TEXT: - 1 - 
  STONE  
  &  
  WOOD 
   
  FANTASY ROLE PLAYING IN “THE LAND” 
   
  By Simon Washbourne 
   
   
  Based on the  
  CHRONICLES OF THOMAS COVENANT 
  By Stephen R. Donaldson 
   
   
  Based upon: Swords & Wizardry: Whitebox By Marv Breig 
   & Swords & Wizardry: Core Rules by Matthew J. Finch 
   
   
  Draft Edition – 10 August 2012 
   
  Swords & Wizardry Copyright © 2008 Matthew J. Finch 
   
   
  Disclaimer 
   
  This role-playing game is a tribute to Stephen R. Donaldson's Chronicles of Thomas Covenant and is 
  not in any way intended to claim any right to the property.  
   
  All characters, ideas, concepts, places, names and things to do with The Land remain solely the 
  copyright of Stephen Donaldson. 
   
   
  
  - 2 - 
  Contents 
   
  Table of Contents 
  2 
  Introduction 
  3 
  Chapter 1: Getting Started 
  4 
  Chapter 2: Character Classes 
  7 
  Chapter 3: Alignment, Despair & Corruption 
  15 
  Chapter 4: Weapons & Equipment 
  21 
  Chapter 5: Earthpower Descriptions 
  26 
  Chapter 6: Playing The Game 
  54 
  Chapter 7: Running The Game 
  60 
  Chapter 8: Monsters & NPCs 
  63 
  Chapter 9: Adventures 
  94 
   
  
  - 3 - 
  Introduction 
  Stone & Wood is a role-playing game set in 
  the Land of Stephen Donaldson’s Chronicles 
  of Thomas Covenant series. The Chronicles of 
  Thomas Covenant the Unbeliever are a series 
  of fantasy novels of tremendous scope and a 
  psychological depth never before attempted. 
  Written by Stephen R. Donaldson (who later 
  authored the Gap series of science fiction 
  novels) the Chronicles reveal the existence of 
  another Earth, and recount the otherworldly 
  adventures and struggles of a human from our 
  Earth, Thomas Covenant. All of the action in 
  the First Chronicles and much of the Second 
  takes place in the Land, a rich and diverse 
  mountain-hemmed region where a powerful 
  Enemy named Lord Foul the Despiser 
  attempts to destroy or enslave the free people 
  of the Land. These folk live in harmony with 
  the Land through the dedication to its inherent 
  Earthpower - magic that can be evoked 
  through a long and painstaking devotion to 
  stone, wood, water or even animals such as the 
  mighty Ranyhyn horses. Led by the tiny but 
  determined Council of Lords from their great 
  keep of Revelstone they attempt to preserve 
  the beauty of the Land against the remorseless 
  armies of the Despiser.  
   
  Thomas Covenant, a nondescript man whose 
  wife and son have fled after he is diagnosed 
  with leprosy, is mystically and unwillingly 
  transported to the Land in a time of crisis 
  when Lord Foul's plans approach their time of 
  fruition. Covenant wears a wedding ring of 
  white gold - metal found nowhere else in the 
  Land - that proves to be a talisman of 
  indescribably powerful sorcery, making him a 
  wild card in the war against the Despiser. His 
  lack of control of the white gold and his 
  bottomless well of self-loathing, confusion, 
  cynicism and rage imperil his friends as surely 
  as the worst travails Lord Foul unleashes at 
  them.  
   
  Stone & Wood doesn’t claim to replicate the 
  characters and creatures of the Land exactly; it 
  aims to convert them into role-playing terms 
  so that you can play a game that approximates 
  the themes and feel of Stephen Donaldson’s 
  wonderful setting. Some of the magical effects 
  of the Earthpower differ slightly to fit them 
  into the Swords & Wizardry magic system but 
  I have attempted to maintain some of their 
  differences from traditional magic-users of old 
  school games because they aren’t exactly the 
  same (no memorizing spells or spell books, for 
  example). Also, whilst I’m not entirely into 
  “game balance” just for the sake of it, the 
  Bloodguard and Giants aren’t entirely as they 
  appear in the books else they’d overpower just 
  about every other character class in the game. 
  But they are pretty darned close! 
   
  References 
   
  The First Chronicles 
   1. Lord Foul's Bane (1977) 
   2. The Illearth War (1977) 
   3. The Power That Preserves (1977) 
    
  The Second Chronicles 
   1. The Wounded Land (1980) 
   2. The One Tree (1982) 
   3. White Gold Wielder (1983) 
    
  The Last Chronicles 
   1. The Runes of the Earth (2004) 
   2. Fatal Revenant (2007) 
   3. Against All Things Ending (2010) 
   4. The Last Dark (due for release 2013)   
   
   
   
  
  - 4 - 
  Chapter 1:  
  Getting Started 
  Stone & Wood RPG (S&W), like most role 
  playing games, requires one person to run the 
  game called the Referee and (preferably) two 
  or more players. For players, the first step in 
  playing the game is to create a Player 
  Character (PC). This is a simple matter of 
  rolling some dice to determine your 
  character’s strength and other basic attributes, 
  picking a character class, and buying in-game 
  equipment. If you’re the Referee, however, 
  you’ve got a bit more preparation to do—
  that’s covered later in these rules. 
   
  Rule Number One 
  The most important rule in S&W is that the 
  Referee always has the right to modify the 
  rules. In fact, it’s encouraged! This is your 
  game, after all. There are gaps in the rules - 
  holes left open on purpose - because much of 
  the fun of “old school” gaming is being able to 
  make up rules as needed. 
   
  Dice 
  S&W uses several different types of dice, and 
  they are abbreviated herein according to the 
  number of sides they have. For example, a six-
  sided die is noted as “d6.” If this text requires 
  a player to roll “3d6” that means to roll three 
  (3) six-sided dice and add the results together. 
  Other die types (four-sided, eight-sided, ten-
  sided, twelve-sided, and twenty-sided) follow 
  in the same manner although only the d6 and 
  d20 are used with any frequency in these rules. 
  There is no die with 100 sides. When asked to 
  roll d100, instead roll two (2) ten-sided dice, 
  treating the first roll as the “tens” and the 
  second as the “ones.” So, if one were to roll a 
  “7” and then a “3”, the result would be “73.” 
  Please note that rolling two zeroes is treated as 
  “100.” 
   
  Remember 
  Throughout this text are suggestions, 
  explanations, and ideas presented in textbox 
  format; feel free to use or discard them at 
  leisure. New rules for governing certain 
  situations can range from simple guidelines 
  like “grab some dice, roll them, and tell me the 
  number” to a complex series of tables for the 
  smallest of details. 
   
   
   
  Character Sheets 
  A character sheet is a piece of paper designed 
  to organize and contain any and all necessary 
  PC information, for the benefit of both the 
  Referee and Player. For S&W, the character 
  sheet could be something as simple as a 3x5” 
  index card—with equipment and other notes 
  written on the back: 
   
  NAME 
   
  STR                            CLASS 
  INT                              LEVEL                        
  WIS                             XP 
  CON                            ST 
  DEX                             AC 
  CHA                             HP 
                                       ENC 
                                       MOVE 
   
   
  Attribute Scores 
  The basic abilities are numbers which 
  represent the Strength, Intelligence, Wisdom, 
  Constitution, Dexterity and Charisma of a 
  character.  
   
  Rolling Attributes 
  Roll for each attribute in the above order. 
  Once those rolls have been made, it is often 
  obvious which type of character best fits the 
  abilities. Each class has certain minimum 
  attributes to qualify, so check first that your 
  attributes match the class you want. Other than 
  this, the player always has the option to play 
  any class he wants and his attributes qualify 
  him for. 
   
  Optional: Rolling Attributes 
  Some Referees prefer to allow players more 
  flexibility in their choice of class. One possible 
  option would be to roll 3d6 a total of six times 
  and allow players to “arrange to taste.” This 
  allows the player to put the best results on the 
  attributes that best suit a particular character 
  concept. 
   
  Attribute Modifier 
  Each attribute has the potential to modify what 
  you can do. Refer to the following table to see 
  the bonuses (or penalties) that apply from high 
  or low attributes. 
   
  
  - 5 - 
  Table 1: Attribute Modifier 
   
  Attribute Roll 
  Description 
  Bonus/Penalty 
  3 
  Very Poor 
  -3 
  4–5 
  Poor 
  -2 
  6-8 
  Below Average 
  -1 
  9–12 
  Average 
  – 
  13–15 
  Above Average 
  +1 
  16-17 
  Good 
  +2 
  18 
  Exceptional 
  +3 
   
  Strength (STR) 
  A high Strength lets a character carry more 
  weight and will give him bonuses to attacks 
  and damage when attacking with a melee 
  weapon or his fists.  
   
  Intelligence (INT) 
  Intelligence represents IQ, reasoning, and the 
  ability to solve puzzles or understand difficult 
  concepts. A high Intelligence score gives a 
  character an additional language for every 
  point above 10.  
   
  Wisdom (WIS) 
  Wisdom determines a character’s insight, 
  perception, good judgment and willpower.  
   
  Constitution (CON) 
  Constitution refers to the health and endurance 
  of a character. A high Constitution score gives 
  a character additional hit points per hit die.  
   
  Dexterity (DEX) 
  Dexterity is a combination of coordination and 
  quickness. A high Dexterity score gives a 
  character a bonus on their “to-hit” roll when 
  attacking with a ranged weapon. 
   
  Charisma (CHA) 
  A highly charismatic character has a better 
  chance to talk his way out of trouble and can 
  lead more followers than a character with a 
  lower Charisma. 
   
  You can use your CHA to modify the number 
  of Non-Player Character (NPC) hirelings you 
  can acquire. You can use your CHA to modify 
  the loyalty of these NPCs (See Loyalty, Page 
  22). 
   
   
   
   
   
  Table 2: Charisma Bonus 
   
  Charisma 
  Hirelings 
  Loyalty 
  3 
  1 
  -3 
  4–5 
  2 
  -2 
  6–8 
  3 
  -1 
  9–12 
  4 
  0 
  13–15 
  5 
  +1 
  16–17 
  6 
  +2 
  18 
  7 
  +3 
   
  Hit Points 
  Hit points (HP) represent the amount of 
  “damage” a character can take before dying 
  and are determined by the amount of Hit Dice 
  (HD) a character has at their particular class 
  level. If a Player begins the game with a 1st 
  level Eoman (1d8 HD) he would therefore roll 
  1 HD (1d8) to determine his PC’s starting HP. 
  It doesn’t solely represent the character’s 
  ability to absorb injury – it also represents the 
  experience of the character to turn what might 
  have been a mortal wound into a flesh wound, 
  by correct positioning, general awareness, use 
  of cover, distractions etc. 
   
  At 1st level only, a PC receives maximum HP 
  for his class (inclusive of any CON modifier). 
  So, in the example above the Eoman would 
  actually begin with 8 HP, if his CON is simply 
  average. 
   
  Each time a character advances a level, he 
  gains extra HP. Roll the dice again and add the 
  result to the existing HP total for the 
  character’s new HP. After around 9th level 
  characters don’t receive an extra die roll for 
  their HP, they simply receive a set number of 
  additional points. At this level, you do not add 
  any further CON bonus. 
   
  Saving Throw 
  The Saving Throw (ST) is the number or 
  higher the player needs to roll on a D20 to 
  avoid something bad happening to his 
  character. You add the character’s Attribute 
  Modifier to the roll, where an attribute is 
  appropriate. For example, if a snake bites your 
  character, you can attempt a save against the 
  poison. You’d add your character’s CON 
  modifier, in this instance. The ST might also 
  be used as the roll needed to attempt to use 
  some of the character’s class abilities – these 
  are set out in each class description. Every 
  class starts at 1st level with a ST of 15. Each 
  
  - 6 - 
  level thereafter, reduce this number by 1. 
  Some classes receive a bonus to the roll for 
  certain effects – Giants are particularly 
  resilient to harm from fire for example at 
  receive +4 to their roll. 
   
  Table 3: Saving Throw Examples 
   
  Danger/Effect 
  Attribute 
  Ambush 
  WIS 
  Death 
  CON 
  Deception 
  WIS 
  Drowning 
  CON 
  Explosion 
  DEX 
  Falling 
  DEX 
  Grappled 
  STR 
  Magic 
  WIS 
  Poison 
  CON 
  Possession 
  WIS 
  Remembering facts 
  INT 
  Rock fall 
  DEX 
   
  Levels 
  As characters gain XP, they improve at what 
  they do. This is represented by level 
  advancement. At each level, the character is 
  tougher and can position himself better in 
  combat to make what would be deadly hits 
  into glancing blows or grazes (receives more 
  HP). He is also more accurate (increased To 
  Hit Bonus) and more alert to dangers that 
  might otherwise kill him (better Saving 
  Throw). 
   
  
  - 7 - 
  Chapter 2:  
  Character Classes 
  There are eight character ‘classes’ in the game: 
  Bloodguard, Eoman, Giant, Gravelingas, 
  Healer, Hirebrand, Lorewarden and Ramen. 
  Some of these classes are actually races (like 
  the Giant) and many of them require your 
  character to come from a particular region of 
  the Land (like the Ramen).  
   
  THE BLOODGUARD 
  All Bloodguard are all Haruchai; a sturdy and 
  highly militant people from across the Westron 
  Mountains. The Haruchai entered the Land as 
  an army intending to overrun Revelstone. 
  However, they met High Lord Kevin and were 
  astounded by his compassion. They swore an 
  oath of service to him, the strength of which 
  defies time. Those in service of the Lords (500 
  at a time) became the Bloodguard. 
   
  Almost without exception the Bloodguard are 
  stoic, unemotional characters who hide their 
  martial spirit extremely well. Some of this can 
  be explained by the binding power of their 
  extravagant Vow. They refuse to employ 
  weapons in battle but more than make up for 
  this with their unwavering bravery and skill at 
  unarmed combat. 
   
  A Bloodguard isn’t interested in personal 
  things and never amasses any belongings that 
  he cannot carry. He will carry stuff that suits a 
  purpose but once that purpose has been 
  achieved he will generally dispense with it.  
   
  A Bloodguard speaks little and doesn’t 
  elaborate; he uses minimal words to get across 
  his point and no more. Stories do not interest a 
  Bloodguard; just relevant information.  
   
  Bloodguard must have minimum attributes of 
  STR 11, CON 11 and DEX 11. If all three 
  attributes are 13 or more, the Bloodguard 
  receives a 10% bonus on XP earned. 
   
  Table 4: Bloodguard Advancement 
   
  Level 
  XP 
  HD  
  (d8) 
  To 
  Hit  
  Bonus 
  AC  
  Bonus 
  Unarmed  
  Damage 
  1 
  0 
  1 
  +0 
  +1 
  d6 
  2 
  2250 
  2 
  +1 
  +2 
  d6 
  3 
  4500 
  3 
  +2 
  +2 
  d6 
  4 
  9000 
  4 
  +2 
  +3 
  d8 
  5 
  18000 
  5 
  +3 
  +4 
  d8 
  6 
  36000 
  6 
  +4 
  +4 
  d8 
  7 
  72000 
  7 
  +4 
  +5 
  d10 
  8 
  144000 
  8 
  +5 
  +6 
  d10 
  9 
  288000 
  9 
  +6 
  +6 
  d10 
  10 
  576000 
  9+3 
  +6 
  +7 
  2d6 
   
  Bloodguard Class Abilities 
  Weapons & Armour: The Bloodguard  use no 
  weapons and wear no armour. However, they 
  do receive a bonus to their AC based on their 
  level as set out in the above table. This is due 
  to their skill at deflecting, dodging and 
  otherwise avoiding blows aimed at them. 
   
  Saving Throw: Bloodguard receive a +4 bonus 
  on saving throws vs. disease, poison, death 
  and magical compulsions like possession, 
  charm, fear, commands and other mind-
  affecting powers. 
   
  Ageless: The Bloodguard do not age and never 
  tire, needing no sleep. 
   
  Assess Opponent (INT): A Bloodguard can 
  choose to weigh up the opposition at the start 
  of a fight and make a saving throw to see if he 
  can determine the strengths and weaknesses of 
  the opposition (i.e. their level or HD). 
   
  Call Ranyhyn: The Bloodguard can summon a 
  Ranyhyn to do his bidding. If the Ranyhyn 
  
  - 8 - 
  perishes in service of his rider, the rider cannot 
  call a replacement. 
   
  Combat Machine: Bloodguard get one attack 
  per level against foes of 1HD or fewer, each 
  round. 
   
  Deflect/Catch Missiles: The Bloodguard can 
  deflect and catch arrows, javelins and similar 
  weapons that would otherwise have hit him. 
  Make a DEX ST when he is struck by a 
  missile; success means he has caught or 
  deflected it (even if he has already acted in the 
  round). As long as he is within 10’, he can also 
  catch missiles that would otherwise have hit 
  the person he has been assigned to protect. 
  This stacks with Unarmed Combat; that is they 
  can catch up to two missiles at 5th level and 
  three at 10th level. 
   
  Disarm: The Bloodguard can attempt to 
  disarm his opponent instead of striking to hit. 
  He must make a DEX ST, modified by the HD 
  or level of opponent. This stacks with his 
  Combat Machine and his Unarmed Combat 
  ability. 
   
  Mind-Speak: Bloodguard can mentally speak 
  with each other without the need for speech.     
   
  Protective: If the Bloodguard has been 
  assigned to protect someone (usually a 
  Lorewarden) he is exceptionally diligent in 
  this duty. He will not leave his charge’s side 
  for any reason – even if ordered away, he will 
  remain at all times where he can see and 
  defend his charge from danger. He receives +1 
  to all attacks, damage and STs when he is 
  specifically acting to protect his charge or 
  carry out his duty.  
   
  Unarmed Combat: Bloodguard feet and fists 
  are deadly weapons and therefore they cause 
  additional damage at higher levels. The table 
  shows the damage the Bloodguard causes in 
  unarmed combat. He can choose whether this 
  is subdual damage or normal damage. He can 
  also attack twice per round at 5th level and 
  three times at 10th level. This does not stack 
  with Combat Machine. 
   
  Names: Bloodguard generally have short 
  single-syllable or double syllable names. 
  Examples are: Bann, Bannor, Brinn, Cail, 
  Ceer, Cill, Crowl, Doar, Harn, Stell, Tull, 
  Shull, Sill, Vale, Cerrin, Hergrom, Porib and 
  Runnik.  
   
  THE EOMAN (FIGHTER) 
  The Eoman is a fighting man (or woman) in 
  the land’s standing army, called the Warward, 
  based at Revelstone. The Eoman is a trained 
  soldier and is proficient in most fields of 
  combat. Eoman can come from just about any 
  of the main peoples of the Land; Plainsmen, 
  Stonedownors or Woodhelvennin. The former 
  would make good scouts, the second would be 
  superb armoured footmen and the latter would 
  make excellent archers. 
   
  To be an Eoman, a character requires a 
  minimum STR of 9. If STR is 13 or more, the 
  Eoman receives a 10% bonus on XP earned. 
   
  Table 5: Eoman Advancement 
   
  Level 
  XP 
  HD (d8) 
  To Hit Bonus 
  1 
  0 
  1 
  +0 
  2 
  2000 
  2 
  +1 
  3 
  4000 
  3 
  +2 
  4 
  8000 
  4 
  +2 
  5 
  16000 
  5 
  +3 
  6 
  32000 
  6 
  +4 
  7 
  64000 
  7 
  +4 
  8 
  120000 
  8 
  +5 
  9 
  240000 
  9 
  +6 
  10 
  480000 
  9+3 
  +6 
   
  Eoman Class Abilities 
  Weapons & Armour: An Eoman can use any 
  normal-sized weapons and any type of armour. 
   
  Saving Throw: An Eoman receives a +2 bonus 
  on saving throws vs. death. 
  
  - 9 - 
  Assess Opponent (INT): An Eoman can 
  choose to weigh up the opposition at the start 
  of a fight and make a saving throw to see if he 
  can determine the strengths and weaknesses of 
  the opposition (i.e. their level or HD). 
  Combat Machine: An Eoman gets one attack 
  per level against foes of 1HD or fewer, each 
  round. 
   
  Weapon Specialist: An Eoman receives a +1 
  bonus to hit and damage using one type of 
  weapon (including missile weapons), chosen 
  at outset (see the equipment section). 
   
  Names: Eoman can come from any region of 
  the Land and therefore names are generally as 
  listed for the other classes (except Giants & 
  Haruchai). 
   
  THE GIANT 
  Giants stand about twice as tall as most 
  humans and their strength is similarly great. 
  Giants are very long-lived and therefore like to 
  take their time reaching decisions and 
  particularly love telling long tales which can 
  last several days. Giants are naturally a race of 
  seafarers and storytellers. 
   
  To be a Giant a character must have minimum 
  attributes of STR 12, CON 12 and CHA 8. If 
  all three attributes are 13 or higher, the Giant 
  receives a 10% bonus on XP earned. 
   
  Table 6: Giant Advancement 
   
  Level 
  XP 
  HD (d8) 
  To Hit Bonus 
  1 
  0 
  2 
  +0 
  2 
  2500 
  3 
  +1 
  3 
  5000 
  4 
  +1 
  4 
  10000 
  5 
  +2 
  5 
  20000 
  6 
  +2 
  6 
  40000 
  7 
  +3 
  7 
  80000 
  8 
  +3 
  8 
  160000 
  9 
  +4 
  9 
  320000 
  10 
  +4 
  10 
  640000 
  10+3 
  +5 
   
  Giant Class Abilities 
  Weapons: Giants can use any Giantish one-
  handed weapons and wear any armour (except 
  Giantish - unless a Swordmain).  
   
  Saving Throw: Giants receive a +4 bonus on 
  saving throws vs. fire (including magical fire). 
  Even if they fail their save vs. fire they take 
  only half damage. 
   
  Call Sea Creatures: By 8th level Giants have 
  learned the ability to summon sea creatures to 
  them (when they are at sea). At 8th level, the 
  creatures summoned are 2d6+2 porpoises and 
  dolphins. They will do whatever they can to 
  assist the Giant (if it is within their 
  capabilities) for up to a day. This might 
  include carrying people on their backs or 
  pulling a small boat. At 10th level the Giant 
  can also summon a single Nicor – a gigantic 
  whale-like creature, capable of pulling (or 
  sinking) a large ship.  
   
  Giant-sized:  Giants use larger heavier 
  weapons as listed. Their fists cause d6 subdual 
  damage rather than d3.  
   
  Gift of Tongues: Giants will automatically 
  understand any language of any race that uses 
  speech. This was a gift given to the Giants by 
  the Elohim. 
  
  - 10 - 
  Inspiring Tale (CHA): A Giant can recite 
  enthralling stories and sing rousing songs that 
  will aid restful sleep, help a journey pass much 
  more quickly or help others forget their 
  worries and fears for a short while. This works 
  exactly like the 2nd Level Lorewarden 
  Earthpower Inspire. A Giant can use this 
  ability once per day at 1st level and an 
  additional once per day at 5th and at 10th levels. 
   
  Ship Handling (STR): Giants are natural 
  sailors and therefore handle any water vessel 
  with great ease.  
   
  Stone-shaping: Giants are natural stone-
  workers and can use the Mending (stone) 
  power of the Gravelingas as a natural ability 
  once per day at 1st level and another once per 
  day per two full levels thereafter (so, at 3rd, 5th, 
  7th and 9th levels).  
   
  Swordmain: At 4th level, a Giant may elect to 
  become a Swordmain. He receives a two-
  handed sword made especially for him with 
  which he trains and practices and uses above 
  all other weapons. Because of this focus, 
  Giants automatically gain +1 to hit with this 
  particular weapon. If lost, they need to find or 
  have made a new weapon of the same 
  characteristics. They can also wear Giantish 
  stone armour, which is unavailable to any 
  other character. Swordmains also gain the 
  Combat Machine ability of the Eoman. A 
  Giant choosing this path doesn’t receive any 
  more level advances to Stone-Shaping and 
  Inspiring Tale abilities (i.e. they are capped at 
  4th level) and neither do they receive the Call 
  Sea Creatures ability.  
   
  Names: Giants favour long names that tell a 
  story, like Saltheart Foamfollower, Grimmand 
  Honninscrave, Sparlimb Keelsetter, 
  Wavenhair Haleall, Bahgoon the Unbearable, 
  Heft Galewrath, Spray Frothsurge and Cable 
  Seadreamer. 
   
  THE GRAVELINGAS 
  The Gravelingas is a master of stone-lore 
  (rhadamaerl). He is a Stonedownor who has 
  perfected his craft at the Loresraat (the seat of 
  learning in Trothgard). His craft is to channel 
  Earthpower through the stone and draw 
  strength and vitality from it. The stone is not 
  destroyed or consumed, even if fire is brought 
  forth. A Gravelingas will never use metal tools 
  to carve stone – he melds it into shape using 
  his craft. In this way, he can create tools, 
  artefacts, weapons, utensils, furniture and even 
  dwellings. 
   
  To be a Gravelingas a character must have 
  minimum attributes of INT 9 and CON 9. If 
  both attributes are 13 or higher, the 
  Gravelingas receives a 10% bonus on XP. 
   
  Table 6: Gravelingas Advancement 
   
  Level 
  XP 
  HD 
  (d6) 
  To Hit 
  Bonus 
  Earthpowers by 
  level per day 
  1 
  0 
  1 
  +0 
  1 
  - 
  - 
  - 
  2 
  1500 
  2 
  +0 
  2 
  - 
  - 
  - 
  3 
  3000 
  3 
  +1 
  2 
  1 
  - 
  - 
  4 
  6000 
  4 
  +1 
  3 
  2 
  - 
  - 
  5 
  12000 
  5 
  +2 
  3 
  2 
  1 
  - 
  6 
  24000 
  6 
  +2 
  4 
  3 
  2 
  - 
  7 
  48000 
  7 
  +3 
  4 
  3 
  2 
  1 
  8 
  96000 
  8 
  +3 
  4 
  4 
  3 
  2 
  9 
  192000 
  8+2 
  +4 
  5 
  4 
  3 
  2 
  10 
  384000 
  8+4 
  +4 
  5 
  4 
  4 
  3 
   
  Gravelingas Class Abilities 
  Weapons: The Gravelingas can use only clubs, 
  daggers, shortswords, hand axes and slings 
  and other weapons as long as they are made 
  predominantly of stone. They can wear leather 
  armour but don’t use shields. 
   
  Saving Throw: The Gravelingas receives a +2 
  bonus on saving throws vs. magic. 
   
  Graveling Pot: At 1st level, the Gravelingas 
  creates a pot of Graveling, through which he 
  can channel his spells. It is an earthenware pot 
  containing small stones that are kept 
  constantly glowing, shedding both warmth and 
  a little light (in a 5’ radius). Carrying the pot 
  will protect its wielder from fire, giving a +2 
  ST against damage from fire (magic or 
  otherwise). In addition, a successful save 
  results in no damage and a failed save results 
  in only half damage from fire. This protection 
  is extended in a 10’ radius around the wielder 
  at 4th level. The fact that there is a Graveling 
  pot in a group of travellers can also boost 
  morale and so it provides a +1 bonus to all to 
  hit rolls and STs of the Gravelingas and his 
  companions once per day. This bonus rises to 
  +2 at 10th level. 
   
  Use Hurtloam: The Gravelingas is able to use 
  Hurtloam to its best effect, by using the 
  
  - 11 - 
  minimum amount to gain the best results. 
  When used by a Gravelingas, Hurtloam 
  restores d6 HP per application, rather than the 
  usual d3 if used by other people. In addition, 
  the Hurtloam can be kept for up to a day per 
  level without losing its healing effect, after 
  being gathered, rather than having to be used 
  straight away. 
   
  Stone Empathy (WIS): The Gravelingas can 
  touch a stone surface and is immediately 
  attuned to it, sensing any breaks, 
  imperfections, how it was made etc. This 
  reveals secret or hidden doors, traps, moveable 
  stones, strange marks, carvings etc. within 60’ 
  of the point touched.  
   
  Earthpowers: A Gravelingas draws his magic 
  from rock and stone so must be touching a 
  stone surface to create his effects. He can 
  create any of his effects using his attuned 
  Gravelling Pot. 
   
  Table 7: Earthpowers  
   
  Level 1 
  Level 2 
  Detect Corruption  
  Fire Stone 
  Heat Stone 
  Stone Strength 
  Hold Stone Portal 
  Resist Fire 
  Magic Stone 
  Soften Stone 
  Mending 
   
   
   
  Level 3 
  Level 4 
  Meld into Stone 
  Earthquake 
  Protection from Fire 
  Spike Stones 
  Stone Shape 
  Stoneskin 
  Rock to Mud 
  Wall of Fire 
   
  Wall of Stone 
   
  THE HEALER 
  The Healer has learned her craft at the 
  Loresraat (the seat of learning in Trothgard). 
  Her craft is to mend the body and mind and to 
  give succor to the sick and injured. The Healer 
  has learned about the Healing nature of 
  Earthpower and is best placed to utilize the 
  natural resources available without harming 
  the Land. 
   
  To be a Healer a character must have 
  minimum attributes of CHA 9 and WIS 9. If 
  both attributes are 13 or higher, the Healer 
  receives a 10% bonus on XP. 
   
   
   
  Table 8: Healer Advancement 
   
  Level 
  XP 
  HD 
  (d6) 
  To Hit 
  Bonus 
  Healings by level 
  per day 
  1 
  0 
  1 
  +0 
  1 
  - 
  - 
  - 
  2 
  1250 
  2 
  +0 
  2 
  - 
  - 
  - 
  3 
  2500 
  3 
  +0 
  2 
  1 
  - 
  - 
  4 
  5000 
  4 
  +1 
  3 
  2 
  - 
  - 
  5 
  10000 
  5 
  +1 
  3 
  2 
  1 
  - 
  6 
  20000 
  6 
  +1 
  4 
  3 
  2 
  - 
  7 
  40000 
  7 
  +2 
  4 
  3 
  2 
  1 
  8 
  80000 
  8 
  +2 
  4 
  4 
  3 
  2 
  9 
  160000 
  8+2 
  +2 
  5 
  4 
  3 
  2 
  10 
  320000 
  8+4 
  +3 
  5 
  4 
  4 
  3 
   
  Healer Class Abilities 
  Weapons: The Healer can use only 
  quarterstaffs for self-defence and they don’t 
  wear armour. 
   
  Saving Throw: The Healer receives a +2 bonus 
  on saving throws vs. possession, poison, 
  disease and paralysis. 
   
  Lay on Hands: The Healer can attune herself 
  to the ills of the injured person and mend the 
  flesh by merely placing her hands on the 
  injury, restoring up to 2 HP per level per day. 
   
  Consonance:  The Healer is able to use the 
  restorative properties of any of the naturally 
  occurring materials to their best effect, by 
  using the minimum amount to gain the best 
  results. When used by a Healer, Hurtloam and 
  Rillinlure Dust and Treasure Berries work to 
  the maximum of their capacity. See the 
  description of these restoratives on page XX. 
   
  Exorcize (CHA): The Healer can attempt to 
  force any evil spirit or Raver out of the body 
  of the victim of a possession. The Healer must 
  be touching the victim. A failed roll might 
  mean the possessing entity will enter the body 
  of the Healer instead of the original victim.  
   
  Healing Effects: The Healer is attuned to the 
  Earthpower of the Land and has learned to 
  channel this to create miraculous spell-like 
  effects, mainly to do with protection and 
  healing. 
   
   
   
   
   
   
  
  - 12 - 
  Table 9: Healing Effects 
   
  Level 1 
  Level 2 
  Cure Light Wounds 
  Calm Emotions 
  Detect Corruption 
  Cure Moderate Wounds 
  Endure Elements 
  Delay Poison 
  Purify Food & Drink 
  Gentle Repose 
  Remove Fear 
  Hold Person 
  Resistance 
  Remove Paralysis 
  Sleep Touch  
  Restoration, Lesser 
  Ward Person 
   
   
   
  Level 3 
  Level 4 
  Cure Serious Wounds 
  Break Enchantment 
  Remove Blindness/Deafness 
  Cure Critical Wounds 
  Remove Disease 
  Restoration 
  Shield Other 
  Neutralize Poison 
   
  THE HIREBRAND 
  The Hirebrand is a master of wood-lore 
  (lillianrill). He is a Woodhelvennin who has 
  perfected his craft at the Loresraat (the seat of 
  learning in Trothgard). His craft is to work the 
  wood and draw upon the suppleness and 
  vitality that the wood contains. A Hirebrand 
  would never destroy wood as this is against his 
  Oath to preserve The Land. Hirebrands can 
  mould or shape wood into artefacts or into 
  objects, utensils, tools, weapons, furniture or 
  even dwellings. 
   
  To be a Hirebrand a character must have 
  minimum attributes of INT 9 and DEX 9. If 
  both of these attributes are 13 or higher, the 
  Hirebrand receives an extra 10% on XP 
  earned. 
   
  Table 9: Hirebrand Advancement 
   
  Level 
  XP 
  HD 
  (d6) 
  To Hit 
  Bonus 
  Earthpowers by level 
  per day 
  1 
  0 
  1 
  +0 
  1 
  - 
  - 
  - 
  2 
  1500 
  2 
  +0 
  2 
  - 
  - 
  - 
  3 
  3000 
  3 
  +1 
  2 
  1 
  - 
  - 
  4 
  6000 
  4 
  +1 
  3 
  2 
  - 
  - 
  5 
  12000 
  5 
  +2 
  3 
  2 
  1 
  - 
  6 
  24000 
  6 
  +2 
  4 
  3 
  2 
  - 
  7 
  48000 
  7 
  +3 
  4 
  3 
  2 
  1 
  8 
  96000 
  8 
  +3 
  4 
  4 
  3 
  2 
  9 
  192000 
  8+2 
  +4 
  5 
  4 
  3 
  2 
  10 
  384000 
  8+4 
  +4 
  5 
  4 
  4 
  3 
   
  Hirebrand Class Abilities 
  Weapons: The Hirebrand can use only clubs, 
  wooden daggers, quarterstaffs and other melee 
  weapons made predominantly of wood. They 
  can wear leather armour. 
  Saving Throw: The Hirebrand receives a +2 
  bonus on saving throws vs. magic and 
  deception. 
   
  Wood Empathy (WIS): The Hirebrand can 
  touch a wood surface and is immediately 
  attuned to it, seeing any breaks, imperfections, 
  how it was made etc. This reveals secret or 
  hidden doors, traps, moveable wooden panels 
  etc.  
   
  Hirebrand’s Staff: At 1st level, the Hirebrand 
  creates a Hirebrand’s Staff, through which he 
  channels many of his spell effects. It is +1 to 
  hit in combat and always causes a slight flare 
  when it strikes, causing an additional point of 
  fire damage per level of the Hirebrand. The 
  staff will protect its wielder against damage 
  from fire, giving an extra +2 to the 
  Hirebrand’s ST vs. fire. This protection can be 
  extended in a 10’ radius around the wielder at 
  4th level. Once per day, at 8th level, and then 
  once more at 10th level the Hirebrand can bash 
  the end of his staff against the ground, creating 
  a tremor that can knock enemies off their feet 
  and/or cause them to drop what they are 
  holding. The area of affect is a 30’ radius 
  around the Hirebrand, 50’ (at 10th level). 
  Alternatively, the tremor can be directed in a 
  cone shape away from the Hirebrand, of 
  50’length, widening to half of the range of the 
  tremor (+20’ at 10th level). Any creature 
  caught in the area must make a ST to avoid 
  falling. Falling results in 2d6 damage. 
   
  Earthpowers: A Hirebrand draws his 
  magic from wood so must be 
  touching a wood surface to 
  create his effects. He 
  can create any of 
  his effects using 
  his attuned 
  Hirebrand’s 
  Staff. 
   
   
  
  - 13 - 
  Table 10: Hirebrand Earthpowers 
   
  Level 1 
  Level 2 
  Detect Corruption  
  Barkskin 
  Burning Staff 
  Continual Flame 
  Entangle 
  Wood’s Grace 
  Hold Wooden Portal 
  Warp Wood 
  Light 
  Wood Shape 
  Mending 
   
   
   
  Level 3 
  Level 4 
  Tree Shape 
  Wall of Thorns 
  Plant Growth 
  Scorching Flame II 
  Flame Arrow 
  Wall of Fire 
  Scorching Flame I  
   
  Wall of Wood 
   
   
  THE RAMEN 
  The Ramen are a people that live on the Plains 
  of Ra. Noted for their athletic grace of 
  movement and slim statures, the Ramen 
  typically have long black hair, the keen faces 
  of hunters and deeply tanned skin from 
  roaming the plains from day to day. Ramen 
  wear very simple loose fitting shifts that 
  enable them free unhindered movement. Their 
  existence on the Plains of Ra has bred a fleet 
  footed race that may travel scores of leagues in 
  a single day. Their expertise as hunters is 
  unrivalled. It is very rare for anyone other than 
  a Ramen to become as skilled a hunter and 
  tracker. Whilst Ramen serve the Ranyhyn, 
  they never ride them.  
   
  To be a Ramen a character must have 
  minimum attributes of CON 11, DEX 11 and 
  STR 8. If all three of these attributes is 13 or 
  higher, the Ramen receives a 10% bonus to 
  XP. 
   
  Table 11: Ramen Advancement 
   
  Level 
  XP 
  HD 
  (d8) 
  To Hit 
  Bonus 
  AC 
  Bonus 
  1 
  0 
  1 
  +0 
  +1 
  2 
  1750 
  2 
  +1 
  +2 
  3 
  3500 
  3 
  +1 
  +2 
  4 
  7000 
  4 
  +2 
  +3 
  5 
  14000 
  5 
  +2 
  +4 
  6 
  28000 
  6 
  +3 
  +4 
  7 
  56000 
  7 
  +3 
  +5 
  8 
  112000 
  8 
  +4 
  +6 
  9 
  224000 
  8+2 
  +4 
  +6 
  10 
  448000 
  8+4 
  +5 
  +7 
   
   
   
  Ramen Class Abilities 
  Weapons: Ramen can use any one-handed 
  weapons melee and any missile weapon except 
  crossbows; however they prefer smaller 
  concealable ones. They do not wear armour 
  but receive an AC bonus based on their level, 
  as set out in the table above.   
   
  Saving Throw: Ramen receive a +2 bonus on 
  saving throws vs. poisons. 
   
  Cord Fighting: The Ramen are trained in the 
  use of a special garrote-like weapon called a 
  cord, which is tied around the waist when not 
  in use. With her cord, a Ramen receives +1 to 
  hit. 
   
  Cord Special Attack: Using only her cord, a 
  Ramen can catch an opponent by surprise and, 
  on making a successful to hit roll, causes 
  double damage to her target. In addition, if a 
  target charges the Ramen, the Ramen causes 
  double damage on a successful hit in the first 
  round after the charge. 
   
  Marrowmeld: The Ramen’s understanding of 
  nature brings forth in her the spell-like ability 
  to sculpt bones instantly, either within a living 
  creature or as an art form. The Ramen can 
  form an existing piece of bone into any shape 
  that suits her purpose. For example, she can 
  make a bone weapon, repair a foreleg break or 
  create a bone idol or ornament. Marrowmeld 
  also permits her to reshape objects already 
  sculpted from bone, whether they were shaped 
  magically, normally or through the use of 
  tools. 
   
  Run with the Ranyhyn: Over long distances, at 
  1st level the Ramen is able to run at twice 
  normal walking speed for up to a whole day 
  without needing rest. By 3rd level, she can run 
  three times normal walking speed for the 
  whole day and by 6th level she can run four 
  times normal speed for the whole day. The 
  Ramen is able to run at speeds capable of 
  keeping up with the Ranyhyn for short 
  distances; for a number of minutes equal to the 
  level of the Ramen + her constitution bonus (if 
  any), she can run at 10 times her normal 
  running speed.  
   
  Stealth (DEX): When in the wilderness, the 
  Ramen is skilled at using the terrain and 
  
  - 14 - 
  camouflage to move or hide without being 
  noticed by her prey or his enemies.  
   
  Survival (CON): In the wilderness, the Ramen 
  can obtain enough food and sufficient safe 
  shelter by hunting and foraging to keep alive 
  himself plus a number of additional people 
  equal to his level. If there are more people in 
  the group than this, a ST is required. 
   
  Track (WIS): Ramen can spot and follow a 
  trail across almost any ground. They also 
  automatically know which direction is north 
  and can recognize the prints and number of 
  creatures that made the tracks. 
   
  Ramen tend to have very short single syllable 
  names such as Gay, Rue, Rael, Lithe. 
   
  THE LORE WARDEN 
   
   
  Highly respected, Lorewardens have located 
  and deeply connected with the true forces of 
  nature. They have a solemn duty to guide and 
  teach everyone to cherish and understand the 
  nature of the Land, regardless of race, class or 
  alignment. The Lorewarden does not use 
  magic, psionics or technology to acquire or 
  maintain her skills; she is in harmony with 
  energies beyond the ken of most people, and it 
  is that fact which gives her life and purpose.   
   
  To be a Lorewarden a character must have 
  minimum attributes of WIS 11, INT 11 and 
  CHA 9. 
   
  If all three of these attributes are 13 or higher, 
  the Lorewarden receives a 10% bonus to XP. 
   
  Table 12: Lorewarden Advancement 
   
  Level 
  XP 
  HD 
  (d6) 
  To Hit 
  Bonus 
  Earthpowers by 
  level per day 
  1 
  0 
  1 
  +0 
  1 
  - 
  - 
  - 
  - 
  2 
  2250 
  2 
  +0 
  2 
  – 
  – 
  – 
  – 
  3 
  4500 
  3 
  +0 
  2 
  1 
  – 
  – 
  – 
  4 
  9000 
  4 
  +1 
  3 
  2 
  – 
  – 
  – 
  5 
  18000 
  5 
  +1 
  3 
  2 
  1 
  – 
  – 
  6 
  36000 
  6 
  +1 
  4 
  3 
  2 
  – 
  – 
  7 
  72000 
  7 
  +2 
  4 
  3 
  2 
  1 
  – 
  8 
  144000 
  8 
  +2 
  4 
  4 
  3 
  2 
  – 
  9 
  288000 
  8+2 
  +2 
  4 
  4 
  3 
  2 
  1 
  10 
  576000 
  8+4 
  +3 
  4 
  4 
  4 
  3 
  2 
   
  Lorewarden Class Abilities 
  Weapons: The Lorewarden can use any 
  weapon (but rarely use anything other than 
  their staff). They don’t wear armour of any 
  sort. 
   
  Saving Throw: The Lorewarden receives a +2 
  bonus on saving throws vs. magic. 
   
  Consonance:  The Lorewarden is able to use 
  the restorative properties of any of the 
  naturally occurring materials to their best 
  effect, by using the minimum amount to gain 
  the best results. When used by a Healer, 
  Hurtloam and Rillinlure Dust restores d6 HP 
  per application, rather than the usual d3 if used 
  by other people. Treasure Berries restore 2 HP 
  per berry rather than the usual 1. 
   
  Crush Item: A Lorewarden can destroy any 
  weapon or item of their size or smaller (even 
  magic ones, but not artifacts) by picking it up 
  and crushing it between her hands or using her 
  staff.  
   
  Lorewarden’s Staff: At 1st level the 
  Lorewarden receives a special quarterstaff, 
  which gives +1 to hit in combat and when it 
  strikes flares a little causing an extra 1 point of 
  fire damage per level. The Lorewarden also 
  uses her staff as a focus for many of her 
  Earthpowers. 
   
  Lord’s Staff: At 10th level the Lorewarden 
  becomes a Lore Lord and may establish her 
  Lorewarden’s Staff staff as her spellstaff. She 
  may charge it with any Earthpower that she 
  has available any time it is empty. Casting the 
  spell does not count against the Lore Lord’s 
  allotment for the day.  
   
  
  - 15 - 
  Melding: Starting 6th level, Lorewardens are 
  able speak to each other telepathically over 
  short distances (up to 100’). This ability 
  increases incrementally by 50’ per level after 
  6th. Only one Lorewarden needs to have this 
  ability to open communication, though in 
  groups of three or more where only one 
  Lorewarden has this ability, there is only 
  communication to and from her; she must 
  relay information between the other 
  Lorewardens. The Lorewarden may use this 
  ability once per month per level. 
   
  Set Lifespan: Lorewardens live to five 
  centuries, unless they are slain. This is a 
  measure of their bond with the natural forces. 
  Lorewardens retain their youth well, appearing 
  and having physical abilities of someone far 
  younger than their actual age. 
   
  Earthpowers: Lorewardens are attuned to the 
  Earthpower of the Land and can use and work 
  with this to create wondrous spell-like effects. 
   
  Table 13: Lorewarden Earthpowers:  
   
  Level 1 
  Level 2 
  Alarm 
  Arcane Lock 
  Cure Light Wounds 
  Daze 
  Detect Corruption 
  Detect Thoughts 
  Endure Elements 
  Find Traps 
  Hold Portal 
  Inspire 
  Light 
  Knock 
  Lord’s Fire I 
  Locate Object 
  Message 
  Lord’s Fire II 
  Protection from Corruption 
  Obscure Object 
  Shield 
  Resist Vitriol 
   
   
  Level 3 
  Level 4 
  Cure Moderate Wounds 
  Cure Serious Wounds 
  Continual Light 
  Confusion 
  Dispel Magic 
  Fear 
  Explosive Runes 
  Geas 
  Lord’s Fire III 
  Globe of Invulnerability 
  Magic Ward Against Evil 
  Locate Creature 
  Suggestion 
  Lord’s Fire IV 
   
  Sending 
  Level 5 
   
  Break Enchantment 
   
  Command 
   
  Find the Path 
   
  Hold Monster 
   
  Lord’s Fire V 
   
  Repulsion 
   
  True Seeing 
   
  Wall of Force 
   
   
   
   
  
  - 16 - 
  Chapter 3: 
  ALIGNMENT, DESPAIR AND 
  CORRUPTION 
   
   
  
  - 17 - 
  Chapter 4:  
  WEAPONS AND Equipment  
  Starting characters in a S&W campaign can be 
  assumed to have the following equipment: 
   
  A Bloodguard generally begins play with: 
   
  A cloth tunic 
   
  A Ranyhyn 
   
  A Giant generally begins play with 
   
  Leather armour, shirt, leggings and 
  boots 
   
  A weapon of choice 
   
  A satchel containing a blanket, eating 
  utensils and a bowl 
   
  A skin of diamondraught 
   
  A Gravelingas generally begins play with 
   
  Leather armour, shirt, leggings and 
  boots 
   
  A stone dagger, club or hand axe 
   
  A satchel containing a blanket, eating 
  utensils and a bowl 
   
  A waterskin 
   
  A small stone vial containing an 
  application of Hurtloam 
   
  A Graveling Pot 
   
  An Eoman generally begins play with: 
   
  A suit of plate armour and a shield or 
  a suit of chain 
   
  A blanket, a set of eating utensils and 
  a good knife 
   
  Any two weapons of choice 
   
  A riding horse with a saddle (if chain 
  armour chosen at outset) 
   
  A Hirebrand generally begins play with 
   
  Leather armour, shirt, leggings and 
  boots 
   
  A satchel containing a blanket, eating 
  utensils and a bowl 
   
  A waterskin 
   
  A small pouch containing an 
  application of Rillinlure 
   
  A Hirebrand’s Staff 
   
  A Ramen generally begins play with: 
   
  A cloth tunic 
   
  A cord 
   
  A dagger, club, shortsword or sling 
   
   
  A Lorewarden generally begins play with: 
   
  A cloth robe, sandals 
   
  A Lorewarden’s Staff 
   
  A satchel containing a blanket, eating 
  utensils and a bowl 
   
  A waterskin 
   
  A riding horse with a saddle 
   
  A Healer generally begins play with: 
   
  A cloth robe, sandals 
   
  A quarterstaff 
   
  A satchel containing a blanket, eating 
  utensils and a bowl 
   
  A waterskin 
   
  A pouch containing Rillinlure Dust 
   
  A pouch containing Aliantha 
   
  A small vial of Hurtloam  
   
   
   
  
  - 18 - 
  Barter 
  There is no money in the Land; in fact trade 
  seems largely unimportant as each community 
  is pretty communal and fairly self-sufficient. If 
  items are required from other people, a simple 
  barter system would be appropriate. 
   
  Table 15: Armor 
   
   
  Armor Type 
   
   
  AC 
   
  Weight 
   
  Normal 
  Giant 
  Leather 
   
  12 
   
  25 
   
  50 
  Ring 
   
  13 
   
  40 
   
  80 
  Chain 
   
  14 
   
  50 
   
  100 
  Scale 
  15 
  60 
  120 
  Plate 
   
  16 
   
  70 
   
  140 
  Giantish Stone Scale Armour* 
  17 
  - 
  200 
  Shield 
   
  +1 
   
  10 
   
  20 
  Tower Shield 
  +2 
  25 
  50 
   
  *Available only to Swordmains 
   
  Table 16: Melee Weapons 
   
   
  Weapon 
   
  Damage 
   
  Weight 
   
  Normal 
  Giant 
  Normal 
  Giant 
  Axe, battle1, 2 
   
  1d8 
   
  1d10 
  6 
  12 
   
  Axe, hand 3 
   
  1d6 
   
  1d8 
  3 
  6 
   
  Club 
   
  1d4 
   
  1d6 
  2 
  4 
   
  Cord 
  1d6 
  - 
  ½  
  - 
  Dagger 
   
  1d4 
   
  1d6 
  1 
  2 
   
  Hammer, war 
   
  1d4+1 
   
  1d6+1 
  3 
  6 
   
  Lance 
   
  2d4+1 
   
  3d4 
  7 
  14 
   
  Mace, heavy 
   
  1d6+1 
   
  1d8+1 
  5 
  10 
   
  Mace, light 
   
  1d4+1 
   
  1d6+1 
  3 
  6 
   
  Spear1, 2, 3 
   
  1d6 
   
  1d8 
  4 
  8 
   
  Staff 
   
  1d6 
   
  1d8 
  4 
  8 
   
  Sword, bastard1, 2 
   
  1d8 
   
  1d10 
  6 
  12 
   
  Sword, long 
   
  1d8 
   
  1d10 
  4 
  8 
   
  Sword, short 
   
  1d6 
   
  1d8 
  3 
  6 
   
  Sword, 2-handed 
   
  1d10 
   
  2d6 
   
  8 
   
  16 
   
  1 Weapon can be used either one or two-
  handed 
  2 When wielded two-handed, gain +1 damage 
  bonus 
  3 Can be used as both a melee and a missile 
  weapon 
   
   
   
   
   
   
   
  Table 17: Missile Weapons 
   
   
  Weapon 
   
  Damage 
   
  Weight 
   
  Normal 
  Giant 
  Normal 
  Giant 
  Arrows (20) 
   
  1d6 
   
  1d8 
  1 
  2 
   
  Axe, hand 
   
  1d6 
   
  1d8 
  3 
  6 
   
  Bolt, heavy (20) 
   
  1d6+1 
   
  1d8+1 
  1 
  2 
   
  Bolt, light (20) 
   
  1d4+1 
   
  1d6+1 
  1 
  2 
   
  Bow, long 
   
  - 
   
  - 
  4 
  8 
   
  Bow, short 
   
  - 
   
  - 
  3 
  6 
   
  Crossbow, heavy 
   
  - 
   
  - 
  5 
  10 
   
  Crossbow, light 
   
  – 
   
  - 
  3 
  6 
   
  Dart 
   
  1d3 
   
  1d4 
  ½ 
  1 
   
  Javelin 
   
  1d6 
   
  1d8 
  2 
  4 
   
  Sling 
   
  - 
   
  - 
  ½  
  1 
   
  Spear 
   
  1d6 
   
  1d8 
  4 
  8 
   
  Stones (20) 
   
  1d4 
   
  1d6 
  1 
  2 
   
  Note: There is a +0 “to-hit” bonus for missile 
  weapons utilized at short range (x1), a -1 “to-
  hit” penalty at medium range (x2), and a -2 
  penalty for long range (x3) attacks 
   
   
   
  
  - 19 - 
  CHAPTER 5:  
  EARTHPOWER 
  DESCRIPTIONS 
  Lorewardens, Hirebrands, Gravelingas’ and 
  Healers all channel the Earthpower to create 
  their spell-like effects. Below is a description 
  of these effects, in alphabetical order.  
   
  Alarm 
  Spell Level: Lorewarden 1st Level 
  Range: 30’ radius 
  Duration: 2 hours per level 
  Alarm sounds a mental or audible alarm each 
  time an evil creature enters the warded area or 
  touches it. You decide at the time of casting 
  whether the alarm will be mental or audible. 
   
  Arcane Lock 
  Spell Level: Lorewarden 2nd Level 
  Range: The object touched 
  Duration: Permanent 
  An arcane lock spell cast upon a door, chest, 
  or portal magically locks it. You can freely 
  pass your own arcane lock without affecting it; 
  otherwise, a door or object secured with this 
  spell can be opened only by breaking in or 
  with a successful dispel magic or knock spell. 
   
   
  Barkskin 
  Spell Level: Hirebrand 2nd Level 
  Range: Self 
  Duration: 10 mins/level 
  Barkskin toughens the Hirebrand’s skin. The 
  effect grants a +2 to his current armour class. 
  This enhancement bonus increases by +1 for 
  every two full caster levels above 3rd, to a 
  maximum of +5 at caster level 9. 
   
  Break Enchantment 
  Spell Level: Healer 4th  Lorewarden 5th Level 
  Range: 30’ 
  Duration: Instantaneous 
  This spell frees victims from enchantments, 
  transmutations and curses. 
   
   
  Burning Staff 
  Spell Level: Hirebrand 1st level 
  Range: Touch 
  Duration: 1 round per level 
  The Hirebrand’s staff bursts into flame 
  becoming an even deadlier weapon than it 
  normally is. The staff gains an additional +1 to 
  hit and doubles the fire damage normally 
  caused by the staff. In addition it sets on fire 
  any flammable material touched by it.   
   
  Calm Emotions  
  Spell Level: Healer 2nd Level 
  Range: 120’ 
  Duration: 1 round per level 
  This spell calms agitated creatures. You have 
  no control over the affected creatures, but 
  calm emotions can stop raging creatures from 
  fighting or joyous ones from reveling. 
  Creatures so affected cannot take violent 
  actions (although they can defend themselves) 
  or do anything destructive. Any aggressive 
  action against or damage dealt to a calmed 
  creature immediately breaks the spell on all 
  calmed creatures. 
   
  Command  
  Spell Level: Lorewarden 1st Level 
  Range: 30’  
  Duration: 1 round 
  The Lorewarden gives the subject a single 
  one-word command, which it obeys to the best 
  of its ability at its earliest opportunity.  
   
  Confusion 
  Spell Level: Lorewarden 4th Level 
  Range: 120’  
  Duration: 2 hours 
  This spell confuses people and monsters, 
  making them act randomly. On a roll of 2d6, 
  the creatures will do the following: 
   
  Table 24: Confusion 
   
  Die Roll 
   
  Reaction 
   
  2–5 
   
  Attack caster & his allies 
   
  6–8 
   
  Stand baffled and inactive 
   
  9–12 
   
  Attack each other 
   
   
  The effects of the confusion may shift every 
  ten minutes or so, and the dice are once again 
  rolled. The spell affects 2d6 creatures, plus an 
  additional creature for every caster level above 
  8th. Creatures of 3 hit dice or fewer are 
  automatically affected by the spell, and it takes 
  effect instantly. Creatures of 4 hit dice or more 
  automatically overcome the confusion effect 
  as it builds up to its full power (1d12 minutes, 
  minus the caster’s level), and only then are 
  they permitted a saving throw. Eventually, 
  these creatures are likely to succumb to the 
  confusion, for they must continue to make 
  another saving throw every 10 minutes until 
  
  - 20 - 
  the spell’s two-hour duration has run its 
  course. 
   
  Continual Flame 
   
  Spell Level: Hirebrand 3rd Level 
  Range: Touch 
  Duration: Permanent until dispelled 
  A flame, equivalent in brightness to a torch, 
  springs forth from a wooden object the 
  Hirebrand touches. The effect looks like a 
  regular flame, but it creates no heat and 
  doesn’t use oxygen. A continual flame can be 
  covered and hidden but not smothered or 
  quenched. 
   
  Continual Light 
  Spell Level: Lorewarden 3rd Level 
  Range: 120’ 
  Duration: Permanent until dispelled 
  The targeted person or object produces light as 
  bright as sunlight (and with the same effects as 
  sunlight), to a radius of 120’. 
   
  Cure Critical Wounds 
  Spell Level: Healer 4th, Lorewaden 5th Level 
  Range: Touch 
  Duration: Immediate 
  A Healer cures 4d6 hit points of damage +2 
  per level. A Lorewarden cures just 4d6+2 
  points of damage.  
   
  Cure Light Wounds 
  Spell Level: Healer 1st, Lorewarden 1st Level 
  Range: Touch 
  Duration: Immediate 
  A Healer cures 1d6 hit points of damage +1 
  per level. A Lorewarden cures just 1d6+1 hit 
  points of damage. 
   
  Cure Moderate Wounds  
  Spell Level: Healer 2nd, Lorewaden 2nd Level 
  Range: Touch 
  Duration: Immediate 
  A Healer cures 2d6 hit points of damage +1 
  per level. A Lorewarden cures just 2d6+1 
  points of damage. 
   
  Cure Serious Wounds 
  Spell Level: Healer 3rd, Lorewaden 4th Level 
  Range: Touch 
  Duration: Immediate 
  A Healer cures 3d6 hit points of damage +2 
  per level. A Lorewarden cures just 3d6+2 
  points of damage. 
   
  Daze 
  Spell Level: Lorewarden 2nd Level 
  Range: 120’ 
  Duration: 1 round per level 
  This enchantment clouds the mind of any 
  single creature with 6 or fewer HD so that it 
  takes no actions for up to several rounds. It 
  only gets a save if attacked during that time. 
   
  Delay Poison 
   
  Spell Level: Healer 2nd Level 
  Range: Touch 
  Duration: 1 hour/level 
  The subject becomes temporarily immune to 
  poison. Any poison in its system or any poison 
  to which it is exposed during the spell’s 
  duration does not affect the subject until the 
  spell’s duration has expired. Delay poison 
  does not cure any damage that poison may 
  have already done. 
   
  Detect Corruption 
  Spell Level: All, 1st Level 
  Range: 60’ 
  Duration: 20 mins 
  The caster detects any evil enchantments, evil 
  intentions, evil thoughts, possession, presence, 
  or evil auras within the spell’s range. Poison is 
  a corruption and can be detected by means of 
  this spell. 
   
   
   
  Detect Thoughts 
  Spell Level: Lorewarden, 2nd Level 
  Range: 60’ 
  Duration: 2 hours 
  The Lorewarden can detect the thoughts of 
  other beings at a distance of 60’. The effect 
  cannot penetrate more than two feet of stone 
  and is blocked by metal. 
   
  Dispel Magic 
  Spell Level: Lorewarden, 3rd Level 
  Range: 120’ 
  Duration: Instantaneous 
  The chance of successfully dispelling magic is 
  based on the ST of the Lorewarden, modified 
  by the level (or HD) of the caster of the magic 
  to be dispelled. 
   
   
  Earthquake 
  Spell Level: Gravelingas 4th level 
  Range: Referee’s discretion 
  Duration: Immediate 
  In an area 60x60’ the Gravelingas causes a 
  powerful earthquake. The quake topples walls, 
  
  - 21 - 
  causes rock-slides, and opens gaping fissures 
  in the earth. Any creature caught in the quake 
  has a 1 in 6 chance of falling into the depths of 
  the earth and killed. The earthquake’s tremors 
  do not extend in any way beyond the spell’s 
  area of effect. 
   
  Entangle 
  Spell Level: Hirebrand, 1st Level 
  Range: 30’ radius 
  Duration: 1 hour (6 turns) 
  Grasses, weeds, bushes, and even trees wrap, 
  twist, and entwine about creatures in the area 
  or those that enter the area, holding them fast 
  and causing them to become entangled. The 
  creature can break free and move half its 
  normal speed by taking a full round to make a 
  STR ST.  
   
   
  Explosive Runes 
   
  Spell Level: Lorewarden, 3rd Level 
  Range: Touch  
  Duration: Permanent, until discharged 
  The Lorewarden traces these mystic runes 
  upon a book, map, scroll, or similar object 
  bearing written information. The runes 
  detonate when read, dealing 6d6 points of fire 
  damage. Anyone next to the runes (close 
  enough to read them) takes the full damage 
  with no ST; any other creature within 10 feet 
  of the runes is entitled to a DEX ST for half 
  damage. The object on which the runes were 
  written also takes full damage (no saving 
  throw). 
   
  Fear 
  Spell Level: Lorewarden, 4th Level 
  Range: 240’  
  Duration: 1 hour 
  This spell causes the creatures in its cone-
  shaped path to flee in horror (if they fail the 
  ST). There is a 60% chance that they will also 
  drop whatever they are holding. The cone 
  extends 240’ to a base 120’ across. 
   
  Find Traps 
  Spell Level: Lorewarden, 2nd Level 
  Range: 30’ + 5’ per 2 levels 
  Duration: 20 mins + 5 mins per level 
  The caster can perceive both magical and non-
  magical traps at a distance of 30’ or more. 
   
  Find the Path 
  Spell Level: Lorewarden, 5th Level 
  Range: Self 
  Duration: 1 hour (+10 minutes/level), 1 day 
  outdoors 
  The caster perceives the fastest way out of an 
  area, even if the area is designed to be difficult 
  to navigate (such as a labyrinth). In the 
  outdoors, the spell has greater power, lasting a 
  full day. 
   
  Fire Stone 
  Spell Level: Gravelingas 3rd Level 
  Range: 30’ 
  Duration: 10 mins/level 
  You turn slingstones or thrown rocks into fiery 
  projectiles. Each piece of ammunition deals an 
  extra 1d6 points of fire damage to any target it 
  hits. A flaming projectile can easily ignite a 
  flammable object or structure, but it won’t 
  ignite a creature it strikes. 
   
  Flame Arrow 
  Spell Level: Hirebrand 3rd Level 
  Range: 30’ 
  Duration: 10 mins/level 
  You turn arrows or spears into fiery 
  projectiles. Each piece of ammunition deals an 
  extra 1d6 points of fire damage to any target it 
  hits. A flaming projectile can easily ignite a 
  flammable object or structure, but it won’t 
  ignite a creature it strikes. 
   
  Geas 
  Spell Level: Lorewarden 5th Level 
  Range: 30 ft 
  Duration: Until task is completed 
  If the spell succeeds (saving throw), the caster 
  may set a task for the spell’s victim. If the 
  victim does not diligently work at performing 
  the task, he will suffer weakness (50% 
  reduction in strength), and trying to ignore the 
  geas causes death. 
   
  Gentle Repose  
  Spell Level: Healer 2nd Level 
  Range: 10’ 
  Duration: One day/level 
  This preserves the remains of a dead body so 
  that it does not decay nor corruption fester 
  within it. 
   
  Globe of Invulnerability 
  Spell Level: Lorewarden 5th Level 
  Range: 30 ft 
  Duration: 1 round/level 
  This creates a faintly shimmering protective 
  sphere of 10’ radius around the Lorewarden 
  
  - 22 - 
  and his close allies. It prevents corrupt magics 
  of 3rd level or lower (or cast by creatures of 
  5HD or lower) from having any effect on 
  those protected by the globe. It can be entered 
  and exited. 
   
  Heat Stone 
  Spell Level: Gravelingas 2nd Level 
  Range: 30’ 
  Duration: 7 rounds 
  Heat stone makes stone extremely warm.   
  On the first round of the spell, the stone 
  becomes warm and uncomfortable to touch but 
  deals no damage. The same effect also occurs 
  on the last round of the spell’s duration. 
  During the second (and also the next-to-last) 
  round, intense heat causes pain and 1d4 
  damage. In the third, fourth, and fifth rounds, 
  the stone is searing hot, causing more damage 
  (2d4). At this stage, it will burn through the 
  soles of shoes or set fire to flammable 
  materials. Creatures using stone weapons will 
  drop them in pain. 
   
  Hold Portal 
  Spell Level: Lorewarden 1st Level 
  Range: Referee’s Discretion 
  Duration: 2d6 turns 
  This spell holds a door closed for the spell’s 
  duration (or until dispelled).  
   
  Hold Stone Portal 
  Spell Level: Gravelingas 1st Level 
  Range: Referee’s Discretion 
  Duration: 2d6 turns 
  This spell holds a stone door closed for the 
  spell’s duration (or until dispelled). 
   
   
  Hold Wooden Portal 
   
  Spell Level: Hirebrand 1st Level 
  Range: Referee’s Discretion 
  Duration: 2d6 turns 
  This spell holds a wooden door closed for the 
  spell’s duration (or until dispelled). 
   
  Inspire 
  Spell Level: Lorewarden, 2nd Level 
  Range: 30’ radius 
  Duration: 1 hour (6 turns) 
  This effect requires the Lorewarden to speak 
  some encouraging words to those within 
  earshot. It grants its recipients within 30’ of 
  the Lorewarden a bonus of +1 to attack and 
  damage rolls. 
   
  Knock 
  Spell Level: Lorewarden, 2nd Level 
  Range: 60’ 
  Duration: Immediate 
  This spell unlocks and unbars all doors, gates, 
  and portals within its range, including those 
  held or locked by magic. 
   
  Light 
  Spell Level: Lorewarden, 1st Level 
  Range: 60’  
  Duration: 1 hour (+10 minutes/level) 
  The target person or object (at a range of up to 
  120’) produces light about as bright as a torch 
  to a radius of 20’. 
   
   
  Locate Creature 
  Spell Level: Lorewarden, 4th Level 
  Range: 320’ +10’ per level  
  Duration: 10 mins/level 
  The Lorewarden can slowly turn and sense 
  when you are facing in the direction of the 
  creature to be located, provided it is within 
  range. He also knows in which direction the 
  creature is moving, if any. The spell can locate 
  a creature of a specific kind or a specific 
  creature known to the Lorewarden. 
   
  Locate Object 
  Spell Level: Lorewarden, 3rd Level 
  Range: 120’ +10’ per level 
  Duration: 1 round/level 
  This spell gives the caster the correct direction 
  (as the crow flies) toward an object the casters 
  specifies with a description. The object cannot 
  be something the caster has never seen, 
  although the spell can detect an object in a 
  general class of items known to the caster: 
  stairs, white gold, etc. 
   
   
  Lord’s Fire I 
  Spell Level: Lorewarden, 1st Level 
  Range: 30’ 
  Duration: Instantaneous 
  The Lorewarden fires a bolt of magical fire at 
  his enemies. It spreads to a width of 10’ and 
  any creature within the area must make its ST 
  or take 1d6 points of damage +1 HP per level. 
   
  Lord’s Fire II 
  Spell Level: Lorewarden, 2nd Level 
  Range: 60’ 
  Duration: Instantaneous 
  The Lorewarden fires a bolt of magical fire at 
  his enemies. It spreads to a width of 20’ and 
  
  - 23 - 
  any creature within the area must make its ST 
  or take 2d6 points of damage +2 HP per level. 
   
  Lord’s Fire III 
  Spell Level: Lorewarden, 3rd Level 
  Range: 120’ 
  Duration: Instantaneous 
  The Lorewarden fires a bolt of magical fire at 
  his enemies. It spreads to a width of 30’ and 
  any creature within the area must make its ST 
  or take 3d6 points of damage +3 HP per level. 
   
  Lord’s Fire IV 
  Spell Level: Lorewarden, 4th Level 
  Range: 240’ 
  Duration: Immediate 
  The Lorewarden fires a bolt of magical fire at 
  his enemies. It spreads to a width of 40’ and 
  any creature within the area must make its ST 
  or take 4d6 points of damage +4 HP per level. 
   
  Lord’s Fire V 
  Spell Level: Lorewarden, 5th Level 
  Range: 360’ 
  Duration: Immediate 
  The Lorewarden fires a bolt of magical fire at 
  his enemies. It spreads to a width of 60’ and 
  any creature within the area must make its ST 
  or take 5d6 points of damage +5 HP per level. 
   
  Magic Stone 
  Spell Level: Gravelingas 1st Level 
  Range: 30 mins 
  Duration: Immediate 
  The Gravelingas can turn as many as three 
  pebbles, which can be no larger than sling 
  bullets, so that they strike with great force 
  when thrown or slung. If hurled, they have a 
  range increment of 20’. If slung, treat them as 
  sling bullets. The spell gives them a +1 
  enhancement bonus on to hit rolls. The user of 
  the stones makes a normal ranged attack. Each 
  stone that hits deals 1d6+1 points of damage. 
   
   
  Meld into Stone 
  Spell Level: Gravelingas 3rd Level 
  Range: Self 
  Duration: 10 mins/level 
  Meld into stone enables the Gravelingas to 
  meld his body and possessions into a single 
  block of stone. The stone must be large 
  enough to accommodate his body in all three 
  dimensions. When the casting is complete, he 
  merges with the stone. If either condition is 
  violated, the spell fails and is wasted. Any 
  time before the duration expires, the 
  Gravelingas can step out of the stone through 
  the surface that he entered. 
   
  Mending 
  Spell Level: Gravelingas, Hirebrand, 
  Lorewarden 1st level 
  Range: Touch 
  Duration: Immediate 
  Mending repairs small breaks or tears in 
  objects. It will weld broken objects such as a 
  ring, a staff, a pot, a belt, or a slender dagger. 
   
  Message 
  Spell Level: Lorewarden 1st level 
  Range: 240’ 
  Duration: 10 mins/level 
  The Lorewarden can whisper messages and 
  receive whispered replies with little chance of 
  being overheard. He simply points his staff at 
  each creature he wants to receive the message.  
   
   
  Neutralize Poison 
  Spell Level: Healer, 4th Level 
  Range: Touch 
  Duration: Immediate 
  This spell counteracts poison if used promptly, 
  but can’t be used to bring the dead back to life 
  later on. 
   
  Obscure Object  
  Spell Level: Lorewarden, 2nd Level 
  Range: Touch 
  Duration: 8 hours 
  This spell hides an object from location by 
  divination effects, such as locate object and 
  from magical far-seeing.  Such an attempt 
  automatically fails (if the divination is targeted 
  on the object) or fails to perceive the object (if 
  the divination is targeted on a nearby location, 
  object, or person). 
   
  Plant Growth 
  Protection from Corruption 
   
  Protection from Fire 
   
  Purify Food and Drink 
  Spell Level: Healer, 1st Level 
  Range: Touch 
  Duration: Immediate 
  Enough food and water for up to a dozen 
  people is made pure, removing spoilage and 
  poisons. 
   
   
   
  
  - 24 - 
  Remove Blindness/Deafness 
   
  Spell Level: Healer, 3rd Level 
  Range: Touch 
  Duration: Immediate 
  Cures the spell’s recipient of any blindness or 
  deafness, including magically inflicted ones. 
   
  Remove Disease 
  Spell Level: Healer, 3rd Level 
  Range: Touch 
  Duration: Immediate 
  Cures the spell’s recipient of any diseases, 
  including magically inflicted ones. 
   
  Remove Fear 
   
  Spell Level: Healer, 1st Level 
  Range: Touch 
  Duration: 10 mins 
  You instill courage in the subject, granting it a 
  +4 bonus against fear effects for 10 minutes. If 
  the subject is under the influence of a fear 
  effect when receiving the spell, that effect is 
  suppressed for the duration of the spell. 
   
  Remove Paralysis 
  Spell Level: Healer, 2nd Level 
  Range: Touch 
  Duration: Immediate 
  Cures the spell’s recipient of any paralysis 
  effects, including those caused by corrupt 
  magic. 
   
  Repulsion 
  Spell Level: Lorewarden, 5th Level 
  Range: 120’ 
  Duration: 1 hour 
  Any creature trying to move toward the caster 
  finds itself moving away, instead. 
   
   
  Resist Vitriol 
   
  Resist Fire 
   
   
  Resistance 
   
  Spell Level: Healer, 1st Level 
  Range: Touch 
  Duration: 1 minute 
  The recipient of this power gains a +2 bonus to 
  saves for the duration of the spell. 
   
  Restoration 
  Spell Level: Healer, 4th Level 
  Range: Referee's discretion 
  Duration: Immediate 
  This spell restores levels lost to corrupt 
  creatures like Ravers. It is exhausting to the 
  caster, incapacitating him for 2d10 days. This 
  power can also restore lost points of ability 
  scores as well as lost levels. 
   
  Scorching Flame I 
  Spell Level: Hirebrand, 3rd Level 
  Range: 30’ + 5’ per 2 levels  
  Duration: Immediate 
  You blast your enemy with jets of fire. The 
  fire jet requires a ranged attack to hit and 
  causes 3d6 damage if it hits. 
   
  Scorching Flame II 
  Spell Level: Hirebrand, 4th Level 
  Range: 60’ + 5’ per 2 levels  
  Duration: Immediate 
  You blast your enemy with jets of fire. The 
  fire jet requires a ranged attack to hit and 
  causes 6d6 damage if it hits. 
   
  Sending  
  Spell Level: Lorewarden, 4th Level 
  Range: See text  
  Duration: 1 round 
  The Lorewarden contacts a particular creature 
  with which he is familiar and sends a short 
  message of twenty-five words or less to the 
  subject. The subject recognizes the 
  Lorewarden if it knows him. It can answer in 
  like manner immediately. A creature with an 
  Intelligence score as low as 1 can understand 
  the sending, though the subject’s ability to 
  react is limited as normal by its Intelligence 
  score. Even if the sending is received, the 
  subject is not obligated to act upon it in any 
  manner. 
   
  Shield 
  Spell Level: Lorewarden, 1st Level 
  Range: Self 
  Duration: 2 turns 
  The Lorewarden creates invisible shield that 
  interposes itself in front of attacks. The shield 
  improves the caster’s armor class to 17 against 
  missile attacks and to 15 against other (melee) 
  attacks. If the Lorewarden’s armor class is 
  already better than the spell would grant, the 
  spell has no effect. 
   
  Shield Other 
  Spell Level: Healer 2nd Level 
  Range: 30’ 
  Duration: 1 hour/level 
  
  - 25 - 
  This spell wards the subject and creates a 
  mystic connection between the Healer and the 
  subject so that some of its wounds are 
  transferred to you. The subject gains a +1 
  bonus to AC and a +1 resistance bonus on 
  saves. Additionally, the subject takes only half 
  damage from all wounds and attacks that deal 
  hit point damage. The amount of damage not 
  taken by the warded creature is taken by the 
  Healer. 
   
  Sleep Touch 
  Spell Level: Healer, 1st Level 
  Range: Touch 
  Duration: 1 hour 
  This spell puts anyone touched by the Healer 
  into an enchanted slumber (no saving throw is 
  permitted). It affects any creature of 4HD or 
  below, with no save. 
   
   
  Soften Stone 
  Spell Level: Gravelingas, 2nd Level 
  Range: Touch  
  Duration: 1 turn per level 
   
  Turns rock surfaces or small items to a clay-
  like consistency. It makes movement difficult 
  if cast on the ground (slows movement to half 
  speed over the area) or enables an item to be 
  moulded by anyone (not just the Gravelingas).  
  Other effects up to the Referee.  
   
  Spike Stones 
  Spell Level: Gravelingas, 4th Level 
  Range: 120’ + 10’ per level 
  Duration: 1 hour/level 
  Rocky ground, stone floors, and similar 
  surfaces shape themselves into long, sharp 
  points that blend into the background. 
  Spike stones impede progress through an area 
  and deal damage. Any creature moving on foot 
  into or through the spell’s area moves at half 
  speed. In addition, each creature moving 
  through the area takes 1d6 points of piercing 
  damage for each 5 feet of movement through 
  the spiked area. Any creature taking damage 
  must make another ST or be at half move for 
  24 hours. 
   
  Stone Shape 
  Spell Level: Grasvelingas, 2nd Level 
  Range: Touch 
  Duration: Instantaneous 
  Stone shape enables the Gravelingas to form 
  one existing piece of stone into any shape that 
  suits his purpose. 
  Stone Strength  
  Spell Level: Gravelingas, 2nd Level 
  Range: Self 
  Duration: 10 mins/level 
  Drawing Earthpower from stone, the 
  Gravelingas becomes more powerful. The 
  spell grants a +4 bonus to Strength, adding the 
  usual benefits to damage, STs, and other uses 
  of the STR modifier. 
   
  Stoneskin 
  Spell Level: Gravelingas, 2nd Level 
  Range: Self 
  Duration: 10 mins/level or until discharged 
  The Gravelingas gains resistance to blows, 
  cuts, stabs, and slashes. Any damage taken by 
  him is reduced by 5 (he ignores the first 5 
  points of damage each time he takes damage 
  from a weapon). Once the spell has prevented 
  a total of 5 points of damage per caster level 
  (maximum 50 points), it is discharged. 
   
  Suggestion 
  Spell Level: Lorewarden, 3rd Level 
  Range: Shouting distance 
  Duration: 1 week 
  The Lorewarden speaks a hypnotic suggestion 
  to his intended victim. If the victim fails a 
  saving throw, he will carry out the suggestion 
  (as long as it can be performed within a week). 
  The suggestion might not call for the action to 
  be carried out immediately. A suggestion that 
  the victim kill himself is only 1% likely to be 
  obeyed. 
   
  Tree Shape 
   
   
  True Seeing  
  Spell Level: Lorewarden, 5th Level 
  Range: Self 
  Duration: 1 min/level 
  The Lorewarden sees things or creatures as 
  they truly are. He sees through normal and 
  magical darkness, notices secret doors hidden 
  by magic, sees the exact locations of creatures 
  or objects under magical hiding effects, sees 
  invisible creatures or objects normally, sees 
  through illusions, and sees the true form of 
  polymorphed, changed, or transmuted things. 
   
  Turn Rock to Mud 
  Spell Level: Gravelingas, 4th Level 
  Range: 120’  
  Duration: 3d6 days, unless reversed 
  
  - 26 - 
  This spell changes rock into mud. An area of 
  roughly 300x300’ becomes a deep mire, 
  reducing movement to 10% of normal and 
  other effects at the Referee’s discretion (such 
  as reduced AC or STs). 
   
  Wall of Fire 
  Spell Level: Hirebrand, Gravelingas, 4th Level 
  Range: 60’ 
  Duration: Concentration 
  A wall of fire flares into being and burns for as 
  long as the caster concentrates upon it. 
  Creatures with 3HD or fewer cannot pass 
  through it, and no creature can see through it 
  to the other side. Passing through the fire 
  inflicts 1d6 hit points of damage (no saving 
  throw) and undead creatures sustain twice the 
  normal damage. The caster may choose to 
  create a straight wall 60’ long and 20’ high, or 
  a circular wall with a 15’ radius, also 20’ high. 
  The Gravelingas has to produce the fire from a 
  rock surface; the Hirebrand can create the fire 
  wall through his staff. 
   
  Wall of Force  
  Spell Level: Lorewarden, 5th Level 
  Range: Wall of up to 10’ square/level 
  Duration: 1round/level 
  A wall of force spell creates an invisible wall 
  of force. The wall cannot move, it is immune 
  to damage of all kinds, and it is unaffected by 
  most spells. The Vitriol attacks of ur-Viles are 
  nullified by the wall.   
   
  Wall of Stone 
  Spell Level: Gravelingas, 4th Level 
  Range: 120’ 
  Duration: Permanent until dispelled 
  The wall of stone created by this spell is 2’ 
  thick, with a surface area of 1,000’ square. The 
  Gravelingas might choose to make the wall 
  50’ long (in which case it would be 20’ tall), 
  or 100’ long (in which case it would be only 
  10’ tall. It takes something of great strength to 
  break through the wall (a Sandgorgon or Giant 
  perhaps).  
   
  Wall of Thorns 
  Spell Level: Hirebrand, 4th Level 
  Range: 120’ 
  Duration: Permanent until dispelled 
  A wall of thorns spell creates a barrier of very 
  tough, pliable, tangled brush bearing needle-
  sharp thorns as long as a human’s finger. Any 
  creature forced into or attempting to move 
  through a wall of thorns takes slashing damage 
  per round of movement equal to 25 minus the 
  creature’s AC. The Hirebrand can make the 
  wall as thin as 5’ thick, which allows him to 
  shape the wall as a number of 10’-by-10’-by-
  5’ blocks equal to twice his caster level. This 
  has no effect on the damage dealt by the 
  thorns, but any creature attempting to break 
  through takes that much less time to force its 
  way through the barrier. It can be chopped 
  through with appropriate tools or weapon 
  (axes etc.) at 1’ per 10 mins.  
   
  Wall of Wood 
  Spell Level: Hirebrand, 3rd Level 
  Range: 60’ 
  Duration: Permanent until dispelled 
  The wall of wood created by this spell is 2’ 
  thick, with a surface area of 1,000’ square. The 
  Hirebrand might choose to make the wall 50’ 
  long (in which case it would be 20’ tall), or 
  100’ long (in which case it would be only 10’ 
  tall. It can be hacked through using axes or 
  burned down. 
   
  Ward Person 
  Spell Level: Healer 1st Level 
  Range: Touch 
  Duration: 1 round/level 
  The recipient of the spell is warded from harm 
  and cannot be attacked for the duration, 
  provided he does not initiate an attack himself. 
  If the subject attacks the ward is broken but he 
  may use non-attack spells or otherwise act. 
   
  Warp Wood 
  Spell Level: Hirebrand, 2nd Level 
  Range: 60’ 
  Duration: Permanent until dispelled 
  The Hirebrand causes wood to bend and warp 
  into a different shape. A warped door springs 
  open (or becomes stuck). A boat or ship 
  springs a leak. Warped ranged weapons are 
  useless. A warped melee weapon causes a –4 
  penalty on to hit rolls. 
  Alternatively, the Hirebrand can unwarp wood 
  (effectively warping it back to normal) with 
  this spell, straightening wood that has been 
  warped by this spell or by other means. 
   
   
  Wood Shaping 
  Spell Level: Hirebrand, 2nd Level 
  Range: Touch 
  Duration: Instantaneous 
  
  - 27 - 
  Wood shaping enables the Hirebrand to form 
  one existing piece of wood into any shape that 
  suits his purpose. 
   
  Wood’s Grace  
  Spell Level: Hirebrand, 2nd Level 
  Range: Self 
  Duration: 10 mins/level 
  Drawing Earthpower from wood, the 
  Hirebrand becomes more graceful, agile, and 
  coordinated. The spell grants a +4 bonus to 
  Dexterity, adding the usual benefits to AC, 
  STs, and other uses of the DEX modifier.  
   
  
  - 28 - 
  Chapter 6: Playing the 
  Game 
  Once characters have been created, the 
  Referee will describe where the characters are 
  and what they can see. The game might start in 
  Revelstone or in a Stonedown near Kevin’s 
  Watch, or lost on the Central Plains or at the 
  Giant city of Coercri. From that point on, 
  players describe what their characters do. 
  Planning their next quest, searching for the 
  Stonedown Elder, ambushing a group of ur-
  Viles or challenging the Giant who laughed at 
  you, talking to other Player Characters (PCs) 
  or Non-Player Characters (NPCs) controlled 
  by the Referee - all of these kinds of actions 
  are decided by the players. The Referee then 
  describes what happens as a result. The rules 
  below are guidelines handling events like 
  combat, gaining experience, movement, 
  healing, dying, and other important parts of the 
  game. 
   
  Basically, you and the Referee work together, 
  with the Referee handling the details of a dark 
  and dangerous world, and you handling what 
  your character does in it. The epic story of 
  your character’s rise to greatness (or death in 
  the effort) is yours to create in the Referee’s 
  world. 
   
  Gaining Experience 
  Characters are awarded XP for killing 
  monsters and succeeding in quests. Treasure is 
  of lesser importance in S&W than it is in some 
  other fantasy rpgs. Creatures have set XP 
  values in their descriptions. 
   
  Each character class has a Prime Attribute 
  listed in its description, and the character 
  creation process details how to use your 
  attributes to determine the character’s total XP 
  bonus. 
   
  Time 
  There will be times when the PCs are 
  travelling between towns or resting up 
  somewhere and nothing much is happening. 
  When this is the case, you don’t necessarily 
  want to play out every minute or even hour of 
  that passing of time. In that case, the Referee 
  will simply rule that an hour, a week or even a 
  month (or longer) passes in the lives of the 
  PCs. At other times, during a swordfight scene 
  in particular, more specific rulings on the 
  passage of time are required - the “turn” and 
  “combat round.” A turn (lasting a minute) is 
  used to track and measure actions, movement 
  and resources when our intrepid adventurers 
  are in dangerous situations. The shorter 
  combat round (lasting about 10 seconds) is 
  used in the midst of a swordfight or tavern 
  brawl to allow for a faster blow-by-blow 
  account of the action. There are 6 combat 
  rounds in a turn. 
   
  Movement 
  Base movement rate for all races is calculated 
  on the table below in tens of feet per turn, 
  allowing for two moves per turn. 
   
  Table 18: Movement Rate 
   
  Weight Carried (lb.) 
  Move 
  0–75 
  12 
  76–100 
  9 
  101–150 
  6 
  151–300 
  3 
   
  Table 19: Movement Rate Adjustments 
   
  Movement Type 
  Adjustment 
  Careful 
  Half of Average Rate 
  Normal 
  Average Rate 
  Running 
  Double Average Rate 
   
  Combat 
  When the party of adventurers comes into 
  contact with enemies, the order of events in 
  the combat round is as follows:  
   
  1. The Referee determines if one side or 
  the other is entitled to a free attack or 
  move as a result of surprise - this is 
  either a judgment or a die roll of some 
  kind, depending on the circumstances. 
  2. Determine initiative. One roll is made 
  for each PC. The Referee rolls for a 
  whole group of NPCs. However, 
  important NPCs get a separate roll, 
  just like PCs. 
  3. The character (or NPCs) with 
  initiative acts first (missile fire, 
  movement, melee attacks, etc.) and 
  results take effect. 
  4. Then the next highest initiative acts 
  and so on down the line. 
  5. Individuals can withhold their 
  initiative and wait for an opportunity 
  
  - 29 - 
  to act at any time after they were due 
  to act. NPCs can’t do this. 
  6. The round is complete; keep turn 
  order for the next round if the battle 
  has not been resolved. 
   
  Determine Initiative 
  At the beginning of the first combat round, 
  each side rolls initiative on a d20, with any 
  modifiers. The highest acts first, shooting, 
  moving, attacking, hiding, running away etc. 
  He can withhold his action until any time later 
  in the combat round (interrupting another 
  individual’s action even). Then the next 
  highest and so on. 
   
  Initiative rolls may result in a tie. When this 
  happens, the individual with the highest 
  dexterity acts first. If they are still equal, the 
  highest level or HD determines who goes first. 
  Otherwise they act at exactly the same time. 
  The Referee may handle this situation in any 
  way he chooses - with one caveat. The damage 
  inflicted by combatants during simultaneous 
  initiative is inflicted even if one of the 
  combatants dies during the round. It is 
  possible for two combatants to kill each other 
  in this situation. 
   
  The Attack Roll 
  The most important rule to understand about 
  combat is the attack roll. 
   
  To attack with a weapon, the player rolls a d20 
  and adds any bonuses to the result. These “to-
  hit” bonuses may include a strength bonus (for 
  attacks with hand held weapons) or a dexterity 
  bonus (for attacks with missile weapons). The 
  player then subtracts any “to-hit” penalties 
  they might have from their roll. 
   
  If the attack roll is equal to or higher than the 
  AC of the opponent, the attack hits. 
   
  20’s and 1’s 
  A “natural” roll of 20 is always a hit and 
  always causes maximum damage for the type 
  of weapon being used. 
   
  A “natural” roll of 1 is always a miss. 
   
  Specific Situations 
  The following are a compilation of guidelines 
  and instructions for handling certain, specific 
  situations that might arise during combat: 
  Damage 
  If an attack hits, it inflicts damage. Roll the 
  weapon’s damage die (found in the equipment 
  lists) and add any STR modifiers for melee 
  weapons. The damage is subtracted from the 
  defender’s hit point total. 
   
  Death 
  When a character (or creature) is hit, the 
  amount of damage taken is deducted from his 
  hit points. When HP reaches 0, the character 
  gets a saving roll vs. death to see whether he 
  dies. There is a modifier of -1 to the roll for 
  every HP the character is below 0. If he fails 
  the roll, he is dead. If he succeeds, he is just 
  unconscious and requires medical help. 
  Monsters do not get a save vs. death. 
   
  Healing 
  A character will recover 1 full HP per level per 
  day of uninterrupted rest. 
   
  Damage from fists is classed as temporary 
  damage and heals per hour rather than per day. 
   
  Binding Wounds 
  Referees can allow characters to bind 1d3 HP 
  worth of wounds following a battle. 
   
  Note that the character can only recover HP 
  lost during this particular battle. Recovered HP 
  cannot exceed the uninjured maximum 
  amount.   
   
  Cover 
  An opponent may be using cover to shoot 
  from. This will give an attacker a negative 
  modifier to the roll, from -1 to -4 on their “to-
  hit” check, determined by the Referee.   
   
  Melee Attack 
  A melee attack is an attack with a hand-held 
  weapon such as a sword, club or dagger. A 
  character’s strength bonuses “to-hit” and 
  damage are added to melee attacks. Two 
  combatants within five feet of each other are 
  considered to be “in melee.” 
   
  Missile Attack 
  Missile attacks are attacks with ranged 
  weapons such as crossbows, slings, or thrown 
  axes. A character’s dexterity bonus for missile 
  attacks is added to the “to-hit” roll when the 
  character is using missile weapons. When 
  using missiles to fire into melee, it is not 
  
  - 30 - 
  possible to choose which opponent (or friend!) 
  will receive the brunt of the attack. 
   
  Morale 
  Certain monsters, such as mindless or undead 
  creatures, are fearless and will always fight to 
  the death. The majority, however, will not 
  continue to fight a hopeless battle and will 
  seek to retreat, surrender, or flee. The Referee 
  will decide when monsters abandon battle and 
  retreat, based upon the situation and the 
  monster’s intelligence. Referees should also 
  use morale to determine the actions and 
  loyalty of hirelings or other companion NPCs. 
   
  Negotiation and Diplomacy 
  Some combats can be averted with a few well 
  chosen words (even lies). If the party is 
  outmatched or the monsters don’t seem likely 
  to be carrying much in the way of loot, the 
  party might elect to brazen their way through 
  in an attempt to avoid combat or at least delay 
  it until more favorable conditions arise. 
   
  Earthpowers 
  Using Earthpowers begins at the start of the 
  combat round. It is possible to us an 
  Earthpower while within melee range of an 
  opponent (10 feet) but if the caster suffers 
  damage while doing so, this might disrupt it. 
  Unless stated otherwise, the spell takes effect 
  in the caster’s initiative phase. 
   
  Loyalty 
  The Referee may wish to make “loyalty 
  checks” for NPCs put into dangerous 
  situations or ones offered bribes to change 
  sides during a conflict. When a loyalty check 
  is made, roll 3d6 and consult the Loyalty table 
  for the result. Remember that these checks can 
  be modified by a Player’s Charisma score. 
   
  Table 20: Loyalty 
   
  Roll 
  Loyalty 
  3 
  Traitor 
  4–5 
  -2 on next loyalty check 
  6–8 
  -1 on next loyalty check 
  9–12 
  Average 
  13–15 
  +1 on next loyalty check 
  16–17 
  +2 on next loyalty check 
  18 
  Loyalist 
   
  Good treatment, respect, and a fair share of 
  treasure earned should garner bonuses to 
  loyalty checks, while abuse, physical or 
  otherwise, will bring about penalties, 
  abandonment, or worse. NPCs should be 
  treated as distinct individuals, and not mere 
  extensions of the Player Character. 
   
  Saving Throws 
  From time to time, a spell or some other kind 
  of hazard requires you to make a "saving 
  throw." A successful saving throw means that 
  the character avoids a threat or lessens its 
  effect. Each character class has a saving throw 
  target number which gets lower and lower as 
  the character gains levels. To make a saving 
  throw, roll a d20. If the result is equal to or 
  greater than the character's saving throw target 
  number, the saving throw is successful. 
  Monsters can also make saving throws (their 
  saving throw target number is their HD 
  subtracted from 19). There are possible 
  modifiers based on the character’s attributes. 
   
  To attack with a weapon, the player rolls a d20 
  and adds any bonuses to the result. These “to-
  hit” bonuses now include the character’s Base 
  “to-hit” Bonus, as shown on the character 
  class tables, and may include a strength bonus 
  (for attacks with handheld weapons), a 
  dexterity bonus (for attacks with missile 
  weapons), and any bonuses for magic 
  weapons. The player then subtracts any “to-
  hit” penalties they might have from their roll. 
  If the result is equal to or greater than the 
  opponent’s AC, the attack hits. 
   
  Remember 
  Stone & Wood is a free-form roleplaying 
  game, meaning that there aren’t very many 
  rules. The Referee is responsible for handling 
  situations that aren’t covered by the rules, 
  making fair evaluations of what the characters 
  do and deciding what happens as a result. This 
  is not a game in which the players are 
  “against” the Referee, even though the Referee 
  is responsible for creating tricky traps, 
  dangerous situations, and running the monsters 
  and other foes the PCs will encounter during 
  the game. In fact, the players and the Referee 
  cooperate with each other to create a fantasy 
  epic, with the Referee creating the setting and 
  the players developing the story of the heroes. 
  If they aren’t skillful and smart, the epic might 
  be very short. But it’s not the Referee’s job to 
  defeat the players—it’s his job to provide 
  interesting (and dangerous) challenges, and 
  then guide the story fairly. 
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/Beyond Belief Games/Stone & Wood, Thomas Covenant RPG.pdf