast at a
  greater distance from the victim. For
  the spell to work normally, the caster
  must (i) know the name and clan of
  his victim and (ii) be within sight of
  the victim’s residence. Other factors
  may modify the target’s Magical Re-
  sistance:
  Victim’s name not known
  +5
  Have personal item of victim
  -5
  Within 5 metres of victim
  -5
  Per previous failed curse
  +2
  Curses can be removed with the Lift
  Curse spell (see Disenchantment) but
  there is often the added complication
  that the caster’s identity may not be
  known. Uniquely among Ritual magic,
  curses can also be lifted by killing the
  caster. The intended victim of a curse
  is always allowed a Magic Resistance
  roll to avoid it, but this should be
  rolled by the referee on the player’s
  behalf so that he does not know he
  has been the target of hostile sorcery.
  These spells are not considered
  honourable, and temples rarely pro-
  vide them openly.
  Misfortune (+2): This takes ten
  rounds to cast and has a delayed ef-
  fect, coming into operation 1-20 days
  after casting. The victim suffers bad
  luck in the form of a -1 modifier to
  skill and attribute checks, melee and
  damage rolls. This lasts for 1-6 days.
  Obnoxiate (+4): This takes five
  minutes to cast and lasts for 1-10
  days. The victim becomes ill-man-
  nered and prone to insult others. In
  Tsolyanu’s very formal culture this
  will involve him in payments of Shám-
  tla (financial compensation) amount-
  ing to 3-30 Kaitars a day. If he
  happens to insult a person of much
  higher status then it may become
  necessary to pay much more Shámtla
  or even fight a duel.
  Infirmity (+5): This takes five minutes
  to cast and lasts for a month. The vic-
  tim is unable to recuperate from
  wounds naturally, and can only regain
  lost Hit Points by the use of magic.
  Calamity (+6): This takes ten minutes
  to cast and the effect is delayed by 1-
  10 days. The victim suffers disastrous
  bad luck: any failed check counts as a
  Tirikélu
  51
  
  critical failure, any missed combat roll
  becomes a fumble, and so on. The
  referee is at liberty to dog the charac-
  ter with any unpleasant misfortunes
  he pleases. This lasts for one month.
  Damnation (+7): This takes ten
  minutes to cast and is permanent. The
  victim’s spirit soul is doomed never to
  reach the paradises of Teretané after
  his death but will wander the Plains of
  Unending Grey for ever.
  The Nightmare of Terror (+8): This
  spell is unique to the temple of Hrü’ü.
  It takes ten minutes to cast and sub-
  jects the victim to whatever night-
  mares the caster wishes. These
  dreams recur with increasing intensity
  night after night. The victim becomes
  edgy and easily frightened: in any diffi-
  cult or threatening situation he must
  make a Cleverness/Reasoning check
  to remain calm. After a week or so his
  hair will have turned white. On the
  tenth night he must make a Psychic
  Reservoir check. Success means that
  he succumbs to permanent insanity,
  failure means that he dies of fright.
  Dying Curse (+9): This must be ap-
  plied by a sorcerer who expects to die
  soon after (within ten rounds of is-
  suing the curse) and will only take ef-
  fect upon his death. The victim must
  be able to hear the curse for it to take
  effect. The curse can be anything the
  sorcerer chooses that will not prove
  instantly fatal to the victim. Examples
  include: death of firstborn sons for ten
  generations, sleeplessness, destitu-
  tion, expulsion from one’s legion, con-
  tinual bad luck in the use of a
  particular skill, repulsive body odour,
  et cetera. An interesting use of the
  spell is to doom the character to die in
  a specific way such as drowning. This
  requires some clever management on
  the part of the referee.
  Extirpate (+10): This takes ten
  minutes to cast. The victim loses 1-6
  points of Stamina each day, dying
  when it reaches zero. A Lift Curse can
  end the spell but will not restore
  Stamina already lost. Note that some-
  one whose Stamina is zero cannot be
  brought back to life by Revivify.
  MARSHALLING (tatlomán)
  the sorcerous creation of loyal
  warriors
  Though all Ritual spells require a few
  ingredients (as explained previously)
  the Marshalling spells are special in
  this regard. The caster must have
  small statuettes for each spell, each
  counting as 1/2 an encumbrance point.
  Usually carved from a stone such as
  jade, but sometimes of Chlén-hide or
  Ssár-wood, the figurine is itself trans-
  formed into a full-size warrior for the
  duration of the spell. Because of the
  inconvenience of carrying many such
  figurines, a sorcerer who intends to
  conjure warriors in quantity may have
  a servant holding a selection of them
  in a carrying case. Some sorcerers go
  so far as to give individual names to
  their figurines, and claim them to have
  distinct traits and competences.
  Doubtless this can be ascribed to
  mere caprice.
  The warriors created by these
  spells are intelligent but very single-
  minded. They can understand their
  creator’s orders but will not communi-
  cate with him. They can only be or-
  dered to patrol, guard or fight - not to
  hold torches, open chests and so on.
  Shieldbearer  (+4): A single spearman
  is created and maintained for twenty
  minutes. The spearman is equivalent
  to an average man with 3 levels in
  Spear. He comes equipped with one-
  handed spear, shield and medium
  plate armour and will use no other.
  For the duration of the spell he will re-
  main beside the caster (within two me-
  tres) and will fight as directed. (This
  spell, like all others in this phylum,
  takes five rounds to cast. See the ac-
  companying box for the Melee values,
  etc, of the fighters created by such
  spells.)
  Spearmen (+5): 1-3 spearmen are cre-
  ated for a period of twenty minutes.
  These are like the warrior brought by
  the Shieldbearer spell except that they
  are not restricted to remain adjacent
  to the caster. They will fight for their
  creator or otherwise do his bidding
  until the spell expires. 
  Archers (+6): 1-3 archers are created
  and maintained for twenty minutes.
  These are equivalent to average men
  with 5 levels in the Archer skill and
  are equipped with composite bows, a
  supply of twenty arrows, and light
  Chlén-hide armour. 
  Swordsmen (+7): 1-2 more powerful
  fighters are created for a period of
  thirty minutes. These wear medium
  Chlén-hide plate armour and fight with
  one-handed swords and shields. They
  have scores of 14 in every attribute
  and possess 5 levels in the Long-
  sword skill.
  Kuruthúni (+8): A single Kuruthúni, or
  heavy infantryman, is created to serve
  the caster for one hour. He has scores
  of 14 in all attributes, is equipped with
  heavy Chlén-hide plate armour, and
  fights with a two-handed sword (hav-
  ing 8 skill-levels in the use of this wea-
  pon). He also carries a crossbow and
  ten quarrels, and has 8 levels in the
  Crossbow 
  weaponskill.
  Praesidium (+9): Six spearmen of the
  sort created by the +5 spell of this
  phylum are made to guard an area for
  a period of three hours. These spear-
  men will not leave the place they are
  set to patrol (an area up to 30m
  across) and will bar entry to anyone
  other than the caster and those identi-
  fied to them as friends either by sight
  or password. They will fight in self
  defence or if so ordered by their cre-
  ator, but cannot leave their stipulated
  area. 
  Hero (+10): This summons a Hnazál,
  or "mythago" - the caster’s subcon-
  scious impression of a great hero of
  mythic times. It is thus possible to
  call upon the legendary Pendárte of
  Khéiris, Chirené the Serpent-Headed
  Warrior, or even mighty Hrúgga.
  These Hnazál are only pale reflections
  of the real heroes, of course, but they
  are powerful nonetheless. The caster
  GENERAL DETAILS OF THE MARSHALLING SPELLS
  type
  Melee
  Missile
  Hit Points
  armour
  Magic Resistance
  Spearman
  13
  -
  11 [3/4/6]
  4/0
  8
  Archer
  -
  10
  11 [3/4/6]
  3/0
  9
  Swordsman
  18
  -
  14 [3/5/8]
  4/0
  10
  Kuruthuni
  21
  15
  14 [3/5/8]
  5/0
  11
  Hero *
  40
  20
  17 [4/6/9]
  8/0
  17
  * It is also possible to summon the mythago of one of Tekumel’s wizard-heroes
  such as Subadim the Sorcerer or Qiyor the Many-Tongued. These will have
  magical and scholastic abilities in place of the combat skills given here.
  52
  Tirikélu
  
  must make a check against his Poet
  or Historian skill to convince the Hero
  to aid him, at a base of +5 but with an
  additional modifier determined by the
  referee according to how convincingly
  the player phrases his petition. If the
  Hero agrees to give aid, he will remain
  for one hour before vanishing. 
  The referee might choose to devise
  his own list of mythic figures with dif-
  ferent combat abilities, but as a rule-
  of thumb assume that any Hero will
  have scores of 17 in all attributes, 8 le-
  vels of the Warrior skill, 15 levels in
  his or her favoured weaponskill, and
  perhaps 15 levels in some other skill
  for which he is famous.
  This spell is very fatiguing to cast,
  and it may take some time to psychi-
  cally recover from it. The caster’s Psy-
  chic Ability is temporarily reduced by
  25 minus his level. These lost points
  return at the rate of one each day.
  Sorcerers who worship Sárku or his
  Cohort, Durritlámish, are taught spe-
  cial versions of the Marshalling spells.
  Instead of living warriors, they must
  summon the undead equivalents:
  Mrúr, Shédra, Hrá, etc. These are less
  tractable than the warriors created by
  the regular versions of such spells.
  The caster must make a +10 check
  against his level in the Theologian skill
  in order to control them. Failure
  means that the undead refuse to obey
  him and wander off; critical failure
  means they attack. The caster can use
  Necromagy spells to control his own
  created undead and stop them attack-
  ing him. The Sárku version of the
  Hero spell produces a mythago of
  Gorún, the undead priest of the Lord
  of Worms. A +5 Theologian (not Poet
  or Historian) skill check is needed to
  convince Gorún to aid the caster.  
  NECROMAGY (hnéshtu)
  death magic
  Withering (+2): This affects one of the
  limbs of an enemy within 30 metres,
  inducing immediate necrosis. (Deter-
  mine randomly which limb is affected -
  including tail &/or wings if the target
  creature has them. The caster can at-
  tempt to target a specific limb if he
  wishes; see Section 550.) If the target
  fails to resist, the limb becomes shri-
  velled and useless. This is permanent
  unless cured by a Restoration spell. If
  a leg is affected, the character will be
  unable to stand without a crutch; if an
  arm, he cannot use a bow or two-
  handed weapon. If gangrene sets in
  (70% chance) then the character
  becomes feverish after only a few
  minutes. He must receive a Cure Dis-
  ease or a charge of the Eye of Healing,
  otherwise (unless the limb is ampu-
  tated, requiring a Physician check) he
  will be dead within twenty-four hours. 
  Command Undead (+3): This spell in-
  vokes the authority of the demon
  Ashónu, Master of the Palace of the
  Lonely Tomb, to ensure that undead
  creatures will obey the caster. Up to
  six undead can be affected with a
  single casting (roll 1D6) and a Magic
  Resistance Roll is possible except in
  the case of Shédra or Mrúr. Any com-
  mand that the caster speaks aloud will
  be obeyed; it does not matter whether
  the undead would understand his lan-
  guage or not. The spell range is 30
  metres, and it lasts one hour.
  Speak with the Dead (+4): This awa-
  kens the Hlákme (intellect) of a dead
  person and allows the caster to speak
  with it for a period of three minutes.
  To have any chance of success, the
  caster must either have the body of
  the deceased or be in his tomb at the
  time of casting. A critical failure on the
  casting roll indicates that the sorcerer
  is unable to locate the dead Hlákme
  and must give up - though others can
  still try. The Hlákme remembers all
  the events of the deceased’s life, in-
  cluding the manner of death, and will
  speak in the language he used when
  alive. In all, it is somewhat like talking
  to the real, living person - except that
  the Hlákme is emotionless and disin-
  terested in mortal affairs.
  Lay the Dead (+5): This spell operates
  on 2-12 undead creatures within a
  range of 10 metres, laying them per-
  manently to rest if they fail to resist.
  Reanimation  (+6): The intellect of a
  person dead not more than one week
  can be made to reinhabit his cadaver.
  The reanimated lich is clearly not
  alive, but does have the advantage of
  retaining all the deceased’s memories,
  knowledge and skills. It is called a
  Jájgi, an intelligent undead. Its Melee,
  Dexterity, movement rate and Hit
  Points are only 75% of their regular
  values - maybe less if the corpse was
  particularly badly damaged. Like other
  undead, a Jájgi takes only half Melee
  penalties from wounds and, being im-
  mune to fatigue and pain, it does not
  need to make Stamina checks. If em-
  balmed and treated by the ceremonies
  of Sárku, the reanimated corpse can
  last indefinitely. Without treatment it
  begins to putrefy, becoming rotted
  and inanimate in about two weeks. 
  Raise the Dead (+7): Dead beings can
  be reanimated as Mrúr (zombies) to
  serve the caster for a period of one
  hour. The spell affects 1-10 corpses
  within a range of three metres. These
  zombies retain little of the intelligence
  of the living self. They can use no
  sorcery or special skills, and have
  only 75% of their previous Hit Points,
  Melee value, Dexterity and movement
  rate. Also they fear daylight. They can-
  not be given orders individually, and
  their orders must be of a simple na-
  ture ("Follow me", Stand and fight",
  "Open this door", etc) unless a Com-
  mand Undead is also cast. However,
  they take only half Melee penalties
  from wounds, have no need to make
  Stamina checks, and obey their mas-
  ter’s will literally and completely.
  The Grey Hand (+8): This dreaded
  spell is known only to the Priests of
  Wurú and is unique in that it can be
  cast while in melee - in fact, the sor-
  cerer must be in melee to use it. It is
  the power of instant death, no Magic
  Resistance roll being possible. The
  caster must actually touch the victim
  (or his arms or armour) in the round
  in which the spell is cast. This re-
  quires a successful Attack roll using
  just the sorcerer’s Base Melee plus
  any Warrior bonus. (Since the action
  of touching the target is actually part
  of the gesture-component of the spell,
  the entire process of casting and at-
  tacking counts as a single round’s ac-
  tion.) If the victim fails to parry or
  evade, he is reduced to a heap of
  greyish dust and can never be revivi-
  fied. A successful parry will not
  necessarily save the victim: the spell’s
  effect travels down the parrying wea-
  pon, allowing him the chance to drop
  it before he is himself affected. This re-
  quires an (unmodified) Clever-
  ness/Dexterity check. A successful
  check means that the weapon is
  dropped (it crumbles to dust); a failed
  check means that the victim did not
  react in time, and he dies after all.
  OCCULTATION (nodishén)
  the sorcery of obscurement
  Elusion (+1): This covers the caster’s
  tracks for a period of fifteen minutes.
  During this time he leaves no foot-
  Tirikélu
  53
  
  prints or other signs that could be fol-
  lowed by a Hunter or Tracker. He can
  still be seen and heard normally. This
  spell works against a Spoor spell (see
  the Geomancy phylum) but cannot
  prevent an "aura trail" remaining that
  could still be seen by Psychometrics.
  Translucence (+3): The caster is put
  slightly out of phase with this Plane,
  becoming indistinct. In dim light he is
  invisible to anyone more than 5 me-
  tres away. Close up or in bright light,
  he can be seen as a blurred silhouette.
  The effect lasts five minutes, and is
  useless against creatures such as
  Ru’ún and Pé Chói that are able to see
  out of-phase objects.
  Shadows (+5): This spell sends a
  wave of flickering, confusing shadows
  towards 1-10 opponents within 20 me-
  tres. It takes one round to reach its tar-
  gets and can be dispelled by casting a
  Dazzlement spell in time. Anyone en-
  gulfed (the spell can be Evaded) has
  their sight permanently clouded if they
  fail to resist. A blinded character sub-
  tracts 10 from his Melee value and 20
  from Missile. Sight can be restored
  with a spell of Lift Curse, Control of
  Self or Cure All Wounds.
  Invisibility  (+7): The caster is ren-
  dered invisible for thirty minutes.
  Enemies who are aware of his
  presence must fight him at -10 from
  Melee or Missile. He can be detected
  by those naturally able to perceive in-
  visible objects (eg Pé Chói) and also
  by the See Other Planes spell. Invisi-
  bility can also be applied to another in-
  dividual instead of the caster, and a
  Magic Resistance Roll is allowed to
  anyone who does not wish to be
  turned invisible.
  PATHOGENESY (kichéng)
  the inducement and treatment of
  disease 
  Plague (+2): This causes the victim to
  fall ill with a hideous rotting plague. It
  is aimed, and has a maximum range
  of 30m. A failed Magic Resistance roll
  means that the victim can continue to
  act for 1-3 rounds, then enters a coma
  and dies within another 1-3 minutes.
  Cure Disease can be used to save
  someone afflicted by this spell, but
  there is a 70% chance that physical
  contact will transmit the Plague, re-
  quiring the rescuer to attempt a Magic
  Resistance roll himself! The body of a
  Plague victim putrefies almost im-
  mediately, making Revivification more
  difficult. Modify the roll required for
  Revivification by -5.
  Cure Disease (+3): This spell cures
  any magically-induced disease instant-
  ly if the recipient succeeds in a Psy-
  chic Ability check. It is also effective
  against a large proportion (say 70%)
  of natural diseases. Each application
  of the spell can treat only one person,
  who must be touched for the cure to
  take effect. A critical failure on the Psy-
  chic Ability check means that further
  applications of the spell are useless.
  Putrefaction (+4): This spell is cast
  upon an area of swamp or stagnant
  water. The effect covers a zone 4m in
  radius and persists for four hours.
  Any living beings that step into the af-
  fected zone must make a Magic Re-
  sistance roll, and those that fail are
  immediately infected with a gangren-
  ous rot. This withers the legs within 1-
  3 rounds, and if a victim has not got
  out of the affected zone within this
  time he will fall into the water and die.
  Even if the spell is initially resisted,
  the Magic Resistance roll must be re-
  peated each round until one leaves the
  area of infection. A being suffering
  from Putrefaction must be treated
  with Cure Disease or the rot will
  spread, causing death within an hour.
  Cure Disease will not restore withered
  limbs: a Restoration spell or a charge
  of the Eye of Regeneration is needed.
  Sending of Evil (+6): This spell per-
  mits the user to send disease, pes-
  tilence and other afflictions upon 1-10
  beings. It has a range of 60m and inca-
  pacitates in 1-3 rounds unless a
  Magic Resistance roll is made or Cure
  Disease is applied. Death ensues with-
  in 1-3 minutes. An additional threat is
  that the effect spreads from anyone in-
  fected. Patches of bluish-white fun-
  gus, invisible bacteria and lice spread
  out from each victim to a distance of
  3m in all directions at the rate of
  50cm a round. These zones of pes-
  tilence last for an hour. Anyone else
  entering them (eg, to treat a victim)
  must resist the spell or also succumb
  to its effects.
  The Worms of Death (+8): This insid-
  ious spell is unique to devotees of
  Sárku and his Cohort, Durritlámish. It
  causes an area of ground 3m across
  to become covered with tiny, wrig-
  gling vermin. Anyone within the af-
  fected area when the spell is cast
  must make a Dexterity check at -5 to
  leap clear of the Worms before they
  begin to burrow into his flesh. No
  Magic Resistance roll is possible.
  Anyone who fails the roll, or who vol-
  untarily enters the area once the spell
  has been cast, has a 50% chance
  each round that he remains in the
  zone of being infected by the Worms.
  They will then swim around his blood-
  stream eating away at him from with-
  in, and a D10 must be rolled for
  damage every round: 1-5 = the worms
  are poisoning the victim’s blood, caus-
  ing 1D6 damage; 6-7 = they are ravag-
  ing the internal organs, causing 2D6
  damage and the loss of 1 Stamina
  point; 8-9 = the victim’s brain has
  been attacked, resulting in the loss of
  1 Cleverness and 1 Reasoning point;
  10 = the victim dies at once. This roll
  is repeated every round even after
  leaving the affected area (the Worms
  can move outside the spell zone once
  they have penetrated a host), until a
  Cure Disease spell is applied. Even
  though Cure Disease will rid a charac-
  ter’s body of the Worms of Death, it
  will not heal any damage he has
  taken. This requires a Healing spell or
  natural recuperation. Lost attribute
  points can be restored by a Restora-
  tion spell or the Eye of Regeneration.
  POTENTIATION (mazák)
  imbuing a person with
  supernatural energy
  Empowering (+1): This can be applied
  to the caster and 1-3 companions, in-
  creasing their Stamina scores by D3
  points each. It lasts one hour.
  Potency (+2): A spell unique to the
  Temples of Dlamélish and Hriháyal. It
  provides the target with the ability to
  maintain his or her sexual appetite
  and performance for a period of six
  hours.
  Mastery of Weapons (+4): The Melee
  value of 1-3 beings is increased by 5
  in the use of all melee weapons and
  unarmed fighting techniques. Weapon
  damage is not affected, and the bonus
  does not apply to the characters’
  Missile scores. The caster can include
  himself in the spell’s effect if desired.
  The effect lasts ten minutes.
  Festination  (+5): This spell speeds
  time for 1-3 beings (one of whom can
  be the caster himself), allowing them
  an extra half- action each round. A
  character under the effect of Festin-
  tion can therefore make one full-ac-
  54
  Tirikélu
  
  tion and one half-action, or three half-
  actions, every round. (See Sections
  422 and 423.) This spell cannot be ap-
  plied repeatedly in order to give more
  and more actions - ie, a being can
  only benefit from one Festination at a
  time. It lasts ten minutes, and when it
  expires the speeded characters must
  rest for the same period or lose 1D3
  from their Dexterity scores for one
  day. 
  Endurance (+6): The recipient (the
  caster or a companion) gains a "buff-
  er" of 1D20 Hit Points. Any damage in-
  flicted on him comes off this buffer
  first, and only once the extra Hit
  Points are used up can the character
  himself be wounded. The spell lasts
  twelve hours, unless the extra points
  are expended before then. 
  Paragon (+10): All of the target’s at-
  tributes other than Size and Psychic
  Reservoir are raised to 20 for the six
  hours that the spell lasts. An attribute
  that is already at 20 or above is raised
  by 1D3. Note that a very ugly individ-
  ual will still be recognisable by his ac-
  quaintances, but they may wonder
  why they had not noticed his "beauty"
  before!
  PROCUREMENT (vísum)
  the acquisition of goods and
  services by magical means
  Wellspring  (+1): This spell creates fif-
  teen litres of fresh water. This is
  roughly a day’s requirement for five
  people. Characters must have bottles
  or waterskins ready in which to store
  the water produced.
  Flambeau (+2): A ball of dim white
  light, equivalent to a single torch, ap-
  pears above the caster and hovers
  along with him when he moves. The
  intensity of this light cannot be al-
  tered. It lasts for three hours.
  Weapon (+3): This spell creates a
  single Chlén-hide melee weapon of
  any type specified by the caster
  (sword, dagger, spear, etc). This ap-
  pears in his hand and lasts for one
  hour before dissipating. It confers no
  bonuses to its wielder’s combat skill
  or damage, but it counts as a magical
  weapon in that it can harm creatures
  such as Huru’u that are unaffected by
  normal Chlén-hide weaponry.
  Refreshment (+4): Food and drink suf-
  ficient for five people is conjured into
  existence. The quality of this meal will
  be commensurate with the caster’s
  Cook skill (if any). A sorcerer who has
  no levels of Cook will produce fare
  that is barely palatable - just crusts of
  Dná bread and goblets of water -
  while one with 10 or more levels can
  create a sumptuous banquet complete
  with roast meat, fruit, Chumétl (salted
  buttermilk) and sweet sherbets.
  Mending (+5): A damaged weapon or
  suit of armour may be   repaired after
  combat by applying this spell. The
  spell works on a single item and takes
  five minutes for the repair to take ef-
  fect. The repair is not automatic, how-
  ever: roll as though a 15th level
  Armourer had attempted to mend the
  item.
  Shelter (+6): This spell creates shelter
  from the elements in the form of a
  mud-brick hut large enough for ten
  people. This lasts nine hours.
  Transportation (+7): A boat or palan-
  quin, complete with rowers/bearers,
  appears as though from nowhere. The
  boat will carry up to eight passengers.
  The palanquin has room for three. The
  transportation provided by the spell re-
  mains on this Plane for four hours
  and then dissipates.
  Labourers (+8): A team of ten work-
  men are created to serve the caster
  for one day. Other than being tireless,
  they are in every way like unskilled
  human workmen. They can be left to
  dig tunnels, chop wood, carry objects
  or perform any other task requiring
  only a modicum of training. If re-
  quired to do more complex tasks such
  as repairing a boat or building a
  house, they must be overseen by a
  craftsman.
  Paramour (+9 ): This spell is taught
  only to devotees of Dlamélish and her
  Cohort, Hriháyal. It gives rise to a incu-
  bus or succubus (ie, of opposite sex
  to the caster) which will remain in ex-
  istence for one hour. This being is of
  superhuman attractiveness and has
  15 levels of the Paramour skill. The
  caster can dally with this creature him-
  self or send it forth to tempt another
  who is known to him. The latter must
  make an Cleverness check to recog-
  nise the Paramour for what it is. This
  check is generally unmodified, but the
  character can add +1 for every five le-
  vels in the skill of Sorcerer, Theologi-
  an or Demonologist. If the Cleverness
  check is successful the victim can re-
  pulse the Paramour, but failure means
  that he is overwhelmed with desire
  and seeks to couple with it at once.
  One who succumbs to the Paramour
  without realising its true nature perma-
  nently loses 1-2 points from both
  Cleverness and Stamina.
  PSYCHETHESIS (báletl)
  the manipulation of immaterial
  spirits
  The Silver Halo of Soul-Stealing
  (+3): This glittering circlet of energy is
  spent spinning through the air to
  strike one target within 50 metres. It
  has the power of bearing the victim’s
  soul (Báletl) off into the Plane of Unen-
  ding Grey, leaving him a mindless
  automaton. It only affects humans
  and intelligent nonhumans. Instead of
  a Magical Resistance roll, the victim
  must make a -3 Psychic Ability check
  to resist its effect. Once a person’s
  soul has been taken, only Re embodi-
  ment or Lift Curse will restore it. The
  Silver Halo can be deflected by an al-
  ready-established spell of Invulnera-
  bility, in which case there is a 25%
  chance that it will strike someone else
  standing nearby.
  Morphetic Travel (+5): This puts the
  caster into a deep sleep and frees his
  Chusétl, or Shadow-Self, to journey
  away from his body to other places on
  this Plane. Generally the Shadow-Self
  will only be able to visit places in the
  present or recent past. Its destination
  should be within 10 kilometres and
  familiar to the caster. The Shadow-
  Self can silently observe events, but is
  not able to interact with its surround-
  ings. Being unseen and insubstantial,
  it can only be detected by the See
  Other Planes spell (though a -10 Sor-
  cerer/Psychic Ability check allows a
  character to sense that he is being ob-
  served). Since the Hlákme (intellect)
  is not sent forth by this spell, the cas-
  ter has no conscious volition over
  what he observes. When his Shadow -
  Self returns after one hour, he awa-
  kens and is then told by the referee
  what he has experienced. Such
  memories are not like true events, but
  rather resemble vivid dreams - which,
  indeed, they are.
  Projection (+7): This sends the cas-
  ter’s Shadow-Self and Intellect off to a
  distance up to a Tsán (1.33 kilome-
  tres), where he is able to physically
  manifest a simulacrum of his true
  form (which in fact remains in a coma
  while the spell lasts). This manifested
  Tirikélu
  55
  
  form is an idealised self-image, and is
  not always instantly recognisable as
  the caster. Eyes and other special
  items are not included in the astral
  projection. The caster retains his regu-
  lar attributes and he can speak, move,
  fight and handle objects. (But objects
  he picks up while in this form are not
  brought back to his real body when
  the spell expires.)  He cannot cast
  spells because his Pedhétl remains be-
  hind. Any injury suffered by the Projec-
  tion is also done to the real body, and
  if the body dies before the spell ends
  then the caster’s spirit is irrevocably
  destroyed. The spell takes five
  minutes to prepare and lasts for thirty
  minutes.
  Viaticum (+9): This spell takes one
  hour to perform. The caster’s spirit is
  enabled to travel along the hidden con-
  course leading to the Isles of the Ex-
  cellent Dead. There he can seek out a
  great sage of ancient times, a lost
  love, or some other departed spirit. To
  find the spirit he is looking for, the
  caster must make a Sorcerer skill
  check. The modifier is -1 for anyone
  who died in the past three months,
  with an additional -1 for each dou-
  bling of this period. Even if located,
  the spirit may not be willing to con-
  verse with the caster. The check for
  this might involve the caster’s Sor-
  cerer skill, possibly averaged with his
  level in Etiquette, Poet or Historian. He
  must also know the spirit’s language,
  of course. After the spell expires, a +3
  Psychic Ability check allows the caster
  to return to the Plane of the Living at
  once; a failed check leaves him as-
  trally wandering for 1-20 days, and a
  critical failure means he is lost forever
  on the Plains of Unending Grey.
  Revivify (+10): This spell can return a
  dead person (a human or intelligent
  nonhuman) to life as long as at least
  20% of the body still remains. Casting
  the spell takes an entire day and is
  very fatiguing, preventing the sorcerer
  from using other magic for a period of
  one month. Temples will typically
  charge in the region of 7500 Kaitars
  for the use of this spell.
  Negative modifiers are applied to
  the chance of successfully casting the
  spell if the corpse is not intact: -2 for
  each 10% of the body that is missing.
  The target must not have been dead
  for more than a week (six days) and
  must make a Psychic Reservoir check
  to come back to life. At the first at-
  tempt this check is unmodified; ordi-
  nary failure means that the spell can
  be tried again (by a different caster)
  with a cumulative -1 modifier, but a
  critical failure means that the target is
  dead forever. After being successfully
  restored to life, a character loses 1D3
  Stamina and makes an unmodified
  Stamina check to avoid permanent
  loss of 1 point from Strength, Dex-
  terity and Comeliness.
  TEMPERABILITY (srikátl)
  alteration of the climate
  Cold (+2): This spell sends a blast of
  frigid cold towards the enemy, affect-
  ing 1-3 beings within 10 metres. No
  Magic Resistance Roll is possible. A
  target who fails to Evade takes 1D10
  damage; light armour or ordinary
  clothing absorbs 1 point from this,
  medium armour or flowing robes ab-
  sorb 2 points, and heavy armour or
  furs absorb 3 points. If the damage
  taken is sufficient that the target is re-
  quired to make a Stamina check (Sec-
  tion 310), this is made with an
  additional -3 modifier.
  Quell (+4): This spell surrounds the
  caster with a zone of tranquility of 5
  metres radius. This calms violent
  weather: rain, wind and snow do not
  enter the zone, ocean waves are
  stilled, and even earthquakes cease
  within the spell’s range. The effect
  lasts for 20 minutes.
  Part Clouds (+5): 20% of cloud cover
  or fog is dispersed within five minutes
  of casting this spell. Multiple castings
  have a cumulative effect. It lasts for
  twenty minutes.
  Fair Winds (+7): This allows the cas-
  ter to control the direction that the
  wind is blowing local to himself (ie
  within 10 metres: enough to cover a
  medium merchantman or small war-
  ship) for a period of six hours. It gives
  only approximate control to the extent
  that the caster can turn the wind to
  face north, north-east, or whatever.
  The wind speed is not affected.
  Fog (+8): An area of dense fog is cre-
  ated around the user. This is roughly
  200 metres across and extends up to
  10m off the ground. Visibility in the af-
  fected area is reduced to 3 metres.
  Fog is only created in the open and
  does not appear inside buildings. The
  duration is thirty minutes.
  Summon Storm (+10): This spell
  must be used outdoors and takes ten
  minutes to cast. It raises a fierce
  storm over an area of one square
  Tsán (roughly a circle 1.5 kilometres
  in diametre). Clouds and heavy rain re-
  duce visibility in the affected zone to
  around 15 metres. Flying creatures
  are forced to land by the screeching
  winds, which reduce walking move-
  ment by half and make normal com-
  munication impossible. At the
  referee’s discretion, small objects
  might be blown away, buildings dam-
  aged and ships capsized. The caster
  can choose to centre the storm
  around him or to place it so that he is
  within 10-60 metres of the periphery,
  but other than this he has very little
  control. It is not easy to disperse the
  storm once it is raging; the caster can
  do this by taking ten minutes and mak-
  ing a Psychic Reservoir check. Other-
  wise it continues for 1-6 hours.
  TRANSFLUENCE (onel)
  the employment of
  inter-dimensional nexus points
  Sequestration  (+2): This allows the
  caster to place objects into an airless
  dimensional interstice, with the limit
  that no single object can be bigger
  than 1 metre across. The spell must
  be cast each time the sorcerer wants
  to put a new object into this "pocket
  dimension" or remove one previously
  put there. If the caster critically fails a
  Sorcerer/Psychic Ability check during
  retrieval then the object is lost forever.
  Claustration (+4): This spell, with a
  range of 10m, works only on living
  beings, expelling 1-3 foes and their be-
  longings into an otherdimensional
  prison. This featureless place contains
  air but no food or water. It is possible
  to return the victims by terminating
  the spell or allowing it to expire natu-
  rally - it lasts one week, but can be
  renewed subject to the victims failing
  a further Magical Resistance roll. The
  Sequestration spell can be used to
  send items to the prisoners or to
  reach items that they choose to send
  out.
  Reversion (+5): This instantaneously
  transports the targets back 100 me-
  tres along the path taken by the cas-
  ter. There is no degree of choice: the
  spell simply retraces the caster’s
  movements and deposits the targets
  there. It affects two targets (the caster
  and one other, or two persons without
  56
  Tirikélu
  
  the caster) at touch range, and a
  Magic Resistance roll is allowed.
  Metastasis (+6): This opens an inter-
  dimensional tunnel between two
  points up to 200 metres apart, allow-
  ing the caster and one companion to
  move instantly from one point to the
  other. The entry and exit points of the
  tunnel must have been prepared pre-
  viously; usually they are drawn on a
  wall in chalk or dye, taking five
  minutes or so for each. Once pre-
  pared, these "gateways" can be used
  by any sorcerer who has this spell.
  Teleportation  (+7): A spell used only
  by the Priests of Hnálla and Drá. The
  caster and 1-10 companions (or equi-
  valent weight of treasure, etc) are in-
  stantly teleported from their present
  location to another place of which the
  caster has previous first-hand knowl-
  edge. This spell can affect targets
  within 3 metres (a Magic Resistance
  Roll is permitted to a target who does
  not want to be teleported) and has a
  safe teleportation range of 300 me-
  tres. If this is exceeded roll D10: 1-2 =
  the party arrive safely; 3-4 = they ma-
  terialise somewhere else on Tékumel
  (decided randomly); 5-6 = they appear
  on another planet; 7-8 = they appear
  on one of the Demon Planes; 9-10 =
  they are dead and lost forever in an in-
  terdimensional limbo. (Note that
  sorcery does not necessarily work re-
  liably on other planets or on the
  Demon Planes, so return from these
  places involves more than another
  gamble with the Teleportation spell.)
  Nexus Travel (+10): This opens an in-
  terdimensional gateway roughly 2m
  wide which remains in force for one
  minute. Objects or persons passing
  through the gateway are transported
  to the dimension to which it leads.
  The caster must make a Psychic
  Ability check to ensure that the gate-
  way leads to the dimension he in-
  tended. (This check is unmodified if
  he knows where he’s starting from,
  but at -10 or worse if he was lost to
  begin with.) A failed check means that
  the Nexus leads to a random but ident-
  ifiable Plane; a critical failure results in
  the caster and his companions becom-
  ing lost. Note that it is not possible to
  specify a specific geographical point
  on the destination Plane, but a general
  sense of direction is included. (For
  example, you could decide that the
  Nexus was to take you further north
  on your current Plane.)
  Possible destinations for a Nexus
  include: the past or future, an alter-
  nate timeline, another planet, one of
  the Demon Planes, a different location
  on Tekumel, a parallel world or pocket
  dimension. It is possible for a Nexus
  to lead to a magically barren area,
  leaving the travellers stranded.
  VALLATION (timúng)
  sending Walls to overwhelm a foe
  These are barriers of magical sub-
  stance which move towards an oppos-
  ing party at set speeds. There are ten
  types, each dedicated to one of the
  gods. A sorcerer learns the Wall spell
  that corresponds to his own deity
  when he attains a rating of +6 in the
  phylum. He then learns one other vari-
  ant each time he increases his rating,
  so once fully competent in this phy-
  lum he will have five Walls to choose
  from. All will cost him the same num-
  ber of spellpoints (60) to cast. Gener-
  ally the Walls chosen will be those of
  his own deity and the other deities of
  that alignment (Stability or Change).
  There are other ways to view such af-
  finities, however, and a sorcerer of Vi-
  múhla will often prefer to cast the
  Karakán or Belkhánu versions of the
  spell rather than those corresponding
  to, say, Sárku or Hrü’ü. This is left to
  the individual.  
  Walls are 3m wide and 3m high,
  and approximately 1m thick. A Wall in-
  itially appears 1m in front of the cas-
  ter and then moves straight away
  from him at constant speed until it
  dissipates after three minutes. Walls
  begin moving the round after they
  come into existence. If two opposing
  Walls collide, there are several
  possible outcomes: the Walls might
  pass through each other without ef-
  fect, one might annihilate the other
  automatically, they might block each
  other, or they might "combat" one an-
  other. This depends on the type of
  Walls involved. If there is "combat" it
  is resolved as follows. Each Wall is
  given a Durability factor equal to its
  caster’s phylum rating. At the end of
  each round, a six-sided die is shaken
  for each Wall and the lower score
  loses 1 from its Durability. On a tied
  roll, both lose 1 Durability point. After
  one of the Walls has been destroyed,
  the other continues to move onwards
  as before.
  Wall of Fire (+6 minimum): This ver-
  sion of the spell is dedicated to Vi-
  múhla, Lord of Flame. It moves at
  between 4m and 6m per round (cas-
  ter’s choice as to exactly how fast).
  Anyone struck by the Wall of Fire
  takes 2D6+3 damage. (There is also
  the chance of exceptional burn dam-
  age; see Section 330.) A Magic Resist-
  ance Roll is futile, but armour will
  protect to the extent of giving half its
  usual absorption. A Wall of Fire which
  meets an opposing Wall of any type
  except Stone or Swords will combat it
  as described in the general notes
  above. It gets +1 on its die rolls
  against a Wall of Ice. A Wall of Fire
  can also be destroyed by an Energy
  Bolt or Doomkill spell, and can be
  passed through safely by a person sur-
  rounded by Infrangible Orb.
  Wall of Ice (+6 minimum): Dedicated
  to Hrü’ü, Master of Negation. A Wall
  of Ice moves at a constant speed of
  2m per round to a maximum of 60m
  before melting away. It combats an-
  other Wall of Ice, Fire, Water, Mists or
  Swords, and gets +1 on rolls vs the
  Wall of Water. It blocks (and is
  blocked by) Stone, Serpents, Decay,
  Calm and Wind. Missiles shatter
  against this Wall, and it also stops
  Telekinesis, the Vapour of Death, Sha-
  dows and the Silver Halo. It can be de-
  stroyed by Energy Bolt or Doomkill
  and is stopped by the Infrangible Orb.
  Any being hit by the Wall of Ice takes
  1D10 crushing damage (armour gives
  no protection) and must make an un-
  modified Stamina roll or pass out
  from cold for 1-6 rounds.
  Wall of Swords (+6 minimum): Dedi-
  cated to Karakán, Master of Heroes.
  Invisible hands wield a host of flash-
  ing swords which move forward at a
  rate of between 4m and 6m a round
  (caster’s choice) to a maximum of
  180m. This spell combats an oppos-
  ing Wall of Serpents (at +1), Ice or an-
  other Wall of Swords, and is blocked
  by Fire, Calm and Stone. It offers no
  resistance to Mists, Wind or Decay,
  but is automatically swept away by
  Water. It does not impede most spells
  at all, nor does it stop missiles. An En-
  ergy Bolt or a Doomkill will destroy it
  at once, however. If a Wall of Swords
  reaches a party, each person in the
  group is struck 1-6 times and each
  blow does 1D10 damage. Armour pro-
  tects fully against this. The Wall then
  sweeps past on its inexorable course,
  usually leaving bloodied torsos and
  dismembered limbs in its wake.
  Wall of Serpents (+6 minimum):
  These writhing monstrosities are dedi-
  Tirikélu
  57
  
  cated to Dlamélish, Green-Eyed Lady
  of Fleshly Delights. They roll forward
  in a hissing, spitting tangle at a rate of
  2m per round. The Wall of Serpents
  clambers over Stone but is frozen
  (and thus blocked) by Ice. It combats
  all other types except Calm, which
  causes it to become quiescent and
  dissipate. This Wall offers no resist-
  ance to other spells but can be de-
  stroyed by an Energy Bolt or a
  Doomkill. A Charm spell can send it
  back against its caster! If a character
  is engulfed in a Wall of Serpents he or
  she will be seized and constricted.
  Damage taken is 1D6 on the first
  round, 2D6 on the second, 3D6 on the
  third, and so on; armour gives no pro-
  tection. If armed with a edged weapon
  the victim can try to cut himself free.
  The chance of this is 40% on the first
  round, 30% on the second, 20% on
  the third, etc; this roll is made after
  damage is determined for the round.
  Companions not caught in the Wall of
  Serpents can help to cut a victim free
  if they have edged weapons. Each
  character attempting this adds +30%
  to the chance of getting free, but there
  is also a risk (50% each round) that
  the character will get too close and be
  seized himself. A victim freed from a
  Wall of Serpents may nonetheless
  have been affected by the snakes’ par-
  alytic venom. He must make a +5
  Stamina check or lose 1D20 from Dex-
  terity. (If Dexterity is reduced to zero
  the character is immobilized.) Lost
  Dexterity points recover at the rate of
  one a day. 
  Wall of Stone (+6 minimum): This
  spell, the variant sacred to Thúmis,
  Sage of the Gods, sends a barrier of
  solid rock rumbling towards an oppo-
  nent at the rate of 2m a round to a
  maximum range of 60m before it dis-
  solves to dust. It blocks Fire, Ice, an-
  other Wall of Stone, Swords and
  Water. It is unaffected by Serpents
  and combats Calm, Mists and Decay
  (the last of these at +1), and it de-
  stroys a Wall of Wind automatically. It
  blocks Telekinesis, the Vapour of
  Death, Shadows, the Silver Halo and
  all missiles, although it can be de-
  stroyed by Energy Bolt or a Doomkill
  spell. The Eye of Advancing Through
  Portals will also blast through it. An
  Evade roll is needed by any being
  struck by the Wall of Stone. If this
  fails, the Wall causes 5D10 crushing
  damage. A successful Evade indicates
  that the party can climb over or leap
  clear without damage - assuming
  there is room to do this.
  Wall of Calm (+6 minimum): This vari-
  ant is associated with Belkhánu, Mas-
  ter of the Paradises of Teretané. It
  sends forth a wave of softly glittering
  lights which moves at between 2m
  and 4m a round (sender’s option).
  This is blocked by Ice, Swords or an-
  other Wall of Calm and will destroy
  Serpents automatically. It combats all
  other types, gaining +1 on rolls
  against a Wall of Wind or Water.
  Beings touched by the Wall of Calm
  must make a Magic Resistance roll or
  fall into a deep sleep. One who is put
  to sleep in this way can be shaken
  awake (this takes up to a minute), but
  the sleep is otherwise of indefinite dur-
  ation. Androids, automata and de-
  mons are immune to the Wall of Calm.
  Undead, however, are laid to rest per-
  manently if they fail to resist it, and
  Vléshga (Shunned Ones) do not sleep
  but lose 1D10 Hit Points through per-
  manent ageing instead. Calm is also
  effective against the watery Nshé, an
  underworld creature that is otherwise
  quite difficult to deal with.
  Wall of Wind (+6 minimum): This vari-
  ant corresponds to Hnálla, the Su-
  preme Principle of Stability. It sends a
  raging typhoon towards opponents at
  a speed of 6m a round. A Wall of
  Wind will combat Fire (at +1), Ser-
  pents, Decay (at +1), Water or another
  Wall of Wind. It disperses a Wall of
  Mists instantly. It is blocked by Ice
  and automatically destroyed by Stone,
  but offers no resistance to Swords. It
  knocks missiles to the ground and
  has an 80% chance of deflecting a Sil-
  ver Halo spell or Telekinesed projec-
  tile. The Vapour of Death is actually
  turned around by a Wall of Wind,
  which will push it back to engulf those
  who sent it. If a Wall of Wind strikes a
  party, each must make a Magic Resist-
  ance roll; otherwise he or she is lifted
  up and carried along by the Wall for 1-
  6 rounds. A victim so caught is help-
  less, and is buffeted for 1D20 damage
  each round. If the Resistance roll is
  successful, the Wall only causes 1D6
  damage and the character is able to
  keep his footing while the typhoon
  passes him. Armour gives no protec-
  tion in either case.
  Wall of Water (+6 minimum): This
  version, associated with Avánthe the
  Great Mother, travels at a speed of 4m
  per round. It is blocked by Stone, but
  automatically washes away Swords
  and will combat any other type of Wall
  (Fire at +1). It can be dissociated by
  Energy Bolt, Fist of Fire, or Doomkill,
  but will attempt to reform and con-
  tinue its progress within 2-12 rounds.
  If a party is overwhelmed by a Wall of
  Water, each must attempt a Stamina
  check at -2 to avoid drowning. This ap-
  plies only to living beings, of course;
  demons, automata, artificial creatures
  and undead are immune because they
  do not need to breathe. Even if the
  check is successful, the victims are
  swept back 4m and must spend the
  following round standing up, getting
  their bearings, etc. 
  Wall of Decay (+6 minimum): This
  tumbling bank of grave soil, cer-
  ements, mouldering bones and
  worms is the special variant of Sárku,
  Lord of the Tomb. Moving at 3m per
  round, it is blocked by Ice and passes
  through Swords unimpeded. It com-
  bats all other types except for another
  Wall of Decay. If two Walls of Decay
  meet, they halt in place and begin to
  merge. Each round, the casters at-
  tempt to roll their phylum rating or
  less on a ten sided die. If both fail, the
  two Walls crumble away; if both suc-
  ceed, the Walls remain where they are
  and the D10 rolls are repeated at the
  end of the next round. If one caster
  makes the roll and his opponent does
  not, then his Wall absorbs the other
  (increasing its Durability accordingly)
  and continues its progress as before.
  Living beings engulfed by a Wall of
  Decay must make a Magic Resistance
  roll. If they succeed then they suffer
  no damage, but if they fail then they
  are instantly slain, becoming ghastly
  corpses with no hope of resurrection.
  A Wall of Decay has no effect on an-
  droids, demons, etc. If it strikes un-
  dead then it will absorb them, adding
  +1 to its psychic strength for each un-
  dead creature absorbed. More power-
  ful varieties of undead are permitted
  Magic Resistance rolls to avoid this,
  but undirected Mrúr or Shédra will
  surrender willingly to such a fate.
  Wall of Mists (+6 miinimum): This is
  the form of Vallation associated with
  Ksárul, the Doomed Prince of the Blue
  Room. It manifests as a cohesive
  sheet of luminous azure corpuscles
  which drift forward at a speed of 1m
  to 6m a round (randomly determined
  at the end of each round by rolling a
  D6). It passes through a Wall of
  Swords and is dissipated by Wind, but
  combats all other types equally.
  Any spell cast through a Wall of Mists
  58
  Tirikélu
  
  may be caught within it for a time.
  Roll 1D6-1, and this is the number of
  rounds the spell is held before re-en-
  tering the physical plane. A spell lost
  for any length of time within a Wall of
  Mists will be discharged in a random
  direction. To determine the direction,
  roll D20 counting "north" as the orig-
  inal trajectory of the spell: 1-5 = north,
  6-8 = northeast, 9-10 = east, 11-12 =
  southeast, 13 = south, 14-15 = south-
  west, 16-17 = west, and 18-20 =
  northwest. A devotee of Ksárul or his
  Cohort, Grugánu, cannot be affected
  by this spell. Any other character or
  creature struck by a Wall of Mists
  must attempt a Magic Resistance roll.
  Failure means that the victim is borne
  off Tékumel’s physical plane and into
  another dimension. He can then be
  seen only as a sketch of glowing lines
  and geometric shapes projected
  against the Wall. Victims can try to es-
  cape each round; this requires a Psy-
  chic Ability check at -10 on the first
  round, -11 on the second, etc. (Use
  the being’s Magic Resistance factor
  for this check if its Psychic Ability is
  undefined.) Once the Psychic Ability
  check is made, the character is able to
  find the interdimensional route back
  to Tékumel and reappears unharmed.
  A victim who fails to find his way back
  before the Wall spell expires, though,
  is lost between the Planes forever. 
  VENEFICE (hlóru)
  the inducement and treatment of
  poisoning
  Detect Poison (+1): If the caster suc-
  ceeds in a Psychic Ability check
  (rolled secretely by the referee), this
  tells him whether a specific object or
  substance within 3m contains poison. 
  Detoxify (+2): This neutralises poison
  within the body of a living person or
  creature. Damage already caused by
  the poison is not healed; the spell just
  prevents any further harm. It also dis-
  pels alcohol, and most other drugs ex-
  cept Zu’úr. The poisoned character
  must be within 5m of the caster and
  must make a Psychic Ability check for
  the spell to take effect. A critical
  failure means that further castings are
  useless. 
  Miasma (+3): This affects a circular
  area around the caster, filling it with
  invisible fumes for 30 minutes. The
  circle is 3 metres across and moves
  with the caster. Living creatures with-
  in this zone (other than the caster) will
  find it hard to breathe, and must make
  a Stamina check each round to avoid
  being forced to retreat from the zone.
  This Stamina check is unmodified in
  the first round, -1 on the second, -2
  on the third, and so on. A critical
  failure causes unconsciousness, fol-
  lowed by death within thirty seconds
  unless the victim is moved out of the
  zone of effect. 
  The Vapour of Death (+6): This spell
  sends a visible cloud of poisonous va-
  pour rolling towards an enemy. The
  user should first be sure that any wind
  is blowing away from him or her! The
  vapour starts directly in front of the
  caster as a bank of ochre fog nine me-
  tres long, increasing its extent for-
  ward from the caster by 2 metres per
  round to a maximum distance of 30
  metres before dissipating. Anyone
  caught in the Vapour of Death for a
  full round must make a -3 Stamina
  check or die. Even if successful, the
  character still takes 1D3 damage and
  must repeat the roll next round. 
  Serpent’s Breath (+8): This spell is
  taught only by the Temple of Hrü’ü. It
  is identical to the Vapour of Death, but
  also contains wisps of a purplish cor-
  rosive gas that attacks Chlén -hide
  and nonmagical steel. The only way to
  protect items from the gas is to im-
  merse them completely in water.
  Chlén-hide is immediately softened to
  uselessness by exposure to the gas,
  while steel armour deteriorates by 1
  point of protective value each round.
  Additionally, characters inside the gas
  cloud must make Stamina checks as
  for the Vapour of Death.
  [652]  Psychic Spell Phyla
  Psychic spells differ from Ritual spells in that they can generally be ter-
  minated at the caster’s whim. These spells require no gestures, words
  or ingredients to cast; it is only necessary that the sorcerer is able to
  see his intended target.
  As before, all spells take one round to cast unless otherwise specified.
  Buying scrolls and talismans
  The sidebar on page 44 gave costs for
  characters wishing to buy spells.
  Double those prices if you want to
  take the spell away with you on a
  scroll. (Again, scrolls bought from a
  bazaar sorcerer are cheaper but less re-
  liable.)
  Spells on talismans cost only 50%
  more than the prices on page 44, but
  bear in mind that you must reveal
  your secret name to the sorcerer in
  order for him to make you a talisman.
  Tirikélu
  59
  
  ASCERTAINMENT (fakísh)
  the probing of auras by mental
  magic
  ESP (+1): The user can detect the
  presence of living beings (but not un-
  dead or soulless automatons, etc)
  within a range of 10 metres. He is
  aware of the number of beings but not
  the direction or distance to them. It is
  possible to get some idea of the
  beings’ intelligence - ie whether they
  are animals or sapient nonhumans.
  The duration is 5 minutes.
  Mind Reading (+3): With this it is
  possible to probe the thoughts of a
  single target, who must be an intelli-
  gent being of one of the "friendly"
  races. The target is allowed a Magic
  Resistance Roll, of course. If this fails,
  surface thoughts are read easily. The
  caster can probe deeper by making a
  Psychic Ability check at a modifier set
  by the referee (up to -10 to find out
  about cherished secrets or matters of
  dim recollection). The spell has a
  range of 5 metres and lasts 5 minutes.
  Telepathy (+4): This makes it
  possible for the caster to converse
  telepathically with another person at a
  distance of up to 50 metres. The tar-
  get must be known to the caster, and
  is not obliged to reply to any telepa-
  thic message. The effect lasts for 5
  minutes.
  Syntony (+8): The user is able to tele-
  pathically contact another person with-
  in 10 Tsán (about 13 kilometres). The
  target must be known to the caster at
  least by name, and if they have never
  met then the skill check to cast is
  given an additional -3 modifier per
  Tsán. Communication lasts for five
  minutes. The most skilled exponents
  of this technique are organised by the
  temples into a telepathic network that
  stretches right across the Empire.
  CHIMERICS (nyélme)
  the production of unreal images
  Mirage (+1): A thin film of ectoplasm
  up to 3m square is created in front of
  the caster. This appears as any simple
  uniform image such as masonry,
  wood, draperies, reeds, etc. It will dis-
  appear if touched, otherwise lasting
  for one hour.
  Seeming (+2): Cast onto a character,
  this gives him the appearance of
  being someone else. Someone quite
  familiar with the imitated individual
  gets an Cleverness/Reasoning check
  (at a negative modifier equal to the
  caster’s phylum rating) to spot some-
  thing amiss with the seeming. Other-
  wise the disguise is impenetrable, but
  flawed in two ways: it only extends to
  the target’s voice and appearance, and
  is not reflected in a mirror. (Mirrors
  are expensive and not commonly
  found in public places.) This spell
  lasts for one hour.
  Illusion  (+4): Creates an illusion
  covering a base area of 1 square
  metre, +1 per additional 10 spell-
  points expended. This is a visual and
  auditory illusion only, and may be rec-
  ognised as unreal on close scrutiny if
  the observer makes an Clever-
  ness/Reasoning check as for Seem-
  ing. The illusion could consist of
  either a single or multiple image (eg, a
  group of guards playing Kévuk) and
  can move around within 5m of the
  point of casting. It lasts for three
  hours.
  Semblance (+5): Cast over an object
  or creature, this masks it with an illu-
  sory appearance of the caster’s choice
  - and the caster can alter this sem-
  blance at will while the spell lasts.
  Each casting of the spell covers an
  area of up to 3m across. The sem-
  blance cannot, however, be smaller
  than 10% of the object’s true size. (A
  Chlén could thus be made to appear
  as a Sérudla, a small hut, or even a
  phalanx of spearmen, but not as a pet
  cat.) Other restrictions are as for
  Seeming. Semblance has a duration
  of three hours.
  Phantasm (+7): This creates a highly
  realistic illusion of the caster’s choice
  within a area 2m in radius. The spell
  has a range of 10m and lasts for one
  minute. A "typical" phantasm will re-
  quire an unmodified Cleverness/Rea-
  soning check to see through. This is
  for something which is reasonably
  plausible; eg, the sorcerer brandishes
  an Eye and suddenly a column of
  flame appears in front of him. If the
  phantasm is slightly less plausible (for
  instance, if he did not have a fake Eye
  to back the phantasm up) it becomes
  a +5 check. Extremely unlikely things
  (such as a demon in a marketplace)
  require only a +10 check. Conversely,
  if the Sorcerer was known to possess
  the Eye of Raising an Infernal Barrier
  then such an phantasm becomes dis-
  tinctly more credible, requiring a -5
  check.
  A character who believes an phan-
  tasm treats it exactly as though it
  were real. (Note that this means if one
  possesses an Eye of Triumphant Pas-
  sage Through Infernos, for instance,
  one can use it to pass safely through
  an illusory fire.) To inform another
  character that he has been taken in by
  a phantasm requires you to be heard
  over the din of battle (say a 20%
  chance of this) and he may then make
  another Cleverness/Reasoning check
  (at -10) to see through it.
  Apparitions  (+10): This creates the il-
  lusion of a terrifying horde of 2-12 de-
  mons, ghosts and monsters, which
  last for one hour. They can rove
  around in an area extending up to
  50m from the point where the spell
  was cast, and will attack anyone ex-
  cept their creator. Opponents who fail
  a check based on the average of
  Cleverness and Reasoning will believe
  these apparitions to be real, in which
  case they take real damage from their
  attacks. (A critical success on the
  check is required for a character to
  definitely recognise the apparitions’ il-
  lusory nature.) Modifiers to the check
  will range from +5 to  -5 depending on
  circumstances. 
  Each apparition has Hit Points
  equal to the caster’s Pedhetl, Melee
  value equal to twice Pedhétl, and
  strikes for 1D10+2; they resist spells
  with their caster’s Magic Resistance
  Factor. Each apparition slain causes
  the caster to lose a point of Pedhétl,
  with these points recovering at the
  rate of 1 each day. Once cast, this
  spell cannot be dropped voluntarily.
  DOMINATION (chanrága)
  exerting force over another’s will
  Trance (+2): A spell which distorts all
  of the target’s perceptions so that he
  is incapable of action while the spell
  lasts. A Magic Resistance roll is per-
  mitted, of course. It has a range of 20
  metres and lasts ten minutes.
  Control Others (+4): 1-6 intelligent liv-
  ing beings (but not animals or Under-
  world creatures) can be brought
  under the caster’s control for twenty
  minutes. Targets who fail to resist will
  obey like automata as long as they un-
  derstand the caster’s language - if not,
  they stand motionless until the spell
  Tirikélu
  61
  
  wears off. It has a maximum range of
  20 metres. 
  Charm (+5): Any animal, intelligent
  being or Underworld creature (exclud-
  ing androids and undead) can be
  charmed into doing the caster’s bid-
  ding. A Magic Resistance roll is
  possible. A target responds to the tele-
  pathic wishes of the caster and (unlike
  the previous spell) retains normal in-
  telligence. However, Charmed beings
  are averse to acting in a way they
  would normally be violently opposed
  to. If asked to do something like com-
  mitting suicide or killing a friend, the
  being gets an immediate attempt to
  break the spell by rerolling the Magic
  Resistance Roll. This spell has a range
  of 45 metres and lasts one hour. 
  Mind-bar (+6): This spell gives the
  user full control over the target’s ac-
  tions, memories and beliefs for a peri-
  od of 24 hours. One can use the spell
  to cause a being to serve loyally, to
  kill himself, to forget something, etc.
  It affects only intelligent living beings,
  and has a range of 10 metres.
  Quest (+7): A specialised form of men-
  tal domination known to the priest-
  hood of Avánthe and Dilinála. It sends
  2-12 targets on a mission of the cas-
  ter’s choosing. Only humans and intel-
  ligent nonhumans are affected, and
  they can attempt to resist. Characters
  who are affected will immediately lose
  interest in anything except the quest,
  which they pursue with relentless
  determination until it is completed   or
  until one year has elapsed, when the
  spell wears off anyway. It has a range
  of 10 metres.
  Web of Command (+8): Unique
  among the Domination spells because
  it permits control of androids and
  automata, this spell is learned only by
  the devotees of Ksárul and Grugánu. It
  ensnares the targets’ power of volition
  in a psychic net, giving total obe-
  dience for thirty minutes if they fail to
  resist. It affects 1-6 sorcerous or artifi-
  cial beings (including most Under-
  world creatures but not undead) and
  has a range of 50 metres.
  FASCINATION (mróya)
  the art of bewitchment
  Evil Eye (+1): This spell has a range
  of 50m. It inflicts a phobia on the tar-
  get, with a delayed effect of 1-10
  hours and a duration of 1-6 months.
  In situations involving the phobia, the
  victim can make a check based on the
  average of Cleverness and highest
  Complex skill to see if he can control
  his fear. The modifier to this check is
  the amount by which the victim’s Psy-
  chic Ability exceeds his Psychic Reser-
  voir. Critical failure results in total
  panic, while ordinary failure tempo-
  rarily reduces Melee and Missile
  values by 1D6.
  Aphasia (+2): The target loses the
  power of speech (incidentally prevent-
  ing the use of Ritual magic). This spell
  has a range of 20m. The condition has
  a 5% chance of disappearing after one
  month, a 4% chance in the next
  month, and so on down to a minimum
  1% chance each month. Alternatively,
  the caster himself can dispel it at any
  time by touching the victim’s lips.
  Impotence (+3): This spell is known
  only to the temples of Dlamélish and
  Hriháyal. It has a range of 30m, and af-
  flicts its victim with impotence. This
  can be temporarily be overcome with
  a Potency spell (qv), but duration is
  otherwise as for Aphasia - or the cas-
  ter can cancel it by touching the af-
  flicted penis.
  Excecate (+4): Inflicts blindness on a
  target within 40m. This lasts as for
  Aphasia, or until removed by the cas-
  ter touching the victim’s eyes.
  Paralysis (+5): This inflicts paralysis
  on a victim within 50m. The extent of
  the paralysis depends on the caster’s
  whim - anything from a single ex-
  tremity to the victim’s entire body.
  The effect is permanent if not lifted by
  the caster touching the victim.
  Hebetate (+6): This affects 1-6 targets
  at a range of 60m, reducing their
  Cleverness and Reasoning scores to
  2. Skill levels are effectively halved,
  and note that certain skills such as
  Sorcery will not be possible at all. The
  condition persists for 1-6 days.
  Amnesia (+7): This has a range of
  80m. It destroys the victim’s memory
  of who he is and has the subsidiary ef-
  fect of leaving him stunned for 1-6
  minutes. An amnesiac victim is
  allowed a Psychic Ability check in
  stressful (ie, life threatening) situ-
  ations to see if he thinks to use his old
  skills. Otherwise he will not know
  what he is capable of unless told or
  shown. The effect has a 1% chance of
  wearing off each day (10% immedi-
  ately after a stressful situation).
  Enticement (+8): The target of this
  spell falls hopelessly in love with the
  caster (or another person designated
  by him/her). The target and the in-
  tended sweetheart must be within 5m
  of each other at the time of casting,
  though the spell itself has a range of
  80m. The effect is permanent unless
  removed by a second casting of the
  spell.
  Ostracism (+10): The victim of this
  spell is rendered inconsequential to
  everyone except the caster. Others
  will ignore him or her unless physi-
  cally assaulted - and even then they
  will retaliate just as long as the assault
  lasts, then return to acting as if the vic-
  tim did not exist. (Note that such an
  assault will not give the ostracized
  character automatic surprise, since
  others remain subliminally aware of
  him all the time.)  The spell has a
  range of 10m, and has a 1% chance
  of wearing off each day - or it can be
  terminated by the caster at any time.
  MEDIUMSHIP (fadóm)
  calling back the spirits of the dead
  Seance (+3): This allows limited con-
  tact with the spirits, permitting the
  caster to ask three yes/no questions
  concerning the past or present. There
  is a 30% chance the spirits will not
  know the answer to a question or will
  not reply for reasons of their own.
  Even if they do know, there is a 20%
  chance they will deliberately mislead
  the caster, either by giving no answer
  or by lying. The questions asked must
  be quite vague. ("Was so-&-so ever in
  Béy Sü?" "Is my brother still alive?"
  and so on.) You cannot ask repeated
  yes/no questions to narrow a line of
  enquiry down to specifics.
  Recall the Soul (+5): This permits the
  caster to summon the Báletl, or spirit-
  soul, of a deceased person for the pur-
  pose of answering three detailed
  questions. The spirit summoned must
  not have been dead for more than 50
  years. The caster needs to make a Psy-
  chic Ability check to locate the spirit
  from among all those in the Planes of
  the Afterlife. The referee may allow
  positive modifiers from +1 to +5 if the
  the deceased was a close friend or
  relative, or if the caster possesses
  something that formerly belonged to
  the deceased. 
  A critical failure on the check
  means that the wrong spirit has been
  62
  Tirikélu
  
  recalled. If hostile, the spirit may try
  to psychically assault the caster. This
  can be resisted by an unmodified Psy-
  chic Ability check. If the spirit suc-
  ceeds in its assault it will typically
  make some doomful pronouncement
  through the caster’s mouth and then
  return to the Isles of the Excellent
  Dead leaving him permanently insane.
  Re-embodiment  (+10): This spell,
  part of the inner arcana of the Tem-
  ples of Belkhánu and Qón, reincar-
  nates the spirit soul of a deceased
  character. It must be cast within 24
  hours of the character’s death, and
  after casting it one must refrain from
  further sorcery for a week. The spirit
  soul can either be placed into its orig-
  inal body (if this is available) or into
  the living form of a being of the same
  species. In the latter case, the spirit-
  soul must first be located with Recall
  the Soul. The spirit-soul displaces the
  soul of the "host" form, which is sent
  to take its place in the hereafter. The
  host must be restrained (drugged or
  bound) and can resist the possession
  by making an unmodified Psychic
  Ability check. If the spell works, the re-
  called spirit-soul occupies the body.
  (If this is not a host but is the spirit’s
  own corpse, a spark of life is re-
  kindled and spells of Carminry may
  immediately be applied.)  The reincar-
  nated character has his original
  scores in Psychic Ability, Cleverness,
  Psychic Reservoir and Reasoning;
  other attributes are those of the body
  he is reincarnated into. A newly Re-
  embodied character has a temporary
  Stamina score of 2, recovering at 1
  point a day until up to its regular value.
  PERCEIVANCE (fapané)
  extending the senses by means of
  magic
  Clairaudience  (+1): The caster can
  hear what is happening in an adjoin-
  ing room. The spell has a range of 7
  metres and a duration of five minutes.
  Clairvoyance (+2): This gives the cas-
  ter a vision of an adjoining room or
  space. It works to a distance of 7 me-
  tres, fading out quickly beyond this
  range, and lasts five minutes. Note
  that the caster will not be able to see
  anything if there is no light in the area
  he is trying to view.
  Cats’ Eyes (+4): The caster is enabled
  to see in darkness as though in twi-
  light. The spell lasts for ten minutes.
  See Other Planes (+5): This spell per-
  mits the user to see invisible objects
  and beings within 15 metres. It lasts
  for ten minutes.
  The Globe of Distant Discernment
  (+7): The caster can send an invisible
  psychic viewpoint out away from him
  to a range of one kilometre. This "eye"
  travels at normal head height and
  walking speed. It cannot pass through
  solid objects, nor cross obstacles that
  the caster himself could not traverse
  (such as a river or gorge). Also, it
  does not relay sounds and does not
  confer the ability to see into a dark-
  ened area. The duration of the spell is
  fifteen minutes.
  PSYCHOKINESIS (famüre)
  action and movement at a
  distance
  Telekinesis  (+1): The caster can lift
  and slowly move an object weighing
  no more than a kilogram up to 20 me-
  tres away. If flung at an opponent, the
  object does damage as a thrown wea-
  pon (it can be parried or evaded). If
  Telekinesis is used for precise actions
  like untying a knot, a Dexterity/Psy-
  chic Ability check is made with a modi-
  fier reflecting the complexity of the
  task. Once cast on an object, this spell
  lasts five rounds (30 seconds).
  Missile of Metállja (+2): An invisible
  bolt of psychic force can be directed
  at an enemy within 25 metres. If the
  target fails a Magic Resistance roll, he
  is stunned and is allowed an unmodi-
  fied Stamina check every 1-20 rounds
  to recover. It has no effect on automa-
  ta or undead.
  Levitate (+3): This permits the user to
  rise vertically upwards into the air at a
  rate of 6 metres per round to a maxi-
  mum height of 60 metres. The spell
  can be sustained for up to ten
  minutes. The caster can move up-
  wards or downwards at will, but no lat-
  eral movement is possible. Only the
  caster himself (and belongings equal-
  ling his normal encumbrance) are af-
  fected. Ritual magic cannot be used
  while levitating, though Psychic magic
  still can.
  Apportment (+4): This instantly brings
  an object that the caster requires.
  Exact objects cannot be specified,
  only the general type - eg "a sword", "a
  coil of rope", etc. The object brought
  can weigh no more than 6 kilograms
  and will be a common example of the
  type wished for. (So if you wish for a
  sword you will get a Chlén-hide one,
  not steel.) The object remains until
  put down or dropped by the caster, to
  a maximum period of six hours.
  The Hands of Krá the Mighty (+5):
  This spell grapples and squeezes its
  victims. A Magic Resistance roll is
  given. If this is not achieved the victim
  suffers 3D10 damage, and even if he
  resists successfully he still takes 1D6
  damage. Armour gives half its usual
  protection. The spell affects up to
  three targets at a range of 50 metres.
  Aeriality (+7): This spell permits the
  user to fly at a speed of 20 metres per
  combat round for thirty minutes. He
  can maintain a maximum altitude of
  20 metres above the general terrain.
  Normal encumbrance can be carried.
  The spell can also be cast on a com-
  panion, but this person must remain
  in contact with the caster and moves
  along with him. A Magic Resistance
  roll is given to anyone who does not
  want to be flown.
  PSYCHOMETRICS (ténmre)
  discerning hidden truths
  Assessment (+1): This spell probes
  the psychic aura of one being within
  10 metres. The target does not get to
  resist. In game terms, the caster
  learns the Magic Resistance Factor of
  the target. 
  Elicitation  (+2): By touching an ob-
  ject, the caster gets a hazy mental pic-
  ture of the last person to handle it.
  This is roughly as clear as the mem-
  ory of a dream on first waking up. The
  caster can tell the sex and approxi-
  mate size of the person "seen", and
  usually gets an impression of any
  robes or armour worn.
  Afterglow (+3): The caster can see
  whether any spell (Ritual or Psychic)
  has been cast during the past hour.
  The magical "residue" appears as a
  faint sparkling in the air which is
  visible to the caster within a range of
  2 metres. The effect lasts for 5
  minutes. A successful Sorcerer/Rea-
  soning check allows the caster to
  identify the phylum to which a de-
  tected spell belongs. A successful Sor-
  cerer/Psychic Ability check tells him
  its phylum rating and how recently it
  was cast. He cannot tell anything
  about the person who cast it, however.
  Tirikélu
  63
  
  Spirit Aura (+4): This allows the cas-
  ter to see the aura of a target within
  10 metres. A Magic Resistance Roll is
  allowed. If this fails, the caster learns
  the target’s religious affiliation
  (Change/Stability). By making a suc-
  cessful Psychic Ability check, the cas-
  ter also discovers the target’s
  attributes and skills. The knowledge
  gained is fairly general - the caster
  learns that the target is "quite strong",
  "very stupid", "a journeyman sorcerer",
  etc, rather than getting the precise
  values.
  Dowsing (+5): The caster concen-
  trates on a substance or an item held
  in his hands. For the 5 minutes the
  spell lasts, he can sense the direction
  of more of the same substance, or an-
  other similar item. The caster is able
  to tell only when he is facing the ob-
  ject he is dowsing for, not the route
  he must take to reach it. Also, he sen-
  ses only the nearest example of the
  object - not necessarily the biggest.
  You could use it to search for gold in
  the Underworld, for instance, but you
  might only be led to a single long-bu-
  ried coin.
  Analysis (+6): The caster can tell by
  touching a character whether he or
  she is under any spells. This requires
  the caster to make an unmodified Rea-
  soning/Psychic Ability check. Critical
  success identifies the phylum and
  general intensity of each spell.
  Cognizance (+7): This spell assists in
  finding lost objects or people. It lasts
  for thirty minutes, giving a general
  idea of distance and direction.
  Fabricate Aura (+8): This bestows a
  false aura of the caster’s choice on a
  single object or person, so as to de-
  lude or block other Psychometric
  spells. The spell has a range of just
  one metre and lasts twenty-four hours.
  Edification  (+10): Cast on an Eye, en-
  chanted sword or other magical item,
  this spell determines its properties,
  magical charge and means of oper-
  ation. The caster must be within one
  metre of the device under scrutiny.
  TALISMANICS (vurír)
  inculcating magic upon a focus
  Talismans are objects in which a
  single Psychic spell has been placed
  for later use. Such an object might be
  a ring, diadem, pectoral, cloak-clasp
  or other item of jewellery. Gem pend-
  ants are the most common. When the
  talisman is used, the spell stored in it
  is released at no spellpoint cost to the
  user. The talisman can be used only
  by the person for whom it was pre-
  pared. Since you must reveal your se-
  cret name to a sorcerer if you want
  him to attune a talisman for you, most
  are prepared for personal use.
  A spell placed on a talisman must
  be a Psychic spell that normally takes
  one round to cast. The sorcerer can-
  not prepare a talisman for a spell he
  does not know. Also, his rating in the
  Talismanics phylum must be at least
  equal to the phylum rating of the spell.
  To prepare the talisman, the sorcerer
  casts the Talismanics spell at the ap-
  propriate level (at +4 for Recall the
  Soul, for instance) and must then
  spend one day attuning it. If this initial
  casting is successful, two factors
  determine if the spell works when
  needed:
  Was the talisman attuned properly?
  This is decided by the caster making
  an unmodified Psychic Ability check.
  Ordinary failure means that nothing
  happens when the talisman is used. A
  critical failure means that the spell will
  certainly backfire. 
  Is it activated properly? This requires
  the person trying to use the talisman
  to make a Sorcerer/Psychic Ability
  check. Failure means the spell van-
  ishes from the talisman with no effect.
  Critical failure also wipes the talisman,
  and causes a psychic feedback that
  stuns the user for 1-6 rounds.
  Two rounds are needed to activate a
  spell on a talisman. The spell takes ef-
  fect on the character’s fourth half-ac-
  tion phase after beginning the
  attempt. The talisman must be in the
  character’s hand throughout this at-
  tempt and any distraction (such as re-
  ceiving a wound) dissipates the spell
  to no effect.
  TRANSCENDENCY (hlákme)
  the supernormal powers of the
  mind
  Control of Self (+2): A technique for
  gaining complete self mastery of
  one’s physical limitations. The user
  can hold his breath indefinitely (giving
  immunity to inhaled gas, spores,
  smoke, etc), use total memory recall,
  blank out the sensation of pain (re-
  moving the need for Stamina checks
  in combat), slow his heartbeat to al-
  most zero, and so forth. As a rule of
  thumb, the user can withstand inhos-
  pitable conditions ranging from -40˚
  to +60˚ Centigrade. Note that at-
  tributes and skills cannot in fact be al-
  tered by the spell, however.He also
  cannot be affected by hypnosis or mo-
  rale-affecting spells. The effect lasts
  for 30 minutes.
  Gift of Tongues (+4): This lets the cas-
  ter understand any spoken language.
  The language must be one that it is
  possible for humans to comprehend -
  he could not learn to communicate
  with the Ssú, for instance. This ability
  fades after 30 minutes.
  Enhancement (+5): This allows the
  user to surpass his normal level in a
  skill. It can be applied to any skill he
  knows, giving a bonus of 1-6 levels
  for thirty minutes.
  Invigoration  (+6): This spell can be
  used to heal wounds. It converts psy-
  chic energy into physical energy, chan-
  neling a powerful restorative force
  through the caster’s body. He re-
  covers 2D6 Hit Points. Unlike spells of
  Carminry (see above) there is no need
  for a Psychic Ability check to see if
  the healing works. Lost limbs and
  scars, etc, are not restored.
  Comprehension  (+7): This allows the
  caster to decipher written inscriptions.
  He only gets to understand the
  general content of the writing, not the
  exact meaning of each word or how to
  read it aloud. (Given a magic scroll, it
  would tell you what spell was written
  there but not how to read it aloud and
  hence cast it.) The arcane languages
  used by certain sects are immune to
  decipherment by this spell. Its dura-
  tion is one hour.
  Immanation  (+8): This transmutes
  hostile spell-energy into a form usable
  by the caster. Any time that the caster
  successfully resists a spell targeted at
  him, he adds half the usual cost of
  that spell to his current spellcasting
  points, up to a maximum of 500
  points. Spellcasting points gained in
  this way last until used, or until the Im-
  manation spell expires after six hours.
  (Note that Immanation does not ac-
  tually confer any bonus to the Magic
  Resistance Roll.)
  64
  Tirikélu
  
  [653]  Rare magic 
  Some spells cannot be classified as belonging to any of the preceding
  phyla. These are fragments of other once-complete phyla known in
  ancient times. They are not commonly taught, but may be found in
  antique texts or among the inner arcana of a temple.
  [660]  Ceremonial Sorcery 
  Each priesthood has supranormal effects which can be achieved by
  groups of ritual priests working together in a ceremony. Ceremonies of
  this sort are part of everyday religious activity in Tsolyánu and the
  sorcery they evoke cannot be achieved by a single individual, no matter
  how skilled. The ceremony is effectively a spell worked by several
  casters in unison. The priests involved must fulfil the requirements to
  use Ritual magic (page 41) though they need not know any other sorcery
  apart from the special chants and dances of the ceremony. Effects that
  can be achieved include the enhancing of weaponry by the Temples of
  Vimúhla and Karakán and the enrichment of harvests by the Temple of
  Avánthe. Usually ceremonial magic is only undertaken at certain times
  of the year, most often on the holy days of the temple in question.
  The Enchantment of Arms and Armour is achieved by the priests of
  Karakán, Vimúhla and their cohorts. Steel of the finest quality can be
  upgraded to "enchanted" steel, requiring the services of six priests for
  each Psé of steel affected. The ceremony begins with a period of fasting
  and ritual purification, taking in all thirty days to complete. All the priests
  involved in the ceremony must be competent in the Armourer skill, and
  they will not be able to use any other magic during that month. (The
  Temple of Sárku is said to have a similar ceremony with which they can
  enchant copper weaponry. There are also techniques for imbuing
  swords with spirits of their own; these involve demonology and are
  known to only a few specialists.)
  The Re-energising of Thaumaturgical Devices such as Eyes can be
  brought about by the priests of Ksárul and Grugánu. The ceremony is
  performed by three or more priests and takes an entire day. At the
  completion of the ceremony, roll 1D10 minus 1D6 to find the number of
  charges restored to the device. The participants must refrain from using
  personal sorcery for one week thereafter.
  The Fructification of Harvests is performed by the Temples of Avánthe
  and Dilinála. It keeps an area of farmland safe from pestilence and
  insects, and increases the likelihood of a good crop. This ceremony is
  performed as an everyday function of the priestesses for which any land
  owner who can afford it will pay. It should be performed twice: before
  planting, and again before the harvest. A single priestess can bless an
  area of some sixty metres radius. The ceremony for a square Tsán would
  involve nearly two hundred participants.
  The Rejuvenation of the Physical Self is accomplished by this ceremony
  of the Temples of Dlamélish and her cohort, Hriháyal. It restores the
  recipient’s youth and vigour, reducing his or her age by up to forty years.
  A side-effect is the formation of a small, black, nut-like kernel. The
  rejuvenated character must keep this within thirty metres at all times,
  otherwise he returns to his true age. Two priestesses are needed for the
  ceremony, which takes one night. The recipient must make a Psychic
  Reservoir check for the ceremony to be effective; ordinary failure means
  it can be attempted again, but critical failure instantly and irrevocably
  returns the recipient to his real age.
  The Reanimation of the Dead is used by the priests of Sárku and
  Durritlámish for the creation of undead. (Similar techniques are known
  to the priests of Ksárul, but their use is not widespread.) The ceremony
  gives more lasting effects than can be achieved with the spells of the
  Necromagy phylum. The length of the ceremony and the number of
  The Eater of Souls (+7): This (Ritual)
  conjuration of the Temple of Wurú in-
  stils life for a period of fifteen minutes
  in a small fire-charred wooden man-
  nikin (which must be prepared prior to
  casting) so that it will pursue a victim
  named by the caster. The mannikin has
  27 Hit Points, armour 7, a Melee value
  of 25, Strength 25, and strikes for
  1D10+1D6 damage. It is unaffected by
  special hits or by any spell other than
  Cancellation. It pursues its victim im-
  placably, moving at 6m a round,
  smashing down opponents or obstacles
  that get in its way. If it slays the victim
  it will then attempt to eat the body, tak-
  ing two minutes to do so. If this is not
  prevented, the victim’s spirit-soul is de-
  stroyed and he can never be restored to
  life.
  Weights and measures
  A Psé is about 750 grams. A sword
  thus weighs two Psé, a suit of medium
  armour fifteen Psé, and a suit of heavy
  armour twenty-five Psé. 
  Magical flux
  To power his spells, a sorcerer draws
  on the energy of the Planes Beyond.
  The connection of the mundane world
  to those Planes varies at different
  places on Tékumel. Some areas are
  rich in magical force, others barren.
  The cost of spellcasting is halved in
  magically rich locations. These in-
  clude the cities of Hmakuyál, Púrdi-
  mal, Avanthár and Sárku in Tsolyánu,
  Ch’óchi in Mu’ugalavyá, Jgrésh in Sa-
  larvyá, and most of the east coast of
  Livyánu. 
  Spells cost double in magically barren
  areas. One such is the long swathe of
  terrain from Chayákku to Nuru’ún in
  the far north.
  There are also magically dead areas
  where sorcery does not work at all.
  Among these are the Plain of Towers,
  the Dry Bay of Ssu’úm, and the Tsoléi
  archipelago.
  Differently abled
  About 1 person in 20 is a Psychic
  Dampener, of opposite magical po-
  larity to the rest of the human race. No
  spells can be cast within a metre of
  him. Spells cast from outside that zone
  might still affect him, but even then
  there is a percentage chance equal to
  his Psychic Ability of the spell simply
  "fizzling out". Eyes and other techno-
  logical devices are not affected.
  Tirikélu
  65
  
  priests involved varies according to the strength of the undead being.
  Raising a Mrúr or Shédra takes a few priests only one night. The secret
  of creating such things as Vorodlá and Hrá is restricted to participants
  of much higher circle, and may take a month’s ceremony involving up
  to a dozen senior ritual priests.
  The Banishing of Ailments is the special province of the Temples of
  Thúmis and Keténgku, who are able to treat even conditions which are
  normally incurable such as radiation sickness, the Mottled Plague or
  addiction to the drug Zu’úr. Four priests are required (each representing
  one of the faces of Keténgku) and the recipient must make an unmodified
  Stamina/Psychic Ability check for the ritual to be effective.
  The Adjuration of Unquiet Spirits is used by the priests of Belkhánu and
  Qón to exorcise ghosts. This ceremony takes three hours, and some-
  times the ghost will try to disrupt it with poltergeist activity or frightening
  manifestations. The number and Circle of the priests involved varies
  according to the antiquity and strength of the haunting.
  The Hallowing of Sanctuaries is practised by both the Temple of Hnálla
  and of Hrü’ü (and their cohorts). It consecrates an area so that it cannot
  be entered by priests, Sharétl or magically summoned creatures of the
  opposite Change/Stability alignment. This is often applied to temples,
  though areas are left unhallowed to allow priests of the other alignment
  to visit the temple on business, etc. The ceremony takes one day each
  month, each priest involved adding twenty-five square metres to the area
  hallowed.
  [670]  Great Magic
  There are techniques that go far beyond the spells described in Sections
  651 to 653. These are the mysteries of immortality, the creation of life,
  and the means of commanding the elements and rules of other planes.
  They have been rediscovered throughout history by wizards of legend-
  ary renown: Qiyór the Many-Tongued, Hagárr of Paránta, Subadím the
  Sorcerer and others. But these savants guarded their secrets jealously,
  so that little is known of Great Magic by the scholars of today.
  The referee is advised to restrict Great Magic to occasional non-player
  savants whom the player-characters may interact with from time to time.
  Partly this is to avoid unbalancing the game, but in fact the wizards who
  are destined to achieve greatness become increasingly withdrawn from
  their former lives and are likely to go off to meditate alone in the
  wilderness, rarely involving themselves with the mundane world. A
  player-character should not really have any chance of commencing a
  study of Great Magic before reaching at least 16th level, and even then
  the character would need to be retired from active adventuring to do so.
  Such a study might involve more than a single ordinary lifespan and the
  character (if he or she survives) would of necessity be greatly changed
  by the end of it.
  [680]  Military Magic
  Each legion has a contingent of some 50-100 military sorcerers whose
  function is to provide large-scale sorcery in battle. Usually these are
  junior priests, young and therefore capable of bearing up under the
  rigours of campaigning, led by a few more senior mages. Such a magical
  contingent (called a Shatsúr) is either provided by the legion’s patron
  temple(s) or recruited and assigned by the Palace of Ever-Glorious War.
  By participating in a group ritual, the military sorcerers achieve a kind of
  gestalt in which they are able to cast spells of enormous force. The sky
  above the battlefield is then lit up by great meteors of flame rebounding
  off invisible defensive shields, while other effects include miasmas in
  which phantom armies can be glimpsed, clamorous dins which confuse
  enemy troops and sap their resolve, and gusts of fresh or foul air.
  The death of Gámulu?
  Radiation sickness sometimes results
  from exposure to artifacts left over
  from Tekumel’s distant past. Naturally
  the cause is not understood by modern
  scholars, who ascribe it to baneful de-
  monic influences. It is possible that the
  death of Gámulu, first of the Fisher-
  man Kings, resulted from radiation
  sickness after his banquet in the ruins
  of Ssuganár. Or perhaps it is only that
  such is the reward given by the gods
  for hubris.
  Things that go bump in the night
  The generic Tsolyani term for ghost is
  Ssudú. Types found in popular super-
  stition include the Veveráta (the ghosts
  of those slain on a battlefield), the Ktál
  (ancient spirits that haunt necro-
  polises) and the Ngésja (women who
  died in childbirth).
  Divine intervention (optional rule)
  20th Century belief is in gods that we
  can love or at least admire, but in most
  eras Man has worshipped the gods that
  he fears. This is true of Tekumel. The
  Five Mitlán are essentially indifferent
  to mankind but can sometimes be in-
  duced to give aid; the Five Kiriqálu
  care even less, and must be propitiated
  with rituals and sacrifices. The referee
  should bear this in mind if he decides
  to allow appeals for divine interven-
  tion.
  Only player-characters can call for di-
  vine intervention. First it is necessary
  to get the ear of the deity. This takes
  five rounds and requires a basic -15
  Theology check (-10 in the case of a
  cohort) for an impromptu appeal, with
  +1 to +3 for having the proper vest-
  ments and ritual paraphernalia.
  If the Theology check succeeds, next
  determine the deity’s reaction. This is
  based on a 1D10 roll averaged with
  one of the supplicant’s attributes: Hon-
  our in the case of Hnálla, Strength for
  Karakán, Reasoning for Thúmis, Co-
  meliness for Avánthe, Psychic Ability
  for Belkhánu, and Psychic Reservoir
  in the case of any of the Five Kiriqálu.
  The reaction roll can be modified by
  offerings: +1 per 5000 Kaitars value.
  (For those deities accepting human sac-
  rifice, use purchase price for slaves
  and Shámtla value for captives.) Offer-
  ings must have been made at the
  temple in the last two weeks or be on
  the supplicant’s person. Once an item
  has been offered to a god it is taboo
  66
  Tirikélu
  
  No personal sorcery can be used on or near the battlefield while the
  military contingent maintain their rituals. One theory for this is that
  military magic drains all other-planar energy in the vicinity, leaving none
  available to power the spells of individual mages.
  Military magic is highly ceremonial and cannot be used by individuals or
  in non-military situations. It is extremely puissant but lacks the versatility
  and fine control of personal magic. 
  [690]  Magical devices
  Tékumel has a long history and there are many magical and technologi-
  cal relics of earlier eras. Some, such as the Eyes, were in everyday use
  before the Time of Darkness. Others were specifically designed as
  weapons using such technology as survived in the Latter Times, or are
  the magical or demon-imbued creations of later sorcerers.
  [691]  The Eyes
  Eyes are devices of the ancients. They are round objects of shiny
  silver-grey ceramic with an eye-like aperture on one side and an
  activating stud on the other.
  Eyes hold 1-100 charges. Most have an indicator showing how many
  charges remain, but this is usually in an ancient numeric system which
  few characters will be able to decipher. (Make an unmodified check
  based on the average of Mathematician and the appropriate language
  skill).
  Some Eyes (say 50%) bear an inscription, usually in an ancient lan-
  guage such as Llyáni. Others must be tested to discover their nature.
  About 1 in 20 will have deteriorated over the millenia and will malfunction
  when used. This either results in an explosion (as for a Gem of Oblite-
  ration, see page 46) or an effect opposite to the Eye’s usual power.
  In the following list, "aimed" Eyes require a roll to hit: this is three times
  the character’s base Missile value. (For example, Dridakka, with a base
  Missile value of 6, needs a roll of 1-18 on D20 to hit using the Abominable
  Eye of Detestation.)
  Although not strictly magical in nature, most Eyes most overcome the
  target’s Magic Resistance (Section 640) to be effective. Treat all Eyes
  as having an effective phylum rating of +8 for this purpose. As with spells,
  armour does not count against the damage inflicted by an Eye unless
  otherwise specified.
  The Abominable Eye of Detestation
  This Eye must be aimed, striking 2-12 targets at a range of 40m. It is
  especially effective against undead. Targets who fail to resist will flee in
  panic, fighting at -2 from Melee value and damage rolls if cornered. The
  effect lasts for ten minutes.
  The Eye of Advancing Through Portals
  The beam of this Eye will throw open any door, push down walls of
  mortar or stone, or blast a 3m tunnel through solid rock. If directed at a
  target who fails to resist, it spreads him over the nearest wall. It is aimed,
  striking a single target at a range of 3m.
  The Eye of Aerial Excellence
  The effect of this Eye (which is not aimed) is centred on the caster, who
  can cause himself and 1-10 others within a radius of 3m to rise from the
  ground and fly at speeds of up to 30m per combat round for a period of
  thirty minutes. A character who does not want to be flown can attempt
  to resist the effect. While flying it is possible to use Eyes and to cast
  Psychic spells, but you must land in order to use melee or missile
  weapons and Ritual spells.
  and must not be used no matter how
  desperate the circumstances. The refe-
  ree might apply other modifiers de-
  pending on how appropriate the
  request is to the deity’s sphere of in-
  fluence.
  Any attempt at divine intervention
  costs the supplicant 1 point of Stami-
  na. On a critically failed reaction roll
  he loses 3D6 Stamina, dying if it
  reaches zero. Ordinary failure means
  the petition is ignored, while ordinary
  success gives no more than an inspira-
  tional vision and the feeling that "the
  god is with you". Critical success is re-
  quired for the deity to intervene, with
  the proviso that the gods will not alter
  the past - nor the predestined course of
  the future, insofar as it has a bearing
  on the fate of whole nations. The Five
  Mitlán prefer to act to restore the
  status quo while the Five Kiriqálu are
  more likely to cause change. Appropri-
  ate reponses, depending on the deity,
  are: kindling a spark of life in a com-
  rade thought slain, sending adverse
  winds to delay a rival’s ship, sending a
  sacred animal to give guidance when
  lost, giving a burst of fresh strength to
  an exhausted warrior, and so on.
  Trading in Eyes
  Eyes are generally assessed as being
  worth some 500 Káitars per charge,
  plus 10,000 for the instrument itself.
  The rarer and more sought-after Eyes
  will be worth up to 20,000 plus 2000
  per charge or more. The equation dis-
  torts somewhat for Eyes with very few
  charges remaining.
  In a major city there is a 5% chance
  each month of any Eyes being for sale
  It will be useful to engage a Mérato, or
  buying agent, to assist in finding out
  what is available. The Mérato will
  charge a commission of 1% or so.
  Characters buying Eyes will pay these
  rates (maybe up to 20% higher or even
  more, as the temple or clan involved
  will start the bargaining at a price
  higher than the Eye’s basic value).
  Characters selling to their own temple
  or clan can ask only about 80% of an
  Eye’s "official" value but get the ad-
  vantage of an immediate sale. Looking
  for an individual wealthy enough to
  buy an Eye (and who wants one) could
  take months or even years. 
  Tirikélu
  67
  
  The Eye of Allseeing Wonder
  This projects a beam which reveals invisible objects & beings, dimen-
  sional nexus points, etc. It also serves as illumination in the dark. The
  beam is only 30cm across, and it is quite difficult to keep it trained on a
  moving target, requiring a -5 Dexterity check. Each charge lasts ten
  minutes.
  The Eye of Being an Unimpeachable Shield Against Foes
  This creates an invisible barrier at a distance of 1.5m from the user that
  reduces the momentum of any rapidly incoming object or attack. Projec-
  tiles are automatically stopped, but slow-moving attacks such as lava or
  poison gas are not impeded. Enemies must spend three rounds pushing
  through this force field before they can attack the user. Up to three
  companions can also be protected inside the force field, which lasts for
  ten minutes per charge.
  The Eye of Bestowing Life
  This revivifies one slain character who has not been dead for more than
  three weeks. Any small fragment of the body is enough for the Eye to
  work, and there is only a 10% chance of the character’s Stamina being
  reduced (cf the Revivify spell). This Eye is rare.
  The Eye of Calling Forth an Unconquerable Army
  Each charge calls forth a phalanx of twenty automaton soldiers who
  remain for twenty minutes. These count as average heavy infantrymen
  armed with swords and shields. They will fight as the user commands
  but must act as a military unit, not as individuals. The automata have
  unshakable morale but cannot comprehend non-battlefield instructions
  such as to open a chest, stand guard, etc. Also they will not continue to
  attack a foe who has ceased to offer resistance. 
  The Eye of the Creeping Fog of Doom
  Vapour billows from the nozzle of this Eye to form a cloud 9m in diametre,
  which moves at 5m per round until dissipating after four minutes.
  Originally intended to produce any gaseous element required by the
  user, most of these devices have been set for poisonous gas; roll D100:
  01-25  Nerve gas; breathing creatures make a -5 Stamina check or die
  within 1-3 rounds. A spell of Detoxify will work if used before the victum
  dies. Control of Self gives immunity.
  26-50  Suffocating gas; any breathing creature falls unconscious within
  two rounds unless it can escape from the vapour, then dies within two
  rounds after that. Carminry or the Eye of Healing is needed to treat
  someone affected. Control of Self gives full protection.
  51-90  Contact gas; burns the skin, causing 2D3 damage every round
  that a character is exposed to the fumes. Clothing and armour give no
  protection, but moistened cloth will halve the damage. Detoxify and
  Control of Self are not effective.
  91-00  A harmless or unusual gas.
  Wind direction and speed must be taken into account. If the Eye is
  directed into a mild breeze, this will slow the vapour’s advance to 2m
  per round; a brisk head-on breeze causes the vapour to remain in one
  place; a stronger wind reverses it. The Eye must be used in a space of
  not less than 100 square metres, as the vapour needs room to roll out
  and spread. 
  The Eye of Departing in Safety
  This device must be focussed at a spot you might want to return to. When
  activated anywhere within 300m of that spot, the Eye will then teleport
  the user and 1-10 companions back there. (The effect can be resisted.)
  If the target location is out of range, a warning light flashes and if the
  stud is still pressed then a charge is expended to no effect. If used
  without having been focussed, most Eyes (90%) emit a warning bleep
  and will not function, but in some Eyes this safety system has deterior-
  ated and the device will then transport the user into illimitable darkness
  from whence there is no returning. Note that the Eye can be unset simply
  Magical books
  Dozens of legendary texts exist: the
  works of long-dead heroes or wizards.
  Some of these were written on pages
  of gold leaf, others were treated with
  preservative spells by their author, still
  others survive today only because they
  have been diligently copied by a suc-
  cession of scholars over the ages (poss-
  ibly with the introduction of errors).
  Some books can be used as a source of
  rare spells or Great Magic (see Sec-
  tions 653 and 680). Others contain ar-
  cane details of Demonology or
  Theology, perhaps lost to most modern
  scholars. A few possess innate enchant-
  ment and confer supernatural benefits
  on the reader. 
  Reading any book requires a Literacy/
  language check - usually at +5, but
  possibly more difficult if the text has
  faded or is in an unfamiliar style.
  Korúnkoi hiQiyór: "The Book of
  Qiyór." This text, which exists in sev-
  eral modern Tsolyáni copies, details
  the magical theories of the wizard
  Qiyór. It can be used as a 25th level
  Ritual Sorcery tutor (see Section 240)
  in any month in which the student suc-
  ceeds in a +2 Reasoning check. (A
  failed check means that he derives no
  benefit from the book that month; criti-
  cal failure means he can glean nothing
  more from it.)
  Hengánikh hiZhálmigan: "The Splen-
  dour of Decay." Written in modern
  Tsolyáni and dedicated to Sárku. A
  worshipper of Sárku or Durritlámish
  who reads it and succeeds in an un-
  modified Theologian/Reasoning check
  gains a permanent bonus of +2 on D10
  damage rolls (see Section 450). On a
  critical failure, however, he or she
  becomes ritually tainted and must be
  buried alive.
  Jnéshtlaq Kéq Yóssu: "The Tome of
  Black Mold." Written in in ancient
  N’lüssa. Whoever reads it is instantly
  transported to the secret city of Schyák
  in N’lüss, where he will be admitted to
  the tomb of the Lord of Black Mold
  for five minutes. This tomb is filled
  with ancient treasures, and the charac-
  ter can take as much as he can find in
  the time and physically carry. (Spells
  and devices such as the Eye of Retain-
  ing All Things do not operate inside
  the tomb.) After five minutes the char-
  acter is returned to his former location
  with the treasure; he must leave the
  book behind in Schyák.
  Zrú Hsún Tî Ch’á: "The Excellent
  Travelling Volume." Written in Tsáqw
  (ancient Yán Koryáni), this book has
  68
  Tirikélu
  
  by twisting the stud if the user changes his mind about the destination;
  this expends no charges.
  The Excellent Ruby Eye
  This aimed Eye freezes 1-6 targets in time if they fail to resist it. They
  then cannot, move, think, act or be harmed until released by a second
  charge of the Eye. It has a range of 50 metres.
  The Eye of Exquisite Power Over Maidens
  This is aimed at a single target within 20m. If not resisted, it causes the
  target to fall hopelessly in love with the user. The effect lasts until the
  victim is freed by another charge of the Eye. (Note that both sexes can
  use this Eye with equal effect. The traditional name derives simply from
  the fact that the scholars of ancient times were usually men.) 
  The Eye of Frigid Breath
  This projects a beam of intense cold to a maximum range of 60m. It
  spreads out in a cone: at 10m or less striking one target, at 20m up to
  two targets, and so on. The beam must be aimed up to 20m. It is not
  halted by intervening targets, and so can affect several ranks of an
  oncoming party. Beings struck by the beam take 3D20 damage if they
  fail to resist and 1D3 even if they succeed. (Remember that armour gives
  no defence.)
  The Eye of Hastening Destiny
  This accelerates the user and 1-6 companions within its 1.5m range to
  twice their normal speed. This allows two full-value actions per round
  (see Section 422). The effect lasts ten minutes.
  The Eye of Illuminating Glory
  A soft radiance shines out to a distance of 15m around the Eye. This
  zone can be adjusted down to smaller areas or "dimmed out" altogether.
  The light is polarized in such a manner that it is retroreflective. Thus it
  illuminates nearby objects for the benefit of the user and his companions,
  but does not carry far and gives little illumination to anyone else. It has
  a duration of two hours per charge.
  The Incomparable Eye of Command
  This device is aimed. It affects 1-10 targets at a range of up to 20m.
  Targets who fail to resist must obey the user’s commands without
  volition of their own until the Eye wears off after twenty minutes.
  The Eye of Incomparable Understanding
  This telepathically translates speech (but not written languages) for the
  user and makes his speech comprehensible to others. It works up to a
  range of 30 metres. Each charge lasts three hours.
  The Ineluctable Eye of Healing
  This is aimed, affecting one target at up to 3m. It can be used to treat
  injury, poison or disease:
  Wounds: one charge restores 1D6+1 lost Hit Points.
  Poison:   one charge neutralizes any toxin (but will not reverse chemical
  changes that have already occurred in the recipient’s body).
  Disease: one charge cures any disease instantly.
  The Eye of Indefinable Apprehension
  This affects 2-40 beings at a range of 40m. It need not be aimed. Magic
  Resistance gives no defence: all targets feel a sensation of demoralizing
  fear and must make an unmodified Cleverness/Psychic Reservoir
  check. (A Soldier check can be substituted.) Failure means that the
  character flees and, if cornered and forced to fight, can only parry or
  evade. The feeling of dread lasts for ten minutes. This Eye has no effect
  on androids, undead or the supernatural creatures of the Underworld.
  The Eye of Insubstantial Visioning
  This creates a hideous apparition, which appears within 15m and
  the power to transport the reader,
  along with up to ten companions or
  equivalent weight, to any destination
  on Tékumel with which he is familiar.
  The book itself is not transported.
  Li’ób Miffánsa Missrábchi’i mikKsá-
  rulkchi: "The Book of Sending Forth
  the Servant of Great Ksárul." Written
  in modern Livyáni, this calls forth an
  "avatar" of the demon Origób, who
  manifests as a lizard-like being with
  six ichorous mouths, clad in plates of
  crusted armour and covered with
  sparks of flame. The reader must make
  an unmodified Demonology check to
  control Origób, who will then remain
  to do his bidding for one hour. When
  the hour is up he departs with the
  book. The "avatar" has 36 Hit Points,
  armour 7, Magic Resistance 24, and
  strikes six times a round (each attack
  with Melee value 18) for 1D6+2D6
  damage. 
  Chnéshaq khü Chnéshayalu: "The
  Mystery of Mysteries". This book,
  written in Classical Tsolyáni, contains
  formulae for contacting the gods. It
  must be read aloud, requiring a
  Poet/Literacy check for success. The
  reader can request divine intervention
  with a bonus of +1D6 on the required
  checks. (See sidebar, page 66.)
  Barukán Lli Fèshdrubál Chrén: "The
  Labyrinth of Mutable Destiny." This
  treatise, in modern Yán Koryáni, is
  dedicated to the god Fnér-Khmíshu, a
  Yán Koryáni form of Belkhánu. It con-
  tains the power to make three wishes.
  When making a wish the reader must
  make an unmodified check based on
  Reasoning plus Psychic Ability minus
  Psychic Reservoir. On a critical failure
  the effect is the opposite of what was
  intended. Wishes cannot alter the past
  or matters that are pre-ordained, nor af-
  fect the heavens, the Planes Beyond or
  a person’s innate abilities. (Thus, you
  cannot wish for 25 levels in the Ritual
  Sorcerer skill.) When all wishes have
  been used up, the book vanishes.
  Tirikélu
  69
  
  remains in a fixed area of 3m radius. The chance of a character not
  believing the apparition to be real is determined by a Cleverness check.
  Modify the check by +4 in broad daylight in the open or +2 in a well-lit
  room, but by -3 in places like the underworld where such a creature might
  be expected. The apparition will strike at anyone except the holder of
  the Eye who enters its area, doing real damage to anyone who believes
  in it. The apparition projected is specific to a given Eye and can be
  treated as having 25 Hit Points, armour 6, a Melee value of 30, hitting
  for 1D6+2D6 per attack. It  takes damage if hit, but is unaffected by
  degrees of wounding (Section 310) and cannot be affected by spells.
  This Eye has a duration of ten minutes per charge.
  The Eye of Joyful Sitting Amongst Friends
  This turns 1-3 human or intelligent nonhuman enemies into loyal allies
  for a period of 30 minutes. The effect can be resisted. It is aimed and
  has a range of 20 metres.
  The Eye of Madness
  This aimed Eye affects 1-10 targets and has a range of 40 metres. It
  causes humans, nonhumans and animals (but not androids or undead)
  to become hopelessly insane. The victim’s Magic Resistance must be
  overcome. The effect is permanent unless cured by a Harmonise spell
  or the Ceremony of the Banishing of Ailments.
  The Eye of Non-Seeing
  This renders the user and 1-5 companions invisible for a period of 30
  minutes. Recipients must stay within 1.5m of the Eye or become visible.
  There is a -10 Melee penalty for any character fighting an invisible
  opponent.
  The Eye of Opening the Way
  This Eye automatically detects and opens secret doors within 20m. It
  also emits a warning bleep when in range of hidden traps. Each charge
  lasts for two hours.
  The Eye of Raising an Infernal Barrier
  This raises a wall of flame 10 metres in front of the user. The wall lasts
  twenty minutes and is 3m high and up to 10m wide (adjusting to the
  space available). Beings within 2m of the barrier when it appears must
  make an Evade roll to jump clear or take 2D6 damage. Anyone who tries
  to pass through the barrier takes 4D6 damage. Magic Resistance does
  not apply. If a character’s clothing catches fire (30% chance of this) he
  or she takes a further 1D3 damage each round for 1-6 rounds.
  The Eye of Regeneration
  This causes a single lost limb or organ to regenerate completely within
  twenty minutes. It cannot retore the dead to life, however.
  The Eye of Retaining All Things
  This opens a channel to a "pocket dimension" in which the user can store
  items up to 100,000 Káitars in weight (about 300 kg, or 660 lbs). It does
  not require another charge to bring objects out of the Eye. There is no
  oxygen on the plane reached by this Eye, so living beings cannot be
  stored in it. If used as an anti-personnel device (a last resort, since it
  only works at touch range) the Eye must overcome the victim’s Magic
  Resistance to suck him within.
  The Eye of Retarding Destiny
  This is aimed, affecting 1-20 targets at a range of up to 30 metres. If they
  fail to resist, targets are slowed down to half their normal speed. They
  can then only act on alternate rounds, or make a "half-value" action every
  round. It lasts for twenty minutes.
  The Eye of Returning Unto Darkness
  This creates totally impenetrable darkness in a zone of 3m radius within
  10m of the user. The affected zone remains in place once created, so
  Special items
  Many of the devices listed below were
  constructed by means of Great Magic
  and are unique. Others, artifacts of the
  old technology, exist in several copies -
  perhaps with subtly different powers.
  Except where indicated, magical de-
  vices do not use charges.
  The Hammer of Pendárte of Khéiris:
  The favourite weapon of the legendary
  hero. It gives its wielder a bonus of +5
  on both Melee and damage, and re-
  turns to his hand after it has been
  thrown.
  The Chariot of the Gods: An ancient
  air car. Several are left over from
  ancient times, including at least two
  dozen in the hands of the Vrú’uneb,
  the Liváyni "Inquisition". Various
  types are known, but most are de-
  signed to carry half a dozen passengers
  at speeds of up to 50 km an hour.
  These vehicles require charges, like an
  Eye, and each charge lasts twelve
  hours.
  The Gloves of Chirené: The mythologi-
  cal dragon-headed warrior of N’lüss
  possessed these gloves, which were
  said to enhance his great strength.
  They increase the wearer’s Strength
  score to 32. (This applies only to the
  strength of his arms so, although his
  damage bonus may increase, Hit
  Points are not affected. See Sections
  122 and 123.)
  The Alluring Maiden of Ngá: A beauti-
  ful but implacable killing machine
  with the ebon hair and paper white
  skin characteristic of androids built by
  the ancients. She will stalk and kill her
  victims as directed by her owner,
  never abandoning the pursuit until she
  or the victim is destroyed. In ordinary
  human terms she is mindless, and can-
  not speak or interact socially; nor can
  she be detected with ESP. She is a
  20th level Assassin with 25 Hit Points,
  Dexterity 25, Magic Resistance 25, ar-
  mour 3, and a Melee value of 30.
  When found she will have 1-100 char-
  ges remaining, and each day’s activity
  costs 1 charge.
  The Trumpet of Metállja: This horn be-
  longed to the mighty hero Metállja of
  Salarvyá. A -10 Strength check is
  needed to blow it. It summons any an-
  droid or automaton within 60 metres to
  serve the caster for ten minutes. (Ca-
  veat bucinator: an ordinary failure on
  the Strength check will summon the
  androids but not control them!) Each
  use requires a charge, of which the
  Horn has 1-100.
  70
  Tirikélu
  
  characters can enter and leave it at will. A character striking at someone
  inside the zone of darkness suffers a -5 Melee modifier, and projectiles
  shot into it are at half the archer’s usual Missile value. A character inside
  the zone takes a Melee modifier of -10 when striking out from it. The Eye
  has a duration of 30 minutes.
  The Eye of Rising Above All
  This Eye negates gravity, allowing the user to rise up to 200m vertically
  into the air. Ascent can be at up to 15m per round. Each charge lasts
  three hours. The Eye can also be used to degravitise up to 250 kg of
  treasure so that the user can pull it along behind him. If used against a
  foe, the Eye counts as aimed and affects a single target at a range of
  up to 5m; a Magic Resistance roll is permitted.
  The Eye of Ruling as a King in Glory
  This mechanism affects every human or intelligent nonhuman within 100
  metres who is capable of understanding the user’s speech. Magic
  Resistance does not apply. It enables the user to address these beings
  and sway them with his words. In effect the Eye gives a temporary Orator
  skill-level of 20. Modifiers depend on what the crowd is being urged to
  do (around -10 for something that goes greatly against their natural
  instincts). Each charge lasts for one hour.
  The Splendid Eye of Krá the Mighty
  This aimed device is capable of pulling or pushing objects with enough
  force to break down walls of up to a metre thick or move objects weighing
  500 kilograms. If directed at a being who fails to resist, it inflicts the 4-400
  points of damage - enough to kill most creatures! A target who resists
  still suffers 1D3 damage. It has a range of only 2 metres.
  The Eye of Strengthening the Majesty of Weapons
  Each charge of this device turns 1.5 kg of ordinary steel into excellent
  steel. It thus takes one charge to enhance a sword, but up to fifteen
  charges for a full suit of armour.
  The Terrible Eye of Raging Power
  The blast from this aimed device is a crackling beam of electricity 3m
  wide that is capable of striking through up to three ranks of an opposing
  party. The maximum range of the bolt is 35 metres, but if it contacts a
  wall or other large surface then it will rebound along its ionization path.
  A target who fails his Magic Resistance roll takes 2D6+1 damage, and
  even if successful he still takes 1D3 damage.
  The Thoroughly Useful Eye
  This extremely rare Eye does not itself require charges, drawing power
  directly from the "cosmic flux". It can be used once a day to restore 1-6
  charges to any other Eye that the user possesses.
  The Eye of Transformation
  This is aimed, operating on one target at a range of up to 3 metres. If
  the victim does not resist, his personality becomes reversed. (A loyal
  soldier becomes a turncoat, a devout priest changes temple, a good
  clan-member becomes a wastrel, and so on.) The effect is permanent
  unless another charge of the Eye is used.
  The Eye of Triumphant Passage Through Infernos
  This protects the person holding it from conflagration. He or she can
  pass safely through a Wall of Fire, the spell of the Infrangible Orb, etc.
  Each charge gives protection for five minutes, and works only for the
  person holding the Eye.
  [692] Amulets
  On Tékumel only a fool is not superstitious. Even a humble peasant will
  be sure to wear a charm or two, while wealthy nobles include a host of
  amulets as part of their routine apparel. There are amulets for warding
  The Mallet of Inimitable Fealty: A
  small mallet of silvery metal contained
  in a leather sheath. When touched to a
  character’s exposed skin it creates a
  powerful mind-bar: the character can
  be made intensely loyal, caused to for-
  get something, sent on a quest, etc. It
  can only be resisted by making a -10
  Psychic Reservoir check, ordinary
  Magic Resistance being useless. Like
  an Eye, this device has 1-100 charges.
  Each charge lasts for one month. The
  Mallets of Inimitable Fealty were cre-
  ated in Engsvanyáli times. About fif-
  teen still exist today; one is in the
  possession of the Temple of Vimúhla
  and another belongs to a senior noble
  of the Royalist Party.
  The Ladder of Mríddu the Magician:
  A ladder 20 metres long that can be
  folded to fit in the palm of one’s hand.
  It weighs only twenty Káitars (600
  grams) but can hold up to six fully-ar-
  moured men at a time. At the top are
  small retractable claws that can be
  used to fix it securely in place. Three
  of these devices are said to exist.
  The Jade Bowl of the God-King of Pur-
  dánim: By looking into this, the user
  can exchange his mind with that of an-
  other human within its 100m range.
  The victim can attempt a Magic Resist-
  ance roll against an effective phylum
  rating of +10. The mind exchange lasts
  for one day. If either person should be
  slain before this period elapses, he can-
  not return to his own body, which then
  becomes the permanent form of the ex-
  changee. Each use expends one charge.
  The Glorious Cloak of Many Eyes: A
  splendid gown patterned with a hun-
  dred tiny eyes. Each charge permits
  the wearer to see and hear what is hap-
  pening at a spot up to 300 metres
  away. It has a duration of ten minutes.
  Charges should be checked with per-
  centile dice, and it can be recharged
  using the Thoroughly Useful Eye.
  Not in stock
  Players often ask about buying magi-
  cal items like the ones listed here. The
  answer is that they are so rare (much
  rarer even than Eyes) that setting a
  market price would be meaningless. If
  the owner of an item does wish to sell
  it, he may be required to restrict the
  sale within his clan or temple. In the
  case of particularly powerful items it
  may be judged politic simply to make
  a gift of the item to Avanthár. Even
  when an open sale does occur, it is
  usually by auction to which only a se-
  lect few are invited. (Interested parties
  are referred to Gíj & Sons, who hold
  occasional presentations.)
  Tirikélu
  71
  
  of sickness, averting disaster at sea, bringing fortune in business, and
  just about anything else you might need.
  In game terms an amulet gives a bonus to any dice rolls that are
  connected with its specific function. The bonus might range from +1 up
  to +10, depending on the quality of the amulet. 
  The function of each amulet is very specific. You could buy an amulet
  to help against the Nightmare of Terror (see page 52), for example, but
  it would have no effect on other spells of the Malediction phylum. Combat
  charms are similarly specific. It is possible to obtain an amulet that helps
  in smiting the Ssú, but not one that gives a generic bonus in any fight. 
  Amulets give their bonus only once in a given situation. You cannot use
  that Ssú-smiting amulet to get repeated +10 attacks in the same fight -
  just one good lucky blow when it counts most. Also, for an amulet to
  work it must be touched and invoked. This is harder when you are
  wearing several. If you need to invoke an amulet in a hurry (eg in the
  middle of a melee, or to resist a spell) you must make a Cleverness/Psy-
  chic Ability check at a minus equal to the number you’re wearing.
  Amulets are usually purchased from a temple. Availability can be based
  on the same chances as for acquiring a scroll (see the sidebar on page
  42). Prices are likely to be about twice the base cost of materials shown
  in the adjacent sidebar. Cheaper amulets can be had from the conjurers
  of the bazaar, but beware: fakes are common.
  [693] Exceptional swords
  Tsolyáni legends are rife with stories of magic weapons which possess
  a spirit and magical powers of their own, assisting their owner and
  sometimes even communicating with him. Usually such weapons are
  those that are considered the "most noble": swords, scimitars or (more
  rarely) axes. Such weapons were created by means of demonological
  rituals or Great Magic, so it is likely that the only way player characters
  will come by them is as part of a particularly splendid treasure haul in
  the Underworld.
  The referee should first decide which demon-lord or deity the sword is
  aligned with. It will contain up to three spells appropriate to this affinity.
  (A sword forged with the glyph of Ka’íng the Striker of Spheres might
  have Imitation and Shield of Defence, for example, these being in
  keeping with that demon’s powers.) Roll 1D10 for the phylum strength
  of each spell. They can be called on once a day.
  Next decide the weapon’s combat bonus. This applies to both the user’s
  Melee value and damage rolls, and typically ranges from +1 to +5.
  1D20 minus 1D10 is rolled for the sword’s Intelligence. This is roughly
  equivalent to the human attributes of Cleverness and Reasoning. A
  sword with no Intelligence simply functions as a normal magic weapon
  with the added advantage of combat bonus and spells, but swords with
  a positive Intelligence score can communicate with the user and give
  him advice.
  The sword’s Ego is rolled on 3D6+1, but cannot exceed its Intelligence
  score. The average of a wielder’s Social Status and level in Longsword
  (or other weapon skill) must equal the sword’s Ego for it to accept him
  as its master. Otherwise the sword will attempt to dominate and control
  him: make competitive checks of the sword’s Ego vs the user’s Psychic
  Reservoir to see who is dominant. (A sword with a very high Ego can
  even "reach out" to dominate persons nearby. In this case apply modi-
  fiers of -5 to the Ego check for each metre distance between the sword
  and its intended slave.)
  Curiosities
  Not every magical device need be a
  weapon. Characters might come across
  all manner of strange devices from
  ancient times: cigarette lighters, ball-
  point pens, holographic greeting cards,
  sunglasses, electronic calculators - any-
  thing! The original function of the
  item might be a mystery, but it will
  still have rarity value to a collector.
  Here are some suggestions:
  • A tunic that keeps the wearer dry in
  all weathers.
  • A toy beetle that moves around at
  random on a flat surface.
  • A baton that chimes when touched
  against gold.
  • A goblet that improves the quality of
  wine poured into it.
  • A locket that produces music (a dif-
  ferent tune each time).
  • A gem that clouds if exposed to poi-
  son or extreme danger.
  • A whistle that creates evanescent lu-
  minous insects.
  • Pieces from a boardgame that give
  rise to illusory champions (mythic
  heroes and monsters) which then do
  battle.
  • The cold white hand of Cardinal Va-
  rámai, ancient priest of Sárku.
  • A lens that translates any ancient
  text into Engsvanyáli.
  • A magical mirror that reflects only
  the user’s Hlákme (intellect), so that
  he may consult it on matters where
  emotion might cloud his judgement.
  • A short black staff that moves at a
  constant speed of one metre per sec-
  ond when dropped.
  Making amulets
  A Ritual Sorcerer can make any
  amulet whose bonus does not exceed
  his skill-level minus 10. The process
  requires 1-10 days and works only if
  the sorcerer succeeds in a skill check
  at +5 minus the amulet’s bonus. This
  check is based not only on his Sorcery
  level, but should be averaged with any
  applicable skill. (An amulet designed
  to help in fighting the Ssú would there-
  fore require a Sorcery/Longsword
  check, for instance.) The cost of ma-
  terials depends on the amulet’s puiss-
  ance:
  amulet bonus
  cost
  +1
  10 Káitars
  +2
  15 Káitars
  +3
  25 Káitars
  +4
  35 Káitars
  +5
  50 Káitars
  +6
  75 Káitars
  +7
  120 Káitars
  +8
  200 Káitars
  +9
  300 Káitars
  +10
  500 Káitars
  72
  Tirikélu
  
  Fauna (and some flora)
  creature
  attack
  damage
  Hit Points
  armour
  Evade
  notes
  Aqáà
  bite (Melee 16)
  1D10+6
  40 [8/14/21]
  4/2
  2
  swallowed victim (30% chance) 
  or tail (Melee 13)
  1D6+2D6
  takes 1D10 damage per round
  Biridlú
  bite (Melee 16)
  1D6+3
  13 [-/-/-]
  3/2
  10
  Enveloped victim takes 1D6 on first
  or envelop (Melee 10)
  see notes
  round, 2D6 on second, etc
  Chnélh
  club (Melee 10)
  1D10
  9 [2/4/5]
  0
  5
  Chólokh
  bite (Melee 10)
  1D10-1
  5 [1/2/3]
  2/1
  9
  or rock (Missile 10)
  1D6-1
  Dláqolel
  bite (Melee 17)
  1D10+3
  16 [4/6/9]
  3/2
  5
  Dnélu
  tongue (Melee 20)
  1D10
  21 [5/8/11]
  3/2
  12
  and claws (Melee 18)
  1D10+2
  Dog
  bite (Melee 12)
  1D6-1
  9 [2/4/5]
  0
  7
  Dzór
  claws (Melee 17)
  1D10+2D6
  36 [8/13/19]
  3/2
  4
  Feshénga
  bite (Melee 22)
  2D6-1
  15 [3/6/8]
  3/2
  12
  Gerednyá
  sting (Melee 16)
  1D6
  11 [3/4/6]
  1/1
  7
  +3 Stamina check vs poison or
  or bite (Melee 12)
  1D10
  suffer palsy for 2-12 hours
  Ghár
  bite (Melee 28)
  1D10 x3
  32 [7/12/17]
  6/3
  3
  scores three seperate 1D10 blows
  or tail (Melee 12)
  1D10+5
  with bite attack
  Gíriku
  bite (Melee 15)
  1D10
  12 [3/5/7]
  2/1
  6
  Hli’ír
  talons (Melee 22)
  1D6+3
  25 [5/9/13]
  3/2
  8
  madness results on a successful
  and bite (Melee 26)
  1D6+1
  Psychic Ability check
  Hrá
  sword (Melee 20)
  1D10+4
  30 [-/-/-]
  3/2
  5
  Káyi
  tentacles (Melee 15)
  see notes
  14 [3/5/8]
  0
  3
  drains 1D6 Stamina per round
  Lrí
  bite (Melee 13)
  1D6
  16 [4/6/9]
  2/1
  6
  -3 Stamina check vs poison or
  or sting (Melee 19)
  1D6+2
  paralysed for 1-2 days
  Mrúr
  sword (Melee 14)
  1D10
  9 [-/-/-]
  3/0
  4
  Qól
  sword (Melee13)
  1D10
  11 [3/4/6]
  3/0
  8
  Stamina check or take extra 2D6
  and bite (Melee 16)
  1D6
  from venom in bite
  Qumqúm
  poleaxe (Melee 24)
  1D10+7
  40 [8/14/21]
  2/1
  6
  invisible: opponents fight it at -6
  Ru’ún
  sword (Melee 32)
  1D10+4
  30 [-/-/-]
  4/2
  6
  Stamina check needed to avoid
  and gun (Missile 16)
  1D6+4
  being stunned for 1-3 rounds
  Sagún
  tendrils (Melee 29)
  1D10+1D6
  35 [-/-/-]
  2/1
  1
  Sérudla
  weapon (Melee 22)
  1D10+5
  23 [5/9/12]
  5/3
  6
  spittle causes 1D6+1 in first round,
  or bite (Melee 24)
  2D6-2+1D6
  then 1D6, then 1D6-1, etc, until
  or spit (missile 12)
  see notes
  cleaned off (halve armour)
  Shédra
  sword (Melee 16)
  1D10
  11 [-/-/-]
  4/0
  4
  Teqéqmu
  lash (Melee 16)
  1D6+3
  30 [-/-/-]
  0
  3
  gas: Stamina check at -3 or collapse
  or gas
  see notes
  and die in 1-3 rounds
  Thúnru’u
  grapple (Melee 24)
  1D10-1D6+4 23 [5/9/12]
  2/1
  9
  grapple: counts as having 8 levels
  or sword (Melee 16)
  1D10+4
  of Charage
  Tsú’uru
  tentacles (Melee 28)
  1D10
  22 [5/8/12]
  2/1
  10
  immune to magic (not Eyes)
  Vorodlá
  sword (Melee 19)
  1D10+3
  11 [-/-/-]
  3/2
  8
  Psychic Ability check at +2 to avoid
  loss of 1-6 from Psychic Reservoir
  Vringálu
  bite (Melee 20)
  1D10+1
  18 [4/7/10]
  2/1
  9
  -10 Stamina check to avoid infection
  Yéleth
  sword (Melee 13)
  1D10
  11 [-/-/-]
  2/1
  8
  Magical Resistance against hypnosis
  is at -1 per Yéleth attempting such
  Zrné
  bite (Melee 20)
  1D6+3
  21 [5/8/11]
  2/1
  12
  • The additive factor in each creature’s damage dice (eg, "+2D6" in the case of the Aqáà’s tail) is the creature’s
  damage bonus (see Section 431). 
  • Creatures which do not have wound values listed after their Hit Points score do not need to make Stamina checks
  in combat. This applies to all undead and to certain other creatures (such as the Biridlú) with no pain response.
  
SOURCE: textdata/thevault/Tirikelu/Tirikelu Corebook.pdf