TEXT: AD&D 2nd Edition Rules for Tékumel 
  Introduction:  
  (October 24, 2000; originally written for 2nd Edition March 1995) 
  These rules were originally written for AD&D 1st edition,updated for the second edition, 
  and posted some years ago (thanks, Brett). But the end was cut off, and in the interests of 
  having a complete version available, I've cleaned them up a bit for reposting. When this 
  was first written, the only commercially available rules-set for Tekumel was the long out 
  of print Empire of the Petal Throne (EPT), and AD&D was a logical place to try to bring 
  the game up to date. While AD&D has been replaced by D&D 3e /d20, these rules are 
  being updated because they may help those who are working on a newer conversion. 
  The rules were based on the first printing of the 2nd edition AD&D PHB and DMG, plus 
  spells from the Tome of Magic. They cannot stand alone. I recommend the following 
  materials: 
  Empire of the Petal 
  Throne (EPT) 
  Strongly recommended. It has all the information you'll need to run the game in 
  one volume, although it's out of date. The best source for Tekumel information 
  with D&D-like mechanics. 
  Tekumel Bestiary 
  Recommended. Has more creatures and more information than the lists in EPT, 
  along with more pictures. However the creature stats are not easy to convert to 
  AD&D. 
  Swords and Glory, 
  Volume 1 (The 
  Sourcebook) 
  Recommended. The best resource for Tekumel. An encyclopedia with all the 
  cultural information. Different Worlds cut it into three volumes for 
  republishing, but only managed to print parts 1 and 2. Tita's House of Games 
  has reprints of the full original. 
  Swords and Glory, 
  Volume 2 (The Players 
  Handbook) 
  Optional. The character generation, combat, and magic rules for the never 
  completed Swords and Glory game. Useful for the skill lists and the magic 
  system, if you're not going to use AD&D's. Tita's House of Games has reprints 
  available.  
  Adventures on 
  Tekumel, Volume 1 
  Optional. The character generation rules used for the Gardasiyal game system. 
  Useful for a skill list, if you're going to use secondary skills.  
  Gardasiyal, Book 1 
  Optional. A "lite" version of Swords and Glory. Useful for the very complete 
  buying list. 
  Gardasiyal, Book 2 
  Optional. The magic rules for the Gardasiyal system. Useful for the magic 
  system if you're not going to use AD&D's. Much cheaper than Swords and 
  Glory. 
    
  
  The Rules:  
  Character Generation: 
  Ability Scores:  
  Roll for Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma, and 
  Comeliness via whatever AD&D system is considered desirable. Comeliness is added 
  from 1st edition AD&D Unearthed Arcana, p. 6. It is included because physical 
  appearance is very important on Tekumel. If Unearthed Arcana is not available, use the 
  following rules: 
  Roll 3d6 for Comeliness, and modify it for Charisma: 
  Charisma Comeliness 
  bonus 
  < 6 
  -2 
  6 - 8 
  -1 
  9 - 12 
  0 
  13 - 15 
  +1 
  > 15 
  +2 
   
  Comeliness may be less than 3 or greater than 18, 
  and these scores make one inhumanly ugly or 
  beautiful. Comeliness will affect reaction rolls for 
  NPCs just like Charisma, so charismatic, good-
  looking PCs will have a double bonus. You could 
  also ignore comeliness and stick to charisma 
  alone. In this case, keep in mind that charisma 
  must also simulate physical appearance.  
    
  Possible Non-human PC Races:  
  (See EPT, The Tekumel Sourcebook Vol. 1, or the Tekumel Bestiary for more 
  information.)  
  N'luss: +1 Str, -1 Int, -1 Dex, +2 Con, -1 Cha*, base AC 10, 1 HD. 
  (Actually, N'luss are a subtype of human.)  
  Ahoggya: +2 Str, -1 Int, -2 Dex, +2 Con, -5 Cha* (minimum 1), base AC 
  6, 3 HD. Ahoggya have two attacks per round (against different targets if 
  they are man-sized, or they may be against the same target if larger) at no 
  penalty, and may have four attacks per round if surrounded.  
  Hlaka: +1 Dex, -2 Cha*, base AC 10, 1 HD.  
  Pachi Lei: -1 Cha*, base AC 10, 1 HD. Pachi Lei can see in the dark, and 
  has a 30% chance of detecting ambushes, secret doors, etc. This rises to 
  50% if the character is actively searching for these things.  
  
  Pe Choi: +1 Dex, -1 Con, base AC 11, 1 HD. Pe Choi get two attacks per 
  round against the same or different foes at a lesser penalty than humans 
  (see below), and they have excellent hearing permitting an 80% chance of 
  detecting secret doors and ambushes. This rises to 90% if the creature is 
  actively searching. They heal wounds at only 75% the human rate, 
  regardless if this is due to spell or rest.  
  Pygmy Folk: -1 Str, +2 Dex, -1 Con, -2 Cha*, base AC 11, 1/2 HD. They 
  can see in the dark, and have better hearing than the Pe Choi, although at 
  short range.  
  Shen: +2 Str, -1 Int, -2 Dex, +2 Con, -2 Cha*, base AC 8, 3 HD. Shen get 
  an extra attack per round behind them by using their tail. Their tail does 
  1d4 damage. Notice that this is semi-involuntary, and friendly figures 
  behind them may be struck.  
  Swamp Folk: +1 Con, base AC 10, 1 HD. Swamp folk are able to sense 
  "wrongness", such as a change in direction, a slope, dimensional nexus 
  points, etc.  
  Tinaliya: -2 Str, +1 Int, +1 Dex, -1 Cha*, base AC 11, 1/2 HD.  
  Urunen: +1 Int, -1 Con, base AC 10, 1 HD.  
  Notes:  
  • 
  Races with an * after Charisma means this modification has no 
  effect when the character is dealing with others of the same 
  species.  
  • 
  Only Pe Choi use their comeliness score when dealing with 
  humans.  
  • 
  The hit dice score indicates the number of hit dice for first level 
  characters. When characters attain a new level, they get one full hit 
  die normal to their character class.  
  • 
  Yes, those are armor classes of 11 for some creatures. Treat it as 
  AC 10, but the opponent gets an additional +1 to hit.  
  Race and character class: Non-human races are limited in how high a level they may 
  reach in their character class.  
  Race 
  Max. Warrior Level Max Cleric/Wizard Level
  N'luss 
  12* 
  5** 
  Ahoggya 
  12* 
  4**** 
  Hlaka 
  12 
  12*** 
  
  Pachi Lei 
  12 
  12 
  Pe Choi 
  12 
  12** 
  Pygmy Folk 9 
  12 
  Shen 
  12* 
  6 
  Swamp Folk 12 
  — 
  Tinaliya 
  9 
  12* 
  Urunen 
  12 
  12 
  * A high prime requisite allows higher limits:  
  Prime Requisite Maximum level
  14-15 
  13 
  16-17 
  14 
  18 
  15 
  19 
  16 
  ** Pé Chói spell-casters can add one to their maximum attainable level on the prime 
  requisite increase table. 
  *** Hláka spell-casters must be shamans.  
  **** Shamans may be one level higher than wizards or clerics.  
  Author's Notes: The Five Empires are human-centric. Non-humans are purposely limited 
  to make them less attractive as characters. Most non-human NPCs have unlimited 
  advancement in their own lands. However, Pygmy Folk and Tinaliya cannot exceed 9th 
  level warrior due to their physical limitations, and N'luss, Ahoggya, and Shen spell-
  casters cannot exceed their racial maximum for spell casters because they're just not very 
  good with magic.  
  Character Classes:  
  There are three character classes available to players: Warriors, Wizards, and Clerics.  
  Warriors: Warriors are simply fighters, no other classes allowed—no rangers and no 
  paladins. Warriors must have a minimum strength of 9. I don't have access to the "kits" 
  from the various character handbooks to choose which fit the setting. Individual DMs 
  must decide which kits to use, but I recommend the following roles: 
  • 
  Soldiers. 
  • 
  Gladiators from the Hirilakte arenas. 
  • 
  Bodyguards. 
  • 
  Police (tomb police, temple guards, Sakbe road guards, etc.) 
  
  • 
  Secret agents (Omnipotent Azure Legion). [This should not be open to low-level 
  PCs.]  
  Outside of the Five Empires, things are more flexible. You might consider barbarians 
  (perfect for N'luss warriors) or other uncivilized, outdoorsy types. In any case, only the 
  most unusual warriors will have access to either spells or spell-like abilities, if any of the 
  kits permit these.  
  Spell Casters:  
  In the AD&D game, Wizards cast spells by arcane knowledge and possibly innate ability. 
  Once they know how magic works, they can memorize spells and cast them. Clerics use a 
  different form of magic, where their powers are granted to them by their god or the god's 
  intermediaries. On Tekumel, all magic works the same way, through knowledge and 
  ability. The gods do not grant powers. (However, most magical knowledge is controlled 
  by the temples of the gods, so that one can only learn magic by joining a temple as a 
  priest.) There is no real reason to have separate Wizards and Clerics: in a sense, all spell-
  casters are both. 
  But somehow AD&D doesn't seem right with only one spell-casting class. Luckily, there 
  are two different kinds of spell-casters in the Five Empires, and they fulfill different 
  roles. Some spell-casters stay close to their temple, and ascend the scholarly hierarchy. 
  They get the temple's support, and in exchange, they work to achieve the temple's goals. 
  These are the sorcerer-priests. Other spell-casters dislike this role, and become more 
  independent. While still faithful to their temple (otherwise, they would not be able to 
  learn more magic), they work on their own, so that they have more freedom, but less 
  support from the temple. These are the lay-priests. We can treat the sorcerer-priests as 
  Clerics, and the lay-priests as Wizards. 
  I offer two ways to game Clerics and Wizards. One is more AD&D-like, with bigger 
  differences between the classes. The other is more Tekumel-like, with smaller 
  differences.  
  1. More AD&D: Simply use ordinary wizard and cleric rules:  
  Wizards get d4 for hit dice, when they go up a level they 
  get one new spell to enter in their spell book, and to learn 
  more spells they must pay a tutor or find a magic scroll (or 
  steal somebody else's spell books). Spells are memorized 
  by sleep and then studying the spell book. Weapons 
  proficiency is limited to dagger, dart, staff, knife, or sling. 
  Notice that there are no "mages" or "specialist" wizards, as 
  such: wizard characters must choose a deity or cohort to 
  worship, and they get to learn the spells appropriate to that 
  deity. You should not use the intelligence table to see if a 
  
  Wizard can learn a spell: their lists are too depleted to 
  allow them to fail to learn one.  
  Clerics get d8 for hit dice, when they go up a level they 
  gain access to all of the spells appropriate to their level. 
  Spells are memorized by sleep and meditation or prayer. 
  Blunt weapons only are permitted, unless the cleric is a 
  worshipper of Karakan or Vimuhla (or their cohorts).  
  2. A more Tekumelani system: There is little difference between lay-
  priests and sorcerer-priests on Tekumel. The magic they use is the same. 
  Further, in game mechanics terms, there is less reason to differentiate 
  Wizards and Clerics because the Wizards have such short spell lists. 
  Therefore, the two classes will play very similarly.  
  Both Wizards and Clerics advance using the Wizard 
  experience table. Both Wizards and Clerics get d6 hit dice, 
  up to a maximum of 9d6, with +2 hit points per level 
  thereafter. Wizards use the Wizard spell-progression table, 
  while Clerics use the Cleric spell-progression table (tables 
  21 and 24 in the 2nd edition PHB, pp. 30 and 33). Wizards 
  learn one new spell when they go up a level, and Clerics 
  learn two. Wizards are limited to the maximum number of 
  spells per level that their intelligence allows (table 2, p. 16 
  PHB), but they don't have to roll to see if they can learn a 
  spell: their lists are too depleted to allow spells to be never 
  learnable. Clerics are not limited in the maximum number 
  of spells they can learn, but they must use the % of spell 
  failure table based on their wisdom (table 5, p. 17 PHB). 
  Clerics may have bonus spells due to high wisdom. Both 
  Wizards and Clerics may hire tutors, find scrolls, etc. to 
  learn additional spells. Neither Wizards nor Clerics need 
  spell-books: when they learn a spell, they know how to cast 
  it. Spell books are used exclusively as teaching instruments 
  here. Spells are memorized by sleep and meditation. Both 
  Wizards and Wizards and Clerics are limited to weapons 
  proficiency in daggers, darts, staff, and knives, unless they 
  are worshippers of Karakan, Vimuhla, or their cohorts, in 
  which case they may learn whatever weapon they choose.  
    
  Regardless of which system you use, Wizards may wear leather armor, but not use a 
  shield. Clerics are limited to leather armor if they want to cast spells, but may wear 
  heavier armor if they are not casting. Clerics of the war gods and their cohorts (Karakan, 
  
  Chegarra, Vimuhla, and Chiteng) are permitted to use whatever weapons they want, 
  including swords. 
  Wizards have intelligence as their prime requisite (minimum of 9 required) and Clerics 
  have wisdom as their prime requisite (minimum of 9 required). Clerics may be permitted 
  experience points when they perform deeds that advance their temple's or their deity's 
  interests. (Wizards don't care about such things.)  
  No matter which system is used, Clerics do not have the ability to turn or command 
  undead unless they are clerics of Ksarul, Gruganu, Sarku, Durritlamish, Belkhanu, or 
  Qon. Clerics of Belkhanu or Qon can only turn undead, they cannot command them.  
  Clerics are more powerful than wizards at low levels, but wizards still have more 
  powerful spells at the very highest levels.  
  I do not recommend using kits for clerics or wizards, as the unusual background of spell-
  casting on Tekumel would make many kits inappropriate. Without knowing what they 
  are, however, I cannot make specific judgments. It is up to the DM as to which kits are 
  appropriate. 
  Use Tekumel's magic system: There is a third option to handling magic. One of the most 
  striking features of gaming on Tekumel is the wonderful collection of spells from Swords 
  and Glory and Gardasiyal. (Gardasiyal is a less-detailed version of Swords and Glory.) A 
  DM may choose to use these magic systems instead of AD&D's. To use Gardasiyal's 
  magic system, use the rules below: 
  There is no difference between Wizards and Clerics; all spell casters are 
  Sorcerers. Sorcerers are essentially AD&D Wizards, using the Wizard 
  experience table for advancement. Hit dice are d6, with a maximum of 9 
  hit dice, with +2 hit points per level thereafter. Sorcerers gain 25 spell 
  points to buy spells each time they go up a level. Sorcerers may wear 
  whatever armor they wish, but if they want to cast spells, they must wear 
  nothing heavier than leather armor. When in doubt, consider sorcerers to 
  be wizards.  
    
  Shamans: The "barbarian" peoples outside of the Five Empires do not have the temples to 
  teach spell-casting. Instead, they use a master-apprentice system, and their magic is more 
  nature-oriented. Shamans thus use different spell lists than peoples from the Five 
  Empires. Shamans may be either Clerics or Wizards. However, there are big problems 
  using Shaman PCs. Unless they return to their distant homes each time they go up a level, 
  they will find it difficult to be trained in their next spell, and if they choose to join a 
  temple to learn magic, they will stop learning Shaman magic. It is strongly recommended 
  that shamans be limited to NPCs. 
  
    
    
  Other character classes 
  Priests and Warrior-Priests: A player may choose to be a non-spell casting priest of one 
  of the temples. Such a priest could have religious and political power, but no adventuring 
  ability: no armor, no weapons, no spells...not much fun for most players. Players may 
  also choose to be warrior-priests, warriors affiliated with their temple. Such characters 
  have the advantage of gaining experience points for performing deeds that advance their 
  temple's or their deity's interests. The disadvantage is that such characters are now going 
  to be restricted by the orders that the temple will give them, and they will have less 
  freedom of movement. Warrior-priests may use whatever weapons or armor they like: 
  they are simply warriors with close ties to their temples. Warrior priests are most 
  common to the temples of the war gods: Karakan and Chegarra, Vimuhla and Chiteng.  
  Rogues: Tekumel has no bardic tradition, so bards are not permitted. Thieves may be 
  allowed, but only under special circumstances. Unlike most AD&D settings, the Five 
  Empires have organized police and secret police forces. Any attempts to create a "thieves 
  guild" would be ruthlessly stamped out. This makes training to be a thief difficult. 
  Without the political protection a thieves guild has (at the very least, without its ability to 
  pay enormous bribes to the police forces to be left unmolested) an individual thief who 
  made a career out of robbing the rich would be caught in short order, and their fate would 
  make an example for others considering such a career. This limits thieves to robbing the 
  poor, which is an unsatisfying career for a PC, and there's not much money in it. Further, 
  given the social stratification of the Five Empires, thieves would not be likely to associate 
  with wizards, priests, or high-level warriors; in short, it would be very difficult to create 
  and maintain a standard AD&D-type party with a thief!  
  There are two exceptions in Tsolyanu that may be considered "thieves organizations." 
  The first exception is the Assassin's clans: The Black Y Society, The Association of the 
  Relievers of Life, and The Clan of Whispered Fear. PCs who wished to be an assassin 
  would find their lives very constrained: targets would be selected by the clan elders, and 
  individual initiative would be discouraged. It wouldn't be much of a game for players to 
  simply receive their assignments, and then track their target and beat, main, or kill him or 
  her. Outsiders are almost never invited to join an assassin's clan, and upstart rivals who 
  don't belong to the three clans mentioned above would be stopped by means legal and 
  illegal. This is not a good option for PCs. The other exception is the career of tomb 
  robber.  
  While tomb robbing is never legal and never accepted, there are clans, at least in 
  Tsolyanu, that are widely believed to practice the trade. These clans are very low status, 
  and are scorned by more respectable folk. Those who raid the tombs have the tomb police 
  to deal with, as well as the other, more dangerous guardians of the necropolis! Should a 
  DM decide to permit tomb robbers as a character class, they should not permit a pick 
  
  pocket skill, as this is not what tomb robbers learn to do. Tomb robbers wear no armor—
  they are not warriors. Their weapons proficiencies are limited to dagger, knife, club, and 
  shortsword. They do not get backstab abilities. The DM must decide if any kits are 
  appropriate. Tomb robbers might be allowed to make up a party with similarly low-class 
  warriors to despoil the Underworlds, but sorcerers would be virtually unheard of. In fact, 
  if tomb robbers invaded temple precincts in the underworlds, they could expect to be 
  hunted by sorcerers of those temples.  
  At the DMs option, PCs may choose to be street-thieves: footpads, etc. These characters 
  also do not get the backstab option, and many not wear armor (too noticeable on the 
  streets), and are limited to weapon proficiencies such as knives, daggers, and clubs. They 
  may be allowed to pick pockets. However, this is does not offer much for a game:  
  • 
  If the band becomes too large, too successful, or both, the authorities will move to 
  shut them down, and make examples of these people.  
  • 
  If the band makes a habit of robbing rich citizens (where the money is), they will 
  be hunted down very quickly.  
  • 
  Street thieves are at the very bottom of the social order. Such individuals will 
  never participate in the social or political parts of life on Tekumel.  
  • 
  Street thieves are unlikely to thrive as a party. Warriors make a group too 
  organized (hello, impalement stake), and sorcerers are just plain out of the 
  question.  
  The only exception I can see to the "no sorcerers with thieves rule" is if a party of thieves 
  manages to convince a naive foreigner new to Tsolyanu to join them in their exploits. 
  This foreigner is either not from the Five Empires (so probably a shaman), or just doesn't 
  care about improving their life (such as if they were kicked out their temple in their 
  native land or something like that). Notice that such sorcerers are going to find it next to 
  impossible to find a tutor to go up levels. In short, I have provided rules to permit thieves, 
  but the setting discourages it, and so do I.  
  No split classes are allowed. No cleric-thieves, no cleric-wizards, no fighter-clerics, no 
  wizard-warriors, etc. Dual class characters are similarly unheard of. You can't drop being 
  a warrior and decide to become a sorcerer: you are now too old to train, and vice versa. 
  The only combination allowed is warrior-priest (that is, warriors dedicated to their 
  temple, with no spell-casting ability).  
  Alignment  
  Stability and Change only. These are related to AD&D's Law and Chaos alignments, but 
  not exactly. Change is just as organized as Stability. Stability believes the individual 
  should work for the betterment of society, so that all benefit. Change believes socieity 
  exists to serve the individual. Unfortunately, AD&D's spell lists are oriented to Good and 
  Evil (there is no "protection against Chaos" spell), so for the purposes of spell-casting, 
  consider "Good" to mean "Stability", and "Evil" to mean "Change". 
  
  It is important to realize that the Tsolyani do not care about Good and Evil so much as 
  they do about "Noble Action." Noble action refers to being true to one's beliefs, and 
  striving to fulfill them. A priest of Vimuhla who sacrifices a victim on his fiery altar is 
  acting just as nobly as a priest of Thumis who lays flowers on his altar.  
    
  Proficiencies  
  Non-Weapon Proficiencies: If non-weapon proficiencies are to be used, the skill lists 
  from Swords and Glory (section 2.239) or Adventures on Tekumel, Vol 1 is 
  recommended.  
  Weapon Proficiencies: Use AD&D weapons proficiency rules, but specialization is only 
  permitted after a warrior reaches 6th level. Warriors may obtain proficiency in any 
  weapon they choose. Wizards and Clerics are restricted to the weapon proficiencies the 
  PHB allows their classes. Wizards and Clerics of the temples of Vimuhla, Chiteng, 
  Karakan, and Chegarra may learn to use any weapons. Wizards are permitted to try to use 
  any weapon they want, but they will pay the -5 non-proficiency penalty. Clerics may not 
  use edged weapons at all unless members of the temples of the war gods and their 
  cohorts, as mentioned above.  
  Author's Notes: The weapons specialization rule is one I use for standard AD&D rules. 
  The original purpose of weapon specialization was to make regular fighters attractive to 
  play relative to paladins, rangers, cavaliers, and barbarians. With the removal of these 
  latter two classes from the 2nd edition AD&D rules, the need for specialization was 
  eliminated, yet the rule was kept. My feeling is that it makes warriors too strong at the 
  lower levels, but at the mid-to high level range, keeps them on a par with the wizards. If 
  the DM chooses to permit specialization at 1st level, I recommend against allowing low-
  level Shen or Ahoggya warriors to choose this option, lest nobody play human warriors!  
  Weapons found on Tékumel are:  
  Battle axe 
  Dagger 
  Quarterstaff 
  Blowgun (dart) 
  Dart 
  Sling (bullet or stone)
  Bow, Composite long 
  "Footman's" Flail (large) 
  Spear 
  Bow, Composite short  
  "Footman's" Mace (large) 
  Staff Sling 
  Bow, short, self 
  "Horseman's" Flail (small) 
  Sword, long 
  Bow, long, Séresh wood 
  "Horseman's" Mace (small) 
  Sword, scimitar 
  Club 
  Javelin 
  Sword, short 
  Crossbow, hand (Shén only) Knife 
  Sword, two-handed 
  Crossbow, light  
  Morning star 
  Warhammer  
  
  Crossbow, heavy 
  Polearm (all but Mancatcher)  
  Other Tékumel weapons not found in AD&D  
   
  Weight 
  (lbs) 
  Size 
  Type 
  Speed 
  Damage, S-M 
  Damage, L 
  Bola 
  3 
  S 
  B 
  6 
  1-3 
  1-2 
  Crossbow, Medium 
  10 
  M 
  P 
  8 
  1d4 
  1d4+1 
  Flail, Two-handed 
  15 
  L 
  B 
  10 
  1d8+2 
  2d8 
  Mace, Two-handed 
  15 
  L 
  B 
  10 
  1d10 
  1d8 
  Bolas will entangle and fell an opponent unless the victim saves vs. breath 
  weapon. Entanglement will last for 1 round during which the victim has 
  no dexterity bonuses and counts as "stunned and prone" (+4 to be hit). 
  Bolas generally only work on size M or smaller creatures, usually bipeds 
  (unless legs necessary for balance are close enough together). (Taken from 
  DRAGON #61).  
  Steel piercing and slashing weapons are automatically +1 to hit and +1 damage even 
  without enchantment. Excellent steel piercing and slashing weapons are +2 to hit and +2 
  damage without enchantment. Any enchantments are added on to this base. Bludgeon 
  weapons don't get this bonus. If a steel bludgeon weapon is enchanted, only the 
  enchantment bonus is added: there is never any bonus added to bludgeon weapons merely 
  for being made of steel.  
  Armor:  
  Armor Type 
  Armor Class Rating
  None 
  10 
  Shield only 
  9 
  Leather or padded armor 
  8 
  Leather or padded armor + shield 
  7 
  Scale mail 
  6 
  Scale mail + shield, chainmail 
  5 
  Chainmail + shield, banded mail, lamellar armor 4 
  Banded mail, lamellar armor + shield 
  3 
  If the armor is made of steel, its armor class is improved by one; in effect, it becomes +1 
  armor. Armor made of excellent steel is the equivalent of +2. These bonuses apply to 
  shields, also. Any enchantments added to the armor are added to the +1, so that the 
  
  weakest of enchanted armors (enchanted to +1 and made of ordinary steel) is +2. Notice 
  that Chlen-hide armor cannot be enchanted.  
  Use the appropriate Tekumel equipment list for armor costs rather than AD&D's 
  equipment prices. S&G and Gardasiyal's equipment lists are preferable to EPT, but EPT 
  should be used instead of AD&D's lists if that's all you have.  
  Padded armor is generally found in the extreme north, or it is used by peasants who 
  cannot afford any better. Leather armor is the equivalent of S&G light infantry armor 
  (light helmet, breastplate/pectoral, vambraces, and a leather tunic). Scale and chain mail 
  are common: they are made of scraps of Chlen hide. Scale mail is more popular among 
  the N'luss, while chainmail is more common in the Five Empires. If you are using the 
  S&G or Gardasiyal equipment list, consider both chainmail and scale armor as medium 
  infantry armor (medium helmet, gorget, breast and back plate, vambraces, and greaves). 
  Lamellar armor is not usually available for PC's: it will be found in Pechano, Yan Kor, 
  and eastern Salarvya. Banded armor is the equivalent of heavy infantry armor (heavy 
  helmet, gorget collar, breast and back plates, vambraces, greaves, mail kit, tasses, and 
  sabatons).  
  If you are limited to EPT's equipment list, consider padded armor to cost as leather 
  armor; scale mail costs 38 K, and banded or lamellar armor is plate armor. Note that each 
  armor assumes a helmet is worn. Characters may insist on wearing a heavier, lighter, or 
  no helmet. Lighter or heavier helmets make no difference in combat, but no helmet 
  means worsening armor class by one and could mean a lucky hit to the head for more 
  damage and possible stunning.  
  Nonhumans and Armor: Each race has its own kinds of armor. To simplify the game, 
  consider them as wearing human armor, but if the armor class of the armor they wear is 
  less than their own natural armor class, consider their armor class to be 1 better than their 
  natural armor class. Armor 2 or more classes below natural armor class of the creature is 
  of no value, with the exception of shields. Some races will not wear armor. They are: 
  Hlaka, Hlutrgu, Nyagga, Shunned Ones, and Grey Ssu. Of these races, the latter two will 
  carry shields.  
  Combat 
  Use unmodified AD&D rules.  
    
  Magic 
  As noted above, magic works differently on Tekumel. 
  Learning magic: As mentioned above, in the Five Empires, all magic is learned through 
  the temples, and they guard this oligopoly jealously. Some spells are known by all 
  
  temples, some by a few, and some are secrets known to only one temple. Generally, the 
  higher level the spell, the more likely it is to be a temple secret. Under no circumstances 
  will the temples permit an outsider to learn their magic. Any teacher who violates this 
  rule will be hunted down and punished in the most horrible way that can be imagined. If a 
  spell-caster chooses to switch religions and join a different temple, his or her memory 
  will first be wiped clean by the temple's most senior spell-casters first. 
  There is no "magic script" for Tekumel. Spells are written in ordinary languages, 
  although these languages may be ancient, obscure, or unknown. If you find a book that 
  contains spells, you need to discover what language it's written in, and you may need a 
  scholar of that language to decipher it for you. An exception to this are enchanted scrolls, 
  which carry spells that may be read and cast right off the scroll. These have minor magics 
  on them that make the script unreadable except by a follower of that religion. So, to use a 
  magic scroll discovered in a disused chamber in the Underworld, one must find a scholar 
  of the right faith who reads that language and can translate it for you. Thus, the "Read 
  Magic" spell is useless, and has been deleted. 
  Magic on Tekumel is disrupted by metal. Spell-casters who attempt to cast a spell while 
  carrying more than a couple of ounces of metal run the risk of unpleasant effects. The 
  spell may simply fail, suck spells out of the memory of the caster, cause 2d6 damage to 
  the caster, or light their head on fire. Chlen hide does not cause this problem, nor do 
  "Eyes". Notice that metal attached to the caster by a rope, or in an extradimensional 
  pocket, will still disrupt spells. Incidentally, Chlen-hide armor disrupts spell casting by 
  interfering with freedom of movement, which makes it impossible to go through the 
  correct gestures and poses. 
  The AD&D material components do not work on Tekumel. Many are too silly, some are 
  simply unavailable. Instead, require spell-casters to pay 150 K each adventure for a refill 
  to their "sorcerer's chest", which contains all the substances they'll need for most spells. 
  In addition, holy symbols are not needed for Clerical magic. 
  The AD&D spell lists have been broken into groups for each Temple. A spell-caster may 
  only learn spells from their temple list, whether a Cleric or a Wizard. Spells were taken 
  from the Players Handbook and the Tome of Magic. There are no "Wild Magic" spells, 
  no magic surges, no random effects. Many AD&D spells that were reversible are not any 
  more. All spells summoning monsters, shadows, etc., have been deleted, along with spells 
  about riding. There are no riding animals in the Five Empires, so wizards would not have 
  developed this magic. There are also no elementals on Tekumel, so these spells have been 
  deleted.  
  Every temple has allied "demons". Stability demons are only described in the Swords and 
  Glory spell list; for our purposes, consider them the same as Change demons, but hostile 
  to Change. As currently written, these rules consider demons difficult to summon, and the 
  Gate spell is the only one used. You may choose to permit lesser-powered demons into 
  the game. In this case, use the summon elemental spells, and call the elementals demons. 
  
  Be sure to specify which elements are summoned by which temple, and don't allow any 
  temple access to all four elements. 
  Tekumel has rich connections to other planes, but not in AD&D terms. There's no Astral, 
  Ethereal, Inner, Outer, or Shadow Planes; instead there is a swarming infinity of "Demon 
  Planes" around the Tekumel universe. In AD&D, one travels to other planes via the 
  Astral or Ethereal plane; on Tekumel, one travels via "Nexus Points", which are more 
  like AD&D's Gate spell, in that they go directly from one plane to another. However, 
  there is no guarantee that a Nexus Point will take you to your destination—you must step 
  from plane to plane, traversing a series of Nexus Points to get to where you want. Thus, 
  even if you simply want to get to another place on Tekumel, 100 miles away, you may 
  have to cross five demon planes in order to get there. Any AD&D spell referring to 
  planar travel, or the Astral or Ethereal plane, must be modified. "Contact Higher Plane", 
  for example, simply contacts either one's deity, or one of the lesser races serving him/her. 
  You don't specify the plane you request information from so much as the being you 
  request information from. There is a spell of Belkhanu's temple in the S&G/Gardasiyal 
  rules that permits Astral travel: this is not like AD&D's astral travel. There is no astral 
  plane in Tekumel's universe. An astral character becomes insubstantial and transparent, 
  and can travel far distances more quickly than normally. At higher levels, the astral 
  character may cross Nexus Points or go to other planes. There are no astral monsters, no 
  astral vortexes, or other hazards of astral travel. You won't need the Manual of the Planes 
  for Tekumel!  
  Clerical Spells  
  Clerics must choose their deity or cohort to worship. For our purposes, there is no 
  difference between priests of a deity or a cohort; in practice there would be a host of 
  minor differences. Clerics get to choose spells from both their deity's sphere and the All 
  and Healing spheres. The Raise Dead spell is likewise available to all clerics, regardless 
  of deity. Shaman clerics also gain access to the All and Healing spheres, as well as the 
  Raise Dead spell.  
  Deity Worshipped Spheres for spells 
  All 
  All, Healing, Raise Dead spell 
  Stability 
  Hnalla, Dra 
  Karakan, Chegarra 
  Thumis, Ketengku 
  Avanthe, Dilinala 
  Belkhanu, Qon 
  Sun, Law, Protection 
  Combat, War* 
  Divination, Thought 
  Elemental Air, Elemental Water, Weather*
  Astral, Guardian* 
  Change 
  Hru'u, Wuru 
  Vimuhla, Chiteng
  Special* 
  Combat, Elemental Fire, War
  
  Ksarul, Gruganu 
  Sarku, Durritlamish 
  Dlamelish, Hrihayal 
  Thought* 
  Necromantic* 
  Chaos, Charm 
  Shaman 
  Animal, Plant 
  * NOTES  
  Clerics of Karakan and Chegarra also get to use the 1st level Wizard spell 
  Magic Missile and the 3rd level Wizard spell Lightning Bolt as though 
  they were clerical spells. They may also have proficiency in any weapon 
  they choose.  
  Clerics of Avanthe and Dilinala may also choose any 4 spells to learn 
  from the Plant and/or Animal clerical spheres. That's a total of 4 spells, not 
  4 spells per level.  
  Clerics of Belkhanu and Qon also have the Undead Ward spell from the 
  Wards sphere.  
  Clerics of Hru'u have no spells for their appropriate sphere (Chaos, 
  Darkness, Cold), so they pick spells from the special list below (as well as 
  from the All list above) [Yes, there is a Chaos Sphere, but most of the 
  spells seemed inappropriate.]  
  Clerics of Vimuhla and Chiteng also get to use the 3rd level Wizard spell 
  Fireball as if it were a clerical spell. They also may have proficiency in 
  any weapon they choose.  
  Clerics of Ksarul and Gruganu also get the Summon Insects and Creeping 
  Doom clerical spells from the Animal sphere.  
  Clerics of Sarku and Durritlamish may also use Wizard spells of the 
  Necromantic school as though they were clerical spells. They may NOT 
  use the following spells: Cantrip, Summon Shadow, Bloodstone's Spectral 
  Steed, Reincarnation, Control Undead, and Intensify Summoning.  
  Spell List for Clerics of Hru'u  
  1st Level Spells  
  Detect Evil (Detect Stability 
  ONLY)  
  Endure Cold Light (Darkness 
  ONLY) Protection from Evil 
  (Protection from Stability 
  ONLY)
  5th Level Spells  
  Spike Stones  
  Transmute Rock to 
  Mud  
  Age Object  
  Barrier of Retention  
  Grounding
  
  Sanctuary  
  Mindshatter  
  2nd Level Spells  
  Enthrall  
  Hold Person  
  Obscurement  
  Resist Cold  
  Withdraw  
  Dissension's Feast  
  Draw Upon Holy Might  
  Hesitation  
  Sanctify  
  6th Level Spells  
  Heal/Harm  
  Forbiddence 
  (Alignment different 
  in respect to Law 
  and Chaos ONLY)  
  Transmute Water to 
  Dust (No reverse)  
  Age Creature  
  Crushing Walls  
  Spiritual Wrath  
  3rd Level Spells  
  Continual Light (Darkness 
  ONLY)  
  Cure Blindness or Deafness 
  (Cause Blindness or Deafness 
  ONLY)  
  Prayer  
  Remove Curse (Reversible)  
  Miscast Magic  
  Unearthly Choir  
  7th Level Spells  
  Confusion  
  Succor  
  Symbol (of 
  Hopelessness and 
  Pain ONLY)  
  Tentacle Walls  
  4th Level Spells  
  Abjure  
  Control Temperature, 10' r 
  (Make colder ONLY)  
  Protection from Evil, 10' r 
  (Protection from Stability 
  ONLY)  
  Protection from Lightning  
  Chaotic Sleep  
  Inverted Ethics (Use of this 
  spell is a violation of the 
  Concordat! It must only be 
  used when the caster is not in 
  a civilized area)  
  Mental Domination  
  Solipsism  
   
    
  Wizard spells 
  Wizard spells are not broken down by schools. Instead, they are divided by subject 
  matter. As for Clerics, Wizards must choose a deity to worship, as their choice of spells 
  will depend on their deity. Wizards may learn spells from their deity's list and the All list. 
  As noted above, wizards are not permitted to choose spells from other temple lists no 
  
  matter what the circumstance, nor may they ever cast spells from other temples, even if 
  they find a scroll. Note that some spells are duplicated, and may be learned and used by 
  different temples; this is okay. Spells from the Tome of Magic are at the end of each list.  
  Deity: All 
  1st Level Spells  
  Dancing Lights 
  Detect Magic  
  Hold Portal  
  Phantasmal Force  
  Sleep  
  Unseen Servant  
  Wizard Mark  
  Lasting Breath  
  Metamorphose Liquids (No 
  potions! No holy water!) 
  4th Level Spells  
  Improved Invisibility  
  Minor Globe of Invulnerability  
  Remove Curse (Reversable)  
  Stoneskin 
  7th Level Spells  
  Banishment 
  Mass Invisibility 
  2nd Level Spells  
  Bind  
  Blur  
  Deeppockets (A wizard or cleric 
  wearing such a garment with 
  metal in the pockets will still 
  have spells interfered with)  
  Knock  
  Know Alignment (Usually 
  unnecessary; most people wear 
  symbols of their faith; Note that it 
  is ignoble to use the reverse)  
  Improved Phantasmal Force  
  Invisibility  
  Levitate  
  Magic Mouth  
  Wizard Lock 
  5th Level Spells  
  Avoidance  
  Dismissal  
  Telekinesis 
  8th Level Spells  
  Binding  
  Mind Blank  
  Permanency  
  3rd Level Spells  
  Blink  
  Clairaudience  
  Clairvoyance  
  Dispel Magic  
  Infravision  
  Invisibility, 10' r  
  Protection from Normal Missiles  
  Wizard Sight 
  6th Level Spells  
  Anti-Magic Shell  
  Enchant an Item  
  Ensnarement  
  Geas  
  Globe of Invulnerability 
  9th Level Spells  
  Gate 
    
  The Stability Gods 
  
  Deity: Hnalla/Dra 
  1st Level Spells  
  Light (No reverse)  
  Protection from Evil (Protection 
  from Change, no reverse) 
  4th Level Spells  
  Confusion  
  Illusionary Wall  
  Magic Mirror  
  Vacancy  
  Wizard Eye  
  Divination  
  Enhancement 
  7th Level Spells  
  Limited Wish  
  Prismatic Spray  
  Teleport Without Error 
  2nd Level Spells  
  Detect Evil (Detect Change, no 
  reverse)  
  Continual Light  
  Tasha's Uncontrollable Hideous 
  Laughter 
  5th Level Spells  
  Advanced Illusion  
  Domination  
  Feeblemind  
  Sending  
  Shadow Magic  
  Teleport  
  Wall of Force  
  Mind Fog 
  8th Level Spells  
  Prismatic Wall  
  Gunther's Kaleidoscopic Strike  
  3rd Level Spells  
  Haste  
  Lightning Bolt  
  Protection from Evil, 10' r 
  (Protection from Change, no 
  reverse)  
  Spectral Force 
  6th Level Spells  
  Chain Lightning  
  Demi-Shadow Magic  
  Glassee  
  Mirage Arcana  
  Mislead  
  Permanent Illusion  
  Programmed Illusion  
  Project Image  
  True Seeing  
  Veil 
  9th Level Spells  
  Prismatic Sphere  
  Wish 
    
  Deity: Karakan/Chegarra 
  1st Level Spells  
  Armor  
  Enlarge (No reverse)  
  Magic Missile  
  Shield  
  Shocking Grasp  
  Tenser's Floating Disk  
  Fist of Stone  
  4th Level Spells  
  Enchanted Weapon  
  Emotion (Courage, Hope only)  
  Fumble  
  Shout  
  Thunderstaff  
  Turn Pebble to Boulder 
  7th Level Spells  
  Mordenkainen's Sword  
  Power Word, Stun  
  2nd Level Spells  
  Melf's Acid Arrow
  5th Level Spells  
  Wall of Iron 
  8th Level Spells  
  Power Word, Blind 
  
  Mirror Image  
  Shatter  
  Strength  
  Hornung's Baneful Deflector  
  3rd Level Spells  
  Flame Arrow  
  Haste  
  Lightning Bolt  
  Augmentation  
  Spirit Armor  
  6th Level Spells  
  Chain Lightning  
  Tenser's Transformation 
  9th Level Spells  
  Power Word, Kill  
  Wail of the Banshee  
    
  Deity: Thumis/Ketengku 
  1st Level Spells  
  Comprehend Languages (No 
  reverse)  
  Identify  
  Mending  
  Hornung's Guess  
  4th Level Spells  
  Leomund's Secure Shelter  
  Rary's Mnemonic Enhancer  
  Dilation I  
  Dimension Door  
  Extension I  
  Far Reaching II  
  Locate Creature  
  Minor Spell Turning  
  Otiluke's Resilient Sphere  
  Shadow Monsters  
  7th Level Spells  
  Mordenkainen's Magnificent 
  Mansion  
  Phase Door  
  Spell Turning  
  Vision  
  2nd Level Spells  
  ESP  
  Locate Object (No reverse)  
  Past Life  
  Protection from Paralysis  
  5th Level Spells  
  Contact Other Plane  
  Demi-Shadow Monsters  
  Domination Extension II  
  Leomund's Lamentable 
  Belaborment  
  Leomund's Secret Chest  
  Sending  
  Wall of Force  
  Far Reaching III  
  Lower Resistance  
  8th Level Spells  
  Clone  
  Serten's Spell Immunity  
  Symbol  
  3rd Level Spells  
  Leomund's Tiny Hut  
  Slow Tongues (No reverse)  
  Alamir's Fundamental 
  Breakdown  
  Far Reaching I  
  Squaring the Circle  
  6th Level Spells  
  Contingency  
  Glassee  
  Legend Lore  
  Mordenkainen's Lucubration  
  Shades  
  Stone to Flesh  
  Augmentation II  
  Dilation II  
  9th Level Spells  
  Foresight  
  Succor  
  Chain Contingency  
  
    
  Deity: Avanthe/Dilinala 
  1st Level Spells  
  Change Self  
  Feather Fall  
  Murdock's Feathery Flyer  
  4th Level Spells  
  Emotion (Friendship, Happiness 
  only)  
  Fumble  
  Hallucinatory Terrain  
  Otiluke's Resilient Sphere  
  Solid Fog  
  Shadow Monsters  
  7th Level Spells  
  Bigby's Grasping Hand  
  Charm Plants  
  Reverse Gravity  
  2nd Level Spells  
  Alter Self  
  Ride the Wind  
  5th Level Spells  
  Airy Water  
  Bigby's Interposing Hand  
  Demi-Shadow Monsters  
  Transmute Rock to Mud  
  8th Level Spells  
  Bigby's Clenched Fist  
  Otiluke's Telekinetic Sphere  
  3rd Level Spells  
  Fly  
  Gust of Wind  
  Slow  
  Water Breathing (No reverse)  
  Wind Wall  
  6th Level Spells  
  Bigby's Forceful Hand  
  Control Weather  
  Lower Water  
  Move Earth (No earth elementals 
  needed)  
  Part Water  
  Shades  
  Stone to Flesh  
  Transmute Water to Dust  
  9th Level Spells  
  Bigby's Crushing Hand  
  Temporal Stasis  
    
  Deity: Belkhanu/Qon 
  1st Level Spells  
  Detect Undead  
  Tenser's Floating Disk  
  4th Level Spells  
  Confusion  
  Illusionary Wall  
  Shadow Monsters  
  Vacancy  
  7th Level Spells  
  Drawmij's Instant Summons  
  Shadow Walk (but caster is walking 
  via Nexus Points, not the Plane of 
  Shadow; otherwise all is identical.) 
  Vanish  
  2nd Level Spells  
  Detect Invisibility  
  Past Life  
  5th Level Spells  
  Advanced Illusion  
  Bigby's Interposing Hand  
  Demi-Shadow Monsters  
  Domination  
  Feeblemind
  8th Level Spells  
  Trap the Soul  
  Hornung's Random Dispatcher  
  
  Leomund's Secret Chest  
  Shadow Magic  
  Wall of Force  
  Mind Fog  
  3rd Level Spells  
  Fly  
  Haste  
  Hold Undead  
  Spectral Force  
  6th Level Spells  
  Bigby's Forceful Hand  
  Death Spell  
  Demi-Shadow Magic  
  Mirage Arcana  
  Mislead  
  Permanent Illusion  
  Programmed Illusion  
  Project Image  
  Reincarnation (Tekumel 
  creatures only, of course) Shades 
  Veil  
  9th Level Spells  
  Astral Spell (Again, via Nexus 
  Points, not the Astral Plane)  
    
    
  The Change Gods 
  Deity: Hru'u/Wuru 
  1st Level Spells  
  Chill Touch  
  Color Spray 
  Protection from Evil (Protection 
  from Stability ONLY)  
  4th Level Spells  
  Confusion  
  Dig  
  Evard's Black Tentacles  
  Ice Storm  
  Illusionary Wall  
  Phantasmal Killer  
  Shadow Monsters  
  Vacancy  
  Wall of Ice  
  Unluck  
  7th Level Spells  
  Duo-Dimension  
  Limited Wish  
  Statue  
  Acid Storm  
  2nd Level Spells  
  Blindness  
  Darkness, 15' radius  
  Deafness  
  Fog Cloud  
  Stinking Cloud  
  Ray of Enfeeblement  
  Maximillian's Earthly Grasp  
  5th Level Spells  
  Advanced Illusion  
  Chaos  
  Cloudkill  
  Cone of Cold  
  Demi-Shadow Monsters  
  Domination  
  Dream (Nightmare only)  
  Feeblemind  
  Passwall  
  Sending
  8th Level Spells  
  Demand  
  Homunculous Shield  
  
  Shadow Magic  
  Transmute Rock to Mud  
  Mind Fog  
  3rd Level Spells  
  Protection from Evil, 10' r 
  (Protection from Stabiliy ONLY)  
  Slow  
  Spectral Force  
  Maximillian's Stony Grasp  
  6th Level Spells  
  Death Fog  
  Demi-Shadow Magic  
  Disintegrate  
  Eyebite  
  Mirage Arcana  
  Otiluke's Freezing Sphere  
  Mislead  
  Permanent Illusion  
  Programmed Illusion  
  Project Image  
  Shades  
  Veil  
  Lorlovelm's Shadowy 
  Transformation  
  9th Level Spells  
  Weird  
  Wish  
    
  Deity: Vimuhla/Chiteng 
  1st Level Spells  
  Affect Normal Fires  
  Burning Hands  
  Enlarge (No reverse)  
  Fire Burst  
  4th Level Spells  
  Enchanted Weapon  
  Emotion (Courage, Hope only) 
  Fire Shield  
  Fire Trap  
  Fumble  
  Wall of Fire  
  7th Level Spells  
  Delayed Blast Fireball  
  Mordenkainen's Sword  
  Molec-Keth's Flame Fist  
  2nd Level Spells  
  Flaming Sphere  
  Fog Cloud  
  Mirror Image  
  Pyrotechnics  
  Shatter  
  Stinking Cloud  
  5th Level Spells  
  Cloudkill  
  8th Level Spells  
  Incendiary Cloud 
  3rd Level Spells  
  Fireball  
  Flame Arrow  
  Haste  
  Melf's Minute Meteors
  6th Level Spells  
  Death Fog  
  Disintegrate  
  Tenser's Transformation  
  Forest's Fiery Constructor  
  9th Level Spells  
  Meteor Swarm  
  Elemental Aura (Fire only)  
  
  Augmentation  
    
  Deity: Ksarul/Gruganu 
  1st Level Spells  
  Alarm  
  Audible Glamer  
  Comprehend Languages 
  (Reversal permitted)  
  Erase  
  Identify  
  Mending  
  Message  
  Nystul's Magic Aura  
  Ventriloquism  
  4th Level Spells  
  Detect Scrying  
  Rary's Mnemonic Enhancer  
  Extension I  
  Dilation I  
  Far Reaching II  
  Minor Spell Turning  
  Shadow Monsters  
  7th Level Spells  
  Contingency  
  Death Fog  
  Extension III  
  Glassee  
  Legend Lore  
  Mordenkainen's Lucubration  
  Shades  
  Augmentation II 
  Dilation II  
  2nd Level Spells  
  Fog Cloud  
  Forget  
  Leomund's Trap  
  Locate Object (Reverse okay)  
  Mirror Image  
  Misdirection  
  Spectral Hand  
  Stinking Cloud  
  Summon Swarm (Insects only)  
  Whispering Wind  
  Nahal's Nonsensical Nullifier  
  Past Life Sense  
  Shifting  
  5th Level Spells  
  Cloudkill  
  Contact Other Plane  
  Demi-Shadow Monsters  
  Domination  
  Extension II  
  False Vision  
  Leomund's Lamentable 
  Belaborment  
  Leomund's Secret Chest  
  Magic Jar  
  Sending  
  Shadow Door  
  Wall of Iron  
  Lower Resistance  
  Von Gasik's Refusal  
  8th Level Spells  
  Maze 
  Screen  
  Symbol  
  3rd Level Spells  
  Delude (Ignoble to use)  
  Explosive Runes  
  Leomund's Tiny Hut  
  Non-detection  
  Hold Undead  
  Illusionary Script  
  Secret Page  
  Sepia Snake Sigil  
  Slow Tongues (Reverse okay)  
  Alacrity  
  Alamir's Fundamental 
  Breakdown  
  Far Reaching I  
  Fool's Speech
  6th Level Spells  
  Contingency  
  Death Fog  
  Extension III  
  Glassee  
  Legend Lore  
  Mordenkainen's Lucubration  
  Shades  
  Augmentation II  
  Dilation II  
  9th Level Spells  
  Time Stop  
  Chain Contingeny  
  
  Lorlovelm's Creeping Shadow  
  Squaring the Circle  
    
  Deity: Sarku/Durritlamish 
  1st Level Spells  
  Chill Touch  
  Detect Undead  
  Spook  
  4th Level Spells  
  Confusion  
  Contagion  
  Emotion (Fear only)  
  Enervation  
  Fear  
  Illusionary Wall  
  Vacancy  
  Mask of Death  
  7th Level Spells  
  Control Undead  
  Finger of Death  
  Bloodstone's Frightful Joining  
  Suffocate  
  2nd Level Spells  
  Scare  
  Spectral Hand  
  Stinking Cloud  
  5th Level Spells  
  Advanced Illusion  
  Bigby's Interposing Hand  
  Cloudkill  
  Domination  
  Feeblemind  
  Magic Jar  
  Shadow Magic  
  Wall of Stone  
  Mind Fog  
  8th Level Spells  
  Clone  
  Sink  
  Abi-Dalzim's Horrid Wilting  
  3rd Level Spells  
  Feign Death  
  Hold Undead  
  Slow  
  Spectral Force  
  Vampiric Touch  
  Wraithform  
  Minor Malison  
  6th Level Spells  
  Bigby's Forceful Hand  
  Death Fog  
  Demi-Shadow Magic  
  Mirage Arcana  
  Mislead  
  Permanent Illusion  
  Programmed Illusion  
  Project Image  
  Repulsion  
  Veil  
  9th Level Spells  
  Crystalbrittle  
  Energy Drain  
  Imprisonment  
    
  Deity: Dlamelish/Hrihayal 
  
  1st Level Spells  
  Change Self  
  Charm Person  
  Enlarge (Reverse ONLY)  
  Friends  
  Hypnotism  
  Taunt  
  Ventriloquism  
  Wall of Fog  
  4th Level Spells  
  Charm Monster  
  Emotion (Happiness, Hate, 
  Hopelessness, Sadness only)  
  Fire Charm  
  Fumble  
  Illusionary Wall  
  Rainbow Pattern  
  Shadow Monsters  
  Solid Fog  
  Vacancy  
  Greater Malison  
  7th Level Spells  
  Bigby's Grasping Hand  
  Suffocate  
  2nd Level Spells  
  Alter Self  
  Fog Cloud  
  Fool's Gold  
  Glitterdust  
  Hypnotic Pattern  
  Irritation  
  Insatiable Thirst  
  5th Level Spells  
  Advanced Illusion  
  Bigby's Interposing Hand  
  Demi-Shadow Monsters  
  Hold Monster  
  Leomund's Lamentable 
  Belaborment  
  Seeming  
  Shadow Magic  
  Mind Fog  
  8th Level Spells  
  Antipathy/Sympathy  
  Mass Charm  
  Otto's Irresistable Dance  
  3rd Level Spells  
  Hold Person  
  Slow  
  Spectral Force  
  Suggestion  
  Minor Malison  
  6th Level Spells  
  Bigby's Forceful Hand  
  Demi-Shadow Magic  
  Mass Suggestion  
  Mirage Arcana  
  Mislead  
  Permanent Illusion  
  Programmed Illusion  
  Project Image  
  Shades  
  Veil  
  9th Level Spells  
  Mordenkainen's Disjunction  
    
    
    
  Deity: Shaman 
  1st Level Spells  
  Find Familiar (Small natural 
  Tekumel animals only)  
  Grease
  4th Level Spells  
  Massmorph  
  Minor Creation  
  Plant Growth
  7th Level Spells  
  Charm Plants  
  
  Jump  
  Spider Climb  
  Murdock's Feathery Flyer  
  Polymorph Other  
  Polymorph Self  
  Solid Fog  
  2nd Level Spells  
  Fog Cloud  
  Summon Swarm (Modify animals 
  to small Tekumel creatures)  
  Web Ride the Wind  
  5th Level Spells  
  Animal Growth  
  Fabricate  
  Major Creation  
  Stone Shape  
  Waveform  
  8th Level Spells  
  Polymorph Any Object  
  Airboat  
  3rd Level Spells  
  Water Breathing (Reverse okay)  
  Watery Double  
  6th Level Spells  
  Conjure Animals (Similar 
  Tekumel creatures)  
  9th Level Spells  
  Shape Change  
    
  Some spells have been removed from the game, such as all of the Summon Monster 
  spells. These are spells that I feel don't fit the Tekumel universe. Add new spells as you 
  see fit; here are some guidelines that I used to choose where they belong.  
  1. In general, the higher level a spell is, the more restricted to one deity it is likely to 
  be.  
  2. I used the Swords and Glory list to guide me in which temples specialized in 
  which kinds of magic. My list above should give you plenty of hints, too.  
  3. Try to keep spells consistent. If illusion spells are generally found in the temples 
  of Hnalla, Belkhanu, Hru'u, Sarku, and Dlamelish, don't put an illusion spell in 
  Ksarul's list for no reason.  
  4. No spells involving monster summoning or creation, Elementals, or specific other 
  planes are included, nor are spells that depend on wild magic randomness for their 
  effects.  
  Using the Swords and Glory/Gardasiyal Magic System 
  I made only minor modifications to the S&G magic system to speed play and provide a 
  better fit. (The Gardasiayal rules are a simplifed Swords and Glory system.) 
  S&G casting times were modified to fit the AD&D combat round. S&G turns become 
  AD&D rounds, while S&G rounds become AD&D segments. Notice that S&G spell 
  durations were not modified: an S&G turn stays an AD&D turn, and an S&G round stays 
  an AD&D round.  
  Sorcerers casting aimed spells must roll-to-hit as in S&G, but they use the Priest THAC0 
  of their level to give them a chance of actually hitting a target. Wizard THAC0s are just 
  too awful. Gardasiyal dispenses with this in favor of a simple "success/failure" casting 
  roll.  
  
  In AD&D, spells can be cast with little chance of failure, but the target gets a saving 
  throw. In S&G, this is reversed: targets rarely get a saving throw, but there is a large 
  chance of spell failure. Targets defend themselves by dodging or taking cover, which 
  doesn't work well in an AD&D system. I used this system:  
  1. Sorcerer rolls for spell failure. 
  2. If the spell is an aimed spell, the sorcerer rolls to hit, using the THAC0 as 
  if the sorcerer were a Cleric. Divide the spell range into thirds for short, 
  medium, and long range, and use the normal AD&D to hit modifications. 
  3. If the S&G spell description permits a spell-resistance roll, the victim gets 
  a saving throw. If the spell is areal (area effect), the victim also gets a 
  saving throw, even if the S&G spell description doesn't indicate one. 
  S&G sorcerers are more powerful than AD&D wizards, especially at lower levels, due to 
  their ability to cast more spells, and more variety of spells. I modified the spell-point 
  system to limit lower-level sorcerers so that they would be weaker, to preserve play 
  balance. This table should also be used for Gardasiyal, which also permits low-level 
  sorcerers to cast a lot of spells.  
  Spell Casting Costs: For sorcerers of 7th level or higher, the table found in S&G, section 
  2.932, is used without modification. Lower level sorcerers must pay higher costs to cast 
  spells, as shown below:  
    
  Level 1 
  P/R 
  Level 2 
  P/R 
  Level 3 
  P/R 
  Level 4 
  P/R 
  Level 5
  P/R 
  Level 6 
  P/R 
  U1 90/80 
  90/80 
  70/65 
  50/45 
  40/35 
  30/25 
  U2 170/160 110/100 90/80 
  60/55 
  50/45 
  40/35 
  U3   
  130/120 110/100 70/65 
  60/55 
  50/45 
  U4   
    
  130/120 90/80 
  70/65 
  60/55 
  U5   
    
    
  110/100 90/80 
  70/65 
  U6   
    
    
    
    
  90/80 
  U7   
    
    
    
    
  110/100
  G1   
  100/90 
  80/75 
  50/45 
  50/45 
  40/35 
  G2   
    
  100/90 
  60/55 
  60/55 
  50/45 
  G3   
    
    
  70/65 
  70/65 
  60/55 
  G4   
    
    
    
    
  70/65 
  T1   
    
  100/95 
  80/75 
  70/65 
  60/55 
  T2   
    
    
  90/85 
  80/75 
  70/65 
  
  Te   
    
    
    
    
  80/75 
    
  Healing Spells  
  If non-weapon proficiencies are used, then healing spells should not be automatically 
  effective, as there will be alternative methods of healing. Use the normal chances of 
  healing spell failure, as found in S&G description of the spell 10, Healing. If non-weapon 
  proficiencies are not used, healing spells always work, as in AD&D.  
  Psionics 
  I don't have the 2nd edition psionics rules, and I'd just as soon not bother with them. 
  Tekumelani magic does distinguish between ritual and psychic magic, so "spells" could 
  be considered ritual magic and "psionics" as psychic magic. There seems to be little effort 
  to differentiate the two types of magic beyond their casting requirements, so there seems 
  to be no justification for a separate Psionicist class. Some sorcerers are only capable of 
  ritual magic, and others are only capable of psychic magic, but most sorcerers seem to be 
  capable of both. Warriors are not taught sorcery, so there would be no warriors capable of 
  psionics. I don't know enough about the 2nd edition psionic system, but it sounds like it 
  would need a lot of modification to make it feel Tekumelani. I leave it up to the interested 
  reader to devise a system 
    
    
  For the DM Only (an abbreviated DMG)  
  1. Non-friendly Non-humans These races may NOT be used for player characters, but 
  they make useful NPCs and foes.  
  Neutral Races  
  Mihalli: +1 Str, +1 Int, +2 Dex, +1 Con, base AC 10, 1 HD. Can change shape, humans 
  have a 20% chance to recognize a Mihalli by its eyes. Mihalli motives are 
  incomprehensible to humans; this is best simulated by totally random behavior.  
  Nyagga: +2 Str, +1 Int, +2 Dex, base AC 8, 2 HD. Cannot remain out of water for more 
  than 3 hours, lose 50% of dexterity and movement ability on land.  
  Inimical Races 
  
  Hluss: +1 Dex, base AC 8, 2 HD. May use middle limbs as tearing weapons and may 
  attack with paralyzing sting in tail. They give off a sweet odor detectable at 90-120 feet.  
  Hlutrgu: +1 Dex, +1 Con, base AC 10, 2 HD. Never check morale, disorganized fighters.  
  Shunned Ones: +2 Con, base AC 10, 2 HD. -3 to Con when they are outside of their 
  special atmosphere. Their stench is noticeable 180 feet away and may cause a morale 
  check in humans. They cannot survive more than a week outside of their atmosphere.  
  Grey Ssu: +1 Str, base AC 10, 2 HD. Can see in the dark, 20% of hypnotizing opponents 
  instead of attacking (Save vs. paralysis, magical attack adjustment from Wisdom applies) 
  (Note that Ahoggya, Swamp Folk, and Tinaliya are immune to this hypnosis). May attack 
  twice per round at only -1 penalty on second attack if they use their middle limbs. They 
  are never lost underground. If they have no leader, they will become demoralized and 
  retreat.  
  Black Ssu: +3 Str, +1 Con, -2 Dex, base AC 8, 3 HD. Two attacks per round without 
  penalty. 10% chance per round of hypnotizing, +2 on opponents saving throw. If they 
  have no leader, they will retreat. Ssu hypnotism abilities may be considered more like a 
  Charm Person spell than a Hypnosis spell: no "suggestions" are needed, and the Ssu 
  doesn't have to speak the victim's language to make them do things. People charmed by 
  the Ssu may be ordered to kill themselves—they get an extra saving throw, but if they 
  fail, they will commit suicide. Similarly, charmed persons may be ordered to attack 
  friends (and they get the extra saving throw).  
  The Mihalli, the Hluss, the Shunned Ones, and the Ssu are all fearsome sorcerers, 
  exceeding human abilities in most cases. Parties of these creatures will usually have 
  wizards and clerics as well as warriors. There is no level restriction for them. Choose 
  their spells from any of the deities of Change (but don't mix deities for the same spell-
  caster!)  
  Other monsters 
  EPT has a list of creatures that can be updated to AD&D standards fairly easily. If you 
  don't have EPT, the Tekumel Bestiary will give you descriptions of the common fauna, 
  and you can use the listed stats to get some idea of relative strengths, combat abilities, 
  etc. In spite of the numbers of AD&D monsters out there, I can't think of any that easily 
  fit into Tekumel, and certainly not enough to populate the world and make it feel real.  
  Treasure and other items 
  If you have the EPT rules, you can ignore all AD&D magical treasures..  
  If you insist on not buying any Tekumel-specific information (or can't find any), you can 
  fudge a little by some AD&D treasure items. They must be modified, however:  
  
  1. Magic items. Tekumel has no wands, rods, magic staffs, rings, or potions. Instead of 
  wands, rods, or staves, call them "Eyes": small techno-magical devices about the size and 
  shape of a human eye, with an iris in the front and a tiny firing stud at the back. 
  Sometimes Eyes are labeled by the prior owners as to what they do (and the language 
  may be something the owner doesn't know) and sometimes they have indicators to show 
  how many charges they have left. Eyes cannot normally be recharged except by The 
  Thoroughly Useful Eye, which is rather uncommon and very valuable. If you want to 
  recharge them as you would a wand, be my guest. Incidentally, Eyes are non-metallic, so 
  a Wizard may carry them without fear. With the exception of enchanted armor or 
  weapons (which can be pretty close to the standard AD&D list) all other magic items are 
  miscellaneous and unique; each one is either a one-of a kind item, or there are a handful 
  of them, all made by the same wizard.  
  2. There are magic scrolls. They aren't written in any "magic" language, although there is 
  no guarantee that the holder will be able to understand the language it is written in! 
  Priests of Ksarul and Sarku each have their own secret languages known only to high-
  level priests (and wizards) of their temple; all of the worshippers of stability have a 
  single, similar language. There are also many foreign languages, and ancient languages, 
  too. Magic books are also commonly written in these strange and little-known tongues 
  (with effects equivalent to the Tome of Understanding, the Manual of Dexterity, etc.). 
  Notice that high-level magic scrolls are commonly enchanted so that no matter what 
  language they are written in, only a member of the same temple that penned the scroll can 
  read it.  
  3. Gold pieces are called Kaitars, and they are physically small and light enough that you 
  can carry plenty of them. (They are abbreviated as "K", rather than G.P.) There are 20 
  silver Hlash to the Kaitar, and 20 copper Qirgal to the Hlash. For large sums, people 
  carry "letters of credit"; letters of financial support from the clan. You can imagine a 
  letter to be the equivalent of a bank passbook drawn on the clan's account, but the clan 
  limits the amount each letter of credit is worth.  
    
  Afterward 
  That should suffice to allow you to play Tekumel, using more or less standard AD&D 
  rules. Best of luck with your game, and please let me know if the rules worked and if 
  your players liked them. Of course, Tekumel is the creation of Professor M.A.R. Barker, 
  and AD&D is the creation of Gary Gygax and TSR Rules. 
  --Robert Dushay Rdushay@mindspring.com  
    
  
SOURCE: textdata/thevault/Empire of the Petal Throne/Other Tékumel Games/AD&D 2e EPT Conversion.pdf