TEXT: DragonQuest 
  The Fantasy Roleplaying Game, Second Edition, Revised 
  Based on content from the SPI Second Edition rulebook (Bantam printing); Re-numbered and re-indexed for 
  future expansion under the DQOS (DragonQuest Open Source) project; Incorporates the unpublished Arcane 
  Wisdom supplement and published Frontiers of Alusia campaign material (excluding the Alusian map, 
  available for download separately); Also incorporates selected content from DQOS projects, and other, 
  releases. 
  Version Information 
  Version 2.06; Last revised 19th June 2002 
   
   
  
  CONTENTS 
  I. INTRODUCTION ...........................................................6 
  What is Roleplaying?......................................................6 
  An Example of Roleplaying............................................6 
  The DragonQuest System................................................6 
  Rules and the Game Master.............................................6 
  A Note on Dice ...............................................................7 
  Rounding Conventions....................................................7 
  II. HOW TO PLAY THE GAME........................................8 
  1. General Course of Events................................................8 
  A. Pre-Adventure Activity ..........................................8 
  B. Adventure Activity.................................................8 
  C. Post-Adventure Activity.........................................8 
  2. Requirements for Play.....................................................8 
  III. GAME TERMS ..........................................................10 
  IV. CHARACTER CREATION .......................................11 
  3. Description of Characteristics .......................................11 
  4. Effects of Characteristics ..............................................11 
  5. Characteristic Generation..............................................12 
  6. Birthright ......................................................................13 
  7. Aspect...........................................................................15 
  8. Heritage ........................................................................16 
  V. COMBAT ....................................................................18 
  16. Combat Terminology ..................................................18 
  17. Combat Equipment .....................................................18 
  18. Preparation for Combat ...............................................19 
  19. Combat Sequence........................................................19 
  20. Actions of Engaged Figures ........................................20 
  21. Actions of Non-Engaged Figures ................................21 
  22. Action Choice Restrictions..........................................21 
  [22.7] Action Summary Table...................................22 
  23. Attacking ....................................................................22 
  24. Resolving Attempted Attacks......................................23 
  Shield Table ..............................................................23 
  [24.8] Strike Chance Modifier Tables .......................23 
  Close Combat Modifiers .......................................23 
  Melee Combat Modifiers.......................................23 
  Ranged Combat Modifiers ....................................24 
  Lighting Condition Modifiers................................24 
  Miscellaneous Modifiers .......................................24 
  25. Damage.......................................................................24 
  Armour Table............................................................24 
  [25.6] Special Damage Table ....................................25 
  [25.7] Grievous Injury Table.....................................25 
  26. The Effects of Damage................................................26 
  27. Weapons .....................................................................26 
  Weapon Tables..............................................................27 
  Swords ......................................................................27 
  Hafted Weapons........................................................27 
  Thrown Weapons ......................................................27 
  Weapon Tables (continued…) .......................................28 
  Pole Weapons ...........................................................28 
  Missile Weapons.......................................................28 
  Entangling Weapons .................................................28 
  Special Weapons.......................................................28 
  Weapon Accessories .................................................28 
  28. Unarmed Combat ........................................................29 
  29. Multi-Hex Monsters....................................................29 
  30. Mounted Combat.........................................................29 
  31. Infection......................................................................30 
  32. Combat Example.........................................................30 
  VI. MAGIC.......................................................................32 
  41. Definition of Magical Terms .......................................32 
  42. How Magic Works......................................................32 
  43. How to Cast Spells ......................................................32 
  44. The Effects of Spells ...................................................33 
  45. Restrictions on Magic .................................................34 
  46. Backfire from Spells and Rituals.................................34 
  [46.1] Backfire Table ................................................34 
  47. Counterspells and Resisting Spells ..............................35 
  48. Special Magical Preparations ......................................36 
  49. Incorporating Magic into Combat ...............................37 
  50. The Colleges of Magic ................................................37 
  51. Magic Conventions .....................................................38 
  52. The College of Ensorcelments and Enchantments .......38 
  [52.3] Talents............................................................39 
  1. Witchsight (T-1)................................................39 
  [52.4] General Knowledge Spells..............................39 
  1. Spell of Charming (G-1)....................................39 
  2. Spell of Telekinesis (G-2) .................................39 
  3. Spell of Enchanted Sleep (G-3) .........................39 
  4. Spell of Walking Unseen (G-4) .........................39 
  5. Spell of Speaking to Enchanted Creatures (G-5)39 
  6. Spell of Location (G-6) .....................................39 
  7. Spell of Mass Charming (G-7) ..........................39 
  8. Spell of Invisibility (G-8) ..................................39 
  9. Evil Eye Spell (G-9)..........................................39 
  [52.5] General Knowledge Rituals ............................39 
  1. Ritual of Enchantment (Q-1) .............................39 
  2. Ritual of Creating Crystal of Vision (Q-2).........39 
  3. Ritual of Creating Sleep Dust (Q-3) ..................40 
  4. Ritual of Manufacturing Poison Dust (Q-4).......40 
  [52.6] Special Knowledge Spells .............................. 40 
  1. Ventriloquism Spell (S-1) ................................. 40 
  2. Bolt of Energy Spell (S-2)................................. 40 
  3. Spell of Opening (S-3) ...................................... 40 
  4. Spell of Enchanting Weapons (S-4) .................. 40 
  5. Web of Entanglement Spell (S-5)...................... 40 
  6. Mage Lock Spell (S-6)...................................... 40 
  7. Spell of Enhancing Enchantment (S-7) ............. 40 
  8. Spell of Levitation (S-8) ................................... 40 
  9. Spell of Enchanting Armour (S-9) .................... 40 
  10. Wizard’s Eye Spell (S-10) .............................. 40 
  11. Spell of Slowness (S-11)................................. 41 
  12. Spell of Quickness (S-12) ............................... 41 
  [52.7] Special Knowledge Rituals............................. 41 
  53. The College of Sorceries of the Mind ......................... 41 
  [53.3] Talents............................................................ 41 
  1. Resist Temperature (T-1) .................................. 41 
  2. Resist Pain (T-2)............................................... 41 
  3. Sensitivity to Danger (T-3) ............................... 41 
  [53.4] General Knowledge Spells ............................. 41 
  1. Spell of Extrasensory Perception (G-1)............. 41 
  2. Spell of Limited Precognition (G-2).................. 41 
  3. Mind Cloak Spell (G-3) .................................... 41 
  4. Spell of Empathy (G-4)..................................... 41 
  5. Spell of Hypnotism (G-5).................................. 41 
  6. Spell of Controlling Animals (G-6)................... 41 
  7. Spell of Controlling Person (G-7) ..................... 41 
  [53.5] General Knowledge Rituals............................ 42 
  1. Ritual of Binding Will (Q-1)............................. 42 
  [53.6] Special Knowledge Spells .............................. 42 
  1. Spell of Mental Attack (S-1) ............................. 42 
  2. Spell of Telepathy (S-2).................................... 42 
  3. Phantasm Spell (S-3)......................................... 42 
  4. Spell of Molecular Disruption (S-4).................. 42 
  5. Spell of Molecular Rearrangement (S-5)........... 42 
  6. Force Shield Spell (S-6).................................... 42 
  7. Spell of Healing (S-7) ....................................... 42 
  8. Spell of Invisibility (S-8) .................................. 42 
  9. Spell of Telekinesis (S-9).................................. 42 
  10. Spell of Telekinetic Rage (S-10)..................... 42 
  [53.7] Special Knowledge Rituals............................. 42 
  1. Ritual of Binding Elements (R-1)...................... 42 
  54. The College of Illusions.............................................. 42 
  [54.3] Talents............................................................ 43 
  1. Witchsight (T-1) ............................................... 43 
  2. Projected Image (T-2)....................................... 43 
  [54.4] General Knowledge Spells ............................. 43 
  1. Flash of Light Spell (G-1)................................. 43 
  2. Visual Illusion Spell (G-2)................................ 43 
  3. Audio Illusion Spell (G-3) ................................ 43 
  4. Olfactory Illusion Spell (G-4) ........................... 43 
  5. Tactile Illusion Spell (G-5) ............................... 43 
  [54.5] General Knowledge Rituals............................ 43 
  1. Ritual of Illusory Fog (Q-1) .............................. 43 
  [54.6] Special Knowledge Spells .............................. 43 
  [54.7] Special Knowledge Rituals............................. 44 
  55. The College of Naming Incantations........................... 44 
  [55.3] Talents............................................................ 44 
  1. Detect Aura (T-1).............................................. 44 
  [55.4] General Knowledge Spells ............................. 44 
  [55.5] General Knowledge Rituals............................ 44 
  1. Ritual of Dissipation (Q-1)................................ 44 
  [55.6] Special Knowledge Spells .............................. 44 
  1. Spell of Charming (S-1).................................... 44 
  2. Spell of Compelling Obedience (S-2) ............... 45 
  [55.7] Special Knowledge Rituals............................. 45 
  1. Ritual of Magic Divination (R-1)...................... 45 
  56. The College of Air Magics.......................................... 45 
  [56.3] Talents............................................................ 45 
  1. Predict Weather (T-1) ....................................... 45 
  [56.4] General Knowledge Spells ............................. 45 
  1. Spell of Resistance to Cold (G-1)...................... 45 
  2. Spell of Ice Creation (G-2)................................ 45 
  3. Spell of Mage Wind (G-3) ................................ 45 
  4. Spell of Communication with Avians (G-4)...... 45 
  5. Wind Whistle Spell (G-5) ................................. 45 
  6. Spell of Conjuring Mist (G-6)........................... 45 
  7. Spell of Summoning Avians (G-7).................... 46 
  8. Spell of Detecting Fumes (G-8) ........................ 46 
  [56.5] General Knowledge Rituals............................ 46 
  1. Ritual of Windspeak (Q-1)................................ 46 
  2. Ritual of Binding Air (Q-2)............................... 46 
  [56.6] Special Knowledge Spells .............................. 46 
  1. Windstorm Spell (S-1) ...................................... 46 
  2. Spell of Storm Calling (S-2).............................. 46 
  3. Spell of Ice Construction (S-3).......................... 46 
  4. Spell of Controlling Avians (S-4)...................... 46 
  5. Spell of Freezing Wind (S-5) ............................ 46 
  6. Spell of Ice Projectiles (S-6) ............................. 46 
  7. Lightning Spell (S-7) ........................................ 46 
  8. Spell of Hibernation (S-8)................................. 46 
  9. Weapon of Cold Spell (S-9).............................. 47 
  10. Barrier of Wind Spell (S-10)........................... 47 
  11. Snow Simulacrum Spell (S-11)....................... 47 
  12. Wall of Ice Spell (S-12).................................. 47 
  13. Ray of Cold Spell (S-13) ................................ 47 
  14. Spell of Sleep Gas (S-14)................................ 47 
  15. Spell of Windwalking (S-15) .......................... 47 
  16. Whirlwind Vortex Spell (S-16)....................... 47 
  17. Spell of Frozen Doom (S-17).......................... 47 
  [56.7] Special Knowledge Rituals ............................ 47 
  1. Ritual of Controlling Weather (R-1) ................. 47 
  2. Ritual of Summoning and Controlling Air 
  Elemental (R-2).................................................... 47 
  57. The College of Water Magics..................................... 47 
  [57.3] Talents ........................................................... 48 
  1. Predict Weather (T-1)....................................... 48 
  [57.4] General Knowledge Spells ............................. 48 
  1. Spell of Calming Waters (G-1) ......................... 48 
  2. Spell of Wave Making (G-2) ............................ 48 
  3. Spell of Speaking to Seabirds (G-3).................. 48 
  4. Spell of Flotation (G-4) .................................... 48 
  5. Spell of Navigation (G-5) ................................. 48 
  6. Water Purification Spell (G-6).......................... 48 
  7. Spell of Speaking With Aquatic Mammals (G-7)
  ............................................................................. 48 
  8. Spell of Summoning Aquatic Mammals (G-8).. 48 
  9. Mage Wind Spell (G-9) .................................... 48 
  10. Spell of Water Creation (G-10)....................... 48 
  11. Spell of Watersight (G-11).............................. 48 
  12. Spell of Water Breathing (G-12)..................... 48 
  13. Spell of Ship Binding (G-13).......................... 48 
  14. Spell of Seablessing (G-14) ............................ 48 
  [57.5] General Knowledge Ritual............................. 49 
  1. Ritual of Binding Water(Q-1)........................... 49 
  [57.6] Special Knowledge Spells.............................. 49 
  1. Spell of Liquid Purification (S-1) ..................... 49 
  2. Spell of Liquid Transmutation (S-2) ................. 49 
  3. Waters of Healing Spell (S-3)........................... 49 
  4. Waters of Strength Spell (S-4).......................... 49 
  5. Spell of Summoning Fish (S-5) ........................ 49 
  6. Spell of Controlling Fish (S-6) ......................... 49 
  7. Spell of Controlling Sea Mammals (S-7) .......... 49 
  8. Waters of Vision Spell (S-8)............................. 49 
  9. Windsail Spell (S-9) ......................................... 49 
  10. Spell of Rain Calling (S-10) ........................... 49 
  11. Maelstrom Spell (S-11)................................... 49 
  12. Waterspout Spell (S-12) ................................. 49 
  [57.7] Special Knowledge Rituals ............................ 50 
  1. Ritual of Summoning and Binding Water 
  Elemental (R-1).................................................... 50 
  58. The College of Fire Magics ........................................ 50 
  [58.3] Talents ........................................................... 50 
  1. Infravision (T-1)............................................... 50 
  [58.4] General Knowledge Spells ............................. 50 
  1. Spell of Pyrogenesis (G-1)................................ 50 
  2. Spell of Heat Production (G-2) ......................... 50 
  3. Spell of Fire Resistance (G-3)........................... 50 
  4. Spell of Light (G-4).......................................... 50 
  5. Spell of Temperature Alteration (G-5).............. 50 
  6. Wall of Smoke Spell (G-6) ............................... 50 
  7. Spell of Fireproofing (G-7)............................... 50 
  8. Spell of Protection Against Magical Fire (G-8) 50 
  [58.5] General Knowledge Rituals ........................... 50 
  1. Ritual of Binding Fire (Q-1) ............................. 50 
  [58.6] Special Knowledge Spells.............................. 51 
  1. Wall of Fire Spell (S-1) .................................... 51 
  2. Bolt of Fire Spell (S-2) ..................................... 51 
  3. Ball of Fire Spell (S-3) ..................................... 51 
  4. Web of Fire Spell (S-4)..................................... 51 
  5. Spell of Self-Immolation (S-5) ......................... 51 
  6. Imploding Fireball Spell (S-6) .......................... 51 
  7. Weapon of Flames Spell (S-7).......................... 51 
  8. Demonic Firebolt Spell (S-8)............................ 51 
  9. Spell of Hellfire (S-9)....................................... 51 
  10. Spell of Dragon Flames (S-10) ....................... 51 
  11. Web of Dragon Flames Spell (S-11)............... 51 
  12. Storm of Fire Spell (S-12) .............................. 52 
  13. Malignant Flames Spell (S-13) ....................... 52 
  14. Spell of Incineration (S-14) ............................ 52 
  15. Spell of Summoning Salamander (S-15)......... 52 
  16. Spell of Summoning Efreet (S-16).................. 52 
  [58.7] Special Knowledge Rituals ............................ 52 
  1. Ritual of Summoning and Controlling Fire 
  Elemental (R-1).................................................... 52 
  59. The College of Earth Magics...................................... 52 
  [59.3] Talents ........................................................... 53 
  1. Detect Aura (T-1) ............................................. 53 
  [59.4] General Knowledge Spells ............................. 53 
  1. Spell of Converse With Animals (G-1)............. 53 
  2. Spell of Converse With Plants (G-2)................. 53 
  3. Spell of Controlling Animals (G-3) .................. 53 
  4. Spell of Blending (G-4) .................................... 53 
  5. Spell of Walking Unseen (G-5) ........................ 53 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 3 
  6. Spell of Healing (G-6).......................................53 
  7. Spell of Detecting Traps and Snares (G-7) ........53 
  8. Spell of Detecting Poisons (G-8) .......................53 
  9. Spell of Lesser Enchantment (G-9)....................53 
  10. Spell of Herbal Lore (G-10).............................53 
  11. Spell of Tracking (G-11) .................................53 
  [59.5] General Knowledge Rituals ............................53 
  1. Ritual of Summoning Animals (Q-1).................53 
  [59.6] Special Knowledge Spells...............................53 
  1. Earth Hammer Spell (S-1) .................................53 
  2. Hands of Earth Spell (S-2).................................54 
  3. Strength of Stone Spell (S-3).............................54 
  4. Armour of Earth Spell (S-4) ..............................54 
  5. Diamond Weapon Spell (S-5)............................54 
  6. Spell of Gem Creation (S-6) ..............................54 
  7. Spell of Animal Growth (S-7) ...........................54 
  8. Spell of Enchanting Plants (S-8)........................54 
  9. Spell of Binding Animals (S-9) .........................54 
  10. Spell of Conjuring and Controlling Earth 
  Elemental (S-10) ...................................................54 
  11. Spell of Sinking Doom (S-11) .........................54 
  12. Wall of Stone Spell (S-12)...............................54 
  13. Wall of Iron Spell (S-13) .................................54 
  14. Spell of Tunneling (S-14)................................54 
  15. Trollskin Spell (S-15)......................................54 
  16. Spell of Smoking Magma (S-16) .....................55 
  17. Spell of Diamond Javelins (S-17) ....................55 
  18. Spell of Earth Transformation (S-18) ..............55 
  [59.7] Special Knowledge Rituals .............................55 
  1. Ritual of Binding Earth (R-1) ............................55 
  60. The College of Celestial Magics..................................55 
  [60.3] Talents ............................................................55 
  1. Speak to Shadow Creatures (T-1) ......................55 
  2. Night Vision (T-2).............................................55 
  3. Detect Aura (T-3) ..............................................55 
  [60.4] General Knowledge Spells..............................55 
  1. Spell of Blending (G-1) .....................................55 
  2. Spell of Light (G-2)...........................................55 
  3. Spell of Darkness (G-3).....................................55 
  4. Spell of Shadow Form (G-4) .............................56 
  5. Wall of Starlight Spell (G-5) .............................56 
  6. Wall of Darkness Spell (G-6) ............................56 
  7. Witchsight Spell (G-7) ......................................56 
  8. Strength of Darkness Spell (G-8).......................56 
  9. Spell of Walking Unseen (G-9) .........................56 
  [60.5] General Knowledge Rituals ............................56 
  1. Ritual of Reading the Stars (Q-1) ......................56 
  2. Ritual of Summoning and Binding Shadow 
  Creatures (Q-2) .....................................................56 
  [60.6] Special Knowledge Spells...............................56 
  1. Spell of Healing (S-1)........................................56 
  2. Spell of Creating Shadow-Starsword (S-2)........56 
  3. Starfire Spell (S-3).............................................56 
  4. Meteor Spell (S-4).............................................56 
  5. Shadow Wings Spell (S-5).................................56 
  6. Web of Starlight Spell (S-6) ..............................57 
  7. Web of Blackness Spell (S-7)............................57 
  8. Meteor Swarm Spell (S-8).................................57 
  9. Dwarf Star Spell (S-9).......................................57 
  10. Black Fire Spell (S-10)....................................57 
  11. Spell of Shadow Walking (S-11) .....................57 
  12. Spell of Whitefire (S-12) .................................57 
  13. Spell of Fear (S-13) .........................................57 
  [60.7] Special Knowledge Rituals .............................57 
  1. Ritual of Conjuring and Controlling Dark Sphere 
  (R-1)......................................................................57 
  [60.8] Fright Table ....................................................57 
  61. The College of Necromantic Conjurations...................57 
  [61.3] Talents ............................................................58 
  1. Ask The Dead (T–1)..........................................58 
  [61.4] General Knowledge Spells..............................58 
  1. Spell of Conjuring Darkness (G–1) ...................58 
  2. Spell of Putrescence (G–2) ................................58 
  3. Spell of Obscurement (G–3)..............................58 
  4. Fire and Brimstone Spell (G–4).........................58 
  5. Spell of Heating Metal (G~5) ............................58 
  6. Spell of Harming Entity (G–6) ..........................58 
  7. Spell of Noxious Vapours (G–7) .......................58 
  8. Spell of Warping Wood (G–8)...........................58 
  9. Ram of Force Spell (G–9) .................................58 
  10. Spell of Vapour Breathing (G–10)...................58 
  [61.5] General Knowledge Rituals ............................58 
  1. Ritual of Summoning and Binding Lesser Undead 
  (Q–1).....................................................................58 
  2. Ritual of Converse With The Dead (Q–2)..........59 
  [61.6] Special Knowledge Spells...............................59 
  1. Spell of Causing Wounds (S–1).........................59 
  2. Wall of Force Spell (S–2)..................................59 
  3. Wall of Bones Spell (S–3) .................................59 
  4. Spell of Fear (S–4) ............................................59 
  5. Mass Fear Spell (S–5) .......................................59 
  6. Spell of Scarring Terrain (S–6)..........................59 
  7. Spell of Animation of the Dead (S–7)................59 
  8. Wraithcloak Spell (S–8) ....................................59 
  9. Shadowed Weapon Spell (S–9).........................59 
  10. Hand of Death Spell (S–10) ............................59 
  11. Hellfire Spell (S–11) .......................................59 
  12. Spell of Life Draining (S–12)..........................59 
  13. Spell of Agony (S–13) ....................................60 
  14. Phantasm Spell (S–14) ....................................60 
  [61.7] Special Knowledge Rituals.............................60 
  1. Ritual of Summoning and Binding Greater 
  Undead (R–1) .......................................................60 
  2. Ritual of Life Prolonging (R–2) ........................60 
  3. Ritual of Becoming Undead (R–3)....................60 
  62. The College of Black Magics......................................60 
  [62.3] Talents............................................................60 
  1. Witchsight (T–1)...............................................60 
  2. Projected Image (T–2).......................................61 
  3. Special Alchemy (T–3) .....................................61 
  [62.4] General Knowledge Spells .............................61 
  1. Spell of Fear (G–1) ...........................................61 
  2. Spell of Darkness (G–2)....................................61 
  3. Spell of Walking Unseen (G–3) ........................61 
  4. The Damnum Minatum (G–4)...........................61 
  5. Spell of Storm Calling (G–5) ............................61 
  6. Wind Whistle Spell (G–6).................................61 
  7. Spell of Protection Against Were-Creatures (G–7)
  ..............................................................................61 
  8. Spell of Summoning Enchanted Creature (G–8)62 
  9. Spell of Putrescence (G–9)................................62 
  10. Spell of Harming Entity (G–10)......................62 
  11. Spell of Igniting Flammables (G–11)..............62 
  12. Spell of Hypnotism (G–12).............................62 
  13. Mind Cloak Spell (G–13)................................62 
  14. Call Master Spell (G–14) ................................62 
  [62.5] General Knowledge Rituals ............................62 
  1. The Tarot (Q–1)................................................62 
  [62.6] Special Knowledge Spells ..............................62 
  1. Spell of Converse With Animals (S–1) .............62 
  2. Spell of Nightvision (S–2).................................62 
  3. Spell of Blending (S–3).....................................62 
  4. Spell of Blight on Crops (S–4) ..........................62 
  5. Spell of Blessing on Crops (S–5) ......................62 
  6. Spell of Pestilence on Livestock (S–6)..............62 
  7. Spell of Blessing on Livestock (S–7) ................63 
  8. Spell of Controlling Animals (S–8)...................63 
  9. Evil Eye Spell (S–9)..........................................63 
  10. Spell of Causing Disease (S–10) .....................63 
  11. Spell of Blessing or Curse on Unborn Child (S–
  11) ........................................................................63 
  12. Spell of Virility (S–12)....................................63 
  13. Spell of Creating Restorative (S–13)...............63 
  14. Well of Bones Spell (S–14).............................63 
  15. Mass Fear Spell (S–15) ...................................63 
  16. Spell of Agony (S–16) ....................................63 
  17. Fire and Brimstone Spell (S–17) .....................63 
  18. Spell of Animation of the Dead (S–18) ...........63 
  19. Hellfire Spell (S–19) .......................................63 
  20. Shadow Wings Spell (S–20)............................63 
  21. Skin Change Spell (S–21) ...............................64 
  22. Earth Tremor Spell (S–22) ..............................64 
  [62.7] Special Knowledge Rituals.............................64 
  1. Ritual of Controlling Weather (R–1).................64 
  2. Ritual of Summoning Animals (R–2)................64 
  3. Ritual of Casting the Runes (R–3).....................64 
  4. Ritual of Creeping Doom (R–4)........................64 
  5. The Hand of Glory (R–5)..................................64 
  6. The Dead Man’s Candle (R–6)..........................64 
  63. The College of Greater Summonings ..........................64 
  [63.3] Talents............................................................65 
  [63.4] General Knowledge Spells .............................65 
  [63.5] General Knowledge Rituals ............................65 
  1. Ritual of Cleansing (Q-1)..................................66 
  2. Ritual of Summoning Succubi (Q-2).................66 
  3. Ritual of Summoning Incubi (Q-3) ...................66 
  4. Ritual of Summoning Heroes (Q-4) ..................66 
  5. Ritual of True Speaking (Q-5)...........................66 
  6. Ritual of Binding (Q-6).....................................66 
  [63.6] Special Knowledge Spells ..............................66 
  [63.7] Special Knowledge Rituals.............................66 
  1. Ritual of Summoning Demonic Dukes (R–1)....67 
  2. Ritual of Summoning Demonic Princes (R-2)...70 
  3. Ritual of Summoning Demonic Presidents (R-3)
  ..............................................................................72 
  4. Ritual of Summoning Demonic Earls (R-4) ......73 
  5. Ritual of Summoning Demonic Marquis (R-5) .74 
  6. Ritual for Summoning Demonic Kings (R-6)....76 
  64. The College of Lesser Summonings............................77 
  [64.3] Talents............................................................78 
  1. Communicate with Lesser Beasts (T–1)............78 
  2. Detect Aura (T-2)..............................................78 
  [64.4] General Knowledge Spells .............................78 
  1. Spell of Summoning Small Land Mammals (G-1)
  ..............................................................................78 
  2. Spell of Summoning Fish and Other Aquatics 
  (G-2).....................................................................78 
  3. Spell of Summoning Lizards and Kindred, 
  Snakes, Insects and Spiders (G-3)......................... 79 
  4. Spell of Summoning Common Avians (G-4) .... 79 
  5. Spell of Summoning Riding Beasts (G-5)......... 79 
  6. Spell of Summoning Apes and Prehumans (G-6)
  ............................................................................. 79 
  7. Spell of Summoning Felines (G-7) ................... 79 
  8. Spell of Binding Lesser Beasts (G-8)................ 79 
  9. Spell of Summoning Lesser Undead (G-9) ....... 79 
  10. Spell of Communication with Lesser Undead 
  (G-10)................................................................... 79 
  11. Wall of Thorns Spell (G-11) ........................... 80 
  12. Spell of Summoning Fog (G-12)..................... 80 
  13. Empath Spell (G-13)....................................... 80 
  14. Summon Energy Spell (G-14)......................... 80 
  [64.5] General Knowledge Rituals............................ 80 
  1. Ritual of Conjuring Lesser Beasts (Q-1) ........... 80 
  2. Ritual of Conjuring Lesser Undead (G-2) ......... 80 
  [64.6] Special Knowledge Spells .............................. 80 
  1. Spell of Communication with Fantastical Beasts 
  (S-1) ..................................................................... 80 
  2. Spell of Communication with Greater Sentients 
  (S-2) ..................................................................... 80 
  3. Spell of Summoning Great Land Mammals (S-3)
  ............................................................................. 80 
  4. Spell of Summoning Aquatic Mammals (S-4) .. 80 
  5. Spell of Summoning Humanoids (S-5) ............. 81 
  6. Spell of Summoning Fairy Folk (S-6)............... 81 
  7. Spell of Binding Greater Beasts (S-7)............... 81 
  8. Spell of Controlling Persons (S-8) .................... 81 
  9. Spell of Using Animal Senses (S-9).................. 81 
  10. Spell of Summoning Entities of Light (S-10).. 81 
  11. Spell of Summoning Entities of Darkness (S-11)
  ............................................................................. 81 
  12. Spell of Summoning Fantastical Avians (S-12)81 
  13. Spell of Summoning Fantastical Monsters (S-13)
  ............................................................................. 81 
  14. Spell of Summoning Greater Undead (S-14)... 82 
  15. Spell of Summoning Summonables (S-15) ..... 82 
  16. Spell of Bodily Possession (S-16)................... 82 
  17. Spell of Summoning Dragons (S-17) .............. 82 
  [64.7] Special Knowledge Rituals ............................ 82 
  1. Ritual of Conjuring Greater Beasts (R-1).......... 82 
  2. Ritual of Animation of the Dead (R-2).............. 82 
  65. The College of Rune Magics ...................................... 82 
  [65.3] Talents ........................................................... 83 
  1. Read Ancient Languages (T–1) ........................ 83 
  2. Decipher Codes and Ciphers (T–2)................... 83 
  3. Read Runesticks (T–3)...................................... 83 
  4. Create Codes and Ciphers (T–4) ....................... 84 
  5. Summon Wand (T–5) ....................................... 84 
  [65.4] General Knowledge Spells ............................. 84 
  1. Detect Aura Spell (G–1) ................................... 84 
  2. Spell of Darkness (G–2) ................................... 84 
  3. Spell of Light (G–3).......................................... 84 
  4. Spell of Pyrogenesis (G–4) ............................... 84 
  5. Curse Spell (G–5) ............................................. 84 
  6. Spell of Illusion (G–6) ...................................... 84 
  7. Control Entity Spell (G–7)................................ 84 
  8. Spell of Purification (G–8)................................ 85 
  9. Runelock Spell (G–9) ....................................... 85 
  [65.4] General Knowledge Rituals............................ 85 
  1. Ritual of Fashioning Runesticks (Q–1) ............. 85 
  2. Ritual of Fashioning Runewand (Q–2).............. 85 
  3. Ritual of Warding with Runesticks (Q–3)......... 85 
  4. Ritual of Healing (Q–4) .................................... 85 
  5. Runes of Sight (Q–5)........................................ 85 
  6. Ritual of Sending (Q–6).................................... 86 
  [65.6] Special Knowledge Spells .............................. 86 
  1. Runewall Spell (S–1)........................................ 86 
  2. Spell of Summoning Totem Spirits (S–2) ......... 86 
  3. Spell of Creating Rune Portal (S–3).................. 86 
  4. Spell of Visitation (S–4) ................................... 87 
  5. Spell of Truth (S–5).......................................... 87 
  6. Spell of Banishment (S–6)................................ 87 
  7. Smite Spell (S–7).............................................. 87 
  8. Spell of Creating Runeweapon (S–8)................ 87 
  9. Binding Spell (S–9) .......................................... 87 
  [65.7] Special Knowledge Rituals ............................ 87 
  1. Ritual of casting Runes (R–1)........................... 87 
  2. Ritual of Creeping Doom (R–2)........................ 87 
  3. Ritual of Rune Sacrifice (R–3).......................... 88 
  4. Ritual of Dimension Portal (R–4) ..................... 88 
  [65.8] Runewand Table ............................................ 88 
  [65.9] Runestick Table ............................................. 88 
  66. The College of Shaping Magics.................................. 88 
  [66.3] Talents ........................................................... 89 
  1. Detect Enchantment (T–1)................................ 89 
  [66.4] General Knowledge Spells ............................. 89 
  1. Spell of Mending (G–1).................................... 89 
  2. Spell of Enchanting Weapons (G–2)................. 89 
  3. Spell of Enchanting Armour (G–3)................... 89 
  4. Congeal Air Spell (G–4)................................... 89 
  5. Congeal Water Spell (G–5)............................... 89 
  
  PAGE 4 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [66.5] General Knowledge Rituals ............................89 
  1. Ritual of Shaping Rag and String Golem...........89 
  2. Ritual of Shaping Clay Golem (Q–2) ................89 
  3. Ritual of Magic Divination (Q–3) .....................90 
  4. Ritual of Investment (Q–4)................................90 
  Preparation Rituals....................................................90 
  5. Ritual of Amulet of Preparation (Q–5) ..............90 
  6. Ritual of Preparing Arms and Armour (Q–6) ....90 
  7. Ritual of Preparing Enchanted Clothing (Q–7)..91 
  8. Ritual of Preparing Enchanted Furniture (Q–8) .91 
  9. Ritual of Preparing Talismans and Minor Artifacts 
  (Q–9).....................................................................91 
  10. Ritual of Preparing Staves and Wands (Q–10).91 
  11. Ritual of Preparing Greater Artifacts (Q–11)...91 
  [66.6] Special Knowledge Spells...............................91 
  1. Spell of Creating Mudslick (S–1) ......................91 
  2. Spell of Shaping Elementals (S–2) ....................91 
  3. Spell of Neutralizing Golems (S–3)...................91 
  4. Spell of Binding Golems (S–4)..........................91 
  5. Spell of Activating Golems (S–5)......................91 
  [66.7] Special Knowledge Rituals .............................91 
  1. Ritual of Turning Stone to Flesh (R–1) .............91 
  2. Ritual of Shaping Stone Golems (R–2)..............91 
  3. Ritual of Shaping Iron Golems (R–3)................91 
  4. Ritual of Shaping Flesh Golems (R–4)..............92 
  5. Ritual of Warding Demons (R–5)......................92 
  6. Ritual of Binding Investments (R–6).................92 
  7. Contain Monster (R–7)......................................92 
  8. Contain Greater Summoning (R–8)...................92 
  [66.8] Enchantment Binding Rituals .........................93 
  23. Ritual of Naming Artifacts (R–23) ..................93 
  24. Ritual of Warding Artifacts by Magical Aptitude 
  (R–24)...................................................................93 
  25. Ritual of Ancient Divination (R–25) ...............93 
  [66.9] Magic Item Creation Table .............................93 
  [66.10] Shaping Accidents Table ..............................94 
  VII. ARCANE WISDOM .................................................95 
  81. Magical Research and Spell Construction ...................95 
  81.8 Spell, Talent and Ritual Construction Chart ..97 
  81.9 Spell, Talent, and Ritual Development Table 97 
  82. Magical Rocks, Stones and Gems ...............................98 
  Aetites...................................................................98 
  Agate.....................................................................98 
  Alectorius..............................................................98 
  Amber...................................................................98 
  Amethyst...............................................................99 
  Antimony ..............................................................99 
  Beryl .....................................................................99 
  Bezoar...................................................................99 
  Bloodstone ............................................................99 
  Chalcedony ...........................................................99 
  Carbuncle..............................................................99 
  Carnelian...............................................................99 
  Chelidonius ...........................................................99 
  Chrysolite..............................................................99 
  Chrysoprase ..........................................................99 
  Coral .....................................................................99 
  Diamond ...............................................................99 
  Emerald...............................................................100 
  Feldspar ..............................................................100 
  Flint.....................................................................100 
  Galactite..............................................................100 
  Garnet .................................................................100 
  Gold Nuggets ......................................................100 
  Iron .....................................................................100 
  Jacinth.................................................................100 
  Jade.....................................................................100 
  Jasper..................................................................100 
  Jet........................................................................100 
  Lapis Lazuli ........................................................100 
  Lead ....................................................................101 
  Lodestone............................................................101 
  Obsidian..............................................................101 
  Olivine ................................................................101 
  Opal ....................................................................101 
  Pearl....................................................................101 
  Quartz .................................................................101 
  Ruby ...................................................................101 
  Sapphire ..............................................................101 
  Topaz ..................................................................101 
  Tourmaline..........................................................101 
  Turquoise ............................................................102 
  83. Herbal Lore...............................................................102 
  Availability .........................................................102 
  Habitat ................................................................102 
  Potency Loss.......................................................102 
  Description..........................................................102 
  Alchemical Herbs....................................................102 
  Healing Herbs .........................................................103 
  Magical Herbs.........................................................103 
  Poisonous Herbs......................................................103 
  Herbs ..........................................................................103 
  Aconite................................................................103 
  Agrimony............................................................103 
  Amaranth............................................................ 103 
  Anemone ............................................................ 103 
  Angelica ............................................................. 103 
  Asatoetida........................................................... 103 
  Basil ................................................................... 103 
  Belladonna.......................................................... 103 
  Betony ................................................................ 103 
  Black Hoarhound................................................ 103 
  Bloodroot............................................................ 103 
  Bryony................................................................ 104 
  Caper .................................................................. 104 
  Catgut ................................................................. 104 
  Catnip ................................................................. 104 
  Chervil................................................................ 104 
  Cowslip............................................................... 104 
  Cyclamen............................................................ 104 
  Daffodil .............................................................. 104 
  Damiana ............................................................. 104 
  Euphorbia ........................................................... 104 
  Fennel................................................................. 104 
  Fern .................................................................... 104 
  Garlic.................................................................. 104 
  Ginseng............................................................... 104 
  Hellebore ............................................................ 104 
  Hemlock ............................................................. 104 
  Henbane.............................................................. 105 
  Holly................................................................... 105 
  Jasmine............................................................... 105 
  Jimson Weed ...................................................... 105 
  Laurel ................................................................. 105 
  Lotus................................................................... 105 
  Mandrake............................................................ 105 
  Marigold ............................................................. 105 
  Marijuana ........................................................... 105 
  Marjoram............................................................ 105 
  Mistletoe............................................................. 105 
  Moonwort ........................................................... 105 
  Mullein ............................................................... 105 
  Myrrh.................................................................. 105 
  Opium Poppy...................................................... 106 
  Rue ..................................................................... 106 
  Saffron................................................................ 106 
  Sage.................................................................... 106 
  Saint John’s Wort ............................................... 106 
  Sandalwood ........................................................ 106 
  Satyr Orchid ....................................................... 106 
  Snakeroot............................................................ 106 
  Sunflower ........................................................... 106 
  Sweet Flag.......................................................... 106 
  Teasel ................................................................. 106 
  Thyme ................................................................ 106 
  Valerian.............................................................. 106 
  Vetch .................................................................. 106 
  84. Magic Items.............................................................. 106 
  Amulets ...................................................................... 107 
  The Scarab.......................................................... 107 
  The Thet of Ptah ................................................. 107 
  Arms and Armour....................................................... 107 
  Magic Armour ........................................................ 107 
  Warshirt.............................................................. 107 
  Magic Shields......................................................... 107 
  Shield of Perseus ................................................ 107 
  The Celtic Raven Shield ..................................... 107 
  Magic Crowns, Helms and Helmets........................ 107 
  Battlehelm of the Tuatha de Dannan................... 107 
  The Coronet of Isis ............................................. 107 
  The Crown of Osiris ........................................... 107 
  Joukahainen’s Helm............................................ 107 
  Athena’s Helm.................................................... 107 
  Manannan’s Helm............................................... 107 
  Magic Missiles........................................................ 108 
  Hayk’s Arrows.................................................... 108 
  Lightning Bow.................................................... 108 
  Agni’s Sarnge ..................................................... 108 
  Crann Buidhe...................................................... 108 
  Gai Dearg ........................................................... 108 
  Spear of Arshag .................................................. 108 
  Gungnir............................................................... 108 
  Gai Bolg ............................................................. 108 
  Magic Swords......................................................... 108 
  Sword of Naisi.................................................... 108 
  Sword of Nuada.................................................. 108 
  The Sword of Horus............................................ 108 
  Mandaka............................................................. 108 
  Freyr’s Sword ..................................................... 108 
  Durendel............................................................. 109 
  Dainslef .............................................................. 109 
  Kvedulf............................................................... 109 
  Magic Hammers ..................................................... 109 
  Mjollnir............................................................... 109 
  Enchanted Clothing .................................................... 109 
  Thor’s Iron Gloves.............................................. 109 
  Dwarf Girdle....................................................... 109 
  Girdle of Strength ............................................... 109 
  The Persean Sandals ............................................109 
  Shadow Cloak .....................................................109 
  Freyja’s Magic Cloak ..........................................109 
  Helkappe .............................................................109 
  Ulflamnr..............................................................109 
  Enchanted Furniture ....................................................109 
  Vainamoinen’s Harp............................................109 
  Daghdha’s Harp...................................................110 
  Talismans and Minor Artifacts.....................................110 
  Magic Fetter........................................................110 
  Idols of the Baboons of Thout .............................110 
  Idol of Shadow ....................................................110 
  Idol of the Bone Breaker .....................................110 
  Wind Bags...........................................................110 
  Andvari’s Ring....................................................110 
  Draupnir ..............................................................110 
  Silvanus’ Drinking Cup .......................................110 
  Staves and Wands........................................................110 
  Greater Artifacts..........................................................110 
  Agni’s Red Chariot..............................................110 
  Skidbiadnir..........................................................110 
  Notes on Shaping Magic Items....................................110 
  85. Magic System Design Notes......................................111 
  Ensorcelments and Enchantments............................111 
  Sorceries of the Mind ..............................................111 
  Illusions...................................................................111 
  Naming Incantations................................................111 
  Air Magics, Water Magics, and Fire Magics ...........111 
  Earth Magics ...........................................................111 
  Celestial Magics......................................................111 
  Necromancy ............................................................112 
  Black Magics and Greater Summoning ...................112 
  Shaping Magics.......................................................112 
  Rune Magics ...........................................................112 
  Magic System Reminders............................................112 
  Talent Magic ...........................................................112 
  Spell Magic .............................................................112 
  Ritual Magic............................................................112 
  General Knowledge.................................................112 
  Active Resistance ....................................................112 
  Passive Resistance...................................................112 
  Ritual Spell Preparation...........................................112 
  Investment Ritual ....................................................112 
  Rank Gain ...............................................................112 
  VIII. SKILLS ..................................................................113 
  91. Acquiring and Using Skills........................................113 
  92. Speak and Write Language........................................113 
  93. Alchemist ..................................................................114 
  94. Assassin ....................................................................115 
  95. Astrologer .................................................................115 
  96. Beast Master..............................................................116 
  97. Courtesan ..................................................................117 
  98. Healer........................................................................117 
  99. Mechanician..............................................................118 
  100. Merchant .................................................................119 
  101. Military Scientist.....................................................120 
  102. Navigator.................................................................120 
  103. Ranger.....................................................................121 
  104. Spy and Thief..........................................................121 
  105. Troubadour..............................................................122 
  IX. MONSTERS .............................................................124 
  131. Encountering Monsters and Non-Player Characters.124 
  [131.1] Danger Table ..............................................124 
  [131.2] Encounter Table..........................................124 
  132. Reactions to Encounters ..........................................125 
  133. How to Read the Monster Descriptions ...................125 
  134. Common Land Mammals ........................................126 
  [134.1] Apes and Prehumans...................................126 
  [134.2] Felines.........................................................127 
  [134.3] Great Land Mammals..................................128 
  [134.4] Small Land Mammals .................................130 
  135. Avians .....................................................................132 
  [135.1] Common Avians .........................................133 
  [135.2] Fantastical Avians.......................................133 
  136. Aquatics ..................................................................134 
  [136.1] Fish.............................................................135 
  [136.2] Aquatic Mammals .......................................135 
  [136.3] Other Aquatic Life ......................................136 
  137. Lizards, Snakes and Insects .....................................136 
  [137.1] Lizards and Kindred....................................136 
  [137.2] Snakes.........................................................138 
  [137.3] Insects and Spiders......................................139 
  138. Giants, Fairies and Earth Dwellers ..........................140 
  [138.1] Giant Humanoids ........................................140 
  [138.2] Fairy Folk ...................................................141 
  [138.3] Earth Dwellers ............................................142 
  139. Fantastical Monsters................................................143 
  140. Creatures of Night and Shadow ...............................145 
  141. Summonables ..........................................................146 
  Elementals...........................................................146 
  142. Undead ....................................................................147 
  [142.1] Lesser Undead.............................................147 
  [142.2] Greater Undead...........................................148 
  143. Dragons ...................................................................149 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 5 
  144. Riding Animals .......................................................151 
  X. ADVENTURE ...........................................................153 
  151. Preparation for Adventure .......................................153 
  152. Game Conventions ..................................................153 
  153. Organizing a Party...................................................154 
  154. The Adventure Sequence.........................................155 
  155. Monetary Matters ....................................................155 
  [155.4] Basic Goods Cost List.................................156 
  Clothing ..............................................................156 
  Food and Other Provisions ..................................156 
  Tools ...................................................................156 
  Transportation.....................................................156 
  Adventure Equipment..........................................156 
  156. Fatigue Loss and Recovery......................................156 
  [156.9] Fatigue and Encumbrance Chart .................157 
  157. Adventure Actions...................................................157 
  [157.5] Overland Movement Chart..........................158 
  158. Consequences..........................................................158 
  159. Recuperation and Upkeep........................................159 
  160. How Experience is Gained ......................................159 
  161. How Experience is Used .........................................160 
  [161.8] Experience Point Cost Chart .......................161 
  Character Generation...........................................161 
  Magic ..................................................................161 
  Adventure............................................................161 
  Combat................................................................161 
  Skills ...................................................................162 
  XI. FRONTIERS OF ALUSIA .......................................163 
  170. Introduction.............................................................163 
  172. How to Use the Map................................................163 
  [172.1] Who Should See the Map?..........................163 
  [2.2] Using the Danger Table ..................................163 
  [2.3] Area Borders and Multiple Terrain Features ...163 
  [2.4] River Encounters ............................................163 
  [2.5] Terrain Key.....................................................163 
  173. The General Region.............................................163 
  174. Travel Guide............................................................164 
  The Sweetwater River.............................................164 
  The Sweet Riding........................................................164 
  The Artusian Hills .......................................................164 
  Carzala ........................................................................164 
  The East Warding........................................................164 
  Fastness of Girwyllan..................................................164 
  Swithan’s Roughlands.................................................164 
  Confederation Bay ......................................................164 
  The Plain of Desai.......................................................164 
  The Pallisades .............................................................165 
  Isle of Garax................................................................165 
  The Hills of the Halfborn ............................................165 
  Forest of Arlynn ..........................................................165 
  The Wilderlands of Gilarni..........................................165 
  The Hills of Aldri........................................................165 
  The Lesser Sylphs .......................................................165 
  The Brastor Holding....................................................165 
  Ildrisholm....................................................................165 
  The Greenwood...........................................................165 
  The South Downs........................................................166 
  Eastmarch ...................................................................166 
  Westmarch ..................................................................166 
  Choth Gap...................................................................166 
  The Sea of Grass .........................................................166 
  The Thornewood .........................................................166 
  Locations of Interest................................................166 
  The Brotherhood of Gellen..................................166 
  The Thornewood Orchard ...................................167 
  Flora/Fauna .............................................................167 
  Thorneapple Tree ................................................167 
  Non-Player Characters ............................................167 
  Haxtor Gellen......................................................167 
  Shara Woodbinder...............................................167 
  Kalen Brass .........................................................168 
  Gerrik Brass ........................................................168 
  The Angarwold............................................................168 
  Vale of Morin..............................................................168 
  The Mountain Wall......................................................168 
  The Mountains of Marbak...........................................168 
  The Gatar Depression..................................................168 
  The East Bounders/The West Bounders.......................168 
  Gryphon Valley ...........................................................168 
  Stony Meadows...................................................169 
  Gryphon’s Gate...................................................169 
  The East/West Bounders .....................................169 
  Locations of Interest................................................169 
  The Bounder Orcs ...............................................169 
  People of Note:........................................................169 
  Karok ..................................................................169 
  The Mucklands............................................................170 
  Vale of Avoca ..............................................................170 
  The Filgiso Forest .......................................................170 
  Superstition Mountains ...............................................170 
  The Barren Hills..........................................................170 
  Sith’s Revenge ............................................................170 
  The Barrens of Sith .....................................................170 
  Kestrel Ridge ..............................................................170 
  The Rocklands............................................................170 
  The Hills of Skoshi .....................................................170 
  Forest of Karsharak.....................................................170 
  River Running ............................................................170 
  Dolphin Bay ...............................................................170 
  The Rookeries.............................................................170 
  M’Nor.........................................................................171 
  The Alusian Ocean/The Gulf of Brunei.......................171 
  The Unicorn River......................................................171 
  Chub’s Bay/Haven/Landfall........................................171 
  XII. APPENDICES.........................................................172 
  Tactical Display......................................................173 
   
  
  PAGE 6 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  I. INTRODUCTION 
  The genre of fantasy literature stems from the myths of our fathers. The 
  marvellous creatures and strange sorceries of legend are part and parcel of that 
  genre. Hardly anyone in the Western world has not been exposed to some 
  element of fantasy, be it fairy tale, classical myth, or J.R.R. Tolkien’s estimable 
  Lord of the Rings. There are many reasons for the widespread appeal of fantasy, 
  the most compelling of which is its uncomplicated nature. Good and evil are 
  readily distinguishable, and the hero invariably confronts the villain. It is all too 
  easy to imagine oneself, clothed in exotic garb, wielding a magical sword, 
  vanquishing the sinister sorcerer. Small wonder, then, that fantasy roleplaying 
  games, which allow a person to play the part of that hero, are so popular today. 
  What is Roleplaying? 
  When you were a child, you probably played spontaneous, informal games in 
  which you pretended to be a policeman, an Indian, a parent, or a pirate. You 
  imagined what these mysterious and powerful people were capable of, and then 
  you acted out scenes with your friends. There was no winner or loser, everybody 
  won by getting the thrill of pretending to be another person. These games of 
  “make-believe” had no real rules, no structure, and no equipment. They depended 
  solely upon the imagination of the players to keep them lively and interesting. 
  Much of the wonderful, imaginative experience and free play of these childhood 
  games can be found in their adult counterpart—roleplaying games. A roleplaying 
  game is also one in which you pretend to be someone, but the ‘someone’ is very 
  detailed in abilities, physical description, and nature. In fact, characters in 
  roleplaying games are as detailed as the characters in a major novel. These 
  characters inhabit a world, which is also very well described. In a fantasy 
  roleplaying game, such as DragonQuest, the world is one of magic and monsters, 
  quests and spells, and all the romantic colour of an imaginary time and place 
  reminiscent of early medieval Europe. 
  A live player plays each active character in the game. There are many other 
  characters and monsters, all of whom are operated by the game master. The game 
  master is a combination of referee, storyteller, and ‘hand of fate’. He keeps the 
  story unfolding by telling the players what is happening and judging the results of 
  any actions the players take. He has a very free hand to interpret the situation as 
  he sees fit within the guidelines of the rules. The game master usually works 
  from a prepared story synopsis called an adventure. This is the setting of the story 
  and something of a general script outline for the course of the action. It also can 
  contain maps and tables of information on the area and its inhabitants. This 
  adventure is a tool for the game master and is not directly used by the players, 
  although the players will actually create the detail and action of the story by the 
  decisions they make as they participate in the adventure. 
  An Example of Roleplaying 
  In a roleplaying session, the players (usually two to six people) sit around a table 
  with the game master at the head. Sometimes the adventure can be played 
  through in one sitting but, more typically, the players will meet a number of times 
  to finish the adventure. Adventures can be strung together and players play the 
  same character from game to game in a roleplaying campaign. Their characters 
  will grow or diminish in strength, ability and wealth. Throughout the entire 
  experience, the game master creates the world through which the characters 
  travel, by interacting with and prompting the players. 
  Here is a brief sample of a typical roleplaying exchange: 
  Game master (GM): Your characters are seated around a table in a very dingy 
  tavern, drinking mead, when a hooded figure enters, approaches the bar, and 
  orders a tankard of ale. 
  John [playing Delion]: What does he look like? Can we see any details of his 
  face? 
  GM: No, the hood covers his features. He appears to be avoiding eye contact 
  with anyone but the bartender. 
  Delion: I will go over to the bar, activating my magical talent of Sensitivity to 
  Danger, and take the place next to him. 
  GM: He begins to move away from you. 
  Delion: I speak to him and say, “Sir, your robe appears to be torn. Has your 
  journey been a hard one?” 
  GM [playing the NPC, Argotac]: He turns to you, his eyes glowing with an eerie 
  amber light, and says: “Young man, my travels are none of your business, and 
  your inquisitiveness may cause you harm if you continue.” 
  Delion: What is my talent telling me? 
  GM: This man (if he is a man) radiates danger. 
  Delion: I return to my table, joining my companions, while continuing to watch 
  his movements. 
  GM: After drinking for about half an hour, he leaves. 
  Delion: My companions and I will follow him. 
  This very simple, edited version of an encounter in a tavern with a non-player 
  character (NPC) may lead to an adventure which could place the character’s very 
  life in danger. The chance to be bold and brave without any real world 
  consequence is one of the fascinations of roleplaying. 
  There is also the fun of assuming the role of a powerful or outrageous character 
  very different from your real-world self. The exhilarating experience of the 
  power of one’s own imagination is terrifically entertaining and engrossing. 
  Roleplaying is a very social experience as well. People can use their roleplaying 
  identities to interact with one another in ways that are usually impossible. You 
  can come to someone’s rescue. You can sell them the key to their quest—or you 
  can sell them out! In particular, the game master has the chance to influence the 
  very fate of the other players—how often do you get to tell a friend that he has 
  found a fortune or been eaten by a dragon? 
  The DragonQuest System 
  Fantasy roleplaying, as a way to spend one’s leisure time, has come of age in the 
  last five years. Since the days when a small group of devoted die-hards first 
  uncovered an enjoyable fantasy roleplaying game, the idea has attracted an 
  ever-growing body of people whose divergent tastes demand innovative and 
  original new works. Thus, enter DragonQuest. 
  Three general themes guided the design and development of DragonQuest and 
  make this game different, and an improvement on other roleplaying games. First, 
  DragonQuest was designed to impose as few artificial restrictions on the game 
  master (GM) as possible. For example, a character is not limited to a particular 
  group of abilities (known in the genre as a ‘character class’). A character class 
  imposes certain arbitrary restrictions upon a character, forcing him or her into 
  moulds, which have to fit, regardless of the inclination of the player. These 
  classes came into being in other games as balancing tools, to make it just as 
  advantageous to be a human fighter as to be a dwarven priest. In order for a 
  character in a DragonQuest world to have as much freedom of choice as possible, 
  anyone can be anything. Of course, the player who tries to have as versatile a 
  character as possible will be correspondingly handicapped when he tries to rise in 
  power. The important effect of this theme is that any character from the pages of 
  fantasy literature can be re-created (in game terms) without causing aberrations in 
  the game system. 
  Second, almost all creatures and magics are drawn from sources existing in myth, 
  legend, or literature. We do not pretend that our fantastic inventions can compete 
  with those reaching across the gulf of time to us, being the stuff of our heritage. 
  Rather, we have attempted to imbue as much verisimilitude as we could, to allow 
  those who play DragonQuest to live on a gaming table those worlds they have 
  only been able to vicariously experience before. The fantasy of northern Europe 
  is prevalent in these rules, because it is the common reference point shared by 
  most of the people who will play DragonQuest. When a specific mythic creature 
  or type of magic is reproduced, it is given all the characteristics ascribed to it in 
  legend. When discussing the imaginary, brief mentions were often thought to be 
  sufficient; in such cases, we try to explain as best we can. The few liberties taken 
  were to fill the logical ‘holes’. Norse legend and the Lesser Key of Solomon (to 
  name but two examples) are not entirely compatible. We have attempted to give 
  the game master a solid base to which he may add his own or other cultures’ 
  legends and magics. 
  A third concept in mind during the design process was to maintain the game’s 
  flexibility, and allow the game master and players to expand on the original rules. 
  The modular presentation of skills and magic colleges makes the introduction of 
  new ideas easy; adding a new skill or college does not necessitate changing the 
  original ones. 
  Rules and the Game Master 
  A point that should be emphasized is that printed rules are a framework for 
  assuming the role of a person in a fantasy world, and cannot possibly cover every 
  aspect of living. In every adventure, situations will arise in which the game 
  master will be called upon to interpret or add to the rules. This may seem to be an 
  obvious statement to those readers who are veteran roleplayers, but for those to 
  whom this game is a first experience, it is a concept not to be glossed over. 
  While the rules as written are playable, they may not suit everyone’s taste. Some 
  may be too complex, and some may not be complex enough (the desires of 
  roleplayers are many and varied). The game master is empowered to change 
  whatever he wishes (with the mutual consent of his players) in order to make the 
  game more enjoyable for all concerned. In order to make these decisions fairly, 
  he must know the entire body of rules thoroughly and have a keen sense as to 
  what is good for his campaign. The first attribute can be easily attained; the 
  second requires experience and an acute awareness of his players. 
  The game master must be fair and impartial at all times, and never lose sight of 
  the fact that he is a referee. Within the framework of the rules, he objectively 
  determines the results of the players’ actions. The players act out their part as if 
  their characters actually existed in the world the game master has created. The 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 7 
  game master is a master storyteller, a weaver of tales which deal with those 
  themes aforementioned: fairy tale, myth, and fantasy. This job may, at first 
  glance, seem both mammoth and unattractive. It is, however, one of the most 
  enjoyable gaming experiences this author and many other individuals have ever 
  found. While the players act out the parts of their characters, the game master 
  gets to act out the parts of everyone else who inhabits his world—shopkeepers, 
  evil wizards, dragons, and giants. Along with playing these parts, the game 
  master is the referee of all the actions that occur; his impartiality is assured by the 
  absence of a game persona directly identified with him. 
  A Note on Dice 
  It is strongly recommended that the game master and players have an adequate 
  supply of ten-sided dice, which are used to resolve numerous game functions. 
  These dice are readily available at game shops. If you have no suitable dice, a 
  pack of common playing cards may be used. Extract and shuffle the Ace through 
  10 of both a red and a black suit and draw from these at random as required by 
  the situation you are resolving (see rule 2.6). 
  Rounding Conventions 
  Sometimes the rules will call for numbers to be rounded up or down to the 
  nearest whole. Unless specifically stated otherwise, always round to the nearest 
  whole number except in the case of exactly .5, in which case round up. 
  
  PAGE 8 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  II. HOW TO PLAY THE GAME 
  DragonQuest is a fantasy roleplaying game. In a roleplaying game, a player is a 
  character in another world. Unlike a conventional game, the players do not sit 
  around a board and move pieces. The players sit in a semicircle about the game 
  master, each with only a sheet on which is recorded information about his 
  character. The object of a roleplaying game is not for an individual player to win 
  (in fact, there is no winner), but to enjoy a stimulating interchange between the 
  players as characters and the game master (GM). 
  The game master plots the background for an adventure, invents a segment of a 
  fantasy world, and plays the part of every being not represented by another 
  player. The game flows as a result of give and take between the game master and 
  the other players. The game master informs the players of the situation in which 
  the characters find themselves, the players tell him what their characters are 
  doing, and the game master in turn tells the players what happens in response to 
  their characters’ actions. 
  DragonQuest can be played in two ways. The first is as an individual session. If 
  played this way, the players are taking characters for one play session only, and 
  are trying to complete a mission of limited scope. The players are not interested 
  in a full-fledged roleplaying game in this case. It will be sufficient to be a team 
  with a common goal just this once. However, DragonQuest is best played as a 
  campaign. The game does not end at the conclusion of one of the players’ get-
  togethers. A player roleplays the same character until the character dies. During a 
  campaign, a character’s personality should become more and more evident as he 
  is granted a fief, gets married, declares blood-feuds, etc. A campaign continues 
  indefinitely, until the players either become separated in the real world, die or 
  (heaven forbid!) lose interest. 
  1. General Course of Events 
  The following is an informal sequencing of the order in which the game master 
  should cause events to occur. What is written here is not intended to supplant any 
  of the rules in the related sections of the rules. This cycle (A. through C.) is 
  repeated indefinitely, as long as the campaign lasts. 
  A. Pre-Adventure Activity 
  The game master is responsible for preparing an adventure before he and the 
  players game it out. 
  [1.1] Adventure Rationale. 
  The game master must decide what options he is going to present to the players. 
  This can be done as a series of questions posed to himself: What are the players 
  supposed to accomplish? Where are they supposed to go? Who (or what) is their 
  adversary? How are they supposed to find out about their mission? Is any 
  particular non-player character interested in this mission? How much information 
  should the game master tell the players? 
  [1.2] Map Adventure Area. 
  The game master must map the land or sea area in which he expects the player 
  characters to travel (see rule 151.3). This must include the area between the 
  characters’ current location and their destination, and should take in a sizeable 
  portion of the surroundings. The game master must also plan the interior of any 
  structures that will figure prominently in the adventure. 
  [1.3] Record Adversary Information. 
  The game master must prepare a listing for each of the beings directly opposing 
  or obstructing the completion of the player characters’ mission (see rule 131.). 
  Additionally, he must prepare listings for a few miscellaneous encounters, which 
  can be picked at random when the characters are due to meet something other 
  than their ultimate foe. The game master will probably wish to append some 
  notes to the descriptions of the characters’ adversaries. 
  [1.4] Record Update. 
  The game master checks that all Character Records are current and that any new 
  entries have been figured correctly, if he has not done so already. He writes any 
  data about the characters that their players are not supposed to know in his 
  private campaign record. 
  B. Adventure Activity 
  The players engage in some initial preparation, and then they play out the 
  adventure with the game master. 
  [1.5] Generate New Characters. 
  Any player without a character must generate a new one; any player with a 
  character may generate a new one. There is no limit to the number of characters 
  an individual player may have; however, a player may never control more than 
  one character at a time. Someone who likes variety might choose to rotate five or 
  six characters on consecutive adventures. The game master should strictly limit 
  the interaction between multiple characters controlled by the same player. 
  [1.6] Organization of a Party. 
  The players must choose a leader. They must also inform the game master of 
  which non-player characters they wish to accompany them on adventure; the 
  game master, in turn, tells the players who is willing to accompany their 
  characters. Any purchases for the upcoming adventure are made at this point. 
  [1.7] Determine any Contractual Arrangements. 
  The players, representing their characters, and the game master, representing any 
  non-player characters, haggle to decide how any booty will be split. The standard 
  Adventurers’ Guild contract is suggested (see rule 153.4). 
  [1.8] Trek/Wait Stage; [1.9] Encounter Stage; [1.10] Chase Stage; 
  [1.11] Tactical Stage. 
  See rule 154. 
  C. Post-Adventure Activity 
  The players and the game master wrap up the adventure, and the players decide 
  what to do with their characters. 
  [1.12] Experience Point Awards. 
  The game master awards the characters Experience Points, depending on each 
  player’s performance during the adventure (see rule 160.). 
  [1.13] Appeals. 
  A player who objected strenuously to a decision of the game master has one last 
  chance to try and change the game masters mind. All decisions are final past this 
  point. 
  [1.14] Upkeep Level. 
  The players inform the game master of how much their characters will spend on 
  upkeep per week, until the next adventure begins or the character goes broke (see 
  rule 159.3). 
  [1.15] Allocation of Time. 
  Each player informs the game master how his character will use the time between 
  adventures. This is especially important for increasing ability ranks and acquiring 
  new abilities. 
  [1.16] Solo Adventures. 
  If a player wishes his character to undertake any action which requires the 
  attention of the game master, he and the game master play it out at the game 
  masters convenience. 
  [1.17] Experience Point Expenditures. 
  If the player wishes to increase the Rank or value of an ability, skill or 
  characteristic, he must have sufficient Experience Points in his character’s 
  Experience Point Bank and have his character perform all prerequisites 
  successfully (see rule 161.). He so informs the game master, and a change is 
  made on his Character Record. 
  [1.18] Calendar Update. 
  The game master marks off the passage of game time on his calendar (see rule 
  152.1). 
  2. Requirements for Play 
  The players must have certain equipment and knowledge of the basics of the 
  game before they can play DragonQuest. The game master requires additional 
  material and, of course, a thorough familiarity with the rules. 
  [2.1] The rules are intended to guide, not restrict, the game master. 
  The flavour of each and every roleplaying campaign is heavily influenced by the 
  knowledge (or lack thereof) and prejudices of the game master who runs it, no 
  matter what set of ‘rules’ are being used. Some game masters emphasize combat 
  in their worlds, some magic, some monsters, some wilderness adventures, and 
  some dungeon expeditions. The rules of any game are simply a common set of 
  guides for both the players and the game master so they may speak the same 
  language and have some common base from which their ideas may spring. Game 
  masters should feel free to add or delete any of these rules with the understanding 
  that he does so at his own risk in terms of play balance and systems integration. 
  Since the game master is the final arbiter of these rules, most rules questions 
  should be answered by him. 
  [2.2] A Tactical Display is used in conjunction with the Combat rules 
  (see rule 18.). 
  A Tactical Display is used to portray a variety of terrain and interior features that 
  can affect combat between characters, monsters, and non-player characters. The 
  display is overlaid with a hexagonal grid to regulate the movement and 
  positioning of the playing pieces. Each hexagon (or hex) equals 5 feet of terrain 
  from side to side. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 9 
  [2.3] The figures occupying the display are either miniatures, 
  cardboard counters, or other suitable markers. 
  Most often, roleplayers use metal miniatures (available from many hobby stores) 
  to represent their character while he occupies the display. If these are unavailable 
  or undesirable, cardboard counters (such as those used in board games) are 
  equally useful, if not as picturesque. In a pinch, such markers as chess pieces, toy 
  soldiers, or other small items (dice of different colours often work well) may be 
  substituted without affecting play. The game master will need markers of some 
  kind to represent any monsters or non-player characters also occupying the 
  display. Doors, chairs, walls, trees, windows, fireplaces, chests, and other items 
  of importance will also have to be represented. A combination of small markers 
  and lightly drawn-in features will solve most of these problems. A note should be 
  made of any ambiguous item or drawing. 
  [2.4] Percentile dice will be needed by both the players and the game 
  master. 
  At least one set of two ten-sided dice are needed for play, and it is most desirable 
  to have several sets available at all times. The game master will need to have his 
  own set with which to roll those checks he needs to keep hidden from the prying 
  eyes of players. With a group of players numbering three or more, any combat 
  situation will have many die rolls happening in rapid succession, and play will be 
  greatly slowed if each player has to reach across the table for the only available 
  set of dice. 
  [2.5] The players must provide themselves with some miscellaneous 
  play aids. 
  • 
  Each player must have a copy of the Character Record for each of his 
  characters. It is suggested that all numerical values be recorded in pencil, and 
  the rest of the entries in pen. 
  • 
  The game master must have a copy of the Adventure Record. The players 
  should fill this out before the adventure begins. 
  • 
  The game master should have a copy of the Strategic Map Hex Grid on 
  which the area over which the characters are going to adventure may be 
  drawn. 
  • 
  The game master must have either graph paper or copies of the Strategic 
  Map Hex Grid if he is to draw any structure plans. 
  • 
  Each player must have some readily identifiable marker to represent his 
  character on the Tactical Display. This marker must have an unambiguous 
  front and back, for the purpose of determining facing during combat. 
  • 
  Scrap paper, pens and pencils will also be needed. 
  [2.6] The abbreviation ‘D’ stands for ‘die’ or ‘dice’. 
  A jargon for the number of dice rolled has been established in the roleplaying 
  hobby, and this jargon is used throughout the rules. When the players are told to 
  roll ‘D10’ or ‘1D10’, this means one of them is to roll a single ten-sided die 
  (since the die is only marked 1 through 0, this will yield a digit between 1 and 0). 
  ‘2D10’ would direct the players to roll two ten-sided dice and sum the results, 
  etc. Note that when a dice code is suffixed with ‘D10’, any result of ‘0’ (zero) on 
  a die is treated as a ‘10’. 
  Example: Two rolls of ‘0’ would equal 20 (twenty) when the players are directed 
  to roll 2D10. 
  ‘D100’, ‘1D100’ or ‘percentile dice’ would direct a player to roll two ten-sided 
  dice of different colours, treating one as the first digit of a two-digit number, and 
  the other as the second digit. 
  Example: If a player rolls a ‘3’ on the first die and a ‘9’ on the second die, the 
  dice-roll would be ‘39’. 
  Note that a roll of ‘0’ on the first die could not be interpreted without the use of 
  the roll on the second die. If the roll on the second die is 1 through 9 (e.g., 07), 
  the roll is treated as the appropriate number 1 through 9. However, if the roll on 
  the second die is ‘0’ giving a result of ‘00’), then the result is treated as 100 (one 
  hundred). 
  If a dice code is followed by a positive or negative number (e.g., D10+3, 
  2D10-4), add or subtract the number as indicated to or from the dice roll. 
  Example: 2D10-1 would direct the players to roll two ten-sided dice and subtract 
  one from the sum of those rolls (to obtain the result). 
  Sometimes, an addition to, or subtraction from, a die or dice roll is referred to as 
  a modifier. All modifiers affect a 1D10 die roll. 
  Example: A “+4” modifier equals “D10+4”. 
  When instructed to roll a D5, the player should roll a D10 and halve the result, 
  rounding fractions up. 
  [2.7] The roll on a single, or percentile, die roll may never be 
  modified below 1. 
  Therefore, the result of 2D10 can never be less than 2, the result of 3D10 never 
  less than 3. 
  [2.8] The game master is advised to keep some information, 
  particularly dice rolls, secret during adventure. 
  Suggestions are made throughout the rules as to who should roll dice in a 
  particular situation, but the game master has the final authority in this matter. 
  Where the very act of rolling dice may give the players more information than the 
  game master wishes them to know, he should intersperse relevant dice rolls with 
  meaningless ones to confuse them. The game master should set up his playing 
  space so that the players cannot see his records or the results of any die he rolls. 
  This can be achieved by using a cardboard screen (GM Screen) that has useful 
  tables printed on it, and thus is readily accessible by the game master when 
  needed. 
  
  PAGE 10 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  III. GAME TERMS 
  The game terms unique to Magic and Combat are summarized in rule 16. and 
  rule 41. 
  Ability: Any single talent which a character can perform. One spell or ritual is a 
  single ability. 
  Adventure: Whenever the player characters organize themselves into a party and 
  seek to fulfil a mission, they are on adventure. 
  Campaign: A series of adventures run by the same game master, presumably 
  with some duplication of players present on the separate adventures. 
  Characteristic: A numerical value which describes a facet of a character’s 
  physical or emotional make-up (see rule 3.). 
  Encounter: Any time the player characters meet a non-player character or 
  monster not in their party, it is termed an encounter. 
  Experience Point: The basic unit of exchange for improvement in abilities, skills 
  or characteristics. Experience Points are earned at the conclusion of an adventure 
  for the player character’s performance during the adventure. A character keeps 
  Experience Points in his Experience Point Bank (on the Character Record) until 
  he uses them for gain in any Skill, Spell, Weapon, etc. 
  Game Master, GM: The referee, or moderator, of the game. 
  Game Time: The speed at which time passes in the alternate world, relative to 
  the time in the real world (see rule 152.1). 
  Leader: The player nominated to be the speaker for the party. Several privileges 
  are accorded to his character for the extra book-keeping responsibility he 
  assumes (see rule 153.1). 
  Mission: The goal the characters wish to achieve to conclude their adventure. 
  Alternately, what must be accomplished to complete that goal. 
  Monster: Any being of a race from which a player character cannot come is 
  termed a monster. 
  Non-Player Character, NPC: Any being of a race from which a player character 
  could come (and which is controlled by the game master) is a non-player 
  character. 
  Rank: A numerical expression for character’s (or monster’s) aptitude in a skill or 
  ability. The greater the Rank, the better the character (or monster) is at the ability 
  or skill in question. 
  Party: The player characters and the accompanying non-player characters on an 
  adventure are collectively known as the party. 
  Player Character: The analogue for a player in the alternate world. The 
  amalgam of player and character (i.e., when an action is simultaneously taking 
  place in both worlds) is also referred to as the player character. 
  Session: The time during which the game master and all players partaking in a 
  given adventure spend together is known as one session. 
  Skill: A skill is a collection of interrelated abilities which are almost always 
  learned together (see section VIII.). 
  Success Percentage: When a character has a chance of doing a particular task 
  properly, the dice range in which he succeeds at the task is termed the success 
  percentage. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 11 
  IV. CHARACTER CREATION 
  A player assumes the role of a character. The player develops the personality of 
  his character during adventures: the character’s needs, foibles, and ethos are 
  revealed through interaction with the other players’ characters and the creatures 
  represented by the game master. The manner in which the character’s personality 
  develops will undoubtedly be affected by that character’s characteristics. A 
  characteristic is a measure of a facet of the character’s physical or mental makeup 
  which the player does not invent. 
  Every human character begins play at the age of 18 years (if the game master’s 
  world revolves around its sun during a period of time not equal to 365 days, he 
  should convert from earth years to his own). A non-human character begins play 
  at a corresponding age for his race. At that age, the character’s body has matured 
  enough so that age will not alter his characteristics. The character does have some 
  of his life already behind him; the memories of those times must be supplied by 
  the player, but any monies and experience accumulated are the character’s to 
  spend. 
  A player must keep track of the statistical data (e.g., characteristics) concerning 
  his character. A model Character Record, on which all pertinent information may 
  be recorded, is provided with this rulebook (see Appendices). The game master 
  may choose to use a different recording form, or modify the one provided to suit 
  his tastes. Whichever the case, the game master must be provided with a 
  complete and current character record for each player’s character. The game 
  master can then verify the information on each record, or make corrections where 
  necessary. Each player should also have a copy of his own character’s record, 
  though as play goes on, the two records will differ (the game master will, in all 
  probability, note something about a character that he does not want the player to 
  know, such as a curse). 
  3. Description of Characteristics 
  The player must generate or assign values to each of his character’s first eight 
  characteristics (see rule 3.1 through rule 3.8.). The game master may also choose 
  to introduce optional characteristics, including Physical Beauty (described in 
  these rules), Height, Weight, Sex Drive, and anything else that comes to mind. 
  The proliferation of such indices, while providing a player with a clearer picture 
  of his character, will require extra book keeping. 
  The first six characteristics are primary characteristics. Primary characteristics 
  may be increased temporarily by magic or permanently by the expenditure of 
  experience, and may be decreased temporarily by magic or permanently by injury 
  to the character. All other characteristics, whether or not optional, are secondary 
  characteristics. The manner in which a secondary characteristic may be changed 
  will be covered in the appropriate rule. A ‘temporary’ change indicates an 
  increase or decrease of limited duration to the value of a characteristic; a 
  ‘permanent’ change indicates an increase or decrease of indefinite duration to the 
  value of a characteristic. Adventurers in a world of magic can expect to be in a 
  state of flux for most of the time. 
  Generally, a high characteristic value indicates a character’s ability to perform a 
  certain task well, while a low value indicates a relative lack of such ability. A 
  characteristic’s effect is almost always translated into numerical terms for the 
  purposes of resolving action during play. 
  Though characteristics are relatively fixed, a player retains total freedom of 
  choice for his character. When a player shapes the personality of his character, he 
  will probably wish to account for some of the character’s more extreme 
  characteristics. For instance, if a character with an extremely low Physical 
  Strength value decided to specialize in magic, he might compensate for an 
  inferiority complex developed during adolescence (due to constant bullying) by 
  choosing spells of destruction. The spells would, of course, allow that character 
  to stand off the would-be Conans (refer to R.E. Howard’s classic stories) of his 
  world. A character with a high value in Agility might indulge in frivolous sports, 
  because of his natural talent in such activities. Remember, the greater the care 
  taken when characterizing, the more ‘real’ that character becomes. The player 
  should strive for consistency in developing facets of his character’s emotional 
  make-up. 
  [3.1] Physical Strength is a measure of a character’s muscle 
  coordination and strength. 
  The Physical Strength characteristic represents the brute force a character can 
  exert from the thews of his arms, the thrusting power of his leg muscles, and his 
  lift and weight capacity (using leg, back, and stomach muscles). 
  [3.2] Manual Dexterity is a measure of a character’s digital control. 
  The Manual Dexterity characteristic represents the character’s hand-to-eye 
  coordination, the speed at which he may perform a complex task with his hands, 
  and his ability to manipulate his hands. 
  [3.3] Agility is a measure of a character’s ability to manoeuvre his 
  body and the speed at which he moves. 
  The Agility characteristic represents the character’s litheness of body, the speed 
  at which he may run, and his ability to dodge with or contort his body. 
  [3.4] Endurance is a measure of the punishment a character’s body 
  can absorb before he becomes unconscious, sustains mortal wounds, 
  or dies. 
  The Endurance characteristic represents the character’s capacity to sustain 
  wounds, his resistance to disease and infection and his rate of recovery from 
  same, and directly affects his ability to overexert himself. 
  [3.5] Magic Aptitude is a measure of a character’s ability to harness 
  and direct magical energies. 
  The Magic Aptitude characteristic represents the character’s control over the flow 
  of mana (the stuff of magic) from another dimension, and his ability to remember 
  arcane rituals and information. 
  [3.6] Willpower is a measure of a character’s control of his mind 
  and body especially in stress situations. 
  The Willpower characteristic represents a character’s ability to resist the 
  imposition of another’s will upon his own, and the degree to which his will can 
  be used to counter his instincts (when, for instance, he might be attempting an 
  action which may be suicidal). 
  [3.7] Fatigue is a measure of the length of time that a character can 
  sustain activities requiring a great deal of physical or mental 
  exertion. 
  The Fatigue characteristic represents the number of potentially serious wounds 
  the character can turn into minor cuts and bruises by adroit or random 
  manoeuvring in combat, the mental energy he can use to cast spells, and the 
  degree to which he may exert himself before becoming exhausted. 
  Fatigue value may be increased permanently by the expenditure of Experience 
  Points, and temporarily by magic. 
  [3.8] Perception is a measure of a character’s intuition developed as 
  a result of his experience. 
  The Perception characteristic represents the character’s ability to note 
  peculiarities in a given situation (e.g., recognize an ambush), his ability to deduce 
  a people’s habits or customs from scant information, and his ability to gauge the 
  fighting skill of another person or monster. 
  Perception value may be increased or decreased temporarily, as a result of a 
  character’s performance during an expedition, and may be increased permanently, 
  through the expenditure of experience. Magic, drugs, and the character’s 
  condition may cause a temporary increase or decrease in the Perception value. 
  [3.9] Physical Beauty is a measure of a character’s exterior 
  attractiveness (or repulsiveness), as perceived by a member of a 
  humanoid race. 
  Physical Beauty is an optional characteristic representing a character’s 
  appearance compared to the aesthetic standards of his society and race. A 
  character with a high Physical Beauty value will be a pleasing sight to a member 
  of any of the races described in section VI., though reactions will vary by race. 
  Example: A female halfling would find a male halfling with a Physical Beauty of 
  23 sexually stimulating, while a female human would think that the same halfling 
  is extremely cute. 
  Physical Beauty is in no way a reflection of a character’s personality. A member 
  of the opposite sex might be smitten by a character with a high Physical Beauty 
  value, but the smitten character’s subsequent reactions would probably be 
  governed by the beautiful character’s personality. 
  The Physical Beauty values for monsters describe how that monster appears to a 
  character, and not to another monster of the same race. This distinction is made 
  because there is a greater incidence of character-to-monster than monster-to-
  monster interaction, from the perspective of the players. Physical Beauty may be 
  increased or decreased temporarily by magic, and decreased permanently by 
  disfigurement. 
  4. Effects of Characteristics 
  The different characteristics do not cover every facet of a character’s 
  performance on an adventure. 
  The game master relies upon characteristics only when a player attempts a 
  physical or magical action for which character-game master interaction will no 
  longer help decide the outcome. If the character must exercise his intelligence or 
  wisdom (to name a few facets of his personality not included in characteristics), 
  the player must provide the action or conversation for his character. 
  [4.1] If a character attempts a feasible task not specifically 
  explained in a rule, the game master derives a percentage chance of 
  the character succeeding. 
  When a player declares that his character will attempt a task which the game 
  master acknowledges as dependent upon a particular characteristic, the game 
  
  PAGE 12 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  master assigns the task a difficulty factor. This difficulty factor will be a number 
  from .5 (one-half, most difficult) through 5 (least difficult). The greater the 
  difficulty factor value, the easier a task will be to perform. 
  The game master multiplies the difficulty factor by the appropriate characteristic, 
  arriving at the percentage chance of the character per-forming the task. He then 
  rolls D100, and if the roll is less than the percentage, the character has 
  successfully performed the task. If the roll is equal to that percentage, the 
  character will succeed if immediately aided by another character (if applicable). 
  If the roll is greater than the percentage, but not greater than the percentage plus 
  the relevant characteristic, the character has failed without injury to himself (if 
  injury is at all avoidable). If the roll is greater than the percentage plus the 
  relevant characteristic, then the character has failed and may have injured 
  himself. The game master may wish to determine the extent of the injury by how 
  much the roll exceeds the percentage plus the characteristic. 
  When one character aids another (because the D100 roll was equal to the latter’s 
  characteristic times the difficulty factor), the aiding character’s value in the 
  relevant characteristic must be at least 15 or equal to or greater than the aided 
  character’s value. 
  Example: Rolf the Barbarian informs the game master that he wishes to burst 
  open a solid-looking oaken door which has temporarily stymied the party. He 
  proposes to use his trusty great axe to batter the door down. 
  The game master, who knows that the door is buttressed by an iron bolt on the 
  reverse side, assigns it a difficulty factor of 2.5. Rolf’s Physical Strength is 20, so 
  if the game master rolls a 49% or less(2.5×20=50), the door bursts asunder (and 
  any traps will probably be set off). If the roll is exactly 50%, the door will be held 
  by the iron bolt, unless Rolf’s good friend, Tedric Ironthews (Physical Strength 
  18), takes his mallet to the door. 
  If the roll is from 51-70% ([2.5×20]+20=70), the door withstands Rolf’s assault. 
  If the roll is 71% or greater, results will vary from the great axe being damaged or 
  broken to Rolf receiving a jarring shock (he hit the iron bolt directly) to Rolf 
  suffering Damage Points as oak splinters penetrate his armour. The result 
  depends on the game master’s discretion and how great the roll is. 
  The chance of failure is always equal to at least 30% minus the relevant 
  characteristic, and a roll of 100 always causes failure. 
  Example: If the applicable value is 23, then a roll of 94% or greater (30-23=7; 
  there is a 7% chance of a number from 94-100 being generated) will cause the 
  character to fail at his task, regardless of what the percentage chance of success 
  may be. 
  The following sample tasks are provided so that game masters may establish their 
  own guidelines. 
  Physical Strength: Opening doors and lifting heavy objects will be the two most 
  common tasks tied to Physical Strength. Consider the sturdiness of the door and 
  the implement being used to open it for the former, and consider the weight and 
  bulk of the object plus the purchase afforded the character for the latter. 
  Manual Dexterity: Consider the delicacy of the task when a character seeks the 
  careful manipulation or removal of an object. 
  Agility: Consider the sturdiness of the structure being crossed or climbed and the 
  ease with which the character may balance himself when attempting to cross or 
  climb a poorly-anchored structure. 
  Endurance: Consider how tired the character already is and how exhausting the 
  upcoming task if the character wishes to push his body to its limits. If more than 
  one character is attempting a task which the game master will resolve using these 
  rules, he may reduce the difficulty factor if their combined efforts surpass those 
  of one. If the task requires a co-operative effort, the difficulty factor remains the 
  same. In either case, the lowest-valued characteristic among the performing 
  characters is the multiplier. 
  If more than one character is attempting a task which the game master will 
  resolve using these rules, he may reduce the difficulty factor if their combined 
  efforts surpass those of one. If the task requires a cooperative effort, the difficulty 
  factor remains the same. In either case, the lowest-valued characteristic among 
  the performing characters is the multiplier. 
  [4.2] The only magic task not described in the rules which may be 
  attempted by a character is a feat of minor magic. 
  Minor magic is best performed by a member of a Magical College. Therefore, a 
  character’s ability to perform minor magic is governed by his Magic Aptitude 
  value. 
  A feat of minor magic is generally performed to entertain rich, royal, or towns 
  folk. Such a feat can also gull the credulous. Minor magic includes the tricks used 
  by the prestidigitators and conjurors of fantasy literature. 
  Minor magic may be employed by any caster, regardless of his collegiate 
  affiliation. No one may be directly harmed by the use of minor magic, although 
  an adroit caster might conceive a trap making use of minor magic. If a being 
  wishes to resist minor magic, his magic resistance is increased temporarily (see 
  rule 47.). 
  There are three types of minor magic. The glamour, a spell of minor illusion, can 
  be used to create simple images that glow with faint luminescence. A caster 
  could, for instance, appear to be juggling coloured balls of light though use of a 
  glamour. The cantrip, a spell of small transformation or apportation, can be used 
  to recreate some of the spells ascribed to imps. A caster could sour beer, cause 
  candle flames to gutter, or make small objects disappear down his sleeve to any 
  other place on his person. The trance, a hypnotic spell, can be used to remove 
  minor inhibitions temporarily or to cause a person to perform a harmless task. 
  The caster of such a spell must engage his subject through traditional means; i.e., 
  he must lull the subject into trance by engaging the subject’s concentration upon 
  the rhythmic movement of a small object. If, for instance, a woman with prim 
  demeanour were rather attracted to a male caster, the caster could not cause the 
  same woman to run naked through a deserted street at night, if the nudity taboo of 
  her culture was as strong as that of most cultures. 
  The casting of a minor magic spell costs the Adept one Fatigue Point, whether the 
  spell is successful or not. The procedure described in rule 4.1 is used to resolve 
  the spell. Magic Aptitude is the relevant characteristic. The difficulty factor value 
  should decrease as the spell becomes more ambitious. If the roll is greater than 
  the sum of the success percentage plus the value of the character’s Magic 
  Aptitude, then the spell result should manifest itself in a manner decidedly 
  different from the Adept’s intention. 
  [4.3] The information given the players by the game master will 
  sometimes depend upon a player’s Perception characteristic. 
  A character will often have to rely upon his intuition and his powers of 
  observation at crucial junctures during an adventure. The game master can 
  recreate a character’s interpretation of events or of a tableau in front of him by 
  deriving a percentage chance (of the character understanding the situation 
  properly) from one character’s Perception value. The game master should use this 
  procedure to dictate what he will tell the players only when the particular clue or 
  piece of information is not deducible from verbally relayed data. 
  The game master should, for example, inform the players that the ellipsoid 
  symbol on the robes of the tall man approaching them probably indicates that he 
  is a priest, since the circle is a religious symbol used throughout his world. 
  However, it would be up to the players to infer what happened when they see the 
  vampire with which their necromancer friend was so recently talking come out 
  the door, blood dripping from his mouth. 
  When the game master deems it appropriate to check a player’s Perception before 
  he answers a question, he either consults the Perception of the leader (see rule 
  153.1) or the character who is particularly suited to deduce information in the 
  current situation. The obscurity of the information sought determines the 
  difficulty factor. Multiply the character’s Perception value by the difficulty factor, 
  and roll D100. 
  If the roll is equal to or less than the percentage chance, the game master informs 
  the appropriate player of the correct information. If the roll is greater than the 
  percentage, but not greater than the percentage plus the character’s Perception 
  value, the game master will either inform the player that he is not sure or give 
  him a part (but not all) of the information. If the roll is greater than the 
  percentage plus the character’s Perception value, the game master will mix fact 
  with fiction; the greater the roll, the more erroneous the information. 
  The game master should not avail himself of this procedure constantly during an 
  expedition. He should use it when the players request more information than he is 
  willing to give them, when the characters venture into foreign places or lands or 
  meet alien people or races, and when a decision is necessary to speed play. 
  Remember that constant use of this procedure makes the outcome of the 
  adventure increasingly luck-dependent. A judicious game master will use the 
  procedure no more than once per hour (real time) during an expedition. 
  The game master will stint those players who constantly request use of the 
  Perception roll when it comes time for experience awards (see rule 160.). A 
  player who allows dice rolls to usurp the responsibilities of his mind deserves no 
  better. 
  [4.4] The effects of an optional characteristic must be determined by 
  the game master. 
  Whenever the game master introduces a new characteristic, he must define what 
  it represents and its effects. He may decide to change or add to the effects at a 
  later date; since a fantasy roleplaying game evolves with each campaign, such 
  adjustments are permissible as long as he informs the players. 
  Example: The game master requires each player to generate a Physical Beauty 
  value for their character. He announces that the characteristic will come into play 
  whenever the reaction of a humanoid non-player character must be gauged on the 
  Reaction Table. The dice roll will be modified by one for every 3 points 
  difference between 15 and the Physical Beauty value of the character with whom 
  the humanoid is conversing. The primary purpose for creating new characteristics 
  is to provide players with further reference points for their characters’ 
  personalities. 
  5. Characteristic Generation 
  The player randomly generates his character’s total Characteristic Points. He 
  assigns values, within specified limits, to each of his primary characteristics from 
  this point pool. The secondary characteristics are generated either randomly or as 
  a direct function of a primary characteristic, or they begin at a set number for all 
  characters. Some of the characteristics will be modified if the character is of a 
  non-human race. The player will not know the race of his character (unless 
  human) until all of his characteristics have been generated. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 13 
  The range of values for a characteristic will normally be between 5 and 25. A 
  value of 5 represents the minimum performance possible by an adventuring 
  character. 
  Example: A character with a Manual Dexterity of 5 would be extremely clumsy, 
  but not so inept that he could not be entrusted with a simple, though essential, 
  task. 
  A value of 25 represents the normal maximum performance, which may be 
  achieved by a human; a value of 26 or greater befits a superman. 
  Example: A character with a Physical Strength of 25 may not be able to bend 
  steel bars in his hands, but he does pretty well with bars of iron. 
  [5.1] Each player begins the game with a randomly determined 
  number of Characteristic Points from which to assign values to his 
  character’s primary characteristics 
  Each player rolls 2D10 and reads across the line on the Point Generation Table 
  below corresponding to the two dice total. The number of Characteristic Points 
  and Maximum value thereby obtained is noted on a piece of scrap paper. 
  2D10 
  Characteristic 
  Points 
  Characteristic 
  Maximum 
  2 
  81 
  25 
  3 
  82 
  25 
  4 
  83 
  24 
  5 
  84 
  24 
  6 
  85 
  24 
  7 
  86 
  23 
  8 
  87 
  23 
  9 
  88 
  23 
  10 
  89 
  22 
  11 
  90 
  22 
  12 
  91 
  22 
  13 
  92 
  21 
  14 
  93 
  21 
  15 
  94 
  21 
  16 
  95 
  20 
  17 
  96 
  20 
  18 
  97 
  20 
  19 
  98 
  19 
  20 
  99 
  19 
  [5.2] The minimum value that a player may assign to a primary 
  characteristic is 5, and the maximum value is determined by the 
  maximum for his characteristic point total (see rule 5.1). 
  Furthermore, a character may have only one characteristic equal to his maximum 
  value if that value is greater than 20, or may have up to two characteristics equal 
  to the maximum value if that value is 19 or 20. In either case, the character may 
  have up to two characteristics equal to one less than his maximum value and up 
  to three characteristics equal to two less than his maximum value. If a character 
  does not have a characteristic equal to his maximum value, he may increase the 
  limit of characteristics with a value one or two less than the maximum values by 
  one. 
  Similarly, he may ‘transfer’ an extra characteristic equal to two less than the 
  maximum value for either or both of his two characteristics equal to one less than 
  the maximum value; thus, if it were mathematically possible, a character could 
  have six characteristics equal to two less than the maximum value for his group. 
  Prior to dividing up his characteristic points, the player should give some thought 
  to what kind of character he wishes to be and what weapons, spells, and skills he 
  desires for this newly born individual. It is important to emphasize that in 
  DragonQuest, any character can choose any combination of abilities. Certain 
  weapons require a great deal of Physical Strength or Manual Dexterity and the 
  player should be sure to allot enough points in those areas to use the weapons of 
  his choice. All Magical Colleges require a minimum Magical Aptitude to join 
  (see rule 50.7) and the player should be aware of these restrictions. Most Skills 
  do not have any special requirements, but many give bonuses for exceeding a 
  minimum value in certain characteristics. The choice of race will also alter the 
  characteristic values, and the player must weigh all requirements and restrictions. 
  Example: A player begins with 88 points (maximum of 23) with which to assign 
  values to characteristics. He could choose Physical Strength of 23 (the maximum 
  value), an Endurance and Willpower of 22 (his two characteristics with one point 
  less than the maximum value), and Agility and Manual Dexterity of 9, and a 
  Magical Aptitude of 5. If the player wished, he could decrease his Physical 
  Strength by one (to 22), and increase either Agility, Manual Dexterity, or Magic 
  Aptitude by one. 
  When the player has chosen the values for his character, he writes them down on 
  his Character Record. The total value of the six primary characteristics must 
  equal the amount received from the Point Generation Table; a player may not 
  “save” Characteristic Points to assign to characteristics at a later date. The value 
  of each of the six primary characteristics must be recorded before any secondary 
  characteristics (see rule 5.3 through rule 5.6) are generated. 
  [5.3] The value of a character’s Fatigue is a direct function of his 
  Endurance. 
  The player enters the Fatigue value corresponding to his character’s Endurance 
  value. 
  Endurance 
  Fatigue 
  3-4 
  16 
  5-7 
  17 
  8-10 
  18 
  11-13 
  19 
  14-16 
  20 
  17-19 
  21 
  20-22 
  22 
  23-25 
  23 
  26-27 
  24 
  Boldface Values: Bold Endurance and Fatigue values may be achieved only by members of 
  certain non-human races. 
  Once the character has been completely generated, a change in the character’s 
  Endurance value will not affect his Fatigue value, and vice-versa. 
  [5.4] A character’s Perception value begins at 8. 
  The value may be modified if the character is non-human (see rule 6.). 
  [5.5] An optional characteristic is usually generated randomly. 
  The game master may decide on any method he wishes to generate a 
  characteristic he introduces. The equal distribution method generates the value 
  randomly, with every result having the same chance of occurrence. The bell curve 
  method also generates the value randomly, though the average is more likely to 
  occur than the extremes. The set value method either gives every character the 
  same starting value, or derives the value directly from some characteristic. The 
  game master should not interfere with the procedures for generating any of the 
  mandatory eight characteristics when establishing a procedure for an optional 
  characteristic. 
  Example: The value of the Physical Beauty characteristic is generated by rolling 
  4D5+3. A roll of 7 indicates an ugly character, while a 23 indicates a beautiful 
  character. Characters are assumed not to be execrably horrible in appearance (5), 
  or of surpassing loveliness (25), since such people would have great problems 
  while adventuring. They were, in all likelihood, directed to other pursuits at an 
  early age. 
  [5.6] A character’s Tactical Movement Rate is a direct function of 
  his Agility (see rule 21.1). 
  The player enters the Tactical Movement Rate (TMR) value corresponding to his 
  modified Agility value. 
  Modified 
  Agility 
   
  TMR 
  3-4 
  2 
  5-8 
  3 
  9-12 
  4 
  13-17 
  5 
  18-21 
  6 
  22-25 
  7 
  26-27 
  8 
  Boldface Values: Bold Modified Agility and TMR values may be achieved only by members 
  of certain non-human races. 
  The Tactical Movement Rate may be modified if the character is non-human. In 
  addition, a character’s normal Tactical Movement Rate may be reduced if he 
  suffers an Agility penalty due to wearing armour, or becomes encumbered due to 
  the amount of weight he carries (see rule 156.9). In normal play, a character’s 
  Agility will not exceed 27. 
  6. Birthright 
  A character’s genetic heritage will have great influence upon him throughout his 
  adventures. First, there is the matter of gender. The worlds of DragonQuest 
  closely parallel the Europe of medieval Earth, where women were largely 
  relegated to secondary roles. However, the bias is not as great in a fantasy world, 
  for the physically weak have recourse to magic. Generally, a female adventurer 
  will be a determined soul, having surmounted cultural handicaps. 
  A character’s race is just as important as his gender, if not more so. In this world, 
  a person’s race connotes the colour of his skin. In a fantasy world, a character’s 
  race indicates that he is a member of a distinct humanoid species. Each race has a 
  separate way of life, developed over millennia of co-existence with one another. 
  Racial intolerance is just as prevalent in a fantasy world as it is in this world. 
  Only the camaraderie and interdependence of adventurers have promoted 
  interracial harmony, which may be why adventurers are often regarded as rogues 
  and outcast among their comparatively staid brethren. 
  Practically, each race has its strengths and weaknesses. The human race is the 
  most prevalent, probably because of its high birth rate and the flexibility of the 
  individual human. The elves, dwarves and giants are races in their twilight years; 
  human civilization will not treat them too kindly. The halflings seem to be 
  
  PAGE 14 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  adaptable to almost any way of life, and thrive because of their compatibility with 
  humans. The orcs and shape-changers are nascent races, who may some day 
  challenge human hegemony. 
  A truly sophisticated player will integrate the effects of his sex, culture, and race 
  into the personality of his character. Most games-masters, while struggling to 
  flesh out the cultures of their world, will settle for the character who is the 
  product of his racial and sexual background. 
  [6.1] A player may always choose the gender of his character. 
  A character must be either male or female. Every race described in this section 
  comprises only those two sexes. A character may only be hermaphroditic or 
  asexual if his player receives special permission from the game master. 
  Each player should choose the sex of the character. It is recommended each 
  character be the same sex as the player. Roleplaying a character whose entire 
  gestalt is alien to the player is hard enough without a change of sex. If the player 
  wishes a character of the opposite sex, the game master should warn him (or her) 
  of the difficulties, and judge that player’s characterization as closely as anyone 
  else’s. 
  The Physical Strength of a female character is decreased by two, but her Manual 
  Dexterity and Fatigue are increased by one. 
  A character’s gender may be changed only through deep magic, or by a deity. 
  [6.2] A player must determine whether his character’s Primary 
  Hand is his right or his left. 
  The player rolls D5 and D10. If the D10 result is greater, the character’s Primary 
  Hand is his right. If the D5 result is higher, the Primary Hand is the left. If the 
  two results are identical, the character is ambidextrous. This determination affects 
  which hand a weapon is held in during combat, and any penalties assessed for 
  attacking with a weapon in a non-Primary Hand. 
  [6.3] A player may always choose to be a human character. If the 
  player wishes his character to be non-human, he has three chances 
  to roll within one of the indicated ranges. 
  If the player is a human character, none of his characteristics are modified. He 
  gains no advantages and is subject to no restrictions. 
  When a player wishes to be a non-human character, he declares which race he is 
  attempting to be, and rolls D100. If the roll is equal to or less than the percentage 
  chance given for that race, the character is that type of non-human. If the roll is 
  greater than the indicated percentage, the character may not be of that race. 
  Race 
  %Chance 
  Dwarf 
  25% 
  Elf 
  30% 
  Giant 
  6% 
  Halfling 
  15% 
  Human 
  100% 
  Orc 
  20% 
  Shape-Changer 
  4% 
  A player may attempt up to three rolls (for separate races) to be a non-human. If 
  he fails on all three rolls, his character is human. Conversely, if one of his rolls 
  falls within the indicated span of numbers for a race, his character must be of that 
  race. A player may forfeit his right to any further rolls to be a non-human if he 
  has exhausted the races he wants to be. 
  When a character gains proficiency in an ability, it is represented in game terms 
  by his player expending Experience Points. The cost, in terms of Experience 
  Points, to advance in any one ability is affected by the character’s race. Multiply 
  the cost for any advancement in one ability (see rule 161.7) by the Racial 
  Experience Multiplier. 
   
   
  Race 
  Racial 
  Experience 
  Multiplier 
  Dwarf 
  1.1 
  Elf 
  1.2 
  Giant 
  1.5 
  Halfling 
  1.1 
  Human 
  1.0 
  Orc 
  0.9 
  Shape-Changer 
  1.4 
  [6.4] A dwarf is a stout, usually taciturn humanoid who frequents 
  mountainous areas. 
  Traits: Dwarves are enamoured of precious stones and metals, and of intricate 
  work incorporating the same. They form strong community ties, and are 
  distrustful of strangers, especially those of other races. Their strongest antipathies 
  are towards orcs and elves. Though dwarves are greedy by nature, they are 
  essentially honest. Dwarven warriors favour the axe as weapon. Pride matters as 
  much to dwarves as face does to the Japanese. 
  Special Abilities: 
  1. A dwarf may see in the dark as a human does at dusk. His effective range of 
  vision in the dark is 50 feet under the open sky, 100 feet inside artificial 
  (man-made) structures, and 150 feet inside caves and tunnels. 
  2. A dwarf may assess the value of and deal in gems and metals as if he was a 
  Merchant of Rank 5 (see rule 100.). If a dwarf character progresses in the 
  Merchant skill, his ability to assess the value of gems and metals is considered 
  five Ranks greater than his current Merchant Rank (to a maximum of Rank 10). 
  3. If a dwarf character takes the Ranger skill, he expends 50% less Experience 
  Points to progress Ranks if he specializes as a spelunker (i.e., mountain 
  environment). 
  4. A dwarf’s capacity for alcohol is twice that of a human. 
  Dwarf Racial Characteristics 
  Characteristic 
  Modifier 
  Physical Strength 
  +2 
  Agility 
  -2 
  Endurance 
  +1 
  Magical Aptitude 
  -2 
  Willpower 
  +2 
  Perception 
  +1 
  Tactical Movement Rate 
  -1 
  Average Life Span 
  125-150 Earth years 
  [6.5] An elf is a lithe humanoid, of joyful demeanour, who frequents 
  wooded areas. 
  Traits: Elves are great respecters of nature and learning. They are virtually 
  immortal, and are, at the same time, repositories of great wisdom and highly 
  enthusiastic merrymakers. Many elves cannot handle their dual natures, and 
  become either frivolous wastrels or grim questers. The elves are ethical by nature, 
  and, though they do not often interfere in the affairs of others, are traditionalists. 
  Elven warriors favour bow weapons and disdain metal armour. Members of other 
  races generally find elves attractive. 
  Special Abilities: 
  1. An elf may see in the dark as a human does on a cloudy day. His effective 
  range of vision in the dark is 150 feet under the open sky, and 75 feet elsewhere. 
  2. If an elf character takes the Ranger skill and specializes in a woods 
  environment, he expends 50% less Experience Points to progress Ranks. 
  3. An elf receives a Magic Talent which functions in all respects as Witchsight 
  (see rule 62.3, Talent T-1). 
  4. An elf makes little or no noise while walking and adds 10% to his chance to 
  perform any activity requiring stealth. 
  5. If an elf character takes the Healer skill (see rule 98.), he expends 25% less 
  Experience Points to progress Ranks, though he may never resurrect the dead. 
  6. An elf is impervious to the special abilities of the lesser undead. 
  7. If an elf character takes the Courtesan skill (see rule 97.), he expends 50% less 
  Experience Points to progress Ranks. 
  Elf Racial Characteristics 
  Characteristic 
  Modifier 
  Physical Strength 
  -1 
  Agility 
  +1 
  Endurance 
  -1 
  Magical Aptitude 
  +1 
  Willpower 
  +1 
  Fatigue 
  +2 
  Perception 
  +1 
  Tactical Movement Rate 
  +1 
  Average Life Span 
  ~30,000 Earth years 
  [6.6] A giant is a huge, slightly prognathous humanoid, whose 
  existence stems from deep elemental magic. 
  Type: The player must roll D10 to determine what type of giant his character is. 
  D10 
  Giant Type 
  1-3 
  Fire Giant (Fire) 
  4-6 
  Frost Giant (Water) 
  7-8 
  Cloud Giant (Air) 
  9-10 
  Stone Giant (Earth) 
  Traits: Giants have a good-natured respect for their own element, and a healthy 
  respect for its opposite (Fire opposes Water, Air opposes Earth). Giants are lusty 
  types, preferring nothing better than to go through life brawling, drinking, and 
  wenching. They tend to gather together in a clan arrangement, building huge halls 
  (or steadings) in out-of-the-way locations. They are not overly intelligent, and 
  resent humans and elves particularly. Giants enjoy riddling and bartering. Giant 
  warriors favour the club and sword (scaled to their size). 
  Special Abilities: 
  1. A giant possesses infravision, which allows him to see faint red shapes where 
  living beings are located in the dark. His range of vision is 250 feet. 
  2. A giant’s magic resistance is increased by 10%, except when a spell of the 
  opposite elemental alignment is cast at him, in which case his magic resistance is 
  reduced by 20%. 
  3. A giant spell caster whose college is identical to his element gains 5% to his 
  chances to cast spells of that college. A giant may never be a caster of a college 
  opposed to his element. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 15 
  4. Whenever a giant attempts minor magic (see rule 4.2), the game master should 
  increase the difficulty factor by 1, making it easier. 
  Cloud Giant Racial Characteristics 
  Characteristic 
  Modifier 
  Physical Strength 
  +19 
  Manual Dexterity 
  -1 
  Agility 
  -2 
  Endurance 
  +25 
  Magical Aptitude 
  -1 
  Willpower 
  -1 
  Fatigue 
  +1 
  Average Life Span 
  500 Earth years 
  Fire Giant Racial Characteristics 
  Characteristic 
  Modifier 
  Physical Strength 
  +10 
  Manual Dexterity 
  -1 
  Agility 
  -2 
  Endurance 
  +15 
  Magical Aptitude 
  -1 
  Willpower 
  -1 
  Fatigue 
  +1 
  Average Life Span 
  500 Earth years 
  Frost Giant Racial Characteristics 
  Characteristic 
  Modifier 
  Physical Strength 
  +19 
  Manual Dexterity 
  -1 
  Agility 
  -2 
  Endurance 
  +20 
  Magical Aptitude 
  -1 
  Willpower 
  -1 
  Fatigue 
  +1 
  Average Life Span 
  500 Earth years 
  Storm Giant Racial Characteristics 
  Characteristic 
  Modifier 
  Physical Strength 
  +8 
  Manual Dexterity 
  -1 
  Agility 
  -2 
  Endurance 
  +10 
  Magical Aptitude 
  -1 
  Willpower 
  -1 
  Fatigue 
  +1 
  Average Life Span 
  500 Earth years 
  [6.7] A halfling is a short, sleepy humanoid, who frequents 
  halfling-constructed burrows. 
  Traits: Halflings appreciate the good life more than most; a successful halfling 
  will arrange a schedule of much sleep, good food, and relaxed study or 
  conversation. Halflings are a social folk, though are more inclined to keep 
  intercourse among themselves. They greatly enjoy the telling of tales and 
  exchange of gossip. Halflings take their responsibilities seriously. Halfling 
  warriors use, for obvious reasons, smaller weapons, including maces and slings. 
  Halflings usually go barefoot and are noted for their tough, hairy feet. 
  Special Abilities: 
  1. A halfling possesses infravision, which allows him to see solid red shapes 
  where living beings are located in the dark. His range of vision is 100 feet. 
  2. A halfling adds 20% to his chance to perform any activity requiring stealth. 
  3. If a halfling takes the Thief skill, he expends 50% less Experience Points to 
  progress Ranks. 
  4. A halfling may dispose of jewellery into large, semi-active volcanoes, without 
  anyone thinking the worse of him. 
  Halfling Racial Characteristics 
  Characteristic 
  Modifier 
  Physical Strength 
  -3 
  Manual Dexterity 
  +3 
  Agility 
  +2 
  Endurance 
  -2 
  Magical Aptitude 
  -1 
  Willpower 
  +1 
  Tactical Movement Rate 
  -1 
  Average Life Span 
  80-90 Earth years 
  [6.8] An orc is a stoop-shouldered, surly humanoid who is nomadic 
  by nature. 
  Traits: Orcs are a cruel, violent folk, liking nothing better than to rape and 
  pillage. Individually, orcs are a cowardly lot, but a charismatic leader can turn a 
  band of orcs into a conquering horde. Orcs enjoy the sensual pleasures of life, 
  and reduce their already short life span through hard living. Orc warriors favour 
  the scimitar. Orcs are generally considered unattractive by other humanoid races. 
  Special Abilities: 
  1. An orc possesses infravision, which allows him to see faint red shapes where 
  living beings are located in the dark. His range of vision is 150 feet. 
  2. An orc’s eyes are highly light sensitive. The game master should decrease an 
  orc’s chance of aiming at a target during daytime by 5%-15%, depending on the 
  brightness of the sun. 
  3. An orc is not an adept student. Increase the game time required to learn or 
  improve upon any ability by one day per week normally required. 
  4. An orc’s seed is highly fertile. The orc and hybrid orc population increase 
  mitigates against the high orc fatality rate. 
  Orc Racial Characteristics 
  Characteristic 
  Modifier 
  Physical Strength 
  +2 
  Agility 
  -1 
  Endurance 
  +1 
  Magical Aptitude 
  -2 
  Willpower 
  -2 
  Fatigue 
  +2 
  Average Life Span 
  40-45 Earth years 
  [6.9] A shape-changer is a separate genetic strain of human, with the 
  ability to change into the form of a particular animal. 
  Type: The player must roll D10 to determine what type of shape-changer his 
  character is. 
  D10 
  Shape-Changer Type 
  1-4 
  Wolf 
  5-6 
  Tiger 
  7-8 
  Bear 
  9-10 
  Boar 
  Traits: Shape-changers are identical in appearance to humans when not in animal 
  form. Shape-changers are somewhat bestial in nature, adopting traits one might 
  expect from an anthropomorphized wolf, tiger, bear, or boar. There exists a 
  love/hate relationship between humans and shape-changers: shape-changers 
  possess some degree of animal magnetism, but, if discovered, can expect severe 
  treatment at the hands of humans. Shape-changers are, on the whole, bitter 
  towards humans, and are not above using humans to their advantage. There are 
  very few ways to tell a shape-changer from a human (e.g., they will be 
  discomforted by garlic), and these vary by shape-changer type. Shape-changers 
  are a ruthless lot. 
  Special Abilities: 
  1. A shape-changer may change from human to animal form (or vice-versa) in 10 
  seconds (2 Pulses) during daytime and 5 seconds (1 Pulse) during the night-time. 
  2. A shape-changer possesses a dual nature. While in animal form, human 
  inhibitions will be muted, and while in human form, animal instincts will be 
  dulled. 
  3. A shape-changer cannot be harmed while in animal form, unless struck by a 
  silvered weapon, magic, or by a being with a Physical Strength greater than 25 
  (5 Damage Points are automatically absorbed in the latter case). 
  4. The shape-changer will regenerate 1 Endurance Point every full minute while 
  in animal form. 
  5. The shape-changer must devise a set of characteristics for his animal form. 
  Take the difference between the average for each characteristic in animal and 
  human form, and modify the human characteristics appropriately. 
  6. A shape-changer is automatically lunar aspected (see rule 7.3). 
  7. A shape-changer may remain in animal form for one-quarter of the night times 
  the phase of the moon; thus, during the full moon the shape-changer could remain 
  in animal form all night. A shape-changer may remain in animal form for one 
  hour times the quarter of the moon during the day. A shape-changer may make 
  one set of transformations times the quarter of the moon. 
  8. If a shape-changer is in animal form during the day, there is a +1% cumulative 
  chance for each 5 minutes (or part thereof) he remains in animal form that he will 
  never be able to change back into human form. Similarly, if the shape-changer 
  exceeds the time limits given in ability 7., there is a +1% cumulative chance per 5 
  minutes (or part thereof) of his not being able to regain human form. Roll up a 
  new character, or know an extremely powerful wizard. 
  9. A shape-changer will be inconvenienced by those wards which can be used 
  against were-creatures. 
  10. A shape-changer’s magic resistance is increased by 5%. 
  11. If a shape-changer takes the Courtesan skill (see rule 97.), he expends 25% 
  less Experience Points necessary to advance Ranks. 
  Shape-Changer Racial Characteristics 
  Characteristic 
  Modifier 
  Average Life Span 
  55-65 Earth years 
  7. Aspect 
  The date and time of birth of a character will have a small, but significant, effect 
  upon the course of his life. Some mana is invested by one of the Great Powers 
  
  PAGE 16 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  into the soul, or life-force, of every being born into a DragonQuest world. A 
  character will benefit during the time his Power is in full ascendancy, and will 
  suffer when the opposite Power is in full ascendancy. 
  The game master is obliged to keep track of the passage of time for the purposes 
  of character advancement in abilities (see rule 161.). If he is not willing to 
  maintain a formalized calendar, then he should not use the ensuing rules. The 
  work required is minimal, though, once the calendar is set up. 
  The times of high noon and midnight are extremely important when applying the 
  effects of aspects. The game master should allow characters to perform actions at 
  precisely those instants, though the passage of time must be properly monitored. 
  The game master may wish to counter the players’ timing with monsters or 
  non-player characters who use their aspects to full advantage. 
  [7.1] Each player randomly determines the aspect of his character. 
  Each player rolls D100, and enters the result corresponding to his dice-roll on his 
  Character Record. 
  D100 
  Aspect 
  01-20 
  Winter Stars 
  21-40 
  Vernal (Spring) Stars 
  41-60 
  Summer Stars 
  61-80 
  Autumnal (Fall) Stars 
  81-85 
  Sun 
  86-90 
  Moon 
  91-95 
  Life 
  96-00 
  Death 
  [7.2] A character is affected by a seasonal aspect during the season 
  of his aspect and during the season which does not share an equinox 
  or solstice with the season of his aspect. 
  Stars are ascendant during the season for which they are named. The Vernal Stars 
  are ascendant when the Autumnal Stars are descendant, and the Winter Stars are 
  ascendant when the Summer Stars are descendant. The reverse is true in both 
  cases. 
  Consult the following table to determine when to apply seasonal aspect effects, 
  and what they are. 
  Time 
  Effect 
  Midnight, character’s Stars Ascendant 
  -10% 
  Midnight, Equinox or Solstice name for character’s Stars 
  -25% 
  Midnight, character’s Stars Descendant 
  +10% 
  Midnight, Equinox or Solstice other than that Named for character’s 
  Stars 
  +25% 
  The effect is applied to any percentile roll (not success chance) for that character 
  for 30 seconds before and after midnight. If the night is cloudy, reduce the effect 
  to a minimum of 2 and 5, respectively, depending on how complete the cloud 
  cover is. 
  [7.3] A character of solar or lunar aspect is affected by his aspect at 
  high noon and midnight. 
  Consult the following table to determine when to apply solar aspect effects, and 
  what they are. 
  Time 
  Effect 
  Noon 
  -5% 
  Midnight 
  +5% 
  Noon, Summer Solstice 
  -25% 
  Midnight, Winter Solstice 
  +25% 
  Multiply the solar aspect effect by -1 to determine the effect for lunar-aspected 
  characters. The effect is applied to any percentile roll (not success chance) for a 
  solar or lunar aspect character for 10 seconds before and after high noon or 
  midnight. If the sky is cloudy, reduce the effect to a minimum of 1 and 5, 
  respectively, depending on how complete the cloud cover is. 
  [7.4] A character of life or death aspect is affected by a birth or 
  death in his immediate vicinity. 
  Consult the following table to determine what events bring life or death aspect 
  effects into play, the range at which they affect a character, and what they are. 
  Event 
  Range 
  Less Than 
  Life/Death 
  Effect 
  Birth of non-humanoid mammal 
  100 feet 
  -5%/+5% 
  Birth of humanoid mammal 
  250 feet 
  -10%/+10% 
  Birth of humanoid mammal related to 
  character* 
  500 feet 
  -25%/+25% 
  Death of non- humanoid mammal 
  50 feet 
  +5%/-5% 
  Death of humanoid mammal 
  125 feet 
  +10%/-10% 
  Death of humanoid mammal related to 
  character* 
  250 feet 
  +25%/-25% 
  * 
  The relative may be no more distant than second cousin. A female life-aspected 
  character will suffer no pain after giving birth, and will be as healthy and active as she 
  was before she became pregnant. 
  A life aspect effect is applied for 3 seconds times the range number (e.g., the birth 
  of a humanoid mammal would cause an effect for 750 seconds). A death aspect 
  effect is applied for 1 second times the range number. Death aspect effects are 
  non-cumulative (only one may be in effect at a given time). Life aspect effects 
  are cumulative. 
  A stillbirth does not affect a life or death aspect character. A resurrection is 
  treated as a birth. 
  8. Heritage 
  Most characters are of an age equal to approximately one-quarter of their normal 
  life-span before players assume control of them. A human character, for instance, 
  will begin with 18 of his 70 years already behind him. Elves are the proverbial 
  exception to the rule; assume that an elf is between three hundred and one 
  thousand years old, and even then the elapsed time may be on the low side. 
  The social position of the character’s parents during the time of his adolescence 
  is described in general terms. 
  The heritage rules are designed with a human character in mind. If a player has a 
  non-human character, he will have to take part in the ongoing process of defining 
  his character’s position within his race. An elven character, for instance, might be 
  classified as woods, sea, or high elf. The player and the game master then decide 
  which was the forest of his character’s birth, and the position of his parents in an 
  elven community by comparing it to the human analogue given on one of the 
  Heritage Tables. The experience and monies gained from these tables still hold, 
  regardless of the history the player and game master sketch out for the character. 
  [8.1] The player must determine the social status of his character’s 
  parents. 
  The player rolls D100, and reads across on the line corresponding to the dice-roll 
  and the column corresponding to his race to derive the status of his parentage and 
  his money multiplier (see 8.5). 
  A character of lesser or greater noble birth will at all times have some sort of 
  stigma attached to him: he may be a natural black sheep or a remittance man 
  doing time until he will be forgiven for a disgraceful breach of conduct. In rare 
  instances, a noble-born character will be naturally adventurous; his family will 
  probably dismiss his departure from his proper station on some pretext or other. 
  The young noble is certainly not performing the duties expected of him—ruling 
  the people in fief to him, or learning to do so. A character will never be of royal 
  birth in direct accession to the throne. 
  Social Status 
  Human 
  Elf 
  Dwarf 
  Orc 
  Barbarian 
  01-10 
  — 
  — 
  01-20 
  Slave 
  11-15 
  — 
  01-05 
  21-30 
  Woods Dweller 
  — 
  01-45 
  — 
  — 
  Miner 
  — 
  — 
  06-35 
  — 
  Peasant 
  16-25 
  — 
  — 
  31-40 
  Farmer 
  26-31 
  — 
  — 
  — 
  Townsman 
  32-38 
  — 
  36-40 
  — 
  Soldier 
  39-46 
  — 
  41-50 
  41-50 
  Craftsman 
  47-53 
  46-65 
  51-65 
  — 
  Adventurer 
  54-63 
  66-85 
  66-75 
  51-60 
  Bandit 
  64-70 
  — 
  76-80 
  61-75 
  Pirate 
  71-77 
  — 
  — 
  76-85 
  Merchant 
  78-84 
  — 
  81-85 
  86-95 
  Merchant Prince 
  85-88 
  — 
  — 
  — 
  Lesser Nobility 
  89-97 
  86-95 
  86-95 
  96-00 
  Greater Nobility 
  98-00 
  96-00 
  96-00 
  — 
   
  Social Status 
  Halfling 
  Giant 
  Shape-Changer 
  Barbarian 
  — 
  01-20 
  01-15 
  Slave 
  01-05 
  — 
  16-25 
  Woods Dweller 
  — 
  — 
  — 
  Miner 
  — 
  — 
  — 
  Peasant 
  06-15 
  21-30 
  26-35 
  Farmer 
  16-35 
  31-50 
  36-45 
  Townsman 
  36-55 
  — 
  — 
  Soldier 
  — 
  — 
  — 
  Craftsman 
  56-75 
  51-65 
  — 
  Adventurer 
  76-85 
  66-75 
  46-65 
  Bandit 
  — 
  75-90 
  66-80 
  Pirate 
  — 
  — 
  81-85 
  Merchant 
  86-95 
  — 
  86-95 
  Merchant Prince 
  — 
  — 
  — 
  Lesser Nobility 
  96-00 
  91-95 
  96-00 
  Greater Nobility 
  — 
  96-00 
  — 
  The character’s social status also affects both his starting experience and starting 
  monies (see rule 8.5). This reflects the impact that social status has on the 
  character’s upbringing. 
  Social Status 
  Experience 
  Multiplier 
  Money 
  Multiplier 
  Barbarian 
  1.2 
  2 
  Slave 
  0.9 
  1 
  Woods Dweller 
  1.0 
  4 
  Miner 
  1.0 
  7 
  Peasant 
  0.8 
  2 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 17 
  Social Status 
  Experience 
  Multiplier 
  Money 
  Multiplier 
  Farmer 
  0.9 
  4 
  Townsman 
  1.0 
  5 
  Soldier 
  1.1 
  5 
  Craftsman 
  1.0 
  5 
  Adventurer 
  1.2 
  5 
  Bandit 
  1.2 
  8 
  Pirate 
  1.2 
  8 
  Merchant 
  1.0 
  6 
  Merchant Prince 
  0.9 
  10 
  Lesser Nobility 
  0.8 
  5 
  Greater Nobility 
  0.7 
  10 
  [8.2] A player must determine his character’s legitimacy, and his 
  standing (if any) vis-à-vis his siblings. 
  The player rolls D100, and cross-indexes the roll with the social status of his 
  parents. 
  Social Status 
  Bastard 
  Legitimate 
  First Child 
  Barbarian 
  01-10 
  11-85 
  86-00 
  Slave 
  01-25 
  26-95 
  96-00 
  Woods Dweller 
  01-10 
  11-80 
  81-00 
  Miner 
  01-05 
  06-85 
  86-00 
  Peasant 
  01-30 
  31-85 
  86-00 
  Farmer 
  01-17 
  18-81 
  82-00 
  Townsman 
  01-13 
  14-92 
  93-00 
  Soldier 
  01-13 
  14-92 
  93-00 
  Craftsman 
  01-13 
  14-92 
  93-00 
  Adventurer 
  01-13 
  14-92 
  93-00 
  Bandit 
  01-15 
  16-90 
  91-00 
  Pirate 
  01-15 
  16-90 
  91-00 
  Merchant 
  01-20 
  21-89 
  90-00 
  Merchant Prince 
  01-24 
  25-87 
  88-00 
  Lesser Nobility 
  01-27 
  28-96 
  97-00 
  Greater Nobility 
  01-35 
  36-98 
  99-00 
  [8.3] The character’s birth standing modifies his initial allotment of 
  experience and monies. 
  A bastard was born under dubious circumstances, but should be able to prove 
  who is his less-favoured parent. He will have had to fend for himself at an early 
  age, and can handle himself better than most. A bastard receives 50% of the 
  money normally due to him, but begins with 25% more Experience Points. 
  A legitimate child is the offspring of a couple in wedlock, at the time of his birth. 
  Such a child will be the second or younger of the acknowledged children. His 
  parents gave him as much attention as they could. A legitimate child’s monies and 
  experience are unmodified by his order of birth. 
  A first child is the first legitimate child born to his parents (though others less 
  fortunate than he may have arrived earlier). He has received better treatment than 
  his siblings, but has been shielded a little from some of the harsher realities of 
  life. A first child receives a 50% increase to his initial monies, but a 25% 
  decrease to his starting Experience Point total. 
  [8.4] A player may wish to know the exact order in which his 
  character was born, if he is listed as legitimate. 
  The player rolls D10 to determine the order of birth. 
  D10 
  Sibling Rank 
  1-3 
  Second 
  4-5 
  Third 
  6 
  Fourth 
  7 
  Fifth 
  8 
  Sixth 
  9-10 
  Seventh or Younger 
  [8.5] A player now determines his character’s initial allotment of 
  Silver Pennies and Experience Points. 
  The player rolls D100 twice: the first time for Experience Points, the second for 
  Silver Pennies. 
  D100 
  Experience 
  Points 
  Silver 
  Pennies 
  01-02 
  10 
  5 
  03-06 
  30 
  15 
  07-14 
  60 
  25 
  15-30 
  90 
  35 
  31-50 
  120 
  45 
  51-70 
  140 
  55 
  71-86 
  170 
  65 
  87-94 
  200 
  75 
  95-98 
  230 
  85 
  99-00 
  250 
  100 
  The Experience Point total may be modified by the character’s Social Status (see 
  rule 8.1) and Birth Standing (see rule 8.3). The Silver Penny total will be 
  modified by Social Status (see rule 8.1), and may be modified by the character’s 
  Birth Standing (see rule 8.3). 
  [8.6] A character may spend his initial allotment of Experience 
  Points and/or Silver Pennies before ever going on an adventure. 
  Goods that can be purchased are listed on the Basic Goods List and Experience 
  Point costs are listed on the Experience Point Cost Chart. 
  NOTE: A character may expend only 100 Experience Points, rather than the 
  normal cost (see rule 161.8), to acquire any one skill at Rank 0 (zero). He may 
  exercise this option before his first, or at the conclusion of any, adventure. 
  [8.7] The player has completely generated his character. 
  The player checks that every piece of relevant data has been entered on his 
  Character Record, and then hands the completed record to the game master. The 
  player may want to equip his character with armour, shield, and weapon (see rule 
  25.1, rule 24.5, and rule 27.2), choose a college of magic for his character (see 
  rule 50.), choose skills for the character (see rule 8.6 and section VIII.) and any 
  abilities afforded by the adventure rules (see section X.). 
  [8.8] The player should choose a name for his character. 
  A name gives a character a specific identity. It is much easier to recount the 
  exploits of a character if the deeds can be attributed in his name. If the players in 
  one campaign wish to cooperate, they can name their characters in a similar 
  fashion (e.g., every character in world has a Tolkienian name). This will aid in 
  fostering the belief that those characters exist in the same alternate universe. 
  [8.9] Noble characters can determine what title their character 
  adopts within the noble hierarchy. 
  Characters with a noble social status (see rule 8.1) may wish to determine the title 
  their character would adopt. Roll D10 against the following table and compare 
  the result against the appropriate column to determine the character’s title. 
  D10 
  Lesser Noble 
  Greater Noble 
  1-5 
  Knight (Sir/Lady) 
  Marquis (Marchioness) 
  6-8 
  Baron (Baroness) 
  Duke (Duchess) 
  9-10 
  Count (Countess) 
  Prince (Princess) 
   
  
  PAGE 18 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  V. COMBAT 
  In any DragonQuest world, individual combat is an inevitable (and sometimes 
  necessary) occurrence, and the players should be aware of its dangers. Fighting is 
  a deadly process and should be avoided if at all possible. Heroes are made by 
  defeating the dragon, but more graves are dug than heroes made. The 
  DragonQuest combat system reflects these dangers and emphasizes skills and 
  smarts over brawn and brutality. 
  Combat occurs whenever characters, non-player characters, or monsters attempt 
  to physically overcome or harm other conscious opposing figures while on the 
  Tactical Display or in the Chase Stage (see rule 154.). Combat should not occur 
  whenever entities simply encounter one another; rather only when some overtly 
  hostile action has taken place or intentions are made clear. 
  When combat has begun (whether both sides are aware of each other or not), the 
  game master should set up the Tactical Display and have the players place the 
  pieces representing their characters on the display with the game master being the 
  judge as to their final positioning. The pieces representing the hostile figures are 
  then placed by the game master and the combat sequence begins. 
  Combat time on the display is divided into 5-second Pulses during which all 
  figures may attempt to take various actions, depending on their positions relative 
  to the hostile figures. The order in which these actions take place is determined 
  by the figures’ Initiative Value (for engaged figures) or by an Initiative Die Roll 
  (for non-engaged figures). Attacking is resolved by rolling D100 versus the 
  attacker’s modified Strike Chance with his weapon. If a hit results, any damage is 
  generated by rolling D10 and adding modifiers by weapon type. 
  When all figures occupying the display are either dead, unconscious, 
  incapacitated, or friendly towards each other, combat is over. Combat should 
  never last any longer than necessary to resolve the situation; returning to the 
  Trek/Wait stage (see rule 154.) as soon as possible will speed overall play. 
  16. Combat Terminology 
  The following terms are used throughout the combat rules. 
  Action: The movement and/or combat activity a figure may attempt during one 
  Pulse. The number of actions a figure attempts during a Pulse is a function of his 
  modified Agility. 
  Attacker: The figure taking action in an engagement. 
  Attack Zone: Any hex into which a figure may Melee or Fire attack. 
  Base Chance, BC: The percentage chance for one figure to strike another with a 
  weapon; listed for each weapon on the Weapon Chart. 
  Blocked Hex: Any hex which contains enough solid matter to block any attack. 
  The Attack Zone of a figure cannot extend into a Blocked hex. 
  Close Combat: Any combat involving figures mutually occupying the same hex. 
  Combat Action: Any action taken by a figure occupying the display while in 
  combat. Choice of actions may be limited due to position relative to hostile 
  figures. 
  Damage Check: A roll on a D10 to determine the amount of damage done after a 
  successful hit. 
  Damage Points, DP: The amount of damage (expressed as a number) done as a 
  result of a damage check. 
  Defender: The figure on the receiving end of any attacker’s action. 
  Effective Damage: Any Damage Points (to either Fatigue or Endurance) which 
  are actually inflicted on the figure hit; this does not include points absorbed by 
  armour or ignored due to other considerations. 
  Engaged: Hostile figures occupying adjacent hexes are engaged. 
  Facing: The placement of a figure on the display such that it unambiguously is 
  oriented towards one hex, termed its front hex. Once this orientation has been 
  performed, a figure’s front and rear hexes are determined. 
  Figure: Any sentient entity occupying the display. 
  Fire: To throw or fire a weapon or spell in Ranged combat. 
  Grapple: The act of striking a figure in close combat. 
  Grievous Injury: An injury suffered which results in the maiming or temporary 
  incapacitation of a figure. 
  Line of Fire: A straight line drawn from the centre of an attacking figure’s hex to 
  a target figure’s hex which passes only through hexes of the attacking figure’s 
  Ranged zone and is not blocked. 
  Melee Zone: The front hexes of any conscious, unstunned figure armed with a 
  weapon rated for Melee combat. 
  Modified Agility: The figure’s Agility after it has been modified due to weight 
  carried (see rule 156.9) and armour worn (see rule 25.1). 
  Modified Manual Dexterity: The figure’s Manual Dexterity after it has been 
  modified due to type of shield carried (see rule 24.5) 
  Obscured Hex: Any hex into which a figure normally cannot see but which 
  objects may pass through. A figure may attack into an obscured hex but cannot 
  fire through it. 
  Prepared Item: Any item (weapon, shield, flask, etc.) which a figure has in his 
  hand(s) and can readily use. 
  Pulse: A five-second increment of game time which regulates actions while on 
  the Tactical Display. 
  Ranged Zone: The hexes radiating out from a figure’s front hexes into which 
  that figure can see and fire a weapon, spell, etc. 
   
  Illustration 1: The figure is facing hex #2. 
  Sheltered Hex: Any hex containing physical objects behind which a figure could 
  take shelter such that approximately half of his body is protected from any attack. 
  Strike: The act of attempting to hit a hostile figure. 
  Strike Chance: The chance of hitting a hostile figure with a weapon; it is a 
  combination of the Base Chance, Manual Dexterity and Rank. 
  Strike Check: The roll on D100 to see if the attack was successful. 
  Tactical Movement Rate, TMR: A figure’s Movement Allowance in hexes per 
  Pulse while on the display. 
  Weapon: Anything used to strike a hostile figure. 
  17. Combat Equipment 
  To aid in the resolution of combat situations, the players and the game master 
  should have a number of items close at hand. If these items are prepared before 
  combat begins, the entire process will take much less time to resolve. 
  The Tactical Display is used to locate and regulate the movement of the figures 
  involved in combat. It consists of a 1-inch (25mm) hexagonal grid, an example of 
  which is included in this rules book. Each hex represents 5 feet of space from 
  side to side. A number of photocopies of this display should be made and butted 
  together to form large areas. The game master may wish to cover the display with 
  a clear plastic (contact paper or acetate) to allow drawing on the display with 
  china pencils or other erasable markers. 
  If the game master wishes to use a 1-inch (25mm) square grid instead of hexes he 
  may, but should resolve any rules anomalies himself. 
  When representing figures on the display, some form of markers must be used. 
  Often lead miniatures (available from most hobby stores) are painted to represent 
  players’ characters. Cardboard counters are equally useful, with counters being 
  much less expensive but also much less visually exciting. Beginning players 
  often find the three dimensional quality of miniatures helpful in visualizing what 
  is actually occurring during combat. Game masters will find that trying to collect 
  an arsenal of appropriate monster miniatures grows to become inordinately 
  expensive, and numbered counters may be used. Special monsters, painted and 
  prepared by the game master for a particular encounter, are useful to spice up an 
  adventure. 
  The game master should have a copy of a completed Adventure Record and the 
  players should have their Character Records. These contain information that will 
  be used continuously during combat, such as strike chances, movement rates, etc. 
  If any non-player characters or monsters are involved in combat, the game master 
  should record their characteristics and information on a piece of scrap paper or 
  index card. This information should be determined prior to the adventure if at all 
  possible. Any damage taken in combat should be recorded on a piece of scrap 
  paper rather than on the Adventure or Character Records. 
  Percentile dice are used in the resolution of combat, and plenty should be 
  available (one pair for each player and the game master is ideal). Also, copies of 
  all the combat charts and tables should be made so the players may readily refer 
  to them. The game master will often use a screen to hide his die rolls, papers, 
  etc., and the most commonly used charts and tables may appear on it. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 19 
   
  Illustration 2: The different combat zones and facings. 
   
  18. Preparation for Combat 
  Whenever it has been determined that combat in some form is an inevitable result 
  of an encounter, the game master must set up all the equipment necessary for the 
  resolution of combat (see rule 17.). It is important for the game master to be as 
  organized as possible (have monster or non-player character characteristics and 
  weapons pre-generated, have miniatures or counters ready, have the encounter 
  area mapped to facilitate easy transfer to the display, etc.) so the set-up time for 
  combat goes quickly. Knowing combat is coming, the players will get more 
  excited in anticipation, and now is not the time for the game master to fumble 
  with his notebook. Each player should have his playing piece and Character 
  Record prepared and ready. There should be as little fuss as possible when 
  placing pieces on the display, and the game master has the final word as to the 
  placement of all characters, non-player characters, and monsters. 
  If the game master has prepared the display to accept either china pencils or 
  markers, he should draw in the details of the encounter location. This may be a 
  hallway in a dungeon, a room in a castle, or whatever—wherever the party may 
  encounter hostile entities is where combat may take place. If the display would be 
  marred by drawing on it, the game master should use dice or some other form of 
  marker to record the locations of important details. Anything the players would 
  be able to see, touch, hear, or smell should be described to them, because 
  inventive players will scrape for any advantage they can find, and are not above 
  using a broken bottle, for example, as a thrown weapon if they can find one. The 
  players need to feel as if they know all the details of the encounter location they 
  could know if they were actually there. It is a sloppy game master who suddenly 
  realizes he hasn’t told his players about the small window in the northern wall 
  just as the party is frantically scrambling to find an escape route. 
  [18.1] Prior to placing the hostile figures on the display, the game 
  master determines whether a surprise situation exists. 
  See rule 154.2 for the procedure to determine whether surprise exists. Once the 
  determination has been made (this information should be conveyed to the players 
  only if they are the ones who have achieved surprise) the game master then 
  places the hostile figures on the display. If no surprise exists, the distance 
  between the two parties should not be less than 8 hexes, and each group is aware 
  of the other. If surprise does exist, the distance between the groups should not 
  exceed 8 hexes, and can be much less depending on the game master judging the 
  degree of “jump” one group has on the other. In both cases, the game master has 
  the final say as to the distance separating the groups. 
  If surprise does not exist, Initiative is determined normally for the first Pulse of 
  combat (see rule 19.2). If surprise does exist, the party with the advantage 
  receives one “free” Pulse during which it can take any action it wishes without 
  the surprised group being able to react. After this free Pulse, Initiative for the 
  remainder of combat is determined normally. 
  [18.2] After placing all the figures on the display, the game master 
  assigns any Fatigue losses the figures may have incurred as a result 
  of their actions prior to combat. 
  For the characters, the game master should use the system detailed in rule 156. 
  For all hostile figures, he should make a quick estimate relating all presumed 
  activity they may have undertaken up to the instant of combat. The game master 
  may dispense with this procedure if he feels the Fatigue loss would balance out or 
  if he wishes to simply get on with and resolve the encounter. If he assigns 
  penalties from one side, he must make a judgment for the other; he should never 
  treat one party differently from another in this regard. 
  Assigning hostile figures a high Fatigue loss is one method of balancing a fight 
  so the characters may be able to defeat a foe who, on the surface, may appear 
  vastly superior. This does wonders for party morale. 
  19. Combat Sequence 
  The order in which all actions are attempted in a Pulse is called the combat 
  sequence. This sequence should be adhered to by the players and the referee as 
  this will greatly speed play. 
  Each Pulse, the following events occur in order: 
  1. Initiative is determined for all non-engaged figures. 
  2. If any Melee or Close combat is possible, the game master groups the 
  engaged figures into engagements, determines Initiative for each 
  engagement, and resolves combat for each engagement separately prior to 
  proceeding to the next engagement. Each engaged figure may choose one 
  action from the list of actions allowed of engaged figures on the Action 
  Summary (see rule 22.7). 
  3. The side that won Initiative in Step 1 now has the option to take action or let 
  the other side take action. All actions of the figures on one side must be 
  resolved before any figures on the opposing side may take action. 
  NOTE: It is entirely possible for Ranged, Melee, or Close attacks to occur in this 
  step as non-engaged figures move and attack. Each non-engaged figure may 
  choose one action from the list of actions allowed of non-engaged figures on the 
  Action Summary (see rule 22.7). 
  After these steps are performed, the Pulse is over and a new one begins. See rule 
  152.3 for guidelines regarding speedy resolution of combat actions. 
  [19.1] A Pulse is a 5-second increment of time used to regulate all 
  actions in combat situations. 
  Each action listed in rules 20. and 21. take one full Pulse to accomplish unless the 
  figure performing them has an exceptional Agility (see rule 22.3), in which case 
  two actions may be combined. Magic may also alter the number of actions taken 
  in a Pulse. 
  Some actions which figures in combat may wish to attempt will require more 
  than one Pulse to complete. The following list is intended as a guide for the game 
  master to be able to judge how long an attempted action will take to perform 
  (remembering each Pulse equals 5 seconds). 
  Action 
  Pulses 
  Seconds 
  Search for trap in specific place (e.g., door) 
  4 
  20 
  Attempt to remove trap 
  rule 104.3 
  rule 104.3 
  Quick search of 10’ by 10’ room for disguised 
  objects 
  3 
  15 
  Sound wall (floor, ceiling) 
  1 
  5 
  Search 10’ by 10’ wall segment for concealed 
  objects 
  18 
  90 
  Pick lock 
  rule 104.2 
  rule 104.2 
  Force lock 
  3 
  15 
  Spike door (per spike) 
  2 
  10 
  Light torch 
  5 
  25 
  Light Lantern 
  7 
  35 
  Exchange wieldy item close to or in hand with 
  another being 
   
   
  1-handed, 1 item 
  4 
  20 
  1-handed, 2 items 
  6 
  30 
  2-handed, 1 item 
  2 
  10 
  2-handed, 2 items 
  4 
  20 
  Take off Backpack 
  5 
  25 
  Remove Item from Backpack 
   
   
  On ground 
  6 
  30 
  On back 
  8 
  40 
  Store Item in Backpack 
  3 
  15 
  Mount horse 
  1 
  5 
  Dismount horse 
  1 
  5 
  [19.2] At the beginning of a Pulse, Initiative must be determined for 
  all non-engaged figures. 
  To determine Initiative, the Leader for each side rolls D10. To the result is added 
  the Leader’s Perception plus his Military Scientist Rank. The side with the 
  highest total has the Initiative for the Pulse (any ties are re-rolled). When it 
  becomes that side’s turn to take action, it may choose to act first or last, as it 
  desires. That decision is made after all engaged actions have been taken. 
  If the Leader is involved in Melee or Close combat, Stunned or unconscious, or 
  otherwise incapacitated, some other non-engaged figure must roll for Initiative. 
  Only his Perception is added to the D10 roll for Initiative. A non-leader may not 
  add his Military Scientist Rank to the roll. 
  The Leader for a party is appointed prior to an adventure. An alternate (a 
  “second”) may be designated, but this alternate may not use his Military Scientist 
  Rank, if any. If there is any doubt as to who is the current leader of a party, the 
  game master resolves the dispute. 
  
  PAGE 20 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [19.3] For engaged figures, Initiative is determined by comparing 
  each figure’s Initiative Value. 
  A figure’s Initiative Value is equal to his (modified Agility+Perception+Rank) 
  with any prepared weapon. If the figure has no prepared weapon, it is equal to his 
  (modified Agility+Perception). 
  In each engagement, the figure with the highest Initiative Value may act either 
  first or last, at his option. All others must act in order of their Initiative Value, 
  from highest to lowest. 
  If a figure is Stunned, or has any rear hex toward his opponent, the opponent 
  automatically receives the Initiative. Every character, non-player character, and 
  monster should have Initiative Values for all weapons or attack forms determined 
  prior to the adventure and recorded (for characters, on their Character Record). 
  [19.4] An engagement is defined as any number of figures occupying 
  adjacent hexes, occupying the same hex, or any combination 
  thereof. 
  Further judgment must be made by the game master as to the intent of each 
  figure. For purposes of determining Initiative Values, each figure should be 
  compared only to other figures who are involved in the same combat, or who 
  mutually mean each other harm (see illustration). 
  Engagements are defined to allow swift, unambiguous resolution of combat 
  situations. The game master resolves each engagement’s combat separately, and 
  deals with the individual engagements in any order he finds convenient. 
  [19.5] When a figure chooses an action, it is assumed to be 
  performing that action until it may choose again. 
  Thus, if a figure chose to move during the last Pulse, it is assumed to be moving 
  for all purposes of determining combat modifiers, affects, etc. 
  20. Actions of Engaged Figures 
  Being engaged imposes certain limitations on the actions which a figure may 
  attempt. A figure who is engaged is defined as one who is adjacent to a hostile 
  figure on the display, and may have his movement and choice of action restricted. 
  The order in which the actions of engaged figures are resolved is determined by 
  each figure’s Initiative Value, and any actions taken by engaged figures are not 
  simultaneous. Two or more hostile figures who occupy the same hex are in Close 
  combat and are considered engaged. 
  [20.1] An engaged figure may Melee attack any figure within his 
  Melee Zone. 
  If the figure who wishes to make the attack is within the defender’s Melee Zone, 
  he may move only one hex within that Zone, and change facing prior to 
  attempting the attack. He may not move or change facing after the attack. 
  If the figure who wishes to attack is not within the defender’s Melee Zone he 
  may move up to ½ of his TMR, either before or after executing the attack. Any 
  facing changes may be made only after the attack. 
  [20.2] An engaged figure may Evade. 
  If the figure who wishes to Evade is within the defender’s Melee Zone, he may 
  move only one hex within that Zone and change facing one hex-side while 
  executing the Evade. 
  If the figure who wishes to Evade is not within the defender’s Melee Zone he 
  may move up to ½ his TMR and change facing as he sees fit (within the game 
  master’s discretion, see rule 21.1) while executing the Evade. 
  If a Melee attack is attempted on a figure who is Evading, with a Ranked 
  weapon, he may be able to Parry or Riposte (see rule 24.4). 
  NOTE: A figure who is Evading receives defensive benefits versus Melee and 
  Ranged attacks (see rule 24.6). 
  [20.3] An engaged figure may Withdraw. 
  If the figure who wishes to Withdraw is within the opponent’s Melee Zone and 
  the opponent also occupies at least one hex of the figure’s Melee Zone, the figure 
  may Withdraw by backing directly into any of his rear hexes but may not change 
  facing. 
  While Withdrawing, the figure may adopt one of two postures: Offensive 
  Withdrawal or Defensive Withdrawal. If he chooses the Offensive Withdrawal 
  posture, he may strike at his opponent (at -20% to his Strike Chance) before 
  executing the Withdrawal action. To adopt a Defensive Withdrawal posture, a 
  figure must have a prepared shield (Ranked or Unranked). While in this posture, 
  he may interpose the shield between himself and any attack. This adds 20% to his 
  Defence, in addition to any other modifiers already in his favour. 
  If the figure who wishes to Withdraw is within the opponent’s Melee Zone but 
  the opponent does not occupy any hexes of the figure’s Melee Zone, he may 
  move and change facing normally (see rule 21.1). 
  If the opponent is able to Melee attack the figure, the opponent automatically 
  receives Initiative for the attack. 
  A figure may Withdraw from one hostile figure’s Melee Zone into another hostile 
  figure’s Melee Zone. If the figure wishing to Withdraw does not occupy a hex 
  within the defender’s Melee Zone, he may move normally. 
   
  Illustration 3: All three figures in Group A are engaged, as are both figures in Group B. 
  Note that figure 4 in Group B is technically engaged with figure 3 in Group A, but the game 
  master concluded that figure would more likely attack figure 2, whom figure 3 faces. If, 
  however, figure 4 turned his back on figure 5 to attack figure 3 in Group A, he would then 
  become engaged with that Group. In Group C, figures 6 and 7 are engaged, even though 7 
  faces away from 6; in this case, 6 automatically has the Initiative. 
  [20.4] An engaged figure may take any Pass action. 
  If the figure wishing to Pass is within a hostile figure’s Melee Zone, he may 
  move one hex within that Zone and change facing while Passing. 
  If the figure wishing to Pass is not within a hostile figure’s Melee Zone, he may 
  move up to two hexes and change facing while Passing. 
  A Pass action is a generic term for any non-attacking action a figure may do. 
  Typical Pass actions include: preparing an item; preparing a weapon; putting an 
  item or weapon away; picking up a dropped weapon or item; mounting or 
  dismounting a riding beast; loading a missile; dropping to one knee or prone; 
  rising up, etc. 
  All of these actions are mutually exclusive; that is no two can be attempted 
  during the same Pass action. 
  [20.5] An Adept who is engaged may attempt to cast a spell. 
  If the Adept wishing to cast a spell is within a hostile figure’s Melee Zone, he 
  may not move or change facing, and, if attacked, will have to perform a 
  Concentration Check (see rule 45.5). 
  If the Adept wishing to cast a spell is not within a hostile figure’s Melee Zone, he 
  may change facing after the Cast Check is per-formed. An Adept who is in Close 
  combat may not cast a spell, but may activate Talent Magic (see rule 42.). 
  [20.6] An engaged figure may attempt to Close and Grapple. 
  If the figure who wishes to Close and Grapple is within the Melee Zone of the 
  defender, the defender may attempt to Repulse the attacker’s Close attempt. If the 
  defender wishes to Repulse, he rolls D10 and compares the result to his Rank 
  with any Prepared weapon. If the result is less than or equal to his Rank, the 
  attacker may not enter the defender’s hex and must cease all action for that Pulse. 
  If the result is above the Rank, the attacker may enter the defender’s hex and 
  execute a Grapple attack immediately. 
  If the figure who wishes to Close and Grapple is not within the Melee Zone of the 
  defender, the defender may not attempt to repulse the Close attempt and the 
  attacker may immediately enter and Grapple. Figures that are larger than one hex 
  treat this action differently (see rule 29.). 
  NOTE: Any figure who enters Close Combat must immediately drop any Prepared 
  shield and any Prepared weapon not rated for Close combat. 
  [20.7] A figure engaged in Close combat may attempt to Grapple, 
  Pass or Withdraw. 
  A Grapple is an attack in Close combat against any figure who occupies the same 
  hex as the attacker. It is assumed any figures engaged in Close combat are rolling 
  around on the ground, struggling with each other. Grappling may only be 
  attempted with a weapon rated for Close combat. 
  The figure who wishes to Pass while in Close combat may take any Pass action 
  he wishes (at the game master’s discretion). 
  The figure who wishes to Withdraw while in Close combat must first attempt to 
  “break contact.” The figure rolls D10, and adds his Physical Strength (and that of 
  any other friendly figures in the hex) and subtracts the total Physical Strength of 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 21 
  any hostile figures in the hex. If the modified result is 10 or above, the figure may 
  Withdraw into any adjacent hex and is assumed to be prone. In addition, an 
  unmodified roll of 10 always allows Withdrawal. 
  21. Actions of Non-Engaged Figures 
  A non-engaged figure is one who is not adjacent to any hostile figure on the 
  display. There are certain minor restrictions which result from this, but 
  non-engaged figures may generally take any action they wish. All figures who are 
  considered on the same side or members of the same party take their actions 
  together and in any order they find convenient. In case of disagreement, the game 
  master has final say as to the order of actions. No actions are considered 
  simultaneous, and all actions of non-engaged figures occur after all the actions of 
  engaged figures have been resolved. 
  The determination of which side acts first is resolved by the Initiative die roll (see 
  rule 19.2). 
  [21.1] A non-engaged figure may move any number of hexes up to 
  its Tactical Movement Rate (TMR). 
  A figure’s TMR equals the number of hexes he may move In one Pulse, and he 
  expends one point of the TMR for each normal, unobstructed hex he enters. For 
  characters and all non-player characters, this total is determined by their modified 
  Agility (see rule 5.6). For monsters, it is listed with their other characteristics (in 
  rule 134. through rule 144). 
  During movement, a figure may change facing as it desires within the judgment 
  of the game master and the fellow players. Any complicated manoeuvre the 
  figure attempts may result in a penalty being applied by the game master in the 
  form of a reduction in the figure’s TMR for that Pulse. For instance, turning three 
  hex-sides (180o) within one move is a fairly complex manoeuvre. The game 
  master may decide if the figure wishes to change facing to that degree, it may 
  move two less hexes during the Pulse. At the end of movement, a figure must 
  unambiguously face one hex-side (in the case of multi-hex monsters, one hex 
  vertex). 
  The TMR assumes a flat surface with little or no hindrance to movement. The 
  game master is allowed to assign a penalty for movement attempted over terrain 
  not conducive to quick traversal. In any case, a figure may always (if not 
  Stunned, etc.) move one hex during a Pulse, no matter how difficult the terrain. 
  If a figure enters the Melee Zone of any hostile figure, he must stop movement 
  but may change facing. If in the midst of executing a Charge and Close action, he 
  may then be able to enter the defender’s hex, depending on the results of the 
  defender’s Repulse attempt. 
  If a figure wishes to jump during his movement, the game master may allow this 
  with a penalty of one hex for every 5 feet (or part thereof) jumped (horizontally 
  or vertically) and make the figure who jumped attempt a roll versus his modified 
  Agility (with an appropriate difficulty factor) to see if he landed cleanly. 
  Often two, or more, friendly figures will wish to pass through a hex at the same 
  time, or need to squeeze past another figure in the same hex. The game master 
  must judge whether circumstances will allow or prevent the move, and if it is 
  hindered, to what degree. Thus, a halfling should be able to squeeze past a human 
  without too much trouble, but for one human to move through a hex containing 
  another human will result in at least a TMR penalty of two hexes, and possibly be 
  disallowed if the human is currently engaged in some fairly active situation (such 
  as preparing a bow to be fired). 
  A figure may crawl at a rate of ¼ of his TMR (round down). 
  NOTE: Giant characters have their TMR calculated according to the monster 
  section pertaining to them (see rule 138.1). The average TMR listed is used as the 
  midpoint of a chart the game master creates similar to the one in rule 5.6, with the 
  appropriate giant’s TMR replacing the average human TMR of 5, with 
  modification above and below that occurring in a similar manner according to 
  modified Agility as for humans. 
  Example: Thus, a Cloud Giant with a modified Agility of 19 has a TMR of 14 
  (average TMR of 13+1 for Agility=14). 
  [21.2] A non-engaged figure may move up to ½ (round down) of his 
  TMR and attempt to Melee attack with a non-Pole weapon. and this 
  action is a Charge. 
  At the end of the figure’s movement, if he is adjacent to any hostile figure, he 
  may Melee attack him (with a negative modifier, see rule 24.6). The destination 
  hex is counted when figuring ½ of the TMR. 
  Consult the Weapon Tables for listings as to which weapons are Pole weapons. 
  [21.3] A non-engaged figure may move up to his full TMR and 
  attempt to Melee attack with a Pole weapon, and this action is a 
  Charge. 
  This action is in all ways similar to rule 21.2, except the movement is greater and 
  using a Pole weapon gives the attacker a bonus to his Strike Chance (see rule 
  24.6). Some Pole weapons use this attack form from two hexes away (see the 
  Weapon Tables). 
  [21.4] A non-engaged figure may move up to ½ of his TMR (round 
  down) and attempt to Grapple, and this is a Charge and Close. 
  This action is in all ways similar to rule 20.6, except the charging figure has 
  moved into the adjacent hex from outside that hex. No facing changes are 
  allowed during this action, and the destination hex (the hex the defender 
  occupies) is counted when figuring ½ of the TMR. 
  [21.5] A non-engaged figure may move up to ½ (round down) of his 
  full TMR and Evade as he moves. 
  The figure must obey all rules of movement (see rule 21.1) and while moving is 
  much harder to hit (see rule 24.6). 
  If a figure who is evading while moving is Melee attacked he may (if he has a 
  prepared Rank weapon) be able to Parry or Riposte (see rule 24.4). 
  [21.6] A non-engaged figure may move up to two hexes directly 
  backward, and this is a Retreat. 
  The action functions in all respects as a Withdraw (see rule 20.3) except the 
  figure may not adopt an Offensive posture since there are no adjacent hostile 
  figures to attack. 
  [21.7] A non-engaged figure may fire a Missile or Thrown Weapon. 
  or loose a Spell, and these are all Fire actions. 
  A figure may not move or change facing in the same Pulse as a weapon is Fired 
  or a spell is loosed, with two exceptions: 
  1. Once a cross-bow is prepared and loaded, a figure may carry it around and 
  fire whenever he wishes. In this instance, movement of up to two hexes prior 
  to, or after, firing is allowed. 
  2. If an Adept or his mount is flying and the Adept is in all other ways eligible 
  to cast a spell (has his hands free, is not out of Fatigue, etc.) he or his mount 
  may move up to ½ of his or his mount’s TMR (round down) and attempt to 
  cast the spell prior to, during, or after his movement. This also applies to all 
  flying magic-using monsters. 
  Only targets who occupy one or more hexes of a figure’s Ranged Zone may have 
  a Missile or Thrown weapon Fired at them. 
  [21.8] A non-engaged figure may move up to two hexes and perform 
  any Pass action. 
  Typical Pass actions are listed in rule 20.4. A figure who is Passing may also 
  change facing while executing a Pass. The actions listed in rule 19.1 may require 
  a number of consecutive Pass actions to complete. 
  22. Action Choice Restrictions 
  Normally figures occupying the Tactical Display may only attempt one 
  permissible action per Pulse. Figures with a modified Agility of 8 or less are 
  restricted in the amount of movement they may combine with other actions. 
  Figures with a modified Agility of 22 or above gain extra movement and may be 
  able to combine two actions in one Pulse. 
  Figures who become stunned or otherwise incapacitated will have their choice of 
  actions drastically curtailed. The type of attack a figure may attempt against a 
  hostile figure is limited by his position on the display relative to the hostile figure 
  and the degree of visibility which exists. 
  The use of magic in combat is subject to restrictions and may, in some 
  circumstances, be impossible. 
  [22.1] Figures with a modified Agility of 8 or less are allowed one 
  less hex of movement when executing any of the following actions: 
  Melee attack, Evade, Retreat, Pass, and Charge with a Pole 
  Weapon. 
  Example: Thus, Thon the Dwarf, whose modified Agility is 7 due to both the 
  weight he carries and his lack of Agility, can only move one hex while he 
  prepares his mattock, instead of two. 
  [22.2] Figures with a modified Agility of 22 through 25 are allowed 
  one extra hex of movement when executing any of the following 
  actions: Melee attack, Evade, Withdraw, Pass, and Retreat. 
  Example: Eaglewing the Elf, whose modified Agility is 25 due to the lack of 
  weight he carries, his natural Agility and his bonus due to being an Elf can move 
  three hexes while preparing his tulwar, instead of two. 
  [22.3] Figures with a modified Agility of 26 or greater may combine 
  any two of the following actions in a single Pulse: Melee attack, 
  Evade, Withdraw, Pass, Close and Grapple, Grapple, Charge, 
  Charge and Close, Retreat, and Fire. 
  The actions may be combined in any order. If a figure with this option chooses 
  not to combine two actions, it may increase its movement (as in rule 22.2) by two 
  hexes. 
  
  PAGE 22 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [22.4] A figure who becomes Stunned may attempt no other action 
  except to try to recover from being Stunned. 
  See rule 26. for details concerning Stun and Stun recovery. A figure who becomes 
  incapacitated can do nothing until he recovers. 
  [22.5] A figure’s choice of combat actions is limited by his position 
  relative to the intended target of his attack. 
  A figure may only Melee attack a hostile figure he is adjacent to and who 
  occupies at least one hex of his Melee Zone. A figure may only Grapple a hostile 
  figure in the same hex. A figure may only Fire at a hostile figure who occupies at 
  least one hex of his Ranged Zone. 
  If a figure is attempting to Melee attack a hostile figure who occupies a hex 
  which is obscured (due to smoke, magic, etc.), he may attempt to strike if he first 
  rolls less than or equal to his Perception×4. If the roll is above this result, the 
  attack may not take place and the figure may take no other action that Pulse. 
  [22.6] If an Adept attempts to cast a spell while either being Ranged 
  attacked or Melee attacked, he must perform a Concentration 
  Check (see rule 45.5). 
  This check may need to be done twice, once while Preparing the spell and once 
  before Loosing it. If either check results in the Adept’s concentration being 
  broken, the spell may not be cast. No spell work of any kind is allowed in Close 
  combat, but Talent Magic may be activated at any time and does not require the 
  expenditure of a Pass action to do so. 
  [22.7] Action Summary Table 
  This table lists all actions and their restrictions. 
  Actions Allowed of Engaged Figures: 
  • 
  Melee Attack 
  • 
  Evade 
  • 
  Withdraw 
  • 
  Pass 
  • 
  Prepare or Loose a Spell 
  • 
  Close and Grapple 
  If in Close Combat… 
  • 
  Grapple 
  • 
  Withdraw 
  • 
  Pass 
   
  Actions Allowed of Non-Engaged Figures: 
  • 
  Move up to full TMR 
  • 
  Move up to ½ TMR and Melee Attack 
  • 
  Move up to ½ TMR and Charge and Close 
  • 
  Move up to ½ TMR and Evade 
  • 
  Move up to full TMR and Charge with a Pole Weapon 
  • 
  Retreat 
  • 
  Fire 
  • 
  Pass 
  • 
  Prepare or Loose a Spell 
  23. Attacking 
  A hostile figure may be attacked by Ranged, Melee, or Close combat while on the 
  display. To attack via Ranged combat, a figure must be armed with a Prepared 
  weapon rated for Ranged combat and the target must occupy at least one hex of 
  the figure’s Ranged Zone. To attack via Melee combat, the figure must be armed 
  with a prepared weapon rated for Melee combat and the target must occupy at 
  least one hex of that figure’s Melee Zone. To attack via Close combat, the figure 
  must be armed with a prepared weapon rated for Close combat and share the 
  same hex as the target. 
  NOTE: Empty bare hands are always considered a prepared weapon. 
  The order of all attacking actions is determined by the Initiative procedure as 
  detailed in rule 19.2 and rule 19.3. Combat involving engaged figures is always 
  resolved prior to any combat involving non-engaged figures. An attacker’s 
  weapon is always assumed to be held in his Primary hand (see rule 6.2) unless he 
  states otherwise. Optionally, a figure may attempt to use two weapons at once, or 
  attempt to strike more than one target with one weapon. 
  Special types of attacks are allowed, and these include attempting to Trip, 
  Entangle, Restrain, Knockout, Shield Rush, or Disarm. 
  [23.1] A figure may attempt to attack a hostile figure he is not 
  adjacent to via Ranged Combat by executing a Fire action. 
  The attacker declares his target, determines and applies any Ranged Combat 
  modifiers (see rule 24.6), and executes a Strike Check. The only weapons eligible 
  for use in Ranged Combat are those rated for Ranged Combat on the Weapon 
  Tables (see rule 27.2). 
  To fire a weapon, the attacker must have a Line of Fire (see rule 16.) to the target. 
  In addition, the attacker may fire into but not through an obscured hex. The 
  weapon fired always travels in a straight line, and if not stopped by striking an 
  object, it will travel 1.5 times the maximum range of the weapon, then fall to the 
  ground. 
  Whenever a fired weapon enters a hex occupied by a figure (other than a solid 
  wall, tree, or pillar which automatically breaks the weapon), there is a chance the 
  weapon will hit the figure instead of continuing its flight. The weapon’s flight is 
  always stopped when it strikes a figure and remains in that figure until 
  withdrawn. 
  A Strike Check must be resolved for all figures occupying any hex along the Line 
  of Fire until the weapon hits something, or loses momentum and falls to the 
  ground. 
  A figure may never check a Line of Fire without executing the Fire action, 
  whether or not the weapon is actually loosed. 
  [23.2] A figure may attempt to Melee attack any hostile figure who 
  occupies at least one hex of his Melee Zone. 
  The attacker declares his target, applies any Melee Combat modifiers (see rule 
  24.6), and executes a Strike Check. The only weapons eligible for use in Melee 
  Combat are those rated for Melee Combat on the Weapon Tables. The attacker 
  may have moved adjacent to the target during that Pulse and this combination of 
  movement and Melee is a Charge (see rule 21.2). 
  The normal melee attack is intended to do as much damage to the target as 
  possible, but other forms of specialized attack exist and are detailed in rule 23.5. 
  [23.3] A figure may attempt to attack any figure who occupies the 
  same hex only via Close combat by executing a Grapple action. 
  The attacker declares his target (there may be more than one figure in the hex), 
  applies any Close Combat modifiers (see rule 24.6), and executes a Strike Check. 
  The only weapons eligible for use in Close combat are those rated for Close 
  combat on the Weapon Tables. The attacker may have moved into the target’s hex 
  during that Pulse, and this combination of movement and Grappling is detailed in 
  rule 20.6 and rule 21.4. 
  [23.4] A figure who is armed with either two prepared weapons or 
  one two-handed class B weapon may attempt a Multiple Strike. 
  A figure may attempt to strike one or more targets more than once as part of the 
  same attack with two different weapons (one in each hand), but suffers a negative 
  attack modifier (see rule 24.6). The attacks need not be directed at the same 
  hostile figure, but must be of the same type (Grapple, Melee, or Fire). Some 
  non-humanoid monsters could attack three, four, or more times in one Pulse 
  using this option. 
  A figure may attempt to strike more than one target one time each if the prepared 
  weapon is Class B and the attacker is Rank 4 or above with the weapon. Each 
  figure thus attacked must be in adjacent hexes within the attacker’s Melee Zone. 
  Thus, the maximum number of attacks available via this option is three. This 
  attack may only occur in Melee Combat, and the attacker suffers a negative 
  attack modifier (see rule 24.6). 
  [23.5] A figure attempting to attack may specify any one of the 
  following special attacks: 
  Trip: The attacker must be armed with a quarterstaff, spear, halberd, poleaxe, or 
  glaive and be in Melee Combat. The Base Chance is 40% and the damage is D10. 
  If the attack is successful, the target must attempt to roll less than or equal to his 
  modified Agility×3. If the target’s Agility roll is successful, he keeps his footing; 
  if he fails the roll, he falls prone. This only works against human size or smaller 
  targets. 
  Entangle: The attacker must be armed with a Net, Whip, or Bola. The Base 
  Chance is listed with the individual weapons. If entangled, the target suffers 
  D10-4 damage. If the attack is successful, the target must attempt to roll less than 
  or equal to his modified Agility×3, falling prone if he fails. The target must 
  disentangle himself before rising, and to do so requires the target to execute a 
  Pass action for two consecutive Pulses. 
  Restrain: A figure may attempt to restrain another figure by executing a Grapple. 
  A successful attack results in the hostile figure being restrained (pinned). The 
  Base Chance equals the ((attacker’s Physical Strength+modified Agility) minus 
  the (target’s Physical Strength+modified Agility))×3. No damage is done to the 
  target. A restrained figure is treated as incapacitated, and remains restrained until 
  the hold is broken by an attack from outside the hex which does at least one point 
  of effective damage to the restrainer. Several figures may combine their PS and 
  AG to attempt to restrain a hostile figure. 
  Knockout: The attacker must be armed with any weapon except Missile 
  weapons, Entangling weapons, darts, grenades, lances, or pikes. The attack is 
  successful if the Strike Check result is equal to or less than 15% of the modified 
  Strike Chance. No damage is done and the target is knocked unconscious for 
  D10+5 minutes, with the results of the time roll being kept from the players. This 
  attack may not be attempted on larger than human-sized monsters. 
  NOTE: The sap is a weapon especially designed for this purpose and is detailed 
  on the Weapon Tables (see rule 27.2). 
  Shield Rush: The attacker must be armed with any shield except a Main Gauche 
  or Tower Shield. The Base Chance is 40% and the damage is D10-2. Rank with 
  the shield will increase the Base Chance, as with any weapon. If the attack is 
  successful, the target must attempt to roll less than or equal to his modified 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 23 
  Agility×3, falling prone if he fails. If this attack is occurring at the termination of 
  a Charge attack, the Base Chance is increased by 20%. 
  Disarm: The attacker must be armed with any weapon rated for Melee or Close 
  combat. 20% is subtracted from the modified Strike Chance before the attack is 
  resolved. If the attack is successful, the target is forced to drop one weapon or 
  item of the attacker’s choice and also suffers 1 point of Endurance damage. 
  24. Resolving Attempted Attacks 
  Every weapon and attack form is assigned a Base Chance. This percentage 
  chance may be modified due to weapon skills, attack type, posture of the 
  combatants, defence of the target, etc. The Base chance with all modifiers applied 
  is the Modified Strike Chance. The attacker rolls D100; if the result is less than or 
  equal to the Modified Strike Chance, the attack has been successful; above and 
  the attack has missed. Rolling a 99 may result in the weapon being broken and 
  rolling 100 may result in the weapon being dropped. Once a successful hit has 
  been made, a Damage Check is conducted. 
  If the target is Evading, the attacker suffers a negative modifier to his Strike 
  Chance and, if he misses, his swing may have been Parried, leading to a Disarm 
  or Riposte. 
  [24.1] The Strike Chance of an attacking figure is a combination of 
  the Chance of the weapon or attack form plus modifiers for Rank 
  and Manual Dexterity. 
  To attack with any Ranked weapon, the Strike Chance is Base Chance of 
  Weapon+modified Manual Dexterity+4×Rank. To attack with any unranked 
  weapon, the Strike Chance is equal to the weapon’s unmodified Base Chance. 
  The Strike Chance of either a Ranked or unranked attack will be further modified 
  (see rule 24.6). 
  In any natural attack form such as teeth, claws, etc., for monsters, their Manual 
  Dexterity+4×Rank (if any) is always added. For all characters and other figures, 
  the Strike Chance should be calculated prior to an adventure and recorded on the 
  Character Record. 
  [24.2] An attacker’s Modified Strike Chance is equal to its Strike 
  Chance minus the target’s Defence plus any modifications for attack 
  type and attack conditions. 
  If the attacker rolls less than or equal to the Modified Strike Chance, a successful 
  hit has been scored and a Damage Check must be performed (see rule 25.). 
  Attack types include Ranged, Melee, and Close combat. Attack conditions 
  include lighting conditions, which hand the weapon is used in, and other 
  miscellaneous modifiers. 
  [24.3] Whenever the Strike Check results in a roll of 99 or 100. the 
  attacker may have either dropped or broken his weapon. 
  If the roll is 99 the attacker may have broken the weapon; on 100 the attacker 
  may have dropped his weapon. In either case, the attacker then rolls D100: if the 
  roll is less than or equal to his modified Manual Dexterity×3, he has avoided 
  either misfortune, otherwise the appropriate result occurs. 
  A dropped weapon may be picked up by any figure at any later time, but a broken 
  weapon may not be used. When this result occurs to an attacker to whom it would 
  not apply (a dragon’s bite attack really cannot be dropped), the game master may, 
  at his discretion, announce the attacker has fumbled and may not attack during 
  the next Pulse due to his clumsiness. 
  [24.4] Whenever the Strike Check result is 30 or more above the 
  Modified Strike Chance, the target may have Parried the attack. 
  Only figures who are currently Evading and are being Melee attacked may Parry. 
  The defender rolls D10, adds the Rank of any prepared weapon, and subtracts the 
  Rank of the attacker’s weapon. If the result is 3 or less, the attack has been 
  successfully Parried, but in so doing, the defender has been thrown off balance 
  and must execute a Pass action next Pulse. If the modified result is 4-7, the 
  attacker has been Disarmed per the attack of the same name (see rule 23.5). If the 
  modified result is 8 or above, the attack has been Parried to the extent that the 
  attacker has become Disarmed and the target may execute a Melee attack 
  instantaneously against him without any need to perform an attack action. This is 
  called a Riposte. 
  A Riposte may never itself be Parried and may occur as many times during a 
  Pulse as the evading target was Melee attacked. A target may even Parry attacks 
  which do not come through his Melee Zone (e.g., from behind him). An unarmed 
  figure may Parry if he is Ranked in Unarmed Combat (see rule 28.). 
  [24.5] A figure’s Defence Rating is a combination of his modified 
  Agility plus any defence afforded by a prepared shield. 
  A figure’s Defence Rating is subtracted from an attacker’s Strike Chance. The 
  defence of a shield is a function of the Rank the target has with the individual 
  shield types (see the Shield Table). 
  Example: Thus, a figure with a modified Agility of 13 and Rank 3 with shield 
  carrying a Large Round Shield has a Defence Rating of [13+(3×4)]=25%, and 
  this is subtracted from any attacks coming through any of the figure’s Melee 
  Zone hexes. 
  If the attack comes through any of the figure’s rear hexes, the addition of the 
  shield defence is ignored, but the modification for Agility remains in effect. 
  Optionally, the shield defence may only be included for attacks which come 
  through the target’s front hex and the hex facing the side of the target in which 
  the shield would actually be carried (normally in the target’s secondary hand). 
  The Defence Rating is not subtracted from any attacks if the defending figure is 
  Stunned or incapacitated. Also, any shield defence is ignored for Close combat. 
  Any shield except the Main Gauche is automatically dropped upon entering into 
  Close combat. 
  The characteristics for each shield are: 
  Weight: The weight of the shield in pounds. 
  Defence/Rank: The percentage by which the figure’s defence is increased per 
  Rank while that shield is prepared. 
  MD Loss: The number of points the figure’s Manual Dexterity is reduced by, for 
  all purposes, while that shield is prepared. 
  Cost: The cost in Silver Pennies for a shield of average workmanship. 
  Shield Table 
   
  Shield Type 
   
  Weight 
  Defence 
  /Rank 
  MD 
  Loss 
   
  Cost 
  Buckler 
  3 
  2% 
  - 
  5 
  Small Round 
  5 
  3% 
  -2 
  8 
  Large Round 
  10 
  4% 
  -3 
  10 
  Kite 
  15 
  5% 
  -4 
  15 
  Tower 
  25 
  6% 
  -6 
  20 
  Main-Gauche* 
  1 
  2% 
  - 
  20 
  * 
  The Main Gauche does not subtract defence from any Fire attack, and cannot make a 
  Shield Rush attack (see rule 23.5). The Main Gauche functions both as a weapon and a 
  shield, and only one Experience Point expenditure is used to rise in Rank in both, that of 
  the weapon listed in rule 161.8. 
  NOTE: When a shield is not prepared, it is considered slung on the back of the 
  figure carrying it. All shields except the Tower Shield are constructed of wood 
  and hides and do not affect the flow of mana in regard to adepts. 
  [24.6] Each attack type (Ranged, Melee, or Close) has its own list of 
  Strike Chance modifications. 
  After calculating the attacker’s Strike Chance and subtracting the defender’s 
  Defence, the Strike Chance Modifier Tables (see rule 24.8) should be consulted to 
  see if any situations exist which could further modify the Strike Chance. 
  Example: Rolf the Barbarian is attacking the White Mouser, a lithe figure with 
  high Agility. Rolf is using a broadsword (which he wields at Rank 3), and has a 
  modified Manual Dexterity of 22. The Mouser has a modified Agility of 18 and is 
  using a Main Gauche (which he wields at Rank 2). Rolf’s Strike Chance is 
  [55+15+(3×4)]=82%. The Mouser’s Defence Rating is [18+(2×2%)]=22%, which 
  is subtracted from Rolf’s Strike Chance since he is attacking the Mouser through 
  the Mouser’s Melee Zone (if he was attacking him through one of his rear hexes, 
  the 4% extra for the Main Gauche would not count and the Defence would be 
  18%). But, furthermore, the Mouser is kneeling (a +20% bonus from the Melee 
  Combat Modifiers Chart), so receives a Modified Strike Chance of 
  82-22+20=80%. 
  [24.7] The charts listing modifiers used in calculating the Modified 
  Strike Chance of any attack include the Shield Table, Ranged 
  Combat Chart, Melee Combat Chart, Close Combat Chart, 
  Lighting Conditions Chart, and the Miscellaneous Conditions 
  Chart. 
  See the Strike Chance Modifier Tables (see rule 24.8) for these listings. Although 
  these listings may appear lengthy, few are used often, and those will soon be 
  committed to memory after a few melee combats. The game master is encouraged 
  to invent any other modifiers he sees fit to add in any combat situation. He is the 
  final arbiter as to what modifiers are used and when they apply. Any situations 
  not specifically covered by these listings must be judged individually by the 
  game master. 
  [24.8] Strike Chance Modifier Tables 
  Close Combat Modifiers 
  Advantage For… 
  +1% 
  Each point attacker’s PS is greater than target’s PS 
  +20% 
  Target has 0 Fatigue Points remaining 
  +20% 
  Target is Stunned 
  Penalty 
  For… 
  -1% 
  Each point target’s PS is greater than attacker’s PS 
  -20% 
  Attacker has 0 Fatigue Points remaining 
  Melee Combat Modifiers 
  Advantage For… 
  +10% 
  Target has 0 Fatigue Points remaining 
  +15% 
  Target being attacked through a Flank hex 
  +15% 
  Target is Stunned 
  
  PAGE 24 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  +20% 
  Target is kneeling or prone 
  +20% 
  Attacker is Charging with a Pole Weapon or Shield 
  +30% 
  Target being attacked through a Rear hex 
  Penalty 
  For… 
  -4% 
  Each Rank the target has with prepared weapon if Evading 
  -10% 
  Target is currently Evading (in addition to above) 
  -10% 
  Attacker has 0 Fatigue Points remaining 
  -15% 
  Attacker is Charging with a non-Pole Weapon 
  -20% 
  Attacker is Melee attacking while Withdrawing 
  Ranged Combat Modifiers 
  Advantage For… 
  +10% 
  Target being attacked through a Flank hex 
  +10% 
  Target is Stunned 
  +10% 
  Attacker is kneeling 
  +20% 
  Target being attacked through a Rear hex 
  Penalty 
  For… 
  -3% 
  Every hex through which a Thrown Weapon travels 
  -3% 
  Each five hexes (or fraction) after the first five hexes through 
  which a Missile Weapon travels 
  -5% 
  Target is currently moving 
  -10% 
  Target is kneeling or prone 
  -20% 
  Target is currently Evading 
  -20% 
  Target occupies Sheltered hex 
  Lighting Condition Modifiers 
  Penalty 
  For… 
  -10% 
  Starry night or shadowy interior 
  -20% 
  Cloudy night 
  -30% 
  Cave or unlit interior 
  -40% 
  Pitch blackness 
  -50% 
  Target is invisible or similarly undetectable 
  Miscellaneous Modifiers 
  Penalty 
  For… 
  -20% 
  Striking weapon held in attacker’s Secondary hand 
  -10% 
  Multiple Strike; attack with weapon in Primary hand 
  -30% 
  Multiple Strike; attack with weapon in Secondary hand 
  -10% 
  Multiple Strike; attack with each weapon if ambidextrous 
  -20% 
  Multiple Strike with Class B two-handed weapon 
  NOTE: Each modifier is added to the Strike Chance of the attacker in each 
  instance where it applies. All modifications are cumulative. 
  25. Damage 
  Whenever a figure is hit by a weapon or magic, a Damage Check is performed. 
  Each attack type has a damage modifier which is added to a D10 roll, and the 
  result is the amount of damage points inflicted on the figure. Armour may absorb 
  some or all of the damage up to the armour’s Protection Rating, and any damage 
  points not absorbed are inflicted on the figure and subtracted from either Fatigue 
  or Endurance. Any damage points actually inflicted on the figure (not absorbed 
  by armour) are termed Effective Damage. 
  There are three types of damage possible from a successful strike, depending on 
  how low the attacker rolled on the Strike Check: Damage affecting Fatigue; 
  affecting Endurance; and Grievous Injury. When the Strike Check result is above 
  15% of the Modified Strike Chance, any effective damage is subtracted from 
  Fatigue (Endurance when Fatigue reaches zero). When the Strike Check is 15% 
  or less of the Modified Strike Chance, any damage directly affects Endurance and 
  is not absorbed by armour. If it is 5% or less of the Modified Strike Chance, a 
  Grievous In jury may also result, in addition to Endurance damage. These 
  percentages are summarized on the Special Damage Chart (see rule 25.2). 
  Any Damage Checks modified to a result less than 1 are treated as 1 (see rule 
  2.7). 
  [25.1] Damage affecting Fatigue is absorbed by armour. 
  Each type of armour has a Protection Rating, which indicates the amount of 
  damage points subtracted from every successful attack. When a figure’s Fatigue 
  reaches 0, any further damage affecting Fatigue is subtracted from Endurance in 
  stead. However, a figure cannot lose both Fatigue and Endurance as a result of a 
  single Strike Check. 
  Example: Rolf is wearing Leather armour (Protection Rating of 4) and has 3 
  Fatigue Points remaining. An attack against him results in 9 total damage points. 
  The Leather absorbs 4 of those, and normally the remaining 5 would be 
  subtracted from Fatigue. But, since he only has 3 Fatigue Points left, he loses 3 
  Fatigue Points and the rest are ignored entirely. If any further attacks result in 
  damage being subtracted from Fatigue, the Leather would still absorb 4 points of 
  that damage, but any remaining points would be subtracted from Endurance 
  instead. 
  The Armour Table lists all types of armour and their Protection Ratings. The 
  game master should feel free to invent other types of armour if he wishes. 
  The characteristics for different armour types are: 
  Weight: The number by which a figure’s size is multiplied to find the weight of 
  the armour in pounds. Size numbers for the character races are: Halfling (3); 
  Dwarf 5 (4); Elf (5); Orc (5); Human (6); Giant (15). For female figures, 0.5 
  should be subtracted from the multiples. 
  Protection: The number of Damage has his Points the armour absorbs. 
  AG Loss: The number of points the figure’s Agility is reduced for all purposes 
  when that armour is worn. Does not include possible additional Agility loss for 
  the weight of the armour (see rule 156.9). 
  Cost: The cost in Silver Pennies for the armour. Cost assumes average 
  workmanship and man-sized armour; larger or smaller armour should cost 
  proportionally more or less. 
  Stealth Adjust: The amount by which a figure wearing that type of armour has 
  his Stealth percentage adjusted. 
  Armour Table 
   
  Armour Type 
   
  Weight 
  Protect 
  AG 
  Loss 
   
  Cost 
  Stealth 
  Adjust 
  Cloth Alone* (or 
  Heavy Furs, etc.) 
  1 
  1 
  0 
  10 
  +5% 
  Leather 
  3 
  4 
  -1 
  20 
  0 
  Scale 
  4 
  5 
  -3 
  100 
  -5% 
  Chainmail 
  7 
  6 
  -2 
  200 
  -10% 
  Partial Plate 
  6 
  6 
  -2 
  250 
  -15% 
  Full Plate 
  8 
  7 
  -3 
  300 
  -20% 
  Improved Plate 
  7 
  8 
  -3 
  350 
  -20% 
  * 
  Cloth armour is worn underneath all other armours and its protection weight is factored 
  into the weight. 
  [25.2] A Strike Check of 15% or less of the Modified Strike Chance 
  results in damage directly affecting Endurance which is never 
  absorbed by armour, and the stricken figure always takes the full 
  amount of the damage. 
  The Special Damage Table (see rule 25.6) lists modified Strike Chances and their 
  damage directly affecting Endurance range. 
  [25.3] Grievous Injuries may result if the successful Strike Check is 
  5% or less of the Modified Strike Chance. 
  If a possible Grievous Injury has resulted, the damage to Endurance is first 
  calculated and applied. The attacker then rolls D100 and consults the Grievous 
  Injury Table (see rule 25.7). If the roll falls within the range specified for the 
  class of weapon he is attacking with, a Grievous Injury has resulted and the 
  effects of the resulting injury are applied to the unfortunate target immediately. If 
  the roll falls outside the indicated range, no Grievous Injury occurs. 
  Weapons are classed on the Weapon Tables (see rule 27.2) according to type: 
  thrusting weapons are Class A; slashing weapons are Class B; and crushing 
  weapons are Class C. The Grievous Injury Table lists the ranges for each class of 
  weapon. A figure may suffer any number of Grievous Injuries in a Pulse. 
  Whenever a figure suffers a Grievous In jury, there is a possibility he has dropped 
  whatever he is holding, and the procedure outlined in rule 24.3 is used to resolve 
  this occurrence. 
  A figure who suffers a Grievous Injury while wearing armour has the Protection 
  Rating of that suit of armour reduced by 2 until repaired. Optionally, a figure who 
  is also carrying a shield can choose to have the shield cloven and spare his 
  armour. A cloven shield is useless. 
  [25.4] Damage incurred as a result of a magical attack is applied 
  differently. 
  Many spells attack figures with purely magical energy, while others inflict 
  damage as a result of changes in the physical surroundings of the target 
  (windstorms, falling rocks, and the like). When purely magical energy is 
  involved, any damage is subtracted first from Fatigue (Endurance only when 
  Fatigue is exhausted), but is not absorbed by armour. Other damage types, also 
  subtracted from Fatigue, are absorbed by armour. 
  When being attacked by the breath weapon of a monster, treat the damage as if 
  magical energy, as above, but allow every target a Passive resistance roll before 
  applying the damage. If the target does Passively resist, the damage is halved 
  (round down). No Active resistance is allowed versus breath attacks. 
  [25.5] (Optional Rule) The damage done with a particular weapon 
  may be increased due to exceptional Physical Strength or Rank. 
  If using this rule, add 1 to the damage modifier of a weapon for every full 5 
  points of Physical Strength above the minimum necessary to wield the weapon 
  the attacker possesses. 
  Example: A figure with PS of 20 through 24 would do D10+5 damage when 
  wielding a Broadsword. 
  However, for every +1 of damage the figure receives, an extra 6% is added on to 
  the chance of the weapon breaking during combat. 
  Example: The previous example figure with PS of 20 would have a chance to 
  break a Broadsword on rolls of 93 through 99, inclusive. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 25 
  This increase in breakage chances precludes any Modified Strike Chances which 
  would conflict with it. 
  Example: If the above figure had a Modified Strike Chance of 97%, it would 
  actually be 92% since rolls of 93-99 would result in a possible break and 100 
  would result in a possible drop. 
  This damage increase does not apply to Thrown or Missile Weapons. 
  If wishing to allow increased damage for Rank attained with a weapon, give a +1 
  bonus for every full 4 Ranks. This rule will increase damage down by Thrown or 
  Missile Weapons, and does not increase breakage chances. 
  It is recommended only one of these systems be used with any one particular 
  weapon, not both. 
  [25.6] Special Damage Table 
  Modified 
  Strike 
  Chance 
  Possible 
  Grievous 
  Injury 
  Damage 
  Directly 
  Affecting 
  Endurance 
  01-09 
  — 
  01 
  10-16 
  01 
  01-02 
  17-23 
  01 
  01-03 
  24-28 
  01 
  01-04 
  29-36 
  01-02 
  01-05 
  37-43 
  01-02 
  01-06 
  44-49 
  01-02 
  01-07 
  50-56 
  01-03 
  01-08 
  57-63 
  01-03 
  01-09 
  64-69 
  01-03 
  01-10 
  70-76 
  01-04 
  01-11 
  77-83 
  01-04 
  01-12 
  84-89 
  01-04 
  01-13 
  90-96 
  01-05 
  01-14 
  97-103 
  01-05 
  01-15 
  104-109 
  01-05 
  01-16 
  110-116 
  01-06 
  01-17 
  117-123 
  01-06 
  01-18 
  124-129 
  01-06 
  01-19 
  130+ 
  01-07 
  01-20 
  NOTE: Though this table lists Modified Strike Chances greater than 100, these are 
  useful only in determining the range of Damage Affecting Endurance and 
  Possible Grievous Injuries. The highest possible Strike Check is 100. A figure 
  who rolls 99 must check to see if his weapon has broken. A figure who roll 100 
  must check to see if he dropped his weapon. Both checks are modified Manual 
  Dexterity×3, or less, on D100. 
  [25.7] Grievous Injury Table 
  Class A weapons inflict Grievous Injuries on rolls of 01 through 20; Class B 
  weapons inflict Grievous Injuries on rolls of 21 through 69; Class C weapons 
  inflict Grievous Injuries on rolls of 70 through 100. 
  D100 
  Grievous Injury Inflicted 
  01-05 Congratulations! It’s a bleeder in your primary arm! Take 1 Damage 
  Point from Endurance and 1 per Pulse thereafter until the flow is 
  staunched by a Healer of Rank 0 or above or you die. 
  06-07 Oh no! Your opponent’s weapon has entered your secondary arm’s 
  elbow joint and the tip has broken off. Take 2 Damage Points from 
  Endurance and that arm is useless until the sliver has been removed by 
  a Rank 3 Healer or better. Increase the chance of infection by 30%. 
  08 
  A vicious puncture wound in your groin! Take 3 Damage Points from 
  Endurance and reduce your TMR by 2 until fully recovered, which 
  will take two months. Increase the chance of infection by 30% 
  (assuming you live long enough for such things to matter). 
  09-10 You have been stabbed in your secondary arm. Drop whatever you 
  were holding in it and take 2 Damage Points from Endurance. It will 
  take a full week for the arm to be of any use to you whatsoever. 
  11 
  Your aorta is severed and you are quite dead. Rest assured your 
  companions will do their best to console your widow(er). 
  12 
  A stomach puncture. Nasty. You suffer 3 Damage Points from 
  Endurance and lose 2 from your TMR until fully recovered, which 
  will take two months. Also, you are automatically Stunned for the next 
  Pulse (if you aren’t already), after which you will recover. Increase the 
  chance of infection by 20%. 
  13 
  Your opponent’s weapon has entered your eye; roll D10. On a roll of 
  1, the weapon has entered your brain and you are dead. On a roll of 
  2-5, your left eye is blinded; on a roll of 6-10, your right eye is 
  blinded. If you are lucky enough to be blinded instead of killed, you 
  suffer 2 Damage Points from Endurance. In addition, a figure who is 
  blind in one eye suffers the following subtractions: 2 from Physical 
  Beauty; 4 from Perception; 1 from Manual Dexterity. A figure blinded 
  in one eye reduces his Base Chance with any Missile or Thrown 
  Weapon by 30%. 
  14-18 A wound of the solid viscera. Usually fatal. Take 3 Damage Points to 
  Endurance and 1 per Pulse thereafter until the bleeding is stopped by a 
  D100 
  Grievous Injury Inflicted 
  Endurance and 1 per Pulse thereafter until the bleeding is stopped by a 
  Healer of Rank 2 or above or you die. Increase the chance of infection 
  by 30%. 
  19-20 Take a stab in the leg (your choice as to which one) resulting in a deep 
  puncture of the thigh muscle. Suffer 1 Damage Point to Endurance and 
  reduce your TMR by 1 until you heal, which will take 4 weeks. 
  21-25 A chest wound. Take 2 Damage Points to Endurance and reduce your 
  TMR by 1 until recovered (about 2 months). Look on the bright side, 
  though. Your attacker’s weapon is caught in your rib cage and has 
  been wrenched from his grasp. 
  26-27 Bad luck! Your secondary hand has been severed at the wrist. Take 2 
  Damage Points to Endurance and subtract 1 point per Pulse from 
  Fatigue thereafter (Endurance when Fatigue is exhausted) until you are 
  dead or the bleeding is staunched by a Healer of Rank O or above. If 
  you live, reduce your Manual Dexterity by 2. 
  28-30 Worse luck! Your primary hand has been severed. See result 26-27 for 
  effects. 
  31-34 A minor wound. Your face is slashed open, ruining your boyish good 
  looks and causing blood to spurt into your eyes. Reduce your Physical 
  Beauty by 4 permanently. 
  35 
  Your secondary arm is sliced off at the shoulder. Take 5 Damage 
  Points from Endurance and 1 per Pulse thereafter from Fatigue 
  (Endurance when Fatigue is exhausted) until you are dead or the 
  bleeding is staunched by a Healer or Rank 1 or above. Reduce your 
  Manual Dexterity by 2 and your Agility by 1. 
  36 
  The same as 35, except it’s your good primary arm that has been 
  lopped off. 
  37-40 You have been eviscerated! Take 4 Damage Points from Endurance 
  and 1 point per Pulse from Fatigue thereafter (Endurance when 
  Fatigue is exhausted) until you are unconscious. Increase your chance 
  of infection by 40%. 
  41-42 A glancing blow lays open your scalp and severs one ear (your choice 
  as to which one). Take 2 Damage Points from Endurance. Reduce your 
  Perception by 2. 
  43 
  A savage slash rips open your cheek and jaw. Take an automatic Pass 
  action next Pulse due to the shock of the blow. Your Physical Beauty is 
  increased by 1, since your disfigurement will bring out the 
  maternal/paternal instincts in the opposite gender. 
  44-50 A slash along one arm, and it’s a bleeder! Take 2 Damage Points from 
  Endurance and lose 1 point from Fatigue (Endurance when Fatigue is 
  exhausted) each Pulse until the bleeding is stopped by a Healer of 
  Rank 1 or above or you die. 
  51-52 Hamstrung! Roll D10. On a roll of 1-4, it is your left leg. On a roll of 
  5-10, it is your right. Take 4 Damage Points from Endurance and fall 
  prone. You may not stand unassisted until the wound is healed (which 
  should take three months). Reduce your Agility by 3 permanently. 
  53-60 Your primary arm is crippled by a wicked slash! Take 2 Damage 
  Points to Endurance and drop anything you have in your primary 
  hand. The arm is unusable until healed, which should take 2 months. 
  61-67 Your secondary arm is crippled; see 53-60 for details. 
  68-69 A nasty slash in the region of the shoulder and neck. Roll D10. On a 
  roll of 1-3, your head is severed and your corpse tumbles to the 
  ground. On a roll of 4-6, your secondary collar bone is crushed; on a 
  roll of 7-10, your primary collar bone is crushed. If your collar bone is 
  crushed, the results are identical to 53-60, except you suffer 4 Damage 
  Points to Endurance. 
  70-74 A crushing blow smashes your helmet and causes a concussion. Take 3 
  Damage Points from Endurance and suffer a reduction of 4 in both 
  Manual Dexterity and Agility lasting for 3 days. 
  75-80 A massive chest wound accompanied by broken ribs and crushed 
  tissues. Very ugly, this. Take 5 Damage Points immediately from 
  Endurance. Reduce your Manual Dexterity and Agility by 3 each until 
  this wound heals (should take about 4 months). Increase your chance 
  of infection by 10%. 
  81-84 A crushing blow smashes tissue and produces internal injuries. You 
  suffer 2 Damage Points from Endurance and 1 per Pulse thereafter to 
  Fatigue (Endurance when Fatigue is exhausted) until unconscious or 
  you receive the attention of a Healer of Rank 2 or above. 
  85-87 A jarring blow to your primary shoulder inflicts 2 Damage Points to 
  Endurance. Roll D10; the result is the number of Pulses the arm is 
  useless. You immediately drop anything held in that hand. 
  88-89 Similar to 85-87 except it is your secondary shoulder. 
  90-92 Your right hip is smashed horribly. Take 5 Damage Points to 
  Endurance and fall prone. You will be unable to walk until the damage 
  has healed (takes about 6 months). Good fun. When healed, you will 
  still have a limp which will reduce your TMR by 1 and your Agility 
  by 2. 
  93-94 The same as 90-92 except it is your left hip that is smashed. 
  95-97 Your opponent’s weapon has come crashing down on your head and 
  fractured your skull. You fall prone and are unconscious, and take 
  8 Damage Points to Endurance. If you survive, you lose 2 from 
  Agility, 2 from Manual Dexterity, and 2 from Perception. It will take a 
  
  PAGE 26 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  D100 
  Grievous Injury Inflicted 
  year in bed to recover. 
  98-00 Crushing blow to your pelvis breaks bone and tears tissue. Take 
  7 Damage Points to Endurance and fall prone. Try to roll under your 
  Willpower on D100 to avoid falling unconscious. If you survive, you 
  will be unable to move for D10 months. 
  NOTE: The suggested recovery times are a guideline for game masters to use in 
  determining how long characters should be kept out of action. The actions of a 
  competent Healer may alter these times in some instances. These Grievous 
  Injuries are designed for combat between human-sized opponents. Any injuries 
  sustained involving larger monsters should be applied judiciously by the game 
  master, taking into account size and mass differences, etc. Simply stated, a 
  halfling would be hard put to drive his dagger into the eye of an elephant, and in 
  situations such as these, the game master may have to disallow the Grievous 
  Injury or change its effects. Any damage which results from a Grievous Injury is 
  in addition to the Endurance damage already determined. 
  26. The Effects of Damage 
  The ultimate result of incurring damage for any figure is death; this arrives when 
  the figure’s Endurance reaches 0. When a figure’s Endurance reaches 3, he falls 
  unconscious, and can only be revived by time or the arts of a Healer. 
  Whenever a figure suffers effective damage greater than one third of his original 
  Endurance (round up) from a single strike, he becomes Stunned. The figure may 
  not take any other action except attempt to recover from Stun until he has 
  recovered. A figure who becomes Stunned may drop anything he is holding. 
  The procedure outlined in rule 24.3 is used to resolve the outcome. The check is 
  only performed once, at the moment the figure becomes Stunned. 
  A Stunned figure who is currently engaged automatically has the lowest Initiative 
  Value of the engagement. An unengaged Stunned figure acts last among all of his 
  fellows. 
  To recover from being Stunned, a figure must roll less than or equal to his 
  Willpower×2 plus his current Fatigue. 
  Current Fatigue is the figure’s Fatigue total at the instant the roll is made. Every 
  Pulse after becoming Stunned, the figure may attempt to recover but may do 
  nothing else, including move. 
  NOTE: Certain monsters begin with an Endurance of 5 or less. These monsters 
  never become unconscious; they are either alive and alert, Stunned, or dead. 
  27. Weapons 
  Any instrument used to inflict damage on a figure is called a weapon. Weapons 
  may include the figure’s hands, claws, talons, feet, teeth, breath weapon, etc. All 
  normal weapons are listed on the Weapon Tables along with their characteristics. 
  The only limits to the number of weapons a character may have in his possession 
  are the weight and bulk of those weapons. The game master should carefully 
  examine each character, checking for the location of the character’s weapons. 
  Any odd or unlikely method of carting weaponry around should be disallowed. 
  Any humanoid figure may never have more than two one-handed weapons or one 
  two-handed weapon prepared at any one time. Carrying a prepared shield 
  replaces one one-handed weapon and disallows a two-handed weapon for this 
  purpose. Figures with more than two appendages may use as many weapons as 
  they are able. It is always assumed when a figure is armed with a one-handed 
  weapon it is carried in his primary hand, unless stated otherwise. 
  A figure may attempt to envenom any A or B Class weapon and thus poison the 
  figure it strikes. An assassin is trained in the use of envenomed weapons (see rule 
  27.3). 
  [27.1] A figure need not use any normal weapon to attack. 
  A figure may attempt to strike barehanded (see rule 28.), but only if one hand is 
  free. Any figure may attempt to use an item not normally assumed to be a weapon 
  (furniture, books, glasses, dishes, etc.) at the game master’s discretion, who 
  assigns Base Chance, damage modifiers, and so forth. 
  [27.2] The Weapon Tables list all normal weapons and their 
  characteristics. 
  All normal weapons which would appear within a typical DragonQuest world are 
  detailed in the tables. If the game master wishes to add more exotic weapons to 
  the list, he should feel free to, and should assign characteristics for those weapons 
  based on the examples given. The characteristics for each weapon are: 
  Weight: The weight of the weapon in pounds (or ounces, if so noted). 
  PS: The minimum Physical Strength a figure needs to wield the weapon properly; 
  a figure without the PS to meet this minimum does one less point of damage for 
  each point of PS he is below the minimum. A figure may never achieve Rank in a 
  weapon he does not have the Physical Strength to wield. 
  MD: The minimum modified Manual Dexterity a figure needs to manoeuvre the 
  weapon properly; a figure without the MD to meet this minimum has the Base 
  Chance of the weapon lowered by 5% for every point he is below the minimum. 
  A figure may never achieve Rank in a weapon he does not normally have the 
  Manual Dexterity to manoeuvre. 
  BC: The Base Percentage Chance of the weapon to score a successful hit on a 
  figure. 
  DM: The Damage Modifier number added to the D10 die roll when performing a 
  Damage Check. The modified total may never be less than 1. 
  Range: The distance, in hexes, the weapon may be fired. P means prohibited. 
  Class: A letter representing the type of damage done by the weapon. Class A 
  weapons do thrusting damage. Class B weapons do slashing damage. Class C 
  weapons do crushing damage. Used for determining Grievous Injuries. 
  Use: A letter representing the type(s) of attack the weapon may be used in. R 
  indicates Ranged combat. M indicates Melee combat. C indicates Close combat. 
  A weapon may not be used in an attack type for which it is not rated. 
  Cost: The cost, in Silver Pennies, to purchase the weapon. At the cost listed, the 
  weapon is of normal quality. 
  Max. Rank: The highest Rank attainable with that weapon. 
   
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 27 
  Weapon Tables 
  Swords 
  Type 
  Weight 
  PS 
  MD 
  BC 
  DM Range Class 
  Use 
  Cost 
  Max. 
  Rank 
  Dagger A 
  10 oz 
  7 
  10 
  40 
  D 
  8 
  A 
  RMC 
  10 
  9 
  Main-Gauche 
  1 
  8 
  15 
  45 
  +1 
  P 
  A 
  MC 
  20 
  10 
  Short Sword 
  2 
  10 
  12 
  45 
  +3 
  P 
  A 
  M 
  40 
  6 
  Falchion 
  4 
  12 
  11 
  50 
  +2 
  P 
  B 
  M 
  35 
  8 
  Scimitar 
  4 
  11 
  15 
  50 
  +3 
  P 
  B 
  M 
  60 
  8 
  Tulwar 
  4 
  13 
  15 
  50 
  +4 
  P 
  B 
  M 
  65 
  8 
  Rapier 
  2 
  11 
  18 
  45 
  +3 
  P 
  A 
  M 
  35 
  10 
  Sabre 
  3 
  14 
  15 
  60 
  +3 
  P 
  B 
  M 
  40 
  7 
  Broadsword 
  3 
  15 
  15 
  55 
  +4 
  P 
  B 
  M 
  50 
  6 
  Estoc 
  2 
  15 
  17 
  45 
  +5 
  P 
  A 
  M 
  65 
  9 
  Hand-and-a-Half (1-2) 
  6 
  17 
  16 
  60 
  +5 
  P 
  B 
  M 
  85 
  7 
  Claymore (1-2) 
  5 
  16 
  13 
  50 
  +4 
  P 
  B 
  M 
  80 
  7 
  Two-Handed Sword (2) 
  9 
  22 
  14 
  55 
  +7 
  P 
  B 
  M 
  100 
  5 
  Hafted Weapons 
  Type 
  Weight 
  PS 
  MD 
  BC 
  DM Range Class 
  Use 
  Cost 
  Max. 
  Rank 
  Hand Axe 
  2 
  8 
  11 
  40 
  +1 
  8 
  B 
  RMC 
  15 
  4 
  Battle Axe (1-2) 
  5 
  14 
  14 
  60 
  +4 
  6 
  B 
  RM 
  20 
  7 
  Great Axe (2) 
  6 
  19 
  17 
  65 
  +6 
  P 
  B 
  M 
  30 
  7 
  Giant Axe 
  25 
  29 
  12 
  65 
  +10 
  6 
  B 
  RM 
  50 
  7 
  Crude Club 
  4 
  16 
  10 
  45 
  +2 
  6 
  C 
  RM 
  3 
  2 
  War Club 
  3 
  14 
  10 
  50 
  +2 
  7 
  C 
  RM 
  5 
  5 
  Giant Club 
  10 
  25 
  9 
  50 
  +8 
  9 
  C 
  RM 
  10 
  5 
  Torch B 
  3 
  8 
  12 
  40 
  +1 
  P 
  C 
  M 
  1 
  - 
  Mace 
  5 
  16 
  9 
  50 
  +4 
  5 
  C 
  RM 
  15 
  5 
  Giant Mace 
  25 
  27 
  10 
  50 
  +7 
  8 
  C 
  RM 
  40 
  5 
  War Hammer 
  4 
  15 
  13 
  45 
  +3 
  6 
  C 
  RM 
  14 
  5 
  War Pick (1-2) 
  5 
  17 
  13 
  45 
  +4 
  P 
  C 
  M 
  20 
  5 
  Flail 
  4 
  14 
  15 
  50 
  +2 
  P 
  C 
  M 
  15 
  5 
  Morningstar (1-2) 
  5 
  18 
  15 
  60 
  +4 
  P 
  C 
  M 
  20 
  5 
  Mattock (2) 
  6 
  19 
  14 
  55 
  +6 
  P 
  C 
  M 
  18 
  5 
  Quarterstaff (2) 
  3 
  12 
  16 
  55 
  +2 
  P 
  C 
  M 
  3 
  9 
  Sap C 
  1 
  9 
  11 
  40 
  +1 
  P 
  C 
  MC 
  2 
  3 
  Thrown Weapons 
  Type 
  Weight 
  PS 
  MD 
  BC 
  DM Range Class 
  Use 
  Cost 
  Max. 
  Rank 
  Throwing Dart H 
  3oz 
  9 
  15 
  40 
  D 
  12 
  A 
  R 
  1 
  10 
  Boomerang J 
  1 
  11 
  15 
  40 
  D 
  20 
  C 
  R 
  2 
  7 
  Grenado K 
  2 
  9 
  15 
  40 
  V 
  15 
  - 
  R 
  V 
  4 
  The following weapons also function as Thrown Weapons: dagger, hand axe, battle axe, giant axe, crude 
  club, war club, giant club, mace, war hammer, javelin, spear, giant spear, net, bola, and rock. 
  Weapons are normally wielded one-handed, and the 
  exceptions are noted with a (2) after the name of the 
  weapon. Some may be used either one or two-handed, 
  and these are noted with a (1-2). When weapons of this 
  type are wielded two-handed, increase their Damage 
  Modifier by +1. “-“ indicates that a weapon has no Class 
  for purposes of Grievous Injuries; when a possible 
  Grievous Injury is rolled, only damage affecting 
  Endurance results. “V” indicates that the characteristic is 
  variable. “*” The damage done by a blowgun dart 
  depends upon the substance which coats the tip (poison, 
  for instance; see rule 93.8 and rule 27.3). 
  A. When attacking a foe whose modified Agility is 
  between 9 and 12 (inclusive) the dagger may be used to 
  attack twice in one Pulse without penalty; if the foe’s 
  modified Agility is 8 or less, the dagger may attack 3 
  times in a Pulse. 
  B. A torch is not actually a weapon, but may be used as 
  such in emergencies. Also, brandishing a burning torch 
  in the face of an animal may cause it to flee. Any animal 
  whose Willpower is 10 or less may be scared off if it fails 
  a roll of Willpower×4, or less. A successful roll indicates 
  the animal is not impressed. No Rank may ever be 
  achieved with a torch. 
  C. The sap may only be used to knock out targets 
  wearing only leather, cloth, or no armour. Used by an 
  Assassin, any hit knocks out the target; for anyone else, 
  any hit Stuns, and 4 or more points of effective damage 
  knocks out the target (an exception to rule 23.5). 
  D. A javelin functions as a Thrown Weapon unless it is 
  launched by a spear thrower, in which case the spear 
  thrower’s characteristics are used and it functions as a 
  Missile Weapon. 
  E. A pike may be used to Melee attack any figure within 
  two hexes; its Melee Zone extends into what would 
  normally be the first hexes of that figure’s Ranged Zone. 
  F. A lance may be used only by a mounted figure. 
  G. All Missile Weapons must be loaded before firing; this 
  action is in addition to Preparing the weapon itself. A 
  Pass action must be taken in order to load the sling, any 
  draw bow, the spear thrower, and the blowgun. Two 
  consecutive Pass actions must be taken to load a 
  crossbow (three if using a cranequin). 
  
  PAGE 28 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Weapon Tables (continued…) 
  Pole Weapons 
  Type 
  Weight 
  PS 
  MD 
  BC 
  DM Range Class 
  Use 
  Cost 
  Max. 
  Rank 
  Javelin D 
  3 
  12 
  15 
  45 
  +2 
  12 
  A 
  RM 
  4 
  10 
  Spear (1-2) 
  5 
  15 
  14 
  50 
  +3 
  6 
  A 
  RM 
  10 
  5 
  Giant Spear (1-2) 
  15 
  22 
  16 
  55 
  +7 
  12 
  A 
  RM 
  20 
  5 
  Pike (2) E 
  8 
  18 
  16 
  45 
  +5 
  P 
  A 
  M 
  15 
  5 
  Lance F 
  7 
  16 
  18 
  45 
  +6 
  P 
  A 
  M 
  4 
  5 
  Halberd (2) 
  6 
  16 
  16 
  55 
  +3 
  P 
  B 
  M 
  15 
  5 
  Poleaxe (2) 
  6 
  18 
  15 
  55 
  +4 
  P 
  B 
  M 
  20 
  5 
  Trident (1-2) 
  5 
  14 
  16 
  45 
  +2 
  5 
  A 
  M 
  8 
  5 
  Glaive (2) 
  7 
  16 
  18 
  55 
  +5 
  P 
  B 
  M 
  15 
  9 
  Giant Glaive (2) 
  14 
  22 
  18 
  65 
  +9 
  P 
  B 
  M 
  30 
  9 
  Missile Weapons 
  Type 
  Weight 
  PS 
  MD 
  BC 
  DM Range Class 
  Use 
  Cost 
  Max. 
  Rank 
  Sling (2) G 
  1 
  7 
  15 
  40 
  +1 
  60 
  C 
  R 
  1 
  8 
  Short Bow (2) G 
  4 
  14 
  15 
  45 
  +2 
  60 
  A 
  R 
  20 
  8 
  Long Bow (2) G 
  6 
  16 
  15 
  55 
  +4 
  180 
  A 
  R 
  25 
  8 
  Composite Bow (2) G 
  8 
  17 
  15 
  55 
  +4 
  225 
  A 
  R 
  30 
  8 
  Giant Bow (2) G 
  14 
  25 
  17 
  55 
  +7 
  45 
  A 
  R 
  80 
  8 
  Crossbow (2) G 
  7 
  18 
  14 
  60 
  +3 
  80 
  A 
  R 
  15 
  5 
  Heavy Crossbow (2) G 
  10 
  20 
  14 
  60 
  +4 
  90 
  A 
  R 
  20 
  5 
  Spear Thrower (2) G 
  4 
  11 
  14 
  50 
  +2 
  15 
  A 
  R 
  5 
  10 
  Blowgun (2) G 
  1 
  7 
  16 
  30 
  * 
  7 
  - 
  R 
  3 
  10 
  Entangling Weapons 
  Type 
  Weight 
  PS 
  MD 
  BC 
  DM Range Class 
  Use 
  Cost 
  Max. 
  Rank 
  Net L 
  2 
  11 
  16 
  30 
  -5 
  5 
  - 
  RMC 
  4 
  4 
  Bola M 
  2 
  11 
  15 
  35 
  -3 
  10 
  - 
  RC 
  5 
  6 
  Whip N 
  3 
  10 
  16 
  40 
  -3 
  P 
  - 
  MC 
  6 
  10 
  Special Weapons 
  Type 
  Weight 
  PS 
  MD 
  BC 
  DM Range Class 
  Use 
  Cost 
  Max. 
  Rank 
  Rock 
  V 
  5 
  10 
  30 
  -1 
  8 
  C 
  RMC 
  - 
  6 
  Cestus O 
  3 
  12 
  14 
  35 
  -1 
  P 
  C 
  MC 
  15 
  9 
  Garrote (2) P 
  1 
  12 
  15 
  30 
  +3 
  P 
  - 
  C 
  3 
  3 
  Shield 
  V 
  10 
  12 
  40 
  -2 
  P 
  C 
  M 
  V 
  4 
  Weapon Accessories 
  Type 
  Weight 
  No. 
  Cost Notes 
  Shot 
  4 
  20 
  1 
  Use in Sling 
  Dart 
  2 
  20 
  5 
  Use in Blowgun 
  Arrows 
  2 
  20 
  10 
  Use in any draw bows 
  Quarrels 
  7 
  20 
  15 
  Use in any crossbows 
  Cranequin (2) 
  3 
  1 
  10 
  Use to cock crossbows; requires PS 11 and two free 
  hands 
  All shot, darts, arrows, and quarrels come in appropriate pouches or quivers of 20, and the weight and 
  cost of the pouch or quiver is included in the information given for the accessory. 
  H. Up to three darts may be thrown at one, two, or three 
  targets in one Pulse with no penalty. 
  J. A boomerang returns to the thrower if it did not hit 
  anything during its flight. 
  K. A grenado is filled with any substance (manufactured 
  by an Alchemist) designed to burst into flames on 
  impact. These substances include Greek Fire, methane, 
  and anything else the game master will allow. It bursts on 
  landing (if need not be thrown at a particular figure), and 
  its effects are determined by the substance contained 
  within. If a “miss” is rolled for the Strike Check, the 
  game master should randomly determine whether the 
  grenado landed short, long, left, or right of the target (or 
  any combination thereof). 
  L. The net may be used to Entangle in either Melee or 
  Ranged combat. In Close combat, it functions as a 
  garrote, using a garrote’s characteristics. 
  M. The bola may be used to Entangle only in Ranged 
  combat. In Close combat, it functions as a garrote. 
  N. The whip may be used to Entangle and do damage in 
  the same Pulse to the same target in Melee combat. In 
  Close combat, it functions as a garrote. Once the target is 
  Entangled, the attacker may choose to leave him 
  Entangled (thus letting go of the whip), or disentangle 
  the target himself, and retain possession of the weapon. 
  O. Cesti are worn on the hands and need not be prepared 
  in order to be used. 
  P. The garrote is used to strangle the target and may only 
  be used against man-sized or smaller victims. When used 
  by a trained Assassin, once a successful hit has been 
  scored, it will continue to do damage every Pulse from 
  then on until the victim is dead or the Assassin has taken 
  effective damage from either the victim or an outside 
  source. If the victim’s PS is greater than the Assassin’s, 
  the game master may permit him to attempt to break the 
  hold, similar to the attempt to Restrain (see rule 23.5). If 
  the attempt is successful, the hold is broken and the 
  Assassin will have to make another successful Strike 
  Check to continue the strangulation. Some types of plate 
  armour may, at the game master’s discretion, prevent the 
  successful use of this weapon due to protection around 
  the neck area. A non-Assassin has to roll a Strike Check 
  every Pulse to see if any damage can be done. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 29 
   
  [27.3] Figures may, at the game master’s discretion, employ 
  envenomed weapons. 
  If the game master permits, figures may carry and use weapons coated with 
  poison. Only Class A and B weapons may be envenomed. See the Alchemist skill 
  for details concerning types of poisons and paralysants. For the venom to be 
  introduced into the bloodstream of the victim, at least 1 point of effective damage 
  must be inflicted. 
  When anyone but an Assassin handles an envenomed weapon, there is a chance 
  the figure will nick himself and introduce the venom into his own bloodstream. 
  Every time an envenomed weapon is handled, the figure must try to roll less than 
  or equal to his modified Manual Dexterity×3 to avoid any mishap. If the roll is 
  failed, he has been nicked by the weapon and has poisoned himself. 
  Handling a weapon is defined as including all actions of coating the weapon with 
  the venom, storing the weapon until used, and preparing the weapon for an 
  attack. The check should be made once for the preparation of the weapon and 
  once for the attack. The timing of the checks is up to the game master, but at least 
  two rolls should always be made if the weapon is used to attack. 
  Cleansing the weapon of the poison does not require a check. An envenomed 
  weapon will remain effective for 6 hours, by which time the venom will have 
  evapourated or been otherwise wiped off. When the weapon has successfully 
  struck and inflicted 1 or more points of effective damage, the venom has been 
  removed. 
  A paralysant functions as a knockout drug against human-sized or smaller 
  figures. If the victim fails his Willpower Check (see rule 93.8), he falls prone, 
  unconscious, and will remain that way for 20+D10-Willpower minutes. 
  [27.4] A figure struck by a Class A missile or thrown weapon will 
  have his Agility lowered until the weapon is removed. 
  Whenever a figure suffers effective damage from a Class A Missile or Thrown 
  weapon, it has lodged itself in the target’s body and reduces his Agility by 3. The 
  weapon remains lodged until a Pass action is executed to remove it. When any 
  barbed weapon is removed (arrow, spear, etc.), the figure takes D10-4 damage 
  directly to Fatigue (not absorbed by armour). If the weapon is a Pole weapon, the 
  Agility loss is 5 and the damage to remove it is D10-2. 
  The Agility loss applies only to man-sized or smaller figures. The game master 
  must judge the Agility loss for larger figures. 
  28. Unarmed Combat 
  Any figure may attempt to attack a hostile figure by using his hands and feet. For 
  many monsters, this is the only way they may attack. Unless specified otherwise, 
  all figures/monsters receive one attack with their hands/claws/bite per Pulse 
  without penalty. Some monsters may be able to attack more than once, and these 
  individuals are detailed in the Monsters Section (see section IX.). 
  For a humanoid figure to strike with his primary hand, the Base Chance is 
  modified Agility×2. For every point the figure’s Physical Strength is above 15, 
  the Base Chance is increased by 1%. The damage done by a successful strike is 
  D10-4, with 1 extra point of damage for every 3 full points of Physical Strength 
  above 15. A humanoid can achieve Rank with bare hands just as he can with any 
  weapon. 
  Beginning at Rank 3 in Unarmed Combat, figures may choose to kick instead of 
  using hands (or in addition to hands) in unarmed attack. This allows an unarmed 
  attack while a figure’s hands are full. The Base Chance and damage are as above. 
  Using legs in this manner allows an attempted Trip by the attacker (see rule 23.5) 
  with Base Chance and damage remaining the same as for all unarmed combat. 
  29. Multi-Hex Monsters 
  Many monsters detailed in the Monsters Section (see section IX.) will occupy 
  more than one hex on the Tactical Display. Their size necessitates the following 
  alterations in the resolution of both movement and combat. 
  Multi-hex monsters have three types of hexes surrounding them: Front, Rear, and 
  Flank. Front and Rear hexes function in the same way for them as for any other 
  figure, but attacks through Flank hex-sides give the attacker a bonus (see rule 
  24.6). The exact configuration of Front, Rear, and Flank hexes vary with the size 
  of the monster (see Illustrations 4 through 7 on the previous, current and 
  following pages). 
  A multi-hex monster is always placed on the display such that its head 
  unambiguously faces a vertex of two hex-sides. It may move in any way so that 
  its head enters any Front hex, and may move up to its full TMR in this fashion. 
  At the end of its movement, it must once again unambiguously face a vertex. For 
  facing changes, a penalty of one less hex of movement for each two hex vertices 
  changed is applied, since the mass being manoeuvred is much greater than a 
  humanoid’s. 
  In order to change facing, the monster must pivot using its head as the pivot 
  point. A multi-hex monster may freely pivot or move into any hex occupied by a 
  1-hex figure. The smaller figure is automatically knocked prone and the monster 
  may then attempt to trample the figure at a Base Chance of 40%, doing damage 
  equal to D10+the size of the monster in hexes. Trampling is Class C damage. 
  30. Mounted Combat 
  In mounted combat, the TMR of the figure (comprising the mount and the rider) 
  is that of the mount; the rider may not move at all. A rider may only mount or 
  dismount when the mount is not moving. Any action a figure is capable of while 
  standing on the ground he is capable of while mounted with the following 
  
  PAGE 30 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  exceptions: 
  1. Using a two-handed weapon. 
  2. Firing any missile or thrown weapon while moving. 
  3. Using more than one weapon at a time. 
  These restrictions are lifted depending on the Horsemanship Rank of the rider 
  (see rule 157.2). A figure may always use a shield and a one-handed weapon 
  while mounted. 
  A rider and mount will normally occupy only one hex, unless the mount is a 
  multi-hex monster. If they occupy more than one hex, the movement will be 
  governed by the rules of multi-hex monsters (see rule 29.). On a normal mount, 
  the rider will not be able to attack out of his Front hex, only the hexes to either 
  side of that hex. His Front hex may be attacked into using a spear (or similar long 
  hafted weapon) or any Fired weapon (see Illustration 8). 
  To control a mount during combat, the Horsemanship skill of the rider is taken 
  into account. An inexperienced horseman will have an incredibly difficult time 
  even con-trolling his mount in a chaotic melee; it will be better for him to 
  dismount and fight on foot until he becomes skilled. 
  A Charge on a mount is executed in the same manner as a Charge on foot, except 
  the amount of movement prior to the attack will be greater and the Charge must 
  be in a straight line (no facing changes allowed). Any act of turning the mount or 
  stopping it during or after the Charge will require a Horsemanship Check (see 
  rule 156.2). The Pulse following any mounted Charge, the momentum will take 
  the mount past the target to its full TMR. Any attempt to turn or stop the mount 
  will occur after that movement is terminated. A failed check will result in the 
  mount continuing on its way. 
   
  Illustration 8: The horseman with the sword can attack into hex A or hex C, but 
  not into hex B. Thus, the figure on foot cannot be hit with the sword, but he could 
  be trampled. 
  31. Infection 
  At the end of every combat in which a figure is wounded, or when a figure is 
  wounded in a non-combat situation, there is the possibility that figure has become 
  infected as a result of their wound. An Infection Check is performed to determine 
  whether the figure is infected or not. 
  The Base Chance of infection is 10%. If the figure took any damage to 
  Endurance, add 20%+the amount of Endurance damage taken to the Base Chance 
  of infection. If a bite, claws, or talons inflicted the damage, add an extra 20%. 
  Specific Grievous Injuries can raise the Base Chance of infection even further. 
  The infected figure rolls D100. If the result is equal to or less than the modified 
  Base Chance of infection, the figure is infected. 
  An infected figure is considered diseased, and every morning after becoming 
  infected, the figure must try to heal himself or suffer Endurance damage. To heal 
  himself, a figure must roll under his original unmodified Endurance on D100; a 
  roll equal to or less than the Endurance results in a cure. If the infection is not 
  cured, each day the figure takes D10-5 points of Endurance damage from the 
  infection. Obviously, an infected figure who is not cured will eventually die from 
  his wounds. The effects of slow acting (blood agent) poisons function in the same 
  manner as infections except there is no roll for cure. 
  32. Combat Example 
  The following is an example of the way a typical combat will be resolved, 
  emphasizing order of resolution rather than detailing the actual die rolls and 
  success chances. 
  A party of player characters is traveling by foot along a path deep within a forest. 
  They are alert but not combat-ready; they are tired from having travelled long 
  and hard all day. The party consists of Ariella, a human Celestial Mage, 
  Eaglewing, an elven Ranger; and, Delion, an elven Illusionist. The game master 
  has generated an ambush for the party as they round the next bend in the path, 
  and assigns a readiness factor (see rule 154.2) of 3 to their chance to detect the 
  ambush. 
  Eaglewing is leading the party, so his Perception of 10 is used for the check, but 
  he also receives a 15% bonus due to his Ranger skill. Eaglewing does detect the 
  ambush, and the hobgoblin, orc, and goblin lying in wait will get no surprise this 
  day. The game master determines they will attempt an attack anyway, and combat 
  begins. 
  The game master draws out the surroundings, places the characters’ miniatures on 
  the Display, and then places the monsters’ figures. He determines the characters’ 
  Fatigue loss (due to their long march), and adjudicates the monster’s Fatigue 
  status. He allows the characters to prepare a weapon, if they wish, because of the 
  alertness of Eaglewing. 
  First Pulse: The hobgoblin (Perception 13) is the Leader of the monsters. 
  Eaglewing is the character party’s Leader. The game master rolls Initiative for the 
  monsters, and Eaglewing’s player rolls for the party. The hobgoblin wins and 
  decides that the monsters will act first. The hobgoblin tries to goad his mount (a 
  horse) to Charge Eaglewing. The game master rolls the hobgoblin’s 
  Horsemanship check—it is successful—and the charge occurs. The hobgoblin is 
  not close enough to Eaglewing at the end of the Charge to Melee attack him with 
  his scimitar. The orc throws his spear at Ariella and misses. The goblin fires his 
  Crossbow at Delion and hits him, profiting from the 20% bonus for attacking 
  Delion from a Rear hex. Delion takes 9 points of Fatigue damage (4 of which is 
  absorbed by his leather armour) and becomes Stunned. He is unable to hold on to 
  his rapier, which falls to the ground. Now the party may act. Eaglewing, having 
  prepared his tulwar upon becoming aware of the ambush, sets himself to receive 
  the hobgoblin’s Charge by taking an Evade Action (he has achieved Rank 5 with 
  the tulwar, so he thinks he has a good chance to Parry). Ariella prepares a spell, 
  and begins to pronounce the magical incantations. She may not move. Delion acts 
  last as he is Stunned. He may only attempt to recover from Stun; he tries and 
  fails. 
  Second Pulse: The Initiative roll is won again by the hobgoblin. He Charges 
  Eaglewing and attacks. His Strike Check is 37% above his Modified Strike 
  Chance, so Eaglewing may Parry. He rolls an 8, plus 6 for his Rank, minus 3 for 
  the hobgoblin’s Rank, yields a result of 11: a Disarm and Riposte. Eaglewing hits 
  the Hobgoblin with his Riposte, doing damage affecting Endurance for 12 points. 
  The hobgoblin is Stunned, and the game master checks to see if he falls from his 
  horse. He does, and falls at Eaglewing’s feet. The orc prepares his scimitar and 
  moves slightly towards Delion. The goblin begins to reload his crossbow. 
  Eaglewing attacks the prone hobgoblin (the Riposte does not count as an action), 
  receiving a 15% bonus for the hobgoblin being Stunned and a further 20% for his 
  being prone (the hobgoblin’s Defence is not subtracted because he is Stunned). 
  Eaglewing strikes for a Grievous Injury this Pulse and kills the unfortunate 
  hobgoblin. Ariella tries to cast her spell of Starfire (knowing full well she is 
  receiving a 20% penalty because it is still daytime) and succeeds, doing 13 points 
  of damage to the goblin, who becomes Stunned and drops his bow. Delion tries 
  again to recover from Stun, and succeeds. 
  Third Pulse: This time Eaglewing wins the Initiative Roll (performed against the 
  orc since the hobgoblin is dead). Since no one is engaged yet (the hobgoblin does 
  not engage Eaglewing because he is dead), he chooses to have the party act first. 
  He prepares his main-gauche, and moves slightly towards the orc. Ariella begins 
  to prepare another Starfire spell. Delion picks up his rapier and changes facing to 
  receive the orc’s attack. The orc moves up to Delion and Melee attacks him, 
  missing. The goblin recovers from being Stunned. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 31 
   
  Fourth Pulse: Initiative is rolled between Eaglewing and the goblin, since the 
  orc is engaged with Delion. Eaglewing wins it. However, since the orc and 
  Delion are engaged, their combat is resolved before anything else. The orc’s 
  Initiative Value is 27, Delion’s is 25, so the orc may act first. He attacks Delion, 
  inflicting enough Fatigue damage with his successful attack that Delion is out of 
  Fatigue (remember, the party was tired to begin with). Delion, seeing the way the 
  battle is going, Withdraws defensively. Eaglewing chooses to have the party act 
  first and allows Ariella to try her spell before he himself takes any action. Ariella, 
  however, is not so lucky this time and her spell backfires, reducing her Fatigue to 
  zero and Stunning her. Eaglewing (frustrated at the adept’s fumbling) moves up 
  to the orc, attacking him from behind. He receives a 30% bonus for attacking 
  from a Rear hex but a 15% penalty for Charging with a non-Pole weapon. 
  However, his attack is successful, doing enough Fatigue damage to Stun the orc. 
  Delion cannot act now because he has already performed an action earlier in the 
  Pulse. The goblin runs away. 
  Fifth Pulse: Eaglewing asks the orc to surrender and the orc accepts, thus ending 
  the need for the Tactical Stage. 
  
  PAGE 32 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  VI. MAGIC 
  Magic represents the effects exerted on the abilities of individuals by contact 
  between this dimension and other dimensions. Where two or more dimensions or 
  planes coincide there is a leakage of energy from one to another. Those who have 
  the talent and knowledge can tap the energies of other dimensions and shape 
  them for use in this plane. Such men are called magic users or Adepts. 
  There are three types of magic: Talent Magic operates more or less automatically, 
  while Ritual Magic and Spell Magic each require a period of preparation before 
  they become operational. Generally, the more difficult a task, the longer the 
  period of preparation required. Spells may be prepared within minutes, but 
  Rituals can take hours (or days) to perform. 
  Whenever an Adept desires to cast a spell, and usually when he desires to 
  perform a Ritual, the character executes the following: 
  1. He prepares the Spell or Ritual by drawing on energies from other 
  dimensions. 
  2. He then “looses” the Spell, or completes the Ritual. A Cast Check must be 
  made for all Spells and most Rituals to determine if the operation has had the 
  desired effect. The Cast Check can result in the Spell or Ritual: failing, 
  dissipating, impacting for the desired effect, impacting for double or triple 
  effect, or backfiring in one of a variety of possible ways. 
  3. If the Spell or Ritual was designed to take effect over a particular entity with 
  a Magical Resistance, the entity’s player (or the game master if the entity is a 
  monster or non-player character) may then make a “Resistance Check” to 
  determine if the entity is affected by the Spell or Ritual. 
  4. Unless the magic fails, dissipates, backfires, or is resisted, it takes effect over 
  the specific entity, object, or area that it was designed to affect. 
  These four steps are implemented for almost every attempt at using non-Talent 
  Magic. Where this sequence is altered or suspended, a note is made in that 
  particular Spell or Ritual description. 
  There are many separate Colleges of Magic. Each represents a specific type of 
  magic, and each has a list of Spells, Rituals, and Talents common to all Adepts of 
  that College and usable only by those Adepts. 
  41. Definition of Magical Terms 
  The following terms are used frequently as part of the rules governing magic and 
  are listed in the order that they are encountered in the rules: 
  Mana: The stuff of magic, mana is a type of energy common to other 
  dimensions. 
  Talent Magic: Talent magic consists of those special abilities that make use of 
  the small amounts of mana existing on this plane and that therefore operate 
  automatically. 
  Spell Magic: Spell magic consists of magical formulas which require anywhere 
  from a few seconds to perform and which result in specific alterations of Natural 
  Law. 
  Ritual Magic: Ritual Magic consists of those procedures and techniques of 
  magic that require the magic user to spend large amounts of time (hours, usually) 
  to prepare the powers he intends to use. 
  College of Magic: All magic is divided into distinct forms called “Colleges” 
  which give order to the multitude of magic techniques available to magic users. 
  Each College specializes in a particular type of magic (e.g., Fire Magics, 
  Necromancy) and teaches its Adepts the techniques and disciplines necessary to 
  perform its special type of magic. The knowledge governed by each College is of 
  two types: General and Special Knowledge: 
  General Knowledge: All Colleges of Magic have a body of spells, talents, and 
  rituals which are classified as General Knowledge. Such knowledge is taught to 
  all Adepts of the College during their initial training. 
  Special Knowledge: All Colleges of Magic have a body of secret spells, talents, 
  and rituals which are not taught to all Adepts as part of their apprenticeship, but 
  may be learned later by an expenditure of time and effort. Such knowledge is 
  termed Special Knowledge. 
  Adept: A member of a College of Magic is termed an Adept. 
  Cast Check: The process whereby an Adept’s player determines if he has 
  successfully performed a spell or ritual. 
  Cast Chance: The modified Base Chance of effectively casting a spell or 
  performing a ritual. 
  Resistance Check: The check that is made to determine if a resisting entity is 
  affected by magic or if the magic dissipates. 
  Magic Resistance: All sentient beings have the capacity to resist magic directed 
  against them. This ability is termed their Magic Resistance and is a function of 
  their Willpower, modified by their knowledge, the presence of Counterspells, 
  where the magic is performed, and how powerful it is (among other things). 
  Active Resistance: A special type of resistance to magic whereby the Magic 
  Resistance of a target is subtracted from the Cast Chance. 
  Passive Resistance: Passive Resistance is the type of resistance engaged in by all 
  sentients when they make a Resistance Check. 
  Backfire: The process whereby a spell or ritual is so spectacularly ineffective that 
  it has unpredictable and usually unwanted results is termed “backfire”. 
  Cold Iron: All metals in a non-liquid state that are composed of wholly or 
  substantially of iron ore products are termed Cold Iron. These include both iron 
  and steel. Such metals in a liquid state (in a crucible, for instance) are not “cold”. 
  Cold Iron inhibits the ability of individuals to use mana. 
  Counterspell: A special type of magic spell which protects, either specific 
  individuals or areas, against the effects of a particular brand of magic is termed a 
  Counterspell. 
  Thaumaturgies: One of the three branches of Magic. 
  Elementals: The second of the three branches of Magic. 
  Entities: The third of the three branches of Magic. 
  Consecrated Ground: Any ground that has been consecrated to the service of 
  the “Powers of Light” as defined by the game master is consecrated ground and 
  affects the abilities of all characters to resist magic. There is no College 
  specifically dedicated to the Powers of Light, because it is assumed that they are 
  non-magical in nature and are, in effect, opposed to magic. Most temples and 
  monasteries and some graveyards will be consecrated ground. Barrows, pagan 
  temples (those in which magic forms part of the ritual) and the dwellings of 
  magical beings can never be consecrated ground. 
  42. How Magic Works 
  Magic is of three distinct types: Talent, Ritual, and Spell Magic. Talent Magic is 
  discussed in section IV. as it applies to the special racial skills of characters. 
  Talent Magic in the form of the talents accessible to Adepts of a particular 
  College is described in the section dealing with the College to which it applies. 
  Ritual Magic is discussed in detail in rule 48. Spell Magic is the subject of most 
  of the rest of this section, since most magic will be of that type. 
  In game terms, Talent Magic is distinguished from the fact that: 
  1. It is common to all members of the race or College of which it is a 
  characteristic part and is never “learned.” 
  2. Magical talents are automatically useable without the necessity of preparing 
  a spell or ritual. 
  Ritual Magic is distinguished from other forms of magic by the fact that: 
  1. It requires the expenditure of large blocks of time (several hours, usually), 
  and 
  2. A magical effect resulting from Ritual Magic will often be of a prolonged 
  and/or delayed nature. 
  In addition, Ritual Magic usually requires a large number of special tools and 
  substances and may be restricted to particular times or places (e.g., moonrise on 
  unhallowed ground). Certain rituals may require a check similar to that 
  implemented for spells to determine if they have the intended effect. 
  Spell Magic constitutes the great majority of the magic available to characters. 
  Unless otherwise stated, all magic mentioned in these rules is Spell Magic. All 
  Spell Magic has the following common characteristics: 
  1. The magic consists of individual spells, each having a defined effect, 
  duration, range, and Base Chance of being effective. 
  2. No spell may be cast unless prepared by the caster through a process of 
  incantation to draw power to activate the spell from another plane. 
  3. Spells are inexact in their workings and may fail entirely or have unexpected 
  effects on the caster or anyone else in the vicinity. 
  4. Magical spells are almost always more effective against inanimate objects 
  than against animate objects and against non-sentient than against sentient 
  beings due to the ability of higher orders of conscious beings to resist the 
  effects of magic in proportion to their level of consciousness and the power 
  of their life force. 
  5. The casting of a spell drains energy from the caster in the form of Fatigue 
  Points expended to cast the spell. 
  6. Magic users are limited as to the number, type, and rank of spells they may 
  use by their Magical Aptitude, College, and experience. 
  7. Spell magic is the primary type of magic that will be used directly during the 
  Tactical Procedure. 
  43. How to Cast Spells 
  Casting a spell is a two-part process. First, the spell must be “prepared” by the 
  adept who taps the power of other planes of existence in order to power the spell. 
  Preparation of a spell is subject to certain limitations as discussed in rule 45. 
  Once prepared, the spell is “loosed” by an expenditure of energy in the form of 
  fatigue Points to direct the pent-up power and give it the desired form. Once 
  loosed, a spell will either impact or fail. If it impacts, it may take effect or it may 
  simply dissipate. If it fails, the spell may backfire (see rule 46.). The spell may be 
  especially effective in terms of range, duration, or effect if it is cast particularly 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 33 
  accurately. The effectiveness of the spell and the possibility of backfire are 
  governed in part, at least, by whether or not the spell is being actively resisted. 
  The casting character’s player announces that a spell is being cast, its nature and 
  target (if any). He then modifies the Base Chance of the spell as appropriate. The 
  addition or subtraction of all values affecting the cast from the Base Chance for 
  that spell produces a Cast Chance. The player then rolls D100. If the resulting 
  dice roll number is less than or equal to the Cast Chance governing the cast, the 
  spell impacts. If the dice roll is 5% or less of the Cast Chance, the effect of the 
  spell is tripled. If the dice roll is between 6% and 15% of the Cast Chance, the 
  effect of the spell is doubled. The Special Damage Table lists the dice rolls 
  producing double or triple damage. If the dice roll is more than 30% higher than 
  the Cast Chance during combat, or 40% higher when not involved in combat, the 
  spell has not only failed, but has backfired and the Backfire Table is consulted. 
  When a spell impacts and if it allows it, the target may, if it has a Willpower 
  value, make a Resistance Check. The target character’s player rolls D100. If the 
  resulting number is equal to or less than the character’s modified Magic 
  Resistance the spell dissipates and has no effect on the character. 
  [43.1] It costs 1 Fatigue Point to cast a General Knowledge Spell, 
  and 2 Fatigue Points to cast a Special Knowledge Spell. 
  The distinction between General and Special Knowledge is discussed in rule 50. 
  If a character is in area designated as “mana rich” by the game master, the cost to 
  cast a Special Knowledge spell is 1 Fatigue Point, and there is no cost to cast a 
  General Knowledge Spell. Such areas are, however, rare and include primarily 
  locations where human sacrifice is practiced regularly or where the boundary 
  between dimensions is weak so that large amounts of mana leak through. Often 
  mountaintops or clearings in deep jungle will contain such “portals.” These areas 
  are likely to be well guarded by beasts and individuals attracted by their magic, 
  including a larger than usual proportion of Fantastical Beasts. Even in mana rich 
  areas, a character must pay the Fatigue Cost to cast a spell upon loosing it or it 
  has no effect. 
  If the character is in area designated “mana poor” by the game master, the 
  Fatigue Cost to cast a spell is doubled. Such areas will be much more common 
  and will often include the more civilized and densely-inhabited parts of the 
  world. 
  [43.2] A magic user may not cast a spell unless he has sufficient 
  Fatigue Points to pay the cost of casting the spell. 
  Unless otherwise specified, the cost to cast a spell is assumed to be 1 Fatigue 
  Point for General Knowledge spells and 2 Fatigue Points for Special Knowledge 
  spells, as described in rule 43.1. However, a game master need not tell an Adept 
  in advance that an area is mana rich or mana poor, and an Adept could thus 
  attempt to cast a spell without knowing that the cost was at variance with the 
  norm. In such cases, the Adept would have to either pay the any additional cost to 
  cast the spell or give up the attempt. If the area is mana rich, he pays the cost to 
  cast the spell in a mana rich area, not the normal cost for the spell. The game 
  master tells a character only after the spell has been prepared (at the moment 
  when the character is about to pay the Fatigue Cost to cast the spell) that the area 
  is mana poor or mana rich. A character may always choose to abandon the 
  attempt in such cases, but any time (and, in combat, Pulses) spent preparing the 
  spell is lost. 
  [43.3] A character always expends the necessary Fatigue Points to 
  cast a spell whether the spell is effective or not. 
  At the moment the character’s player rolls D100 to make the Cast Check to see if 
  the spell impacts, the Fatigue is expended. A character may not change his mind 
  about the spell once it is being cast and the check is being implemented. 
  Regardless of the results of the Cast Check or any succeeding Resistance or 
  Damage Checks, the Fatigue is expended. 
  [43.4] There is no Fatigue Cost to prepare a spell. 
  Fatigue is expended at the moment the spell is loosed, not before. Thus, a 
  character could prepare a spell and then decide not to loose it and there would be 
  no cost in Fatigue Points. 
  [43.5] A spell must be used immediately upon being prepared or it is 
  dissipated and the preparation must be repeated before it can be 
  used. 
  A character prepares a spell immediately before use. He cannot keep a spell 
  prepared for any length of time. Once he announces that the spell is ready, the 
  character must immediately loose it or the spell is dissipated. Only one spell can 
  be prepared at any one time. 
  [43.6] A character must remain immobile and may engage in no 
  other activity while preparing or casting a spell. 
  If a character moves, attacks, attempts to remain aware of his surroundings (by, 
  say, listening for intruders) or even speaks to another player or the game master 
  about something not related to a point of information about the spell, the 
  preparation is interrupted and the character must begin over again. 
  [43.7] A character’s chances of effectively casting a spell may be 
  increased or decreased by a variety of factors. 
  The following modifiers are added to the character’s Cast Chance: 
  Each point the caster’s MA is greater than 15 
  +1% 
  Each point the caster’s MA is less than 15 
  -1% 
  Each Rank the character has with the spell being cast 
  +3% 
  Each hour (maximum of 10) the character spends preparing the spell 
  +3% 
  [43.8] A character must spend one full minute to prepare a spell and 
  loose it during the Adventure Sequence and a lesser amount of time 
  to prepare and loose the spell during the Tactical Procedure. 
  It takes one Pulse to prepare a spell as part of the Tactical Procedure and another 
  full Pulse to loose the spell. The details of spell casting in combat are discussed 
  in rule 49. Due to the lack of time for proper preparation, spells have a greater 
  chance of backfiring in combat than normally. 
  [43.9] There is always a chance that a character can successfully 
  resist a spell even after the spell has successfully impacted on the 
  character. 
  The character’s player makes a Resistance Check by rolling D100 and if the 
  result is less than or equal to the character’s modified Magic Resistance, the spell 
  does not take effect even though it did impact on the character. The Resistance 
  Check is modified as described in rule 47.4. A spell resisted in this manner does 
  not produce a backfire result. It is simply treated as a failed spell. 
  44. The Effects of Spells 
  Spells that are successfully cast and that are not resisted immediately take effect 
  on the character(s) or object(s) over which they were cast. In some cases, the 
  duration or severity of damage due to a spell, or some other aspect of the spell, 
  will have to be determined by the game master or via a die roll. All such 
  determinations are mentioned in the description of the spells. If double or triple 
  effect is achieved using a spell, the casting character’s player must choose the 
  attribute of the spell that will be doubled or tripled (see rule 44.2). 
  [44.1] In some cases, it will be necessary to make a Damage Check 
  as a result of a successful spell cast. 
  Whenever a character is affected by certain spells, the effects of those spells will 
  include damage to either Fatigue or Endurance. In such cases, the damage is 
  determined by making a Damage Check in the same manner as for damage due to 
  physical combat (see rule 25.4). 
  [44.2] The casting character’s player determines what effect a 
  multiplication of a spell’s power will have on the spell. 
  There are three characteristics of a spell that can be multiplied by the caster as a 
  result of a spell taking double or triple effect: range, duration, and damage. Range 
  is the maximum distance (usually given in feet) over which the spell can be cast 
  (i.e., between the caster and his target). Duration is the length of time in minutes, 
  hours, days that a spell will last. Damage represents the amount of injury a spell 
  can do as a result of being successfully cast against a character or object 
  expressed in terms of Damage Points. 
  Whenever a spell is cast for double its normal effect, the casting character’s 
  player has the option to double either the range, duration, or damage of the spell. 
  Not all spells are ranged (i.e., can be cast over a distance), have a set duration, or 
  do damage. An attribute that does not apply to a particular spell cannot be 
  multiplied. 
  Whenever a spell is cast for triple effect, the casting character’s player has the 
  option of tripling either the range, duration, or damage done by the spell or of 
  doubling any two of these three characteristics or of decreasing the target 
  character’s Magic Resistance by 20%. 
  [44.3] A character may not attempt to cast a spell at a target that is 
  not within a range in hopes of achieving a double or triple effect. 
  [44.4] The description of each spell lists its specific effects, range, 
  duration and other appropriate material. 
  Each spell is fully described under the College to which it belongs. The following 
  information is included. 
  Range: The maximum radius in feet within which the caster can make the spell 
  take effect. 
  Duration: The maximum length of time in minutes, hours, or days that the spell 
  remains in effect. 
  Experience Multiple: The multiple used in conjunction with the rank to be 
  achieved to determine the cost of increasing a character’s Rank with a particular 
  spell (see rule 161.4). 
  Base Chance: The basic percentage chance of causing the spell to take effect on 
  a particular object or person within a circumscribed area. 
  Resistance: The conditions under that the workings of the spell can be resisted 
  by a being subject to its effects. 
  Effects: The general purpose and consequences of the spell. Includes potential 
  damage as well as special effects. 
  
  PAGE 34 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  45. Restrictions on Magic 
  Adepts may be restricted as to when and where they can employ magic according 
  to general rules covering all magic or by specific restrictions concerning their 
  College only. Restrictions of a general nature are discussed in this section. 
  Restrictions covering only individual Colleges are discussed under the sections 
  dealing with those Colleges. 
  [45.1] A character may never prepare a spell or engage in ritual 
  magic while in physical contact with cold iron. 
  He can exercise any Talent Magic he can possess as a result of his race, but not 
  Talent Magic stemming from his membership in a College of Magic. Cold iron is 
  defined as any metal composed substantially or wholly of iron ore and its direct 
  products, iron and steel. 
  The amount of cold iron that will prevent an Adept from using his powers is 
  relatively small, but not minute. Generally, no more than a few ounces is 
  sufficient to prevent the working of all but racial Talent Magic. However, the 
  final determination as to whether or not a character is affected by cold iron on his 
  person is up to the game master. The Adept must be in direct contact with cold 
  iron for this stricture to apply. In all cases, such determinations are the province 
  of the game master. 
  An Adept cannot prepare a spell, use the special talents of his College, nor 
  perform Ritual Magic while wearing armour made of cold iron or holding 
  weapons or tools made of cold iron under the provisions of this rule. This does 
  not mean, however, that Adepts cannot wear armour or use weapons or tools. 
  There are several possible means of circumventing the effects of cold iron. 
  • 
  The character can wear non-metallic armour (leather for instance) and carry 
  weapons and tools made of bone, wood, or stone. Tools and weapons of 
  bone, wood, or stone will always be less effective than similar weapons 
  made of metal. Thus, when using a non-metallic nature, but similar in design 
  to an existing weapon on the Weapons Table made of cold iron, the Adept 
  would do 2 fewer points of damage and would have his Strike Chance with 
  the weapon reduced by 10%. The same general reduction in effectiveness 
  should be adhered to by the game master in assigning values to any tools 
  normally made of cold iron that the magician uses in their non-metallic form. 
  NOTE: This provision is meant to apply to the substitution of other materials 
  for cold iron in items normally made of metal. A quarterstaff, for example, 
  would not be any less effective in the hands of a magician since it is a 
  weapon made of wood anyway. However, arrows would be less effective, 
  since their (normally metallic) heads would have to be made of stone or 
  bone. 
  • 
  The character can use metallic items that contain little or no cold iron. These 
  include items made of such soft metals as copper and tin (and, of course, 
  their product: bronze). Such items will always be less effective than items 
  made with cold iron, though not as radically so as in the case of bone, wood, 
  or stone implements. A character can purchase items of soft metal for the 
  same price as other weapons, but they always do 1 less point of damage and 
  they can break on a roll of 92-99% instead of just 99%. Bronze armour 
  always has a Protection Rating 2 points less than the rating for the same type 
  of armour made of cold iron. 
  • 
  The character can neutralize the cold iron by combining it with precious 
  metal. There are three types of metal that can be combined with cold iron for 
  this purpose: silver, gold, and truesilver. Articles made from these substances 
  will be equally as effective as items made only of cold iron, but will cost 
  much more. An item made of silvered metal costs 10 times the normal cost 
  for the item made simply of cold iron. A gilded item will cost 120 times the 
  normal cost for the item made of cold iron alone. Truesilver will cost 180 
  times the cost of the item made from cold iron alone. Silver and gold only 
  partially neutralize the effects of cold iron, but truesilver entirely neutralizes 
  it. The Cast Chance of a character in contact with cold iron neutralized by 
  silver is reduced by 10%. The Cast Chance of a character in contact with 
  cold iron neutralized by gold is reduced by 5%. A character is not protected 
  from the effects of magic by wearing cold iron. 
  Example: A character in armour plate would still be affected by any spell 
  cast at him despite the presence of the armour. 
  [45.2] A character must have the freedom to make the necessary 
  gestures and sounds in order to cast a spell or perform a ritual. 
  Mute, bound, paralysed, unconscious, stunned, or restrained characters or those 
  engaged in Close Combat cannot use Spell or Ritual Magic, though Talent Magic 
  is usually possible. 
  [45.3] A character cannot employ a type of magic or a spell or ritual 
  with which he is not familiar. 
  Only those spells, talents, and rituals that the character has mastered as a result of 
  his race or College or studies after initiation into the College (i.e., the 
  development of Special Knowledge spells) can be employed by a character. 
  [45.4] A character cannot perform a spell or ritual without the 
  necessary equipment or working materials where such are required 
  in the description of the spell or ritual. 
  [45.5] A character cannot cast a spell or execute a ritual if his 
  concentration is broken. 
  Generally, a character’s concentration is broken by being engaged in Melee or 
  Close Combat. Other types of attack or the intrusion of loud noises could serve as 
  a distraction as well. For example, an arrow whizzing past the caster’s ear might 
  break his train of thought and spoil a spell. Whether such events do, in fact, keep 
  a character from casting a spell is up to the game master. If he decides that an 
  event may have broken the character’s concentration, the character’s player must 
  roll D100. If the result is less than or equal to Willpower×4, the character is not 
  bothered by the intrusion and continues what he was doing. Otherwise, the 
  character is distracted and the spell or ritual must be started over again. 
  NOTE: This rule is meant to describe the effects on the process of performing 
  magic when a character’s concentration is broken. It does not apply to the 
  controlling of spells already cast or to the concentration necessary to control an 
  animal, monster, etc., once a Spell of Controlling has been successfully cast. A 
  character’s concentration for these purposes will not be broken by his entering 
  combat or being attacked. It will only be broken if he is killed or knocked out or 
  (perhaps) if he is stunned. 
  46. Backfire from Spells and Rituals 
  There is a chance that a spell will backfire. If the Adept’s player rolls a number 
  more than 30% higher than the Cast Chance while attempting to cast a spell 
  during the Tactical Procedure, or 40% higher than the Cast Chance while 
  attempting to cast a spell during the Adventure Procedure, the spell backfires. It 
  does not hit the intended target. Instead, the game master rolls D100 and refers to 
  the Backfire Table to determine the exact effect of the backfire. Possible effects 
  include Fatigue penalties, affecting characters other then (or including) the 
  original target of the spell, affecting the caster himself, or inflicting a variety of 
  curses and disabilities on the caster. Backfire never occurs as a result of the 
  functioning of talents and seldom as the result of the functioning of rituals. 
  Where a backfire can occur as a result of the functioning of a ritual, the possible 
  results are often described in the section dealing with that ritual, if not, the game 
  master should invent one. 
  When a spell has backfired, the game master rolls D100 and consults the Backfire 
  Table. The effect on the Backfire Table corresponding to the number rolled is 
  immediately applied to the character. 
  [46.1] Backfire Table 
  D100 
  Backfire Result 
  01-10 How unfortunate! Not only do you fail to cast the spell, but your 
  Fatigue is reduced by a number equal to the Fatigue already expended 
  in the attempt. 
  11-17 
  Worse yet! You fail to cast the spell, and your Fatigue is reduced by a 
  number of points equal to twice the Fatigue already expended in the 
  attempt. 
  18-22 For shame! You should be grateful that your teachers cannot see you in 
  your hour of degradation. Not only do you fail to cast the spell, but 
  your Fatigue is reduced by a number of points equal to three times the 
  Fatigue already expended in the attempt. 
  23-24 This is simply not your day. You fail to cast the spell and you must 
  reduce your Fatigue by a number equal to four times the number of 
  points already expended in the attempt. 
  25 
  Magic may not be your calling. You might consider a future in animal 
  husbandry instead. You have failed to cast your spell and your Fatigue 
  is reduced by a number of points equal to five times the Fatigue 
  already expended in the attempt. 
  26-35 Your spell has reversed itself and is presently taking full affect on your 
  own person instead of on the intended target. 
  36-45 Once again your spell has reversed itself as in result 26-51. However, 
  this time, in addition to the effects of the reversal, your Fatigue is 
  reduced by a number of points equal to the Fatigue expended in 
  attempting to cast the spell. 
  46-50 Your companions may well curse your name for this! The game master 
  assigns a number to each character within Range and rolls D10.The 
  character whose number is first rolled is the target of the spell. If no 
  character’s number is rolled, the game master rolls again until one 
  character’s number is rolled. 
  51-56 A result similar to 46-50 except that the spell’s effect is doubled (game 
  master chooses what attribute of the spell will be doubled). 
  56-60 Your spell takes effect, bur only at half strength. The game master 
  determines what characteristic is to be halved and does so (rounding 
  down). 
  61 
  You are cursed with total blindness lasting D10 weeks. 
  62 
  You are cursed with total blindness lasting 2D10 weeks. 
  63 
  You are cursed with total blindness lasting 3D10 weeks. 
  64 
  You are cursed with total deafness lasting D10 weeks. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 35 
  D100 
  Backfire Result 
  65 
  You are cursed with total deafness lasting 2D10 weeks. 
  66 
  You are cursed with total deafness lasting 3D10 weeks. 
  67 
  You are cursed with being totally mute for D10 weeks. 
  68 
  You are cursed with being totally mute for 2D10 weeks. 
  69 
  You are cursed with being totally mute for 3D10 weeks. 
  70 
  You are cursed with insomnia and night-mares and may only regain 
  half Fatigue (rounded up) during sleep periods for D10 weeks. 
  71 
  You are cursed with insomnia and nightmares and may only regain 
  half Fatigue (rounded up) during sleep periods for 2D10 weeks. 
  72 
  You are cursed with insomnia and night-mares and may only regain 
  half Fatigue(rounded up) during sleep periods for 3D10 weeks. 
  73-75 You are cursed with a virulent skin disease which will cause you 
  intense pain and make you hideous to look upon. The disease will 
  reduce your Physical Beauty by 10 and your Willpower by 3 until 
  cured by magic or the arts of a healer. Once cured, the disease will still 
  reduce your Physical Beauty by 1 for each full week during which it 
  affected you. This reduction is a permanent result of scarring. 
  76-80 You are cursed with periodic muscle spasms of random occurrence 
  and unpredictable duration which tend to leave you limp and 
  exhausted. The spasms will persist until you are cured of your 
  affliction, either by magic or the arts of a Rank 2 or better Healer. 
  Reduce Dexterity by 5 and Endurance by half until you have been 
  cured. 
  81-85 You begin to suffer from intense and regularly recurring migraines 
  which reduce your Willpower by 1 and your Magical Aptitude by 3 
  until you are cured of your affliction, either by magic or the arts of a 
  Rank 2 or better Healer. 
  86-90 You become arthritic and enfeebled and will remain so until cured by 
  manic or the arts of a Rank 3 or better Healer. Reduce your Fatigue by 
  half and subtract 4 from Dexterity and 3 from Agility until cured. 
  91-95 You have become subject to creeping senility which will last until 
  cured by magic(only) and which will become worse as time goes on. 
  Your Magical Aptitude is immediately reduced by 2 and is reduced by 
  an additional 2 at the beginning of each week until cured. Once cured 
  of your affliction, you will have to relearn any spells forgotten during 
  the period of your illness. All spell attempts made during the illness 
  will have their Base Chance of taking effect reduced by 10%. 
  96-00 You are cursed with total amnesia and lose all skills, ranks and 
  magical abilities for a period of D10 days. During this time, you may 
  not cast spells, use special skills or talents or use a weapon except in 
  its unranked state. Your friends will have to care for you since your 
  surroundings are totally unfamiliar and your survival defences will 
  have been quite effectively short-circuited. You will willingly take 
  their orders and advice, but you would just as willingly follow an ogre 
  into his cave if he asked you. 
  [46.2] All backfire effects are cumulative. 
  A character may be subject to backfire any number of times and may, in fact, 
  suffer the same curse any number of times as a result of backfire. All effects are 
  cumulative, though their exact nature may be subject to some interpretation by 
  the game master. 
  [46.3] It may be impossible to apply a specific backfire effect to 
  certain characters or spells. 
  In most cases, when it is not possible for a spell to have the result indicated on 
  the Backfire Table (see rule 46.1), there will be no backfire and the specific 
  backfire result will be ignored. 
  Example: A spell designed to turn water into wood might or might not have any 
  effect if it backfired in such a way that it was cast on one of the casting 
  character’s companions. Whether the innocent victim was unaffected was 
  unaffected or the water in his tissues turned to wood would be entirely up to the 
  imagination and discretion of the game master. 
  [46.4] The exact effects of specific backfire results are subject to the 
  game master’s interpretation. 
  In most cases, specific reductions in numerical ratings are given when a caster is 
  cursed as a result of backfire. However, ancillary effects of the curse must be 
  determined by the game master within the guidelines of the curse description. 
  Example: A character struck with senility (a result of 91-95 on the Backfire 
  Table) would forget most of his magical knowledge during his illness and have to 
  relearn many spells, etc. The exact rate of loss or the manner in which the 
  determination was made as to what spells were lost would be determined by the 
  game master. Similarly, a mute character obviously could not cast spells since he 
  would be unable to utter the proper incantations. However, whether his player 
  could even speak with the other players or would be limited to nodding his head 
  or gesturing is a matter left up to the game master to decide. 
  In some cases (loss of sight, hearing, and voice) the effects of the curse have been 
  left entirely to the game master’s discretion. He should keep the result of any 
  backfire secret as long as possible. If the result has a variable duration, the game 
  master keeps the duration secret until the effect is over. 
  [46.5] When a backfire leads to a character being required to lose 
  more Fatigue than he has available, the excess Fatigue Points are 
  removed from Endurance instead. 
  Whenever, as a result of backfire, a character exhausts his Fatigue and is forced 
  to reduce his Endurance to satisfy the Fatigue loss due to backfire, the character’s 
  player rolls D100. If the result is less than or equal to 10×Endurance Points 
  removed, the character loses 1 Rank from the spell that backfired. If the spell was 
  unranked, it is simply forgotten and must be relearned (even if a General 
  Knowledge spell). Forgetting a spell or losing Rank takes place after all other 
  backfire results are applied. They would not, for example, affect the possibility of 
  a spell reversing itself and affecting the character who cast it in the same Pulse in 
  which that character forgets the spell. An Adept can be stunned if forced to 
  remove a number of points of Fatigue or Endurance greater than one-third of his 
  Endurance as a result of a single backfire result. 
  47. Counterspells and Resisting Spells 
  A character who is a target of a spell may resist the effects of that spell if he is 
  conscious and unstunned. Resistance may be either Active or Passive. A character 
  engages in Active Resistance by stating this intention. He may perform no other 
  action and his resistance affects the chances of the spell backfiring or taking 
  effect at all. A character may Passively resist by making a Resistance Check once 
  a spell has successfully impacted on him. A character is not prevented from 
  making a Resistance Check by the fact that he is engaged in other activities at the 
  time the check is made. Both Active and Passive Resistance are implemented 
  using the character’s Magic Resistance rating. The character’s Magic Resistance 
  is determined whenever it is used by adding to the character’s Willpower any 
  modifications due to the character’s Magic College or lack of a College as well as 
  special modifiers for Counterspells and general situation at the moment the check 
  is made. A character’s chances of resisting magic may be increased by casting a 
  Counterspell over the character. 
  [47.1] A character who is conscious and unstunned may make a 
  Resistance Check to determine if he successfully avoids the effects of 
  a spell. 
  The character’s player rolls D100. If the resulting number is equal to or less than 
  the character’s Magic Resistance (as modified according to rule 47.4), the 
  character resists the spell and it has no effect upon him. Otherwise, the character 
  is affected normally by the spell. A character is never prevented from making a 
  Resistance Check because he is engaged in other activity at the same time. A 
  Resistance Check is an automatic function. It is implemented any time the 
  character’s player states that he wishes to attempt to resist a resistible spell which 
  is about to take effect on him. Each character may only make one Resistance 
  Check per spell cast over him. Characters who are struck by a spell as part of a 
  backfire result may resist. 
  All spells listed under the individual colleges contain a statement as to whether or 
  not they can be resisted and whether that resistance can be Active or Passive. A 
  character can only exercise his powers of resistance against a spell in the manner 
  given for that spell. His resistance will always be ineffective unless it is if a type 
  that can be used against the spell being cast. 
  [47.2] A character may choose to Actively resist a particular spell by 
  stating his intention to do so, but may do nothing else during the 
  time he is Actively resisting. 
  A character may not move, attack, cast his own spell, or do anything else while 
  engaged in Active Resistance. When a spell which is being Actively resisted is 
  loosed, the Cast Chance for that spell is reduced by the Magic Resistance of the 
  character with the highest Magic Resistance who is Actively resisting the spell. A 
  character involved in combat on the Tactical Display must spend one full Pulse to 
  Actively resist the spell after the spell has been prepared, but before it is being 
  loosed. A character who is Actively resisting a spell does so in the manner 
  described in rule 49.1. He must announce whose spell that is being cast he is 
  Actively resisting at the moment he chooses to Actively resist. His Active 
  resistance has no effect on any other spell and does not prevent him from making 
  a Resistance Check whenever any spell (including the one he is Actively 
  resisting) impacts on him. 
  Example: A group of characters is about to have a spell cast over them with a 
  total modified Cast Chance of 67%. One character with a Magic Resistance of 
  27% Actively Resists. The Cast Check result is 47%, and the spell has no effect 
  (67-27=40; 47 is greater than 40) on either the resisting character or anyone else 
  within the group. 
  A backfire may never be Actively resisted. A character whose concentration is 
  broken while he is Actively resisting a spell still expends the necessary time to 
  Actively resist the spell, but is treated as if he were simply engaged in Passive 
  resistance. A character’s concentration is broken for this purpose whenever he is 
  subjected to a Melee or Close Combat attack or otherwise has his “elbow 
  joggled.” anything that would prevent a character from preparing or casting a 
  spell due to breaking the caster’s concentration would also prevent Active 
  Resistance (see rule 45.5). 
  Since the nature of a spell is not revealed until actually loosed, a character could 
  attempt to Actively resist a spell not affected by Active Resistance. In this case, 
  
  PAGE 36 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  the Active resistance has no effect, but any time expended on resistance is lost 
  anyway. 
  [47.3] A character’s Magic resistance will be affected by whether or 
  not he is under the protection of a Counterspell. 
  A Counterspell is cast in exactly the same manner as any other type of spell, but 
  it is cast only over a single specific character or area and has as its object 
  defeating the effects of other spells cast by members of the specific College 
  against which the Counterspell is directed. There are 2 different Counterspells for 
  each College. The General Knowledge spells of each College are inhibited in 
  their operation by the General Knowledge Counterspell for that College. The 
  Special Knowledge spells of each College are inhibited in their operation by the 
  Special Knowledge Counterspell for that College. The Counterspells affecting 
  one College will not affect any other College and the Counterspells for a 
  particular College will only affect the type of spell against which they are 
  directed (General or Special). A character is always considered to acquire as part 
  of his General Knowledge the Counterspells affecting his College upon joining 
  that College. He may learn the Counterspells affecting other Colleges only by 
  finding a member of another College willing to teach that College’s 
  Counterspells and spending time and money learning the two Counterspells as 
  described in rule 161. 
  NOTE: Counterspells are the only spells of a College other than his own that a 
  character can learn. They are an exception to the general rule that one can know 
  only the spell’s of one’s own College. 
  Members of the College of Naming Incantations specialize in knowing the 
  Counterspells for all Colleges. Consequently, Namers receive a special benefit in 
  regard to Counterspells. All Counterspells of Colleges other than a character’s 
  own College may only be practiced by a character at Rank 0 (i.e., unranked) 
  unless he is a member of the College of Naming Incantations, in which case he 
  may achieve Rank with them. 
  Counterspells are always General Knowledge Spells of the College to which they 
  apply, but are considered Special Knowledge spells when learned by a character 
  of another College. All Counterspells of all Colleges are General Knowledge 
  spells of the College of Naming Incantations. 
  A Counterspell of any type may be cast on one character (including the caster, 
  himself) or on the occupants or objects in a circle 15 feet in diameter (or 7 hexes 
  on the Tactical Display). It will always add 30% (+3 per Rank) to the Magic 
  resistance of a character over which it is cast (only) for purposes of resisting the 
  type of spell to which it applies. For example, a Counterspell affecting General 
  Knowledge spells of the College of Air Magics increases the Magic resistance of 
  the character over which it was cast only when that character was resisting 
  General Knowledge of the College of Air Magics. It would not protect or assist 
  the character when resisting the spells of other Colleges or Special Knowledge 
  spells of that same College. 
  NOTE: If a Counterspell is cast over a subject which normally does not resist 
  magic, it has a Magic Resistance of 30%. 
  A Counterspell may be cast over an area instead of an individual. When cast over 
  an area, any individual occupying that area may not use a spell of the type 
  affected by the Counterspell until he vacates the affected area. All individuals in 
  the area would add 30% (+3 per Rank) to their magic resistance when resisting 
  the type of magic affecting the Counterspell so long as they occupied the area 
  affected by the Counterspell, but would not be so protected if they moved out of 
  the 15 foot diameter area of the Counterspell. Counterspells cast over an area in 
  combat must be cast over a single hex and the six adjacent hexes (but the area 
  affected could be doubled or tripled as a result of an effective casting). 
  A Counterspell lasts for a number of minutes equal to the results of minutes equal 
  to the results of a D10 die roll and an additional 1 per Rank. A character or area 
  may never have Counterspells affecting more than one College cast over him at 
  the same time. If a being or area were already under the effects of a Counterspell 
  affecting more than one College, any Counterspell affecting another College 
  would not effect him. He would still be affected if he occupied an area over 
  which a Counterspell affecting another College had been cast, but only for so 
  long as he occupied the area. A character may never benefit from more than one 
  Counterspell against a particular spell (i.e., he could not benefit from two 
  Counterspells against, say, the General Knowledge of the College of Illusion). 
  A character may always use magic even when under the protection of a 
  Counterspell (including a Counterspell affecting his College). Only area 
  Counterspells inhibit the casting of the spell itself. A spell or ritual may never be 
  performed on ground that has a Counterspell over it affecting the College of 
  which the magic is a part. 
  The following list of characteristics applies to all Counterspells for all Colleges 
  of Magic: 
  Range: 25 feet (+25 feet/Rank) 
  Duration: D10+5 minutes (+1 minute/Rank) 
  Experience Multiple: 100 (for General Knowledge Counterspell); 200 (for 
  Special Knowledge Counterspell) 
  Base Chance: 40% 
  Resist: May only be passively resisted 
  [47.4] The following modifications affect a character’s Magic 
  Resistance by the numbers shown: 
  Target and Caster are of the same Branch of Magic 
  +15% 
  Target and Caster are of opposed Branches of Magic (see rule 50.1) 
  -15% 
  Target is not a member of any college of magic 
  +20% 
  Target is under protection of Counterspell affecting spell 
  +30%* 
  Caster chooses to decrease target character’s Magic Resistance (see 
  per rule 31.2) 
  -20% 
  Target is standing on consecrated ground 
  +50% 
  * 
  +3%/Rank 
  48. Special Magical Preparations 
  Special magical preparations include all of those rituals not limited to a specific 
  College that are designed to augment the power of characters or spells or invest 
  areas or objects with special magical properties. They are employed according to 
  the provisions governing Ritual Magic (see rule 26. and rule 29.). 
  All forms of special magical preparation can be coded for purposes of recording 
  them on the Character Records by simply referring to the number of the case in 
  which they are discussed (see rule 48.1 through rule 48.4). 
  [48.1] A character may increase his chance of successfully casting a 
  spell by engaging in Ritual Spell Preparation. 
  The character’s player announces his intention of employing this option and 
  states the number of hours that will be spent in preparation and the spell being 
  prepared. For each hour spent in preparation, the Base Chance of the spell is 
  increased by 3% (up to a maximum of 30%, assuming 10 full hours are spent in 
  preparation). If, at any time during the preparation, the character’s concentration 
  is broken, the entire process must be restarted from scratch or abandoned. In any 
  case, any time previously spent in preparation is lost. A character’s concentration 
  is always broken by the necessity of abandoning the Adventure Sequence and 
  employing the Tactical Procedure. The character can engage in no other activity 
  while preparing the spell. The spell must be cast immediately upon completing 
  the Ritual Preparation. The Spell Preparation Ritual is a General Knowledge 
  Ritual that enhances spells only. A character cannot achieve Rank with this 
  Ritual. 
  [48.2] A character may increase his Magic Resistance by 5% and his 
  Magical Aptitude by 1 for each hour spent in Ritual Purification. 
  Experience Multiple: 200 
  Ritual Purification always increases both magic Resistance and Magical Aptitude 
  by the aforementioned amounts for each hour spent in purification up to a 
  maximum of 3 hours (for a total increase of 15% to Magic Resistance and 3 to 
  Magical Aptitude). A character can only be under the influence of one Ritual 
  Purification at a given time. The effects of the purification last for a number of 
  hours equal to (Ritual Purification Rank+D10) × the number of hours spent in 
  purification. The die is always rolled by the game master who keeps the result 
  secret until it is time to inform the players that the result of a purification has 
  worn off. The ritual is always interrupted by the necessity of suspending the 
  Adventure Sequence and employing the Tactical Procedure and must abandoned 
  or restarted from scratch with all hours spent in purification being lost. However, 
  once a Ritual Purification has been completed, the character can enter combat 
  and employ all of the benefits of the purification. A character must announce 
  when he starts purification the number of hours he will spend engaged in the 
  ritual. He can engage in no other activity (including moving, resting, or 
  employing other special preparations) while engaged in this ritual. Only members 
  of the Colleges of Magic can purify themselves. Ritual Purification is a General 
  Knowledge Ritual. 
  [48.3] A character may store the power of a spell in an object in his 
  possession by employing an Investment Ritual. 
  Experience Multiple: 300 
  The character’s player announces that he is beginning an Investment Ritual and 
  states the number of hours that will be spent in the ritual, the object to be invested 
  with power, and the specific spell which will be stored in the object. At the end of 
  the ritual, the character’s player makes a Cast Check to determine if the ritual has 
  been effective. The Base Chance of the ritual being effective is always equal to 
  the character’s Magical Aptitude, plus 3% for each hour spent in the ritual (up to 
  a maximum of 10 hours, or 30%) plus any other modifiers normally associated 
  with spells and rituals (3% per Rank with the Investment Ritual). It is possible to 
  generate any of the effects normally associated with spells when an Invested spell 
  is loosed (double or triple effect, backfire, etc.) using this ritual. If the Cast Check 
  dice roll is equal to or less than the Cast Chance, the object of the ritual is 
  invested with the power of the spell which is to be stored in it. 
  An object which has a spell stored in it in this manner may be used to cast the 
  spell at no Fatigue cost by any character (including individuals who are not 
  members of a College of Magic) who knows how to activate the object. Only 
  those individuals who know the Investment Ritual of the College that was used to 
  store the spell in the object or who have been told by the character who stored the 
  spell in the object how to activate the power therein may use the object’s power. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 37 
  It is not necessary for a character to know the spell stored in an object in order to 
  employ the object to release the spell. 
  Each object invested with spell power in this manner has a number of “charges” 
  in it equal to the Rank the character who invested the object possessed with the 
  Investment Ritual at the time the item was invested. Whenever the power in the 
  item is used, the number of remaining charges is reduced by 1. When no charges 
  remain, the item is no longer invested with the power of the spell. It may be 
  reinvested. A particular object may never be invested with more than one spell at 
  the same time. A character may only invest an object with a spell he knows. 
  Whenever a spell is released from an object in which it was invested, the spell is 
  treated as if it was being cast by the character who originally stored it in the 
  object. It always emanates from the spot occupied by the object, but is treated in 
  all other ways as if cast by that character as he was when he originally invested 
  the object with the spell power (i.e., the spell would be ranked as it was when 
  originally stored in the object). 
  A spell invested in an object may only be dispelled (i.e., removed and dissipated) 
  by a Namer casting the proper Counterspell over it. If an attempt at investing an 
  object with a spell’s power backfires, the effect is as if the spell being invested in 
  the object had backfired. It is applied immediately. When an object invested with 
  a spell is used, any backfire resulting from its use affects the user of the object rat 
  her than the object itself. The Investment Ritual is a Special Knowledge Ritual. 
  [48.4] A character may employ Ritual Magic to cast a Ward over an 
  area which he occupies or is near. 
  Experience Multiple: 400 
  A Ward is an automatic spell that is activated by the intrusion of objects or living 
  beings into the area it occupies. Whenever a character wishes to create a Ward, he 
  announces his intention and engages in one or more hours of Ritual Preparation 
  to create the Ward. At the end of the preparation, he immediately checks to see if 
  the Ward is cast by making a Cast Check. If the Cast Check is successful, the 
  Ward is cast. If the Check is not successful, no Ward exists and the attempt must 
  be started from scratch and abandoned. 
  The Base Chance to create a Ward is equal to the creator’s Magical Aptitude. This 
  is modified by +3% per hour spent in preparation, up to a maximum of 10 hours, 
  plus any other modifiers normally associated with spells and rituals (+3%/Rank 
  with the Ward Ritual). It is possible to suffer backfire from an attempt to create a 
  Ward. In such cases, the spell being incorporated into the Ward backfires 
  immediately. 
  Once the Ward is cast, the entry or exit of any object or being in the area 
  occupied by the Ward (determined by the range of the spell incorporated into the 
  Ward) can trigger the Ward. Once a Ward has been triggered, it ceases to exist. It 
  takes full effect on the character(s) or object(s) that triggered it, but is dissipated 
  thereafter. All Wards emanate from the exact spot occupied by the individual who 
  cast the Ward (important for determining range). 
  A character desiring to create a Ward must announce what the Ward will consist 
  of before he begins the Ward Ritual. A Ward always consists of a specific spell of 
  the caster’s College (either General or Specific Knowledge) that the game master 
  considers suitable for incorporation into a Ward. A Ward always consists of only 
  one such spell. More than one Ward cannot be cast over a specific area (i.e., it is 
  not possible to cast three or four different spells over the same doorway via a 
  Ward). 
  Whenever he announces that he is creating a Ward, a character’s player must also 
  announce under what conditions the Ward will be triggered. He can decide not to 
  limit its effect, in which case it will be triggered by anyone or anything entering 
  the area over which it is cast, or he can limit it to affecting specific individuals or 
  anything in between. Thus, a character could cast a Ward that would only be 
  triggered by passing trolls (or even more specifically, by the third troll to pass 
  through the area occupied by the Ward). Characters (and the game master) should 
  be aware that it can be necessary to account for the caster of the Ward and his 
  fellow adventurers having to pass through the Ward. This can be accomplished by 
  delaying the effect of the Ward for a length of time sufficient to allow the party to 
  pass through (but no more than a few minutes) or by making the Ward subject to 
  other specifications that permit the party to pass through. 
  Once a Ward is in effect, any individual or object could trigger the Ward and that 
  enters the area occupied by the Ward is automatically subject to whatever 
  individual spell was woven into the Ward. Only those spells known by the caster 
  of the Ward can be woven into the Ward and they take effect exactly as if the 
  caster of the Ward were present and casting the spell at the spot occupied by the 
  character or object that triggered the Ward. All characters or objects nearby that 
  would normally be affected by the spell are subject to its effects when it is cast as 
  a result of the Ward having been triggered. 
  Wards are dispelled in one of two ways: either by a Namer casting a Special 
  Knowledge Counterspell of the same College as the spell incorporated into the 
  Ward, or by being triggered by an individual or an object. They exist in 
  perpetuity until dispelled. 
  The Ward Ritual is a Special Knowledge Ritual. 
  49. Incorporating Magic into Combat 
  Ritual Magic cannot be employed by characters occupying the Tactical Display. 
  Talent Magic can be used, operating automatically and requiring no special 
  expenditures of actions or time. Spell Magic is also available to characters for use 
  in combat, but requires the expenditure of time in Pulses. Generally, any attempts 
  at casting spells in combat are resolved similarly to attempts at casting spells 
  during the Adventure Sequence. However, the acts of preparing, loosing, or 
  actively resisting a spell are only possible to characters who are implementing the 
  proper actions discussed in rule 13. and rule 14., as modified herein. 
  Whenever a character attempts to cast a spell, he first prepares it by 
  implementing a Pass action (see rule 13.4 and rule 14.8), as if he were preparing 
  a weapon, except that he announces he is preparing a spell. Spell preparation 
  takes one full Pulse. On the next succeeding Pulse, the character implements a 
  Fire action in order to loose the spell. He announces that he is loosing the spell 
  when it becomes his turn to take action. He announces which hex or character is 
  the target of the spell. 
  NOTE: The character can loose the spell at an adjacent figure despite the fact that 
  he is using a Fire action to get the spell off. 
  The casting character’s player rolls D100. If the resulting number is less than or 
  equal to the Cast Chance for the spell, the spell has been successfully loosed. In 
  most cases, the target(s) of the spell then have the opportunity to resist the effects 
  of the spell by Passively resisting unless they are stunned or unconscious 
  (however, see rule 49.1). The Resistance Check is made as described in rule 47.1 
  (by rolling D100 against the character’s Magic Resistance). Unless the character 
  successfully resists the spell, he is fully affected by it. 
  [49.1] A character can Actively resist a spell during combat by 
  implementing an Evade action. 
  The character must announce when he chooses the Evade action that he is 
  resisting magic or it is assumed that he is attempting to evade a physical weapon 
  instead. Evading magic never assists a character in dealing with a physical attack 
  and evading a physical attack never has any effect on a character’s Magic 
  Resistance. The Evade action always takes one full Pulse regardless of whether it 
  is being employed to assist the character in coping with magic or with physical 
  combat. 
  [49.2] A character cannot cast or actively resist a spell while engaged 
  in Close Combat. 
  [49.3] The Cast Chance of a spell is affected only by the modifiers 
  listed in rule 43.7 and by those modifiers listed for each College 
  individually. 
  It is never affected by those modifiers listed in rule 24.6. 
  50. The Colleges of Magic 
  Magic is divided into different Colleges representing specific types of magic. 
  Each College belongs to one of three Branches of Magic. These Branches, and 
  the associated Colleges, are listed below: 
  The Thaumaturgies 
  The College of Ensorcelments and Enchantments 
  The College of Sorceries of the Mind 
  The College of Illusions 
  The College of Naming Incantations 
  The Elementals 
  The College of Air Magics 
  The College of Water Magics 
  The College of Fire Magics 
  The College of Earth Magics 
  The College of Celestial Magics 
  The Entities 
  The College of Black Magics 
  The College of Necromantic Conjurations 
  The College of Greater Summonings 
  [50.1] A character’s Magic Resistance is affected by the Branch of 
  Magic of which he is a practitioner. 
  A character’s Magic Resistance is increased by 5% whenever a Cast Check is 
  implemented to determine if he has been affected by a spell generated by a 
  member of the same Branch of Magic. A character’s Magic Resistance is 
  decreased by 5% whenever a Cast Check is implemented to determine if he has 
  been affected by a spell generated by a member of an opposed Branch of Magic. 
  A character’s Magic Resistance is unaffected whenever a Cast Check is 
  implemented to determine if he has been affected by a spell generated by a 
  member of a neutral Branch of Magic. A character’s Magic Resistance is 
  increased by 20% whenever a Cast Check is implemented to determine if he has 
  been affected by a spell generated by a member of any College of Magic if that 
  character is not, himself, a member of a magical College. The Branches of Magic 
  are aligned relative to each other as shown in this chart: 
   
  Thaumaturgy 
  Elemental 
  Entity 
  Thaumaturgy 
  Same 
  Neutral 
  Opposed 
  Elemental 
  Neutral 
  Same 
  Neutral 
  Entity 
  Opposed 
  Neutral 
  Same 
  
  PAGE 38 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [50.2] Each College of Magic has its own individual requirements 
  which must be met before a character of that College can employ 
  any of the powers of spells of his College. 
  All such requirements are listed and explained in rule ##.l of each College. 
  [50.3] The Adepts of a College are subject to certain modifications to 
  their ability to successfully cast spells. 
  All such modifications are listed in rule ##.2 for each College. 
  [50.4] The spells and powers available to practitioners of each 
  College are broken down into General Knowledge and Specialized 
  Knowledge. 
  A character is assumed to have mastered all of the General Knowledge of his 
  College upon choosing that College. The General Knowledge attained is always 
  at Rank 0. Characters may only increase their proficiency at employing General 
  Knowledge by expending Experience Points to attain Rank with that knowledge. 
  Specialized Knowledge includes all of the special spells and procedures of the 
  College not normally taught to novices. Such knowledge may be accumulated 
  only by expending both time and money to learn it. Special Knowledge is learned 
  at Rank 0 and the Rank the character has with that knowledge may be increased 
  in the same manner as for increasing the Rank of General Knowledge spells and 
  procedures through expending Experience Points to progress once the knowledge 
  has been mastered at Rank 0. The maximum Rank attainable with a spell or ritual 
  is 20. 
  [50.5] A character may only employ the powers and spells of one 
  College. 
  A character may never employ the knowledge, powers, or spells of a College of 
  which he is not a member, except for counter-spells and Invested spells. 
  Characters may only be members of one College at any one time. A character 
  may change his College, but, if he does so, he immediately loses all knowledge 
  (General and Special) from his old College and all Rank in magical activities and 
  must spend six months in a house of his new College learning its discipline so as 
  to master its General Knowledge. He may engage in no other activities while in 
  the house. Once a character has renounced his old College, he may never return 
  to it or relearn its General or Special Knowledge. 
  [50.6] A character is limited in the number of spells and rituals of 
  lower rank that he may know. 
  A character may only employ talents, spells, and rituals that he knows. He may 
  know any number of talents, but may only know a number of spells and rituals of 
  Rank 5 or lower equal to his Magical Aptitude. He may know an unlimited 
  number of spells and rituals of Rank 6 or higher. The General Knowledge spells 
  and rituals of his College count against this total. 
  [50.7] A character may not enter any College of Magic, except the 
  College of Naming Incantations, unless he has the Magical Aptitude 
  to account for mastery of the General Knowledge Spells and Rituals 
  of that College. 
  He may not acquire additional spells above and beyond his Magical Aptitude 
  unless he attains Rank 6 or higher with spells already learned so as to make room 
  for the acquisition of additional knowledge. Once a character is a member of a 
  College, he may lose the use of General and Special Knowledge as a result of a 
  decrease in Magical Aptitude, but he may never be forced to quit the College as a 
  result. In such cases, the game master always determines what spells or rituals are 
  forgotten by the character as a result of his reduced capacity. All talents, spells, 
  and rituals are numbered and coded and are explained individually in rules ##.3, 
  ##.4, ##.5, ##.6 of each College. 
  [50.8] The talents, spells, and rituals of all Colleges are numbered 
  and coded for easy identification. 
  All magic powers are coded as follows: 
  T=Talent Magic; G=General Spell; S=Special Spell; R=Special Knowledge 
  Ritual; Q=General Knowledge Ritual. All talents are considered to be a form of 
  General Knowledge. Talents, rituals, and spells are numbered within their code. 
  All Counterspells are coded CS followed by the number of the section in which 
  their College is described, and a G or S (for General or Special Knowledge). 
  Example: The General Knowledge Counterspell of the College of Air Magics 
  would be coded CS56G by anyone wishing to use this shorthand method (which 
  is especially useful on Character Records). 
  All forms of Special Magical Preparation are coded by reference to their case 
  number (see rule 48.1 through rule 48.4). 
  51. Magic Conventions 
  The following sections dealing with the Colleges of Magic employ a number of 
  conventions common to most fantasy roleplaying games. It is important that the 
  reader grasp these conventions. The following list touches on the most important 
  of them. 
  • 
  Range is always given as the distance from the Adept. It can be a linear 
  measurement between Adept and target or it can be a radius within which the 
  Adept can cast a spell. In some cases, ranges and radii cannot be depicted 
  entirely accurately on the Combat Display due to the anomalies of the hex 
  grid. When converting range measurements to the hex grid, each 5 foot 
  increment of range is considered a hex. 
  Example: A spell with a range of 35 feet would have a range of 7 hexes 
  (35÷5=7) on the Tactical Display. 
  If only part of a hex is within the effective radius of a spell’s range, the entire 
  hex is automatically considered to be in range. The same is true of the area 
  affected by a spell. 
  Example: A Wall of Stone cast as a circle around a character and his 
  companions and having a 10 foot radius, would protect all characters within 
  2 hexes of the Adept (one intervening hex). All hexes 3 or more hexes away 
  from the Adept would be outside the wall. Measurements are always taken 
  from the middle of the hex, and so a 10 foot radius would include 2½ feet of 
  the Adept’s hex. 
  • 
  Duration is a measurement of how long a spell lasts after it is cast. In some 
  cases, it will have an immediate effect and then dissipate. In others, the effect 
  will linger longer. When converting minutes into Pulses, each minute a spell 
  lasts equals 12 Pulses. If a spell is cast in the middle of a Pulse, that Pulse 
  still counts as a full 5 second increment in the duration of the spell, 
  regardless of how much time remains in the Pulse. Sometimes a spell must 
  be concentrated upon in order to continue having an effect. In such cases, the 
  Adept takes Pass Actions while concentrating. For the most part, though, 
  spells which would endure for more than one Pulse remain in effect 
  regardless of what may happen to the Adept after the spell has been loosed. 
  • 
  Spells fall into two separate groupings: those directed at specific targets and 
  those which cover an entire area, affecting all targets within that area. Some 
  spells can be used in both ways. 
  Example: A spell which could be employed against a single target (+1 
  target/Rank) might, at Rank 6, be employed against a single target or against 
  7 targets (which would give it much the same practical effect as an area 
  spell). 
  If a multi-target or area spell is Actively Resisted, the Magic Resistance of 
  the target with the highest Magic Resistance is applied to the Base Chance 
  and will affect whether or not the spell backfires or is cast at all on any of the 
  targets. This “umbrella of protection” effect is very important in protecting 
  weak characters, but players must understand that a character can only 
  Actively resist a spell if he is a target of the spell or is in the area affected by 
  it. Sometimes, a spell will take effect even if resisted. In such cases, the spell 
  may have a reduced (usually halved) effect. 
  • 
  Often range, duration, and damage from spells will be given as “X+Y 
  additional per Rank.” The translation of this arcane phrase is simply that the 
  particular attribute of the spell lasts for X minutes or has a range of X feet 
  and that this number is increased by Y minutes or feet for every Rank that the 
  character has achieved with that spell. Unless otherwise noted, the unit of 
  measurement added per Rank will be the same as the unit of measurement 
  used in the base range of the spell. 
  • 
  Often the Base Chance will be equal to some characteristic of the Adept or 
  some multiple of that characteristic. In such cases, the characteristic or 
  multiple is treated in all ways as a normal Base Chance and may be modified 
  accordingly. All modifications are applied after any multiplication of the 
  appropriate characteristic. 
  • 
  A Difficulty Factor will sometimes be given for resisting a spell. This is 
  always a number (which may increase or decrease according to Rank) by 
  which the character’s Willpower (or any other operative characteristic) is 
  multiplied. 
  • 
  Most of the magic in DragonQuest is designed to be flexible in application 
  and requires that the game master determine exactly how he wants a spell to 
  work in his world. In addition, the effects and procedures given are meant to 
  apply to humanoid characters and characters of human size. An Incinerate 
  Spell that should fry a human might do little more than make a dragon 
  uncomfortable, for example. To close every loophole and fully explain every 
  application would be impossible. Therefore, these matters of interpretation 
  have been left in the game and guidelines have been provided in the form of 
  the spell descriptions. 
  52. The College of 
  Ensorcelments and Enchantments 
  This College is concerned with general magic, but especially with charming and 
  enchanting individuals and objects. 
  [52.1] Adepts of the College of Ensorcelments and Enchantments 
  may practice their arts without restriction. 
  [52.2] There are no modifiers to the Base Chance of performing any 
  talent, spell, or ritual of the College except as listed in rule 43.7 or 
  under the descriptions of the specific spells, talents, and rituals of 
  the College. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 39 
  [52.3] Talents 
  1. Witchsight (T-1) 
  Experience Multiple: 150 
  Effects: The Adept has a Base Chance equal to his Perception (+4% per Rank) of 
  seeing objects or entities which are normally invisible or which have been 
  rendered invisible by magical means (i.e., such spells as Walking Unseen, 
  Blending, and Invisibility). 
  [52.4] General Knowledge Spells 
  1. Spell of Charming (G-1) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 1 hour (+1 hour/Rank) 
  Experience Multiple: 500 
  Base Chance: 15% 
  Resist: May be actively and passively resisted 
  Effects: The effects of this spell are identical to those for the spell of that name 
  (S-1) of the College of Naming Incantations except that the target’s Generic True 
  Name need not be known to cast the spell. If the Generic True Name is known, 
  the Base Chance is increased by 15%. If the Individual True Name is known, and 
  used, the Base Chance is increased by 25%. 
  2. Spell of Telekinesis (G-2) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 10 seconds (+10 seconds/Rank) 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May not be resisted 
  Effects: The effects of this spell are identical to those for the spell of that name 
  (S-9) of the College of Sorceries of the Mind. 
  3. Spell of Enchanted Sleep (G-3) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 1 hour (+1 hour/Rank) 
  Experience Multiple: 250 
  Base Chance: 15% 
  Resist: May be actively and passively resisted 
  Effects: The Adept may send 1 entity which normally spends any time sleeping 
  into a deep enchanted sleep, which will last for the duration of the spell or until 
  the entity is wakened by another entity (being shaken, etc.). The target may not 
  be wakened normally if the spell is Rank 10 or higher, but must continue to sleep 
  until the spell wears off. 
  4. Spell of Walking Unseen (G-4) 
  Range: 1 foot (+1 foot/Rank) 
  Duration: 1 hour (+1 hour/Rank) 
  Experience Multiple: 100 
  Base Chance: 40% 
  Resist: May not be resisted 
  Effects: The subject of this spell can move unnoticed, not invisible. Even if 
  someone looks directly at the subject of the spell, he will remain unseen. 
  However, if someone touches the subject of the spell, he is immediately located 
  and the spell is broken. 
  5. Spell of Speaking to Enchanted Creatures (G-5) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 100 
  Base Chance: 40% 
  Resist: May not be resisted 
  Effects: The spell gives the Adept the ability to speak and understand the 
  language of all magical creatures. 
  6. Spell of Location (G-6) 
  Range: 10 miles (+5 miles/Rank) 
  Duration: 1 hour (+1 hour/Rank) 
  Experience Multiple: 200 
  Base Chance: 15% 
  Resist: May not be resisted 
  Effects: The Adept may determine the direction in which he will find any person 
  or object of his desire which he has previously encountered or studied and which 
  is within range. The direction will be indicated by a large glowing arrow. 
  7. Spell of Mass Charming (G-7) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Concentration; No maximum 
  Experience Multiple: 850 
  Base Chance: 5% 
  Resist: May be actively and passively resisted 
  Effects: Charms 1 entity/Rank as long as the Adept maintains his concentration. 
  The spell takes 3 minutes to take effect and the effects linger for 3-5 minutes after 
  concentration is broken. The victim of the spell will see the caster as his true 
  friend and will readily accept most suggestions emanating from him. Sworn 
  enemies of the caster (or of his race) will not be affected by this spell. 
  The caster may either suggest actions to the victim or may order him to act in a 
  certain way on pain of losing the caster’s “friendship.” Any suggestion that is not 
  directly and obviously inimical to the victim’s interests (as defined by the game 
  master, but usually limited to actions that would be injurious or fatal to the 
  victim) will be acted upon 90% of the time. The caster may only insure 100% 
  compliance with a request by making it an order based upon the friendship that 
  binds the victim and caster together. In such instances, however, the victim 
  immediately makes a Resistance Check. If he resists, the spell is broken and he 
  immediately attacks the caster in a rage. Otherwise, the victim will accept the 
  order and be 100% faithful to it for the remainder of the spell. Whenever any 
  suggestion is made that would lead to the victim’s injury or death, another 
  Resistance Check is made. If the check is unsuccessful, the victim will accept the 
  suggestion. Otherwise, the spell will be broken and he will attack the caster. 
  8. Spell of Invisibility (G-8) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 5 minutes (+5 minutes/Rank) 
  Experience Multiple: 450 
  Base Chance: 45% 
  Resist: May not be resisted 
  Effects: At Ranks 1-15 the target becomes invisible, but may not initiate an 
  attack (by making a Strike Check) without first becoming visible again. At Ranks 
  16+ the target may attack while invisible. The target may always choose to 
  become visible again at any time while the spell is in effect. Once he chooses to 
  become visible, he may not again become invisible as a result of the effects of 
  that spell. A new Spell of Invisibility may be cast over him, however. 
  9. Evil Eye Spell (G-9) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 1 day (+1 day/Rank) 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May only be passively resisted 
  Effects: Any target who fails to resist has his Strike Chance and his Magic 
  Resistance reduced by 1%/Rank (minimum of 1%). 
  [52.5] General Knowledge Rituals 
  1. Ritual of Enchantment (Q-1) 
  Duration: 2 weeks at Ranks 1-10; 3 months at Ranks 11-19; until dispelled at 
  Rank 20 
  Experience Multiple: 125 
  Base Chance: 80% (+1%/Rank) 
  Effects: The Adept may enchant any entity of his choice who is in his physical 
  presence during the ritual. The Adept may not enchant himself. The ritual takes 1 
  hour and requires that the Adept first draw a Pentacle within which both he and 
  the subject of the ritual must remain during the entire ritual. The Adept may 
  perform no other actions while implementing this ritual. It requires that the Adept 
  burn 1 ounce of black myrrh at a cost of 100 Silver Pennies or the ritual will be 
  ineffective. 
  The target of this ritual will be either blessed or cursed (caster’s choice) with an 
  increase or decrease in the target’s Base Chance of doing anything or suffering 
  any good or ill fortune by ±1%/Rank. All Strike Chances, Resistance Checks, 
  etc., directly affecting the target will continue to be altered in this manner until 
  the effects of the ritual wear off. If the ritual is used to curse, the curse is minor. 
  2. Ritual of Creating Crystal of Vision (Q-2) 
  Duration: 10 minutes (+1 minute/Rank) 
  Experience Multiple: 200 
  Base Chance: 75% (+1%/Rank) 
  Effects: The Adept can create a crystal that allows him to experience visions 
  (usually precognitive in nature) concocted by the game master. At Rank 5 and 
  above, he may use this technique to spy into an area to see what is going on there. 
  The distance from the character to the area being spied into is 5 miles (+15 
  miles/Rank). 
  To do so, the Adept must remain in the same place and take no other action. He 
  performs the ritual over an available piece of crystal (the bigger the crystal, the 
  better the image will ultimately be) in his possession. The Adept must burn 1 
  
  PAGE 40 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  ounce of ambergris during the ritual at a cost of 1,000 Silver Pennies. The 
  resulting crystal may be used once per day. 
  3. Ritual of Creating Sleep Dust (Q-3) 
  Duration: 1 hour (+1 hour/Rank) 
  Experience Multiple: 250 
  Base Chance: 80% (+1%/Rank) 
  Resist: May be passively resisted at –20% to Magic Resistance 
  Effects: The Adept must spend 3 hours preparing and implementing this ritual 
  and must spend 10,000 Silver Pennies (-500 Silver Pennies/Rank) to purchase the 
  necessary ingredients prior to making the attempt. If the attempt fails, the 
  ingredients are ruined and may not be reused or resold. If the ritual succeeds, one 
  ounce (a single dose) of sleep dust results. The sleep dust will only remain fresh 
  for three weeks after manufacture. 
  When thrown in the face of one target which normally spends any time sleeping, 
  it will send that entity into a deep enchanted sleep, which will last for a duration 
  based on the ritual’s Rank when the dust was created, or until the entity is 
  wakened by another entity (being shaken, etc.). The target may not be wakened 
  normally if the dust is Rank 10 or higher, but must continue to sleep until the 
  effect of the dust wears off. 
  4. Ritual of Manufacturing Poison Dust (Q-4) 
  Experience Multiple: 250 
  Base Chance: 80% (+1%/Rank) 
  Resist: May be passively resisted (–20% to Magic Resistance) 
  Effects: The Adept must spend 3 hours preparing and implementing this ritual 
  and must spend 10,000 Silver Pennies (-500 Silver Pennies/Rank) to purchase the 
  necessary ingredients prior to making the attempt. If the attempt fails, the 
  ingredients are ruined and may not be reused or resold. If the ritual succeeds, one 
  ounce (a single dose) of poison dust results. The poison dust will only remain 
  fresh for three weeks after manufacture. 
  When thrown in the face of one target, it inflicts D10-5 (+1 per 2 Ranks, or 
  fraction thereof) damage due to poisoning, unless resisted. 
  [52.6] Special Knowledge Spells 
  1. Ventriloquism Spell (S-1) 
  Range: 90 feet (+5 feet/Rank) 
  Duration: 5 minutes (+3 minutes/Rank) 
  Experience Multiple: 100 
  Base Chance: 60% 
  Resist: May not be resisted 
  Effects: The spell allows the Adept to project his voice and alter it so that it 
  sounds like any other voice the Adept has heard. The voice may be projected so 
  that it appears to be emanating from anywhere within the radius of the spell. 
  2. Bolt of Energy Spell (S-2) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 200 
  Base Chance: 50% 
  Resist: May only be passively resisted 
  Effects: The Adept may cast a bolt of energy at a target and will, as a result, 
  inflict D10-5 (+1/Rank) damage on the first person or object through which the 
  bolt passes. 
  3. Spell of Opening (S-3) 
  Range: 15 feet (+15 feet per 2 Ranks, or fraction thereof) 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 150 
  Base Chance: 30% 
  Resist: May not be resisted 
  Effects: Instantly opens locks, bolts, and doors, including those locked by the 
  Mage Lock Spell (S-6). 
  4. Spell of Enchanting Weapons (S-4) 
  Range: 5 feet (+5 feet/Rank) 
  Duration: D10-5×20×Rank (×1, if unranked) seconds 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: May not be resisted 
  Effects: Increases the Base Chance to hit with the weapon over which it is cast 
  by +1% (+1%/Rank) and increases the damage done by the weapon by +1 for 
  every 3 Ranks, or fraction thereof. 
  5. Web of Entanglement Spell (S-5) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Concentration; Maximum: 15 minutes (+15 minutes/Rank) 
  Experience Multiple: 150 
  Base Chance: 35% 
  Resist: May only be passively resisted 
  Effects: This spell works similarly to the Web of Fire Spell (College of Fire 
  Magics: S-4), except that it allows the Adept to project a sticky web instead of a 
  web of fire from his fingertips. Any objects or individuals immediately between 
  the caster and the target of the spell (along the flight path of the web) will be 
  struck by the web and ensnared. The web can ensnare a number of human-sized 
  targets equal to the Rank of the spell (minimum of 1 target). Ensnared characters 
  may not move, and can only take actions in every other pulse. In order to free 
  himself from the web, each ensnared character must roll his Physical Strength or 
  less on D100 or successfully cut the web. The web is cut whenever any Strike 
  against it with a weapon that is rated for Class B damage results in at least 10 DP 
  to the web. Once any character cuts the web, all characters cease to be ensnared 
  by it. 
  6. Mage Lock Spell (S-6) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 1 hour (+1 hour/Rank), or until dispelled (Rank 20) 
  Experience Multiple: 150 
  Base Chance: 30% 
  Resist: May not be resisted 
  Effects: The spell may be cast over any portal (door, window, etc.) that can 
  normally be opened or closed. It effectively locks the portal with an unpickable 
  lock. The portal may still be forced open by brute strength. The Physical Strength 
  of all characters attempting to force a portal locked in this manner is added 
  together and multiplied by the Difficulty Factor of the task. The Difficulty Factor 
  is always a function of the Rank of the spell: 
  Rank 
  Difficulty 
  Factor 
  1-5 
  3 
  6-10 
  2 
  11-20 
  1.5 
  7. Spell of Enhancing Enchantment (S-7) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 10 seconds (+5 seconds/Rank) 
  Experience Multiple: 300 
  Base Chance: 25% 
  Resist: May only be passively resisted 
  Effects: The Rank of this spell is added to one characteristic of any spell being 
  cast within range unless the caster of the subject spell successfully resists. Only 
  range, duration, base chance, or damage may be affected by this spell. 
  8. Spell of Levitation (S-8) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: D10-5×10×Rank (×1, if unranked) minutes 
  Experience Multiple: 125 
  Base Chance: 25% 
  Resist: May be actively and passively resisted 
  Effects: Causes the target of the spell to rise into the air 15 feet (+1 foot/Rank) at 
  the rate of 1 foot every 5 seconds (Pulse). The spell is limited to vertical 
  movement only and will in no way propel the target horizontally. 
  9. Spell of Enchanting Armour (S-9) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 30 minutes (+30 minutes/Rank) 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May not be resisted 
  Effects: Subtracts –2%/Rank from the Strike Chance of anyone attempting to hit 
  the target with a physical weapon. At Rank 11+ it also permits the character’s 
  armour to absorb +1 additional DP. This spell may be cast on a single target only 
  and the target must be wearing some form of armour other than natural armour 
  (e.g. skin, hide, scales, etc.). 
  10. Wizard’s Eye Spell (S-10) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 1 minute (+1 minute/Rank) 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The Adept creates an invisible, intangible eye which he can move about 
  within a radius equal to the spell’s range. The eye originates in the same spot as 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 41 
  the Adept and operates as would any normal eye except that it is not attached to 
  the Adept physically. 
  11. Spell of Slowness (S-11) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: D10-5×10×Rank (×1, if unranked) seconds 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The spell affects 1 target (+1 target/2 Ranks, or fraction thereof). All 
  entities subject to this spell have their running, crawling, flying, or swimming 
  speed halved and have the time it takes them to do anything on the Tactical 
  Display doubled (e.g., they can only attack once every two Pulses). 
  12. Spell of Quickness (S-12) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: D10-5×10×Rank (×1, if unranked) seconds 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The spell affects 1 target (+1 target/3 Ranks, or fraction thereof). The 
  target’s TMR is doubled, his Initiative Value is increased by +10, and he can 
  perform Actions twice as fast (i.e. in half the time). 
  [52.7] Special Knowledge Rituals 
  There are no Special Knowledge Rituals of the College of Ensorcelments and 
  Enchantments. 
  53. The College 
  of Sorceries of the Mind 
  The College of Sorceries of the Mind is concerned with the manipulation of the 
  mental powers of sentient beings. 
  [53.1] Adepts of the College of Sorceries of the Mind may practice 
  their arts without restriction. 
  [53.2] The following numbers are added to the Base Chance of 
  performing any talent, spell, or ritual of the College of Sorceries of 
  the Mind. 
  Each point Adept’s WP is greater than target’s WP 
  +1% 
  Each point Adept’s WP is less than target’s WP 
  -2% 
  [53.3] Talents 
  1. Resist Temperature (T-1) 
  Experience Multiple: 250 
  Effects: Adepts of this College suffer -1 (-1/5 Ranks, or fraction thereof) point 
  less damage from either heat or cold (including fire and ice) used as weapons. 
  They are immune to extremes of temperature. 
  2. Resist Pain (T-2) 
  Experience Multiple: 300 
  Effects: Adepts of this College are more or less immune to pain. They cannot be 
  tortured or stunned. In addition, if there is a chance that their concentration may 
  have been broken, +5% (+1%/Rank) is always added to the Base Chance of their 
  maintaining the concentration despite intrusions. Their concentration is never 
  automatically broken (i.e., is never broken without a check to see if they maintain 
  concentration). 
  3. Sensitivity to Danger (T-3) 
  Experience Multiple: 300 
  Effects: Adepts of this College always add +5% (+1%/Rank) to their chance of 
  detecting an ambush (see rule 154.2). 
  [53.4] General Knowledge Spells 
  1. Spell of Extrasensory Perception (G-1) 
  Range: 30 feet (+15 feet/Rank) 
  Duration: 30 seconds (+10 seconds/Rank) 
  Experience Multiple: 100 
  Base Chance: 40% 
  Resist: May not be resisted 
  Effects: The Adept can sense the presence and general mood (but not the exact 
  nature) of any entity within range of the spell. 
  2. Spell of Limited Precognition (G-2) 
  Range: Works at any range 
  Duration: Immediate 
  Experience Multiple: 150 
  Base Chance: 20% 
  Resist: May not be resisted 
  Effects: The Adept may see (unclearly) into the future a number of hours equal to 
  1 hour (+1 hour/Rank) and may ascertain events that may or may not be 
  important to him. 
  3. Mind Cloak Spell (G-3) 
  Range: May only be cast over self 
  Duration: 1 hour (+2 hours/Rank) 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: May not be resisted 
  Effects: The Adept cloaks his own mind so that his thoughts cannot be detected 
  or “read.” The Adept’s Resistance versus Mental Attack (S-1) is increased by 
  +10% (+2%/Rank) while the spell is in effect. 
  4. Spell of Empathy (G-4) 
  Range: Adept must touch subject until Rank 10; From Rank 10: 15 feet (+15 
  feet/Rank) 
  Duration: Immediate 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May not be resisted 
  Effects: The spell allows the Adept to feel the emotions and physical sensations 
  the target of the spell is currently experiencing. It also allows the Adept to absorb 
  wounds from Endurance and Fatigue at a rate of 2 DP cured for every 1 DP 
  which the Adept agrees to subtract from his own Fatigue (never Endurance). 
  Example: An Adept could remove 6 DP from a character by inflicting 3 DP on 
  himself (the other 3 DP being effectively eliminated). 
  5. Spell of Hypnotism (G-5) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Concentration; No maximum 
  Experience Multiple: 200 
  Base Chance: 40% 
  Resist: May be actively and passively resisted 
  Effects: The Adept may lull an entity of his choice that is within range into a 
  trance-like state in which he will be subject to suggestion. The spell may only be 
  cast over a target with whom the caster is normally able to communicate verbally. 
  It can never be cast over a totally hostile character. Once the subject has been 
  hypnotized, the Adept can make suggestions which the subject will readily accept 
  unless they conflict directly with his best interests. The subject will remain open 
  to suggestion so long as concentration is maintained and will continue to 
  implement suggestions for 3 hours (+3 hours/Rank) after the suggestion has been 
  made, even when no longer hypnotized. The subject will never have any idea 
  where the suggestions it is implementing came from. 
  6. Spell of Controlling Animals (G-6) 
  Range: 30 feet (+15 feet/Rank) 
  Duration: Concentration; No maximum 
  Experience Multiple: 100 
  Base Chance: 40% 
  Resist: May be actively and passively resisted 
  Effects: The Adept gains control over the every action of one animal within 
  range. If he releases the animal or his concentration is broken it may attack him. 
  7. Spell of Controlling Person (G-7) 
  Range: 30 feet (+15 feet/Rank) 
  Duration: Concentration; No maximum 
  Experience Multiple: 650 
  Base Chance: 30% 
  Resist: May be actively and passively resisted 
  Effects: The Adept gains control of the every action of one person within range. 
  He may control the physical activities of that person (but may not cause him to 
  cast spells). The subject always acts as if he was also affected by a Spell of 
  Slowness (College of Ensorcelments and Enchantments: S-1). The spell 
  continues in effect until the Adept’s concentration is broken or he releases the 
  victim. 
  
  PAGE 42 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [53.5] General Knowledge Rituals 
  1. Ritual of Binding Will (Q-1) 
  Duration: 1 day (+1 day/Rank) 
  Experience Multiple: 500 
  Base Chance: 10% (+5%/Rank) 
  Resist: May be passively resisted (see Effects below) 
  Effects: The Adept may employ this ritual in order to bind the will of 1 entity that 
  is physically present and either unconscious or otherwise restrained. The ritual 
  takes 1 hour to perform. The Adept may perform no other action while engaged 
  in the performance of this ritual. Once bound, the subject will remain bound until 
  the effects of the ritual wear off or he breaks the psychic bounds restraining him. 
  The subject gets a chance to passively resist once during the performance of the 
  ritual and once at the end of each day. If he successfully resists, the bonds are 
  broken and he is free. Until that time, he will be the loyal retainer of the Adept 
  and serve him in all things. The Adept may never release the subject from 
  servitude voluntarily, and the magic continues to work even after the Adept is 
  dead (the subject will dispose of the body and take the deceased’s personal 
  effects to his widow/widower). If the ritual backfires, the Adept loses D10 from 
  his willpower. Hypnotism (G-5) may cure this loss. 
  [53.6] Special Knowledge Spells 
  1. Spell of Mental Attack (S-1) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 10 seconds (+10 seconds)/Rank 
  Experience Multiple: 350 
  Base Chance: 25% 
  Resist: May be actively and passively resisted 
  Effects: The Adept may cast this spell at any character within range who can be 
  seen or whose position has been pinpointed via Telepathy (S-2). If the target fails 
  to resist, he falls unconscious. In addition, at Rank 15+ he loses D10-5 
  characteristics points from Willpower. This WP loss may be cured via Hypnotism 
  (G-5) only (once successfully hypnotized, the subject is completely cured, and 
  recovers any WP lost as a result of this spell). 
  2. Spell of Telepathy (S-2) 
  Range: 30 feet (+30 feet/Rank) 
  Duration: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 550 
  Base Chance: 10% 
  Resist: May only be passively resisted 
  Effects: The spell gives the Adept the ability to completely read the thoughts of 
  all entities within Range. The caster can only clearly focus on the thoughts of one 
  entity at a time when reading his thoughts. 
  3. Phantasm Spell (S-3) 
  Range: Works at any range 
  Duration: Concentration; No maximum 
  Experience Multiple: 400 
  Base Chance: 1% 
  Resist: May not be resisted 
  Effects: The spell conjures a phantasmal beast with an Endurance and Fatigue 
  equal to a combined characteristic point value of 20 (+5 points/3 Ranks, or 
  fraction thereof). The creature is a physical entity which must be targeted toward 
  a particular victim. It will then track the victim down and attack him until either 
  the victim is killed, the Phantasm is defeated, or the Phantasm is dispelled (using 
  a Counterspell). The Phantasm always hits for D10-4 (+1/Rank) DP. It need not 
  make a Strike Check when it hits. The Phantasm is invisible to all but the victim. 
  4. Spell of Molecular Disruption (S-4) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 400 
  Base Chance: 1% 
  Resist: May be passively resisted (for half damage) 
  Effects: This spell causes cellular damage to any living being or being in 
  corporeal (substantial, rather than insubstantial) form, doing D10+1 (+1/Rank) 
  DP to any single target that fails to passively resist, and half damage (round 
  fractions up) to any target that successfully passively resists. 
  5. Spell of Molecular Rearrangement (S-5) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 1,000 
  Base Chance: 1% 
  Resist: May be actively and passively resisted 
  Effects: The Adept may rearrange the cells of any object that fails to resist, 
  turning it into anything of the same mass that he desires. 
  6. Force Shield Spell (S-6) 
  Range: Works at any range 
  Duration: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 250 
  Base Chance: 40% 
  Resist: May not be resisted 
  Effects: Reduces the Base Chance of the Adept being hit by -5% (-1%/Rank). 
  7. Spell of Healing (S-7) 
  Range: Adept must touch target 
  Duration: Immediate 
  Experience Multiple: 375 
  Base Chance: 40% 
  Resist: May not be resisted 
  Effects: The Adept may heal the subject of 2 (+1/Rank) DP from the subject’s 
  Fatigue or Endurance. 
  8. Spell of Invisibility (S-8) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 450 
  Base Chance: 15% 
  Resist: May not be resisted 
  Effects: The Adept may cause the target of this spell to become impossible to 
  sense in any fashion unless the observing character rolls his Perception or less on 
  D100. 
  9. Spell of Telekinesis (S-9) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 10 seconds (+10 seconds/Rank) 
  Experience Multiple: 250 
  Base Chance: 25% 
  Resist: May not be resisted 
  Effects: Allows the Adept to lift 2 pounds and move it at the rate of one mile an 
  hour. The Adept may move either an additional (+5 pounds/Rank) of mass, or 
  move the chosen mass at (+2 miles per hour/Rank). 
  10. Spell of Telekinetic Rage (S-10) 
  Range: 30 feet (+5 feet/Rank) 
  Duration: Concentration; Maximum: 60 seconds (+10 seconds/Rank) 
  Experience Multiple: 750 
  Base Chance: 1% 
  Resist: May be actively and passively resisted 
  Effects: The Adept creates a storm of force emanating from him which hurls any 
  object or character away from him at bone-breaking speed out of the range of the 
  spell. Any character who fails to resist suffers D10-5 (+1/foot travelled) DP. 
  [53.7] Special Knowledge Rituals 
  1. Ritual of Binding Elements (R-1) 
  Experience Multiple: 600 
  Base Chance: 1% (see Effects below) 
  Effects: The Adept can bind any element (Earth, Air, Fire or Water) as if he were 
  performing the binding ritual for the College dealing with that element. The ritual 
  is conducted in exactly the same manner as the specific ritual for binding the 
  element the Adept is attempting to bind, but the Base Chance is only 1%. In all 
  other ways the binding is executed according to the rules governing the 
  appropriate ritual of binding from the College concerned with the element being 
  bound. 
  54. The College of Illusions 
  The College of Illusions is concerned with the creation of stimuli designed to fool 
  the senses of an observer so that he will accept the existence of what is in fact 
  nonexistent. All illusions will automatically be believed in (and cannot be 
  resisted) unless and until the observer makes a successful attempt to consciously 
  “disbelieve” in the illusion. The normal Resistance Check procedure is replaced 
  by the action of disbelieving. In addition, the Victim of an illusion may continue 
  to attempt to disbelieve during succeeding Pulses. In order to disbelieve after an 
  illusion has taken effect, an observer must remain stationary and do nothing else 
  while trying to disbelieve. If involved in combat, the observer must employ an 
  Evade Action in order to attempt to disbelieve. 
  The difficulty of disbelieving an illusion is dependent upon the Rank of the 
  illusion. All attempts at disbelieving are rated for difficulty, the Difficulty Factor 
  being the number by which the observer’s Perception is multiplied to deter-mine 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 43 
  the Base Chance of his disbelieving. The Difficulty Factors per Rank of the 
  illusion are: 
  Illusion 
  Rank 
  Difficulty 
  Factor 
  0-1 
  4 
  2-5 
  3.5 
  6-10 
  2.5 
  11-15 
  2 
  16-20 
  1.5 
  The Base Chance of disbelieving an illusion is modified by the addition of the 
  following numbers: 
  The illusion affects only a Secondary Sense 
  +10 
  The illusion affects only a Primary Sense 
  +5 
  The illusion affects a Primary and a Secondary Sense 
  -5 
  The observer has been warned that he is sensing an illusion 
  +5 
  The Adept casting the illusion is known to be present and to be casting a 
  spell 
  +5 
  Unless disbelieved, the illusion will affect the observer as if it were real. 
  However, only tactile illusions can touch or be touched (and so do damage, in 
  general). 
  General Knowledge illusions may only be composed of one-sense illusions. The 
  Special Knowledge of this College consists of the ability to create multi-sense 
  illusions rather than different spells. Any object or entity may be created by an 
  illusion, but the Adept is limited to creating illusions equal to a man in size. He 
  may multiply either the size of the illusion or the number of illusions created by 
  his Rank (×1, if unranked). 
  NOTE: The distinction between primary and secondary senses is left to the game 
  master’s discretion. The primary sense of an entity is that which he relies on most 
  strongly. This will usually be sight, but may be sound or smell (or even touch). In 
  some cases, furthermore, an entity’s primary sense may have been destroyed (in 
  combat, say) and he may have elevated a secondary sense to primary status. A 
  human would, for example, normally rely most heavily on sight, but a blind 
  human might find sound a more useful stimulus because of his impaired state. In 
  order for an illusion to directly harm an entity, it must be composed of a Tactile 
  Illusion (G-5) plus an illusion directed at the entity’s primary sense. Other 
  illusions may impair his functioning temporarily or influence his actions, but only 
  illusions which meet these conditions can result in actual injury or death in and of 
  themselves. 
  [54.1] Adepts of the College of Illusions may practice their arts 
  without restriction. 
  [54.2] The following numbers are added to the Base Chance of 
  performing any talent, spell or ritual of the College of Illusions: 
  For each sense above the first affected by the illusion 
  -5% 
  For each point the Adept’s WP is above 15 
  +1% 
  For each point the Adept’s WP is below 15 
  -1% 
  [54.3] Talents 
  1. Witchsight (T-1) 
  Experience Multiple: 200 
  Base Chance: Perception (+5%/Rank) 
  Effects: The Adept has a chance of seeing objects which are normally invisible, 
  or which have been rendered invisible by magical means (i.e., such spells as 
  Walking Unseen, Blending, and Invisibility). The Adept also possesses the 
  night-vision of an Elf (which always works). 
  2. Projected Image (T-2) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Concentration; No maximum 
  Experience Multiple: 150 
  Effects: The Adept can, by remaining stationary and concentrating for the 
  duration of the talent’s workings, project an image of himself standing within a 
  short distance of his actual position. While he continues to concentrate, the 
  illusion of himself will remain and his actual person will be invisible. Once he 
  breaks his concentration, he will become visible and the illusion will fade. It 
  takes about 10 seconds (-1 second/Rank) for the image to form and the Adept to 
  become invisible. 
  [54.4] General Knowledge Spells 
  1. Flash of Light Spell (G-1) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 75 
  Base Chance: 20% 
  Resist: May only be passively resisted 
  Effects: Unlike other spells of this College, this spell is no illusion at all. Instead, 
  the Adept expends 2 Fatigue Points (in addition to the other Fatigue Point costs 
  for the spell) to create a blinding Flash of Light. All entities facing the Adept 
  when the spell is loosed must either resist or be blinded for 20 seconds. Blinded 
  characters have their Base Chance of Striking reduced by -50% and they may 
  move at half their normal TMR. The Adept himself is unaffected by the spell 
  since it emanates from his own body. 
  2. Visual Illusion Spell (G-2) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Concentration; Maximum: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: Must be disbelieved instead of resisted 
  Effects: This spell creates a visual illusion which will be fully as mobile as the 
  object or entity it represents and will seem to have all of the characteristics of the 
  object or entity. However, if it touches another entity or object, or is touched by 
  another entity or object, it will immediately fade. 
  3. Audio Illusion Spell (G-3) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Concentration; Maximum: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: Must be disbelieved instead of resisted 
  Effects: This spell creates the illusion of sound, or sounds, of the Adept’s choice. 
  4. Olfactory Illusion Spell (G-4) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Concentration; Maximum: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: Must be disbelieved instead of resisted 
  Effects: Creates a smell (and/or taste) of the Adept’s choice. 
  5. Tactile Illusion Spell (G-5) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Concentration; Maximum: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 300 
  Base Chance: 10% 
  Resist: Must be disbelieved instead of resisted 
  Effects: This spell creates a tactile illusion of the Adept’s choice. It can also be 
  used to cause 1 target (+1 target/3 Ranks, or fraction thereof) to experience 
  physical sensations of hunger, pain, well-being, etc. Unless such sensations can 
  be attributed by the target to some outside stimulus other than the Adept, the 
  illusion cannot harm the victim. All damage inflicted on a victim by an illusion 
  remains once the illusion is disbelieved. It is real (not illusory) damage. 
  [54.5] General Knowledge Rituals 
  1. Ritual of Illusory Fog (Q-1) 
  Range: 30 feet (+30 feet/Rank) 
  Duration: Concentration; No maximum (or until dispelled) 
  Experience Multiple: 50 
  Base Chance: 50% (+5%/Rank) 
  Effects: The Adept can, by spending one hour in the performance of this ritual, 
  create the illusion of fog or mist in an area within range of the ritual. The fog or 
  mist will last so long as the Adept concentrates on maintaining it and it is not 
  dispelled by magic. 
  [54.6] Special Knowledge Spells 
  There are no Special Knowledge spells for this College. However, an Adept may 
  learn how to combine two or more types of illusion (Sight, Sound, Smell, Touch) 
  by expending 600 Experience Points for each combination. The Adept can then 
  combine the various illusions into a single illusion which will seem more real to 
  the observer and be harder to disbelieve. 
  Whenever a combined illusion is created, its Rank is equal to the total Rank of all 
  elements of the combined illusion divided by the number of senses of which the 
  illusion is composed (rounded down). The Base Chance of casting a combined 
  illusion is equal to the Base Chance of casting the most difficult element of the 
  illusion (lowest modified Base Chance) as modified in rule 54.2. 
  Generally, only Special Knowledge (combined) illusions will be able to directly 
  harm or kill entities. An entity must believe in the illusion (not have disbelieved) 
  and it must be composed both of a Tactile Illusion and of a Primary Sense 
  Illusion for the entity to suffer direct injury. In addition if the illusion involves a 
  particular entity or substance which is usually detected by a Secondary, rather 
  than a Primary Sense, then that Secondary Sense must be included as well. In 
  
  PAGE 44 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  some special cases, the game master may wish to allow a Secondary Sense 
  Illusion to take the place of a Primary Sense Illusion. 
  Example: Poison gas would require a Tactile Illusion (to create the sensation of 
  choking in the victim) and possibly an Olfactory Illusion rather than a Visual 
  Illusion (if the gas is invisible, but not odourless) in order to be effective, even 
  though it is being directed at humans whose sense of sight is their Primary Sense. 
  [54.7] Special Knowledge Rituals 
  There are no Special Knowledge Rituals connected with the College of Illusions. 
  55. The College 
  of Naming Incantations 
  Members of the College of Naming Incantations specialize in the knowledge of 
  all True Names and of magic in general (Counterspells in particular); they are 
  usually simply called Namers. 
  All things made in the “Divine Creation” in a DragonQuest world were given a 
  Generic True Name at that time. The game master should decide whether this was 
  done by a supreme being or by the first Namer. This name is in an ancient 
  language, and the translation into the Common tongue would yield such terms as 
  Man, Elf, Tiger, Oak, Bee, Rattlesnake, Granite, Rose, etc. All such names when 
  uttered in their ancient form by a Namer give the Namer power to control the 
  object, and these Generic names are taught to an apprentice Namer during the 
  Namers’ training. It is possible a Namer would encounter an object whose 
  Generic name he would not be familiar with, and the game master must 
  adjudicate what objects the Namers in his world are familiar with. Namers may 
  learn a Generic True Name they are not familiar with by encountering the object 
  to which the Name refers. Once acquired, the Name may be studied at any time. 
  To achieve Rank with a Generic True Name, the name must be studied for a 
  number of weeks equal to the Rank to be achieved, at no Experience Point cost. 
  All sentient entities (player character races, dragons, mermen, nagas, etc.) are 
  given an Individual True Name upon reaching maturity; this name is either given 
  to them by the aforementioned supreme being or the local Namer. All sane 
  sentient entities will know their own Individual True Name and no force—
  physical or magical—can coerce the entity to reveal it. They may choose to 
  reveal it, however. The Name also cannot be forced from the Namer who named 
  the entity, if that method of naming is chosen. An entity will be called by his 
  Given (or Use) Name, which is given to him by his parents. Both the Individual 
  True Name and the Given Name will be in the entity’s native tongue. When an 
  Individual True Name is bestowed upon an entity, it also becomes known to the 
  Naming Demons (see the demon descriptions in the College of Greater 
  Summoning). Other than an entity choosing to reveal his True Name, using a 
  Demon is the only other method of acquiring an entity’s True Name, although 
  Adepts of various Colleges have been known to record important entity’s names 
  in magic tomes. Namers know only their own Individual True Name upon 
  completing their education. All other Individual True Names must be learned 
  before they can be used. They can be learned by spending one month in study 
  after the Name has been acquired, and may achieve Rank with the Name by 
  spending additional months of study equal to the Rank to be achieved (at no 
  Experience Point cost). The Generic True Name of an entity must be known 
  before the Individual True Name may be studied. 
  [55.1] There are no special requirements for using the Naming 
  Incantations. 
  [55.2] The following numbers are added to the Base Chance of 
  performing any talent, spell or ritual of the College of Naming 
  Incantations: 
  Namer has never before encountered target’s generic type 
  -25 
  Namer does not know (has not learned) target’s Generic True Name 
  -15 
  Each Rank Namer has achieved with Generic True Name of object or 
  non-sentient being 
  +1 
  Each Rank Namer has achieved with Individual True Name of sentient 
  being 
  +5 
  These additions to the Base Chance are cumulative and are tacked onto the Base 
  Chance in addition to those modifiers listed in rule 43.7. Note that both Rank 
  with a particular spell or ritual and Rank in the use of the Name of the target both 
  affect the Base Chance. 
  [55.3] Talents 
  1. Detect Aura (T-1) 
  Experience Multiple: 75 
  All living (and most formerly living) entities possess an Aura which may be read 
  for clues concerning the nature of the entity. Objects made of formerly living 
  matter will also possess an Aura, but one which is much weaker. The following 
  categories of Auras are listed in order of strength (weakest to strongest): 
  • 
  Formerly living matter as part of an object 
  • 
  A formerly living entity (not including undead) 
  • 
  Living plants 
  • 
  Lower orders of living animals 
  • 
  Undead types 
  • 
  Higher orders of living animals 
  • 
  Humans and most humanoids 
  • 
  Elves and other long-lived sentients 
  Whenever confronted by an object whose nature is unknown to him, a Namer 
  may tell the game master that he is attempting to detect the being or object’s 
  Aura. The game master rolls D100. If the result is less than or equal to the 
  Namer’s modified Perception, the game master must tell the Namer which of the 
  aforementioned categories of Aura he is seeing and answer one question of the 
  Namer’s choice about the being or object (but need not give its Individual True 
  Name). If the dice roll falls within the span of possible results necessary to 
  achieve double or triple effects when casting a spell (see rule 43.), the Namer 
  may ask the game master two (for double effect) or three (for triple effect) 
  questions. The game master may be as vague or specific as he desires. The 
  Namer’s Perception is modified by adding the following to it: 
  For every 5 feet (after first 5) separating the Namer from the being or 
  object whose Aura he wants to read 
  -1 
  For each Rank the Namer has with the Detect Aura Talent (T-1) 
  +5 
  A being may actively (but not passively) resist having his Aura read in which 
  case the being’s Willpower is subtracted from the Base Chance of reading the 
  Aura. 
  [55.4] General Knowledge Spells 
  Namers do not possess normal General Knowledge Spells. Instead, their body of 
  General Knowledge consists of the ability to cast Counterspells against all 
  Colleges of Magic, and Namers may loose a Counterspell without preparing it. 
  All Counterspells are part of the General Knowledge of each Namer when he 
  completes his apprenticeship. They are known at Rank 0. They do not count 
  against the number of spells and rituals the Namer may know unless and until 
  Ranked. A Namer may know a number of spells and rituals other than 
  Counterspells of Rank 5 or lower and a number of Counterspells of Ranks 1 to 5 
  equal to his Magical Aptitude. For example, a character could know 3 spells of 
  Rank 5 or less and 12 Counterspells of Ranks 1 through 5 if he had a Magical 
  Aptitude of 15 (or any combination of spells, Counterspells, and rituals equal to 
  15). 
  Since there are 12 Colleges of Magic and each has a General Knowledge 
  Counterspell and a Special Knowledge Counterspell, there are 24 possible 
  Counterspells which a Namer may know. All Counterspells work as described in 
  rule 47.3, regardless of who is using them or what College of Magic they affect. 
  [55.5] General Knowledge Rituals 
  1. Ritual of Dissipation (Q-1) 
  A Namer may always use any Counterspell he presently knows to cause the 
  effects of a spell cast over an individual or object to be dissipated (removed) by 
  performing the Ritual of Dissipation. The Namer treats this ritual as if he were 
  employing Ritual Spell Preparation (see rule 48.1) except that he must cast the 
  appropriate Counterspell in order to accomplish the dissipation of the spell. In 
  order to perform this ritual, the Namer must know the exact name of the spell that 
  was cast over the character or object, what College the spell was a part of, and 
  whether or not the spell was a General or Special Knowledge spell. Only spells 
  (not rituals) may be dissipated using this technique. Only Namers may use 
  Counterspells to dissipate spells once they have been cast. Adepts of other 
  Colleges may use Counterspells to send entities which they have personally 
  summoned back to their own dimensions. In such cases, the Counterspell need 
  not be cast as part of a ritual. Only Namers, however, may dispel magic by using 
  this ritual. At least 1 hour must be spent implementing this ritual. The Namer may 
  not simply cast a Counterspell over a character or object to achieve the same 
  effect. Characters may never achieve Rank with this ritual, though the specific 
  Counterspell used may be Ranked. 
  [55.6] Special Knowledge Spells 
  1. Spell of Charming (S-1) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: 1 hour (+1 hour/Rank) 
  Experience Multiple: 450 
  Base Chance: 40% 
  Resist: May be actively and passively resisted 
  Effects: The Namer may influence the actions of any one entity whose Generic 
  True Name he knows by casting a Spell of Charming over the individual. If, in 
  addition, the Namer knows and pronounces the victim’s Individual True Name, 
  the Base Chance of the spell taking effect is increased by 50% and the effect of 
  the spell is increased. The victim of the spell will see the caster as his true friend 
  and will readily accept most suggestions emanating from him. Sworn enemies of 
  the caster (or of his race) will not be affected by this spell unless the victim’s 
  Individual True Name is spoken and, even then, the duration of the spell is 
  halved. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 45 
  The caster may either suggest actions to the victim or may order him to act in a 
  certain way on pain of losing the caster’s “friendship.” Any suggestion that is not 
  directly and obviously inimical to the victim’s interests (as defined by the game 
  master, but usually limited to actions that would be injurious or fatal to the 
  victim) will be acted upon 90% of the time. The caster may only insure 100% 
  compliance with a request by making it an order based upon the friendship that 
  binds the victim and caster together. In such instances, however, the victim 
  immediately makes a Resistance Check. If he resists, the spell is broken and he 
  immediately attacks the caster in a rage. Otherwise, the victim will accept the 
  order and be 100% faithful to it for the remainder of the spell. Whenever any 
  suggestion is made that would lead to the victim’s injury or death, another 
  Resistance Check is made. If the check is unsuccessful, the victim will accept the 
  suggestion. Otherwise, the spell will be broken and he will attack the caster. 
  2. Spell of Compelling Obedience (S-2) 
  Range: 5 feet (+5 feet/Rank) 
  Duration: 1 hour (+1 hour/Rank) 
  Experience Multiple: 500 
  Base Chance: 10% 
  Resist: May be actively and passively resisted 
  Effects: The Namer may cast this spell over any target(s) whose Generic or 
  Individual True Names are known to him. Once successfully cast, the spell 
  permits the caster to order the target to do anything within its physical 
  capabilities which is not obviously suicidal. The spell may affect a number of 
  targets equal to or less than the caster’s Rank with this spell. No target may resist 
  an order once it has failed to initially resist the spell. The Base Chance is 
  increased by 25% if the caster pronounces the Individual True Name of all the 
  spell’s targets. 
  [55.7] Special Knowledge Rituals 
  1. Ritual of Magic Divination (R-1) 
  Experience Multiple: 250 
  A Namer may determine if an individual or object is currently, or has been 
  recently, under the effects of a spell by employing the Ritual of Magic 
  Divination. The object or individual must be present during the ritual, which lasts 
  for 1 hour. At the end of the ritual, the Namer’s player makes a Cast Check to 
  determine if the ritual has had the desired effect. The Base Chance for this check 
  is 40%. The Base Chance is modified by the addition of 10% for each Rank the 
  Namer has in the use of the ritual. It is reduced by 5% for each week, or fraction 
  thereof, since the spell was cast. If the ritual is successful, the nature of the spell 
  (its exact name and College) is revealed to the Namer. There is no possibility of 
  backfire from this ritual. 
  56. The College of Air Magics 
  The College of Air Magics concerns the shaping of the powers of the element of 
  air. 
  [56.1] Adepts of the College of Air Magics may only practice their 
  arts if they are in contact with air. 
  They may never practice air magic while underwater or in a vacuum. They may 
  never summon creatures of the air into an environment where avians could not 
  survive. 
  [56.2] The following numbers are added to the Base Chance of 
  performing any talent, spell, or ritual of the College of Air Magics. 
  Caster occupies a mountain top 
  +20 
  Caster is underground or Otherwise totally enclosed* 
  -15 
  Caster is only partially enclosed** 
  -5 
  * 
  Total enclosure is defined as being surrounded by walls or earth in a windowless area 
  where there is no direct and immediate communication with the air outside. 
  ** Partial enclosure is defined as being in a cave or dwelling or similar walled or 
  earth-enclosed area, but being in sight of a window or means of egress or other means 
  of direct contact with the air outside. All modifiers are cumulative. 
  [56.3] Talents 
  1. Predict Weather (T-1) 
  Experience Multiple: 150 
  The adept predicts with some accuracy what the weather will be like over the 
  ensuing three days in the area within range of his talent. The talent operates 
  effectively within a radius of 10 miles of the adept (+10 additional miles per 
  Rank). The adept’s player announces that he is checking the weather (sniffing the 
  air and such) and then rolls D100. If the result is equal to or less than the adept’s 
  modified Perception, he is successful in making a prediction. In addition to other 
  modifiers affecting the operation of this talent, the player adds 5% for each Rank 
  he has achieved with the talent. If the adept is successful in making a prediction, 
  the game master secretly rolls D100 to check the accuracy of the prediction. The 
  following results may occur: 
  D100 
  Result 
  Accuracy 
  01-05 
  Totally wrong (opposite of the prediction occurs) 
  05-10 
  Generally incorrect (fairly wide divergence) 
  11-85 
  Generally correct (close, but not totally accurate) 
  86-00 
  Almost totally accurate (say, within 1 degree) 
  Following this dice roll, the game master delivers the prediction arrived at by the 
  character as if it were generally correct. The workings of the talent may not be 
  resisted. 
  [56.4] General Knowledge Spells 
  1. Spell of Resistance to Cold (G-1) 
  Range: 10 feet (+10 feet/Rank) 
  Duration: [D10-5]×10×Rank (×1, if unranked) minutes 
  Experience Multiple: 100 
  Base Chance: 40% 
  Resist: May not be resisted 
  Effects: The target of this spell gains 2%/Rank to its Magic Resistance for 
  purposes of resisting a spell which damages via cold. In addition, 1 DP/2 Ranks 
  is subtracted from the damage done by any fire damage spell. 
  2. Spell of Ice Creation (G-2) 
  Range: 15 feet (+10 feet/Rank) 
  Duration: Rank×6 (6, if unranked) minutes 
  Experience Multiple: 100 
  Base Chance: 25% 
  Resist: May not be resisted 
  Effects: The spell creates a film of ice 1 inch thick and equal to one square foot 
  per Rank or a cube of ice at the rate of 6 cubic inches/Rank. 
  3. Spell of Mage Wind (G-3) 
  Range: 10 feet (+10 feet/Rank) 
  Duration: D10×5×Rank (×1, if unranked) minutes 
  Experience Multiple: 125 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The Adept may summon a wind strong enough to power a longship at 
  the rate of 5 knots (+1 knot/Rank), unless the ship is facing into the wind. If 
  facing into the wind, the speed of the prevailing wind is subtracted from the 
  ship’s speed in knots (the rate at which it is propelled by the mage wind). The 
  Adept may freely alter the direction of the mage wind during the spell. 
  4. Spell of Communication with Avians (G-4) 
  Range: 35 feet (+10 feet/Rank) 
  Duration: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 75 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: Gives the Adept the power to communicate with any flying creatures 
  within range of the spell. 
  5. Wind Whistle Spell (G-5) 
  Range: Works at any range 
  Duration: D10 hours 
  Experience Multiple: 100 
  Base Chance: 40% 
  Resist: May not be resisted. 
  Effects: The Adept is able to create a wind of up to 30 knots over the area he 
  occupies. The wind will take D10-2 minutes to arrive and the Adept’s Player 
  must state before that time what direction the wind is blowing. The actual 
  velocity of the wind is determined by rolling D100: 
  D100 
  Result 
  Velocity 
  01-10 
  20 knots 
  11-25 
  10 knots 
  25-50 
  3 knots 
  51-75 
  10 knots 
  76-90 
  20 knots 
  91-100 
  30 knots 
  The Adept may add or subtract (his choice) a number equal to his Rank from the 
  dice roll used to determine velocity. He need not announce his intention to do so 
  until after he has rolled the dice and ascertained the result. 
  6. Spell of Conjuring Mist (G-6) 
  Range: 20 feet (+20 feet/Rank) 
  Duration: D10×1×Rank (×1, if unranked) minutes 
  Experience Multiple: 100 
  
  PAGE 46 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The Adept creates a 10 cubic foot volume of mist or fog. He may add an 
  additional 10 cubic feet/Rank to this volume. However, all the fog must fall 
  within the Adept’s range. It may be of any shape and may be moved by the Adept 
  so long as it is all within range. Subtract 1% from the Base Chance for each knot 
  of wind currently blowing. 
  7. Spell of Summoning Avians (G-7) 
  Range: Works at any range 
  Duration: Immediate 
  Experience Multiple: 100 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The Adept may summon one flying entity (other than a dragon) per Rank 
  (minimum of 1). The avian must be native to the area and the Adept must state 
  the species he is calling (one per spell) before attempting the spell. The avians 
  will appear 5 minutes (-30 seconds/Rank) after the spell has been cast. This spell 
  requires that the Adept’s player actually whistle to call the desired flying 
  creatures. If he can’t whistle (or if his character is not in a position to vocalize), 
  he may not cast the spell. 
  8. Spell of Detecting Fumes (G-8) 
  Range: 30 feet (+10 feet/Rank) 
  Duration: Immediate (during Pulse, if desired) 
  Experience Multiple: 125 
  Base Chance: 45% 
  Resist: May not be resisted. 
  Effects: The Adept may detect the presence of fumes or vapours and has a 25% 
  chance (+1%/Rank) of identifying them. 
  [56.5] General Knowledge Rituals 
  1. Ritual of Windspeak (Q-1) 
  Experience Multiple: 150 
  The Adept can speak with the whispering spirits of the wind, learning what they 
  have seen or heard and even soliciting their aid. All winds within a range of 300 
  feet (+300 feet/Rank) can be communed with in this manner. The Adept must 
  spend one hour performing this ritual and may not move or engage in any other 
  activity during that time. The Base Chance that the ritual will be effective is equal 
  to the Adept’s Magical Aptitude +5 for each Rank the Adept has achieved. The 
  ritual has no chance of backfire. 
  2. Ritual of Binding Air (Q-2) 
  Experience Multiple: 750 
  The Adept may bind the element of air within a radius of 10 feet (+10 feet/Rank) 
  for a period equal to 1 hour (+1 hour/Rank) while maintaining his concentration. 
  It takes an hour to perform the ritual which has a Base Chance equal to the 
  Adept’s Magical Aptitude (+4%/Rank). It may not be resisted unless the area 
  contains an already extant Air Elemental (who may both actively and passively 
  resist). The results of the ritual are similar to those for the binding of other 
  elements. The Adept gains control of all of the facets of the element. He can 
  control the weather, shape the winds, even create an Air Elemental similar to the 
  Fire Elemental described in rule 58.5. If the ritual backfires, a violent storm 
  results. 
  [56.6] Special Knowledge Spells 
  1. Windstorm Spell (S-1) 
  Range: 30 feet (+30 feet/Rank) 
  Duration: 10 seconds (+10 seconds/Rank) 
  Experience Multiple: 200 
  Base Chance: 40% 
  Resist: May only be passively resisted. 
  Effects: The Adept creates a windstorm within an area with a radius of 30 feet 
  (+30 feet/Rank). All characters within this area except the Adept must either 
  resist or suffer D10-6 DP (+1 DP/2 Ranks) damage and must check to determine 
  if they remain standing. Each character’s Player rolls D100. If the result is less 
  than or equal to the sum of the character’s Physical Strength+Agility minus the 
  Rank of this spell, the character remains standing. Otherwise, the character falls 
  prone. 
  2. Spell of Storm Calling (S-2) 
  Range: Works at any Range. 
  Duration: Variable 
  Experience Multiple: 200 
  Base Chance: 40% 
  Resist: May not be resisted. 
  Effects: The Adept may summon any storm front which may exist anywhere in 
  sight. Upon reaching the spot occupied by the Adept, the storm front will slow 
  and finally cease moving and begin to downpour (snow, rain, hail, sleet, or 
  whatever else the game master feels the clouds may contain). Generally, a storm 
  front can be seen for 20 to 30 miles. If no front can be seen, the spell can still be 
  cast, but the Base Chance is reduced by 20. The storm front will take D10×3 
  minutes (-1 minute/Rank) to arrive. 
  3. Spell of Ice Construction (S-3) 
  Range: 15 feet (+5 feet/Rank) 
  Duration: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 225 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: The Adept may create 10 cubic feet of ice (+10 cubic feet/Rank) in any 
  shape(s) of the Adept’s choice. The objects always appear entirely within range 
  of the Adept and may not appear on top of or inside (partially or wholly) any 
  character or entity. 
  4. Spell of Controlling Avians (S-4) 
  Range: 1 mile (+1 mile/Rank) 
  Duration: Concentration; maximum of 1hour (+1 hour/Rank) 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The Adept may control 1 avian (+1 avian/Rank) within range unless the 
  avian successfully resists. If the Adept fails to gain control or loses control, the 
  avian will immediately attack him and his companions. 
  5. Spell of Freezing Wind (S-5) 
  Range: 10 feet (+10 feet/Rank) 
  Duration: 30 seconds (+30 seconds/Rank) 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: May be actively and passively resisted 
  Effects: The spell causes arctic conditions to prevail in a 10 foot cube. The area 
  may be increased by 1 foot (all dimensions) per Rank. Any character in this area 
  (including the adept) must resist or take D10-4 DP (+1 DP/Rank) damage due to 
  freezing. Increase the Base Chance of infection as a result of damage from this 
  spell by 30%. If a creature of fire (efreet, salamander or elemental) is caught 
  within the effective area of the spell, the creature takes D10-1 DP (+1 DP/Rank) 
  damage. 
  6. Spell of Ice Projectiles (S-6) 
  Range: 25 feet (+5 feet/Rank) 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 300 
  Base Chance: 30% 
  Resist: May only be passively resisted. 
  Effects: The spell attacks one target within range per Rank (minimum of 1). If 
  the target fails to resist, he suffers D10-3 DP (+1 DP/Rank) damage due to being 
  pierced by type A weapons made of ice. In addition, his chance of infection is 
  increased by 10% as a result of any wound from ice projectiles. 
  7. Lightning Spell (S-7) 
  Range: 60 feet 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 225 
  Base Chance: 30% 
  Resist: May only passively resist (then suffers half damage). 
  Effects: The Adept may throw a single bolt of lightning 60 feet long from his 
  fingertips. The bolt must extend the entire 60 feet and will rebound any feet not 
  travelled initially. Any target that is in the path of the bolt must successfully resist 
  or suffer D10+5 DP (+1 DP/3 Ranks, or fraction thereof) damage (and become 
  automatically stunned). 
  8. Spell of Hibernation (S-8) 
  Range: May only be cast over self or adjacent character 
  Duration: Variable according to Rank 
  Experience Multiple: 350 
  Base Chance: 20% 
  Resist: May be actively or passively resisted. 
  Effects: The Adept may cause himself or one other character to enter a state of 
  suspended animation lasting for the following periods (dependent upon Rank): 
  Rank 
  Duration 
  1-3 
  1 week  
  4-8 
  1 month 
  9-11 
  3 months 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 47 
  Rank 
  Duration 
  12-16 
  6 months  
  17-19 
  1 year 
  20 
  Any duration of the adept’s choice 
  The target of the spell will awaken when the spell is over with no ill effects 
  except that his Physical Strength will be reduced by D10-6 characteristic points 
  due to muscle atrophy. This reduction is temporary and the character can regain 
  his previous Physical Strength at the rate of 1 point per day. Physical Strength 
  cannot be reduced below 1. 
  9. Weapon of Cold Spell (S-9) 
  Range: 5 feet (+5 feet/Rank) 
  Duration: [D10-5]×20×Rank (×1, if unranked) seconds 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The weapon over which the spell is cast becomes infernally cold without 
  harm coming either to the weapon or the user of it. The Base Chance of hitting 
  with the weapon is increased by 1% (+1%/Rank). The damage done by the 
  weapon is increased by 1 DP/3 Ranks, or fraction thereof, the Adept has acquired 
  with the spell. The damage is increased by 1 DP/Rank (instead of for every 3 
  Ranks) if used against a Fire character. 
  10. Barrier of Wind Spell (S-10) 
  Range: May only be cast over self. 
  Duration: 30 seconds (+30 seconds/Rank) 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The spell forms a barrier of wind around the Adept that decreases the 
  Strike Chance of any attacker in Melee Combat by 5% (+1%/Rank). Hurled 
  weapons and missile weapons have their Strike Chance reduced by 2%/Rank 
  (instead of 1%/Rank). 
  11. Snow Simulacrum Spell (S-11) 
  Range: Caster must shape object and touch it to cast spell. 
  Duration: Concentration; maximum of 1 hour (+1 hour/Rank) 
  Experience Multiple: 300 
  Base Chance: 2% 
  Resist: May not be resisted. 
  Effects: The caster must form a human or animal figure out of snow. This 
  sculpture may then be animated by the spell. The animated sculpture will have 
  the same characteristics as the sculptured entity except that all characteristics are 
  reduced 25%. Although no longer composed of snow, the simulacrum will have 
  an adverse reaction to the presence of heat and flame and will take an additional 
  2 DP damage from heat and flame attacks. The time required to actually build the 
  sculpture will depend upon the size of the entity being sculpted and must be 
  determined by the game master. 
  12. Wall of Ice Spell (S-12) 
  Range: 20 feet (+10 feet/Rank) 
  Duration: 10 minutes (+10 minutes/Rank) 
  Experience Multiple: 150 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: The Adept may create a wall 2 feet thick, 10 feet tall and 20 feet long or 
  a ring 2 feet thick, 10 feet tall and with a 5 foot radius or a pillar 15 feet high and 
  4 feet thick made of ice. He may increase any dimension by 1 foot/Rank. This 
  spell may not be cast on top of characters. 
  13. Ray of Cold Spell (S-13) 
  Range: 35 feet (+10 feet/Rank) 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 300 
  Base Chance: 30% 
  Resist: May only passively resist (then suffers half damage). 
  Effects: The spell projects a ray of frozen air at a target. Anything standing 
  between the caster and the target blocks the ray. Anything struck by the ray 
  (target or another character or object) must either resist or suffer D10-1 DP 
  (+1 DP/Rank) damage due to freezing. If a character successfully resists, the 
  damage is halved (round up). Regardless of whether full or half damage is 
  suffered, the Base Chance of infection increases by 20%. 
  14. Spell of Sleep Gas (S-14) 
  Range: 30 feet (+10 feet/Rank) 
  Duration: 5 minutes (+5 minutes/Rank) 
  Experience Multiple: 450 
  Base Chance: 5% 
  Resist: May only be passively resisted. 
  Effects: The spell creates a cloud of knockout gas 20 cubic feet (+10 cubic 
  feet/Rank) in size anywhere entirely within the Adept’s range. Any character 
  (including the Adept) inhaling the gas must successfully resist or suffer D10-3 DP 
  (+1 DP/Rank) damage. In addition, a second check must be made against each 
  character’s Endurance. All characters whose Players roll a D100 result higher 
  than their modified Endurance immediately fall unconscious. A character must 
  check to determine if he falls unconscious even if he passes his initial Resistance 
  Check. 
  15. Spell of Windwalking (S-15) 
  Range: 10 feet (+10 feet/Rank) 
  Duration: 30 seconds (+30 seconds/Rank) 
  Experience Multiple: 425 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The Adept can propel a chosen target through the air at 120 miles per 
  hour. 
  16. Whirlwind Vortex Spell (S-16) 
  Range: 15 feet (+15 feet/Rank) 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 650 
  Base Chance: 1% 
  Resist: May be actively and passively resisted 
  Effects: Creates a whirlwind around one human-sized target for every 3 Ranks, 
  or fraction thereof (minimum of 1). If the targets fail to resist, they perish (they 
  are torn apart by the winds). If the spell is cast, but a target’s passive resistance is 
  successful, the target suffers D10-4 DP (+1 DP/Rank) damage instead of 
  perishing. 
  17. Spell of Frozen Doom (S-17) 
  Range: 20 feet (+20 feet/Rank) 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 500 
  Base Chance: 1% 
  Resist: May be actively and passively resisted 
  Effects: Turns the blood of one target entity to ice. This spell is ineffective 
  against targets whose modified Magic Resistance is greater than the modified 
  chance of casting the spell (though the spell could still backfire). 
  [56.7] Special Knowledge Rituals 
  1. Ritual of Controlling Weather (R-1) 
  Experience Multiple: 450 
  The Adept may gather storm clouds, increase or decrease the temperature by 5° 
  (+1 additional degree per Rank), increase or decrease the barometric pressure by 
  0.5 inch (+0.2 inch additional per Rank) and/or cause 12 inches of precipitation 
  to fall (+6 inches per Rank) within a radius of 5 miles (+1 additional mile per 
  Rank) by spending 1 hour to perform this ritual. The Adept may not move or 
  engage in any other activity during that time. He can maintain these alterations in 
  the weather as long as he maintains his concentration on them (maximum of 1 
  hour +1 additional hour per Rank). The Base Chance of effectively employing 
  this ritual is 9%, 5 is added to this number for each Rank the Adept has achieved 
  with the ritual. If a backfire occurs, the weather affects the Adept. 
  2. Ritual of Summoning 
  and Controlling Air Elemental (R-2) 
  The Adept may summon an Air Elemental and temporarily bind him to service in 
  exactly the same manner (and with the same type of results) as described for. the 
  summoning of Fire Elementals in rule 58.7, with the exception that the 
  summoning of an Air Elemental requires an open or semi-enclosed area. An Air 
  Elemental cannot be summoned and bound by an Adept who is underground and 
  cut off from direct access to the air outside, for example. All procedures and 
  numbers from rule 58.7 apply to this ritual. 
  57. The College of Water Magics 
  The College of Water Magics is concerned with the shaping of the powers in the 
  element of water. 
  [57.1] Adepts of the College of Water Magics may only practice their 
  arts if they are in contact with or near water. 
  They may never practice their arts in a vacuum or a totally waterless place. They 
  may not summon water-dwelling creatures into an area that does not contain a 
  body of water large enough for the water-dwelling creature to immerse itself 
  totally. They may use their magic while on land (in a non-arid area) but suffer 
  some diminution in their abilities. 
  
  PAGE 48 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [57.2] The following numbers are added to the Base Chance of 
  performing any talent, spell or ritual of the College of the Water 
  Magics: 
  Adept is in physical contact with a body of water* 
  +20 
  Adept is on board a ship 
  +10 
  Adept is on land, but in sight of a body of water** 
  +5 
  Adept is on land not in sight of water 
  -10 
  All bodies of water in vicinity of Adept are frozen 
  -20 
  * 
  A body of water is a sea, lake, ocean, pond, river, well, steam, spring, or 
  other feature containing large amounts of water (1,000 gallons or more) or 
  existing as part of a larger system or network of waterways. A barrel, bucket, 
  or tun of water does not qualify as a body of water. 
  ** Usually within 5 to 10 miles of a body of water. All modifiers are 
  cumulative. 
  [57.3] Talents 
  1. Predict Weather (T-1) 
  The Predict Weather Talent of this College is similar to the Talent of the same 
  name of the College of Air Magics except that the Adept of the College of Water 
  Magics must be at sea (on an ocean, sea, or large lake) or within 15 miles of a 
  sea, ocean, or large lake for the Talent to operate. The Experience Multiple for 
  this Talent is 143. In all other ways, the Talent is identical to T-1 of the College of 
  Air Magics (56.3, p. 44). 
  [57.4] General Knowledge Spells 
  1. Spell of Calming Waters (G-1) 
  Range: 90 feet +90 additional/Rank 
  Duration: 15 minutes +15 additional/Rank 
  Experience Multiple: 100 
  Base Chance: 30% 
  Resist: May not be resisted 
  Effects: The Adept reduces the height of all waves within range by 1 foot (+1 
  additional foot/Rank) and reduces the size of swells by 1 foot for every 2 Ranks 
  (minimum, 1 foot). 
  2. Spell of Wave Making (G-2) 
  Range: 90 feet +90 additional/Rank 
  Duration: 15 minutes x Rank (x 1, if unranked) 
  Experience Multiple: 125 
  Base Chance: 25% 
  Resist: May not be resisted. 
  Effects: The Adept increases the size of all waves within range by 5 feet (+1 
  additional foot/Rank) and increases the size of all swells within range by 2 feet 
  (+1 additional foot for every 2 or fraction of 2 Ranks). 
  3. Spell of Speaking to Seabirds (G-3) 
  Range: 15 feet +10 additional/Rank 
  Duration: Concentration/no maximum 
  Experience Multiple: 100 
  Base Chance: 60% 
  Resist: May not be resisted 
  Effects: The spell allows the Adept to communicate verbally with gulls, terns, 
  penguins, pelicans, and other seabirds. 
  4. Spell of Flotation (G-4) 
  Range: Caster must touch spell’s target 
  Duration: 10 minutes +10 additional/Rank 
  Experience Multiple: 75 
  Base Chance: 45% 
  Resist: May not be resisted. 
  Effects: Increases target’s ability to swim by 50%. Decreases the target’s chances 
  of drowning by 5 (+1 per Rank). 
  5. Spell of Navigation (G-5) 
  Range: Works at any Range 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 125 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: The spell attunes the caster’s mind to the sea and winds, allowing him to 
  sail with less chance of mishap. Decrease the chance of veering off course, 
  running aground, etc., by 5 (+1 additional/Rank). 
  6. Water Purification Spell (G-6) 
  Range: Caster must touch the water being purified 
  Duration: Immediate 
  Experience Multiple: 150 
  Base Chance: 40% 
  Resist: May not be resisted. 
  Effects: Turns 1 quart (+1 per Rank) of salt water into potable water. 
  7. Spell of Speaking With Aquatic Mammals (G-7) 
  Range: 15 feet +15 additional/Rank 
  Duration: Concentration/no maximum 
  Experience Multiple: 125 
  Base Chance: 35% 
  Resist: May not be resisted. 
  Effects: The spell gives the Adept the ability to communicate verbally (through 
  sounds) with dolphins, whales, porpoises, sea lions, seals, and other aquatic 
  mammals. 
  8. Spell of Summoning Aquatic Mammals (G-8) 
  Range: Works at any range 
  Duration: Immediate 
  Experience Multiple: 100 
  Base Chance: 20% 
  Resist: May not be resisted 
  Effects: The Adept may summon 1 aquatic mammal (+1 per Rank at Ranks 
  above 5). It will take 30 minutes (-30 seconds per Rank) for the mammal to 
  arrive. The mammal must be native to the area to be summoned. 
  9. Mage Wind Spell (G-9) 
  This spell is identical in all respects to the spell of the same name in the College 
  of Air Magics (see 56.4, G-3). 
  10. Spell of Water Creation (G-10) 
  Range: Adept must touch substance from which water is drawn 
  Duration: Immediate 
  Experience Multiple: 150 
  Base Chance: 35% 
  Resist: May not be resisted. 
  Effects: The spell allows the Adept to extract moisture from the air or from plants 
  (providing there is moisture available to be extracted) in the amount of 1 pint (+1 
  additional pint per Rank). 
  11. Spell of Watersight (G-11) 
  Range: Adept must touch the target’s eyes 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 100 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: Spell forms a transparent film over the target’s eyes enabling him to see 
  under water as if wearing goggles or a diving mask. 
  12. Spell of Water Breathing (G-12) 
  Range: Adept must touch target’s throat 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 25% 
  Resist: May not be resisted. 
  Effects: Spell forms a set of gills in the subject’s neck which allow him to 
  operate under the water without affecting his ability to operate on the surface. 
  13. Spell of Ship Binding (G-13) 
  Range: 90 feet +15 additional/Rank 
  Duration: Concentration/maximum of 2 hours +1 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: This spell may be used to strengthen the structure of any ship or boat, 
  repair leaks and holes, restep masts, etc. At Rank 10 and above, a small sail craft 
  may be constructed instantly out of available wood using this spell. At Rank 15 
  and above, a large craft may be constructed (one 40 feet or more in length). The 
  effects of this spell are cancelled if the Adept fails to maintain it by concentrating 
  on it. At the end of the spell, all of its effects are undone. If the spell was used to 
  build a ship or boat, the craft immediately falls apart (even in mid-ocean). 
  14. Spell of Seablessing (G-14) 
  Range: Adept must touch object or entity over which spell is cast 
  Duration: 1 week +1 additional/Rank 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 49 
  Experience Multiple: 200 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: This spell may be cast on a character or seagoing craft. It will decrease 
  the chances that the character or craft will encounter sea monsters, meet pirates, 
  or face typhoons by 5 (+1 per Rank). 
  [57.5] General Knowledge Ritual 
  1. Ritual of Binding Water(Q-1) 
  The Adept may bind the element of water within a radius of 10 feet (+15 
  additional feet per Rank) for a period equal to 1 hour (+1 additional hour/Rank) 
  while maintaining his concentration. It takes an hour to perform this ritual which 
  has a Base Chance equal to the Adept’s Magical Aptitude (+4 per Rank). It may 
  not be resisted unless the area contains a Water Elemental (who may both 
  actively and passively resist). The results are similar to the binding of all other 
  elements. The Adept gains control of all the facets of the element. He can, for 
  example, create an intelligent water sprite (which will always have characteristics 
  several points lower than the Adept). Its every action would have to be directed 
  by the Adept, however. At Rank 10 or higher, the Adept can create a free-willed 
  water sprite that will be loyal to him but not require that its every move be 
  directed. Such entities will never leave the water. The Experience Multiple is 
  750. 
  [57.6] Special Knowledge Spells 
  1. Spell of Liquid Purification (S-1) 
  Range: 15 feet 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 350 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: Turns 1 quart (+1 additional/Rank) of any aqueous liquid into potable 
  water. 
  2. Spell of Liquid Transmutation (S-2) 
  Range: Adept must touch the water to be transmuted. 
  Duration: Immediate. 
  Experience Multiple: 350 
  Base Chance: 100% 
  Resist: May not be resisted. 
  Effects: The Adept may turn one pint of potable water into a general antidote for 
  venom. The number of doses created by the spell is equal to [D10-5] (+1 per 
  Rank). Each dose immediately causes any venom to become inactive and will 
  cure one Endurance Point loss due to venom. 
  3. Waters of Healing Spell (S-3) 
  Range: Adept must touch water to be transmuted 
  Duration: Immediate 
  Experience Multiple: 400 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The Adept may turn one pint of water into a healing potion. The number 
  of doses created by the spell is equal to [D10-5] (+1 per Rank). Each dose will 
  cure one Endurance Point loss due to any cause except poison. 
  4. Waters of Strength Spell (S-4) 
  Range: Adept must touch water to be transmuted 
  Duration: Immediate 
  Experience Multiple: 350 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: This spell will produce 1 dose of a Strength Potion out of a pint of 
  potable water. When drunk, the potion adds [D10+2] to Physical Strength for a 
  period of 15 minutes, unless the character is involved in combat during that time. 
  If a character becomes involved in combat, the potion will cease to work after 15 
  combat Pulses due to alterations in body chemistry. 
  5. Spell of Summoning Fish (S-5) 
  Range: Works at any range 
  Duration: Immediate 
  Experience Multiple: 100 
  Base Chance: 25% 
  Resist: May not be resisted. 
  Effects: The spell summons 1 fish native to the area at Ranks 1-9. At Rank 10 
  and above, it summons [D10-5] fish. The spell may only be cast while on a body 
  of water or standing within 100 feet of a body of water. 
  6. Spell of Controlling Fish (S-6) 
  Range: 10 feet +10 additional/Rank 
  Duration: Concentration/no maximum 
  Experience Multiple: 100 
  Base Chance: 20% 
  Resist: May only be passively resisted. 
  Effects: The Adept can control 1 fish (+1 additional fish for every 2, or fraction, 
  Ranks). The fish will continue to serve him only so long as he concentrates or 
  until he tells the fish to go away (move out of range of the spell). A fish that is no 
  longer controlled, but still in the vicinity may attack his former master. 
  7. Spell of Controlling Sea Mammals (S-7) 
  Range: 10 feet +10 additional/Rank 
  Duration: Concentration/no maximum 
  Experience Multiple: 200 
  Base Chance: 25% 
  Resist: May only be passively resisted 
  Effects: The spell operates the same way as S-6 of this College (Spell of 
  Controlling Fish), except it affects aquatic mammals. 
  8. Waters of Vision Spell (S-8) 
  Range: Adept must touch water 
  Duration: 10 seconds 
  Experience Multiple: 250 
  Base Chance: 25% 
  Resist: May not be resisted. 
  Effects: The Adept must touch a pool of still water with his hand. He will then 
  experience visions (usually precognitive in nature) concocted by the game 
  master. At Rank 5 and above, he may use this technique to spy into an area to see 
  what is going on there. The distance from the character to the area being spied 
  into is 5 miles (+15 additional miles per Rank). 
  9. Windsail Spell (S-9) 
  Range: 90 feet +15 additional/Rank 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 250 
  Base Chance: 25% 
  Resist: May not be resisted. 
  Effects: The Adept casts this spell over any watercraft of a surface type equal to 2 
  tons (+2 additional tons per Rank) or less in weight. It creates a sail of bound 
  water sprites which will not rip or break the mast and which will carry the ship in 
  the direction of the caster’s choice and at the speed of the prevailing winds. 
  10. Spell of Rain Calling (S-10) 
  Range: 15 miles +I additional/Rank 
  Duration: 1 day 
  Experience Multiple: 300 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: Will gather any rain clouds within range over the area of the Adept and 
  cause a localized squall to follow him for one day. 
  11. Maelstrom Spell (S-11) 
  Range: 30 feet +30 additional/Rank 
  Duration: 10 seconds +10 additional/Rank 
  Experience Multiple: 500 
  Base Chance: 10% 
  Resist: May only be passively resisted. 
  Effects: The Adept creates a horrifying watery vortex with a diameter of 10 feet 
  (+10 additional feet/Rank) which exists entirely within the spell’s Range. All 
  objects and entities within 20 feet of the vortex must successfully resist or they 
  are sucked into the eye of the vortex and down to the sea bottom. This spell will 
  only be effective if cast over a large body of water (sea, ocean, or lake). 
  12. Waterspout Spell (S-12) 
  Range: 60 feet +60 additional/Rank 
  Duration: 1 minute +30 seconds/Rank 
  Experience Multiple: 750 
  Base Chance: 5% 
  Resist: May only be passively resisted. 
  Effects: The Adept creates a tornado-like formation over a body of water which 
  has a radius of 5 feet (+5 additional feet per Rank). The tornado tears apart 
  anything or anyone who occupies the same space with it unless they successfully 
  resist. The tornado does [D10-1] (+1 per Rank) Damage Points to a character 
  who resists successfully instead of destroying him and scattering the bloody 
  pieces to the winds. The Adept may move the tornado in any direction he desires 
  
  PAGE 50 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  at a rate of 10 knots +5 additional knots per Rank. It may never be moved onto 
  dry land. 
  [57.7] Special Knowledge Rituals 
  1. Ritual of Summoning and Binding Water Elemental 
  (R-1) 
  The Adept may summon a Water Elemental and temporarily bind him to service 
  in exactly the same manner (and with the same results) as described for the 
  summoning of Fire Elementals in 58.7 with the exception that the summoning of 
  a Water Elemental may only take place if the Adept is on or within 20 feet of a 
  large body of water (lake, sea, or ocean). All procedures and numbers from 58.7 
  apply to this ritual. 
  58. The College of Fire Magics 
  The College of Fire Magics is concerned exclusively with shaping the element of 
  Fire. 
  [58.1] Adepts of the College of Fire Magics may only practice their 
  arts in an area where it is possible for fire to exist. 
  They may not practice fire magic underwater or in a vacuum, for example. 
  [58.2] The following numbers are added to the Base Chance of 
  performing any talent, spell or ritual of the College of Fire Magics: 
  Caster or target is in medium or light mist, fog, or rain 
  -5 
  Caster or target is in heavy fog or rain 
  -10 
  Caster or target is within 30 feet of medium fire* 
  +5 
  Caster is within medium fire** 
  +10 
  * 
  A medium fire is defined as a good-sized campfire. 
  ** This modifier presupposes that the caster is protecting himself with a spell or 
  charm from the effects of the fire. 
  All modifiers are cumulative. If the cumulative modification to the spell or ritual 
  is greater (less) than 10, then the damage done by the spell (if any) is increased 
  (decreased) by 1. 
  [58.3] Talents 
  1. Infravision (T-1) 
  The Adept may identify the class of a heat source which is within his range of 
  vision. Whenever the Adept attempts to make an identification of this type, his 
  player rolls D100. If the resulting number is equal to or less than the Adept’s 
  Perception, the heat source is identified. The Adept’s Perception is modified in 
  the same manner as any Base Chance for success in spell casting. In addition to 
  other modifiers, the Base Chance is modified as follows: 
  For every 10 feet (after the first 10) separating Adept from heat source 
  -1 
  For each Rank the Adept has with the Infravision Talent 
  +5 
  The working of this talent may be actively, but not passively, resisted. In the 
  event that the heat source is identified, the game master must tell the Adept’s 
  player the species of the heat source (if an entity), its general nature (if a physical 
  object), and if it is magical or not. He need provide no other information. The 
  Experience Multiple for this Talent is 143. 
  [58.4] General Knowledge Spells 
  1. Spell of Pyrogenesis (G-1) 
  Range: 25 feet +5 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 50 
  Base Chance: 45% 
  Resist: May only be passively resisted. 
  Effects: One small flammable object (or entity) within range may be caused to 
  burst into flame. Thereafter, the flames are fueled by the object or entity. They 
  may be extinguished. 
  NOTE: This spell is meant to be used to light matches and cause insects and small 
  furry animals to burst into flames. It is not meant for use against human-size 
  characters. 
  2. Spell of Heat Production (G-2) 
  Range: 25 feet +5 additional per Rank 
  Duration: Concentration/maximum of 1 hour x 2 x Rank 
  Experience Multiple: 50 
  Base Chance: 35% 
  Resist: May only be passively resisted. 
  Effects: The caster may cause the temperature of one 15-foot cube to rise by 2°F 
  per Rank, or he may concentrate the spell on a single object. If he concentrates 
  the spell on a single object, the spell will cause that object to heat up rapidly, 
  making bronze red hot in [100 seconds -(Rank x 6 seconds)] and heating other 
  metals accordingly. At Rank 17, bronze would become instantaneously hot as a 
  result of this spell. 
  3. Spell of Fire Resistance (G-3) 
  Range: May only be cast over self or adjacent character 
  Duration: 10 minutes x [D10-5] x Rank (x 1, if unranked) 
  Experience Multiple: 100 
  Base Chance: 40%. 
  Resist: May not be resisted 
  Effects: The single person or object over which the spell is cast gains 2 per Rank 
  (minimum of 2) to his/its Resistance against a spell of the College of Fire Magics 
  that would normally cause damage to the individual or object. In addition, 1 is 
  subtracted from the damage done by such a spell for every 2 Ranks the caster has 
  with the Spell of Fire Resistance. 
  4. Spell of Light (G-4) 
  Range: 15 feet +15 additional/Rank 
  Duration: 15 minutes x [D10-5] x Rank ( x 1, if unranked) 
  Experience Multiple: 75 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: One 10-foot cube (1000 cubic feet) area may be brightly lit. The lighted 
  area may be of any shape (even pencil-thin) but must emanate from the spot 
  occupied by the caster. 
  5. Spell of Temperature Alteration (G-5) 
  Range: Caster must touch target 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 125 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: If the caster succeeds in touching an adjacent character (part of the 
  spell-casting process) or in touching a heat-conductive object in the target’s 
  possession (armour, shield, weapon, etc.), the target immediately suffers [D10-
  4]+(1 x Rank) damage. If the target is touched on a non-conductive surface, the 
  damage is halved (round up). If struck on an insulated surface, no damage is 
  incurred. 
  6. Wall of Smoke Spell (G-6) 
  Range: 10 feet +10 additional/Rank 
  Duration: 15 minutes x [D10-6] x rank ( x 1, if unranked) 
  Experience Multiple: 75 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: The caster may create two 5-foot cubes of smoke per Rank. He may vary 
  the intensity of the smoke from light vapours to thick, rolling smoke. The 
  duration of the spell will be decreased if cast out of doors in a breeze, gusting or 
  strong wind. 
  7. Spell of Fireproofing (G-7) 
  Range: Caster must touch target 
  Duration: 24 hours x D10 x Rank ( x 1, if unranked) 
  Experience Multiple: 150 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The spell protects the subject from all non-magical fire and heat effects. 
  He cannot suffer damage from non-magical fire while under the effects of this 
  spell. 
  8. Spell of Protection Against Magical Fire (G-8) 
  Range: Caster must touch target 
  Duration: 24 hours x D10 x Rank ( x 1, if unranked) 
  Experience Multiple: 175 
  Base Chance: 2% 
  Resist: May not be resisted. 
  Effects: The spell protects the subject entirely from all magical types of fire or 
  fire spells. He can suffer no physical damage from the flames or heat of a 
  magically generated fire while under the protection of this spell. 
  [58.5] General Knowledge Rituals 
  1. Ritual of Binding Fire (Q-1) 
  The Adept can bind the element of fire to his will by performing a Ritual of 
  Binding Fire in an area where fire already exists. The ritual requires that the 
  Adept spend one hour in its performance during which he may not move and may 
  perform no other action. At the end of the ritual, the Adept’s player rolls D100. If 
  the resulting number is less than or equal to 9, the ritual is a success and the fire 
  source over which the ritual was cast is considered bound for a length of time 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 51 
  equal to the ability of the Adept to retain his concentration over it (maximum of 1 
  hour +1 additional hour per Rank). The chance that the ritual will be successful is 
  modified by the addition of the following numbers: 
  For every 5 feet separating the Adept from the fire being bound 
  -4 
  Each Rank Adept has achieved in the use of the ritual 
  +5 
  A bound fire can be shaped by the Adept who bound it into any desired form. Its 
  size can be increased (to a size which is greater than its original size by a factor 
  equal to the square of the Adept’s Rank). He can instill in the fire intelligence 
  equal to the Adept’s, etc. The higher the Adept’s Rank with the ritual, the greater 
  the results of the ritual. 
  Example: At Rank 1, the Adept could create a Fire Elemental which he would 
  have to guide at every turn. At Rank 10, the same Fire Creature might be 
  endowed with free will, but would be loyal to the purposes of the Adept. 
  The ritual cannot be resisted except by an intelligent being composed of fire (and 
  then only passive resistance is possible). It has an Experience Multiple of 750. 
  [58.6] Special Knowledge Spells 
  1. Wall of Fire Spell (S-1) 
  Range: 10 feet +10 additional/Rank 
  Duration: Concentration/maximum of 3 hours x Rank ( x 1, if unranked) 
  Experience Multiple: 100 
  Base Chance: 25% 
  Resist: No/Yes 
  Effects: The caster can create a 5 foot high x 20 foot long wall of flames or a 5 
  foot high circle of flames with a 5-foot radius or a pillar 15 feet high with a 
  2-foot radius. The caster can increase any one dimension by 1 foot per Rank. The 
  spell, itself, cannot be resisted. Any creature passing through the flames must 
  successfully Resist or will suffer [D10-5] (+1 additional point per Rank) damage 
  due to burning. 
  2. Bolt of Fire Spell (S-2) 
  Range: 25 feet +25 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 200 
  Base Chance: 40% 
  Resist: May only be passively resisted 
  Effects: Any target of the caster’s choice is struck by a bolt of fire emanating 
  from the caster’s fingers. Unless the target successfully resists, he/it will suffer 
  [D10-5] (+1 per Rank) damage from the bolt. The target’s resistance is reduced 
  by 10 unless he is also a member of the College of Fire. If the target fails to resist 
  and is, himself, flammable or is wearing flammable clothing, the target will ignite 
  as a result of the bolt if the result of the Resistance Check is 91 or greater. The 
  bolt will always travel its full range unless it hits a target, even if this means 
  bouncing off a wall and turning back on itself to strike the caster. 
  3. Ball of Fire Spell (S-3) 
  Range: 20 feet +20 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: May only be passively resisted. 
  Effects: This spell affects either a 20-foot square area or a circular area with a 
  12-foot radius. The entirety of the affected area must be within the caster’s spell 
  range for the spell to be effective. All targets within the blast radius that do not 
  successfully resist suffer [D10-4] (+1 for every 2 or fraction of 2 Ranks). 
  4. Web of Fire Spell (S-4) 
  Range: 20 feet +10 additional/Rank 
  Duration: Concentration/maximum: 15 minutes +15 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 15% 
  Resist: May only be passively resisted (which may halve damage). 
  Effects: The caster projects a flaming web, similar to a spider web in 
  construction, from his fingertips at a target (hex or object or character). Any 
  objects or entities standing between the caster and the target are ensnared by the 
  web along with the target unless they successfully resist. Any characters who do 
  not resist suffer [D10-2] (+1 per Rank) damage each Pulse that the web is 
  burning. The web continues to burn until cut or until the caster ceases to 
  concentrate on the spell or the flames are otherwise extinguished. The web may 
  only ensnare a number of characters equal to the caster’s Rank. Characters who 
  resist successfully suffer only half damage (round up). Individuals ensnared in 
  the web suffer no damage on the first Pulse they are ensnared. In order to cut the 
  web, a character must successfully strike it with a weapon that does type B 
  damage and must inflict at least 5 points of damage as a result of that single 
  strike. 
  5. Spell of Self-Immolation (S-5) 
  Range: May only be cast over self or adjacent character 
  Duration: 45 seconds +15 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 15% 
  Resist: May be actively and passively resisted 
  Effects: The target of the spell is temporarily unaffected by heat or flame of a 
  magical nature. He is still affected by non-magical fires. In addition, if the spell is 
  successfully cast, the target bursts into flames, inflicting [D10-5] (+1 per Rank) 
  damage upon anyone within 5 feet of him (friend or foe). All characters in hexes 
  adjacent to the target on the Tactical Display would, for example, be affected. 
  The target of the spell suffers [D10-4] damage unless the spell is Rank 10 or 
  higher (total damage, not per Pulse). 
  6. Imploding Fireball Spell (S-6) 
  Range: 20 feet +20 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 225 
  Base Chance: 20% 
  Resist: May only be passively resisted (then suffers half damage). 
  Effects: The caster may strike a single target with a ball of fire. If the target fails 
  to resist after being struck, the fireball does D10 (+1 per Rank) damage. If the 
  target successfully resists, he suffers half damage (round up). 
  7. Weapon of Flames Spell (S-7) 
  Range: 5 feet +5 additional/Rank 
  Duration: 20 seconds x [D10-5] x Rank ( x 1, if unranked) 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: May not be resisted 
  Effects: The spell is cast over a weapon of the Adept’s choice causing it to burst 
  into flame without damage to the weapon or the wielder of it. The Base Chance 
  to hit a target with the weapon is increased by 1 and by an additional 1 for each 
  Rank the Adept has acquired with the spell and the damage done by the weapon 
  is increased by 1 for every 3 (or fraction) Ranks the Adept has achieved with the 
  spell. The damage caused by the weapon is increased by 1 per Rank (instead of 
  by 1 for every 3 Ranks) when the weapon is used against a creature of cold or 
  water or against an undead creature. All creatures which live in cold 
  environments or in water are considered creatures of cold or water. At Rank 6, 
  this spell may be used to create a sword of flame without the necessity of casting 
  it over a sword (the weapon is created out of air). At Rank 10, the caster can 
  create any flaming weapon of his choice out of air using this spell (including 
  missile weapons). 
  8. Demonic Firebolt Spell (S-8) 
  Range: 25 feet x Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 300 
  Base Chance: 2% 
  Resist: May only be passively resisted (then suffers half damage). 
  Effects: This spell works in the same manner as the Bolt of Fire Spell (S-2) 
  except that the damage caused is [D10-2] (+1 per Rank). 
  9. Spell of Hellfire (S-9) 
  Range: 10 feet +10 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 675 
  Base Chance: 5% 
  Resist: May only be passively resisted (then suffers half damage). 
  Effects: This invisible fire attacks one human-sized target for every 3 (or fraction 
  of 3) Ranks the caster has achieved with the spell. The target’s Magical 
  Resistance is automatically reduced by 20. The spell does [D10+1] (+2 for each 
  Rank) damage. If a character successfully resists, he suffers only half damage 
  (round up). 
  10. Spell of Dragon Flames (S-10) 
  Range: 25 feet +25 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 525 
  Base Chance: 25% 
  Resist: May only be passively resisted (then suffers half damage). 
  Effects: The caster can designate a single target for this spell who is then struck 
  by the flames if the cast is successful. If the target fails to resist the spell, it does 
  [D10+1] (+4 per Rank) damage. If the target resists, the damage is halved (round 
  up). 
  11. Web of Dragon Flames Spell (S-11) 
  Range: 20 feet +10 additional/Rank 
  
  PAGE 52 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Duration: Concentration/maximum: 15 minutes +15 additional/Rank 
  Experience Multiple: 650 
  Base Chance: 2% 
  Resist: May only be passively resisted (then suffers half damage). 
  Effects: This spell operates in the same manner as the Web of Fire Spell (S-4} 
  except that the flames do [D10+1] (+2 per Rank) damage and the web of dragon 
  flame requires 10 damage points in a single Strike to be cut. 
  12. Storm of Fire Spell (S-12) 
  Range: 20 feet +20 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 425 
  Base Chance: 1% 
  Resist: May only be passively resisted. 
  Effects: This spell is similar to the Ball of Fire Spell (S-3) except that the caster 
  throws a group of three fireballs all of which overlap at least one other fireball by 
  one cubic foot. 
  13. Malignant Flames Spell (S-13) 
  Range: 20 feet +10 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 550 
  Base Chance: 1% 
  Resist: May be actively and passively resisted 
  Effects: Any target of the caster’s choice within range is immediately wrapped in 
  flames which are visible only to the victim. The flames do [D10-5] (+2 per Rank) 
  damage. In addition, the target is subject to other damage if the spell is Rank 5 or 
  higher. In this case a number of points equal to [D10-3] are removed from one 
  characteristic of the victim. The victim may not regain these points for a number 
  of weeks equal to 4+ Rank of the spell. To determine what characteristic is 
  affected, the victim’s player rolls D10 and consults the list of results shown 
  below: 
  D10 
  Result 
  Characteristic 
  Affected 
  1-2 
  Physical Strength 
  3-4 
  Manual Dexterity 
  5-6 
  Agility 
  7-9 
  Magical Aptitude 
  9-10 
  Willpower 
  A characteristic may not be reduced below 1 as a result of this spell. 
  14. Spell of Incineration (S-14) 
  Range: 25 feet +10 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 500 
  Base Chance: 2% 
  Resist: May be actively and passively resisted. 
  Effects: If the target fails to resist, it is reduced to a pile of ashes. However, the 
  spell will have no effect on a character whose Willpower is greater than the 
  modified chance of casting the spell (though the spell could still backfire). 
  15. Spell of Summoning Salamander (S-15) 
  Range: Works at any range 
  Duration: Until dispelled 
  Experience Multiple: 200 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: The caster may summon a salamander which will then attempt to set 
  afire anything flammable that it can reach. The summoner will have no control 
  over the salamander. It may not even be sent away except by dispelling it by 
  casting a Special Knowledge Counterspell over it. 
  16. Spell of Summoning Efreet (S-16) 
  Range: Works at any range 
  Duration: Until dispelled 
  Experience Multiple: 225 
  Base Chance: 25% 
  Resist: May not be resisted. 
  Effects: The caster may summon an Efreet which will be sympathetic to the 
  summoner as a fellow fire-user and will usually attempt to aid him. If the Efreet 
  does not agree to aid him voluntarily, the Adept may still demand one service in 
  exchange for allowing the Efreet to depart. This service must take the form of a 
  defined task to be performed in a matter of hours or days (though the service may 
  take place in future at some indefinite time). The Efreet will almost always serve 
  the summoner in battle against entities not associated with the College of Fire 
  Magic, but will never assist the summoner in battle against a member of the 
  College of Fire Magic. Even demanding that the Efreet attack a fellow Adept of 
  the College of Fire Magic as his obligatory service to the summoner will not 
  cause the Efreet to change his attitude in this regard. 
  [58.7] Special Knowledge Rituals 
  1. Ritual of Summoning and Controlling Fire Elemental 
  (R-1) 
  The Adept may summon a Fire Elemental and bind him to temporary service by 
  performing this ritual. The ritual takes two hours. It may only be performed if the 
  summoner remains stationary and takes no other action during the time the ritual 
  is being performed. At the end of the two hour ritual, the summoner’s player rolls 
  D100. If the resulting number is less than or equal to the summoner’s Magical 
  Aptitude (modified), then the Elemental is summoned and controlled. If the result 
  is 30 or more higher than the modified chance of summoning and controlling the 
  Elemental, then the ritual backfires and the Elemental appears, but is 
  uncontrolled and will attack the summoner and his friends. Any other result has 
  no effect. The chance that the ritual will be entirely successful is modified by the 
  addition of the following numbers: 
  Each Rank that the Adept has achieved in the performance of the ritual 
  +5 
  Each point the Adept’s Willpower is above 15 
  +1 
  A Fire Elemental always appears within 20 feet of the summoner. It has a 
  combined Endurance and Fatigue equal to 15 (+15 additional points per Rank of 
  the ritual) and, unless controlled by the summoner will attack and burn until 
  dispelled by a Special Knowledge Counterspell of the College of Fire Magics. 
  Once controlled, the Fire Elemental remains controlled until the summoner’s 
  concentration is broken or he chooses to send the Elemental to his own 
  dimension with a Special Knowledge Counterspell of his College. The 
  Experience Multiple for this ritual is 250. 
  59. The College of Earth Magics 
  The College of Earth Magics is concerned with the shaping of the powers of the 
  earth itself and of those entities and things that are rooted in the earth or in 
  contact with it. 
  There are two distinct branches of this College, and a practitioner of Earth Magic 
  can be a member of only one branch at a time. He may alter his affiliation, but is 
  treated as if he had quit his original branch and lost all knowledge of Earth Magic 
  until such time as he has spent six months in study and meditation to relearn the 
  General Knowledge of the College in a new form. The two divisions of this 
  College are: 
  Pacifistic Earth Magic: Usually practiced by men who live in isolation in the 
  wilderness, this type of Earth Magic is very powerful, but entirely defensive in 
  nature. An adherent of this division of Earth Magic will never attack without 
  provocation (i.e., unless attacked himself or unless he sees animals or plants 
  attacked). He is unaffected by Counterspells of his College cast over an area he 
  may occupy while attempting to work the magic of his College. In addition, the 
  Counterspells of his College give only half the normal benefit to characters 
  attempting to resist his magic. However, he may never participate in rituals of 
  this College which involve human sacrifice. 
  Druidic Earth Magic: This form of Earth Magic is practiced by strong-minded 
  individuals who have no objection to the taking of human life to further their 
  magic. It is often practiced communally since it is in part ritual magic. Many of 
  the rituals involve courting the darker sides of earth by providing blood to quench 
  its thirst. 
  [59.1] Practitioners of the College of Earth Magics must always be 
  in contact with the earth to perform magic of this College. 
  A practitioner of this College is considered in contact with the earth if he is in 
  contact with an item which is, itself, rooted in the earth (tree, plant, foundation of 
  a house, etc.). He would not be in contact with earth if he were in the air or in 
  water where he could not touch bottom, or if he were atop a piece of furniture or 
  an animal since they are not rooted in the ground. An Adept in a man’s arms is 
  not in contact with earth. 
  [59.2] The following numbers are added to the Base Chance of 
  performing any talent, spell or ritual of the College of Earth 
  Magics: 
  Caster is wearing a sprig of fresh mistletoe 
  +5 
  Caster is in contact with earth, but beneath water* 
  -20 
  Caster is in a man-made dwelling without an earthen floor 
  -5 
  Caster occupies a place of power** 
  +20 
  * 
  For example, beneath the ocean, if the caster can find a way of breathing in 
  such a situation, the caster’s BC would always be reduced by 20. 
  ** These can be any places frequented by worshipers of earth. Examples from 
  mythology and literature might include: Stonehenge, Finn McCool’s Seat, 
  The Hill of Tara, etc. If the Place of Power is used for ritual sacrifice, then a 
  practitioner of Pacifistic Earth Magic would receive no benefit. 
  These additions to the Base Chance are cumulative. They are added to the 
  modifiers listed in 43.7. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 53 
  [59.3] Talents 
  1. Detect Aura (T-1) 
  Whenever confronted by an object or being whose nature is unknown to him, the 
  Adept’s player may tell the game master that he is attempting to detect the Aura 
  of the being or object. The game master rolls D100. If the resulting number is 
  less than or equal to the modified Perception of the Adept, the Aura is detected. 
  The Adept’s Perception is subject to modification in the same manner as any 
  Base Chance. This talent may be actively (but not passively) resisted. 
  In addition to any other modifications, the Adept’s Perception is modified by 
  having the following numbers added to it: 
  For every 10 feet (after the first 10) separating the Adept from the being 
  or object whose Aura he wants to read 
  +1 
  For each Rank the Adept has with the Detect Aura Talent 
  +5 
  The results of detection are the same as those given for this Talent in 55.3. The 
  Experience Multiple for this talent is 75. 
  [59.4] General Knowledge Spells 
  1. Spell of Converse With Animals (G-1) 
  Range: 10 feet +10 additional/Rank 
  Duration: Concentration/max: 3 hours x Rank ( x 1, if unranked) 
  Experience Multiple: 50 
  Base Chance: 45% 
  Resist: May not be resisted. 
  Effects: The caster may communicate with fauna (whether verbally or 
  symbolically, and to what extent, are left up to the game master’s discretion). 
  Physical contact between the animal and the caster increases the Base Chance of 
  successfully casting this spell by 5. 
  2. Spell of Converse With Plants (G-2) 
  Range: 10 feet +10 additional/Rank 
  Duration: Concentration/max: 3 hours x Rank ( x 1, if unranked) 
  Experience Multiple: 50 
  Base Chance: 25% 
  Resist: May not be resisted. 
  Effects: The caster can communicate with flora with which he is familiar. The 
  mode and extent of communication is up to the game master’s discretion. 
  3. Spell of Controlling Animals (G-3) 
  Range: 10 feet +10 additional/Rank 
  Duration: Concentration: no maximum 
  Experience Multiple: 100 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The caster controls the actions of any animal that does not successfully 
  resist. It will serve him so long as he continues to concentrate. If he releases the 
  animal or his concentration is broken, it may attack him or flee. The chance to 
  cast the spell is reduced by 5 if the Adept cannot speak to the animal. If the Adept 
  cannot make eye contact, the Base Chance is reduced another 5. The Spell of 
  Converse With Animals may be used in conjunction with this spell if the animal’s 
  language is known. 
  4. Spell of Blending (G-4) 
  Range: May be cast over self only. 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 50 
  Base Chance: 60% 
  Resist: May not be resisted. 
  Effects: In order to cast this spell, the subject must remain stationary. If 
  successfully cast, the subject cannot be seen by non-magical means. If, at any 
  time while the spell is in effect the caster moves, the spell is broken. 
  5. Spell of Walking Unseen (G-5) 
  Range: 1 foot +1 additional/Rank 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 100 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: The subject of this spell can move unnoticed, not invisible. Even if 
  someone looks directly at the subject of the spell, he will remain unseen. 
  However, if someone touches the subject of the spell, he is immediately located 
  and the spell is broken. 
  6. Spell of Healing (G-6) 
  Range: May only be cast over adjacent character. 
  Duration: Immediate 
  Experience Multiple: 100 
  Base Chance: 40% 
  Resist: May be actively and passively resisted 
  Effects: Through a combination of magic and the application of healing herbs 
  and salves, the caster can cure 3 (+1 per Rank) Damage Points suffered by a 
  character due to disease or injury. The spell takes about 5 minutes to cast. 
  7. Spell of Detecting Traps and Snares (G-7) 
  Range: 20 feet +5 additional/Rank 
  Duration: D10 minutes +10 additional per Rank 
  Experience Multiple: 75 
  Base Chance: 60% 
  Resist: May not be resisted. 
  Effects: This spell reduces the Base Chance of being trapped or ambushed while 
  outdoors by 10 (+1 additional point per Rank). 
  8. Spell of Detecting Poisons (G-8) 
  Range: Must be in touch with object or substance 
  Duration: Immediate 
  Experience Multiple: 75 
  Base Chance: 55% 
  Resist: May not be resisted. 
  Effects: The spell requires a wand of either ashwood, ivory or unicorn horn. The 
  caster touches the object or substance in which he suspects poison. The wand will 
  momentarily turn black if poison is; in fact, present. 
  9. Spell of Lesser Enchantment (G-9) 
  Range: 10 feet +10 additional/Rank 
  Duration: Ranks 1-10=a fortnight; Ranks 1-19 = 3 months; Rank 20 = spell lasts 
  until dispelled. 
  Experience Multiple: 125 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The target of this spell is either blessed or cursed (caster’s choice). The 
  spell increases either the character’s luck or misfortune (depending on whether it 
  operates as a blessing or as a curse) by 1 on every dice roll in which the character 
  is directly involved. 
  NOTE: This spell cannot be cast over oneself. 
  10. Spell of Herbal Lore (G-10) 
  Range: May be cast over self only 
  Duration: Immediate 
  Experience Multiple: 75 
  Base Chance: 25% 
  Resist: May not be resisted. 
  Effects: The spell gives the caster the ability to recognize herbs of magical 
  significance growing Wild. 
  11. Spell of Tracking (G-11) 
  Range: May be cast over self only 
  Duration: 1 day +1 additional/Rank 
  Experience Multiple: 100 
  Base Chance: 15% 
  Resist: May not be resisted 
  Effects: The caster adds 10 (+2 additional/Rank) to his chance of Tracking while 
  outdoors. 
  [59.5] General Knowledge Rituals 
  1. Ritual of Summoning Animals (Q-1) 
  The Adept must spend 1 hour implementing this ritual and may not move or 
  engage in any other activity during that time. If his concentration is broken, the 
  ritual is destroyed and must be abandoned or restarted. At the end of the ritual, 
  the Adept’s player rolls D100. If the resulting number is equal to or less than the 
  Adept’s Magical Aptitude, then a number of small animals appear equal to the 
  Adept’s Rank (1 if the Adept has no Rank with the ritual). The animal the Adept 
  attempts to summon must be a native of the area. Experience Multiple for this 
  ritual is 150. If the Adept chooses to vocalize his summons (assuming he is not 
  attempting to go undetected since the vocalization must be in the form of a shout 
  or call), the Base Chance is increased by 25. 
  [59.6] Special Knowledge Spells 
  1. Earth Hammer Spell (S-1) 
  Range: 25 feet +10 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 200 
  Base Chance: 40% 
  
  PAGE 54 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Resist: May only be passively resisted. 
  Effects: The caster conjures a giant maul of stone which hurls itself at a target of 
  the caster’s choosing. If the target fails to resist the spell, it takes [D10-5] (+1 per 
  Rank) damage. 
  2. Hands of Earth Spell (S-2) 
  Range: 20 feet +5 additional/Rank 
  Duration: 1 hour+ 1 additional/Rank 
  Experience Multiple: 150 
  Base Chance: 25% 
  Resist: May only be passively resisted. 
  Effects: The spell causes a number of hands of stone equal to the Rank of the 
  caster to materialize out of the ground within range. Each hand is 7 feet tall. Once 
  they appear, they remain stationary. They may clutch anything in their grasp, but 
  may not move from the spot on which they surfaced. A character standing on a 
  spot where a hand materializes will be snatched up and will be unable to move 
  until the spell dissipates. 
  3. Strength of Stone Spell (S-3) 
  Range: 10 feet 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The target of this spell has his Physical Strength or Fatigue (caster’s 
  choice) increased by 1 for each Rank the caster has achieved with the spell. The 
  spell may not be cast over oneself. 
  4. Armour of Earth Spell (S-4) 
  Range: 10 feet 
  Duration: 30 minutes +30 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: May be cast over one target individual. It reduces the Base Chance of 
  hitting that individual with any physical weapon by 2 for each Rank the caster 
  has achieved with the spell. At Rank 11 and above, it also absorbs 1 Damage 
  Point per Strike. 
  5. Diamond Weapon Spell (S-5) 
  Range: 5 feet +5 additional/Rank 
  Duration: 20 seconds x (D10-5) x Rank ( x 1, if unranked) 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: This spell is cast over a weapon of the caster’s choice. It increases the 
  Base Chance of that weapon hitting a character by 1 per Rank (minimum of 1). 
  Any character attempting to Strike a character who possesses a weapon that has 
  this spell in effect over it, breaks his own weapon on a roll of 94-99 instead of 99. 
  6. Spell of Gem Creation (S-6) 
  Range: 10 feet 
  Duration: 1 day +1 additional/Rank 
  Experience Multiple: 250 
  Base Chance: 10% 
  Resist: May not be resisted 
  Effects: Creates one gemstone of random value for each 5 (or fraction) Ranks. 
  The gems dissipate at the end of the spell. 
  7. Spell of Animal Growth (S-7) 
  Range: 10 feet +10 additional/Rank 
  Duration: 1 day +1 additional/Rank 
  Experience Multiple: 225 
  Base Chance: 15% 
  Resist: May be actively & passively resisted 
  Effects: One mammal of the caster’s choice is doubled in size. The effects of this 
  radical change are determined by the game master. 
  8. Spell of Enchanting Plants (S-8) 
  Range: 10 feet +10 additional/Rank 
  Duration: 1 day +1 additional/Rank 
  Experience Multiple: 225 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: The spell may impart partial mobility to a number of plants (including 
  trees) equal to the caster’s Rank. The plants may not uproot themselves, but may 
  move their branches and leaves while remaining in the same spot. The plant’s 
  actions are always under the control of the caster so long as he maintains his 
  concentration. If his concentration is broken, voluntarily or otherwise, the plants 
  will be controlled by the game master until the caster reestablishes control and 
  could conceivably attack the caster. 
  9. Spell of Binding Animals (S-9) 
  Range: 10 feet +10 additional/Rank 
  Duration: Infinite until dispelled 
  Experience Multiple: 250 
  Base Chance: 10% 
  Resist: May be actively and passively resisted 
  Effects: This spell is similar to the Spell of Controlling Animals except that the 
  caster does not have to concentrate on it to maintain it. The spell will last until 
  broken by the animal or dispelled by magic. Any animal subject to this spell 
  makes one check per week against its Willpower to determine if the spell is 
  broken. 
  10. Spell of Conjuring and Controlling Earth Elemental 
  (S-10) 
  Range: 20 feet 
  Duration: Concentration: No maximum 
  Experience Multiple: 225 for each portion of spell 
  Base Chance: 25% / 20% 
  Resist: May not be resisted. 
  Effects: This is a two-part spell. Each part of the spell is learned, ranked and 
  recorded separately, but there is a single procedure and a single Fatigue cost to 
  cast the spell. The caster has a BC of 25% of successfully casting the first part of 
  the spell. If successful, an Earth Elemental with a combined Fatigue and 
  Endurance of 15 +an additional 5 per Rank appears within 20 feet of the caster. 
  The caster must immediately make a second check with a Base Chance of 20% to 
  see if he controls the Elemental. If successful in establishing control over the 
  Elemental, the caster maintains control until his concentration is broken or he 
  banishes the Elemental with a Counterspell. If he fails to gain control of the 
  Elemental or gains control, but has his concentration broken, the Elemental will 
  immediately attack him. A caster cannot banish an Elemental he does not control. 
  11. Spell of Sinking Doom (S-11) 
  Range: 30 feet +10 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 650 
  Base Chance: 1% 
  Resist: May be actively and passively resisted 
  Effects: The spell opens a circular pit under a single human-sized target per each 
  5 (or fraction) Ranks and sucks the unfortunate standing over it into the bowels of 
  the earth to be burned in molten rock. 
  12. Wall of Stone Spell (S-12) 
  Range: 20 feet +10 additional/Rank 
  Duration: 10 minutes +10 additional/Rank 
  Experience Multiple: 150 
  Base Chance: 10% 
  Resist: May not be resisted. 
  Effects: Creates a 10 foot high x 20 foot long wall of granite or a 10 foot high 
  ring of stone with a 20 foot radius or a pillar of stone 15 feet high and with a 2 
  foot radius. The caster increases any dimension by 1 foot per Rank. He may not 
  attempt to cast the spell on top of a character. 
  13. Wall of Iron Spell (S-13) 
  Range: 20 feet +10 additional/Rank 
  Duration: 10 minutes +10 additional/Rank 
  Experience Multiple: 250 
  Base Chance: 5% 
  Resist: May not be resisted. 
  Effects: Same as for S-12 (Wall of Stone Spell) except that the caster creates a 
  wall of cold iron. 
  14. Spell of Tunneling (S-14) 
  Range: 5 feet +1 additional/Rank 
  Duration: 30 seconds +5 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 10% 
  Resist: May not be resisted. 
  Effects: The caster creates a circular opening or tunnel 10 feet in diameter and 20 
  feet deep in a wall, ceiling, floor, ground surface, cliff face, etc. The caster may 
  add 1 foot to either depth or radius per Rank. 
  15. Trollskin Spell (S-15) 
  Range: 10 feet 
  Duration:1 minute +10 additional seconds/2 Ranks (or fraction) 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 55 
  Experience Multiple: 250 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The spell allows the subject to regenerate Endurance Points removed as 
  a result of damage incurred in combat. The target begins to regenerate 30 seconds 
  after a wound is inflicted and continues to regenerate at the rate of 1 Endurance 
  Point every 10 seconds for the duration of the spell. The spell will not help 
  regenerate wounds inflicted by acid or fire. 
  16. Spell of Smoking Magma (S-16) 
  Range: 25 feet +5 additional/Rank 
  Duration: 10 seconds +10 additional/Rank 
  Experience Multiple: 300 
  Base Chance: 7% 
  Resist: May only be passively resisted (then does half damage). 
  Effects: The caster creates a pool of molten rock which wells up from 
  underground. The pool has a radius of 5 feet (+1 additional foot per Rank). Any 
  character within the area covered by the pool suffers damage of [D10-5] +1 per 
  Rank. If the character successfully resists, this damage is halved. 
  17. Spell of Diamond Javelins (S-17) 
  Range: 30 feet +10 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The spell causes diamond-tipped javelins to fly from the earth at the 
  caster’s feet and travel toward a target(s) of the caster’s choice. The number of 
  javelins appearing is always 1 +1 additional javelin for every 2 (or fraction) 
  Ranks of the spell. The javelins have a Base Chance equal to the Base Chance of 
  ordinary javelins of hitting their target +3 per Rank of the spell. Each javelin does 
  [D10-4] (+1 per every 2 or fraction Ranks) damage. 
  18. Spell of Earth Transformation (S-18) 
  Range: 10 feet +10 additional/Rank 
  Duration: 3 hours +1 additional/Rank 
  Experience Multiple: 400 
  Base Chance: 10% 
  Resist: May only be passively resisted. 
  Effects: This spell turns 3 cubic feet of stone into mud or vice versa. The caster 
  may add one cubic foot to this figure per Rank. A character standing on a spot 
  containing a mud puddle that is turned to stone has an opportunity to passively 
  resist the effects of the spell. If he fails to resist, he will become trapped in the 
  stone that has taken the place of the mud he was standing in. If he resists, the 
  mud turns to stone, but he is not trapped. 
  [59.7] Special Knowledge Rituals 
  1. Ritual of Binding Earth (R-1) 
  This ritual takes one hour to perform and involves the ritual sacrifice of a human 
  (or humanoid) being. At the end of the ritual, the Adept’s player rolls D100. If the 
  resulting number is equal to or less than the Base Chance to employ the ritual 
  successfully, the Adept gains complete control over a 500 pound weight of earth 
  and stone (plus an additional 500 pound weight per Rank). He can shape or move 
  the earth, change its consistency or instill intelligence in it at his option. The Base 
  Chance to successfully employ this ritual is 10%. It can affect any earth or stone 
  within 10 feet (plus 10 per Rank) of the Adept. It cannot be resisted. Once cast, it 
  lasts for 1 hour plus an additional hour for each Rank or until the Adept’s 
  concentration is broken. The Experience Multiple for this ritual is 500. 
  60. The College 
  of Celestial Magics 
  The College of Celestial Magics is concerned with the practice of those magic 
  arts having to do with shadow, night, and stars. There are three distinct divisions 
  of the College of Celestial Magics. They are: 
  1. The Star Mages: Dealing with heavenly bodies: 
  2. The Dark Mages: Dealing with night and darkness. 
  3. The Shadow Weavers: Dealing with the power of light and shadow. 
  All members of the College of Celestial Magics must be associated with one of 
  these three divisions and may change divisions only by forsaking their present 
  division, losing all of their current magical knowledge and entering a monastery 
  for 6 months of meditation and training in the new divisions of their College. 
  Man’s natural fear of the power of darkness gives this College special power. 
  Consequently, in addition to the other information included under this College, 
  60.8 contains the Fright Table which must be rolled on as a result of certain 
  spells. 
  [60.1] Adepts of the College of Celestial Magics may practice their 
  arts without restriction. 
  [60.2] The Base Chance of performing any talent, spell or ritual of 
  the College of Celestial Magics is modified by the addition of the 
  following numbers: 
  If the adept is a Star Mage and: 
  It is full daylight 
  -20 
  It is a starless night 
  -5 
  It is a night of the new moon 
  +15 
  It is a night of the full moon 
  +5 
  If the adept is a Dark Mage and: 
  It is a day with bright sunlight 
  -25 
  It is a day with an overcast 
  -20 
  It is twilight 
  -5 
  It is a moonlit night 
  -5 
  It is a cloudy night or a night of the new moon 
  +10 
  He is in total darkness except for artificial light* 
  +15 
  He is in total darkness (not even torches present)* 
  +25 
  If the adept is a Shadow Weaver and: 
  Is standing in bright sunlight 
  -20 
  Is standing in medium sunlight (late afternoon) 
  +10 
  Is standing in direct rays of setting Sun 
  +5 
  It is twilight 
  +10 
  It is full night 
  -5 
  Is standing in total darkness (no light, including torches) 
  -10 
  Is standing in light shadow 
  +5 
  Is standing within 5 feet of deep shadow 
  +5 
  Is standing in deep shadow 
  +15 
  * 
  Total Darkness can only be achieved naturally if the adept is underground. 
  Artificial light is light not cast by the sun or its reflection off of other 
  heavenly bodies or by the stars. 
  [60.3] Talents 
  1. Speak to Shadow Creatures (T-1) 
  The adept can speak to all shadow creatures and most nocturnal animals within 
  10 feet (+10 additional feet per Rank). The communication may be verbal in 
  some cases, but will usually employ a combination of telepathic contact, sign 
  language, and a few verbal symbols at the lowest Ranks. The Experience 
  Multiple for this talent is 50. 
  2. Night Vision (T-2) 
  The Adept has the ability to see in the dark with the same vision (near perfect) as 
  a cat. However, everything will appear monochromatic and somewhat distorted 
  (geometrical). The higher the Rank, the less distorted the vision will be. The 
  Experience Multiple for this talent is 100. 
  3. Detect Aura (T-3) 
  This talent is identical in all ways to the talent of the same name of the College of 
  Naming Incantations (see 55.3, T-1). 
  [60.4] General Knowledge Spells 
  1. Spell of Blending (G-1) 
  Range: May be cast over self only 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 50 
  Base Chance: 60% 
  Resist: May not be resisted. 
  Effects: Same as for the spell of the same name of the College of Earth Magics 
  (see 59.4, G-4). 
  2. Spell of Light (G-2) 
  Range: 15 feet +15 additional/Rank 
  Duration: 15 minutes x [D10-5] x Rank ( x 1, if unranked) 
  Experience Multiple: 75 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: One 10-foot cube may be brightly lighted as described in the spell of the 
  same name (G-4) of the College of Fire Magics. 
  3. Spell of Darkness (G-3) 
  Range: 15 feet +15 additional/Rank 
  Duration: 15 minutes x Rank ( x 1, if unranked) 
  Experience Multiple: 75 
  Base Chance: 50% 
  Resist: May not be resisted. 
  
  PAGE 56 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Effects: The Adept creates a volume of darkness (1000 cubic feet) of any shape 
  he desires. At Ranks 1-5, the spell creates darkness equal to a cloudy night. At 
  6-10, it creates darkness equal to a sealed room. At Ranks 11 and up, it creates 
  absolute blackness that no non-magical light source (including torches) can 
  penetrate. The volume of darkness created may be increased by 500 cubic feet 
  per Rank. 
  4. Spell of Shadow Form (G-4) 
  Range: 15 feet +1 additional/Rank 
  Duration: 30 minutes +30 additional/Rank 
  Experience Multiple: 150 
  Base Chance: 10% 
  Resist: May not be resisted. 
  Effects: The target of the spell is enveloped in a confusing pattern of shadows. 
  Any attempt to hit the target while the spell is in effect will have 2 (+2 per Rank) 
  subtracted from the Strike Chance. This subtraction applies only to physical 
  weapons, not magic. 
  5. Wall of Starlight Spell (G-5) 
  Range: 15 feet +15 additional/Rank 
  Duration: 10 minutes +10 additional/Rank 
  Experience Multiple: 150 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: Creates a 10-foot high I foot thick Wall of Light 20 feet long or a 10 foot 
  high, 1 foot thick Ring of Light with a 5 foot radius, or a pillar of starlight 5 feet 
  thick by 15 feet high. The Adept can increase any dimension by 1 foot per Rank. 
  The spell may not be cast on top of other entities. Shadow and darkness-aligned 
  creatures (including Dark Mages and Shadow Weavers) suffer [D10-5] (+1 per 
  Rank) damage if they come in contact with the wall. Any entity damaged by the 
  spell must roll on the Fright Table (see 60.8). 
  6. Wall of Darkness Spell (G-6) 
  Range: 15 feet +15 additional/Rank 
  Duration: 10 minutes +10 additional/Rank 
  Experience Multiple: 100 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: Works the same as the Wall of Starlight except that light aligned 
  creatures (including Star Mages) suffer damage due to contact with it. 
  7. Witchsight Spell (G-7) 
  Range: 15 feet +15 additional/Rank 
  Duration: 30 minutes +30 additional/Rank 
  Experience Multiple: 150 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: This spell gives any one target of the adept’s choice the ability to see 
  normally invisible entities or objects or those which have been rendered invisible 
  by magic (i.e., via the spells of Blending, Walking Unseen, and invisibility). It 
  also gives the target the night vision of an Elf. 
  8. Strength of Darkness Spell (G-8) 
  Range: 15 feet 
  Duration: 10 minutes +10 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: The target’s Physical Strength is increased by 1 (+1 for every 2 or 
  fraction of 2 Ranks) for the duration of the spell. This spell may only be cast by 
  Dark Magics who are not exposed to natural light (only torches or magical light). 
  9. Spell of Walking Unseen (G-9) 
  Range: 1 foot +1 additional/Rank 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 100 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: The target may move unnoticed (not invisible) even if individuals are 
  staring directly at him. If, however, he touches or is touched by an entity (or 
  something worn or held by the entity), the spell is immediately broken and he is 
  seen. 
  [60.5] General Knowledge Rituals 
  1. Ritual of Reading the Stars (Q-1) 
  The Adept may, by remaining in one place and taking no other action except 
  performing this ritual, read something. of the future in the stars. He must occupy 
  a vantage point where he has a clear view of the sky (not indoors or in a hollow), 
  and it must be a clear night. The ritual may not be performed during the day or 
  during an overcast. It takes I hour to perform. The Base Chance of success is 
  equal to the Adept’s Magical Aptitude +4 per Rank. The Experience Multiple is 
  150. The game master provides all answers writ in the stars in the form of 
  generalized statements that can be as accurate or misleading as the game master 
  feels appropriate. 
  2. Ritual of Summoning and Binding Shadow Creatures 
  (Q-2) 
  The Adept may summon and bind l creature of night and shadow (+1 for every 5 
  or fraction of 5 Ranks). The Base Chance of the ritual being effective is 20% (+4 
  per Rank). Any shadow creature called must be native to the area. If the ritual 
  succeeds, the creature will arrive in a state of being bound to the will of the 
  Adept. If it backfires, the creature will arrive and attack the Adept. If merely 
  unsuccessful, the creature will not arrive at all. Bound creatures will serve the 
  Adept so long as he continues to concentrate on controlling them (no maximum 
  length of time) or until released by the Adept. If his concentration is broken, the 
  Adept will be attacked. If he simply releases the creatures, they will flee his 
  presence. The Experience Multiple for this ritual is 200. Creatures of night and 
  shadow include nocturnal animals and lesser undead, for purposes of this spell. 
  [60.6] Special Knowledge Spells 
  1. Spell of Healing (S-1) 
  Range: May only be cast over self 
  Duration: Immediate 
  Experience Multiple: 200 
  Base Chance: 40% 
  Resist: May not be resisted. 
  Effects: Cures 1 point of Endurance or Fatigue (+1 for every 2 or fraction of 2 
  Ranks). 
  2. Spell of Creating Shadow-Starsword (S-2) 
  Range: 15 feet +5 additional/Rank 
  Duration: 20 seconds x [D10-5] x Rank ( x 1, if unranked) 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: Only Star Mages may create a Starsword, and only Dark Mages or 
  Shadow Weavers may create a Shadow Sword. Any sword within range may have 
  this type of spell cast over it. The sword will then have 1 (+1 per Rank) added to 
  its Base Chance and 1 (+1 for every 3 or fraction of 3 Ranks) added to the 
  damage it will do whenever it is used against a creature of opposite alignment. 
  Starswords do extra damage to creatures of night and shadow and Shadowswords 
  do extra damage to all other creatures. 
  3. Starfire Spell (S-3) 
  Range: 30 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 200 
  Base Chance: 35% 
  Resist: May be actively and passively resisted 
  Effects: The Adept casts a bolt of staff ire at any one target within range. The 
  first entity or object the bolt hits along its flight path suffers [D10-4] (+1 per 
  Rank) damage unless they resist. 
  4. Meteor Spell (S-4) 
  Range: 60 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 200 
  Base Chance: 10% 
  Resist: May only be passively resisted. 
  Effects: The Adept calls down from the heavens a meteor with a 25 foot diameter 
  which crashes into an area within range, doing [D10-4] (+1 per Rank) damage to 
  all entities within the impact area who fail to resist. The meteor must be targeted 
  to hit a specific hex and takes 2 minutes to arrive (-10 seconds per Rank). Only 
  Dark Mages and Star Mages may use this spell. 
  5. Shadow Wings Spell (S-5) 
  Range: 10 feet +10 additional/Rank 
  Duration: 30 minutes +30 additional/Rank 
  Experience Multiple: 250 
  Base Chance: 25% 
  Resist: May not be resisted. 
  Effects: The caster creates great batwings of darkness on himself or any single 
  character within range. These wings will bear the target through the sky wherever 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 57 
  he desires at a rate of 30 miles per hour (+1 mile an hour per Rank). This spell 
  may only be cast by Shadow Weavers and Dark Mages. 
  6. Web of Starlight Spell (S-6) 
  Range: 30 feet +15 additional/Rank 
  Duration: Concentration/maximum of 15 minutes +15 additional/Rank 
  Experience Multiple: 250 
  Base Chance: 25% 
  Resist: May only be passively resisted (which may halve damage). 
  Effects: This spell operates in the same manner as the Web of Fire (S-4) of the 
  College of Fire Magics except that it affects only creatures of night and shadow 
  who must, if damaged, roll on the Fright Table. It may only be cast by Star 
  Mages. Entities that are not creatures of night and shadow may ignore the web 
  entirely. See 58.6 for details. 
  7. Web of Blackness Spell (S-7) 
  This spell is identical in all ways to S-6 above except that it affects only creatures 
  of light and may only be cast by a Dark Mage or a Shadow Weaver. 
  8. Meteor Swarm Spell (S-8) 
  Range: 75 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 500 
  Base Chance: 1% 
  Resist: May only be passively resisted. 
  Effects: This spell has the same effect as S-4 (Meteor Spell) except that 3 
  meteors are summoned. At least one cubic foot of each meteor must overlap with 
  one cubic foot of another meteor. The meteors will arrive in 5 minutes (-20 
  seconds per Rank). Only Star Mages may cast this spell. 
  9. Dwarf Star Spell (S-9) 
  Range: 60 feet +15 additional/Rank 
  Duration: Concentration/maximum of 1 minute +1 additional/Rank 
  Experience Multiple: 450 
  Base Chance: 2% 
  Resist: May be actively and passively resisted 
  Effects: The spell causes one target of the Adept’s choice which is within range 
  to suffer the effects of an increase in the force of gravity of 1 gravity (+1 
  additional gravity per Rank) unless the target resists. 
  10. Black Fire Spell (S-10) 
  Range: 30 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 350 
  Base Chance: 2% 
  Resist: May only be passively resisted. 
  Effects: The Adept throws from his fingertips a column of black flames 30 feet 
  long and 5 feet wide. He may increase the length or width by 1 foot per Rank. All 
  targets occupying hexes through which the fire passes must resist or suffer [D10-
  4] (+1 per Rank) damage and must roll on the Fright Table. The Base Chance of 
  infection is increased by 20 is a character suffers damage from this spell. 
  11. Spell of Shadow Walking (S-11) 
  Range: May only be cast over self 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 550 
  Base Chance: 1% 
  Resist: May not be resisted. 
  Effects: The Adept may cause himself to be instantly transported from one spot 
  which is in shadow to another spot which is within shadow. The destination must 
  be in sight or must have been carefully observed beforehand. The destination 
  may also be up to 5 miles (+1 additional mile per Rank) from the spot the Adept 
  currently occupies. Only Shadow Weavers may use this spell. 
  12. Spell of Whitefire (S-12) 
  Range: 30 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 500 
  Base Chance: 1% 
  Resist: May be actively and passively resisted 
  Effects: This spell is cast at a single target of the Adept’s choice that is within 
  range. The target must resist or it will be flash fried. The target’s Willpower must 
  be less than the modified chance of casting the spell or it will have no effect upon 
  him, though it may backfire. 
  13. Spell of Fear (S-13) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 350 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: One target of the Adept’s choice that is within range is seized by almost 
  uncontrollable fear. The target’s player must, if the target fails to resist, roll on the 
  Fright Table to determine the result of the spell (see 60.8). 
  [60.7] Special Knowledge Rituals 
  1. Ritual of Conjuring and Controlling Dark Sphere 
  (R-1) 
  The Adept may summon and control an inky black sphere from another 
  dimension. The Adept must spend one hour performing the ritual and may not 
  move or perform any other activity during that time. At the end of the ritual, the 
  Adept’s player performs a Cast Check. The Base Chance for this ritual being 
  successful is 1% +3 per Rank. If the ritual is successful the sphere will appear 
  within 15 feet of the Adept and will continue to be directed by the Adept (moving 
  at a TMR of 9) so long as he concentrates on it (maximum of 5 minutes +5 
  minutes per Rank). Once he stops concentrating, the sphere will immediately 
  return to its own dimension. If the Adept fails to conjure the sphere, nothing at all 
  happens. If a backfire results, the sphere appears and moves randomly about. 
  Anything which comes in contact with the Dark Sphere and fails to resist is 
  immediately disintegrated. Anything that resists, simply suffers D10 damage for 
  each contact and is thrown to the ground by the shock of contact. The Experience 
  Multiple for this ritual is 450. 
  [60.8] Fright Table 
  D100 
  Result 
  Effect 
  01-20 
  Target is wary and suffers a subtraction of 5 from all Strike Chances 
  for remainder of Pulse. 
  21-25 
  Target flies into a berserk rage and immediately attempts to attack 
  (within the limits of movement) the object of his rage (the Adept or 
  manifestation that brought about the fear). He will Charge if 
  possible and attempt to Grapple. All Strike Checks against him are 
  increased by 10 and all Strike Checks which he makes are increased 
  by 10. 
  26-76 
  Target flees as rapidly as possible away from the source of his terror. 
  77-90 
  Character is immobilized as if stunned and adds 5 to all subsequent 
  rolls on the Fright Table this day. 
  91-95 
  Target becomes hysterical and will continue to stand in place and 
  scream until snapped out of it (game master determines how this 
  occurs). Add 15 to subsequent rolls on the Fright Table this day. 
  96-100 
  Target’s hair turns white as he becomes totally catatonic (as if 
  stunned). Add 15 to subsequent rolls on the Fright Table this day. 
  101-106 Target faints dead away (collapsing to the ground). He remains 
  unconscious for [D10+6] minutes. Add 10 to all subsequent rolls on 
  the Fright Table this day. 
  107-110 Target suffers a heart attack. The result is the same as for 101-106 
  except that the target may not move about under his own power for 
  the remainder of the day and suffers a decrease of 2 in all 
  characteristics until he has spent one month resting in bed. 
  111+ 
  Target suffers a heart attack and must have medical attention 
  (cardiovascular resuscitation) within one minute (12 Pulses of 
  combat) or die. If he does survive, all subsequent rolls on the Fright 
  Table are increased by 20 this day 
  61. The College 
  of Necromantic Conjurations 
  The College of Necromantic Conjurations is concerned with the processes of life, 
  death, decay, and putrefaction. 
  [61.1] Adepts of the College of Necromantic Conjurations may 
  practice their arts without restriction. 
  [61.2] The Base Chance of performing any talent, spell, or ritual of 
  the College of Necromantic Conjurations is modified by the addition 
  of the following numbers: 
  It is a High Holiday of the Powers of Light* 
  -10 
  It is a High Holiday of the College of Necromantic Conjurations** 
  +20 
  It is the stroke of midnight on the night of one of the High Holidays of 
  the College of Necromantic Conjurations*** 
  +30 
  * 
  This modifier may include any holidays of the game master’s invention that 
  are dedicated to the Powers of Light. However, all such holidays are 
  presumed to be known to all characters and must, therefore, be announced by 
  the game master well in advance of the application of this modifier. 
  
  PAGE 58 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  ** The College of Necromantic Conjurations recognizes one principle High 
  Holiday: Walpurgisnacht. The game master may create other High Holidays 
  as he sees fit (see note above). 
  *** This modifier is applied to any spell loosed at the stroke of midnight or to 
  any ritual which is completed on the stroke of midnight. This modifier is 
  applied instead of (not in addition to) the+20 modifier for working the magic 
  of this College on a High Holiday of the College. Otherwise, all modifiers 
  are cumulative. 
  [61.3] Talents 
  1. Ask The Dead (T–1) 
  The Adept may, whenever he occupies the place in which an entity has died, 
  communicate with the spirit of the entity if the Adept could have communicated 
  with the entity while it was alive (knew its language, etc.) and is aware that the 
  place he occupies was the site of the entity’s death. Only questions that can be 
  answered with a simple yes or no will be answered, and the dead can only 
  provide knowledge of events which transpired while they were alive. There is a 
  Base Chance of 20% (+4 per Rank) that the dead will respond to the questions of 
  the Adept. Once the dead initially respond, they will continue to answer all 
  questions automatically until dismissed. This talent does not allow the Adept to 
  communicate with the undead, only to summon the dead from the spirit world 
  and speak with them. It has an Experience Multiple of 150. 
  [61.4] General Knowledge Spells 
  1. Spell of Conjuring Darkness (G–1) 
  Range: 15 feet+ 15 additional/Rank 
  Duration: 15 minutes +15 additional/Rank 
  Experience Multiple: 75 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: The Adept creates a volume of darkness of variable intensity of 500 
  cubic feet (+500 additional cubic feet per Rank). At Ranks 1–5, the darkness is 
  equal to that found on a cloudy night; at Ranks 6–10, to that found on an overcast 
  moonless night; at Ranks 11 and above, to that of a sealed room with no light 
  source. 
  2. Spell of Putrescence (G–2) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 100 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: The Adept may, by casting this spell, spoil enough food to generously 
  feed 1 person (+ 1 additional person per Rank). The food will thereafter be 
  inedible. 
  3. Spell of Obscurement (G–3) 
  Range: 15 feet +15 additional/Rank 
  Duration: 10 minutes + 10 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: May only be passively resisted. 
  Effects: The Adept creates a 5–foot cube of oily black smoke (+1 foot to each 
  dimension per Rank). The vision of all entities except the Adept is reduced to 5 
  feet. The Adept’s sight is unaffected, and any character who successfully resists is 
  unaffected. 
  4. Fire and Brimstone Spell (G–4) 
  Range: 15 feet+ 15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 250 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The Adept may cast a bolt of sulphurous flame at a single target. If the 
  target fails to resist, it takes [D–4](+1 per Rank) damage. The Base Chance of 
  infection is increased by 20 as a result of damage inflicted by this spell. 
  5. Spell of Heating Metal (G~5) 
  Range: 15 feet + 15 additional/Rank 
  Duration: 20 seconds +10 additional/Rank 
  Experience Multiple: 250 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The Adept can cause up to 1 cubic foot of metal (+ 1 additional cubic 
  foot per Rank) to become hot, increasing its temperature by 5º +5º per Rank. 
  6. Spell of Harming Entity (G–6) 
  Range: 15 feet+ 15 additional/Rank 
  Duration: 1 0 seconds+ 1 0 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 200/o 
  Resist: May be actively and passively resisted 
  Effects: The Adept may cast this spell at any one target within range. If the target 
  fails to resist, he will be in intense agony for the duration of the spell and must 
  check to see if his concentration is broken. His Strike Chance is reduced by 10 
  for the duration of the spell. He suffers no Damage Points as a result of the spell. 
  7. Spell of Noxious Vapours (G–7) 
  Range: 15 feet +15 additional/Rank 
  Duration: 10 seconds x [D10-5] x Rank (x 1, if unranked) 
  Experience Multiple: 250 
  Base Chance: 10070 
  Resist: May only be passively resisted. 
  Effects: The Adept creates a cloud of foul yellow vapour which will affect all 
  characters (including the Adept) who are caught within it. The cloud covers the 
  entire area within range of the Adept. At Ranks 0–5, it reduces each character’s 
  range of vision by 10 feet. At Ranks 6–10, it causes a light sleep lasting until the 
  spell ends or the sleeper is awakened. At Ranks 11–20, there is a 20% chance that 
  any character who fails to resist will contract consumption. 
  8. Spell of Warping Wood (G–8) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The Adept may twist a 2” x 2” x 1’ area of a piece of wood into any 
  shape of his choosing. He may add 1” to any dimension per Rank. 
  9. Ram of Force Spell (G–9) 
  Range: 5 feet +5 additional/Rank 
  Duration: Until task is completed 
  Experience Multiple: 200 
  Base Chance: 25 % 
  Resist: May be actively and passively resisted 
  Effects: Creates a 15’ x 15’ x 15’ “column of force” that will follow the Adept’s 
  command to execute one specific task (“smash through that locked door”, for 
  example) and then will dissipate. Will do [D10-5] damage per 10 second 
  exposure to flesh which cannot be pushed out of the way due to a wall or other 
  unyielding surface. It will slowly push metal aside, but will be halted by stone. 
  10. Spell of Vapour Breathing (G–10) 
  Range: May only be cast over self 
  Duration: 30 seconds +15 additional/Rank 
  Experience Multiple: 150 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The spell permits the Adept to breathe any atmosphere that contains 
  sufficient oxygen to keep him alive, filtering out other substances. This spell does 
  not permit the Adept to breathe underwater. 
  [61.5] General Knowledge Rituals 
  1. Ritual of Summoning and Binding Lesser Undead 
  (Q–1) 
  The Adept may use this ritual to summon and bind the Lesser Undead if he 
  remains stationary within a Pentacle (see 47, The College of Greater 
  Summonings) drawn in or near an area where Lesser Undead may habitually be 
  found (near tombs, graveyards, barrows, etc.). The Adept and his companions 
  must remain within the Circle of Protection during the entire course of the ritual. 
  They may take no other action while the ritual is taking place. This ritual lasts 
  two hours. At the end of that time, the Adept’s player rolls D100. If the resulting 
  number is equal to or less than the Adept’s Magical Aptitude, the ritual succeeds. 
  The Adept’s Magical Aptitude is modified in the same manner as any Base 
  Chance of performing a ritual. In addition, 3 per Rank is added to the Adept’s 
  Magical Aptitude. If the Adept’s player rolls a number 40 or more greater than 
  the Modified Chance for this ritual to be effective, the ritual backfires and the 
  appropriate number of undead appear unbound within the Circle of Protection 
  and can attack the Adept and companions. The spell summons 1 (+1 per Rank) 
  Lesser Undead and (unless it backfires) subjects them to the will of the 
  summoner for as long as his concentration lasts (one week maximum). Once the 
  Adept’s concentration is broken or he releases the undead, they may attack him 
  and his companions. If the ritual backfires or concentration is broken, the Lesser 
  Undead will attempt to attack the summoner if possible. The Experience Multiple 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 59 
  for this ritual is 250. Undead summoned successfully (i.e., not as a result of a 
  backfire) will appear within 20 feet of the summoner’s Pentacle. 
  2. Ritual of Converse With The Dead (Q–2) 
  The Adept may converse with a dead entity if he occupies the place the entity 
  died or was buried and calls forth the dead spirit using this ritual. The ritual takes 
  an hour to perform and must be cast in a Pentacle. The Adept must have known 
  of the death (by witness, hearsay, or reading) in order to summon the dead spirit. 
  He need not have known or encountered the entity before. He must understand a 
  language spoken by the entity. The Adept’s player rolls D100 at the end of the 
  ritual and if the result is equal to the Base Chance of performing the ritual, the 
  spirit of the deceased appears and will answer three questions. Each question will 
  be answered with a riddle or puzzle. The Base Chance of this ritual being 
  effective is equal to the Adept’s Magical Aptitude (+4 per Rank). The dead 
  disappear whenever any character who is not within the Pentacle occupies the 
  same general area. The Experience Multiple for this ritual is 400. The game 
  master creates all riddles and puzzles in answer to the Adept’s questions. Undead 
  may not be summoned or conversed with using this ritual. 
  [61.6] Special Knowledge Spells 
  1. Spell of Causing Wounds (S–1) 
  Range: 15 feet +5 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 200 
  Base Chance: 35% 
  Resist: May be actively and passively resisted 
  Effects: The Adept may cause [D10-4](+1 per Rank) damage as a result of 
  wounds to one target within range unless that target successfully resists. If the 
  target suffers any effective damage he suffers an increase of 10 to the BC of 
  infection as a result of his injuries. 
  2. Wall of Force Spell (S–2) 
  Range: 15 feet +15 additional/Rank 
  Duration: Concentration/maximum of 15 minutes +1 additional/Rank 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: May only be passively resisted. 
  Effects: The Adept creates a 1” thick Wall of Force which is 10 feet high and 20 
  feet long or a 1” thick, 10 foot high Ring of Force with a radius of 5 feet. The 
  Adept can increase the height or length by 1 foot (or radius by 3 inches) per 
  Rank. Any entity coming in contact with the Wall of Force will either 
  successfully resist or be thrown back (fall Prone) and suffer [D10-5](+1 per 
  Rank) damage. 
  3. Wall of Bones Spell (S–3) 
  Range: 15 feet +15 additional/Rank 
  Duration: 30 minutes +30 additional/ Rank 
  Experience Multiple: 150 
  Base Chance: 30% 
  Resist: May only be passively resisted. 
  Effects: The Adept conjures a wall of interlaced bones 1 foot thick, 10 feet high, 
  and 20 feet long or a circle of bones 1 foot thick, 10 feet high and with a 5 foot 
  radius. The Adept may increase the height and thickness by 1 foot and the radius 
  by 3 inches per Rank. An entity coming in sight of the wall must either 
  successfully resist or roll on the Fright Table (see 60.8). The wall can suffer 100 
  points of damage and then turns to dust. Bright sunlight inflicts 20 points per 
  Pulse on the wall. 
  4. Spell of Fear (S–4) 
  Range: 15 feet +15 additional/Rank 
  Duration: Concentration/maximum of 15 minutes + 15 additional/Rank 
  Experience Multiple: 350 
  Base Chance: 20% 
  Resist: May only be passively resisted. 
  Effects: The spell has the same effect as the spell of the same name (S–13, p.56) 
  of the College of Celestial Magics. 
  5. Mass Fear Spell (S–5) 
  Range: 30 feet +15 additional/Rank 
  Duration: 30 seconds +10 additional/Rank 
  Experience Multiple: 400 
  Base Chance: 10% 
  Resist: May only be passively resisted. 
  Effects: The spell has the same effects as the Spell of Fear (S-13) of the College 
  of Celestial Magics except that all characters within range except the Adept must 
  resist or roll on the Fright Table (60.8). 
  6. Spell of Scarring Terrain (S–6) 
  Range: 15 feet +15 additional/Rank 
  Duration: 1 year +1 additional/Rank 
  Experience Multiple: 300 
  Base Chance. 20% 
  Resist: May not be resisted. 
  Effects: The Adept causes terrible ruin by burning out an area of ground equal to 
  25 square feet (+25 additional square feet per Rank). The ground will be so 
  damaged that it will be unable to support any flora for the duration of the spell. 
  Though the spell will immediately wither any flora in the area it effects, fauna 
  will be unaffected. 
  7. Spell of Animation of the Dead (S–7) 
  Range: 30 feet +15 additional/Rank 
  Duration: 3 hours +30 additional minutes/Rank 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The Adept animates 3 (+1 per Rank) corpses within range. They will 
  serve the Adept in all ways. If the corpses are recently dead, they will be 
  zombies. If they have been dead for more than a month, they will be partially 
  devoid of skin and will be treated as skeletons for purposes of this spell. 
  8. Wraithcloak Spell (S–8) 
  Range: 15 feet +1 additional/Rank 
  Duration. 30 minutes +30 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: The Adept causes the target to appear less corporeal and to be harder to 
  hit. The chance of successfully Striking the target of the spell is reduced by 1 (+1 
  per Rank) for the duration of the spell. In addition, the target’s stealth is increased 
  by 10. 
  9. Shadowed Weapon Spell (S–9) 
  Range: 5 feet +5 additional/Rank 
  Duration: 20 seconds x [D10-5] x Rank (x 1, if unranked) 
  Experience Multiple: 250 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: The Adept may increase the usefulness of any weapon within range. The 
  affected weapon has its Base Chance increased by 1 (+ 1 per Rank) and the 
  damage increased by 1 for every 3 or fraction of 3 Ranks. At Rank 6 or above, 
  the Adept can create a sword entirely of darkness which will operate in the same 
  manner as a normal sword of its type (broadsword, tulwar, etc.) which has had a 
  Shadowed Weapon Spell of the appropriate Rank cast over it. 
  10. Hand of Death Spell (S–10) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 500 
  Base Chance: 5% 
  Resist: May only be passively resisted. 
  Effects: The Adept causes any single target to sense the Adept’s hand squeezing 
  his heart or similar organ to a pulp. Even if the character resists, the sensation 
  will remain and will break the character’s concentration and subtract 10 from the 
  character’s Base Chance of hitting another character or successfully performing 
  magic. If the character fails to resist, he suffers [D10+1] damage that Pulse and 
  each succeeding Pulse that the spell remains in effect and he fails to resist. The 
  spell remains in effect so long as the Adept expends 2 Fatigue and implements a 
  Pass Action each Pulse. During this time, the Adept must make visible squeezing 
  motions with his hand to simulate the squeezing of the victim’s organs. The 
  Adept need not recast the spell once he successfully looses it at his victim. Even 
  if the victim resists, the spell will continue to operate so long as the Adept 
  continues to make squeezing motions. 
  11. Hellfire Spell (S–11) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 375 
  Base Chance: 1% 
  Resist: May only be passively resisted (then suffers half damage). 
  Effects: This spell operates in the same manner as the Spell of Hellfire (S–9) of 
  the College of Fire. 
  12. Spell of Life Draining (S–12) 
  Range: Adept must touch target. 
  Duration: Immediate (during Pulse) 
  
  PAGE 60 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Experience Multiple: 400 
  Base Chance: 15% 
  Resist: May be actively and passively resisted 
  Effects: The Adept drains 1 (+ 1 per Rank) Fatigue from the target if the target 
  fails to resist. The Fatigue may be used to repair the Adept’s own Fatigue or 
  Endurance or to increase his Physical Strength for the remainder of the Pulse on a 
  one for one basis. If the target has no Fatigue remaining, the Adept may drain 
  from Endurance instead. He may not drain from both Fatigue and Endurance in 
  the same Pulse. 
  13. Spell of Agony (S–13) 
  Range: 30 feet +15 additional/Rank 
  Duration: 10 seconds +10 additional/Rank 
  Experience Multiple: 350 
  Base Chance: 10% 
  Resist: May be actively and passively resisted 
  Effects: The spell causes all entities in the affected area except the Adept to 
  suffer extreme agony. No character who does not resist may take any Action 
  except to Pass. Characters who successfully resist reduce all Strike Chances by 
  30 and take twice as long to perform any Action. 
  14. Phantasm Spell (S–14) 
  Range: Works at any range 
  Duration: Concentration/no maximum 
  Experience Multiple: 400 
  Base Chance: 5% 
  Resist: May not be resisted. 
  Effects: This spell is the same as the spell of the same name (S–3) of the College 
  of Sorceries of the Mind. 
  [61.7] Special Knowledge Rituals 
  1. Ritual of Summoning and Binding Greater Undead 
  (R–1) 
  This ritual works in the same manner and under the same conditions as the Ritual 
  of Summoning and Binding Lesser Undead (Q–1) except that the Base Chance is 
  always half (round down) the Adept’s Magical Aptitude and the Experience 
  Multiple is 350. The ritual summons Greater Undead and must be performed in 
  or near an area frequented by them (barrows, churchyards, or abandoned 
  dwellings). 
  2. Ritual of Life Prolonging (R–2) 
  The Adept may prolong his life, remaining unchanged and un-aged for the 
  duration of the effects of this ritual. Once the effects of the ritual wear off, the 
  Adept will begin to age at the rate of 1 year per minute until he reaches the 
  proper biological age to match his chronological age. The Adept must remain 
  stationary and may take no other action while performing the ritual. At the end of 
  the ritual, the Adept’s Player rolls D100. If the result is less than or equal to the 
  Base Chance (5%+5 per Rank), the ritual is effective. If the ritual backfires, the 
  Adept will increase his age instead of decrease it or keep it unchanged. Normally, 
  the ritual’s effects last for 2 years (+2 additional years per Rank), but at Rank 10 
  and above, the Adept can immediately upon the ritual being completed reduce his 
  biological age by up to 2 years (+2 years per Rank) instead of (not in addition to) 
  halting aging. Any backfire reverses the anticipated effect (accelerating aging). 
  The Experience Multiple for this ritual is 350. The ritual takes 8 hours. 
  3. Ritual of Becoming Undead (R–3) 
  The Adept may become an undead by employing this ritual. Once he joins the 
  ranks of the undead, he may not reverse the effect. The Adept must draw a Circle 
  of Protection and a Pentacle (see College of Greater Summoning, 47) and remain 
  within it throughout the ritual. The ritual takes 2 hours to perform. During the 
  course of the ritual, the Adept must murder an entity of his own race who 
  occupies the Pentacle with him. The entity may be bound, but must be conscious 
  during the murder. Upon the performance of the murder, a Wight appears over the 
  corpse at Rank 0–10, or a Wraith at Rank 11–20. This undead becomes chained to 
  the place in which the murder was committed until freed by someone other than 
  the Adept entering or leaving the Circle of Protection. Upon being released, the 
  undead will hunt the Adept and attempt to terminate his existence in revenge. 
  Once the murder is performed, the Adept’s Player checks to determine if it was a 
  success. The Base Chance that it will be a success is 10% (+3 per Rank). If it is a 
  success, the Adept joins the ranks of the undead as the Greater Undead type of his 
  choice. He may leave the Circle of Protection without releasing the undead 
  imprisoned therein. If the result is not a success and the Adept fails to become 
  undead, the undead imprisoned therein will be released if the Adept attempts to 
  leave the Circle of Protection. If the ritual backfires, the undead will immediately 
  be released and will attack the Adept inside the Circle of Protection (which will 
  be broken and will not keep the undead imprisoned). The Experience Multiple of 
  this ritual is 550. 
  62. The College of Black Magics 
  The College of Black Magics is organized somewhat differently from other 
  Colleges in that its knowledge is available only to those who make various pacts 
  with the Powers of Darkness. There are three pacts which an Adept may make. 
  They are organized in order of importance: 
  1. The First Pact: Upon entering this College, the Adept swears an oath of 
  allegiance to the Powers of Darkness. This is the First Pact. In exchange for this 
  oath, the Adept is given all of the General Knowledge of the College of Black 
  Magic at Rank 0 and may achieve up to Rank 15 with that knowledge. He may 
  not achieve Rank above 15 or learn any of the Special Knowledge of the College 
  of Black Magics. 
  2. The Lesser Pact: In order to learn the Special Knowledge of the College of 
  Black Magics, the Adept must make the Lesser Pact. This pact consists of 
  reaffirming the Adept’s allegiance and giving up a token of that allegiance to the 
  Powers of Darkness. The game master and the Adept’s player must arrive at an 
  agreement in advance as to what must be given up. The Adept may offer 
  anything. The game master should insist on something that the Adept’s player is 
  particularly proud of or has found to be a strong point in his character. The price 
  should be stiff, but not totally crippling. It could include reducing the Physical 
  Beauty of a particularly handsome character by 10 points or more, taking the 
  character’s eyesight, taking the character’s shadow and/or reflection, or any other 
  price that involves some sacrifice. Once the pact is agreed to, the Adept may 
  learn most Special Knowledge of the College at Rank 0 and may progress to 
  Rank 15 with that Special Knowledge and to Rank 20 with the General 
  Knowledge of the College. In addition, an Adept who has sworn the Lesser Pact 
  will be given a Familiar in the form of a small animal (cat, bat, dog, etc.). The 
  Familiar will be devoted to the Adept and will serve him faithfully, but the Adept 
  must always feed the Familiar or it will die. 
  All Adepts who swear the Lesser Pact will receive a Witchmark, an invisible 
  mark somewhere on their person through which their Familiar will feed by 
  sucking the Adept’s blood. Only the blood of the Adept will suffice to sustain the 
  Familiar and it will lose 1 Fatigue (Endurance if all Fatigue is exhausted) per 
  hour that it has not been fed. The Adept suffers a loss of 4 Fatigue Points each 
  time he feeds his Familiar. The Familiar regains all lost Fatigue upon feeding. 
  Familiars are minor Devils (half the characteristics and Rank of normal Devils 
  rounded down) who appear in animal form except when required to adopt their 
  natural form by the Adept. See 47, the College of Greater Summoning, for the 
  characteristics and abilities of Devils. The Adept may only receive 1 new 
  Familiar every 5 years and only if his old Familiar has died. 
  3. The Greater Pact: If the Adept wants to learn those spells and rituals that 
  compose the part of the Special Knowledge of this College that he has been 
  denied access to, he must make the Greater Pact and sell his soul to the Powers of 
  Darkness. A character who has sold his soul in this manner may never be 
  resurrected. However, he attains access to all knowledge of the College of Black 
  Magics (General and Special) and may achieve up to Rank 20 with that 
  knowledge. 
  Once made, a Pact of this College other than the First Pact may never be 
  renounced. An Adept who has made only the First Pact may always quit the 
  College, losing all of his magic knowledge and abilities. However, neither the 
  Lesser Pact nor the Greater Pact can ever be totally renounced. If an Adept 
  attempts to renounce them, he immediately loses all knowledge and abilities 
  acquired as a result of his membership in the College and suffers a curse of the 
  game master’s choice from the Damnum Minatum. He may join another College, 
  but will never achieve higher than Rank 15 with any knowledge of that College. 
  [62.1] Adepts of the College of Black Magic may only practice those 
  talents, skills and rituals permitted them by the Pact they have 
  made. 
  They may never practice any of the arts of this College until they have made the 
  appropriate Pact. The First Pact must be sworn before either the Lesser or Greater 
  Pacts can be sworn and the Lesser Pact must be sworn before the Greater Pact 
  can be sworn. 
  [62.2] The Base Chance of performing any talent, spell or ritual of 
  this College is modified by the addition of the following numbers: 
  It is daylight 
  -10 
  It is nighttime 
  +10 
  The Adept has made the Lesser Pact 
  +5 
  The Adept has made the Greater Pact 
  +10 
  It is a High Holiday of the Powers of Light* 
  -10 
  It is a High Holiday of the Powers of Darkness** 
  +20 
  * 
  See 45, the College of Necromantic Conjurations. 
  ** Same as above. The game master must create the High Holidays for the 
  Powers of Darkness according to what those powers are in his world. 
  [62.3] Talents 
  1. Witchsight (T–1) 
  The Adept has a Base Chance equal to his Perception (+5 per Rank achieved with 
  this talent) of seeing objects which are normally invisible or which have been 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 61 
  rendered invisible by magical means (i.e., such spells as Walking Unseen, 
  Blending, and Invisibility). The Adept also possesses the night–vision of an Elf. 
  The Experience Multiple for this talent is 200. 
  2. Projected Image (T–2) 
  The Adept can, by remaining stationary and concentrating for the duration of the 
  talent’s workings, project an image of himself standing within 15 feet (+15 
  additional feet per Rank) of his actual position. 
  While he continues to concentrate, the illusion of himself will remain and his 
  actual person will be invisible. Once he breaks his concentration, he will become 
  visible and the illusion will fade. It takes about 10 seconds (–1 second per Rank) 
  for the image to form and the Adept to become invisible. The Experience 
  Multiple for this talent is 150. 
  3. Special Alchemy (T–3) 
  The Adept, upon making the First Pact, gains certain knowledge of Alchemy. 
  Among the specific benefits accruing to the Adept are the following: 
  1. The ability to distil venoms from such plants as belladonna. See the Alchemist 
  Skill. 
  2. The ability to distil a dose of a potion of Toad Sweat that will remove 
  blemishes, warts, corns, pimples, etc., at the rate of 1 disfigurement (wart, corn, 
  etc.) (+1 additional per Rank) per dose. The Experience Multiple for this potion 
  is 100 and its cost is 50 Silver Pennies. The Base Chance of effectively preparing 
  it is 60%. 
  3. The ability to make these amulets: 
  Amulet of Elder Flowers: Makes the wearer proof against the Evil Eye. Cost: 50 
  Silver Pennies. 
  Amulet of Hypercium: Increases the wearer’s Magical Resistance by 10 to any 
  magical act performed by a demon. Cost: 100 Silver Pennies. 
  Amulet of Luck: Made from tiger’s or alligator’s teeth, it increases the wearer’s 
  Magical Resistance by 3 and subtracts 2 from any Strike Check made against the 
  wearer. Cost: 300 Silver Pennies. 
  Amulet of Diamonds: Increases the wearer’s Strike Chance with any weapon by 
  2. Cost: 1000 Silver Pennies. 
  Amulet of Jade: No undead will willingly approach closer than 30 feet to the 
  wearer in most cases. Cost: 500 Silver Pennies. 
  Amulet of Iron: No demon will willingly approach closer than 10 feet to the 
  wearer in most cases. Cost: 250 Silver Pennies. 
  Amulet of Jet: No demon will willingly approach closer than 50 feet to the 
  wearer in most cases. Cost: 600 Silver Pennies. 
  Amulet of Aquilaeus: The wearer subtracts 10 from all rolls on the Fright Table. 
  Cost: 300 Silver Pennies. 
  Amulet of Alectorius: Made from the corpse of a Black Cock which has been 
  cured on an anthill for 3 days, this amulet will increase the average value of 
  treasure found by the wearer and his companions by 5%. Cost: 600 Silver 
  Pennies. 
  Amulet of Amethyst: Wards bad dreams and assists the wearer in achieving a 
  restful sleep. Increase the wearer’s Fatigue recovery during sleep periods by 2. 
  Cost: 700 Silver Pennies. 
  Amulet of Beryl: Increases the wearer’s ability to detect traps and ambushes by 
  5. Cost: 500 Silver Pennies. 
  Amulet of Betony: Decreases the Base Chance of infection by 5. Cost: 650 
  Silver Pennies. 
  Amulet of Bloodstone: Prevents miscarriage and decreases Base Chance of 
  infection by 10. Cost: 1000 Silver Pennies. 
  Amulet of Carbuncle: Decreases damage done by poison by 2 points of damage 
  per Pulse or day. Cost: 1200 Silver Pennies. 
  Amulet of Chalcedony: No undead will willingly approach closer than 10 feet to 
  the wearer in most cases. Cost: 600 Silver Pennies. 
  The “cost” is the cost of materials necessary to manufacture the amulet. Each 
  amulet requires 3 days to manufacture once the necessary materials have been 
  gathered or purchased. 
  4. The ability to distil from a variety of substances a Love Philter which will 
  cause the imbiber to fall in love with the first entity of whom he or she sets eyes 
  after drinking it (regardless of species or sex). The Base Chance to prepare the 
  Philter is 30% (+3 per Rank) and The Experience Multiple is 200. The cost of the 
  materials will average 600 silver pieces. The effects of the substance will last for 
  1 week (+1 week per Rank). 
  5. The ability to distil from a variety of substances a Potion of Fertility that 
  increases the chances of conception by 5% (+5 per Rank). It has a 30% Base 
  Chance of working and may be actively or passively resisted by the imbiber. The 
  effects last one day. The Experience Multiple for this potion is 200 and its value 
  is 100 Silver Pennies. 
  NOTE: The Base Chance of conception is normally 5%. 
  [62.4] General Knowledge Spells 
  1. Spell of Fear (G–1) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 350 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The effects of the spell are the same as for the spell of the same name 
  (S–13) of the College of Celestial Magics. 
  2. Spell of Darkness (G–2) 
  Range: 15 feet +15 additional/Rank 
  Duration: 15 minutes +15 additional/Rank 
  Experience Multiple: 100 
  Base Chance: 60% 
  Resist: May not be resisted. 
  Effects: The effects of the spell are the same as for the spell of the same name 
  (G–3) of the College of Celestial Magics. 
  3. Spell of Walking Unseen (G–3) 
  Range: 1 foot +1 additional/Rank 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 100 
  Base Chance: 60 % 
  Resist: May not be resisted. 
  Effects: The effects of the spell are the same as for the spell of the same name 
  (G–9) of the College of Celestial Magics. 
  4. The Damnum Minatum (G–4) 
  Range: 15 feet +15 additional/Rank 
  Duration: Until dispelled by the appropriate Counterspell 
  Experience Multiple: 500 
  Base Chance: 50% 
  Resist: May be actively and passively resisted 
  Effects: The Adept curses any one target within range with a particular 
  unpleasantness as listed below: 
  Rank 
  Effect of Curse 
  1–3 
  The Adept may afflict the target with boils, warts, clumsiness 
  (subtract 1 from Agility) or mal-adroitness (subtract 1 from Manual 
  Dexterity). If the effects of the curse are doubled or tripled, the 
  Adept may inflict 2 or 3, instead of one of these results. 
  4–6 
  The Adept may afflict the target with gout, amnesia (subtract 1 Rank 
  from all magic and skills) or weakness (subtract 2 from Physical 
  Strength). 
  7–10 
  The Adept may afflict the target with total deafness, poor health 
  (subtract 3 from Endurance), financial disaster (bad luck leading to a 
  loss of wealth) or cowardice (subtract 3 from Willpower and add 5 
  to all rolls on the Fright Table). 
  11–13 
  The Adept may afflict the target with total blindness, delerium 
  tremens (subtract 5 from Manual Dexterity and reduce Perception 
  by 3) or total Amnesia (the target remembers nothing, from his own 
  name to any spells). 
  14–20 
  The Adept may afflict the target with total muteness, leprosy, or 
  accelerated aging (10 years per month). 
  5. Spell of Storm Calling (G–5) 
  Range: Works at any range 
  Duration: Variable 
  Experience Multiple: 200 
  Base Chance: 40% 
  Resist. May not be resisted. 
  Effects: The effects of the spell are the same as for the spell of the same name 
  (S–2) of the College of Air Magics. 
  6. Wind Whistle Spell (G–6) 
  Range: Works at any range 
  Duration: D10 hours 
  Experience Multiple: 100 
  Base Chance: 40% 
  Resist: May not be resisted. 
  Effects: The effects of the spell are the same as for the spell of the same name 
  (G–5) of the College of Air Magics. 
  7. Spell of Protection Against Were-Creatures (G–7) 
  Range: 15 feet 
  Duration: 30 minutes +10 additional/Rank 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May not be resisted. 
  
  PAGE 62 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Effects: The spell creates an invisible Circle of Protection with a 15 foot radius 
  which will not willingly be crossed by any were-creature in beast form unless 
  they successfully resist the circle’s effects upon first encountering it. 
  8. Spell of Summoning Enchanted Creature (G–8) 
  Range: Works at any range 
  Duration: Immediate 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The Adept may summon 1 enchanted fantastical creature of his choice (+ 
  1 additional for each 5 or fraction of 5 Ranks). Only creatures that are native to 
  the area may be summoned. It will take them 5 minutes to arrive and they will be 
  uncontrolled when they do arrive. 
  9. Spell of Putrescence (G–9) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 100 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: The spell has the same effect as the spell of the same name (G–2) of the 
  College of Necromantic Conjurations. 
  10. Spell of Harming Entity (G–10) 
  Range: 15 feet + 15 additional/Rank 
  Duration: 10 seconds +10 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The effects of this spell are the same as for the spell of the same name 
  (G–6) of the College of Necromantic Conjurations. 
  11. Spell of Igniting Flammables (G–11) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The spell causes flammable material (cloth, paper, wood, and similar 
  items, but not flesh) to burst into flames. The flames may be extinguished. 
  12. Spell of Hypnotism (G–12) 
  Range: 15 feet +15 additional/Rank 
  Duration: Concentration/no maximum 
  Experience Multiple: 200 
  Base Chance: 40% 
  Resist: May be actively and passively resisted 
  Effects: The effects of this spell are the same as for the spell of the same name 
  (G–5) of the College of Sorceries of the Mind. 
  13. Mind Cloak Spell (G–13) 
  Range: May only be cast over self 
  Duration: 1 hour +2 additional/Rank 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: This spell has the same effects as the spell of the same name (G–3) of 
  the College of Sorceries of the Mind. 
  14. Call Master Spell (G–14) 
  Range: May be cast at any range 
  Duration: Immediate 
  Experience Multiple: 350 
  Base Chance: 10% 
  Resist: May not be resisted. 
  Effects: The Adept may call himself (and his plight where appropriate) to the 
  attention of the representative of the Powers of Darkness with whom he signed 
  his First Pact. The Power may ignore the caster or may come to his aid or 
  otherwise respond. The response is up to the game master. Whatever the result of 
  the spell, the Power will exact a price from the Adept for any aid, no matter how 
  paltry (perhaps even insisting that the Adept swear the Lesser or Greater Pact in 
  advance of receiving any aid). The Base Chance of casting this spell is increased 
  by 10 (instead of 5) if the Adept has made the Lesser Pact and by 20 (instead of 
  10) if he has sworn the Greater Pact. 
  [62.5] General Knowledge Rituals 
  1. The Tarot (Q–1) 
  The Adept may read the tarot to gain insight into the future. It takes half an hour 
  to read the tarot and the Adept may not move or perform any other action during 
  that time. The performance of the reading allows the Adept to exercise during the 
  ritual the following actions: 
  Ask The Dead: This action is executed as a talent in the same manner as the 
  talent of that name (T–1) of the College of Necromantic Conjurations. Base 
  Chance: 10%. 
  Limited Precognition: This action is executed as a talent, but with the same 
  results as for the Spell of Limited Precognition (G–2) of the College of Sorceries 
  of the Mind. Base Chance: 20% 
  Divining Enchantment: This action is executed as a ritual (abbreviated to half 
  an hour instead of an hour) in the same manner as the Ritual of Divination (R–1) 
  of the College of Naming Incantations. Base Chance: 45% 
  Only one of these three options may be chosen per reading. The Base Chance for 
  each is modified by the Rank of the Adept with the tarot, (+3 per Rank) not by 
  the Rank he may have with any of the talents, spells or rituals mentioned. Once 
  he has successfully implemented one of these options, he must begin a new 
  reading in order to implement another. The Experience Multiple for this ritual is 
  500. 
  [62.6] Special Knowledge Spells 
  1. Spell of Converse With Animals (S–1) 
  Range: 10 feet +10 additional/Rank 
  Duration: Concentration/maximum: 3 hours x Rank ( x 1, if unranked) 
  Experience Multiple: 50 
  Base Chance: 100% 
  Resist: May not be resisted 
  Effects: This spell has the same effect as the spell of the same name (G–1) of the 
  College of Earth Magics. 
  2. Spell of Nightvision (S–2) 
  Range: 15 feet +15 additional/Rank 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 100 
  Base Chance: 60% 
  Resist: May not be resisted. 
  Effects: The Adept causes the target to develop vision equal to that of a cat for 
  purposes of seeing in the dark, but monochromatic and somewhat distorted 
  (geometrical). The greater the Rank of the spell, the less distortion. 
  3. Spell of Blending (S–3) 
  Range: 15 feet +1 additional/Rank 
  Duration: 1 hour +1 additional/Rank 
  Experience Multiple: 50 
  Base Chance: 60% 
  Resist: May not be resisted. 
  Effects: The target must remain stationary for the spell to take (and retain) effect. 
  If, at any time, the subject moves, the spell is broken. Any one target of this spell 
  cannot be seen except by magical means. 
  4. Spell of Blight on Crops (S–4) 
  Range: Sight 
  Duration: 1 year +1 additional/Rank 
  Experience Multiple: 125 
  Base Chance: 45% 
  Resist: May not be resisted. 
  Effects: The spell causes 1 acre (+1 additional acre per Rank) of orchard or 
  cultivated land within sight to lose fertility. There is a 20% (+1 per Rank) chance 
  of future crops failing while this spell is in effect. Those years that the crops do 
  not fail, they will be stunted. 
  5. Spell of Blessing on Crops (S–5) 
  Range: Sight 
  Duration: 1 year +1 additional/Rank 
  Experience Multiple: 125 
  Base Chance: 40% 
  Resist: May not be resisted. 
  Effects: The spell increases the richness of the soil of 1 acre (+1 additional acre 
  per Rank). For the duration of the spell everything grown in that soil will be 
  proof against locusts, droughts, flooding, frost, and other natural disasters. 
  6. Spell of Pestilence on Livestock (S–6) 
  Range: Sight 
  Duration: 1 month +1 additional/Rank 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 63 
  Experience Multiple: 150 
  Base Chance: 45% 
  Resist: May not be resisted. 
  Effects: The spell may be cast on the livestock of any one owner as long as they 
  are all within sight. All livestock of that owner in sight are cursed and will die in 
  3 weeks unless they resist (individually) the curse. Any new stock which come 
  into contact with the infected stock while the curse is in effect will also die. 
  7. Spell of Blessing on Livestock (S–7) 
  Range: Sight 
  Duration: 1 month +1 additional/Rank 
  Experience Multiple: 150 
  Base Chance: 45% 
  Resist: May not be resisted. 
  Effects: The spell may be cast on the livestock of any one owner if the livestock 
  are in sight. These animals will then be resistant to natural disorders, such as 
  rabies, dysentery, worms, and hoof and mouth for the duration of the spell. 
  8. Spell of Controlling Animals (S–8) 
  Range: 15 feet +15 additional/Rank 
  Duration: Concentration/no maximum 
  Experience Multiple: 100 
  Base Chance: 20% 
  Resist: May be actively & passively resisted 
  Effects: This spell works in the same manner as the spell of the same name (G–3) 
  of the College of Earth Magics. 
  9. Evil Eye Spell (S–9) 
  Range: 15 feet +15 additional/Rank 
  Duration: 1 day +1 additional/Rank 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May only be passively resisted. 
  Effects: The effects of this spell are the same as for the spell of that name (G–9) 
  of the College of Ensorcelments and Enchantments. 
  10. Spell of Causing Disease (S–10) 
  Range: 15 feet 
  Duration: 1 day +1 additional/Rank 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The spell infects any one target with any of the following diseases: 
  Rank 
  Disease 
  1–5 
  Measles 
  6–10 
  Consumption 
  11–15 
  Typhoid 
  16–18 
  Bubonic Plague 
  19–20 
  Pneumonic Plague 
  The target will not die of the disease, but will become habitually ill and all who 
  come in contact with him (except the Adept who cast the spell) will contract a 
  potentially fatal dose from him. In effect, the target becomes a carrier. 
  11. Spell of Blessing or Curse on Unborn Child (S–11) 
  Range: Sight 
  Duration: Immediate 
  Experience Multiple: 200 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The Adept may mar or bless any unborn child whose mother is in sight 
  of him while she is pregnant. The Adept may increase or decrease any one 
  characteristic of the child by 1 (+1 for every 3 or fraction of 3 Ranks). 
  12. Spell of Virility (S–12) 
  Range: 15 feet 
  Duration: 1 day 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The spell is cast over any target (male only) of the Adept’s choice within 
  range and increases the target’s virility by 5 (+ 5 per Rank). It lasts 1 day. 
  13. Spell of Creating Restorative (S–13) 
  Range: Adept must touch substance being transmuted 
  Duration: Immediate 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: May be passively resisted. 
  Effects: The spell creates out of potable water a potion which, when imbibed, 
  subtracts 2 from Endurance and adds 4 to Fatigue. The amount subtracted from 
  Endurance is increased by 1 and the amount added to Fatigue is increased by 2 
  per Rank. The effects of drinking the potion may be resisted. The Adept must 
  take 10 minutes to prepare 1 dose of the potion and must burn 200 Silver Pennies 
  worth of costly oils during the creation of the item. 
  14. Well of Bones Spell (S–14) 
  Range: 15 feet +15 additional/Rank 
  Duration: 30 minutes +30 additional/Rank 
  Experience Multiple: 150 
  Base Chance: 30% 
  Resist: May only be passively resisted. 
  Effects: This spell has the same effect as the spell of the same name (S–3) of the 
  College of Necromantic Conjurations. Only Adepts who have made the Greater 
  Pact may learn this spell. 
  15. Mass Fear Spell (S–15) 
  Range: 30 feet +15 additional/Rank 
  Duration: 30 seconds +10 additional/Rank 
  Experience Multiple: 400 
  Base Chance: 10% 
  Range: May only be passively resisted. 
  Effects: This spell has the same effect as the spell of the same name (S–5) of the 
  College of Necromantic Conjurations. Only Adepts who have made the Greater 
  Pact may employ this spell. 
  16. Spell of Agony (S–16) 
  Range: 30 feet +15 additional/Rank 
  Duration: 10 seconds +10 additional/Rank 
  Experience Multiple: 350 
  Base Chance: 10% 
  Resist: May be actively and passively resisted 
  Effects: This spell has the same effects as the spell of the same name (S–13) of 
  the College of Necromantic Conjurations. Only Adepts who have made the 
  Greater Pact may learn this spell. 
  17. Fire and Brimstone Spell (S–17) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 250 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The spell has the same effect as the spell of the same name (G–4) of the 
  College of Necromantic Conjurations. Only Adepts who have made the Greater 
  Pact may use this spell. 
  18. Spell of Animation of the Dead (S–18) 
  Range: 30 feet +15 additional/Rank 
  Duration: 3 hours +30 additional/Rank 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: This spell has the same effect as the spell of the same name (S–7) of the 
  College of Necromantic Conjurations. Only Adepts who have made the Greater 
  Pact may learn this spell. 
  19. Hellfire Spell (S–19) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate (during Pulse) 
  Experience Multiple: 375 
  Base Chance: 1% 
  Resist: May only be passively resisted (then suffers half damage). 
  Effects: This spell has the same effect as the spell of that name (S–11) of the 
  College of Necromantic Conjurations. It may only be learned by an Adept who 
  has made the Greater Pact. 
  20. Shadow Wings Spell (S–20) 
  Range: 10 feet +10 additional/Rank 
  Duration: 30 minutes +30 additional/Rank 
  Experience Multiple: 250 
  Base Chance: 25% 
  Resist: May not be resisted. 
  Effects: This spell has the same effect as the spell of that name (S–5) of the 
  College of Celestial Magics. It may only be learned by an Adept who has made 
  the Greater Pact. 
  
  PAGE 64 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  21. Skin Change Spell (S–21) 
  Range: The Adept must touch the pelt being enchanted 
  Duration: Immediate 
  Experience Multiple: 350 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The Adept may enchant any animal pelt or skin in his hands so that 
  anyone who wears it will turn into the type of animal to whom the pelt originally 
  belonged, but will retain his own mind and memories. He may only resume his 
  own form by having a Counterspell cast over him. Only an Adept who has made 
  the Greater Pact may learn this spell. The pelt is destroyed once the wearer is 
  transformed. 
  22. Earth Tremor Spell (S–22) 
  Range: 15 feet +15 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 350 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: This spell causes a 5–foot square area of ground (+25 additional square 
  feet/Rank) to shake and roll as in an earthquake. Only an Adept who has made 
  the Greater Pact may employ this spell. 
  [62.7] Special Knowledge Rituals 
  1. Ritual of Controlling Weather (R–1) 
  This ritual is identical to the ritual of that name (R–1) of the College of Air 
  Magics. It may only be performed by an Adept who has made the Greater Pact. 
  2. Ritual of Summoning Animals (R–2) 
  This ritual is identical to the ritual of the same name (Q–1) of the College of 
  Earth Magics. 
  3. Ritual of Casting the Runes (R–3) 
  The Adept must prepare a piece of paper or vellum on which are written the 
  Runes of Doom. The entire ritual of preparation takes an hour. At the end of the 
  hour, the Adept chooses which of the demons from the College of Greater 
  Summonings will be the executor of the doom and writes this name on the paper 
  as well. The Adept’s player must actually write this information down since it 
  will only come into play in the future. Once the ritual is prepared, the Adept then 
  passes the sheet of paper on to the victim whose name is written on the paper. 
  The victim must voluntarily accept the paper (though he need not know what is 
  on it). Once he accepts it, the demon named on the Paper will hunt him down and 
  kill him. Even if the demon is destroyed, it will return as soon as it is able and 
  continue the hunt (see the College of Greater Summoning for how demons 
  recover from injury and “death” in their own dimension). Only by passing the 
  paper on to another entity who voluntarily accepts it can the doom be transferred. 
  If the paper is destroyed, the doom will never be lifted and can never be 
  transferred. The Experience Multiple for this ritual is 500. It’s Base Chance of 
  success is 10% (+5 per Rank). Only Adepts who have made the Greater Pact may 
  perform this ritual. 
  4. Ritual of Creeping Doom (R–4) 
  The Adept creates 13 Runesticks by carving the appropriate maledictions into 
  human bones. He then performs a ritual over them (duration 1 hour) and buries 
  the sticks beneath the dwelling of someone he wishes to curse. It is best if the 
  victim’s name is carved in the bones as well. For each month that the bones 
  remain in or under the victim’s dwelling, he must make a Resistance Check, the 
  Base Chance for which is composed of the victim’s Endurance multiplied by the 
  Difficulty Rating of the resistance. The Difficulty Ratings are: 
  Ritual 
  Rank 
  Difficulty 
  Rating 
  0–5 
  4 
  6–10 
  3 
  11–15 
  2.5 
  16–18 
  2 
  19–20 
  1.5 
  If the victim fails to resist, he suffers a wasting disease and loses D10-4 
  Endurance for purposes of future resistance (only). If he fails to resist for three 
  straight months, he dies. The Experience Multiple for this ritual is 450. The Base 
  Chance of the ritual working is 20% (+4 per Rank). Only Adepts who have made 
  the Greater Pact may perform this ritual. 
  5. The Hand of Glory (R–5) 
  The Adept must sever the right hand of a convicted murderer who has been hung. 
  The hand may only be severed during the new moon and must be wrapped in a 
  winding sheet. It must then be dried in the sun and the blood entirely removed. 
  When the desiccated hand is worn as an amulet, thereafter, it will add 15 to the 
  Base Chance of creating any plague, blight, or curse or of animating the dead. 
  There is no Base Chance or Experience Multiple for this ritual. It always works if 
  it is correctly performed. Only Adepts who have made the Greater Pact may 
  perform this ritual. 
  6. The Dead Man’s Candle (R–6) 
  The Adept makes a Dead Man’s candle by ritually cutting off the right hand of a 
  murderer as described in R–5 and making a Hand of Glory. The fats and oils in 
  the hand are then rendered so that the hand can be coated with them and a candle 
  can be made. The wick of this candle must be made of the hair of a murderer (not 
  the same one that donated his hand). The Adept then says a ritual over this 
  candle. Thereafter, it may be lit as part of any ritual of this College and will 
  increase the chance that the ritual is successful by +20%. There is no Base 
  Chance or Experience Multiple to perform this ritual. It always works if it is 
  correctly performed. Only Adepts who have made the Greater Pact may perform 
  this ritual. 
  63. The College 
  of Greater Summonings 
  The College of Greater Summonings is concerned exclusively with the 
  summoning and controlling of entities from other dimensions. All such 
  summonings and associated magical procedures are Ritual Magic. Members of 
  the College of Greater Summonings possess no Talent or Spell Magic as a result 
  of their association with the College. Their power lies exclusively in their ability 
  to summon and control beings via the performance of special rituals. 
  All summonings of this College, regardless of the type of being they are designed 
  to summon, are performed in the same manner. First the summoner must perform 
  a Ritual Cleansing of his body (requiring from 1 to 10 hours). Then he must 
  prepare and implement the proper Ritual of Summoning. The Ritual of 
  Summoning, itself, requires only one hour to execute. Once he has performed the 
  Ritual of Summoning, he may wish to control the entity he has summoned by 
  implementing either a Ritual of Binding or a Ritual of True Speaking. Binding 
  and True Speaking Rituals each require one hour to prepare and implement. If the 
  summoner does not implement these rituals immediately upon successfully 
  summoning the entity who is their target, he will have to engage in a new Ritual 
  of Cleansing before attempting to enact another ritual. 
  When performing the summoning rituals of this College, the summoner occupies 
  a Circle of Protection which also contains within it a Pentacle of Power. Unless 
  the summoner and his companions occupy this protective area, there is a chance 
  that whatever they summon will be able to turn on them and destroy them. Only 
  the summoner occupies the Pentacle. His companions occupy the Circle, but are 
  outside the Pentacle. 
  The summoned entity appears in the vicinity of the Circle of Protection, but 
  outside it (unless the ritual backfires and the Circle is broken). In order to 
  perform (and as part of the performance of) the Rituals of True Speaking and 
  Binding, the summoned entity is forced into the Triangle (outside the Circle of 
  Protection. 
  The Pentacle, Circle of Protection, and Triangle must all be drawn on the ground 
  by the summoner before the rituals are performed. 
  [63.1] Members of the College of Greater Summonings must meet 
  requirements of time, place equipment, knowledge, and 
  circumstance in order to perform their College’s magic. 
  The following list of requirements must be met in all or most situations wherein 
  the arts of the College of Greater Summonings are practiced: 
  1. The Adept must know the spell or ritual being employed. 
  2. If a summoning of an entity other than an Incubus or Succubus is being 
  performed, the Adept must know the name of the entity being summoned and 
  speak it during the ritual. 
  3. Throughout all preparations for the ritual and throughout the ritual itself, the 
  Adept must remain stationary. He may engage in no other activity. 
  4. The space used for the performance of the ritual must be large enough to 
  accommodate the ritual symbols and the entity being summoned (usually, an area 
  30’ x 30’ and 12’ high is adequate) and may not have been affected by an area 
  Counterspell in the last 12 hours. 
  5. If the magic is a Special Knowledge Ritual, it may only be performed on 
  certain days of the month and at certain hours of the day (listed in rule 63.7). 
  6. The Adept must possess the necessary tools and equipment to perform any 
  ritual and must have access to such substances as clear water for the cleansing 
  which precedes each ritual. 
  If the Adept fails to meet any of these requirements, he may not attempt to 
  perform any ritual of the College of Greater Summoning. He may still exercise 
  any special Talent Magic he may possess and may cast Counterspells. 
  [63.2] The following numbers are added to the Base Chance of 
  successfully performing a ritual of the College of Greater 
  Summoning: 
  Each Rank the Adept has achieved with the ritual 
  +3 
  Adept occupies a Mana–rich place 
  +15 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 65 
  Each hour (maximum of 10) Adept spends in Ritual Cleansing prior to 
  performing the ritual 
  +3 
  Ritual is part of the College’s body of General Knowledge and is begun 
  at midnight 
  +20 
  Ritual is part of the College’s body of General Knowledge and is 
  performed while the moon Luna is 2, 4, 6, 8, 10, 12 or 14 days into its 
  cycle. 
  +20 
  These modifications apply only to rituals. Counterspells are affected in the same 
  manner so far as Mana and Rank are concerned. They are also affected by the 
  provisions of 48. They are unaffected by other modifications. 
  Special Knowledge Rituals are affected differently from General Knowledge 
  Rituals so far as the hour of the day or day of the moon in which they are 
  performed is concerned. The affects of the hour and day on these rituals is 
  discussed in 63.7. 
  [63.3] Talents 
  There are no Talent Magics granted a character simply because he is a member of 
  this College. However, there is a possibility that the character may be assigned a 
  “companion” by a demon he has summoned. Once a character has been assigned 
  a companion, he may automatically call forth (and later dismiss) that companion. 
  Once called forth, the companion instantly appears to do the bidding of the 
  character. In this sense, there is some Talent Magic available to members of this 
  College. 
  Upon dismissing a demon he has summoned, the summoner may request that the 
  demon assign to him a companion from among his legions of lesser spirits ‘ The 
  Base Chance that a demon will grant this request is listed under the “Lesser 
  Spirits” heading for each demon. The summoner’s Player rolls D100, and if the 
  resulting number is less than or equal to the Base Chance, the demon grants a 
  companion. If the number is half or less than the Base Chance, the demon grants 
  two companions. 
  A companion will be either a lesser Devil or an Imp who is constantly “on call” 
  to the summoner. The companion is available until one of the following events 
  occurs: 
  1. The summoner requests a companion from any other Demon except the 
  Demon who granted the summoner’s current companion (regardless of whether 
  or not the request is granted). 
  2. The companion is dispelled by having a General Knowledge Counterspell of 
  the College of Greater Summonings cast over him by the summoner. 
  3. The companion is forced into his own dimension by a reduction in his 
  Endurance sufficient to cause unconsciousness in a character. 
  4. The summoner voluntarily attacks the companion or quits the College of 
  Greater Summonings. 
  When a companion is granted, the summoner’s player rolls D10: If the result is 
  1–4, his companion will be an Imp, if it is 5–10, it will be a devil. A separate roll 
  is made for each companion if more than one is granted. 
  Imps and devils are described below (see section IX. for a description of the 
  terminology used herein): 
  IMP 
  Natural Habitat: Other Planes 
  Frequency: Very Rare 
   
  Number: 1 
  Description: Imps appear as three to four foot high humanoids, but with horns, 
  bat’s wings and barbed tails. They tend to be muscular, but pot–bellied. Their 
  skin may be blue, green, or purple, but is usually red. They have yellow eyes, 
  flecked with silver and their teeth (including prominent incisors) are made of 
  silver. Imps may also appear as goats, spiders, bats or large rats, but these are 
  insubstantial forms and the imp cannot use his powers in his plane except in his 
  natural and substantial form. 
  Talents, Skills and Magic: Imps may be members of any Colleges of Magic 
  except the Entities as determined by the game master. Imps can only be harmed 
  by silvered weapons or magic. Cold iron does not affect them. They have no 
  Skills. They have Rank 5 with all magic. 
  Movement Rates: Flying: 500; Running: 350 
  PS: 15–20 
  MD: 13–17 
  AG: 16–22 
  MA: 22–26 
  EN: 14–16 
  FT: 22–28 
  WP: 28–32 
  PC: 16-25 
  PB: 3–5 TMR: 7/10 
  NA: Skin absorbs 3 DP 
  Weapons: Imps may make a horn attack during Close Combat with a Base 
  Chance of 20% and possible damage of –1. Imp horns may have a Rank of 
  between 1 and 10 (controlling Player should roll D10 to determine Rank). Imps 
  may also make an attack in either Melee or Close Combat with their long tail. Its 
  tip contains a sting with a quick acting nerve poison (2–4 Damage Points per 
  Pulse). The sting, itself, is treated like a dagger. Base Chance with tail is 30%. 
  Imps may use other weapons, but may not wear armour. 
  Comments. Imps are dangerous servants in that they have a cruel sense of 
  humour which they are not adverse to visiting upon their master and his friends. 
  They may not be bound or forced to speak true, so there is no way to really 
  control their actions. They will lie, steal, sow dissension, or play practical jokes 
  (magical or non-magical) on the average of once per day (total). They will not 
  knowingly get their master killed or maimed, but are otherwise not overly 
  considerate of his well-being. They will use their powers in his behalf when he 
  demands it (though even here their sense of humour may have an effect) and will 
  fight his enemies. Imps may be called upon as needed and then returned to their 
  own dimension. Given their warped personalities, the wise master will keep them 
  in their own dimension as much as possible. Imps have a BC 7% chance of 
  knowing past, present and future events, but will seldom speak truthfully of what 
  they know. 
  DEVIL 
  Natural Habitat: Other Planes 
  Frequency: Very Rare 
   
  Number: 1 
  Description: Devils appear as large muscular humanoids with massive bat wings, 
  horns and fangs. They tend to have carmine skin and green eyes. Their tails are 
  sharp and barbed and contain a poisonous sting. 
  Talents, Skills and Magic: Devils, like imps, may be members of any College 
  except the Entities as determined by the game master. Devils can only be harmed 
  by silvered weapons or by magic. Cold iron does not affect them They have no 
  Skills, but possess Rank 10 with all magic of their College. Devils know a little 
  of the past, present, and future of things (7% chance of accuracy) and will speak 
  truthfully to the best of their knowledge in exchange for their freedom. They may 
  not be bound or subjected to a Ritual of True Speaking. 
  Movement Rates: Flying: 500; Running: 400 
  PS: 25–30 
  MD: 15–20 
  AG: 18–24 
  MA: 28–34 
  EN: 25–30 
  FT: 35–40 
  WP: 24–28 
  PC: 22–26 
  PR: 2–3  
  TMR: 8/10 
  NA: Skin absorbs 5 DP 
  Weapons: Devils may make a horn attack or bite in Close Combat and may sting 
  with their tail in Melee or Close Combat. Their bite is BC 30%, D10+2 damage. 
  Their horns are BC 25%, D10+2 damage. Both are Rank 1–10 (controlling Player 
  rolls D10 to determine the exact Rank). Their tail is BC 30% in Melee and 
  BC 50% in Close Combat, D10–1 damage. It has a quick–acting nerve poison in 
  it that does 3-5 Damage Points per Pulse. A devil’s tail is always Rank 8. A Devil 
  may use weapons, but will not wear armour. 
  Comments. Devils are extremely powerful companions, but tend to serve only 
  with reluctance. They will attempt to bargain for their freedom in exchange for 
  the use of their magic powers in any situation that does not involve immediate 
  danger of death or maiming of their master. They are required to assist the master 
  only in situations of imminent danger and so will usually be able to bargain 
  successfully early in their service. Their power to see things past, present, and 
  future is the same as that of Imps (BC 7%). They will never use this talent except 
  in exchange for their release from service and return to their own plane. 
  [63.4] General Knowledge Spells 
  The College of Greater Summonings’ General Knowledge and Special 
  Knowledge Counterspells are the only spells useable by members of this College. 
  See rule 47. for descriptions of the nature and working of Counterspells. 
  [63.5] General Knowledge Rituals 
  There are six rituals that an Adept learns upon becoming a member of this 
  College. The first is the Ritual of Cleansing in which the Adept bathes his body 
  and meditates as a prelude to attempting any other ritual. It is not possible to 
  attempt any other ritual of this College unless one has first engaged in the Ritual 
  of Cleansing. There are three summoning rituals that are part of the body of 
  General Knowledge of this College. They are: the Ritual of Summoning Succubi, 
  the Ritual of Summoning Incubi, and the Ritual of Summoning Heroes. There are 
  two non-summoning rituals associated with the General Knowledge of this 
  College besides the Ritual of Cleansing. They are: the Ritual of Binding and the 
  Ritual of True Speaking. These two rituals may only be employed after a 
  summoning ritual has been successful completed. They are sometimes necessary 
  to gain the required services of beings from other dimensions. 
  Also as part of the study of the General Knowledge of this College the Adepts 
  receive a parcel containing the tools necessary to their magic. The parcel consists 
  of the following: 
  Item 
  Weight 
  Value 
  1 scepter of dogwood 
  1 lb. 
  250sp 
  1 broadsword of silvered steel 
  6 lb. 
  500sp 
  1 miter 
  1 lb. 
  50sp 
  1 cap 
  5 lb. 
  10sp 
  1 robe of virgin linen 
  3 lb. 
  20sp 
  1 girdle of lion’s skin imprinted with symbols 
  3 lb. 
  100sp 
  1 censor of silver and gems 
  2 lb. 
  3,000sp 
  In addition to these tools, the Adept is provided with a supply of materials which 
  together weigh 5 pounds and which must be replenished on the average of every 
  three months at a cost of 1000 Silver Pennies. 
  These items include: a packet of charcoal, a packet of powdered agrimony (for 
  making tea used in the Ritual of Cleansing), a 3 ounce tin of myrrh, a vial of 
  white frankincense dissolved in white wine, a 6 ounce pot of sandalwood and 
  powdered antimony, a 2 ounce tin of ambergris salve, an 8 ounce box of 
  multi-coloured chalks (for drawing the Triangle, Circle, Hexagram and 
  Pentagram necessary for the various Rituals of Summoning). 
  
  PAGE 66 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  The Adept is also taught the Generic True Names of all things that occupy 
  dimensions other than his own and may be summoned to this dimension, and the 
  Individual True Names of all heroes of other dimensions known to the College 
  and of 72 great Demons of the Seventh Plane. He does not learn the rituals 
  necessary to summon Demons from the Seventh Plane—only the names of the 
  Demons and how to identify them. A member of this College may learn 
  additional Individual True Names of entities from other planes by first acquiring 
  them from a Demon and then studying the True Names in the same manner as a 
  member of the College of Naming Incantations. 
  The following Rituals constitute the major part of the knowledge of the Adept 
  acquired in his general training: 
  1. Ritual of Cleansing (Q-1) 
  The Ritual of Cleansing must be performed prior to any other rituals of this 
  College. The Adept cleans his body and purifies his mind for from 1 to 10 hours. 
  The Base Chance of any succeeding Ritual being successful is increased by 3 for 
  each hour spent in Ritual Cleansing. There is no Base Chance for this ritual being 
  successful. The Adept states the number of hours he will expend on the ritual and 
  at the end of that period of time, the Adept is cleansed. He may perform no other 
  activity while engaged in this ritual. If his concentration is broken, he must restart 
  the cleansing from the beginning or abandon the effort. Any rituals the Adept 
  desires to perform after the cleansing must be performed immediately. He may 
  perform any number of rituals within three hours of the cleansing, but these 
  rituals must immediately follow each other. Any time spent in any other activity 
  destroys the effects of the cleansing and a new cleansing must be accomplished 
  before another ritual can be enacted. 
  2. Ritual of Summoning Succubi (Q-2) 
  This may be used to summon one or more Succubi, who will arrive on this plane 
  favourably disposed towards the summoner for having summoned them, and thus 
  will not immediately need to be bound. Succubi arrive on this plane with only 
  one goal: the seduction of and copulation with humans. Any deed the summoner 
  desires of them which will further their goal will be approved of and encouraged 
  by the Succubi. If the summoner desires the Succubi to perform a task not 
  immediately related to their goal they will have to be Bound and forced to do the 
  task. The Base Chance is 15% (+3 per Rank), and it is reduced by 10 for each 
  Succubi above one being summoned at once. If the ritual backfires, the Succubi 
  will appear and attempt to devour the summoner and his or her companions. 
  Succubi remain on this plane and serve for a number of days equal to D10+4. The 
  die is rolled individually for each Succubus successfully summoned. The Succubi 
  may also be forcibly returned to their own plane whenever their Endurance is 
  reduced to the point that they are reduced to unconsciousness or a Counterspell is 
  cast over them by their summoner. Once returned to their own plane, they may 
  not return to the aid of the summoner unless he performs another Ritual of 
  Summoning Succubi. The Experience Multiple for this ritual is 300. 
  SUCCUBI 
  Natural Habitat: Other Planes (Seventh Plane) 
  Frequency: Very Rare 
   
  Number: 1 
  Description: Succubi are lesser spirits of the seventh plane. They appear always 
  in the form of tall, beautiful women with flowing hair which hides their small 
  horns. They also possess membranous wings shaped like bats wings that fold 
  down so as to be all but invisible when not in use. They have retractable fangs 
  which they sometimes use to open the veins of those individuals whose blood 
  they desire to drink. 
  Talents, Skills and Magic: Succubi all possess mastership at Rank 10 of all 
  spells and talents of the College of the Mind. They possess the following talents: 
  Assassin, Courtesan, Spy, Thief, Troubadour. All Skills of Succubi are Rank 10. 
  Succubi possess the following characteristics: 
  Movement Rates: Flying: 400; Running: 350 
  PS: 16–21 
  MD: 24–28 
  AG: 28–32 
  MA: 26–30 
  EN: 12–16 
  FT: 24–28 
  WP: 26–30 
  PC: 24–28 
  PB: 26–34 
  TMR: 7/8 
  NA: Skin absorbs 2 DP 
  Weapons: Succubi may attempt to bite during Close Combat with a Base Chance 
  of 40%. Their bite does +2 damage to Fatigue each Pulse. This drain continues so 
  long as they continue to bite (they need not make another Strike Check). The 
  Succubi will cease biting only when they have become stunned or unconscious or 
  when their victim is dead. They never inflict specific Grievous Injuries, but may 
  do Endurance damage. Their bite may be Rank 1-10 (roll D10 to determine its 
  exact Rank). Succubi do not wear armour and carry only small weapons that are 
  easily concealed. They prefer envenomed weapons to all others. 
  Comments: Succubi will, at the behest of their summoner, attempt to meet, 
  seduce, and then murder any individual of the summoner’s choice. They will 
  pursue their victim until returned to their own plane or until they succeed in 
  killing him. Their specially is to gain the confidence of the victim and then 
  murder him in his bed. They cannot be harmed except by magic or by the touch 
  of the Book of Toth, an ancient tome of magical lore found only in older and 
  seldom frequented libraries. This rare volume immediately and permanently 
  dissipates them, forcing them back to their own plane. 
  3. Ritual of Summoning Incubi (Q-3) 
  This ritual operates in the same manner of Q-2 (the Ritual of Summoning 
  Succubi). Incubi are exactly like Succubi, except that they appear only in the 
  male form, rather than as females. They will tend to be 2–3 points stronger and 
  will have 1–2 points less Endurance than Succubi, but will otherwise be the 
  same. They also are immune to all but magic and the Book of Toth. 
  4. Ritual of Summoning Heroes (Q-4) 
  The Adept may summon a great hero from another dimension to assist him. This 
  hero may be any character from the body of fantasy literature known to both the 
  Adept and the game master. The game master always sets the characteristics of 
  the hero, his weaponry and armour, the number and type of his companions (if 
  any), and the length of time and terms under which he will remain in the Adept’s 
  dimension and assist him. The game master may limit the use of this ritual to 
  periods when various celestial bodies are in conjunction (once a Game-Year or 
  so). He need not inform the Adept of any details concerning the results of the 
  summoning until it has been performed. 
  Example: The game master may allow the Adept to summon Conan the 
  Barbarian, but does not tell him that Conan will appear wrapped in bandages and 
  infirm from a recent combat. 
  The Base Chance that this ritual will succeed will vary according to the hero the 
  Adept is attempting to summon, but should usually be set at less than 20%. The 
  Experience Multiple for this ritual is 500. 
  5. Ritual of True Speaking (Q-5) 
  Whenever any entity except a hero is summoned, the summoner may wish to ask 
  him questions. In all cases, the veracity of the entity summoned (Incubus, 
  Succubus, Demon) will be less than 100%. Sometimes it will be very near 100%, 
  but in the case of a Demon who is particularly resentful that he has been 
  summoned (or one that is a habitual liar) the chance of the entity telling the truth 
  may be as low as 5%. The only way to be sure that the entity will tell the truth is 
  to perform a Ritual of True Speaking and then ask the entity during the ritual for 
  answers to the desired questions. The entity is required during the ritual to stand 
  within a triangle and give answers to the summoner’s questions. The ritual lasts 
  for one full hour, and the summoner may do nothing else during the time the 
  ritual is in progress except ask questions. The effects of the ritual do not extend 
  beyond the end of the ritual. The Base Chance of forcing the entity into the 
  triangle and successfully performing the ritual is 50%. The game master rolls 
  D100 to determine the success of the ritual. He need not inform players of the 
  result of the dice roll. The entity may passively resist the effects of the ritual. The 
  Experience Multiple of this ritual is 250. 
  6. Ritual of Binding (Q-6) 
  An Adept may perform a Ritual of Binding in order to bind an entity other than a 
  hero to this plane. He cannot normally control a Demon that is not bound except 
  while inside the Pentacle he occupied when he summoned the Demon. Before he 
  can leave the Pentacle or require any service of the Demon except for 
  conversation and teaching of Skills, the summoner must in most cases perform a 
  Ritual of Binding. The Base Chance of successfully binding a particular demon is 
  equal to half (rounded down) the unmodified Base Chance to summon that 
  Demon initially. The Demon can actively resist the workings of a Ritual of 
  Binding. 
  Once bound, a demon will remain on this plane for a number of days equal to 
  D10–3 (minimum of one day) and will serve the summoner more or less 
  willingly during that time. in some cases, special conditions must be met to bind 
  the demon. Usually, this means the giving of presents, most often human life. If 
  the demon resists such an offering, he will have also broken the summoning and 
  may turn on the summoner despite the fact that the summoner is protected by the 
  Pentacle. When this happens, the summoner’s player rolls D100. If the result is 
  less than or equal to the summoner’s Magic Resistance, the demon is banished to 
  his own plane. If the result is greater than the summoner’s Magical Resistance, 
  the summoner is overcome by the will of the demon and voluntarily breaks the 
  circle of protection allowing the demon to enter the pentacle and attack him. 
  Some demons will serve more willingly and faithfully than others. The details of 
  which demons serve willingly and which resist service even when bound are 
  discussed under the heading dealing with each particular demon. A summoner 
  may control only one bound demon at a time, though he may summon other 
  demons (or non–demonic entities) for purposes of conversation. He may 
  voluntarily dismiss a demon at any time prior to the end of his service and the 
  demon is immediately returned to his own dimension unless he has already 
  broken the binding and turned on the summoner. The Experience Multiple for 
  this ritual is 400. 
  [63.6] Special Knowledge Spells 
  There are no Special Knowledge Spells for this College. 
  [63.7] Special Knowledge Rituals 
  There are six separate Special Knowledge Rituals. Each is designed to summon a 
  particular Rank of demon. There are six Ranks of demons: Duke, Prince, 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 67 
  President, Earl, Marquis, and King. Each Rank is subject to certain limitations as 
  to where and when it can be summoned. 
  All Ranks of demons are summoned in the same manner. The summoner 
  announces the demon he is summoning and that demon’s Rank. He then performs 
  the appropriate Ritual of Summoning. At the end of the ritual (i.e., after one 
  hour), a check is made to see if the ritual has been effective. The summoner’s 
  player rolls D100. If the result is equal to or less than the Base Chance of 
  summoning the particular demon that is the object of the ritual, the demon is 
  summoned and appears before the summoner. Otherwise, the demon does not 
  appear and the summoner may not make a further attempt to summon that demon 
  that day. He may attempt to summon another demon instead but must first repeat 
  the Ritual of Cleansing. The description of each demon lists the Base Chance to 
  summon that demon. 
  Special Knowledge Rituals may only be performed on days 2, 4, 6, 8, 10, 12 and 
  14 of the cycle of the moon, Luna. They may be attempted on other days, but can 
  never have any effect. There is a possibility that a character could lose track of 
  time and attempt to employ a Special Knowledge Ritual on a day when it will not 
  work. In such cases, the game master may choose not to inform the individual 
  that the ritual can have no effect and may allow him to perform it anyway, only 
  telling the player why he has been unable to summon a demon at the end of the 
  ritual. 
  A character who knows a particular Ritual of Summoning may summon any of 
  the demons of that Rank. The demons of each Rank are listed and described in 
  the section dealing with the ritual used to summon those demons. Each 
  description includes: the demon’s name; the Base Chance of summoning (and 
  binding) him; the percentage chance that the demon will agree to grant the 
  summoner a companion from among his legions of lesser spirits; the special 
  Talents, Skills and magical abilities of the demon; a quantification (given as a 
  span of possible numbers) of the demon’s characteristics; the demon’s natural 
  armour (given under the heading NA as the number of hits absorbed for each 
  Strike); the natural weapons of the demon (and any other weapons habitually 
  carried), and any special comments on the demon’s nature or abilities. Also 
  included is a short physical description of the demon. Demons may choose to 
  bring along one or more hellhounds when summoned. 
  Demons are possessed of certain qualities not listed in their descriptions. All 
  demons exercise their Skills at Rank 15 and magic powers at Rank 20. Demons 
  are not subject to specific Grievous Injuries. Instead, they suffer Endurance 
  damage. They can only be harmed by magic or by silvered weapons. Being 
  creatures of mana, they are not prevented from performing magic by the presence 
  of cold Iron. A demon automatically recovers from all injury by spending one full 
  day in his own dimension. Once a demon is dismissed (returned to his own 
  dimension), he cannot return to this plane in less than a day. A demon who has 
  been dispelled by a Counterspell or rendered unconscious, may return to this 
  plane (by being re-summoned in a new ritual) only after one full month in his 
  own plane (spent reforming the scattered energy pulses that make up his being). 
  Demons may be controlled while the summoner stands within the Pentacle which 
  he must draw to perform the summoning ritual. They will speak to the summoner 
  under this circumstance and will sometimes tell the truth. To insure absolute 
  honesty, a Ritual of True Speaking must be performed. To insure that the demon 
  will not destroy the summoner once the ritual is over, a Ritual of Binding must be 
  performed. A demon who is not bound must be dismissed at the end of the 
  summoning (once the summoner is done speaking to the demon) and will then 
  usually return to his own plane. However, a demon who is particularly savage or 
  who has been offered a gift which he rejects will attempt to devour the summoner 
  before departing. The summoner’s player must then make a check against the 
  summoner’s Willpower to determine if the summoner breaks the magical circle 
  protecting him and fights the demon or remains safely within the Pentacle (in 
  which case, the frustrated demon departs). 
  Adepts are not provided with a Shield when they are admitted to membership in 
  the College of Greater Summoning. Such is not necessary to perform the rituals 
  of the College. However, they may wish to make or have made a special Shield 
  (actually a disc of metal engraved with symbols of occult power) to protect them 
  during the summoning of demons (this shield is made by Adepts of the College of 
  Shaping Magics). A summoner who does not have a Shield can suffer backfire. A 
  summoner who is using the proper Shield cannot suffer backfire. Backfire from a 
  Special Knowledge Ritual consists of the appearance of the demon being 
  summoned, but inside the circle of protection (Pentacle) so that the demon is free 
  to attempt to destroy the summoner. In such cases, the demon may be returned to 
  his own dimension by a Counterspell (or by being rendered unconscious), but 
  will otherwise remain on this plane and freely roam about attacking and 
  destroying until somehow banished. It will not, however, begin roaming the earth 
  until it has destroyed its summoner. Backfire occurs whenever a player rolls a 
  number which is 30 or more greater than the modified Base Chance of 
  summoning a particular demon while making a check to see if that demon is 
  summoned. A backfire is treated as “no effect” if the summoner has the proper 
  Shield in his hand during the ritual. 
  The individual Shields that will protect a summoner from backfire are discussed 
  under each individual Ritual of Summoning. Shields only affect the summoning 
  of demons. There is no backfire due to an ineffective attempt at employing any 
  other Ritual of Summoning. Rituals of True Speaking and Binding may backfire 
  (regardless of whether or not a Shield is employed) and result in the summoner 
  being affected by his own ritual and forced either to answer all questions of the 
  demon as truthfully as possible or to serve the demon so long as the demon 
  remains on this plane. This backfire result may be passively resisted. 
  NOTE: The interaction between a player and the “demon characters” he summons 
  is the most important aspect of the workings of this College, and the game master 
  should strive to keep players on their toes by developing the demonic character as 
  fully as possible (making him cooperative about some things and uncooperative 
  about others, for example). Some demons are savage in the extreme and will 
  always be out to do what damage they can short of murdering the summoner (and 
  sometimes that is not excluded). Others are milder and will pass up a golden 
  opportunity to devour their summoner. The notes on individual demons are meant 
  to serve as a guide to their characters as well as their abilities. Their descriptions 
  also give the forms in which they may appear. Often, these forms will be 
  insubstantial and the demon will have no power (nor will anyone have power 
  over him) while he is in those forms. However, the information is included as 
  clues for the game master in structuring the demonic character. 
  1. Ritual of Summoning Demonic Dukes (R–1) 
  This ritual is used to summon the following demons from the seventh plane: 
  Agares, Aim, Alloces, Amdusias, Astaroth, Barbatos, Bathin, Berith, Bune, 
  Crocell, Dantalion, Eligos, Furcalor, Furcas, Gremory, Gusion, Havres, Murmur, 
  Sallos, Uvall, Valefor, Vapula, Vephar and Zepar. The demons of this Rank may 
  only be summoned between sunrise and noon on days when the weather is clear 
  and the sun can be seen. Any attempt to perform this ritual at any other time will 
  be totally ineffective. 
  The only Shield that will protect against the possibility of backfire while 
  summoning Dukes is a disk of purest copper 12 inches across, inscribed with the 
  names and signs of all the Dukes of the seventh plane. This shield may only be 
  manufactured by a Shaping mage. It weighs 2 pounds and the average cost of 
  manufacture will be 3000+ Silver Pennies. It takes about three months to 
  manufacture. This ritual’s Experience Multiple is 300. 
  AGARES “The Duke of Changes” 
  Base Chance: 50% 
   
  Lesser Spirits: 31% 
  Description: Agares appears as an aged and enfeebled man riding on a giant land 
  turtle. A crow perches on his right wrist. He speaks with a voice that is brittle 
  with age. 
  Talents, Skills, and Magic: Agares is an adept of the College of Illusions. He 
  possesses the following skills: Alchemist, Astrologer, Beast Master, Healer, 
  Merchant, Navigator, Spy. He inspires terror in the enemies (and sometimes the 
  friends) of the summoner (roll on Fright Table). He is a linguist and a masterful 
  teacher of languages. He may also cause earthquakes at will. He has the power to 
  find those who hide themselves. 
  Movement Rates: Running: 50 
  PS: 9 
   
  MD: 12 AG: 11  
  MA: 33 
  EN: 14  
  FT: 26  
  WP: 35 PC: 36 
  PB: 10  
  TMR: 1 NA: Skin absorbs 3 DP 
  Weapons: Agares has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. He may use weapons and wear armour. 
  Comments: Agares has a 25% chance of locating any individual of the 
  summoner’s choice (regardless of how far away the individual may be). He 
  cannot, however, locate individuals on other planes of existence. The individual 
  need not be hiding (he may simply be lost, for example) in order for Agares to 
  exercise this power. 
  AIM “The Fire Duke” 
  Base Chance: 63% 
   
  Lesser Spirits: 26% 
  Description: Aim appears as a man with three heads. One head is human, the 
  other is that of a serpent, and the third is that of a calf. He bears two stars on the 
  forehead of his human head. In one hand he carries a ball of fire that is eternally 
  blazing. He rides a large lizard with scales of midnight blue. Wherever he goes, 
  Aim is surrounded by billowing clouds of red–tinged smoke. 
  Talents, Skills, and Magic: Aim is a master of the College of Fire Magics. He 
  possesses the following Skills: Alchemist, Military Scientist. He can set fire to 
  any combustible object by touching it with the hand wherein resides his fireball. 
  The fireball may not be thrown. 
  Movement Rates: Running: 250 
  PS: 22  
  MD: 24 AG: 23 MA: 30 
  EN: 25 FT: 35  
  WP: 34 PC: 26 
  PB: 3 
   
  TMR: 5 NA: Skin absorbs 3 DP 
  Weapons: Aim may bite in Close Combat with his non–human heads. He has a 
  BC of 45% with his serpent head and a BC of 30% with his calf head. The 
  serpent does+2 damage (plus D–3 per Pulse additional damage for poison) and 
  the calf head does+3 damage. The serpent’s head is Rank 4 and the calf’s head is 
  Rank 2. Aim may not wear armour. He may use only one handed weapons. 
  Comments: Aim delights in all things having to do with fire and will gladly start 
  a blazing inferno for the joy of watching the fire burn, even when bound. He 
  must be watched carefully for this reason. 
  ALLOCES “The Warrior Duke” 
  Base Chance: 74% 
   
  Lesser Spirits: 36% 
  
  PAGE 68 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Description: Alloces appears as a man with a lion’s face and eyes made of hot 
  coals. He wears burnished armour and rides a great war horse. Alloces’ flesh is 
  like red gold. His voice is harsh and booming. Those who look directly into his 
  eyes see their own death and are blinded for D10+5 days afterward. 
  Talents, Skills, and Magic: Alloces is a practitioner of the arts of the College of 
  Celestial Magics. He possesses the following Skills: Assassin, Navigator, Spy, 
  Thief, Military Scientist. 
  Movement Rates: Running: 350 
  PS:30 
   
  MD: 28 AG: 32 MA: 29 
  EN: 26 FT:38  
  WP: 32 PC: 29 
  PB: 10  
  TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Alloces bite has a BC of 45%, doing+3 damage in Close Combat. It is 
  Rank 7. Alloces is also armed as a knight with broadsword and buckler and axe, 
  mace and knife. 
  Comments: Alloces will gladly serve a master who promises bloodshed, but will 
  turn on the summoner if there is no fighting for a prolonged period and will 
  attempt to drag the summoner into his mouth and devour him. Alloces may not be 
  bound. 
  AMDUSIAS “The Unicorn Duke” 
  Base Chance: 80% 
   
  Lesser Spirits: 29% 
  Description: Amdusias appears as a silver unicorn. He will shed this 
  insubstantial form and take on the shape of a tall, thin man with a white beard 
  after a few moments. His transformation is accompanied by the sound of 
  trumpets. 
  Talents, Skills, and Magic: Amdusias is a practitioner of the arts of the College 
  of Celestial Magics. He possesses the following Skills: Beast Master, Healer, 
  Ranger, Spy. He has the power to command trees to do his bidding in the same 
  manner as a member of the College of Naming Incantations. He knows all 
  Generic and Individual True Names, but will tell these only if his summoner is in 
  dire need. 
  Movement Rates: Running: 250 
  PS: 23  
  MD: 26 AG: 24 MA: 29 
  EN: 22 FT: 35  
  WP: 32 PC: 31 
  PB: 16  
  TMR: 5 NA: Skin absorbs 3 DP 
  Weapons: Amdusias has no natural weapons and is treated as a man for purposes 
  of unarmed combat. He will refuse to wear armour, but may employ all weapons. 
  ASTAROTH “The Terrible Duke” 
  Base Chance: 66% 
   
  Lesser Spirits: 40% 
  Description: Astaroth appears in the form of a dark angel all black and with a 
  bloody mouth. He carries a viper coiled about his right hand and he rides an 
  infernal dragon. He speaks gaily of horrible things and laughs readily at pain and 
  disease. He is exceedingly cruel. 
  Talents, Skills, and Magic: Astaroth is a practitioner of the arts of the College of 
  Necromantic Conjurations. He possesses the following Skills: Alchemist, 
  Assassin, Military Scientist, Navigator. He knows the Generic and Individual 
  True Names of all things, but will only tell these if it pleases him and he thinks 
  that suffering may be increased thereby. He knows men’s secrets and will tell 
  them. 
  Movement Rates: Running: 350 
  PS: 27  
  MD: 26 AG: 28 MA: 32 
  EN: 26 FT: 35  
  WP: 35 PC: 26 
  PB: 8 
   
  TMR: 9 NA: Skin absorbs 3 DP 
  Weapons: Astaroth’s breath is poisonous to the same degree as chlorine and 
  extends outward from his mouth 25 feet in a cone 10 feet wide at the base. He has 
  no other natural weapons, but will usually carry a heavy mace which he uses in 
  shattering the bones of his victims so that they will be crippled and take a long 
  time dying. 
  Comments: Astaroth will readily serve the summoner, but only so long as he is 
  pleased to do so. He will usually serve so long as the summoner is involved in 
  much death and cruelty and will depart when these cease. Astaroth may not be 
  bound. If the summoner attempts to bind him, Astaroth will turn on him and rend 
  him and may claim his soul. 
  BARBATOS “Duke of Virtues” 
  Base Chance: 53% 
   
  Lesser Spirits: 30% 
  Description: Barbatos appears as a hunter in the company of an insubstantial 
  host of soldiers led by four kings. He wears a green hood fringed in scarlet and a 
  gray cloak. 
  Talents, Skills, and Magic: Barbatos is a member of the College of Naming 
  Incantations. He possesses the following Skills: Assassin, Beast Master, Healer, 
  Ranger and Spy. He is a linguist and understands the speech of birds and beasts 
  as well as men. He can break an enchantment used to seal a place or treasure with 
  his touch. He knows the Generic and Individual True Names of all things on 
  earth. 
  Movement Rates: Running: 350 
  PS: 23  
  MD: 27 AG: 29 MA: 32 
  EN: 25 FT: 35  
  WP: 34 PC:34 
  PB: 16  
  TMR: 8 NA: Skin absorbs 3 DP 
  Weapons: Barbatos has no natural weapons. He is treated as a human for 
  purposes of unarmed combat. He refuses to wear armour, but can employ any 
  weapons. 
  Comments: Barbatos may not be compelled to tell the True Name of anything, 
  but he may choose lo do so if the need of the summoner is urgent. 
  BATHIN “The Pale Duke” 
  Base Chance: 62% 
   
  Lesser Spirits: 30% 
  Description: Bathin appears as a pale and cadaverous man riding a pale horse. 
  His voice is soft and sad and can compel others to love him. 
  Talents, Skills, and Magic: Bathin is a practitioner of the arts of the College of 
  the Mind. He possesses the following Skills: Alchemist, Beast Master, Healer, 
  Troubadour. He can transport men from place to place through the air and knows 
  all of the virtues of herbs and stones. He is a patient teacher. The EP cost to learn 
  a skill is halved if the skill is learned with Bathin’s aid. 
  Movement Rates: Running: 350 
  PS: 23  
  MD: 25 AG: 24 MA: 29 
  EN: 22 FT: 30  
  WP: 34 PC: 26 
  PB: 13  
  TMR: 7 NA: Skin absorbs 2 DP 
  Weapons: Bathin has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. He may wear armour and employ all types of weapons. 
  BERITH “The Savage Duke” 
  Base Chance: 65% 
   
  Lesser Spirits: 26% 
  Description: Berith appears as a soldier dressed in red and riding a red horse. His 
  face is seamed with what appear to be old scars and he has a black, bushy beard. 
  His voice is subtle except when he is enraged. On his head is a crown of gold 
  which appears to flame when the demon is aroused. 
  Talents, Skills, and Magic: Berith is a practitioner of the arts of the College of 
  the Mind. He possesses the following Skills: Alchemist, Assassin, Merchant, 
  Military Scientist, Spy, Thief. He can turn all metals to gold by touch. He also has 
  knowledge of the past, present and future, but will only trade this knowledge for 
  a life of man or woman. 
  Movement Rates: Running: 350 
  PS: 28  
  MD: 25 AG: 26 MA: 29 
  EN: 25 FT: 32  
  WP: 31 PC: 24 
  PB: 11  
  TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Berith has no natural weapons. He is treated as a human for purposes 
  of’ unarmed combat. Berith often carries a rapier and a main–gauche, both of 
  which he keeps envenomed with a nerve poison. He will refuse to wear armour 
  since this would cover his beautiful clothes, of which he is inordinately proud. 
  Comments: Berith delights in torture and will usually agree to serve only upon 
  being guaranteed that he can torture any prisoners the party may take. These he 
  will transport to another plane once they are captured and bound over to him. 
  There. he will torture them at his leisure. If anyone attempts to deny him this 
  boon (including the summoner), he will attack them. He may not be bound. 
  BUNE “The Dragon Duke” 
  Base Chance: 64% 
   
  Lesser Spirits: 30% 
  Description: Bune appears as a giant green dragon with three heads: one that is 
  seemingly human, one that is like a dingo and one that is like a gryphon. He 
  speaks with a high-pitched, but comely voice. His scales are jade and his talons 
  are silver. 
  Talents, Skills, and Magic: Bune is a practitioner of the College of Necromantic 
  Conjurations. He possesses the following Skills: Alchemist, Beast Master, 
  Merchant, Military Scientist. He is also a linguist and knows the Generic True 
  Name of all things. He will often bring his summoner presents in the form of 
  gems or silver in exchange for an early dismissal from this plane. 
  Movement Rates: Running: 500; Flying: 800 
  PS: 180 MD: 9  
  AG: 12 MA: 30 
  EN: 90 FT: 100 WP: 32 PC: 28 
  PB: 2 
   
  TMR: 10/16 
  NA: Skin absorbs 11 DP 
  Weapons: Bune may roll over one hex characters as described in the multi-hex 
  character rules. In addition, he may use his gryphon head to peck and his dingo 
  head to bite while in Close or Melee Combat. Both have a BC of 35 % and do+2 
  damage. They are Rank 3. Bune may use his talons in either Close Combat or 
  Melee Combat with a BC of 50% and damage of+6. His talons are Rank 10. 
  Comments: Bune requires an offering of human life before he will serve. Each 
  head must have a life (3 total) and only lives which are pleasing to the demon 
  will be accepted. If dissatisfied with an offering, Bune can break any binding and 
  will attack and devour the summoner. He prefers newborn babies, but will accept 
  maidens when in a jovial mood. 
  CROCELL “Duke of the Bath” 
  Base Chance: 71% 
   
  Lesser Spirits: 48% 
  Description: Crocell appears in the form of a dark angel with flowing silver hair 
  and yellow cat’s eyes. His voice is great and all-pervading and he ever speaks of 
  things mystical and hidden. 
  Talents. Skills. and Magic: Crocell is a member of the College of Water Magics. 
  He possesses the following Skills: Alchemist, Assassin, Astrologer, Healer, 
  Merchant, Navigator, Spy, Troubadour. He has the power to warm or cool waters. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 69 
  He can discover water even in the desert and can create the illusion of waters to 
  fool the unwary. 
  Movement Rates: Running: 250; Flying: 500 
  PS: 30  
  MD: 28 AG: 26 MA: 30 
  EN: 32 FT: 40  
  WP: 33 PC: 25 
  PB: 11  
  TMR: 5/10 
  NA: Skin absorbs 4 DP 
  Weapons: Crocell has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. He may, however, carry a sword whose blade is of infernal 
  ice that can never melt and which inflicts burning wounds that later turn white 
  and waxy and eventually turn black and rot unless cured by magic He may also 
  use any other weapons. He will not wear armour. 
  DANTALION “The Duke of Faces” 
  Base Chance: 82% 
   
  Lesser Spirits: 36% 
  Description: Dantalion appears in whatever human form he desires to put on and 
  will wear the face of any man or woman in an ever changing pattern or he may be 
  compelled by the summoner to wear only one face. In his right hand he carries a 
  heavy book in which are written all the thoughts of all men or women who have 
  ever been and only Dantalion can read the book. 
  Talents, Skills, and Magic: Dantalion is a mighty mage of the College of the 
  Mind. He possesses the following Skills: Assassin, Beast Master, Courtesan, 
  Healer, Spy. He knows the Generic and Individual True Names of all things, the 
  thoughts of all beings and all that has been or will be. He cannot speak of these 
  things, however, and any attempt at compelling him will lead to his return to his 
  own plane. 
  Movement Rates: Running: 400 
  PS: 20  
  MD: 22 AG: 21 MA: 30 
  EN: 20 FT: 30  
  WP: 35 PC: 26 
  PB: 23  
  TMR: 8 NA: Skin absorbs 2 DP 
  Weapons: Dantalion has no natural weapons and is treated as a human for 
  purposes of unarmed combat. He may bear any weapons or wear armour, but 
  prefers not to do so since this makes it harder for him to alter his shape at will. 
  Comments: Dantalion has great power, but there are limits placed on its use. He 
  can employ his powers, but never pass them on. He can reveal the things he 
  discovers as a result of his powers, but the knowledge which enables him to 
  exercise those powers is forever hidden. He may never teach magic or Skills. He 
  can never prophesy for others. 
  ELIGOS “The Knightly Duke” 
  Base Chance: 55% 
   
  Lesser Spirits: 60% 
  Description: Eligos appears in the form of a goodly knight in black armour and 
  riding a dark war horse. In his right hand he carries a banner on a lance. It bears a 
  legend which cannot be read except from another dimension. In his left hand he 
  holds a curling serpent with ruby scales whose venom is acid. 
  Talents, Skills, and Magic: Eligos is a practitioner of the arts of the College of 
  Necromantic Conjurations. He possesses the following Skills: Assassin, Beast 
  Master, Mechanician, Military Scientist, Ranger and Spy. He has the ability to 
  predict with 250/o accuracy when and how wars will come and battles will be 
  lost and won. he can discover all things hidden within 25 feet of him. 
  Movement Rates: Running: 350 
  PS: 28  
  MD: 24 AG: 25 MA: 29 
  EN: 26 FT: 35  
  WP: 31 PC: 28 
  PB: 13  
  TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Eligos has no natural weapons. He is armed with a lance, sword, 
  mace, battle axe and sabre. The sabre is envenomed. 
  Comments: Eligos is a great leader of men and inspires his allies whenever he 
  enters battle. No one allied with Eligos will ever flee from combat so long as he 
  is present. 
  FURCALOR “Duke of the Waters” 
  Base Chance: 68% 
   
  Lesser Spirits: 30% 
  Description: Furcalor appears as a humanoid with gryphon’s wings and green, 
  scaly skin. His hair is like seaweed and he smells of death and the sea. His voice 
  is a whisper and is compelling when he suggests action to men. 
  Talents, Skills, and Magic: Furcalor is a practitioner of the College of Water 
  Magics. He possesses the following Skills: Astrologer, Beast Master, Merchant, 
  Navigator. He has the power to command the beasts of the sea and to gather great 
  storms at sea, but he has no power away from water. He breathes both water and 
  air. 
  Movement Rates: Flying: 600; Swimming: 200 
  PS: 27  
  MD: 25 AG: 24 MA: 33 
  EN: 27 FT: 35  
  WP: 35 PC: 28 
  PB: 11  
  TMR: 12/4 
  NA: Skin absorbs 4 DP 
  Weapons: Furcalor has no natural weapons. He is treated as a human for 
  purposes of unarmed combat. He may wear specially tailored armour (to fit 
  around his wings) and may employ any weapons. 
  Comments: Furcalor is obsessed with slaying men by drowning them and he will 
  pursue his calling ruthlessly at every opportunity unless bound by his summoner. 
  He may only be summoned when the summoner is at sea or near the ocean. 
  FURCAS “The Reaping Duke” 
  Base Chance: 72% 
   
  Lesser Spirits: 20% 
  Description: Furcas appears in the guise of a cruel old man with a long, plaited 
  beard, dressed in pale armour and riding a pale horse. In his hand he carries a 
  scythe with which he cuts down those he wishes to torment, for those who fall to 
  his scythe become his slaves and serve him in his own dimension. He speaks 
  harshly and is ever proceeded by a sound like the rattling of old bones. 
  Talents, Skills, and Magic: Furcas is a master of the College of Necromantic 
  Conjurations. He possesses the following Skills: Alchemist Assassin, Astrologer, 
  Merchant, Military Scientist, Navigator, Spy. 
  Movement Rates: Running: 300 
  PS: 23  
  MD: 25 AG: 24 MA: 29 
  EN: 24 FT: 36  
  WP: 35 PC: 24 
  PB: 12  
  TMR: 6 NA: Skin absorbs 2 DP 
  Weapons: Furcas has no natural weapons, but can call his scythe to him from 
  other dimensions at will. The Scythe has a BC of 40%. It does +8 damage and is 
  Rank 10. It is a two-handed weapon. Only Furcas can wield the Scythe. He may 
  use other weapons as well. 
  GREMORY “The Duke of Songs” 
  Base Chance: 76% 
   
  Lesser Spirits: 26% 
  Description: Gremory appears as a beautiful woman with flowing auburn hair 
  riding on a camel. He wears a fillet of white gold and robes of black velvet 
  trimmed in threads of white gold. His voice is rich and melodic. 
  Talents, Skills, and Magic: Gremory is a master of the College of Illusions. He 
  possesses the following Skills: Assassin, Merchant, Courtesan, Healer, Spy, 
  Thief, Troubadour. He can procure the love of women and can discover the 
  location of treasures that are hidden within 50 feet of him. He knows the events 
  of the past, present and future to a small degree and will prophesy for gain (15% 
  accuracy). 
  Movement Rates: Running: 300 
  PS: 20  
  MD: 28 AG: 29 MA: 30 
  EN: 19 FT: 30  
  WP: 36 PC: 31 
  PB: 28 TMR: 6 NA: Skin absorbs 2 DP 
  Weapons: Gremory has no natural weapons. He is treated as a human for 
  purposes of unarmed combat. He always carries envenomed knives on his person 
  and rings full of poison on his fingers. His poisons are extremely swift-acting (10 
  hits per pulse on the average). He will not wear armour, but may agree to carry 
  gilded weapons. 
  Comments: Gremory is a lover of beautiful women and will prophesy, speak of 
  the past, seek treasure or any other thing desired by the summoner in exchange 
  for the love of a comely young woman. Gremory usually tires of such liaisons 
  after a few months, however, and then may release his lover and return her to her 
  own plane or may devour her. 
  GUSION “The Wise Duke” 
  Base Chance: 54% 
   
  Lesser Spirits: 40% 
  Description: Gusion appears in the guise of a mature and strong man in a saffron 
  robe. He speaks softly and his advice always seems good in consequence. 
  Talents, Skills, and Magic: Gusion is a master of the College of the Mind. He 
  possesses the following Skills: Alchemist, Astrologer, Healer, Mechanician, 
  Merchant, Military Scientist. He has the power to reconcile all but sworn 
  enemies. He has knowledge of past events and can say what is happening at any 
  moment in places that are far away. He can also see dimly into the future. 
  Movement Rates: Running: 300 
  PS: 23  
  MD: 25 AG: 24 MA: 29 
  EN: 21 FT: 30  
  WP: 32 PC: 21 
  PB: 18  
  TMR: 6 NA: Skin absorbs 2 DP 
  Weapons: Gusion has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. He will not wear armour, but will employ any weapons 
  provided by the summoner. 
  Comments: Gusion’s knowledge is never perfect. He only catches glimpses of 
  events past, present and future and one can easily be misled by him, but he will 
  always tell the truth as he knows it. 
  HAVRES “The Leopard Duke” 
  Base Chance: 78% 
   
  Lesser Spirits: 36% 
  Description: Havres first appears as a leopard with blazing eyes, but this is an 
  insubstantial form. At the command of the summoner, he will adopt the form of a 
  dark man dressed in the skin of a leopard and with a terrible face and eyes which 
  blaze with tongues of fire. 
  Talents, Skills, and Magic: Havres is a master of the College of Fire Magics. He 
  possesses the following Skills: Assassin, Beast Master, Ranger. Havres has the 
  power to create illusory fires which will destroy those who believe them to be 
  real, but will do no harm to those who successfully disbelieve them. He knows 
  something of the past, present and future and can see into places where there 
  is/was/will be fire. 
  Movement Rates: Running: 400 
  PS: 30  
  MD: 25 AG: 32 MA: 30 
  EN: 28 FT: 36  
  WP: 33 PC: 34 
  
  PAGE 70 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  PB: 8 
   
  TMR: 8 NA: Skin absorbs 3 DP 
  Weapons: Havres has no natural weapons and is treated as a human for purposes 
  of unarmed combat. He may carry weapons at the summoner’s request. He will 
  not wear armour. 
  Comments: Havres normally has only a 10% chance of accurately telling of past 
  or future events or events which are happening far away, but if these events are 
  happening close to fire, his chances improve greatly. The larger the fire and the 
  closer it is to the event, the better Havres chances of seeing the event. 
  MURMUR “Duke of Thrones” 
  Base Chance: 75% 
   
  Lesser Spirits: 30% 
  Description: Murmur appears as a warrior in green armour, riding on a gryphon 
  and wearing a ducal crown. He is preceded by shades blowing trumpets. 
  Talents, Skills, and Magic: Murmur is a practitioner of the arts of the College of 
  Necromantic Conjurations. He possesses the following Skills: Alchemist, 
  Assassin, Astrologer, Beast Master, Healer, Mechanician, Merchant, Military 
  Scientist, Navigator. He also possesses the power to make the dead appear before 
  the summoner and speak to him of their lives and deaths and to answer the 
  questions he may put to them. 
  Movement Rates: Running: 350 
  PS: 27  
  MD: 23 AG: 25 MA: 29 
  EN: 23 FT: 35  
  WP: 33 PC: 31 
  PB: 15  
  TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Murmur has no natural weapons. He is treated as a human for 
  purposes of unarmed combat. He usually carries a heavy war hammer, a shield 
  and a brace of knives. 
  SALLOS “The Mighty Duke” 
  Base Chance: 57% 
   
  Lesser Spirits: 30% 
  Description: Sallos appears as a mighty knight in silver armour mounted on a 
  crocodile and wearing a ducal crown on his head. He comes in peace, though, 
  arid will fight only with reluctance. 
  Talents, Skills, and Magic: Sallos is a practitioner of the arts of the College of 
  Ensorcelments and Enchantments. He possesses the following Skills: Beast 
  Master, Healer, Military Scientist, Ranger, Troubadour. He has the talent to 
  inspire love between men and women. 
  Movement Rates: Running: 300 
  PS: 24  
  MD: 25 AG: 25 MA: 29 
  EN: 26 FT:34  
  WP: 32 PC:31 
  PB: 21  
  TMR: 6 NA: Skin absorbs 3DP 
  Weapons: Sallos has no natural weapon. He is armed with a sword and a main 
  gauche. 
  Comments: Sallos would rather drink and wench than fight and kill and is, 
  perhaps, something of a coward. Once in combat, though, he will not flee until all 
  his enemies are dead. 
  UVALL “Duke of Sands and Wastes” 
  Base Chance: 70% 
   
  Lesser Spirits: 37% 
  Description: Uvall appears first as a large black dromedary. At the command of 
  the summoner, he will leave this insubstantial form and adopt the form of a man 
  garbed in flowing robes and burned dark, like one of the wild dwellers in the 
  wastelands. His voice is always hushed and he speaks with menace. 
  Talents, Skills, and Magic: Uvall is a practitioner of the arts of the College of 
  Illusions. He possesses the following Skills: Alchemist, Assassin, Beast Master, 
  Merchant, Ranger, Spy, Thief. He has the power to procure for the summoner the 
  love of women. He also can cause others to love the summoner and become 
  devoted to him. 
  Movement Rates: Running: 350 
  PS: 25  
  MD: 26 AG: 27 MA: 30 
  EN: 24 FT: 38  
  WP: 35 PC: 34 
  PB: 13  
  TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Uvall has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. He usually comes armed with a scimitar, spear and a brace 
  of sharp throwing knives which break when they enter the victim’s body and 
  leave splinters that must be removed or they will burrow their way to the heart 
  and kill the victim in D10+3 days. 
  Comments: Uvall has a small knowledge of the past, present and future of things 
  and can be persuaded to speak (with 20% accuracy) by a gift of a young boy to 
  serve him on his own plane. He is cunning and evil and will attempt to betray the 
  summoner even when bound, though he will not. directly attack him. 
  VALEFOR “The Duke of Thieves” 
  Base Chance: 52% 
   
  Lesser Spirits: 10% 
  Description: Valefor appears as a mountain lion with the head of an ass. He has a 
  sharp, braying voice and an unpleasant manner. 
  Talents, Skills, and Magic: Valefor is a practitioner of the College of 
  Ensorcelments and Enchantments. He possesses the following Skills: Assassin, 
  Ranger, Spy and Thief. He sometimes represents himself as the god of thieves 
  and the EP cost to learn the thief skill is halved if the skill is learned from Valefor. 
  Movement Rates: Running: 400 
  PS: 30  
  MD: 4  
  AG: 32 MA: 33 
  EN: 29 FT: 36  
  WP: 35 PC: 35 
  PB: 4 
   
  TMR: 8 NA: Skin absorbs 4 DP 
  Weapons: Valfor may bite in Close Combat with a BC of 25%, doing +1 damage. 
  His bite is Rank 3. He may also use his claws in Melee or Close Combat with a 
  BC of 45%. He does+2 damage with claws in Melee and+4 in Close Combat. His 
  claws are Rank 5. He may not wear armour or employ man-made weapons. 
  Comments: Valefor will always counsel theft even where it involves stealing 
  from companions and friends. He cannot be broken of that habit, no matter how 
  he is bound. His advice will tend to be persuasive. Further, he will steal objects 
  from castles or inns where his summoner might stay and secret them in the 
  summoner’s belongings. 
  VAPULA “The Lion Duke” 
  Base Chance: 77% 
   
  Lesser Spirits: 36% 
  Description: Vapula appears as a tawny lion with the wings of a gryphon and a 
  red mane. He has great green eyes which seem full of wisdom and his voice is a 
  quiet rumbling. 
  Talents, Skills, and Magic: Vapula is a member of the College of Earth Magics. 
  He possesses the following Skills: Beast Master, Healer, Ranger. 
  Movement Rates: Running: 400 
  PS: 35  
  MD: 4  
  AG: 30 MA: 32 
  EN: 28 FT: 36  
  WP: 34 PC: 31 
  PB: 18  
  TMR: 8 NA: Skin absorbs 4 DP 
  Weapons: Vapula may bite in Close Combat with a BC of 40%, doing +4 
  damage. His bite is Rank 5. Vapula may also use claws in Melee and Close 
  Combat. He has a BC of 45% with claws in Melee and a BC of 55% with claws 
  in Close Combat. His claws do +6 damage and are Rank 8. He may not wear 
  armour or employ weapons. 
  VEPHAR “The Sea Duke” 
  Base Chance: 69% 
   
  Lesser Spirits: 29% 
  Description: Vephar appears as a mermaid with emerald scales trimmed in silver 
  and seaweed tangled in his hair. He may also appear at times to be a beautiful 
  woman, but this shape is insubstantial and is used only to lure sailors to their 
  deaths. His fingers are webbed and he has small gills behind his ears. 
  Talents, Skills, and Magic: Vephar is a master of the College of Illusions. He 
  possesses the following Skills: Beast Master, Courtesan, Navigator. He can raise 
  great storms at sea by willing it. Vephar also has the ability to cause horrible 
  wounds by looking upon a man. These will appear as gashes, but will putrefy and 
  fill with worms and within three days the victim will die unless cured by magic. 
  Movement Rates: Swimming: 600 
  PS: 12  
  MD: 19 AG: 18 MA: 30 
  EN: 18 FT: 30  
  WP: 34 PC: 26 
  PB: 28 TMR: 12 
  NA: Skin absorbs 4 DP 
  Weapons: Vephar has no natural weapons and is treated as a human for purposes 
  of unarmed combat. He may not wear armour, but may employ weapons. 
  Comments: Vephar cannot exit the sea. he becomes totally insubstantial and 
  melts into his own plane if he attempts to do so. He can guide ships through any 
  waters (even in the absence of sun and stars) and will always do so at the 
  summoner’s request. 
  ZEPAR “The Red Duke” 
  Base Chance: 60% 
   
  Lesser Spirits: 26% 
  Description: Zepar appears as a slight warrior with a clubfoot dressed all in red 
  armour. He is of a dark mien and speaks in a grating voice filled with contempt 
  for all who inhabit this plane Talents, Skills, and Magic: Zepar is a practitioner 
  of the arts of the College of Illusions. He possesses the following Skills: 
  Alchemy, Assassin, Merchant, Military Scientist, Spy and Troubadour. He is able 
  to cause women to fall in love with men and so allow themselves to be seduced. 
  His touch, however, makes women barren. 
  Movement Rates: Running: 350 
  PS: 18  
  MD: 29 AG: 28 MA: 30 
  EN: 26 FT: 35  
  WP: 32 PC: 28 
  PB: 13  
  TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Zepar has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. He may carry a variety of weapons, but all will be smeared 
  with foul venom which inflicts horrible scarring injuries that may only be cured 
  by magic. Zepar’s envenomed weapons do 2 points of damage per hour to 
  Fatigue or Endurance as a result of their poisonous coating. 
  Comments: Zepar is an unfaithful servant who always resents his summoner’s 
  ability to bring and hold him in this plane. He will make common cause with his 
  summoner’s enemies if they promise to return him to his own dimension, even if 
  he is bound. However, when bound, he cannot directly attack his summoner and 
  must act with guile. 
  2. Ritual of Summoning Demonic Princes (R-2) 
  This ritual is used to summon the following demons from the seventh plane: 
  Gaap, lpos, Orobas, Scir, Sitri, Stolas, Vassago. These demons may be summoned 
  at any time of the day. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 71 
  The only Shield that will protect against the possibility of backfire while 
  summoning Princes is a disk of hammered tin inscribed with the names and 
  symbols of the Princes of the seventh plane. This Shield may only be 
  manufactured by a Shaping mage. It weighs 3 pounds and the average cost of 
  manufacture will be 3000+ Silver Pennies. It takes about three months to 
  manufacture. The Experience Multiple for this ritual is 350. 
  GAAP “The Servant Prince” 
  Base Chance: 52% 
   
  Lesser Spirits: 66% 
  Description: Gaap appears as a man dressed in animal skins and accoutered for 
  war. He is bronzed (as if by the sun) and looks to be a man of the wilderness. 
  Behind him come the insubstantial shades of four princes whom he appears 
  always to serve and guide. 
  Talents, Skills, and Magic: Gaap is a master of the College of Ensorcelments 
  and Enchantments. He possesses the following Skills: Alchemist, Assassin, Beast 
  Master, Healer, Mechanician, Navigator, Ranger, Spy, Thief. He has the power to 
  break the ties between a magician and his familiar and to send the familiar back 
  to whence he came. He can teleport beings within their plane by willing it. 
  Movement Rates: Running: 350 
  PS: 28  
  MD: 26 AG: 27 MA: 31 
  EN: 28 FT: 36  
  WP: 33 PC: 35 
  PB: 12  
  TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Gaap has no natural weapons. He is treated as human for purposes of 
  unarmed combat. However, see below. Gaap may wear no armour. He carries any 
  weapons the summoner provides. 
  Comments: Those who touch Gaap will have their senses stolen for a number of 
  minutes equal to D100. Thereafter, they will awaken to find that they love that 
  which they formerly hated and hate that which they once loved. The effect of 
  Gaap’s touch will last until dispelled by magic. 
  IPOS “The Prince of Fools” 
  Base Chance: 49% 
   
  Lesser Spirits: 36% 
  Description: Ipos appears as an angel with a lion’s head, the feet of a goose and 
  the tail of a hare. He has a sweet voice and is an accomplished musician. 
  Talents, Skills, and Magic: Ipos is a master of the College of Illusions. He 
  possesses the following Skills: Healer, Spy, Thief and Troubadour. He can speak 
  truly of what has happened or is about to happen in a place he occupies. He has 
  the talent of making men bold and will use this talent no matter how he is bound. 
  Those affected by the talent add 10 to their Willpower in the presence of Ipos. 
  Movement Rates: Running: 200; Flying: 400 
  PS: 24  
  MD: 21 AG: 18 MA: 34 
  EN: 26 FT: 35  
  WP: 38 PC: 29 
  PB: 11  
  TMR: 4/8 
  NA: Skin absorbs 4 DP 
  Weapons: Ipos bites for+2 damage in Close Combat. He has a BC of 45% with 
  his bite. It is Rank 4. Ipos will not wear armour. He will carry any weapons 
  provided by the summoner. 
  Comments: Ipos makes all men in his presence bold (not merely the summoner 
  and friends) when he uses his talent. Further, men are more likely to fight than 
  talk when they are in the presence of Ipos and come among strangers. Those 
  affected by Ipos talent will never flee danger and will fight to the death. 
  OROBAS “The Equine Prince” 
  Base Chance: 65% 
   
  Lesser Spirits: 20% 
  Description: Orobas appears in the form of a great black stallion with a carmine 
  main and flowing carmine tail. His hooves are silver and sharpened like those of 
  a war horse. He speaks in the squealing voice of a horse. 
  Talents, Skills, and Magic: Orobas is a practitioner of the arts of the College of 
  Naming Incantations. He possesses the following Skills: Beast Master, Healer, 
  Navigator, Ranger, Spy, Thief. Orobas knows the Generic and Individual True 
  Names of all things of this plane. He will gladly permit the summoner to acquire 
  these names, but will provide them to no one else. 
  Movement Rates: Running: 500 
  PS: 45  
  MD: 20 AG: 20 MA: 30 
  EN: 30 FT: 35  
  WP: 32 PC: 31 
  PB: 24 TMR: 10 
  NA: Skin absorbs 4 DP 
  Weapons: Orobas may bite for+2 damage in Close Combat. 
  His BC for biting is 30% and his bite is Rank 2. He may use his hooves to strike 
  in Melee Combat or to trample in Close Combat. They have a BC of 40% in 
  Melee and do +3 damage. In Close Combat they have a BC of 55 % and do +6 
  damage. They are Rank 6. Orobas will wear the barding of a war horse if the 
  summoner provides it. He uses no weapons. 
  Comments: Orobas is a faithful retainer and, once bound, will look after the 
  summoner’s well being as if it were his own. He will be especially careful to 
  protect the summoner from the powers and whiles of other demons or spirits the 
  summoner may encounter. He will even permit the summoner to ride him as a 
  horse. 
  SEIR “The Willing Prince” 
  Base Chance: 75% 
   
  Lesser Spirits: 26% 
  Description: Seir appears as a handsome man with hair the colour of corn and 
  eyes like ice riding a silver stallion with gryphon wings. He speaks with a soft 
  and cheerful voice and is of a good nature and always amenable to the desires of 
  the summoner. 
  Talents, Skills, and Magic: Seir is a practitioner of the College of Air Magics. 
  He possesses the following Skills: Astrologer, Healer, Merchant, Navigator, Spy, 
  Troubadour. He has knowledge of all thefts and can sometimes tell where the loot 
  is hidden. He can pass over the entire earth at the twinkling of an eye and can 
  carry others with him. He brings abundance of things in his wake. 
  Movement Rates: Running: 350 
  PS: 25  
  MD: 22 AG: 26 MA: 29 
  EN: 24 FT: 32  
  WP: 31 PC: 32 
  PB: 23 TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Seir has no natural weapons. He is treated as a human for purposes of 
  unarmed combat. Seir will not wear armour or carry any weapons except a 
  quarterstaff. 
  Comments: Characters in the company of Seir and his summoner will always 
  experience a flood of good luck so far as physical objects are concerned. The 
  average value of treasure they may acquire will be 10% greater than what they 
  may acquire when not in company with Seir. 
  SITRI “The Beautiful Prince” 
  Base Chance: 47% 
   
  Lesser Spirits: 60% 
  Description: Sitri appears as a large, muscular man with the head of a leopard 
  and the wings of a gryphon. He may also appear in insubstantial form as a man 
  who is unbearably beautiful and well–formed or as a lovely woman of sensual 
  mien. 
  Talents, Skills, and Magic: Sitri is a master of the College of Illusions. He 
  possesses the following Skills: Assassin, Beast Master, Courtesan, Spy, Thief, 
  Troubadour. Sitri has the power to enflame men and women with the love of each 
  other and to cause them to show themselves naked and frolic with one another in 
  unseemly ways. 
  Movement Rates: Running: 350; Flying: 400 
  PS: 30  
  MD: 25 AG: 26 MA:33 
  EN: 28 FT: 35  
  WP: 34 PC: 25 
  PB: 35  
  TMR: 7/8 
  NA: Skin absorbs 3 DP 
  Weapons: Sitri may bite during Close Combat with a BC of 45% and +2 damage. 
  His bite is Rank 4. Sitri will wear armour if the summoner has it specially made 
  for him and will use any weapons provided. 
  Comments: Sitri is a lover of all things carnal and will not be prevented from 
  encouraging carnal activity or using his special talents, no matter how he is 
  bound. 
  STOLAS “The Raven Prince” 
  Base Chance: 54% 
   
  Lesser Spirits: 26% 
  Description: Stolas appears as a massive raven with talons of silver and eyes 
  rimmed with red. He speaks with a cracked and horrible voice. 
  Talents, Skills, and Magic: Stolas is a mage of the College of Air Magics. He 
  possesses the following Skills: Assassin, Beast Master, Navigator, Spy, Thief. He 
  knows the magical powers and virtues of all herbs and stones and will speak the 
  truth about these when requested to do so. 
  Movement Rates: Flying: 500 
  PS: 14  
  MD: 6  
  AG: 12 MA: 29 
  EN: 21 FT: 28  
  WP: 32 PC: 34 
  PB: 13  
  TMR: 10 
  NA: Skin absorbs 3 DP 
  Weapons: Stolas has a BC of 40%, doing +1 damage in Close Combat with his 
  beak. It is Rank 4. He has a BC of 45% of doing +3 damage in Close Combat 
  with his talons. They are Rank 6. Stolas cannot wear armour or use weapons. 
  VASSAGO “Prince of Prophecy” 
  Base Chance: 45% 
   
  Lesser Spirits: 26% 
  Description: Vassago appears as an aged man riding a crocodile and carrying on 
  his right wrist a Goshawk. His eyes are hollow and see into other dimensions, but 
  he is blind in this dimension. 
  Talents, Skills, and Magic: Vassago is a mage of the College of Naming 
  Incantations. He possesses the following Skills: Alchemist, Healer, Troubadour. 
  Vassago has the ability to locate things which have been hidden or lost if he is 
  within 100 feet of them. He also knows all Generic and Individual True Names, 
  but is reluctant to tell these names except to save the life of the summoner. 
  Movement Rates: Running: 150 
  PS: 12  
  MD: 13 AG: 13 MA: 35 
  EN: 17  
  FT: 28  
  WP: 37 PC: 19 
  PB: 12  
  TMR: 3 NA: Skin absorbs 2 DP 
  Weapons: Vassago has no natural weapons. He is treated as a human for 
  purposes of unarmed combat. Vassago cannot wear armour or use weapons. 
  Comments: There is only a 40% chance that Vassago will reveal a True Name in 
  the absence of physical danger to the summoner. There is only a 50% chance that 
  he will willingly tell the location of a hidden or lost object. He may be compelled 
  to speak of these things through the performance of a Ritual of True Speaking. 
  
  PAGE 72 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  3. Ritual of Summoning Demonic Presidents (R-3) 
  This ritual is used to summon the following demons from the seventh plane: 
  Avnas, Buer, Camio, Foras, Haagenti, Labolas, Malphas, Marbas, Volac and 
  Voso. These demons may only be summoned during daylight. 
  The only shield that will protect against the possibility of backfire while 
  summoning Presidents is a disk of base metal (other than cold iron) coated with 
  quicksilver. This shield may only be manufactured by a Shaping mage. It weighs 
  3 pounds and the average cost to manufacture will be 4000+ Silver Pennies. It 
  takes about four months to manufacture. The Experience Multiple for this ritual 
  is 450. 
  AVNAS “President of Fire” 
  Base Chance: 50% 
   
  Lesser Spirits: 36% 
  Description: Avnas appears as a pillar of fire and smoke. Those who look into 
  the flames can see the panorama of the history of other dimensions and can 
  sometimes read the events of their own plane and even their own future. At the 
  command of the summoner, Avnas will abandon this insubstantial form and take 
  on the form of a small withered brown man. 
  Talents, Skills, and Magic: Avnas is a mage of the College of Fire. He possesses 
  the following Skills: Alchemist, Astrologer Healer, Mechanician, Merchant, 
  Navigator. Avnas can locate’ any treasure that is guarded by spirits, ghosts or 
  other undead and that is within 500 feet of him. 
  Movement Rates: Running: 350 
  PS: 14  
  MD: 26 AG: 21 MA: 38 
  EN: 19 FT: 30  
  WP: 40 PC: 33 
  PB: 12  
  TMR: 7 NA: Skin absorbs 2 DP 
  Weapons: Avnas has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. He may not wear armour or use weapons. 
  Comments: Avnas may be ordered to take form as a pillar of fire at any time. 
  However, in that state, he cannot act on this plane and his fire will not burn those 
  who touch it. It will instead feel cold and dead and those who touch it will see 
  their own death. 
  BUER “The Star President” 
  Base Chance: 37% 
   
  Lesser Spirits: 50% 
  Description: Buer appears always as a Centaur, armed with a great bow. His skin 
  is silver and shimmers like starlight. His hair is all white and his eyes are the 
  colour of Mars. 
  Talents, Skills, and Magic: Buer is a master of the College of Celestial Magics. 
  He possesses the following Skills: Healer, Navigator, Ranger, Troubadour. Buer’s 
  touch can heal all hurts and diseases, especially those which have been caused by 
  magic. He is a great teacher of languages and will freely pass on his knowledge 
  to others. 
  Movement Rates: Running: 500 
  PS:38 
   
  MD: 25 AG: 28 MA: 30 
  EN:25  
  FT:35  
  WP: 33 PC:32 
  PB:19  
  TMR: 10 
  NA: Skin absorbs 4 DP 
  Weapons: Buer uses weapons as a man. In addition, his hooves do +4 damage in 
  Close Combat due to trampling. The BC for use of hooves is 60%. They are Rank 
  8. Buer may use any weapons, but may not wear armour. 
  CAMIO “The Thrush President” 
  Base Chance: 47% 
   
  Lesser Spirits: 30% 
  Description: Camio first appears as a small thrush, but then leaves this 
  insubstantial form and takes on that of a yellow-skinned man. He carries in his 
  hand a sharp sword smeared with venom. He does not speak, but is, nonetheless, 
  a great disputer. His words appear before his hearers as letters written in the air 
  with fiery coals. 
  Talents, Skills, and Magic: Camio is a member of the College of Fire. He 
  possesses the following Skills: Beast Master, Healer, Ranger, Spy, Thief. Camio 
  is a great linguist and will willingly teach his summoner the languages of birds 
  and mammals and also teach him to understand what has passed in a place by 
  reading the speech of running waters. 
  Movement Rates: Running: 400 
  PS: 18  
  MD: 23 AG: 26 MA: 35 
  EN: 24 FT: 35  
  WP: 38 PC: 36 
  PB: 14  
  TMR: 8 NA: Skin absorbs 2 DP 
  Weapons: Camio has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. Camio will wear any armour provided by the summoner and 
  will carry other weapons, but will not use them unless his sword is damaged. 
  Comments: Camio will always give true answers to all things. 
  FORAS “President and Lord of Seekers” 
  Base Chance: 42% 
   
  Lesser Spirits: 29% 
  Description: Foras appears in the form of a strong man, unarmed and mild 
  seeming. 
  Talents, Skills, and Magic: Foras is a master of the College of Illusion. He 
  possesses the following Skills: Astrologer, Healer, Mechanician, Merchant, 
  Navigator, Troubadour. He has the power to make men temporarily invisible. He 
  is a linguist and a teacher of language. He also has the ability to discover things 
  hidden (especially treasure) if he is within 50 feet of them. 
  Movement Rates: Running: 350 
  PS: 33  
  MD: 28 AG: 28 MA: 32 
  EN: 27 FT: 35  
  WP: 34 PC: 27 
  PB: 23 TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Foras has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. Foras will wear any armour provided by the summoner and 
  will carry and use weapons. 
  Comments: Foras will grant long life (triple life span) to those who will worship 
  him and know no other gods or converse with other demons. As a teacher he may 
  pass on Skills at the rate of one hour being equal to one month of training under 
  any human teacher and at half the normal EP cost. 
  HAAGENTI “The Winged President” 
  Base Chance: 45% 
   
  Lesser Spirits: 33% 
  Description: Haagenti at first appears as a red bull with a Gryphon’s wings and 
  horns tipped in gold, but this form is insubstantial and at the command of the 
  summoner he will put on the shape of a red man with black hair. 
  Talents, Skills, and Magic: Haagenti is a mighty member of the College of 
  Ensorcelments and Enchantments. He possesses the following Skills: Alchemist, 
  Healer, Merchant, Navigator. Haagenti can change wine into water and water into 
  wine with a touch. He can also transmute all metals into gold with a touch. One 
  hour spent learning alchemy under the tutelage of Haagenti is the equivalent of 
  two months learning from a human. The EP cost to achieve Rank with this skill is 
  halved (round down) when taught by Haagenti. 
  Movement Rates: Running: 350 
  PS: 40  
  MD: 25 AG: 23 MA: 35 
  EN:28  
  FT:40  
  WP: 38 PC: 24 
  PB:13  
  TMR: 7 NA: Skin absorbs 4 DP 
  Weapons: Haagenti has no natural weapons. He is treated as a human for 
  purposes of unarmed combat. Haagenti will wear armour and use weapons 
  provided by the summoner. 
  Comments: Haagenti’s office is to make men wise and he will instruct anyone 
  (not merely the summoner) and demand no fee if the lesson is well–learned, but 
  will become enraged if he feels that the pupil has been lax and will turn on him 
  and rend him with his powerful hands. 
  LABOLAS “President and Master of Murderers” 
  Base Chance: 40% 
   
  Lesser Spirits: 36% 
  Description: Labolas always appears in the form of a winged mastiff. His wings 
  are always those of a gryphon and bear him at great speeds. His mouth is covered 
  in froth from his slavering and gnashing of teeth. 
  Talents, Skills, and Magic: Labolas is a member of the College of Illusions. He 
  possesses the following Skills: Assassin, Beast Master, Military Scientist, Ranger, 
  Spy, Thief. He can teach any Skill of which he is possessed in an hour at no EP 
  cost, but demands as his reward a life. If the offering is not pleasing to him, he 
  will take the life of the summoner instead. He prefers human lives to all others. 
  Movement Rates: Running: 350; Flying: 500 
  PS: 18  
  MD: 3  
  AG: 15  
  MA: 32 
  EN: 19 FT: 30  
  WP: 34 PC: 31 
  PB: 2 
   
  TMR: 7/10 
  NA: Skin absorbs 4 DP 
  Weapons: Labolas may bite in Close Combat with a BC of 50%. He does +2 
  damage and his bite is Rank 8. The bite of Labolas always becomes infected. 
  Labolas may never wear armour or carry or use weapons. 
  Comments: Labolas is capable of reconciling enemies when he so desires, but 
  prefers strife and bloodshed. His psychic life requires manslaughter and he will 
  seek to promote it at every opportunity, even among the summoner’s family and 
  companions. 
  MALPHAS “President of Deceivers” 
  Base Chance: 45% 
   
  Lesser Spirits: 40% 
  Description: Malphas appears as a large crow, but this form is insubstantial and 
  will melt away at the summoner’s request to reveal the form of a dark man 
  dressed in black velvet studded with precious gems. His voice will be rough, but 
  deep and compelling. 
  Talents, Skills, and Magic: Malphas is a member of the College of Celestial 
  Magics. He possesses the following Skills: Alchemist, Assassin, Beast Master, 
  Merchant, Ranger, Spy, Thief. He is also a master of spoken and written 
  language. He knows the art of magically raising houses and high towers. He also 
  knows the secret desires of the summoner’s enemies and will reveal those 
  thoughts upon request. 
  Movement Rates: Running: 350 
  PS: 26  
  MD: 25 AG: 27 MA: 29 
  EN: 25 FT: 35  
  WP: 30 PC: 30 
  PB: 18  
  TMR: 7 NA: Skin absorbs 2 DP 
  Weapons: Malphas has no natural weapons. He is treated as a human for 
  purposes of unarmed combat. Malphas will refuse to wear armour. However, he 
  will use any weapons provided by the summoner. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 73 
  Comments: Malphas will deceive the summoner knowingly and willfully unless 
  compelled to tell the truth by a Ritual of True Speaking. 
  MARBAS “President and Master of the Seal” 
  Base Chance: 35% 
   
  Lesser Spirits: 36% 
  Description: Marbas first appears as a tawny lion with a black mane and bloody 
  muzzle, but this form is insubstantial. Upon the order of the summoner, he will 
  adopt the guise of a golden-skinned man with a shock of black hair. 
  Talents, Skills, and Magic: Marbas is a master of the College of Illusions. He 
  possesses the following Skills: Alchemist, Mechanician, Merchant, Military 
  Scientist. He has the power to inflict on men rotting diseases by the merest touch. 
  He also may change the shape of men by his touch so that they become as wolves 
  or bears. He has knowledge of many of the secrets of the universe. 
  Movement Rates: Running: 350 
  PS: 26  
  MD: 29 AG: 24 MA: 29 
  EN: 26 FT: 38  
  WP: 32 PC: 25 
  PB: 16  
  TMR: 7 NA: Skin absorbs 2 DP 
  Weapons: Marbas has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. Marbas will wear any armour and use any weapons provided 
  by the summoner. 
  Comments: Marbas is a speaker of truth and will never knowingly deceive his 
  summoner. He knows the Generic True Names of all things and knows the 
  Individual True Names of many beings who are wealthy and famous. 
  VOLAC “The Dragon President” 
  Base Chance: 52% 
   
  Lesser Spirits: 38% 
  Description: Volac appears as a child with the wings of an angel riding on the 
  back of an infernal two–headed red dragon. He speaks with a high pitched and 
  silly voice, but his words are always true, if not wise. 
  Talents, Skills, and Magic: Volac is a practitioner of the College of Naming 
  Incantations. He possesses the following Skills: Beast Master, Ranger, Spy, Thief, 
  Troubadour. He can locate treasure hidden anywhere within 25 feet of him. Volac 
  can also call serpents and cause them to obey him once they have arrived. Volac 
  knows and will tell the Generic True Names of all things. 
  Movement Rates: Running: 250; Flying: 500 
  PS: 11  
  MD: 18 AG: 17  
  MA: 36 
  EN: 18 FT: 30  
  WP: 39 PC: 35 
  PB: 26 TMR: 5/10 
  NA: Skin absorbs 2 DP 
  Weapons: Volac has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. He may use weapons, but will not wear armour. 
  VOSO “The Leopard President” 
  Base Chance: 49% 
   
  Lesser Spirits: 30% 
  Description: Voso appears as a mighty leopard with terrible green eyes and spots 
  tinged with carmine. He speaks with a cunning voice, the better to fool his 
  victims. He will attempt to devour the summoner unless bound. 
  Talents, Skills, and Magic: Voso is a great member of the College of 
  Ensorcelments and Enchantments. He possesses the following Skills: Alchemist, 
  Healer, Mechanician and Navigator. He has the power to change a man’s form by 
  touch into another form so that his victim does not know that he has been 
  ensorcelled and believes himself always to have had the form given him by Voso. 
  He knows many secrets. 
  Movement Rates: Running: 500 
  PS: 35  
  MD: 4  
  AG: 32 MA: 35 
  EN: 29 FT: 36  
  WP: 37 PC: 31 
  PB: 20 TMR: 10 
  NA: Skin absorbs 4 DP 
  Weapons: Voso’s bite does +2 damage in Close Combat. It has a BC of 45% and 
  is Rank 6. Voso may use his claws in either Melee or Close Combat. They have a 
  BC of 40% in Melee and of 60% in Close Combat and do+4 damage. They are 
  Rank 8. Voso will not use weapons or wear armour. 
  Comments: Voso knows the Generic and Individual True Names of all things and 
  beings. He will, however, reveal a True Name only if he is provided with a 
  human victim (preferably a maiden or child since their flesh is the most tender). 
  A new victim must be provided for each True Name the summoner wishes to 
  acquire. 
  4. Ritual of Summoning Demonic Earls (R-4) 
  This ritual is used to summon the following demons from the seventh plane: 
  Andromalius, Bifrons, Botis, Furfur, Malthus, Marax, Raum and Renove. These 
  demons may be summoned only in woods and hills and only in places that are 
  quiet. They may be summoned at any time of the day or night. 
  The only shield that will protect against the possibility of backfire while 
  summoning Earls is a disk of hammered bronze inscribed with the names of the 
  Earls of the seventh plane. This shield may be manufactured by Shaping 
  magicians. It weighs three pounds and the average cost to manufacture will be 
  5000+ Silver Pennies. It will take about four months to manufacture. The 
  Experience Multiple for this ritual is 500. 
  ANDROMALIUS “Earl of Justice” 
  Base Chance: 45% 
   
  Lesser Spirits: 36% 
  Description: Andromalius appears as a large man of fearsome mean holding a 
  viper in one hand. He dresses all in cloth of gold. 
  Talents, Skills, and Magic: Andromalius is a member of the College of Naming 
  Incantations. He possesses the following Skills: Alchemist, Astrologer, Beast 
  Master, Healer, Mechanician, Merchant Navigator, Ranger, Spy. He also has the 
  ability to discover any hidden treasure within 200 feet of where he is standing. 
  Movement Rates: Running: 300 
  PS: 26  
  MD: 23 AG: 24 MA: 29 
  EN: 25 FT: 35  
  WP: 30 PC: 33 
  PB: 13  
  TMR: 6 NA: Skin absorbs 3 DP 
  Weapons: Andromalius has no natural weapons. He is treated as a human for 
  purposes of unarmed combat. He will refuse to wear armour, but will use any 
  weapons provided by the summoner. 
  Comments: Andromalius is dedicated to the punishment of thievery wherever he 
  finds it and to the return of the victims valuables. He will turn on any summoner 
  who attempts to steal while in his company. He may also react in the same 
  manner to underhanded dealing even with non–humanoid beings. 
  BIFRONS “Earl of the Dead” 
  Base Chance: 38% 
   
  Lesser Spirits: 6% 
  Description: Bifrons may appear in insubstantial form as a horned monster, but 
  always appears as a handsome young man when fully material. 
  Talents, Skills, and Magic: Bifrons is a member of the College of Necromantic 
  Conjurations. He possesses the following Skills: Alchemist, Assassin, Beast 
  Master, Merchant Ranger, Spy, Thief. He is also a great Navigator and an hour 
  spent learning navigation from Bifrons is equal to a month spent learning the art 
  elsewhere and costs no EP’s. Whenever he passes a place of the dead at night 
  candles will appear lit on the graves. 
  Movement Rates: Running: 350 
  PS: 23  
  MD: 26 AG: 28 MA: 32 
  EN: 24 FT: 31  
  WP: 34 PC: 32 
  PB: 22 TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Bifrons has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. Bifrons will wear any armour and use any weapons provided 
  by the summoner. He prefers envenomed weapons. 
  Comments: Bifrons has the power to make dead bodies appear as they did when 
  they were alive so that it cannot be told that they are dead and corrupted. 
  BOTIS “The Ugly Earl” 
  Base Chance: 25% 
   
  Lesser Spirits: 60% 
  Description: Botis will first appear as a large, horrible snake of insubstantial 
  form. At the, command of the summoner, he will take on human form, but with 
  great teeth and sharp horns. He will be carrying an envenomed sword. 
  Talents, Skills, and Magic: Botis is a member of the College of Ensorcelments 
  and Enchantments. He possesses the following Skills: Alchemist, Astrologer, 
  Beast Master, Navigator, Ranger, Spy. He has the power to make all but bitter 
  sworn enemies friendly to each other while in his presence. He also has the 
  ability to tell what has transpired in any place he occupies and part of what will 
  (may) transpire there. 
  Movement Rates: Running: 350 
  PS: 27  
  MD: 24 AG: 25 MA: 30 
  EN: 25 FT: 35  
  WP: 30 PC: 35 
  PB: 11  
  TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Botis may do +1 damage with his bite in Close Combat with a BC of 
  35% of hitting his target. His bite is Rank 4. He may make a single horn attack in 
  Close Combat with a BC of 30% of doing +3 damage. His horns are Rank 6. The 
  venom of his sword does 6 damage points per Pulse. He will wear any armour 
  provided and employ other weapons if the summoner desires, but will prefer to 
  use his sword. 
  FURFUR “Earl of Storms and Lightning” 
  Base Chance: 32% 
   
  Lesser Spirits: 2617/o 
  Description: Furfur appears as a hart with a fiery tail. He may also take on an 
  insubstantial form as an angel, but only when forced within a triangle and 
  compelled by a Ritual of True Speaking to utter truth instead of the falsehoods he 
  prefers. Furfur speaks with a rough and grating voice that is extremely 
  unpleasant. 
  Talents, Skills, and Magic: Furfur is a master of the College of Air Magics. He 
  possesses the following Skills: Alchemist, Mechanician, Navigator, Ranger, Spy. 
  Furfur can raise thunder and lightning and cause great storms to form. He also is 
  able to influence men and women to make love and participate in perversions by 
  the sound of his voice. 
  Movement Rates: Running: 400 
  PS: 32  
  MD: 4  
  AG: 28 MA: 31 
  EN: 28 FT: 34  
  WP: 32 PC: 33 
  PB: 18  
  TMR: 8 NA: Skin absorbs 3 DP 
  Weapons: Furfur may use his horns in Melee or Close Combat and his hooves in 
  Close Combat. His horns have a BC of 45% and do +4 damage. His hooves have 
  a BC of 50% and do+3 damage. They are both Rank 8. Furfur will not use 
  weapons or wear armour. 
  
  PAGE 74 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Comments: Furfur knows many secrets of things that have happened or will 
  happen on the earth, but he will not speak truthfully unless compelled by a Ritual 
  of True Speaking. 
  MALTHUS “Earl of Death and Havoc” 
  Base Chance: 34% 
   
  Lesser Spirits: 26% 
  Description: Malthus appears in the form of a large, filthy buzzard. His feathers 
  are black as night and his eyes are the colour of new blood. He carries about him 
  the smell of carrion. 
  Talents, Skills, and Magic: Malthus is a mage of the College of Necromantic 
  Conjurations. He possesses the following Skills: Alchemist, Assassin, Beast 
  Master, Mechanician, Military Scientist, Navigator, Spy, Thief. He is a great 
  general and can build strong forts and organize warriors to march and to 
  slaughter and can keep them supplied by his arts when they are in far places. 
  Movement Rates: Running: 100; Flying: 500 
  PS: 25  
  MD: 10 AG: 14 MA: 32 
  EN: 22 FT: 33  
  WP: 33 PC: 31 
  PB: 4 
   
  TMR: 2/10 
  NA: Skin absorbs 3 DP 
  Weapons: Malthus may attack with beak and talons in Close Combat. The BC to 
  Strike with either is 40%. His beak does+1 damage and his talons do+3. both are 
  Rank 5. Malthus may never wear armour or use weapons. 
  Comments: Malthus will never be a willing servant. If he does agree to serve, he 
  will do so only under the condition that he be allotted a daily portion of human 
  flesh and will be made free to eat the flesh of the summoner if the required diet is 
  not forthcoming. He may not be bound. 
  MARAX ‘The Learned Earl’ 
  Base Chance: 27% 
   
  Lesser Spirits: 30% 
  Description: Marax appears as a bull with a man’s face and is 
  exceedingly ugly. 
  Talents, Skills, and Magic: Marax is a mage of the College of Celestial Magics. 
  He possesses the following Skills: Alchemist, Beast Master, Healer, Merchant 
  Navigator, Ranger. He is especially learned in the use of herbs and stones to 
  produce magic. 
  Movement Rates: Running: 400 
  PS: 60  
  MD: 3  
  AG: 20 MA: 29 
  EN: 34 FT: 42  
  WP: 29 PC: 24 
  PB: 3 
   
  TMR: 8 NA: Skin absorbs 6 DP 
  Weapons: Marax may charge in the same manner as a multi-hex character in 
  combat. His horns have a BC of 50%, doing +6 damage in Close Combat and are 
  Rank 5. His hooves have a BC of 50%, doing +5 damage in Close Combat and 
  are Rank 4. Marax will not use weapons or wear armour. 
  RAUM “Earl of Theft and Destruction” 
  Base Chance: 36% 
   
  Lesser Spirits: 30% 
  Description: Raum first appears as a crow with bloody talons. Upon the 
  command of the summoner he divests himself of this insubstantial form and 
  adopts that of a tall, gaunt man. 
  Talents, Skills, and Magic: Raum is a Magician of the College of Earth Magics. 
  He possessed the following Skills: Assassin, Beast Master, Healer, Merchant 
  Ranger, Spy, Thief, Troubadour. He has the power to cause the earth to quake and 
  to make fall the walls of cities. He can make all but the summoner’s sworn 
  enemies love him and be willing to lay down their lives in the service of the 
  summoner. 
  Movement Rates: Running: 300 
  PS: 21  
  MD: 28 AG: 26 MA: 29 
  EN: 26 FT: 3 5 WP: 33 PC: 31 
  PB: 14  
  TMR: 6 NA: Skin absorbs 2 DP 
  Weapons: Raum has no natural weapons. he is treated as a human for purposes 
  of unarmed combat. Raum will wear any armour and use any weapons the 
  summoner provides. 
  Comments: Raum has some knowledge of what has been and will be and will 
  speak truthfully of what he knows about a place he occupies. 
  RENOVE “The Beautiful Earl’ 
  Base Chance: 30% 
   
  Lesser Spirits: 19% 
  Description: Renove first appears as a cloud of red mist, but will adopt human 
  form at the summoner’s behest. He then becomes a beautiful young boy with a 
  melodious voice which is unbearably sweet to the listener. 
  Talents, Skills, and Magic: Renove is a mage of the College of Illusions. He 
  possesses the following Skills: Assassin, Beast Master, Courtesan, Healer, 
  Merchant, Navigator, Ranger, Spy, Thief, Troubadour. He also has a deep 
  knowledge of rhetoric and is a master of spoken and written tongues. He has the 
  ability to reconcile all but the bitterest of enemies and is a great teacher of the 
  young. 
  Movement Rates: Running: 300 
  PS: 13  
  MD: 26 AG: 28 MA: 35 
  EN: 19 FT: 30  
  WP: 35 PC: 31 
  PB: 30 TMR: 6 NA: Skin absorbs 2 DP 
  Weapons: Renove has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. Renove will wear any armour and use any weapons the 
  summoner provides. 
  Comments: An hour spent learning any of his Skills in the company of Renove is 
  equal to a month spent learning the same Skill from any human teacher and costs 
  half (round down) the normal number of EP’s. However, Renove’s tastes are not 
  natural, and he will demand that the summoner either lie with him or procure him 
  others more to his taste in return for any lessons. 
  5. Ritual of Summoning Demonic Marquis (R-5) 
  This ritual is used to summon the following demons from the seventh plane: 
  Amon, Andras, Andrealphus, Cimejus, Decarabia, Forneus, Leraje, Marchosias, 
  Naberius, Orias, Phenex, Samigina, Savnok and Shaz. These demons may only 
  be summoned between 3 in the afternoon and sunrise. 
  The only Shield that will protect against the possibility of backfire while 
  summoning Marquis is a disk of fine silver inscribed with the names of the 
  Marquis of the seventh plane. This shield may only be manufactured by a 
  Shaping mage. It weighs 3 pounds and the average cost of manufacture will be 
  7000+ Silver Pennies. It will take about five months to manufacture. The 
  Experience Multiple for this ritual is 550. 
  AMON ‘The Marquis of Fire” 
  Base Chance: 17% 
   
  Lesser Spirits: 40% 
  Description: Amon appears as a wolf with a serpent's tail. In this form he has the 
  capacity to spit fire balls to a distance of 20 feet. He may also appear as a 
  raven-headed man (often with a dog's teeth). 
  Talents, Skills, and Magic: Amon is a mage of the College of Fire Magics. He 
  has no Skills, but possesses the following powers : He may give a true account of 
  events that have passed in the place he is standing and may guess accurately at 
  what is to come in that place. He also has the power to cause all but sworn 
  enemies to look upon each other as true friends and to desire each other's 
  company above others. 
  Movement Rates: Running: 400 
  PS: 26  
  MD: 5/20 
  AG: 29/23 
  MA: 30 
  EN: 23 FT: 35  
  WP: 28 PC: 31 
  PB: 6 
   
  TMR: 8 NA: Skin absorbs 3 DP 
  Weapons: When in wolf form, Amon may use his claws to rend in Close Combat 
  with a BC of 50% for D10+2. Amon's claws are Rank 8. In both wolf and 
  man-raven form, Amon may bite or peck in Close Combat with a BC of 60% of 
  doing D10+3. Amon's bite is Rank 8. Amon's fireballs are useable in Ranged or 
  Melee Combat, have a BC of 40%, do D10+6, and are Rank 9. 
  Comments: Where two numbers are given for one of Amon's characteristics, the 
  first applies to him in wolf form, the second in raven-man form. 
  ANDRAS “Marquis of Discord” 
  Base Chance: 35% 
   
  Lesser Spirits: 30% 
  Description: Andras appears as an angel with the head of a raven. He rides a dire 
  wolf and carries a magical sword aloft in his right hand. The sword burns as with 
  fire and drains 2 FT when it hits in addition to any other damage it may cause. In 
  all other respects, Andras' sword is treated as a normal broadsword. 
  Talents, Skills, and Magic: Andras is a mage of the College of the Mind. He 
  possesses the following Skills: Assassin, Beast Master, Military Scientist, Spy, 
  Thief. His presence in a party will be an automatic cause of disruption and 
  discord since he delights in such things and may not be made to cease 
  encouraging bad feelings even when bound. 
  Movement Rates: Running: 400; Flying: 450 
  PS: 28  
  MD: 30 AG: 29 MA: 30 
  EN: 27 FT: 36  
  WP: 25 PC: 29 
  PB: 31  
  TMR: 8/9 
  NA: Skin absorbs 3 DP 
  Weapons: Andras has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. Andras may wear specially manufactured armour and carry 
  weapons provided by the summoner. He will always use his sword, however, in 
  preference to other weapons unless it is broken. 
  ANDREALPHUS “The Beautiful Marquis” 
  Base Chance: 37% 
   
  Lesser Spirits: 30% 
  Description: Andrealphus appears initially as a great and beautiful Peacock, but 
  this is an insubstantial form, and he is without power in that guise. At the 
  summoner's command, he will be forced to adopt the form of a man. 
  Talents, Skills, and Magic: Andrealphus is a member of the College of Illusions. 
  He possesses the following Skills: Alchemist, Mechanician, Merchant, Navigator. 
  He is a great teacher of all forms of measurement and celestial studies. An hour in 
  his teaching will increase the pupil's abilities in counting and measuring fourfold. 
  Any Skill dependent upon such talents will also be increased thereby and 
  subsequent increase in Rank will cost only half EP's (round down). 
  Movement Rates: Running: 350 
  PS: 26  
  MD: 25 AG: 25 MA: 30 
  EN: 24 FT: 35  
  WP: 32 PC: 25 
  PB: 17  
  TMR: 7 NA: Skin absorbs 2 DP 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 75 
  Weapons: Andrealphus has no natural weapons. He is treated as a human in 
  unarmed combat. Andrealphus may wear armour and use weapons provided by 
  the summoner, but only if they are silvered or silvered. He will not use any other 
  kind of armour or weapons. 
  Comments: For a payment of the life of a human being, Andrealphus will turn 
  the summoner into a bird for a period of one hour. Each individual transformation 
  or hour of transformation must be purchased by the sacrifice of an additional 
  human being. Andrealphus eats the souls of those sacrificed in this manner. He 
  must be present during the sacrifice. 
  CIMEJES “Marquis of the Dark Continent” 
  Base Chance: 38% 
   
  Lesser Spirits: 20% 
  Description: Cimejes appears as a powerful black man riding upon a black horse. 
  Talents, Skills, and Magic: Cimejes is a master of the College of Ensorcelments 
  and Enchantments. He Possesses the following skills: Alchemist, Beast Master, 
  Healer, Merchant, Military Scientist, Spy, Thief. He is a great linguist. He also 
  has the ability to find things that have been lost or hidden (especially treasure) 
  anywhere within 100 feet of him. 
  Movement Rates: Running: 350 
  PS: 26  
  MD: 24 AG: 24 MA: 29 
  EN: 27 FT: 38  
  WP: 31 PC: 32 
  PB: 18  
  TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Cimejes has no natural weapons. He is treated as a human in unarmed 
  combat. He will wear any armour and any weapons provided by the summoner, 
  but will first insist that any armour be lacquered black to match his skin. 
  DECARABIA “The Marquis in the Pentacle” 
  Base Chance: 39% 
   
  Lesser Spirits: 30% 
  Description: Decarabia will first appear as a bright star burning inside a pentacle 
  of fire and will remain in this insubstantial and powerless form until ordered to 
  adopt human form by the summoner. Upon adopting human form, Decarabia will 
  appear naked and remain so unless clothed by the summoner. He will always be 
  surrounded by a barely-detectable blue aura where his skin is exposed. 
  Talents, Skills, and Magic: Decarabia is a member of the College of the Mind. 
  He possesses the following Skills: Alchemist, Beast Master, Merchant, Ranger 
  and Troubadour. He can command all types of birds by their Generic and 
  Individual True Names in the same manner as a Namer, despite the fact that he is 
  not a member of the College of Naming Incantations. 
  Movement Rates: Running: 350 
  PS: 24  
  MD: 25 AG: 25 MA: 31 
  EN: 23 FT: 34  
  WP: 34 PC: 37 
  PB: 26  
  TMR: 7 NA: Skin absorbs 3 DP 
  Weapons: Decarabia has no natural weapons. He is treated as a human in 
  unarmed combat. He will wear any armour and use any weapons provided by the 
  summoner. 
  FORNEUS “Marquis of the Waters” 
  Base Chance: 23% 
   
  Lesser Spirits: 29% 
  Description: Forneus appears as a great monster of the sea 30 feet long and 6 
  feet in diameter. His scales are precious stones, his eyes are like fire and the flesh 
  of drowned sailors clings to his teeth. 
  Talents, Skills, and Magic: Forneus is the greatest mage of the College of Water 
  Magics. He possesses the following skills: Beast Master, Military Scientist and 
  Navigator. He also is a great linguist and may make men knowing in tongues. An 
  hour spent in his company in the learning of a language is equal to two months of 
  learning from any non-demonic teacher. 
  Movement Rates: Swimming: 600 
  PS: 150 MD: None 
  AG: 28 MA: 38 
  EN: 60 FT: 80  
  WP: 35 PC: 25 
  PB: 2 
   
  TMR: 12 
  NA: Skin absorbs 10 DP 
  Weapons: Forneus is a 7 hex creature and may roll over one hex characters, 
  using his entire body as a weapon. In addition, his bite may be used in Melee or 
  Close Combat to do 2D10+5 (total possible damage of 25) with a BC of 50% and 
  a Rank of 10. Forneus may not wear armour. Since he has no gripping members, 
  he may not use weapons. 
  Comments: The Ritual of Summoning Forneus may only be performed while at 
  sea or on a coastline where Forneus can remain in the water. He may never 
  appear on land. 
  LERAJE “The Marquis of Archers” 
  Base Chance: 19% 
   
  Lesser Spirits: 30% 
  Description: Leraje appears as a man clothed in forest green and carrying a great 
  bow and quiver. 
  Talents, Skills, and Magic: Leraje is a member of the College of Earth Magics. 
  He possesses the following skills: Alchemist, Assassin, Beast Master, Military 
  Scientist, Navigator, Ranger, Spy, Thief and Troubadour. He also possesses the 
  power to make wounds that have been inflicted by arrows or quarrels putrefy. 
  Add 60 to the Infection Chance whenever Leraje or anyone assisted by him 
  inflicts damage with arrows. 
  Movement Rates: Running: 350 
  PS: 28  
  MD: 30 AG: 27 MA: 28 
  EN: 24 FT: 35  
  WP: 26 PC: 35 
  PB: 32  
  TMR: 7 NA: Skin absorbs 4 DP 
  Weapons: Leraje possesses no natural weapons. He is treated as manlike in that 
  respect. However, the Greatbow he carries may only be pulled by him. It has a 
  Range of 450 hexes (2250 feet) and a BC of 75%. It does +6 damage. He will not 
  wear armour, but may carry other weapons. Leraje will always use his bow in 
  preference to all other weapons, however. 
  Comments: Leraje is a lover of strife and will attempt to provide battle whenever 
  possible. Chance encounters between normally neutral parties will usually end in 
  a bloody combat to the death if Leraje is present and this should be taken into 
  account by the game master. 
  MARCHOSIAS “Marquis of the Seventh Throne” 
  Base Chance: 25% 
   
  Lesser Spirits: 30% 
  Description: Marchosias appears as a great Ox with the wings of a Gryphon, the 
  tail of a serpent and a breath of fire shaped like a cone 6 feet long and 4 feet wide 
  at the base. He may take the shape of a man, but will be insubstantial and 
  powerless in this form. 
  Talents, Skills, and Magic: Marchosias is a practitioner of the College of 
  Sorceries of the Mind. He possesses the following skills: Beast Master, Military 
  Scientist and Ranger. 
  Movement Rates: Running: 400; Flying: 300 
  PS: 65  
  MD: 5  
  AG: 18 MA: 28 
  EN: 35 FT: 45  
  WP: 30 PC: 25 
  PB: 6 
   
  TMR: 8/6 
  NA: Skin absorbs 6 DP 
  Weapons: Marchosias may charge in the same manner as a multi–hex character 
  in combat. His horns have a BC of 40%, doing +4 damage and are Rank 10. His 
  hooves have a BC of 45%, doing +5 damage in Close Combat. Marchosias breath 
  has a BC of 70% in Melee Combat, but may not be used in Close Combat. It does 
  +10 damage and is Rank 3. 
  Comments: Marchosias loves a good fight and will always counsel attack in any 
  situation, often disobeying his summoner in his desire to charge and rend the 
  enemy. 
  NABERIUS ‘The Valiant Marquis” 
  Base Chance: 21% 
   
  Lesser Spirits: 19% 
  Description: Naberius appears as a large black crane which flutters around the 
  summoner and speaks in a rough and grating voice. 
  Talents, Skills, and Magic: Naberius is a master of the College of the Mind. He 
  possesses the following skills: Alchemist, Assassin, Healer, Mechanician, 
  Merchant, Military Scientist, Navigator, Spy, Thief and Troubadour. Naberius is a 
  great teacher and an hour spent in his company learning a skill is equal to two 
  weeks attempting to learn the skill with non-demonic aid and allows the student 
  to progress at half the normal EP cost. 
  Movement Rates: Running: 250; Flying: 350 
  PS: 20  
  MD: 16 AG: 18 MA: 36 
  EN: 20 FT: 33  
  WP: 34 PC: 27 
  PB: 22 TMR: 5/7 
  NA: Skin absorbs 3 DP 
  Weapons: Naberius’ beak does +3 damage in either Melee or Close Combat with 
  a 50% BC. It is Rank 8. Naberius claws may be used to grip weapons. In 
  addition, they have a BC of 45% of doing +1 damage in Close Combat. They are 
  Rank 6. Naberius may not wear armour. 
  Comments: Naberius has the special power to restore lost dignities by 
  manipulating events to the summoner’s advantage. A summoner who has lost 
  favour at court might use the power of Naberius to help him regain his station. 
  The game master must take this special power into account. 
  ORIAS ‘The Celestial Marquis” 
  Base Chance: 33% 
   
  Lesser Spirits: 30% 
  Description: Orias appears in the form of a lion, but with the tail of a serpent. He 
  bears in his front claws a pair of great hissing serpents and rides a 
  mightily-thewed war horse. 
  Talents. Skills. and Magic: Orias is a mage of the College of Celestial Magics. He 
  possesses the following Skills: Beast Master, Navigator. He can reconcile all but 
  the most bitter enemies and any summoner who finds his favour will be subject to 
  assistance in acquiring honors and dignities. 
  Movement Rates: Running: 500 
  PS: 35  
  MD: 9  
  AG: 30 MA: 30 
  EN: 34 FT: 42  
  WP: 32 PC: 34 
  PB: 18  
  TMR: 10 
  NA: Skin absorbs 4 DP 
  Weapons: The demon’s claws do +4 damage in Melee and Close Combat and 
  have a BC of 40%. They are Rank 6. The demon’s bite does +3 damage in Close 
  Combat and has a BC of 45%. It is Rank 4. Orias may not use weapons or wear 
  armour. 
  PHENEX ‘The Immortal Marquis” 
  Base Chance: 27% 
   
  Lesser Spirits: 20% 
  
  PAGE 76 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Description: Phenex always appears as the great bird, the Phoenix. He speaks 
  with the voice of a small child and sings sweetly and hypnotically to any who 
  will listen. 
  Talents, Skills, and Magic: Phenex is a practitioner of the College of the Mind. 
  He possesses the following Skills: Alchemist, Beast Master, Healer, Mechanician, 
  Merchant Military Scientist, Navigator, Troubadour. The songs of Phenex will 
  hypnotize his victims (including the summoner) who will then willingly enter the 
  demon’s mouth to be devoured. Care must always be taken when dealing with 
  him. 
  Movement Rates: Running: 200; Flying: 400 
  PS: 75  
  MD: 16 AG: 18 MA: 30 
  EN: 26 FT: 32  
  WP: 33 PC: 27 
  PB: 34 TMR: 4/8 
  NA: Skin absorbs 5 DP 
  Weapons: The demon’s beak does +6 damage in Melee or Close Combat and has 
  a BC of 40%. It is Rank 5. The demon’s claws do +4 damage in Melee or Close 
  Combat, have a BC of 35% and are Rank 3. Phenex may not wear armour or use 
  weapons. 
  Comments: Phenex is ever hungry for human flesh and will attempt to sing 
  except when bound so as to draw victims close to his mouth where they can be 
  devoured. 
  SAMIGINA “Marquis of Dead Souls” 
  Base Chance: 15% 
   
  Lesser Spirits: 300/o 
  Description: Samigina appears as a small ass though he may take on human form 
  if the summoner so orders. 
  Talents, Skills, and Magic: Samigina is a master of the College of Necromantic 
  Conjurations. He possesses the following skills: Alchemist Healer, Mechanician, 
  Merchant, Military Scientist, Navigator, Troubadour. He has the power to 
  converse with and give an account of all beings who have died, except for 
  servants of the Forces of Light. 
  Movement Rates: Running: 350 
  PS: 25/23 
  MD: 5/20 
  AG: 20/25 
  MA: 30 
  EN: 30 FT:40  
  WP: 30 PC:32 
  PB:10  
  TMR: 7 NA: Skin absorbs 4 DP 
  Weapons: When in the form of an ass, Samigina may bite in Close Combat with 
  a BC of 50% of doing +2 with a Rank of 10. He may also trample with his 
  hooves in Close Combat with a BC of 50% or use his hooves in Melee Combat 
  with a BC of 40%. His hooves are Rank 10 and do +4 damage. Samigina will 
  never agree to use weapons or wear armour. 
  Comments: Where two numbers are given for one of Samigina’s characteristics, 
  the first is for his ass form, the second for his human form. 
  SAVNOK “Marquis of Corruption” 
  Base Chance: 30% 
   
  Lesser Spirits: 500/o 
  Description: Savnok appears as a great warrior with the head of a lion riding a 
  pale horse. 
  Talents, Skills, and Magic: Savnok is a member of the College of Earth Magics. 
  He possesses the following Skills: Beast Master and Military Scientist. In 
  addition, he possesses the power to raise high towers, castles, and cities from out 
  of earth and stone and to shape for them furniture and armour. Any wounds he 
  inflicts will automatically become infected and will not be cured except by 
  magic. 
  Movement Rates: Running: 350 
  PS:28 
   
  MD: 30 AG: 29 MA: 30 
  EN: 26 FT:35  
  WP: 33 PC:29 
  PB: 24 TMR: 7 NA: Skin absorbs 4 DP 
  Weapons: Savnok’s bite inflicts +4 damage in Close Combat and has a BC of 
  50%. It is Rank 4. Savnok may appear wearing any type of armour. He prefers 
  axes, spears, and daggers, but will use other weapons if the summoner provides 
  them. 
  Comments: Savnok may start horrible plagues which cause their victims to break 
  out in rotten sores full of worms and which will ultimately lead to death unless 
  cured by magic. 
  SHAZ “The Thieving Marquis” 
  Base Chance: 31% 
   
  Lesser Spirits: 30% 
  Description: Shaz appears as a great bird speaking with a subtle voice. 
  Talents, Skills, and Magic: Shaz is a member of the College of Illusions. He 
  possesses the following Skills: Assassin, Merchant, Ranger, Spy, Thief. He may 
  will an individual to lose his sight or hearing or ability to comprehend the spoken 
  word if the summoner so desires. He is an accomplished thief and a hoarder of 
  useful things (especially fine horses) which he keeps in his dimension. 
  Movement Rates: Running: 150; Flying: 450 
  PS: 23  
  MD: 18 AG: 26 MA: 30 
  EN: 25 FT: 35  
  WP: 38 PC: 35 
  PB: 18  
  TMR: 3/9 
  NA: Skin absorbs 3 DP 
  Weapons: Shaz’s beak does +2 damage in Melee or Close Combat, has a BC of 
  50%, and is Rank 8. His talons do +1 damage and have a BC of 40%. They are 
  Rank 5 and may be used in Melee or Close Combat. Shaz may not use weapons 
  or wear armour. 
  Comments: Shaz is an inveterate liar and deceiver. If commanded to reveal 
  information or fetch items from his hoard, there is only a 50% chance that he will 
  speak entirely true or fetch the right items unless he is placed in a triangle and 
  compelled by a Ritual of True Speaking. 
  6. Ritual for Summoning Demonic Kings (R-6) 
  This ritual is used for summoning the following demons from the seventh plane: 
  Asmoday, Bael, Balam, Beleth, Belial, Palmon, Purson, Vine and Zagan. These 
  demons may only be summoned between 9 in the morning and noon and between 
  3 in the afternoon and sunset. 
  The only shield that will protect against the possibility of backfire while 
  summoning Kings is a disk of hammered gold inscribed with the names of the 
  Kings of the seventh plane. This Shield may only be manufactured by Shaping 
  magicians. It weighs three pounds and the average cost of manufacture will be 
  15,000+ Silver Pennies. It will take about six months to manufacture. The 
  Experience Multiple for this ritual is 600. 
  ASMODAY “The Infernal King” 
  Base Chance: 13% 
   
  Lesser Spirits: 72% 
  Description: Asmoday appears as a man with three heads (that of a man, a bull, 
  and a ram). He has a serpent’s tail and breathes a cone of fire 25 feet long and 10 
  feet wide at the extreme end. His feet are webbed like those of a goose, and he 
  comes riding upon a great infernal dragon and carries a heavy spear with a 
  banner. The blade of his spear is poisoned. 
  Talents, Skills, and Magic: Asmoday is a master of the College of Sorceries of 
  the Mind. He possesses the following Skills: Alchemist, Beast Master, Military 
  Scientist, Mechanician, Merchant, Navigator, Healer. In addition, Asmoday has 
  the power to locate any treasure hidden within 50 feet of him. He also has the 
  power to turn those who serve him into beasts for short periods if they so desire. 
  Movement Rates: Running: 350 
  PS:25 
   
  MD: 30 AG: 28 MA: 35 
  EN: 25 FT:35  
  WP: 36 PC:29 
  PB: 4 
   
  TMR: 7 NA: Skin absorbs 4 DP 
  Weapons: Asmoday may make two horn attacks in Close Combat in addition to 
  any other attacks. Each has a BC of 35% and does +2 damage. They are both 
  Rank 10. In addition, Asmoday’s breath of fire has a BC of 50% in Melee and of 
  80% in Close Combat and does +4 damage. It is Rank 5. He may not wear 
  armour, but will accept other weapons for use in addition to his spear if they are 
  gilded. 
  Comments: Asmoday will not serve the summoner unless he is provided with a 
  maiden upon whom he may visit his carnal desires once his service is complete. 
  He will immediately transport her to his own dimension upon agreeing to serve 
  the summoner. He may not be bound. 
  BAEL “The King in the East” 
  Base Chance: 5% 
   
  Lesser Spirits: 66% 
  Description: Bael may appear as either a man, a toad, or a cat, or he may appear 
  as a man with the tail and claws of a cat and the head of a toad. He is 
  recognizable by his hoarse sinister voice. The form he most often adopts and that 
  he uses in combat is that of the toad-headed man-cat. He may adopt a new form 
  at will. 
  Talents, Skills, and Magic: Bael is a master of the College of Ensorcelments and 
  Enchantments. He has the power to make himself totally invisible at will. 
  Movement Rates: Running: 300 
  PS: 25  
  MD: 23 AG: 25 MA: 30 
  EN: 23 FT: 35  
  WP: 35 PC: 30 
  PB: 4 
   
  TMR: 6 NA: Skin absorbs 3 DP 
  Weapons: Bite has a BC of 40%, does –1 damage, and is always Rank 10. Claws 
  have a BC of 45%, do +2 damage, and are always Rank 10. Bite may only be 
  used in Close Combat. Claws may be used in either Melee or Close Combat. Bael 
  will not wear armour, but will use gilded weapons if the summoner provides 
  them. 
  BALAM “The Terrible King” 
  Base Chance: 15% 
   
  Lesser Spirits: 40% 
  Description: Balam appears as a man with three heads (one of a man, one of a 
  bull, and one of a ram), the tail of a serpent, and bright flaming red eyes that can 
  be seen at a great distance. He usually comes riding upon a great bear and carries 
  a Goshawk on one wrist. He speaks with a hoarse voice. 
  Talents, Skills, and Magic: Balam is a mage of the College of the Mind. He 
  possesses the following Skills: Alchemist, Merchant, Spy, Troubadour. He also 
  has the power to make men witty –each hour spent in the company of Balam 
  counts as one month of training in the Troubadour Skill and no EP’s are expended 
  to advance in this skill as a result of his teaching. 
  Movement Rates: Running: 300 
  PS: 25  
  MD: 23 AG: 21 MA: 34 
  EN: 22 FT: 32  
  WP: 30 PC: 30 
  PB: 3 
   
  TMR: 6 NA: Skin absorbs 3 DP 
  Weapons: Balam may make two horn attacks in Close Combat in addition to any 
  other attacks. Each has a BC of 30% and does +2 damage. They are both Rank 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 77 
  10. Balam will refuse to wear armour, but will accept and use gilded weapons if 
  the summoner provides them. He will not always return these weapons. 
  BELETH “The Mad King” 
  Base Chance: 9% 
   
  Lesser Spirits: 85% 
  Description: Beleth always appears in the shape of a large man riding a pale 
  horse. He is preceded by music and appears in a rage whereat he will attempt to 
  kill anything not within the summoner’s circle of protection. He breathes a cone 
  of fire 25 feet long and 10 feet wide at the extreme end. 
  Talents, Skills, and Magic: Beleth is a master of the College of Fire Magics. In 
  addition, he is possessed of the talent of causing any individuals of the 
  summoner’s choice (not necessarily humanoids) to submit to the sexual desires of 
  the summoner until he (the summoner) is sated. 
  Movement Rates: Running: 300 
  PS: 22  
  MD: 23 AG: 22 MA: 29 
  EN: 24 FT: 35  
  WP: 30 PC: 26 
  PB: 10  
  TMR: 6 NA: Skin absorbs 3 DP 
  Weapons: Beleth’s breath has a BC of 50% in Melee Combat and of 80% in 
  Close Combat and does +4 damage. It is Rank 3. Beleth will wear silver or gilded 
  armour (he much prefers the latter) if provided by the summoner and will use 
  gilded weapons. He will claim these as gifts before departing this plane. 
  BELIAL “King of Fire” 
  Base Chance: 19% 
   
  Lesser Spirits: 50% 
  Description: Belial appears as a two–headed angel and may ride a chariot of fire. 
  He speaks with a comely voice. 
  Talents, Skills, and Magic: Belial is a mage of the College of Fire Magics. He 
  also possesses the following Skills: Merchant, Beast Master. He will cause all but 
  sworn enemies of the summoner to look upon the summoner as their true friend, 
  as described in 55. 
  Movement Rates: Running: 300; Flying: 400 
  PS: 28  
  MD: 30 AG: 23 MA: 31 
  EN: 25 FT: 37  
  WP: 30 PC: 30 
  PB: 28 TMR: 6/8 
  NA: Skin absorbs 3 DP 
  Weapons: Belial has no natural weapons. Belial will demand gifts of gilded 
  armour and weapons before he can be bound to service. He will never return 
  these to the summoner. He is treated as a human for purposes of unarmed combat. 
  Comments: The services of Belial must be paid for in advance in the only coin 
  he will accept: human suffering. As part of the Ritual of Summoning Belial, the 
  summoner must torture to death a human being (preferably an innocent child or a 
  maiden since Belial prefers the suffering of innocents and may refuse an offering 
  of a warrior). He may not be bound. 
  PALMON “King of Domination” 
  Base Chance: 7% 
   
  Lesser Spirits: 100% 
  Description: Palmon appears as a man with a crown of light upon his head and is 
  often seen riding a dromedary. His appearance will always be accompanied by 
  the sound of trumpets and cymbals played by an invisible band of demonic 
  musicians. His voice is heard as a roaring at first, but he can be compelled to 
  speak understandably as a man. 
  Talents, Skills, and Magic: Palmon is a master of the College of the Mind. His 
  Skills include: Alchemist, Astrologer, Beast Master, Healer, Mechanician, 
  Merchant, Military Scientist, Navigator, Ranger, Troubadour. 
  Movement Rates: Running: 300 
  PS: 22  
  MD: 24 AG: 24 MA: 34 
  EN: 23 FT: 34  
  WP: 35 PC: 35 
  PB: 25 TMR: 6 NA: Skin absorbs 3 DP 
  Weapons: Palmon has no natural weapons. He is treated as a human for purposes 
  of unarmed combat. He will use weapons and armour that are gilded if these are 
  provided by the summoner. 
  Comments: Palmon may be accompanied by two kings (Abalim and Labal) who 
  assist and protect him. Each will possess characteristics 2-3 points lower than 
  Palmon’s. They will possess the same Skills and Magics, but only at Rank 10. 
  Neither Palmon nor the two Kings may be bound. 
  PURSON “The Comely King” 
  Base Chance: 11% 
   
  Lesser Spirits: 22% 
  Description: Purson appears as a muscular and well-proportioned man, but with 
  the face of a lion and carries a viper in his hand. He is preceded by trumpets and 
  often appears riding upon a bear. He may also appear in insubstantial form as a 
  fairy. 
  Talents, Skills, and Magic: Purson is a member of the College of Naming 
  Incantations and knows the Generic True Name of all things on the Mundane 
  Plane. He has an 80% chance of knowing the Individual True Name of any being 
  he encounters. He possesses the following Skills: Alchemist, Astrologer, Healer, 
  Mechanician, Merchant, Military Scientist, Navigator. 
  Movement Rates: Running: 300; Flying: 500 
  PS: 21  
  MD: 23 AG: 23 MA: 33 
  EN: 21 FT: 35  
  WP: 34 PC: 35 
  PB: 12  
  TMR: 6/10 
  NA: Skin absorbs 3 DP 
  Weapons: Purson’s bite has a BC of 40% of doing +2 damage in Close Combat 
  and is Rank 6–8. Purson will wear gilded armour and use gilded weapons if they 
  are provided by the summoner. 
  VINE “The Lion-Headed King” 
  Base Chance: 12% 
   
  Lesser Spirits: 36% 
  Description: Vine always appears as a lion-headed man, sometimes riding a great 
  black horse and bearing a viper in his hand. 
  Talents, Skills, and Magic: He is a mage of the College of Naming Incantations. 
  He also possesses the following Skills: Alchemist, Merchant, Military Scientist, 
  Navigator, Mechanician. Vine has the ability to control weather, create 
  earthquakes, detect the presence of magic, and transport and bind stone into 
  magical dwellings. 
  Movement Rates: Running: 300 
  PS: 23  
  MD: 25 AG: 25 MA: 35 
  EN: 22 FT: 33  
  WP: 32 PC: 36 
  PB: 8 
   
  TMR: 6 NA: Skin absorbs 3 DP 
  Weapons: Vine’s bite has a BC of 40% of doing +3 damage in Close Combat and 
  is always Rank 10. Vine will wear gilded armour and use gilded weapons if these 
  are provided by the summoner. 
  ZAGAN “The Winged King” 
  Base Chance: 17% 
   
  Lesser Spirits: 33% 
  Description: Zagan appears as a great bull with gryphon’s wings, but may 
  choose to adopt human form at will. 
  Talents, Skills, and Magic: Zagan is a master of the College of Illusions. He 
  possesses the following Skills: Alchemist, Merchant. He can change blood or 
  water to wine and wine to blood at will. He can shape all metals into coins of the 
  realm. He makes men witty and one hour in his company is equal to 3 weeks 
  experience in learning the Troubadour Skill. Progress in this Skill costs only half 
  the normal EP cost if the summoner is taught by Zagan. He makes fools wise (see 
  Comments). 
  Movement Rates: Running: 400; Flying: 300 
  PS: 65/30 
  MD: 5/25 
  AG: 20/23 
  MA: 30 
  EN: 35 FT: 40  
  WP: 28 PC: 25 
  PB: 6 
   
  TMR: 8/6 
  NA: Skin absorbs 6 DP 
  Weapons: Zagan may charge in the same manner as a multi-hex character in 
  combat. His horns have a BC of 40% of doing +4 damage and are Ranked at 10. 
  His hooves have a BC of 45% of doing +5 damage in Close Combat and are 
  Ranked 8. Horns may be used in Melee or Close Combat. Zagan will agree to 
  wear gilded armour while in his human form and will employ gilded weapons in 
  that form. 
  Comments: Any character in the presence of Zagan may have his Willpower and 
  Magical Aptitude increased by 10 and his Perception increased by 5 at the 
  discretion of the summoner. This effect lasts as long as the character remains in 
  Zagan’s presence. Where two numbers are given for a characteristic, the first is 
  for the bull form. 
  64. The College 
  of Lesser Summonings 
  The College of Lesser Summonings is concerned with the summoning, conjuring, 
  and binding of entities of the same plane as the Adept and with establishing 
  communication with such entities. All summoning and bindings of this College 
  are a form of spell magic. Conjurations are a form of ritual magic, and 
  establishing communications can be accomplished via either spell or talent 
  magic. Summoning is the act of calling entities who inhabit the same general area 
  of the Adept. The controlled input of mana along with the utterance of the name 
  of the entity to be summoned allows the call to travel to the spot where the entity 
  may be found. The summoned entity hears the call and appears in the location 
  from which the Adept issued his summons (even if the adept has since moved to 
  another location). The mana flow also creates a magical path over or through 
  which the entity travels, thus allowing it to traverse the distance in much less 
  time than normal. The entity to be summoned must be native to the area the 
  Adept occupies and be within range of the call. Thus, an Adept in the middle of 
  an expansive grassy plain, and not within range of an area of caverns, would be 
  unable to summon a Dragon (which are native to caverns, not plains). The game 
  master always controls summoned entities. As with Adepts of other Colleges, 
  Adepts of Lesser Summonings may learn True Names from Namers, but may 
  never attain Rank with them. Summonings may take the form of general calls 
  (e.g., summoning all Wraiths within range) or specific calls (e.g., summoning the 
  Wraith Catio, if he is within range). Unintelligent summoned entities who are not 
  bound will, at the game master’s discretion, remain in the area until they choose 
  to leave (due to natural wanderlust) or are driven away. 
  Unbound intelligent summoned entities will stay or leave as they choose. In 
  either case, the game master should perform a reaction roll to aid him in 
  choosing. Once bound, an intelligent entity will remain until no longer bound and 
  then immediately attempt to leave. Conjuring is the act of detecting entities 
  occupying the same Plane as the Adept (but not necessarily the same area) and 
  physically and instantly transporting them into the presence of the Adept. The 
  
  PAGE 78 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  entity to be conjured need not be native to the area to Adept occupies. All 
  conjuration rituals must be performed from within a Circle of Protection and 
  Pentacle. An Adept preparing to perform a conjuration draws a Pentacle within a 
  Circle of Protection 
  All Adepts of the College are presumed to acquire, as part of their basic 
  equipment during their studies, an 8–ounce box of multicoloured chalks for the 
  purpose of drawing these figures (value for replacement purposes is 50 Silver 
  Pennies). The Adept stands within the Circle of Protection. Within the Circle, the 
  Adept and his companions are safe from any attack by the conjured entity. 
  Conjured entities always materialize outside the Circle, unless the conjuration 
  ritual backfires, in which case the entity materializes within the Circle, breaking 
  it and negating the protection it affords. Neither the Circle nor the Pentacle is 
  necessary, nor do they provide any benefit in summoning. 
  The game master always controls conjured entities. A conjured entity will remain 
  with the Adept for a number of hours equal to the Adept’s Rank with the 
  conjuration ritual. At the end of that time, it will immediately return whence it 
  came. Binding is the act of forcing an entity (whether summoned, conjured, or 
  appearing naturally) to obey the commands of the Adept in all things. 
  The game master controls bound entities, although he refers to the Adept who 
  controls the entity to ascertain his orders for the entity. An entity need not have 
  been summoned or conjuror to be bound, nor need it have been summoned or 
  conjured to be communicated with via spell or talent. The spells, talents, and 
  rituals of this College affect particular classes of entities. These classifications 
  match those appearing in the DragonQuest rules, with the following exceptions: 
  Creatures of Light are entities that the game master may have designated as 
  having an affinity with the Power of Light, which are normally associated with 
  what we would term “good.” Any member of a character race may be known as a 
  Servant of Light, which means he will value the doing of good and the prevention 
  of evil above all other things. This allegiance may be declared in any manner the 
  game master desires within his world. Certain creatures have a history of affinity 
  with the aims of Light, and those creatures in the following list are denoted with 
  an (L). 
  Creatures of Darkness are entities that the game master may have designated as 
  being aligned with the Powers of Darkness, which are normally associated with 
  what we would term “evil.” These creatures will be in addition to the Creatures 
  of Night and Shadow (see 140.), which are known to be aligned with Darkness. 
  Any member of a character race may be known to be aligned with Darkness, in 
  which case he will be inherently evil. As with Light, certain creatures, in addition 
  to those listed in Section 140., have a history of affinity with Darkness, and those 
  creatures are denoted in the following list with a (D). 
  Any sentient being may choose to be aligned with Light, Darkness, or neither 
  (being considered neutral for all game purposes). Beings that refuse to take a 
  stand will be in the vast majority in any DragonQuest world. The game master is 
  the final arbiter as to which creatures in his world are aligned with what (the 
  indications on the following list are but a guide). See the Magic Colleges of 
  Celestial Magics, Necromantic Conjurations, and Black Magics for more 
  information on this subject. Classifications include the following: 
  Apes and Prehumans: Baboons, Gorillas, Neanderthals, Orang–Outangs, 
  Sasquatch 
  Felines: Cheetahs, House Cats, Leopards, Lions, Sabretooth Tigers, Tigers, Wild 
  Cats 
  Great Land Mammals: Bears, Boars, Camels, Elephants, Oxen, Stags, Woolly 
  Mammoths 
  Small Land Mammals: Dingoes, Hyenas, Jackals, Mongooses, Rats, Weasels, 
  Wolves 
  Common Avians: Buzzards, Eagles (L), Goshawks, Owls 
  Fantastical Avians: Gargoyles (D), Gryphons, Harpies, Hippogriffs, Pegasi, 
  Phoenixes, Rocs 
  Fish: Barracuda, Manta Rays, Pike, Piranha, Sharks 
  Aquatic Mammals: Dolphins (L), Great White Whales, Killer Whales, Merfolk 
  Other Aquatics: Eels, Kraken, Octopi, Squids 
  Lizards and Kindred: Basilisks, Crocodiles, Giant Land Turtles, Hydras, Land 
  Iguanas, Salamanders, Suarime, Wyverns 
  Snakes: Asps, King Cobras, Mambas, Pythons, Spitting Najas 
  Insects and Spiders: Black Widow Spiders, Fire Ants, Killer Bees, Scorpions, 
  Tarantulas 
  Giant Humanoids: Cloud Giants, Fire Giants, Hill Giants, Frost Giants, Stone 
  Giants, Storm Giants, Ogres, Titans, Trolls 
  Fairy Folk: Brownies (L), Dryads, Elves, Fossergrims, Leprechauns, Nixies, 
  Nymphs, Pixies, Satyrs, Sylphs 
  Earth Dwellers: Dwarves, Gnolls, Gnomes, Goblins (D), Halflings, Hobgoblins, 
  Kobolds, Orcs 
  Fantastical Monsters: Centaurs, Chimerae, Giant Amoebae, Gorgons, 
  Manticores, Minotaurs, Nagas (L), Sphinxes, Unicorns (L) 
  Creatures of Light (L) 
  Creatures of Darkness: (including Creatures of Night and Shadows:) Bats, Dire 
  Wolves, Doppelganger, Weres (D) 
  Summonables: Djinni, Efreeti, Air Elementals, Earth Elementals, Fire 
  Elementals, Water Elementals, Hellhounds (D) 
  Lesser Undead: Ghosts, Ghouls, Revenants, Skeletons, Zombies 
  Greater Undead: Night–Gaunts, Vampires (D), Wights, Wraiths 
  Dragons: Black Dragons, Blue Dragons, Golden Dragons (L), Green Dragons 
  (D), Red Dragons, Yellow Dragons 
  Riding Animals: Donkeys, Draft Horses, Mules, Mustangs, Palfreys, Ponies, 
  Quarterhorses, Warhorses 
  [64.1] Adepts of the College of Lesser Summonings are restricted in 
  the practice of their arts in several ways. 
  An entity may not be summoned or bound by an Adept if another Adept already 
  binds it. In addition, an entity may never be summoned to leave its natural habitat 
  and enter some other habitat that it does not normally frequent. Sufficient space 
  must be available in which an entity could materialize before that entity may be 
  conjured. An entity may be conjured into an environment in which it could not 
  survive, but arrives in that environment dead or dying. A fish conjured from the 
  ocean onto dry land, for instance would arrive near death. An Adept may 
  successfully communicate commands to a bound entity only if the Adept has also 
  cast a spell of communication over the entity, or the entity is affected by the 
  operations of T–1 of this college. When an Adept attempts a summoning spell, 
  there is a chance (determined by the entity’s class) that the summoned entity will 
  attack someone, something, and/or the Adept and his party. This reaction chance 
  may be modified if the game master feels the characters have taken actions that 
  would either antagonize or appease the entity. 
  [64.2] The Base Chance of performing any spell or ritual of the 
  College of Lesser Summonings is affected by a variety of factors. 
  The following numbers are added to the Base Chance of performing any spell of 
  the College of Lesser Summonings: 
  Adept is attempting to summon a Very Rare Monster 
  –15 
  Adept is attempting to summon a Rare Monster 
  –10 
  Adept is attempting to summon an Uncommon Monster 
  –5 
  Adept is attempting to summon a Common Monster 
  +5 
  Adept knows the entity’s Generic True Name 
  +5 
  Adept knows the entity’s Individual True Name 
  +25 
  [64.3] Talents 
  1. Communicate with Lesser Beasts (T–1) 
  The Adept can always communicate with monsters belonging to the following 
  groups. Apes and Prehumans, Felines, Great Land Mammals, Small Land 
  Mammals, Common Avians, Fish, Aquatic Mammals (except Merfolk), Other 
  Aquatics, Lizards and Kindred, Snakes, Insects and Spiders, Creatures of Night 
  and Shadow, and Riding Animals. A monster of these groups with which the 
  Adept wishes to communicate must be within 25 feet (+20 per Rank) of the 
  Adept. Communication takes the form of telepathically communicating thoughts 
  (including orders) to the subject and of reading the subject’s mind. Base Chance 
  is 40% (+3/Rank). The Experience Multiple for this talent is 150 and it may not 
  be resisted. 
  2. Detect Aura (T-2) 
  Whenever confronted by an object or being whose nature is unknown to him, the 
  Adept’s player may tell the game master that he is attempting to detect the Aura 
  of the being or object. The game master rolls D100. If the resulting number is 
  less than or equal to the modified Perception of the Adept, the Aura is detected. 
  The Adept’s Perception is subject to modification in the same manner as any 
  Base Chance. This talent may be Actively (but not Passively) resisted. In addition 
  to any other modifications, the Adept’s Perception is modified as follows: 
  For every 10 feet (after the first 10) separating the Adept from the being 
  or object whose Aura he wants to read 
  -1 
  For each Rank the Adept has with the Detect Aura Talent 
  +5 
  The results of detection are the same as those given for this talent in 55.3. The 
  Experience Multiple for this talent is 50. 
  [64.4] General Knowledge Spells 
  1. Spell of Summoning Small Land Mammals (G-1) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 100 
  Base Chance: 60% 
  Resist: May not be resisted 
  Effects: The Adept may summon one monster (+2/Rank) from the Small 
  Mammals group. only one type from this class may be summoned per cast. The 
  monster summoned must be native to the area. The summoned monster will 
  appear in 5 minutes (–30 seconds/Rank) after the spell is cast. The monster 
  appears in an uncontrolled state, and there is a 20% chance that it will attack 
  someone or something upon appearance. 
  2. Spell of Summoning Fish and Other Aquatics (G-2) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 79 
  Experience Multiple: 125 
  Base Chance: 35% 
  Resist: May not be resisted 
  Effects: The Adept may summon one aquatic non–mammal (+1/Rank), or 10 
  pike or piranha (+10/Rank). The summoned monster(s) must be native to the 
  area, and only one type may be chosen per cast. The summoned monster(s) will 
  appear in 10 minutes (–30 seconds/Rank) after the spell is cast. The monster(s) 
  appears in an uncontrolled state, and there is a 90% chance that it will attack 
  someone or something upon appearance. There is a 100% chance that piranha 
  will attack upon appearance. 
  3. Spell of Summoning Lizards and Kindred, Snakes, 
  Insects and Spiders (G-3) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 100 
  Base Chance: 35% 
  Resist: May not be resisted 
  Effects: The Adept may summon one monster (+1/Rank) from among the three 
  classes, Lizards and Kindred, Snakes, or Insects and Spiders. Note that Killer 
  Bees and Fire ants appear in groups of 30, each group counting as one monster 
  for purposes of this spell. Only one type of monster from among those subsumed 
  under these three classes may be summoned per cast. The monster summoned 
  must be native to the area. It will appear in 30 minutes (–1/Rank) after the spell is 
  cast. The monster appears in an uncontrolled state, and there is an 85% chance 
  (100% for Killer Bees and Fire Ants) that the monster will attack someone or 
  something upon appearance. 
  4. Spell of Summoning Common Avians (G-4) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 125 
  Base Chance: 55% 
  Resist: May not be resisted 
  Effects: The Adept may summon one monster (+1/two Ranks or fraction) from 
  the Common Avian group. Only one type from this class may be summoned per 
  cast. The monster summoned must be native to the area. The summoned monster 
  will appear in 5 minutes (–1/Rank) after the spell is cast. The monster appears in 
  an uncontrolled state, and there is a 40% chance that it will attack someone or 
  something upon appearance. 
  5. Spell of Summoning Riding Beasts (G-5) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 125 
  Base Chance: 55% 
  Resist: May not be resisted 
  Effects: The Adept may summon one Beast (+1/Rank) from among Riding 
  Animals. Only one type of from this class may be summoned per cast. The beast 
  summoned must be native to the area. The summoned beast will appear in 10 
  minutes (–30 seconds/Rank) after the spell is cast. The Beast appears in an 
  uncontrolled state, and there is a 35% chance it will attack someone or something 
  upon appearance. 
  6. Spell of Summoning Apes and Prehumans (G-6) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 125 
  Base Chance: 50% 
  Resist: May not be resisted 
  Effects: The Adept may summon one monster (+1/Rank) from among the Apes 
  and Prehumans. Only one type from this class may be summoned per cast. The 
  monster summoned must be native to the area. The summoned monster will 
  appear 20 minutes (–1/Rank) after the spell is cast. The monster will appear in an 
  uncontrolled state, and there is a 65% chance that it will attack someone or 
  something upon appearance. 
  7. Spell of Summoning Felines (G-7) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 150 
  Base Chance: 45% 
  Resist: May not be resisted 
  Effects: The Adept may summon one monster (+1/Rank) from among the felines. 
  Only one type of monster from this class may be summoned per cast. The 
  monster summoned must be native to the area. The summoned monster will 
  appear in 15 minutes (–1/Rank) after the spell is cast. The monster appears in an 
  uncontrolled state, and there is a 75% chance that it will attack someone or 
  something upon appearance. 
  8. Spell of Binding Lesser Beasts (G-8) 
  Range: 20 feet + 10 additional/Rank 
  Duration: D10 hours x Rank (x 1, if unranked) 
  Experience Multiple: 200 
  Base Chance: 40% 
  Resist: May be actively and passively resisted. 
  Effects: The Adept may bind to his will any one (+1/Rank) monster that is within 
  range and is a member of one of the following groups: Apes and Prehumans, 
  Felines, Small Land Mammals, Common Avian, Fish, Other Aquatics, Lizards 
  and Kindred, Snakes, Insects and Spiders, Lesser Undead, and Riding Animals. 
  Upon casting this spell, the Adept must announce what type of monster he wishes 
  to affect with this spell. Only one type of monster from among all of these classes 
  will be affected by each casting, though any number of binding spells may be in 
  effect at the same time. 
  A monster bound by this spell immediately ceases all action at the moment the 
  spell takes effect. It becomes stationary and remains so until given orders by the 
  Adept who is exercising the binding. If the Adept cannot communicate with a 
  bound monster, the monster remains stationary until the binding is broken. 
  Once communication is established (via T-1 or G-10), the Adept may order the 
  monster to do his bidding, and it will obey his orders without hesitation. 
  However, a bound monster will obey orders literally. If told to attack another 
  monster, for instance, it will attack immediately and continuously until told to 
  stop. If the object of the attack is killed, the bound monster will continue to attack 
  the corpse. Similarly, if told to march west, the monster will march in the 
  direction ordered, even over a precipice, without complaint, unless told to stop 
  upon reaching such a precipice. 
  Bound entities need not remain within range of the Adept for the binding to 
  remain in effect. 
  NOTE: This spell requires a good deal of interaction between the game master and 
  the Adept’s player. It is recommended that the game master require the Adept’s 
  player to state aloud the exact wording of any order, even if it is communicated 
  telepathically. The game master then determines case by case what interpretation 
  is to be placed upon the order by the bound subject. 
  There is no rule that all bound subjects must react in the same manner to the same 
  order, so much is left to the creativity of the game master. A Binding of this type 
  is broken whenever a General Knowledge Counterspell of this College is 
  successfully cast over the bound subject or the space they occupy is part of a 
  Ritual of Dissipation (Q-1 of the College of Naming Incantations) or whenever a 
  Counterspell is cast over the bound subject or the area they occupy by the Adept 
  controlling it. This type of binding does not require that the Adept maintain 
  concentration upon the subject to maintain the spell. 
  Once bound, the subject cannot break the binding alone. Unless the binding is 
  dissipated as described herein, the subject will remain bound for the duration of 
  the spell. An Adept may have bound at any one time a number of subjects equal 
  to his Rank (+1) with this spell. He may have bound at the same time subjects of 
  any number of classes, so long as he does not have bound more subjects than he 
  is capable of controlling. 
  Whenever an Adept attempts to bind one or more subjects that would cause him 
  to exceed his Rank +1, the spell automatically fails (no backfire), and any 
  previously bound subjects are released as though the Adept had performed a 
  Counterspell over them. In all cases, every 10 Pike or Piranha, and every 30 
  Killer Bees or Fire Ants, count as one monster for purposes of this spell. 
  Whenever a binding is broken, there is a 70% chance that the bound monsters 
  will attack someone or something, usually the closest entity. 
  9. Spell of Summoning Lesser Undead (G-9) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 300 
  Base Chance: 15% 
  Resist: May not be resisted 
  Effects: The Adept may summon one (+1/two Ranks or fraction) monster from 
  the Lesser Undead class. Only one type of Lesser Undead may be summoned per 
  cast. The Lesser Undead must be native to the area. They will appear in 5 minutes 
  (–20 seconds/Rank) after the spell is cast. The monsters appear in an uncontrolled 
  state, and there is a 70% chance that any Lesser Undead except Ghosts will attack 
  someone or something upon appearance. Ghosts never attack. 
  NOTE: This spell may be cast only at night or in a place that is not exposed to the 
  direct rays of the sun. 
  10. Spell of Communication with Lesser Undead (G-10) 
  Range: 45 feet +5 additional/Rank 
  Duration: 1 hour +1/Rank 
  Experience Multiple: 250 
  Base Chance: 45% 
  Resist: May not be resisted 
  
  PAGE 80 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Effects: The Adept may communicate telepathically with any Lesser Undead 
  within range for the duration of the spell. Communication must be active in 
  nature; that is the Adept’s thoughts will be known to the Undead only when he 
  “beams” them directly to the monster, and only those thoughts which the Undead 
  wish to impart to the Adept will be known to him. 
  11. Wall of Thorns Spell (G-11) 
  Range: 15 feet +15 additional/Rank 
  Duration: 15 minutes +15/Rank 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: May only be passively resisted 
  Effects: The Adept may cause a wall of thorns to grow out of any soil (but not 
  out of solid rock). The wall will be 1 foot thick, 10 feet high, and 20 feet long. 
  The Adept may instead choose to have the wall take the form of a circle 1 foot 
  thick, 10 feet high, and with a radius of 5 feet. The Adept may increase the height 
  and thickness by 3 inches per Rank. 
  An entity touching the wall and failing to resist will suffer D–3 damage (not 
  absorbed by armour) due to wounds inflicted by the enchanted thorns. The wall 
  can be destroyed by chopping it down (or a hole can be cut through which the 
  party may pass). However, only magical or silvered weapons will cut through the 
  entangled branches and thorns. 100 points of damage are required to chop down 
  the wall entirely; to successfully chop a hole through the wall requires 10 points 
  (+1/Rank of the creating Adept). 
  12. Spell of Summoning Fog (G-12) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 100 
  Base Chance: 30% 
  Resist: May not be resisted 
  Effects: The Adept may summon a bank of fog equal to 100 cubic feet in volume 
  (+50/Rank). The fog will arrive in 10 minutes (–30 seconds/Rank) and will 
  reduce visibility to 20 feet (–2/Rank). It will last until burned away naturally by 
  the sun. The fog is not created by the Adept, but summoned. Therefore, the Adept 
  could not summon fog in an area or at a time when it would not normally be 
  found (mid–afternoon on a sunny day in the desert, for example). The Base 
  Chance for this spell is modified by the addition of the following numbers: 
  If the terrain is plain or waste 
  –10 
  For each knot of wind in the area 
  –1 
  If the terrain type is field, rough, or woods 
  +5 
  If the terrain type is marsh or ocean 
  +15 
  If the spell is cast during the night 
  +20 
  If the spell is cast within 3 hours (before or after) dawn 
  +30 
  13. Empath Spell (G-13) 
  Range: Adept must touch subject 
  Duration: Immediate 
  Experience Multiple: 200 
  Base Chance: 25% 
  Resist: May not be resisted 
  Effects: The Adept may feel the emotions and physical sensations currently 
  experienced by the spell’s target. In addition, the Adept may absorb wounds from 
  Endurance and Fatigue at the rate of 2 points cured for every 1 that the Adept 
  agrees to subtract from his own Fatigue (never Endurance). Thus, the an Adept 
  could remove 6 Damage Points from a character by inflicting 3 Damage Points 
  on himself. 
  14. Summon Energy Spell (G-14) 
  Range: Adept with less than Rank 10 must touch subject. From Rank 10 and 
  above: 10 feet (+1/Rank above 10) 
  Duration: Immediate 
  Experience Multiple: 400 
  Base Chance: 20% 
  Resist: May be actively and passively resisted 
  Effects: The Adept must touch the target of this spell while casting. The touch is 
  automatic, but the spell must be prepared normally. Upon successfully doing so, 
  the Adept may gather from the target 1 point of Fatigue (Endurance when Fatigue 
  is exhausted) +1 point/three Ranks or fraction. These points are added to the 
  Adept’s Fatigue (never Endurance). The Adept’s Fatigue may never be raised 
  above its normal maximum level (Fatigue Value) via this spell, although 
  previously lost Fatigue may be regained up to that maximum and additional 
  Fatigue and Endurance may always be drawn from a victim and dissipated into 
  the ether once the Adept’s maximum has been reached. The Base Chance of the 
  spell being successful is modified by subtracting the target’s Willpower from the 
  Adept’s Willpower and adding the result to the Base Chance, unless the target is 
  unconscious or stunned, in which case only the Adept’s Willpower is added. 
  [64.5] General Knowledge Rituals 
  1. Ritual of Conjuring Lesser Beasts (Q-1) 
  The Adept may conjure one (+1/Rank) monster from the following classes: Apes 
  and Prehumans (+20), Felines (+15), Small Land Mammals (+10), Common 
  Avians (+5), Fish (+3), Other Aquatics (+2), Lizards and Kindred (+5), Snakes 
  (+7), Insects and Spiders (+10), and Riding Animals (+10). The Base Chance for 
  this ritual is 35% (+3/Rank). In addition, the number following each class listed 
  is added to the Base Chance whenever an entity from that class is the subject of 
  the conjuration. Only one type (e.g., House Cats or Leopards, not both) may be 
  conjured per ritual. 
  The ritual lasts for one full hour. At the end of that time, if the ritual is successful, 
  the desired number and type of entity appears within 50 feet of the Adept in a 
  bound state. If the ritual is unsuccessful, nothing occurs. If the ritual backfires 
  (the dice roll is 30 higher than the Cast Chance), the desired number and type of 
  entities appear in an unbound state within the Circle of Protection and 
  automatically attack the Adept and/or his companions. The Experience Multiple 
  for this ritual is 250. 
  2. Ritual of Conjuring Lesser Undead (G-2) 
  The Adept may conjure one (+1/Rank) Lesser Undead of the one desired type. 
  The Base Chance for this ritual is 20% (+3%/Rank). The ritual takes one hour to 
  perform. 
  If the ritual is performed successfully, the desired type and number of Lesser 
  Undead appear within 100 feet of the Adept in a bound state. If the Adept rolls 25 
  or more higher than the success chance for the ritual, the ritual backfires, and the 
  desired number and type of Undead appear within the Circle of Protection, which 
  is broken, and the conjured Undead immediately attack the Adept and/or his 
  companions. The Experience Multiple for this ritual is 400. 
  [64.6] Special Knowledge Spells 
  1. Spell of Communication with Fantastical Beasts (S-1) 
  Range: 200 feet +30 additional/Rank 
  Duration: 1 hour +1/Rank 
  Experience Multiple: 300 
  Base Chance: 40% 
  Resist: May not be resisted 
  Effects: The Adept may communicate telepathically with any Fantastical Avians 
  or Fantastical Monsters within range for the duration of the spell. Communication 
  must be active in nature; that is, the Adept’s thoughts will be known to an entity 
  only when he “beams” them directly to that entity, and only those thoughts which 
  the entity wishes known will be imparted to the Adept. 
  2. Spell of Communication with Greater Sentients (S-2) 
  Range: 100 feet +20 additional/Rank 
  Duration: 1 hour +1/Rank 
  Experience Multiple: 150 
  Base Chance: 65% 
  Resist: May not be resisted 
  Effects: The Adept may communicate telepathically with all Humans, 
  Shapechangers, Giant Humanoids, Fairy Folk, Earth Dwellers, Merfolk, 
  Summonables, and Greater Undead within range and may understand the speech 
  of Dragons within range. As in the case of S–1, communication must be active in 
  nature. 
  3. Spell of Summoning Great Land Mammals (S-3) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 150 
  Base Chance: 45% 
  Resist: May not be resisted 
  Effects: The Adept may summon one (+1/Rank) monster of the Great Land 
  Mammal class. Only one type from this class may be summoned per cast. The 
  monster must be native to the area. The summoned monster appears in 15 
  minutes (–1/Rank) after the spell is cast in an uncontrolled state. There is a 15% 
  chance that the monster will attack someone or something upon appearance. 
  4. Spell of Summoning Aquatic Mammals (S-4) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 175 
  Base Chance: 60% 
  Resist: May not be resisted 
  Effects: The Adept may summon one (+1/Rank) entities of the Aquatic Mammals 
  class (except Merfolk). The maximum number summoned cannot, however, 
  exceed the maximum number usually found together. Only one type must be 
  native to the area. The summoned entity appears within 10 minutes (–30 
  seconds/Rank) after the spell is cast. The entity appears in an uncontrolled state, 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 81 
  and there is a 10% chance that it will attack someone or something upon 
  appearance. 
  5. Spell of Summoning Humanoids (S-5) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 300 
  Base Chance: 20% 
  Resist: May be passively resisted 
  Effects: The Adept may summon one (+1/Rank) entities of the Giant Humanoid 
  and Earth Dweller classes, or one (+1/Rank) Humans and Shape-changers. The 
  maximum number summoned may not, however, exceed the maximum number 
  usually found together. Only one type from among all those subsumed by these 
  classes may be summoned, and that type of entity must be native to the area. The 
  summoned entity appears within 15 minutes (–30 seconds/Rank) after the spell is 
  cast. The entity appears in an uncontrolled state, and there is a 75% chance that it 
  will attack someone or something upon appearance. 
  6. Spell of Summoning Fairy Folk (S-6) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 400 
  Base Chance: 10% 
  Resist: May be passively resisted 
  Effects: The Adept may summon one (+1/Rank) entity of the Fairy Folk. The 
  maximum number summoned may not, however, exceed the maximum number 
  usually found together. Only one type of Fairy Folk may be summoned per cast, 
  and that type must be native to the area. The summoned entity appears within 15 
  minutes (–1/Rank) after the spell is cast. The entity appears in an uncontrolled 
  state, and there is a 15% chance that it will attack someone or something upon 
  appearance. 
  7. Spell of Binding Greater Beasts (S-7) 
  Range: 20 feet +10 additional/Rank 
  Duration: D10 hours x Rank (x 1, if unranked) 
  Experience Multiple: 300 
  Base Chance: 35% 
  Resist: May be actively and passively resisted 
  Effects: This spell works in the same manner as G-8 of this College to bind Great 
  Land Mammals, Fantastical Avians, Aquatic Mammals, Fantastical Monsters, 
  Creatures of Night and Shadow, Trolls, Ogres, Fairy Folk (other than Elves), 
  Earth Dwellers (other than Halflings, Orcs, Dwarves) and Greater Undead (other 
  than Vampires). This spell does not affect Humans, Giants, Elves, 
  Shape-changers, Dwarves, Orcs, Titans, Halflings, and any other races the game 
  master may allow players to generate characters from. 
  8. Spell of Controlling Persons (S-8) 
  Range: 40 feet +10 additional/Rank 
  Duration: D10 minutes x Rank (x 1, if unranked) 
  Experience Multiple: 550 
  Base Chance: 35% 
  Resist: May be actively and passively resisted 
  Effects: The Adept gains control of the every action of one member of a player 
  character race within range. He may control the physical activities of that person, 
  but may not cause him to cast spells. The subject always has his TMR reduced by 
  50% for the duration of this spell. The spell continues in effect until the Adept’s 
  concentration is broken or he releases the victim. As in the cases of S–7 and G–8 
  of this College, the Adept gains complete compliance with his wishes, but its 
  controlled entity obeys literally. 
  Should the Adept order the controlled entity to perform an action which the entity 
  finds highly repugnant (killing a friend) or suicidal (jumping off a cliff), the game 
  master rolls D100. If the result is less than or equal to four times the entity’s 
  Willpower, the entity does not perform the act, and the spell is dispelled. 
  Otherwise, the act is performed. With this exception, this spell operates in all 
  ways the same as S–7 and G–8 of this College. 
  9. Spell of Using Animal Senses (S-9) 
  Range: Touch 
  Duration: Concentration; Maximum of 5 minutes +5/Rank 
  Experience Multiple: 200 
  Base Chance: 25% 
  Resist: May be passively resisted 
  Effects: The Adept may use this spell to allow himself to see, hear, smell and 
  taste the same things as the target of this spell senses for the duration of the spell. 
  Any entity subsumed under the title Lesser Beasts (see T–1 of this College) may 
  be used for this spell. The target must first have been Bound before the spell is 
  attempted, and the Adept must communicate with the target for the duration of 
  the spell. Thus, the Adept may use the target as his external eyes, ears, etc., as the 
  beast may be sent away to spy or do any other task with the Adept as its guide, so 
  long as the beast remains within range of the Communication Talent (T–1). 
  10. Spell of Summoning Entities of Light (S-10) 
  Range: Works at any range. 
  Duration: Immediate 
  Experience Multiple: 125 
  Base Chance: Variable (see below) 
  Resist: See below. 
  Effects: The Adept may summon one (+1/Rank) entities from the Creatures of 
  Light classes. Any combination of entity types may be summoned so long as the 
  maximum number summonable is not exceeded. The entities summoned must be 
  native to the area. Creatures of Light may be summoned only during the day or 
  on a night when the moon is between three–quarters and full and is not occluded 
  by clouds, fog, and so on. 
  A summoned entity will appear within 10 minutes (–30 seconds/Rank) after the 
  spell is cast. The Base Chance and Resistance possibilities of the spell vary 
  according to the relationship between the Adept and the entities being summoned. 
  If the Adept is a known Servant of Light, the Base Chance is 60%, and the spell 
  cannot be resisted. If the Adept is neutral, the Base Chance is 40%, and the spell 
  may be passively resisted. If the Adept is known to be allied with Darkness, the 
  Base Chance is 20%, and the entity may passively resist at a bonus of +20 to their 
  Magic Resistance (–1/Rank of the Adept casting the spell). 
  The Creatures of Light are normally intelligent entities (since serving them will 
  involve a choice on their part), and the option to attack upon appearing is up to 
  the game master. 
  11. Spell of Summoning Entities of Darkness (S-11) 
  Range: Works at any Range. 
  Duration: Immediate 
  Experience Multiple: 125 
  Base Chance: Variable (see below) 
  Resist: Variable (see below) 
  Effects: The Adept may summon one (+1/Rank) entities from the Creatures of 
  Night and Shadow or Creatures of Darkness classes. Any combination of entity 
  types may be summoned, so long as the maximum number summonable is not 
  exceeded. The entities summoned must be native to the area. Creatures of Night 
  and Shadow may be summoned only at night or in an enclosed area where sun 
  does not directly penetrate. Creatures of Darkness may be summoned only at 
  night. 
  A summoned entity appears within 10 minutes (–30 seconds/Rank) after the spell 
  is cast. It always appears in an uncontrolled state, and there is an 80% chance it 
  will attack someone or something upon appearance. The Base Chance and 
  Resistance possibilities of the spell vary according to the relationship between the 
  Adept and the entities being summoned. If the Adept is known to be aligned with 
  Darkness, the Base Chance is 70%, and the spell may not be resisted. If the Adept 
  is neutral, the Base Chance is 40% and the spell may be passively resisted. If the 
  Adept is a known Servant of Light, the Base Chance is 10%, and the entities may 
  actively resist at a bonus of +20% to their Magic Resistance (no modifier due to 
  the Adept’s Rank). 
  NOTE: Bats appear in groups and each group equals one entity for purposes of 
  this spell. 
  12. Spell of Summoning Fantastical Avians (S-12) 
  Range: Works at any range. 
  Duration: Immediate 
  Experience Multiple: 275 
  Base Chance: 35% 
  Resist: May not be resisted 
  Effects: The Adept may summon one (+1/five Ranks or fraction) of any of the 
  Fantastical Avians class. The maximum number summoned may not, however, 
  exceed the maximum number usually found together. Only one type of entity 
  may be summoned per cast, and that type must be native to the area. A 
  summoned entity will appear in 10 minutes (–30 seconds/Rank) after the spell is 
  cast. It will appear in an uncontrolled state, and there is a 55% chance that it will 
  attack someone or something upon appearance. 
  13. Spell of Summoning Fantastical Monsters (S-13) 
  Range: Works at any Range. 
  Duration: Immediate 
  Experience Multiple: 275 
  Base Chance: 25% 
  Resist: May not be resisted 
  Effects: The Adept may summon one (+1/five Ranks or fraction) Fantastical 
  Monster. The maximum number summoned may not, however, exceed the 
  maximum number usually found together. Only one type of entity may be 
  summoned from this class per cast, and the entity must be native to the area. A 
  summoned entity will appear in 20 minutes (–1/Rank) after the spell is cast. If 
  
  PAGE 82 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  will appear in an uncontrolled state, and there is a 90% chance that it will attack 
  someone or something upon appearance. 
  14. Spell of Summoning Greater Undead (S-14) 
  Range: Works at any range 
  Duration: Immediate 
  Experience Multiple: 400 
  Base Chance: 15% 
  Resist: May not be resisted 
  Effects: The Adept may summon one (+1/three Ranks or fraction) Greater 
  Undead. The maximum number summoned may not, however, exceed the 
  number usually found together. Only one type may be summoned per cast and the 
  type summoned must be native to the area. A summoned entity will appear within 
  10 minutes (–30 seconds/Rank) after the spell is cast. It will appear in an 
  uncontrolled state, and there is an 85% chance that it will attack someone or 
  something upon appearance. 
  15. Spell of Summoning Summonables (S-15) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 450 
  Base Chance: 20% 
  Resist: May not be resisted 
  Effects: The Adept may summon one (+1/five Ranks or fraction) entity of the 
  Summonables class. Note that only one Djinn, Efreet, or Elemental of any type 
  may be summoned at one time, and only one type of entity may ever be 
  summoned per cast. A summoned entity appears 10 minutes (–30 seconds/Rank) 
  after the spell is cast, in an uncontrolled state. There is a 75% chance that the 
  entity will attack someone or something upon appearance. 
  16. Spell of Bodily Possession (S-16) 
  Range: 5 feet +5 additional/Rank 
  Duration: 1 hour +1/Rank 
  Experience Multiple: 550 
  Base Chance: 10% 
  Resist: May be actively and passively resisted. 
  Effects: The Adept may occupy the body of any one entity within range, if that 
  entity fails to resist. While the spell is in effect, the Adept’s own body is 
  unoccupied. He has left it and now occupies another body; but his ego is tied to 
  his own body by a blue cord of energy which appears as an aura that may be 
  observed in the same way that an aura may be detected. So long as the Adept’s 
  ego it tied to his body, he may return to it in a number of seconds equal to [(20 
  seconds, –1/Rank) x number of 100-foot increments separating the body 
  occupied by the Adept and the Adept’s own body]. 
  There is no stretching limit to the cord, which may pass through any material. If 
  the Adept’s ego is ever separated from his body by cutting the cord that binds the 
  two, the Adept may never return to that body, and his is instantly cast out of the 
  body he occupies. The Adept then becomes a Spectre and is played by the game 
  master. The Adept may never be resurrected or otherwise re-enter the game 
  should this happen. His body remains intact, but he is dead. 
  An Adept may direct the actions of any entity whose body he occupies as if it 
  were his own body. However, should the Adept attempt to impel the possessed 
  entity to do anything suicidal, the game master rolls D100. If the result is less 
  than or equal to the Willpower of the possessed entity, the Adept is cast out and 
  returns to his own body. He may not attempt to reoccupy an entity from which he 
  is cast until he casts the spell anew. When checking to see of the Adept is cast 
  out, subtract the Adept’s Rank with this spell from the Willpower of the 
  possessed entity. 
  NOTE: No Willpower check is made if the possessed entity attempts (under the 
  Adept’s direction) to do something repugnant to the possessed entity; only 
  suicidal actions elicit a Willpower Check. An Adept may be cast out of a body of 
  another entity only by a Willpower Check or by a Ritual of Dissipation (see 55.5, 
  Q–1) or by having the cord that binds his ego and body cut. A cord may be cut 
  only by someone who detects its aura and strikes it with a silvered or magical 
  weapon. 
  Unless one of these events occurs, the Adept remains in control or returns to his 
  own body automatically at the end of the spell. The spell is always broken 
  whenever the Adept exits the possessed body for any reason. The Adept may 
  re-enter an entity’s body only by casting a new spell. 
  While the Adept is out of his own body, it remains stationary in a supine position. 
  If the Adept exits his body while standing, the body will fall, and there is usually 
  some chance of resulting damage. The body may be carried along by the Adept 
  (while he posses another body) or by his companions, or it may be left where it 
  lies. However, the body is inanimate so long as the Adept is not in it, and the 
  body may not move, cast spells, or perform any other action. The Adept will not 
  know the state or location of his body (if it is attacked or moved) until he returns 
  to it. 
  If the body is killed (Endurance reduced to zero), the Adept will die upon 
  returning to his dead body. If the Adept’s body is possessed when he returns to it, 
  the Adept re-enters the body normally, but is not in control unless the ego in 
  control of the body attempts to cause the body to commit a suicidal act, and any 
  subsequent successful Willpower Check or Ritual of Dissipation will lead to the 
  casting out of the alien ego. If a backfire occurs, the backfire table is not 
  consulted. Rather, the Adept’s ego will leave his body but will not enter the 
  target’s body. Instead, the ego will find itself D10 miles away from the body in a 
  random direction, floating in mid–air. It may then return normally (but may take 
  a great deal of time getting back). 
  While in possession of another entity’s body, the Adept uses his own Willpower 
  and Magical Aptitude, but all other characteristics of the alien body are used in 
  place of the Adept’s own characteristics. This includes all Ranks, actual magical 
  knowledge, skills, attributes, and so on. The Adept always knows everything the 
  possessed entity knows, in addition to what the Adept’s own mind (attached to 
  the ego) knew. However, since the possessed body is not trained to perform the 
  same skills and magic as the Adept, the Adept may not use his own skills and 
  magic while in control of another body. 
  If the host body is killed, the Adept may return to his own body immediately or 
  stay with the host. The Adept will die if he is still in the host body D10 + Rank 
  hours after the host body’s death, however, a host body that is dead and still 
  occupied by an alien ego may not be resurrected. 
  17. Spell of Summoning Dragons (S-17) 
  Range: 40 miles +5 additional/Rank 
  Duration: Immediate 
  Experience Multiple: 650 
  Base Chance: 17% 
  Resist: May be passively resisted 
  Effects: The Adept may summon one Dragon (game master’s choice of what 
  type, if any, appears). The Dragon Appears within 20 minutes (-1/Rank) after the 
  spell is cast. The Dragon appears in an uncontrolled state, and will immediately 
  attack, despoil, and devour the summoner and his companions, regardless of what 
  he may do to anyone else present. 
  [64.7] Special Knowledge Rituals 
  1. Ritual of Conjuring Greater Beasts (R-1) 
  This ritual works in exactly the same manner as Q-1, except that it may be used 
  only to conjure Great Land Mammals (+10), Fantastical Avians (–5), Aquatic 
  Mammals (–5), Giant Humanoids (–10), Fairy folk (–7), Earth Dwellers (–5), 
  Fantastical Monsters (–15), Creatures of Night and Shadow (+3), and Greater 
  Undead (–20). The Base Chance for this ritual is 25% (+4/Rank). It lasts for one 
  hour. The Experience Multiple for this ritual is 400. It may backfire on a roll of 
  25 or more higher than the Base Chance and the results are those listed in Q–1. 
  2. Ritual of Animation of the Dead (R-2) 
  The Adept may animate D10+Rank corpses of any type that are within 20 feet 
  (+5/Rank). The ritual must be performed within a Pentacle and Circle of 
  Protection. The ritual, which takes one hour to perform, has a Base Chance of 
  30% (+3/Rank) and an Experience Multiple of 350. If the animated corpses are 
  recently dead, they will be Zombies. Otherwise they will be Skeletons. Dead who 
  are animated in this manner remain permanently animated until destroyed. They 
  arise in an uncontrolled state, but outside the Circle of Protection. The ritual 
  backfires on a roll 30 or more higher than the Base Chance. If it backfires, the 
  Circle is broken, and the Undead may freely enter the Circle and attack the Adept 
  and his companions. 
  65. The College of Rune Magics 
  The College of Rune Magics is concerned with the use of special symbols of 
  power to shape mana into desired forms. A Rune is a graphic symbol representing 
  some actual, elemental, or mystical force. In rare cases, additional Runes may be 
  developed or discovered which employ part of existing Runes. However, much of 
  the power of the Runes derives from their constant usage over many centuries, 
  and most useful Runes will be known to all Adepts of this College (or at least be 
  readily available to them with a slight amount of research). 
  In addition to the power of the Runes themselves, part of the power of this 
  College derives from the use of special materials to construct the Runewands and 
  Runesticks into which the Runes are usually inscribed. The Runewand Table 
  (65.8) and Runestick Chart (65.9) describe the special properties of various types 
  of Runewands and Runesticks. 
  [65.1] Adepts of the College of Rune Magics may use their non–
  talent powers only with the aid of either a Runewand or one or more 
  Runesticks, in most cases. 
  Adepts may use their talent magic without restriction and may use some spells by 
  merely inscribing the appropriate Rune on an item to be enchanted. In most 
  cases, spells and rituals of this College require the Adept to employ Runesticks or 
  his personal Runewand in casting the spell or performing the ritual. 
  As part of his initiation into the mysteries of this College, the Adept will be 
  required to prepare a Runewand for himself. Usually, one or more teachers will 
  participate in this endeavour as well. If the Runewand being manufactured is of 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 83 
  exceptionally costly materials, the Adept will be required to go into debt to pay 
  for those materials, but in most cases the material will be of some cheap, 
  common wood, and the Adept’s labour during his apprenticeship will be 
  sufficient to cover the cost. 
  Runewands are of three basic types: Rods, Staffs, and Scepters. All three operate 
  in basically the same manner. However, in addition to its magical properties, a 
  Staff may be used as a normal weapon, having the exact same characteristics as a 
  Quarterstaff (although it may be lighter in construction). A Scepter may also be 
  used as a weapon, having the characteristics and appearance of a ceremonial 
  Mace. A Rod may never be used as a weapon, since it is usually nothing more 
  than a switch or hollow tube, looking much like a traditional magic wand. 
  When a character is initiated into the College of Rune Magics, the character’s 
  player rolls D100, consulting the Runewand Table to determine the type of 
  Runewand the Adept receives from his teachers. An Adept may later equip 
  himself with a different type of Runewand, or create (or purchase) another 
  Runewand of the same type to replace a previously possessed Runewand that has 
  been damaged, destroyed or stolen. 
  An Adept may own any number of Runewands, but may use only one at a time. 
  Runewands are created by performing the Ritual of Fashioning Runewands (Q–
  2). Runewands are, for all purposes and definitions, considered magic weapons. 
  In order to use a Runewand manufactured by someone else, the Adept must 
  successfully read the Runes inscribed on the Runewand, using Talent T–3. If he 
  fails to do so, he may not use that Runewand. Even if he successfully reads the 
  Runes inscribed on a Runewand that he did not manufacture, the Adept stills 
  suffers a penalty when using the Runewand. This penalty takes the form of a 
  decrease of 20 in the Base Chance for any spell or ritual performed with the aid 
  of that Runewand. 
  Runesticks are small sticks carved of various woods or soft materials (which do 
  not interfere with the flow of mana) and incised with Runes appropriate to the 
  purpose of the Runesticks. Runesticks may be manufactured out of any material 
  listed on the Runestick Chart. Only Runesticks incised with Runes appropriate to 
  a particular spell or ritual may be used for performance of that spell or ritual. 
  Unlike Runewands, Runesticks are not multipurpose tools that can be used for a 
  variety of spells or rituals. At the time they are manufactured, the Adept creating 
  them must state the spell or ritual for which they can be used. 
  Usually, a Runestick may only be prepared for use in any one spell or ritual. 
  Exception: The Warding Rune is used in a variety of spells and rituals, and 
  Runesticks containing this rune may be used in any of them. Runesticks are 
  fashioned and prepared using the Ritual of Fashioning Runesticks (Q–1). 
  An Adept may use Runesticks fashioned by someone else, but he must first 
  successfully read the Runes incised on them, and the Base Chance of an Adept 
  attempting to perform a ritual or cast a spell with Runesticks manufactured by 
  someone else is reduced by 10. 
  In some cases, the Adept may have to draw or carve a Rune into an object to be 
  enchanted instead of using Runesticks or a Runewand to perform the task. The 
  Adept may use any substance that will adhere, dye or otherwise mark the surface 
  to be enchanted in order to write the Rune. Some substances, however, will be 
  more efficacious than others in effecting the desired enchantment (see 65.2). Any 
  tool may be used to carve a Rune into a substance, so long as the tool is hard 
  enough to do the job and is not composed of Cold Iron. Exception: The Adept 
  may use a tool containing Cold Iron if the Cold Iron is neutralized as per 45.1 of 
  the DragonQuest rules. 
  [65.2] The Base Chance of performing a talent, spell, or ritual of the 
  College of Rune Magics is modified by the addition of the following 
  numbers. 
  The talent, spell, or ritual requires the use of Runesticks, and the Runesticks used 
  by the Adept are: 
  Made of Gilded Metal… 
  + 20 
  Made of Silvered Metal… 
  + 15 
  Made of Mistletoe… 
  + 10 
  Made of Ashwood… 
  + 8 
  Made of Oak… 
  + 8 
  Made of Cedarwood… 
  + 5 
  Made of Aspenwood… 
  + 3 
  Made of Chestnut… 
  + 3 
  Made of Pinewood… 
  –5 
  Made of Yarrow… 
  –5 
  Manufactured by someone other than the Adept… 
  –10 
  The talent, spell, or ritual requires the use of a Runewand, and the Runewand 
  used by the Adept is: 
  A Truesilver Scepter… 
  + 25 
  A Gilded Scepter… 
  + 22 
  A Silvered Scepter… 
  + 18 
  A Copper Rod… 
  + 15 
  An Ebony Rod… 
  + 14 
  An Ivory Rod… 
  + 12 
  An Ash Staff… 
  + 10 
  A Cedar Rod… 
  + 10 
  A Blackthorn Staff… 
  + 8 
  A Bronze Scepter… 
  + 8 
  An Oak Staff… 
  + 5 
  A Willow Rod… 
  + 2 
  Manufactured by someone other than the Adept… 
  –20 
  The talent, spell, or ritual requires the drawing of a Rune on an object to be 
  enchanted and the substance used to draw the Rune is: 
  Fresh Blood from a Dragon… 
  + 50 
  Fresh blood from member of a character race… 
  + 20 
  Ink impregnated with particles of platinum *… 
  + 15 
  Ink impregnated with particles of gold **… 
  + 10 
  Ink impregnated with particles of silver ***… 
  + 5 
  Fresh blood from mammalian being… 
  + 5 
  * 
  Average cost of 90 SP for enough ink to draw one Rune (i.e., to cast one spell). 
  ** Average cost of 60 SP for enough ink to draw one Rune. 
  *** Average cost of 5 SP for enough ink to draw one Rune. 
  In all cases, the weight of one vial with sufficient ink to draw one Rune is 5 
  ounces. Two per vial is subtracted from the Fatigue of any entity from which 
  blood is drawn for this purpose. The blood used must always be fresh (less than 8 
  hours old). It normally takes one minute to draw a Rune. 
  Note that, in most cases, these modifiers are not cumulative. As an exception, 
  modifiers for the type of Runewand or Runestick used are added to the modifiers 
  pertaining to materials of a particular type. 
  In addition, the Cast Chance is affected by all modifiers listed in 43.7 of the 
  DragonQuest game rules, except that the number of hours spent preparing a spell 
  has no effect on the Cast Chance of the spell, as in the case of other Colleges. 
  Rune Magicians may not engage in Ritual Spell Preparation as outlined in 48.1. 
  The Rank of an Adept in the Ritual of Fashioning Runewand and the Ritual of 
  Fashioning Runestick does not effect the efficacy of a spell cast using the 
  Runesticks or Runewand created via those rituals. It affects only the actual 
  performance of the rituals of fashioning. 
  [65.3] Talents 
  1. Read Ancient Languages (T–1) 
  All Adepts of the College of Rune Magics have a 10% chance (+3/Rank) of 
  knowing any ancient (“dead”) language or dialect encountered at a Rank equal to 
  their Rank with this talent. 
  There is a 40% chance (+3/Rank) that the Adept will be able to puzzle out the 
  type of language if he does not know it. If the Adept puzzles out the language 
  (from clues such as root words that are similar to words in known languages), he 
  will have Rank with that language equal to half his Rank with this talent (round 
  up) after spending 20 hours (–30 minutes/Rank with this talent) attempting to 
  master the nuances of the language. 
  An Adept may increase Rank with an ancient language that he has puzzled out by 
  spending one week per Rank practicing the language until he knows it at the 
  same Rank as his Rank with this talent. If he wishes to gain Rank with an ancient 
  language which is greater than his Rank with this talent, he must follow the 
  normal procedure to gain Rank with a language as described in 49 and 87 of the 
  DragonQuest game rules. Rank with this talent is exactly analogous to Rank with 
  spoken or written languages as described in 92. Thus, a character of Rank 5 with 
  this talent would be able to read and write an ancient language he knew with the 
  proficiency of someone who knew that language at Rank 5 (300 to 5000 word 
  vocabulary, concepts peculiar to the language or alien to the character 
  understood). This talent’s Experience Multiple is 250. 
  2. Decipher Codes and Ciphers (T–2) 
  Any Adept of this College has a 25% chance (+3/Rank) of being able to break 
  any code or cipher if he studies it for 12 hours (–1/Rank, +1/Rank of the Adept 
  who created the code or cipher with T–4). The Adept’s chances of breaking a 
  cipher or code are decreased by 3 for every Rank the Adept who created the code 
  or cipher had with T–4 (Create Codes and Ciphers) of the College. 
  The Adept must concentrate on breaking the code or cipher for an unbroken 
  period of time equal to that necessary to break the code or cipher before a D100 
  can be made (by the game master) to determine his success. This talent’s 
  Experience Multiple is 250. 
  3. Read Runesticks (T–3) 
  Any Adept of this College has a 30% chance (+3/Rank, –3/Rank of the creator 
  with Q–1) to successfully read the Runesticks of another Adept of the College of 
  Rune Magics without assistance. 
  If assisted by whoever created the Runesticks, there is a 70% chance (+3/Rank, –
  3/Rank of the creator with Q–1) of detecting misinformation given in the guise of 
  assistance. Only Runesticks which have been successfully read may be employed 
  to cast a spell or perform a ritual of this College. Runesticks which have been 
  “successfully” read, but incorrectly assessed due to false assistance, may be used, 
  but they will automatically backfire. 
  The game master always rolls to determine success or failure at the moment this 
  talent is applied. An Adept automatically reads the Runes (though not necessarily 
  correctly) when assisted by the creator of the Runes. The composition of the 
  Runesticks being read has no effect on the chance of reading those Runesticks. 
  This talent’s Experience multiple is 100. 
  
  PAGE 84 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  4. Create Codes and Ciphers (T–4) 
  An Adept of the College of Rune Magics can create a code or cipher which a 
  normal character or NPC would have only a 1% chance of breaking, but which 
  another Adept of this College would have a greater chance of breaking. The Rank 
  of the code or cipher’s creator modifies all attempts to break the code or cipher 
  by –3/Rank. The Experience Multiple for this talent is 150. It takes one hour to 
  create a code or cipher. 
  5. Summon Wand (T–5) 
  An Adept can summon to him any Runewand he has created that is within 10 feet 
  (+10/Rank) of him. The Adept simply wills the wand to come to him (requires a 
  Pass Action in combat) and the Runewand will leap into his hand. The 
  composition of the Runewand has no effect on the Adept’s chance of summoning 
  it. 
  The Base Chance to successfully use this talent is 40% (+3/Rank). The talent’s 
  Experience Multiple is 250. 
  NOTE: This talent can operate only if the path between the Adept and his 
  Runewand is not blocked by anything which the Runewand could not normally 
  pass through (such as a wall or person). Only the Runewand is summoned; 
  nothing surrounding it or attached to it travels with it to the Adept. 
  [65.4] General Knowledge Spells 
  1. Detect Aura Spell (G–1) 
  Range: Unlimited within sight. 
  Duration: Immediate. 
  Experience Multiple: 100 
  Base Chance: 45% 
  Resist: May only be actively resisted. 
  Effects: The Adept must point his Runewand at the object of the spell and 
  pronounce the name of the Detect Aura Rune. The spell then operates in the same 
  manner as the Detect Aura talent (T–1) of the College of Naming Incantations 
  (see DragonQuest game book, page 43). This spell may be attempted only once 
  per encounter. 
  2. Spell of Darkness (G–2) 
  Range: 15 feet (+15/Rank) 
  Duration: 15 minutes/Rank 
  Experience Multiple: 75 
  Base Chance: 45% 
  Resist: May not be resisted. 
  Effects: The Adept creates a volume of darkness (1000 cubic feet) of any shape 
  he desires. At Ranks 1 through 5, the spell creates darkness equal to a cloudy 
  night. At 6 through 10, it creates darkness equal to a sealed room. At Rank 11 or 
  higher, it creates absolute blackness that no non–magical light source (including 
  torches) can penetrate. The volume of darkness created may be increased by 500 
  cubic feet/Rank. In all cases, the darkness will emanate from the tip of the 
  Adept’s Runewand, but will last for only so long as the Runewand remains 
  unbroken and in the Adept’s possession. 
  3. Spell of Light (G–3) 
  Range: 15 feet (+15/Rank) 
  Duration: 15 minute/Rank 
  Experience Multiple: 75 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: One 10–foot cube (1000 cubic feet) area may be brightly lit. This lighted 
  area may be of any shape (even pencil–thin), but must emanate from the tip of the 
  Adept’s Runewand and will last only so long as the Runewand remains unbroken 
  in the Adept’s possession. 
  4. Spell of Pyrogenesis (G–4) 
  Range: Touch of Runewand. 
  Duration: Immediate 
  Experience Multiple: 75 
  Base Chance: 40% 
  Resist: May only be passively resisted. 
  Effects: One small flammable object or entity may be caused to burst into flame 
  by the touch of the Adept’s Runewand. Thereafter, the flames are fuelled by the 
  object or entity. They may be extinguished normally. 
  NOTE: This spell is meant to be used to light matches and cause insects and small 
  furry animals to burst into flames. It is not meant for use against human–sized 
  figures. 
  5. Curse Spell (G–5) 
  Range: Touch with Runewand 
  Duration: Until dispelled. 
  Experience Multiple: 500 
  Base Chance: 20% 
  Resist: May be actively and passively resisted. 
  Effects: The Adept may curse one target, which he must touch with his 
  Runewand, with any of the possible minor curses listed (following) that he has 
  the necessary Rank to employ (Rank Possible curse). The touch is automatic, but 
  the spell must be prepared normally. 
  D10 
  Result 
  Curse Spell Result 
  1–5 
  The Adept may afflict the target with hallucinations that will reduce 
  the target’s Perception by 5 in addition to any specific effects. The 
  game master and the Adept must work out the exact nature of the 
  hallucination at the time that the curse is made. Hallucinations 
  should however, be of a minor, generalized nature: seeing coloured 
  lights in the distance, hearing sounds like the clanking of weaponry, 
  smelling meat cooking from time to time, and so forth. The severity 
  of the hallucination (and the decrease in Perception) will be more 
  pronounced if the spell takes double or triple effect. 
  6–10 
  The Adept may afflict the target with increasing physical debilitation 
  that will decrease Physical Strength by 1 immediately, and will 
  subtract 1 from Endurance at the end of each day until the curse is 
  finally dispelled. 
  11–15 
  The Adept may afflict the target with total loss of any one sense 
  (sight, smell, touch, hearing, taste) for a number weeks equal to the 
  Adept’s Rank with this spell. The loss of a sense takes place 
  immediately. 
  16–20 
  The Adept may afflict the target with extreme paranoia and 
  nightmares. The target will recover only 1 Fatigue Point per hour for 
  taking a nap, and only 2 per hour from sleeping. In addition, the 
  target will feel hag–ridden and imagine himself pursued by 
  phantasms. He will, unless the curse is first dispelled, eventually 
  become more and more estranged from reality, distrustful of his 
  friends and companions, and obsessed with the idea of destroying 
  his enemies (who he will think are “all around”). If the curse is not 
  dispelled within D10 x a number of days equal to the Willpower of 
  the target (minus 2 x the Adept’s Rank with this spell), the target 
  will completely lose touch with reality. He will then plot to destroy 
  his friends in the belief that they are “out to get him” and will 
  exhibit other bizarre behaviour. He will be cured of the advanced 
  stage of this affliction only by having the curse dispelled and then 
  spending a number of days equal to the Adept’s Rank x D10 in rest 
  and recuperation. 
  6. Spell of Illusion (G–6) 
  Range: Unlimited within sight. 
  Duration: Until dispelled. 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: Must be disbelieved instead of resisted. 
  Effects: The Adept places a single Runestick carved with the Rune for the spell 
  and a Rune representing an object or entity of his choice on the ground, afloat in 
  the water, etc. The stick will then appear to all, except the Adept, to be the same 
  object or entity as the Rune incised on the Runestick. The image will be 
  inanimate and will remain even when touched. However, the illusion can be 
  disbelieved and can be assigned a difficulty factor, as outlined in 54., based on 
  the Adept’s Rank with this spell. 
  NOTE: The illusion will appear to be full–sized even though the small stick 
  represents the object or entity, and will have tactile, auditory, olfactory, and visual 
  elements (all though it will lack the mobility of the object it represents). 
  7. Control Entity Spell (G–7) 
  Range: Touch. 
  Duration: So long as worn. 
  Experience Multiple: 550 
  Base Chance: 10% 
  Resist: May be actively and passively resisted. 
  Effects: The Adept must successfully bind three Runesticks containing the 
  Binding Rune onto the entity being controlled. This may mean that the Adept or 
  one or more of his companions will have to enter Close Combat with the entity in 
  order to bind the sticks to it. (50% Base Chance, plus 5 per character helping to 
  subdue the object of the spell. Decrease by 1 for each point by which the Physical 
  Strength of the spell’s object exceeds the strength of the strongest character 
  attempting to subdue it. Increase the chance by 1 for each point by which the 
  Physical Strength of the object is less than that of the strongest character trying to 
  subdue it.) In other methods, the Adept may be able to induce the entity to put the 
  sticks on itself voluntarily (via trickery, for example). Once the sticks are in 
  place, a Cast Check is immediately made to determine whether or not the sticks 
  function. The spell need not be prepared, and no Fatigue is expended to cause it 
  to take effect. 
  NOTE: This is an exception to the normal casting of a spell which is mandated by 
  the unusual nature of the Runesticks. Once cast, this spell remains in effect until 
  the Runesticks are no longer bound to the target (who may not remove them 
  himself). Until that time, the target will freely do the bidding of the Adept, acting 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 85 
  in all ways as his loyal servants (even to the extent of fighting with anyone trying 
  to remove the Runesticks from him). 
  8. Spell of Purification (G–8) 
  Range: Contact with Runestick. 
  Duration: Immediate 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The Adept may turn any aqueous substance into potable water by 
  touching the substance with a Runestick that has the Purification Rune incised 
  into it. The Adept may purify 1 quart (+1/Rank) by volume with this spell. 
  NOTE: This spell may be used to neutralize poison in solution. 
  9. Runelock Spell (G–9) 
  Range: Painted on target. 
  Duration: Until dispelled/broken 
  Experience Multiple: 200 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: This spell may be cast over any portal (door or window) that can 
  normally be opened or closed. It effectively locks the portal with an unpickable 
  lock. The portal may still be forced open by brute strength. In this case, the 
  Physical Strength of all the figures attempting to force the portal are totaled and 
  multiplied by the Difficulty Factor of the task. The Difficulty Factor is always a 
  function of the Rank of the spell: if the Rank of the spell is 1 through 5, the 
  Difficulty is 2.0; if Rank 6 through 10, the Difficulty Factor is 1.5; if Rank 11 
  through 20, the Difficulty Factor is 1.0. In order to place a Runelock on a portal, 
  the Adept must draw or paint the Runelock Rune on the portal. Only then may he 
  cast the spell. 
  NOTE: Portals which could not normally be opened with ease by brute strength 
  (e.g., a 16–ton bronze gate with frozen hinges) would still fail to open easily to 
  brute strength if Runelocked. The difficulty of opening the portal must be 
  checked separately from the difficulty of breaking the Runelock. 
  [65.4] General Knowledge Rituals 
  1. Ritual of Fashioning Runesticks (Q–1) 
  The Adept must use this ritual to actually carve the appropriate Rune(s) in a stick 
  fashioned of any material listed in 65.9 (The Runestick Chart). At the time the 
  Adept fashions the Runestick, the Adept’s player must announce what Runes are 
  being cut into the stick (i.e., what spell or ritual the Runestick can be used to 
  perform). Careful records must be kept of the number and type of Runesticks 
  carried by a character. Whenever an Adept wishes to cast a spell or perform a 
  ritual using the Runesticks in his possession, he prepares the spell or performs the 
  ritual normally, using the Runestick(s) to cast a spell only once it is prepared. 
  Until a spell is cast, the Runestick is unaffected by the preparation. However, 
  once a Cast Check is made, whether successful or not, the Runesticks used in that 
  spell or ritual are used up. They retain the power necessary to keep the spell or 
  ritual in effect for its normal duration, but are otherwise of no magical value. 
  They can never be “recharged” or reused. The materials of which they are 
  composed lose all magical properties after having been used in Runesticks. Thus, 
  gold used in Runesticks could not be melted down and used in new Runesticks 
  (or used to neutralize Cold Iron in a weapon). Once they have been fashioned as 
  part of this ritual, Runesticks are permanently imbued with the power of the spell 
  or ritual represented by the Rune(s) cut into them. Only one spell or ritual may be 
  imbued in each stick. It takes a length of time equal to that listed in the “Time” 
  column of the Runestick Chart (–1 minute/Rank, but with a minimum of 1 
  minute). Only one stick may be produced per ritual. It costs 10 Fatigue (–1/three 
  Ranks or fraction) to perform the ritual, the Base Chance of successfully 
  performing it is 55% (+3/Rank), and there is no backfire. This ritual’s Experience 
  Multiple is 100. 
  2. Ritual of Fashioning Runewand (Q–2) 
  The Adept may employ this ritual to create a Runewand out of any of the 
  materials listed on the Runewand Table (65.8). The implement is fashioned by 
  inscribing Runes into the material’s surface, which describe its use, name, and 
  history. Once the Runewand has been fashioned and consecrated in this ritual, it 
  remains fully effective unless and until it is broken or otherwise destroyed. It 
  takes 1 to 4 week to perform this ritual, depending on the type of material used to 
  fashion the Runewand. The total time necessary to fashion a Runewand is 
  decreased by 1 day for each Rank the Adept has with this ritual (minimum of 1 
  day to perform this ritual), and the ritual costs 10 Endurance (–1/two Ranks with 
  this ritual). The Endurance loss will heal normally. The Adept may interrupt the 
  ritual to eat and attend to housekeeping (maximum of 2 hours per day) and to 
  sleep (maximum 8 hours per day), but any break longer than 10 hours results in 
  the ritual failing and the materials used being ruined. Any Endurance expended 
  on this ritual is expended on the completion of the ritual, not during its course. 
  Once the ritual is completed, the Adept determines whether or not it has been 
  successful. The Base Chance for this ritual is 30% (+3/Rank). All materials used 
  in an unsuccessful ritual are destroyed or ruined. If the ritual is successful, the 
  Adept may use the Runewand thereafter to cast spells and perform rituals that 
  require the use of a Runewand. In addition, he may store a maximum of 1 Fatigue 
  Point in the Runewand at Rank 0, and 1 additional Fatigue Point for every 2 or 
  fraction Ranks he has with the Ritual of Fashioning Runewand at the time the 
  Runewand is fashioned. Fatigue is stored in a Runewand simply by touching the 
  Runewand and willing one or more Fatigue Points to enter the Runewand. 
  Fatigue Points stored in the Runewand are subtracted from the Fatigue of the 
  Adept. Once stored in the Runewand, Fatigue Points remain there indefinitely 
  and can be used by the Adept to cast spells at any time that he is holding the 
  Runewand while making a Cast Check. A character may add Fatigue to a 
  Runewand any number of times, so long as the Runewand has the capacity 
  remaining to store the Fatigue each time the wand is “recharged.” This ritual’s 
  Experience Multiple is 300. A backfire results in the destruction of the materials 
  used in the Runewand. 
  3. Ritual of Warding with Runesticks (Q–3) 
  The Adept sets up a pattern of Runesticks inscribed with the Ward Rune (as 
  fashioned by Q–1). This pattern may consist of 3, 5, or 7 sticks composed of any 
  material listed in 65.4. If 3 Runesticks are used, the Base Chance is 20%. If 5 
  Runesticks are used, the Base Chance is 30%. If 7 sticks are used, the Base 
  Chance is 40%. All Base Chances are increased by 4 per Rank. This ritual takes 2 
  hours (–5 minutes/Rank) to complete. During the ritual, the Adept must place the 
  Runesticks containing the Runeward symbol in a roughly circular configuration 
  around the area to be warded (presumably remaining inside that area). At the end 
  of the ritual, if it is successful, a Runeward exists that will help to protect those 
  inside it from magic. No magic item (amulet, talisman, weapon, etc.) can be 
  brought into the warded area, though items already inside the warded area can be 
  taken out. The area to be warded is a sphere with a diameter, in feet, of (10x) the 
  number of sticks used. Any magical creature or magic–user attempting to enter 
  the warded area must make a Resistance Check, or it will be unable to enter the 
  area. The entity’s Magic Resistance is decreased by a number equal to the Rank 
  of the Adept with this ritual for a 3–Runestick ward, twice the Rank for a 5–
  Runestick ward, and three times the Adept’s Rank for a 7–Runestick ward. In 
  addition, if the Runesticks used are all of Rowan, no entity which is wholly or 
  partially form another plane (such as demons, devils, imps, hell–hounds) will 
  ever be able to cross the Runeward to enter the warded area. The Runeward is 
  automatically and permanently broken if any magical entity or magic–user 
  succeeds in passing it. However, so long as it is in effect, all spells cast into the 
  warded area from outside will have their Base Chance reduced by 20 if it is a 3–
  Runestick ward, by 30 if it is a 5–Runestick ward, and by 40 if it is a 7–Runestick 
  ward. Backfire from this ritual results not only in the destruction of the 
  Runesticks, but in D10 damage to the Adept’s Endurance as well. 
  NOTE: The same Runesticks which are used for this ritual may be used in the 
  Ritual of Healing (Q–4) and may also be used in conjunction with the 
  Runestick(s) necessarily to the casting of some other spell of this College to 
  create a Ward as described in 48.4. The Experience Point Multiple for this ritual 
  is 200. 
  4. Ritual of Healing (Q–4) 
  The Adept creates a warded area by setting up a Runeward as described in Q–3. 
  However, only the 7–Runestick Runeward may be used. The Runeward is set up 
  around the entity to be healed. The Runeward used for healing in this manner 
  also confers on those within the warded area the same protection as does Q–3, 
  but the Runeward is broken if anyone inside exits it during the ritual, and the 
  ritual must be abandoned or started over from scratch. The Runesticks used are 
  consumed as though the ritual had been performed to its conclusion. The Base 
  Chance for this ritual is 50% (+4/Rank). It lasts 7 hours at the end of which any 
  one living entity within the Runeward (Adept’s choice as to who) is cured of all 
  Fatigue and Endurance losses, plus any non–magical diseases, fevers, or 
  infections which the entity may suffer. The ritual does not reconnect severed 
  limbs or resurrect the dead. It is possible for the ritual to backfire. If it does so, 
  the entity being healed dies immediately (in addition to whatever other backfire 
  results are rolled). The Adept must expend 10 Fatigue to employ this ritual. It has 
  an Experience Multiple of 300. 
  NOTE: Only types of material listed in the Runestick Chart may be used to make 
  Runesticks used in this ritual except for Elder and Yew. In addition, if the 
  Runesticks used in this ritual are made of Walnut or Elm, the number of hours the 
  ritual requires is reduced to 5. 
  5. Runes of Sight (Q–5) 
  The Adept may gain insight into the future by casting the Runes of Sight 
  (Runesticks which have Runes cut into them representing the cosmic balance). It 
  takes one hour to cast these Runes and the Adept may perform no other action 
  during that time. The performance of this ritual allows the Adept to exercise any 
  of the following functions during its course: 
  Limited Precognition: This action is executed as a talent, but with the same 
  results as for the Spell of Limited Precognition (G–2) of the College of Sorceries 
  of the Mind. It has a Base Chance of 30% (+2/Rank). 
  Divining Enchantment: This action is executed as a ritual in the same manner as 
  the Ritual of Divination (R–1) of the College of Naming Incantations. It has a 
  Base Chance of 55% (+4/Rank). 
  
  PAGE 86 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Only one of these two functions may be performed for each casting of the Runes 
  of Sight. The Experience Multiple for this ritual is 250. It requires 3 Runesticks 
  incised with the appropriate Runes to perform this ritual. 
  6. Ritual of Sending (Q–6) 
  The Adept must paint his forehead with a Sending Rune before retiring to sleep at 
  night. He then will spend an entire 8–hour period (or until awakened) in 
  communication with any entity of his choice who is also sleeping during that 
  time. The entity may resist the communication through successful Passive 
  Resistance. Otherwise, the entity will answer all questions in a yes/no fashion. 
  The Base Chance for this ritual is 30% (+4/Rank) and it has a range of 40 miles + 
  20 additional miles per Rank. The Experience Multiple for this ritual is 350. 
  NOTE: This ritual does not allow communication with entities at other planes of 
  existence. 
  [65.6] Special Knowledge Spells 
  1. Runewall Spell (S–1) 
  Experience Multiple: 300 
  Base Chance: 30% 
  Range: 15 feet (+15/Rank) 
  Duration: Until dispelled. 
  Resist: May only be passively resisted. 
  Effects: The Adept places a single Runestick incised with the Warding Rune on 
  the Ground and performs the Spell. The stick will, if the spell is successful, 
  metamorphose into a translucent wall of force 1 inch thick, 10 feet high and 20 
  feet long that may be manually shaped by the Adept (and by no one else) into any 
  shape of his devising (e.g., pillar, circle, dome). The Adept may alter the height or 
  length of the wall by 1 foot per Rank. Anyone coming in contact with the wall 
  will rebound from it unless they successfully resist. Even if they do successfully 
  resist, they will be unable to penetrate the wall. In addition, if the Runestick used 
  to create the wall was made of Elder, anyone who fails to resist will be thrown to 
  the ground and suffer D–2 (+1/Rank with this spell) damage. 
  2. Spell of Summoning Totem Spirits (S–2) 
  Range: Adept touches Runestick. 
  Duration: Immediate. 
  Experience Multiple: 100 
  Base Chance: See following text. 
  Resist: May not be resisted. 
  Effects: There are three great Totem Spirits; Athotarho, Tseghi, and Argotac. 
  Each is represented by a Rune that corresponds to his name. In order to summon 
  one of these three spirits, the Adept must hold in his hand a Runestick incised 
  with the Rune corresponding to the spirit he desires to summon. Only one such 
  evil spirit can be summoned per spell. As part of the spell cast, the Adept must 
  cast the Runestick to the ground at his feet. The Runestick will then explode 
  harmlessly and, in its place, the desired spirit will appear. The Totem Spirits have 
  the following characteristics: 
  ATHOTARHO 
  Description: Athotarho is a small (four feet tall) masked hunter with a spear. He 
  habitually dresses in animal skins and his buttons, fastenings, weapons, etc., will 
  be finely-carved bone. 
  Talents, Skills, and Magic: He has no talents or magic to speak of, but he is a 
  Rank 10 Ranger specializing in Woods, a Rank 8 Beast Master specializing in 
  Common Land Mammals, a Rank 4 Thief, a Rank 5 Assassin, and a Rank 3 
  Military Scientist. 
  Movement Rates: Running: 250 
  PS: 18  
  MD: 20 AG: 19  
  MA: 10 
  EN: 18  
  FT: 20  
  WP: 21 PC: 23 
  PB: 7 
   
  TMR: 6 NA: Skin absorbs 6 DP 
  Weapons: Athotarho has no special weapons, but will carry a bone shortsword, 
  spear, dagger, and short bow (with 20 arrows in a quiver) upon appearing. He will 
  have maximum Rank with all these Weapons. He will refrain from using metal 
  weapons if possible, though he suffers no special damage from Cold Iron per se. 
  Comments: Athotarho will gladly accompany anyone who promises good 
  hunting and fighting, but will demand many petty honors and first pick of all 
  food (especially freshly–killed animals) and prisoners (if any). He will enslave 
  any prisoners and shabbily use them until he parts company with the Adept. Then 
  he will kill his slaves rather than allow them to be freed or used by others. If 
  denied first pick of either food or captives, Athotarho will become restive and 
  unhappy, and will seek to betray whoever he considers primarily to blame for 
  denying him his due. At the end of each day there is a 20% chance that Athotarho 
  will depart to answer the call of some other Adept. This Base Chance is 
  decreased by 1 per Rank the Adept currently accompanied by Athotarho has with 
  this spell. Athotarho will immediately disappear upon answering another 
  summons and will not reappear unless summoned again. 
  ARGOTAC 
  Description: Argotac appears as an aged priest in rough brown robes. He always 
  carries an obsidian dagger with which he will kill any prisoners given to his care. 
  His eyes are dark and frightening, and his skin is pale and clay-like. 
  Talents, Skills, and Magic: Argotac possesses no magic per se. However, he has 
  the talent of forcing any character who looks into his eyes (except the Adept) to 
  roll on the Fright Table (see 60.8). Argotac is a Rank 3 Ranger specializing in 
  Waste, a Rank 8 Beast Master, specializing in humans, a Rank 5 assassin and a 
  Rank 7 Spy. 
  Movement Rates: Running: 300 
  PS: 16  
  MD: 15 AG: 15  
  MA: 10 
  EN: 16  
  FT: 20  
  WP: 30 PC: 22 
  PB: 7 
   
  TMR: 5 NA: Skin absorbs 3 DP 
  Weapons: Argotac is not a warrior in the normal sense, but he will use his dagger 
  in combat (Rank 3) and he has Rank 7 in Unarmed Combat. He will use non–
  metal weapons if required and will pick up and use metal weapons in a dire 
  emergency, but he normally avoids Cold Iron which makes him uncomfortable 
  (though it does no special damage). 
  Comments: Argotac will accompany and assist the Adept in exchange for a 
  promise of a life each day. At the end of any day that Argotac has not been 
  provided with a prisoner to kill, there is a 70% chance that he will depart and not 
  return unless summoned by a new spell. The Base Chance of Argotac departing is 
  decreased by 1 per Rank of the Adept and is increased by 10 for each day that 
  Argotac has accompanied the Adept since he was last given a life by that Adept. 
  There is a 10% chance that Argotac will attempt to kill the Adept or one of his 
  companions prior to departing the group. 
  TSEGHI 
  Description: Tseghi is a great gray hawk with a 7–foot wingspan. 
  Talents, Skills, and Magic: He possesses no special skills, talents, or magic. 
  Movement Rates: Flying: 1200 
  PS: 22  
  MD: 24 AG: 24 MA: 12 
  EN: 24 FT: 30  
  WP: 15 PC: 24 
  PB: 8 
   
  TMR: 24 
  NA: Feathers absorb 4 DP 
  Weapons: Tseghi can attack in Melee or Close Combat with either beak (Base 
  Chance of 55% doing D10+1 Damage) or 2 talons (Base Chance of 70% doing 
  D10+4 Damage) without penalty in the same Pulse. His beak is Rank 5 and his 
  talons are Rank 6. 
  Comments: Tseghi will gladly accompany the Adept and assist him under the 
  same terms as Athotarho (except that he will see any captives as merely another 
  form of food). There is a Base Chance of 10% that Tseghi will depart at the end 
  of each day. Once departed, he will not return unless again successfully 
  summoned by the Adept. The Base Chance that Tseghi will depart is decreased by 
  1 per Rank of the Adept whom Tseghi is accompanying. Tseghi will never 
  voluntarily go underground or indoors. 
  All three Totem Spirits are manifestations of the greater spirit they represent. 
  Thus, for example, the Argotac Totem Spirit is only a manifestation of the greater 
  spirit that is Argotac, an ancient evil that has always existed on this plane. 
  Accordingly, when “Argotac” is summoned, a small part of the consciousness 
  that is the greater Argotac becomes physically manifested in the Runestick used 
  to summon him. The implication here is that there may be a large number of 
  Totem Spirits that are but small parts of the total Argotac consciousnesses. 
  However, no portion of any of the three consciousnesses will ever meet another 
  portion of the same consciousness. If there is ever a danger of this happening, all 
  portions of the same consciousness coming into physical proximity (sight, sound, 
  or smell) of each other automatically rejoin the superconsciousness. 
  The Base Chance of performing this spell successfully depends on the being that 
  is summoned: 
  If the Adept is attempting to summon Tseghi… 
  35 
  If the Adept is attempting to summon Athotarho… 
  30 
  If the Adept is attempting to summon Argotac… 
  20 
  Should this spell backfire, the Backfire Table is not consulted. Instead, the 
  summoned Totem Spirit will attack and attempt to destroy the summoner. In 
  addition, the Base Chance for this spell is reduced by 5 when attempting to 
  summon a Totem Spirit which, upon its previous summoning, attacked as a result 
  of backfire. 
  3. Spell of Creating Rune Portal (S–3) 
  Range: Touch Runestick 
  Duration: Immediate 
  Experience Multiple: 300 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: The Adept must place a Runestick with the Portal Rune on it in the 
  ground and touch it while casting the spell. Once the spell is successfully cast, the 
  Runestick is immovable. It becomes the terminus for a future attempt at 
  teleportation. Once the terminus has been established, the Adept may, at any 
  future time, use another Runestick which was carved at the same time and is a 
  mate of the Runestick which was used as a terminus to travel back to the original 
  terminus. There can be only one “mate” for the terminus, and it too must contain 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 87 
  the Portal Rune and must be of the material as the terminus Runestick. In order to 
  teleport to the terminus, the Adept simply places the mate in or on the ground and 
  casts this spell. If unsuccessful, both Runesticks are destroyed. If successful, the 
  mate of the terminus is activated and becomes a terminus too. Thereafter, anyone 
  who touches one terminus will be teleported to the other terminus and will appear 
  standing within five feet of that terminus (travel time is one Pulse). A terminus 
  may be used any number of times until destroyed (by being broken, dissolved, 
  melted or burned), but may never be moved. A terminus is destroyed by casting a 
  Special Knowledge Counterspell of the College of Rune Magics over it. Once a 
  terminus is destroyed, the mate of the Runestick used to form that terminus will 
  no longer function (though this will not necessarily be known until someone tries 
  to use the mate). If a terminus is destroyed during the Pulse while a being is in 
  transit between the two, he is destroyed and his molecules are dispersed over 
  known space. 
  NOTE: The Base Chance for this spell is decreased by 1 for every 5 miles 
  separating the two Runesticks and is increased by 15 if the Runesticks are shaped 
  from Willow. 
  4. Spell of Visitation (S–4) 
  Range: 2 miles (+2/Rank) 
  Duration: 5 minutes (+5/Rank) 
  Experience Multiple: 250 
  Base Chance: 30% 
  Resist: May not be resisted. 
  Effects: The Adept must cast the Runes of Far–seeing (three matched 
  Runesticks) on the ground before him while performing the spell. If successful, 
  the Adept will be able to send a ghost–like image of himself instantly to any 
  location within range that the Adept has physically occupied at least once in the 
  past. He will be present at that location in all ways except bodily (i.e., he may 
  communicate and use all his senses while his image is there, but may not be 
  harmed by any attack). The image “mimics” the actual actions of the Adept, and 
  may move no more than 10 feet (+10/Rank) from the spot where he materialized, 
  which may be anywhere at the location the Adept wishes. Thus, if the Adept 
  desired his image to talk, he must actually speak the words wherever he is 
  physically located. The image cannot use magic spells, talents, or rituals. Also, if 
  the Adept is in a location that would prevent him from moving, the image may 
  not move either. Then the visitation time has expired (or anytime prior that the 
  Adept wishes), the image will quickly fade and immediately travel back to the 
  Adept. The image will leave an “aura” trail, which, if detected by a Detect Aura 
  talent or spell, gives the compass direction at which the Adept would be located, 
  but not the distance. 
  5. Spell of Truth (S–5) 
  Range: 15 feet (+15/Rank) 
  Duration: 1 hour (+1/Rank) 
  Experience Multiple: 300 
  Base Chance: 30% 
  Resist: May only be passively resisted. 
  Effects: Prior to casting this spell the Adept must first draw a Truth Rune on the 
  forehead (or over the brainpan) of the spell’s target. The spell may only be cast 
  over one target entity of the Adept’s choosing and the Adept must touch the target 
  to cast it. If unsuccessful, a new Truth Rune must be drawn on the target before 
  the spell can be attempted again. A successful spell that is not successfully 
  resisted causes the target to be unable to speak falsehood for the duration of the 
  spell and will answer any question put to him. In addition, the target will see 
  through any illusion, magical trap or other object, entity or apparition which is 
  magical in nature and which is within range. The target automatically disbelieves 
  any illusions within range and sees true nature of all things, it does not gain 
  knowledge of True Names or see through solid walls, but merely penetrates 
  altered appearances. 
  6. Spell of Banishment (S–6) 
  Range: Touch with Runewand. 
  Duration: Immediate. 
  Experience Multiple: 300 
  Base Chance: 30% 
  Resist: May be actively and passively resisted. 
  Effects: The Adept may banish any one entity from another dimension to its own 
  plane of existence. In order to do so, the Adept must touch the target entity with 
  his Runewand at the moment he completes the spell. If successful, the spell 
  results in the entity immediately returning to its own dimension unless the entity 
  successfully resists. Otherwise, the entity remains on this plane. If the entity’s 
  reaction is to attack the Adept, the Base Chance of the entity’s attack being 
  successful is increased by 20, and 2 is added to any Damage Check resulting 
  from the attack (in addition to any other modifiers to that check). The touch is 
  automatic, but the spell must be prepared normally. 
  7. Smite Spell (S–7) 
  Range: Touch with Runewand. 
  Duration: Immediate. 
  Experience Multiple: 300 
  Base Chance: 15% 
  Resist: May only be possibly resisted. 
  Effects: The Adept must, at the moment he the spell, touch the target he intends 
  to smite with the Runewand. The target may passively resist if the spell is 
  successful. If the target fails to successfully resist, he suffers D–3 (+3/Rank) 
  damage. The touch is automatic, but the spell must be prepared normally. 
  8. Spell of Creating Runeweapon (S–8) 
  Range: Adept must touch Runestick 
  Duration: 1 hour (+1/Rank) used, and it must remain in sight. 
  Experience Multiple: 400 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The Adept must use a Runestick incised with a Deathrune and with a 
  Rune representing the type of Runeweapon he wishes to create. The Adept holds 
  the Runestick while casting the spell. Upon successfully completing the cast, the 
  Runestick will have become transformed into a magical weapon of whatever type 
  the Rune incised on the Runestick indicated (short sword, dagger, glaive, etc.). 
  Since the substance of the weapon is magical, the Adept will be able to wield the 
  weapon without suffering the penalties associated with Cold Iron. Further, the 
  weapon will be useable against those entities normally affected only by magical 
  weapons, but will otherwise have the same properties as a normal weapon of the 
  same type. An entity using a Runeweapon will never drop the weapon and there 
  is never any chance of the weapon breaking. Additionally, the entity cannot be 
  disarmed. The Base Chance of casting this spell is increased by 10 if the 
  Runestick is Elder or Yew and is decreased by 20 if the Runestick is Walnut or 
  Elm. In addition, if Runesticks of Yew are used, and at least one point of damage 
  effective is inflicted on a target, the wound will be poisoned, causing D–6 
  (+1/Rank) damage per Pulse for D10 Pulses due to poison. Any entity may use a 
  Runeweapon once it is created. 
  9. Binding Spell (S–9) 
  Range: Touch element with stick. 
  Duration: 30 minutes (+5/Rank) 
  Experience Multiple: 600 
  Base Chance: 20% 
  Resist: May not be resisted. 
  Effects: The Adept may gain control of any element by using this spell. He must 
  possess a Runestick containing the Binding Rune and the Rune representing the 
  element to be bound, and he must touch the element with the Runestick at the 
  moment he casts the spell. An Adept may bind 500 pounds of earth (+500/Rank), 
  500 gallons of water (+500/Rank), 1000 Cubic feet of air (+500/Rank), or all fire 
  within a 10–foot radius (+15/Rank). He may do anything with the element except 
  form an elemental. This spell may not be cast over an area occupied by an 
  elemental and cannot be used in any way to control an elemental. 
  [65.7] Special Knowledge Rituals 
  1. Ritual of casting Runes (R–1) 
  The Adept must prepare a piece of paper or vellum on which are written the 
  Runes of Doom. The entire ritual of preparation takes an hour. At the end of the 
  hour, the Adept chooses which of the demons from the College of Greater 
  Summonings will be the executor of the doom and writes this name on the paper 
  as well. The Adept’s player must actually write this information down since it 
  will only come into play in the future. Once the ritual is prepared, the Adept then 
  passes the sheet of paper on to the victim whom he has chosen. The victim must 
  voluntarily accept the paper (though he need not know what is on it and it may be 
  foisted on him by trickery). Once he accepts it, the demon named on the paper 
  will hunt him down and kill him. Even if the demon is destroyed, it will return as 
  soon as it is able and continue the hunt (see the College of Greater Summonings 
  for how demons recover from injury and “death” in their own dimension). Only 
  by passing the paper on to another entity who voluntarily accepts it can the doom 
  be transferred. The Experience Multiple for this ritual is 500. The Base Chance of 
  its success is 15% (+5/Rank). If the ritual backfires, the Adept loses D10+2 
  Endurance. 
  2. Ritual of Creeping Doom (R–2) 
  The Adept creates 13 Runesticks by carving the appropriate maledictions into 
  human bones. He then performs a ritual over them (duration 1 hour) and buries 
  the sticks beneath the dwelling of someone he wishes to curse. It is best if the 
  victim’s name is carved on the bones as well, otherwise others in the house may 
  become ill instead. For each month that the bones remain in or under the victim’s 
  dwelling, he must make a Resistance Check, the Base Chance for which is 
  composed of the victim’s Endurance multiplied by the Difficulty Rating of the 
  resistance. At Rank 0 through 5, the Difficulty Rating is 4; Rank 6 through 10, 
  the Difficulty Rating is 3; Rank 11 through 15, the Difficulty Rating is 2.5; Rank 
  16 through 18, the Difficulty Rating is 2; Rank 19 through 20, the Difficulty 
  Rating is 1.5. If the victim fails to resist, he suffers a wasting disease and loses 
  D–3 Endurance for purposes of future resistance (only). If he fails to resist for 
  three straight months, he dies. The Experience Multiple for this ritual is 300. The 
  Base Chance of the ritual working is 20% (+4/Rank). 
  
  PAGE 88 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  NOTE: Generally, the victim of these maledictions will not know exactly what is 
  wrong with him. Should he discover the bones, he may remove the curse by 
  removing the bones from the house. Other means of destroying the curse will not 
  normally suffice, although the sufferer would show immediate improvement 
  upon leaving the house and sleeping elsewhere for a few weeks. There is no 
  chance of this ritual backfiring. 
  3. Ritual of Rune Sacrifice (R–3) 
  The Adept performs this ritual within a warded area as described in Q–3. Once 
  the area has been warded and all participants are positioned within the wards, the 
  Adept takes on hour to perform this ritual. During this time, the Adept must 
  prepare a sentient being (preferably human or humanoid) for sacrifice by painting 
  the victim’s body with Death Runes. The Adept then, at the end of the ritual, 
  strikes the conscious victim once with his Runewand. If the ritual is succeeds, the 
  victim dies immediately and the Adept advances two Ranks in one spell (not 
  ritual) of his choice. The victim does not die, and the Adept suffers D10+4 
  damage and does not advance if the ritual fails. It may be actively, but not 
  passively resisted by the victim. The Base Chance for this ritual is 50% 
  (+3/Rank), and the Experience Multiple is 700. If the ritual backfires, the Adept’s 
  Runewand is immediately shattered and the Adept suffers D10+8 damage to 
  Endurance in the explosion. No one else is harmed. 
  4. Ritual of Dimension Portal (R–4) 
  The Adept must have learned the True Name of another dimension from a Namer 
  in order to perform this ritual. He prepares a Runestick containing the Portal 
  Rune and the Rune representing the True Name of that other dimension. He then 
  takes one hour to prepare the portal, laying the Runestick on the ground where he 
  wants the portal to appear. At the end of an hour, a check is made to determine if 
  the ritual has been successful. The Base Chance of Success is 20% (+3/Rank). If 
  the ritual succeeds, a portal immediately appears leading into the dimension 
  represented on the Runestick. Anyone entering that portal will be in the other 
  dimension (after a travel time of one minute). The portal will be a two–way 
  terminus, and those in the other dimension will be able to cross into this 
  dimension through the portal. The portal remains for a number of hours equal to 
  3 plus the Rank of the Adept with this ritual, plus the results of a D10 die roll 
  (made by the game master). It is destroyed permanently at the end of that time or 
  whenever a Special Knowledge Counterspell of the College of Rune Magics is 
  cast over the area it occupies. The Experience Multiple for this ritual is 600. If 
  the ritual backfires, an entity native to that dimension (game master’s choice) 
  enters the Adept’s dimension and will immediately attack the Adept and his 
  companions. 
  [65.8] Runewand Table 
  Dice Runestaff 
  Wgt Value Cost Time 
  01–15 Oak Staff 
  5 
  500 
  55 
  2 
  16–30 Blackthorn Staff 
  4 
  600 
  60 
  2 
  31–45 Ash Staff 
  5 
  800 
  60 
  3 
  46–55 Willow Rod 
  1 
  400 
  55 
  1 
  56–65 Cedar Rod 
  1 
  700 
  75 
  2 
  66–73 Ivory Rod 
  1 
  900 
  80 
  2 
  74–81 Ebony Rod 
  1 
  1200 
  90 
  3 
  82–89 Copper Rod 
  1 
  1500 
  55 
  3 
  90–97 Bronze Scepter 
  7 
  1000 
  90 
  3 
  98* 
  Silvered Scepter 
  6 
  1800 
  200 
  4 
  99* 
  Gilded Scepter 
  6 
  2400 
  500 
  4 
  100* Truesilver Scepter 
  6 
  3000 
  900 
  4 
  * This type of Runewand must be paid for by the Adept out of the proceeds of his 
  first 6 months adventuring or the money lenders from whom he gained the 
  wherewithal to have the item made will send one or more assassins to “collect.” 
  Runewand: The type of Runewand. 
  Wgt: The average weight in pounds of a Runewand made from this material. 
  Value: The value in Silver Pennies of the Runewand in the open market as a 
  magic item or object d’art. If sold as merely a piece of wood or lump of metal, 
  one third the value given in the Cost column of this table should be used instead. 
  Cost: The cost in Silver Pennies of the materials (including incense, oils, etc.) 
  which will go into the preparation of the Runewand if manufactured by the Adept 
  instead of purchased by him. 
  Time: The amount of time in weeks required to create a Runewand of this type, 
  given the necessary materials and tools. 
  [65.9] Runestick Table 
  Material 
  Weight 
  Value Cost Time 
  Ashwood 
  1 
  5 
  1 
  15 
  Aspenwood 
  1 
  3 
  2 
  15 
  Cedarwood 
  1 
  6 
  2 
  10 
  Chestnut 
  1 
  3 
  1 
  10 
  Elder Wood 
  1 
  7 
  2 
  10 
  Elmwood 
  1 
  6 
  2 
  10 
  Gilded Metal 
  2 
  150 
  80 
  240 
  Oak 
  2 
  10 
  2 
  20 
  Material 
  Weight 
  Value Cost Time 
  Mistletoe 
  ½ 
  3 
  1 
  10 
  Pinewood 
  ½ 
  2 
  1 
  5 
  Rowan 
  1 
  8 
  4 
  15 
  Silvered Metal 
  2 
  20 
  10 
  240 
  Walnut 
  1 
  4 
  1 
  15 
  Willow Wood 
  ½ 
  2 
  1 
  15 
  Yew 
  1 
  3 
  2 
  10 
  Yarrow 
  1 
  2 
  1 
  10 
  Material: The type of material of which the stick is composed. 
  Weight: The weight in ounces of one Runestick made of this material. 
  Value: The value in Silver Pennies of one Runestick made of this material. 
  Cost: The cost of the materials necessary to make one Runestick in Silver 
  Pennies, not counting the cost of tools. 
  Time: The amount of time in minutes (not hours) necessary to manufacture one 
  Runestick of this type. Some spells and rituals require the use of Runesticks made 
  of certain materials only. In other cases, any type of Runestick on this chart will 
  do, but the modifiers in 65.2 apply. 
  66. The College 
  of Shaping Magics 
  The College of Shaping Magics is concerned with the fashioning and animation 
  of non–living matter, with the conjuration of enchantments of an enduring nature 
  and, most importantly, with the creation of potent magical items. 
  [66.1] The arts of the College of Shaping Magics may require special 
  knowledge, special equipment, the expenditure of money, time, and 
  endurance, and the presence of companions. 
  Most of the ritual magic of this College may only be practiced within a Shaper’s 
  Workshop, a composite of the shops of artisans of many different types. Tools 
  used in metallurgy, alchemy, blacksmithing, weaving, carpentry, the fashioning of 
  gems, and dozens of other trades will all be found in the shop of a powerful 
  Shaper. A Shaper will have some knowledge of each of these trades, but will 
  often hire others to perform menial tasks, or those beyond his expertise. The cost 
  of hiring artisans is accounted for in the costs of the materials need to perform 
  each ritual. 
  The cost to establish a Shaper’s shop is equal to 5000 Silver Pennies + (8000 x 
  the Shaper’s highest Rank with any Ritual requiring a workshop). A shaper may 
  pay up to 20% less than the standard cost, in which case his shop is “poorly–
  stocked” and he suffers the penalty noted in 66.2. Conversely, a shop is “well–
  stocked” if a Shaper pays at least 1.5 times the standard amount. 10% of a shop’s 
  cost must be expended yearly to pay for maintenance. If this amount is not paid, 
  the value of the shop is degraded by 20% (possibly altering its status as well–or 
  poorly–stocked). A Shaper’s shop is ranked. The Rank of the shop must equal or 
  exceed the highest Rank of any of his rituals requiring a shop. A Shaper may 
  upgrade his shop at any time that it is not “poorly–stocked” by expending 10,000 
  Silver Pennies for each Rank he wishes to raise the shop. 
  Example: A Shaper’s highest Rank with any ritual is 7. He expends [5000 + 
  (8000 x 7)] x 1.5 = 91,500 Silver Pennies to buy a well stocked shop. Each year 
  he must pay 9,100 Silver Pennies, or the shop’s value will degrade to 73,200 
  Silver Pennies (and the Shaper will lose the benefits associated with a well–
  stocked shop). A poorly–stocked shop which suffers a degradation of 20% in 
  value may not be used to aid in the performance of Shaping magics. 
  The materials required for many of the rituals of this College will often be quite 
  expensive or rare. Nevertheless, any materials needed for a ritual must be 
  available or the ritual may not be performed. Most of the rituals of the College of 
  Shaping Magics require a far greater investment of time than the rituals of other 
  Colleges. Some rituals will require only a few hours, but most will require weeks 
  and even years. It should be noted that rituals extending for periods of 24 hours 
  or more do not require the intensive concentration of the rituals of other Colleges. 
  The Adept is working and supervising the work of others, but is not involved in 
  constant concentration. He may eat, sleep (8 hours a day), and perform other 
  activities requiring less than 2 hours a day while he is in the ritual itself. Note that 
  these restrictions will often mean that a Shaper will lose practice in his skills or 
  weapons while performing an extended ritual. 
  In order to perform certain powerful rituals, a Shaper must permanently reduce 
  his Endurance. Whenever Endurance is reduced in this way, Fatigue is reduced as 
  well (according to the scale given in 5.3). In rare situations, a Shaper will be 
  required to permanently sacrifice his bodily form and become a Spectre in order 
  to perform a difficult ritual. The Shaper may not “heal” his Endurance loss. 
  Several rituals will require the presence of other Adepts or of persons with 
  knowledge of particular skills or languages. Such persons must be coerced, 
  bribed, or otherwise convinced to help by the Shaper. The usual rate of payment 
  for participation in a Shaper’s project is 400 Silver Pennies multiplied by the 
  number of weeks the ritual takes. Naturally, the longer the ritual, the more 
  difficult it will be for a Shaper to find a person who will be interested in the first 
  place. Assisting people must be present for at least half of each week of the ritual. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 89 
  [66.2] The following numbers are added to the Base Chance of 
  performing any ritual of the College of Shaping Magics: 
  Ritual is performed in high–mana area… 
  + 25 
  Adept spends at least 50% extra on materials (if any)… 
  + 5 
  Adept performs ritual in well–stocked workshop… 
  + 5 
  Adept performs ritual in poorly–stocked workshop… 
  –15 
  Ritual is attempted outside workshop (possible only for… 
  –20 
  Q–1, Q–2, Q–3, Q–4, R–1) 
  Ritual is performed in low–mana area… 
  –40 
  [66.3] Talents 
  1. Detect Enchantment (T–1) 
  Adepts of this College have the ability to determine whether an item, person, or 
  area within 50 feet (+10/Rank) is currently under an enchantment. This 
  enchantment may be an operating spell, a ward, an invested spell, or any other 
  magical charm. Magical beings (conjured or summoned) may also be detected by 
  this Talent. It does not tell what type of enchantment, only whether or not there is 
  an enchantment. The Talent operates automatically with a Base Chance of 3 x 
  Magic Aptitude (+3/Rank), but the Base Chance rises to 4 x MA (+3/Rank) if an 
  Adept physically examines (touches) a particular item or place for enchantment. 
  The Experience Multiple for this talent is 100. 
  [66.4] General Knowledge Spells 
  1. Spell of Mending (G–1) 
  Range: Touch 
  Duration: Permanent 
  Experience Multiple: 200 
  Base Chance: 50% 
  Resist: May not be resisted. 
  Effects: Any single broken item weighing up to 10 pounds (+10/Rank) may be 
  mended. Note that a fractured item can be made whole if all pieces are present 
  when the spell is enacted (if any are missing, the repaired object will have a hole 
  where the missing piece would be). A mended object becomes exactly as it was 
  before it was broken, so if it was deformed in some way (i.e., a sword was bent) 
  it would retain that deformity. 
  2. Spell of Enchanting Weapons (G–2) 
  Range: 10 feet (+3/Rank) 
  Duration: 30 sec x (D–2) x Rank (x 1 if unranked) 
  Experience Multiple: 200 
  Base Chance: 35% 
  Resist: May not be resisted. 
  Effects: Increases the Base Chance to hit with the weapon over which it is cast 
  by 1 (+1/Rank), and increases the damage done by the weapon by 1 for every 3 
  or fraction of 3 Ranks. 
  3. Spell of Enchanting Armour (G–3) 
  Experience Multiple: 200 
  Base Chance: 30% 
  Range: 10 feet (+10/Rank) 
  Duration: 30 minutes (+30/Rank) 
  Resist: May not be resisted. 
  Effects: 2/Rank is subtracted from the Strike Chance of any character using a 
  physical weapon to attempt to hit a target wearing armour enchanted by this spell. 
  Enchanted armour also absorbs 1 additional point of damage for every 4 or 
  fraction of 4 Ranks attained. Note that the spell must be cast on armour (never on 
  an un–armoured individual). 
  4. Congeal Air Spell (G–4) 
  Range: 20 feet (+10/Rank) 
  Duration: 20 sec (+10/Rank) 
  Experience Multiple: 300 
  Base Chance: 30% 
  Resist: May be actively resisted. 
  Effects: This spell thickens the air around any one entity, reducing movement and 
  inhibiting its combat abilities. An affected entity loses one third of its TMR, and 
  its Base Chance in any form of attack is reduced by 10. The spell also diverts and 
  blows directed at the affected entity, however, so 2 is subtracted from any 
  damage inflicted against it. Congealed air may be breathed without harm. 
  5. Congeal Water Spell (G–5) 
  Range: 25 feet (+15/Rank) 
  Duration: 1 minutes (+30 sec/Rank) 
  Experience Multiple: 400 
  Base Chance: 30% 
  Resist: May be actively resisted. 
  Effects: This spell gives a volume of 50 (+10/Rank) cubic feet of water a 
  gelatinous consistency, keeping any entities within that volume from sinking, and 
  making swimming and combat impossible. The spell cannot be cast at living 
  beings. Water–breathing creatures may breathe congealed water. 
  [66.5] General Knowledge Rituals 
  1. Ritual of Shaping Rag and String Golem 
  This ritual allows a Shaper to form a small golem out of bits of rag and string 
  (which must be available to perform the ritual). Rag and string golems have the 
  following characteristics: 
  RAG AND STRING GOLEM 
  Description: Rag and string golems are 1 to 2 feet tall and are humanoid in form. 
  Their skin will have the colour and texture of the rags from which they are 
  formed. 
  Talents, Skills, and Magic: When a rag and string golem is created, its Shaper 
  and any other characters present may imbue the golem with a number of abilities. 
  Up to 5 times the Shaper’s Rank with this ritual of Ranks of any spells, talents, 
  skills, weapon ability, or linguistic knowledge may be imbued in the golem. Two, 
  however, is subtracted from this maximum for each individual ability bestowed. 
  Example: A golem is formed by Shaper with Rank 6 (in Q–1). Up to 30 (6x5) 
  Ranks each of abilities could be put into the golem (–2 for each separate ability). 
  Thus the golem could be a Rank 6 healer, Rank 0 spy, have Rank 4 with dagger, 
  have Rank 2 in a language, have Rank 3 in the Spell of Mending, and have Rank 
  3 with the sling, totaling 18 ranks. The maximum possible since the golem has 6 
  different abilities or (6 x 2) = 12. 
  No ability may be imbued in a golem unless the Adept or a some other character 
  participating in the ritual has Rank in the ability at least equal to the Rank 
  imbued. A rag and string golem may never learn rituals, nor may it ever know 
  spells or talents from more than one College. A rag and string golem does 
  automatically know the Shaper’s Language at whatever Rank the Shaper himself 
  knows it, and this ability does not count against the total that may be imbued in 
  the golem. 
  Movement Rates: Running: 100 
  PS: 7 
   
  MD: 18 AG: 19  
  MA: 18 
  EN: 3 
   
  FT: 3 
   
  WP: 16 PC: 15 
  PB: 10-18* 
  TMR: 8 NA: None 
  * 
  Depends on rags used. 
  Weapons: Rag and string golems may use any weapons allowed by their 
  strength. Rag and string golems may never use armour or shields, however, and 
  the spell–casting ability is affected by the presence of cold iron exactly as the 
  ability of a normal Adept. 
  Comments: Rag and string golems are by far the most intelligent of golems. 
  They may receive and carry out very complicated instructions without flaw. They 
  can also converse with their masters and any other being with whom they share a 
  language. These golems can act freely and modify the letter of their orders to 
  follow the intent behind them. Commands can also be given in general terms, and 
  the golems will improvise as they go along. Rag and string golems will always 
  serve their creator faithfully. They will never serve anyone other than their 
  creator except during extremely limited periods (less than a day) and at the 
  creator’s request. 
  The ritual by which rag and string golems are formed may be enacted outside a 
  Shaper’s workshop, although it has a lower Base Chance when performed outside 
  a shop. The ritual requires a minimum of two hours, regardless of where it is 
  performed, however. The Spell of Animating Golems (S–5) must be cast over the 
  rag and string immediately following the ritual by which it is created, or the 
  golem will fall apart. Once animated, a rag and string golem lasts until it is killed 
  (loses all its Endurance), or until the Special Knowledge Counterspell of Shaping 
  Magics is cast over it. 
  The Base Chance for this ritual is 40% (+2/Rank), and the Experience Multiple is 
  250. There is no backfire. 
  2. Ritual of Shaping Clay Golem (Q–2) 
  A Shaper may use this spell to shape clay into the form of a golem. Clay must be 
  available for the ritual to be performed. Clay golems have the following 
  characteristics: 
  CLAY GOLEM 
  Description: Clay golem is a humanoid, and is between 4 and 8 feet in height. 
  The golem is the type of the clay from which it is formed. 
  Talents, Skills, and Magic: Clay golems have no talents, skills or magical 
  abilities. 
  Movement Rates: Running: 100 
  PS: 5-15* 
  MD: 6-10 
  AG: 4-8 MA: 0 
  EN: 14-20** 
  FT: 25-30** 
  WP: 19 PC: 10 
  PB: 8 
   
  TMR: 2 NA: None 
  * 
  Plus 2 x Rank 
  ** Plus Rank 
  The larger the golem, the greater the Physical Strength, Endurance, and Fatigue, 
  but the lower the Manual Dexterity and Agility, within the ranges provided. 
  
  PAGE 90 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Weapons: Clay golems may use any weapon they are physically capable of using 
  (see PS and MD requirements on Weapon Tables), although they may never take 
  Rank with a weapon. They may attack with their hands in Close or Melee 
  Combat with a Base Chance of 40% and doing +7 damage. 
  Comments: Clay golems are mindless. They can follow simple commands (e.g., 
  “Attack him”, “Carry these boulders to the top of that hill”), but can do nothing 
  complex. They will follow only the commands of their Shaper. 
  A minimum of one hour must be spent shaping a clay golem. This ritual can be 
  performed anywhere, although its Base Chance suffers an unfavourable 
  modification if it is performed outside of a Shaper’s workshop. Once shaped, a 
  clay golem must be animated via S–5 before its clay dries out or it will be unable 
  to be animated, a clay golem remains active for 5 + Rank (with Q–2) hours. Clay 
  golems may never be re–animated. The clay of which they are composed may be 
  reshaped, however. 
  The Base Chance for this ritual is 25% (+3/Rank), and the Experience Multiple is 
  300. There is no backfire. 
  3. Ritual of Magic Divination (Q–3) 
  This ritual is identical to the ritual of the same name of the College of Naming 
  Incantations. 
  4. Ritual of Investment (Q–4) 
  This ritual is identical to the Investment Ritual described in DragonQuest (48.3), 
  except that its Base Chance is 2 x MA (instead of 1 x MA), and its Experience 
  Multiple is 250, not 300. 
  Preparation Rituals 
  Rituals Q–5, Q–6, Q–7, Q–8, Q–9, Q–10 and Q–11 are all Preparation Rituals. 
  These rituals can be used to prepare specific types of objects with enchantments 
  of various sorts. Once a preparation ritual has been successfully completed, the 
  Shaper must then perform the appropriate Binding Rituals (R–9 to R–22) to 
  complete item’s enchantment. When an item is prepared by one of the following 
  rituals, it is imbued with specific spells, talents, skills, weapon abilities, or 
  language knowledge. Any number and combination of these may be imbued by 
  one ritual. 
  Example: A ring might be imbued with the spells “Armour of Earth,” 
  “Navigation,” and “Shadow Form,” plus the talent “Detect Aura,” Rank 4 in the 
  Mechanician Skill, Rank 3 with the broad–sword, and Rank 7 in spoken Elvish. 
  Ritual knowledge may never be bestowed on an item, however. Once a Shaper 
  has decided what abilities will be implanted on a given item, that item’s Shaping 
  Index can be found, and the Shaper can determine from that Index several 
  important parameters relating to the item’s construction: how long it will take to 
  prepare the item; how much its production will cost; whether the Shaper must 
  lose any Endurance to produce the item. 
  An item’s Shaping Index is determined by adding one value for each ability with 
  which an item is to be bestowed. The value for each type of ability is determined 
  differently, as described in the following: 
  Spells, and Talents with Experience Multiples: The ability’s Experience 
  Multiple. 
  Talents without Experience Multiples: 50 
  Skills: Add 100 to (the amount of experience needed to rise to the Rank in the 
  skill which is going to be bestowed on the item divided by 10). For example, 
  Rank 7 in the Healer Skill would add 1570 to an item’s Shaping Index: 100 + 
  (14700/10). Note that 14700 (the amount needed to rise from Rank 6 to 7) was 
  used as opposed to the cumulative amount that would be required to rise to Rank 
  7 from scratch. 
  Languages: Divide the experience needed to rise to the level of ability in 
  question by 10; e.g., the ability to speak a language at Rank 8 would add 225 to 
  an item’s Shaping Index (2250/10). Note again that the experience cost to rise 
  from Rank 7 to 8 is used in the calculation. 
  Weapon Ability: total the amount of experience needed to attain the Rank with 
  the weapon, and divide by 5. Thus, if an item were to be imbued with Rank 10 
  rapier, its Shaping Index would be increased by 3000. [(200 +200 +200 +200 
  +200 +500 +500 +2000 +4000 +4000 +3000)/5]. Note that this procedure differs 
  from those preceding in that the total experience needed to rise to a Rank is used, 
  as opposed to the experience needed to rise only one Rank. 
  Characteristics: Total the amount of experience needed to attain the amount of 
  point gain, assigning every first point raised as indicated and every second 
  follows appropriately, and divide by 10. 
  Example: If an item were to be imbued with a Perception increase of 3 and an 
  Endurance increase of 2, its Shaping index would be 1000, or [(1000 +750 +750) 
  + (5000 +2500)]/10. 
  The time required to prepare an item is found as follows; The row on the Magic 
  Item Creation Chart (66.8) corresponding to the item’s Shaping Index is found. 
  This row is cross–referenced with the “Time” column of the Chart to find the 
  time needed for the preparation rites. 
  The cost (in Silver Pennies) to prepare an item is found by multiplying the item’s 
  normal cost (its price if it were not enchanted) by the number in the “Cost” 
  column of the Magic Item Shaping Index. This number is then multiplied by the 
  “Cost Factor” listed in the preparation ritual used to find the total cost of that 
  ritual. 
  The row of the Magic Item Creation Chart corresponding to the item’s Shaping 
  Index is also used to determine if the Shaper must lose any Endurance loss 
  indicated on the Chart must be permanently expended to perform the preparation 
  ritual. The Endurance loss is divided evenly through the length of time spent on 
  the ritual. Thus, if an item takes one year to produce, and 7 points of Endurance 
  must be lost in its production, one point would be lost on the 52nd, 104th, 156th, 
  208th, 260th, 312th, and 364th days. Any Endurance expended is permanently 
  lost, regardless of whether the ritual is eventually successful. Note that, in rituals 
  extending to five years or more, a Shaper must expend a minimum of 20 
  Endurance Points, and becomes a Spectre at the conclusion of the ritual. The 
  character becomes a Spectre regardless of the success of the binding rituals 
  completing the item’s enchantment. Only the Shaper who prepares an item may 
  perform a binding over that item. 
  An Adept capable of casting each of the spells and possessing each of the talents 
  to go into an item must be present for at least half the time spent on the item’s 
  preparation ritual. Thus, at least three Adepts would have to participate in the 
  preparation ritual of an item endowed with spells from the College of Fire 
  Magics and Naming Magics, a Fire Mage, a Namer, and the Shaper himself. In 
  the same way, any skill, weapon knowledge, or language ability must be known 
  by one character participating in an item’s preparation ritual for the abilities to be 
  bestowed on that object. Any number of characters can contribute knowledge to 
  the specific item. An ability can never be bestowed on an item with a higher Rank 
  than that of the contributing character (e.g., if an item were to be bestowed with 
  Rank 4 ability in the Healer Skill, some character participating in the ritual would 
  have to have at least Rank 4 in that skill. 
  An item may be imbued with a number of attributes equal to or less than the 
  Rank with the applicable ritual of the Shaper creating the item. A character need 
  not be an Adept to contribute non–magical abilities to an item. Each character 
  contributing to an item must be present for at least 50% of the item’s preparation 
  ritual, regardless of the number of abilities he contributes to the item. 
  The effect of having an item bestowed with a particular ability is to allow the 
  item’s wielder to use any ability as a talent, without the necessity of any 
  extraordinary effort or expenditure of fatigue. An item enchanted with any spell 
  or talent allows the wielder of the item to use that item as if it was permanently 
  invested (see 48.2) with the spell(s) or talent(s). Enchanted weapon Rank given 
  an item’s wielder the ability to use a weapon at a Rank equivalent to that to which 
  the item was enchanted, plus any Rank he might have himself. Thus, a character 
  who himself has Rank 5 with the rapier would be considered to have Rank 13 if 
  he was wearing a ring bestowed with Rank 8 with the rapier. 
  The ability in a skill or language of the wielder of an item is not cumulative with 
  any ability bestowed on that item. Rather, the higher of the two Ranks in an 
  ability is available to the wielder. For example, if a character has Rank 7 in the 
  Spy Skill, and he wears a ring with Rank 9 in that skill, the character would be 
  treated as if he had Rank 9, not Rank 16. 
  Only those spells designed to affect only the wielder or some facet of his own 
  person may be imbued into an object by preparation and binding rituals. 
  Investment rituals may be performed on already enchanted items. This is 
  designed to prevent “kill” spells, such as the Bolt of Fire from the College of Fire 
  Magics, from freely being placed into items. 
  New enchantments may be added to already enchanted items. A new preparation 
  ritual is undergone (with already bound abilities not being factored into the 
  Shaping Index). However, one roll on the Shaping Accidents Table must be made 
  for each new enchantment added to an already enchanted item, in addition to the 
  normal checks for shaping accidents (see following). Note, however, that 
  invested spells are considered a different form of enchantment altogether, and do 
  not require a roll for shaping accidents even when added to an already enchanted 
  item. All spell and talents imbued in an item function at the Rank of the Adept 
  who provided the spell during the preparation ritual; e.g., if an Adept with Rank 6 
  Witchsight provided that spell during an item’s enchantment, the Witchsight 
  provided by that item to its wielder would have a range of 105 feet –15 +(15 x 6) 
  –per that spell at Rank 6. 
  Preparation rituals all have a Base Chance of 90 (+1/Rank). This Base Chance 
  may be modified per 66.2 but modified Base Chances in excess of 100 are treated 
  as 99. Cast Checks for preparation rituals are not made at the end of the ritual, 
  however, but at the end of each week during the course of an item’s preparation. 
  If the Cast Chance is missed at any point, the ritual does not necessarily fail 
  entirely. Instead, the game master rolls on the Shaping Accidents Table (66.10) to 
  find the results of the failed Cast Check. 
  5. Ritual of Amulet of Preparation (Q–5) 
  This ritual allows the Shaper to use amulets as receptacles to various abilities. 
  The wearer of the amulet is considered the wielder of the item. Amulets are 
  primarily used for defensive oriented spells, and may not be imbued with abilities 
  that are offensive. The Experience Multiple for this ritual is 100, and the Cost 
  Factor is 25. 
  6. Ritual of Preparing Arms and Armour (Q–6) 
  This Ritual allows the Shaper to prepare arms and armour as magical receptacles. 
  The person carrying or wearing the item receives the benefits of its enchantment. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 91 
  Weapons enchanted in this method break only when the wielder rolls above 5 x 
  MD, and drop only when the wielder rolls above 4 x MD. The Experience 
  Multiple for this ritual is 200, and the Cost Factor is 30. 
  7. Ritual of Preparing Enchanted Clothing (Q–7) 
  The Shaper may use this ritual to prepare clothing with enchantments. The 
  wearer of the clothing is considered its wielder. The Experience Multiple for this 
  ritual is 175, and the Cost Factor is 20. 
  8. Ritual of Preparing Enchanted Furniture (Q–8) 
  Any type of furniture may be magically endowed by this ritual. The game master 
  will have to decide who is considered the wielder of enchanted furniture. A 
  magical chair, for example, would endow its benefits to one who sits in it, but the 
  wielder of a bookcase of desk is more difficult to determine. The Experience 
  Multiple for this ritual is 100, and the cost factor is 10. 
  9. Ritual of Preparing Talismans and Minor Artifacts 
  (Q–9) 
  This ritual works on small items, such as statuettes, lockets, pens, and 
  paperweights. The game master will have to decide exactly how these items are 
  used. The Experience Multiple for this ritual is 200 and the Cost Factor is 30. 
  10. Ritual of Preparing Staves and Wands (Q–10) 
  Wizard’s staves and magic wands (other than Runewands) may be enchanted by 
  this ritual. A person must actually hold a staff or wand to receive the benefits of 
  its enchantment. The Experience Multiple for this ritual is 150, and the Cost 
  Factor is 50. 
  11. Ritual of Preparing Greater Artifacts (Q–11) 
  Large objects (such as towers, rooms, or arches) may be enchanted by this ritual. 
  Enchantments bestowed upon such artifacts will usually affect large areas (for 
  example, the interior of a room), bestowing their effects on all in the area. Thus, 
  only abilities that could affect an area and more than one entity can be enchanted 
  into a greater artifact. The Experience Multiple for the ritual is 100, and the Cost 
  Factor is 50. 
  [66.6] Special Knowledge Spells 
  1. Spell of Creating Mudslick (S–1) 
  Range: 30 feet (+15/Rank) 
  Duration: 30 sec (+10/Rank) 
  Experience Multiple: 300 
  Base Chance: 30% 
  Resist: May not be resisted 
  Effects: An area 20 (+10/Rank) feet square becomes slick with a ¼-inch film of 
  mud. Every entity within the affected area must roll less than or equal to twice its 
  Agility on D100, or it will fall. If an entity does fall, a roll of less than its Agility 
  must be made before it can rise. 
  2. Spell of Shaping Elementals (S–2) 
  Range: 30 feet (+10/Rank) 
  Duration: 5 minutes (+1Rank) 
  Experience Multiple: 400 
  Base Chance: 10% 
  Resist: May not be resisted. 
  Effects: A volume equal to two cubic feet x Rank containing one of the four 
  elements may be shaped by the Adept into any form desired, and will retain that 
  form for the duration of the spell. Thus, a sail of air could be created that could 
  propel a boat, or a spear of fire which could actually be thrown (although it 
  would burn the hand of the thrower). Note that the spell cannot be cast over any 
  living entity or over an Elemental. 
  3. Spell of Neutralizing Golems (S–3) 
  Range: 10 feet (+5/Rank) 
  Duration: Immediate 
  Experience Multiple: 350 
  Base Chance: 20% 
  Resist: May be actively and passively resisted. 
  Effects: If this spell is successful, any one magically animated golem will be 
  deactivated (i.e., will become a lifeless statue). Deactivated golems can, in most 
  cases, be reanimated via the Spell of Activating Golems. 
  4. Spell of Binding Golems (S–4) 
  Range: 15 feet (+5/Rank) 
  Duration: 10 minutes (+5/Rank) 
  Experience Multiple: 400 
  Base Chance: 15% 
  Resist: May be actively and passively resisted. 
  Effects: Any uncontrolled golem may be controlled by the casting Adept if the 
  spell is successful. See the descriptions of golems to determine the nature of the 
  commands that may be given golems. 
  5. Spell of Activating Golems (S–5) 
  Range: 10 feet 
  Duration: Depends on type of golem. 
  Experience Multiple: 450 
  Base Chance: 15% 
  Resist: May not be resisted. 
  Effects: This spell will animate golems that have been prepared via Q–1, R–2, 
  R–3 or R–4 but are not already animated. Once a golem has been activated, the 
  caster must immediately roll less than 2 x (Willpower + Rank) to gain control of 
  the golem. If the roll is not made, the golem is uncontrolled, and its actions must 
  be determined by the game master (it will probably attack everything around it). 
  If this spell backfires, there is a 40% chance that the golem being activated is 
  destroyed, in addition to any other backfire results. 
  [66.7] Special Knowledge Rituals 
  1. Ritual of Turning Stone to Flesh (R–1) 
  This ritual allows the Adept to turn one entity that has been turned to stone by 
  enchanted creatures or magical means back into flesh. Only entities that are 
  naturally living but have been turned to stone are affected by this ritual. Any 
  clothing or other items that were turned to stone with a figure are restored to their 
  normal state with that figure. The Base Chance of this ritual is 55% (+3/Rank), 
  and the Experience Multiple is 200. 
  2. Ritual of Shaping Stone Golems (R–2) 
  A shaper may use this ritual to craft a golem of stone. The crafting requires a 
  minimum of three months, and the use of a shop worth at least 40,000 Silver 
  Pennies. The materials needed for this ritual cost 15,000 Silver Pennies. The 
  golem is carved from a solid block of stone. Stone golems have the following 
  characteristics: 
  Stone Golem 
  Stone golems are humanoid figures about 12 feet tall. Their bodies are the colour 
  and texture of the stone from which they were carved. 
  Talents, Skills, and Magic: A Stone golem has no talents, skills, or magical 
  abilities. 
  Movement Rates: Running: 100 
  PS: 20** 
  MD: 5-13 
  AG: 3-9 MA: 0 
  EN: 20** 
  FT: 27* WP: 30 PC: 7-12 
  PB: 6-10 
  TMR: 2 NA: Stone skin absorbs 5-7 DP*** 
  * 
  Plus Rank×1.5 
  ** 
  Plus Rank 
  *** 
  Depends on hardness of stone used 
  The larger the golem, the lower the Manual Dexterity and Agility within the 
  ranges given. Only magic weapons can harm stone golems, and any weapon that 
  strikes a stone golem must be check for breakage per the normal breakage 
  chance. Only magic that affects stone can have any effect on stone golems. 
  Weapons: Stone golems may use any weapons, but they never have any Rank. 
  They may attack with their hands in Melee Combat with a Base Chance equal to 
  their (Shaper’s Rank×4)%, or in Close Combat with a Base Chance of 
  (50+Rank)%, doing (D–3)+Rank damage either way. 
  Comments: Stone golems are basically mindless automatons, and can perform 
  only simple tasks. Stone golems remain inanimate after their formation until the 
  Spell of Animating Golems (S–5) is cast over them. They may remain inanimate 
  following their creation for any length of time without harmful effect. Once 
  animated, a stone golem remains active for 3 hours (+30 minutes/Rank in R–2). 
  At the end of this time, the golem becomes a stone statue. It may be re–animated 
  by S–5 any number of times, until it is destroyed (i.e., until the Special 
  Knowledge Counterspell of Shaping Magics is cast over it, or until its Endurance 
  is exhausted). 
  This ritual is automatic, but each week during the golem’s construction there is a 
  1% chance of a shaping accident. If such an accident does occur, the game master 
  should roll on the Shaping Accidents Table (66.10) to determine the effect. 
  3. Ritual of Shaping Iron Golems (R–3) 
  A Shaper may use this ritual to cast a golem from iron. The casting requires a 
  period of at least four months and the use of a Shaper’s workshop costing at least 
  50,000 Silver Pennies. The materials and labourers needed in the construction of 
  a golem of this type cost 20,000 Silver Pennies. Iron golems have the following 
  characteristics: 
  IRON GOLEM 
  Description: Iron golems are humanoid figures of iron, standing between 6 and 
  10 feet tall. Gemstones are often used for the eyes. Weapons will often be built 
  into the arms of these golems as living parts of their bodies. 
  
  PAGE 92 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Talents, Skills, and Magic: Iron golems have Rank 5 with any weapon built into 
  them. Only magical weapons and spells affecting iron can harm iron golems, and 
  any weapons that strike them must be checked for breakage. 
  Movement Rates: Running: 150 
  PS: 40* MD: 7-12 
  AG: 5-10 
  MA: 0 
  EN: 35* FT: 40* WP: 40 PC: 7-12 
  PB: 8 
   
  TMR: 8 NA: Iron skin absorbs 8 DP 
  * 
  Plus 2 x Rank 
  The larger the golem, the lower the Manual Dexterity and Agility (within the 
  ranges given). 
  Weapons: An iron golem may carry any weapon, although it only gains the 
  bonus of Rank 5 with weapons with which it is cast. Such weapons can break, 
  though they may never be dropped. Iron golems can carry shields, but may never 
  wear armour. Iron golems may attack with their hands in Melee Combat with a 
  Base Chance of (40+Shaper’s Rank)% of doing (D + Shaper’s Rank) damage. In 
  Close Combat, their Base Chance rises to (55+Shaper’s Rank)%, although 
  damage remains the same as in Melee. 
  Comments: Iron golems are mindless, killing automatons. They can perform 
  only very simple commands, but become deadly fighters once in combat. Iron 
  golems can never be stunned. 
  Once shaped, an iron golem is inanimate until the Spell of Animating Golems (S–
  5) is cast over it. There is no detrimental effect to leaving an iron golem 
  unanimated for a period of time before the spell is cast. Once animated, an iron 
  golem remains active for one hour (+15 minutes/Rank with R–3). After the time, 
  it reverts to an iron statue, but may be re–animated by S–5. 
  This ritual is automatic, but there is a 1% chance of a shaping accident each week 
  during an iron golem’s casting. 
  If there is an accident, check the Shaping Accidents Table (66.10) to determine 
  the exact result. 
  4. Ritual of Shaping Flesh Golems (R–4) 
  This ritual may be used to fashion a golem from parts of different corpses. The 
  crafting requires at least six months, and all the pieces that are to go into the 
  golem must be found before the ritual can begin. A workshop costing at least 
  80,000 Silver Pennies must be available in order to fashion this creature. In 
  addition to pieces of corpses, materials costing 20,000 Silver Pennies are needed 
  for this ritual. An alchemist of at least Rank 8 must also be present throughout the 
  ritual, the cost of whose hiring has not been included in the cost of materials. 
  Flesh golems have the following characteristics: 
  Flesh Golem 
  A flesh golem may be put together from different creatures within a species, or 
  from any number of different species. For example, a troll could be fashioned 
  with the brain of a human and the wings of a gargoyle; or an ogre could be made 
  with the strength of one ogre (presumably a powerful one), the endurance of 
  another hardy one, and the brains of a bright ogre. Seams will show wherever 
  parts are sewn together, and all flesh golems will exude a horrible rotting odour. 
  Talents, Skills, and Magic: Flesh golems never retain any of the skills or spell–
  casting ability of the creatures from which they are made, but do retain any 
  talents appropriate to the parts of a creature used. Thus, a golem made with the 
  eyes of a basilisk would be able to turn creatures to stone in the same manner as a 
  normal basilisk. 
  Movement Rates: Variable, according to the golem’s size and method(s) of 
  locomotion. 
  PS: Average the Physical Strength of the creatures from which the golem’s 
  muscle tissues were taken. 
  MD: Average the Manual Dexterity of the creatures from which the golem’s 
  muscles and brain were taken. 
  AG: Average the Agility of the creatures from which the golem’s muscles and 
  brain were taken. 
  MA: None. 
  EN: Average the endurance of the creatures from which the golem’s muscles and 
  internal organs were taken. 
  FT: As for Endurance, but the creature from which the golem’s lungs were taken 
  counts twice within the average. 
  WP: Add 10 to the Willpower of the creature from which the golem’s brain was 
  taken. 
  PC: Variable, depending on the quality of the eyes, ears, and mental abilities of 
  the creatures that were used. 
  PB: Variable, but never more than 6. 
  TMR: Variable (depends on Agility, per 5.6, and on the game master’s 
  discretion). 
  NA: Depends on the creatures from which the golem’s skin was taken. 
  Weapons: A flesh golem may use any natural weapons (such as claws or fangs) 
  built into it, as well as any weapons that it can carry. Flesh golems will have 
  Rank in weapons equal to the Rank in weapon of the creature whose primary arm 
  was used to construct the golem. If the flesh golem has no primary arm, it may 
  have no Rank in weapons. 
  Comments: The game master will have to use his discretion in allowing 
  combinations of creatures. It would be absurd to allow a golem to be built with a 
  dragon’s head on the body of a wolf, or even on the body of a human – due to 
  discrepancies in size, for instance. 
  Flesh golems can be harmed by any sort of weapon or magic. Flesh golems need 
  not be animated immediately following the creation, but each day that goes by 
  before they are animated lowers the Base Chance of the Spell of Animating 
  Golems (S–5) by 3%. Once animated, a flesh golem will remain active until it is 
  killed or dispelled (by the Special Knowledge Counterspell of Shaping Magics 
  cast as a ritual). A flesh golem will almost always (99%) obey its creator, but the 
  game master must determine the complexity of commands it is capable of 
  executing based on the intelligence of the brain used to fashion the golem. 
  The Experience Multiple for this ritual is 500. The ritual is automatic, but there is 
  a 1% chance that an accident will occur each week during a flesh golem’s 
  creation. Roll on the Shaping Accidents Table (66.10) to determine the effects of 
  an accident. 
  5. Ritual of Warding Demons (R–5) 
  A Shaper may use this ritual to produce the shields described in Section 47 (the 
  College of Greater Summoning) of DragonQuest. 
  The Shaper’s cost in Silver Pennies for materials, the amount of time needed, and 
  the Rank needed with this ritual before a particular type of shield can be 
  produced are as follows: 
  Shield vs. 
  Cost 
  Months 
  Minimum 
  Rank 
  Dukes 
  3000 
  3 
  0 
  Princes 
  3000 
  3 
  3 
  Presidents 
  4000 
  4 
  5 
  Earls 
  5000 
  4 
  7 
  Marquis 
  7000 
  5 
  9 
  Kings 
  15000 
  6 
  12 
  A Shaper must be assisted for one week out of each month by the Adept of the 
  College of Greater Summonings who knows the ritual of summoning demons of 
  the type the shield being manufactured wards against. 
  Any Adept may construct as many as Rank/3 (round up) shields of any one type 
  simultaneously, so long as the material for each are paid for at the rates described 
  above. 
  The Experience Multiple for this ritual is 400. The ritual is automatic, but there is 
  a 1% chance an accident will occur each week during the shield’s creation. An 
  accident results in a random demon (game master’s discretion) being summoned 
  to the Shaper’s shop, the results of which are to be determined by the game 
  master. 
  6. Ritual of Binding Investments (R–6) 
  This ritual allows a Shaper to greatly increase the potency of the investment 
  ritual, allowing an invested spell to be used an unlimited number of times. Thus, 
  if the Spell of Malignant Flames was invested in an object by the normal 
  investment ritual and R–6 was successfully cast over the object, the Spell 
  Malignant Flames could be cast from the item an unlimited number of times. 
  Anyone using the item would still have to check to see if the spell goes off 
  successfully each time the item is used. 
  The Base Chance for this ritual is 5% (+3/Rank), and the Experience Multiple is 
  500. A Backfire results in the spell affecting the Shaper and any other Adepts 
  who may be present. 
  7. Contain Monster (R–7) 
  This ritual allows an Adept to contain within a receptacle, any being except those 
  listed in the College Greater Summoning. The receptacle must first be prepared 
  via Q–5, Q–6, Q–7, Q–8, Q–9, Q–10, or Q–11. Shaping Index for a containment 
  is 120. 
  Containment may be performed in conjunction with the bestowal of other 
  abilities in an item without penalty. After an item has been prepared, the ritual is 
  performed over it. The being to be contained must be present throughout the 
  ritual, which it may both actively and passively resist. If the ritual is successful, 
  the entity is contained within the item. If the ritual is unsuccessful, there is a 20% 
  chance the prepared receptacle has been ruined and may not be used for the 
  containment, otherwise, the ritual may be repeated. Essentially, the contained 
  entity disappears from this plane. It may be released upon the command of the 
  wielder of the containing object, and will reappear within 5 feet of the object, and 
  serve the object’s wielder without question or regard for its own safety. The 
  item’s wielder may return a creature to the item by touching the item to the 
  creature. An Adept of the College of Lesser Summoning must be present for 50% 
  of the time of the preparation of the containing object. 
  The Base Chance for this ritual is 35% (+3/Rank), and the Experience Multiple is 
  350. 
  8. Contain Greater Summoning (R–8) 
  This is a much more subtle version of R–7. It is performed in the same way, and 
  has exactly the same effects, save that it operates on the creatures listed in the 
  College of Greater Summoning (see 63.). A member of the College of Greater 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 93 
  Summoning must be present throughout half of the ritual of preparing the 
  containing item. The shaping Index for this form of containment is 1800. 
  A demon must be bound before it can be contained within an item, and even then 
  it may both actively and passively resist. 
  Other creatures (such as devils and incubi) need not be bound, but they also have 
  a chance to resist. Even once contained in an item, Greater Creatures will often 
  influence the item’s wielder, making the item seem to have a will of its own. The 
  item will sometimes resist movement or become heavy, or make the wielder 
  attack his friends, or cause the item to cast a wrong spell as if it has some 
  enchantment in addition to the containment. In cases where the being contained 
  in an item continues to resist in this manner, the resistance will only be effective 
  if the Willpower of the individual wielding the item is less than or equal to the 
  Willpower of the entity contained in the item. 
  The Base Chance for this ritual is 35% (+2/Rank), and the Experience Multiple is 
  500. 
  [66.8] Enchantment Binding Rituals 
  Following the completion of one of the Preparation Rituals (Q–5, Q–6, Q–7, Q–
  8, Q–9, Q–10, or Q–11), an item will have been prepared with certain abilities. 
  Each ability with which an item was imbued must be bound to the item before 
  that ability can be used. Only the Adept who performed the Preparation Ritual for 
  an item may perform a Binding Ritual upon that item. An ability need not be 
  bound to an item immediately following a Preparation Ritual, but the item cannot 
  be used until the abilities contained within are bound. 
  Spells and magical talents may only be bound by the Binding Ritual pertaining to 
  their College, while any other abilities may be bound by R–29. Each ability of 
  any sort must be bound individually, however, even if more than one ability 
  bestowed on an item is from the same College. If a particular Binding Ritual does 
  not succeed, there is a 20% chance that the ability to be bound is not lost, the 
  Shaper may repeat the ritual and attempt to bind it again immediately after or at a 
  later one. A Shaper may thus repeat the various Binding Rituals until all abilities 
  capable of bound within a prepared item have either been bound into it or lost. 
  Each of the following Binding Rituals has a Base Chance of 50% (+2/Rank) and 
  an Experience Multiple of 250. 
  • 
  R–9 Ritual of Binding Shaping Magics 
  • 
  R–10 Ritual of Binding Ensorcelments and Enchantments 
  • 
  R–11 Ritual of Binding Illusionary Magics 
  • 
  R–12 Ritual of Binding Naming Magics 
  • 
  R–13 Ritual of Binding Air Magics 
  • 
  R–14 Ritual of Binding Water Magics 
  • 
  R–15 Ritual of Binding Fire Magics 
  • 
  R–16 Ritual of Binding Earth Magics 
  • 
  R–17 Ritual of Binding Celestial Magics 
  • 
  R–18 Ritual of Binding Black Magics 
  • 
  R–19 Ritual of Binding Necromantic Conjurings 
  • 
  R–20 Ritual of Binding Spells of Lesser Summoning 
  • 
  R–21 Ritual of Binding Rune Magics 
  • 
  R–22 Ritual of Binding Non–Magical Abilities. 
  23. Ritual of Naming Artifacts (R–23) 
  This allows a Shaper, working with a Namer (who must be present during the 
  entire ritual), to imbue an enchanted with an Individual True Name. This works 
  as a Ward preventing usage of the item unless the wielder utters the True Name 
  before each and every activation. Activation is defined as the use of the item in 
  such a manner that its magical properties are called into play. Unlike a Ward, 
  even a Namer cannot dispel this magic. 
  The only way in which the Name may be taken away or changed is for the 
  individual Shaper and Namer to perform this ritual successfully again over the 
  item (and at the same phase of the moon as the original ritual) and they may 
  rename or un-name the item as they wish. This Individual True Name becomes 
  known to the Naming Demons, as do all Individual True Names. The Shaper or 
  Namer cannot be forced to reveal the Name by any means. The ritual takes one 
  hour to perform, and a diamond worth 5000 Silver Pennies must be crushed 
  during the ritual. 
  The Base Chance is 50% (+5/Rank), and the Experience Multiple of the ritual is 
  100. 
  24. Ritual of Warding Artifacts by Magical Aptitude 
  (R–24) 
  This works as Ward R–23, except that Magic Aptitude is imbued into the item to 
  prevent unwanted use. An Adept must be present with a Magical Aptitude at least 
  equal to or greater than the Magical Aptitude desired. This may be the Shaper 
  himself. As the ritual is performed, a Ward is imbued such that any entity 
  attempting to activate the item whose Magical Aptitude is less than that imbued 
  will not be able to use the item, and will in fact take [(D10-4) + Shaper’s Rank] 
  points of damage directly to Endurance if the entity tries. The ritual takes three 
  hours to perform, and a rubellite tourmaline worth 500 Silver Pennies must be 
  crushed during the ritual. 
  The Base Chance is 2 x Shaper’s MA (+3/Rank), and the Experience Multiple is 
  150. 
  25. Ritual of Ancient Divination (R–25) 
  Through this ritual, an Adept may discover what magic has been placed on an 
  object which, because of the amount of time since enchantment, is beyond the 
  capabilities of Q–3. The ritual requires a stocked workshop worth at least 30,000 
  Silver Pennies and a Crystal of Vision from the College of Ensorcelments and 
  Enchantments worth 4000 Silver Pennies (this crystal is reusable). The Base 
  Chance to determine the exact nature of each separate enchantment is the Adept’s 
  Magic Aptitude plus (+5/Rank). Five is subtracted for each decade since the item 
  was enchanted. Each enchantment is revealed individually, and therefore an item 
  which had six different enchantments placed on it would need at least six distinct 
  rituals, which may have different Cast Chances (due to the possibly differing ages 
  of each enchantment). The ritual takes six hours, and if the ritual backfires, the 
  Crystal of Vision is destroyed, and the Shaper suffers Endurance damage equal to 
  the Endurance cost required to shape the item. The Experience Multiple is 450. 
  [66.9] Magic Item Creation Table 
  Shaping 
  Index 
  Time 
  Cost 
  Endurance 
  Lost 
  01–50 
  2 Months 
  2 
  0 
  51–125 
  2 Months 
  3 
  0 
  126–200 
  2 Months 
  4 
  0 
  201–300 
  2 Months 
  5 
  0 
  301–400 
  2 Months 
  6 
  1 
  401–500 
  3 Months 
  7 
  1 
  501–600 
  4 Months 
  8 
  1 
  601–750 
  5 Months 
  10 
  2 
  751–900 
  6 Months 
  20 
  2 
  901–1100 
  7 Months 
  30 
  3 
  1101–1400 
  8 Months 
  40 
  4 
  1401–1700 
  9 Months 
  50 
  5 
  1701–2000 
  11 Months 
  75 
  6 
  2001–2500 
  1 Year 
  100 
  7 
  2501–3000 
  2 Years 
  200 
  8 
  3001–4000 
  3 Years 
  400 
  10 
  4001+ 
  5 Years 
  500 
  20* 
  * 
  A minimum of 20 Endurance Points must be lost and, in addition, the shaper 
  becomes a Spectre at the completion (successful or not) of the binding 
  rituals. 
  In addition to those magic items presented, a wide variety of enchanted items can 
  be made available through the arts of the College of Shaping Magics. What 
  follows is an example of the creation of a powerful magic item. 
  Example: An Adept of the College of Shaping Magics has Rank 10 with the 
  Ritual of Preparing Talismans and Minor Artifacts (Q–9). 
  Using this Ritual, he may imbue any talisman or minor artifact with up to 10 
  abilities. The Shaper is contemplating a quest in which great speed, stealth, and 
  combat ability will all be at a premium, and so he designs a ring (considered to be 
  a minor artifact) to be endowed with the following attributes: 
  • 
  A Pegasus to be Contained within. 
  • 
  Rank 6 Ranger Skill, specializing in Woods 
  • 
  Spell of Quickness (S–12 of the College of Ensorcelments and 
  Enchantments). 
  • 
  Spell of Blending (G–4 of the College of Earth Magics). 
  • 
  Rank 5 ability with the Mattock. 
  • 
  Strength of Stone Spell (S–3 of the College of Earth Magics). 
  • 
  Spell of Vapour Breathing (G–10 of the College of Necromantic 
  Conjurations). 
  • 
  Speak to Shadow Creatures (T–1 of the College of Celestial Magics). 
  • 
  Detect Aura (T–1 of the College of Earth Magics). 
  One additional ability could be added without going over the limit of 10, but in 
  order to minimize the cost of the ring and the time to produce it, the Shaper 
  decides not to include a tenth attribute. 
  The Shaping Index of the ring is calculated as follows. 
  Containing the Pegasus has a Shaping Index of 1200 (see R–7 of the College of 
  Shaping Magics). 
  To progress from Rank 5 to Rank 6 in the Ranger Skill, 5650 Experience Points 
  must be expended; the Shaping Index for the Ranger Skill at Rank 6 is therefore 
  665: (5650/10)+100. 
  The Experience Multiple for the Spell of Quickness is 300 and so the Shaping 
  Index is 300 as well. 
  Similarly, the Shaping Index for the Spell of Blending is 50. 
  Rank 5 ability with the Mattock (presumably a weapon the Shaper uses 
  frequently) has a Shaping Index of 300: (50 + 50 + 100 + 200 + 400 + 700)/5 = 
  300). 
  The Shaping Index of the Strength of Stone Spell is 200, and the Shaping Index 
  of the Spell of Vapour Breathing is 150, per those spells’ Experience Multiples. 
  The Talents, Speak to Shadow Creatures and Detect Aura, have Shaping Indexes 
  of 50 and 75, respectively. 
  The total Shaping Index of the Ring is thus 1200 + 665 + 300 + 50 + 300 + 200 + 
  150 + 50 + 75 = 2965. 
  
  PAGE 94 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Looking on the Magic Item Creation Chart (66.8), the game master determines 
  that the item will require 2 years to Prepare. Assuming that an ordinary ring costs 
  3 Gold Shillings, this sum is multiplied by the 200 as indicated by 66.8, and 
  again by 30, the Cost Factor of Q–9, to find that 18,000 Gold Shillings must be 
  spent to enchant the Ring. In exchange for this expenditure, the Ring may be 
  composed of just about any material, may be encrusted with gems, and may be 
  intricately carved, at the Shaper’s option. Alternatively, it may be fashioned as a 
  completely unadorned band. The cost to construct the Ring is constant, regardless 
  of its adornment and ornamentation or lack thereof. 
  The Ring’s Preparation must be performed in a Shaper’s workshop of at least 
  Poorly Stocked condition. The condition of the shop will affect the Cast Chance 
  of both the Preparation Ritual and the Binding and Containment Rituals (see 
  66.2). 
  One point of Endurance must be expended by the Shaper every 91st day during 
  the 2 years the ring is fashioned, so by the end of the 2 years a total of 5 points 
  (per 66.8) will have been expended. 
  Several persons would have to assist the Shaper in the manufacture of the Ring: 
  an Adept of the College of Ensorcelments and Enchantments who knows the 
  Spell of Quickness; Adepts of the College of Earth Magics who know the Spell of 
  Blending, the Strength of Stone Spell, and have the Detect Aura Talent 
  (automatic); an Adept of the College of Necromantic Conjurations who knows 
  the Spell of Vapour Breathing; and an Adept of the College of Celestial Magics 
  who would contribute the Talent, Speak to Shadow Creatures. In addition, an 
  Adept of the College of Lesser Summoning must be present to watch over the 
  Containment of the Pegasus. If neither the Shaper nor any of the others has Rank 
  6 in the Ranger Skill (specializing in Woods) or Rank 5 (or higher) with the 
  Mattock, additional individuals must be available to contribute the missing 
  abilities. Each individual participating in the Shaper’s shop for at least 12 months 
  during the Ritual. A Pegasus would have to be present throughout the entire 
  Ritual. 
  The Rank at which each of the 4 Spells and 2 Talents imbued in the Ring would 
  operate, will be equal to the Rank of the mage supplying the Spell of Talent with 
  that particular ability. The Shaping Index is never affected by the Rank of a Spell 
  of Talent. 
  At the end of each week during the Ring’s construction (during the Preparation 
  Rituals), the game master secretly rolls D100. Each time that a 100 is rolled, he 
  must make a second roll (also secret) on the Shaper’s Accident Table (66.9). If, 
  for example, on the 34th roll, the game master were to roll a 100 and then roll an 
  87 on the Shaping Accidents Table, the item will become more effective by D5 
  times. If a 2 were then rolled, the game master would double the item’s 
  effectiveness, multiplying the Ranks of its abilities by 2, or adding completely 
  new (and equally formidable) abilities (which the Shaper would probably have to 
  discover by accident). The Shaper would then have a 65% chance – 25+(4 x 10) – 
  of detecting something unexpected that happened, and then a 50% chance (5 x 
  10) of detecting the exact nature of the occurrence once the fact some error has 
  occurred has been detected. 
  Assuming there are no more accidents, at the end of two years the item will have 
  been fully Prepared. It is still unusable until the Binding Rituals have been put 
  over it, however. The Pegasus must also be contained via R–7. Assuming the 
  Shaper has Rank 5 in this Ritual, he has a Base Chance of 50. If he rolls a 51 or 
  higher (missing the Ritual), he must check to see if it is still possible to Contain 
  the Pegasus. On a roll of 01–20 on D100, the Pegasus may not be Contained (due 
  to the ruining of the receptacle), and much of the Shaper’s effort over the 
  preceding two years will have been wasted. On a higher Roll, he may try again to 
  Contain the Pegasus. Eventually, the Pegasus will either be Contained or the 
  Containment will be rendered impossible. Every time the Containment Ritual is 
  performed, the Pegasus will get a chance to resist. If it resists successfully, the 
  Shaper is considered to have missed his Cast Chance, with the indicated 20% 
  chance of losing the Containment entirely. 
  Note that, at the end of the two–year period, the Shaper would have lost 8 Ranks 
  in each and every one of his Skills, per 91.6, due to lack of practice. 
  [66.10] Shaping Accidents Table 
  D100 
  Result 
  Shaping Accident Result 
  01–20 
  Imperfection has no positive or negative effects. 
  21–30 
  Imperfection does not damage the functioning of the item, but does 
  mar it in a way that reduces its beauty (and thus resale value). 
  31–35 
  Item is rendered useless. 
  36–40 
  Helpers other than Assisting mage (if any) injured during 
  construction. Roll 2D10 for damage which is applied directly to 
  Endurance. game master should determine if the Adept’s helpers 
  (whether injured or not) which to continue with the ritual and, if so, 
  under what terms (usually better pay) they will do so. 
  41–47 
  Shaper injured during construction. Roll 2D10 for damage, applied 
  as above. 
  48–50 
  Assisting mage (if any) is injured and takes D10 damage as above. 
  game master should determine if the injured mage wishes to 
  continue with the ritual. 
  51–55 
  game master rolls D100. Item will function at that percentage of its 
  intended original efficiency. For example, if an item was intended to 
  do damage and the game master rolls a 50, the item will do half the 
  damage it would have done had the accident not occurred. If this 
  result occurs more than once during the construction of a particular 
  item, the item is completely useless. 
  56–60 
  Item works as intended except each time the item is used, the user 
  must expend D10 Fatigue Points, the exact umber to be expended to 
  be determined anew with each use. 
  61–85 
  Item will do something different from what was intended. What the 
  item does is up to the game master’s discretion (although it should 
  be related to the item’s initial purpose). In any event, there is a 70% 
  chance the item will be less useful than intended, and a 30% chance 
  that it will be more useful. 
  86–91 
  Increase the efficiency of the item by D5 times. Any one aspect of 
  what the item was intended to do may be increased of the overall 
  effectiveness may be increased, at the game master’s discretion. 
  92–93 
  The name of an entity from another plane was accidentally uttered 
  during the rites of construction, and the being comes to the Shaper’s 
  workshop to wreak vengeance. There is a 70% chance that the entity 
  will be a demon, devil, or imp, and a 30% chance that it will be 
  something else of the game master’s option. 
  94–95 
  Item does the reverse of what it was intended to do. The game 
  master will have to decide whether this means the item will affect a 
  different party than intended, or whether the reversal has a different 
  effect. 
  96–00 
  Item has been taken over by an entity from another plane (demon, 
  devil, imp, hellhound, spectre, etc.). The item may force any wielder 
  to attack his friends, or demand blood sacrifices, etc., at the game 
  master’s option. If the item was not intended to contain a spirit in 
  the first place, the spirit has a 10% chance of breaking loose, 
  (leaving the item otherwise undamaged) each time the item is used. 
  NOTE: Each time the game master rolls on the Shaping Accidents Table, there is a 
  20+(4×Rank) chance the Shaper will notice something has something has gone 
  wrong with the ritual. If an imperfection is noted, the Shaper has a chance equal 
  to (5×Rank)% of determining the exact nature of each individual imperfection 
  (e.g., “The item has been taken over by a demon.”). If the result of this die roll is 
  30 or higher than the Shaper’s chance of detecting an imperfection, the Shaper 
  will think he has detected an imperfection (of the game master’s choice) which, 
  in actual fact, is not there. If an imperfection is noted and the Shaper decides to 
  start again from scratch, there is a 40% chance the original materials can be re–
  used. 
   
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 95 
  VII. Arcane Wisdom 
  81. Magical Research 
  and Spell Construction 
  Magical Research and Spell Construction is concerned with the means whereby 
  Adepts may augment their existing magical knowledge or ability. 
  Only Adepts may construct and develop new spells. There are two main methods 
  of doing so: 
  Research: This method is used to rediscover lost wisdom. 
  Experimentation: This method is used to explore new paths of hitherto 
  undiscovered knowledge. 
  The one method which may not be used is to simply have an Adept of another 
  College of Magic teach the spells of his College to an Adept desiring to expand 
  his knowledge. Effectively, members of different Colleges are speaking different 
  languages because their magical knowledge is couched in arcane metaphysical 
  terms commonly understood by practitioners of the same College, but not capable 
  of fitting into the same body of thought and experience which makes up any other 
  College. Therefore, while it is possible for the same exact spell to be cast by 
  Adepts of two different Colleges, the means by which the spell is cast and the 
  state of mind of the Adepts will be completely different. Some from of research 
  will always be required to discover a means of casting a spell which is not part of 
  an Adept’s College, even when the spell is perfectly comprehensible to Adepts of 
  some other College. 
  Whenever the game master or the players desire to add a new spell to 
  DragonQuest, the following procedure is followed: 
  [Step 1] The individual desiring the addition of the spell to the game 
  writes out the following information: 
  • 
  The Type of Spell (see 81.1). 
  • 
  The Target Nature of the spell (see 81.2). 
  • 
  The Number of Targets affected by the spell (see 81.3). 
  • 
  The Damage Type (if any) of the spell (see 81.4). 
  • 
  The possible Resistance of the spell (see 81.5). 
  • 
  The Special Attributes (if any) of the spell (see 81.6). 
  Each of these types of information is termed a Special Characteristics. The first 
  five characteristics are listed on the Spell Construction Chart. Beneath each spell 
  characteristic of that chart there is one or more descriptive phrases. When writing 
  out the spell, the player should choose for each characteristic, the one phrase 
  which most closely represents the nature of the spell ignoring those 
  characteristics which do not apply. Detailed discussions of each phrase are 
  provided under the section dealing with the characteristic described by that 
  phrase. Special Attributes are discussed in 81.6. A spell may have any number of 
  special attributes. 
  [Step 2] The game master refers to the Spell Construction Chart to 
  determine the Base Chance, Experience Multiple, Difficulty Factor 
  and Cost of the spell. 
  Each item is represented by a column on that chart, and each column contains a 
  list of numbers representing the value of the spell’s component characteristics for 
  purposes of determining these four elements of the spell. 
  In order to determine any of these elements, the game master selects one number 
  from the span provided opposite each spells characteristics and adds all of the 
  numbers selected together. 
  Where a span of numbers is provided, the game master should use the highest 
  number in the span if the player creating the spell desires that it work as a talent 
  instead of a spell, or if the particular combination of spell characteristics selected 
  seems overly effective to the game master. The lowest number in the span should 
  be used if the spell is designed to work as a ritual instead of a spell, or if the game 
  master finds the combination selected to be particularly weak or ineffective. 
  Otherwise, a number from the middle of the span which the game master feels 
  provides a proper balance between the overall effectiveness of the spell and its 
  cost should be chosen. 
  When a number has been chosen for each characteristic that applies to the spell 
  type entry each under Type of Spell, Target Nature, Number of Targets, Damage 
  Type, and Resistance of Spell, the entries are added together to form a single 
  number which, in the cases of Experience Multiple, Difficulty Factor, and Cost 
  equals the element represented by that column. The sum derived for Base Chance 
  is subtracted from 100 to find the Base Chance for the spell. In some cases, it will 
  simply be impossible to make a particular combination of elements into a spell 
  using this process because a negative Base Chance will be derived. The game 
  master should, in such cases, disallow the spell or require that it be performed 
  only as a ritual of a duration equal to at least one hour for every 1% (or fraction) 
  the Base Chance is below 1. 
  Example: Sinjab the Kurd, an Earth Magician, desires to employ a spell designed 
  to (1) Transmute (2) Single Target (3) which is a Cold Iron Object (4) using a 
  spell which May not be resisted. 
  The Spell Construction Chart lists the following numbers for each phrase: 
  Characteristics 
  BC 
  EXM 
  Difficulty 
  Factor 
  Cost 
  Transmutation 
  25–35% 
  80–120 
  30–40 
  500 
  Single Target 
  0–10% 
  5–40 
  5–15 
  50 
  Cold Iron Object 
  45–55% 
  100–140 
  45–55 
  300 
  No Resistance 
  20–30% 
  30–170 
  30–40 
  350 
  TOTAL 
  90–130% 
  215–470 
  110–150 
  1200 
  Subtracting the totals under the Base Chance column from 100 yields a number 
  between 10% and –30%. The Experience Multiple for the spell would Range 
  from 215 to 4138. The Difficulty Factor would be 110–150, and the cost to 
  develop the spell would be 1200 Silver Pennies. 
  [Step 3] The game master selects a Range and Duration for the spell 
  using existing spell as guidelines. 
  The spell’s inventor may request extra range or duration from the game master at 
  this point, but the game master should increase the Experience Multiple, 
  Difficulty Factor, and Cost and decrease the Base Chance of the spell by a 
  percentage directly proportional to the increase in range and duration. 
  When calculating percentage increases, round up to the nearest whole percentage 
  point. 
  Example (continued): Sinjab’s Transmute Cold Iron Spell might have a Range of 
  10 feet and an immediate duration. If Sinjab wished to increase the Range by 5 
  feet (50%), the result would be a decrease of 50% in Base Chance (a BC of 10 
  would become a BC of 5) and an increase of 50% in Experience Multiple, 
  Difficulty Factor, and Cost. Thus, an Experience Multiple of 215 would become 
  323, and a Difficulty Factor of 110 would become 1133. The spell’s cost would 
  be increased to 1800 Silver Pennies. 
  NOTE: The game master may wish to round increases up to the nearest increment 
  of 5. All increases are cumulative. Therefore, an increase of 20% in range and 
  15% in duration would cause a 35% increase in Experience Multiple, Difficulty 
  Factor, and Cost, and a 35% decrease in Base Chance. 
  [Step 4] Once all of the spell’s basic characteristics have been 
  determined, the game master should adjudicate the effect of Rank 
  on the spell. 
  Generally, Rank should increase range and duration (where appropriate), number 
  of targets, Base Chance, and damage, all by a constant increment for each 
  characteristic. The effects of Rank should be determined using existing spells as 
  guidelines. 
  [Step 5] All of the spell’s characteristics and a description of its 
  effects should be written out by the game master in DragonQuest 
  format and the spell should be assigned a number and code. 
  All spells researched by a player are considered Special Knowledge Spells 
  (Special Knowledge Rituals, if the player wishes them to function as rituals 
  rather than spells). However, all such spells have an ordinal number for purposes 
  of learning or advancing in Rank one greater than the highest ordinal number 
  given for any Special Knowledge Spell (or ritual, where appropriate) for this 
  College. 
  The game master should present the player with this written spell description 
  along with a separate statement of the spell’s relative Difficulty Factor and Cost. 
  Example (continued): Sinjab’s spell would be written up by the game master as 
  follows: 
  Spell of Transmuting Cold Iron (S-45) 
  Range: 10 feet (+5/Rank) 
  Duration: Immediate 
  Experience Multiple: 215 
  Base Chance: 10% 
  Resist: May not be resisted. 
  Effects: The caster may transmute 1 (+1/Rank) object made of Cold Iron within 
  Range into some other substance of his choice. The transmutation is permanent 
  until dispelled by magic. 
  Note (to Sinjab): The total cost of developing this spell will be 1200 Silver 
  Pennies, and it will have a Difficulty Factor of 110. 
  Once a spell has been designed, the game master may add it to the game for use 
  by one or more NPCs or, if the spell is being designed for a player character, the 
  player character will have to expend time and resources to develop the spell. 
  Upon being handed the spell design, a player character may decide not to develop 
  the spell at that time, in which case, the spell is returned to the game master who 
  marks on it which character requested the design and files it away for future 
  reference. One week of time is expended by a player character whenever that 
  character’s player requests that a spell be designed. This cost represents the time 
  expended in determining the feasibility of the spell and is automatically assessed 
  whether or not the character proceeds to develop the spell immediately. 
  
  PAGE 96 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Whenever a player character decides to develop a spell, that character must state 
  to the game master whether he will research the spell or experiment in an effort to 
  discover it. If a character is researching the spell, he will require access to a 
  library (his own or one borrowed or rented for the occasion). If he is 
  experimenting, the character will require no such facilities, but the Difficulty 
  Factor of a spell is automatically increased by 25 if the development of the spell 
  is to be by a process of experimentation only, instead of research. In both cases, 
  the Adept developing the spell will require materials whose cost is equal to the 
  Cost of Spell in Silver Pennies. 
  A good magical research library will cost about 30,000 Gold Shillings to develop 
  (less the value of any magical scrolls that the Adept may add to the library as a 
  result of his adventures) and should take between five and ten years to develop. 
  An Adept may use a partially developed research library, but the Difficulty Factor 
  of the spell being researched will be increased by a percentage equal to the 
  percentage difference in efficiency of the partially completed research library and 
  a fully functional library. For example, a research library which was 70% 
  completed would cause an increase of 30% (the difference between 70% 
  efficiency and 100% efficiency) in the Difficulty Factor for any spell researched 
  using that library. It normally costs about 1000 Silver Pennies per week in bribes 
  to gain regular entry to a Royal Library, Guild Library, or similar facility which 
  would serve as a research library. Penalties for use of such libraries are stringent, 
  however. There are no readily available research libraries open to the public. 
  Members of the College of Rune Magics who develop a spell by research 
  decrease the Cost and Difficulty Factor of the spell by 20% (after all other 
  modifiers are applied to the spell). 
  Adepts of the College of Ensorcelments and Enchantments who develop a spell 
  by experimentation decrease the Difficulty Factor (only) by 40% (after all other 
  modifiers are applied to the spell). 
  Members of the College of Naming Incantations who develop a spell by research 
  decrease the Cost and Difficulty Factor by 25%. 
  Upon embarking on the development of a spell (through either research or 
  experimentation), a character’s player must announce to the game master how 
  many weeks the character will spend developing the spell. He may take no other 
  action during that period. If the development of the spell during this period is 
  interrupted, the process of development must be performed again from scratch 
  and time spent in unsuccessful development is lost. At the end of the 
  development period, a Development Check is made by the game master to 
  determine if the spell is successfully developed as written. The game master rolls 
  D100. If the resulting number is greater than the Difficulty Factor, the spell is 
  successfully developed and may be used as written by the Adept (who may teach 
  it to others). If the resulting number is less than or equal to the Difficulty Factor, 
  the development is unsuccessful to one degree or another and the game master 
  rolls on the Spell, Talent, and Ritual Development Table (81.9) to determine the 
  effects of the failure. For each week spent in developing a spell the Difficulty 
  Factor for that spell is decreased by 5. 
  Exception: A spell may never have a Difficulty Factor less than 1. 
  [Step 6] No Development Check may be made for a spell which has a 
  modified Difficulty Factor greater than 84. 
  81.1 Every spell capable of being developed will be of one of 10 basic 
  types. 
  1. Spells of Transmutation. All spells which alter the molecular structure of 
  substances, change them from one shape into another, alter their density, and so 
  forth, can be considered Spell of Transmutation, unless subsumed under another 
  type. 
  2. Spell of Enchantment. All spells that raise Undead, control, charm, enchant, 
  allow communication with, bind, effect luck of, increase resistance of, create 
  blight, blessing or rotting, cause disease or curse, animate, or enhance an existing 
  enchantment on an object, entity, or substance. Many spells under this heading 
  could also be considered Spells of Transmutation. 
  3. Spells of Creation (Fire). All spells involving the conjuration or creation of 
  physical objects or of energy and involve the element of fire. 
  4. Spells of Creation (Air). All spells involving the conjuration or creation of 
  physical objects or of energy and involve the element of air. 
  5. Spells of Creation (Earth). All spells involving the conjuration or creation of 
  physical objects or of energy and involve the element of earth. 
  6. Spells of Creation (Water). All spells involving the conjuration or creation of 
  physical objects or of energy and involve the element of water. 
  7. Spells of Perception. All spells involving illusions, obscurements, the creation 
  of mental responses to magic (via Spell of Agony or similar device), the creation 
  of darkness or light, the detection of auras or other hidden things, enhancement or 
  dulling of senses, or prediction of the future. 
  8. Spells of Summoning. All spells involving the calling or summoning of beings 
  of this dimension or any other dimension. 
  9. Spells of Restoration. All healing, regeneration, raising from the dead, and 
  other types of damage repair. 
  10. Spells of Locomotion. All spells involving the propelling or levitating of 
  individuals, objects, or substances by the Adept. 
  These 10 types are general divisions and any given spell may arguably be of 
  more than one type. In general, the game master will readily perceive that the 
  thrust of a spell places it within one of the 10 classifications more than any other. 
  Where such is not the case, the game master should always place the spell within 
  the type of classification least advantageous to the spell’s designer (in terms of 
  Base Chance, Experience Multiple, Difficulty Factor, and Cost). If the spell’s 
  designer writes up the spell under one type of classification, that never prevents 
  the game master from using a different type classification which he feels is more 
  appropriate. 
  81.2 Every spell that is capable of being developed will affect one of 
  11 possible targets. 
  1. Flora. All spells affecting only plants. 
  2. Lesser Entities. All spells affecting small animals, fish, birds, insects, and such. 
  3. Greater Entities. All spells designed to affect non–fantastical, non–sentient 
  large animals, fish, and birds. 
  4. Sentient Entities. All spells designed to affect sentient entities (including 
  player characters and NPCs), but which excludes fantastical entities. 
  5. Lesser Enchanted Entities. All spells designed to affect fantastical monsters of 
  small size, lesser undead of any non–sentient type, and elementals. 
  6. Greater Enchanted Entities. All spells designed to affect large fantastical 
  monsters, greater undead, dragons, summonables (other than elementals), large 
  aquatics (whales, kraken, and the like), and large avians. 
  7. Small Inanimate Object. Any object of roughly the size of: small box, pouch, 
  flask, and so on. 
  8. Medium Inanimate Object. Any object the size of a chair, small table, or crib. 
  9. Large Inanimate Object. Any object the size of a bed, dinner table, or other 
  large piece of furniture. 
  10. Cold Iron Object. All spells designed specifically to affect objects made of 
  cold iron (other than those spells that are used to enchant weapons). 
  11. Any Unrestricted Target. Any spell designated to affect any target or designed 
  to affect a number of different target classes. The only exceptions are those spells 
  which include as targets Greater Enchanted Entities or Cold Iron Objects. In such 
  cases, the highest possible numbers are used for Base Chance, Experience 
  Multiple, Difficulty Factor, and Cost. 
  81.3 Every spell capable of being developed will affect only a limited 
  number of targets. 
  1. Single Target. Spells that affect only a single target other than the caster. 
  2. Multiple Targets. Spells that affect a finite number of targets in excess of one. 
  3. Area Spell. Spells that affect all targets within a given area or range, or affect 
  all such targets except the caster. 
  4. Caster Only. spells that affect only the caster of the spell. 
  81.4 Some spells capable of being developed are distinguished by the 
  type of damage that they either inflict or heal. 
  There are four types of damage a spell developed during the course of one game 
  can inflict or heal: 
  1. Light Damage. Spells that inflict or heal less than 6 points of damage on the 
  average (with 5 being considered the average roll on D10). 
  2. Heavy Damage. Spells that inflict or heal 7 to 12 points of damage on the 
  average (with 5 being considered the average roll on D10, and 10 being 
  considered the average roll on 2D10). 
  3. Killing Damage. Spells that inflict or heal greater than 13 points of damage on 
  the average, or that are specifically described as usually inflicting or curing 
  terminal results on the victim. 
  4. No Damage. 
  Not all spells cause or heal damage. Those spells that are not specifically 
  designed to kill, heal, or damage a victim directly have no Damage 
  Characteristic. When constructing such a spell, the designer and the game master 
  ignore that characteristic. All damage referred to relates to damage done or 
  healed by the spell unranked against the undefined target. Spells that inflict 
  damage on all targets within an area or heal all targets within the area are 
  classified according to the damage they could do to or remove from any one 
  target within that area (not according to the damage it could do cumulatively). 
  When constructing a spell, no allowance is made for how much of the damage 
  inflicted by the spell might be absorbed by armour or other forms of protection. 
  81.5 There are four classes of resistance possible versus spells. 
  1. Active Resistance Only. Spells that may be resisted only actively, not 
  passively. 
  2. Passive Resistance Only. Spells that may be resisted only passively, not 
  actively. 
  3. Active and Passive Resistance. Spells that may be resisted both actively and 
  passively. 
  4. No Resistance. Spells that cannot be resisted (including illusion–type spells 
  that must be disbelieved instead). 
  Exception: Spells that affect only the caster and that can not be resisted are 
  considered to have no Resistance Characteristic, and no numbers are added to 
  Base Chance, Experience Multiple, Difficulty Factor, or Cost for such spells. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 97 
  81.6 Some spells will have special attributes not covered in the Spell, 
  Ritual, and Talent Construction Chart. 
  These special attributes include the following: 
  1. The spell is designed to work as a talent rather than a spell. 
  2. The spell is designed to work as a ritual rather than a spell. 
  3. The spell is designed to affect the climate or weather in an area, or to create 
  earthquakes, tremors, volcanic eruptions, openings to the centre of the earth, or 
  the like, or to summon celestial bodies, or make major alterations in the earth or 
  stars. 
  4. The spell involves a major curse or other doom of a significant (and probably 
  deadly) nature. 
  5. The spell involves some means of dissipating or countering other magic 
  already in effect. 
  In the cases of paragraphs 1, 3, 4, and 5 preceding, the maximum number should 
  be used for each spell characteristic to reflect the presence of one of these factors. 
  If more than one of these factors is present, half the difference between the higher 
  and lowest number in each span should be added to the highest number in the 
  span for each of the special characteristics which apply. In the case of 2. above, 
  the minimum number in the span should be used. If 2 is used in conjunction with 
  3, 4, or 5, half the difference between the highest and lowest number in each span 
  is added to the lowest number in the span for each of the special characteristics 
  that apply. The game master may wish to add other special characteristics in 
  addition to the 5 mentioned. Any such added characteristics should be treated the 
  same as special characteristics 1 through 5 insofar as they affect the numbers on 
  the Spell, Talent, and Ritual Construction Chart. 
  81.7 The game master must roll on the Spell, Talent, and Ritual 
  Development Table whenever a spell is improperly developed. 
  A spell is improperly developed whenever the game master rolls a number less 
  than or equal to the Difficulty Factor for that spell on D100 as part of a 
  Development Check (see the introduction to this Section for the procedure 
  employed). An improperly developed spell may still be used in most cases, but 
  improper development can result in a variety of (more or less) adverse 
  consequences relating to the spell’s implementation. These may include increases 
  or decreases in the spell’s characteristics, increased development cost, an 
  alteration in the spell’s primary effect, the creation of side effects attendant upon 
  the casting of the spell, or automatic backfire whenever the spell is cast. 
  The game master should never tell the developer of the spell anything about the 
  spell except whether the spell has been developed or not, until such time as the 
  developer attempts to cast the spell, increase his Rank with it, teach it to others, 
  or otherwise employ it in such a way that any alteration from its written form 
  would become clear to the developer. The game master should, however, note 
  any changes in the way the developed spell actually works (as opposed to the 
  way it was supposed to work). The developer may, if the game master desires, be 
  told there is a chance the spell has been improperly developed, or the game 
  master may choose to notify the developer that the development has failed totally 
  (and no usable spell has been developed), or that it has succeeded to an 
  unspecified extent. game master’s who desire to keep as much information about 
  the spell secret for as long as possible may wish to routinely roll D100 (ignoring 
  the result) after each Development Check, whether or not it is necessary to roll on 
  the Spell, Talent, and Ritual Construction Chart. This procedure should keep the 
  developer guessing as to just what is happening to his spell. 
  In some cases, a roll on the Development Table will result in several aspects of 
  the spell’s functioning being altered or in the game master having a choice as to 
  what aspects of the spell’s functioning will be altered. In such cases, the game 
  master is the sole determiner of how the altered spell will work. In other cases, it 
  may be impossible for a spell of a particular type to be affected by the results of a 
  roll on the Development Table. In such cases, the spell is considered to have been 
  successfully developed as written. There is no effect on the spell due to improper 
  development. 
  The actual procedure used to determine the effects of an improper development 
  on a spell are as follows: The game master rolls D100 and consults the 
  Development Table. The passage indicated describes the effect on the spell 
  resulting from improper development. This dice roll result is modified by 
  subtracting from it a number equal to the number of weeks spent on developing 
  the spell. 
  Example (continued): If Sinjab the Kurd’s Spell of Transmuting Cold Iron has a 
  Difficulty Factor of 110, and Sinjab spends 10 weeks developing the spell, the 
  modified Difficulty Factor will be 103. The game master makes a Development 
  Check at this point by rolling D100. The result is 30. Sinjab has improperly 
  developed his spell, and the game master must now roll on the Spell 
  Development Table. 
  The Result of this D100 roll is 12. The number of weeks spent in development of 
  the spell (10) is subtracted from this number resulting in a modified roll of 02. A 
  result of 02 falls within the span of 01–05. The description opposite this span of 
  numbers on the Spell Development Table indicates that despite improper 
  development, the developer is able to successfully formulate the spell as written. 
  81.8 Spell, Talent and Ritual Construction Chart 
  Characteristic 
  BC 
  EXM 
  Difficulty 
  Factor 
  Cost 
  Characteristic 
  BC 
  EXM 
  Difficulty 
  Factor 
  Cost 
  Type of Spell 
   
   
   
   
  Transmutation 
  25–35% 
  80–120 
  30–40 
  500 
  Enchantment 
  15–30% 
  80–120 
  20–30 
  300 
  Creation (Fire) 
  3–13% 
  30–70 
  5–15 
  300 
  Creation (Air) 
  5–15% 
  30–70 
  7–17 
  300 
  Creation (Earth) 
  10–20% 
  30–70 
  13–23 
  200 
  Creation (Water) 
  5–15% 
  30–70 
  7–17 
  200 
  Perception 
  15–30% 
  30–70 
  20–30 
  100 
  Summoning 
  15–30% 
  80–120 
  20–30 
  300 
  Restoration 
  15–25% 
  50–90 
  20–39 
  200 
  Locomotion 
  20–30% 
  120–160 
  25–35 
  200 
  Target Nature 
   
   
   
   
  Flora 
  10–20% 
  10–40 
  10–15 
  50 
  Lesser Entities 
  15–25% 
  10–50 
  15–25 
  50 
  Greater Entities 
  25–35% 
  30–70 
  25–35 
  50 
  Sentient Entities 
  35–45% 
  80–120 
  40–50 
  100 
  Lesser Enchanted Entities 
  30–40% 
  60–100 
  40–50 
  100 
  Greater Enchanted Entities 
  50–60% 
  130–170 
  60–70 
  150 
  Small Inanimate Object 
  25–35% 
  30–70 
  15–25 
  100 
  Medium Inanimate Object 
  30–40% 
  40–80 
  25–30 
  100 
  Large Inanimate Object 
  30–40% 
  50–90 
  30–40 
  100 
  Cold Iron Object 
  45–55% 
  100–140 
  45–55 
  300 
  Area Unrestricted 
  50–60% 
  180–220 
  45–55 
  200 
  Number of Targets 
   
   
   
   
  Single Target 
  0–10% 
  5–40 
  5–15 
  50 
  Multiple Target 
  5–20% 
  10–50 
  10–15 
  100 
  Area Spell 
  10–20% 
  20–60 
  10–15 
  100 
  Caster Only 
  15–35%* 
  40–85* 
  35–40* 
  100* 
  Damage Type 
   
   
   
   
  Damage: Light 
  1–5% 
  40–60 
  5–15 
  150 
  Damage: Heavy 
  5–15% 
  50–90 
  5–20 
  200 
  Killing Damage 
  25–35% 
  160–200 
  30–40 
  500 
  Resistance to Spell 
   
   
   
   
  Active Resistance Only 
  15–25% 
  20–60 
  40–50 
  500 
  Passive Resistance Only 
  10–20% 
  15–55 
  15–45 
  350 
  Active & Passive Resist. 
  3–15% 
  15–50 
  20–30 
  150 
  No Resistance 
  20–30% 
  30–100 
  30–40 
  350 
  * This number is subtracted from the total for the spell. 
  Range and Duration are determined by the game master. He may use existing 
  spells as guidelines for establishing proper Range and Duration and should 
  charge more to BC, EM, and Cost if a player desires exceptional Duration or 
  Range for his spell. 
  81.9 Spell, Talent, and Ritual Development Table 
  01–05 Despite remarkably poor development, your labours bear the intended 
  fruit. The spell may be cast in future as written. 
  06 
  The shades of your fathers smile upon your efforts! The Range, 
  Duration, and Base Chance for your spell are each increased by 30%. 
  07 
  The Range, Duration, and Base Chance for your spell are each increased 
  by 10%. 
  08 
  Any two of the three characteristics mentioned in 06–07 are increased 
  by 30%. 
  09 
  Any two of the three characteristics mentioned in 06–07 are increase by 
  10%. 
  10 
  Luck is again your chattel! The Experience Multiple for this spell is 
  decreased by 20%. 
  11 
  The Experience Multiple for this spell is decreased by 10%. 
  12 
  A fortuitous accident results in the doubling of your spell’s effectiveness. 
  The game master should double the average damage/regeneration done 
  by the spell if possible. If the spell results in no damage or regeneration, 
  the game master should double the Range or (where applicable) 
  Duration of the spell. If the spell has no Duration (i.e., is effective 
  immediately and, more or less, permanently) or definable Range, then 
  this result should be ignored and the spell should be cast as written. 
  13–15 The spell is properly developed and may, in the future, be cast as 
  written. However, an accident during the development process has led to 
  D10 x 1000 silver Pennies damage to the research library being used to 
  develop the spell. If the library being used belongs to the spell’s 
  developer or another player, the library loses 5% effectiveness until the 
  damage is repaired. If the library is a royal, monastic, or other type of 
  library being used by bribery, the developer will have to pay D10 times 
  the amount of damage in Silver Pennies to repair the damage and bribe 
  craftsmen and attendants to keep quiet about the accident. If the spell is 
  being developed by experimentation instead of by research, this effect is 
  ignored and treat the spell as castable as written. 
  16–17 The spell is properly developed and may, in future, be cast as written. 
  However, an accident during the development process has led to the 
  developer suffering D + 5 Damage Points which are immediately 
  subtracted from the developer’s Endurance. This result is ignored if the 
  spell is being developed via research instead of experimentation. 
  
  PAGE 98 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  18–19 The arcane terminology used in this spell tends to cause intense 
  perturbations in the mana flow having unpredictable effects on the 
  strength of the spell. The game master rolls D100 prior to each attempt 
  to cast the spell. On a roll of 35 or less, the spell will have double its 
  normal effect. If it is a spell which inflicts or cures Damage Points, then 
  the game master will double the number of Damage Points actually 
  cured or inflicted by the spell. Otherwise, the Base Chance for the spell 
  should be doubled. On a roll of 35 or greater, the spell will have half the 
  normal effect. If the spell normally inflicts or cures Damage Points, the 
  number of points inflicted or cured will be halved (before any are 
  absorbed by armour). Otherwise, the Base Chance for the spell should 
  be halved (round down). 
  20 
  The spell is successfully developed, but the terminology and 
  incantations necessary to use it are so involved that the spell can be 
  remembered only with great difficulty. Prior to making a Cast Check for 
  this spell, the game master rolls D100. If the resulting number is less 
  than or equal to 3 x the caster’s Magical Aptitude, the Adept proceeds to 
  make a Cast Check. Otherwise, the Adept is unable to remember the 
  spell and may not attempt to cast it for the next 5 hours. 
  21–22 Any one of the three characteristics mentioned in 06–07 (Range, 
  Duration, or Base Chance) is increased by 20%. 
  23–24 Any one of the three characteristics mentioned in 06–07 (Range, 
  Duration, or Base Chance) is increased by 10%. 
  25 
  The Range and Duration of the spell (if any) are halved and the Base 
  Chance is increased by 30%. Round fractions down. 
  26 
  The Range and Duration of the spell (if any) are halved and the Base 
  Chance is decreased by 50%. Round fractions down. 
  27 
  The Range, Duration, and Base Chance (where applicable) are halved, 
  but so is the Experience Multiple. Round fractions down. 
  28 
  The Range, Duration, and Base Chance (where applicable) are increased 
  by 10%, but the Experience Multiple is increased by 10% also. 
  29 
  The Range, Duration, and Base Chance (where applicable) are increased 
  by 20%, but the Experience Multiple is increased by 50%. 
  30 
  The Range, Duration, and Base Chance (where applicable) are increased 
  by 10%, but the Experience Multiple is increased by 40% 
  31–35 The Range, Duration, and Base Chance (where applicable) are decreased 
  by 10%. Round fractions down. 
  36–40 The Range, Duration, and Base Chance (where applicable) are decreased 
  by 20%. Round fractions down. 
  41–45 The Range, Duration, and Base Chance (where applicable) are decreased 
  by 30%. Round fractions down. 
  46–50 Any one of the three characteristics mentioned in 06–07 (Range, 
  Duration, or Base Chance) is decreased by 50%. Round fractions down. 
  51–55 Any two of the three characteristics mentioned in 06–07 (Range, 
  Duration, or Base Chance) are decreased by 50%. Round fractions 
  down. 
  56–60 Range, Duration, and Base Chance (where applicable) are decreased by 
  50%. Round fractions down. 
  61–65 The Experience Multiple for the spell is increased by 75%. 
  66–70 The Experience Multiple for the spell is increased by 100% 
  71–75 The Experience Multiple for the spell is increased by 100% and Range, 
  Duration, and Base Chance (where applicable) are all decreased by 50%. 
  Round fractions down. 
  76–80 The spell is extremely potent (triple the Range, Duration, Damage Points 
  inflicted or cured, and Base Chance, if appropriate), but drains the Adept 
  whether it is successful or not. Reduce the Adept’s Fatigue to zero 
  whenever the spell is cast. 
  81–85 The spell automatically backfires whenever cast. 
  86–90 The spell may be cast as written, but it automatically backfires whenever 
  the caster fails to successfully cast it. 
  91–98 The spell may be cast for half effect (game master should halve as many 
  aspects of the spell as possible). In addition, you suffer a minor curse 
  whenever you successfully cast the spell. The game master should 
  choose any on such curse from those listed on the Backfire Table under 
  entries 61 through 100. The same minor curse should always be inflicted 
  whenever the spell is successfully cast. 
  99–00 Woe to the caster of this spell! Whenever the spell is successfully cast, 
  the game master inflicts on the caster a Major Curse of Rank equal to 
  D10 + caster’s MA. The game master may choose any curse from 
  among those listed in 158.4. If any of these results contradict the 
  workings of the intended spell, talent, or ritual (e.g., indicating a 
  backfire for a talent) the game master should feel free to alter the result 
  or re–roll. 
  The word “spell” in this table refers to spells, talents, and rituals. 
  82. Magical Rocks, Stones and Gems 
  This section lists those rocks, stones, and gems which are commonly considered 
  to have special magical or chemical properties which make them useful in the 
  performance of magic, manufacture of spells, or performance of alchemical rites. 
  These items may, for the most part, only be used by Adepts of the College of 
  Black Magics to create those amulets listed in T–3 (see 62.3), by Adepts of the 
  College of Shaping Magics as vessels for their magic, by astrologers to aid their 
  arts, or by alchemists in preparing potions, elixirs and the like. If a player 
  character acquires any of these items and is not himself an alchemist, astrologer, 
  or Adept of either of these Colleges, he may wish to seek out such individuals 
  and sell the item to them. On the average, a player character will be able to sell to 
  Adepts such items as have value to non–magic oriented consumers (gemstones 
  and related items) at top value while the price such items will fetch in the 
  marketplace will be more uncertain. 
  Usually, player characters will be able to dispose of most gemstones only to 
  buyers interested in their magic properties. 
  Each of the following items is listed in alphabetical order by its common name. 
  The characteristics of the item are then given as follows: 
  Market Value: A span of numbers indicating the value of the item in Silver 
  Pennies if sold in the open market. 
  Magic Value: A span of numbers indicating the value of the item in Silver 
  Pennies if sold to magic–oriented buyers. 
  Description: A short description of the item in terms of colour, cut (if a 
  gemstone), and other physical characteristics. 
  Use: A description of the magical properties and uses of the item. 
  Generally, the value of an item will be unrelated to its weight, and most of the 
  stones on this list would have to have their weight measured in grams. 
  Accordingly, it is suggested that the game master assign a 1 ounce weight to a 
  small bag of gems (a dozen or so stones) and increase the weight by about an 
  ounce for each dozen additional stones. For non–gemstones, weight should be 
  measured in ounces per stone. 
  Aetites 
  Market Value: None 
  Magic Value: 100–200 
  Description: A small yellowish stone found in the head, neck, or stomach of an 
  eagle. 
  Use: Aetites are used to make the Amulet of Aquilaeus described in T–3 of the 
  College of Black Magics, a powerful amulet which brings good fortune and 
  courage to the bearer. 
  Agate 
  Market Value: 1–100 
  Magic Value: 100–150 
  Description: A variety of Chalcedony characterized by coloured bands cutting 
  through the body of the stone. Usually cabochon–cut. Comes in six varieties 
  characterized by colour: Red (or Blood Agate), Brown (Tawny Agate), Green 
  (Sea Agate), Black, Moss (Living Agate), and Gray (Dawn Agate). 
  Use: Agates re used to manufacture the Amulet of Chalcedony, described in T–3 
  of the College of Black Magics. Three stones are required for this purpose, and 
  they must be set in the shape of a triangle. In addition to the normal effects of this 
  amulet, the wearer will be blessed, if the type of Chalcedony used is Agate, with 
  the special eloquence and a general feeling of well–being. If a serpent is engraved 
  on the Agate, the Base Chance of any poisonous insect or snake striking the 
  bearer is reduced by 20. If the amulet is placed on the breast of a sleeping 
  woman, she will talk in her sleep, truthfully answering all questions put to her. 
  Alectorius 
  Market Value: None 
  Magic Value: 300–500 
  Description: Alectorius is a greenish stone found in black cocks. The stone 
  inside the cock will only be found, however, if the cock is killed and cured on an 
  anthill for three days. 
  Use: The stone is used to manufacture the Amulet of Alectorius described in the 
  College of Black Magics. In addition to the wealth–increasing properties of this 
  amulet, it will prevent thirst if held in the mouth and tends to promote amicable 
  feelings toward the wearer, especially as regards to the opposite gender. 
  Amber 
  Market Value: 1–4 
  Magic Value: 1–4 
  Description: A translucent or cloudy yellow, green, or brownish fossil resin. 
  Acquires a negative electrical charge when rubbed. 
  Use: Both Yellow Amber and Red Amber (the brownish variety) may be 
  fashioned into amulets by an Adept of the College of Shaping Magics. Red 
  Amber makes the wearer immune to the Evil Eye Spell (S–9 of the College of 
  Black Magics) and decreases the Base Chance of the wearer contracting a disease 
  or infection (natural, or via magic or minor curse) by 5. Yellow Amber decreases 
  the Base Chance of the wearer contracting a disease or infection by 10. Green 
  Amber may be held against any Type A (puncture) wound to stop the bleeding. 
  The bleeding will begin immediately if the Green Amber is removed from the 
  wound. A special variety of Amber (called Living Amber) contains fossilized 
  insects or animals. This type of Amber may be used as the heart of any type of 
  golem except the flesh golem. Golems with hearts of Living Amber remain active 
  for twice as long as similar golems without such hearts (multiply the total period 
  of activation by two). 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 99 
  Amethyst 
  Market Value: 30–500 
  Magic Value: 300–600 
  Description: A purple gem–quartz. Usually faceted, but sometimes cabochon–
  cut. 
  Use: May be used by an Adept of the College of Black Magics to make an 
  Amulet of Amethyst as described in 62.3. Amethyst may also be ground and used 
  in antidotes to poisons. Used in this manner by an alchemist, Amethyst doubles 
  the efficiency of the potion versus magically created poisons. An Adept of the 
  College of Shaping Magics may use Amethyst to fashion an Amulet of Sobriety 
  which makes it impossible for the wearer to become drunk. The Amethyst must 
  be incised with the symbols for the sun and moon and fastened about the neck 
  with a necklace of peacock feathers. 
  Antimony 
  Market Value: None 
  Magic Value: 100–700 
  Description: A white, metallic element usually found in powdered form or in 
  small pebbles. 
  Use: Antimony may be fashioned into an amulet by an Adept of the College of 
  Shaping Magics. The amulet increases the resistance of the wearer versus magic 
  of the College of Black Magics, the College of Necromantic Conjurations, and 
  the College of Ensorcelments and Enchantments by 5. It increases the resistance 
  of the wearer versus any spell cast by a demon by 10 (15 if the demon is member 
  of the College of Necromantic Conjurations, the College of Black Magics, or the 
  College of Ensorcelments and Enchantments). 
  Beryl 
  Market Value: 3–2500 
  Magic Value: 400–2500 
  Description: There are 7 distinct types of Beryl, ranging in colour from a pale, 
  almost colourless green, yellow, or pink through a vibrant dark green or blue. 
  Beryls are almost always faceted (though the Goshenite Beryl may be cabochon–
  cut). The types of Beryl, their colour and relative value follow: 
  Type 
  Colour 
  Value 
  Aquamarine 
  Blue–green 
  20–400 
  Black Star 
  Deep Brown 
  50–2500 
  Emerald 
  Pale green/Vibrant green 
  10–1500 
  Golden Beryl 
  Yellow 
  5–1000 
  Goshenite 
  Opaque 
  3–100 
  Green Beryl 
  Pale green/Yellow 
  5–500 
  Morganite 
  Pink/Pink 
  30–1300 
  Only those gems which have a Market Value of at least 400 may be used in 
  magic, the others being too inferior in weight or quality to be of value. 
  Use: Beryls may be used by Adepts of the College of Black Magics to create an 
  Amulet of Beryl (see rule 62.3). The amulet has the side effect of making the 
  wearer both impotent and totally uninterested in sexual activity. Beryl may be 
  used by alchemists to create more powerful antidotes to poison, salves, and 
  antipyretics (increase the potency of such creations by increasing their Base 
  Chance of working by 10). 
  Bezoar 
  Market Value: None 
  Magic Value: 300–500 
  Description: This stone originates in the stomach of a stag. 
  Use: May be powdered and mixed in a poison antidote. An antidote created with 
  Bezoar functions as if it was created by an Alchemist of two Ranks higher (see 
  rule 93.7). 
  Bloodstone 
  Market Value: 5–100 
  Magic Value: 50–125 
  Description: A dark green Chalcedony with red spherule. Also called Heliotrope. 
  The Jasper spherules in the stone resemble drops of blood, and it is from these 
  that the gem takes its name. 
  Use: Bloodstones may be used by an Adept of the College of Black Magics to 
  create an Amulet of Bloodstone (see rule 62.3). Five such stones set at the points 
  of a pentagon are necessary to manufacture the amulet successfully. 
  Chalcedony 
  Market Value: 1–100 
  Magic Value: 50–100 
  Description: A type of milky Quartz, generally white. Cabochon–cut or carved. 
  Use: May be employed by an Adept of the College of Black Magics to form an 
  Amulet of Chalcedony. A minimum of three stones are necessary to form the 
  amulet. An Alchemist may grind the stone up and dissolve it in water blessed by a 
  servant of the Powers of Light. The decoction will break all fevers within one 
  hour of drinking. One ounce is required per dose. 
  Carbuncle 
  Market Value: 1–60 
  Magic Value: 30–70 
  Description: A deep red gemstone, often classed as a type of Garnet. Cabochon–
  cut. Often smoky. 
  Use: May be used by an Adept of the College of Black Magics to create an 
  Amulet of Carbuncle (see rule 62.3). Often believed to hinder lust, sadness, and 
  dreams. Half a dozen stones should be set in the amulet to form a hexagon. If all 
  of the stone used are of the highest possible quality, the amulet will take on the 
  additional attribute of monitoring the wearer’s life force, growing brighter as the 
  wearer grows in strength and energy and dulling as he tires. It is often used by 
  healers as monitor on seriously ill patients for this reason. 
  Carnelian 
  Market Value: 10–300 
  Magic Value: 100–350 
  Description: A deep red quartz often banded in white. Usually cabochon–cut, but 
  sometimes carved. 
  Use: An Adept of the College of Shaping Magics may use this stone to 
  manufacture an Amulet of Carnelian, which decreases the wearer’s chances of 
  contracting a disease or infection by 5%. Any craftsman may fashion Carnelian 
  into a necklace which halves the rate at which the wearer loses fatigue or 
  endurance as a result of having his blood drained by a vampire. 
  Chelidonius 
  Market Value: None 
  Magic Value: 300–500 
  Description: A red or black stone taken from the craw of a swallow. 
  Use: The prime ingredient in all potions designed to cure madness or improve a 
  failing memory. May be powdered and mixed by an alchemist into an antidote for 
  senility. 
  Chrysolite 
  Market Value: None 
  Magic Value: 100–200 
  Description: Greenish–yellow transparent type of magnesium iron silicate. 
  Use: Powdered and taken in large quantities, it is said to be a restorative and 
  curative. An alchemist can make a dose out of three stones sufficient to 
  temporarily check the progress of most diseases in a patient, but the manufacture 
  of the medicine is wearisome and time consuming. An Adept of the College of 
  Shaping Magics can use a piece of the stone to manufacture an Amulet of 
  Chrysolite which will increase the wearer’s resistance versus magic of the 
  College of Sorceries of the Mind by 5. 
  Chrysoprase 
  Market Value: 1–100 
  Magic Value: 30–100 
  Description: A bright green or greenish–yellow Quartz which is usually 
  cabochon–cut. 
  Use: An Adept of the College of Shaping Magics may fashion this stone into an 
  amulet which will increase the wearer’s range of vision in the dark by 50%. 
  Coral 
  Market Value: 1 –250 
  Magic Value: 25 –250. 
  Description: A pink or red stone manufactured by the secretion of certain marine 
  animals. Usually cabochon–cut or cut into polished sections. 
  Use: May be fashioned by a member of the College of Shaping Magics into an 
  amulet which will increase the wearer’s resistance versus the Evil Eye Spell (S-9) 
  of the College of Black Magics by 10. This amulet may also be used in the same 
  manner as an Amulet of Carbuncle to monitor patients under the care of healers. 
  The coral loses its colour as the patient wanes and becomes more vibrant as he 
  heals. If this amulet is dipped into a substance containing poison, it will 
  permanently lose colour, the coral becoming bone white. An Alchemist may grind 
  Red Coral into a powder useful in curing impotence. One ounce is required per 
  dose, and the powder must be consumed in solution. 
  Diamond 
  Market Value: 20–20,000 
  Magic Value: 100–20,000 
  Description: A brilliant, super–hard gem, usually clear with touches of colour 
  ranging from pink or green–yellow through blue. Always faceted, if faceting has 
  been discovered in the culture in which adventure occurs. There are actually 5 
  distinct type of diamonds, all of which may be used in magic. However, such 
  stones are extremely expensive and generally a maximum of one or two cheap or 
  flawed diamonds will be used in an amulet or talisman. Following is a list of 
  diamonds by type which also gives colour and value for each stone. 
  Type 
  Colour 
  Value 
  Clear Diamond 
  Transparent 
  20–12,000 
  
  PAGE 100 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Type 
  Colour 
  Value 
  Pink Clear 
  Pink 
  40–14,000 
  Green 
  Bright greenish–yellow 
  40–14,000 
  Yellow 
  Bright yellow 
  40–14,000 
  Blue–White 
  Light blue/White 
  50–20,000 
  Use: An Adept of the College of Black Magics can fashion one or more diamonds 
  into an Amulet of Diamonds (see rule 62.3). In addition, Alchemists sometimes 
  use water in which Diamonds have been washed as the solution in which other 
  ingredients are dissolved when manufacturing medicines (increase the medicine’s 
  effectiveness by 20). Clear Diamonds worn in a ring may be used by the wearer 
  to increase his Base Chance of casting any spell by 2. The Diamond focuses 
  mana and such rings may be made by any artisan. 
  Emerald 
  Market Value: 10–1500 
  Magic Value: 10–1500 
  Description: A small Beryl ranging in colour from pale green to vibrant green 
  and always faceted. 
  Use: This gemstone may be used to manufacture an Amulet of Beryl (see Beryl). 
  It also repels insects when worn around the neck (10% chance that any insect 
  landing on the wearer will fly away without attacking). Devils and Imps are also 
  repelled by Emeralds, and there is a 5% chance that any Devil or Imp who 
  approaches within 10 feet of anyone wearing an Emerald or bearing an object 
  containing Emeralds (such as a jewel–studded sword hilt) will immediately 
  retreat as far as possible from that individual and will have to roll on the Fright 
  Table. Snakes are affected in the same way as Devils and Imps, but have a 20% 
  chance of being repelled. 
  Feldspar 
  Market Value: 1–10 
  Magic Value: 1–10 
  Description: A milky–white green stone, highly brittle and characterized by a 
  smooth texture. 
  Use: When worn an a necklace, adds 10 to the wearer’s resistance to all spells 
  involving dazzling lights or blindness. 
  Flint 
  Market Value: 1–2 
  Magic Value: 1–5 
  Description: A hard black stone used in conjunction with steel to strike fires. 
  Use: Flint is a powerful ward against Incubi and Succubi. There is a 50% chance 
  that no Incubus or Succubus will willingly approach within 5 feet of a piece of 
  flint unless it is covered (e.g., secured in a bag or draped with cloth). 
  Galactite 
  Market Value: None 
  Magic Value: 50 
  Description: A stone composed of nitrate of lime and appearing chalky in 
  composition. 
  Use: A prime ingredient in Love Philtres (see rule 62.3). Should be powdered and 
  dissolved in water along with other ingredients. 
  Garnet 
  Market Value: 10–1300 
  Magic Value: 500–1300 
  Description: Small stone, usually milky. Faceted (though Almandite, Grossular, 
  and Pyrope are often cabochon–cut). There are 6 distinct types of Garnet. They 
  are listed along with their colour and value. Only Andarite has magical 
  properties. 
  Type 
  Colour 
  Value 
  Almandite 
  Purple/Brown/Red 
  1–250 
  Andradite 
  Yellow–green 
  10–1300 
  Grossular 
  Brown/Orange 
  1–100 
  Pyrope 
  Dark red 
  1–125 
  Rhodolite 
  Purple/Red 
  1–700 
  Spessartine 
  Red/Orange 
  1–500 
  Use: Powdered Garnet is used to cure skin diseases and an alchemist may use it 
  to make medicines for this purpose. Such medicines will, in addition, arrest (but 
  not cure) leprosy (which is a Major Curse). Any figure wearing a piece of 
  Andradite on his person will be immune to the effects of nightmares. 
  Gold Nuggets 
  Market Value: 5–60 
  Magic Value: 10–1000 
  Description: Gold nuggets are usually small (less than an ounce) rough stones of 
  a greenish–black colour with golden metallic flecks. 
  Use: Gold nuggets are greatly prized by magicians far above their numismatic 
  worth. The same nugget which might fetch 10 Silver Pennies on the money 
  market would fetch three or four times that from almost any Adept. The larger the 
  nugget, the greater the discrepancy between numismatic and magical value. It is 
  said that a gold nugget worn about the neck will reduce the rapidity of aging, but 
  such nuggets are primarily used by Adepts of the College of Shaping Magics to 
  manufacture Amulets of the Sun (Gold is governed by the Sun). Such an amulet 
  increases the luck of the bearer as follows: in all D100 dice rolls directly 
  affecting the wearer, the dice roll number is adjusted by 3 in the wearer’s favour. 
  If the wearer is Sun–aspected, the die roll number is adjusted by 8. 
  Iron 
  Market Value: 1–5 
  Magic Value: 1–5 
  Description: Iron ore is found in large rocks (several pounds or more) of a 
  reddish hue. 
  Use: Iron ore is primarily used to form objects of Cold Iron. The price of Iron 
  Ore is governed by its quality (the actual iron contents in the ore) and the prices 
  given are for a small wagon load. Iron may be fashioned, while in ore form, into 
  an Amulet of Iron by an Adept of the College of Black Magics (see rule 62.3). It 
  may also be smelted and used by an Adept of the College of Shaping Magics to 
  make magical vessels (weapons and the like). 
  Jacinth 
  Market Value: 200–400 
  Magic Value: 300 –400 
  Description: A red–orange Zircon, ruled by the sun. Jacinth will change colour to 
  reflect the weather, becoming paler and more orange when storms approach and 
  becoming a more vibrant red in bright sunlight. Always faceted. 
  Use: Jacinth may be fashioned by an Adept of the College of Shaping Magics 
  into an Amulet of Jacinth which will protect the wearer from fascination (+20 to 
  resistance against magic of the College of Sorceries of the Mind and against all 
  spells of binding, controlling, or summoning). 
  Jade 
  Market Value: 40–750 
  Magic Value: 40–100 
  Description: Green or black mineral, frequently mottled with white. Cabochon–
  cut or carved. 
  Use: Jade may be powdered and used in medicines to cure diseases or illnesses of 
  the digestion, to help ward infection (decrease the Infection Chance by 10), and 
  to increase stamina. It may also be fashioned by an Adept of the College of Black 
  Magics into an Amulet of Jade as described in 62.3. Note that only small Jade 
  stones (usually the less valuable Nephrite rather than Jadeite) will be purchased 
  for magical purposes and only in relatively small amounts. Jade is also a popular 
  material for use in the manufacture of ceremonial weapons. When Black Jade is 
  used for this purpose, it forms a weapon which affects demons, imps, incubi, and 
  succubi in the same manner as a magical weapon. 
  Jasper 
  Market Value: 1–1000 
  Magic Value: 1–1000 
  Description: An opaque Quartz tinted green. Cabochon–cut. 
  Use: Jasper may be fashioned by an Adept of the College of Shaping Magics into 
  an Amulet of Jasper which increases the wearer’s ability to disbelieve illusions by 
  10. Rare stones flecked with red have the side–effect of inflicting the wearer with 
  lycanthropy if worn when the moon is full. The lycanthropy passes immediately 
  when the Jasper is removed from the person of the wearer. 
  Jet 
  Market Value: 1–10,000 
  Magic Value: 1–10,000 
  Description: Jet usually refers to a type of Agate, a deep black stone superficially 
  resembles coal (but much harder). Can be polished to a sheen like marble. 
  Cabochon–cut. 
  Use: Breathing the vapours of Jet which has been powdered and burned in a 
  censor increases the ability of an individual to disbelieve any illusion by 10 for 
  eight hours thereafter. In addition, any Demon which breathes such vapours must 
  make an immediate roll on the Fright Table. An Adept of the College of Black 
  Magics can fashion the stone into an Amulet of Jet (see rule 62.3). This Amulet 
  will contain an inverted cross on one side and a heart on the other and will be 
  disk–shaped. 
  Lapis Lazuli 
  Market Value: 20–150 
  Magic Value: 20–30 
  Description: A deep blue stone veined with white or gold. May be cabochon–cut, 
  but will usually be found as a form of inlay. 
  Use: Lapis Lazuli may be ground into a fine powder and burned in a censor. 
  When breathed by an individual, the fumes will have a 20% chance of curing 
  melancholia and a 3% chance of at least partially curing madness. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 101 
  Lead 
  Market Value: 1–5 
  Magic Value: 1–5 
  Description: A dark dense, soft slate–coloured stone found in small veins or 
  rocks. May be made into a soft alloy. 
  Use: Lead may be used to form a shield against Demonic Presidents. It may also 
  be powdered and used as an ingredient in slow–acting, long–term poisons (see 
  the Alchemist skill). However, Lead is quite common and has very little real 
  value to either magicians or merchants. The values listed are for small wagon 
  loads of the substance. 
  Lodestone 
  Market Value: 5–20 
  Magic Value: 5–10 
  Description: A natural Magnetite which attracts iron. 
  Use: Lodestone is used by Rangers and Navigators as an aid to plotting a course 
  across the water or through low visibility areas (wilderness and the like). It may 
  also be used by any character (not necessarily an Adept) to indicate the direction 
  of some desired goal or item. The individual should hold the Lodestone in his 
  mouth for a moment and then suspend it from a string so that it can move freely. 
  If asked the direction of a place or object, there is a 20% chance that the 
  Lodestone will seem to turn and point in the direction of that place or object, or 
  10% chance that it will seem to do so but will, in fact, be pointing in the wrong 
  direction, and a 70% chance that nothing will happen. 
  Obsidian 
  Market Value: 5–1000 
  Magic Value: 500–1000 
  Description: A black, shiny volcanic glass. May have gold or white snowflake 
  markings or a gold sheen. Sometimes used in jewellery in which case it is 
  cabochon–cut, but it will be used to make stabbing or cutting tools or weapons. 
  Use: Obsidian is a favourite material for the manufacture of ceremonial and 
  sacrificial knives. When Obsidian is used for this purpose, it is classed as a 
  magical weapon, doing the same damage as a dagger, but having the capacity to 
  wound or kill those entities normally harmed only by magical weapons. When 
  used as a weapon outside of a ceremony, it is not classed a magical weapon. Only 
  a designated sacrificial being which has been prepared for sacrifice may be 
  harmed by the knife during a ritual of sacrifice. If an entity which can only be 
  harmed by magical (or silvered) weapons and which has not been prepared for 
  sacrifice during a ritual were to interrupt that ritual, for example, the Obsidian 
  knife would not inflict any damage on that individual. 
  Olivine 
  Market Value: 10–25 
  Magic Value: 10–25 
  Description: A yellow–green, opaque stone, usually cabochon–cut. 
  Use: Olivine may be powdered and dissolved in liquid by an Alchemist as a (10% 
  effective) cure for impotence. 
  Opal 
  Market Value: 5–10,000 
  Magic Value: 300–12,000 
  Description: Small, fairly dense stone which comes in four types, each 
  distinguished by a different colour and internal “fire.” Always cabochon–cut and 
  highly polished. The four types include: 
  Type 
  Colour 
  Value 
  White Opal 
  White background/Fire 
  10–500 
  Fire Opal 
  Yellow or red background/Fire 
  10–400 
  Catseye 
  Yellow or green background/Internal Fire 
  5–100 
  Black Opal 
  Gray or black background/Large Internal Fire 
  100–10,000 
  Use: All type of Opals, except Catseye, may be set and polished into seeing rings 
  or crystals by a competent jeweller or artisan. They may then be used by an 
  Astrologer of Rank 5 or higher to foretell the future with 5–25% greater accuracy. 
  The Astrologer looks into the “fire” present within the Opal and sees there an 
  image in answer to the question asked by him. The image will appear with 
  various amounts of clarity depending upon the 
  quality of the Opal used. There is a 2% Chance that anyone using an Opal for this 
  purpose will be cursed with Ill Luck as a result. See rule 160.4 for the operation 
  of this curse. 
  Pearl 
  Market Value: 100–5000 
  Magic Value: 100–5000 
  Description: Small round or oval stones found inside shells. Characteristically, 
  white or yellowish–white, with a minority of Black Pearls being highly prized. 
  Never cut or formed by man. 
  Use: Pearls may set in an Amulet of Luck manufactured by an Adept of the 
  College of Shaping Magics and will work just like the Amulet of the same name 
  of the College of Black Magics, except that Magical Resistance is increased by 5 
  instead of 3. 
  Quartz 
  Market Value: 1–2000 
  Magic Value: 50–2000 
  Description: Usually translucent stone, geometrically shaped. There are a score 
  of types of this material, of which only those discussed elsewhere are discussed 
  herein. The following list does not include enchantments on stones mentioned 
  elsewhere (including stones aged or heated to give a different texture or hue). 
  Each stone is followed by a description by colour and an estimate of Market 
  Value. Almost invariably, Quartzes are cabochon–cut, though some types may be 
  faceted. Stones which have been cabochon–cut or faceted have no magical value 
  unless they are large enough to be carved. 
  Type 
  Colour 
  Value 
  Aquamarine 
  Blue–green/Yellow 
  1–20 
  Catseye Quartz 
  Green/Yellow/Red/Grey 
  5–60 
  Cacoxemite 
  Clear/Violet/Yellow 
  5–60 
  Citrine 
  Red/Yellow 
  1–2500 
  Rock Quartz 
  Clear 
  1–500 
  Rutilated Quartz 
  Clear/Gold criss-crossed 
  10–150 
  Smokey Quartz 
  Gray 
  1–300 
  Star Quartz 
  Clear 
  5–100 
  Tigereye 
  Yellow–brown tourmalinated 
  1–100 
  Quartz 
  Clear/Smokey/Black needles 
  10–50 
  Carnelian 
  Red/White bands 
  10–300 
  Moss Agate 
  Translucent/Green filaments 
  1–1000 
  Use: Quartz may be formed by an artisan into a clear polished seeing crystal for 
  use in fortune telling by either Adepts or Astrologers. Only non–smoky Quartzes 
  may be used for this purpose. In addition, Quartz may be shaped into ceremonial 
  or sacrificial daggers which operate in the same manner as Obsidian daggers. 
  Only large Quartzes may be used for this purpose, and those interested in such 
  things will pay three or four times normal Market Value for an appropriate–sized 
  piece of otherwise relatively valueless Quartz. 
  Ruby 
  Market Value: 50–6000 
  Magic Value: 50–6000 
  Description: A vivid crimson stone, faceted. 
  Use: May be fashioned by an Adept of the College of Shaping Magics into an 
  Amulet of Protection, which will always glow more brightly as danger draws 
  near. 
  Sapphire 
  Market Value: 10–15,000 
  Magic Value: 500–5000 
  Description: A (generally) bluish type of Corundum which may be cabochon–cut 
  are faceted. There are 7 varieties listed. 
  Type 
  Colour 
  Value 
  Black Star 
  Black 
  100–15,000 
  Blue Sapphire 
  Blue/Violet 
  10–2000 
  Green Sapphire 
  Green/Yellow–green 
  1–250 
  Orange Sapphire 
  Red/Orange 
  10–500 
  Purple Sapphire 
  Red/Purple 
  20–300 
  Star Sapphire 
  Red/Blue/Purple/Green/Yellow/Orange/Black 100–10,000 
  Yellow Sapphire 
  Yellow/Gold/Orange 
  10–300 
  Use: Sapphires permanently fade to dead black when immersed in most poisons. 
  Star Sapphires glow in the presence of treachery. Their brightness increases as 
  such treachery approaches and dims as it recedes. 
  Topaz 
  Market Value: 1–1000 
  Magic Value: 1–20 
  Description: A gemstone composed of silicate of aluminum. Always faceted. 
  May be purple, red, orange, bright yellow, blue, pale yellow, brown, or clear (in 
  descending order of Market Value). Brown Topaz always fades with time, 
  becoming almost eventually. All Topazes have the same Magic Value, which is 
  more or less minuscule in comparison with Market Value. 
  Use: Topaz may be used in potions designed to stifle lust, make one generous, or 
  cure insanity (5% chance). When used in potions, the Topaz is ground into 
  powder and dissolved in liquid by the Alchemist. Topazes will increase the 
  chance of a potion being created successfully by 10. 
  Tourmaline 
  Market Value: 1–500 
  Magic Value: 1–500 
  Description: Tourmalines may be one of half a dozen colours or may be bi–
  coloured or multi–coloured. They are usually faceted, but may be cabochon–cut 
  on occasion (especially Rubellites, Indicolites, and Tourmalines proper). There 
  
  PAGE 102 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  are five types of Tourmalines which are listed together with their colour and 
  Market Value. 
  Type 
  Colour 
  Value 
  Achroite 
  Clear 
  3–20 
  Dravite 
  Brown 
  1–50 
  Indicolite 
  Blue/Blue–green 
  5–100 
  Rubellite 
  Violet/Red/Purple 
  5–500 
  Tourmaline 
  Proper Bi–coloured/Multi-coloured 
  1–70 
  Use: Tourmalines always shine with a brightness in direct proportion to 
  perturbations in the flow of mana. The greater the concentration of mana in an 
  area, the greater the flow of magical energy around the surface of the Tourmaline 
  and the brighter it will shine. In Low Mana areas, the Tourmaline becomes dull 
  and lifeless. When in the presence of potent spells (and always during the casting 
  of a spell by the wearer), the Tourmaline also shines exceedingly bright. For this 
  reason, it is a great and valuable indicator of magic, but is not altogether reliable 
  in that it does not distinguish between the presence of powerful magical spells, 
  magical (fantastical) beings, and concentrations of unused mana. The higher the 
  quality of the Tourmaline (and the more expensive it is), the greater the 
  likelihood (from 5% to 40%) that an individual will notice (or be able to 
  differentiate and read) changes in the Tourmaline when not specifically searching 
  for such changes by scrutinizing the stone. 
  Turquoise 
  Market Value: 10–600 
  Magic Value: 10–600 
  Description: A light, medium–blue stone spider–webbed with fine black lines. 
  Cabochon–cut in all cases. 
  Use: Turquoise may be fashioned into an Amulet of Turquoise by an Adept of the 
  College of Shaping Magics. This Amulet will make the wearer immune to the 
  Evil Eye Spell (S–9) of the College of Black Magics. 
  Notes: Amulets prepared by a member of the College of Shaping Magics may be 
  of any material, and the “vessel” prepared for use could conceivably be prepared 
  to receive almost any spell. All such amulets have a Shaping Index of 50. 
  However, whenever a precious stone, rock, or gem from this list is used in an 
  amulet for which it is specially suited, the Cost Factor for the ritual used to 
  fashion the amulet is reduced by 30% (round up). This same percentage decrease 
  is used whenever one of the items on this list is prepared for use as a vessel for a 
  type of spell that is particularly appropriate to it, even when the stone’s use in the 
  manufacture of such an item is not explicitly mentioned on this list. Amulets 
  manufactured by Adepts of the College of Black Magics (and produced with 
  infernal aid) are not subject to this benefit, but neither are they governed by the 
  variations in cost which are built into the arts of Shaping Magics. 
  Items on this list which need not be made into amulets or potions, medicine, or 
  other compositions in order to have a particular effect may be employed by 
  anyone (including non–Adepts) to achieve that effect. 
  83. Herbal Lore 
  Magical plants, trees, herbs, roots, leaves, nuts, fruits, and other magical plant 
  products play an important role in DragonQuest magic just as they do in all 
  mythologies and magical systems. In the following list are the most common 
  such items. 
  Each entry is given according to the plant’s most common name, followed by any 
  nicknames or synonyms in parentheses. The item’s most important characteristics 
  are then given as follows: 
  Availability 
  There are four classes of Availability. These affect the relative value of the item 
  as follows. 
  Common: Those herbs and plants which are common in most areas where 
  humans and humanoids choose to dwell and classified as Common. They have a 
  value from 1 to 5 Silver Pennies for a large basket or bag full of the substance 
  and, in some cases where the magical value of the substance is particularly low, 
  value will have to be measured in copper farthings. 100% chance to be found by 
  a Ranger while in season. 
  Uncommon: Those herbs and plants which are not common to areas where 
  humans and related species dwell, but which are still available at known sites 
  within half a day’s walk of such habitations are classified as Uncommon. 
  Uncommon plants and herbs will generally have a value of between 10 and 30 
  Silver Pennies for a small basketful of the substance. 50% chance to be found by 
  a Ranger while in season. 
  Rare: Those herbs and plants which are not widely known or which are seldom 
  readily available except by dint of many days walking and searching are 
  classified as Rare. Rare plants and herbs will always fetch at least 50 Silver 
  Pennies per sprig or handful from a local healer or alchemist if nobody else. 
  Often such substances will fetch 10 times that amount if they must be brought 
  from far away. 30% chance to be found by a Ranger while in season. 
  Very Rare: Those herbs and plants which are seldom recognizable to individuals 
  other than Rangers specializing in their Habitat or merchants who specialize in 
  dealing in spices and the like, or which grow only in some one special place and 
  are classified Very Rare. Such substances will range in price from 500 Silver 
  Pennies per sprig, handful, or other appropriate small measure to 10,000 Silver 
  Pennies for something which is Very Rare and blessed with nigh unto miraculous 
  powers. However, characters may have some difficulty disposing of such 
  substances since they will usually first have to educate potential buyers as to the 
  wonderful and mystical properties of their merchandise. Also, the more powerful 
  such an item is and the rarer it is, the more likely it will be that characters will 
  have to travel to a major urban centre in order to find a sophisticated (and 
  wealthy enough) market for the substance. The larger the urban marketplace, the 
  more likely that characters will experience a certain amount of interference in 
  their affairs from the city fathers, the watch, or the local guilds who will often 
  want a piece of the action or a right of first refusal on purchase of the item. 10% 
  chance to be found by a Ranger while in season. 
  Habitat 
  The Habitats listed for plants are the same as those listed for monsters. Plants will 
  almost universally be found only in the Habitat(s) listed in this entry 
  Potency Loss 
  The relative loss of potency (and, thus the Market Value) within hours, days, 
  weeks, or months after the item has been picked (or uprooted for transplanting). 
  The Market Value at any point in time will be a percentage of the value at the 
  time the item was picked equal to the percentage of potency remaining. Any 
  effects described to the herb are determined by reducing the effects of the 
  percentage of potency since the herb was picked. 
  Description 
  A short physical description of the item, where appropriate, followed by a 
  detailed outline of its uses and powers. Use of most items to manufacture 
  amulets, potions, and medicines is generally restricted to Adepts of Colleges 
  which specifically include the knowledge to manufacture such things or to 
  individuals trained in the Skills appropriate to such manufacturing. These Skills 
  are Alchemist, Healer, and Ranger. 
  In a campaign setting, herbs will be encountered in three forms: Distillations, 
  Powders, and Fresh. Distillations are liquid extracts of the herbs produced only 
  by an Alchemist in his laboratory. Powders are small granular mixtures of the 
  herb produced only by an Alchemist in his lab using a mortar and pestle. Fresh 
  herbs are found naturally in the wild and picked or uprooted. The form in which 
  an herb is found affects the way in which it is applied and who may use it. 
  Herbs are applied in three general ways. An Infusion is made by placing a 
  powdered or fresh herb into wine or hot water (commonly known as “tea”). A 
  Poultice is made by mixing a powdered herb with a small amount of water, or 
  finely chopping fresh herbs and then placing either on a wound or a patch of skin 
  (commonly called a “salve”). The wound or patch of skin would then be 
  bandaged. A Tincture is made by placing a powdered or fresh herb into a solvent 
  (such as alcohol) and then coating a wound or patch of skin (known as an 
  “ointment”). 
  Alchemists prepare herbs for use. They are the only individuals who can either 
  distil or powder an herb. Their powders can be used as described in the 
  preceding, but their distillations are used for the preparations of “potions” which 
  do not need an Adept for completion. Distillations and powdering may be 
  accomplished by Alchemists of Rank 1 or higher. 
  Distilling an herb prevents it from losing any further potency. It takes an 
  Alchemist (11–Rank) hours to distil one vial (or dose). It takes one full handful of 
  the fresh herb to produce one dose of distillation. The cost to the Alchemist is 5 
  times the cost of the handful, which he may commonly sell for twice that price on 
  the open market. In its distilled form, the herb’s powers may be utilized by 
  anyone. The distillation must be swallowed to take effect. Often the distillation is 
  poured into wine or water, and this is commonly called a solution. 
  Assassins often use distillations in solution to poison their victims. Distilled 
  herbs will keep so long as they are stored in a moisture–proof container. 
  Rangers are the only individuals who may use an herb immediately when picked 
  fresh. They will often make an infusion, poultice, or tincture and use the herb in 
  that fashion. 
  Many herbs can be used in only one manner, but a few have numerous uses. As a 
  guide to players, the following index divides the herbs into four main groups. 
  When a player wishes to find an herb used for healing, for example, he would 
  investigate any of those listed under the Healing Herbs category. All herb 
  descriptions should be examined, as there are herbs which fit into no particular 
  category, and a use may be found for any. 
  Also detailed in the heading for each category are instructions for using the 
  specified type of herb. 
  Alchemical Herbs 
  The following may all be distilled into potions which will have certain quasi–
  magical effects: Angelica, Bloodroot, Cowslip, Cyclamin, Fern, Ginseng, 
  Henbane, Hemlock, Laurel, Marigold, Saint John’s Wort, Sunflower, Vetch. 
  Only an Alchemist may distil these and, once distilled, they may be used by 
  anyone. All listed effects are for the quaffing of one dose (one vial). 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 103 
  Healing Herbs 
  The following all work to heal damage, cure disease, infection, fever, and salve 
  skin: Agrimony, Amaranth, Anemone, Angelica, Basil, Betony, Black Hoarhound, 
  Catgut, Catnip, Bryony, Chervil, Daffodil, Hellebore, Marjoram, Mistletoe, 
  Mugwort, Sage, Saffron, Snakeroot, Satyr Orchid, Valerian. 
  Alchemists will produce distillations or powders from those. A Healer may make 
  use of any powder produced by Alchemists to aid their own inherent powers. 
  They expend 2 Fatigue Points when using a powder, in order to activate the 
  powers of the herbs themselves. Rangers use these herbs freshly picked, to make 
  infusions, poultices, or tinctures and heal and salve in that manner. The Healer 
  will also make infusions and so forth, but will be using his powders to do so. 
  Magical Herbs 
  These herbs, when dried and then burned as incense or fashioned and worn as 
  Amulets, produce a variety of magical effects: Anemone, Angelica, Asatoetide, 
  Euporbia, Garlic, Jasmine, Jimson Weed, Laurel, Lotus, Marigold, Mistletoe, 
  Moonwart, Myrrh, Saffron, Sandalwood, Sunflower, Sweetflag. 
  Their use differs greatly from herb to herb. Any Adept may use the incense, and 
  anyone may use the Amulets. 
  Poisonous Herbs 
  Poisons may only be distilled or powdered by an Alchemist. Some poisons work 
  in their raw state; these and any distilled or powdered may be used by any skilled 
  individual. Anyone but an Assassin will find them hard to buy and even harder to 
  successfully introduce into anyone’s food. All the poisons must be ingested to 
  cause harm. Listed with each poison is a “kill %.” This is the Base Chance the 
  poison will kill anyone who ingests it, whether in distilled, powdered, or solution 
  form. 
  If in solution, and more than one person drinks that solution, divide the 
  percentage by the number of people ingesting (round down) and the result is the 
  “kill %” applied to each drinker. If a person survives a poisoning attempt, reduce 
  his Fatigue to zero until he gets a good night’s sleep. 
  These herbs are poisonous: Aconite, Belladonna, Euphoria, Hellebore, Hemlock, 
  Henbane, Holly, Mandrake, Mistletoe. 
  Herbs 
  Aconite 
  Availability: Uncommon 
  Habitat: Field, Marsh, Woods 
  Potency Loss: Dried and powdered, Aconite retains potency almost indefinitely. 
  Decrease potency by 10% within 24 hours of its being picked, but otherwise there 
  should be no effect. 
  Description: (a.k.a. Wolf’s Bane, Leopard’s Bane, Monk’s Hood) A poisonous 
  plant easily recognizable by its pale, hood–shaped flower. Aconite is often 
  believed to have been the first commonly used poison, and it is extremely lethal. 
  Alchemists may powder it and it may be sprinkled in food with a 95% chance 
  that the eater will die. It takes about two hours for the poison to take effect and 
  several more hours for a fatality to occur. 
  Agrimony 
  Availability: Common 
  Habitat: Fields, Woods, Rough 
  Potency Loss: Loses 20% of its potency within one day of being picked and 10% 
  per day thereafter down to a level of 20% potency which it will retain for 4–5 
  months after picking. 
  Description: A variety of bright yellow–flowered plant of the genus Agrimonia. 
  Agrimony will be an effective cure (100% BC) for poisoning as a result of snake 
  bite when the leaves are freshly picked. An Alchemist can distil the anti–venom 
  (see rule 93.7). 
  Amaranth 
  Availability: Uncommon 
  Habitat: Fields, Woods 
  Potency Loss: Loses 40% of potency within one hour of being picked and 10% 
  of remaining potency per week thereafter until reduced to 10% of original 
  potency. 
  Description: An herb with small red or white flowers often confused with a 
  (seemingly) legendary plant of the same name. The legendary Amaranth is said 
  never to fade and to be the prime ingredient in an amulet which causes the wearer 
  never to age. The plant described herein has no such magical powers. Instead, the 
  petals of the red variety may, when fresh, be made into a poultice, causing the 
  blood to clot and the bleeding to stop within D10+2 Pulses. It will heal 1 
  Endurance Point per day for D10 days. 
  Anemone 
  Availability: Uncommon 
  Habitat: Woods 
  Potency Loss: Loses 30% of potency in the first 24 hours after picking and a 
  continued loss of 10% of potency per week. 
  Description: (a.k.a Wind Flower) A tall, leafy stalk with large rich purple flowers 
  having black centres. Anemone can grow literally overnight. Steam from the 
  boiling petals may provide anyone who breathes it with a +10 on any Base 
  Chance involving spells which predict the future. A poultice made of the petals 
  has an 80% chance of curing any blindness except that due to a major curse or to 
  loss of eyes. 
  Angelica 
  Availability: Uncommon 
  Habitat: Fields 
  Potency Loss: Loses 5% of potency within 24 hours of picking and 1% per week 
  thereafter. 
  Description: A leafy green herb which may be worn about the body when fresh 
  as a protection against the evil eye. When worn in this fashion, resistance to the 
  Evil Eye Spell (S–9) of the College of Black Magics is increased by 5. An 
  Alchemist may distil potions designed to cure colds, infections, and add 10 to the 
  user’s Magic Resistance for D5 hours. Tinctures of this herb brushed on a wound 
  will decrease the chance of infection by 20. 
  Asatoetida 
  Availability: Uncommon 
  Habitat: Woods 
  Potency Loss: Never loses any potency. 
  Description: A gum resin–bearing plant found in deep woods and sometimes 
  cultivated as a house plant. The unpleasant odour of the resin (which may be 
  smeared on the body) is only annoying to most occupants of this plane, but 
  Demons heartily dislike it and Incubi, Succubi, Devils, and Imps will not 
  normally approach within 5 feet of an individual carrying the smell of the resin. 
  However, Hellhounds are maddened by the smell and will immediately attack the 
  wearer of this resin. 
  Basil 
  Availability: Common 
  Habitat: Fields 
  Potency Loss: Loses 30% of potency within an hour, 50% within 24 hours, and 
  100% of potency within a week. 
  Description: A common herb characterized by green waxy brittle leaves. Basil 
  can be used to make a poultice which will cure any type of insect, bee, or wasp 
  bit or sting. The herb will cure 1 Endurance Point per day for D10 days. 
  Belladonna 
  Availability: Rare 
  Habitat: Woods, Marsh 
  Potency Loss: Loses 10% potency within 24 hours of picking. Loses 1% of 
  potency each week thereafter for all purposes except the manufacture of poison. 
  Description: (a.k.a. Deadly Nightshade) An herb characterized by black berries 
  and dark crimson leaves. An Alchemist may use Belladonna to distil flying 
  potions (lasting D10 minutes). Both Alchemists and Adepts of the College of 
  Black Magics may distil a powerful poison from Belladonna (100% kill chance). 
  Anyone may feed the berries to a victim they desire to poison, though their bitter 
  taste will probably make the victim unwilling to eat enough to do serious harm. 
  Death is by heart and respiratory failure within several hours of ingestion. 
  Betony 
  Availability: Uncommon 
  Habitat: Fields, Woods 
  Potency Loss: Loses 1% of potency per week. 
  Description: (a.k.a. Wood Betony) An herb of the mint family. Betony may be 
  used by the College of Shaping Magics in any type of amulet involving an 
  increase in the Physical Strength, Endurance, or Fatigue of the wearer. Anyone 
  may brew it into a tea when freshly picked which will allow the drinker to 
  recover Fatigue as if he had just eaten a hot meal. 
  Black Hoarhound 
  Availability: Uncommon 
  Habitat: Marsh 
  Potency Loss: Never loses any potency. 
  Description: An herb which can be brewed into a tea which works in the same 
  manner as Betony to aid in the recovery of Fatigue. It can also be fashioned by an 
  Adept of the College of Shaping Magics into an Amulet of Calmness which 
  decreases all of the wearer’s rolls on the Fright Table by 10 (see rule 60.8). 
  Bloodroot 
  Availability: Uncommon 
  Habitat: Fields, Woods 
  Potency Loss: Loses 1% potency per week. 
  
  PAGE 104 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Description: A weed characterized by fibrous, liquid–bearing roots, the juice 
  from which can be used by an Alchemist to distil a potion which will act like a 
  control spell on whoever ingests it, causing him to obey the first sentient being he 
  meets as if that being were the caster of the spell. 
  Bryony 
  Availability: Uncommon 
  Habitat: Fields, Woods 
  Potency Loss: Never loses any potency. 
  Description: (a.k.a. Snake Grape) A flowering vine with grape–like fruit and 
  tendrils which can be distilled by an Alchemist into a potion which will heal 
  broken bones if drunk three times a day for seven days. 
  Caper 
  Availability: Uncommon 
  Habitat: Fields, Rough 
  Potency Loss: Loses 1% potency per day. 
  Description: Capers are the fruit of a small shrub which in bud form may be 
  picked and used by an Alchemist to manufacture a potion which will serve as an 
  antidote to impotence (whether naturally or magically occurring). Capers are also 
  a prime ingredient in Love Philtres and Potions of Fertility (see rule 62.3). 
  Catgut 
  Availability: Uncommon 
  Habitat: Woods, Rough 
  Potency Loss: Loses 10% of potency an hour after picking and 1% per hour 
  thereafter. 
  Description: (a.k.a. Turkey Pea, Goat’s Rue, Devil’s Shoestring) An herb whose 
  tough roots may be ground and brewed into a tea which functions in the same 
  manner as Betony as an aid to the recovery of Fatigue. 
  Catnip 
  Availability: Common 
  Habitat: Fields 
  Potency Loss: Loses 1% potency per week. 
  Description: An herb of the mint family, often domestically grown. Catnip can 
  be distilled by an Alchemist into a potion which will promote healing. Distilled 
  by an Alchemist, it will heal 3 Endurance Points. 
  Chervil 
  Availability: Common 
  Habitat: Fields 
  Potency Loss: Loses 20% of potency within one hour and 1% thereafter until 
  distilled. 
  Description: An herb of the parsley family which can be made into an infusion 
  and used to bathe wounds decreasing the chance of infection by 10 and 
  increasing the chance of the body healing itself if it does become infected by 10. 
  An Alchemist can use it to distil a healing potion, working in the same fashion. 
  Cowslip 
  Availability: Common 
  Habitat: Fields, Woods 
  Potency Loss: Loses 5% potency per week. 
  Description: A yellow wildflower which often grows in pastures. Cowslip is 
  sometimes used by Alchemists to distil Sleeping Potions and has from time to 
  time been substituted for more potent ingredients in Sleep Dust by Adepts of the 
  College of Ensorcelments and Enchantments (with a 90% loss in the 
  effectiveness of the dust). See rule 50.5 (Q–3). The pollen of the flowers is the 
  active ingredient. 
  Cyclamen 
  Availability: Uncommon 
  Habitat: Woods, Marsh 
  Potency Loss: Loses 40% of potency an hour after picking and 1% per hour 
  thereafter until distilled. 
  Description: A flowering herb which may be distilled by an Alchemist into a 
  Sleeping Potion or a Love Potion (both lasting D10 hours) or by an Adept of the 
  College of Black Magics into a Love Philtre (see rule 62.3). 
  Daffodil 
  Availability: Common 
  Habitat: Fields, Woods, Rough 
  Potency Loss: Loses 20% of potency after one hour and 5% of potency per hour 
  thereafter until distilled. 
  Description: A yellow flower which may be made into a poultice and applied to 
  wounds to heal 1 Endurance Point per day for D10 days. Daffodils may also be 
  mashed and their juices distilled into a Love Philtre by an Adept of the College of 
  Black Magics (see rule 62.3). 
  Damiana 
  Availability: Uncommon 
  Habitat: Woods, Rough 
  Potency Loss: Loses 10% potency per month. 
  Description: A leafy herb often used in teas designed to have a slight euphoric 
  effect. An Adept of the College of Black Magics may use it in a Love Philtre (see 
  rule 62.3), but the Philtre will last only a couple of months. 
  Euphorbia 
  Availability: Rare 
  Habitat: Woods 
  Potency Loss: Never loses any potency. 
  Description: A poisonous plant (35% kill chance) often used by Alchemists in 
  distilling synthetic poisons and by Adepts of most Colleges for use along with 
  various forms of incense and precious oils to burn in censers while performing 
  ritual magic. 
  Fennel 
  Availability: Common 
  Habitat: Fields 
  Potency Loss: Loses 10% of potency per month. 
  Description: A feathery green flowering herb whose seeds may be used by an 
  Adept of the College of Shaping Magics to manufacture an amulet designed to 
  repel Spectres. Used in this manner it will repel all Spectres who fail to resist its 
  effect (by rolling twice Willpower or less on D100) and will have a Shaping 
  Index of 40. 
  Fern 
  Availability: Uncommon 
  Habitat: Woods, Marsh, Caverns 
  Potency Loss: Loses 5% of potency per day once picked. 
  Description: A delicate, feathery plant usually found in dimly lighted areas 
  (wooded glens, cave entrances, etc.). The male plant can be dried and powdered 
  and used by adepts of the College of Black Magics to make Love Philtres (see 
  rule 62.3). The female plant may be distilled by an Alchemist into a Potion of 
  Invisibility, the effect of which lasts for D10 hours. 
  Garlic 
  Availability: Common 
  Habitat: Fields 
  Potency Loss: Never loses any potency for most purposes. 
  Description: A purple–flowered member of the lily family. The flowers may be 
  used as a protection against Vampires, but they are not nearly as effective as the 
  plant’s root which forms bud–like rhizomes that may be eaten or strung into 
  garlands that offer the best protection against the attentions of such beings. See 
  rule 142.2 for details. Sailors consider the eating or wearing of Garlic of use in 
  preventing shipwrecks; but this is only a mere myth. The substance does have a 
  slight repellent effect on Greater Undead other than Vampires, and no one 
  wearing Garlic can ever be affected by the Evil Eye spell (S–9) of the College of 
  Black Magics. Further, the resistance of the wearer versus all spells of the 
  College of Black Magics is increased by 5. 
  Ginseng 
  Availability: Uncommon 
  Habitat: Woods 
  Potency Loss: Never loses any potency. 
  Description: A variety of plant, the root of which can be ground and used by an 
  Alchemist in the manufacture of Love Potions (lasting D10 days). May also be 
  brewed into a tea which has minor aphrodisiac qualities. 
  Hellebore 
  Availability: Rare 
  Habitat: Woods, Marsh 
  Potency Loss: Loses 2% potency per week once picked. 
  Description: A generally poisonous plant which comes in two varieties; Green 
  and Black. The green variety is used by Alchemists to distil potions designed to 
  cure madness (60% chance). The Black variety is used by Alchemists to distil a 
  number of different types of poison (60% kill chance). 
  Hemlock 
  Availability: Rare 
  Habitat: Woods, Marsh 
  Potency Loss: Loses 2% potency per week. 
  Description: A variety of evergreen whose bark is useable by Alchemists to 
  create Flying Potions (lasting D10 minutes) or a powerful poison (100% kill 
  chance) which causes slow paralysis eventually causing cardiovascular failure. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 105 
  Henbane 
  Availability: Rare 
  Habitat: Fields 
  Potency Loss: Loses 5% potency per week for most purposes. 
  Description: A poisonous herb often used by Alchemists in distilling poisons 
  (50% kill chance) and Love Potions (lasting D5 days). Ingestion of the untreated 
  herb raw or cooked in food usually results in extreme hallucinations followed 
  within hours by death. 
  Holly 
  Availability: Uncommon 
  Habitat: Fields, Woods, Marsh 
  Potency Loss: Loses 5% potency per day. Immediately loses all remaining 
  potency if touched by Cold Iron. 
  Description: A flowering, fruit–bearing plant held sacred by Druids. The berries 
  are a bright red, very attractive, but bitter. They are also extremely poisonous, 
  killing within hours (70% kill chance). The leaves may be made into an Amulet 
  of Luck by an Adept of the College of Shaping Magics similar to the Amulet of 
  the same name of the College of Black Magics. 
  Jasmine 
  Availability: Uncommon 
  Habitat: Fields 
  Potency Loss: Loses 20% potency an hour after being picked and 10% per week 
  thereafter. 
  Description: A flowering shrub said to make a powerful ingredient for use in 
  manufacturing Love Philtres. In actuality, it has no value at all except to make 
  such liquids sweet smelling. However, Jasmine incense has some magical value 
  in the performance of certain magical rituals, especially those having to do with 
  summoning and purifications (+2 to Base Chance). 
  Jimson Weed 
  Availability: Uncommon 
  Habitat: Rough, Waste 
  Potency Loss: Loses 5% of potency per month. 
  Description: A narcotic plant whose seeds and roots are often ingested as part of 
  mystical ceremonies. An Alchemist may use Jimson Weed to distil potions that 
  create hallucinations or make the drinker susceptible to control or mental 
  manipulation. It may also be fashioned by an Adept of the College of Shaping 
  Magics into an Amulet of protection against spells of the College of Black 
  Magics and the College of Ensorcelments and Enchantments (+5 to Magic 
  Resistance). 
  Laurel 
  Availability: Uncommon 
  Habitat: Woods, Rough, Marsh 
  Potency Loss: Loses 10% potency an hour after picking and 5% per week 
  thereafter. 
  Description: A small evergreen whose leaves may be burned as a protection 
  against Incubi and Succubi (they will not willingly enter a room in which the 
  substance is being burned). The leaves may also be distilled by an Alchemist to 
  create a potion which increases the drinker’s ability to disbelieve illusions (+25 to 
  success percentage). 
  Lotus 
  Availability: game master’s discretion 
  Habitat: Woods, Marsh 
  Potency Loss: Never loses any potency. 
  Description: A type of five–petalled flower which appears in several distinct 
  varieties. The White Lotus may be used in the production of Love Philtres by 
  Adepts of the College of Black Magics. The Yellow Lotus is sometimes dried and 
  used by Adepts of the College of Shaping Magics in the manufacture of Amulets 
  of Luck similar to the Amulet of the same name of the College of Black Magics. 
  The Pink Lotus is the most common type, but has no magical properties. The 
  Purple Lotus is Rare and is often used in potions which increase the resistance of 
  the drinker versus magic of the College of Sorceries of the Mind (+5 to Magic 
  Resistance). The Black Lotus is Very Rare and is the most powerful of the five. 
  The pollen from this flower is the active ingredient in both Sleep Dust and (in 
  larger quantities) Poison Dust, the manufacture of both substances being part of 
  the General Knowledge of the College of Ensorcelments and Enchantments (and 
  such a closely–guarded secret that none except an Adept of this College has ever 
  been able to duplicate either). The Black Lotus is also a powerful ingredient in 
  Alchemists’ Aphrodisiacs, Love Potions, and Potions used to cause hallucinations 
  or gain control over the drinker. 
  Mandrake 
  Availability: Rare 
  Habitat: Rough, Waste 
  Potency Loss: Never loses any potency. 
  Description: A narcotic herb whose root forms the shape of a human figure. The 
  berries can be used as either an aphrodisiac, a narcotic, or a poison (30% kill 
  chance), depending on the dosage. the same applies to the root. In addition, the 
  root is often used by Adepts of the College of Black Magics in Love Philtres 
  (lasting D10 days) and Fertility Potions. 
  Marigold 
  Availability: Common 
  Habitat: Fields 
  Potency Loss: Loses 5% of potency per month. 
  Description: A yellow–flowered plant whose seeds are often powdered and made 
  into incense for use in magic rituals. They may also be used by an Alchemist to 
  distil Potions designed to cause the drinker to speak only the truth and answer all 
  questions asked. 
  Marijuana 
  Availability: Uncommon 
  Habitat: Fields 
  Potency Loss: Loses 3% of potency per month. 
  Description: A flowering plant readily identifiable by the distinctive shape and 
  arrangement of its leaves. May be used by anyone as a mild pain–killer (with 
  euphoric side effects) and is often ingested (via smoking) for this purpose. An 
  Alchemist can distil the raw plant into a compact mash which is sometimes used 
  in religious ceremonies. In this form, the drug is extremely powerful and causes 
  hallucinations, disorientation, and a reduction in resistance to all magic (–5), and 
  especially to magic of the College of Sorceries of the Mind (–10 to Magic 
  Resistance). 
  Marjoram 
  Availability: Uncommon 
  Habitat: Fields, Woods 
  Potency Loss: Loses 10% of potency per hour. 
  Description: An herb often used to brew teas having calmative and restorative 
  powers. Drinking a cup of this tea will decrease subsequent die rolls on the Fright 
  Table (se rule 60.8) by 5 and will allow the drinker to recover Fatigue exactly as 
  if he had just eaten a hot meal. 
  Mistletoe 
  Availability: Uncommon 
  Habitat: Woods, Forests 
  Potency Loss: Loses 5% of potency per hour. 
  Description: A parasitic shrub-like plant whose white berries are often used by 
  Adepts of the College of Black Magics in the creation of Love Philtres. 
  Untreated, the berries are slightly poisonous (5% kill chance). The entire plant 
  except the berries may be made into an infusion which is used to wash fresh 
  wounds, causing the subject to regain 2 points the Fatigue and increasing the 
  chances of the body recovering from any non–magical infection by 15. As a side–
  effect of this healing phenomenon, the subject will for the next several weeks 
  undergo an increase of several hundred percent in fertility or potency. A sprig of 
  mistletoe used to make a set of lock picks will increase by 10 the chance of 
  anyone picking a lock with those picks. 
  Moonwort 
  Availability: Rare 
  Habitat: Woods 
  Potency Loss: Loses 5% of potency per day. 
  Description: A fern known for its crescent–shaped leaves. It is often used by 
  Adepts of the College of Black Magics as an ingredient in Love Philtres. Its 
  greatest value, however, is as a material for use in fashioning lock picks. The 
  chances of anyone picking a lock are increased by 15 if the picks they are using 
  are made of dried Moonwort stems. Moonwort should, however, be kept out of 
  close proximity with Cold Iron on which it exercises an extremely rapid 
  oxidizing effect (loses 1% of the metal’s strength for each hour that it is in 
  contact with Moonwort). 
  Mullein 
  Availability: Rare 
  Habitat: Fields, Woods 
  Potency Loss: Never loses any potency. 
  Description: A course–leafed weed. The leaves may be used and fashioned by an 
  Adept of the College of Shaping Magics into an Amulet designed to protect the 
  wearer from enchanted monsters, who will not approach the wearer closer than 
  20 feet. 
  Myrrh 
  Availability: Rare 
  Habitat: Fields 
  Potency Loss: Never loses any potency. 
  
  PAGE 106 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Description: A resinous plant often tapped for the sweet–smelling gum which is 
  one of the most important ingredients in perfumes and in the incense used in 
  magical rituals (especially those having to do with summoning beings from other 
  dimensions +2 to Base Chance). 
  Opium Poppy 
  Availability: Uncommon 
  Habitat: Fields 
  Potency Loss: Loses 2% of potency per month. 
  Description: A type of poppy characterized by bright red flowers. The buds yield 
  a gum used by Alchemists in the manufacture of opium, a powerful narcotic 
  ingested by smoking or by drinking while in suspension of tea. Healers use the 
  drug to kill pain. It can, however, kill if ingested in large quantities. Frequent use 
  leads to addiction and progressive mental and physical deterioration. Ingestion of 
  the herb produces mild and reoccurring hallucinations which develop into 
  horrible fantasies in habitual users. 
  Rue 
  Availability: Uncommon 
  Habitat: Fields, Woods 
  Potency Loss: Loses 5% of potency per hour. 
  Description: A yellow–flowered herb which may be brewed into a tea which 
  allows the drinker to recover Fatigue exactly as if he had just eaten a hot meal. 
  Has the side effect of making the drinker impotent for the ensuing 24 hours. 
  Saffron 
  Availability: Uncommon 
  Habitat: Fields, Woods 
  Potency Loss: Loses 1% of potency per week. 
  Description: A variety of Crocus whose stamens may be powdered and used by 
  Alchemists to distil Potions designed to cure blindness (75% chance) or disease 
  (70% chance). Saffron stamens may also be used in the manufacture of incense 
  for use in magic rituals. 
  Sage 
  Availability: Uncommon 
  Habitat: Fields 
  Potency Loss: Loses 2% of potency per week. 
  Description: A leafy herb whose juices are sometimes used by Alchemists in the 
  manufacture of Potions designed to cure disease. The plant may also be brewed 
  into a calmative tea which will reduce die rolls on the Fright Table (60.8) that day 
  be 3. 
  Saint John’s Wort 
  Availability: Uncommon 
  Habitat: Woods, Marsh 
  Potency Loss: Never loses any potency. 
  Description: (a.k.a. Hypericum) An orange–flowered plant which may be 
  distilled in an Alchemists Potion designed to increase the resistance of the drinker 
  to magic of the College of Black Magics and the College of Necromantic 
  Conjurations (+10 for D10 hours). 
  Sandalwood 
  Availability: Rare 
  Habitat: Woods, Forests 
  Potency Loss: Never loses any potency. 
  Description: A tree whose bark is valuable as an ingredient in most incense used 
  in magic rituals. 
  Satyr Orchid 
  Availability: Very Rare 
  Habitat: Woods, Forests 
  Potency Loss: Loses 50% of potency after an hour and 10% per hour thereafter. 
  Description: A green–flowered Orchid which may be eaten as an aphrodisiac or 
  stimulant. One flower will allow the eater to recover 4 Fatigue immediately. Any 
  number of flowers may be eaten, but there is a 10% chance (+20% for each 
  flower above one) that eating the flower(s) will cause the eater to gradually (in 
  D10 weeks, +1 day per Endurance Point currently possessed by the victim) turn 
  into a Satyr. Treat this latter effect as a major curse. 
  Snakeroot 
  Availability: Uncommon 
  Habitat: Woods, Rough 
  Potency Loss: Loses 50% of potency one hour after picking and 10% potency 
  per day thereafter. 
  Description: An herb whose root can be chewed and spat into a snakebite 
  neutralizing the poison of the snake within D–5 minutes. Alchemists distil it into 
  a variety of Antidotes and Potions for healing diseases. 
  Sunflower 
  Availability: Common 
  Habitat: Fields 
  Potency Loss: Never loses any potency. 
  Description: (a.k.a. Heliotrope) A tall, bright–yellow flower (often growing to 
  above man height). Incubi, Succubi, Devils, Imps, and Hellhounds will not enter 
  a stand of Sunflowers, though individual flowers have no effect on them. The 
  seeds may be eaten for food, but in large quantities they produce hallucinations 
  and visions of the future, some of which (about 5%) will be accurate and valuable 
  to the seer providing he can decipher them. The juice from the seeds is 
  sometimes used by Alchemists to distil Potions which have as their object the 
  controlling of the drinker, as Bloodroot. 
  Sweet Flag 
  Availability: Uncommon 
  Habitat: Fields 
  Potency Loss: Loses 30% of potency per day. 
  Description: A tall, bright flower which is unpleasant to Wights, Wraiths, and 
  Night–Gaunts. Each of these types of Undead must roll their Willpower or less in 
  order to approach a character draped in Sweet Flag or cross a threshold draped in 
  Sweet Flag. 
  Teasel 
  Availability: Uncommon 
  Habitat: Fields 
  Potency Loss: Loses 5% of potency per week. 
  Description: (a.k.a. Venus’s Basin) Actually the plant, itself is of no value. 
  However, water which collect at the base of this tall, burred, red plant is an 
  ingredient in Toad Sweat Potions designed to remove blemishes (see rule 62.3). 
  Alchemists also sometimes use the water in beauty potions. 
  Thyme 
  Availability: Uncommon 
  Habitat: Fields 
  Potency Loss: Loses 5% of potency per week. 
  Description: An herb of the mint family which may be brewed into a tea that will 
  decrease the drinker’s subsequent rolls of the Fright table within the next 6 hours 
  by 3. 
  Valerian 
  Availability: Uncommon 
  Habitat: Woods 
  Potency Loss: Loses 20% of potency after one hour and 10% potency per day 
  thereafter. 
  Description: A flowering herb used by Alchemists to distil Sleeping Potions 
  (lasting D5 hours). May be brewed into a tea which will allow the drinker to 
  recover 2 Fatigue exactly as if he had just eaten a hot meal. An Alchemist’s 
  distillation will heal 4 Endurance Points immediately and also cure diseases. The 
  tea has the side effect of making the drinker extremely attractive to members of 
  the opposite effect for a period of two hours after drinking. 
  Vetch 
  Availability: Uncommon 
  Habitat: Fields, Rough 
  Potency Loss: Loses 10% of potency per month. 
  Description: A purple–flowered clover often found in hilly or even mountainous 
  regions. Used by Alchemists to distil Potions designed to increase the Physical 
  Strength or Endurance of the drinker by 1 per Rank for D10 minutes. 
  84. Magic Items 
  This section lists a number of magical items which have been designed for use 
  with DragonQuest. All are based on mythological or literary magical items or on 
  historical objects supposed to have had supernatural powers in addition to their 
  more prosaic characteristics. Each entry on the list is followed by four descriptive 
  phrases, sentences, or paragraphs giving its characteristics as follows: 
  Description: A description of the physical appearance and/or characteristics of 
  the item. 
  Abilities: A discussion of the powers of the item and its manner of use. 
  Limits: A discussion of the practical limitations of the item’s power or the 
  drawbacks on its use where appropriate. 
  Notes: A discussion of the body of thought or mythology from which the item is 
  drawn and of any special attributes the item might possess or any significant 
  implications surrounding its use. 
  The items representing herein are suggested as guidelines for structuring the role 
  of magical treasure in DragonQuest campaigns. In general, the actual 
  manufacture of magical items is left up to the players using the rules for the 
  College of Shaping Magics herein. However, the items on this list have been 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 107 
  developed and balanced using the DragonQuest rules and may be injected 
  directly into a campaign without modification if the players to desire. The entries 
  are divided are divided into a number of general types describing a particular 
  class of item as outlined in the Investment Rituals of the College of Shaping 
  Magics (Q–5 through Q–11). These classes include: 
  • 
  Amulets 
  • 
  Arms and Armour 
  • 
  Enchanted Clothing 
  • 
  Enchanted Furniture 
  • 
  Talismans and Minor Artifacts 
  • 
  Staves and Wands 
  • 
  Greater Artifacts 
  Each class is described in general terms prior to the listing of the items belonging 
  to that class. 
  Amulets 
  Amulets may have almost any spell designed to protect the wearer incorporated 
  into them and may sometimes contain other magic as well. Such items should be 
  small (capable of being worn on the body) and will usually take the form of a 
  medallion or necklace of some sort. Examples include: 
  The Scarab 
  Description: These are small carved stones (usually gemstones) representing the 
  dung beetle and containing an inscription carved on their bottom. 
  Abilities: Scarabs were generally used to hold defensive charms carved onto the 
  bottom of them, and Scarabs worn as Amulets would all be of this type. Scarabs 
  with curses or non–defensive spells carved into them would be classed as Minor 
  Artifacts instead of Amulets. Usually, Scarabs are designed to ward bad luck. 
  Limitations: Each Scarab is considered to have both a good and a bad nature, so 
  it is possible for the owner to be brought good luck or protected from bad luck on 
  the one hand and for him to be led into bad luck by the workings of the same 
  Scarab on the other. 
  Notes: Scarabs are considered in Egyptian mythology to be incarnations of Ra. 
  The Thet of Ptah 
  Description: A golden medallion. 
  Abilities: The Amulet allows the wearer to enter another dimension once per 
  week in addition to increasing his resistance to spells of the College of 
  Ensorcelments and Enchantments by 20. 
  Limitations: Each time the Amulet is used to enter another dimension, the bearer 
  expends 10 Fatigue. 
  Notes: Ptah is the Egyptian god of the unnamed Void and this Amulet is 
  traditionally supposed to have been given by Ptah as a reward for services 
  rendered. 
  Arms and Armour 
  Magical arms and armour are of several distinct types, as follows. 
  Magic Armour 
  Generally, magic armour will absorb an increased number of Damage Points 
  (from 1–3 more DP’s) than non–magical armour of the same type. In addition to 
  this primary characteristic, magic armour will often be lighter (1–3 fewer points 
  subtracted from Agility) and will almost always be silvered, gilded, or otherwise 
  have the Cold Iron content of the armour neutralized. Examples include: 
  Warshirt 
  Description: A breastplate formed of laced animal bones. 
  Abilities: Treat as leather armour (but at zero modification to Agility). In 
  addition, the wearer will never be struck by non–magical missile weapons. 
  Limitations: The warshirt has no effect upon non–missile weapons or on magical 
  missile weapons. 
  Notes: Some American Indian tribes equipped their bravest and most powerful 
  warriors with this shirt with the stipulation that the wearer must always be the last 
  warrior to leave a battle. 
  Magic Shields 
  Usually magic shields increase their Defence/Rank by 1–2%. They rarely have 
  special powers, but some may be charmed to increase the chance of breaking a 
  weapon used against them and a small number may have truly extraordinary 
  powers, as outline in the following: 
  Shield of Perseus 
  Description: A small round shield of very reflective material which can be 
  polished to a glossy sheen. 
  Abilities: The shield is never broken or damaged even when the user suffers a 
  Grievous Injury (and the user may not employ the option of having the shield 
  cloven in lieu of suffering armour protection loss). In addition, any spell which is 
  hurled at the user may be diverted by the shield (increase the user’s chance of 
  Resistance by 10) and turned back on the caster (Base Chance of 20%) if directed 
  by the user to do so. 
  Notes: The shield was given to Perseus by Athena to aid him in slaying the 
  Gorgon (Medusa). 
  The Celtic Raven Shield 
  Description: A small round shield circular in shape reinforced by a rim of iron 
  and painted with a black raven with wings spread. 
  Abilities: Increases the user’s Defence by 10 (not including Defence/Rank) and 
  increases the chance of any weapon used against it breaking by 5. In addition, if 
  the shield is hurled into the air it will black out the sun (making it as dark as 
  midnight during the new moon) within a radius of 21 miles. The enchantment 
  lasts 11 hours, after which the shield returns to the person who cast it into the air 
  providing he is within the radius affected by the spell. Otherwise, it will simply 
  fall to earth. 
  Limitations: It costs 3 Fatigue to cast the shield into the air, and the shield can 
  only be used once every 33 hours. 
  Notes: The Raven Shield was used in the first battle of Moy–Tura by the Tuatha 
  de Dannan. 
  Magic Crowns, Helms and Helmets 
  These items are quite versatile, acting as part of normal armour usually while 
  casting one or another sort of enchantment on the wearer. Accordingly, a number 
  of examples are provided. 
  Battlehelm of the Tuatha de Dannan 
  Description: An iron war helm with inlaid bronze and festooned with red 
  horsehair plumes and ivory horns. 
  Abilities: The wearer is treated as a Military Scientist 5 Ranks higher than his 
  usual Rank (Rank 4 if unranked). The wearer is also immune to Grievous Injury 
  about the face and neck, and any such injury specified when it occurs (treat as no 
  effect and do not roll again on the Grievous Injury Table until a new grievous 
  injury occurs). 
  Notes: Traditionally, this helm was always worn by the Warleader of the Tuatha 
  de Dannan. 
  The Coronet of Isis 
  Description: A thin circlet of beaten gold inscribed with charms and decorated 
  with Lapis Lazuli cabochons. 
  Abilities: The wearer may summon non–demonic beings from other dimensions 
  to his aid once per day. 
  Limitations: The Coronet of Isis may never be worn by Adepts of any College of 
  Magic. It is connected to the Powers of Light and may not be used to summon 
  those beings from other dimensions which may be summoned via the College of 
  Greater Summoning. It may be used to summon Undead from the world of 
  shades. The user must have a Physical Beauty of at least 18 or the Coronet will 
  not work. Does not increase armour protection. 
  Notes: Isis is the Egyptian goddess of Love and Beauty. 
  The Crown of Osiris 
  Description: A finely wrought gold crown decorated with the life symbol, Ankh. 
  Abilities: The wearer may look into another dimension once per day. In addition, 
  the wearer increases his chance of disbelieving any illusion by +30%. Does not 
  increase armour protection. 
  Limitations: The Crown is consecrated to the Powers of Light and may not be 
  worn by Adepts of any College of Magic. If an Adept attempts to wear it, he will 
  receive no benefit from it. 
  Joukahainen’s Helm 
  Description: A gilded war helm inscribed with arcane symbols. 
  Abilities: The helm warns the wearer whenever a spell is directed at him or the 
  area he occupies by beating a martial tune on his brow. The faster and stronger 
  the beat, the more powerful the spell. 
  Limitations: Does not increase armour protection since it is easily cloven. 
  Notes: The helm was worn by the Finnish hero, Joukahainen. 
  Athena’s Helm 
  Description: A bronze war helm embossed with images of Athena in heroic 
  poses. 
  Abilities: Increases the number of Damage Points absorbed by the wearer’s 
  armour by 1. Also increases the wearer’s resistance versus spells of the College 
  of Ensorcelments and Enchantments and the College of Illusion by +20%. 
  Notes: Worn buy the Greek goddess, Athena. 
  Manannan’s Helm 
  Description: A bronze helm encrusted with gems. 
  Abilities: The wearer is invisible. In addition, the number of Damage Points 
  absorbed by the wearer’s armour is increased by 1. Once per day, the wearer may 
  
  PAGE 108 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  place his fingers on the gems inset in the helmet and thereby heal D10+5 Fatigue 
  and/or Endurance. 
  Notes: Worn by the Celtic hero Manannan Mac Lyr. 
  Magic Missiles 
  Included in this category are magic arrows, bolts, quarrels, darts, and shot which 
  will normally work by (1) increasing accuracy, (2) increasing Damage, or (3) 
  placing an enchantment on the target once he is struck. Missile weapons which 
  are wholly or partially magical usually operate by increasing accuracy whether 
  they are firing magical or non–magical missiles. Other types of missile weapons 
  (spears and hammers) usually work by increasing accuracy or returning to their 
  owner. Generally, missile weapons will not be endowed with personalities or 
  special enchantments (other than as specified in 3 above). Examples of such 
  weapons include: 
  Hayk’s Arrows 
  Description: Look like normal high quality hunting arrows. They are drawn from 
  a self–replenishing leather case. 
  Abilities: The Base Chance of striking a target is increased by 30 when these 
  arrows are used. 
  Limitations: The quiver holds only 16 arrows. When they are exhausted, the user 
  must wait 24 hours before they will be replenished. Each arrow is replenished 
  individually 24 hours after it was shot, so arrows may appear at varying times. 
  Notes: Hayk employed these arrows during the Indo–European Battle of the 
  Plain of Shinar, killing his rival, Bel, from the opposite end of the field with a 
  single arrow. 
  Lightning Bow 
  Description: A hardwood longbow with accompanying quiver of 20 lightning 
  bolt shaped arrows. 
  Abilities: The special arrows may be fired into the sky to bring rain (takes 
  D10+10 minutes for clouds to gather and rain to start). The special arrows may 
  also be fired at an enemy in battle. If they strike the target, it will be consumed by 
  Whitefire within D10+10 Pulses. 
  Limitations: Only the special arrows fired by the lightning bow will cause its 
  special powers to be invoked. Use of the arrows in another bow will not do so, 
  and use of normal arrows in the lightning bow will have no special magical 
  effect. Further, the use of the bow costs 3 Fatigue, and any miss the bow is 
  treated as if the spell has missed (with the possibility of Backfire). 
  Agni’s Sarnge 
  Description: A carved wood shortbow accompanied by a quiver of red–tipped 
  arrows. 
  Abilities: Each of the special arrows contains a spell of the College of the 
  Sorceries of the Mind (selected by the game master). They may be fired into the 
  same or another dimension where the spells will take effect on the target if the 
  arrow successfully strikes him. Only Angi’s bow may be used to fire these arrows 
  for their specified effect. 
  Limitations: The 20 arrows may be recovered and reinvested with a new spell of 
  the College of Sorceries of the Mind once used. When all 20 arrows have been 
  lost, however, it will be impossible to obtain new ones. 
  Notes: The bow was used by the Indo–European god, Agni, to cast his curses 
  onto his enemies. 
  Crann Buidhe 
  Description: A yellow–hafted spear with a bronze head. 
  Abilities: The user’s Base Chance of striking a target is increased by 10 
  whenever he uses this spear to strike. The spear may never be broken by a non–
  magical weapon. 
  Limitations: The user of this spear must subtract 20 (net subtraction of 10) from 
  his Base Chance if he opposes a character using the spear Gai Dearg. 
  Notes: The Celtic warrior, Diarmaid, was slain by a boar because he carried 
  Crann Buidhe instead of Gai Dearg. 
  Gai Dearg 
  Description: A red–hafted spear with a bronze head. 
  Abilities: The user’s Base Chance of striking a target is increased by 15 
  whenever he uses this spear to strike. When facing an enemy armed with Crann 
  Buidhe, the users chance of inflicting a Grievous Injury on his opponent is 
  doubled. 
  Notes: Diarmaid possessed both the Crann Buidhe and the Gai Dearg, but 
  favoured the former, bringing about his death. 
  Spear of Arshag 
  Description: A large, heavy iron–tipped spear. 
  Abilities: The spear can cut through armour like flesh. In addition, it inflicts 
  wounds which bleed profusely, bleeding can not be stopped except by magical 
  means. The wounds inflicted by this spear always become infected. 
  Limitations: Any character with a Physical Strength of 18 or less will be unable 
  to Hurl this spear (though he will be able to use it in Melee). 
  Notes: This spear was given to the Indo–European King Arshag by his father and 
  was used by the great warrior to slay a huge serpent. 
  Gungnir 
  Description: A 20 foot long spear with a shaft and a head of forged iron. The 
  spear weighs 50 pounds. 
  Abilities: The Gungnir has an unlimited Range within sight. The spear has a Base 
  Chance of 90% when thrown, does 4D10 damage, and automatically causes a 
  Grievous Injury. Gungnir has a Base Chance of 70% in Melee Combat and does 
  3D10 damage with no automatic Grievous Injury. 
  Limitations: Gungnir is only useable by individuals with a Physical Strength of 
  29 or greater and a Manual Dexterity of 25 or greater. 
  Notes: Gungnir was made for the Norse god Odin by the Dwarves. 
  Gai Bolg 
  Description: A large, heavy spear carved from the beak of a Kraken. 
  Abilities: The spear does D10+6 damage. In addition, the spear will begin to 
  throb and hum whenever danger draws near, warning of ambushes and the like. 
  Notes: Traditionally, the Gai Bolg was used by Cuchulain, the Celtic god of war. 
  Magic Swords 
  The most important magic weapon in almost every culture is the magic sword. 
  Usually, magic swords do from 1 to 4 extra points of damage above and beyond 
  the damage done by non–magical specimens of the same class. In addition, 
  swords will have a variety of enchantments cast upon them which may cause 
  them to sing, talk, warn of danger, dominate their user, inflict special damage, 
  lead their owner to constant battle, danger, treasure, luck, act as an amulet against 
  almost anything…and so on. Many magical swords will have a personality as 
  strong as or stronger than a character. They may be aligned with either Light or 
  Darkness (usually one or the other). Accordingly, the game master should 
  carefully detail the “personality” of each magical sword in the game and should 
  play it himself as a non–player character. A number of ideas for the powers of 
  magical swords are offered in the selection of weapons described in the 
  following, but some of the best ideas will arise out of the characteristics of the 
  game master’s own world. 
  Sword of Naisi 
  Description: A bronze hand and a half sword with a bejeweled pommel. 
  Abilities: The wounds inflicted by the sword leave no mark on the victim, 
  making them difficult to treat. 
  Notes: Given by the God Manannan to the Celtic hero Naisi. 
  Sword of Nuada 
  Description: A ruby–like hilted claymore of unknown metal. 
  Abilities: The sword’s blade can be made by the wielder to flame upon command 
  (treat as a sword with a Weapon of Flame Spell of Rank 15 cast upon it). Once it 
  flames, all except the user must immediately roll their Willpower or less in order 
  to take any Action during the remainder of the Pulse. 
  Limitations: It costs 5 Fatigue to ignite the sword. 
  Notes: Traditionally, this sword was used by the King of the Tuatha de Dannan, 
  Nuada, at the First Battle of Moy Tura, when he slew the Collector of Souls. 
  The Sword of Horus 
  Description: A bronze shortsword with a worked hilt inscribed with charms and 
  hieroglyphs. 
  Abilities: The Sword of Horus does quadruple damage against all lesser Undead 
  and double damage against all greater Undead. Its Base Chance is 75% and it 
  does +8 damage. The chance of a Grievous Injury is doubled when employing 
  this weapon against the Undead. 
  Limitations: It requires a minimum Physical Strength of 20 to effectively use 
  this sword. 
  Notes: Horus is the son of Osiris in Egyptian mythology and is sometimes called 
  the Avenger. The game master may wish to endow this weapon with a personality 
  and make it eager to avenge wrongs done the user, increasing its effectiveness 
  when involved in combat against sworn enemies. 
  Mandaka 
  Description: A silver embossed and jeweled bronze shortsword. 
  Abilities: Mandaka can be used only against enemies from other dimensions. If 
  the user attempts to use it against an entity from his own dimension, the sword 
  will fall from his hand. 
  Limitations: The use must have a Physical Strength of 23 or greater and a 
  Manual Dexterity of 21 or greater to use this sword. 
  Notes: Mandaka is the sword of the Hindu god of Fire, Agni. 
  Freyr’s Sword 
  Description: A five–foot long hand and a half sword of faintly luminescent steel. 
  The hilt is of ivory, and the entire is inscribed with powerful deathrunes. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 109 
  Abilities: The sword has a Base Chance of 70% and does D10+8 damage. It will 
  never be broken, except by another magical weapon. In addition, the chances of a 
  Grievous Injury being inflicted on one’s target are doubled when using Freyr’s 
  sword. 
  Limitations: Freyr’s sword may be used only by a character possessed of a 
  Physical Strength of 23 or greater and a Manual Dexterity of 20 or better. 
  Notes: Freyr lost his sword while attempting to kill Gerd, and Surt used the blade 
  to kill him at Ragnorok. 
  Durendel 
  Description: A simple cross–hilted hand and a half sword. 
  Abilities: Durendel is consecrated to the Powers of Light and may never be used 
  by an Adept of any College of Magic (it will burn the hand of such and individual 
  and make it impossible for him to hold the sword). If the sword is ever used for 
  an evil purpose, the user will be cursed with ill luck (see 158.4) until he rights the 
  wrong he has done. 
  Notes: Durendel was used by Roland until his death fighting the Paynim at 
  Roncevalles. 
  Dainslef 
  Description: A finely crafted iron broadsword. 
  Abilities: The user’s Base Chance is increased by 10 whenever he is using 
  Dainslef to strike. The chances of infection are increased by 50% if any wound is 
  inflicted by Dainslef (even if the wound is to Fatigue only). 
  Limitations: The sword is charmed so once drawn it will always claim a life, no 
  matter what the wishes of the owner. If an enemy is not present, the sword will 
  claim the life of an ally or a friend of the user. If no one else is present, the sword 
  will attack the user himself, magically leaping into the air and striking at the user 
  until he is dead or the sword is broken. 
  Notes: Dwarves made the sword for the Teutonic hero Hogez. 
  Kvedulf 
  Description: A great sword (treat as two–handed) with a Rune carved blade. 
  Abilities: The user’s Base Chance is increased by 5 during the day and 15 at 
  night when striking with this sword. In addition, the sword automatically slays an 
  opponent if a Grievous Injury is scored using the sword at night. The user’s 
  stealth is increased by 10. 
  Limitations: The sword is cursed, and anyone who uses it will come under a 
  Curse of Lycanthropy, changing into a wolf at irregular times for random periods. 
  Notes: The name of the sword means “evening wolf.” It’s Teutonic in origin. 
  Magic Hammers 
  Another class of weapon popular in some cultures as a candidate for magical 
  endowment is the Warhammer. Warhammers, Picks, and similar weapons are 
  usually characterized by greater than normal Range, Damage, Base Chance, and 
  Weight. They also will almost invariably return to their user if thrown. One 
  example of this class should suffice. 
  Mjollnir 
  Description: An iron Warhammer about four feet long, weighing 40 pounds. The 
  haft is shorter than normal and gives a small appearance. 
  Abilities: The hammer has unlimited Range and will automatically return to the 
  user’s hand if thrown. The hammer has a Base Chance of 100%, does D10+7 
  damage, and has a chance of inflicting a Grievous Injury three times that of a 
  normal Warhammer. 
  Limitations: Mjollnir may only be used to full effect by a character with a 
  Physical Strength of 26 or greater and a Manual Dexterity of 21 or greater who is 
  wearing Thor’s Iron Gloves. 
  Notes: Mjollnir is famed as the main weapon used by Thor in the wars against 
  the Frost Giants. 
  Enchanted Clothing 
  Enchanted clothing includes any non–armour, non–jewellery items that may be 
  worn. Cloaks, Girdles, and Sandals are the most popular candidates in mythology 
  for endowment with magical properties as indicated below. 
  Thor’s Iron Gloves 
  Description: A pair of cast–iron gauntlets weighing 20 pounds apiece. 
  Abilities: The wearer’s Physical Strength is increased by 10 and he is able to 
  wield the Warhammer Mjollnir. He may never drop or break a weapon while 
  wearing the gloves. The gloves may be used to strike for D10+5 damage and 
  have a Base Chance of 40%. 
  Limitations: The gloves may not be worn while using a missile weapon. 
  Notes: Thor wore the gloves to handle Mjollnir properly. 
  Dwarf Girdle 
  Description: A man–sized belt of woven gold chains with a jewelled buckle 
  worth 1000 gold shillings. 
  Abilities: Adds 20 to the wearer’s Physical Strength. 
  Limitations: If the buckle is ever broken, the girdle becomes permanently 
  useless. 
  Notes: The Dwarves gave a belt of this description to William of Scherfenburg to 
  pay for his silence about their intrigues. 
  Girdle of Strength 
  Description: A belt woven of iron bands. It covers the lower half of the body 
  when worn. 
  Abilities: The wearer’s Physical Strength is increased by 15. The girdle absorbs 2 
  Damage Points and be removed only by the wearer, so long as he is alive. 
  Anyone can remove the girdle if the wearer is dead. 
  Limitations: The Agility of the wearer is reduced by 2. 
  Notes: Traditionally, this girdle was worn by Thor during the wars with the Frost 
  Giants. 
  The Persean Sandals 
  Description: A pair of golden sandals with tiny wings growing from the heels. 
  Abilities: The wearer runs at the rate of 400 yards per minute and may fly (at the 
  same rate) for up to 20 minutes at a stretch. 
  Limitations: Each time the sandals are used to run or fly, the wearer expends 5 
  Fatigue per 10–minute increment (or fraction) of time employed. 
  Notes: Perseus used the sandals to transport himself to the land of the Gorgons to 
  kill the Medusa. 
  Shadow Cloak 
  Description: A mantle appearing to be made of cobwebs. 
  Abilities: The wearer is treated as if he had a Rank 10 invisibility spell cast over 
  him. He reappears only when the mantle is removed or its effects are temporarily 
  dispelled. Each dispellation lasts for 1 minute. 
  Notes: The cloak was worn in the Land of Promise and was given to Cachulainn 
  by Manannan. 
  Freyja’s Magic Cloak 
  Description: A cloak of Eagle feathers. 
  Abilities: A character wearing the cloak possesses the flying abilities of an Eagle. 
  Limitations: Each time the cloak is used to fly, there is a 1% chance that it will 
  slip off and plunge the former wearer to the ground. 
  Notes: Loki used the cloak in his search for Mjollnir when that weapon was 
  stolen by Thrym. 
  Helkappe 
  Description: A hooded Dwarf–sized cape which seems to expand up to Human–
  sized to fit the dimensions of the wearer. 
  Abilities: Treat the wearer as if he had a Rank 10 invisibility spell cast over him. 
  He reappears only when the cloak is removed. 
  Limitations: The wearer must obey the (non–self–destructive) desires of the 
  cloak’s rightful owner. 
  Notes: Such cloaks were often used by Dwarves in Teutonic myths. 
  Ulflamnr 
  Description: A wolf–skin cloak with a bone–clasp. 
  Abilities: The wearer of the cloak has the power to change into a Dire Wolf at 
  any time between sunset and sunrise. The change will last until the light of day 
  and cannot be reversed by the wearer until that time. While in Dire Wolf form, 
  treat as a Shapechanger in animal form. 
  Limitations: In order to effect each transformation, the wearer must take a 
  human or humanoid life. 
  Notes: A rare bit of Teutonic mythology. 
  Enchanted Furniture 
  Enchanted furniture most often takes the form of enchanted musical instruments 
  or thrones. Usually, the music produced by the instrument or the act of sitting on 
  the throne will trigger some sort of geas or enchantment, often affecting the 
  player, listeners, or the individual sitting on the throne by altering their 
  perceptions. The examples which follow present exceptions to this rule: 
  Vainamoinen’s Harp 
  Description: A wood and bone harp. 
  Abilities: When played, the Harp casts a calling spell over the surrounding area 
  within a radius of 300 yards (plus an additional 300 yards per Rank of the user 
  with the Troubadour Skill). All entities the user desires to call within that Range 
  may be summoned by him. However, any entities which desire to cause him harm 
  will fall asleep for 1 day (plus 6 additional hours per user’s Rank with the 
  Troubadour Skill) instead of heeding his call. 
  Limitations: Only a character who has acquired the Troubadour’s Skill and who 
  has learned to play the harp may use Vainamoinen’s Harp to cast an enchantment 
  of this type. 
  
  PAGE 110 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Notes: Traditionally, this object was used by the Finnish God of the Wind. 
  Daghdha’s Harp 
  Description: A gilded harp of fine craftsmanship. 
  Abilities: The harp speaks the Common Tongue and can be played normally as a 
  musical instrument or once per day may be used to control the weather in the 
  same manner as R–1 of the College of Air Magics at Rank 15. 
  Limitations: The user must possess the Troubadour Skill and be able to play the 
  harp to control the weather in this manner. 
  Notes: The harp was the possession of Daghda, the “King” of the Celtic gods. 
  Talismans and Minor Artifacts 
  There are a wide variety of such items usually enchanted with a single spell 
  which will have some bizarre effect when triggered. All forms of jewellery not 
  used as Amulets can be included in this classification, as can statues, most small 
  containers, magical utensils, and tools of every variety. A few samples will have 
  to suffice since the field is so large. 
  Magic Fetter 
  Description: A fine white rope said to be composed of a cat’s meow, a woman’s 
  beard, mountain roots, bear’s sinews, fish’s breath, and the saliva of a bird. 
  Abilities: The magic fetter may be used to bind any unconscious, asleep, or 
  subdued character or monster, and the victim will remain bound until the owner 
  of the fetter (or someone else other than the victim) removes it. 
  Notes: The Aesir used the fetter to bind the Fenris Wolf. The binding lasted until 
  the magic release of Fenris at the foretold moment so that he could participate in 
  the Battle of Ragnarok. 
  Idols of the Baboons of Thout 
  Description: A group carving depicting ferocious baboons. 
  Abilities: May be placed to guard a temple and will then be activated whenever 
  the priests of the temple pray for their release to destroy evil invaders. Once 
  activated, the baboons pursue their victims (even through other planes) until they 
  catch them and rend them with their fangs, ending their existence on all planes 
  thereby. the baboons then return to the temple and resume their stone form. 
  Limitations: The baboons may only be used to defend the temple and attack 
  those who would desecrate it. They will not be activated for any other purpose. 
  Notes: The Baboons as described guarded the Temple of Thout in ancient Egypt. 
  Idol of Shadow 
  Description: A small ceramic statue of a Monkey with a Jackal’s head. 
  Abilities: Whenever an adept of any College enters the presence of this idol, 
  there is a chance equal to 10% (plus 5 per Rank of the highest Ranked spell the 
  Adept knows) that this idol will be activated and assume life–size shape. The 
  extra–dimensional being thus activated will be a Spectre that will pursue and 
  haunt the Adept who activated it until it is able to destroy him. Generally, the 
  Spectre will have maximum characteristics for his class and will be the same 
  shape as the statue. He kills by eating the head of the victim while strangling him 
  with his tail. 
  Limitations: The companions of the Adept will be pursued as well, and there is a 
  5% chance that anyone in the room (including the owner of the statue) will be 
  mistaken for a companion of the Adept and be haunted as well. 
  Notes: Statues of this type were placed in the tombs of dead considered unfit for 
  the afterlife. They are associated with Anubis, the Egyptian God of the 
  Underground. 
  Idol of the Bone Breaker 
  Description: A small ceramic statuette of a Demon with enormous arms and legs, 
  the head of a jackal and body of a reptile. 
  Abilities: The statue may be activated by the owner’s command. It will then hunt 
  down a victim of the owner’s choice before returning to its own plane of 
  existence. During its period of activation, the demon will act as a Spectre with 
  maximum characteristics for that type of entity but will have a human sized form 
  similar to the statue’s. It will kill its victim by breaking his bones and sucking out 
  the marrow, saving the skull (and brains) for last. 
  Limitations: There is a 5% chance that after destroying the designated target, the 
  Bone Breaker will then turn on its master instead of returning to its own plane. 
  Once in its own plane, the statue will be useless and the Bone Breaker will never 
  again be summonable by activating the statue. 
  Notes: The Bone Breaker is a member of the judgment council of Anurian–
  Egyptian mythology. 
  Wind Bags 
  Description: Small hide bags etched with pictures of great destructive winds. 
  Abilities: The bag containing the wind may be opened on a hilltop (preferably a 
  barren hilltop) and will then blow out of the neck of the bag, turning around in a 
  clockwise direction blowing enemies out of its way, along with friends, trees, and 
  anything else it happens to touch until it returns to the mouth of the bag. 
  Limitations: The longer the bag remains open, the stronger the winds will 
  become until it will become impossible after several minutes to close the neck of 
  the bag and a great storm will begin to rage over the surrounding area lasting D–1 
  days and destroying the power of the bag. 
  Notes: Magic items of this type were common among American Indians. 
  Andvari’s Ring 
  Description: A small white gold ring inscribed with Runes. 
  Abilities: The ring will produce four gold rings worth 1000 Gold Shillings each 
  every twelfth night while in the possession of any owner. 
  Limitations: Whoever claims the ring or wears it (even to keep for another) will 
  suffer a doom that he will die violently in battle. Treat as a major curse. 
  Notes: The Norse god Loki forced the Dwarf Andvari to create the ring on which 
  the Dwarf placed the curse secretly. Loki later died at Ragnarok. 
  Draupnir 
  Description: A yellow–gold ring inscribed with Runes. 
  Abilities: Draupnir will produce eight gold rings worth 200 Gold Shillings each 
  every ninth night. 
  Notes: Draupnir was created by the Dwarves for the use of the Aesir gods. 
  Silvanus’ Drinking Cup 
  Description: A horn cup studded with brass. 
  Abilities: Any desired liquid will flow into the drinker’s mouth unendingly so 
  long as he holds the upended horn to his mouth. 
  Notes: The cup was the property of the Celtic God Silvanus. 
  Staves and Wands 
  Generally, staves and wands will be as described in the section dealing with the 
  College of Rune Magics, though it is possible for a Shaper to make a Staff or 
  Wand for an adept of another College. A non–Adept will never be able to employ 
  any magical staff or wand for any magical purpose. No examples are given herein 
  since such items are discussed in some detail in both the College of Rune Magics 
  and the College of Shaping Magics. 
  Greater Artifacts 
  Usually, greater artifacts will be some form of transportation or warding device 
  such as a chariot, ship, iron room, or the like. The uses and construction of such 
  items will be highly variable, but transportation devices will usually be 25–50% 
  faster than similar devices of the same type which are non–magical. Two 
  representative examples of transportation devices are listed below. 
  Agni’s Red Chariot 
  Description: A large chariot of gilded bronze pulled by two red Warhorses. 
  Abilities: The chariot travels 450 yards per minute on the ground and flies 
  through the air at the rate of 500 yards per minute. At the driver’s command, a 
  circle of fire will appear around it which will do D10+10 damage to anyone 
  touching it while trying to approach the chariot. The chariot and horses may 
  move while surrounded by this circle. 
  Limitations: The horses can only be telepathically controlled by the Hindu god 
  Agni or by an Adept of a magical College who casts some type of control spell 
  over them. 
  Skidbiadnir 
  Description: A small leather pouch which folds out into a 50–foot galley with 
  sail that will hold up to 20 people. 
  Abilities: When folded, the vessel weighs only 10 pounds. When afloat, it will 
  travel at 35 yards per minute toward any destination without the need for 
  navigation. It can never be sunk except by magical means. 
  Limitations: The ship must be immersed in at least five feet of water to move. 
  Notes: The ship was fashioned by the Dwarves for the god, Freyr. 
  Notes on Shaping Magic Items 
  As an astute reader will notice, many of the items listed in this section cannot be 
  easily created by the shaping system as presented. Some of the abilities imbued in 
  those items cannot be represented with a precisely determined shaping index, and 
  many of the other abilities have no hard and fast equivalent in a DragonQuest 
  world. Players and game master’s may wish to use these abilities in items of their 
  own design, and the game master should not be intimidated by the limitations of 
  the system. 
  The shaping system as stated can be used as a guide for the shaping and creation 
  of these items or items like them. The easiest (for the game master) and most 
  direct alternative would be to discern exactly what kind of ability or characteristic 
  the player wishes to put into the item, weigh that ability versus spells or overall 
  impact on an adventure or campaign, and extrapolate the shaping index from 
  these parameters. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 111 
  If, for example, a character wished to recreate Daghda’s Harp in his world, the 
  game master will have to extrapolate the shaping index, because the abilities are 
  not easily quantified. First, the Harp can speak Common (fluently, one could 
  presume) and once per day can function as a ritual of Controlling Weather. So, if 
  calculated normally, this item would have a shaping index of 675 (225 for 
  language at Rank 8, 450 for the experience multiple of the ritual). But, since it 
  speaks Common (and harps, as a rule, cannot talk at all, let alone enunciate 
  Common), the game master could multiply that index by 5, yielding 1125. Since 
  the magic ability of Air Magics is equal to a ritual (which cannot be imbued in an 
  item), but may only be used once per day, doubling the experience multiple 
  would be enough (900). Thus, a valid shaping index for Daghda’s Harp would be 
  (1125+900)=2025. It would take one full year to shape and cost seven Endurance 
  Points to be lost, which seems a fair price to pay for the Harp belonging to the 
  King of the Celtic Gods. 
  In this manner, almost any item can be shaped within the game master’s world. 
  Whenever in doubt, he should carefully check the Magic Item Creation Chart for 
  an index which yields time and cost figures that match his gut reaction to the 
  value of an item in his world. The figures which come closest will determine the 
  index of the item. 
  85. Magic System Design Notes 
  When the Magic Book of DragonQuest was planned, each College was to be 
  introduced in a short essay, providing a brief background for the College and 
  general instructions as to the individual behaviour of Adepts of the College. 
  These introductory essays have been included for the new Colleges in Arcane 
  Wisdom, but due to space limitations, the majority were left out of the original 
  books (only Naming Incantations, Earth Magics, Black Magics, and Greater 
  Summoning retain some of this information). 
  Those original notes are summarized below for the entertainment of all 
  DragonQuest players and game masters. 
  Ensorcelments and Enchantments 
  E&E deals with the stuff of fairy tales, legend and lore, and the kind of magic we 
  all thought of when we were children. It mainly deals with the use of magic to 
  change people’s viewpoints. 
  To ensorcel someone is to place him under a long term charm, to gradually alter 
  his attitude or beliefs. To a member of this College, the amount of magic in an 
  area would be more critical than for other Colleges. game master’s may give 
  Adepts of this College greater advantages in a high–mana area and greater 
  disadvantages in a low–mana area (adding or subtracting from his Base Chance is 
  recommended, in addition to the Fatigue cost adjustments). 
  Places of Power are important to this College, as these locations would contain 
  much pent–up magical energy. Enchanters would always be searching for bits of 
  arcane lore to aid them in their endeavours. They are knowledgeable in the use of 
  True Names as Namers are, and could be able to use then to aid their power, but 
  not to the degree that Namers can. These Names would be learned through 
  research or from a Namer. 
  This type of magic would be reminiscent of the King Arthur stories, with their 
  special places (the Lady of the Lake, for example). These Adepts would know a 
  great deal about these legendary places and would be great sources of 
  information. 
  A suggestion for an additional ritual would be a rather unusual one. The ritual 
  would be designed to ensorcel someone, and would be performed over a long 
  period of time, being activated only when the Adept was actually in the presence 
  of the person ensorcelled. game master’s could experiment in this area to increase 
  the specialness of this College. 
  Sorceries of the Mind 
  This College deals with the imposition of will by one individual over another. 
  The power of the mind is the primary interest of these Adepts, and they strive 
  through discipline to achieve their goals. The source for this College was the 
  Deryni series of books by Katherine Kurtz. Players familiar with those books will 
  find many parallels, and using them as guides for interpretation would not lead 
  them astray. The amount of mana in an area would not affect Adepts of the mind 
  as much as the other Colleges; the effect of mana level should be lessened. Their 
  minds act as foci for the mana, and they therefore require less to perform their 
  spells. 
  An important point to remember is that their Talents are always on, and never 
  need to be activated. This is a College which attempts to quantify psionics into a 
  magic system, and should not be filled with those props and trappings 
  traditionally associated with magicians, such as wands and staffs. These Adept 
  would find such finery distracting. 
  Illusions 
  This is closely allied in spirit and philosophy with Sorceries of the Mind, except 
  it needs much more mana to make the spells work. Amounts of mana should 
  affect these Adepts in the same manner it does Enchanters. Discipline is again 
  important, as the essence of their work is the imposition of their will over the will 
  of the viewer, making them believe in what is not. No specific work was the 
  inspiration for this College. In answer to the ever present theoretical question, the 
  illusions do actually exist; they are not simply inside the viewer’s mind. 
  Naming Incantations 
  The essay in the original mentions just about all, except for a few things. game 
  master’s and Namers must establish a very close relationship in any campaign for 
  this College may be the focal point of magical knowledge around which the other 
  Colleges revolve. Their power resides in their knowledge. That is their single 
  most valuable weapon, and they will guard it fiercely. If a character developed a 
  new spell within a campaign, the local Namer would strain every sinew to 
  ascertain all the information about it he could, so he may be able to find the 
  proper method of disarming it. The establishment of this College would in all 
  likelihood be tied very closely to the “creation time” in any world, due to this 
  nature of being a guardian of sorts. While appearing disarmingly simple, this 
  College may be the most powerful College in the game if played properly. Mana 
  level would affect these Adepts normally. The inspiration for this College is the 
  Earthsea Trilogy, by Ursula K. LeGuinn. 
  Air Magics, Water Magics, and Fire Magics 
  These adepts use mana to penetrate their respective elemental planes releasing 
  power stored there and altering their element on this plane. Mana level would 
  affect them all normally. To them, the elements are living entities to be respected 
  and used. In their normal states, elements are things of wild natural beauty. 
  What is unnatural is an Adept controlling that element, shaping it in a way nature 
  did not intend (the thunderstorm is a natural thing; the Air magician summoning 
  it to a new location is unnatural). Therefore, elemental magicians have more than 
  just a healthy respect for their own element and would not use it in a frivolous 
  fashion under any circumstances. This is not to say they all would behave in this 
  manner; simply that this could be the philosophy of the majority. 
  All elemental manifestations on this plane (a campfire, a windstorm, a lake) 
  contain elemental creatures with which these Adepts would be familiar. 
  Knowledge of these creatures allows the Adept to bind that element into shapes 
  and purposes that are of the Adept’s own desire. The same creatures inhabit any 
  stable manifestation, and an Adept would come to know these creatures on an 
  individual basis. Thus, when summoning a water elemental while standing on the 
  shores of the Southern Sea (for example), the Water Adept knows (or certainly 
  should know) the identity of the elemental he is summoning, for the Southern Sea 
  would certainly have no more than one or two such large elementals, and their 
  Generic and Individual True Names may even be known to the Adept. The game 
  master is encouraged to treat these powerful elemental manifestations as NPCs, 
  and establish interchange in a meaningful way between the creatures and 
  elemental Adepts. On the other hand, a bucket of water (again for example) 
  would certainly have no more than a few “water sprites” inhabiting it, and while 
  these elemental creatures could be bound, their powers would be limited. Generic 
  and Individual True Names of all powerful elemental creatures within an Adept’s 
  element would be of great aid to these Adepts, and game master’s should 
  encourage these avenues of thought. 
  These Colleges were inspired by classic myth. 
  Earth Magics 
  All of the preceding on the elemental Colleges equally concerns this College, 
  with the following additions. Pacifistic Earth mages are patterned after Rhadagast 
  the Brown from Tolkien’s work, and receive their power as described above. 
  Druidic Earth mages augment their elemental power by the sacrifice of human 
  life, for they have discovered the secret of the spilling of human blood. The 
  constant spilling of human blood over a long period of time in an area increases 
  the level of Mana in that area. Druids use this fact to increase their power. game 
  master’s should carefully judge the role–play of characters joining this branch, 
  for the thought patterns necessary for the Druid may be difficult to integrate into 
  a campaign without causing unrest (to say the least). 
  Celestial Magics 
  While only one College, these three divisions should be treated as entirely 
  separate entities by the game master, since members of different branches might 
  not be overly fond of one another, since each would feel the members of the other 
  branches were perverting the source of their power, the elements of Night and the 
  Stars. 
  Mana is used by all these Adepts to control and bind this power into forms which 
  they may use. Levels of mana would affect these mages normally. Props and 
  costumes would be especially important to these Adepts, and they take great 
  pride in their magic items, ceremonial robes, and so forth. The Star Mages are 
  patterned after the Elven magic appearing in the Lord of the Rings. Dark Mages 
  use those elements in Night which all being naturally fear, using this natural fear 
  to augment their own power. Shadow Mages, patterned after Shadow Jack 
  created by Roger Zelazny, walk the thin line between the powers of light and 
  dark, using the advantages of both. 
  When not specifically stated, game master’s may interpret Star Mages as being 
  on the side of Light, Dark Mages as being on the side of Darkness, and Shadow 
  Mages as being on neither side. This would not be an incorrect assumption, but it 
  is entirely up to each game master in his world to implement this division in a 
  
  PAGE 112 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  way that suits his tastes. One recommended method is to carefully divide which 
  spells may be used by each division, and this allotment may align these mages by 
  itself. 
  Necromancy 
  These Adepts gain their power by the study of death, which also instructs them 
  about the living. Sauron in the Lord of the Rings would have to be considered the 
  ultimate Necromancer, and these mages – while not necessarily aligned with the 
  Powers of Darkness – are usually on the side of it for no other reason than that 
  “evil” usually kills more people than “good.” Mana levels affect these Adepts 
  normally. 
  Necromancers feel very calm about death and do not fear it. Rather, they feel it is 
  an ally, for the fear of death augments their power and allows them to work with 
  greater freedom. Long–lived sentients such as Elves annoy them, for they feel 
  such creatures are cheating the inevitable. It may be incongruous, depending on a 
  game master’s world, to have an Elf choose to be of this College. To rationalize 
  that anomaly may take some doing. The greatest wish of a Necromancer is to 
  become Undead and thereby to live on. In this manner he will have both eternal 
  life and eternal death. Necromancers will establish communications with the 
  planes where the dead reside through their talents and their rituals. They will gain 
  much information concerning the living through this interchange, which will aid 
  in augmenting their earthly power. 
  Black Magics and Greater Summoning 
  These Colleges both have lengthy essays to convey their essential intent, except 
  to say that Black magicians are normally affected by mana level, while Greater 
  Summoners would be affected by mana supply in the same way as Enchanters 
  are. 
  Shaping Magics 
  The guidelines provided for the Shapers assume fairly conventional magics will 
  be most common. The game master must carefully adjudicate the more unusual 
  items, particularly those that seem to defy standard classifications. As such items 
  are conceived and brought to term by the Adept, we recommend they cost 
  additional Endurance from the Adept and any assistants, in any amount decided 
  by the game master. An Adept who thoroughly investigates the feasibility of the 
  Shaping should have a general idea of the cost. 
  Any object enchanted for a specific short–or long–term purpose (e.g. driving the 
  snakes out of Ireland, slaying the dragon Fafnir, etc.) should have its own 
  Individual True Name. The enchantment of an item to be the bane of a particular 
  entity must involve that entity’s Individual True Name when it is created. Other 
  limits can be set for purposes of campaign balance: restricting the possible 
  shaping to certain celestial conjunctions; requiring the participation of fantastical 
  or extra–dimensional entities inimicable to the target entity; requiring a token of 
  some sort from the target entity (e.g. a scale from the dragon a sword is forged to 
  defeat); etc. 
  Rune Magics 
  Remember that the efficacy of the Rune depends on centuries of use; thus, few 
  new Runes will be found; this is an important limit of this College. If the game 
  master wishes, Runes can be differentiated by culture. If so, the Runes of each 
  culture should be considered a different College, and Rune magicians of one 
  cannot learn the Runes of another without paying the standard penalties for 
  changing Colleges. Additional totem spirits for different cultures can be added by 
  the game master. Although the original inspiration for this college is Norse and 
  Celtic, the same basic structure can be adapted to African, Amerind, Oceanic, and 
  other cultures as well. 
  Magic System Reminders 
  The following explanations and definitions are meant to provide quick access to 
  cogent in the DragonQuest magic system that may be susceptible to 
  misunderstanding. 
  Talent Magic 
  Whenever the workings of a talent require a percentile dice roll to determine the 
  results of the talent’s use, only one attempt will usually be allowed per situation. 
  For example, if an Adept who attempts to Detect the Aura of an entity fails, he 
  may not attempt to continue to detect the entity’s aura again during that 
  encounter. game master’s will have to judge for themselves parameters whereby 
  the Adept may try again. Some suggestions include Time (waiting until 24 hours 
  have passed), Rank (waiting until the Adept has raised his Rank in the talent), and 
  Lunar Phase. Careful examination of each specific talent will yield inspiration as 
  to how to limit its use. The stricture of attempts must be implemented because a 
  talent takes effectively no time to activate and, thus, a player could continually 
  roll dice until he receives a favourable result and, with full justification, state that 
  as the previous activity had taken no time to accomplish. Whenever a talent such 
  as those of Sorceries of the Mind (which require no dice roll to activate) are used, 
  the game master should assume that they are “on” at the time and the player need 
  not “activate” them in order to use them. 
  Spell Magic 
  The modifiers found in 43.7 apply only to spells. They do not apply to talents or 
  rituals. 
  Ritual Magic 
  If a ritual backfires (a roll normally 40 or more over the Base Chance), the 
  Backfire Table is not consulted unless it is specified by the individual ritual. In 
  most circumstances, rituals will state any particular backfires associated with 
  them; if not, the game master is free to invent an appropriate backfire result. 
  General Knowledge 
  An Adept entering any College except Naming Incantations must have a Magic 
  Aptitude equal to the number of General Knowledge Spells and Rituals plus the 
  two Counterspells of his College (e.g., to join Water Magics, a character must 
  have an MA of 17, 14 for the spells, 1 for the ritual, and 2 for the Counterspells). 
  Ritual Cleansing and Ritual Spell Preparation do not count toward this total. Any 
  additional spells or rituals added must comply with rule 50.6. 
  Active Resistance 
  If the entity which is actively resisting the workings of a spell is one of the targets 
  of the spell (or the only one), the entities Magic Resistance is subtracted from the 
  Cast Chance of the Adept casting the spell. If a number of entities are the targets, 
  only the highest MR in the group is subtracted. If the entity is not a target, his 
  active resistance has no effect whatsoever. 
  Passive Resistance 
  Any conscious entity in possession of all its faculties may choose not to passively 
  resist the workings of a spell. 
  Ritual Spell Preparation 
  This cannot be used to prepare rituals, only spells. 
  Investment Ritual 
  For an invested object to be activated, it must normally be held in one hand. It 
  takes only one Pulse for the spell stored in the object to be activated and released. 
  When being used, a Cast Check is again made, and a backfire may result, 
  affecting the entity using the item. 
  Rank Gain 
  A character must have attempted a talent, spell, or ritual during the immediately 
  preceding adventure to use Experience Points to advance in Rank with the 
  specific talent, spell, or ritual. Any game master who ignores this rule takes game 
  balance into his own hands, and the designer disavows any knowledge of his 
  actions. 
   
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 113 
  VIII. Skills 
  A character may acquire and refine skills during a campaign. He can hone his 
  talents in a series of interrelated non-magical and quasi-magical abilities, which 
  combine to form a single skill. A character’s degree of talent is measured by his 
  Rank in a skill. He begins with the simplest abilities at the lowest Ranks, and 
  gains the more difficult ones as he progresses through the Ranks. His percentage 
  chance of successfully performing tasks associated with a skill will increase as 
  his Rank becomes higher. The skills presented here are only those likely to be 
  used by a character during an adventure. The fruits of the labours of those using 
  other, more plebeian, skills may be purchased. The game master will be guided in 
  determining the price (in Silver Pennies) of the various goods produced by 
  craftsmen by the Basic Goods Cost List (155.4). Weaponsmiths’ products are 
  valued on the Weapon Tables (27.3); Armourers’ on the Armour and Shield 
  Tables (25.1 and 17.5). The three factors which determine the price of finished 
  goods are the quality of the material used, the man-hours spent in construction, 
  and the estimated Rank of the craftsman (if one person produces the goods) or of 
  the overseer (if the effort is a team project). However, if a character wishes to 
  purchase a custom-made or rare item, then he will have to negotiate with the 
  craftsman (represented by the game master), and may defray costs by providing 
  some of the scarcer components himself. The barter system is acceptable when 
  dealing in costly or rare items. 
  91. Acquiring and Using Skills 
  The rudiments of a skill are learned by dint of hard practice and diligent study. A 
  character must spend a good deal of time and effort before he can use a skill at 
  novice level (Rank 0). The character’s ability with a skill can improve only if he 
  continues to work with it during and between adventures. 
  [91.1] Any skill may be acquired at Rank 0 at a variable cost of 
  Experience Points and 8 weeks of game time (see 152.1). 
  All eight weeks must fall within a period of six game months. Time spent on 
  adventure may not count toward the necessary eight weeks. One skill may be 
  acquired without the expenditure of time and at a minimal expenditure in 
  Experience Points (see 8.6). 
  [91.2] The method by which a character learns a skill affects the 
  Experience Point cost to acquire that skill or to increase the 
  character’s Rank. 
  If the character is taught by someone of greater Rank in the skill, decrease any 
  Experience Point cost by 10%. 
  If the character learns from a book, verbal descriptions or practices with someone 
  of equal or lesser Rank in the skill, any Experience Point cost is unmodified. 
  If the character practices with no useful outside assistance, any Experience Point 
  cost is increased by 25%. 
  The availability of qualified teachers, and the fees they charge the character for 
  their services, are left to the discretion of the game master. 
  [91.3] A character may attempt to employ a non-magical skill any 
  number of times during a day. 
  The use of a skill does not, in and of itself, prevent a character from using the 
  same or any other skill immediately afterwards. However, a character might 
  suffer adverse fortune (e.g., lose Fatigue Points) while executing a skill, which 
  would inhibit his ability to act. 
  [91.4] The use of a non-magical skill is rarely automatically 
  successful. 
  A character usually has a chance of failure when using a non-magical skill. 
  Unless the ability is described as an exception to this rule, the maximum chance 
  to succeed with it is never greater than (90 +Rank)%. A character always fails if 
  the roll is greater than the modified chance or 100 (regardless of rank). 
  [91.5] Very few of the abilities associated with the various skills are 
  quasi-magical. 
  The following rules describe the only quasi-magical abilities to be found in the 
  skills section: 93.7, 93.9, all of 52 and 55, 99.3 and 105.6. 
  [91.6] A character must practice any skill he acquires or risk a 
  decrease in Rank. 
  A character must use one game day to fulfil the practice requirement once a 
  month for one skill. If a character fails to practice a skill for one month, he may 
  satisfy the practice requirement by the use of four game days during the 
  following month; if he fails to practice for two months, eight game days will 
  satisfy the requirement during the third month of the cycle. Days of practice 
  during the second month may count towards the third month requirement. 
  If a character has not sufficiently practiced a skill by the third month, his Rank in 
  that skill is decreased by one. If the skill is at Rank 0, he loses that skill. 
  NOTE: A character practices his skills of speaking, reading and writing in a 
  language through conversation and correspondence; it should be assumed that he 
  is able to do this independent of his other practice 
  92. Speak and Write Language 
  Many languages and dialects are to be found in a typical DragonQuest world. The 
  primary linguistic division is between species; the secondary one is cultural. The 
  prevailing spoken language is the Common tongue, which is spoken by most 
  sentients. Illiteracy is quite common, so there is no one universally recognized 
  written language. Generally, while there may be spoken dialectic differences 
  within a language group, the contemporary writings in that language will be 
  virtually identical. Records which date from separate eras will, of course, employ 
  different idioms and connotations of certain words, reflecting the ongoing change 
  in that language. Each species will have a distinct tongue, as will each national 
  group of humans. 
  As he constructs his world, the game master will decide which languages are 
  spoken by beings in the area in which the player characters will adventure. Most 
  creatures with an IQ greater than 90 (which includes the majority of humanoids) 
  speak the Common tongue, if not as a first language, then as a second. Common 
  is known as the “trade tongue,” and most interracial and international 
  negotiations are conducted in that language. When a written record is necessary, 
  each party usually obtains a copy in their own language. Thus, an interpreter will 
  always be in demand. 
  Every beginning player character can speak Common (see 92.6). If the character 
  is non-human, they will also speak their racial language or dialect. A human or 
  shape-changer character can read and write in Common, a skill other non-human 
  characters must acquire. When characters encounter a creature who does not (or 
  will not) speak Common, they must either have learned that creature’s native 
  tongue, or assay sign language. 
  [92.1] The ability to speak a language and the ability to read and 
  write in that language are separate skills. 
  [92.2] If a character’s Rank in speaking a language is greater than 
  their Rank in reading and writing that language, the character 
  expends one-half the necessary Experience Points to acquire or 
  improve the latter. 
  The reverse is also true. 
  [92.3] The ease with which a character can engage in conversation 
  in a particular language is indicated by their Rank in it. 
  Rank 
  Ability 
  0 
  Has a grasp of pronunciation and inflections; able to speak a few 
  words. 
  1 
  Develops a limited vocabulary, consisting of the most important 
  words in the language (but see Rank 5). 
  2 
  Understands grammatical construction of language. 
  3 
  Capable of halting speech; understands pedestrian conversation. 
  4 
  Becomes conversant with current idioms. 
  5 
  Concepts peculiar to the language or alien to the character 
  understood. 
  6 
  Moderate fluency: can make anything but difficult concepts clear in 
  conversation. 
  7 
  Able to make sense of another dialect of the language after a decent 
  amount of exposure to it. 
  8 
  Native fluency: can pass for same. 
  9 
  Commands enhanced vocabulary. 
  10 
  Able to understand another dialect of language with a minimum of 
  study. 
  NOTE: If a character’s vocal chords are not designed to reproduce the speech of 
  another race, then the character will never be able to pass for a native without 
  magical aid. 
  [92.4] A character’s facility for reading or writing in a language is 
  determined by their Rank in that skill. 
  Rank 
  Ability 
  0 
  Knows the entire alphabet (or symbology); able to recognize key 
  words or phrases. 
  1 
  Acquires a basic vocabulary, consisting of the most important words 
  (but see Rank 5). 
  2 
  Understand grammatical construction of language. 
  3 
  Can describe simple concepts in writing; understands most simple 
  books. 
  4 
  Becomes familiar with idioms. 
  5 
  Concepts peculiar to the language or alien to the character 
  understood. 
  6 
  Moderately fluent writer: can draft correspondence and essays, 
  retains some awkward phrasings. 
  7 
  Able to make sense of another dialect of language after considerable 
  study. 
  8 
  Fully fluent writer: comfortable with the language. 
  
  PAGE 114 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Rank 
  Ability 
  9 
  Commands enhanced vocabulary. 
  10 
  Able to understand another dialect of language without much study; 
  writer of scholarly tracts and able to understand meanings of ancient 
  writings in language. 
  [92.5] The extent of a character’s vocabulary is indicated by the 
  highest Rank they have achieved in one of the language skills. 
  Rank 
  Words Known 
  0 
  50 (plus phrases) 
  1 
  250 to 500 
  2 
  600 to 750 
  3 
  800 to 1000 
  4 
  l250 to 2500 
  5 
  3000 to 5000 
  6 
  10,000 
  7 
  20,000 
  8 
  25,000  
  9 
  40,000 
  10 
  50,000 
  [92.6] If a character begins with the ability to speak or read and 
  write in a language, their Rank in that skill is presumed to be 8. 
  Thus every character speaks Common at Rank 8. 
  93. Alchemist 
  Almost all natural chemicals can be combined into a variety of useful mixtures 
  by expert hands. The potions which will be in most demand by characters will be 
  those that affect the bodily functions of humanoids. The effects of these potions 
  range from stimulation and depression of emotions to deadly poisons. In a sense, 
  alchemy is a “poor man’s magic”; it is more cost-efficient in affecting the actions 
  of beings than the use of mana, albeit not as easily applied to the victim. 
  There are five main areas of study of alchemy. The first is that of chemical 
  analysis, the ability to determine the effects of ingestion or application of a given 
  liquid substance. The others are: standard chemicals, medicines and antidotes. 
  poisons (including venom) and potions. The creation of a potion requires the aid 
  of an Adept. 
  As a character gains experience in the field of alchemy, they will increase the 
  efficacy of the mixtures they produce. The character will also decrease the cost of 
  goods (to himself). 
  An alchemist must know how to read and write in one language if they wish to 
  advance beyond Rank 0. 
  [93.1] An alchemist gains the ability to analyze chemicals at Rank 0. 
  An alchemist may identify a liquid by its type (e.g., medicine, poison). If the 
  liquid is not a common one, the alchemist must spend (110 - [10 x Rank]) 
  minutes using the proper equipment to analyze the liquid’s type. 
  If a liquid to be analysed is particularly well-known to the alchemist (such as 
  water or wine), they will recognize it almost immediately. 
  If an alchemist wishes to determine exactly what a not readily identifiable 
  substance is, the game master rolls D100. If the roll is equal to or less than the 
  alchemist’s Perception plus (8 x Rank), the alchemist is told the common name of 
  the substance in question (e.g., hemlock, quicksilver). If the roll is greater than 
  the success percentage, the game master either informs the alchemist that they are 
  not sure or gives an incorrect answer. The greater the roll, the more likely the 
  game master is to give false information. 
  93.2 An alchemist can injure himself while working with dangerous 
  chemicals. 
  Whenever an alchemist uses or analyzes a liquid with potential injurious effects, 
  there is a chance that some of the substance will come in contact with their 
  person. The game master incorporates the accident chance into any other 
  alchemy-related percentile roll; should there not be one, the alchemist rolls D100. 
  The chance of accident is (30 - [(2 x Rank) +(Manual Dexterity)]%. If the roll is 
  within the span of numbers for accident, the alchemist suffers from the chemical. 
  A roll of 100 always causes an accident. 
  Example: An alchemist character with a Manual Dexterity of 17 and of Rank 3 
  would have a 7% chance of failure. Any roll from 94 to 100 will cause the 
  alchemist to have an accident 
  The game master will determine the exact effects upon the unfortunate character. 
  The minimum damage will be from formaldehyde-type chemicals, which will 
  cause about 1 Damage Point and causes blisters. The maximum damage from a 
  non-magical liquid will be from something on the order of non-dilute 
  hydrochloric acid, which will cause about 12 Damage Points per pulse, and 
  possibly permanent bone and tissue damage. The effects of certain chemicals are 
  described in the following Cases. Unless either the game master or the player 
  have a fair knowledge of chemistry, the alchemist should restrict himself to 
  common liquids. 
  If the alchemist is dabbling with dangerous chemicals without using the proper 
  equipment (see rule 93.3), double the chance of accident. If an alchemist is 
  working in their lab, they may prevent damage due to chemicals after the first 
  round (unless they are incapacitated during the first round) by pouring the 
  appropriate counteragent upon the affected area. 
  If a combination of chemicals forms a gas or a solid, the character’s Agility value 
  is substituted for their Manual Dexterity when rolling for accident. 
  [93.3] An alchemist will be able to better perform their skill when 
  using the proper equipment or when working in a laboratory. 
  It costs 500 Silver Pennies per year to purchase basic equipment. This includes 
  acid-resistant (not proof) flasks, gloves, pipettes, etc. A character may not mix 
  chemicals to specified measurements unless they use proper equipment. 
  It costs 2500 Silver Pennies to construct a lab, and 1000 Silver Pennies per year 
  to maintain it. An alchemist can only manufacture medicines, antidotes, poisons, 
  or potions or distil venom in a lab. A laboratory may be rented at a cost of 15 
  Silver Pennies per day. 
  The chance of an alchemist correctly analysing a chemical (see 93.1) is increased 
  by 10 when they perform the analysis in a laboratory. 
  The game master and an alchemist player should scale costs and effects of 
  improved alchemical support material to the above rules. 
  [93.4] An alchemist must purchase the components necessary to 
  manufacture each of their products. 
  A medicine costs (150 - [10 x Rank) Silver Pennies. An antidote costs (250 - [15 
  x Rank]) Silver Pennies. The costs for poisons and potions are given with their 
  rules (93.8 and 93.9). All costs given are for one creation attempt; if that attempt 
  fails, new ingredients must be purchased. 
  The cost for a standard chemical will range from 1 Silver Penny for a quart of 
  flammable oil to 2000 Silver Pennies for a fluid ounce of non-dilute hydrochloric 
  acid. The game master should scale the costs of other chemicals appropriately. 
  [93.5] An alchemist can mix standard chemicals beginning at Rank 
  3, and may add one additional ability to their repertoire at Ranks 5, 
  7 and 9. 
  An alchemist chooses their additional ability from the following: medicines and 
  antidotes, poisons (including venom) and potions. 
  [93.6] The ability to mix standard chemicals allows the alchemist to 
  produce mixtures which can prove useful on expeditions. 
  An alchemist may produce well-known chemical combinations (e.g., oil and 
  vinegar, water and anything) at any Rank. The standard chemicals ability allows 
  the alchemist to perform most distillations and extractions, and mix the simplest 
  of compounds. 
  For example, an alchemist can produce Greek Fire and methane with the standard 
  chemicals ability. The components for 12 ounces of Greek Fire (enough to fill a 
  grenado) cost 600 Silver Pennies. Enough methane to fill a grenado, can be 
  manufactured at a cost of 300 Silver Pennies. If a creature is directly hit by a 
  grenado filled with Greek Fire, that creature will suffer D10+7 Damage Points 
  per Pulse until the flames are extinguished (the virtue of Greek Fire as a weapon 
  is that it sticks to the target). A partial hit will cause D10-3 Damage Points per 
  Pulse; if a shield is interposed between target and grenado, the shield catches fire, 
  though the intended target suffers no more than 2 Damage Points. A methane 
  grenado creates a ball of fire in the hex in which it detonates and the adjacent six 
  hexes. Any creature in one of these hexes will suffer D10-3 Damage Points, but 
  will be able to avoid further damage by exiting the fire hexes (methane is not a 
  persistent inflammable). 
  Whenever an alchemist wishes to manufacture standard chemicals, they must 
  spend D10+7 hours in a laboratory and pay For the components. The quantity 
  mixed does not affect the time required, but an alchemist is limited to the 
  manufacture of one end product during a given laboratory session. 
  An alchemist can produce standard chemicals for the use of local businessmen 
  (e.g., embalming: fluid for the undertaker), and earn between 50 and 75 Silver 
  Pennies per full week of labour. Alternately, they may produce chemicals which 
  are likely to be put to illegal uses (e.g., a corrosive for iron) or manufacture 
  addictives (e.g., cocaine, heroin). The alchemist must discover an outlet to sell 
  such chemicals, and the return on the goods is up to the game master’s discretion. 
  [93.7] Medicines and antidotes are used to cure a being suffering 
  from either disease, fever or poison. 
  An alchemist may manufacture three types of medicine: bactericide (remedy for 
  disease), antipyretic (remedy for fever) and salve (remedy for skin inflammation). 
  A bactericide or antipyretic must be ingested, while one dose of salve can cover 
  up to two square feet of skin. 
  Whenever a being uses a medicine to counteract an affliction from which they are 
  suffering, the game master rolls percentile dice. If the roll is equal to or less than 
  ([8 x Alchemist’s Rank] +[User’s Endurance]), the user is completely cured. If 
  the roll is above the success percentage, the user subtracts 10 from their next 
  dice-roll to see if they naturally recovers from their affliction (see 116). The 
  failure of one medicine to work has no effect upon any subsequent medicines 
  used by a being. 
  When an alchemist manufactures an antidote, they must specify the type of 
  poison they are negating. Natural poisons are classified by the source from which 
  they stem. Thus, a snake antidote will cure all poison from snakes, and so on. 
  Synthetic poisons (those manufactured by alchemists) are cured by an antidote 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 115 
  from an alchemist of equal or higher Rank than the alchemist who created the 
  poison. When a being ingests the proper antidote, the poison in their system will 
  no longer affect them. 
  [93.8] Poisons cause damage when introduced into the blood stream 
  of a being. 
  Poisons come from two sources: those which occur in nature (venom from 
  animals and plants) and those which are created in a laboratory (synthetic 
  poisons). An alchemist may distil venom and synthesize poisons. 
  A venom is distilled from either the poison sacs of a poisonous animal (the most 
  common being a snake), or from certain plants. An alchemist may distil D10-1 
  doses of poison from poison sacs. The amount they may distil from plants 
  depends on the type of plant (game master’s discretion). An alchemist requires 
  (11 - Rank) hours to distil one dose of venom from either source. The cost of a 
  poison plant or sac is [750 +(150 x Average Damage per Pulse)] Silver Pennies, 
  and there is no cost for the distillation process. 
  Venom come in two forms: Nerve Agents and Blood Agents. Nerve Agents work 
  quickly (doing damage every Pulse) while Blood Agents (such as arsenic) work 
  over a long period of time, inflicting damage like Infections (see 116). The 
  damage a being will suffer from a dose of Nerve Agent venom is equal to the 
  damage it would suffer from the venom of the source animal or plant. 
  An alchemist may also manufacture synthetic poisons (both venom and 
  paralysants) in their laboratory. A synthetic venom will do [D10+Alchemist’s 
  Rank) -5] damage points per Pulse and costs [1000 - (75 x Rank)] Silver Pennies 
  to manufacture. If a synthetic paralysant (see 116) is used to affect a being, the 
  formula used for the Willpower Check of the victim is [(4 x Willpower) +20 - (5 
  x Alchemist’s Rank)] . A synthetic paralysant costs [750 - (60 x Rank)] Silver 
  Pennies to manufacture. An alchemist can produce up to three doses of synthetic 
  poison per day. 
  [93.9] Potions are created by an alchemist with the aid of either an 
  Adept or a Healer. 
  Potions are designed to create a specific effect when imbibed by a being. They 
  are manufactured in one-use doses and the entire dose must be swallowed for the 
  effect. 
  Magical potions are treated by the concerted efforts of an Adept and the alchemist 
  (who may be one in the same person). Any spell or talent which the Adept knows 
  and which is designed to affect only the Adept or some facet of their own person 
  may be imbued into a potion. It takes two whole days of continuous combined 
  effort to create the potion. It is successfully created if at the end of the time the 
  player roll is less than [(10 x Alchemist’s Rank) +(Adept’s Rank with the spell or 
  talent)]. A roll above this indicates the potion is useless and the process must be 
  repeated with new ingredients, etc. The effect of a successful potion for the 
  imbiber is as if the Adept had already made a successful Cast Check and the spell 
  had taken effect. The workings of magical potions are immediate. The cost to 
  manufacture a magical potion is equal to [(Experience Multiple of spell or talent 
  x 20) - (Alchemist’s Rank x 10)] . 
  An alchemist and a healer working together may create a healing potion (again, 
  they may be the same person). The potions possible and their Base Value are 
  listed in 311.9. The time required to produce the potion is the same as a magical 
  one, and the equation to see if the process was successful is [(10 x Alchemist’s 
  Rank) +(3 x Healer’s Rank)] . If successfully created, the potion will act on the 
  imbiber as if a healer of the creator’s Rank was attempting to heal them must still 
  be attempted). The cost to manufacture a healing potion is [(Base Value) - (50 x 
  Alchemist’s Rank)] Silver Pennies. 
  94. Assassin 
  Assassin is not a skill which should be carelessly chosen, as the skill is not 
  looked upon with great favour by members of society (at least until they need 
  one). Assassins will vary in philosophy and methods; they may be cold-hearted 
  but not necessarily evil. The game master must allow assassins to practice their 
  art as they wish, and this may result in solo adventures. 
  [94.1] An assassin must be able to use the sap or the garrote at a 
  minimum of Rank 1 before advancing past Rank 2. 
  [94.2] An assassin increases his chance of causing a Grievous Injury 
  as his Rank increases. 
  If the assassin is attacking in a surprise situation, his chance of causing a 
  Grievous Injury is increased by 2% per Rank (see 154.2). A surprise situation is 
  one in which combat has yet to be joined, and the victim is not expecting an 
  attack. 
  If an assassin attacks a victim through a rear hex-side during combat, his chance 
  of causing a Grievous Injury is increased by 1% for every Rank. 
  If an assassin attacks a victim through a front hex-side during combat, his chance 
  of causing a Grievous Injury is increased by 1% for every three Ranks (round 
  down). 
  An assassin does not gain the above bonuses when engaging in Ranged Combat. 
  [94.3] An assassin may gain information from a victim through 
  torture. 
  The assassin must torture his victim for a period equal to ([Victim’s Willpower] 
  /[Assassin’s Rank]) hours to try to gain an important secret. The assassin’s 
  chance of forcing the victim to reveal the secret is ([10 x Assassin’s Rank] -[4 x 
  Victim’s Willpower])%. If the game master’s roll on percentile dice is equal to or 
  less than the success percentage, the assassin gains the exact information he 
  requires. 
  If the assassin fails to gain the desired information, he may try another torture 
  attempt. A victim can withstand a number of torture attempts equal to one-fifth 
  his Endurance (round down) before he dies. 
  If the information an assassin seeks is not of great importance to the victim, the 
  game master should decrease the time required to gain it and increase the 
  assassin’s success chance appropriately. 
  [94.4] An assassin is trained to improve his memory. 
  Whenever an assassin character wishes to recall the details of a place or routine 
  he has surveyed. the game master rolls percentile dice. If the roll is equal to or 
  less than ([5 x Perception] +[2 x Rank]), the assassin has a perfect memory of the 
  place or routine. If the roll is greater than the assassin’s success percentage, the 
  game master should inveigle more and more erroneous information into his 
  description as the roll approaches 100. 
  The game master may decrease the success percentage for difficult feats of 
  memory. 
  [94.5] An assassin is able to buy poisons, distilled venom and acids 
  at cost (i.e., no mark-up) from an alchemist. 
  [94.6] An assassin causes his target increased damage when 
  attacking through a rear hex-side in Melee Combat. 
  Increase the damage caused by a blow from an assassin by 1 for every Rank 
  when he strikes his target through a rear hex in Melee Combat. 
  [94.7] An assassin increases his chance of knocking out (see 16.5) his 
  target with a sap by 2 for each Rank he has achieved in the skill. 
  [94.8] An assassin increases his chance of performing any action 
  involving stealth (see 157.3) by 2 per Rank he has achieved with the 
  ability. 
  [94.9] An assassin must pay (500+[100 x Rank]) Silver Pennies per 
  year for “hush money,” accouterments, and implements of 
  destruction. 
  The game master and the player should negotiate prices for more sophisticated 
  assassination equipment, and fees for information and the hire of henchmen. 
  95. Astrologer 
  The celestial bodies have a definite, if not entirely understood, effect upon the 
  lives of the inhabitants of a DragonQuest world. These Great Powers seem to 
  impose predestination upon all but the strong-willed, and determine the aspect of 
  each being. The Sun, the Moon(s), and the Planets regularly cause perturbations 
  in the flow of mana; the mighty Stars affect a world across the vast reaches of 
  space by their positions relative to it. The study of the purpose and method of the 
  Powers is the science of astrology. 
  An astrologer’s main talent is a limited ability to predict and shape the future. An 
  astrologer will be able to make clear, general assertions, but will only be able to 
  give obscure clues when asked for specific details. 
  An astrologer must be able to read and write in one language at Rank 8 if he 
  wishes to advance beyond Rank 0. 
  [95.1] An astrologer may only try once to answer a particular 
  question or to forecast the outcome of an event. 
  Once an astrologer has made a reading (i.e., a determination about the future), he 
  may not seek to change or influence the reading through his art. Other astrologers 
  who attempt to read the same future will receive the same information that the 
  first astrologer did. A second astrologer may, however, receive some clarification 
  about the first’s reading. 
  [95.2] The results of a reading will affect the pertinent course of 
  events. 
  The game master is expected to modify the outcome of an adventure or 
  happening in his world to conform with a determination made by an astrologer 
  player characters or by an astrologer at the behest of the player characters. The 
  determination does not preclude the characters’ actions from affecting the 
  outcome of the adventure or event: to the contrary, the game master must 
  interpret the reading dice-rolls engendered by the characters’ actions accordingly. 
  A prophecy can not be avoided by the affected character(s) changing his plans. 
  The doom (which may be good) will follow him to the undertaking he substitutes 
  for that which was predicted. However, if a character asks a specific question 
  (sees 95.5) predicated upon a given action, the prophecy will not come to pass 
  unless and until that action is taken. 
  
  PAGE 116 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [95.3] An astrologer’s Rank determines how many beings he can 
  directly affect with a single prediction. 
  A being is directly affected by an astrologer’s art when the game master modifies 
  the result of an action taken by the being due to a prophecy. 
  An astrologer can directly affect up to (5 +[10 x Rank]) beings with a single 
  prophecy. If an astrologer attempts a prediction which would directly affect more 
  beings than his Rank allows, he receives no answer. 
  [95.4] An astrologer may make (and possibly modify) a general 
  prediction during a reading. 
  When an astrologer wishes to make a general prediction about a particular 
  venture or being, his player (or the game master, should the astrologer be a 
  non-player character) actually uses a divinatory technique at his disposal. Such a 
  technique could be reading the tarot, casting the I Ching, or any mutually agreed 
  upon method. 
  The result of the divination becomes the astrologer’s prediction. If the astrologer 
  does not wish to make the prediction, he may immediately attempt to change it. 
  The game master rolls percentile dice, and if the roll is less than or equal to ([5 x 
  Willpower] +[4 x Rank] -30), the astrologer makes a second divination (which 
  may not be changed). If the roll is greater than the success percentage, the 
  astrologer is stuck with his first prediction. 
  [95.5] An astrologer may seek an answer for up to a number of 
  specific questions per month equal to his Rank. 
  When a being poses a specific question to an astrologer willing to attempt an 
  answer, the game master rolls percentile dice. If the roll is equal to or less than 
  ([6 x Astrologer’s Rank] +[4 x Astrologer’s Perception]), the astrologer is able to 
  give a correct answer. If the roll is greater than the success percentage, he mutters 
  meaningless gibberish. 
  All answers given to specific questions must be, at the very least, obscure. The 
  game master may respond with cryptic poetry, much like the Oracle at Delphi, or 
  may choose to have the astrologer supply a riddle (though the Player of the 
  astrologer does not know the answer himself). 
  [95.6] An astrologer may not make a general prediction or ask a 
  specific question concerning only himself. 
  One must consult another astrologer in these weighty matters. 
  [95.7] An astrologer can determine the aspect of a being after 
  observing him. 
  After an astrologer has spent (60 - [5 x Astrologer’s Rank]) consecutive minutes 
  observing a being, the game master informs the astrologer of the being’s aspect 
  (see 45). 
  [95.8] An astrologer expends Fatigue points when practicing his art. 
  Action 
  Fatigue 
  Points 
  Expended 
  Make general prediction 
  10 
  Try to change general prediction 
  10 
  Try to answer specific question 
  17 
  Determine being’s aspect 
  5 
  [95.9] An Astrologer must spend (250 +[200 x Rank]) Silver Pennies 
  per year for astrolabes, oculars, reference works, and the like. 
  An astrologer who does not meet his expenses operates as if he were two Ranks 
  less proficient. If his Rank is reduced to a negative number, he may not practice 
  astrology. 
  96. Beast Master 
  A loyal animal or monster is likely to serve its master far better than adventuring 
  comrades ever will. A beast master is one who trains these creatures to obedience. 
  He takes a wild animal and, from an adversary relationship, develops a rapport 
  with it. He trains young animals from birth, until they heed his every command. 
  A beast master will, in almost all cases, become very fond of animals. He will 
  defend them against wanton cruelty and slaughter, and will treat his personal 
  charges as family. 
  A beast master will encounter three kinds of animals: the easily domesticated 
  (such as the horse), the naturally wild (such as the pegasus) and an intelligent or 
  rebellious creature (such as the unicorn). The latter can never be steadfastly loyal 
  to the beast master; such creatures always have at least a subconscious desire to 
  escape. A beast master can be a slaver if he specializes in training humanoids. 
  [96.1] The value of a beast master’s Willpower must be at least 15. 
  [96.2] A beast master may only train animals for his own personal 
  use until he achieves Rank 5. He may domesticate animals at any 
  Rank. 
  A Beast Master will normally. use his skill to train or domesticate animals for his 
  own use. Animals that spend their lives with a Beast Master and are trained by 
  him will be loyal to their master and serve and protect him as much as possible. If 
  necessary, an animal can be trained to temporarily serve another master (if one 
  week of mutual training is undergone), but the animal will always obey the 
  original master before any new one. 
  If a beast master’s Rank is 5 or greater, he may train animal for other people. The 
  being who is acquiring the trained creature must spend (12 - [Beast Master’s 
  Rank]) weeks before it will accept him as new master, during which the beast 
  master must be present at least one day per week. The creature will heed the beast 
  master’s commands before those of its new owner for as many years as the beast 
  master’s Rank at the time the creature’s ownership is transferred. 
  A beast master of any Rank may domesticate, rather than train, animals. Such 
  animals can be commanded by any other person, but will tend to wander off or 
  revert to their wild state if not supervised, tied up, or stabled. Pay especial 
  attention to this rule: horses and dogs, the most common domestic animals, are 
  governed by it. 
  [96.3] A beast master acquires the ability to train one type of animal 
  and/or monster at Ranks 0, 5 and 10. 
  A beast master may acquire the ability to train additional types of creatures after 
  he has achieved Rank 10 by the expenditure of 2500 Experience Points per type. 
  A type consists of all creatures listed within one rules section in the Monsters 
  section (e.g., avians). A beast master may choose, instead, all creatures subsumed 
  under a single animal family (e.g., felines). 
  [96.4] A beast master must spend (12-Rank) months to train an 
  animal or monster, or a like number of weeks to domesticate one. 
  Creature To Be Trained Is… 
  Multiply Time 
  Required By 
  Easily domesticated 
  0.5 
  Naturally wild 
  1.0 
  Intelligent or rebellious 
  3.0 
  Raised by beast master from adolescence 
  0.5 
  Domesticated by another beast master 
  1.0 
  Caught in wilderness 
  1.5 
  The unmodified number of months required is multiplied by all applicable 
  modifiers. The time to train a monster or animal is always dependent on the beast 
  master’s Rank when he begins the process. Any increases in Rank during the 
  training or domestication period have no effect on the time required. 
  [96.5] A trained animal or monster must make a loyalty check 
  whenever it recognizes that its master is endangering it, or 
  whenever its master commands an action that runs counter to its 
  instincts. 
  Whenever a loyalty check is required, the game master rolls percentile dice. He 
  multiplies the beast master’s Willpower by two, and adds four times his Rank: if 
  the creature is intelligent or rebellious, six times his rank if the creature is 
  naturally wild, and eight times his Rank if the creature is easily domesticated (if 
  the owner is not a beast master, use his Willpower value and the Rank of the 
  beast master when he trained the creature). If the roll is less than or equal to this 
  success percentage, the trained creature will do as his master commands. If the 
  roll is greater than the success percentage, the creature’s reactions will range 
  from balking to fleeing to turning on his master, as the roll increases (game 
  master discretion). 
  [96.6] A domesticated creature must make a loyalty check if the 
  circumstances described in Case 96.5 arise. 
  The game master rolls D100. If the resulting number is less than or equal to 
  ([Master’s Willpower] +[Beast Master’s Rank]), the domesticated creature will 
  perform the action. If the roll is greater than the success percentage, but less than 
  or equal to two times that percentage, the creature will balk. If the roll is greater 
  than two times the success percentage, but less than three times that percentage, 
  the creature will take flight. If the roll is greater than three times the success 
  percentage, the creature will turn on its master. 
  A roll of 100 always indicates that a domesticated creature turns on its master. A 
  roll of 96 through 99 indicates that the creature takes flight if the success 
  percentage is 47 or greater. 
  [96.7] A beast master who intimidates his creatures adds one to his 
  Rank when calculating training or domestication time, but the game 
  master adds 10 to any loyalty check dice-roll for one of his 
  creatures. 
  [96.8] A beast master may train or domesticate as many creatures as 
  his Rank at one time. All creatures being trained or domesticated 
  concurrently must be of the same type. 
  [96.9] A beast master must pay 150 Silver Pennies a year for 
  equipment, and must pay 100 Silver Pennies per creature trained 
  and 25 Silver Pennies per creature domesticated during the year. 
  He may halve the cost for upkeep of creatures if he builds a stable. A horse-sized 
  stable costs (500 +[150 x Stalls]) Silver Pennies to construct, and costs (10 x 
  Stalls) Silver Pennies for repairs after the first year. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 117 
  97. Courtesan 
  Courtesanship is a social skill designed expressly to satisfy the needs of lonely or 
  status conscious people. A master courtesan will be an accomplished musician, 
  able to play at least one woodwind or string instrument. The master will also be 
  able to sing, recite and compose stories and legends, perform mime, act out skits 
  and dance. The consummate courtier is also the master of proper dress, and 
  attractive appearance and is able to simulate a great range of emotions. 
  The abilities attendant to this skill are usable by such a character in situations not 
  covered by the following rules, as are those of the troubadour skill (q.v.). The 
  game master should improvise and allow a courtesan character to use his skill in 
  appropriate instances. If, far instance, the party is at the mercy of a homely witch 
  of indeterminate age, a male courtesan should be able to charm her and at least 
  win his companions’ lives if he plays it right. 
  A courtier is a male courtesan. 
  [97.1] A courtesan must generate a value for his Physical Beauty 
  Characteristic (see 59.5). 
  A courtesan character must pay an additional Experience Point increment of 10% 
  to increase his Rank in the skill when: 
  1. His Manual Dexterity is less than 12; 
  2. His Agility is less than 15; 
  3. His Physical Beauty is less than 15; or 
  4. He is death-aspected. 
  A courtesan character decreases the Experience Point cost to increase his Rank by 
  an increment of 10% when: 
  1. His Agility is greater than 22; 
  2. His Physical Beauty is greater than 20; or 
  3. He is life-aspected. 
  All modifiers are cumulative. 
  [97.2] A courtesan acquires one ability per Rank. 
  The character begins with one of the following abilities at Rank 0. All acquired 
  abilities can be performed skillfully. 
  • 
  Play a woodwind instrument (e.g., flute) 
  • 
  Play a string instrument (e.g., mandolin, lute, etc.) 
  • 
  Sing 
  • 
  Recite stories and legends 
  • 
  Compose stories and legends 
  • 
  Perform mime 
  • 
  Act out skits 
  • 
  Tell jokes 
  • 
  Dance 
  • 
  Dress well (e.g., formally) 
  • 
  Dress seductively 
  • 
  Appear attractive (by other culture’s standards) 
  • 
  Simulate wide range of emotions 
  • 
  Imitate accents 
  A courtesan may gain additional abilities after achieving Rank 10 by the 
  expenditure of 500 Experience Points per ability. 
  [97.3] A courtesan may attempt to seduce a being with whom the 
  courtesan is sexually compatible. 
  The courtesan must arrange a meeting with his intended paramour, either alone or 
  with persons who will not interfere while the courtesan practices his wiles. The 
  game master rolls percentile dice: the courtesan’s base chance of success is equal 
  to the courtesan’s ([Physical Beauty] +[10 x Rank]). The game master then 
  modifies the success chance, dependent on the feelings and condition of the 
  seductee. 
  If the roll is equal to or less than the success percentage, the seductee is 
  infatuated with the courtesan and will retire with the seducer to a more private 
  place. If the roll is greater than the success percentage, the outcome will depend 
  on how great the roll is. A roll close to the success percentage calls for anything 
  from “the body is willing but the spirit needs more convincing” to polite refusal, 
  while a high roll can result in anything from mild embarrassment to the courtesan 
  to violent consequences. 
  Player characters are not bound by the result when a courtesan uses his skill on 
  them. 
  [97.4] A courtesan’s fee for services is dependent upon Rank and 
  gender. 
  A courtesan will receive (25+ [Rank squared]) Silver Pennies for a night’s work. 
  A courtesan will receive (25 +- (Rank +1) squared]) Silver Pennies for the same 
  job. The distaff side will do better at this profession in a male-dominated society. 
  The pay rates are reversed in a matriarchy. 
  A courtesan is expected to charge a lower per diem if hired for consecutive 
  evenings. 
  [97.5] A courtesan’s social position has peculiar advantages and 
  disadvantages. 
  A master courtesan is equally welcome at a royal ball and at the lowest dive in 
  town. At the same time, a courtesan can be prevented from practicing his skill or 
  imprisoned if the local authorities are so inclined. A courtesan should keep in 
  mind that it helps to provide services at a discount or for free and to bribe the 
  right people to ensure freedom of action. 
  [97.6] A courtesan must pay (250+[350 x Rank]) Silver Pennies per 
  year for finery and the props of the trade. 
  A courtesan who does not spend the above amount operates as if he were two 
  Ranks less proficient. If the Rank of a courtesan is reduced to a negative number, 
  the use of the skill is temporarily lost. 
  The above amount does not include extraordinary aids, such as love philters, but 
  does include perfumes and other frippery. 
  98. Healer 
  The life span of one who lives in a fantasy world is considerably longer than that 
  of his medieval counterpart. The disparity in age can be attributed to the presence 
  of healers where mana exists. These partially empathic beings can cure all the 
  physical ills which beset a character during adventure. Healers do not generally 
  make good fighters, since active engagement in combat is usually contrary to the 
  principles of their profession. 
  A healer will charge whatever his client can afford for his lower Ranked abilities. 
  The charge for a miracle (the performance of an ability Rank 8 or greater) will 
  normally exceed 2000 Silver Pennies. 
  [98.1] The abilities which can be used and the Fatigue Points 
  expended when a healer practices his art depend upon his Rank. 
  A healer gains one or more abilities at each Rank he achieves, according to the 
  following schedule: 
  Rank 
  Ability 
  0 
  Empathy 
  1 
  Cure Infection. Disease, Headaches, Fever 
  2 
  Soothe Pain, Prolong Life 
  3 
  Heal Wounds, Transfer Fatigue 
  4 
  Neutralize Poison, Graft Skin 
  5 
  Repair Muscle, Preserve Dead 
  6 
  Repair Bones 
  7 
  Repair Tissues and Organs 
  8 
  Resurrect the Dead 
  9 
  Regenerate Limbs and Joints 
  10 
  Regenerate Trunk, Head and Vital Organs 
  A healer must expend as many Fatigue Points as the Rank at which he acquires 
  an ability he uses (exception: see 98.2, paragraph 2). 
  Example: The regeneration of limbs (a Rank 9 ability) will cost the healer 9 
  Fatigue Points. 
  A healer may use only his empathy ability if he is handless. A healer may use any 
  of his abilities (with the exception of resurrection) upon himself. 
  [98.2] A healer must “lay hands” (place his hands) on a being on 
  whom he is to use any of his abilities but empathy. When he does so, 
  he can automatically detect the surface emotions of the being. he is 
  healing. 
  A being’s surface emotions are those which currently occupy their conscious 
  mind. The game master informs the healer of the general feelings of the being 
  with which he has empathy. 
  Example: A healer lays hands on a comrade who has suffered a Grievous Injury. 
  The game master informs the healer that his comrade feels great pain. If the 
  healer lays hands on an assassin who is feigning injury to lull any suspicion the 
  healer may have, the game master will inform the healer of the assassin’s 
  murderous intent just before he announces the result of the assassin’s attack. 
  A healer may also choose the ability of non-tactile empathy (though this has its 
  disadvantages; see below). A healer with such empathy may attempt to detect the 
  surface emotions of a being no more than (2 x Rank) feet away from him at a cost 
  of 1 Fatigue Point. The healer’s success percentage is equal to his ([Perception] 
  +10 x Rank]) if the other being consents to empathic communication. Subtract 
  twice the being’s Willpower if he Actively Resists (see 47.2) the detection of his 
  surface emotions. 
  If a healer chooses the non-tactile empathy ability, subtract his Rank from his 
  Base Chance to strike in Close Combat, and subtract one-half his Rank in Melee 
  Combat. 
  Example: A healer of Rank 8 would have 8% subtracted from his Base Chance in 
  Close Combat and 4% subtracted in Melee Combat. 
  If a healer only has empathy when laying on hands, subtract one-half his Rank 
  from his Base Chance in Close Combat, and one-fifth in Melee Combat. Round 
  fractions down in all cases. 
  
  PAGE 118 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [98.3] A healer cures fevers and diseases, neutralizes poisons and 
  grafts skin in much the same manner that medicines and antidotes 
  do (see 93.7). 
  When a healer attempts to cure a being of an affliction (i.e., fever, disease, or skin 
  problem), his success percentage is ([15 x Healer’s Rank] +[Patient’s 
  Endurance]). The game master rolls percentile dice: if the roll is less than or 
  equal to the success percentage, the patient is cured. If the roll is greater than the 
  success percentage, the patient subtracts 10 from his next dice-roll to see if he 
  naturally recovers from his affliction (see 24 and 159.2). 
  A healer must spend (30 - [2 x Rank]) minutes to implement any of the abilities 
  covered in this rule. 
  A healer automatically neutralizes the effects of a natural venom. A healer may 
  automatically neutralize the effects of a synthetic poison created by an alchemist 
  of equal or lesser Rank. His success percentage to neutralize a synthetic poison 
  produced by an alchemist of greater Rank than he is equal to (50 - [5 x Difference 
  in Rank])%. 
  A healer does not cure any bodily damage (e.g., Endurance Point loss, broken 
  bones) previous to his laying on hands on the patient with this particular ability 
  (but see 98.8). 
  [98.4] A healer may soothe pain and prolong life. 
  When a healer uses his soothe pain ability, he numbs his patient’s nervous system 
  so that it will not transmit pain sensations to his brain. The ability also has a 
  soporific effect upon the patient, so that he will not inadvertently injure himself 
  while unable to distinguish hurtful actions. The game master may, at his 
  discretion, permit the healer to use this ability as if he had fed or injected his 
  patient with a local or general anesthetic, tranquilizer, etc. The effects of the 
  soothe pain ability last for the healer’s (Rank squared) hours. 
  When a healer uses the prolong life ability, add D10 x ([Healer’s Rank] 
  +[Patient’s Endurance]) days to the life of his patient. A patient’s life may not be 
  prolonged to over three times his natural life. A being with a prolonged life has a 
  reduced chance of resurrection (see 98.7). 
  A healer must spend (60 - [5 x Rank]) seconds to implement the first ability, and 
  a like number of minutes to implement the second. 
  [98.5] A healer can cure Endurance Points and transfer Fatigue 
  Points. 
  When a healer uses the cure wounds (i.e., Endurance Points) ability, the patient is 
  cured of D10+(Rank - 5) Damage Points. 
  When a healer uses the transfer fatigue (points) ability, his patient gains one 
  Fatigue Point for each Fatigue Point the healer expends (above the fatigue cost to 
  use the ability). 
  A being may never have more Fatigue or Endurance Points than the value of the 
  relevant characteristic. Excess points cured by the healer have no effect upon the 
  patient. 
  A healer may not use the cure Endurance Points or transfer Fatigue Points 
  abilities while on the Tactical display (i.e., not while in combat). It requires 
  (11-Rank) minutes each time the healer implements either of these abilities. 
  [98.6] A healer may repair torn, damaged, or broken muscles, bones, 
  tissues and organs. 
  At least one-half of a muscle, bone, or organ to be repaired must remain in the 
  patient’s body if the healer is to use one of these abilities. Tissue may be grown 
  from existing material in or on the patient’s body. The healer must spend (50 - [3 
  x Rank]) hours laying hands on the patient and the body part will be whole again. 
  Generally, these abilities will be used to repair the effects of Grievous Injuries. 
  A healer can act as a cosmetic surgeon. First, he sedates his patient with the 
  soothe pain ability. He then slices and reshapes the skin, muscles, and bones 
  which are deemed unsightly, and makes them whole with the appropriate repair 
  ability. Unless the healer has gained the regeneration abilities (see 98.8), it is best 
  that he work with a healer partner. 
  [98.7] A healer can preserve the body of a dead being in the hopes of 
  having him resurrected. 
  A healer may attempt the resurrection of a being who is no more than (10 x 
  Healer’s Rank) hours dead. However, a healer can suspend the time limit on 
  resurrection by preserving the dead body of a being. Each time a healer uses the 
  preserve dead ability, the body will not “age” for a number of days equal to the 
  healer’s Rank. A healer must lay hands on a dead body for (60 - [5 x Rank]) 
  minutes to preserve it. 
  A healer must have a body part at least the size of a torso to attempt the 
  resurrection of a being. A healer will not succeed if he attempts the resurrection 
  of a living being from a severed body part (there is only one life-force). If a body 
  is completely destroyed (perhaps burned), which prevents the resurrection of the 
  being, that thing may become a revenant. 
  When a healer attempts to use the resurrect the dead ability, the base success 
  percentage is equal to ([8 x Healer’s Rank])+[Patient’s Endurance]). The base 
  percentage is modified as follows: 
  1. Add 5% if the healer is life-aspected; 
  2. Add 5% if the patient is life-aspected; 
  3. Subtract 5% if the healer is death-aspected; 
  4. Subtract 5% if the patient is death-aspected; 
  Subtract 1% for each year (or fraction thereof) the patient’s life has been 
  prolonged; 
  Subtract 1% for each day of regeneration (see 98.8) it would normally require to 
  make the patient’s body whole; 
  Subtract 10% if the patient’s body is whole but suffered Damage Points equal to 
  or greater than twice his Endurance when he died (the patient’s slayer may carve 
  up the body to bring this provision into effect); and 
  Subtract 10% for each unsuccessful resurrection attempt since patient died. 
  The minimum success percentage for resurrection is equal to the Rank of the 
  healer, regardless of the total modifiers. 
  If the roll in D100 is equal to or less than the success percentage, the patient is 
  resurrected with his body whole. His Endurance is decreased by one, though all 
  of his other values remain as before he died. If the roll is greater than the success 
  percentage, the, patient is not resurrected and his Endurance is decreased by one. 
  His body is preserved for one full day after an unsuccessful resurrection attempt. 
  If the roll for resurrection is equal to or greater than (90 +[Healer’s Rank]), the 
  healer has summoned a malignant phantasm, rather than his patient’s life-force. 
  The phantasm will drain some power from the healer, reducing his Endurance 
  value by D10-5 (minimum of 1). The phantasm will then return to the 
  netherworld. 
  When a being’s Endurance Value is reduced to zero or less, that being may no 
  longer be resurrected. Presumably, what remains of his life-essence is absorbed 
  by one of the Great Powers. 
  A dead character may take no action with his body. An Adept may compel his 
  body to speak by spell, and his life-force may be placed in another body. which 
  the player would then control. 
  If a character’s life-force is placed in another’s body, he retains any magical 
  abilities; his skill Ranks are halved (rounding down), his combat abilities are 
  those of the previous inhabitant of the body. The temporary union of life-force 
  and body uses the value of the body’s first four characteristics, and the value of 
  the life-force’s characteristics for the remainder. 
  [98.8] A healer can regenerate every portion of a being’s body. 
  A being’s vital organs are his heart, liver, stomach, small and large intestines, 
  kidneys, genitals, brain, and eyes. A healer must spend (15 - [Rank]) days 
  regenerating each vital organ (i.e., creating a new one). A regenerated vital organ 
  will immediately begin to function if enough of the rest of the being’s body is in 
  working order. Otherwise, the vital orphan will be dormant until the healer can 
  repair or regenerate the necessary body parts. 
  If a portion of the body has been severed, or there is a hole in a being’s anatomy, 
  the game master measures the body part of the player which corresponds to that 
  which is missing from the character’s body. The healer will require a number of 
  days to regenerate the character’s missing body part equal to the measurement in 
  inches of the player’s corresponding part. The character’s race does not affect the 
  time requirement; the circulatory system regenerates at a constant rate for every 
  race. 
  Example: A character’s arm has been severed at the shoulder. His player’s arm 
  measures 24 inches. The healer can regenerate the character’s arm in 24 (not 
  necessarily consecutive) days. 
  [98.9] A healer can manufacture certain potions in conjunction with 
  an alchemist (see 50). 
  Potion 
  Base Value 
  Cure Disease 
  600 
  Cure Fever 
  600 
  (Graft) Skin Salve 
  650 
  Neutralize Poison (specify Type) 
  700 
  Cure Endurance Points 
  1500 
  Prolong Life 
  2500 
  99. Mechanician 
  Quite sophisticated devices can be engineered without the aid of modern power 
  sources and techniques. A mechanician’s most complex products will involve 
  pulley-, hydraulic-, or spring-based motor systems, which cause the operation of 
  well-greased moving parts. The mechanician is most often called on to devise 
  locks and traps to foil the best efforts of thieves. His second most popular line 
  includes mechanisms for domestic use (e.g., windmills). 
  Mechanicians often build complex, sometimes non-functional inventions. This is, 
  in part, due to the prevailing view that mechanical gadgets are less efficient than 
  magic at all but the simplest jobs. Thus, the job of mechanician is regarded more 
  as an art than a skill. 
  A mechanician must know how to read and write in one language at Rank 6 if he 
  wishes to advance beyond Rank 0. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 119 
  [99.1] A mechanician’s progress in his skill is inhibited by a low 
  Manual Dexterity value, and aided by a high value in that 
  characteristic. 
  A mechanician character must pay an additional Experience Point increment of 
  10% to increase his Rank if his Manual Dexterity value is less than 15. Such a 
  character decreases his Experience Point cost to in- crease his Rank by an 
  increment of 10% if his Manual Dexterity value is greater than 29. 
  [99.2] A mechanician can build increasingly sophisticated traps as 
  his Rank increases. 
  The difficulty of removing a trap is determined by its Rank. A mechanician may 
  build a trap of up to his current Rank. The mechanician must spend (25 - [2 x 
  Mechanician’s Rank]) hours and at least (125 x Trap’s Rank) Silver Pennies to 
  build a trap. The cost in Silver Pennies is just for the physical framework of the 
  trap; if the trap is coated with poison, filled with an explosive, etc., the 
  mechanician must pay for that material. 
  If a being fails to remove a trap, he has triggered it. 
  1. If it is a physical trap, the being suffers D10+ [Trap’s Rank] Damage Points. If 
  the trap is poisoned, coated with acid, etc., the being will suffer additional 
  damage. 
  2. If it is an explosive trap, it will release its contents in a (10+ [Trap’s Rank]) 
  foot-long cone. The base of the cone will be (Trap’s Rank) feet across. The hands 
  of the being who attempts to de-trap it must be in the cone. An explosive usually 
  consists of a gas, or something on the order of Greek Fire. 
  3. If it is a magical trap (see 99.3), the stored spell is cast upon the being who 
  triggered the trap. The spell is successful unless backfire occurs. 
  Once a trap is triggered, it cannot again be detonated until reset by a mechanician 
  whose Rank is at least equal to that of the trap. A mechanician must spend (12- 
  [Mechanician’s Rank]) hours to reset a trap. The only outlay he must make in 
  Silver Pennies is to replace the contents. It is assumed that any repairs necessary 
  are made when a trap is reset. 
  A mechanician cannot construct a trap of Rank 0. 
  [99.3] A mechanician can construct a magical trap, in which an 
  Adept can store a spell. 
  The mechanician first must construct a Ranked trap. He then silvers and enchants 
  it in conjunction with the mage, at a cost of (100x Spell Rank) additional Silver 
  Pennies. The Adept must employ Ritual Magic for ([Spell Rank +10] 
  -[Mechanician’s Rank]) hours. The spell is stored in the trap, unless backfire 
  occurs. 
  When a magical trap is triggered, the game master rolls percentile dice. If the roll 
  is less than the Adept’s chance of backfire at the time the trap was enchanted, the 
  being who triggered the trap may only try to Resist (the spell). If the roll is within 
  the backfire range, the silver on the trap transmutes to slag. 
  [99.4] A mechanician may construct a lock or a safe of up to his 
  Rank. 
  A mechanician must spend (330 - [30 x Mechanician’s Rank]) minutes and (25x 
  Lock’s Rank) Silver Pennies to construct a lock. A mechanician must spend (15 - 
  Mechanician’s Rank] days and (100 x Safe’s Rank) Silver Pennies to build a safe. 
  A mechanician may store up to one-fifth his Rank (round up) traps on or adjacent 
  to a lock. A mechanician may store up to one- half his Rank (round up) traps on 
  or adjacent to the lock mechanism of a safe. A trap which is on or adjacent to a 
  lock is automatically triggered it not de-trapped before a lock or safe is open. 
  [99.5] A mechanician may earn (25 +[10 x Rank]) Silver Pennies per 
  day for building or supervising the construction of domestic devices. 
  Domestic goods will usually be mundane products on the order of children’s toys, 
  mechanical scythes, pulley lifts, and so on. The mechanician must either establish 
  himself in a town or promote his products for few days if he wishes to be 
  supplied with work. 
  [99.6] The game master may, at his discretion, allow a mechanician 
  character to construct devices of use on adventures 
  Under no circumstances may a mechanician build post-Renaissance weaponry. 
  [99.7] A mechanician can remove his own trap, open his own lock or 
  safe without disturbing or harming his device in (12-Rank) minutes. 
  A spy or thief (see 61) is able to do the same to the constructs of others. 
  [99.8] A mechanician must pay (150 +[150 x Rank]) Silver Pennies 
  per year to supply himself with a tool kit, raw materials, and an 
  area in which to work. 
  A mechanician who does not spend the above amount operates as if he were two 
  Ranks less proficient. If the Rank of a mechanician is reduced to a negative 
  number, the use of the skill is temporarily lost. 
  100. Merchant 
  Since adventurers are highly talented individuals who often risk their lives, and a 
  person is usually compensated for the value of the work they do, the player 
  characters will fare better than most economically. A merchant character, blessed 
  with the ability to earn even more Silver Pennies, has the best of all worlds. Their 
  business acumen enables them to command a stiff price for those goods they 
  vend, and to acquire that which they covet at bargain rates. The merchant is not 
  often fooled in monetary matters, for them can be an expert in evaluating the 
  worth of rare and costly goods. 
  The economies of most DragonQuest worlds do not promote the growth of 
  capitalism. Basically, the nobility has a vested interest in all rural lands, which 
  comprise the vast majority of human-settled areas. An ambitious, dynamic 
  merchant could perhaps own the entirety of a large town, but it is quite likely that 
  a jealous duke or prince would twist the king’s justice to break the merchant’s 
  power. Therefore, it behooves a merchant to cultivate powerful allies when their 
  holdings burgeon. 
  A merchant must be able to read and write in at least three languages at Rank 6 to 
  use their assaying ability. 
  [100.1] The merchant’s ability to buy and sell a particular item is 
  dependent upon its type. 
  Any item will be classified as one of three types: common, uncommon, and rare 
  or costly. Items listed on the Basic Goods Cost List (see 155.4) are of the 
  common type. Jewelry set with semi-precious stones, spices from another 
  continent, and fine paintings are examples of the uncommon type. Rare and 
  costly items include magic-invested objects, diamonds, roc’s eggs, giant slaves, 
  etc. The game master must classify each item with which a merchant wishes to 
  deal. 
  [100.2] A merchant can buy items at a cost cheaper than the asking 
  price. 
  Item Type 
  Discount to Merchant 
  Common 
  [5 x Rank]% 
  Uncommon 
  [2 x Rank]% 
  Costly or Rare 
  [1 x Rank]% 
  If the game master is actively playing the role of the seller, or another player is 
  the seller, the merchant must do their own haggling. There will also be those 
  items that the vendor cannot afford to sell at the usual discount to the merchant. 
  The game master should use their discretion here. 
  [100.3] A merchant may mark up the price of an uncommon or rare 
  item. 
  A merchant can gain (1.5 x Rank)% above the value of an uncommon item they 
  are selling. They can gain (0.5 x Rank)% above the value of a costly or rare item 
  they are selling. Again, the proviso at the end of 100.3 holds true. 
  [100.4] A merchant can assay an item to determine its exact worth. 
  The player characters will generally receive a fair quote on the price of basic 
  goods, but must accept the word of the being with whom they are dealing when 
  conducting a transaction involving uncommon, rare or costly items. The odds of 
  the player characters being billed increase as they venture forth from their native 
  land(s). However, if a merchant is amongst them, they can assay the value of any 
  item after (11 - Rank) minutes. 
  The success percentage for assaying a common item is equal to the merchant’s 
  ([Perception] +[12 x Rank])%, to assay an uncommon item equal to ([Perception 
  +[9 x Rank])%, and to assay a rare or costly item equal to ([Perception] +[6 x 
  Rank])%. If the game master’s roll is equal to or less than the success 
  percentages, the merchant character is told the exact value of the item in 
  question. If the roll is greater than the success percentage, the game master’s 
  quote increasingly diverges from reality as the result approaches 100. If the result 
  is odd, the quote is below the actual asking price; if even, it is above. 
  [100.5] A merchant character may use their skill to affect 
  transactions involving up to (250 - [50 x Rank Squared]) Silver 
  Pennies per month, or a single transaction of any amount. 
  The merchant must buy and sell at the asking price for any transactions over their 
  monthly limit. 
  [100.6] A merchant can specialize in a specific category of item 
  assaying every time they achieve a positive Rank divisible by three. 
  The merchant chooses their specialty from the following list (and any the game 
  master should add): 
  1. Ancient Writings 
  2. Antiques 
  3. Archeological Finds 
  4. Art 
  5. Books 
  6. Gems 
  7. Jewelry 
  8. Land 
  9. Magic-Invested Items 
  10. Monster and Animal Products (e.g., furs, eggs) 
  11. Precious Metals 
  12. Slaves 
  When a merchant assays an item of a category in which they specialize, they add 
  (2 x Rank)% to their success percentages. It is possible for a merchant to attain a 
  100% chance of accurately pricing a specialty item (exception to 91.4). 
  
  PAGE 120 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  If a merchant wishes to add a new specialty after they attain Rank 10, they must 
  expend 1500 Experience Points per specialty. 
  [100.7] A merchant must spend (15+[5 x Rank]) Silver Pennies per 
  week to keep up appearances, and (100 +[175 x Rank]) Silver 
  Pennies per year to buy assaying reference works. 
  If the merchant fails to spend the former amount, they operate as if they were two 
  Ranks less proficient for a full month. If they do not spend the latter amount, they 
  operate as if they were four Ranks less proficient when conducting an assayal 
  (though they retain all specialties). If their Rank is reduced to a negative number 
  they temporarily lose the merchant ability. 
  101. Military Scientist 
  A military scientist can capably lead an increasing number of men as he improves 
  their skill. He can prevent their men from fleeing after he has gained their 
  confidence. The main ability of a military scientist is to anticipate and react to 
  enemy maneuvers quickly because of their knowledge of tactics. 
  It is difficult for a commander to remain in communication with their 
  sub-commanders during a large battle. Traditionally, when an army exceeded 
  1500 men, the commander-in-chief would divide their forces into a centre, left, 
  and right flank. Once the fray begins in earnest, the din, dust clouds, and general 
  confusion effectively isolates the commander from all but the troops immediately 
  in front of him. Magic, of course, can abate this problem. However, any magic 
  used to facilitate communications will not aid the troops in the field. Usually, the 
  best tactic is to devote magic to the combat proper except when a critical message 
  must be relayed. If this is the case, the outcome of the battle depends largely on 
  the efforts of the individual sub-commanders. 
  A military scientist must he able to read and write in one language at Rank 6 if he 
  wishes to advance beyond Rank 2. 
  [101.1] A military scientist can lead (15 +[Rank squared] +[4 x 
  Willpower]) troops effectively in battle. 
  Any being may attempt to lead an unlimited number of troops in battle. However, 
  any troops beyond a being’s effective limit (assuming he is a military scientist) 
  will usually become disorganized in the midst of battle. Generally, disorganized 
  troops will be left to their own initiative, and the individual solder is unlikely to 
  be able to coordinate with their fellows left to their own devices. 
  A military scientist can form a personal guard. After drilling for (12-Rank) 
  months, or being in combat for a like number of weeks, the military scientist 
  forms a personal guard of up to ([Willpower/2] +[Social Status/4]) knights and 
  (20 +[2 x Willpower]+[Social Status/3]) troops. These troops will be steadfastly 
  loyal to him, so he gains (2 x Rank)% above and beyond their normal success 
  percentage when commanding only their personal guard. A personal guard will 
  follow all rational commands from its leader (i.e., the military scientist) in all but 
  stress situations. 
  [101.2] A military scientist can rally beings with whom he has 
  drilled or adventured to prevent them from fleeing battle. 
  A military scientist must either have shared one adventure with or drilled for 
  (12-Rank) weeks with any being who he will attempt to rally. The military 
  scientist may not attempt to rally a being who has fled for over 30 +[5 x Military 
  Scientist’s Rank] seconds. 
  The military scientist must declare how many beings he wishes to rally during 
  one round. If he is on the Tactical Display, he must take a Pass action. His 
  success percentage is his ([Willpower] +[10 x Rank]-[Number of Beings])%. If 
  the game master’s roll on percentile dice is less than or equal to the success 
  percentage, the beings cease to flee and will advance against the foe beginning 
  next round (unless seriously injured, in which case they will hold a position a 
  safe distance away from the nearest enemy being). If the roll is greater than the 
  success percentage, the beings continue to flee. 
  The success percentage is decreased by 25% for each time a military scientist 
  fails to rally a being(s) during one battle. If more than one military scientist is 
  attempting to rally the same being, the highest success percentage of all is used, 
  and the Ranks of the remaining military scientist(s) is added to that percentage. 
  A player must choose before the game master rolls percentile dice whether he 
  wishes his character to be affected by a military scientist rally attempt. 
  [101.3] A military scientist can sometimes perceive the tactics 
  employed by his enemy before they are put to use. 
  When a military scientist attempts to use his Perceive Tactics ability, his success 
  percentage is his ([Perception] +[9 x Rank])%. The game master rolls D100; if 
  his roll is equal to or less than the success percentage, he informs the player of 
  the military scientist character of the enemy’s plan in general terms. If the roll is 
  greater than the success percentage but less than the success percentage plus (2 x 
  Rank), the military scientist is unsure of the enemy plan. If the roll is greater than 
  or equal to the success percentage plus (2 x Rank), the game master misleads the 
  military scientist, with the information becoming completely false as the roll 
  approaches 100. 
  The military scientist character must take a Pass action to use his perceive tactics 
  ability in combat. 
  [101.4] A military scientist may add his Rank to the initiative die roll 
  in combat. 
  This addition to the initiative die roll occurs only if the character is the Leader, 
  not Stunned or otherwise incapacitated, or engaged in Melee or Close combat. 
  [101.5] The player of a military scientist character may use more 
  time to plan his character’s (and companions) actions when engaged 
  in combat on the Tactical Display. 
  Normally, the games master will not allow the players any time to plan their 
  actions between or during rounds. However, the player of a military scientist 
  character can request a break period of (20 +[10 x Rank]) seconds between each 
  and every round. 
  No more than one military scientist character may use this ability per round. 
  [101.6] A military scientist can temporarily increase the Willpower 
  value of the beings he leads. 
  A military scientist may increase the Willpower value of all beings that he leads 
  by one-half his Rank (rounded down) as long as he takes a Pass action every 
  second round. If the military scientist character is stunned or wounded during a 
  round, his followers lose the Willpower bonus until he can Pass unmolested 
  again. 
  [101.7] A military scientist must spend (50+[50 x Rank]) Silver 
  Pennies per year to supply himself with texts on strategy and tactics. 
  If the military scientist fails to spend the above sum, he operates as if he were one 
  Rank less proficient. If he is at Rank 0, he loses his perceive tactics ability. 
  102. Navigator 
  The art of piloting a sea-going vessel and that of ascertaining one’s location are 
  inextricably linked. Humanoids must venture across the waters in awkward ships, 
  and are unable to survive immersion in the sea except for relatively short periods 
  of time. Yet there are many beings who dwell beneath the surface of the ocean, 
  and it is profitable for land-bound peoples to engage in commerce with them. 
  Adventurers, with the assistance of an Adept, will probably choose to try to 
  despoil some of the treasures of the deep. 
  A navigator can manage ships of increasing size as he becomes more 
  experienced. There is a limit to the size of ships constructed, because of their 
  relative fragility (sea-creatures are wont to destroy those vessels they consider 
  overly large). The navigator’s other chief ability allows him to locate directions 
  with instruments and read maps. 
  [102.1] A navigator can determine all compass directions if he can 
  view the stars. 
  If the night is cloudy, or during the day, the navigator’s chance of correctly 
  locating the compass direction is equal to (25 +[7 x Rank])%. If the roll is less 
  than or equal to the success percentage, the navigator has an exact reading on the 
  compass directions. If the roll is greater than the success percentage, his reading 
  is off by one degree for each percentage point by which he exceeds his success 
  percentage (the game master must decide in which direction the error is made). 
  [102.2] A navigator may always determine the compass direction of 
  a landmark relative to his position. 
  A landmark is defined as any object which can be seen or to which a being can 
  precisely point (presumably by either instinct or magic). A navigator may also 
  judge the distance between his position and a landmark if he can see it. His 
  success percentage to precisely gauge the distance is equal to his (Perception 
  +[10 x Rank]). If the game master’s percentile roll is less than or equal to the 
  success percentage, the navigator character is informed of the correct distance. 
  When the roll exceeds the success percentage, the measurement is off by a 
  percentage equal to the difference between the success percentage and the roll 
  (the game master must decide whether long or short). 
  [102.3] A navigator can read a map if he can relate his physical 
  surroundings to the symbols on that map. 
  If a navigator tries to read a map which is of the area in which he is presently 
  located or is of an area with which he is quite familiar, his success percentage is 
  equal to ([2 x Perception +[8 x Rank])%. If the game master’s roll on percentile 
  dice is less than or equal to the success percentage, the navigator is told the 
  orientation of the map (and his position, as near as can be estimated). If the roll is 
  between the success percentage and ([4 x Perception] +[10 x Rank])%, the 
  navigator is baffled by the map. If the roll is greater than or equal to the second 
  percentage, the navigator character is given false information by the game master. 
  [102.4] A navigator can competently pilot a ship of up to (25 +[25 x 
  Rank]) feet in length. 
  A competent pilot of ship has a negligible chance of damaging or sinking a ship 
  when faced with normal weather and sea conditions. When a ship is not steered 
  by a competent pilot, it is in very real danger of experiencing an accident in 
  choppy seas or during a storm. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 121 
  [102.5] A navigator can consistently maintain a ship’s speed at 
  (50+[5 x Rank])% of its optimum speed. 
  If the ship is under crewed, the optimum speed is calculated for the ship with its 
  current crew complement. 
  [102.6] A navigator can predict weather at sea with a 
  ([Perception]+[5 x Rank])% chance of accuracy. 
  The game master rolls percentile dice; if the roll is equal to or less than the 
  success percentage, a navigator can correctly predict the weather for the 
  following (4 +[2 x Rank) hours. If the roll is greater than the success percentage, 
  the .navigator’s version of the upcoming weather becomes more and more 
  inaccurate as the roll approaches 100. 
  [102.7] A navigator can sometimes recognize non-magical danger at 
  sea before subjecting his ship to it. 
  A navigator’s success percentage to use his perceive danger ability is ([3 x 
  Perception]+[7 x Rank])%. If the game master’s roll is equal to or less than half 
  the success percentage (rounded down), the game master informs the navigator 
  character of the precise danger his ship is facing. If the roll is between one-half 
  and the full success percentage, the navigator intuitively senses the direction and 
  distance of the danger. If the roll is greater than the success percentage, the 
  navigator is unaware of impending doom. 
  [102.8] A navigator must spend (250 +[25 x Rank]) Silver Pennies 
  per year to maintain the best directional equipment and nautical 
  charts he can use. 
  If the navigator fails to spend the above sum, he operates as if he is two Ranks 
  less proficient. If his Rank is reduced to a negative number, he temporarily loses 
  the use of the skill. 
  103. Ranger 
  A few hardy souls, known as rangers, are trained to survive unequipped in 
  wilderness environments. A ranger develops an instinctive sense of direction. He 
  will become extremely sensitive to signs of intrusion by humanoids, and so will 
  become an expert tracker and recognizer of ambushes. The ranger is 
  knowledgeable in herbalist lore, which allows him to distinguish the properties of 
  plants. A ranger will become comfortable with one particular environment, and 
  will operate best there. 
  [103.1] A ranger acquires a “bump” of direction as he increases his 
  Rank. 
  A ranger instinctively knows the relationship of each of the cardinal directions (of 
  the compass) to each other. He is able to pinpoint true north to within (10 - Rank) 
  degrees. A ranger can also estimate the distance he has travelled overland to 
  within (90+Rank)% accuracy. The maximum amount of travel which can be 
  estimated by a ranger is (1 +Rank) consecutive weeks worth (see 157.4). A check 
  must be made to determine the accuracy of the Ranger’s estimate each time he 
  reaches his time limit. Both the above rules are exceptions to rule 91.4. 
  If a ranger is lost or wishes to travel out of a wilderness by a direction other than 
  that by which he carne, his success percentage to discover the shortest route out 
  is ([2 x Perception] +[7 x Rank])%. The game master rolls percentile dice, and if 
  the roll is equal to or less than the success percentage, the ranger character 
  chooses the quickest route. If the roll is between one and two times the success 
  percentage, the ranger is unsure of which direction to go, and may check again in 
  (12 - Rank) hours. If the roll is equal to or greater than twice the success 
  percentage, the ranger has decided upon a random direction as the best. 
  [103.2] A ranger can sometimes recognize an ambush in a natural 
  setting before he (or a fellow party member) blunders into it. 
  A ranger has a ([3 x Perception]+[5 x Rank])% chance to detect an ambush or 
  trap before he steps into it. Subtract 5% per Rank of the thief or ranger who set 
  the trap or ambush from the success percentage. 
  [103.3] A ranger can attempt to track the progress of land bound 
  beings through certain types of terrain. 
  A ranger may only try to track somebody through terrain which will show traces 
  of passage. For example, a human in armour can be tracked through underbrush, 
  but not across a mountain normally. 
  A ranger’s success percentage to track, assuming that his quarry has attempted to 
  obscure signs of his passage, is ([Perception]+[6 x Rank])%. The percentage is 
  doubled if the quarry did not attempt to cover their tracks; it is decreased by four 
  times the Rank of a ranger who used his craft in covering the tracks. If the game 
  master’s roll on percentile dice is equal to or less than the success percentage, the 
  ranger may track his quarry as far as the spoor goes. If the roll is greater than the 
  success percentage, the ranger loses the trail an appreciable distance before he 
  could run his quarry to ground. 
  If a quarry’s tracks can weather the passage of time; a ranger may trace tracks of 
  up to (2+[Rank Squared]) days ago. 
  [103.4] A ranger can usually recognize the effect a particular plant 
  or animal product will have upon a humanoid. 
  A ranger can always recognize a common animal or plant product (e.g., pine 
  cones, deer meat). When a ranger tries to determine the use of a less common 
  animal or plant product, his success percentage is equal to ([Perception] +[10 x 
  Rank])%. If the game master’s roll on percentile dice is equal to or less than the 
  success percentage, the ranger discovers the properties of the substance under 
  analysis. If the roll is between one and two times the success percentage, the 
  ranger is unsure of the substance’s use. If the roll is equal to or greater than twice 
  the success percentage, the ranger mistakenly identifies the substance as 
  something else which it could appear to be. 
  [103.5] A ranger can forage for curative plants in a woods habitat. 
  If a ranger spends a full day (about 12 hours) foraging in a woods area, he may 
  do one of the following: 
  1. Cure disease 
  2. Cure fever 
  3. Salve skin irritations 
  4. Restore lost Endurance Points 
  The herbs gathered by the ranger will, when applied to his patient for (12-Rank) 
  minutes, cure as if he were a healer of his ranger Rank (see 98.3 and 98.5). 
  [103.6] A ranger can specialize in one particular environment. 
  When a ranger achieves Rank 2, he may choose one of the environments listed in 
  131.1 as his specialty. When a ranger performs an ability in the environment of 
  his specialty, he gains (2 x Rank)% to his success percentage. 
  A ranger may not specialize in more than one environment. 
  [103.7] A ranger may increase the chance of a favourable reaction 
  (see 132.) when encountering an animal in the environment of his 
  specialty. 
  The reaction dice roll is increased by two for every Rank the ranger has achieved. 
  The ranger forfeits this bonus if he (or any accompanying party member) takes 
  hostile action towards the beast. 
  104. Spy and Thief 
  The spy and the thief practice their trades covertly, in order to avail themselves of 
  the well-guarded wealth of the powerful. The spy represents himself as one 
  worthy of their victim’s trust to gain access to valuable information. They will 
  continue their impersonation until the victim is sucked dry of everything of value 
  or until the spy is discovered. The thief has a more prosaic task to accomplish: for 
  (hopefully) undisturbed removal of property from a supposedly secure place of 
  storage. A thief usually seeks monetary rewards for their efforts, and will 
  cultivate contacts in the underworld of their area of operations. These contacts 
  will enable them to discover where the choicest items are stored, and aid them in 
  disposing of their ill-gotten gains. 
  If a spy or thief character wishes to use their skill while not accompanied by the 
  rest of the party, the game master should run a solo adventure (unless the task the 
  spy or thief sets himself is very easy). A thief who is caught in the act of burglary 
  is liable to the stiff penalties of medieval times: a hand is removed for the first 
  (known) offense, a second time merits the removal of the other hand or the eye 
  opposite the missing hand, with a greater degree of dismemberment for each 
  succeeding offense. A spy had best not be captured after discovery: the traditional 
  punishment for an exposed spy was to draw and quarter the prisoner. 
  The abilities of the thief and spy are similar, but the two are separate skills. A 
  thief must be able to read and write in one language at Rank 3 if he wishes to 
  advance beyond Rank 3; a spy must be able to read and write in one language at 
  Rank 4 if he wishes to advance beyond Rank 2. 
  When a character is both a spy and a thief, his player may use the better of the 
  two percentages to perform a given ability. 
  [104.1] If a character’s Rank as a spy is greater than his Rank as a 
  thief, the character expends one-half the necessary Experience 
  Points to acquire or improve the latter skill. 
  The reverse is also true. 
  [104.2] A spy or thief can pick locks or open safes with the aid of 
  their tools. 
  The time a spy must spend to implement their pick lock ability is (240-[20 x 
  Rank]) seconds, and (30-[2 x Rank]) minutes to use their open safe ability. A thief 
  requires half the time listed to perform either ability. 
  If the game master’s roll on percentile dice is equal to or less than the success 
  percentage, the spy or thief has opened the safe or picked the lock. If the roll is 
  greater than the success percentage, the safe or lock resists the spy’s or thief’s 
  best efforts. If any trap remains in place when a spy or thief attempts to open a 
  safe or pick a lock, it is triggered by that action. 
  For Spy to Pick Lock: 
  ([Manual Dexterity] +[4 x Rank]-[6 x Lock Rank]) 
  For Thief to Pick Lock: 
  ([2 x Manual Dexterity] +[6x Rank]-[6 x Lock Rank]) 
  
  PAGE 122 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  For Spy to Open Safe: 
  ([Manual Dexterity] +[3 x Rank]-[7 x Safe Rank]) 
  For Thief to Open Safe: 
  ([2 x Manual Dexterity] +[5 x Rank]-[7 x Safe Rank]) 
  [104.3] A spy or thief can attempt to detect traps and, should the spy 
  or thief succeed, can try to remove them. 
  A spy or thief can make one attempt to detect traps (which requires 10 seconds) 
  in a particular location per day. A spy must spend (24 - [2 x Rank]) minutes to use 
  their remove trap ability, while a thief requires half that time. 
  The game master must make one percentile roll for each trap to see if the spy or 
  thief detects it. If the roll is less than or equal to the success percentage, the spy 
  or thief notices the location of the trap. lf the roll is above the success percentage, 
  they remain blissfully unaware of the trap’s presence. 
  For Spy to Detect Trap: 
  ([2 x Perception] +[7 x Rank]) 
  For Thief to Detect Trap: 
  ([Perception] +[11 x Rank]) 
  For Spy to Remove Trap: 
  ([Manual Dexterity] +[7 x Rank] -[5 x Trap Rank]) 
  For Thief to Remove Trap: 
  ([2 x Manual Dexterity] +[11 x Rank] -[5 x Trap Rank]) 
  When a spy or thief attempts to remove a trap, the game master rolls percentile 
  dice. If the roll is less than or equal to the success percentage, the spy or thief has 
  removed the trap without triggering it. lf the spy or thief has a trap container (see 
  104.9), he may store the removed trap. If the game master’s roll is greater than 
  the success percentage, the trap is triggered (see 100.2). 
  [104.4] A spy or thief can sometimes detect a secret or hidden 
  aperture. 
  Any character can try to find a secret or hidden aperture if they spend time 
  sounding and searching the appropriate wall, floor, or ceiling. 
  A spy or a thief has a ([2 x Perception] +[5 x Rank])% chance of noticing that a 
  secret or hidden aperture is within (5 +Rank) feet of them. 
  If the game master’s roll on percentile dice is equal to or less than the success 
  percentage, the spy or thief character senses that at least one hidden or secret 
  door is in their detection area (but is not told how many). If the roll is greater than 
  the success percentage, the spy or thief does not notice the aperture(s). 
  [104.5] A spy or thief can attempt to pick the pocket of another 
  being without being detected. 
  A spy or thief has a base success percentage equal to ([3 x Manual Dexterity] +[6 
  x Rank])% to pickpocket a being. The following modifiers are applied to the 
  success percentage: 
  The victim is unconscious 
  +50% 
  The victim is sleeping or stunned 
  +25% 
  The victim cannot see well in current circumstances (e.g., 
  human at night) 
  +10% 
  The victim is inebriated 
  +5% 
  The pickpocket attempt is made in an uncrowded area and 
  the victim has at least a slight suspicion of the spy or thief’s 
  intentions 
  -15% 
  The object to be pickpocketed is in a sealed pocket, pouch or 
  compartment 
  -20% 
  The object to be pickpocketed is affixed to the victim’s 
  person or is something used constantly during the day by the 
  victim 
  -30% 
  The object makes noise when moved 
  -25% 
  The victim wears metal armour or garments 
  -5% 
  The victim is an assassin thief or spy 
  Subtract (5 x 
  Victim’s Rank)% 
  It is assumed that the spy or thief attempting to pickpocket is not handicapped by 
  their physical condition; if they are, the game master should modify the success 
  percentage accordingly. 
  If the game master’s roll on percentile dice is equal to or less than the success 
  percentage, the spy or thief filches the object desired without their victim 
  noticing. If the roll is between one and two times the success percentage, the spy 
  or thief is detected by the victim just after the object has been removed from its 
  storage place. If the roll is equal to or greater than twice the success percentage, 
  the spy or thief is caught with their hand in the victim’s pocket. 
  [104.6] A spy or a thief will develop a photographic memory as they 
  gain experience. 
  A spy’s success percentage to employ their photographic memory ability is ([2 x 
  Percep-tion] +[12 x Rank])%. A thief’s success percentage is ([Perception] +[10 
  x Rank])%. A spy or thief can use the ability without error for up to (1 +[1 x 
  Rank]) days. When a spy or thief uses the ability after the error-free time limit is 
  expired, reduce their Rank for success percentage calculation (only) by one for 
  each day over that time limit. 
  If the game master’s roll on percentile dice is equal to or less than the success 
  percentage, the spy or thief can recall visual details, such as those of a room or a 
  piece of parchment, etc. if they observed it for the requisite length of time. A spy 
  must have observed the object in question for (120 - [10 x Rank]) seconds to use 
  the ability, and the thief must have spent twice that time. If the roll is greater than 
  the success percentage, the spy’s or thief’s memory has more and more gaps in it 
  as the roll approaches 100. 
  A spy or thief tests their photographic memory ability whenever they try to 
  verbally describe an object or place, whenever they call on their memory to gain 
  a mental image of the object or place, or whenever they record it in writing. If a 
  spy or thief fails to recall an object or place once, they cannot use the ability 
  again to try to recall the image of that object or place unless they have sine 
  returned to it. 
  [104.7] A spy increases their chance of performing an activity 
  involving stealth (see 157.3) by 2% per Rank they have achieved; a 
  thief increases their chance to perform stealth-related action by 1% 
  per Rank. 
  [104.8] A spy or thief acquires an ability unique to their skill. 
  A spy may use their photographic memory ability to recall spoken phrases. Even 
  if a spy does not know the language used, they can reproduce the phrases 
  phonetically. Additionally, when a spy concentrates for (60 - [5 x Rank]) seconds, 
  they can extend their range of vision and hearing to (100 +[5 x Rank])% of what 
  it normally is. 
  A thief can, as long as they can find a purchase sufficient to bear their weight, 
  climb any structure. Their success chance when climbing on a structure not made 
  for that purpose is ([4 x Manual Dexterity]+[10 x Rank] -[Structure Height in 
  Feet /10])%. Round the structure height down. If the game master’s roll is greater 
  than the success percentage, the thief has fallen in climbing the structure. To 
  determine the height at which the thief falls, roll D100. Round the number off to 
  the nearest 10% (a roll of 5 is rounded down), and multiply the height the thief 
  sought to attain by that percentage. A thief suffers ([Height in Feet /10] Squared) 
  Endurance Points when they fall. 
  [104.9] A spy or thief must spend (250 +[150 x Rank]) Silver Pennies 
  per year to maintain a proper set of thieving equipment. 
  A spy or thief who does not spend the above amount operates as if he were two 
  Ranks less proficient when performing any of the abilities described in 104.2, 
  104.3, and 6l.5. If their Rank for these abilities is temporarily reduced to a 
  negative number, they cannot perform them until they meet expenses. 
  The above cost does not include any trap containers (see the Basic Goods Cost 
  List, 158.4) that the spy or thief may wish to purchase 
  105. Troubadour 
  In a DragonQuest world, a minstrel who wishes to be welcome for his 
  entertainment abilities during his travels is known as a troubadour. 
  A troubadour becomes a multi-talented performer as he increases his experience 
  in the field. The troubadour is also a student of the people he visits, and is as 
  knowledgeable as a scholar in the matter of customs. A troubadour, being a 
  skilled actor, can also be a master of disguise. The most useful ability a 
  troubadour will gain is his bardic voice, which enables him to influence the 
  actions of all but the deaf. 
  The abilities subsumed in the troubadour rules are usable by such a character in 
  situations not explicitly covered in the next few pages. The game master should 
  improvise and allow a troubadour character to use his skill in appropriate 
  instances. 
  [105.1] A troubadour acquires one ability per Rank. 
  The character begins with one of the following abilities at Rank 0. All acquired 
  abilities can be performed skillfully. 
  1. Play the instrument of the player’s choice. The character must acquire this 
  ability anew for each separate instrument he wishes to use. 
  2. Sing or chant. 
  3. Recite stories and legends. 
  4. Compose stories and legends. 
  5. Perform mime. 
  6. Mimic speech. 
  7. Act out skits or parody. 
  8. Tell and compose jokes. 
  9. Dance (especially folk dance). 
  10. Dress appropriately to all situations. 
  11. Simulate wide range of emotions. 
  12. Execute acrobatics. 
  13. Amuse small children. 
  14. Amuse semi-intelligent creatures. 
  15. Appear attractive. 
  A troubadour may gain additional abilities after achieving Rank 10 by the 
  expenditure of 500 Experience Points per ability. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 123 
  [105.2] A troubadour’s chance of successfully performing minor 
  magic (see 4.2) is increased by 2 per Rank. 
  [105.3] If a troubadour is a mage of the College of Illusions (see 54.), 
  they add 1 to their modified chance to cast a spell for every Rank 
  they achieve. 
  [105.4] When a troubadour uses his Perception value to gain 
  information (see 4.3) about the customs or habits of humanoids, add 
  2 per Rank he has achieved to his success percentage. 
  [105.5] A troubadour can use disguise to appear of a different 
  humanoid race, gender, or profession. 
  A troubadour cannot disguise himself as a member of a race for which his size is 
  inappropriate (e.g., an elf troubadour cannot disguise himself as a halfling) or as 
  practitioner of a profession for which he is basically unsuited (e.g., a frost giant 
  troubadour could not imitate a jockey). A troubadour’s disguise ability is intended 
  to fool someone who does not know the humanoid the troubadour is 
  masquerading; if the troubadour is attempting to pass himself off as an 
  acquaintance of a particular being, the game master will have to determine the 
  chance of the substitution being noticed. 
  A troubadour’s base success percentage to use this disguise ability is (12 x 
  Rank)%. Subtract: 
  1. Two times the Perception of the being to be deceived by the troubadour if the 
  troubadour is impersonating a member of his own race. 
  2. Four times the Perception of the being to be deceived by the troubadour if the 
  troubadour is impersonating: a member of another race. 
  3. (11-[Troubadour’s Rank]) if he impersonates a person of opposite gender. 
  If the game master’s roll on percentile dice is equal to or less than the 
  troubadour’s success percentage, the being to whom the troubadour is falsely 
  representing himself is taken in. If the roll is greater than the success percentage, 
  the being notices inconsistencies (with the role being assumed) in the 
  troubadour’s appearance or behaviour. The inconsistency becomes more glaring 
  as the roll approaches 100. 
  If a troubadour is using disguise in close proximity to a being, a check against 
  their success percentage must be made every hour. 
  [105.6] A troubadour can use his bardic voice to charm, several 
  beings at once. 
  A troubadour may use his bardic voice on not more than (2 +[2 x Rank]) beings 
  who can understand the language which he speaks. The troubadour may not use 
  the voice ability in combat, but may use it against hostile beings. A Willpower 
  check must be made for every being the troubadour hopes to affect. The success 
  percentage for the Willpower check is ([10 x Troubadour’s Rank] -[2x Being’s 
  Willpower])%. If the roll is less than or equal to the success percentage, the being 
  is charmed, as described in the College of Ensorcelments and Enchantments spell 
  of the same name (see 221). If the roll is greater than the success percentage, the 
  being is not affected. 
  A troubadour must spend (15-Rank) Fatigue Points every time he uses the bardic 
  voice ability. 
  [105.7] A troubadour must spend (50 +[100 x Rank) Silver Pennies 
  per year to supply himself with the props necessary for his trade. 
  A troubadour who does not spend the above amount operates as if he were two 
  Ranks less proficient. If the rank of a troubadour is reduced to a negative number, 
  the use of the skill is temporarily lost. 
  
  PAGE 124 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  IX. Monsters 
  The player characters represent only an infinitesimal fraction of the inhabitants of 
  the DragonQuest world. The game master is responsible for playing the part of 
  those inhabitants that the characters meet during their adventures. These 
  inhabitants will be of roughly two types: non-player characters (NPCs) and 
  monsters. 
  Non-player characters are those inhabitants who are of races or species from 
  which a player character could also come or which are closely-related to those 
  races. Monsters consist of those inhabitants who come from races or species from 
  which a player character could not come. These two classes are further broken 
  down into other categories depending upon the element in which the Players are 
  most likely to encounter them and whether or not they are common or fantastical. 
  Common monsters are those that dwell throughout the DragonQuest world (as 
  interpreted by the game master) while fantastical monsters are those rare species 
  which are highly magical and will tend to be found only in isolated areas 
  (especially areas that are mana-rich). 
  The game master pre-generates some monsters and NPCs prior to play so that 
  they may be brought into play whenever the players’ characters arrive at their 
  destination or otherwise stumble on them. He need not keep detailed records on 
  all monsters. Instead, he may write the most important information concerning a 
  monster on a 3”×5” index card, with a master list of all monsters kept on a single 
  sheet. The game master may wish to save time and effort by using the same 
  numbers for all NPCs/monsters of the same race or species found in the same 
  place, possibly varied for one or two characteristics if additional flavour is 
  desired. The game master creates these characters and monsters by choosing (or 
  randomly generating) a number which falls within the parameters given for each 
  type of character or monster under the monster descriptions in this Section. 
  Alternatively, the game master may wish to keep index cards for various 
  monsters, and pull one at random whenever the characters are due to encounter 
  an NPC/monster. The game master may wish to present his own monsters and 
  NPCs to characters whenever they randomly encounter wandering monsters or 
  NPCs (those not placed in advance) or he may wish to use the mechanic provided 
  in this rule section (see 131.). 
  131. Encountering Monsters 
  and Non-Player Characters 
  The frequency with which players’ characters will encounter monsters and NPCs 
  will be determined by the game master. There are two types of encounters the 
  players’ characters may have: encounters with pre-positioned monsters and NPCs 
  (usually in their lair or dwelling) and encounters with wandering monsters and 
  NPCs in a more or less random pattern. The game master may choose to use his 
  own system for determining when and how the latter are encountered or he may 
  choose to use the following system: 
  The game master secretly chooses the “Danger Level” of the area through which 
  the players are adventuring. This level determines how frequently the game 
  master must check to see if the characters encounter a random (not previously 
  emplaced) monster or NPC, the Base Chance of encountering anything 
  (dependent in part on the terrain), and the number which is added to the dice roll 
  to determine the type of encounter the characters have. All of these factors are 
  included on the Danger Table (see rule 131.1). If an encounter takes place, the 
  game master then consults the Encounter Table (see rule 131.2) to ascertain the 
  exact nature of the monster or NPC encountered. 
  Whenever the Danger Table indicates that an Encounter Check must be made, the 
  game master indexes the Danger Level of the area with the type of terrain that is 
  predominant. The intersection of line and column on the Danger Table results in 
  the Base Chance of there being an Encounter. The game master then rolls D100, 
  and if the result is less than or equal to the Base Chance of an encounter, an 
  encounter occurs. The game master rolls D100 and adds to the resulting number 
  the modifier listed on the Encounter line of the Danger Table for the Danger 
  Level of the area in which the encounter takes place. The result is indexed with 
  the appropriate terrain type on the Encounter Table to find the name of the 
  monster or NPC the players encounter. Beside the name of each monster/NPC is 
  a number which the game master adds to the result of a D10 die roll. The 
  modified die result is the number of monsters or NPCs of the appropriate type 
  which the characters encounter (minimum ~ of 1). If the designation “Human” 
  results, the game master must again roll D100 and add to the result the modifier 
  given on the appropriate Encounter Line of the Danger Table. The resulting 
  number is indexed with the Humans column on the Encounter Table to determine 
  the class of humans the players encounter. Next to the class is a number which is 
  added to the dice roll used to determine the initial reactions of the monsters or 
  NPCs encountered (see rule 132.). 
  NOTE: Modified results of greater than 125 are treated as 125. Results of less than 
  1 are treated as 1. 
  The game master may wish to vary slightly the regularity with which he makes 
  Encounter Checks so as to keep the players from anticipating danger too easily. 
  [131.1] Danger Table 
  Danger Level 
  Low 
  Small 
  Moderate 
  High 
  Extreme 
  Frequency 
  168 
  72 
  24 
  6 
  2 
  Cavern 
  — 
  10% 
  20% 
  30% 
  45% 
  Crypt* 
  2% 
  17% 
  27% 
  37% 
  52% 
  Field 
  25% 
  40% 
  50% 
  60% 
  75% 
  Marsh 
  5% 
  15% 
  30% 
  40% 
  55% 
  Plain 
  — 
  10% 
  20% 
  30% 
  40% 
  Ocean 
  — 
  10% 
  25% 
  35% 
  55% 
  Rough 
  — 
  3% 
  13% 
  25% 
  40% 
  Ruin 
  — 
  10% 
  25% 
  35% 
  50% 
  Waste 
  — 
  5% 
  15% 
  25% 
  40% 
  Woods 
  — 
  15% 
  25% 
  40% 
  50% 
  Encounter 
  -5 
  -10 
  +5 
  +10 
  +25 
  Danger Level: The relative chance of an encounter with potentially hostile NPCs 
  or monsters, given in five increments in ascending order of danger from Low to 
  Extreme. Frequency: The frequency (in hours) with which the game master must 
  make an Encounter Check depending upon the Danger Level of the area occupied 
  by the characters. Cavern, Crypt, etc.: The 10 major terrain types in which the 
  characters may adventure. The percentage found by indexing the terrain type with 
  the Danger Level is the Base Chance of any encounter (of any type) occurring 
  when the characters are in that type of terrain. Cavern includes all caves, tunnels, 
  natural caverns, and other underground areas which are not part of an inhabited 
  dwelling. Crypt includes all barrows, crypts, burial mounds, graveyards, and 
  other places of internment for the dead. Field includes cultivated fields, 
  vineyards, moors, heaths, etc. (usually near inhabited areas). Marsh includes all 
  swamps, metes, ponds, etc. In addition, small streams and rivers are included 
  herein, but 10 is subtracted from the Base Chance if checking for an encounter as 
  a result of a stream or river crossing when other terrain of this type is not present. 
  Plain refers to all plains, steppes, and other more or less open and flat or rolling 
  terrain. Ocean includes oceans, seas, and large lakes. If the adventurers are on a 
  lake, the Base Chance for this type of terrain in reduced by 10. Rough refers to 
  both hills and mountains, but 20 is added to the Base Chance if the characters are 
  in mountains instead of hills. Ruin includes all abandoned dwellings (cities, 
  castles, monasteries, villages, etc.). Waste includes all deserts, wastelands, salt 
  flats, etc., where life is not likely to be found in profusion. Woods refers to all 
  wooded glens, forests, brush land, etc., where large amounts of common wildlife 
  are likely to be found and where few humanoids dwell. If the area is deep forest, 
  add 10 to the Base Chance of an encounter. Encounter: The number added to the 
  dice roll on the Encounter Table which is used to determine exactly what type of 
  NPC or monster is encountered. #%: The Base Chance of an encounter in the 
  terrain type the adventurers occupy at the current Danger Level. (-): No chance of 
  an encounter occurring in this type of terrain at this Danger Level. 
  NOTE: Inhabited dwellings, cities, towns, etc., have not been included on this 
  table, since the game master will almost always prefer to inhabit these areas with 
  monsters/NPCs of his own choice. 
  [131.2] Encounter Table 
  Cavern 
  Crypt 
  Field 
  Marsh 
  Ocean 
  Plain 
  Rough 
  Ruin 
  Waste 
  Woods 
  D100 
  Roll 
  Humans 
  +3 Rat 
  +5 Rat 
  +3 Rat 
  +3 Rat 
  +1 Human 
  +2 Buzzard 
  +5 Gnome 
  +3 Rat 
  +1 Dingo 
  -8 Weasel 
  01-05 
  +10 Resident 
  +5 Rat 
  +7 Rat 
  -4 Human 
  +1 Mongoose +3 Human 
  +5 Buzzard 
  +8 Gnoll 
  +8 Bat 
  +5 Dingo 
  -4 Weasel 
  06-10 
  +8 Resident 
  +12 Bat 
  +10 Bat 
  +1 Halfling 
  +1 Land Turtle +5 Human 
  +3 Dingo 
  +12 Dwarf 
  +8 Gnoll 
  -1 Jackal 
  -8 Wildcat 
  11-15 
  +5 Resident 
  +5 Gnome 
  +8 Gnoll 
  +1 Brownie 
  -4 Wildcat 
  +10 Human 
  +8 Dingo 
  +6 Hobgoblin 
  +10 Hobgoblin 
  +2 Hyena 
  -6 Wildcat 
  16-20 
  +15 Merchant 
  +9 Gnome 
  +2 Hobgoblin 
  +1 Kobold 
  -8 Boar 
  +15 Human 
  -2 Jackal 
  -5 Human 
  -1 Ghost 
  +3 Buzzard 
  -8 Goshawk 
  21-25 
  +5 Merchant 
  +3 Kobold 
  +1 Ghost 
  +3 Kobold 
  -3 Human 
  -2 Barracuda 
  +1 Hyena 
  -3 Human 
  -5 Human 
  +8 Scorpion 
  -4 Goshawk 
  26-30 
  +15 Soldier 
  +8 Goblin 
  +3 Ghost 
  +2 Hobgoblin -1 Human 
  +1 Shark 
  -4 Human 
  -1 Human 
  -3 Human 
  -2 Asp 
  -7 Orangoutang 31-35 
  -5 Brigand 
  +12 Hobgoblin 
  +3 Ghoul 
  +6 Hobgoblin +2 Human 
  +5 Shark 
  -3 Human 
  -6 Wildcat 
  -1 Human 
  -1 Camel 
  -4 Owl 
  36-40 
  -10 Brigand 
  -2 Human 
  +5 Ghoul 
  +1 Ghoul 
  +4 Hobgoblin +25 Human 
  -2 Human 
  -6 Leopard 
  +3 Skeleton 
  +1 Camel 
  -6 Bear 
  41-45 
  +10 Soldier 
  -1 Human 
  +9 Ghoul 
  +3 Ghoul 
  +5 Gnoll 
  +30 Human 
  -1 Human 
  +3 Neanderthal +5 Skeleton 
  +1 Jackal 
  -8 Bear 
  46-50 
  +5 Resident 
  +10 Dwarf 
  -4 Zombie 
  +5 Ghoul 
  +5 Crocodile 
  -6 Eel 
  +3 Elephant 
  +6 Neanderthal +2 Zombie 
  +4 Jackal 
  -4 Wolf 
  51-54 
  +5 Adventurer 
  +15 Gnoll 
  +1 Zombie 
  +1 Gnoll 
  +10 Crocodile 
  -4 Eel 
  +9 Elephant 
  -7 Boar 
  +4 Zombie 
  +5 Hyena 
  -4 Human 
  55-58 
  +5 Soldier 
  +15 Orc 
  +3 Zombie 
  +3 Gnoll 
  -8 Python 
  -4 Octopus 
  +4 Mustang 
  -6 Bear 
  +3 Ghoul 
  +6 Buzzard 
  -2 Human 
  59-62 
  +5 Pilgrim 
  -4 Bear 
  +1 Skeleton 
  +2 Satyr 
  -7 Mamba 
  -3 Octopus 
  +8 Mustang 
  -6 Troll 
  +5 Ghoul 
  +2 Tarantula 
  +1 Nymph 
  63-66 
  +5 Merchant 
  -6 Bear 
  +3 Skeleton 
  +4 Satyr 
  -3 Cobra 
  +3 Manta Ray 
  +1 Human 
  +5 Human 
  -4 Troll 
  +4 Tarantula 
  +3 Satyr 
  67-70 
  -5 Resident 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 125 
  Cavern 
  Crypt 
  Field 
  Marsh 
  Ocean 
  Plain 
  Rough 
  Ruin 
  Waste 
  Woods 
  D100 
  Roll 
  Humans 
  +1 Wolf 
  -3 Human 
  -3 Ghost 
  +20 Piranha 
  +5 Manta Ray 
  +3 Human 
  -3 Ogre 
  -7 Troll 
  -1 Hobgoblin 
  -8 Python 
  71-74 
  +5 Adventurer 
  -7 Sabre-T Tiger 
  -3 Night Gaunt 
  -1 Ghost 
  +40 Piranha 
  +1 Harpy 
  -6 Cheetah 
  +20 Orc 
  -6 Ogre 
  +1 Hobgoblin 
  -6 Mamba 
  75-78 
  -10 Brigand 
  +6 Neanderthal 
  -1 Night Gaunt 
  -1 Human 
  -8 Troll 
  +3 Harpy 
  -4 Lion 
  +1 Hill Giant 
  -5 Gargoyle 
  +3 Hobgoblin 
  -3 Cobra 
  79-82 
  -5 Reaver 
  -4 Minotaur 
  -3 Gargoyle 
  +1 Human 
  -7 Troll 
  +1 Killer Whale +3 Dire Wolf 
  +5 Dire Wolf 
  -3 Gargoyle 
  +5 Hobgoblin 
  -8 Naja 
  83-86 
  +5 Merchant 
  -3 Manticore 
  -1 Gargoyle 
  +3 Human 
  +1 Fossergrim +3 Killer Whale +5 Dire Wolf 
  -3 Sasquatch 
  -1 Gargoyle 
  -3 Orc 
  +5 Leprechaun 
  87-90 
  -5 Adventurer 
  -1 Manticore 
  -1 Wight 
  -3 Elf 
  +3 Fossergrim -1 Merfolk 
  +10 Baboon 
  -6 Manticore 
  +2 Human 
  -1 Orc 
  +10 Pixie 
  91-93 
  -10 Brigand 
  +1 Dire Wolf 
  +1 Wight 
  -1 Elf 
  +5 Nixie 
  +1 Merfolk 
  +20 Baboon 
  -8 Gryphon 
  +5 Human 
  -5 Human 
  -8 Dryad 
  94-96 
  -5 Soldier 
  +1 Ogre 
  +3 Wight 
  -1 Dire Wolf +10 Nixie 
  +5 Merfolk 
  +30 Baboon 
  -7 Hydra 
  +9 Human 
  -1 Human 
  -8 Tiger 
  97-99 
  -5 Merchant 
  -7 Troll 
  -1 Wraith 
  -8 Troll 
  +15 Nixie 
  +8 Merfolk 
  +1 Centaur 
  -2 Stone Giant +9 Gorilla 
  +5 Human 
  -6 Leopard 
  100-102 -10 Resident 
  -8 Chimera 
  +1 Wraith 
  +3 Orc 
  +20 Nixie 
  +10 Merfolk 
  +5 Centaur 
  +3 Frost Giant +10 Orc 
  +10 Human 
  -7 Stag 
  103-105 
  -5 Pilgrim 
  +15 Gnome 
  -8 Doppelganger -8 Were 
  +1 Suarime 
  -6 Squid 
  +9 Centaur 
  -3 Hippogriff 
  +20 Orc 
  +15 Human 
  -5 Minotaur 
  106-107 -10 Adventurer 
  +15 Goblin 
  -5 Doppelganger -6 Vampire 
  +3 Suarime 
  -4 Squid 
  +15 Orc 
  -4 Cloud Giant -4 Naga 
  +20 Human 
  -4 Sasquatch 
  108-109 -10 Reaver 
  +20 Hobgoblin 
  -1 Doppelganger -5 Vampire 
  +5 Suarime 
  -2 Squid 
  +5 Human 
  -4 Eagle 
  -8 Chimera 
  +10 Orc 
  +2 Human 
  110-111 -10 Soldier 
  +20 Gnoll 
  -8 Basilisk 
  -4 Vampire 
  +7 Suarime 
  -8 White Whale +9 Human 
  -8 Chimera 
  -4 Night Gaunt +20 Orc 
  +5 Gorilla 
  112-113 
  -5 Merchant 
  +20 Orc 
  -7 Basilisk 
  -3 Vampire 
  +9 Suarime 
  -8 White Whale +12 Human 
  -8 Sylph 
  -3 Wight 
  +25 Orc 
  +10 Gorilla 
  114-115 -15 Resident 
  -2 Sasquatch 
  -1 Vampire 
  -8 Wight 
  -8 Wyvern 
  -8 Kraken 
  -8 Unicorn 
  -8 Pegasus 
  -2 Wraith 
  -8 Gryphon 
  +10 Elf 
  116-117 -30 Brigand 
  -7 Gorgon 
  +1 Vampire 
  -6 Wight 
  -7 Wyvern 
  -8 Kraken 
  -6 Unicorn 
  -8 Titan 
  -4 Vampire 
  -8 Basilisk 
  +20 Elf 
  118-119 -30 Reaver 
  -8 Doppelganger 
  +3 Vampire 
  -7 Wraith 
  -6 Wyvern 
  -8 Kraken 
  -3 W Mammoth -8 Roc 
  -7 Spectre 
  -8 Salamander -6 Unicorn 
  120-121 -20 Resident 
  -7 Basilisk 
  -7 Spectre 
  -5 Wraith 
  -5 Wyvern 
  -8 Titan 
  -1 W Mammoth -7 Storm Giant -8 Basilisk 
  -8 Phoenix 
  -4 Unicorn 
  122-123 -25 Resident 
  -8 Dragon 
  -5 Spectre 
  -3 Wraith 
  -4 Wyvern 
  -8 Titan 
  +1 W Mammoth -8 Dragon 
  -8 Titan 
  -8 Sphinx 
  -8 Titan 
  124-125 -30 Resident 
  KEY: The names in each terrain column are those of the species the characters encounter when the dice roll for that species occurs. The Humans column of the 
  Encounter Table gives the class of the humans (or humanoids) encountered followed by a number, which is added to the initial Reaction Check (see rule 132.). Human 
  classes include the following: Resident: The indigenous inhabitants of the area, including local tradesmen, farmers, nobles, witches, warlocks, village idiots, 
  constables, etc. Except in extremely dangerous areas, the locals are likely to be friendly (or at least neutral) and to be generally mundane (few heroes or great mages 
  will be found among them). There will be exceptions to this rule, especially when the players stumble on isolated cots in the woods occupied by elderly women who 
  keep cats. Substitute merchant for resident if at sea. Merchant: Those traders who travel long distances between trading centres, making high profits as a result of their 
  willingness to risk venturing through wild areas to ply their wares. Merchants will almost always be accompanied by slaves and armed body guards. They will 
  generally carry [D10+5]×3,000 Silver Pennies worth of treasure or trade goods. Large parties (10 or more) will usually include an Adept and/or heroic fighter (a fighter 
  with exceptional characteristics and Rank with weapons) hired by the merchant for protection. If encountered at sea, the value of any treasure or trade goods will be 
  tripled and at least two thirds of the party will be armed soldiers with slaves and sailors making up the balance. Sea-going merchants will always have at least one (and 
  possibly two or three) Adepts on board ship. Soldier: This class includes everything from individual messengers of the local potentate through medium-sized 
  companies of condottieri. Soldier bands will include one heroic fighter for every 10 soldiers and one Adept and one military scientist in every band of 20 or more. 
  Soldiers will usually be heavily armoured (chainmail at the least) and armed and will often possess booty worth [D10-2]×100 Silver Pennies. per man. If at sea, double 
  the value of treasure carried. Soldiers encountered in military vessels at sea will always be accompanied by at least one (and sometimes more) military scientists and 
  Adepts. Brigands: This class encompasses thieves, highwaymen, cutpurses, pirates, and other unsavoury types indigenous to the area. They will usually be lightly 
  armed and will seldom include in their ranks adepts or military scientists, though heroic fighters will usually be present. Brigands will usually carry [D10-3]×100 Silver 
  Pennies worth of coins and jewellery in addition to the value of their weapons (which are often bejewelled). Sea borne brigands will have twice the treasure of their 
  land faring brethren. Usually, brigands will be content to steal all of the worldly possessions of their victims and then allow them to depart with their lives. Seagoing 
  brigands may, however, impress one or more of their victims as galley slaves and will sometimes amuse themselves by keelhauling the remainder of the party or 
  otherwise killing them all. Reavers: Reavers are much like brigands except that they are not indigenous to the area and tend to enjoy slaughter almost as much as 
  looting. Reavers will always be accompanied by 1 heroic fighter for every 8 men and 1 military scientist per 15 men. Each party will have one (and only one) Adept 
  along (usually one versed in the Elemental Colleges). They will always be mounted if encountered on land. They will possess the same treasure and weapons as 
  brigands, but will be more heavily armoured (chainmail or leather in addition to a cloth armour undergarment). Reavers always kill their victims, usually by torture. If 
  they haven’t the time to torture their victims on the spot, they will carry them off and torture them later. Seagoing reavers will lock any of their victims they do not 
  make into galley slaves in the hold of the victims’ ship, which they will then set afire. Adventurer: This class includes characters similar to those of the players, 
  themselves. Adventurers will usually be in the company of one or more non-humans or monsters. They will always be heavily armed and armoured, will inevitably 
  include one or more Adepts in their company and will possess [D10+5]×300 Silver Pennies each on the average. Pilgrims: All monks, holy men, wandering hermits 
  and the like are included in this class along with religious pilgrims bound for one or another shrine. They will generally be lightly armed, wear little or no armour and 
  include no heroic fighters or military scientists. They may number an Adept or two (usually of little note) among their company. Except for hermits, they will possess 
  [D10+3]×100 Silver Pennies each on the average. They will usually mind their own business, attacking only out of fear and may sometimes be robbed without a fight. 
  If a holy man or monk is part of the company, he may secretly lay a curse on the players’ characters if they do the pilgrims harm. 
   
  132. Reactions to Encounters 
  Unless the game master has established a reaction for the NPC/monster the player 
  characters have encountered, he consults the Reaction Table, rolling D100 and 
  adding to or subtracting from the result whatever number he believes appropriate 
  to the situation in addition to those modifiers listed on the Humans column of the 
  Encounter Table, where appropriate. The game master determines the modifier 
  before rolling the dice. It should seldom exceed 30. The game master may add 
  negative numbers to the dice roll. The modified dice roll number indicates the 
  reaction of the monster(s) or NPC(s) to the encounter as follows: 
  D100 
  Result 
  Reaction 
  01-10 
  Enraged: Immediately attacks party. 
  11-30 
  Belligerent: Immediately attacks unless somehow mollified. 
  21-30 
  Wary: Inclined to attack, but does not immediately charge. 
  31-40 
  Unfriendly: Willing to communicate on a limited basis, but will not 
  cooperate and may attack if patience is tried too severely. 
  41-60 
  Neutral: Willing to communicate or to allow the party to pass by 
  without hindrance. Has no positive or negative feelings about the 
  party. 
  61-75 
  Pleasant: Willing to communicate, including in his conversation 
  useful hints about the area, but still intent upon his own business. 
  76-85 
  Friendly: Willing to communicate and provide minor assistance 
  (such as providing temporary lodging). 
  86-95 
  Charmed: Willing to assist the party in any way which does not 
  imperil the NPC/ monster’s own interests. He may even be talked 
  into joining the party temporarily. 
  96-00 
  Enraptured: Willing to join the party immediately upon being asked. 
  Will totally identify with the party and its interests even to his own 
  peril. 
  The nature and degree of any modification will depend upon the race or species 
  of the monster or NPC encountered, on the manner in which the characters 
  habitually treat entities they encounter, and on such unpredictable details as 
  whether the monster currently has its young in tow and is thus primarily 
  concerned with their welfare. Once the initial reaction has been determined, the 
  ensuing interaction of the characters with the monster or NPC will depend upon 
  the actual interaction of the players and the game master, as modified by their 
  respective perceptions of the prejudices, perceptions, and characteristics of their 
  characters. 
  [132.1] The Physical Beauty of a Monster (or lack thereof) may 
  cause characters to react in unpredictable ways. 
  Whenever characters encounter a monster whose Physical Beauty is less than 6, 
  they must make a Willpower check of (4 x Willpower). If they roll above this 
  result, they must then roll on the Fright Table (see 60.8), and apply any results 
  before they take any other action. If affected they receive another Willpower 
  check every second Pulse until they recover. Until that time, they will act as the 
  result on the Fright Table indicates. 
  Note: The relative Physical Beauty of monsters will in part determine character 
  interaction with them and will also determine in part the interaction of a party of 
  characters accompanied by such a monster with other randomly-encountered 
  NPCs or monsters. 
  133. How to Read 
  the Monster Descriptions 
  Rule 134. through rule 144. list the various types of fauna that may be 
  encountered in the DragonQuest world. Each Section describes one type of fauna 
  and provides detailed information on some specific representative examples of 
  
  PAGE 126 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  that type. These sample creatures are discussed in detail according to the format 
  given above right. 
  Name: The name of the monster (or NPC type, hereafter called simply 
  “monsters”). 
  Natural Habitat: The environment(s) in which the monster is most likely to be 
  found, including subclasses of the 10 basic terrain types discussed in 131. 
  Frequency of Appearance: There are 4 designations given under this heading, 
  each representing the relative rarity of the monster as a guide to the game master 
  in placing them in his world. In ascending order of rarity, they are: Common, 
  Uncommon, Rare, Very Rare. 
  Number: The average number of specimens of the monster which will be found 
  together in one place, usually expressed as a span of numbers. In some cases, this 
  span will be followed by a single number which indicates that this is the number 
  most frequently found together. 
  Description: A description of the monster as perceived by human senses. 
  Talents, Skills, and Magic: Includes a list and description of all the talents 
  possessed by the monster as well as any skills mastered and whether the monster 
  possesses any magical talents or is an Adept of a College of magic. 
  Movement Rates: A list of the Flying, Swimming, Running, Climbing, 
  Crawling, and Tunneling speeds of the monster. These are given in yards (usually 
  hundreds) per minute. These numbers are used primarily in the Adventure 
  Sequence for purposes of establishing chase speeds. The Movement Rate of 
  humanoids is Running: 250. 
  PS: Physical Strength. MD: Manual Dexterity. AG: Agility. MA: Magical 
  Aptitude. EN: Endurance. FT: Fatigue. WP: Willpower. PC: Perception. PB: 
  Physical Beauty. TMR: Tactical Movement Rate. TMRs are listed in the same 
  order as they are listed in Movement Rates. A monster’s TMR is equal to its 
  Movement Rate divided by 50. These characteristics function in the same manner 
  as the characteristics of player characters except for Physical Beauty, which 
  measures the relative emotional response (in ascending order of approval from 1) 
  of player characters to the physical appearance of the monster (but not NPC). 
  These characteristics are given as a span of number in most cases. The game 
  master may choose to pick a number from the span or he may randomly generate 
  a modifier to the lowest number in the span (which serves as a base). 
  NA: The monster’s Natural Armour, given as the number of Damage Points 
  (DP’s) absorbed by the monster’s skin, scales, etc., for each Strike. 
  Weapons: The natural weapons of the monster in the forms of claws, teeth, 
  talons, etc. The damage done by each natural weapon, its Base Chance and, in 
  some cases, its possible Rank, are listed along with each weapon. Monsters 
  always add their Manual Dexterity to their Base Chance with any natural weapon 
  whether Ranked or not. For purposes of Grievous Injury, all teeth, horns, and 
  tusks do type A damage. Talons and claws do type B damage. Hooves and other 
  appendages to butt or kick do type C damage. 
  Comments: Any special characteristics of the monster, including its preferences 
  in diet, treasure that it may have scavenged, etc., are discussed under this 
  heading. 
  134. Common Land Mammals 
  [134.1] Apes and Prehumans 
  Apes and prehumans include baboons, gorillas, and orangutans in addition to two 
  classes of prehumans: neanderthals and sasquatch. All of these tend to be shy of 
  humans and will usually dwell in high mountains or deep jungle. They have three 
  times the stealth of an average human (30) and are often adept at tracking and 
  have other talents sometimes associated with the Ranger Skill. 
  BABOON 
  Natural Habitat: Plains 
  Frequency: Common 
  Number: 1-100 (20) 
  Description: Baboons are medium-sized apes, usually no more than 4 feet tall, 
  and 120 pounds in weight. They are characterized by their large heads and long 
  sharp fangs. Baboons generally have light brown fur, but may have 
  brightly-coloured (orange, blue, purple or red) faces and/or rumps (especially 
  females). 
  Talents, Skills, and Magic: Baboons possess no special talents or skills. They 
  are neither magic nor tool users and are only semi-intelligent. 
  Movement Rates: Running: 350 
  PS: 12-18 
  MD: 16-20 
  AG: 18-22 
  MA: None 
  EN: 6-10 
  FT: 10-15 
  WP: 7-9 PC: 17-21 
  PB: 6-9 TMR: 7 NA: Fur absorbs 2 DP 
  Weapons: Baboons cannot attack except in Close Combat. They will swarm over 
  their victim, using their bite (Base Chance ot 65%, Damage of +4) to kill by 
  increasing blood loss. Comments: Baboons tend to be vicious and unpredictable, 
  attacking without warning. They are tribal in nature and do not fear men when in 
  company with the rest of the tribe. They can sometimes (30% chance) be 
  assuaged by food (usually meat). 
  CHIMPANZEE 
  Natural Habitat: Woods, Forest (Rainforest) 
  Frequency: Uncommon Number: 1-5 (40) 
  Description: Chimpanzees are smaller sized apes, usually no more than 3 feet 
  tall. Males weigh about 100 pounds, females slightly smaller at about 70 pounds. 
  They have brown fur, are quite social, and are excellent climbers. They usually 
  forage for food in groups of 4-6, carrying their young with them as they go. 
  Males "patrol" the area surrounding the females. They walk and climb on all 
  fours, but can stand up on their hind feet. Chimpanzees are omnivorous, but their 
  diet consists mostly of fruit and plants. Occasionally, they will hunt and eat small 
  antelope, snakes, or other woodland creatures. 
  Talents, Skills, and Magic: Chimpanzees have no special talents or skills, except 
  their amazing ability to climb almost any surface. A trained Chimp would make 
  an excellent ally for a thief or spy. Chimpanzees are not tool-users, but will 
  occasionally use small sticks or stones to crack open nuts or for other simple 
  tasks. 
  Movement Rates: Running: 300; Climbing: 200 
  PS: 10-15 
  MD: 16-22 
  AG: 18-23 
  MA: None 
  EN: 8-12 
  FT: 16-20 
  WP: 8-12 
  PC: 17-22 
  PB: 8-10 
  TMR: 5/3 
  NA: Fur absorbs 2 DP 
  Weapons: Chimpanzees attack in Melee or Close Combat in the same manner as 
  humans (bare hands). They can have Rank 1-3 with this attack and receive 1 
  attack per Pulse. In Close Combat, they can bite: Base Chance 25%, Damage -2. 
  Comments: Chimpanzees are curious, social, and generally friendly creatures. 
  However, they will attack if their young are threatened. They are quite intelligent, 
  and can be easily trained by a Beast Master who specializes in Apes (+10% 
  chance for checks). An untrained young Chimpanzee will fetch about 400 Silver 
  Pennies in most cities. Adults are worth about 3 times that amount. 
  GORILLA (Mountain Gorilla/Great Ape) 
  Natural Habitat: Woods, Forest and Mountains 
  Frequency: Rare Number: 1-40 (20) 
  Description: Gorillas reach 650 pounds and 6 +feet in height. They usually have 
  arm spans when full grown of over 10 feet. Gorillas tend to have black fur, but 
  older males will often have gray or silver fur. Some species are entirely white. 
  Both males and females have prominent canines and are vicious fighters. Due to 
  their great weight, gorillas cannot move between trees in the manner of other 
  apes. 
  Talents, Skills, and Magic: Gorillas have no special talents or skills. They are 
  not tool or magic users. 
  Movement Rates: Running: 350 
  PS: 30-40 
  MD: 20-23 
  AG: 14-17 
  MA: None 
  EN: 28-33 
  FT: 33-38 
  WP: 6-8 PC: 12-18 
  PB: 3-7 TMR: 7 NA: Fur absorbs 3 DP 
  Weapons: Gorillas may only attack via Close Combat. However, they may enter 
  Close Combat with an entity whose combined modified Agility and Physical 
  Strength is half or less their own by grabbing the victim and pulling him into 
  their hex. This manoeuvre requires a Charge Action and is implemented in the 
  same manner (except that the victim is pulled out of his hex into the gorilla’s. 
  Gorillas may bite (Base Chance of 30,-2 Damage) or rend (Base Chance of 50%, 
  +6 Damage) in Close Combat, but not in the same pulse. 
  Comments: Gorillas will usually flee humanoids, but will occasionally attack if 
  led by a large, powerful male. 
  MONKEY 
  Natural Habitat: Forest, Jungle, Plains 
  Frequency: Common 
  Number: 1-3 (20) 
  Description: Monkeys are the smallest of the apes, ranging is size from 6 inches 
  to as much as 2 feet in height and as much as 10 pounds. They have small round 
  faces, gray or brown fur, and are generally playful and curious creatures. 
  Monkeys are actually bipedal, although they will use their hands to move, climb, 
  and run. They are also quite intelligent, and can be trained to perform many tasks 
  and tricks for entertainment (or other) purposes. Monkeys are generally 
  vegetarian, although they do eat small insects and rodents from time to time. 
  Talents, Skills, and Magic: Monkeys have no special skills or magical abilities. 
  However, they are apt climbers, and can use their tails as a "fifth" hand, for 
  climbing, holding, grabbing, etc. 
  Movement Rates: Running: 250; Climbing: 250 
  PS: 3-6 MD: 18-24 
  AG: 20-24 
  MA: None 
  EN: 4-8 FT: 12-16 
  WP: 10-12 
  PC: 17-22 
  PB: 5-10 
  TMR: 3/3 
  NA: Fur absorbs 1 DP 
  Weapons: Monkeys will only attack if they are completely cornered. Even when 
  they are involved in combat, they will simply look for the soonest chance they 
  have of escaping and fleeing. They can only attack in close combat with their 
  bite, Base Chance of 55% and -5 to damage. 
  Comments: Monkeys can be valuable as pets, and therefore an adult monkey 
  captured will sell for as much as 200 Silver Pennies. A domesticated or trained 
  monkey will sell for three times this amount. 
  NEANDERTHAL 
  Natural Habitat: Woods, Rough, Caverns 
  Frequency: Rare 
  Number: 1-30 (8) 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 127 
  Description: Neanderthals are a species of pre-human characterized by sloping 
  foreheads, hairy bodies, limited intelligence, and a semi-erect posture. 
  Talents, Skills, and Magic: Neanderthals may have limited Beast Master skills 
  and will possess most Ranger skills at Ranks 1-6 (some at higher Rank). They 
  will have no talents and will not be magic users. Neanderthals will have only a 
  limited tool-using capacity and will generally not use weapons more complicated 
  than stones and clubs. 
  Movement Rates: Running: 300 
  PS: 18-25 
  MD: 13-15 
  AG: 12-14 
  MA: None 
  EN: 14-16 
  FT: 20-24 
  WP: 8-i0 
  PC: 13-18 
  PB: 8-10 
  TMR: 6 NA: Skin absorbs 1 DP 
  Weapons: Neanderthals will use rocks and sticks and sometimes simple clubs 
  and axes. They will rarely (15%) pick up and use a dropped weapon of a more 
  complex nature. They will be at a total loss to figure out the workings of such 
  complex weapons as bows. They have prominent canines and will always attempt 
  to enter Close Combat where they will bite (Base Chance of 30%, -3 Damage) in 
  addition to striking. 
  Comments: Neanderthals fear other humanoids and will flee them if possible. 
  Some, however, are cannibals and will stalk other humanoids as prey. 
  ORANG-OUTANG (Man-Apes) 
  Natural Habitat: Woods, preferably deep Forest 
  Frequency: Uncommon Number: 1-3 (1) 
  Description: Orang-Outangs are 4-5 feet tall and may weigh up to 200 pounds. 
  They are characterized by long, rust-coloured fur over their entire body except 
  for the chest and belly. They stand semi-erect and have long fore-limbs that reach 
  almost to the ground. They use these limbs to assist them in running and in 
  climbing. 
  Talents, Skills, and Magic: Orang-Outangs possess no skills or talents and are 
  neither magic nor tool users. 
  Movement Rates: Running: 300; Climbing: 100 
  PS: 15-15 
  MD: 16-22 
  AG: 18-23 
  MA: None 
  EN: 10-12 
  FT: 15-17 
  WP: 8-12 
  PC: 17-21 
  PB: 7-9 TMR: 6/2 
  NA: Fur absorbs 2 DP 
  Weapons: Orang-Outangs attack in Melee Combat in the same manner as 
  humans (striking with bare hands). In Close Combat, they receive 1 attack per 
  Pulse at a Base Chance of 40% for - 1 Damage and with a possible Rank of 1-3. 
  Comments: Orang-Outangs are not social in nature. They have a strong sense of 
  territory and will waylay trespassers. They are vegetarians. 
  SASQUATCH (Yeti/Abominable Snow Man) 
  Natural Habitat: Woods, Rough (Lair in clearings or caverns) 
  Frequency: Very Rare 
  Number: 1-6 (1) 
  Description: The sasquatch is a large humanoid being, very shy. it is covered in 
  long brown fur which allows it to survive in even the coldest climes. The 
  sasquatch tends to be shy of humans and will run or hide rather than attack except 
  when its lair is threatened. 
  Talents, Skills, and Magic: The sasquatch is a natural tracker and forester and 
  will possess the Ranger skill at Ranks 1-8. The sasquatch will not, however, 
  possess any magic abilities and will not employ any skill involving tools or 
  weapons. 
  Movement Rates: Running: 300 
  PS: 24-30 
  MD: 15-25 
  AG: 14-18 
  MA: 1-6 
  EN: 25-35 
  FT: 30-40 
  WP: 10-15 
  PC: 22-26 
  PB: 5-8 TMR: 6 NA: Fur absorbs 3 DP 
  Weapons: Bare hands as per the Unarmed Combat rules, but with +1 damage. 
  Hands may not be Ranked. 
  Comments: The sasquatch is a fairly docile creature, but the Yeti (the 
  mountain-dwelling version of the species) tends to be much larger and meaner 
  and will attack instead of running when its privacy is invaded. 
  [134.2] Felines 
  The following felines are covered in this section: cheetahs, house cats, leopards, 
  lions, sabretooth tigers, tigers and wildcats. Pumas, panthers, cougars, jaguars 
  and mountain lions are all similar to leopards in their size and characteristics, 
  though not in colouration. Lynx, bobcats and ocelots all have the same size and 
  characteristics as the wildcat, though their appearance may differ somewhat. 
  Siamese and Burmese Temple cats have the same general characteristics as house 
  cats, but have a Base Chance of 25% of doing -5 damage. 
  With the exception of house cats, all felines attack in the same way. They have 
  the option of either taking one bite or two claw attacks per Pulse in Melee 
  Combat and can take one bite and four claw attacks in Close Combat. All cats 
  will attempt to enter Close Combat when forced into battle. Individual modifiers 
  and Base Chances are given for each feline. All felines will possess four times the 
  stealth of the average human (40). 
  CHEETAH 
  Natural Habitat: Plains and (sometimes) Woods 
  Frequency: Rare Number: 1-4 (1) 
  Description: The cheetah. is spotted, but without the characteristic pattern of the 
  leopard. It is possessed of retractable claws and is leggy and slender. Its head is 
  dog-like in appearance. The cheetah is usually a nocturnal hunter and will often 
  advertise its presence by a hunting scream as it leaps upon its victim. 
  Talents, Skills, and Magic: Cheetahs have no talents or skills and are neither 
  magic nor tool users. 
  Movement Rates: Running: 1200 
  PS: 20-23 
  MD: 22-25 
  AG: 30-34 
  MA: None 
  EN: 14-18 
  FT: 20-25 
  WP: 5-7 PC: 18-23 
  PB: 6-9 TMR: 24 
  NA: Fur absorbs 2 DP 
  Weapons: Bite does -2 Damage in Close Combat (Base Chance of 25%). Claws 
  do - 3 Damage (Base Chance of 30%, possible Rank of 1-5) in either Close or 
  Melee Combat. 
  Comments: Cheetahs are extremely fast over short distances, but tire rapidly. 
  Their Movement should be quartered after their first few minutes at a dead run. If 
  captured young, cheetahs are especially trainable. Cubs will generally sell for 
  300-400 Silver Pennies each. 
  HOUSE CAT 
  Natural Habitat: Fields (around people) 
  Frequency: Common 
  Number: 1-20 (2) 
  Description: House cats will tend to be 10-24 inches long and weigh 12-35 
  pounds. The larger breeds of Siamese and Burmese cats are often bred for 
  fighting ability and will appear more muscular and be much larger than the 
  average house cat. 
  Talents, Skills, and Magic: House cats have no talents, skills, or magic. They are 
  not tool users. 
  Movement Rates: Running: 450 
  PS: 3-4 MD: 19-21 
  AG: 22-24 
  MA: None 
  EN: 4-5 FT: 8-10 
  WP: 9-11 
  PC: 18-20 
  PB: 12-18 
  TMR: 9 NA: Fur absorbs 1 DP* 
  Weapons: House cats cannot Melee. They get one combined attack (teeth and 
  claws) in Close Combat with a Base Chance of 20% and Damage of -7. 
  Comments: *Applies only to Burmese and Siamese breeds. Familiars will 
  frequently appear in the more or less permanent shape of house cats. 
  LEOPARD 
  Natural Habitat: Woods, Rough, Plains 
  Frequency: Rare Number: 1-4 (1) 
  Description: Leopards usually appear as butter-coloured cats with 5 black spots. 
  Some leopards, however, have shiny black coats and are called black panthers. In 
  either case, they usually weigh 130-180 pounds. They hunt during both day and 
  night, though they will usually be encountered at night. 
  Talents, Skills, and Magic: Leopards have no special skills or talents and are 
  neither tool nor magic users. They do have the ability to climb trees and move 
  between branches with ease and will follow prey into the upper branches of trees 
  if necessary. 
  Movement Rates: Running: 400; Climbing: 200 
  PS: 22-26 
  MD: 24-30 
  AG: 28-32 
  MA: None 
  EN: 15-18 
  FT: 20-25 
  WP: 6-8 PC: 18-23 
  PB: 7-10 
  TMR: 8/4 
  NA: Fur absorbs 2 1~P 
  Weapons: Bite has a Base Chance of 30% and Damage of - 2. Claws have a Base 
  Chance of 30% and Damage of - 3. Claws may be Ranks 1-3. 
  Comments: Leopards haunt game trails near rivers and streams (they sometimes 
  eat fish). They are stealthier than most other felines and will seldom be seen 
  except when they attack. The fur of adult leopards is worth 200-300 Silver 
  Pennies. 
  LION 
  Natural Habitat: Plains 
  Frequency: Uncommon Number: 1-8 (2) 
  Description: Lions are large, tan cats. The males usually have great black 
  (sometimes red) manes and will usually scare game in the direction of the 
  females who are the better fighters and hunters. 
  Talents, Skills, and Magic: Lions possess no skills or talents and are neither tool 
  nor magic users. 
  Movement Rates: Running: 450 
  PS: 25-30 
  MD: 20-25 
  AG: 25-30 
  MA: None 
  EN: 20-25 
  FT: 25-30 
  WP: 12-16 
  PC: 18-23 
  PB: 5-10 
  TMR: 9 NA: Fur absorbs 3 DP 
  Weapons: Bite does +1 Damage and has a Base Chance of 35%. Claws do -1 
  Damage and have a Base Chance of 45%. Males may have 1-3 Rank with claws. 
  Females will have twice that Rank. 
  Weapons: Bite has a Base Chance of 20% of doing -5 Damage. Claws have a 
  Base Chance of 25% of doing -6 Damage and may be Ranks 1-4. 
  Comments: Wild cats will usually not stray far from their lair. They may be 
  captured and sold as exotic pets in some areas, but will usually not fetch more 
  than 100-150 Silver Pennies. There is a 70% chance that there will be D10-1 
  young in their lair. 
  
  PAGE 128 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  PUMA (Cougar, Mountain Lion) 
  Natural Habitat: Rough, Mountains 
  Frequency: Uncommon Number: 1-2 (1) 
  Description: Cougars are very sleek relatives of lions, who make their homes in 
  mountains and rolling hills. They have golden brown fur, which darkens around 
  their face and paws. Unlike lions, male cougars do not grow thicker fur around 
  their head and neck. Males can grow as large as 6 feet long, and weigh over 200 
  pounds. Cougars have powerful jaws, and are more agile than their cousins. They 
  are also more solitary. They can climb trees with little difficulty, and are rarely 
  affected by difficult terrain. Additionally, they have an amazing stamina, and can 
  travel for long periods with little rest or sleep. 
  Talents, Skills, and Magic: Cougars possess no skills or talents and are not 
  magic users. 
  Movement Rates: Running: 450; Climbing: 200 
  PS: 25-30 
  MD: 20-25 
  AG: 28-32 
  MA: None 
  EN: 20-25 
  FT: 28-32 
  WP: 10-14 
  PC: 18-23 
  PB: 6-11 
  TMR: 9/3 
  NA: Fur absorbs 3 DP 
  Weapons: Bite does +1 damage and has a Base Chance of 35%; it can be used in 
  Melee or Close Combat. Claws do -1 damage and have a Base Chance of 45%. 
  Cougars can attack twice in one pulse (two claws or one claw/one bite) without 
  penalty. They will have rank 1-6 with claws. 
  Comments: Cougars are wary of humans, and will usually shy away from their 
  presence. However, a hungry cougar (or one feeding its young) may stalk a party 
  of humanoids until the chance to waylay one of them alone presents itself. Often, 
  they will drop from the limbs of a tree onto prey below. They are also very 
  protective of their young and lair. During the spring, there is 70% that a pair of 
  cougars will have a litter of (D10-6)+1 cubs. If captured alive, cubs will sell for 
  400-500 Silver Pennies. Adults will sell for twice this amount. Additionally, a 
  cougar fur will sell for up to 200 Silver Pennies, depending on its condition. 
  SABRETOOTH TIGER 
  Natural Habitat: Plains, Caverns 
  Frequency: Rare Number: 1-8 (1) 
  Description: Sabretooth tigers are huge, dark yellow or dun coloured hunting 
  cats with disproportionate fangs. 
  Talents, Skills, and Magic: Sabretooth Tigers have no special talents or abilities 
  and use neither tools nor magic. 
  Movement Rates: Running: 600 
  PS: 30-32 
  MD: 18-20 
  AG: 23-25 
  MA: None 
  EN: 20-22 
  FT: 33-36 
  WP: 8-10 
  PC: 21-25 
  PB: 7-10 
  TMR: 12 
  NA: Hide absorbs 5 DP 
  Weapons: Bite has a Base Chance of 50% of doing +4 Damage. Claws do +3 
  Damage and have a Base Chance of 60% with possible Rank of 1-5. 
  Comments: These cats have no fear of humanoids. If hungry, they will readily 
  attack a party of adventurers. They are valuable as curiosities, and live cubs fetch 
  400-500 Silver Pennies each, while mature cats fetch 3 times that amount. 
  TIGER (including Bengal Tiger and White Tiger) 
  Natural Habitat: Plains, Rough, Fields and Woods 
  Frequency: Uncommon Number: 1-4 (1) 
  Description: Tigers are usually orange with black stripes, though some types 
  have thick, pale fur. All weretigers will have the latter colouring when in their 
  tiger form. Though varying greatly in size, most tigers will be between 4 and 7 
  feet in length and weigh several hundred pounds. 
  Talents, Skills, and Magic: Tigers have no special talents or skills. They are not 
  tool or magic users. 
  Movement Rates: Running: 450 
  PS: 24-28 
  MD: 22-26 
  AG: 25-46. 
  MA: None 
  EN: 20-24 
  FT: 25-29 
  WP: 8-10 
  PC: 18-23 
  PB: 5-9 TMR: 9 NA: Fur absorbs 3 DP 
  Weapons: Bite has a Base Chance of 45% of doing +2 Damage. Claws have a 
  Base Chance of 30% of doing - 1 Damage and may be Ranked 1-2. 
  Comments: Tigers are solitary, nocturnal hunters. They will attack humanoids 
  with little provocation, and some have been known to develop a positive craving 
  for human flesh. They enjoy swimming and will be undeterred by a water barrier 
  between them and their prey. 
  WILD CAT (Bobcat/Marsh Cat) 
  Natural Habitat: Plains, Woods, Marsh, Rough 
  Frequency: Uncommon Number: 1-6 (1) 
  Description: There is some form of wild cat in most climes. They will vary from 
  2 to 4 feet in length and from 25 to 90 pounds in weight. Most wild cats have 
  blunt tails with black tips. They often have tufted ears and are sometimes spotted. 
  Talents. Skills, and Magic: Wild cats have no special talents or skills. They are 
  not tool or magic users. 
  Movement Rates: Running: 300-400 
  PS: 12-17 
  MD: 14-20 
  AG: 18-24 
  MA: None 
  EN: 10-13 
  FT: 15-18 
  WP: 8-10 
  PC: 16-21 
  PB: 8-11 
  TMR: 6-8 
  NA: Fur absorbs 2 DP 
  Weapons: Bite has a Base Chance of 20% of doing - 5 Damage. Claws have a 
  Base Chance of 25% of doing - 6 Damage and may be Ranked 1-4. 
  Comments: Wild cats will usually not stray far from their lair. They be captured 
  and sold as exotic pets in some areas, but will usually not fetch more than 
  100-150 Silver Pennies. There is a 70% chance that there will be D10-1 young in 
  the lair. 
  [134.3] Great Land Mammals 
  This section describes large mammals which adventurers are likely to encounter 
  during land adventures. They include bears, boars, camels, elephants, oxen, stags, 
  and wooly mammoths. 
  ANTELOPE 
  Natural Habitat: Plains, Hills 
  Frequency: Common 
  Number: 1-8 (35) 
  Description: Antelope are related to Deer and Cattle. They have thin, agile legs, 
  and long spiraled horns protruding from their heads. They vary in size, with 
  males usually weighing about 300 pounds, and females about 220. They stand 
  about 3 and ½ feet tall at the shoulder, but some rare breeds can be much larger. 
  Antelope travel in herds, going wherever the food takes them. They are very fast, 
  and can jump long distances (as much as fifty feet in one leap). Antelope have 
  poor eyesight, but have an acute sense of smell. They are cud-chewers, preferring 
  the long grass of the prairies over hay or other "farmed" flora. 
  Talents, Skills, and Magic: These creatures have not special talents, skills, and 
  they do not use magic. 
  Movement Rates: Running: 750 
  PS: 30-35 
  MD: 19-24 
  AG: 25-30 
  MA: None 
  EN: 15-20 
  FT: 20-25 
  WP: 8-10 
  PC: 22-25 
  PB: 10-12 
  TMR: 15 
  NA: Hide absorbs 2 DP 
  Weapons: Antelope can attack in Melee combat using their horns: Base Chance 
  of 30% doing +4 Damage. In Close combat they will use their hooves to kick at 
  opponents: Base Chance of 20% doing D10-4 Damage. They will usually flee 
  from combat if they are injured in any way. 
  Comments: Antelope are wary of humans, but will usually not run away unless 
  threatened. They are afraid of horses and dogs, however, and will leave if a party 
  has such animals with them. The horns of an Antelope will fetch anywhere from 
  5-25 Gold Shillings if recovered in good condition. Unlike Deer, antelope do not 
  shed their horns each spring. 
  BEAR (Brown, Black) 
  Natural Habitat: Woods, Rough, Caverns 
  Frequency: Uncommon Number: 1-4 
  Description: Bears exist in any climate and have even been known to live in 
  desert habitats. Arctic and mountain bears will be white. Other bears may vary in 
  colour from brown to black, and some will have creamy or rust tinged fur. They 
  will generally weigh between 500 and 1500 pounds. They tend to walk on all 
  four feet, but may stand on their hind legs to fight. 
  Talents, Skills, and Magic: Bears possess no special skills or talents. They are 
  not magic or tool users. However, Shape Changers may use tools (and weapons) 
  in their bear form. 
  Movement Rates: Running: 300 
  PS: 35-40 
  MD: 10-15 
  AG: 10-15 - 
  MA: None 
  EN: 30-35 
  FT: 35-40 
  WP: 8-10 
  PC: 18-22 
  PB: 6-10 
  TMR: 6 NA: Fur absorbs 4 DP 
  Weapons: Bears may make two claw attacks in Melee with a Base Chance of 
  35% of doing +2 Damage and may achieve Ranks 1-4 with claws. They may bite 
  in Close Combat with a Base Chance of 20% of doing +4 Damage. Bears may 
  bite and claw during the same Pulse while in Close Combat or they can attempt 
  to “hug” their victim with a Base Chance of 60% of doing +8 Damage. 
  Comments: Bears are omnivorous. They are also curious. They will, 
  consequently, investigate and possibly attack a party of less than 6 humanoids. 
  Larger parties will less likely be bothered. In spring, they will have 1-2 cubs in 
  their lair. Each cub will fetch 400-800 Silver Pennies in an untrained state. 
  BISON (Plains Buffalo) 
  Natural Habitat: Plains, Fields 
  Frequency: Common 
  Number: 1-20 (100) 
  Description: Bison are very large creatures vaguely resembling cattle, but with 
  huge shoulders, large, muscular backs, large thick horns, and thick fur around the 
  neck and forequarters. Males can be as tall as 7 feet, weighing more than 2000 
  pounds. Females are somewhat smaller, but do have horns like the males. They 
  travel in herds, usually in large numbers. There will be many more females in a 
  herd than males. 
  Talents, Skills, and Magic: Bison have no talents, skills, or magic. 
  Movement Rates: Running: 350 
  PS: 70-80 
  MD: 7-10 
  AG: 9-12 
  MA: None 
  EN: 35-40 
  FT: 40-45 
  WP: 12-16 
  PC: 13-16 
  PB: 8-10 
  TMR: 6 NA: Hide absorbs 5 DP 
  Weapons: Bison can attack in Melee Combat with their horns, with a Base 
  Chance of 30% and a +4 bonus to Damage. In close combat they can trample an 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 129 
  opponent, with a Base Chance of 40% and a +6 bonus to Damage. They receive 4 
  attacks per pulse when trampling. 
  Comments: Bison are somewhat stupid animals, and will usually not run from 
  human presence unless attacked. They will rarely attack any creature, unless 
  cornered. The hide of a male Bison is worth 500 Silver Pennies if not badly 
  damaged. If leather armour is fashioned from Bison, it will have a protection 
  rating of 5 rather than the usual 4 for that type of armour. The entrails and bones 
  of a bison are also valuable to Nomadic Tribes and human settlements for use as 
  tools and implements. 
  BOAR (Wild Pig) 
  Natural Habitat: Woods, Marsh, Rough 
  Frequency: Uncommon Number: 1-3 (1) 
  Description: Boars grow to 550 pounds, are covered in long, dark bristles and 
  have long tusks. They tend to be both stupid and vicious. 
  Talents, Skills, and Magic: Boars have no special skills or talents and use 
  neither tools nor magic. 
  Movement Rates: Running: 350 
  PS: 22-27 
  MD: 14-18 
  AG: 20-25 
  MA: None 
  EN: 20-25 
  FT: 25-30 
  WP: 4-10 
  PC.’ 12-16 
  PB: 6-10 
  TMR: 7 NA: Bristles absorb 4 DP 
  Weapons: Boars always attempt to charge their victims and either impale them 
  on their tusks or knock them to the ground and trample them. Tusks do - 1 
  Damage with a Base Chance of 50% and Rank of 1-2. Feet do - 3 Damage with a 
  Base Chance of 20%. A boar may only attack in Close Combat. He may not 
  trample and tusk in the same Pulse. 
  Comments: Boars tend to be nocturnal and will seldom be encountered in 
  daylight. They are omnivorous and will devour anything they find laying about or 
  will kill humanoids for food. 
  CAMEL 
  Natural Habitat: Waste, Plains 
  Frequency: Common 
  Number: 1-6 (3) 
  Description: A camel is a tawny, thin-legged creature often used as a riding 
  beast. Camels will have either one large hump on their back or two. If the latter is 
  in the case, the camel is called a dromedary. 
  Talents, Skills, and Magic: Camels’ metabolisms allow them to retain large 
  quantities of fat and water, so they are able to survive for long periods without 
  eating or drinking. On average, a camel can live for a week to ten days without 
  water without suffering substantial ill effects. While valued for this trait, they are 
  difficult to train and so will bring little money in an untrained state. Trained 
  camels will bring 700-900 Silver Pennies. 
  Movement Rates: Running: 600 
  PS: 25-30 
  MD: 12-15 
  AG: 11-14 
  MA: None 
  EN: 27-30 
  FT: 20-25 
  WP: 10-12 
  PC: 14-18 
  PB: 7-9 TMR: 12 
  NA: Hide absorbs 3 DP 
  Weapons: Bite has a Base Chance of 30% of doing - 1 Damage in Melee or 
  Close Combat. Camels may kick instead of biting in Melee with a Base Chance 
  of 25% of doing +4 damage. Camels may only kick into their rear boxes. 
  ELEPHANT 
  Natural Habitat: Plains, 
  Frequency: Common 
  Number: 1-50 (20) 
  Description: Elephants are 10 to 14 feet high at the shoulder and weigh between 
  4 and 8 tons (with “Indian” Elephants being much smaller on the average than 
  “African” Elephants). They tend to be gray in colour, but may appear brown, 
  yellow or red, depending upon what type of mud they have been wallowing in. 
  Elephants are four-hex monsters. 
  Talents, Skills, and Magic: Elephants have no talents or skills and are not magic 
  or tool users. They are dexterous with their trunks and can often use them to lift 
  large burdens, shake trees, crush or throw objects (like people) without much 
  accuracy. They have a highly developed sense of smell and poor eyesight. 
  Movement Rates: Running: 450 
  PS: 60-75 
  MD: 15-18 
  AG: 10-12 
  MA: None 
  EN: 40-50 
  FT: 45-55 
  WP: 10-14 
  PC: 10-12 
  PB: 6-8 TMR: 9 NA: Hide absorbs 5 DP 
  Weapons: The elephant’s main weapons are his tusks, which. can be used in 
  Melee or Close Combat with a Base Chance of 15% of doing +2 Damage. If the 
  elephant is charging while making a tusk attack, the Base Chance is 60% and 
  Damage is +8. The elephant can also attack with his trunk during the same Pulse 
  in which he Melee Attacks with tusks and has a Base Chance of 80% of doing -2 
  Damage. If an elephant runs over an entity in Close Combat, he has a Base 
  Chance of 50% of doing +6 Damage (resolve one attack per foot, total of 4). 
  Comments: Elephants will usually shy away from humanoids unless provoked 
  (70% chance that provocation short of attack will be ignored). If one elephant is 
  attacked, all nearby elephants will come to his assistance, especially if the 
  elephant is a cow or calf. Elephant tusks are valuable (D10+3 Silver Pennies per 
  pound of ivory with each tusk weighing 100 pounds). Calves will sell for 1000 
  Silver Pennies and adult bulls will sell for three times that if unharmed. Adult 
  females may fetch 1500 Silver Pennies if still in their breeding years. 
  GIRAFFE 
  Natural Habitat: Plains, Woods 
  Frequency: Uncommon Number: 1-16 (6) 
  Description: Giraffes are tall mammals with long necks and a horse-like head. 
  They can grow as tall as 18 feet, averaging 12 feet high at the shoulder, and can 
  weigh over 3000 pounds. They have long legs, round bodies, and are quite fast. 
  Giraffes are vegetarian, feasting on the leafy tops of tall trees. Their fur ranges in 
  colour from golden to brown, usually dotted with darker spots meant to help hide 
  the creature from predators. The head of the Giraffe has three small flesh covered 
  horns, valued for their chemical properties. Giraffes travel in small herds, usually 
  led by one dominant male. They will generally flee from the presence of 
  humanoids who come closer than 200 yards. They are 4 hex monsters. 
  Talents, Skills, and Magic: Giraffes have no special skills or talents, and are not 
  magic users. 
  Movement Rates: Running: 600 
  PS: 20-26 
  MD: 14-18 
  AG: 12-16 
  MA: None 
  EN: 22-26 
  FT: 30-35 
  WP: 10-12 
  PC: 18-22 
  PB: 12-16 
  TMR: 12 
  NA: Fur absorbs 2 DP 
  Weapons: Giraffes can attack in Melee or Close Combat with a base chance of 
  20%, Damage +1. In Close Combat they are allowed 2 attacks per pulse with no 
  penalty. 
  Comments: Giraffe horn is valuable to Alchemists and Wizards. One horn from a 
  full grown Giraffe can sell for 100 Gold Shillings or more. The horn is often used 
  to make potions or as an item to be imbued with magical properties (effectively 
  adds 1 Rank to spell cast into item, see section 48.3). 
  HIPPOPOTAMUS (River Horse) 
  Natural Habitat: Plains, Marsh, Woods (Jungle Rivers) 
  Frequency: Uncommon Number: 1-10 (4) 
  Description: Hippos are huge aquatic mammals with long round bodies, short 
  ears, and large oblong snouts. They can grow to lengths of over 14 feet, and often 
  weigh more than 4 tons. They are somewhat short, however, growing to heights 
  of only about 5 or 6 feet at the shoulder. Their skin is rough, usually dark brown 
  or gray. They have round flat teeth (treat bite as Class C Weapon), and horrible 
  breath. These monsters have a great lung capacity, and can stay comfortably 
  submerged for up to 1 hour. Young hippos nurse underwater. While submerged, 
  hippos are difficult to spot, as usually only their nostrils and eyes protrude above 
  the water. These animals are territorial, and will challenge any creature or boat 
  that comes to close to their young. They will often attempt to surprise and capsize 
  any craft that comes too close or appears hostile. Hippos often release pink milky 
  mucus through their skin when they are about to attack. They are 4 hex monsters. 
  Talents, Skills, and Magic: These animals have no special skills accept their 
  ability to stay submerged for long periods of time. 
  Movement Rates: Running: 250; Swimming: 250 
  PS: 40-50 
  MD: 7-9 AG: 7-10 
  MA: None 
  EN: 25-30 
  FT: 35-40 
  WP: 10-12 
  PC: 14-18 
  PB: 6-9 TMR: 5/5 
  NA: Skin absorbs 2 DP 
  Weapons: Hippos can attack in Melee or Close with their bite, Strike Chance of 
  35%, +2 to Damage. Additionally, they can attempt to upend boats or small 
  watercraft (20’ long or shorter), Base Chance varies, but game master’s should 
  note Hippos’ weight and strength when figuring this attack. 
  Comments: Hippos are Herbivores, and will so generally will not attack other 
  creatures unless threatened. On land, Hippos are virtually defenseless, and are 
  hunted by Tigers and Suarime. A full grown Hippo can provide as much as 1.5 
  tons of meat if prepared properly. 
  MOUNTAIN BEAR (Grizzly, Kodiak Bear) 
  Natural Habitat: Rough, Forest, Plains 
  Frequency: Rare Number: 1-2 (1) 
  Description: A Mountain Bear is larger than other bears, growing as tall as 12 
  feet and weighing as much as 2500 pounds. They are also more easily enraged, 
  although they do share the curiosity of their smaller cousins. They have brown 
  fur, huge forepaws, and thick skin. They will very rarely be afraid of parties of 
  less than 6 humans. They cannot climb trees, but they will attempt to shake one 
  loose if one attempts to evade them by climbing a tree. Breeds of this bear 
  include Kodiak (Plains), Polar Bears, and Mountain Grizzly Bears. 
  Talents, Skills, and Magic: Mountains bears have not talents, skills, or abilities 
  with magic. 
  Movement Rates: Running: 350 
  PS: 40-45 
  MD: 10-15 
  AG: 10-15 
  MA: None 
  EN: 35-40 
  FT: 40-45 
  WP: 12-14 
  PC: 18-21 
  PB: 6-10 
  TMR: 7 NA: Fur absorbs 5 DP 
  Weapons: Mountain Bears can make 2 claw attacks in melee with a base chance 
  of 35% doing D10+4 and can achieve ranks 1-4 with claws. They can bite in 
  Melee or Close Combat, base chance of 25% doing D10+5 damage. They can 
  bite or claw during the same pulse while in Close Combat, or they can attempt to 
  hug their victims after two successful claw attacks in the same pulse while in 
  Close, base chance of 60% doing D10+10 damage. 
  Comments: These bears are difficult to train, but it is possible (-10% to Beast 
  Master checks). A cub will sell for approximately 300 Silver Pennies. A trained 
  
  PAGE 130 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  adult will sell for as much as 1200 Silver Pennies. The fur of an adult Mountain 
  Bear is also valuable, and can fetch as much as 200 Silver Pennies. 
  OXEN 
  Natural Habitat: Plains, Fields (but only near man) 
  Frequency: Common 
  Number: 1-20 (2) 
  Description: Oxen are literally castrated cattle. This heading subsumes all such 
  forms of domesticated beasts (water buffalo, caribou, etc.) used for pulling 
  wagons, carts, plows, etc., or for carrying burdens. Oxen generally have horns, 
  but will seldom use them unless directly attacked. 
  Talents, Skills, and Magic: Oxen have no special talent or skill and are neither 
  tool nor magic users. They will almost always be trained to pull a plow or wagon. 
  Movement Rates: Running: 250 
  PS: 50-60 
  MD: 7-9 AG: 8-10 
  MA: None 
  EN: 25-30 
  FT: 32-40 
  WP: 7-9 PC: 12-15 
  PB: 6-8 TMR: 5 NA: Hide absorbs 3 DP 
  Weapons: Oxen may attack in Melee with their horns for +3 Damage (Base 
  Chance of 20%). They may trample in Close Combat with a 40% Base Chance of 
  doing +5 Damage (4 attacks per Pulse possible). 
  RAM (Big Horn Sheep) 
  Natural Habitat: Waste, Rough 
  Frequency: Rare Number: 1-2 (12) 
  Description: Rams are large sheep with huge curling horns which form an 
  effective helmet above their head. They stand as large as 4 feet at the shoulder 
  and males weight about 380 pounds. They range in colour from gray to 
  dark-brown and their fur is coarse. They are agile climbers while in their natural 
  habitat. Their movement rates are not affected by rough terrain. Rams are highly 
  territorial toward any trespasser, especially another male. Males will often battle 
  for a "harem" of females, usually about 10-12 ewes. These battles are ferocious, 
  and the clashing of horns can be heard for several miles. Ewes will almost always 
  be tending at least some young. 
  Talents, Skills, and Magic: Rams have no special talents or skills and are not 
  tool users. However, they can climb through very rough terrain with little 
  problem. 
  Movement Rates: Running: 650 
  PS: 26-30 
  MD: 12-15 
  AG: 24-26 
  MA: None 
  EN: 17-21 
  FT: 22-25 
  WP: 10-12 
  PC: 16-18 
  PB: 10-12 
  TMR: 12 
  NA: Hide absorbs 3 DP 
  Weapons: Rams attack in Close combat using their hooves, with a base chance of 
  30% doing +3 damage. In Melee, they attack with their massive horns in a 
  "head-butt" type style. This has a base chance of 60% and does D10+6 Damage. 
  Additionally, any man-sized or smaller character who suffers effective damage 
  from this attack must role 3x Physical Strength or be thrown prone, suffering an 
  additional D10-6 Damage not absorbed by armour. They can have Rank 1-3 with 
  this attack. Rams can charge up to half their TMR and use their horn attack in 
  Melee combat with no penalty. 
  Comments: Rams will shy away from humans, but are somewhat territorial and 
  will attack intruders who come too close to the herd. The Horns of an adult Ram 
  are very valuable in most areas, and will fetch 3D10 Gold Shillings. If the male is 
  particularly old, the value of the horns will be doubled. 
  RHINOCEROS (African Rhino) 
  Natural Habitat: Plains, Marsh, Woods 
  Frequency: Uncommon Number: 1-4 (1) 
  Description: A Rhino is a large land mammal with a huge head, small eyes, and 
  one or two horns protruding from their snout. Their skin is gray and thick, 
  generally with short abrasive hairs covering their head and neck. They can grow 
  as large as 6 feet high at the shoulder, 8 feet long, and often weigh over 3 tons. 
  Rhinos are solitary herbivores, although bulls will fight over females and territory 
  during mating seasons: Spring and Autumn. These creatures are generally not 
  afraid of anything, including lions, tigers, or man. Additionally, they consume a 
  great deal of food (about 400 pounds per day). Rhinos will usually not attack 
  unless provoked. They are 3 hex monsters. 
  Talents, Skills, and Magic: Rhinos posses no special skills or magic. They are 
  not tool users. 
  Movement Rates: Running: 350 
  PS: 50-60 
  MD: 10-12 
  AG: 10-12 
  MA: None 
  EN: 35-45 
  FT: 45-50 
  WP: 10-14 
  PC: 12-14 
  PB: 5-8 TMR: 7 NA: Hide absorbs 7 DP 
  Weapons: A Rhino can attack in Melee or Close combat with his horn(s) once 
  per pulse. He has a base chance of 40% and a +2 Damage Modifier. If the horn 
  attack comes at the end of a Charge (treat as pole weapon), the base chance is 
  increased to 60%, and Damage is +6. Additionally, a Rhino can trample a target 
  in Close Combat, base chance of 25%, Damage +2 (4 attacks per pulse). 
  Comments: Rhinos are not shy, but they do have a short temper and will attack if 
  annoyed. Rhinos can be tamed with difficulty (treat as Rebellious Creature). 
  Generally, a trained Rhino is used as a Mount or as a siege weapon (battering 
  ram). A trained Rhino will sell for 90 Gold Shillings or more. Their skin is also 
  valuable as an armour (treat as Leather, Protection 5), and can sell for up to 500 
  Silver Pennies. Courtesans have also found use for the horn of a Rhino as an 
  aphrodisiac. Horns will sell for 25 Gold Shillings each in most cities. 
  STAG 
  Natural Habitat: Woods (especially deep woods or forest) Frequency: 
  Uncommon 
  Number: 1-5 (1) 
  Description: Stags are great male deer, boasting large racks of antlers. They will 
  sometimes be accompanied by female deer and fawns (1-2 per couple). They 
  generally have a tawny coat, but rare specimens are black. 
  Talents, Skills, and Magic: Stags have no special talents or skills and use neither 
  tools nor magic. 
  Movement Rates: Running: 750 
  PS: 20-26 
  MD: 19-24 
  AG: 22-26 
  MA: None 
  EN: 15-20 
  FT: 20-25 
  WP: 10-11 
  PC: 20-25 
  PB: 12-13 
  TMR: 13 
  NA: Hide absorbs 3 DP 
  Weapons: Stags can attempt to horn with a Base Chance of 30% of doing +5 
  Damage in Close or Melee Combat (possible Rank of 1-4). They can kick at a 
  character occupying the hex opposite that they are facing in Melee Combat with a 
  Base Chance of 50% of doing +3 damage. 
  Comments: Stags will be wary of humanoids, but will not flee them. Their racks 
  are extremely valuable (worth D10+ 1 per point hundreds of Silver Pennies). In 
  addition, their hide will fetch 300 Silver Pennies (5 times that if the stag is black). 
  WALRUS 
  Natural Habitat: Ocean (Arctic), Waste 
  Frequency: Uncommon Number: 1-5 (20) 
  Description: Walrus are huge marine mammals who inhabit the sub-arctic 
  coastal regions feasting on fish, clams, and seals. They have plump, oblong 
  bodies, with almost hairless skin. The Walrus has no legs or feet, but they do have 
  reversible front flippers which facilitate movement across the ice. Walrus bulls 
  can grow as long as 12 feet, and weigh as much as 3200 pounds or more. They 
  are generally gray in colour, with thick hides, long sharp teeth (or tusks), and an 
  abundant layer of blubber to protect them from the cold waters of the sea, in 
  which they hunt and live. Walrus will sometimes lurk in the water below the ice 
  of a frozen piece of water, and attack creatures on it from below by propelling 
  themselves up through the surface. A Walrus bull may have as many as 10 or 
  more cows (females) in his herd. Bulls often fight over females and territory, as 
  the Walrus is very protective of its property. 
  Talents, Skills, and Magic: A Walrus has no talents, skills, or special abilities, 
  except that they are able to hold their breath under water for as long as 1 hour. 
  Movement Rates: Running: 150; Swimming: 200 
  PS: 25-30 
  MD: 5-8 AG: 6-10 
  MA: None 
  EN: 25-35 
  FT: 30-35 
  WP: 12-16 
  PC: 12-16 
  PB: 5-8 TMR: 3/4 
  NA: Hide absorbs 5 DP 
  Weapons: A walrus can attack in Close Combat, where it can use its tusks: Base 
  Chance 35%, +8 to Damage. It can have rank 1-4 with this attack. If a successful 
  tusk attack is made in Close Combat, a Walrus can attempt to "roll" its victim. 
  This attack means the animal will roll on top of its target and attempt to crush 
  them into the ice with their weight. This attack has a Base Chance of 20%, and 
  the Damage is +10, not absorbed by non-metallic armour. 
  Comments: Walrus herds will generally be found lazily lounging in the sun near 
  the waters where they feed. If a party comes to near the herd, bulls will not 
  hesitate to challenge them. game masters should decrease the chance for surprise 
  for a Walrus encounter, as they are generally quite loud. Walrus tusks are 
  valuable, fetching about 2 Gold Shillings per pound (average weight D10-4 
  pounds per tusk). 
  WOOLY MAMMOTH (Mastodon) 
  Natural Habitat: Plains (and sometimes Woods) 
  Frequency: Uncommon Number: 1-10 (4) 
  Description: Mammoths are huge, hairy, evil-tempered elephantine animals 
  growing to twice the size of elephants. Mastodons are generally longer and lower 
  to the ground, but otherwise similar to the mammoth. Both mammoths and 
  mastodons are four-hex monsters. 
  Talents, Skills, and Magic: Mammoths possess no talents, skills or magic. They 
  are not tool users. 
  Movement Rates: Running: 500 
  PS: 65-80 
  MD: 15-18 
  AG: 10-12 
  MA: None 
  EN: 50-60 
  FT: 55-65 
  WP: 10-14 
  PC: 10-12 
  PB: 5-7 TMR: 10 
  NA: Hide absorbs 6 DP 
  Weapons: Mammoths attack in exactly the same manner as elephants, but do 1 
  additional point of damage per attack. 
  Comments: Mammoths tend to be more irritable than elephants and will be 
  quicker to attack, but are otherwise similar. Their tusks are valued the same as 
  elephant tusks, but weigh only 50-80 pounds each. 
  [134.4] Small Land Mammals 
  This section describes those common small land mammals which adventurers are 
  likely to encounter and includes the following: dingoes, hyenas, jackals, 
  mongooses, rats, wolves, and weasels. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 131 
  DINGO 
  Natural Habitat: Plains, Waste, Woods 
  Frequency: Common 
  Number: 1-12 (6) 
  Description: Dingoes are wild dogs, usually between 2 and 3 feet in length and 
  sometimes marked in the same manner as jackals. The characteristics of dingoes 
  are the same for all types of dogs, though, unlike dingoes, other types may be 
  trained and sold without restriction (since they do not have the savage nature of 
  wild dogs). 
  Talents, Skills, and Magic: Dingoes have no special talents or skills and do not 
  use magic or tools. 
  Movement Rates: Running: 350 
  PS: 6-10 MD: 15-20 
  AG: 16-20 
  MA: None 
  EN: 5-10 
  FT: 10-15 
  WP: 6-10 
  PC: 18-22 
  PB: 10-14 
  TMR: 7 NA: Fur absorbs 2 DP 
  Weapons: Dingoes may bite in Close Combat with a Base Chance of 65% of 
  doing -4 Damage. They may not otherwise attack. 
  Comments: Dingoes hunt in packs. They will usually refrain from attacking 
  humanoids unless they catch an individual alone and are hungry. They can be 
  trapped and the pups are trainable, but they cannot be sold to an individual who 
  was not present at their training. 
  FERRET 
  Natural Habitat: Woods, Plains, Hills 
  Frequency: Uncommon Number: 1-2 (1) 
  Description: Ferrets belong to the weasel family, but they do not share the harsh 
  temper of their relatives. They are cheery creatures, curious, and playful. They 
  are also excellent hunters and trackers. They are approximately 16 inches long, 
  and weigh 4 to 5 pounds. Ferrets have gray fur, with black patches around their 
  eyes. They will defend themselves if they feel threatened, but are more likely to 
  attempt to run away. 
  Movement Rates: Running: 200 
  PS: 1-2 MD: 18-24 
  AG: 24-28 
  MA: None 
  EN: 1-2 FT: 3-4 WP: 14-18 
  PC: 17-23 
  PB: 12-16 
  TMR: 4 NA: Fur absorbs 1 DP 
  Weapons: Ferrets can only attack in close combat, where their Base Chance 
  60%, -2 to Damage. 
  Comments: Ferrets are often trained for hunting foxes and rabbits. They are 
  sleek, and can fit into small crevices with little trouble. They can also climb 
  surprisingly well. Ferrets will trade for about 100 Silver Pennies if captured, or 3 
  times that amount if they are trained. 
  FOX (Arctic Fox) 
  Natural Habitat: Woods, Plains, Field 
  Frequency: Uncommon Number: 1-2 (1) 
  Description: Foxes are small sleek dogs, averaging 10 inches high at the 
  shoulder, although they can grow larger. Male foxes can weigh as much as 15 
  pounds. They vary in colour from bright orange to white. They skill will usually 
  match the colour of their environment. Foxes hunt mostly at night, preferring to 
  sleep during the day, except during the winter. Fox are generally frightened of 
  humans, although they do live near human settlements where small farm animals 
  (chickens, rabbits, cats, etc.) might be present. These creatures are quite cunning 
  and are difficult to trap or tame. They also have an acute sense of smell. 
  Talents, Skills, and Magic: Foxes have no special talents, or skills. They do not 
  use magic or tools. 
  Movement Rates: Running: 300 
  PS: 4-6 MD: 18-20 
  AG: 22-26 
  MA: None 
  EN: 5-7 FT: 10-12 
  WP: 10-12 
  PC: 22-26 
  PB: 10-14 
  TMR: 6 NA: Fur absorbs 1 DP 
  Weapons: Foxes can only attack in close combat with its bite: 50%, -2 to 
  Damage. 
  Comments: A fox fur is quite valuable, and can sell for as much as 100 Silver 
  Pennies. An Arctic Fox fur will sell for twice that amount. 
  HYENA 
  Natural Habitat: Plains 
  Frequency: Common 
  Number: 1-10 (6) 
  Description: Hyenas are light brown, snub-snouted animals about 4 feet in 
  length. Their hides are specked with large dark brown rings. They have short tails 
  and rounded ears. The forelegs of a hyena are longer than the rear legs, so when 
  the animal stands, it seems to slope downward from its shoulders to its tail. At 
  night, hyenas can be recognized by their barking howl. 
  Talents, Skills, and Magic: Hyena have no special talents or skills. They do not 
  use tools or magic. 
  Movement Rates: Running: 350 
  PS: 6-8 MD: 19-21 
  AG: 22-24 
  M.A: None 
  EN: 7-9 FT: 11-13 
  WP: 8-10 
  PC: 19-23 
  PB: 6-8 TMR: 7 N.A: Hide absorbs 3 DP 
  Weapons: Hyenas can only attack in Close Combat and then they bite with a 
  Base Chance of 60% of doing - 1 damage. 
  Comments: Hyenas are mainly scavengers, preying on the remains of caresses 
  left by the great cats and other hunters. 
  JACKAL 
  Natural Habitat: Plains 
  Frequency: Common 
  Number: 1-8 (2) 
  Description: A jackal looks like a cross between a fox and a wolf, has a speckled 
  gray and brown coat, and is about 3 feet long. 
  Talents, Skills, and Magic: A jackal has no special talents or skills and does not 
  use tools or magic. 
  Movement Rates: Running: 300 
  PS: 5-7 MD:’ 18-20 
  AG: 22-24 
  MA: None 
  EN: 6-8 FT: 9-12 
  WP: 7-9 PC: 20-23 
  PB: 7-9 TMR: 6 NA: Fur absorbs 2 DP 
  Weapons: Jackals can only attack in Close Combat. Their bite has a Base Chance 
  of 60% of doing - 2 damage. 
  Comments: Jackals, like hyenas, are scavengers, and are none too courageous. 
  They are curious, and will occasionally raid a human camp searching for food, 
  but they will run at the first sign of danger. 
  MONGOOSE 
  Natural Habitat: Woods, Rough, Marsh 
  Frequency: Common 
  Number: 1-20 (6) 
  Description: Mongooses have light gray fur and grow to a length of about two 
  feet. They are very common rodents in some parts of the world, and are valued as 
  snake-killers. 
  Talents, Skills, and Magic: Mongooses have no special skills or talents. They 
  are not tool or magic users. 
  Movement Rates: Running: 400 
  PS: 2-3 MD: 26-32 
  AG: 26-32 
  MA: None 
  EN: 4-6 FT: 6-8 WP: 18-20 
  PC: 20-24 
  PB: 10-12 
  TMR: 8 NA: None 
  Weapons: Mongooses get one bite in Close Combat at a Base Chance of 80% of 
  doing - 6 Damage. 
  Comments: Mongooses are especially valued as house pets and a mongoose 
  which is trained to remain in the vicinity of a dwelling (and protect against 
  snakes, especially cobras) will fetch 300-400 Silver Pennies. They are relatively 
  easy to train for this task. 
  RABBIT 
  Natural Habitat: Woods, Plains, Field 
  Frequency: Common 
  Number: 1-20 (4) 
  Description: Rabbits are small woodland creatures with large hind legs and 
  pointing ears. They are shy of almost all creatures, most especially man. They 
  live in burrows beneath the ground, and forage for grasses, clover, any vegetables 
  grown by man, particularly carrots. They vary in colour from brown to gray to 
  white, and can weigh as much as 7 pounds. 
  Talents, Skills, and Magic: Rabbits have no special talents or skills, and they are 
  not tool users. They have no affinity for magic. 
  Movement Rates: Running: 450 
  PS: 1-2 MD: 12-16 
  AG: 18-24 
  MA: None 
  EN: 1-2 FT: 2-4 WP: 8-10 
  PC: 16-20 
  PB: 4-8 TMR: 9 NA: Fur absorbs 1 DP 
  Weapons: Rabbits can only attack in Close Combat, where they can bite with a 
  base chance of 20% and a damage modifier of -7. 
  Comments: Rabbit furs will sell for 5-10 Silver Pennies in most cities. Rabbits 
  provide about 1 2 pounds of meat if prepared properly. They will always attempt 
  to flee from danger of any kind. 
  RAT 
  Natural Habitat: Caverns, Ruins, Crypts 
  Frequency: Common 
  Number: 1-100 (12) Description: Usually about eight 
  inches long, these animals can be any combination of shades of black, white, or 
  brown. Some larger strains of rats can grow to 18 inches (with corresponding 
  increase in the damage they can do and their Base Chance of biting during Close 
  Combat -- see below). 
  Talents, Skills, and Magic: Rats have no special talents, skills, or magical 
  abilities. 
  Movement Rates: Running: 100 
  PS: 4-6 MD: 15-20 
  AG: 15-20 
  MA: None 
  EN: 1-2 FT: 2-3 WP: 8-16 
  PC: 17-20 
  PB: 4-8 TMR: 2 NA: None 
  Weapons: Rats have a Base Chance of 75% of doing - 7 damage in Close 
  Combat. They cannot attack in Melee Combat. 
  Comments: Rats are not tool-users, but they can dig holes and gnaw through 
  substances as hard as sandstone and lead, given enough time. When in combat 
  they tend to head for the eyes and other unprotected areas, so the armour 
  protection Rating of characters defending against rats should be reduced by three 
  or four points. A character has a 10% chance of contracting a disease if he is in 
  
  PAGE 132 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  contact with rats for any period of time. If a character is bitten by a rat, increase 
  chance of infection by 20. 
  SEAL 
  Natural Habitat: Ocean, Sub-Arctic, Coast 
  Frequency: Common 
  Number: 1-20 (20) 
  Description: Seals are medium sized mammals with slick brown skin, flippers 
  for swimming, and long tubular bodies. They are deft swimmers, and commonly 
  spend their days hunting and playing in the waters near Arctic coasts. They are 
  intelligent animals, and will generally flee to water if threatened, where they can 
  usually avoid any predator. Their main enemies are Walrus, Killer Whales, and 
  Polar Bears. Seals eat fish and shellfish almost exclusively, although their 
  digestive systems are conducive to almost any food. Seals can weigh as much as 
  700 pounds, and grow to lengths of up to 8 feet. 
  Talents, Skills, and Magic: Seals have no special skills or talents, and they 
  cannot use magic. Seals can hold their breath for as long as 70 minutes, and can 
  dive as deep as 2,000 feet underwater. 
  Movement Rates: Running: 150; Swimming: 350 
  PS: 10-14 
  MD: 4-6 AG: 12-16 
  MA: None 
  EN: 10-14 
  FT: 16-20 
  WP: 10-14 
  PC: 14-17 
  PB: 10-12 
  TMR: 3/7 
  NA: Skin absorbs 2 DP 
  Weapons: Seals can attack in Melee Combat with their snouts, Base Chance of 
  35%, Damage -2. In Close Combat they can bite, Base Chance of 30%, Damage 
  +1. 
  Comments: Seals are generally hunted for their skins, meat, and blubber. A Seal 
  skin will sell for 30 Silver Pennies in cities trading in such goods. Baby seal skin 
  is quite valuable, at 200 Silver Pennies each. There is a 25% chance that if seals 
  are encountered they will have D10 calves with them. 
  SQUIRREL 
  Natural Habitat: Woods, Fields, Plains, Rough (Hills), Marsh 
  Frequency: Common 
  Number: 1-3 (2) 
  Description: Squirrels are small furry creatures who can grow to be about 2 feet 
  in length (including tail). They can weigh as much as 5 pounds. They are 
  generally brown or tan, although some breeds are white. They eat nuts, plants, 
  and berries and will make their homes in trees, burrows, or beneath rocks. They 
  can climb quite well, especially trees, which their claws are ideal for gripping. 
  Talents, Skills, and Magic: Squirrels do not have any talents, skills, or magic. 
  Movement Rates: Running: 100; Climbing: 100 
  PS: 2-3 MD: 16-22 
  AG: 26-32 
  MA: None 
  EN: 1-2 FT: 2-3 WP: 6-12 
  PC: 20-26 
  PB: 6-10 
  TMR 2/2 
  NA: None 
  Weapons: Squirrels attack with their bite in Close Combat where they have a 
  base chance of 25% and receive a -7 to damage. If a character is infected by a 
  squirrel bite, there is a 5% chance that they will have contracted rabies or some 
  other animal borne disease. 
  Comments: Squirrels will be shy of humans unless food is offered them. They 
  will be wary and run away at any sign of danger. Squirrels will only attack if 
  picked up or grabbed. 
  WARDOG 
  Natural Habitat: Any (Near Man) 
  Frequency: Uncommon Number: 1-2 (1) 
  Description: A Wardog is any type of dog trained by humans for use in combat, 
  hunting, or other difficult tasks. These breeds include: Mastiff, Bulldog, Husky 
  (Malamute), German Shepherd, Boxers, and Setters. These dogs are larger and 
  stronger than most dogs, averaging 2 to 3 feet high at the shoulder and weighing 
  70-90 pounds. They also have slightly different characteristics than other dogs (or 
  Dingoes). These dogs can be trained and sold without restriction (see below). 
  Talents, Skills, and Magic: Wardogs have no special skills or talents, and they 
  are not magic users. They have good stamina and generally have an excellent 
  resistance to cold weather. 
  Movement Rates: Running: 350 
  PS: 10-12 
  MD: 15-20 
  AG: 16-20 
  MA: None 
  EN: 12-18 
  FT: 22-25 
  WP: 12-16 
  PC: 20-24 
  PB: 12-14 
  TMR: 7 NA: Fur absorbs 2 DP 
  Weapons: Wardogs can bite in Melee Combat with a Base Chance of 65% doing 
  D10 points of damage. In close combat, they receive a +1 bonus to their damage 
  rolls for biting. 
  Comments: Wardogs are more likely to attack humans than most dogs, but will 
  usually not do so if their master is present, unless they are very hungry. They can 
  be trained to fight, hunt, and even track (if the Beast Master who trains them 
  works with or is a Ranger of at least Rank 0). Well trained Dogs will sell for as 
  much as 100 Silver Pennies in most cities. If the new master of a Wardog is not a 
  Beast Master, he must spend 1 week with the dog and the trainer learning the 
  proper commands for directing its actions, or two weeks if the old master is not 
  available. He can still adventure during the time period, but there will be a chance 
  equal to the dog’s Willpower x 4 that the dog will not obey him if he issues it a 
  command. 
  WEASEL 
  Natural Habitat: Woods 
  Frequency: Uncommon Number: 1-2 (]) 
  Description: Weasels have a brown coat during the summer, which turns white 
  as winter approaches. They are slim, and utterly vicious. The pelts of weasels 
  taken during winter are worth 40-70 Silver Pennies each. 
  Talents, Skills, and Magic: Weasels are the only animals which can stand the 
  gaze and breath of the basilisk, and thus they are often trained to kill them. They 
  are, however, difficult to train and a trained Basilisk killer is worth 4,000-6,000 
  Silver Pennies. Other than this special ability, weasels have no talents or skills. 
  They use neither tools nor magic. 
  Movement Rates: Running: 250 
  PS: 1-2 MD: 19-23 
  .All: 25-29 
  M.A: None 
  EN: 1-2 FT: 3-4 WP: 18-23 
  PC: 17-23 
  PB: 10-13 
  TMR: 5 N.A: Fur absorbs 1 DP 
  Weapons: Weasels may only attack in Close Combat by biting. 
  Bite has a Base Chance of 75% of doing +4 damage. 
  Comments: Weasels are very curious, and they are thus fairly easy to trap. If a 
  pair of weasels is found in spring, there is a 80% chance they will be 
  accompanied by 4-8 young. Weasels are bloodthirsty, and will gladly take on 
  much larger creatures. 
  WOLF 
  Natural Habitat: Woods 
  Frequency: Uncommon Number: 2-24 (6) 
  Description: The colour of wolves’ fur varies greatly with environment, but they 
  will usually be coloured so as to blend in with their surroundings. The thickness 
  of the fur depends on the season. 
  Talents, Skills, and Magic: Wolves have no skills, talents or magical abilities 
  and are not tool users. Wolves have incredible stamina, however, and can run for 
  literally days at a time. 
  Movement Rates: All-out Run: 400; Steady Run: 250 
  PS: 10-12 
  MD: 18-20 
  AG: 18-20 
  MA: None 
  EN: 15-20 
  FT: 30-35 
  WP: 18-22 
  PC: 20-24 
  PR: 6-9 TMR: 8 NA: Fur absorbs 3 DP 
  Weapons: Wolves Melee Attack with their bite. (Base Chance of 60% +1 
  Damage). In Close Combat, damage from biting is increased to +3. 
  Comments: Wolves travel in packs, although lone wolves can occasionally be 
  found. During the spring, a wolf’s lair will be occupied by from 3-12 cubs per 
  female in the pack. 
  WOLVERINE 
  Natural Habitat: Woods, Rough 
  Frequency: Uncommon Number: 1-2 (1) 
  Description: Wolverines resemble small bears, but they are actually members of 
  the Weasel family. They have dark gray or black fur, sharp teeth, and a vicious 
  temper. They will not hesitate to attack anything that annoys them. They are 
  extremely territorial, and will charge a person who comes near them or their 
  homes. They are about 3 feet long, but can weigh as much as 80 pounds. 
  Wolverines are virtually impossible to tame (treat as Intelligent/Rebellious 
  creature). Wolverines are solitary, nocturnal predators, who hunt most creatures 
  in their domain. 
  Talents, Skills, and Magic: Wolverines have no skills or talents, except that they 
  are virtually fearless. 
  Movement Rates: Running: 250 
  PS: 16-22 
  MD: 18-22 
  AG: 22-26 
  MA: None 
  EN: 18-22 
  FT: 20-25 
  WP: 18-23 
  PC: 17-23 
  PB: 4-8 TMR: 5 NA: Hide absorbs 3 DP 
  Weapons: A Wolverine can attack 3 times in Close Combat with no penalty. 
  Their claws have a base chance of 50% and do +2 to Damage. Their bite can be 
  used in either Melee or Close Combat with a base chance of 75%. In Melee 
  Combat the bite has a +4 Damage Modifier, but in Close Combat the damage for 
  biting goes up to +5. 
  Comments: Wolverines have been known to kill bears and other creatures much 
  larger than they are. They are commonly used for Bear-bating by those who can 
  afford the price of their capture (usually around 1000 Silver Pennies for an adult). 
  Wolverine fur is highly valuable, as it repels water. A fur will sell for as much as 
  150 Silver Pennies. 
  135. Avians 
  Avians include only those species listed in this rule Section, though other Species 
  have a flying capacity and the rules governing flying in this section apply to all 
  species using that option. 
  Whenever an avian (or any other entity that is a flyer) is air-borne, the character’s 
  height above the ground and/or any obstacle may have to be noted (especially in 
  the case of combat situations). When calculating the range between two 
  characters when one or both are airborne, the following formula is used: A2+B2 = 
  C2. A = the distance between the two characters in feet. B = the difference between 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 133 
  the height of the two characters from the ground. C = the range between the 
  characters. A character may not attack another character in Melee Combat when 
  one or both are airborne unless the Range between them is 5 feet or less. A 
  character may not attack a character in Close Combat when one or both are 
  airborne unless they occupy the same hex and the height difference is 3 feet or 
  less. A character may not attack another character in Ranged Combat when one or 
  both are airborne unless the range to the target as calculated in this Section is 
  within the maximum range of the weapon or spell the attacker is using. 
  The Base Chance of hitting an airborne character is always reduced by 20. The 
  Base Chance of an airborne character hitting a target on the ground is reduced by 
  15 and the Base Chance of an airborne character hitting another airborne 
  character is reduced by 10. These reductions apply to all physical combat, but not 
  to magic. 
  Whenever an airborne character occupies the same hex as another conscious, 
  unstunned character and the height differential is 3 feet or less, they are 
  automatically in Close Combat. An air-borne character will be pulled from the air 
  and made to adopt a Prone Position in Close Combat if the combined Physical 
  Strength and Agility of the airborne character are less than the combined Physical 
  Strength and Agility of the character on the ground. If both characters are flying 
  or if the combined Physical Strength and Agility of the airborne character is equal 
  to or greater than that of the non-airborne character, the Close Combat will be 
  conducted with the airborne character remaining airborne and, possibly, with both 
  characters airborne (game master’s discretion as to how much weight a flying 
  character can carry into the air in such circumstances). 
  An airborne character can enter the same hex as a stunned or unconscious 
  character or as a character who is 5 feet or more above or below him without 
  having to enter Close Combat. An air-borne character can make a Charge Attack 
  by “diving” on the target. 
  The larger avians can be used as steeds or will carry characters or objects in their 
  talons or claws. Generally, except for eagles, only Fantastical Avians will carry 
  characters or objects. 
  [135.1] Common Avians 
  Common Avians include buzzards, eagles, goshawks, owls. 
  BUZZARD 
  Natural Habitat: Plains, Waste 
  Frequency: Common 
  Number: 1-60 (10) 
  Description: These birds have dark brown plumage and thin, un-feathered necks 
  of a tan colour. Their beaks are black and snub-tipped. They prey on the dead and 
  near-dead (especially if unconscious). 
  Talents, Skills, and Magic: Buzzards can see each other miles away, and thus 
  when one buzzard descends for a meal, others soon follow. Except for their keen 
  eyesight, buzzards possess no special talents, skills or magic. They are not tool 
  users. Movement Rates: Flying: 600 
  PS: 3-5 MD: 15-17 
  AG: 14-16 
  MA: None 
  EN: 6-7 FT: 9-11 
  WP: 8-I0 
  PC: 17-20 
  PB: 8-10 
  TMR: 12 
  NA: Feathers absorb 1 DP 
  Weapons: A buzzard attacks in Close Combat with its claws and beak. The 
  claws’ Base Chance is 45r/0, for - 5 Damage, while the bite’s Base Chance is 
  40%, for -6 Damage. A buzzard cannot attack in Melee Combat. 
  EAGLE 
  Natural Habitat: Rough (usually mountainous) 
  Frequency: Uncommon Number: 1-20 (1) 
  Description: Great Eagles are the largest of the birds of prey. They have a 
  wingspan of 7 feet when full grown. Their feathers are gray except around neck 
  and head (which is white). 
  Talents, Skills, and Magic: Eagles have no special talents or skills. They are not 
  magic users and do not use tools. They do have keen eyesight. 
  Movement Rates: Flying: 1200 
  PS: 12-16 
  MD: 22-24 
  AG: 19-23 
  MA: None 
  EN: 9-12 
  FT: 17-20 
  WP: 11-13 
  PC: 20-24 
  PB: 10-12 
  TMR: 24 
  NA: Feathers absorb 2 DP 
  Weapons: Eagles can attack only in Close Combat with either beak (Base 
  Chance of 50% of doing -1 Damage) or 2 talons (Base Chance of%% of doing +1 
  Damage) without penalty in the same Pulse. An eagle may achieve Ranks 1-3 
  with beak and 1-2 with talons. 
  Comments: Eagles avoid humans except to occasionally steal goats or other 
  small animals from human flocks. They will sometimes attack a party which 
  ventures too near their nest. 
  GOSHAWK 
  Natural Habitat: Woods 
  Frequency: Rare Number: 1-2 (1) 
  Description: Goshawks are the largest of the hawks. They are almost 2½ feet in 
  length. The feathers of a goshawk are primarily brown, although the belly is pure 
  white and some of the tail feathers are black. The sharp beak and claws are black. 
  Talents, Skills, and Magic: Other than their excellent eyesight, goshawks have 
  no special talents, skills, or magical abilities and are not tool users. 
  Movement Rates: Flying: 1100 
  PS: 4-6 MD: 18-20 
  AG: 20-22 
  MA: None 
  EN: 6-7 FT: 9-11 
  WP: 8-10 
  PC: 20-21 
  PB: 10-12 
  TMR: 22 
  NA: Feathers absorb 1 DP 
  Weapons: In Close Combat, a Goshawk can attack with two claws and its beak 
  in the same Pulse without penalty. The claw attacks have a Base Chance of 80% 
  and do -3 Damage, while the beak attack has a Base Chance of 65% and does -4 
  Damage. The goshawk cannot attack in Melee Combat. 
  Comments: Like the other birds of prey, the goshawk can be trained to serve 
  man in captivity. It will bring 700-1200 Silver Pennies as a trained hunter. Other 
  types of hunting birds (including goshawks and gyrfalcons) will have 
  characteristics 1-2 less than the goshawk, will fly at speeds of 100-200 yards per 
  minute less, and will have a value of 200-300 fewer Silver Pennies. They will 
  otherwise be similar. 
  OWL 
  Natural Habitat: Woods 
  Frequency: Uncommon Number: 1-6 (1) 
  Description: Owls can be of several types, but in general they are between one 
  and two feet in length. Colouring varies, but brown feathers speckled with gray is 
  a common colouration. Owls’ eyes are both on the front of the head, unlike most 
  birds, and they tend to have large, dark rings around the eyes. 
  Talents, Skills, and Magic: Owls see well in the dark and have excellent 
  hearing. They have no magical abilities, skills or talents and are not tool users. 
  Movement Rates: Flying: 600 
  PS: 3-4 MD: 18-20 
  AG: 22-24 
  MA: None 
  EN: 3-4 FT: 5-7 WP: 7-9 PC: 20-22 
  PB: 9-11 
  TMR: 12 
  NA: Feathers absorb 1 DP 
  Weapons: In Close Combat, Owls can attack with one bite (Base Chance of 55% 
  and Damage - 6) and two claws (Base Chance of 50% anD10-7 Damage) in the 
  same Pulse without penalty. Owls cannot attack in Melee Combat. 
  Comments: Owls are primarily nocturnal predators, hunting small mammals as 
  well as birds. They are said to understand human speech and to be friendly to 
  man, often providing travelers with valuable information. 
  [135.2] Fantastical Avians 
  Fantastical Avians include gargoyles, harpies, hippogriffs, pegasi, phoenixes, 
  race, and gryphons. 
  DRAGONET 
  Natural Habitat: Rough, Waste, Woods 
  Frequency: Very Rare 
  Number: 1-2 (1) 
  Description: Pseudo-Dragons resemble Gold or Red Dragons, except that they 
  are very small, averaging about 8 to 10 pounds. They are semi-intelligent, and 
  generally good natured. Their bodies are about 2 feet long. These small dragons 
  do not share any of the magical abilities of their very distant cousins, but they can 
  fly. These creatures usually make their homes in small caves or nest as birds in 
  hollowed trees. There is a 10% chance that a Dragonet's lair will have 1-3 eggs, 
  which will usually be protected by two parents. A Dragonet can live up to 2000 
  years, and will generally have a vast knowledge of the history of their area. Their 
  memory is nearly perfect. 
  Talents, Skills, and Magic: Dragonet can speak the ancient language of Dragons 
  at Rank 4. They have no other skills, abilities, or magic. 
  Movement Rates: Running: 150; Flying: 350 
  PS: 2-4 MD: 12-18 
  AG: 14-16 
  MA: None 
  EN: 3-4 FT: 10-12 
  WP: 10-16 
  PC: 18-24 
  PB: 6-10 
  TMR: 3/7 
  NA: Scales absorb 2 DP 
  Weapons: Dragonets can only attack in Close Combat with their bite. This attack 
  has a base chance of 35%, and has a +2 Damage Modifier. 
  Comments: These creatures are quite rare, and therefore are protected by Elves, 
  Dryads, and other creatures native to their areas. They are solitary, but do get 
  together to mate about once every 10 years. Dragonets may be willing to help a 
  party in exchange for some small treasure, for which Dragonets share an affinity 
  with their cousins. However, they are not able to understand difficult or complex 
  instructions unless one speaks their ancient tongue. As familiars or pets, a 
  Dragonet can sell for as much as 4000 Silver Pennies. An egg will sell for about 
  1500 Silver Pennies. 
  GARGOYLE 
  Natural Habitat: Ruins, Caverns, Crypts 
  Frequency: Rare Number: 1-10 (2) 
  Description: Gargoyles are humanoid in form, but they have leathery wings, 
  sharp claws, a horn, a tail, and spiked elbows and knees. Their skin is stony in 
  appearance, and upon contact it feels very rough. Gargoyles have deep-set eyes, 
  and sharp, small teeth. 
  Talents, Skills, and Magic: Gargoyles possess no special skills or talents. They 
  have only limited magical abilities in general but may use tools and even 
  weapons. 
  Movement Rates: Flying:400; Running: 200 
  PS: 14-20 
  MD: 13-18 
  AG: 12-16 
  MA: 10-12 
  
  PAGE 134 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  EN: 7-10 
  FT: 18-20 
  WP: 9-13 
  PC: 12-16 
  PB: 2-5 TMR: 8/4 
  NA: Hide absorbs 8 DP 
  Weapons: A gargoyle can use his horn, his claws, and his bite in Melee and 
  Close Combat. In any one Pulse, he may make up to two strike attempts with any 
  combinations of these weapons. Base Chance for the bite is 45%, +2 Damage; 
  Base Chance for the horn is 35%, +1 Damage; Base Chance for the claws is 50%, 
  -3 Damage. Gargoyles sometimes (but not often) will use weapons (instead of 
  claws). 
  Comments: Gargoyles are hopelessly evil, and will attack immediately any party 
  that they think they have a fair chance of handling. They can sometimes be found 
  in the service of a highly evil character, in which case they will usually show 
  more restraint. 
  GRYPHON 
  Natural Habitat: Rough (especially mountainous) 
  Frequency: Very Rare 
  Number: 1-7 (1) 
  Description: The gryphon is a large beast with the body of a lion, the head and 
  wings of an eagle and back covered with feathers. The gryphon’s claws are so 
  large that they can be made into serviceable drinking horns. The gryphon is about 
  5 feet long and stands man-high when full grown. Gryphon eggs (2-5 possible per 
  nest) are solid agate and quite valuable (4000-6000 Silver Pennies apiece). 
  Talents, Skills, and Magic: Gryphons have no special skills or magical abilities, 
  but. their special talent is locating buried treasure and their nest will quite often 
  be built near such treasure which they will actively guard. A “domesticated” 
  gryphon has a Base Chance of 60% of locating any buried treasure within a 
  radius of 250 feet of it. Gryphons make valuable steeds, once tamed. 
  Movement Rates: Running: 200; Flying: 500 
  PS: 30-36 
  MD: 15-20 
  AG: 15-20 
  MA: 6-9 
  EN: 25-30 
  FT: 30-35 
  WP: 12-16 
  PC: 16-22 
  PB: 0-5 TMR: 4/10 
  NA: Hide absorbs 6 DP 
  Weapons: The gryphon is not a tool user, but has natural weapons in the form of 
  beak (useable in Melee and Close Combat with a Base Chance of 65%, +5 
  Damage, possible Rank of 1-3) and claws (useable in Melee and Close Combat 
  with a Base Chance of 60%, Damage of +5, possible Rank of 1-4). The gryphon 
  may attack twice with claws and once with beak in the same Pulse. 
  Comments: Gryphons prefer solitude and will fly away when approached if 
  possible, but will always chase and attack horses (whose flesh they prize). They 
  are extremely valuable for use as mounts and cost accordingly (16,000-20,000 
  Silver Pennies). They nest in cliff sides and build their nests of spun-gold (value 
  8,000-10,000 Silver Pennies). 
  HARPY 
  Natural Habitat: Rough (lair in caverns or cliffs near water) 
  Frequency: Rare Number: 1-20 (6) 
  Description: Harpies are buzzard-like birds with the upper bodies of women. 
  They have long claws, and pale, thin faces. They make a tremendous amount of 
  noise flying, and have a horrible smell. 
  Talents, Skills, and Magic: Harpies can speak, but have limited magical abilities 
  and no special skills or talents. They are occasionally prophetic, although they 
  will only speak a prophecy if it is evil and they wish to torment the listener. 
  Movement Rates: Flying: 500; Running: 50 
  PS: 14-20 
  MD: 22-26 
  AG: 26-30 
  MA: 13-17 
  EN: 8-10 
  FT: 14-19 
  WP: 17-20 
  PC: 10-16 
  PB: 2-6 TMR: 10/1 
  NA: Feathers absorb 7 DP 
  Weapons: Unless cornered, harpies do not fight man. If they do fight, they have 
  their long talons (Base Chance of 70% +5 Damage) to strike with, both of which 
  can strike twice in Melee or Close Combat in the same Pulse at no penalty to the 
  harpy. 
  HIPPOGRIFF 
  Natural Habitat: Rough (especially mountains) 
  Frequency: Very Rare 
  Number: 1-12 (2) 
  Description: Hippogriffs are similar to Pegasi in that they are basically winged 
  horses, but their head is that of some great bird of prey, with a fearsome beak. 
  The head differs from that of an eagle in that it has large, feathered ears, almost 
  like wings, at the back of the head. The front legs of the hippogriff also resemble 
  those of a bird of prey, with huge talons and feathers. 
  Talents, Skills, and Magic: Hippogriffs have no magical or other extra-ordinary 
  abilities, talents or skills, and are not tool users. 
  Movement Rates: Running: 200; Flying: 400 
  PS: 18-20 
  MD: 19-22 
  AG: 16-19 
  MA: None 
  EN: 15-18 
  FI’: 25-30 
  WP: 12-17 
  PC: 17-20 
  PS: 8-11 TMR: 4/8 
  NA: Hide absorbs 4 DP 
  Weapons: In Melee Combat, the hippogriff can attack with two claws and one 
  bite in the same Pulse with no penalty. The bite has a Base Chance of 65% and is 
  +4 on Damage, while the claws have a Base Chance of 55% and do +2 Damage. 
  In Close Combat, the hippogriff can still attack with its claws normally, but the 
  Base Chance on its bite is reduced to 35%. 
  Comments: Hippogriffs do not like people, and generally shun any area that is 
  inhabited. They are trainable with difficulty. Their value is 3,000-4,000 Silver 
  Pennies untrained and 3 times that price trained. Hippogriff eggs are valuable 
  (800 Silver Pennies each) and very young hippogriffs are even more so 
  (1400-2000 Silver Pennies). 
  PEGASUS 
  Natural Habitat: Rough (primarily mountaintops) 
  Frequency: Very Rare 
  Number: 1-6 (1) 
  Description: Pegasi are winged horses with pure white coats tinged with silver 
  around mane and flowing tail. They are intelligent for equines and can sometimes 
  speak the common tongue. 
  Talents, Skills, and Magic: Pegasi have no special talents or skills except for 
  their flying ability. They are not magic or tool users. 
  Movement Rates: Running: 300; Flying: 500 
  PS: 55-60 
  MD: 15-17 
  AG: 15-18 
  MA: None 
  EN: 25-30 
  FT: 50-60 
  WP: 19-23 
  PC: 16-20 
  PB: 16-20 
  TMR: 6/10 
  NA: Hide absorbs 3 DP 
  Weapons: In battle, a pegasus attacks as a heavy war-horse. 
  Comments: Wild pegasi are tamable with difficulty. They will only allow 
  themselves to be bridled with gold, however. They can carry up to 300 pounds 
  flying. They are worth, 4,000 to 5,000 Silver Pennies untamed and 5 times that 
  amount tamed. 
  PHOENIX 
  Natural Habitat: Woods, Rough, Plains 
  Frequency: Very Rare 
  Number: 1 
  Description: The Phoenix appears to be much like an eagle in profile but is 3 
  times the size of an eagle. The bird’s plumage is partly red and partly gold, and is 
  dazzlingly beautiful. The Phoenix is a four-hex monster. 
  Talents, Skills, and Magic: The Phoenix is highly intelligent, although it cannot 
  speak. It does not have any magical abilities. The distinguishing ability of the 
  Phoenix is its ability to reproduce itself (see ‘Comments’). Other than that it has 
  no special talents or skills. 
  Movement Rates: Flying: 2000 
  PS: 17-20 
  MD: 20-24 
  AG: 17-20 
  · MA: None 
  EN: 18-24 
  FT: 30-35 
  WP: 20-23 
  PC: 16-20 
  PB: 20-24 
  TMR: 40 
  NA: Feathers absorb 6 DP 
  Weapons: Phoenix cannot attack except in Close Combat when they can make 
  three attacks in one Pulse without penalty: one with beak (Base Chance of 60% 
  +8 Damage) and two with talons (Base Chance of 65%, +6 Damage). 
  Comments: Phoenix are famed for their longevity and their method of 
  reproduction. When an old bird is nearing the end of its days (500 years) it builds 
  a nest at the top of an oak or palm tree, and makes a pile of cinnamon and 
  spikenard in the nest upon which it lays itself down to die. A worm springs out of 
  the body of the dead phoenix, and after the worm has matured, it becomes a 
  phoenix itself. It then bears the parent bird to the Altar of the Sun, where it is 
  consumed in flames. 
  ROC 
  Natural Habitat: Mountain peaks 
  Frequency: Rare Number: 1-2 (1) 
  Description: Rocs are huge birds with wingspans of up to 250 feet. Except for 
  their size, they much resemble eagles. Their body size is as a four-hex monster. 
  Talents, Skills, and Magic: Rocs have no special talents, skills or magic, and are 
  not tool users. 
  Movement Rates: Flying: 2000 
  PS: 200-300 
  MD: 20-25 
  AG: 16-20 
  MA: None 
  EN: 150-200 
  FT: 250-300 
  WP: 16-20 
  PC: 17-21 
  PB: 3-7 TMR: 40 
  NA: Feathers absorb 8 DP 
  Weapons: Rocs are fearsome creatures in battle. They can engage in Melee 
  Combat from a range of 3 hexes, and they can take three attacks in one Pulse 
  without penalty. They attack once with a bite (Base Chance of 75%, +20 
  Damage) and twice with claws (Base Chance 700/o +25 Damage). 
  Comments: Rocs often swoop down from their nests to pick up elephants, etc. to 
  take back to their lair and eat. A roc will sometimes attempt to steal a party’s cart 
  animals or riding animals, but will rarely carry off the characters themselves. 
  136. Aquatics 
  Aquatics include only species described in this Section, though other species may 
  have the ability to swim or breathe water. All aquatics except Dolphins and 
  Whales can breathe water indefinitely. Dolphins and Whales can remain 
  submerged for 5 to 20 minutes only before having to rise to the surface for air. 
  Fish must move at least once per minute or take D10-3 damage to Fatigue due to 
  suffocation. All aquatics move within the water the same way that avians move 
  through the air and the rules for range and combat applying to avians (see 135.) 
  also apply to combat involving aquatics or others in an aquatic environment. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 135 
  [136.1] Fish 
  Fish include barracuda, manta rays, pike, piranha and sharks. All fish except 
  piranha are found in an oceanic environment. Piranha tend to be found in 
  streams, rivers, marshes and lakes. Fish must keep a steady flow of water over 
  their gills in order to breathe. They are non-intelligent, but very hostile. 
  BARRACUDA 
  Natural Habitat: Ocean 
  Frequency: Uncommon Number: 1-6 (1) 
  Description: Barracuda are predatory fish about 6 feet long. 
  Talents, Skills, and Magic: Barracuda possess no magical abilities or other 
  special skills or talents. 
  Movement Rates: Swimming: 350 
  PS: 12-14 
  MD: None 
  AG: 17-20 
  MA: None 
  EN: 6-8 FT: 11-14 
  WP: 8-10 
  PC: 14-16 
  PB: 4-7 TMR: 7 NA: Skin absorbs 4 DP 
  Weapons: Barracuda attack with their bite (Base Chance of 50% +1 Damage). 
  Comments: Barracuda will not generally attack man unless threatened or 
  particularly hungry. They might, however, mistake a person carrying jewelry or 
  making quick movements for another fish and attack for that reason. 
  MANTA RAY 
  Natural Habitat: Ocean 
  Frequency: Uncommon Number: 1-100 (15) 
  Description: Manta rays are large, flat ocean creatures. Their bellies are white, 
  while the top is dark blue. They are triangular in shape, and reach sizes more than 
  20 feet across, weighing up to 3000 pounds. The eyes are set forward in front of 
  the body on two foot long protuberances, between which rests the mouth. They 
  have a long, very thin tail. 
  Talents, Skills, and Magic: Manta Rays possess no special talents, skills or 
  magic. 
  Movement Rates: Swimming: 200 
  PS: 35-40 
  MD: None 
  AG: 13-15 
  MA: None 
  EN: 16-19 
  FT: 24-28 
  WP: 10-12 
  PC: 12-14 
  PB: 5-8 TMR: 4 NA: Skin absorbs 4 DP 
  Weapons: Manta Rays can deliver killing blows with their massive fins in Melee 
  Combat, crushing the ribcages of swimmers, and breaking in the sides of boats. 
  Base Chance for the Manta: 65%, +14 Damage. 
  PIKE 
  Natural Habitat: Ponds, Lakes, Rivers, Streams, Marsh 
  Frequency: Common 
  Number: 1-30 (1) 
  Description: Pike are 2 to 4 foot long fish which specialize in the solitary 
  hunting of other fish. They have needle-like teeth and spiky fins and are covered 
  with tough scales. Though usually not a danger to humans, they can be called in 
  large numbers by nixies and will attack at the nixies’ command. 
  Talents, Skills, and Magic: Pike have no skills, magic, or talents. 
  Movement Rates: Swimming: 300 
  PS: 8-11 MD: None 
  AG: 20-25 
  MA: None 
  EN: 5-10 
  FT: 10-]5 
  WP: 6-8 PC: 14-16 
  PB: 5-6 TMR: 6 NA: Scales absorb 1 DP 
  Weapons: Pike attack in Close Combat with a Base Chance of 30% of doing -4 
  Damage. In schools, each group of 5 attacks with a Base Chance of 70% of doing 
  +2 Damage. 
  PIRANHA 
  Natural Habitat: River 
  Frequency: Rare Number: 1-200 (50) 
  Description: Piranha are small fish with very sharp teeth and a vicious temper. 
  Talents, Skills, and Magic: Piranha have no magic abilities, talents or skills. 
  Movement Rates: Swimming: 300 
  PS: 1-2 MD: None 
  AG: 20-23 
  MA: None 
  EN: 1 
   
  FT: 1-2 WP: 4-5 PC: 14-16 
  PB: 5-6 TMR: 6 NA: None 
  Weapons: Piranha attack in schools. Every group of ten gets one attack (Base 
  Chance of 800/o, +4 Damage). They can only attack in Close Combat. 
  Comments: Piranha are voracious. They can devour an elephant in minutes, and 
  will immediately attack anything edible (primarily meat-bearing) which falls into 
  the water with them. 
  SHARK 
  Natural Habitat: Ocean 
  Frequency: Uncommon Number: 1-50 (5) 
  Description: Sharks are long fish with very sharp teeth and tough skin. A shark’s 
  colour varies from light blue to white to orange, depending on the waters that 
  they are swimming in. Sharks reach sizes in excess of 40 feet, at which point they 
  are threats to boats as well as to swimmers. Sharks are normally two-hex 
  monsters. 
  Talents, Skills, and Magic: Sharks can detect the presence of blood in the water 
  from extremely long distances, and they will gather around the blood, working 
  themselves up into a killing frenzy. They can also sense motion in water, 
  especially in the form of the types of disturbances caused by swimmers. 
  Movement Rates: Swimming: 350 
  PS: 35-45 
  MD: None 
  AG: 12-16 
  MA: None 
  EN: 25-30 
  FT: 40-50 
  WP: 8-10 
  PC: 9-12 
  PB: 6-8 TMR: 7 NA: Skin absorbs 7 DP 
  Weapons: Sharks attack via their bite (Base Chance of 40%, +8 Damage). 
  Comments: As soon as blood is drawn in waters containing sharks (most waters 
  do) there is a 60% chance that 10-60 sharks will be attracted. Sharks teeth are 
  fairly valuable (a set might go for 100 Silver Pennies) as charms. 
  [136.2] Aquatic Mammals 
  Aquatic mammals include dolphins, great white whales, killer whales, and 
  merfolk. They are generally moderately intelligent and neutral or, even, friendly 
  to adventurers. Except for merfolk, they cannot remain submerged indefinitely. 
  Merfolk must keep a steady flow of water over their gills in the same manner as 
  fish. 
  DOLPHIN 
  Natural Habitat: Ocean 
  Frequency: Common 
  Number: 1-20 (4) 
  Description: Dolphins are mammals of the sea. They grow to 12 feet in length 
  and are basically fish-like in form (although their bodies are more cylindrical 
  than most fish). They have long, thin snouts, and are generally grayish in colour. 
  Dolphins are two-hex monsters. 
  Talents, Skills and Magic: Dolphins have no talents, skills or magic. 
  Movement Rates: Swimming: 400 
  PS: 25-30 
  MD: None 
  AG: 24-26 
  MA: None 
  EN: 12-15 
  FT: 20-25 
  WP: 15-17 
  PC: 14-17 
  PB: 12-15 
  TMR: 8 NA: Skin absorbs 4 DP 
  Weapons: Dolphins attack in Melee Combat by ramming with their snouts with a 
  Base Chance of 40% anD10-1 Damage. 
  Comments: Dolphins will sometimes aid humans in need, and will remember 
  with a vengeance those humans who have harmed them in the past. They will 
  never attack humans unless provoked. 
  GREAT WHITE WHALE 
  Natural Habitat: Ocean 
  Frequency: Very Rare 
  Number: 1 
  Description: These creatures are the largest mammals found on sea or on land. 
  They reach lengths of 200-300 feet, and are a truly spectacular sight when they 
  rise three-quarters of the way out of the water, sending spray hundreds of yards in 
  all directions. These whales are pure white in colour. 
  Talents, Skills, and Magic: Great white whales cannot use magic and have no 
  special talents or skills. 
  Movement Rates: Swimming: 700 
  PS: 700-1000 
  MD: None 
  AG: 8-9 MA: None 
  EN: 300-400 
  FT: 500-600 
  WP: 8-10 
  PC: 12-15 
  PB: 4-6 TMR: 14 
  NA: Hide absorbs 8 DP 
  Weapons: Rather than doing actual damage to most creatures, the great white 
  whale simply swallows them alive (Base Chance 50%). If a creature is swallowed 
  alive, it is presumed dead unless it is somehow magically saved. If a creature is 
  large enough so that it cannot be swallowed by the creature’s 30 foot wide gullet, 
  then the whale does D10+10 Damage. The great white whale can only attack in 
  Melee Combat. 
  KILLER WHALE 
  Natural Habitat: Ocean (generally arctic waters) 
  Frequency: Rare Number: 1-25 (20) 
  Description: Killer whales are black on top and white on their bellies. They have 
  fins on either side of their body, as well as one fin which sticks up from their 
  back much like the fin of a shark. Large males reach 30 feet in length. Killer 
  whales are 14-hex monsters. 
  Talents, Skills, and Magic: Killer whales have no special talents, skills, or 
  magic. 
  Movement Rates: Swimming: 400 
  PS: 40-45 
  MD: None 
  AG: 13-15 
  MA: None 
  EN: 35-40 
  FT: 60-70 
  WP: 12-13 
  PC: 15-17 
  PB: 10-12 
  TMR: 8 NA: Hide absorbs 3 DP 
  Weapons: Killer whales can attack either in Melee or Close Combat with their 
  bite (Base Chance of 50%, +10 Damage). 
  MERFOLK (Sea People) 
  Natural Habitat: Ocean 
  Frequency: Rare Number: 1-100 (1) 
  
  PAGE 136 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Description: Merfolk are half human, half fish, the top half being the human 
  half. Merfolk lose 3 points of Fatigue (and Endurance when Fatigue is exhausted) 
  for each hour they remain out of water. 
  Talents, Skills, and Magic: Merfolk get along very well with the indigenous life 
  of the sea, and they can summon fish of various types, although they will only 
  rarely summon the larger predators. Some merfolk will have powerful magic, 
  while others will be ignorant of magic. All breathe both air and water. 
  Movement Rates: Swimming:. 350 
  PS: 10-25 
  MD: 14-25 
  AG: 16-21 
  MA: 13-23 
  EN: 12-14 
  FT: 20-24 
  WP: 13-18 
  PC: 14-20 
  PB: 18-30 
  TMR: 7 NA: Skin absorbs 2 DP 
  Weapons: The merfolk ride seahorses and can use weapons underwater. They 
  prefer pole-type weapons (especially tridents) and stabbing knives and swords. 
  They will wear fish-skin armour (similar to leather armour) or laminated seashell 
  armour (similar to lamellar armour) when going to war. 
  Comments: Merfolk will often sit on a beach, waiting to ensnare a human of the 
  opposite sex, whom they will then bring down into the deeps with them as lovers. 
  They give the human a cap woven of gold which has magical properties which 
  allow the human to live and breath under water. Down under the sea, the merfolk 
  will have cities and societies much like those on the surface, with wars, 
  diplomacy, trade, etc. Great treasure will often be found in the sea-peoples’ 
  underwater lairs, often including gold from sunken wrecks. The merfolk are not 
  usually hostile to man, but they will occasionally force a boat to turn back if it is 
  trespassing on water they consider sacred or otherwise not appropriate for man. 
  [136.3] Other Aquatic Life 
  This section includes eels, kraken, octopi, and squids. These creatures are often 
  intelligent and usually hostile to adventurers. 
  EEL 
  Natural Habitat: Ocean 
  Frequency: Uncommon Number: 1-4 (1) 
  Description: Eels are long, thin, grayish fish up to 7 feet in length. 
  Talents, Skills, and Magic: Eels have no special talents, skills, or magic. 
  Movement Rates: Swimming: 300 
  PS: 18-20 
  MD: None 
  AG: 14-17 
  MA: None 
  EN: 8-10 
  FT: 14-16 
  WP: 10-11 
  PC: 17-20 
  PR: 6-8 TMR: 6 NA: Skin absorbs 3DP 
  Weapons: An eel attacks with its bite (Base Chance of 50%, +2 Damage), which 
  it can only use in Close Combat. 
  KRAKEN 
  Natural Habitat: Ocean 
  Frequency: Very Rare 
  Number: 1-2 (1) 
  Description: Kraken are huge, black, fierce octopoids. They have a pointed beak 
  and large, red eyes. A kraken’s body is 30-40 feet long, and its 8 tentacles are 
  about as long as its body. Their hide is thick and horny and they are 14-hex 
  monsters. 
  Talents, Skills, and Magic: The kraken’s most fearsome attribute is its ability to 
  rip ships apart with its hideously strong tentacles. It can usually handle ships up 
  to 40 feet in length, shredding and then entirely consuming them and their 
  contents within (D10+2) minutes after it emerged from the depths. In addition, a 
  kraken can use the maelstrom spell from the College of Water Magics at Rank 
  8-10. 
  Movement Rates: Swimming: 600 
  PS: 100-200 
  MD: 15-20 
  AG: 12-14 
  MA: 12-15 
  EN: 60-80 
  FT: 80-100 
  WP: 25-30 
  PC: 17-20 
  PR: 1-3 TMR: 12 
  NA: Hide absorbs 6 DP 
  Weapons: In any given Pulse a kraken can attack with up to 5 of its 8 tentacles. It 
  has two options as to what it can do with these tentacles: it can either try to 
  damage a character with the tentacles themselves at a Base Chance of 70%, and 
  Damage of +4, or it can attempt to draw the adversary towards its beak at a Base 
  Chance of 30%, and +15 Damage. Either option can be taken with any of the 
  tentacles. 
  Comments: Krakens typically live by the shores of large, salt-water bodies, 
  pulling swimmers and small vessels down to their demise. If a kraken’s lair is 
  found, it will frequently (80%) have a large treasure (25,000-35,000 Silver 
  Pennies in value) stock-piled. Krakens tend to be unintelligent, but grow larger 
  and more intelligent in cold water. 
  OCTOPUS 
  Natural Habitat: Ocean 
  Frequency: Uncommon Number: 1-6 (1) 
  Description: Octopi are small bags of flesh with eight long thin tentacles 
  attached. They rarely grow to larger than 6 feet, from tentacle-tip to tentacle-tip. 
  Their colour shifts with their surroundings to provide the maximum camouflage. 
  The body is highly malleable, and can usually fit into small cracks in coral beds. 
  Rare species of giant octopi may grow to 3 times normal size. 
  Talents, Skills, and Magic: When frightened, octopi can squirt a jet of dark 
  substance into the water, obscuring vision while they make their escape. 
  Movement Rates: Swimming: 150; Climbing on Rocks: 75 
  PS: 8-12 MD: 15-17 
  AG: 14-16 
  MA: None 
  EN: 5-6 FT: 10-11 
  WP: 6-8 PC: 17-19 
  PB: 5-7 TMR: 3/1 
  NA: Skin absorbs 2DP 
  Weapons: In Close Combat, an octopus can attack once using its tentacles (Base 
  Chance of 80%, -2 Damage). 
  SQUID 
  Natural Habitat: Ocean 
  Frequency: Rare Number: 1-10 (1) 
  Description: These creatures are bullet-shaped, with 10 tentacles streaming from 
  the base of the bullet. They grow to 50 feet in length, and their colour changes 
  according to the waters that they inhabit. The Squid also has a beak and large, 
  round eyes. Squids are 14-hex monsters. 
  Talents, Skills, and Magic: The squid has no magic or special skills or talents. 
  Movement Rates: Swimming: 600 
  PS: 60-70 
  MD: 25-30 
  AG: 10-13 
  MA: None 
  EN: 50-60 
  FT: 65-70 
  WP: 10-12 
  PC: 10-12 
  PB: 6-8 TMR: 12 
  NA: Hide absorbs 5 DP 
  Weapons: Squids attack with their tentacles, drawing their prey in toward their 
  beak. A squid can make up to 5 attacks each Pulse using its tentacles, but the first 
  time that it hits something, it must cease attacks for that Pulse as it can only bite 
  one thing at a time. The Base Chance for each attack is 25%, with +12 Damage. 
  The squid can also choose not to attempt to bite and merely squeeze with its 
  tentacles, in which case the Base Chance is 50%, and Damage -1. It can score up 
  to 5 hits in this way. 
  Comments: Large squid generally prefer very deep water, and will rarely be 
  found at the shallower depths. Squid are carnivorous, and will eat almost any 
  meat (including man) that they can find. 
  137. Lizards, Snakes and Insects 
  [137.1] Lizards and Kindred 
  The following are included in this section: basilisks, crocodiles, giant land turtles, 
  gila monsters, hydras, land iguanas, salamanders, suarime, and wyverns. Except 
  for wyverns and suarime, these species will be unintelligent. 
  BASILISK (Cockatrice) 
  Natural Habitat: All habitats except Plains and Oceans 
  Frequency: Uncommon Number: 1-2 (1) 
  Description: The Basilisk is a fat reptilian creature about 5 feet long and 2 feet in 
  height. These are slow, heavily-armoured lizards with limited intelligence. They 
  have strong jaws with two-inch fangs. They are man-eaters, but infinitely prefer 
  fish when they can get it. Basilisks are usually brownish in colour with lighter 
  underbellies. 
  Talents, Skills, and Magic: A basilisk has no skills or magical abilities to speak 
  of, but does possess the special talent of turning a target to stone with a glance. 
  Anyone who is within 50 feet of the basilisk may be attacked in this manner. The 
  basilisk expends a Fire Action and the figure against whom the action is directed 
  undergoes an attack as if from a Thrown Weapon (BC of 60%). A basilisk 
  breathes a cone of poison gas 5 feet by 3 feet wide as its base. 
  Movement Rates: Running: 125 
  PS: 6-12 MD: None 
  AG: 7-11 
  MA: None 
  EN: 12-14 
  FT: 15-20 
  WP: 12-16 
  PC: 15-20 
  PB: 5-7 TMR: 2 NA: Skin absorbs 6 DP 
  Weapons: The basilisk does not use weapons, but may bite (Base Chance of 
  40%, Damage +3) during Close Combat and may use its gaze in Ranged, Melee 
  and Close Combat and breath in Melee or Close Combat. Any hit scored with its 
  breath does D10+10 Damage due to poisoning (this Damage is not absorbed by 
  armour). If a basilisk’s gaze is reflected back at itself, it is killed. 
  Comments: Basilisks are solitary creatures, but they are willing to serve others in 
  exchange for lavish supplies of food (12 pounds or more per day). 
  BEHIR (Dragon Snake) 
  Natural Habitat: Rough, Plains, Woods 
  Frequency: Rare Number: 1-2 (1) 
  Description: The Behir are large snake-like reptiles with a dozen legs on each 
  side of their 20-foot long bodies. These legs allow them to move deceptively fast, 
  and also enable them to climb steep surfaces at half their normal TMR. They can 
  also fold their legs against their bodies and slither along on their bellies. They are 
  semi-intelligent, and speak a limited language with one another. They are smart 
  enough to know when to retreat from battle, but are quite hearty and generally 
  unafraid of combat. Behir have large heads, similar in appearance to that of a 
  dragon (hence the name). They have thickly plated scale-like hides, although 
  their underbellies are softer (1-2 DP). They range in colour from brown to blue, 
  depending on the climate and season. Behir mate once every year, and there is a 
  15% chance that a female Behir will have 1-2 young with her when encountered. 
  Their domain will usually be patrolled vigorously within a range of about 100 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 137 
  square miles. They are mortal enemies to dragons, and will never knowingly 
  enter the territory of a dragon. Behir are 3-Hex Monsters. 
  Talents, Skills, and Magic: The bite of a Behir is venomous. Any successful 
  damage (above a PC’s armour protection rating) will result in the character being 
  poisoned. The poison is paralytic in nature, although it does take effect slowly. 
  Once a character has been bitten, they will lose -1 point of Agility, Strength, and 
  Manual Dexterity per pulse until these characteristics have been reduced by 
  [D10+3] each (characteristics cannot be reduced to less than 5). The poisoning 
  will last for 25–[Victim’s Willpower] hours. The Behir have no other talents, 
  skills, or magic. 
  Movement Rates: Running: 400; Climbing: 200; Swimming: 100 
  PS: 35-40 
  MD: 12-14 
  AG: 16-20 
  MA: None 
  EN: 26-32 
  FT: 35-40 
  WP: 12-15 
  PC: 12-15 
  PB: 4-8 TMR: 8/4/2 
  NA: Scales absorb 6 DP 
  Weapons: Bite has a Base Chance of 45% and damage of +2, and can be used in 
  Melee or Close Combat (see poison above). A Behir will attempt to enter close, 
  where it can use up to six claw attacks per pulse without penalty. Claws have a 
  Base Chance of 35%, and do +1 Damage. (A Behir can attack in Melee via its 
  bite and in Close with claws in the same pulse with a -10% to each separate 
  attack.) 
  Comments: Although generally solitary carnivores, Behir do raise their young 
  until they are full grown (which takes about 2 years). After biting their prey, 
  Behir will usually drag them back to their lair for feasting. They will usually be 
  found making their homes in caves or among thickets. They feed on deer, elk, 
  antelope, great cats, and (of course) man, eating once in about every 12 days. The 
  poison of a Behir is highly valuable, trading in most cities for over 10 Truesilver 
  Guineas per pint. An adult will have over 2 pints worth to collect after it is slain, 
  assuming an adventurer knows how to dress such a monster. The hides of an 
  adult Behir will also sell, fetching over 300 Gold Shillings in good condition. 
  Since they swallow their victims whole, the lair of a Behir will also generally be 
  littered with the once upon a time belongings of previous meals (metals and 
  wood will generally go undigested). 
  CROCODILE 
  Natural Habitat: Marsh, Lakes, Rivers 
  Frequency: Common 
  Number: 1-50 (20) 
  Description: Crocodiles are heavily scaled lizards with small sharp teeth. They 
  attain lengths of 8 feet, and weights of up to 180 pounds. Their scales are a very 
  dark greenish-brown that blends in well with the muddy water that they love to 
  inhabit. 
  Talents, Skills, and Magic: Crocodiles have no special talents, skills or magic. 
  Movement Rates: Running: 50; Swimming: 150 
  PS: 17-19 
  MD: 5-8 AG: 7-9 MA: None 
  EN: 7-9 FT: 15-18 
  WP: 7-9 PC: 8-10 
  PB: 7-9 TMR: 1/3 
  NA: Scales absorb 6 DP 
  Weapons: Crocodiles cannot attack except in Close Combat and they attack with 
  two claws (Base Chance of 50%, - 6 Damage) and their bite (Base Chance of 
  10%, +1 Damage). 
  Comments: Crocodiles often lurk just below the surface of murky waters, 
  waiting for a tidbit to enter the water. On land, however, crocodiles are rather 
  timid, and they will slip off into the water if they sense something approaching. If 
  a crocodile’s jaws are grasped while they are still closed, it only takes a PS of 12 
  to hold them closed, rendering the Crocodile’s bite useless. The crocodile’s skin 
  is used to make primitive armour (equal to leather) and the teeth (about 60) are 
  valuable (100 Silver Pennies each) as charms. 
  GIANT LAND TURTLE 
  Natural Habitat: Marsh (or beach) 
  Frequency: Rare Number: 1-30 (6) 
  Description: Giant Land Turtles have the form of an ordinary turtle, with a thick 
  green shell and claws instead of webbed digits. They are about 5 feet long, and 
  weigh about 700 pounds. 
  Talents, Skills, and Magic: Giant Land Turtles can withdraw their head, tail, and 
  limbs inside their shell in times of danger. They have no magical or other special 
  abilities. If the Turtle is not withdrawn into its shell, there is a 80% chance that 
  any blow will strike the shell anyway. If the turtle is inside its shell, all strikes 
  will be softened by the shell. 
  Movement Rates: Running or Swimming: 100 
  PS: 20-25 
  MD: None 
  AG: 5-7 MA: None 
  EN: 15-17 
  FT: 22-24 
  WP: 10-11 
  PC: 13-15 
  PB: 7-9 TMR: 2 NA: Shell absorbs 8 DP 
  Weapons: The Land Turtle can only attack by biting in Close Combat’. Its Base 
  Chance is 50% and its Damage is -2. 
  Comments: Despite their name, Land Turtles spend much of their time in the 
  water, where they will frequently be found. A land turtle is capable of carrying a 
  large burden (up to 400 lbs.) if one is willing to keep a pace that the turtle can 
  follow. 
  GILA MONSTER 
  Natural Habitat: Waste 
  Frequency: Rare Number: 1-8 (1) 
  Description: Gila Monsters are black and yellow lizards with short, thin limbs 
  and a striped stubby tail. 
  Talents, Skills, and Magic: The gila monster has no special talents, skills, or 
  magic. 
  Movement Rates: Running: 100 
  PS: 3-4 MD: 8-10 
  AG: 7-8 MA: None 
  EN: 4-5 FT: 8-10 
  WP: 7-9 PC: 15-17 
  PB: 7-9 TMR: 2 NA: Hide absorbs 2 DP 
  Weapons: Gila monsters can bite in Close Combat, but they cannot attack in 
  Ranged or Melee Combat. The Base Chance for their bite is 50%, and it does -3 
  Damage. If the bite penetrates any armour that might be worn to do actual 
  damage to Fatigue or Endurance, the target takes 2 DP per Pulse (not absorbed by 
  armour) for the next D10 Pulses, or until an antidote to the Gila monster’s poison 
  is administered. 
  HYDRA 
  Natural Habitat: Marsh, Caverns 
  Frequency: Very Rare 
  Number: 1-3 (1) 
  Description: A Hydra is a nine-headed snake. They are 12 to 15 feet long, and 
  have thick green scales. Hydras also have a foul smell and venomous breath. 
  Hydras are four-hex creatures. 
  Talents, Skills, and Magic: If a hydra is hit in combat for four or more points of 
  damage (after subtracting for the defensive benefits of the hydra’s scales) there is 
  a 70% chance that one of the hydra’s heads has been destroyed. Two Pulses after 
  a head is destroyed, two more grow back, and on the beginning of the next Pulse 
  after that they can attack in combat. One of the hydra’s original nine heads will 
  be immortal. This head cannot be killed, and does not regenerate as do the others. 
  Instead, if a hydra has no Endurance remaining, the head is assumed to have been 
  cut off. If the head is cut off, it can no longer move or attack except in Close 
  Combat. The only way to kill one of the hydra’s mortal heads is to burn it while it 
  is regenerating (a successful Strike with a torch will do this). Each time a head 
  regenerates, the Hydra gains three points of Endurance. (Note that this will 
  occasionally mean that a hydra will have more Endurance points at the end of a 
  battle than before). In any event, if a hydra’s Endurance is ever reduced to zero or 
  below, all of the heads die except the immortal one mentioned above. 
  Movement Rates: Crawling: 200 
  PS: 18-22 
  MD: 19-24 
  AG: 14-16 
  MA: None 
  EN: 30-35 
  FT: 40-45 
  WP: 18-23 
  PC: 14-17 
  PB: 4-6 TMR: 4 NA: Scales absorb 7 DP 
  Weapons: A hydra can attack once with each of its heads. Up to six heads can 
  attack without penalty in either Close or Melee Combat. The Base Chance for 
  one of a hydra’s heads is 55%, and each bite does +2 Damage. In addition, if a 
  bite penetrates a target’s armour to do damage to Fatigue or Endurance, the target 
  takes five DP per Pulse for the next D10 pulses due to the hydra’s poison, which 
  is deadly. Only antidotes specifically designed for hydra poison will be effective 
  against their venom. 
  Comments: Hydras are vicious, but they are not overly intelligent. They will 
  attack anything that approaches their lair. A hydra’s poison lasts even after the 
  creature dies, and can be absorbed through the skin without a puncture. 
  KOMODO DRAGON (Sea Dragon) 
  Natural Habitat: Ocean, Waste, Rough 
  Frequency: Rare Number: 1-4 (2) 
  Description: Komodo Dragons are large lizards, growing to lengths in excess of 
  10 feet and weighing about 350 pounds. Rare breeds can grow to twice this size 
  (add +10 to Physical Strength and Endurance). They have long claws, used for 
  disemboweling their prey, and sharp teeth. They are Carnivorous, and hunt deer, 
  bush pigs, and smaller members of their own species. They have been known to 
  attack humanoids, but will generally not attack a party of more than 3 if they are 
  alone. These creatures are apt swimmers, and can even submerge for periods of 
  up to 3 minutes if necessary to elude enemies such as tigers, pythons, and man. 
  Komodos generally sleep during the heat of the day, hunting in the cool mornings 
  and evenings near the warm coastal waters they live in. Young members of this 
  species can climb trees, but a full grown Komodo will usually make its home in 
  small caves or thick brush. Like most reptiles, the Komodo Dragon is cold 
  blooded and will have difficulty surviving in cold weather. 
  Skills, Talents, and Magic: Komodo Dragons, despite their namesake, have no 
  special talents or skills. 
  Movement Rates: Running: 200; Swimming: 200 
  PS: 18-24 
  MD: 6-8 AG: 7-9 MA: None 
  EN: 10-14 
  FT: 15-18 
  WP: 7-9 PC: 15-18 
  PB: 7-10 
  TMR: 4/4 
  NA: Scales absorb 4 DP 
  Weapons: A Komodo is a formidable opponent. It can attack in Melee Combat 
  with its bite, base chance of 55%, Damage +4. The tail can be used to knock 
  down opponents behind the Komodo: treat as trip (Base Chance 40%, D10 
  damage, target must roll 3xAgility or be thrown prone). In Close Combat it can 
  attack 3 times in each pulse without penalty: 2 Claws have base chance 50% and 
  do +2 damage, and it can bite with base chance now at 65%. Additionally, the tail 
  of a Komodo Dragon can be wrapped around a victim in Close Combat after 2 
  
  PAGE 138 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  successful Claw attacks. Wrap: Base Chance of 80%, +5 Damage per pulse the 
  tail squeezes, no roll needed to hit once initial squeeze has been made. The 
  Komodo can still bite and claw while executing a squeeze action. 
  Comments: Komodos are valued as curiosities, and live adults fetch 1200-1500 
  Silver Pennies. Additionally, Komodos can be domesticated and trained as 
  mounts for small humanoids (Halflings or Dwarves). A trained Komodo will sell 
  for up to 2500 Silver Pennies. The claws of the Komodo can also be sold to 
  Alchemists and Wizards for 15 Silver Pennies for each claw. 
  LAND IGUANA 
  Natural Habitat: Woods and Waste 
  Frequency: Uncommon Number: 1-4 (2) 
  Description: Iguanas are large lizards, sometimes reaching more than 3 feet in 
  length. They are sandy to brown in colour, and have ridges along their back. They 
  have a short, thick tail, and wrinkled skin around their neck. Giant iguanas may 
  be up to 3 times normal size and have double or triple PS, EN, and FF. 
  Talents, Skills, and Magic: Iguanas have no magical abilities or special talents. 
  Movement Rates: Crawling: 250 
  PS: 9-11 MD: None 
  AG: 14-16 
  MA: None 
  EN: 4-6 FT: 8-10 
  WP: 6-8 PC: 10-12 
  PB: 6-8 TMR: 5 NA: Hide absorbs 3 DP 
  Weapons: Iguanas can only attack in Close Combat. They get one attack with 
  their bite, which has a Base Chance of 50%, and does +4 Damage. 
  SALAMANDER 
  Natural Habitat: Waste (particularly deserts) 
  Frequency: Rare Number: 1-2 (1) 
  Description: A salamander is a three foot long lizard, reddish brown in colour, 
  with fiery red eyes. 
  Talents, Skills, and Magic: Salamanders have the ability to set things on fire by 
  concentrating their gaze. The action is deliberate, in that something will not be 
  burnt unless the salamander wishes to burn it. Only flammable items can be 
  ignited. If a salamander concentrates its gaze on a living creature, the creature 
  takes D10+12 Damage. The gaze can be resisted, and only one creature can be 
  stared at any one time. Treat the gaze as a Fire action on the Tactical Display. 
  Movement Rates: Running: 350 
  PS: 14-17 
  MD: 8-10 
  AG: 17-20 
  MA: None 
  EN: 12-14 
  FT: 15-20 
  WP: 21-24 
  ‘PC: 18-21 
  PB: 5-7 TMR: 7 NA: Scales absorb 4 DP 
  Weapons: A salamander can use its gaze in Close, Ranged, and Melee Combat 
  (range: 200 feet). In addition, a salamander can make a bite attack in Close 
  Combat with a Base Chance of 40%, doing +2 Damage. 
  Comments: Salamanders love to set things on fire in a seemingly random 
  fashion. 
  SHARAZ 
  Natural Habitat: Waste (especially desert) 
  Frequency: Rare Number: 1-3 (1) 
  Description: Called "Sand Demons" by nomadic tribes, these reptiles are the 
  unusual combination of a semi-humanoid upper body and a lizard-like lower 
  body. They are over 9 feet tall, and weigh more than 500 pounds. They have 
  muscular arms and chests, sharp claws and teeth, and long necks. Their heads are 
  reptilian in appearance, with sleek eyes and a scaly flesh. The tail of a Sharaz is 
  usually 10 or more feet long, and can be controlled with great skill, augmenting 
  their combat ability (see below). Their legs are lean and strong, allowing them to 
  sit on their haunches during combat. Sharaz have near human intelligence, 
  allowing them to speak their own language and use weapons and tools. They 
  make their homes in caves or among rocks. Because they are cold-blooded, 
  Sharaz cannot survive in cold climates. 
  Talents, Skills, and Magic: Sharaz use weapons and tools for combat and 
  survival. They can also go for extended periods without water. They are not 
  magic users. 
  Movement Rates: Running: 300 
  PS: 25-29 
  MD: 15-18 
  AG: 17-21 
  MA: None 
  EN: 24-28 
  FT: 30-35 
  WP: 12-15 
  PC: 10-18 
  PB: 4-7 TMR: 6 NA: Scales absorb 4 DP 
  Weapons: Bite has a Base Chance of 50% and damage of +2, and can be used in 
  Melee or Close Combat. They can also attack using claws, Base Chance of 65% 
  and D10+1 Damage. Claws are rated for Close or Melee Combat, and two attacks 
  are allowed per pulse without penalty. Sharaz can also use their tails to attack into 
  any of its rear hexes, allowing it to attempt to trip any man-sized or smaller 
  creature. This attack has a Strike Chance of 40% and Damage is D10. If the 
  attack is successful, target must roll 3 x Modified Agility or less to avoid being 
  thrown prone. In addition to its natural combat abilities, Sharaz will also carry 
  swords and spears, which they will use at Ranks 1-5. 
  Comments: Sharaz generally attack by surprise, burrowing into the crests of sand 
  dunes near human settlements and waiting for the unwary to approach. They will 
  nearly almost always be found hunting alone, but occasionally may be 
  encountered in small groups. Their social system keeps them divided into simple 
  families, but they do participate in trade and festival activities. Sharaz lairs will 
  generally be guarded by a female, and there is a 20% chance that young will be 
  present. 
  SUARIME (Lizard Man) 
  Natural Habitat: Marsh, Caverns (near water) 
  Frequency: Rare Number: 1-50 (8) 
  Description: Suarime are basically humanoid, but they are reptilian in outward 
  appearance. They have heavy scales along the entire body, and have a long, 
  heavy tail that they can use as a weapon to knock down their victims. They also 
  have claws and a long forked tongue. They are about 7 feet tall, and are 
  greenish-yellow in colour. 
  Talents, Skills, and Magic: Suarime can fight normally under water, but they 
  must come up for air eventually, although they can hold their breath for periods 
  of more than 5 minutes. They have their own language, but will rarely (5%) 
  speak anything comprehensible to men. They do not normally use magic, 
  although intelligence varies widely. 
  Movement Rates: Swimming: 300; Running: 100 
  PS: 23-26 
  MD: 8-11 
  AG: 8-12 
  MA: 10-15 
  EN: 14-16 
  FT: 20-24 
  WP: 14-18 
  PC: 10-14 
  PB: 8-11 
  TMR: 6/2 
  NA: Scales absorb 6 DP 
  Weapons: Lizard men generally use simple weapons like spears 
  or clubs. The larger the weapon, the more the suarime prefer it as they greatly 
  enjoy using their strength to the utmost. Suarime will use shields if they find 
  them or capture them. Their claws have a Base Chance of 35% of doing +1 
  Damage. 
  Comments: Suarime will eat anything and they feed on marsh birds and 
  underwater creatures, but they have a fondness for human flesh. 
  WYVERN (Mere Dragon) 
  Natural Habitat: Rough (hills mostly), Woods, Marsh 
  Frequency: Uncommon Number: 1-5 (2) 
  Description: Wyverns are distant cousins of dragons, but are smaller and not 
  blessed with the intelligence of dragons. Usually, 6 to 10 feet tall, the wyvern is 
  portrayed as a one-hex character with its tail extending into its Rear hex a short 
  distance (just enough so that it can knock a character standing in that hex off his 
  feet). Wyverns are slate gray in colour and have tough armoured hides. 
  Talents, Skills, and Magic: Wyverns, unlike their larger cousins, are 
  non-magical. Their shriveled front limbs are not suitable for grasping much 
  except already subdued prey. The wyvern’s tail contains a scorpion-like sting 
  which may be used to infect a target in the hex the wyvern is facing with poison 
  (the sting is used in an over-the-head attack). It may not be used to attack 
  characters behind it. 
  Movement Rates: Running: 75; Flying: 150 
  PS: 20-30 
  MD: 10-12 
  AG: 12-16 
  MA: 8-10 
  EN: 25-35 
  FT: 30-40 
  WP: 10-16 
  PC: 18-25 
  PB: 3-5 TMR: 1/3 
  NA: Hide absorbs 8 DP 
  Weapons: In addition to its tail which may be used in Melee (Base Chance of 
  45%, quick-acting poison instead of Damage, no Rank) the wyvern may bite in 
  Melee and Close Combat (Base Chance of 40% Damage of +4, no Rank). A 
  wyvern may not sting and bite in the same Pulse. A wyvern can attempt to knock 
  down a character in his Rear hex using his tail. This type of attack is executed 
  like a Shield Attack. 
  Comments: Wyverns do not know magic, but crave magical items and will often 
  be found to be hoarding or wearing same. Dragons despise wyverns and wyverns 
  fear dragons and the two will never be found in each other’s company. Wyverns 
  are, by nature, somewhat cowardly. 
  [137.2] Snakes 
  All snakes included in this section are non-intelligent and extremely hostile. Most 
  are poisonous. They include: asps, king cobras, mambas, pythons, and spitting 
  najas. Snakes tend to lie in wait for prey and will usually strike only from ambush 
  or if startled. 
  ASP 
  Natural Habitat: Rough, Plains 
  Frequency: Rare Number: 1-7 (1) 
  Description: The asp measures up to 21/2 feet in length. It has a triangular head, 
  flattened towards the rear, and a short, thin tail. 
  Talents, Skills, and Magic: Asps have no talents, skills or magic. 
  Movement Rates: Crawling: 150 
  PS: 2-3 MD: None 
  AG: 16-19 
  MA: None 
  EN: 1-2 FT: 3-4 WP: 14-18 
  PC: 14-17 
  PB: 8-10 
  TMR: 3 NA: None 
  Weapons: The asp can only attack in Close Combat (Base Chance of 65%, -3 
  Damage). If they do any effective damage, the damage is not scored against their 
  victim but rather he suffers 2 DP/Pulse until he takes an antidote to the venom. 
  Comments: These snakes hibernate together during the winter, and thus very 
  large groups may be found during hibernation. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 139 
  KING COBRA 
  Natural Habitat: Plains, Woods, Marsh, Rough 
  Frequency: Rare Number: 1-8 (1) 
  Description: Growing to 20 feet, the king cobra is the largest of all poisonous 
  snakes. It is usually dark brown in colour, with a collapsible hood behind its head 
  with a sort of horseshoe marking on its back. The king cobra is the mortal enemy 
  of the mongoose. 
  Talents, Skills, end Magic: Cobras possess no talents, skills or magic. 
  Movement Rates: Crawling: 200 
  PS: 20-25 
  MD: None 
  AG: 15-18 
  MA: None 
  EN: 12-14 
  FT: 15-20 
  WP: 14-18 
  PC: 12-17 
  PB: 7-9 TMR: 4 NA: None 
  Weapons: Despite its size, the king cobra cannot attack unless it is in Close 
  Combat. In Close Combat it attacks via its bite (Base Chance of 75%, +4 
  Damage). Damage done does not count, but if any actual damage would have 
  been inflicted, the victim is poisoned, and suffers 2 DP per Pulse, as per nerve 
  Venom. 
  MAMBA 
  Natural Habitat: Woods, Marsh 
  Frequency: Rare Number: 1-4 (1) 
  Description: These snakes are not very large (less than 3 feet), but their poison 
  fangs grow to great size. They come in either green or black, with the former a 
  forest species, and the latter a marsh snake. 
  Talents, Skills, end Magic: Mambas possess no talents, skills or magic. 
  Movement Rates: Crawling: 100 
  PS: 2-3 MD: None 
  AG: 12-15 
  MA: None 
  EN: 4-5 FT: 6-8 WP: 14-18 
  PC: 12-16 
  PB: 8-11 
  TMR: 2 NA: None 
  Weapons: The mamba cannot attack in Melee Combat. In Close Combat it can 
  bite (Base Chance 50%, -2 Damage). Damage is only used to determine if the 
  snake did in fact penetrate armour with its fangs for the purpose of injecting its 
  poison. Mamba poison is among the most deadly found in nature: a victim takes 
  4 DP per Pulse until an antidote is taken. 
  PYTHON 
  Natural Habitat: Woods, Marsh 
  Frequency: Rare Number: 1-2 (1) 
  Description: The python is green and black, and sometimes reaches a length of 
  33 feet. 
  Talents, Skills, and Magic: The Python can climb trees (large ones) although 
  slowly. It has no magical abilities, skills or talents. 
  Movement Rates: Crawling: 150 
  PS: 45,50 
  MD: None 
  AG: 8-12 
  MA: None 
  EN: 25-30 
  FT: 30-35 
  WP: 12-16 
  PC: 14-18 
  PB: 6-9 TMR: 3 NA: Scales absorb 3 DP 
  Weapons: Pythons may only attack in Close Combat. Pythons attack by biting 
  (Base Chance of 65%, +6 Damage). If the bite penetrates armour, it hangs on, 
  and at the next opportunity wraps it self around its adversary, crushing the life out 
  of it. Wrap: Base Chance of 80%, +8 Damage per Pulse the snake squeezes, no 
  roll needed to hit once initial squeeze has been made. Once the snake is 
  squeezing, it can no longer bite until it has squeezed its prey to death. 
  SPITTING NAJA 
  Natural Habitat: Rough, Woods 
  Frequency: Rare Number: 1-2 (1) 
  Description: The spitting naja is a form of Cobra, without the hood, but with the 
  ability to spit their venom. Their scales are usually dark brown in colour. 
  Talents, Skills, and Magic: The spitting naja possesses no talents, skills or 
  magic. 
  Movement Rates: Crawling: 150 
  PS: 10-12 
  MD: None 
  AG: 16-18 
  MA: None 
  EN: 8-10 
  FT: 12-17 
  WP: 12-16 
  PC: 11-16 
  PB: 8-11 
  TMR: 3 NA: Scales absorb 1 DP 
  Weapons: In Melee Combat, spitting najas can only spit (Base Chance of 40%). 
  If they hit, (aiming at the eye) the person hit is blinded until the eye is thoroughly 
  washed. Unless the eye is washed promptly, the blindness becomes permanent. In 
  Close Combat, the naja gets a bite (Base Chance of 65%, - 2 Damage for 
  purposes of armour penetration). The bite’s damage is not actually sustained, but 
  is rather used to determine if the snake has penetrated armour so as to allow its 
  venom to work. The venom does 1 DP per Pulse (in addition to blinding the 
  victim) until an antidote is administered. 
  [137.3] Insects and Spiders 
  The species included in this section tend to be non-lethal to human-sized beings 
  individually, but most will be found, if at all, in large numbers. They include the 
  Black Widow Spider, the Fire Ant, the Killer Bee, scorpions and tarantulas. 
  BLACK WIDOW SPIDER 
  Natural Habitat: Waste, Rough 
  Frequency: Very Rare 
  Number: 1-4 (1) 
  Description: Black widows are small, black spiders with thin hairless legs and a 
  red hourglass marking on their backs. They are 2-3 inches long. 
  Talents, Skills, and Magic: Black widows have no special talents, skills or 
  magical abilities. They are not tool users, but they do spin webs. 
  Movement Rates: Running: 75 
  PS: 1 
   
  MD: None 
  AG: 18-20 
  MA: None 
  EN: 1 
   
  FT: None 
  WP: 4-6 PC: 10-12 
  PB: 3-5 TMR: 1 NA: None 
  Weapons: A Black Widow spider can only attack in Close Combat, using its bite 
  with a Base Chance of 30%. If a hit is indicated, do not check for damage, but 
  instead follow this procedure: Roll D10; if the die roll is greater than the bitten 
  creature’s Armour Protection Rating, then the creature has been bitten and suffers 
  the effects of the spider’s poison: otherwise there is no effect. A black widow’s 
  poison does 3 DP/Pulse for D10 Pulses until an antidote is applied. 
  FIRE ANTS 
  Natural Habitat: Plains 
  Frequency: Uncommon Number: 500-5000 (500) 
  Description: A Fire Ant is a bright red ant about 2 inches long. Talents, Skills, 
  and Magic: Fire Ants have no magic skills, talents or other special abilities. They 
  are not tool users, but they will use twigs and leaves to cross bodies of water. 
  Movement Rates: Running: 150 
  PS: 1 
   
  MD: None 
  AG: 11-13 
  MA: None 
  EN: 1 
   
  FT: None 
  WP: 5-7 PC: 10-12 
  PB: 2-4 TMR: 3 NA: None 
  Weapons: A Fire Ant can only attack in Close Combat. It bites with a Base 
  Chance of 25%. If the bite hits, roll D10. If the number rolled is more than the 
  bitten character’s Armour Protection Rating, the character takes 2 DP. Otherwise 
  there is no effect. 
  Comments: Fire Ants tend to form into columns that eat through anything in 
  their way. These insects dislike the smell of oil, and if it is put in the ants’ path, 
  they will go around it if possible. 
  KILLER BEE 
  Natural Habitat: Woods, Plains 
  Frequency: Uncommon Number: 1-300 (200) 
  Description: A killer bee looks like a normal bee except that it is about an inch 
  and a half long. 
  Talents, Skills, and Magic: Killer bees have no magic abilities or special talents 
  or skills. They are not tool users, but do build hives. 
  Movement Rates: Flying: 500 
  PS: 1 
   
  MD: None 
  AG: 20-22 
  MA: None 
  EN: 1 
   
  FT: None 
  WP: 7-9 PC: 15-17 
  PB: 6-8 TMR: 10 
  NA: None 
  Weapons: Killer bees can only attack in Close Combat in which they can sting 
  with a Base Chance of 50%. If a bee succeeds in stinging roll D10. If the roll is 
  more than the armour protection rating of the stung character, the character takes 
  D10-6 Damage (not absorbed by armour). As soon as a bee hits a character (not 
  necessarily penetrating armour via the die roll above) it dies. 
  SCORPION 
  Natural Habitat: Waste, Rough 
  Frequency: Rare Number: 1-20 (1) 
  Description: A scorpion is a black-coloured insect about 4 inches long. The most 
  prominent feature of a scorpion is its tail, which stretches over its back. 
  Talents, Skills, and Magic: Scorpions have no special talents, skills or magic. 
  Movement Rates: Crawling: 150 
  PS: 1 
   
  MD: None 
  AG: 18-20 
  MA: None 
  EN: 1 
   
  FT: 1 
  WP: 8-10 
  PC: 11-13 
  PB: 4-5 TMR: 3 NA: None 
  Weapons: A Scorpion can only attack in Close Combat, in which it uses its tail 
  with a Base Chance of 65%. If the tail hits, roll D10. If the die roll is more than 
  the Armour Protection Rating of the character stung, the character takes 4 
  DP/Pulse for D5 Pulses, or until an antidote is applied. 
  Comments: An alchemist can use a Scorpion’s tail to distil poison, and so a 
  scorpion can be sold for about 50 Silver Pennies in a major town. 
  TARANTULA 
  Natural Habitat: Waste 
  Frequency: Rare Number: 1-6 (1) 
  Description: Tarantulas are large, very hairy spiders about 4 inches across. 
  Talents, Skills, and Magic: Tarantulas have no special talents, skills, or magic 
  abilities. They do not tool users and do not build webs. 
  Movement Rates: Running: 75 
  PS: 1 
   
  MD: None 
  AG: 16-18 
  MA: None 
  EN: 1 
   
  FT: None 
  WP: 4-6 PC: 9-11 
  
  PAGE 140 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  PB: 2-4 TMR: 1 NA: None 
  Weapons: Tarantulas only attack in Close Combat, biting with a Base Chance of 
  25%. If a creature is bitten, roll D10, and if the roll is greater than or equal to the 
  bitten creature’s Armour Protection Rating, the creature suffers D10-4 Damage 
  due to the tarantula’s poison. 
  138. Giants, Fairies and Earth 
  Dwellers 
  [138.1] Giant Humanoids 
  This Section includes all larger than average size humanoid species. Included are 
  6 flavours of Giants (Cloud, Fire, Frost, Hill, Stone and Storm). All types of 
  Giants except storm Giants and hill Giants can be played by players. In general, 
  the characteristics of Giants are the same as those included under Character 
  Generation (IV.). Other giant humanoids include Ogres, Trolls and Titans. 
  CLOUD GIANT 
  Natural Habitat: Rough 
  Frequency: Very Rare 
  Number: 1-4 (1) 
  Description: Cloud giants are huge humanoids between 15 and 20 feet tall. 
  Cloud Giants will often build sky-castles on mountaintops. These will seem to 
  float on pillars of cloud and can only be reached by a stone stairwell inside the 
  pillars on which it floats. The pillars and the clouds on which the castle rests will 
  be substantial (capable of bearing weight), though they will appear to be clouds. 
  Cloud Giants are 3-hex figures. 
  Talents, Skills, and Magic: See 6.6 
  Movement Rates: Running: 600-700 
  PS: 24-42 
  MD: 4-22 
  AG: 3-21 
  MA: 4-22 
  EN: 30-48 
  FT: 18-24 
  WP: 4-22 
  PC: 5-23 
  PB: 5-23 
  TMR: 12-14 
  NA: None 
  Weapons: Cloud Giants favour the club and the sword, and will have Rank 2-4 
  with these weapons. They will sometimes wear armour, although it is rare to see a 
  Giant clothed in anything heavier than leather. 
  FIRE GIANT 
  Natural Habitat: Rough, Caverns 
  Frequency: Rare Number: 1-4 (1) 
  Description: Fire giants are large humanoids about 12 feet tall. 
  Talents, Skills, and Magic: See 6.6 
  Movement Rates: Running: 400-500 
  PS: 15-33 
  MD: 4-22 
  AG: 3-21 
  MA: 4-22 
  EN: 20-38 
  FT: 18-24 
  WP: 4-22 
  PC: 5-23 
  PB: 5-23 
  TMR: 8-10 
  NA: None 
  Weapons: Fire giants prefer the club and sword, and will have Rank 1-3 with 
  these weapons. Armour heavier than leather is rare, although it does occur. 
  HILL GIANT 
  Natural Habitat: Rough 
  Frequency: Rare Number: 1-10 (5) 
  Description: Hill Giants are humanoids about nine feet tall. Their features will 
  usually be uncommonly gnarled. 
  Talents, Skills, and Magic: See 6.6. But note that a hill giant is not affiliated 
  with any element in particular, and thus has expanded options as to his choice of 
  College. His mastery of a College will usually be minimal (about Rank 3) if he 
  does belong to a College (25% chance). 
  Movement Rates: Running: 350-400 
  PS: 12-30 
  MD: 4-22 
  AG: 3-21 
  MA: 4-22 
  EN: 13-31 
  FT: 18-24 
  WP: 4-22 
  PC: 5-23 
  PB: 5-23 
  TMR: 7-8 
  NA: Thick hide absorbs 1 DP 
  Weapons: Hill giants will use all weapons, although they generally prefer simple 
  crushing weapons like the club or mace. They will have rank 1-5 with these 
  weapons. Hill giants rarely wear armour, although they will occasionally (20%) 
  wear chain-mail or leather. 
  FROST GIANT 
  Natural Habitat: Rough (especially mountains) 
  Frequency: Rare Number: 1-25 (6) 
  Description: Frost giants are large humanoid between 15 and 
  20 feet in height. Frost Giants are 3-hex figures. 
  Talents, Skills, and Magic: See 6.6. 
  Movement Rates: Running: 600-700 
  PS: 24-42 
  MD: 4-22 
  AG: 3-21 
  MA: 4-22 
  EN: 25-43 
  FT: 18-24 
  WP: 4-22 
  PC: 5-23 
  PB: 5-23 
  TMR: 12-14 
  NA: None 
  Weapons: Frost giants generally use swords and axes, and will frequently 
  achieve rank 4 or higher with these weapons. Frost giants will wear any type of 
  armour, with metallic armour being Common. 
  STONE GIANT 
  Natural Habitat: Rough, Caverns 
  Frequency: Rare Number: 1-6 (3) 
  Description: Stone giants are humanoids about 10 feet tall. 
  Talents, Skills, and Magic: See 6.6 
  Movement Rates: Running: 400-500 
  PS: 13-31 
  MD: 4-22 
  AG: 3-21 
  MA: 4-22 
  EN: 15-25 
  FT: 18-24 
  WP: 4-22 
  PC: 5-23 
  PB: 5-23 
  TMR: 840 
  NA: None 
  Weapons: Stone Giants prefer heavy weapons like hammers and clubs. They will 
  have rank 3-5 with these weapons. Stone giants frequently wear leather armour 
  and carry shields. 
  STORM GIANT 
  Natural Habitat: Rough (especially mountaintops) 
  Frequency: Very Rare 
  Number: 1-3 (1) 
  Description: Storm giants are huge humanoids about 20 feet tail. Storm Giants 
  are 3-hex figures. 
  Talents, Skills, and Magic: Storm giants have all the talents, skills, magic, and 
  other abilities noted in 6.6. In addition, they can control the weather, bringing 
  rain, wind, thunderstorms, and even a fair sky. Depending on the difference 
  between the weather they are trying to create and the weather state at the time 
  that they are doing so, it will be from one to three hours until the effects of their 
  control become evident. Note that storm giants are not particularly affiliated with 
  any of the Elementals. There is a 50% chance that a storm giant will be a member 
  of a College. If he is a member of a College, a storm giant will have rank 3-7 
  with General Knowledge spells, and Rank 2-5 with those Special Knowledge 
  spells that he knows (game master’s option). 
  Movement Rates: Running: 700-750 
  PS: 27-45 
  MD: 4-22 
  AG: 3-21 
  MA: 4-22 
  EN: 30-48 
  FT: 18-24 
  WP: 4-22 
  PC: 5-23 
  PB: 5-23 
  TMR: 14-15 
  NA: None 
  Weapons: Storm giants prefer edged weapons, with axes being the weapons they 
  most commonly use. They will have Rank four or better with the type of weapon 
  that they use most frequently. Storm giants can be found in any sort of armour, 
  although chainmail is the norm. 
  Comments: True to their name, Storm Giants enjoy turbulent weather, and there 
  will frequently be a thunderstorm about their mountainous home. Those traits 
  mentioned in 6.6 are also applicable to storm giants. 
  OGRE 
  Natural Habitat: Rough, Woods 
  Frequency: Rare Number: 1-20 (4) 
  Description: Ogres are large, ugly humanoid. They are 8 feet tall, have flattened 
  noses and large, sharp teeth. They will usually be wearing rags. 
  Talents, Skills, end Magic: Ogres generally shun magic, although there is. a 5% 
  chance that an ogre will belong to the College of Earth Magics if he has an MA 
  of 15. The highest rank that an ogre will ever attain with any spell is 5, and this 
  only rarely. 
  Movement Rates: Running: 450 
  PS: 25-30 
  MD: 11-13 
  AG: 8-10 
  MA: 10-15 
  EN: 20-23 
  FT: 28-30 
  WP: 18-20 
  PC: 11-14 
  PB: 6-9 TMR: 9 NA: Thick skin absorbs 4 DP 
  Weapons: Ogres prefer to use large clubs over other weapons. Ranged weapons 
  are rare, but possible. Ogres will also use shields and wear armour 80% of the 
  time. If they do wear armour, it will usually be chainmail or lighter. In Close 
  Combat or in the absence of a weapon ogres can also bite (Base Chance of 65%, 
  +4 Damage). 
  Comments: Ogres eat those travelers that they waylay and take their treasure. 
  They are intelligent enough so that they will not attack a party if they are 
  hopelessly outclassed, but they are stupid enough so that they cat, also be easily 
  outwitted. Ogres will usually have treasure in the form of gold and ge. ms. 
  TITAN 
  Natural Habitat: See below 
  Frequency: Very Rare 
  Number: 1-2 (1) 
  Description: Titans are basically human, but they are between 20 feet and 24 feet 
  tall. They are also unusually muscular, and appear strikingly handsome or 
  beautiful. They can be of either sex. Titans are 3-hex figures. 
  Talents, Skills, and Magic: Titans are highly magical. They can turn invisible, 
  disappear from this plane, and move through the air by willing it. They can also 
  use spells, talents, and rituals of any one College. They are protected from 
  physical attack by a magical aura which surrounds them. This aura also adds 40 
  to their Magic Resistance. They will know General and Special Knowledge of 
  their College at Rank 10 and above. 
  Movement Rates: Running: 600; Flying: 300 
  PS: 60-70 
  MD: 12-16 
  AG: 13-17 
  MA: 19-26 
  EN: 30-40 
  FT: 50-60 
  WP: 17-20 
  PC: 16-18 
  PB: 19-21 
  TMR: 12/6 
  NA: Aura absorbs 12 DP 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 141 
  Weapons: Titans use human-type weapons of 4-times normal size (improve Base 
  Chance by 20%, multiply damage by 4 after modification). They will sometimes 
  wear armour (which functions in addition to their aura) if they are doing 
  something which is pre-meditated, and they know will be very dangerous. 
  Comments: Titans are basically good in nature, and they will help people on 
  occasion. They are often very touchy, however, and if they think a human is 
  being insolent they will not hesitate to kill him, although sometimes (30%) they 
  will just vanish. If a titan is inhabiting this plane for some reason, it will have a 
  large castle, very substantial treasure, and numerous storm giant guards. 
  TROLL 
  Natural Habitat: Rough, Caverns, Ruins, Fields, Marshes 
  Frequency: Uncommon Number: 1-3 (1) 
  Description: Trolls are large green, vaguely humanoid beings with greenish 
  black heads and extremities. They are well-muscled and 1ong-limbed with thick, 
  leathery skin. Their large teeth and claws are ideally suited to rending the “man 
  flesh” they so highly prize. A full-grown troll may stand almost 15 feet high. 
  Trolls are 3-hex monsters. 
  Talents, Skills, and Magic: Trolls possess no skills to speak of and are not 
  magic-users. They may use simple weapons, but may never achieve any Rank 
  with a weapon. Trolls possess the ability to regenerate themselves at the rate of 1 
  Damage Point healed each Pulse. Any damage inflicted by fire is, however, 
  permanent and may not be healed by regeneration. Trolls are not afraid of fire. 
  Movement Rates: Running: 300 
  PS: 30-50 
  MD: 10-14 
  AG: 12-16 
  MA: 5-8 
  EN: 30-40 
  FT: 40-50 
  WP: 18-25 
  PC: 20-25 
  PB: Always 0 
  TMR: 6 NA: Skin absorbs 5 DP. 
  Weapons: A Troll may use its hands (Base Chance of 55%, Damage of +6, no 
  Rank) to Melee Attack or may use hands and teeth (Base Chance of 35%, 
  Damage of +4, no Rank) in Close Combat. It may Strike twice with hands and 
  once with teeth each Pulse. 
  Comments: Trolls become enraged by the presence of fire and will kill anyone 
  who uses it if possible. A severed portion of a troll’s body will produce a new 
  troll in 20 Pulses. The only way to prevent this or to keep a Troll from 
  regenerating after death is to burn the Troll’s corpse (or any stray pieces). A Troll 
  is unlikely to possess or guard treasure, but may have a few “pretties” in his 
  possession (gold or jewelry and such). The net worth of such items will usually 
  be no more than 500 Silver Pennies, but could equal 1,000 in rare instances. 
  [138.2] Fairy Folk 
  Fairy folk include brownies, dryads, elves, fossergrims, leprechauns, nixies, 
  nymphs, pixies, satyrs, and sylphs. They are all roughly related, though their 
  natures have diverged since the time when they could claim a common ancestor. 
  Brownies, Leprechauns, Nixies, Pixies and Sylphs all take D10-2 damage from 
  physical contact with cold iron in addition to any other damage that may be 
  inflicted by a weapon made of that substance. This damage is due to burning. 
  Other fairy folk do not suffer this effect, but prefer to use substances other than 
  cold iron for tools and artifacts. Only the Elves have overcome their fear of the 
  substance to the extent of habitually forging and using fine iron and steel 
  weapons. 
  BROWNIE (House Spirit) 
  Natural Habitat: Fields (usually around man or his dwellings) 
  Frequency: Uncommon Number: 1-30 (6) 
  Description: Brownies are “little people” similar to Leprechauns, but more 
  sociable. They tend to be benevolent toward those who are not of Faerie (unlike 
  their wilder kindred who despise humans). 
  Talents, Skills, and Magic: Brownies specialize in using minor magics to assist 
  in keeping order, repairing minor damage, and doing light work around human 
  dwellings. They can bless or curse crops in the same manner as a black magician. 
  Their small help can also be turned to mischief if they are affronted in any way. 
  This might take the form of falling roof tiles, collapsing floorboards, or other 
  small disasters. 
  Movement Rates: Running: 150 
  PS: 7-8 MD: 20-25 
  AG: 20-25 
  MA: 17-19 
  EN: 4-5 FT: 10-11 
  WP: 17-19 
  PC: 16-19 
  PB: 12-16 
  TMR: 3 NA: None 
  Weapons: Brownies have no natural weapons. They carry small swords (treat as 
  daggers), but do not use armour. They may also carry bows which will have the 
  same characteristics as the Small Bow (see Weapons Table). 
  Comments: Brownies will aid the human inhabitants of an area in exchange for 
  food (a dish of milk left out each night). If disaffected, they will seek out and 
  give information to the household’s enemies. 
  DRYAD 
  Natural Habitat: Woods 
  Frequency: Common 
  Number: 1-30 (I0) 
  Description: Dryads are insubstantial spirits living within the wood of a specific 
  tree. They can leave their tree and wander about, but may never stray more than a 
  mile from the tree. They usually appear in small colonies. 
  Talents, Skills, and Magic: Dryads tend to be Adepts of the College of Earth 
  Magics, though some may be members of the Colleges of Illusion or the 
  Sorceries of the Mind. They will not usually be very powerful in Colleges other 
  than Earth, however. They have the special ability of being able to take refuge 
  deep within their tree if threatened. 
  Movement Rates: Running: 200 
  PS: None 
  MD: None 
  AG: None 
  MA: 8-20 
  EN: None 
  FT: None 
  WP: 12-16 
  PC: 12-15 
  PB: 16-24 
  TMR: 4 NA: None. But see below 
  Weapons: Dryads use no weapons of any kind. 
  Comments: Dryads can only be harmed if their tree is killed by 
  chopping or burning it down. They are not usually inimical to man, though 
  “Black Dryads” do exist who practice Druidic rites (including blood sacrifice). 
  They will usually aid travelers, but are mainly concerned with the well being of 
  their trees. 
  ELF 
  Natural Habitat: Woods 
  Frequency: Uncommon Number: 1-200 (20) 
  Description: An elf is a lithe humanoid, slightly smaller than 
  man-sized. They are unusually fair in appearance. 
  Talents, Skills, and Magic: See 6.5 
  Movement Rates: Running: 275 
  PS: 4-22 MD: 5-23 
  AG: 6-24 
  MA: 4-22 
  EN: 4-22 
  FT: 19-25 
  WP: 6-24 
  PC: 6-24 
  PS: 8-26 TMR: 6 NA: None 
  Weapons: Elves prefer bow weapons, and will have rank 4-6 with them. Spears 
  are also commonly used. Elves will not generally wear metallic armour, although 
  they may do so in unusual cases. The listed characteristic ranges are for NPC 
  elves only. 
  FOSSERGRIM 
  Natural Habitat: Streams, Rivers (especially near white water) 
  Frequency: Very Rare 
  Number: 6-12 (8) 
  Description: Fossergrims look much like Gnomes and are about the same size. 
  However, they are water dwellers and have a water-breathing capacity in addition 
  to their air-breathing capacity. They will always be found in or near their lairs 
  which will be located at the foot of waterfalls or rapids wherever possible. 
  Talents, Skills, and Magic: Fossergrims have the ability to cast very weak and 
  limited illusions over water so as to make shoals and rapids appear to be safe 
  channels. They also have the ability to cast a charm over an individual, causing 
  him to swim into their lair (which will be in an underwater cave) and be drowned. 
  This works like a talent. Victims must roll 2 x Will-power or less or succumb to 
  the charm. 
  Movement Rates: Running: 150; Swimming: 100 
  PS: 8-12 MD: 18-20 
  AG: 15-17 
  MA: 12-14 
  EN: 8-10 
  FT: 16-20 
  WP: 16-18 
  PC: 15-17 
  PB: 8-10 
  TMR: 3/2 
  NA: None 
  Weapons: Fossergrims attack with their teeth in close Combat and have a Base 
  Chance of 40% of doing - 2 Damage. They may also use small simple 
  non-missile weapons (knives, short swords, and the like). 
  Comments: Fossergrims are carnivores and especially delight in feasting on “the 
  bigs” as they’ call humans, elves, and their kindred. Except for their special 
  magical abilities Which they use to lure the unwary into their halls, they possess 
  little magic and few skills or talents. What other magic they possess will be Water 
  Magic. 
  LEPRECHAUN 
  Natural Habitat: Plains, Woods, Fields 
  Frequency: Very Rare 
  Number: 1-30 (8) 
  Description: Leprechauns are similar in almost all ways to Brownies, but wilder 
  and shyer of man. They tend to dress in muted shades of brown and green and to 
  seek out the deep woods where they are most at home. They have 3 to 4 times the 
  stealth of an average human and will, as a result, seldom be seen unless they wish 
  to speak with a party. 
  Talents, Skills, and Magic: Leprechauns possess the same Talent Magic as 
  Brownies. In addition, they will usually be masters of either the College of 
  Illusions or the College of Earth Magics. They have the ability to teleport 
  themselves limited distances (no more than a few yards) by blinking. 
  Leprechauns also have special skill with the Spell of Sleeping (regardless of their 
  College) and add 10 to the Base Chance for the spell. 
  Movement Rates: Running: 200 
  PS: 7-8 MD: 19-22 
  AG: 25-28 
  MA: 19-21 
  EN: 5-6 FT: 10-12 
  WP: 15-18 
  PC: 14-17 
  PB: 9-14 
  TMR: 4 NA: None 
  Weapons: Leprechauns have no natural weapons. They will usually have Short 
  Swords (similar to Daggers) and will use Small Bows. 
  Comments: If a Leprechaun is captured and cannot escape, he will buy his 
  freedom either by revealing the location of his treasure (300-400 Gold Pieces) or 
  
  PAGE 142 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  by granting the warder three wishes which the leprechaun will attempt to grant in 
  such a way that they turn to the disadvantage of the recipient (usually in some 
  really grisly way). 
  NIXIE 
  Natural Habitat: Marsh 
  Frequency: Rare Number: 1-40 (20) 
  Description: Nixies are water-dwellers with pale skin (through which can often 
  be seen green veins), golden hair, webbed fingers and toes, and gills. They have a 
  limited air breathing capacity similar to Merfolk. They are recognizable by their 
  sharp teeth which are covered in green slime. 
  Talents, Skills, and Magic: Nixies will almost always have limited abilities as 
  Adepts of the College of Water Magics. They will have no skills to speak of, but 
  will have the talent of being able to automatically summon [D10+1] x Rank with 
  their talent (1, if unranked) large Pike to their aid. Since these “water wolves”, as 
  they are called, have a special fondness for Nixies, there will always be Pike in 
  the area. 
  Movement Rates: Swimming: 350 
  PS: 13-23 
  MD: 10-20 
  AG: 14-21 
  MA: 10-18 
  EN: 10-18 
  FT: 12-24 
  WP: 14-20 
  PC: 14-22 
  PB: 8-18 
  TMR: 7 NA: None 
  Weapons: Nixies do -2 Damage (Base Chance of 35%) in Close Combat with 
  their bite. In addition, they will often carry fishbone weapons and shields and 
  (rarely) wear fish skin armour (equal to leather armour). 
  Comments: Nixies are fond of human flesh, though they will sometimes refrain 
  from eating a particularly beautiful humanoid member of the opposite sex in 
  order to enjoy their company longer. They are capricious and cowardly and prefer 
  to destroy their prey by guile whenever possible. An invitation to a Nixie feast is 
  usually a prelude to treachery. 
  NYMPH 
  Natural Habitat: Woods, Fields (usually found with Satyrs) 
  Frequency: Rare Number: 1-30 (6) 
  Description: Nymphs are beautiful humanoids with goat-like lower limbs 
  covered in soft curly hair. They generally prefer to go about naked, but will wear 
  light robes in cold weather. 
  Talents, Skills, and Magic: Nymphs will have some abilities of either the 
  College of Illusions or of the College of Earth Megice. They will have twice the 
  stealth of humans. In addition, any male character who looks at a naked Nymph 
  must roll 4 times his Willpower or less or he will be charmed and will desire only 
  to spend his days frolicking with the Nymph (or her sisters). 
  Movement Rates: Running: 250 
  PS: 10-12 
  MD: 14-18 
  AG: 14-22 
  MA: 18-22 
  EN: 8-12 
  FT: 16-24 
  WP: 18-24 
  PC: 18-24 
  PB: 25-33 
  TMR: 5 NA: None 
  Weapons: Nymphs do not use weapons or fight in any way. They rely 
  exclusively on their beauty and magic for protection. 
  Comments: Nymphs dislike the intrusion of humans, but will attempt to charm 
  and seduce a particularly handsome man with their beauty (40% chance) if they 
  do not first flee (50% chance). If they flee, they will attempt to punish those who 
  frightened them. Nymphs can move from place to place by entering the trunks of 
  trees and then teleporting from one trunk to another. It takes them 30 seconds to 
  enter the trunk of a tree and 1 second to teleport to any other trunk within I00 feet 
  of the tree they currently occupy. Nymphs have little sense of normal human 
  anatomy or capabilities and will kill a human lover with their demands by 
  permanently reducing his Fatigue or Endurance at the rate of 1 point from either 
  (game master’s choice) per week until the lover dies or escapes. The lover may 
  make a check against 2 times his Willpower at the end of each week to see if he 
  runs away from his sweet captors (leaving behind most of his weapons, armour, 
  and other possessions in his state of befuddlement). 
  PIXIE 
  Natural Habitat: Woods 
  Frequency: Very Rare 
  Number: 1-100 (10) 
  Description: Pixies are small people about 2 feet in height, with transparent 
  wings, pointed ears, and almond-shaped eyes. 
  Talents, Skills, end Magic: Pixies are naturally invisible, but can become visible 
  at will. They can create full-fledged visible and audible illusions, and can appear 
  to change their form. They are also able to use most counter spells, read peoples’ 
  minds, and cause disorientation and the inability to think clearly in the victims of 
  their pranks. 
  Movement Rates: Running: 150; Flying: 250 
  PS: 3-4 MD: 18-21 
  AG: 17-20 
  MA: 10-15 
  EN: 3-4 FT: 8-10 
  WP: 12-16 
  PC: 10-14 
  PB: 10-17 
  TMR: 3/5 
  NA: None 
  Weapons: Pixies use daggers and bows of short range (50 feet) but with great 
  effect. They have three types of arrow: one which does [D10]-6 damage, one that 
  puts their victims to sleep unless they roll 4 x Willpower or less, and one that 
  removes all memory from the victim for [D10]-4 days unless he rolls 4 x 
  Willpower or less. The bow has a Base Chance of 60%. They may wear leather 
  armour. 
  Comments: Pixies are very hard to hit in combat ( -30 from Base Chance in 
  addition to Defence). They are highly mischievous, and they will often play 
  pranks to annoy the foolish traveler who enters a forest where pixies are said to 
  dwell. 
  SATYR (Faun) 
  Natural Habitat: Woods, Plains 
  Frequency: Uncommon Number: )-10 (6) 
  Description: Satyrs have the upper halves of a man and the legs of a goat or 
  horse, They have bristly hair, and short, black horns. Their skin is a deep 
  mahogany in colour; 
  Talents, Skills, and Magic: Satyrs are somewhat magical, Their magical abilities 
  are usually focused through a pipe which they play to charm, delight, or 
  otherwise influence those around them. They are also 3 times as stealthy as 
  humans, and can blend in with surrounding trees (90% chance they will be 
  undetected if they remain still). Satyrs have the same power over women that 
  nymphs have over men. 
  Movement Rates: Running: 400 
  PS: 12-22 
  MD: 19-22 
  AG: 18-20 
  MA: 15-18 
  EN: 10-18 
  FT: 18-28 
  WP: 15-18 
  PC: 18-20 
  PB: 9-12 
  TMR: 8 NA: Skin absorbs 2 DP. 
  Weapons: Satyrs use simple weapons like spears. Usually they will have Rank 
  1-5 with the weapons they use. 
  Comments: Satyrs are much like centaurs in mentality: they enjoy drinking, 
  dancing, and generally making merry. In general they dislike men, although they 
  will occasionally attempt to seduce human females. They will usually be 
  accompanied by nymphs. 
  SYLPH 
  Natural Habitat: Rough (especially mountain tops). 
  Frequency: Very Rare 
  Number: 1-2 (1) 
  Description: Sylphs appear as human females, but have large, almost transparent 
  wings. They are usually very beautiful. 
  Talents, Skills, and Magic: Sylphs can turn themselves invisible, and they are 
  usually able to sense a party’s intentions towards them, and so avoid harm. 
  Sylphs are also able magicians, specializing in the powers of the College of Air 
  Magics. 
  Movement Rates: Flying: 700; Running: 250 
  PS: 10-13 
  MD: 18-22 
  AG: 20-24 
  MA: 18-20 
  EN: 9-12 
  FT: 18-20 
  WP: 14-18 
  PC: 18-20 
  PB: 21-25 
  TMR: 14/5 
  NA: None 
  Weapons: Sylphs do not use weapons to attack. They use only their magic to 
  defend themselves. 
  Comments: Sylphs will aid a humanoid in need or befriend one to whom they 
  take a fancy. If somehow coerced they will have a large treasure with which they 
  may buy their freedom but it will usually be hidden on a mountain top. It will be 
  worth [D10+5] x 300 Silver Pennies. 
  [138.3] Earth Dwellers 
  This section deals with those species who prefer dwelling in caverns or earthen 
  barrows, but who are distantly related to the Fairy Folk. They include: Dwarves, 
  Gnolls, Gnomes, Goblins, Halflings, Hobgoblins, Kobolds, and Orcs. These 
  beings all tend to prefer cool shadows to bright sunlight, and all except Dwarves 
  and Halflings positively dislike sunlight and will not willingly venture into it. 
  DWARF 
  Natural Habitat: Rough, Caverns 
  Frequency: Uncommon Number: 1-500 (10) 
  Description: Dwarves are short, stout humanoids. They usually have long 
  beards. 
  Talents, Skills, and Magic: See 6.4. 
  Movement Rates: Running: 225 
  PS: 6-24 MD: 5-23 
  AG: 4-22 
  MA: 3-21 
  EN: 6-24 
  FT: 17-23 
  WP: 7-25 
  PC: 6-24 
  PB: 4-22 
  TMR: 4 NA: None 
  Weapons: Dwarves delight in axes and hammers and they will have Rank 2-4 
  with these weapons. They also commonly wear heavy armour, with chainmail 
  being the type most frequently worn, although plate is also occasionally used. 
  The listed characteristic ranges are for NPC dwarves only. 
  GNOLL 
  Natural Habitat: All but Waste and Ocean (Usually Caverns) 
  Frequency: Uncommon Number: 1-300 (40) 
  Description: Gnolls are dog-faced humanoids about 7 feet tall. They are very 
  strong, and usually wear armour. Their skin is fuzzy, and yellowish-brown in 
  colour. 
  Talents, Skills, and Magic: Gnolls are good diggers if forced to do so, but they 
  will rarely attempt mining on their own, even though they like caves. They have 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 143 
  no magical abilities, although they will sometimes have magical items which they 
  will rarely know how to use. 
  Movement Rates: Running: 250 
  PS: 20-23 
  MD: 13-15 
  AG: 12-14 
  MA: None 
  EN: 12-14 
  FT: 20-24 
  WP: 10-12 
  PC: 12-16 
  PB: 6-9 TMR: 5 NA: Hide absorbs 2 DP 
  Weapons: Gnolls tend toward the larger weapons, usually axes. They will use 
  ranged weapons, however, and any large contingent will have a fair number of 
  archers. They usually wear light armour (leather or cloth) but strong members of 
  a group will sometimes have better armour. 
  Comments: Gnolls are very disorganized and travel in loose bands. They like to 
  raid towns and travelers to gain plunder as they disdain to work themselves. 
  Large bands will often have (value: [D10+5] x 100 Silver Pennies per Gnoll) 
  treasure that has been previously looted. 
  GNOME 
  Natural Habitat: Rough, Caverns. 
  Frequency: Rare Number: 1-200 (50) Description: Gnomes are short, stocky 
  humanoids, much like Dwarves, but even shorter (3 feet). Typically they will be 
  dressed in chainmail or leather armour, with a heavy skullcap, although powerful 
  gnomes occasionally wear heavier armour as they “make light of burden.” 
  Gnomes are usually brownish in colour with hair between gray and white. 
  Talents, Skills, and Magic: Gnomes are excellent stoneworkers, and as such 
  they can detect many things that have to do with the construction of a building or 
  the quality of a builder’s job. 
  Movement Rates: Running: 150 
  PS: 10-14 
  MD: 10-13 
  AG: 14-16 
  MA: 13-17 
  EN: 8-10 
  FT: 16-20 
  WP: 19-22 
  PC: 14-18 
  PB: 10-13 
  TMR: 3 NA: None 
  Weapons: Gnomes will use daggers, short swords, clubs, and any other weapons 
  that they can carry easily. 
  Comments: Gnomes have a strong dislike for goblins, and will always attempt to 
  attack them. Gnomes are organized into bands, each of which is competitive with 
  the others, although not actually hostile. They are usually friendly to man, and 
  they are very friendly with the Dwarves, their cousins, although they have a mild 
  dislike of Elves. Large bands of Gnomes will often (80%) have a fair amount 
  (value: [D10+3] x 100 Silver Pennies per gnome) of treasure. Gnomes found in 
  their lair will have more treasure (value [D10+3] x 300 Silver Pennies per 
  gnome) as Gnomes are fond of hoarding. 
  GOBLIN 
  Natural Habitat: Caverns 
  Frequency: Uncommon Number: 4-1000 (20) 
  Description: Goblins are humanoid in form, but have large fangs, pointed ears, 
  and skin ranging from brown to pallid gray. They are usually very ugly, have foul 
  breath, and an unpleasant odour. They wear garments made out of dirty cloth, and 
  usually wear leather armour, carrying shields. More powerful goblins will 
  sometimes carry better armour. They are about 4 feet tall. 
  Talents, Skills, and Magic: Goblins are good at working with stone if forced into 
  it, and so they are good at detecting facts having to do with stone (40% chance of 
  detecting anything unusual or dangerous). They can see in the dark. They are 
  excellent at torture, which they delight in. A goblin will in rare instances be an 
  Adept of one of the Entities. 
  Movement Rates: Running: 150 
  PS: 9-13 MD: 8-12 
  AG: 7-12 
  MA: 10-18 
  EN: 6-8 FT: 10-13 
  WP: 8-11 
  PC: 7-12 
  PB: 8-10 
  TMR: 3 NA: Skin absorbs 1 DP 
  Weapons: Goblins will use any sort of weapon that their strength allows, 
  although they generally prefer simple swords or clubs. They will also often use 
  crossbows and slings. They may have Rank 1-3 with these weapons. 
  Comments: Goblins are highly evil, and will often waylay a party, killing and 
  looting. They love to cause discord, and will be deceitful where violence will not 
  work. Their lair (and treasure) will be well guarded. Goblins dislike sunlight, and 
  fight at a reduction in the Base Chance of 10 when under a bright sun. They hate 
  Dwarves and Gnomes, and will attack them whenever possible. Goblins will 
  usually be in league with dire wolves if there are any in the neighborhood. 
  HALFLING 
  Natural Habitat: Caverns (Burrows), Fields. 
  Frequency: Uncommon Number: 1-50 (6) 
  Description: Halflings are small humanoids, usually less than three feet in 
  height. They are inclined to be fat. 
  Talents, Skills, and Magic: See 6.7 
  Movement Rates: Running: 200 
  PS: 3-21 MD: 7-25 
  AG: 6-24 
  MA: 4-22 
  EN: 3-21 
  FT: 17-23 
  WP: 6-24 
  PC: 5-23 
  PB: 5-23 
  TMR: 4 NA: None 
  Weapons: Halflings prefer small weapons, maces and slings being the most 
  common, although short swords and daggers will also sometimes be used. There 
  is a 50o70 chance that a halfling will have Rank with at least one of the weapons 
  that h.¢ is carrying. Rank with a weapon will never be higher than Rank 4. The 
  listed characteristic ranges are for NPC halflings. 
  HOBGOBLIN 
  Natural Habitat: Anywhere 
  Frequency: Rare Number: 1-500 (30) 
  Description: Hobgoblins are particularly large and vicious creatures of basically 
  the same strain as Goblins. They have the same fangs and pointed ears as 
  Goblins, but they grow to larger’ than man sized, almost 7 feet. They are also 
  usually equipped with better armour (chainmail being the mean) as they are very 
  strong and can more easily carry its weight. Their skin is more hairy than 
  goblins’, although it is the same brown to grayish colour. 
  Talents, Skills, and Magic: Hobgoblins have Goblins’ stone working ability and 
  their ability to see in the dark, but they do not dislike sunlight, and often go out in 
  the day on raiding parties. They have the same magical abilities as Goblins. 
  Movement Rates: Running: 250 
  PS: 17-21 
  MD: 14-16 
  AG: 13-15 
  MA: 12-20 
  EN: 14-16 
  FT: 20-23 
  WP: 10-12 
  PC: 14-16 
  PB: 6-9 TMR: 5 NA: Hide absorbs 2 DP 
  Weapons: Hobgoblins use all weapons, and will usually use the largest weapon 
  their strength allows. They like whips and spears with long, barbed points that 
  break off in the wound. Hobgoblins rarely use bows, although they will use slings 
  and javelins. Hobgoblins will have Ranks 1-3 with their favoured weapons. 
  Comments: Hobgoblins are organized into Clans which are highly competitive 
  with each other and with their relatives, the Goblins and Orcs. The Clans are 
  headed by the strongest member of the group, and fights for leader of the Clan 
  are common. Hobgoblins are often hired to lead bands of Goblins and Orcs, as 
  their strength and size ensures that discipline will be maintained. 
  KOBOLD 
  Natural Habitat: Fields, Caverns. 
  Frequency: Rare Number: 1-10 (5) 
  Description: Kobolds are small, elderly-appearing Dwarvish types who wear 
  hoods of bright colours. They are about 2~/2 feet tall, and have highly gnarled 
  faces. 
  Talents, Skills, and Magic: Kobolds are very useful around the house or farm, 
  for they will perform many tasks relating to maintenance of property or animals. 
  They have no special magical powers, and they are not as good at working with 
  stone and at detecting unusual constructions as the Dwarves. They can see in the 
  dark. 
  Movement Rates: Running: 100 
  PS: 7-9 MD: 14-17 
  AG: 15-18 
  MA: None 
  EN: 6-8 FT: 12-14 
  WP: 14-17 
  PC: Ir2-16 
  PB: 8-11 
  TMR: 2 NA: None 
  Weapons: Kobolds carry Daggers and Hammers (Base Chance of 10%-2 
  damage). They do not wear armour. 
  Comments: A Kobold in the house is a blessing, for they will perform all sorts of 
  menial or semi-skilled tasks with great willingness and ability, where such is 
  possible. They will work for only shelter and food. While traveling, they will 
  most likely run away if they see a party at a distance, but there is a 25% chance 
  that they will be willing to trade information and befriend a character. In general, 
  Kobolds get along with men better even than the Dwarves. Kobolds will almost 
  never have treasure, although if they do it will usually be something of value only 
  to them. 
  ORC 
  Natural Habitat: Caverns, Rough 
  Frequency: Common 
  Number: 1-1000 (25) 
  Description: An Orc is an ugly, stoop shouldered humanoid, much like a goblin 
  or hobgoblin (to whom they are related). 
  Talents, Skills, and Magic: See 6.8. 
  Movement Rates: 250 
  PS: 6-24 MD: 5-23 
  AG: 5-23 
  MA: 3-21 
  EN: 6-24 
  FT: 17-23 
  WP: 3-21 
  PC: 5-23 
  PB: 2-20 
  TMR: 5 NA: None 
  Weapons: The scimitar is the favourite weapon of the ores (Rank 1-4 with the 
  weapon is typical) although other weapons will occasionally be used. Short bows 
  are the most common form of missile weapon. Orcs will wear armour, with 
  leather being the prevalent type. Orcs will also commonly carry shields. 
  139. Fantastical Monsters 
  Fantastical Monsters include a number of beings of legend, not often seen by 
  humans and related species. They tend to make their homes in inaccessible areas 
  where few men go. These species include: centaurs, chimaera, giant amoebas, 
  gorgons, manticores, minotaurs, nagas, sphinxes, and unicorns. Due to their 
  rarity, live specimens are usually of great value in the marketplace. 
  CENTAUR 
  Natural Habitat: Woods, Marsh, Rough, Caverns, Plains 
  
  PAGE 144 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Frequency: Uncommon Number: 2-20 (4) 
  Description: Centaurs are half-man, half-horse. They are human down to the 
  hips, but they join the body of a horse where the neck would normally be. Their 
  lower half has hide, just as a horse, while their top half is that of a normal man. 
  Talents, Skills, and Magic: Centaurs can have all the abilities and skills of a 
  human. Centaurs in general are good with bows and at hunting, and have an 
  affinity for healing and the art of prophecy. 
  Movement Rates: Running: 600 
  PS: 10-30 
  MD: 5-20 
  AG: 10-23 
  MA: 5-23 
  EN: 12-20 
  FT: 20-30 
  WP: 7-26 
  PC: 10-30 
  PB: 12-17 
  TMR: 12 
  NA: Hide absorbs 3 DF 
  Weapons: Centaurs use weapons as do men. They can hold up to two Readiness 
  Points worth of weapons, and they will usually have Rank in one or more of their 
  weapons. 
  Comments: Centaurs cannot resist alcohol and become violent when drunk. 
  Centaurs will only rarely let a human ride them, and only then at pressing need. 
  They eat raw flesh (including human flesh), and will often abduct young maidens 
  for food and other purposes. 
  CHIMAERA 
  Natural Habitat: Woods, Rough, Caverns, Ruins 
  Frequency: Very Rare 
  Number: 1-3 (1) 
  Description: The chimaera has the head of a goat, the foreparts of a lion, and the 
  rear section of a dragon. Chimaera are large (up to 12 feet long) and breath fire. 
  They are 3-hex monsters. 
  Talents, Skills, and Magic: The chimaera can breath a cone of fire. Other than 
  that, it has no special skills or magical ability. Movement Rates: Running: 500 
  PS: 28-32 
  MD: 25-28 
  AG: 15-20 
  MA: None 
  EN: 20-22 
  FT: 30-34 
  WP: 14-19 
  PC: 13-20 
  PB: 3-7 TMR: 10 
  NA: Hideabsorbs8DP 
  Weapons: The chimaera has a fire breath that it can use in Ranged and Melee 
  combat. The range of the cone of breath is 50 feet and at the base the cone is 20 
  feet in diameter. All within the cone suffer D+ 15 damage. A chimera must 
  execute a Fire action to breath in this fashion. In Melee Combat and Close 
  Combat, the chimera has a bite like that of a huge lion (Base Chance of 75% +8 
  damage). 
  Comments: Chimaera thrive on ruin, and the area surrounding one of their lairs 
  will be a burned wasteland. In the area surrounding the lair, or occasionally in the 
  lair itself, there may be victims with some treasure (25%, 1-6 bodies with 
  100-600 Silver Pennies, 25% each has something else of value), but otherwise 
  chimaera do net hoard wealth as do dragons. 
  GIANT AMOEBA 
  Natural Habitat: Caverns, Ruins. 
  Frequency: Uncommon Number: 1-6 (1) 
  Description: A giant amoeba is a shapeless, flowing creature between 6 inches 
  and 6 feet in diameter. 
  Talents, Skills, and Magic: A giant amoeba can sense any organic material 
  within 25 feet, and will move toward the closest anything they such material that 
  it can sense. Giant amoeba are able to eat anything they come in contact with. 
  They can slip under doors and through very small cracks. 
  Movement Rates: Crawling: 50 
  PS: None 
  MD: None 
  AG: 3-4 MA: None 
  EN: 10-12 
  FT: 20-24 
  WP: 6-8 PC: 6-8 
  PB: 3-5 TMR: 1 NA: None 
  Weapons: A giant amoeba does not attack, per se, but rather attempts to consume 
  anything in its way. If a giant amoeba is ever in the same hex on the tactical 
  display as any living creature, that creature takes 2 DP per Pulse until it leaves 
  the hex occupied by the amoeba. Note that if a creature is fully consumed any 
  weapons and other non-organic materials will be left behind, although all bones 
  will be consumed. 
  Comments: If a giant amoeba is reduced to 0 endurance as a result of the attacks 
  of normal (non-magical) weapons, the amoeba merely splits into two amoebas, 
  each with half the size, endurance, and fatigue of the original amoeba. Magical 
  weapons and magical attacks affect the amoeba normally. 
  GORGON (Medusa) 
  Natural Habitat: Woods and Wilderness (lairs in caverns) 
  Frequency: Very rare 
  Number: 1-3 (1) 
  Description: Gorgons are physically humanoid, but boast a head full of writhing 
  green snakes of a venomous nature. ‘[hey also have hypnotic, burning red eyes. 
  Gorgons like to appear as comely maidens and often wear the attire of human 
  females. They have large brazen claws and hog-like teeth. They specialize in 
  enticing males who they then turn to stone. 
  Talents, Skills, and Magic: Gorgons 1~ossess no special skills or magic as a 
  rule, but may learn human skills and magic. They have the special talent of 
  turning those that look directly into their eyes to stone( Any character facing a 
  gorgon must roll four times his Willpower or less each Pulse that he faces the 
  beast or he succumbs to her blandishments, looks into her eyes and is turned to 
  stone. 
  Movement Rates: Running: 250 
  PS: 10-13 
  MD: 12-15 
  AG: 10-14 
  MA: 15-18 
  EN: 10-14 
  FT: 15-19 
  WP: 16-20 
  PC: 16-18 
  PB: Always 0 
  TMR: 5 NA: None 
  Weapons: In addition to her eyes, the Gorgon may Melee Attack with claws 
  (Base Chance of 50%, +4 damage, Rank of 1-5) or Close Combat using claws, 
  teeth and hair (Base Chance of 30%, 0 damage modification, but possible 
  poisoning as from an asp bite and no Rank). Gorgons may attack using hair, teeth 
  and claws in the same Pulse. The gorgon may attempt to turn a character to stone 
  any time. 
  Comments: The gorgon’s eyes only become visible at a range of 100 feet and she 
  cannot turn a character to stone beyond that range. The attempt to turn a character 
  to stone is automatic whenever a character faces the gorgon’s front and requires 
  no action. 
  MANTICORE 
  Natural Habitat: Rough, Caverns 
  Frequency: Rare Number: 1-6 (1) 
  Description: Manticores have the body of a lion, bat-like wings, and the head of 
  a human, although larger to fit their bodies. At the tip of their tail they have up to 
  12 spikes, which they can launch as weapons. 
  Talents, Skills, and Magic: Manticores have no magical properties, and no 
  special abilities other than the ability to launch their tail spikes. 
  Movement Rates: Flying: 500; Running: 350 
  PS: 28-32 
  MD: 20-25 
  AG: 26-30 
  MA: None 
  EN: 12-14 
  FT: 20-25 
  WP: 12-18 
  PC: 12-18 
  PB: 3-6 TMR: 10/7 
  NA: Fur absorbs 8 DP 
  Weapons: Manticores can use their tail spikes in Ranged Combat as if they were 
  heavy crossbows. They are able to launch up to 6 of the spikes at any one time as 
  long as the spikes are all aimed at spots within 6 feet of each other. In Melee 
  Combat, the manticore can attack with its two claws (Base Chance of 60%, +5 
  damage). Once their tail spikes are exhausted (they regenerate in about a day) 
  manticores try to enter Close Combat as soon as possible, where they can use 
  their claws. 
  Comments: Manticores like to hunt, and their favourite prey is man. They will 
  lie in wait for a party, and then send their spikes whirling into it. If the 
  manticore’s lair is found, there is a chance (30%) that it will have dragged bodies 
  with treasure on them into its cave. 
  MINOTAUR 
  Natural Habitat: Caverns, Woods, Rough. 
  Frequency: Very Rare 
  Number: 1-6 (1) 
  Description: Minotaurs are humanoid, with the head of a bull and a very hairy 
  hide. They have a tail, just like that of a bull. 
  Talents, Skills, and Magic: The minotaur has no special magical abilities or 
  talents. They are tool users and will sometimes use simple weapons. 
  Movement Rates: Running: 300 
  PS: 22-26 
  MD: 18-20 
  AG: 14-17 
  MA: None 
  EN: 14-16 
  FT: 22-25 
  WP: 14-16 
  PC: 18-20 
  PB: 4-7 TMR: 6 NA: Hide absorbs 6 DP 
  Weapons: A minotaur can attack by butting with his horns, biting, or attacking 
  with a weapon. Butt: Base Chance of +3 damage. Bite: Base Chance of 30%, - 1 
  damage. A minotaur will hold Rank 1-5 with whatever weapon it uses. The 
  minotaur can use any combination of two of these attacks in any one pulse 
  without penalty. in Close Combat the minotaur can use only his bite, but the Base 
  Chance goes up to 50%. 
  Comments: Minotaurs are particularly vicious, and will attack virtually anything 
  that their dim intelligence tells them they have even a mediocre chance of 
  beating. These beasts generally like the dark, and will only-rarely be found in the 
  open after sunup. 
  NAGA 
  Natural Habitat: Crypts, Marsh 
  Frequency: Very Rare 
  Number: 1-6 (1) 
  Description: Nagas are humanoid above the waist, and have the body of a 
  serpent below. Male nagas have the upper half of a man, while nagians (female 
  nagas) have the upper half of a woman. Both types will usually be 10-12 feet 
  long. 
  Talents, Skills, and Magic: Nagas are frequently (85%) members of one of the 
  Colleges of Thaumaturgies. If a naga is a magic-user, it will have Rank 2-8 with 
  each of the General Knowledge spells, talents, and rituals, and will have Rank 
  1-5 with those Special Knowledge spells and rituals that they know (Usually 5-10 
  will be known). Nagas can also read the minds of any that they can see, 
  understanding both the thoughts and intentions of the subject. This talent cannot 
  be resisted. 
  Movement Rates: Swimming: 400; Crawling: 300 
  PS: 20-25 
  MD: 17-21 
  AG: 12-16 
  MA: 16-20 
  EN: 25-32 
  FT: 20-25 
  WP: 20-24 
  PC: 19-23 
  PB: 13-17 
  TMR: 8/6 
  NA: Scales absorb 5 DP 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 145 
  Weapons: Naga will use ordinary edged weapons 50% of the time, and if they do 
  use a weapon, they will have Rank 4-6 with it. If they do not use a weapon, they 
  can attack with a bite or a constriction attack. The bite has a Base Chance of 55% 
  and does +4 damage, while the constriction has a Base Chance of 40% and does 
  +8 damage. The bite can be used in either Close or Melee Combat, while the 
  constriction can only be used in Close Combat. If a naga’s bite penetrates an 
  enemy’s armour (i.e. does damage to the character’s Fatigue or Endurance), then 
  the victim takes 2 additional DP per Pulse for D10 Pulses because of the naga’s 
  poison. Only an antidote specifically designed for naga venom will neutralize this 
  poison. A naga can also spit this poison up to a range of 40 feet. The spittle has a 
  Base Chance of 30% (modified for range as an ordinary hurled weapon) and does 
  D10+4 damage. 
  Comments: Nagas are often the guardians and keepers of knowledge. They seek 
  to preserve powerful knowledge from the use of those who would not use it 
  properly, and at the same time they try to deliver it to those who could best use it 
  for the cause of good. This knowledge might be magical in nature, or of some 
  other type. Nagas will use force to defend the knowledge that they guard (which 
  will usually be in the form of a written tome) but will warn intruders beforehand, 
  and allow them a chance to get away. 
  SPHINX 
  Natural Habitat: Rough, Woods 
  Frequency: Very Rare 
  Number: 1 
  Description: A sphinx has the body of a winged lion, with the head and breasts 
  of a woman. A sphinx is usually about 12 feet long. A sphinx has large, sharp 
  teeth, and is a two-hex monster. 
  Talents, Skills, and Magic: Most sphinxes are accomplished members of a 
  College of Magic, usually one of the Thaumaturgies. They will know all General 
  Knowledge spells at Rank 6-9, and will know all Special Knowledge spells at 
  Rank 3-6. In addition, a sphinx will know D10 Counterspells from other 
  Colleges. Sphinxes also have excellent senses of smell. They will be able track as 
  if they’ had Rank 8 in the Ranger ability, and they will be able to detect the 
  presence of hidden or invisible characters 75% of the time. 
  Movement Rates: Running: 500; Flying: 600 
  PS: 30-35 
  MD: 22-24 
  AG: 17-19 
  MA: 12-22 
  EN: 40-50 
  FT: 60-75 
  WP: 20-23 
  PC: 17-19 
  PB: 4-6 TMR: 10/12 
  NA: Hide absorbs 6DP 
  Weapons: A sphinx can attack three times (once with a bite, and twice with its 
  claws) in the same Pulse without penalty. The bite has a Base Chance of 75% and 
  does +8 damage. The claws have a Base Chance of 60% and do +4 damage. 
  Comments: Sphinxes are proverbial riddle-lovers. They love to learn new 
  riddles, and will sometimes let a passerby live in exchange for a good one. They 
  also like to ask riddles, however. When a sphinx asks a riddle, it will state what 
  will happen to a character who does not answer the riddle successfully, and what 
  reward (usually just free passage) will be given to those who do. A sphinx will 
  always try to keep its word as to what it will do if the riddle is answered, 
  although there is a 2% chance that it will simply kill itself if the riddle is 
  answered correctly. 
  UNICORN 
  Natural Habitat: Woods, Plains 
  Frequency: Rare Number: 1-8 (2) 
  Description: Unicorns are white equines with a single, long horn coming out of 
  their forehead. They have a single black, 2 foot long horn set in a deer’s head, 
  very thick feet, and the tail of a boar. 
  Talents, Skills, and Magic: Unicorns are immune to poison, and a character who 
  possesses one of their horns is also immune. They are also almost impossible to 
  trap as they are very intelligent and wary. They have 5 times the strength of an 
  average human. They are unable to cast spells in the usual sense. 
  Movement Rates: Running: 600 
  PS: 55-60 
  MD: None 
  AG: 16-19 
  MA: None 
  EN: 25-30 
  FT: 50-60 
  WP: 20-25 
  PC: 25-30 
  PS: 18-20 
  TMR: 12 
  NA: Hide absorbs 4 DP 
  Weapons: In Melee Combat, a unicorn uses its horn (Base Chance of 60% +7 
  damage). In Close Combat, it can attack with its hooves as a War-horse. 
  Comments: Unicorns are virtually untamable by ordinary men, but a unicorn can 
  occasionally be tamed by a virgin (40%) as unicorns love purity and innocence. 
  140. Creatures of Night and Shadow 
  The species portrayed herein include those primarily connected with night and 
  shadow and the Powers of Darkness. They include Weres, Doppelgangers, Bats, 
  and Dire Wolves. Other species which may be nocturnal hunters or may be at 
  their most powerful at night are not included in this heading and are not affected 
  by magic designed to call, communicate with, or control Creatures of Night and 
  Shadow. Only the species listed herein are affected by these types of magic. 
  BAT 
  Natural Habitat: Caverns 
  Frequency: Uncommon Number: 1-400 (100) 
  Description: Bats are rodents with leathery wings, They are grayish-black in 
  colour. They are found in dark places only as they are afraid of light and fire. 
  Talents, Skills, and Magic: Bats can determine directions in the dark by emitting 
  high-frequency “pips” which reflect off of the surrounding walls. They have no 
  magical abilities or other special talents and are not tool users. 
  Movement Rates: Flying: 500 
  PS: 2-3 MD: None 
  AG: 18-21 
  MA: None 
  EN: 1-2 R’~ 2-3 WP: 6-8 PC: 14-17 
  PB: 7-9 TMR: 10 
  NA: None 
  Weapons: Bats can only attack in Close Combat, where their bite has a Base 
  Chance of 40% and does -7 damage. A character bitten by a bat has a 10% chance 
  of contracting rabies or some other loathsome disease in addition to the 
  possibility of infection. 
  DIRE WOLF 
  Natural Habitat: Woods, Rough, Plains, Field, Caverns 
  Frequency: Rare Number: 1-10 (3) 
  Description: Dire wolves are wolves the size of ponies. Dire wolves will be in 
  league with the powers of darkness and will have almost human intelligence. 
  Their corpses disappear back into hell (from which they are said to have sprung 
  originally) if they are killed. 
  Talents, Skills, and Magic: Dire wolves have no special abilities but they are 
  exceptional trackers. They also never forget a smell. They may possess 
  knowledge of a limited number of spells of the College of Ensorcelments and 
  Enchantments or the College of the Sorceries of the Mind. 
  Movement Rates: Running: 400 
  PS: 22-25 
  MD: 24-26 
  AG: 18-22 
  MA: 8-12 
  EN: 20-23 
  FT: 25-30 
  WP: 8-12 
  PC: 19-23 
  PB: 4-8 TMR: 8 NA: Fur absorbs 5 DP 
  Weapons: Dire wolves can attack, either in Melee Combat or in Close Combat 
  with their huge teeth (Base Chance of 65%, +6 damage). 
  DOPPELGANGER 
  Natural Habitat: Caverns, Rough, Crypts, Woods 
  Frequency: Very Rare 
  Number: 1-8 (1) 
  Description: In their natural form, doppelgangers appear humanoid, with thin 
  arms, and sharp teeth and claws. They have thick, rubbery, gray skin, and 
  glowing eyes. 
  Talents, Skills, and Magic: Doppelgangers have the ability to form themselves 
  to look and act like any humanoid creature that is approximately their size and 
  body weight (150-250 lbs.). Even the clothes and equipment of a person can be 
  imitated, although magical properties will not, of course, adhere to the duplicates. 
  Doppelgangers read the minds of the people they will later imitate so as to learn 
  things they will nee. d to know to duplicate the person properly. There is a 10% 
  chance that a doppelganger’s imitation will be detectable. See the rules governing 
  multi-sense illusions in the College of Illusions. 
  Movement Rates: Running: 250 
  PS: 12-16 
  MD: 14-17 
  AG: 16-18 
  MA: 20-25 
  EN: 8-10 
  FT: 15-20 
  WP: 22-25 
  PC: 15-17 
  PS: 4-8 TMR: 5 NA: Skin absorbs 4 DP 
  Weapons: In their natural form, doppelgangers can make one attack with their 
  bite (Base Chance of 50%, +3 damage). Once having imitated something, they 
  fight as it does/did, using the same weapons at a Rank two less than that achieved 
  by the character being imitated. 
  Comments: Once a doppelganger has imitated someone, they will try to kill that 
  individual, attacking by surprise. They will then replace that individual until they 
  try the same manoeuvre with another member of the party. 
  WERES 
  Weres are humans or humanoids who are afflicted with a specific disease: 
  Lycanthropy. They are adversely affected by the full moon and on nights when 
  Luna (the primary moon in worlds with more than one) is full they change shape, 
  becoming one of 5 types of creature. The were may become a Bear, Boar, Tiger, 
  Snake or wolf. The actual type of beast the character becomes will depend on the 
  type of beast from which he contracted his illness. The only way that a character 
  can become a lycanthrope is if he is bitten for at least 1 point of effective damage 
  by a character who is already a lycanthrope while that character is in his beast 
  form. The victim will then during the next full moon (and all succeeding full 
  moons until he is killed) assume the shape of the beast that bit him (wolf, snake, 
  etc.). If a character is killed by a lycanthrope, he does not become a lycanthrope 
  himself; instead, he usually becomes dinner. 
  A lycanthrope in his were form is always a beast. He has the characteristics of the 
  strongest specimen of the species whose form he has assumed. A werewolf would 
  have the highest possible characteristics for a Dire Wolf, for example. A 
  weresnake assumes the form of a Python, but with the bite (and venom) of the 
  King Cobra. Werebears, wereboars and weretigers will have the highest possible 
  characteristics for their type of beast (+2 to PS, EN and FT, usually). 
  When in their beast form, weres are semi-intelligent. Their human side is 
  suppressed and the character is played by the game master. Weres are primarily 
  concerned with feeding and simple survival. They will spend the entire period 
  
  PAGE 146 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  when the moon is full either laid up in a lair or hunting. They will attack the 
  character’s friends as readily as any other prey. 
  Once a were returns to his normal human shape, he will be enfeebled for D10+4 
  hours, desiring only to sleep. Upon waking, he will remember what he did in his 
  beast form (usually with regret). 
  A character can be cured of lycanthropy in exactly the same manner as he is 
  cured of a major curse. See Consequences (158.5). 
  When in beast form, a were can only be harmed or killed by magic or by silvered 
  weapons. Pre-pubescent and post-menopausal individuals never suffer the effects 
  of lycanthropy (though they may contract the disease). 
  141. Summonables 
  This section includes those entities, which normally do not appear on this plane, 
  but are summonable from their own dimension. These entities include: demons, 
  devils, djinns, efreeti, elementals (earth, air, fire and water), hellhounds, imps, 
  incubi, and succubi. Devils, demons, imps, incubi, and succubi are described in 
  the College of Greater Summonings (see section 47) which is concerned 
  exclusively with the summoning and control of these entities. The other 
  summonable entities are described in this section. 
  Generally, an entity summoned from another dimension will require from 1 to 10 
  Pulses (5 to 50 seconds) to materialize once summoned. In some cases, entities 
  appear in a non-corporeal form and must be commanded to take on substantial 
  form. An insubstantial entity has no power on this plane, but cannot be harmed. 
  An entity in substantial form, however, can be harmed and can harm others. 
  DJINN 
  Natural Habitat: Other Planes 
  Frequency: Very Rare 
  Number: 1 
  Description: A djinn is a male humanoid about ten feet tall,’ with darkly tanned 
  skin and a black beard. 
  Talents, Skills, and Magic: A djinn has all the abilities of an air elemental 
  summoned by a magician with Rank 8 in the Ritual of Summoning Air 
  Elementals. In addition, a djinn can create matter weighing up to 200 pounds. 
  This ability can be used once per day. The material created will have varying 
  permanence, depending upon its solidity. Wood, cloth and other light materials 
  will last for as long as a week, while steel, gold, or other hard substances will last 
  only for hours. Djinni cannot be harmed by non-magical weapons. 
  Movement Rates: Flying: 700; Running: 350 
  PS: 35-40 
  MD: 20-24 
  AG: 17-21 
  MA: 12-18 
  EN: 20-25 
  FT: 30-38 
  WP: 20-25 
  PC: 16-21 
  PB: 11-14 
  TMR: 14/7 
  NA: Skin absorbs 6 DP 
  Weapons: Djinni prefer large, curved weapons, with a double-sized scimitar 
  being the weapon most commonly used. Add 10 to the Base Chance of any 
  weapon a djinn uses, and double damage done because of its size. A djinn will 
  have Rank 4 or better with a scimitar. 
  Comments: Like efreet, if a djinn is discovered on this plane it will either be in 
  the service of some character or else be trapped in some sealed container. If the 
  container is opened, the djinn will serve whoever released it as a slave, provided 
  that it is not asked to do anything suicidal. Having a djinn in a party can 
  occasionally cause problems because other creatures, such as efreeti (who are 
  deadly enemies of the djinni) will be attracted to the party. 
  EFREET 
  Natural Habitat: Other Planes 
  Frequency: Very Rare 
  Number: 1 
  Description: Efreeti are creatures of flame that have been trapped on this plane. 
  They are humanoid in form, about 12 feet tall, and their dark-brown skin flickers 
  as if it were about to burst into flame at any moment. 
  Talents, Skills, and Magic: An efreet has all the talents and abilities of a fire 
  elemental summoned at Rank 12. In addition an efreet can grant three wishes 
  under certain conditions (see below). Efreeti can also become invisible at will. 
  Efreeti cannot be harmed by non-magical attacks. 
  Movement Rates: Flying: 750; Running: 350 
  PS: 40-45 
  MD: 17-20 
  AG: 15-18 
  MA: 12-18 
  EN: 28-32 
  FT: 45-50 
  WP: 23-29 
  PC: 16-21 
  PB: 8-10 
  TMR: 15/7 
  NA: Skin absorbs 6 DP 
  Weapons: Efreeti use edged weapons of ordinary shape but twice normal size 
  and weight. Improve the weapon’s Base Chance by 10, and double any damage 
  done. An effect will have Rank 4 or higher with whatever weapon it uses. In 
  Close Combat an efreet can immolate an opponent. Such an attack has a Base 
  Chance of 65%, and does D10+10 damage. 
  Comments: If discovered on this plane, an effect will either be in the service of 
  some character, or trapped in a sealed container, such as a bottle. If the latter is 
  the case and the finder of the efreet releases it from its captivity, there is a 95% 
  chance that the efreet will serve him willingly. The other 5% of the time the 
  efreet will attack. If the efreet decides to serve, it will either grant three wishes, or 
  become the character’s slave for a period of 1001 days (at the liberator’s option). 
  If three wishes chosen, they must be used by the end of the day on which the 
  effect was released. If service is chosen, the effect will perform any task asked of 
  it that is not obviously suicidal. If a request involving physical danger to the 
  efreet is made of the efreet, there is a 10% chance (+10 for each additional 
  request) that the effect will rebel against its master and attack him. 
  Efreeti are creatures of fire, and thus they will not go to or be found in frigid 
  climates or underwater. 
  Elementals 
  Elementals are the physical manifestations of the four primary elements: fire, 
  earth, air, and water. They do not normally exist on this plane, but are summoned 
  by members of the Elemental Colleges. They will always be hostile to their 
  summoner, and will attempt to kill him if they are released from his control. 
  Elementals are impervious to attacks made with non-magical weapons. Magic 
  does affect them. Each is vulnerable to its opposite element and can be damaged 
  by attacks involving that opposite. Water and fire are opposite members, as are 
  earth and air. 
  An elemental’s Endurance, Fatigue, and Strength vary, according to it’s 
  summoner’s Rank with the Ritual of Summoning Elementals. Endurance and 
  Fatigue vary as described in 58.7, while an elemental’s Physical Strength equals a 
  base number for each of the elementals plus five for each Rank the summoner has 
  attained. 
  AIR ELEMENTAL 
  Natural Habitat: Other Planes 
  Frequency: Very Rare 
  Number: 1 
  Description: Air elementals appear as a whirlwind of a height equal to their 
  Endurance. They have facial features, which will appear on one side of the 
  whirlwind. 
  Talents, Skills, and Magic: Air elementals can predict weather with complete 
  accuracy. They can increase the speed of winds up to the equal of their 
  endurance, blowing in a line ten times their endurance in width (measured in 
  feet). They can also create windstorms per the Windstorm Spell (College of Air 
  Magics) at a Rank equal to their summoner’s Rank plus 4. They do not need to 
  cast the spell, but rather they can cause the windstorm just by willing it. 
  Movement Rates: Flying: 500 +(50 x Summoner’s Rank) 
  PS: Base 15 
  MD: 25-30 
  AG: 32-37 
  MA: None 
  EN: 5-50 
  FT: 10-85 
  WP: 14-18 
  PC: 19-23 
  PB: 10-12 
  TMR: 10+(Adept’s Rank) NA: None 
  Weapons: Air elementals can materialize their fists to strike at their opponents. 
  They can take two attacks in the same Pulse without penalty. The attacks have a 
  Base Chance of 65%, and do D10 damage, +1 per Rank of their summoner. 
  EARTH ELEMENTAL 
  Natural Habitat: Other Planes 
  Frequency: Very Rare 
  Number: 1 
  Description: Earth elementals appear as humanoids with dirt-coloured skin and 
  gravelly eyes. They will be as tall, in feet, as their Endurance. 
  Talents, Skills, and Magic: Earth elementals can sink into any substance made 
  of rock or dirt, and remain hidden with only 5% chance of detection. They have a 
  chance equal to their Endurance of knowing the location of any intelligent 
  creature standing on earth or rock. They can move through the earth (without 
  creating a tunnel or disturbing it in any way) earth elementals can destroy stone 
  structures by boring through stone at the rate of two cubic feet per Pulse for each 
  point of Physical Strength available to the Elemental. Rock bored through in this 
  way will be turned to dust incapable of supporting anything. 
  Movement Rates Running: 200; Tunneling: 100 
  PS: Base 30 
  MD: 10-15 
  AG: 12-17 
  MA: None 
  EN: 5-50 
  FT: 10-85 
  WP: 14-18 
  PC: 16-20 
  PB: 5-8 TMR: 4/2 
  NA: 8DP 
  Weapons: Earth elementals pound their adversaries with their massive fists. They 
  can attack twice in the same Pulse without penalty, and do D10+6 damage if they 
  hit, plus one additional point for each Rank of their summoner. 
  FIRE ELEMENTAL 
  Natural Habitat: Other Planes 
  Frequency: Very Rare 
  Number: 1 
  Description: Fire elementals appear as leaping flames of a height in feet equal to 
  their endurance. The flames are humanoid in form. 
  Talents, Skills, and Magic: Any flammable substances (exclusive of human-size 
  or larger beings) that a Fire Elemental touches bursts into flames, while 
  non-flammable substances will experience a rise in temperature equal to the 
  Elemental’s Endurance for every 10 seconds the Elemental is in contact with the 
  substance. Elementals can instantly extinguish any normal fire within 100 feet. 
  They can create a wall of smoke, (as per the spell from the College of Fire 
  Magics) at a Rank equal to their summoner’s Rank plus ten. They can also 
  produce a wall of fire (as per the spell from the College of Fire Magics) at a Rank 
  equal to their summoner’s Rank plus five. Both of the above two walls can be 
  created as talents, without the necessity of preparing or casting a spell. Only one 
  wall of each type can be maintained at any one time, however. 
  Movement Rates: Running: 400 +10 x Summoner’s Rank 
  PS: Base 20 
  MD: 20-25 
  AG: 25-30 
  MA: None 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 147 
  EN: 5-50 
  FT: 10-85 
  WP: 14-18 
  PC: 14-17 
  PB: 5-7 TMR: 8 +(Adept’s Rank/5) 
  NA: 3 DP 
  Weapons: Fire Elementals can attempt to immolate their adversaries. The Base 
  Chance for such an attack is 70%, and if the attack succeeds D10+2 damage is 
  done, with an additional point added for each Rank of their summoner. If the 
  attack is made in Close Combat, double the damage done. 
  WATER ELEMENTAL 
  Natural Habitat: Other Planes 
  Frequency: Very Rare 
  Number: 1 
  Description: Water elementals appear as waves, although the water does take on 
  a basically humanoid form. The waves will be one-half as tall, in feet, as the 
  elemental’s endurance. 
  Talents, Skills, and Magic: Water Elementals can disappear into any body of 
  water and become completely undetectable. They can increase the size of waves 
  and swells as per the Spell of Wave Making from the College of Water Magics at 
  a Rank equal to their summoner’s Rank plus four. They can also produce a 
  whirlpool as per the Maelstrom spell from the same College, at a Rank equal to 
  their summoner’s. Neither spell has to be prepared or cast, but only one can be 
  maintained at a time. 
  Movement Rates: Swimming: 500 +(25 x Summoner’s Rank) 
  PS: Base 25 
  MD: 17-23 
  AG: 16-20 
  MA: None 
  EN: 5-50 
  FT: 10-85 
  WP: 14-18 
  PC: 15-20 
  PB: 6-8 TMR: 10+(Adept’s Rank/2) 
  NA: 4DP 
  Weapons: Water Elementals form huge fists out of the waves. They can attack 
  twice in a Pulse without penalty, and do D10+4 damage, plus one additional point 
  of damage for each Rank of their summoner. 
  HELLHOUND 
  Natural Habitat: (See Below) 
  Frequency: Very Rare 
  Number: 1-10 (5) 
  Description: Hellhounds have the outward appearance of a Dire Wolf with 
  reddish-brown fur and bright red eyes. 
  Talents, Skills, and Magic: Hellhounds, will have some ability in the powers of 
  either the College of Illusions or of the Sorceries of the Mind. They are able to 
  breath fire in a cone 20 feet long by 10 feet wide at the base, doing D10+8 
  damage to all within Range. The cone will also ignite any inflammables. While 
  on the Tactical Display it takes a Pulse for a Hellhound to breath fire. 
  Movement Rates: Running: 450 
  PS: 14-16 
  MD: 18-21 
  AG: 19-22 
  MA: 12-20 
  EN: 10-11 
  FT: 20-22 
  WP: 17-19 
  PC: 25-30 
  PB: 4-6 TMR: 9 NA: Fur absorbs 6 DP 
  Weapons: In Close Combat Hellhounds attack with their bite (Base Chance of 
  65%, +6 damage). They cannot attack in Melee or Ranged Combat. 
  Comments: Hellhounds do not normally appear on this plane. They are usually 
  brought here by a demon to guard some treasure. It is in this general capacity that 
  hellhounds are normally found, although they are occasionally release to wander 
  the world and cause misery as they may. Hellhounds are highly evil. They love to 
  kill and maim, burn crops, and ruin buildings. 
  142. Undead 
  Undead are player characters or NPCs who are neither alive nor dead. They 
  cannot be killed by normal means since they are not alive. Instead, they may be 
  destroyed by magic and by silvered weapons, in most cases. Lesser undead 
  include ghosts, ghouls, revenants, skeletons and zombies. Greater undead include 
  night-gaunts, spectres, vampires, wights, and wraiths. Greater undead have the 
  power to drain life force (in the form of Endurance and Fatigue) from living 
  victims. They cannot affect other undead in this manner, nor can they affect 
  extra-dimensional beings (demons, devils, etc.). 
  It is possible for characters to become undead in certain cases. When this occurs, 
  the character’s abilities will be altered somewhat, depending upon the type of 
  undead he becomes. His characteristics may be decreased or increased to fall 
  within the appropriate range for the class of undead to which he belongs, but 
  should be altered by the game master as little as possible. For example, a 
  character with a Physical Strength of 10 who became a vampire would have his 
  PS increased, but probably not by more than 5 (so as to possess the minimum 
  Physical Strength for a vampire). A character who becomes undead retains his 
  Rank in all skills, talents and magic which are useable to him in an undead state. 
  They may continue to acquire Experience and Rank, but all Experience costs are 
  doubled for undead characters. Undead beings recover automatically from being 
  stunned at the beginning of each Pulse, if they have not already recovered. 
  [142.1] Lesser Undead 
  Lesser Undead include all undead who do not have the power to drain life force 
  from the living of this plane. 
  GHOST 
  Natural Habitat: Where human beings may be found. 
  Frequency: Uncommon Number: 1-36 (1) 
  Description: A ghost is the insubstantial form taken by the spirit of a recently 
  deceased individual. It may appear in exactly the form the individual himself 
  took in life except for a certain shimmering quality and the fact that a ghost seen 
  in direct sunlight will tend to fade into the background. Ghosts are usually 
  produced when an individual dies in particularly traumatic circumstances. 
  Talents, Skills, and Magic: Ghosts have no skills or magical powers and cannot 
  harm living beings directly since they are insubstantial. However, they can 
  frighten living beings (especially the unwary) into flight. A character facing a 
  ghost must roll 3 times his willpower or less on D100 to keep from panicking and 
  fleeing from the ghost’s presence. Add 20 to the dice roll if the ghost was 
  unexpected. 
  Movement Rates: Flying: 250 
  PS: None 
  MD: None 
  AG: None 
  MA: 5-23 
  EN: None 
  FT: None 
  WP: 5-23 
  PC: 5-23 
  PB: 5-23 
  TMR: 5 NA: None 
  Weapons: Ghosts have no natural weapons and may use no man-made weapons. 
  They cannot harm others directly and cannot be themselves harmed by physical 
  means. 
  Comments: Ghosts can be sources of information which may be wholly or 
  partially false. They may aid characters who are willing to assist them in 
  finishing any business they may have left uncompleted in their former life and 
  which is in whole or in part the cause of their inability to find peace. For 
  example, they may seek revenge on the individual(s) who brought about their end 
  or may desire the welfare of a still living former lover to be attended to. Ghosts 
  are usually chained to a place or object connected with their death or the 
  fulfillment of their desires. They may not leave that place until put to rest unless 
  wronged or cheated by a character. They will then become tied to that character, 
  following him about, haunting him and warning his enemies of his approach until 
  he rights the wrong he has done to them. Ghosts have only one aim: to alter the 
  circumstances that have made them ghosts. They may temporarily assist 
  characters in their own goals as a means of getting the characters’ assistance in 
  their quest, but only in a very limited sphere. Once their problem has been 
  solved, they are laid to rest and immediately dissipate. 
  GHOUL 
  Natural Habitat: Crypts, Ruins, Fields 
  Frequency: Uncommon Number: 3-30 (6) 
  Description: Ghouls are a form of undead who specialize in devouring the flesh 
  of the living or of recently dead characters. They are physically humanoid in all 
  respects except that they may be ravaged by sickness or maimed by the wounds 
  which killed them. Their undead status has robbed them of most of their 
  intelligence and agility, but has also made them fearless. 
  Talents, Skills, and Magic: Ghouls possess no skills or magic. They possess two 
  special characteristics: Any character bitten by a Ghoul will automatically die if 
  the wound becomes infected and will rise at dawn on the day after his death as a 
  Ghoul. Ghouls can only be killed by destroying their motor centre. Thus, they are 
  unaffected by specific Grievous Injuries. 
  Movement Rates: Running: 150 
  PS: 14-18 
  MD: 8-12 
  AG: 6-12 
  MA: None 
  EN: 18-24 
  FT: 25-30 
  WP: 18-25 
  PC: 10-14 
  PB: 1-2 TMR: 3 NA: None 
  Weapons: Ghouls may use their hands in Melee or Close Combat as unranked 
  weapons. They may only Strike once per Pulse (i.e., no Double Strikes). Ghouls 
  may Strike twice per Pulse in Close Combat (once with hands and once with 
  teeth). Their bite has a Base Chance of 40%, damage of - 4 (but with +20 to 
  Infection Checks in addition to any modification for bites) and is never Ranked. 
  Comments: Ghouls, like Trolls hate fire and will immediately attack any 
  character holding a torch in preference to all other targets. 
  REVENANT 
  A character who dies in circumstances conducive to the creation of a ghost may, 
  at the game master’s discretion, become a revenant. Thereafter, the character 
  takes on the form of a ghost or night-gaunt (game master’s discretion) chained to 
  the place of death. The game master always plays the character. The revenant 
  retains his previous personality and those characteristics appropriate to his new 
  form and gains those characteristics appropriate to his undead state. Revenants 
  can never be returned to life. 
  SKELETON 
  Natural Habitat: Any habitat where humans are found. 
  Frequency: Rare Number: 3-12 (6) 
  Description: Skeletons are animated figures formed magically from the bones of 
  the dead. They are controlled and animated by the will of an Adept in the same 
  manner as zombies are. Often they will be clothed and armed. Skeletons 
  immediately fall apart and turn to dust whenever they cease to be animated by an 
  Adept. Skeletons may never be Stunned. 
  Talents, Skills, and Magic: Skeletons have no special talents, skills, or magic. 
  However, their special magical nature makes them immune to damage from 
  weapons rated for A type damage (arrows, thrusting swords, stabbing weapons). 
  They may use weapons, including Ranked weapons, shields and armour. 
  Movement Rates: Running: 150 
  
  PAGE 148 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  PS: 10-16 
  MD: 14-18 
  AG: 12-16 
  MA: None 
  EN: 8-12 
  FT: 5-10 
  WP: 20-25 
  PC: 14-18 
  PB: 1-2 TMR: 3 NA: None 
  Weapons: Skeletons may attack using the unarmed combat rules, but will 
  probably be armed with a weapon of some sort. 
  Comments: Skeletons are often found around old battlefields and graveyards. 
  They need to be animated before they can attack, though. The skeletons used by 
  an Adept need not be Human. He could animate any type of being which would 
  then have attributes close to those it originally possessed while alive. Usually, 
  however, Human skeletons are used since they are more easily animated. 
  ZOMBIE 
  Natural Habitat: Any habitat where humans are found. 
  Frequency: Rare Number: 6-24 (6) 
  Description: Zombies are another variety of living dead. In this case, the dead 
  are animated by a spell cast by a member of the College of Necromancy. They 
  may (when newly dead corpses are used) appear nearly normal except for a slight 
  earthen hue. When old corpses are used, however, the zombies may be no more 
  than skeletons held together by a few strands of sinew. 
  Talents, Skills, and Magic: Zombies have no skills or talents and are not magic 
  users. Like Ghouls, they are unaffected by Grievous Injury since their motor 
  centre must be destroyed before they cease to be animated. 
  Movement Rates: Running: 150 
  PS: 10-16 
  MD: 6-10 
  AG: 4-8 MA: None 
  EN: 16-22 
  FT: 20-25 
  WP: 18-25 
  PC: 8-12 
  PB: 1-2 TMR: 3 NA: None 
  Weapons: Zombies never use weapons. They may attack with hands using the 
  bare-handed attack rules. Their hands are never Ranked. 
  Comments: A zombie loses 1 point per day from his Endurance for each day that 
  he is not re-enchanted by his master. 
  [142.2] Greater Undead 
  Greater undead include all those undead who have the ability to drain life force 
  from the living of this plane. 
  MUMMY 
  Natural Habitat: Crypts, Ruins 
  Frequency: Very Rare 
  Number: 1 
  Description: Mummies are undead beings whose life-force has been sustained 
  through elaborate magical rituals performed by the being while still alive. 
  Mummies generally do not immediately become active after their death, instead 
  requiring the passage of great amounts of time (for more details, see Comments, 
  below). When they do finally activate, mummies emerge from their deathly sleep 
  in a state of near mindlessness. However, their condition improves with time, 
  eventually becoming fully aware and sentient by the tenth year of their undead 
  existence. Mummies generally appear to be zombies, though beings that can 
  detect magic will be able to clearly and easily distinguish them quickly. They 
  smell like rotting flesh, and generally attract the attention of flies. 
  Talents, Skills, and Magic: These creatures may use any and all human skills, 
  talents, and magic that they knew in their mortal life, though they cannot access 
  these abilities until they achieve some degree of sentience. In general, they will 
  be at least Rank 10 with whatever College of Magic they studied while alive. 
  They can use weapons, wear armour and carry shields just as they did when they 
  were alive. Their touch is frighteningly chilled, and any character that comes into 
  contact with a mummy suffers D10+1 damage. This damage is never absorbed by 
  normal armour. 
  Movement Rates: Running: 150 
  PS: 30-40 
  MD: 10-12 
  AG: 6-10 
  MA: 20-30 
  EN: 28-35 
  FT: 30-40 
  WP: 25-30 
  PC: 20-30 
  PB: 1-2 TMR: 4 NA: None 
  Weapons: Mummies are treated as humans for all purposes in combat, except 
  that they cannot be harmed by non-magical weapons. In addition, the touch of a 
  Mummy causes D10+1 damage, which cannot be absorbed by mundane armour. 
  Comments: Mummies are the by-product of magical structures, rather than any 
  sort of curse or ritual. In order for a mummy to be created, the corpse of an Adept 
  must be interred into a suitable structure. A suitable structure are those structures 
  that can absorb and focus the ambient mana of the world and environment, such 
  as pyramids, ziggurats, specially prepared crypts (usually involving obelisks or 
  other mana-gathering monuments such as standing stones), or any other structure 
  of interment that the game master deems suitable. The corpse to be transformed is 
  placed in a location that allows them to receive the unique magical focusing 
  efforts of the tomb, where it rests for several decades (or longer). At a certain 
  point, a critical amount of absorbed mana is reached, whereupon the corpse 
  re-animates, becoming a mummy. Note that only adepts can become mummies, 
  though once activated they will not regain their magical capabilities for some 
  time. 
  NIGHT-GAUNT 
  Natural Habitat: Ruin, Cave, Crypt 
  Frequency: Rare Number: 1-5 (2) 
  Description: Night-gaunts are similar to wights, but weaker. They are created 
  whenever a wight drains the last point of Endurance from a character or 
  whenever a character dies while still under a geas or oath. Unlike other undead 
  oath-breakers, they will not seek to fulfill their oath in death. Instead, they will 
  serve evil in all ways. They wax and wane substantial in the same manner as 
  wights. 
  Talents, Skills, and Magic: Night-gaunts possess the same talents and skills as 
  they did when alive (similar to wights), but they cannot use any magic except 
  Celestial Magics. They can use weapons, armour and shields just as they did 
  when they were alive. 
  Movement Rates: Running: 250 
  PS: 10-20 
  MD: 10-18 
  AG: 5-15 
  MA: 15-30 
  EN: 10-20 
  FT: 10-20 
  WP: 20-25 
  PC: 20-30 
  PB: 3-10 
  TMR: 5 NA: None 
  Weapons: Night-gaunts are treated in all ways as human when in a substantial 
  state except that they cannot be harmed by normal weapons. In addition, a 
  night-gaunt may drain the life-force of any character with whom he comes into 
  physical contact. Whenever a character strikes or is struck by a night-gaunt, the 
  contact does D10 damage. Damage inflicted on a character in this manner is 
  never absorbed by armour. 
  Comments: Night-gaunts are similar to wights and are usually controlled by 
  wights and found nearby. A night-gaunt does not create another night-gaunt or 
  wight in the same manner as a wight does, however, Night-gaunts (like wights) 
  can only be harmed by magic or silvered weapons. 
  SPECTRE 
  Natural Habitat: Ruin, Cavern, Crypt (usually enclosed area) 
  Frequency: Very rare 
  Number: 1-3 
  Description: Spectres are undead beings half of this world and half of another 
  plane. They enter this world most fully at night and may disappear entirely during 
  the day. If exposed to direct sunlight, they permanently dissipate. Spectres are 
  humanoid in shape, but tend to show an easily discernible blue glow when 
  viewed in the shadowed areas they prefer. 
  Talents, Skills, and Magic: Spectres may possess the entire gamut of human 
  talents and skills. In addition, they are Dark Mages of the College of Celestial 
  Magics. Their touch is ice cold and any character coming in contact with a 
  spectre which is in full physical form suffers D10+3 damage drained directly 
  from Endurance. A character whose last point of Endurance is drained by a 
  spectre becomes a half-strength spectre. 
  Movement Rates: Running: 300 
  PS: 3-30 MD: 3-25 
  AG: 10-20 
  MA: 17-30 
  EN: 20-30 
  FT: 25-35 
  WP: 20-30 
  PC: 20-30 
  PB: 3-20 
  TMR: 6 NA: None 
  Weapons: Spectres have no natural weapons other than their touch. They also are 
  not weapon users even in their most substantial state. Damage from contact with 
  spectres is never absorbed by armour. 
  Comments: The characteristics and power of spectres varies in direct proportion 
  to their substantiality. The same spectre which has a PS of 3 at noon would have a 
  PS of 25-30 at midnight. A spectre cannot physically harm a character while 
  insubstantial. He can perform magic. Except for the few hours when the sun is 
  highest, the spectre may choose to be either in non-corporeal (insubstantial) or 
  corporeal (substantial) form. It takes a spectre 12 Pulses (1 minute) to change 
  between these forms. Spectres can only be harmed by exposure to direct sunlight 
  or by magic. Magic does not affect spectres while in their non-corporeal form. 
  VAMPIRE 
  Natural Habitat: Wherever men are found. They make their home in Caverns, 
  Ruins and Crypts, however, and are most likely to be found there. 
  Frequency: Very Rare 
  Number: 1-6 
  Description: Vampires are human (or humanoid) beings who have entered the 
  netherworld of “life-drinkers.” They support their existence by drinking the blood 
  of the living (or recently dead) members of their own species (but not necessarily 
  their own race). A character becomes a vampire only by performing a Ritual of 
  Becoming Undead or by being killed by a vampire who drains the character’s last 
  point of Endurance. A character who dies in this manner rises at sunset of the 
  third day after his death in the form of a vampire and must, thereafter, be treated 
  in all ways as a vampire. Once the character’s last point of endurance has been 
  drained, the character may not normally be resurrected or prevented from 
  becoming a vampire. He may be destroyed in the same way as a vampire once he 
  rises from the dead, but not before. Vampires always appear to be the age they 
  were at when they became vampires. All physical wounds or disfigurements 
  during life are, however, removed. A character may sometimes be prevented from 
  becoming a vampire by being pinned in his coffin by a stake driven through the 
  heart. 
  Talents, Skills, and Magic: Vampires retain all magical and racial skills acquired 
  during their life and may learn any number of new skills. They lose all magical 
  knowledge unless they were, while alive, members of the College of the Mind. 
  All vampires are automatically members of the College of Sorceries of the Mind. 
  Any character who was a member of this College while alive retains any Rank he 
  achieved with the knowledge of that College. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 149 
  Vampires have the following special skills. They can change shape between the 
  following forms: Bat, rat, wolf, cloud of mist or their “natural” human shape. It 
  takes one full Pulse for the transformation to occur. A vampire must implement 
  only a Pass Action during a Pulse in which he attempts to change shape. 
  Vampires are hypnotically attractive to members of their own species (including 
  other races). They possess most of the characteristics that they did during their 
  life except that their Physical Strength and Willpower: are both increased by 50% 
  (round up). They gain the ability to summon control and communicate with all 
  common land mammals and are especially adept at communicating with and 
  summoning bats, rats and wolves. This ability operates automatically as a talent 
  of the same type as G-l, G-3, and Q-1 of the College of Earth Magics, except that 
  the Base Chance is always increased by 20 when a vampire attempts to summon, 
  control or communicate with an animal. 
  Vampires lose 1 point from Fatigue (and from Endurance when Fatigue is 
  exhausted) each hour during which they do not feed. When a vampire feeds, he 
  adds 1 point per pulse (for each 10 seconds when not in combat) to either Fatigue 
  or Endurance (his choice) for each point he drains from his victim. The vampire’s 
  Fatigue and Endurance may never be raised above their normal maximum level 
  by this method. A vampire whose last point of Endurance is removed because he 
  has failed to feed is permanently destroyed. A vampire feeds by entering Close 
  Combat with a character and drinking that character’s blood or by hypnotizing 
  the character into allowing him to drink the character’s blood (using a Spell of 
  Hypnosis). Characters hypnotized by a vampire will not resist a suggestion that 
  they allow the vampire to feed on them. 
  Vampires do not cast a shadow. Their reflection does not show up in a silvered 
  mirror, but does show up in a mirror not made with silver. They may not cross 
  running water (streams, rivers, and the like). They must sleep from sunrise to 
  sunset in a bed of earth taken from their grave. Vampires may not enter an 
  inhabited dwelling unless invited in by its inhabitants. 
  Relics and holy items associated with the Powers of Light are repellent to 
  vampires. So is garlic. They will not willingly come in physical contact with such 
  items and will tend to flee them or at least stay 10 feet or more away from them. 
  Vampires fear dogs with angel eyes (dark circles around the eyes) and will 
  generally flee such animals. 
  Vampires cannot die. They can be destroyed in the following manner: 
  1. By direct exposure to sunlight. 
  2. By being staked through the heart while in their coffin. 
  3. By hearing the crow of a cock at dawn while out of their coffin. 
  4. By having their heart pierced by a silvered weapon. 
  5. By failing to replenish Endurance through feeding. 
  Vampires suffer D10-5 damage from the touch of consecrated objects, but will 
  become infuriated by their touch so that they attack the wielder of such objects 
  instead of fleeing their presence. 
  Movement Rates: Running while in human form: 300. The Movement Rates for 
  other forms (bat, rat and wolf) are as per the creatures of the same name. 
  PS: 15-30 
  MD: 15-25 
  AG: 15-25 
  MA: 15-25 
  EN: 15-25 
  FT: 20-30 
  WP: 25-30 
  PC: 20-30 
  PB: 12-25 
  TMR: 6 NA: None 
  Weapons: Vampires are treated in all ways as human beings for purposes of 
  combat except that they cannot be harmed by normal weapons. They have no 
  special weapons except their ability to drink blood as described above. This 
  ability may not be used against characters wearing armour other than cloth, 
  leather or wicker unless the victim is first hypnotized and opens his armour so 
  that the vampire can reach his neck. 
  Comments: Vampires are not harmed by weapons other than silvered weapons. 
  They may be harmed (but not destroyed) by magic. 
  A humanoid character bitten by a vampire becomes a vampire under the control 
  of the vampire that bit him if that vampire has any remaining capacity to control 
  his victims. Otherwise, he becomes a vampire under no one’s control. A vampire 
  may control a number of his victims who have become vampires equal to half his 
  Willpower (rounded down). A vampire’s control over his undead victims is not 
  total and the victim has a 10% Base Chance of successfully disobeying any order 
  of the controlling vampire which would lead to his injury or destruction or which 
  would prevent him from feeding. This Base Chance is increased by 5 for each 
  additional victim under the vampire’s control. Control requires no concentration. 
  A vampires may create a telepathic bond between himself and a victim who is not 
  undead by performing the Kiss of the Undead. The vampire opens a small wound 
  over his heart with any handy edged weapon and forces the victim to drink the 
  vampire’s blood from this open wound. Thereafter, the vampire and the victim 
  will have a limited knowledge of each other’s thoughts and location until one or 
  both are destroyed. 
  NOTE: A character who becomes undead can still participate in the game, but 
  would operate under severe limits. He would, for example, be unable to travel 
  during the day except while locked in his coffin. He would be prevented from 
  entering certain dwellings, traveling over consecrated ground, etc. The character 
  is always played by his original player, not by the game master. 
  WIGHT (Barrow Wight) 
  Natural Habitat: Crypts, Ruins, Graveyards, Fields & Moors 
  Frequency: Rare Number: 1-6 
  Description: Wights are a form of ghost. They normally appear in their human 
  form, but vary in substantiality in direct proportion to the time of day. Bright 
  sunlight makes them fade into the spirit world while moonlight and starlight 
  increases their corporeality. When in a corporeal state (usually just after 
  moonrise), they are capable of harming humans just as if they were, themselves, 
  alive. 
  Talents, Skills, and Magic: Wights may exhibit any and all human skills and 
  talents. They may use magic, but are limited to the Celestial Magics 
  (Conjurations of Night and Stars) at Rank 10 or above due to their unique status 
  as beings who themselves wax and wane substantial in direct proportion to the 
  power of celestial bodies. They can use weapons, wear armour and carry shields 
  just as they did when they were alive. 
  Movement Rates: Running: 250 
  PS: 15-30 
  MD: 15-25 
  AG: 10-20 
  MA: 15-30 
  EN: 10-25 
  FT: 15-30 
  WP: 20-30 
  PC: 20-30 
  PB: 3-7 TMR: 5 NA: None 
  Weapons: Wights are treated in all ways as human when in a substantial state 
  except that they cannot be harmed by normal weapons. In addition, a wight may 
  drain the life force of any character with whom he comes into physical contact. 
  Whenever a character strikes or is struck by a wight, the contact does D10+2 
  damage. Damage inflicted on a character in this manner is never absorbed by 
  normal armour. 
  Comments: Wights are individuals who have died under a geas or oath which 
  they have been unable to fulfill in life. Often, they are bound to a specific place 
  by an oath to protect that place. They are often found guarding burial sites, 
  especially where treasure is buried along with the body of the master the wight 
  has been set to guard. Only magic or silvered weapons can harm a wight and 
  these things can destroy it. An individual whose last point of Endurance is 
  drained by a wight becomes a night gaunt upon the next moonrise, but will have 
  all his normal characteristics halved (round down) and will exist under the 
  control of the wight who killed them unless that wight has been destroyed. When 
  a wight is destroyed (by magic or silver), all night gaunts under the wight’s 
  control are also destroyed. 
  WRAITHS 
  Natural Habitat: Fields, Crypts, Graveyards, Ruins, Caverns 
  Frequency: Uncommon Number: 1-10(1) 
  Description: A wraith is much like a wight in that he appears human and tends to 
  wax and wane insubstantial. However, a wraith dissipates entirely in full sunlight 
  and may never reform. Consequently, wraiths stay in dark areas where the sun 
  does not penetrate and only come out at night. The natural pallor of a wraith is 
  replaced by a silvery aura in bright moonlight when its power is at its height. 
  Talents, Skills, and Magic: Wraiths cannot harm living beings by physical 
  means, nor can they engage in any physical skills. However, a wraith can, when 
  its power is high, perform Celestial Magic at Rank 8 or above. The touch of a 
  wraith operates in the same manner as the touch of a wight except that +4 is 
  added to the damage die roll. Even at their most substantial, they are not 
  otherwise physical beings. 
  Movement Rates: Running: 250 
  PS: 2-5 MD: 2-5 AG: 25-35 
  MA: 15-30 
  EN: 15-30 
  FT: 20-35 
  WP: 20-30 
  PC: 20-30 
  PB: 5-20 
  TMR: 5 NA: None 
  Weapons: Wraiths have no natural weapons and cannot use physical objects. 
  They can use magic. 
  Comments: A wraith may not be harmed by weapons (including enchanted 
  weapons). It may only be destroyed by magic spells or by exposure to direct 
  sunlight. 
  143. Dragons 
  Dragons are the most ferocious creatures in the DragonQuest world. They have a 
  long, thin, tapering body (about 25 feet for mature males). They are generally 
  reptilian in form, with sharp claws, a pointed tail, leathery wings, large fangs, a 
  long neck, and spiked ridges along their backs. Their eyes glow with a shine of 
  intelligence inherent in no ordinary reptile, however. Dragons are seven-hex 
  monsters. 
  Dragons have heavy scales all over their bodies, with the exception of their 
  undersides which are generally softer. As some dragons age, however, they 
  accumulate and sleep on a hoard of gem stones that will become embedded in 
  them, making them as nearly invulnerable from below as from above. A dragon’s 
  Armour Protection Rating will be between 10 and 12 from the top, and will be 
  between 2 and 15 on the bottom, depending on the level of encrustation. There is 
  a 50% chance that a dragon will have one vulnerable spot along the underside, 
  regardless of encrustation. If a character knows the location of a weak spot, he 
  has a 20% chance of hitting it on any successful Strike Check. The Armour 
  Protection Rating at this spot will be 1 or 2. 
  All dragons are highly intelligent. Most dragons will be able to speak 1-5 human 
  tongues at Rank 10, and 10-15 other human and humanoid languages at Rank 
  6-8. The least intelligent of dragons will be as bright as the average human, and 
  most will be ultra-intelligent by human standards. 
  
  PAGE 150 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  With the exception of golden dragons, dragons are highly malicious, loving to 
  cause as much pain and destruction as they can. They enjoy playing with humans, 
  manipulating and outwitting them. Their intelligence, however, gives them a 
  sense of caution, and a dragon will not hesitate to fly away from or attempt to 
  verbally conciliate a more powerful opponent. In times of rage, however, they 
  sometimes become reckless, and it is at these times that they are the most 
  vulnerable. 
  Most dragons are greedy, and as they age they will accumulate a tremendous 
  hoard within their lair. Their treasure will usually be composed of gold, gems, 
  and other items on which the dragon will make its bed. All dragons except the 
  Black Dragon can occasionally be persuaded to reveal information or perform a 
  service for a character if enough wealth is offered. All save the Golden Dragon 
  will attempt merely to steal the treasure offered, if possible, unless it is well 
  guarded or the character protects himself well in some other way, for dragons 
  hate servitude. By the time a dragon reaches maturity, the wealth accumulated 
  even in their hides will be worth a huge fortune. 
  Dragons love puzzles and word games and anything else that challenges their 
  intellect. They love riddles and trick questions. They also enjoy flattery, although 
  they will see through it almost all the time. Nevertheless, they will be better 
  disposed toward a flatterer than to one who is insolent. In general, dragons are 
  very hot-tempered and quick to respond to insult. 
  Dragons have incredibly acute senses of hearing, smell and sight. They can see 
  perfectly in the dark, and they have a 90% chance per Pulse of detecting 
  physically hidden characters. They have a 75% chance per Pulse of detecting the 
  presence of invisible or otherwise magically hidden creatures. They will not 
  know the exact location of invisible creatures, although they will be able to guess 
  well enough to hit the character with their breath weapon (if they have one and 
  want to use it). 
  Dragons of all types generally prefer to live in caves, narrow at their open ends, 
  but gradually widening into long, deep caverns. The mouth of the cavern will 
  usually just be large enough for the dragon to pass with folded wings, while the 
  main cavern will be spacious enough for the dragon to turn easily. A dragon’s lair 
  will usually contain a number of wards to snare the unwary before they can 
  approach the dragon. Dragons have a fierce territorial imperative, attacking any 
  creature that intrudes upon the area surrounding their !air, be it human, another 
  dragon, or some other powerful creature. 
  The area around a dragon’s lair will often be a wasteland, devastated by the 
  creature. Dragon lairs themselves will reek horribly, with solid rock floors melted 
  and scarred by the creature’s acidic excretions. The air surrounding a dragon is 
  noxious; a dragon’s breath is foul, and its aroma sickening. Because of their 
  smell, all creatures fight with 5 taken off their Base Chance to hit the dragon. 
  Golden Dragons are the exception to the above, with pleasant-smelling lairs 
  surrounded by normal countryside. 
  Dragons can fly according to the speed for their respective types, or they can 
  crawl, although comparatively slowly. They can also hover motionless in the air, 
  their wings beating furiously, creating blasts of wind beneath them. 
  Dragons are usually encountered alone, although rarely (10%) a lair will be 
  occupied by a female with D10-6 young dragons (40%) or D10-2 eggs (60°/0). 
  Dragons’ blood is highly corrosive; any time a weapon penetrates a dragon’s 
  armour and does damage to the creature itself there is a 30% chance that any 
  weapon will be rendered useless, -10% per magical Rank inherent in the weapon. 
  In addition there is a 30% chance that some of the blood will splatter onto the 
  wielder of the weapon if the weapon was used in Melee or Close Combat, doing 
  D10+2 damage. Armour will absorb this type of damage, but reduce the 
  Armour’s Protection Rating by 1 each time it is hit by the blood. 
  A dragon’s gaze is transfixing, and any creature that looks into a dragon’s eyes 
  must roll 3 x Willpower or less on D100 or remain paralyzed until the dragon 
  removes his gaze. 
  All dragons are able to induce fear at will in those confronting them. Characters 
  must roll 3 x Willpower or less on D100 or run away in panic, dropping weapons 
  and packs in headlong flight. Once a character has successfully resisted panic, he 
  will never have to check again for the duration of the encounter. 
  There is an 80% chance that any dragon encountered in its lair will be sleeping, 
  but dragons are very easily awakened. If any character is wearing metallic 
  armour or makes a noise exceeding a whisper they will awaken instantly. Even if 
  a party is completely silent, there is a 50% chance that their scent will be enough 
  to awaken the dragon. 
  Dragons can occasionally be coerced into service if they see that there is 
  otherwise a good chance that they will be killed. They will never submit gladly, 
  however, and will try to rebel and kill their ‘master’ at the earliest safe 
  opportunity. 
  All dragons know the generic true name of everything, profiting from such 
  knowledge in the ways described in the Namer College. Powerful dragons also 
  make it a point to learn the true names of the most important individuals around 
  them in case they should be needed at some future date. 
  All dragons are spell casters to a greater or lesser extent, most specializing in the 
  College of Sorceries of the Mind. Most dragons are awesome magicians, 
  knowing all spells rituals, or talents within their College at Ranks of 10 or higher, 
  not to mention the many talents inherent to their species. All dragon magic 
  functions exactly as the human magic of the same name. For range purposes, all 
  spells are assumed to emanate from the dragon’s head. Dragons can teach their 
  spells to humans, but they will only do so for vast amounts of treasure or in 
  exchange for some highly valuable bit of knowledge. Dragons can use their 
  magic while flying or hovering, but not while participating in physical combat. 
  All dragons know all special knowledge and general knowledge Counterspells for 
  all colleges at Rank 15, unless noted otherwise. 
  If a dragon is slain, it can cast a death curse on its treasure. The curse can be 
  more specific at the game master’s option, but in general the curse will be one of 
  bad luck, the effect of which is to influence any roll on D100 involving the 
  character(s) adversely by 5. The curse can only be removed through magic as 
  described in Adventure (see section IX.). 
  The most deadly physical weapon of most dragons is their ability to breathe fire. 
  The breath will emerge as a cone stretching from the dragon’s mouth, with the 
  length and the base of the cone varying with the type of dragon. On the tactical 
  display the cone of fire is considered to be present until the dragon’s next action 
  (or Pass) after breathing, with all creatures entering the cone taking damage as if 
  breathed upon. To breathe fire while on the Tactical Display a dragon must 
  execute a Fire action. Damage from a dragon’s fire depends on the type of 
  dragon, but all dragon’s fire will ignite anything flammable within the cone. 
  Non-magical weapons or armour have a 10% chance of being rendered useless if 
  caught by dragon’s fire. In any case damage caused by a dragon’s flame cannot 
  be absorbed by armour. 
  Dragons can create windstorms with their wings (by executing a Pass action) if 
  they are in an area large enough for their wings to reach their full span (30 feet). 
  Any creature in front of a dragon creating a windstorm and within 25 feet of the 
  dragon itself must roll 2×Physical Strength or less on D100 or be blown D100-10 
  feet. Subtract 20 from both rolls if the creature rolling is wearing metal armour. 
  All creatures will fall prone after being blown, and any creature which is blown a 
  distance of 10 or more feet will take D10-4 damage, only half of which (round 
  down) can be absorbed by armour. 
  In Melee Combat a dragon can attack in any or all of three ways per Pulse 
  without penalty. In any of the hexes of its Strike Zone it can attack with two 
  claws and a bite, and it can attack any creature in a rear hex (a hex from which a 
  creature attacking the dragon would get the rear bonus) with its massive tail. If a 
  character is hit by a dragon’s tail, the character’s player must roll 3×Physical 
  Strength or less on D100 or be knocked to the ground, in addition to any damage 
  received. 
  All characteristics given above as well as those for specific dragons are for 
  mature dragons. Young dragons will have half the Rank of mature Dragons in any 
  spells, talents, and rituals. They will breathe with a cone of half the width, depth, 
  and damage of fully grown dragons, and cannot produce windstorms. In combat, 
  subtract 15 from all Base Chances and 4 from the damage of immature dragons. 
  Very old dragons will have the same spell capacity as mature dragons, but their 
  cone of flame will be 20 feet longer and 10 feet wider and will do 2 additional 
  points of damage. The windstorm from a very old dragon will do 2 additional 
  points of damage, and all characters add 20 to their D100 rolls to see if they blow 
  away. In combat, very old dragons add 15 to their Base Chance and 4 points to all 
  damage rolls. 
  BLACK DRAGON 
  Natural Habitat: Caverns 
  Frequency: Very Rare 
  Number: 1 
  Description: Black dragons have reflective scales of a solid black colour. 
  Talents, Skills, and Magic: General abilities for all dragons, as noted above. A 
  black dragon can also use all the talents, spell and rituals of the College of 
  Ensorcelments and Enchantments or illusions at Rank 20. A black dragon’s breath 
  cone is 40 feet in length and 20 feet in width at the base, and does D10+15 
  damage. A black dragon can breathe fire D10-6 times per day. A black dragon 
  uses all Counterspells at Rank 20. 
  Movement Rates: Flying: 850; Running: 300 
  PS: 220-240 
  MD: 20-22 
  AG: 20-22 
  MA: 30-35 
  EN: 70-80 
  FT: 100-120 
  WP: 30-34 
  PC: 28-32 
  PB: 2-4  
  TMR: 17/6 
  NA: Top scales absorb 10 DP 
  Weapons: The black dragon’s bite is BC 50%, D10+12 damage, the two claws 
  are each BC 40%, D10+10 damage, while the tail is BC 50%, D10+6 damage. 
  Comments: Black dragons are questers for knowledge, and they will 
  occasionally release those in their grasp if they can give them rare or valuable 
  bits of knowledge. 
  BLUE DRAGON 
  Natural Habitat: Caverns 
  Frequency: Very Rare 
  Number: 1 
  Description: Blue dragons are sky blue, making them difficult to spot against a 
  clear sky. 
  Talents, Skills, and Magic: General abilities for all dragons as noted above. A 
  blue dragon can also use all talents, rituals, spells, etc., both general and special 
  of the College of Illusions or of the Mind at Rank 25. A blue dragon cannot 
  breathe fire. 
  Movement Rates: Flying: 700; Running: 250 
  PS: 230-250 
  MD: 16-18 
  AG: 15-17 
  MA: 30-35 
  EN: 75-85 
  FT: 100-120 
  WP: 30-34 
  PC: 28-32 
  PB: 2-4  
  TMR: 14/5 
  NA: Top scales absorb 11 DP 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 151 
  Weapons: The blue dragon’s bite is BC 50%, D10+10 damage, the two claws are 
  each BC 45%, D10+8 damage, while the tail is BC 55%, D10+6 damage. 
  Comments: Blue dragons are more cunning than some of their brethren and if 
  they capture a character they will often let him live in exchange for service in the 
  outside world. Rumours, contact with others, transport of goods, etc., will be 
  expected of any released, and if they attempt to evade service, the dragon’s wrath 
  will be great. 
  GOLDEN DRAGON 
  Natural Habitat: Caverns 
  Frequency: Very Rare 
  Number: 1 
  Description: Golden dragons are bright gold in colour, shining from a distance in 
  a dazzling display. For one unfamiliar with dragons, however, there is a 50% 
  chance that a golden dragon will be mistaken for a yellow dragon. Note that 
  golden dragons do not have the stench of other dragons. 
  Talents, Skills, and Magic: General abilities for all dragons as noted above. In 
  addition golden dragons can use all talents of the College of the Mind or the 
  College of Illusions at Rank 18, and can use all rituals or spells, both special and 
  general at Rank 20. Golden dragons cannot breathe fire. Knowledge of all 
  Counterspells is at Rank 20. 
  Movement Rates: Flying: 850; Running: 300 
  PS: 300-320 
  MD: 20-24 
  AG: 18-20 
  MA: 32-37 
  EN: 90-100 
  FT: 140-160 
  WP: 32-37 
  PC: 30-35 
  PB: 5-7  
  TMR: 17/6 
  NA: Top scales absorb 12 DP 
  Weapons: The golden dragon’s bite is BC 65%, D10+11 damage, the two claws 
  are each BC 50%, D10+7 damage, while the tail is BC 70%, D10+4 damage. 
  Comments: Golden dragons are the only dragons that can be described as just. 
  They will not attack unless provoked, and can be bargained with more readily 
  than other dragons. They generally despise evil dragons, and will frequently 
  attack them. 
  GREEN DRAGON 
  Natural Habitat: Caverns 
  Frequency: Very rare 
  Number: 1 
  Description: Green dragons have outer scales the colour of dark pine needles. 
  Talents, Skills, and Magic: General abilities for all dragons, as noted above. 
  Green dragons can also use all spells, talents, rituals, etc., of the College of the 
  Mind or the College of Illusions at Rank 12. The cone of fire of their breath is 60 
  feet long and 30 feet wide, and does D10+12 damage to all within the cone. They 
  can breathe fire D10 times on any given day. 
  Movement Rates: Flying: 700; Running: 250 
  PS: 300-350 
  MD: 19-21 
  AG: 17-19 
  MA: 22-25 
  EN: 85-95 
  FT: 120-150 
  WP: 27-33 
  PC: 27-30 
  PB: 2-4  
  TMR: 14/5 
  NA: Top scales absorb 12 DP 
  Weapons: The green dragon’s bite is BC 60%, D10+12 damage, the two claws 
  are each BC 50%, D10+6 damage, while the tail is BC 70%, D10+4 damage. 
  Comments: Green dragons are quite evil, although they are curious and will 
  question captives thoroughly before disposing of them. After a green dragon dies, 
  for the next hour or so a sip of its blood will allow permanent comprehension and 
  ability to speak with any normal animal or avian without damage to the drinker. 
  RED DRAGON 
  Natural Habitat: Caverns 
  Frequency: Very Rare 
  Number: 1 
  Description: Red dragons are fiery coloured dragons, with flecks of gold along 
  their scales. 
  Talents, Skills, and Magic: General abilities for dragons, as noted above. They 
  can also use all spells, talents, and rituals, both general and special, of the College 
  of the Mind at Rank 17. The cone of fire of a red dragon is 80 feet long and 40 
  feet wide at the base, and does D10+15 damage to any creature in the cone. The 
  breath weapon can be used D10+3 times in any given day. 
  Movement Rates: Flying: 750;Running: 250 
  PS: 250-300 
  MD: 18-20 
  AG: 16-18 
  MA: 25-30 
  EN: 80-90 
  FT: 110-140 
  WP: 30-35 
  PC: 28-30 
  PB: 2-4  
  TMR: 15/5 
  NA: Top scales absorb 12 DP 
  Weapons: A red dragon’s bite is BC 70%, D10+10 damage, the two claws are 
  each BC 50%, D10+4 damage, while the tail is BC 60%, D10+2 damage. 
  Comments: Red dragons will play games with those they encounter until they 
  tire of their pitiful struggles and then slowly kill them and take all their treasure. 
  If a character somehow impresses a red dragon, there is a 40% chance he will be 
  left alive. 
  YELLOW DRAGON 
  Natural Habitat: Caverns 
  Frequency: Very Rare 
  Number: 1 
  Description: Yellow dragons have yellowish scales. Note that when seen from 
  distances of 100 feet or more there is a 50% chance that this dragon will be 
  mistaken for a golden dragon, and vice-versa. 
  Talents, Skills, and Magic: General abilities for all dragons, as noted above. 
  Yellow dragons also use all spells, talents, rituals, etc., of the College of the Mind 
  or the College of Illusions at Rank 15. Their breath’s cone of flame is 60 feet 
  long and 30 feet wide and does D10+12 damage. They can breathe fire D10+1 
  times on any given day. Yellow dragons use all Counterspells at Rank 12. 
  Movement Rates: Flying: 700; Running: 300 
  PS: 280-320 
  MD: 20-22 
  AG: 18-20 
  MA: 24-27 
  EN: 80-90 
  FT: 110-140 
  WP: 26-32 
  PC: 27-30 
  PB: 2-4  
  TMR: 14/6 
  NA: Top scales absorb 11 DP 
  Weapons: The yellow dragon’s bite is BC 60%, D10+10 damage, the two claws 
  are each BC 45%, D10+5 damage, while the tail is BC 65%, D10+3 damage. 
  Comments: Yellow dragons have a particular fondness for gold over gems and 
  other items of value. 
  144. Riding Animals 
  This Section is concerned with common riding and pack animals and includes 
  descriptions of donkeys, draft horses, mules, palfreys, ponies, mustangs, quarter 
  horses, and war horses. Avian mounts, camels, oxen and other types of riding and 
  pack animals are described elsewhere. 
  All of the riding animals described in this Section except the war horse have 
  similar combat abilities. They can attack with a kick any entity occupying the hex 
  directly opposite the hex they are facing. Their bite can be used in either Melee or 
  Close Combat, but their kick can only be used in Melee Combat. Only one of 
  these two types of attacks can be made in a single Pulse. The Base Chance and 
  Damage for each of these attacks is given individually for each animal. 
  Mounts are generally not adept at fighting and will only attack if directly 
  threatened or if panicked. Only trained war-horses will intentionally enter the 
  same hex on the Tactical Display as another figure other than their rider(s). 
  DONKEY 
  Natural Habitat: Anywhere 
  Frequency: Common 
  Number: Not applicable 
  Description: Donkeys are basically equine in form. They are usually gray with a 
  darker stripe down the centre of their backs. They have very large ears and reach 
  about four feet at the shoulders. 
  Talents, Skills, and Magic: No special talents, magic, or other abilities. They are 
  not tool users. 
  Movement Rates: Running: 500 
  PS: 40-45 
  MD: None 
  AG: 16-19 
  MA: None 
  EN: 18-22 
  FT: 33-38 
  WP: 10-12 
  PC: 19-21 
  PB: 9-11 
  TMR: 10 
  NA: Hide absorbs 3 DP 
  Weapons: Kick: BC 40%, D10+3 damage, Bite: BC 25%, D10-3 damage 
  Comments: Donkeys are common draft animals. They do not need good food, 
  and will serve well unless mistreated. They can carry burdens of up to 250 
  pounds with great endurance. 
  DRAFT HORSE 
  Natural Habitat: Anywhere 
  Frequency: Common 
  Number: Not applicable 
  Description: Draft horses are the largest of the horses, growing to more than five 
  and a half feet and weights of up to 2300 pounds. They have huge muscles and 
  thick limbs, and they will frequently have hairy feet of a different colour than the 
  rest of their body. 
  Talents, Skills, and Magic: Draft horses possess no special talents, skills, or 
  magic. They are not tool users. 
  Movement Rates: Running: 500 
  PS: 60-65 
  MD: None 
  AG: 13-15 
  MA: None 
  EN: 26-32 
  FT: 55-63 
  WP: 8-10 
  PC: 14-18 
  PB: 8-10 
  TMR: 10 
  NA: Hide absorbs 3 DP 
  Weapons: Kick: BC 35%, D10+4 damage, Bite: BC 15%, D10 damage 
  Comments: Draft horses are bred to carry burdens without tiring. They can carry 
  loads of up to 500 pounds, and have great endurance. They can be ridden, 
  although they are not especially sensitive to a rider’s wishes. 
  MULE 
  Natural Habitat: Anywhere 
  Frequency: Common 
  Number: Not applicable 
  Description: Mules are a usually sterile crossbreed of a mare and a jackass. A 
  mule has a short mane, long ears, small feet, and a tail with long hairs at the end. 
  They are usually brown, and are about four feet high at the shoulders. 
  Talents, Skills, and Magic: Mules possess no special talents, magic, or other 
  abilities. They are not tool users. 
  Movement Rates: Running: 450 
  PS: 40-50 
  MD: None 
  AG: 17-20 
  MA: None 
  EN: 20-25 
  FT: 40-45 
  WP: 10-12 
  PC: 18-20 
  PB: 9-11 
  TMR: 9  
  NA: Hide absorbs 3 DP 
  Weapons: Kick: BC 40%, D10+4 damage, Bite: BC 20%, D10-2 damage 
  Comments: Mules are excellent draft animals. They are very strong, are sure 
  footed, and have great endurance. Loads of up to 300 pounds can be carried by a 
  mule, although such burdens are rare. Mules are highly resistant to disease 
  (reduce the chance of infection by 10% if struck in combat). Mules generally 
  
  PAGE 152 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  work with little fuss unless mistreated, in which case they become stubborn and 
  vicious. 
  MUSTANG 
  Natural Habitat: Plains 
  Frequency: Rare  
  Number: 1-50 (30) 
  Description: Mustangs are wild horses. They are smaller than most domestic 
  animals, usually about four and a half feet at the shoulder. Colours vary, but most 
  mustangs have very long manes and tails. 
  Talents, Skills, and Magic: Mustangs possess no special talents, skills, or magic. 
  They are not tool users. 
  Movement Rates: Running: 600 
  PS: 40-50 
  MD: None 
  AG: 18-21 
  MA: None 
  EN: 18-23 
  FT: 36-42 
  WP: 11-13 
  PC: 20-22 
  PB: 9-11 
  TMR: 12 
  NA: Hide absorbs 3 DP 
  Weapons: Kick: BC 45%, D10+4 damage, Bite: BC 25%, D10 damage 
  Comments: Mustangs are generally afraid of men and will run away if they 
  sense man’s presence. They can be tamed if captured, however, and used either as 
  riding horses or beasts of burden. They can carry loads of up to 400 pounds. 
  PALFREY 
  Natural Habitat: Anywhere 
  Frequency: Common 
  Number: Not applicable 
  Description: Palfreys are fine-featured riding horses. They grow to a little more 
  than five feet at the shoulders, and weigh about 1100 pounds. 
  Talents, Skills, and Magic: Palfreys possess no special talents, skills, or magic. 
  They are not tool users. 
  Movement Rates: Running: 650 
  PS: 38-43 
  MD: None 
  AG: 16-19 
  MA: None 
  EN: 18-21 
  FT: 30-35 
  WP: 8-10 
  PC: 16-18 
  PB: 11-13 
  TMR: 13 
  NA: Hide absorbs 3 DP 
  Weapons: Kick: BC 40%, D10+3 damage, Bite: BC 20%, D10-2 damage. 
  Comments: These horses were bred for gentleness and appearance. They were 
  developed to be riding horses, and are highly responsive to their riders. They can 
  carry up to 350 pounds, but, like the quarter horse, they are not usually used to 
  carry burdens. 
  PONY 
  Natural Habitat: Anywhere 
  Frequency: Common 
  Number: Not applicable 
  Description: Ponies are small horses less than five feet high. Most are between 
  three and four feet high at the shoulder. 
  Talents, Skills, and Magic: Ponies possess no special talents, 
  magic, or other abilities. They are not tool users. 
  Movement Rates: Running: 350 
  PS: 19-24 
  MD: None 
  AG: 13-15 
  MA: None 
  EN: 12-14 
  FT: 20-22 
  WP: 9-11 
  PC: 16-26 
  PB: 10-12 - 
  TMR: 7  
  NA: Hide absorbs 3 DP 
  Weapons: Kick: BC 20%, D10-1 damage, Bite: BC 15%, D10-4 damage 
  Comments: Ponies are especially gentle and easy to train. They live longer than 
  most horses, and do not need any food other than hay and grass. Loads of up to 
  150 pounds can be carried without great strain. 
  QUARTER HORSE 
  Natural Habitat: Anywhere 
  Frequency: Common 
  Number: Not applicable 
  Description: These horses grow to five feet at the shoulders, and weigh about 
  half a ton. 
  Talents, Skills, and Magic: Quarter horses possess no special talents, skills, or 
  magic. They are not tool users. 
  Movement Rates: Running: 600 
  PS: 40-45 
  MD: None 
  AG: 17-20 
  MA: None 
  EN: 18-23 
  FT: 35-40 
  WP: 9-10 
  PC: 17-19 
  PB: 10-12 
  TMR: 12 
  NA: Hide absorbs 3 DP 
  Weapons: Kick: BC 45%, D10+5 damage, Bite: BC 20%, D10-1 damage 
  Comments: Quarter horses are very useful as riding animals. They can climb 
  steep banks and ford water. They are extremely responsive to their rider if well 
  trained and are able to stop or turn very quickly, suiting them for such tasks as 
  rounding up herds. They do not have great endurance, however, and they can 
  only maintain their maximum speed for periods of a few miles. They can carry 
  loads of up to 350 pounds, but they are not intended to be beasts of burden, and 
  so their spirit will be quickly broken if they are used as such. If a quarter horse’s 
  spirit is broken, its speed will be decreased by 30%. 
  WAR HORSE 
  Natural Habitat: Anywhere 
  Frequency: Infrequent 
  Number: Not applicable 
  Description: War-horses are heavily built, thickly muscled and limber animals, 
  bred to carry large burdens for extended periods. They are often five and a half 
  feet at the shoulder, and can weigh more than a ton. 
  Talents, Skills, and Magic: War-horses are specially trained for combat. They 
  panic less frequently than other horses when faced with fire, sudden movements, 
  or loud noises. A rider can also control a war-horse’s actions in combat, making 
  the horse kick, bite, or attempt to trample an adversary. See the rules on 
  Horsemanship. Other horses can be used in combat, but they cannot be used to 
  attack. 
  Movement Rates: Running: 500 
  PS: 55-60 
  MD: None 
  AG: 16-19 
  MA: None 
  EN: 25-30 
  FT: 50-60 
  WP: 9-11 
  PC: 16-18 
  PB: 9-11 
  TMR: 10 
  NA: Hide absorbs 3 DP 
  Weapons: In addition to the kick (BC 45%, +7 damage) and bite (BC 25%, +2 
  damage) of normal horses, when in Close Combat a war-horse can also attempt to 
  trample an adversary (BC 25%, +8 damage). War-horses will willingly enter 
  Close Combat if their rider directs them to do so. 
  Comments: These are the most intelligent and (if properly treated) the most loyal 
  of the horses. They are responsive to a rider, but can also be used to carry heavy 
  burdens (up to 500 pounds). Using a war-horse as a draft horse will generally 
  lower the quality of his training for combat, however. 
   
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 153 
  X. ADVENTURE 
   An adventure occurs whenever one or more players, in conjunction with the 
  game master, play their characters. The adventure is the heart of the fantasy 
  roleplaying game, because it is the medium through which the game master tells 
  a story. When he reaches an interlude or decision point, the players use the game 
  mechanics to have their characters influence the outcome of the tale. 
  The most common scenario used by game masters in fantasy roleplaying games 
  is that of the descent into a series of labyrinthine catacombs, or “dungeons.” Of 
  course, conceptually most dungeons make no sense (for a variety of reasons, the 
  most blatant being the space given for creatures to live in), but it is the simplest 
  and least time-consuming type of adventure to design. The game master should 
  break in his regular players on such a scenario. 
  151. Preparation for Adventure 
  Before an adventure is begun, the game master must invest some of his time in 
  readying his scenario. This requires the generation of some (if not all) of the 
  non-player characters and monsters the player characters may meet, fleshing out 
  the part of the world in which the adventure will occur and composing the 
  preliminary information to be given to the player characters. A fully prepared 
  game master will organize this data as described below. 
  Each player is responsible for informing the game master of any actions his 
  character takes between his last adventure and the upcoming one. This includes 
  necessary functions, such as the expenditure of Silver Pennies on upkeep (see 
  159.3). Each player is also responsible for updating his Character Record, though 
  the game master may waive this requirement temporarily (the necessary 
  bookkeeping can be done at a more convenient time). 
  [151.1] The game master must outline the course of the adventure. 
  The game master plots the direction in which he wishes the adventure to go. He 
  determines the manner in which the player characters will become part of his 
  scenario, advancing a purpose for the characters to undertake this particular 
  adventure. He then plots the rationale for the party’s adversary, be it sentient, 
  magical, natural, or intangible. The game master will probably wish to note all of 
  this on a piece of paper to which only he is privy. 
  Some game master’s will be willing to give the characters a choice of adventures; 
  if the game master is not one of these, the players should keep in mind the time 
  necessary to develop each adventure, and oblige him by going on the one 
  proffered. 
  Example: A game master describes to his players the fate of a princess held 
  captive by a wizard in a tower deep in the Nasty Forest. The king has offered a 
  not inconsiderable reward for the return of his daughter and the slaughter of the 
  wizard and his minions. The wizard is a lonely old man who has abducted the 
  princess for the sole purpose of introducing a love philtre into her sustenance. 
  She proved quite willing to elope with the wizard afterwards, so he left his tower 
  guarded by a few fantastic creatures while the couple made their way south. The 
  party, after gaining entrance to the tower, discovers they must pursue the two. 
  Additionally, they will find a princess not disposed to the idea of rescue, since the 
  wizard has been accumulating quite a supply of love potions in the last few years. 
  [151.2] The game master records the “vital statistics” of all 
  non-player characters and monsters to be encountered. 
  The “vital statistics” comprise the information the game master generates in 
  accordance with the Monster rules (see section IX.). The game master must 
  produce a value only for those entries which will affect the characters’ interaction 
  with the non-player characters or monsters. It is recommended that the game 
  master generate 10 to 20 “spare” monsters, which can be used interchangeably on 
  separate adventures. 
  The game master records the vital statistics for each of the necessary monsters 
  and non-player characters on index cards or on a comprehensive list. Each group 
  of monsters and non-player characters is divided so that all creatures which will 
  be met at one time are listed under one heading (or on one index card). The game 
  master will easily be able to consult only the pertinent listing when the time 
  comes. 
  [151.3] The game master maps the area in which the characters will 
  adventure, drafting the plans for any structure which will be an 
  integral part of the scenario. 
  A game master who wishes to develop a sophisticated world design will draw a 
  map of the continent in which most of his adventures occur. The scale of this map 
  can vary between 50 and 350 miles to the inch. The game master need not plot 
  this map on any particular type of paper, though it is advisable that he draw the 
  latitudinal and longitudinal lines before coastline and natural features (which 
  should be done before sites of human or humanoid habitation are entered on the 
  map). 
  When the game master prepares for an adventure, he should take a slice of his 
  strategic map, and blow it up onto a hex grid map. Each hex represents 5 miles of 
  terrain from hex-side to hex-side and must be coded as to the prevalent 
  environment (see rule 131.1) in the hex. 
  Any structure the game master expects to be carefully searched and/or examined 
  by the player characters should be drafted on hex paper (the strategic hex grid 
  will suffice). The scale is 5 feet per hex to match the scale of the Tactical Display. 
  When characters engage in combat within a structure, the game master should 
  treat each hex on the Tactical Display as equal to one hex on the structure map. If 
  the player characters and their foes begin in adjacent hexes, the players can 
  choose the exact hex-side to which they face where any ambiguity occurs, unless 
  their foes have surprised them (see rule 154.2). 
  The game master should record a legend for each map he draws. The legend for 
  the strategic maps will usually not contain many entries, but that for a structure 
  map will include an entry for each room of importance. It is suggested that the 
  game master code co-ordinates on his strategic maps, and identify each 
  room/vestibule/opening on his structure maps. 
  [151.4] Before the adventure begins, the players must notify the 
  game master of all changes in status for their characters. 
  If a character is to expend Experience Points, to spend monies to gain an unusual 
  piece of merchandise or service, to seek the aid of a non-player character, etc., he 
  must do so before party organization begins (see rule 153.). The player records all 
  changes in status on his Character Record. 
  If a change of status for a character requires the attention of the game master (i.e., 
  is not necessarily automatic), the player should resolve such an action (at the 
  earliest convenient time) before the players gather for a new session. 
  152. Game Conventions 
  The rules in this Section are conveniences for play purposes when translating life 
  in a medieval fantasy world into game form. Most of these are cautions against 
  players bending the rules at opportune moments. The game master will, as he 
  becomes comfortable with a style of refereeing, modify these conventions to suit 
  his own tastes. 
  [152.1] The time scale for a campaign should be either two or three 
  game days to one real day. 
  The game master is responsible for monitoring the passage of time in his 
  campaign. He determines and informs his players of the conversion rate from 
  game time to real time. The game master may choose the simplest timekeeping 
  method, which is doubling or trebling the time since he last met with his players, 
  or he can set up a calendar, which allows him to keep current on the seasons of 
  the year and the ascendant aspects (see rule 7.). A calendar will be preferable in 
  most cases, since several Colleges of Magic are affected by phases of the moon 
  and seasons of the year. 
  A game day is equal to the relational period of the game master’s world (which, 
  in most cases, will be approximately 24 hours). 
  In the event that the game master and players could convene more than twice in 
  one week, or if the game time spent on an adventure is three-quarters or more of 
  the game time that should have passed between sessions, the game master should 
  adjust the time scale so that the characters have one-quarter of the game time that 
  should have elapsed. 
  Example: Given the time scale of three game days to one real day, four real 
  weeks would equal twelve game weeks. However, a party spent ten game weeks 
  on an adventure, so the game master, in order to make up for the discrepancy, 
  should give the players an extra week to make the total non-adventure game time 
  equal to one-quarter of twelve. 
  [152.2] The game master adjusts the passage of time during an 
  adventure to the level of activity. 
  When the player characters are interacting with monsters or non-player 
  characters, or amongst themselves, the game master should run the encounter in 
  real time. A similar time scale should be used when a character uses an 
  information-gathering ability. For example, if the characters are negotiating with 
  a prospective employer in a tavern, or if an astrologer character is divining the 
  future, the game master and the players enact the scene in detail. 
  When the player characters have instructed the game master to speed the passage 
  of time until they are interrupted, the game master pauses only to make 
  Encounter Checks (see rule 131.1), etc., and to give the players status reports. 
  The players must decide how often they wish to have these status reports. For 
  example, the characters have decided to journey along the imperial highway one 
  hundred miles. They request that the game master give them a status report every 
  four hours. Unless something untoward should occur, the game master will allow 
  them four hours progress and inform them that nothing has happened during the 
  last four hours. When night approaches, he will suggest that the adventurers look 
  for shelter for the evening, The players will then inform him of their watches, and 
  ask him for a status report every time the watch is changed. 
  The game master should interject information about the periods between status 
  reports whenever a character would normally notice something of interest. For 
  instance, if a ranger character travels with a party about to walk into an ambush, 
  and his ability to detect such operates successfully (see rule 103.2), the game 
  master alerts the players to the impending danger. 
  
  PAGE 154 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [152.3] When combat occurs on the Tactical Display, there should be 
  no lapses of time between player announcements of character 
  intentions and resolution of them. 
  After determining the order in which all creatures (including the player 
  characters) on the Tactical Display may take action, the game master paces the 
  combat in that strict sequence. When it is a character’s turn to take action, his 
  player must announce within five seconds what his character will do, or the 
  character is assumed to take a Pass Action. The leader (see rule 153.1) must do 
  the same for each non-player character in the party, and the game master should 
  do the same for each of the party’s opponents. 
  If the players wish to discuss tactics amongst themselves during combat, they 
  must do so while the game master is determining the result of a particular action. 
  Anything said by one character to another during combat can be overheard by 
  their opponents, though it may not be understood, depending on the language 
  used. A wise party will devise a battle plan to be used in combat situations so that 
  they will not be at a disadvantage when surprised. 
  The leader is responsible for listening to the game master’s announcements about 
  enemy activity, wounds suffered by his comrades, etc. 
  A military scientist character can allow a party some planning time during which 
  they will not be overheard by the enemy (see rule 101.5). 
  [152.4] Any player may, at the game master’s discretion, suspend 
  the passage of time by requesting a clarification of a relevant point 
  by the game master. 
  [152.5] A player may change the action he announces for his 
  character to a Pass Action (only) up to five seconds after he either 
  announces it or is interrupted by another player protesting his 
  choice. 
  [152.6] A player may appeal a decision made by the game master 
  which he feels to be arbitrarily or improperly resolved. 
  The player has as much time as the game master will grant him to state his case. 
  The game master can either modify or reverse his earlier decision, or stand 
  behind it. The game master’s word is always law in regard to his world; a player 
  can protest, but may not change, an event which occurs in another’s fantasy 
  world. 
  153. Organizing a Party 
  The players must determine the composition of the party before their characters 
  leave the relative safety of their current place of residence. The party consists of 
  each character represented by a physically present player. In addition, the game 
  master should prepare some non-player characters with abilities complementary 
  to those of the player characters. These non-player characters may usually be 
  hired through the auspices of the Adventurer’s Guild. 
  A character of a player not attending the current session may only be brought 
  along with the express permission of his Player. That player would do well to 
  leave general instructions on how his character will act with the game master 
  (these instructions are inviolable if applicable to a given situation). The 
  performance of such a character is controlled by the leader of the party, unless his 
  player’s standing orders are to the contrary. 
  When the players have assembled those who are going on the adventure, they 
  should discuss general strategy and a tentative battle plan (see rule 152.3). When 
  the characters are provisioned and a leader has been appointed, the adventure 
  may commence. 
  [153.1] The players should elect one of their number to be the leader 
  of the party. 
  The leader should not only be the best qualified character for the position, but the 
  most experienced player as well, because his decisions will usually directly affect 
  the outcome of any adventure. A leader is not abso-lute19 necessary but one’s 
  presence will usually prove advantageous for ease of play. When a party needs 
  information or descriptions of events or locations, it is much easier if these 
  descriptions are given to the group as a whole and the leader in particular, who 
  may then react for the party. Listening to one person is much easier for the game 
  master then trying to interpret the frantic ravings of six people. 
  In combat, the leader may add his Military Scientist Rank (if any) to the Initiative 
  die roll. If the leader is involved in Melee or Close Combat (or otherwise 
  incapacitated) the character with the highest Perception who is unengaged 
  becomes the leader for purposes of the Initiative die roll (only). 
  The leader announces the general activities undertaken by the party during the 
  Adventure Sequence. 
  Example: “We wish to travel along the footpath through Linden Woods until 
  further notice.” 
  Though the non-player characters hired to accompany the player characters are 
  usually controlled by the game master, any reasonable request by a representative 
  of the party will be heeded by a non-player character. The leader usually gives the 
  orders for the non-player characters in a party; if there is a disagreement as to 
  what the actions of a non-player character should be, the majority of the players 
  rule. The leader counts as two players for determining the actions of non-player 
  characters. 
  [153.2] Before an adventure is begun, the player characters should 
  agree to the division of spoils. 
  Generally, that which can be garnered on adventure is separated into three 
  categories. Magical treasure encompasses anything which is magical or has 
  magical properties in and of itself. Unusual treasure includes captives, beings 
  trained by a beast master, objects with a greater intrinsic than monetary worth, 
  objects which cannot be used by all in the party, and objects which are 
  particularly suited for one character (e.g., a family heirloom). The remainder of 
  the treasure is assessed by its monetary value. 
  If only the player characters are going on an adventure, they may make whatever 
  agreement between themselves they wish. If they wish to bring along any 
  non-player character, the NPC will require that a standard Adventurers’ Guild 
  contract (or a reasonable facsimile thereof) be signed by everyone in the party. 
  The Adventurers’ Guild will draft any contract in language acceptable to the local 
  legislative bodies for a fee ranging from 10-100 Silver Pennies, depending on the 
  complexity of the terms of the desired agreement. 
  The Guild is also willing to guarantee arbitration and enforcement of a contract 
  which it has drafted. These services are free to a guild-member in good standing 
  (see rule 153.3), as are copies of the standard Guild contract. If a being who is 
  not a member of the Guild wishes arbitration of a Guild contract, he must pay 50 
  Silver Pennies per hour of arbitration (the game master may either require the 
  enactment of the arbitration scene or may determine the number of hours required 
  to reach a decision based on the ramifications of the case); if such a being wishes 
  the verdict enforced, he must state so when the Guild contract is signed and pay a 
  fee of 500 Silver Pennies. 
  When the Adventurers’ Guild enforces one of its contracts, the beings against 
  which it has decided have 10 hours to deliver the object of dispute to the plaintiff. 
  Unless the loser in arbitration has successfully petitioned for an extension to that 
  deadline (which must be for a good reason, such as the item in question being 12 
  hours’ ride away), he must deliver unto the plaintiff or be blacklisted by the 
  Guild. A blacklisted person may not hire from the Adventurers’ Guild, and there 
  is a 2000 Silver Penny reward for his apprehension and delivery for incarceration 
  in the Guild dungeons. 
  [153.3] A character may become member in good standing of the 
  Adventurers’ Guild by tithing 5% of all monetary gains to the 
  Guild, or a minimum of 200 Silver Pennies per annum. 
  If the Guild discovers that a member has withheld its portion of his gains, he 
  must make restitution within 10 days or be blacklisted (see 153.2). 
  If a guild member cannot afford his tithe to the Guild, he is given a three-month 
  grace period in which to acquire the 200 Silver Penny minimum annual fee. If he 
  cannot raise the necessary money, he must spend two months in service to the 
  Guild, or be blacklisted. 
  A character may buy out of the Guild (i.e., renounce his membership) by paying 
  100 Silver Pennies for each year he has been a member of the Guild. He must 
  settle all accounts with the Guild beforehand (e.g., a character cannot resign 
  immediately after gaining a huge treasure), and may not rejoin the Adventurers’ 
  Guild for a period of at least one year. 
  [153.4] The standard Adventurers’ Guild contract requires as 
  equitable a distribution of treasure as is possible amongst the 
  free-beings in the party. 
  1. Every signatory to this agreement is entitled to one full share, unless a) the 
  party, by majority vote, allows up to one extra full share for a being or beings 
  who provide the party with information or services vital to the completion of 
  their mission, or b) a signatory agrees to receive but a half-share, in exchange for 
  protection, whenever possible, from physical and magical harm by those 
  receiving full shares. 
  NOTE: The latter clause is often a bone of contention when a dispute is presented 
  to the Guild for arbitration. One who receives a full share must prove that he was 
  in imminent danger of serious injury or loss of life if he fails to protect a 
  half-share member of the party. 
  2. A signatory forfeits any right to treasure if he: a) attacks another party member 
  without provocation, or b) deserts the party voluntarily (those who have been 
  spirited away or accidentally separated from their comrades are obliged to 
  attempt to rejoin the party at the earliest convenient time). 
  3. A signatory forfeits one-half of the treasure due him if he: a) does not perform 
  according to a pre-arranged battle plan which does not endanger him any more 
  than others in the party, b) is responsible for the death of a party member, c) is 
  responsible for the failure to attain the goal of the adventure through an error of 
  commission or omission, or d) is found to be stealing from the party. 
  4. If a party member is killed, rendered incapable (e.g., comatose), or 
  involuntarily removed from the midst of the party, that being’s heirs are still 
  entitled to his portion of the treasure gained by the remaining party members (see 
  clause 6 below). 
  5. If a party member is killed or rendered incapable, the surviving party members 
  are obliged to return his body (or what remains of it) to the place from which they 
  started, unless forced to abandon the body because its recovery would imperil 
  others in the party. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 155 
  6. If a being has not designated one to whom he wishes his effects and share 
  given in his absence and/or to whom he wishes his body given in the event of his 
  death, the Adventurers’ Guild will take responsibility for either or both. 
  7. Monetary treasure must be converted into currency or specie and divided 
  evenly amongst all shareholders. Any party member may choose to buy a 
  particular item at value rather than have it sold to an outside purchaser; if more 
  than one member wishes to buy the same item, all submit sealed bids, with the 
  highest sum gaining its bidder the item in question. 
  8. Each full shareholder may, at the beginning of the adventure, state one item 
  which he wishes if the party should find it. Unless some other party member also 
  wishes the item, the claimant receives the object of his fancy, but is not entitled to 
  any other unusual or magical treasure. 
  9. Each full shareholder is entitled to one unusual or magical item before anyone 
  receives a second item. Partial shareholders (including those with an excess of a 
  full share) may gain items before single shareholders gain their second items. A 
  partial shareholder may gain items in proportion to one share (e.g., a 
  half-shareholder gains one item every two rounds, if there are sufficient items to 
  be divided). 
  10. As long as the provisions of Clause 9 are met, the party may give an item to a 
  particular member by majority vote. If no general agreement can be reached as to 
  which person receives which item, a fair random method should be implemented 
  to assign the items in order. 
  The Guild stands in for dead or absent party members; failure to provide a 
  satisfactory explanation of why a person is missing by those present can result in 
  blacklisting by the Guild. 
  [153.5] An arbitrator of the Adventurers’ Guild may place a “true 
  speech” compulsion upon a being present at an arbitration session. 
  A being may attempt to resist a true speech compulsion. Active or Passive 
  Resistance to such a compulsion is often construed as an admission of guilt by 
  Guild arbitrators. 
  While a true speech compulsion is upon a being, he must make declarative 
  statements which are true whenever he speaks. If he temporises, misstates 
  himself, or exaggerates, his vocal apparatus will become paralysed, making it 
  difficult to talk properly. If a being lies while under a true speech compulsion, his 
  tongue will cleave to the roof of his mouth and he becomes mute for (D10+1) 
  days. 
  Example: If a character allows a fellow adventurer to die through his inaction, he 
  could say “I did not kill him” while under a true speech compulsion. If he said “I 
  did not directly contribute to his death,” he would find it difficult to articulate, 
  and if he said “I did not contribute to his death,” his tongue freezes in place. 
  154. The Adventure Sequence 
  Three different time scales can be used during an adventure. The game master 
  switches between these scales as the pace at which action occurs changes with 
  each new situation. The choices are as follows: 
  1. The Trek/Wait Stage: The game master resolves the actions of several 
  minutes, hours or days in a short space of real time, because the players have 
  chosen an activity which need not be monitored closely (such as laying in wait 
  until night falls). The game master allows time to pass, until one of the conditions 
  described in Case 152.2 occurs. 
  2a. The Encounter Stage: The game master operates on an equal real time to 
  game time correspondence, because the player characters are interacting with 
  NPCs or monsters (i.e., beings controlled by the game master) in a more or less 
  peaceful fashion. 
  2b. The Chase Stage: Either the characters controlled by the players or the 
  creatures controlled by the game master are pursuing the other. The action is 
  resolved in segments of one minute of game time, though it may become 
  necessary to merge with the Tactical Procedure as the two groups come into 
  proximity with each other. Magic and Ranged Combat are possible during the 
  Chase Stage; the game master is responsible for informing the players of the 
  rough distance between them and their foe(s). 
  3. The Tactical Stage: The game master resolves combat in accordance with the 
  Tactical Procedure in V. The player characters and the game master-controlled 
  creatures are placed in position by the game master on the Tactical Display. 
  The game master need not inform the players of the interchange between stages, 
  because it will become obvious as he adjusts his moderating manner to the 
  different time scales. 
  [154.1] The real time allotted to the players to discuss the actions of 
  their characters depends upon the current stage. 
  The players have up to 30 minutes or one-tenth the game time to be spent on a 
  single action, whichever is less, to decide on what their characters will do during 
  the Trek/Wait Stage. The characters are assumed to be engaged in a similar 
  conversation in tones appropriate to the occasion (e.g., hushed if hiding from a 
  lynch mob). 
  The players have up to one full real minute for each game minute during the 
  Chase Stage to talk with each other. Their conversation is assumed to be that of 
  their characters; if their foe has some method of overhearing the characters, the 
  game master should have the foe act on this information. 
  Unless a player prefaces a remark he makes during the Encounter Stage with a 
  comment to indicate that he is not speaking for his character, anything he says 
  can logically be assumed to be said by his character. 
  Rule 152.3 covers how and when players may speak for their characters during 
  the Tactical Stage, and the restrictions on players coordinating with each other. 
  [154.2] One side in a combat may gain a free Pulse of attacks if it 
  surprises the other. 
  One side may gain the advantage only if the other is either unaware of the first’s 
  precise location (though a possible surprise victim may be aware of a foe lurking 
  in the general vicinity) or if the other does not entertain suspicions of the first 
  being hostile. 
  If one side in a combat is eligible to be surprised, the game master assigns a 
  readiness factor, much like a difficulty factor (see 4.1), to account for the 
  preparedness of the side which may be surprised and the ability of the other side 
  to keep secret its intentions and/or location. The lower the readiness factor, the 
  greater the chance for surprise. Multiply the readiness factor by the highest 
  Perception value of any being on the side which may be surprised. If the game 
  master’s percentile roll is less than or equal to this number, combat is resolved 
  normally. If the roll is greater than that number, surprise has been achieved. 
  [154.3] The Chase Stage applies whenever the player characters 
  conduct an extensive search of an un-deserted area. 
  If the game master has prepared a “dungeon” scenario, the characters’ actions 
  will be resolved using the time scale of the Chase Stage, until they become 
  involved in combat, converse with the game master’s creatures, or leave the area. 
  155. Monetary Matters 
  The game master is advised to limit the money that the player characters can gain 
  during a campaign year. He should keep in mind that an upper middle class 
  income will be between 6000 and 8000 Silver Pennies per game year, that a man 
  who earns 20,000 Silver Pennies per year is reckoned wealthy, that an income of 
  100,000 Silver Pennies per year is the province of the verb’ rich, and sums above 
  a quarter million Silver Pennies are rarely accumulated by any but royalty. A 
  beginning adventurer will probably fit into the upper middle class bracket, and, if 
  his “career” progresses well, should achieve a yearly income averaging out at 
  about 50,000 Silver Pennies. Only the extraordinarily successful or fortunate will 
  garner in excess of 75,000 Silver Pennies annually over a multi-year period. 
  All of the prices in these rules are based on the assumption that the game master 
  is allowing his player characters (presuming they are competent) no more than 
  the sums described in the above paragraph. If the game master does decide to 
  circulate more money than is recommended, it is his responsibility to cause an 
  inflationary spiral to affect the .prices the characters must pay. If the game master 
  increases the characters’ monies without compensating for it, money will become 
  less and less important in his campaign. 
  [155.1] The value of a coin is determined by its weight and metal of 
  which it is made. 
  Coin 
  Abbr. 
  Weight 
  Conversion 
  Copper Farthing 
  cf 
  4 oz. 
  4/1sp 
  Silver Penny 
  sp 
  1 oz. 
  12/1gs 
  Gold Shilling 
  gs 
  1 oz. 
  21/1tg 
  Truesilver Guinea 
  tg 
  2 oz. 
  — 
  The Platinum Shilling (PS, weighs l oz.) is not in regular circulation, and is worth 
  one-and-one-half times the value of a Gold Shilling. 
  Other common coins include the ha’-penny, threepence, and sixpence. The values 
  and weights of these coins correspond to those of the Silver Penny. 
  [155.2] The Adventurer’s Guild will bank money and/or valuables 
  At a fee of 2 Silver Pennies per 500 ounces per month. 
  If money and/or valuables deposited with the Guild has a weight not divisible by 
  500, round up to the nearest five-hundred weight. A guild member pays one-half 
  the price to bank with the guild. 
  The Guild will place money and/or valuables in safekeeping until the depositor 
  redeems his property, or until the value of the deposit covers the banking fee. The 
  Guild does not extend credit when it comes to banking fees. 
  [155.3] The Basic Goods Cost List is an anthology of the prices and 
  weights of common items likely to be used by adventurers. 
  While the list is lengthy, it is by no means comprehensive. When a character 
  wishes to purchase a common item not found on the list, the game master should 
  scale the price in accordance with the already evaluated items. Furthermore, the 
  prices given on the Cost List are averages. Fish, for instance, will be much 
  cheaper in a maritime town than in an inland city. 
  The weights are given so that players can calculate how much their characters are 
  carrying, which affects the rate at which they lose Fatigue Points while marching 
  (see 156.2). 
  
  PAGE 156 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [155.4] Basic Goods Cost List 
  Clothing 
  Item A 
  Weight 
  Cost 
  Belt, money 
  12 oz 
  4 sp 
  Belt, weapon, shoulder 
  1 lb 
  5 sp 
  Belt, weapon, waist 
  14 oz 
  4 sp 
  Blouse 
  12 oz 
  4 sp 
  Boots, high 
  3 lb 
  6 sp 
  Boots, hip 
  4 lb 
  6 sp 
  Boots, low 
  2 lb 
  4 sp 
  Cloak 
  5 lb 
  8 sp 
  Coat, full length 
  5 lb 
  8 sp 
  Gloves 
  10 oz 
  1 sp 
  Hat, hard 
  12 oz 
  2 sp 
  Hat, soft 
  9 oz 
  3 cf 
  Jacket 
  2 lb 
  6 sp 
  Mask, face 
  8 oz 
  3 cf 
  Mittens 
  12 oz 
  2 cf 
  Pants, long 
  20 oz 
  5 sp 
  Pants, short 
  14 oz 
  1 sp 
  Robe 
  3 lb 
  6 sp 
  Sandals 
  8 oz 
  1 cf 
  Scarf 
  5 oz 
  3 cf 
  Shirt 
  12 oz 
  2 sp 
  Shoes, walking 
  1 lb 
  3 sp 
  Tunic 
  12 oz 
  3 sp 
  Food and Other Provisions 
  Item B,C 
  Weight 
  Cost 
  Ale, pint 
  16 oz 
  1 cf 
  Fish 
  1 lb 
  2 sp 
  Fowl 
  1 lb 
  5 cf 
  Grain, sack 
  1 lb 
  1 cf 
  Mead, pint 
  16 oz 
  1 cf 
  Meal, 3 courses 
  — 
  1 sp 
  Meat, dried 
  1 lb 
  1 sp 
  Meat, salted 
  1 lb 
  3 cf 
  Milk, quart 
  32 oz 
  1 cf 
  Rations, 1 day, group of 8 people 
  86 oz 
  11 sp 
  Rations, 1 day, per person 
  14 oz 
  6 cf 
  Rations, 1 week, per person 
  95 oz 
  10 sp 
  Wine, quart 
  32 oz 
  2 cf 
  Tools 
  Item D 
  Weight 
  Cost 
  Chisel 
  1 lb 
  1 sp 
  Hammer 
  1 lb 
  1 sp 
  Mallet 
  8 lb 
  2 sp 
  Nails, 100 
  3 lb 
  2 cf 
  Pick 
  8 lb 
  3 sp 
  Plank, hardwood, 6’×4”×1” 
  9 lb 
  2 cf 
  Plank, softwood, 6’×4”×1” 
  7 lb 
  2 cf 
  Saw 
  2 lb 
  2 sp 
  Saw, two-man 
  4 lb 
  5 sp 
  Shovel 
  7 lb 
  3 sp 
  Spike 
  2 lb 
  2 cf 
  Stake 
  1 lb 
  1 cf 
  Wedge 
  3 lb 
  2 cf 
  Transportation 
  Item E,F 
  Weight 
  Cost 
  Barge 
  10 tn 
  2,900 gs 
  Carrack, masted, 40 oars 
  15 tn 
  1,100 gs 
  Carriage 
  2,800 lb 
  375 gs 
  Cart, horse 
  325 lb 
  5 gs 
  Cart,hand 
  75 lb 
  12 gs 
  Cutter 
  600 lb 
  115 gs 
  Drafthorse 
  1,500 lb 
  50 gs 
  Galley, large, 80 oars only 
  35 tn 
  16,500 gs 
  Galley, large, masted, 80 oars 
  40 tn 
  18,000 gs 
  Galley, small, 40 oars only 
  12 tn 
  10,250 gs 
  Mule/Donkey 
  450 lb 
  17 gs 
  Mustang 
  600 lb 
  40 gs 
  Ox 
  2,000 lb 
  6 gs 
  Palfry 
  800 lb 
  60 gs 
  Pony 
  500 lb 
  32 gs 
  Quarterhorse 
  750 lb 
  75 gs 
  Rowboat 
  500 lb 
  65 gs 
  Sailboat, 10’ 
  1,000 lb 
  95 gs 
  Wagon 
  800 lb 
  140 gs 
  War Horse 
  0.5 tn 
  85 gs 
  Adventure Equipment 
  Item 
  Weight 
  Cost 
  Backpack, leather 
  8 lb 
  14 sp 
  Bags, pack and harness 
  10 lb 
  10 sp 
  Bags, saddle 
  5 lb 
  8 sp 
  Barrel 
  15 lb 
  10 sp 
  Blanket 
  3 lb 
  1 sp 
  Blanket, saddle 
  2 lb 
  1 sp 
  Bucket 
  4 lb 
  3 sp 
  Candles, 12 
  2 lb 
  2 cf 
  Case, map 
  11 oz 
  4 sp 
  Cask 
  18 lb 
  1 gs 
  Cauldron 
  35 lb 
  3 gs 
  Chest, metal 
  20 lb 
  4 gs 
  Chest, wood, large 
  26 lb 
  2 gs 
  Chest, wood, small 
  10 lb 
  10 sp 
  Flask, quart 
  10 oz  
  3 sp 
  Flint and steel 
  10 oz 
  1 sp 
  Grappling hook, 3 prong 
  2 lb 
  5 sp 
  Harness 
  4 lb 
  10 sp 
  Ink 
  1 oz 
  1 cf 
  Keg, wood 
  12 lb 
  8 sp 
  Ladder, 12’ long 
  16 lb 
  1 gs 
  Lantern, candle 
  1 lb 
  3 sp 
  Lantern, oil 
  2 lb 
  6 sp 
  Mirror, large 
  1 lb 
  13 sp 
  Mirror, small 
  10 oz 
  8 sp 
  Oar, long, for galley/carrack 
  14 lb 
  8 sp 
  Oar, short 
  8 lb 
  4 sp 
  Oil, pint 
  20 oz 
  2 sp 
  Parchment, 5’ sq. page 
  5 oz 
  1 sp 
  Physiker’s kit 
  1 lb 
  3 sp 
  Pick, climbing 
  4 lb 
  8 sp 
  Pouch, leather, shoulder 
  1 lb 
  2 sp 
  Quills, 12 
  2 oz 
  3 cf 
  Quiver, holds 20 arrows 
  3 lb 
  6 sp 
  Rope, mountain, 0.5” thick, 10’ length 
  2 lb 
  1 sp 
  Rope, mountain, 1” thick, 10’ length 
  4 lb 
  2 sp 
  Sack, burlap, large 
  13 oz 
  1 sp 
  Sack, burlap, small 
  8 oz 
  2 cf 
  Sack, leather, large 
  15 oz 
  3 sp 
  Sack, leather, small 
  10 oz 
  2 sp 
  Saddle 
  11 lb 
  18 sp 
  Sheath, belt, large weapon 
  2 lb 
  3 sp 
  Sheath, belt, small weapon 
  28 oz 
  2 sp 
  Sheath, shoulder, large weapon 
  2 lb 
  3 sp 
  Sheath, shoulder, small weapon 
  30 oz 
  2 sp 
  Sleeping sack 
  4 lb 
  3 sp 
  Tarp G 
  8 lb 
  4 sp 
  Torch, already oiled 
  3 lb 
  2 cf 
  Trap container H 
  Var. 
  Var. 
  Wine skin, quart 
  8 oz 
  2 sp 
  Wire, 10 gauge, 100’ length 
  3 lb 
  6 sp 
  NOTES: - = No value. Var.: The game master should determine the variable 
  weight or cost depending on item type, condition, quality, or availability. A: 
  Clothing (other than armour) the character wears does not count toward the total 
  weight he carries (see 156.2). B: These foods are presumed to be in an edible 
  condition. C: Some items must be stored in a container, in which cases the 
  container is not included in the values listed for the item. The character should 
  purchase the containers separately, from the adventure section of the list. D: 
  These are for new or nearly perfect tools. E: Oars and paddles must be purchased 
  separately. Horses and other beasts are not included in the weight or cost of any 
  of the items on the list. F: All horses and beasts are purchased to be trained, and 
  the amount of training performed is reflected in the cost. The game master should 
  reduce the price of an untrained horse or beast at least half. G: The tarp contains 
  nine grommets and can be sitting tip a number of ways. A Ranger of Rank 3 will 
  be most adept at the use of a tarp. The game master should scale another 
  character’s ability according to this. H: A trap container has a variable weight and 
  cost, depending on its Rank. The cost of a trap is [150+(Trap Rank 20)]. -The 
  weight of the trap is totally dependent on the materials used in its construction. 
  156. Fatigue Loss and Recovery 
  Characters have a tendency to lose Fatigue Points in the course of adventures. A 
  fatigued character must engage in some restful action to recover lost Fatigue 
  Points. Sleep, as might be expected, is the best way to become refreshed, but 
  there are several other options available to the character who wishes to remain 
  alert. 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 157 
  [156.1] The rate at which a character loses Fatigue Points is 
  determined by how tiring his main activity for each hour is. 
  A character can lose Fatigue Points when he engages in any activity more 
  stressful than a leisurely walk. There are four classes of activity which can 
  fatigue a character: 
  1. Light Exercise: includes moderate to brisk walking, riding slowly or at a 
  moderate pace on a docile mount, etc. 
  2. Medium Exercise: includes jogging, riding on a cantering mount, light 
  construction or precision work, etc. 
  3. Hard Exercise: includes paced running, riding at a gallop, hard manual labour, 
  etc. 
  4. Strenuous Exercise: includes constant sprinting, breakneck riding, and 
  generally those actions with which the character pushes his body to its practical 
  limits. 
  It is possible for a character to achieve a level of performance more taxing than 
  Strenuous Exercise, which requires superhuman exertion. This type of activity is 
  governed in part by 4.1, and the game master will have to determine how many 
  Fatigue Points are lost by a character conducting such actions. 
  A character’s degree of exertion is judged each hour. Since a character does not 
  necessarily choose to do the same activity for an entire hour, the game master 
  must average out the levels of activity achieved at different times within the hour. 
  If the game master is consistent with his guide-lines for what type of activity 
  constitutes which of the four types of exercise, the players will be able to keep a 
  running total of their characters’ Fatigue Points without forcing the game master 
  to stop play to consider the matter. 
  [156.2] A character is limited in the weight he can bear; if he 
  engages in exercise, he may become fatigued more quickly because 
  of the objects he carries with him. 
  The Fatigue and Encumbrance Table (156.9) lists the maximum weight a 
  character may carry. 
  A player must determine the total weight his character is carrying if the character 
  is to engage in light or more stressful exercise for a significant length of time 
  during a day. 
  When a creature has a Physical Strength value greater than 40, the game master 
  divides that value by 40. Multiply the quotient by the entry for 40., and add the 
  entry corresponding to the remainder to determine that creature’s capabilities. 
  [156.3] The Fatigue Point loss for a character engaged in either or 
  both magic or combat is not calculated using the provisions of rule 
  156. 
  The only Fatigue Points lost for casting magic, being affected by magic, skills, or 
  physical attacks are those lost per the appropriate rules (i.e., the deductions for 
  casting, using skills, or being successfully struck). 
  [156.4] The Fatigue Point loss rates given in these rules assume that 
  the character is in good health and is well fed. 
  If the character is not in condition, the game master should shift up Physical 
  Strength rows and/or shift weight columns to represent debilitating effects upon 
  the character. The shift of weight columns should also be accompanied by a 
  corresponding decrease in the maximum weight allowable for that character. 
  [156.5] The Fatigue status of a character need be calculated only 
  before he enters into combat or wishes to perform magic or, if he 
  does neither, once for the entire day. 
  Follow this procedure: 
  1. Cross-reference the character’s Physical Strength and the weight he is carrying. 
  2. Read down this column until it intersects with the row corresponding to the 
  character’ s rate of exercise. 
  3. Multiply the resulting number (Fatigue Points lost per hour) by the number of 
  hours during which all three factors (Physical Strength, weight carried and rate of 
  exercise) remain constant. 
  4. Perform this calculation once for each time one (or more) of the three factors 
  changes. 
  5. Add each separate product (i.e., sub-total) to determine the total Fatigue Points 
  expended by the character so far. 
  If a character’s Fatigue Point total is reduced below zero, he is exhausted (see 
  156.6). His Fatigue is considered zero, if he should become involved in combat. 
  [156.6] An exhausted character is limited in the activities he may 
  choose to do, and is worse in the performance of his abilities. 
  A character may choose to exert himself after his Fatigue Points are reduced to 
  zero for a period during which he would normally expend (if he had them) 
  one-half his initial Fatigue Points (round down). Unless he succeeds in a 
  Willpower Check every (2 x Endurance) minutes, he will collapse if he reaches 
  or tries to exceed this limit. An exhausted character must sleep for as much time 
  as he was performing at least light exercise while exhausted before he may 
  recover any Fatigue Points (see 156.7). 
  If an exhausted character wishes to engage in Strenuous Exercise, he must 
  succeed in a separate Willpower Check. 
  Add one for each half-hour (or fraction thereof) that a character has been 
  exhausted to any percentile roll to resolve the use of one of that character’s 
  abilities (e.g., to strike a blow during combat). 
  [156.7] A character may regain Fatigue Points by resting or eating a 
  hot meal. 
  A character may never have a Fatigue Point total greater than his Fatigue value. 
  A character recovers Fatigue Points according to the following schedule: 
  Activity 
  Fatigue Points/hour 
  Relaxation 
  1 
  Nap 
  2 
  Sleep 
  3 
  Eat Hot Meal 
  2 
  1. A character’s Fatigue Point total may benefit from a hot meal no more than 
  three times during a 24 hour period, and each time must be separated by at least 4 
  hours. 
  2. If a character’s Endurance is less than 10, he recovers one-half of a Fatigue 
  Point less per hour or meal, and if his Endurance is less than 5, he recovers one 
  less Fatigue Point. However, a character must always recover a minimum of 
  one-half a Fatigue Point when resting. 
  3. If a character’s Endurance is from 21 to 30, he recovers an additional one-half 
  of a Fatigue Point per hour or meal. Each succeeding ten point Endurance bracket 
  carries an additional one-half Fatigue Point per hour or meal bonus. 
  [156.8] The weight borne by a character may temporarily reduce a 
  character’s Agility. 
  Follow this procedure: 
  1. Cross-reference the character’s Physical Strength and the weight he is carrying. 
  2. Read down this column until it intersects with the row which reads “Agility 
  Loss.” 
  3. Deduct the resulting number from the character’s Agility until there is a change 
  in the weight he bears (at which point the subtraction must be recalculated). 
  A character is considered to have a minimum Agility of 1 for all other game 
  functions. The character’s current Agility is used as a basis for determining his 
  TMR. 
  [156.9] Fatigue and Encumbrance Chart 
  Use the procedure in rule 82.5 to use this chart. 
  PS 
  Weight of Load (lbs) 
  Max 
  3-5 
  0 
  0 
  0 
  10 
  18 
  25 
  35 
  40 
  50 
  6-8 
  0 
  0 
  10 
  15 
  20 
  30 
  50 
  60 
  75 
  9-12 
  0 
  10 
  15 
  20 
  30 
  50 
  70 
  80 
  100 
  13-17 
  10 
  15 
  20 
  30 
  50 
  70 
  90 
  100 
  125 
  18-20 
  15 
  20 
  30 
  40 
  60 
  90 
  120 
  130 
  150 
  21-23 
  20 
  30 
  50 
  60 
  80 
  120 
  160 
  170 
  200 
  24-27 
  30 
  40 
  60 
  70 
  100 
  140 
  180 
  190 
  225 
  28-32 
  40 
  50 
  80 
  90 
  120 
  160 
  200 
  210 
  250 
  33-36 
  50 
  60 
  100 
  120 
  160 
  200 
  240 
  250 
  275 
  37-40 
  60 
  70 
  120 
  150 
  190 
  225 
  270 
  290 
  325 
  Weight of Load (lbs): The weight, in pounds, that a character is carrying, 
  rounded off to the nearest entry on the appropriate Physical Strength (PS) row (if 
  the weight is exactly between two entries, use the greater one). The Basic Goods 
  List (see rule 81.4) should be used to calculate total weight. 
  NOTE: A mount can carry weight for a character while he is riding. 
  Max: The maximum load, in pounds, that a character can carry for a sustained 
  period of time. 
  Exercise 
  Rate 
  Fatigue Point Loss/Hour 
  Max 
  Light 
  0 
  0 
  0 
  0.5 
  0.5 
  1 
  2 
  3 
  5 
  Medium 
  0 
  0 
  0.5 
  0.5 
  1 
  1 
  3 
  4 
  6 
  Hard 
  0.5 
  0.5 
  1 
  1 
  2 
  3 
  5 
  6 
  8 
  Strenuous 
  2 
  2 
  3 
  3 
  4 
  5 
  6 
  7 
  9 
   
  Agility Point Loss in Combat 
  Max 
   
  0 
  1 
  2 
  3 
  5 
  7 
  9 
  10 
  12 
  Rate of Exercise: See rule 82.1. 
  Agility Points Lost: The temporary Agility Point loss suffered by a character 
  toting the given weight in combat. 
  157. Adventure Actions 
  There will be very few player characters who will not be adventurers, in the full 
  sense of the word. Consequently, these rules have concentrated on those 
  segments of life of which adventurers will partake most often. The clearest 
  portrayal of the dramatic difference between routes a character can take to 
  success in his vocation is in the skill descriptions. However, that Section does not 
  include the common denominator between player characters: abilities that are 
  always possessed by all adventurers. These abilities are described in this section. 
  
  PAGE 158 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [157.1] An adventurer is able to perform actions necessary to 
  survival in his profession in an efficient manner. 
  It is to be assumed in all rules concerning the amount of activity an adventurer 
  may accomplish that adventurers are an above average lot of people and should 
  not be compared to present day humans. Also, when compared to 
  non-adventuring members of their respective races, adventurers have, on the 
  average, 50% higher numerical totals in all characteristics. 
  Unless rules specify an amount of time an activity takes to perform (picking a 
  lock, for example), the game master should always give the benefit of the doubt 
  as to the characters’ efficiency, perseverance, reaction time, etc., whenever these 
  qualities are called into play. 
  [157.2] An adventurer will use horsemanship to direct animals 
  which he rides. 
  An adventurer may use his horsemanship with any animal or monster which he 
  would ordinarily ride (such as horses, donkeys, camels, elephants, etc.). 
  Enchanted or Fantastical monsters do not necessarily fall into this category, and 
  the game master must make rulings governing these situations. 
  The character’s player will roll percentile dice whenever his horsemanship is 
  called into play. A character’s horsemanship is equal to [modified Agility + 
  Willpower)÷2+(Rank×8)]. In the above equation, round all fractions down. The 
  type of mount a character is riding will modify his horsemanship as follows: 
  Donkey 
  -10 
   Palfrey 
  +15 
  Mustang 
  -12* 
   War horse 
  -5* 
  Quarter horse 
  -10 
   Camel 
  -15 
  Dire Wolf 
  -10 
   Mule 
  -8 
  Draft Horse 
  -5 
   Pony 
  +10 
   
   
   Elephant 
  -10 
  * 
  -rating unless trained by rider; in that case, 0. 
  The game master should also take into account the familiarity the character has 
  with the individual animal type and apply modifiers thereby (i.e., the first time a 
  character finds himself atop a camel should be worth at least an additional -15). 
  A character’s horsemanship is called into play whenever he wishes his mount to 
  perform an unusual or difficult action. Also, every Pulse in combat a 
  horsemanship roll must be made. Any mount can be directed into moving at a 
  walking pace or even a brisk trot; an unusual or difficult action would be to break 
  into a gallop or charge, jump an obstacle, etc. During combat, horsemanship is 
  called into play during every Pulse to: a) keep the mount controlled, b) regain 
  control if it is lost, and c) direct the mount to take any specific Action. Remember 
  only a War horse can be directed to enter into Close Combat by its rider, and all 
  other mounts will only attack if directly assaulted. 
  A successful roll (equal to or less than the modified percentage) will result in the 
  mount obeying the directions of the rider. A roll above the modified percentage 
  but less than the modified percentage +the rider’s Willpower indicates the mount 
  either does nothing or continues to do whatever it was doing. A roll above both of 
  these indicates the mount will either disobey the rider, buck, attempt to throw the 
  rider, or some other unpleasant result. The actual occurrence must be decided by 
  the game master and should become worse the farther the roll is above the 
  modified percentage. 
  If the game master judges the rider has totally lost control of his mount, the rider 
  may take no other action until he has regained control (presuming he managed to 
  stay mounted). 
  Using horsemanship while in combat may be done in combination with any other 
  Action. 
  A trained horseman receives certain abilities as he rises in Rank: 
  Rank 
  Ability 
  3 
  May use two-handed weapons 
  5 
  May fire a weapon while moving 
  7 
  May use two one-handed weapons at once 
  [157.3] An adventurer can use stealth to move as soundlessly and 
  unobtrusively as possible. 
  An adventurer may use his stealth ability only if he has adequate cover (i.e., 
  space in which to conceal or obscure himself) in the area he wishes to traverse, he 
  is appropriately clad (e.g., not in plate armour or luminescent clothing), and he is 
  not currently under observation by the being(s) from whom he is attempting to 
  conceal his presence. 
  The game master will roll percentile dice to determine if a character is able to use 
  his stealth ability successfully. The game master only makes such a check if there 
  is a reasonable possibility that the character could be detected. The game master 
  makes one check each time the character attempts one continuous action, or each 
  time an unexpected change of condition has a significant effect upon the 
  character’s chance of remaining hidden (e.g., one of the beings under surveillance 
  heads for a room which happens to be through the doorway in which the 
  .character is hidden). The game master may modify the success percentage. 
  A character’s base chance of using his stealth ability is ([3 x Agility]+[5 x 
  Rank])%. The greatest Perception value of the beings who may be able to 
  discover the character using the stealth ability is subtracted if those beings are 
  unaware of the character’s presence, or three times that Perception value if they 
  are. If the game master’s roll is equal to or less than the success percentage, the 
  character is undetected. If the roll is between the success percentage and that 
  percentage plus the character’s Agility, he has made a slight noise or given a 
  being a glimpse of himself, and may be (at the discretion of the game master) 
  discovered. If the roll is greater than or equal to the success percentage plus the 
  character’s Agility, he has been discovered. 
  [157.4] During the course of his adventures, an adventurer will need 
  to travel rapidly overland. 
  Overland movement rates and the Fatigue expenditure of that movement is 
  detailed in the Overland Movement Chart. 
  [157.5] Overland Movement Chart 
   
   
   
   
  Rate of Exercise… 
  Terrain 
  Light 
  Medium 
  Heavy 
  Strenuous 
  Cavern 
  5/- 
  10/- 
  15/- 
  20/- 
  Field 
  15/15 
  25/25 
  30/40* 
  35/50* 
  Marsh1 
  -/- 
  5/5 
  10/10* 
  15/15* 
  Plain 
  15/15 
  25/25 
  30/40* 
  40/50* 
  Rough2 
  10/5 
  15/10 
  20/15* 
  25/- 
  Waste3 
  10/5 
  15/10 
  20/10* 
  -/- 
  Woods4 
  10/5 
  15/10 
  20/15* 
  25/- 
  * 
  In these exercise rate categories, horses’ maximum rates will deteriorate 33% per day. 
  They can travel at these rates for approximately 4 consecutive days and then they will 
  die. 
  The number before the slash indicates movement in miles per day on foot; the 
  number following the slash indicates mounted movement (assuming horses). 
  Rates for other animal types must be adjusted by the game master. The day 
  assumes a total of 8 hours marching. Effects of adverse weather must be 
  adjudicated by the game master. Any paths or roads negate the effect of other 
  terrain, and the Plain movement rates are used. (-): Movement type impossible at 
  this exercise rate. 
  1. Movement rates assume some sort of passable terrain; total swamp is 
  impassable except (sometimes) by canoes. 
  2. If terrain is mountainous, halve rates on foot and prohibit mounted movement. 
  3. If terrain is desert, the game master should apply strictures regarding the 
  effects of heat, dehydration, etc. 
  4. If terrain is deep Woods, halve the movement rates. 
  158. Consequences 
  The three spells and rituals described in this section are used by Adepts for 
  vengeance upon adventuring beings. Usually, magic is intended to cause an 
  immediate effect; the consequences of these abilities will, however, dog the 
  unfortunate adventurer for great lengths of time. The cost to use these powerful 
  magics is high: the caster must either make personal sacrifices, or spend a great 
  deal of time to implement one spell or ritual. 
  [158.1] All spells and rituals given in a listing in this section can be 
  used by Adepts of any college. 
  Except where noted in the effects part of a description, an Adept casts the spells 
  and rituals herein via the usual procedures for magic (see section VI.). 
  [158.2] A geas is a compulsion laid upon a being. 
  Geas (Special Knowledge Spell) 
  Range: The caster must be able to clearly see and be able to communicate with 
  the person to be compelled. 
  Duration: Until removed, fulfilled or target dies 
  Experience Multiple: 250 
  Base Chance: Always successful (see below) 
  Resist: Must be accepted (see below) 
  Effects: A geas is an obligation to complete a quest, an injunction against the 
  performance of a particular action, or a requirement to respond in the same 
  fashion to particular stimuli. 
  A being to be compelled must acknowledge his acceptance of the geas. 
  Furthermore, the caster must believe that the being deserves the geas, or the 
  being must truly wish (i.e., is not forced by physical or magical means) to have 
  an unmerited gear placed upon him. The caster specifies the nature of the gear in 
  25 words or less, and the game master will use the most liberal interpretation of 
  that wording to the benefit of the compelled being. 
  A caster’s Rank with the geas spell does not affect his chance of casting the spell; 
  he is always automatically successful if he satisfies the prerequisites. The Rank 
  equals the effectiveness of the geas, expressed in percentage terms. If a geared 
  being directly contravenes the letter of a geas, he has a chance of dying equal to 
  the caster’s Rank with the gear spell at the time it was cast upon him. A 
  compelled being will begin to feel weak or ill when he first takes an action 
  counter to the restriction of the geas, and will become increasingly afflicted as he 
  pays less and less attention to the letter of the geas. There is no limit to the Rank 
  of a geas. 
  If the letter of a quest geas is fulfilled by the compelled being, he is no longer 
  subject to that geas. The other two types of geas (for and against a given action) 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 159 
  last indefinitely. A geas can be removed automatically by the one who placed it 
  upon the compelled being. A geased person cannot attempt to free himself from 
  the compulsion, but may have an Adept with Rank greater than that of his geas 
  try to do so. The Adept must inscribe a triangle about the compelled, and perform 
  the ritual of geas removal for 12 consecutive hours. If the triangle is silver, the 
  compelled being does not suffer the penalties for ignoring the gear during the 
  ritual. 
  The Adept attempting to remove the geas has a success chance equal to five times 
  the difference between his Rank with the spell and the Rank of the geas in 
  question. The game master rolls percentile dice: if the roll is less than or equal to 
  the success percentage, the gear is removed. If the roll is greater than the success 
  percentage, the Rank of the geas is increased by one. 
  Full Geas: If one has a Rank greater than 50 with the gear spell, he has the power 
  of full geas. A full gear can be placed upon a being without his consent, though 
  he may passively (but not actively) resist such a geas. Addition-ally, one with the 
  power of full geas may automatically remove (without the support of a triangle 
  and 12 hours of ritual) a gear which is at least 5 Ranks less than his Rank with the 
  spell. 
  [158.3] A minor curse causes its victim to suffer from a non-fatal 
  malediction. 
  The spells Evil Eye (G-9 of the College of Ensorcelments and Enchantments), the 
  Damnum Minatum (G-4 of the College of Black Magics) and backfire (see rule 
  46.) results greater than 60 are minor curses. 
  [158.4] A major curse is an insidious and deadly spell. 
  Major Curse (Special Knowledge Spell) 
  Range: (15×Rank)+20 feet 
  Duration: Until removed or target dies 
  Experience Multiple: 750 
  Base Chance: 15% (see below) 
  Resist: Both Passively and Actively (see below) 
  Effects: An Adept’s Endurance value is decreased by one whenever he inflicts a 
  major curse upon a being. There are several types of major curses: 
  Affliction: The Adept may choose to torment or kill his target. If the effects of 
  the affliction curse are intended to be deadly, the target may not die as a direct 
  result of the curse before (24-Rank) hours have passed. The following list of 
  sample affliction curses is provided to give the game master a guideline as to 
  what major curses should be allowed in his campaign. 
  1. Target becomes totally blind, deaf or mute. 
  2. Target becomes senile. 
  3. Target suffers from virulent disease (a favourite is open running sores). 
  4. Target is transformed into a frog or other small creature (the kiss of royalty of 
  the opposite gender will remove such a curse). 
  5. Target’s nervous system ceases to send impulses across his synapses (he 
  becomes completely numb). 
  6. Target falls into century-long sleep (the kiss of royalty of the opposite gender 
  will remove such a curse). 
  Ill Luck: Add two times the Rank the Adept has achieved with the major curse 
  spell to any percentile roll involving the target’s use of any of his abilities. This 
  may not be applied favourably. 
  Doom: A doom is a pronouncement, by the Adept, upon an event that will occur 
  in the target’s future 
  Example: “You will die by the hand of a loved one.” 
  The statement, which must be indefinite, will be true unless removed. The game 
  master should be careful as to what precisely he allows for dooms. 
  Death Curse: At the moment of his death, an Adept may automatically cast a 
  major curse (unless backfire occurs). The being at which it is cast may not resist 
  the curse. A death-curse must be an affliction, ill luck or doom. 
  Lycanthropy: Lycanthropy (see rule 140.) is considered a major curse. 
  [158.5] A Remove Curse Ritual is a Special Knowledge ritual that 
  can sometimes save a being from the consequences of a major or 
  minor curse. 
  Remove Curse (Special Knowledge Ritual) 
  Experience Multiple: 500 
  Effects: Every curse is rated by the Magical Aptitude (MA) of the Adept who 
  cast it. If the curse is natural (such as Lycanthropy), it is assumed to have a MA 
  of 20, unless the game master increases or decreases the potency of the curse. 
  Minor Curse: The Adept must inscribe a triangle or symbol of power about the 
  cursed being, and perform this ritual for six consecutive hours. The Adept’s 
  chance of removing the minor curse is equal to (15+[5×Rank]-[MA of curse])%. 
  Major Curse: The Adept must have a Magical Aptitude greater than that of the 
  curse. He must inscribe a triangle or symbol of power about the cursed, being, 
  and perform this ritual for eighteen consecutive hours. The Adept’s chance of 
  removing the major curse is equal to ([Difference in MA]+[2×Rank])%. If the 
  major curse is a death curse, add only one times the Rank. 
  When a ritual of curse removal has been completed, the game master rolls 
  percentile dice. If the roll is less than or equal to the success percentage, the curse 
  is removed. If the roll is between one and two times the success percentage, the 
  curse remains in effect. If the roll is equal to or greater than twice the success 
  percentage, the MA of the curse is increased by one. 
  Precious Metals: The use of triangles or symbols of power fashioned of varying 
  amounts of precious metals causes an addition to the success percentage, per the 
  following schedule: 
  Metal 
  Add 
  Cost 
  Silver 
  +3 
  1000sp 
  Gold 
  +7 
  10,000sp 
  Platinum 
  +10 
  15,000sp 
  Truesilver 
  +15 
  20,000sp 
  159. Recuperation and Upkeep 
  [159.1] The rate at which Endurance Points are recovered depends 
  on how active the injured being is. 
  If a being expends and/or loses no more than one-half his Fatigue Points (round 
  down) for three consecutive days, he regains one Endurance Point at the end of 
  the third day. Otherwise, he recovers an Endurance Point at the end of the 
  following (i.e., fourth) day. 
  If a being is given ministrations from a physicker’s kit, his body requires one less 
  day to regain an Endurance Point. 
  [159.2] Injuries which are not quantified as Endurance Point losses 
  (e.g., hamstrung muscles) heal at the same rate as they do in this 
  world. 
  The game master should assume that an Endurance value of 15 indicates a body 
  which heals in average time. Values greater than 15 will allow a being to heal 
  more quickly, while values lower than 15 will cause a corresponding extension to 
  the time required. 
  [159.3] A character must spend money between adventures on his 
  upkeep. 
  A player chooses a life-style for his character by the amount of money he has the 
  character spend on upkeep. 
  Life-Style 
  Expenses/Week 
  Subsistence 
  20 sp 
  Moderate 
  45 sp 
  Comfortable 
  65 sp 
  Expensive 
  100 sp 
  Extravagant 
  150+ sp 
  The above sums will purchase food and lodging for a week, including drinks at 
  bars, laundering of clothes, etc. Any permanent acquisitions (such as clothes and 
  furniture) must be paid for separately. 
  A character who lives at subsistence level temporarily reduces his Fatigue and 
  Endurance to three-quarters (round down) value. A character who cannot even 
  afford (or does not wish to pay for) that minimal expense temporarily reduces his 
  Fatigue and Endurance to one-half (round down) value. It can be assumed that a 
  destitute (or extremely penurious) character survives by rooting through garbage 
  heaps for his daily fare and sleeping in the cold outdoors. 
  160. How Experience is Gained 
  A character’s progress in his trade is measured in Experience Points, which are 
  gained at the conclusion of an adventure, and as a result of constant practice. The 
  game master is the sole dispenser of Experience Points; he makes his 
  determination of the award for each player character based on the following 
  rules. A character improves his abilities as he gains experience. 
  The game master is enjoined to keep his Experience Point awards within the 
  limits given here. A player wants a sense of accomplishment when he acts the 
  part of a character in a roleplaying game, and the game master should be 
  moderating partly for the purpose of giving a fantasy game an aura of 
  verisimilitude. The distribution of too many Experience Points to the player 
  characters will result in the characters becoming disproportionately powerful, and 
  therefore (goes the reasoning) the players have performed exceedingly well. This 
  short-term gain belies the long-term disservice the game master and players have 
  done to themselves: the exploits of the characters will have been cheapened by 
  the ease which one can become a mighty hero or wizard. 
  [160.1] The game master should make one set of Experience Point 
  awards for every five hours of effective play during one session. 
  The players are effectively playing their characters when the characters are 
  attempting to complete a mission (i.e., discounting time spent by players in eating 
  or arguing, or time spent by players on inconsequential activities). 
  The five hour measure of time is intended as a flexible guideline. If the game 
  master runs an especially long play session, he will probably want to reward the 
  players for their patience and sustained acting of their respective character parts. 
  The totals listed in rule 160.2 are also intended as guides for awards given during 
  an unfinished adventure. 
  
  PAGE 160 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  [160.2] The base Experience Point award for a character at the 
  conclusion of an adventure depends upon the character’s 
  proficiency and the success or failure of the common mission. 
  A character is considered to be at mercenary level until he graduates to 
  adventurer level. If such a character is with a party that fails (to accomplish their 
  mission) his base award is 600 Experience Points. 
  A character is considered to be at adventure level if he has at least 8 abilities 
  Ranked 4 or greater. If such a character is with a party that fails his base award is 
  1200 Experience Points. 
  A character is considered to be at hero level if he has at least 8 abilities Ranked 8 
  or greater. If such a character is with a party that fails his base award is 1600 
  Experience Points, 
  The base award for a character is doubled if the mission of his party succeeds. 
  NOTE: An ability is defined as anything a character can do that is Ranked, 
  including all languages, spells, talents, rituals, skills, weapons, etc. 
  [160.3] The base Experience Point award can be increased or 
  decreased by increments of 10% for special circumstances. 
  There are two categories for which a player character can gain or lose Experience 
  Points, depending on the player’s performances. A good/bad performance adjusts 
  the Experience Point (EP) total by 10%, an exceptional/terrible performance 
  adjusts the EP total by 20%, and an excellent/abysmal performance adjusts the 
  EP total by 30%. 
  1. How well or poorly the player portrays his character within the adventure. The 
  character will gain EP’s as the player adds new dimensions to his personality 
  and/or when he takes an action of note (which may be to the detriment of the 
  party) which illuminates an aspect of his personality. The character will lose EP’s 
  when the player has him perform in a manner inconsistent with his stated purpose 
  or beliefs. Also crucial in this regard is for a character to act with all the 
  knowledge (or, more importantly, lack thereof) which he would actually become 
  privy to. 
  2. How well the character performs while executing his duties as an adventurer. 
  Thus, the fighter who stands up to the gryphon to allow his companions to 
  escape, the thief who disarms the trap in time, the Adept whose spell work was 
  crucial to the success of the adventure, all these should be given bonuses. 
  Similarly, failure in one’s appointed job should deserve a penalty (if failure 
  wasn’t enough penalty in and of itself). The game master should award these with 
  care and be conservative else other players feel cheated due to the lucky rolling 
  of one player. 
  [160.4] A character can gain Experience Points for practicing his 
  abilities while not on an adventure. 
  Proficiency Level 
  EP/Day 
  Mercenary 
  15 
  Adventurer 
  30 
  Hero 
  50 
  161. How Experience is Used 
  The player adds Experience Points awarded to his character to the Experience 
  Point Brink on his Character Record. If the character has spent the requisite 
  amount of time and Experience Points to improve in an ability or vocation, the 
  player notifies the game master, debits the Bank, and adds to the Rank or index. 
  A player may expend earned Experience Points for his character anytime but 
  when on adventure. A player may not spend Experience Points not in his 
  character’s Bank; once a decision has been reached about where Points are to be 
  allocated, they may never be recovered. 
  The player translates Experience Points into increases in Rank or to indices (e.g., 
  characteristics) for his character. All Experience Point costs may be found on the 
  Experience Point Cost Chart (see rule 161.7) or in spell and ritual descriptions 
  (see section VI.). 
  [161.1] Experience Points costs may be modified by a character’s 
  race (see 6.), but the time required to gain Rank is invariable. 
  A player may declare that his character is beginning to spend the necessary time 
  to improve in an ability or vocation before he gains the necessary Experience 
  Points. If the character does not have the correct amount of EP by the time he has 
  completed the first requirement; he has one month to gain that amount. If a 
  character gains the necessary EP within the one month time limit, he must spend 
  an extra day in study and/or practice to gain in Rank. Otherwise, the character 
  forfeits the time already spent. 
  A character must satisfy all requirements to increase his Rank by one in an ability 
  or skill before he again increases it by one. Thus, a character may never “skip” 
  Ranks. 
  A character must have attempted an ability or skill on the adventure previous to a 
  gain in Rank in that ability or skill. 
  [161.2] The value of a characteristic may be increased immediately 
  by the expenditure of the proper amount of Experience Points. 
  The players will note, if they study the Experience Point Cost Chart, that there is 
  a separate EP charge for the first point added to a characteristic and another/for 
  all subsequent points added to that characteristic. While a characteristic is less 
  than its original value, the player may pay the lesser of the two Experience Point 
  costs until he has restored the characteristic to its original value. 
  A characteristic value may never be increased during an adventure, and only by 1 
  point at a time between adventures, regardless of the amount of time or 
  Experience Points available. 
  [161.3] A character must spend Experience Points, time and money 
  to improve his Rank with a weapon. 
  A character is assumed to be unranked with any weapon until he improves it to 
  Rank 0 (zero). 
  A character must practice with a weapon for a number of weeks equal to two 
  times the Rank he is to achieve (e.g., 10 weeks to achieve Rank 5). He must 
  practice with an instructor of Rank at least equal to that which he seeks to 
  achieve for one of those weeks. Unless another player character is willing to 
  serve as instructor for a reduced fee, the character must pay (Rank squared×10) 
  Silver Pennies for the service. A character may practice with up to two weapons 
  at the same time. 
  [161.4] A character must spend money and time to learn a spell or 
  ritual, and Experience Points and time to increase his Rank with it. 
  A character begins knowing all General Knowledge Spells and Rituals of his 
  College. If, for some reason, he should forget such a spell or ritual, he may 
  re-learn it from a fellow Adept of his College for a fee of 100 Silver Pennies and 
  one week’s study. 
  A character does not know any Specialized Knowledge Spells or Rituals when he 
  begins. The character must spend a number of weeks equal to the ordinal number 
  of the spell (if it has one) divided by two (round up) to learn a specialized spell or 
  ritual. In addition, the character must pay (200×Ordinal Number) Silver Pennies 
  to an Adept who knows the spell. If a spell or ritual has no ordinal number 
  attached to it (those in rule 84., for example), it costs two weeks and 100 Silver 
  Pennies to learn it. 
  A character need not expend Silver Pennies to gain Rank with a spell or ritual 
  once it is learned, but he must study the spell for a number of days equal to the 
  Rank he is to achieve, and a ritual for a number of weeks equal to the Rank he is 
  to achieve. He need not study with an instructor. 
  A character may learn a Counterspell for a flat fee of 2000 Silver Pennies (a 
  Namer pays only 500 Silver Pennies) from one who knows the Counterspell. In 
  all other respects it is treated like a spell. 
  A character may study two spells or one spell and one ritual concurrently. He 
  may never study two rituals at the same time. The maximum Rank a character 
  may attain with any spell or ritual is 20. 
  [161.5] A character must spend Experience Points, time and perhaps 
  money to increase his Rank with a skill (see rule 8.6 and rule 91.). 
  A character must spend a number of weeks equal to the Rank he is to achieve 
  with a skill practicing it. He may wish to acquire the services of an instructor to 
  aid him in the learning process; this will cost him (150×Rank) Silver Pennies for 
  his mentor’s time, unless he can make a deal with a player character of 
  appropriate Rank. A player may practice up to two skills at the same time. If the 
  character is taught by someone of greater Rank in the skill, decrease any 
  Experience Point cost by 10%. 
  If the character learns from a book (the availability of which is up to the game 
  master), verbal descriptions or practices with someone of equal or lesser Rank in 
  the skill, any Experience Point cost is unmodified. 
  If the character practices with no useful outside assistance, any Experience Point 
  cost is increased by 25%. 
  This modification is applied in addition to any modifiers because of race. 
  [161.6] The abilities described in the Adventure rules are improved 
  in a manner similar to the abilities in other rules. 
  All spells and rituals described in Consequences (see rule 158.) are learned and 
  improved upon in the same manner as College magic (see rule 161.4). These 
  spells and rituals do not have to be used on adventure to be improved (exception 
  to rule 161.1). 
  The horsemanship and stealth abilities (see rule 157.2 and rule 157.3) are 
  considered to be at Rank 0 for all characters when they begin. They may be 
  improved immediately by the expenditure of Experience Points, provided it was 
  used on the previous adventure. 
  The game master and the players are encouraged to invent other Adventure skills 
  for their campaign. They should be fairly simple to use, easy to advance in Rank, 
  and be closely related to the world the game master has created. 
  [161.7] The requirements noted above for the advancement of skills 
  are ultimately up to the discretion of the game master. 
  The restrictions on ability advancement (time, teachers, Experience Point costs, 
  etc.) are all designed to control character advancement and retain the 
  verisimilitude of growing, evolving, persons. Characters which advance too 
  quickly soon become simply a group of skills, spells, and numbers rather than an 
  individual whose personality has had a chance to grow with his abilities. We want 
  no cardboard heroes in any DragonQuest campaign. On the other hand, 
  advancement which plods along (like the proverbial slow boat) leads to the worst 
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 161 
  situation of all—player boredom. Players who don’t feel as if their adventuring is 
  making any discernible difference in their characters will soon tire of what they 
  see as a “no-win” situation—they must gain Experience Points to advance their 
  skills, and Experience Points are closely tied in with success, and highly ranked 
  skills lead to successful adventures, but to raise their skills to a high rank they 
  must get good EP awards, but if the game master is very conservative in his 
  awards, why bother? 
  The game master should feel free to circumvent any strictures the above rules 
  have placed on ability advancement. If the character has performed in a manner 
  with his ability which the game master feels would merit either a reduction of the 
  time needed, the Experience Point cost, or the need for a teacher, he should allow 
  it. This relates performance in the campaign more closely with ability 
  advancement, which is all the Experience Points system attempts to do in the 
  abstract, anyway. These circumstances are totally under the auspices of the 
  individual game master and are his responsibility to deal out and balance. 
  [161.8] Experience Point Cost Chart 
  When a character desires to rise in Rank he consults the line appropriate to the 
  ability (Characteristic, Skill, Spell, Ritual) he has been practicing. He then 
  cross-indexes this row with the column for the Rank one greater than his current 
  Rank. The result is the number of Experience Points needed to rise from the 
  previous Rank to the new Rank. This total may be modified by the character’s 
  race (see rule 6.) and his condition when he attempts a Rank increase (see rule 
  91.). 
  Character Generation 
  See rule 87.2. 
  Characteristic 
  First Point 
  Each Extra Point 
  Fatigue 
  2500 
  2500 
  Endurance 
  5000 
  2500 
  Perception 
  1000 
  750 
  Other Characteristics 
  5000 
  5000 
  Magic 
  Whenever a character wishes to achieve the next Rank with a Talent, Spell, or 
  Ritual, multiply that Rank by the Experience Point Multiple of that Talent, Spell, 
  or Ritual. The result is the number of Experience Points to be expended. This 
  total may be modified if the ability to be raised is a General Knowledge Spell or 
  Ritual and the Adept’s MA is greater than 15. In that case, for every point above 
  15, the total EP cost is reduced by 5% (see rule 161.4). 
  Example: Achieving Rank 3 with a spell whose Experience Point Multiple is 300 
  by an Adept with an MA of 19 costs 720 Experience Points [(300×3)=900, 
  (900×80%)=720]. 
  Adventure 
  The Experience Point costs for Spells and Rituals are described in Consequences (see rule 158.): See Magic above. For others, see rule 161.6. 
  Rank � 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Stealth 
  0 
  500 
  1000 
  1500 
  2000 
  2500 
  3000 
  3500 
  4000 
  4500 
  5000 
  Horsemanship 
  0 
  125 
  250 
  375 
  500 
  625 
  750 
  875 
  1000 
  1125 
  1250 
  Combat 
  Some weapons are limited insofar as the Rank which a character may achieve with them is concerned. A “—“ indicates that the Rank cannot be achieved with that 
  weapon. 
  Swords 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Dagger 
  25 
  25 
  50 
  100 
  200 
  400 
  700 
  1500 
  3000 
  4000 
  — 
  Main-Gauche 
  50 
  50 
  100 
  200 
  400 
  1100 
  1500 
  3000 
  3000 
  3000 
  4000 
  Short Sword 
  100 
  100 
  200 
  400 
  700 
  1500 
  3000 
  — 
  — 
  — 
  — 
  Falchion 
  25 
  25 
  50 
  100 
  200 
  400 
  700 
  1500 
  3000 
  — 
  — 
  Scimitar 
  100 
  100 
  200 
  400 
  700 
  1500 
  3000 
  3000 
  3000 
  — 
  — 
  Tulwar 
  100 
  100 
  200 
  400 
  700 
  1500 
  3000 
  3000 
  3000 
  — 
  — 
  Rapier 
  200 
  200 
  200 
  200 
  200 
  500 
  500 
  2000 
  4000 
  4000 
  3000 
  Sabre 
  150 
  150 
  200 
  500 
  1000 
  2000 
  2000 
  2000 
  — 
  — 
  — 
  Broadsword 
  50 
  50 
  100 
  200 
  400 
  700 
  1500 
  — 
  — 
  — 
  — 
  Estoc 
  75 
  75 
  150 
  200 
  500 
  1000 
  2000 
  4000 
  4000 
  3000 
  — 
  Hand-and-a-Half 
  100 
  100 
  200 
  400 
  500 
  900 
  1700 
  2000 
  — 
  — 
  — 
  Claymore 
  50 
  50 
  100 
  200 
  400 
  700 
  1500 
  1800 
  — 
  — 
  — 
  Two-Handed Sword 
  50 
  50 
  100 
  200 
  400 
  700 
  — 
  — 
  — 
  — 
  — 
   
  Hafted Weapons 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Hand Axe 
  100 
  100 
  200 
  500 
  1500 
  — 
  — 
  — 
  — 
  — 
  — 
  Battle Axe 
  75 
  75 
  150 
  200 
  500 
  1000 
  2000 
  4000 
  — 
  — 
  — 
  Giant Axe 
  75 
  75 
  150 
  200 
  500 
  1000 
  2000 
  4000 
  — 
  — 
  — 
  Great Axe 
  150 
  50 
  100 
  200 
  500 
  1000 
  3000 
  5000 
  — 
  — 
  — 
  Crude Club 
  25 
  25 
  50 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  War Club 
  25 
  75 
  150 
  300 
  500 
  700 
  — 
  — 
  — 
  — 
  — 
  Giant Club 
  25 
  75 
  150 
  300 
  500 
  700 
  — 
  — 
  — 
  — 
  — 
  Mace 
  50 
  50 
  100 
  200 
  400 
  700 
  — 
  — 
  — 
  — 
  — 
  Giant Mace 
  50 
  50 
  100 
  200 
  400 
  700 
  — 
  — 
  — 
  — 
  — 
  War Hammer 
  50 
  50 
  100 
  200 
  400 
  700 
  — 
  — 
  — 
  — 
  — 
  War Pick 
  75 
  75 
  150 
  200 
  500 
  1000 
  — 
  — 
  — 
  — 
  — 
  Flail 
  25 
  25 
  50 
  100 
  200 
  400 
  — 
  — 
  — 
  — 
  — 
  Morningstar 
  100 
  100 
  200 
  400 
  700 
  1800 
  — 
  — 
  — 
  — 
  — 
  Mattock 
  50 
  50 
  100 
  200 
  400 
  700 
  — 
  — 
  — 
  — 
  — 
  Quarterstaff 
  50 
  50 
  100 
  200 
  500 
  1000 
  2000 
  4000 
  4000 
  3000 
  — 
  Sap 
  25 
  75 
  150 
  250 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
   
  Pole Weapons 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Javelin 
  50 
  50 
  100 
  200 
  400 
  800 
  1400 
  2000 
  2000 
  2000 
  3000 
  Spear 
  100 
  100 
  200 
  400 
  700 
  1800 
  — 
  — 
  — 
  — 
  — 
  Giant Spear 
  100 
  100 
  200 
  400 
  700 
  1800 
  — 
  — 
  — 
  — 
  — 
  Pike 
  200 
  200 
  400 
  700 
  1500 
  3000 
  — 
  — 
  — 
  — 
  — 
  Lance 
  250 
  400 
  700 
  1000 
  1700 
  3500 
  — 
  — 
  — 
  — 
  — 
  Halberd 
  100 
  100 
  200 
  400 
  700 
  1500 
  — 
  — 
  — 
  — 
  — 
  Poleaxe 
  100 
  100 
  200 
  400 
  700 
  1500 
  — 
  — 
  — 
  — 
  — 
  Trident 
  200 
  200 
  400 
  800 
  1400 
  3000 
  — 
  — 
  — 
  — 
  — 
  Glaive 
  50 
  50 
  100 
  200 
  200 
  200 
  500 
  800 
  1500 
  3000 
  — 
  Giant Glaive 
  50 
  50 
  100 
  200 
  200 
  200 
  500 
  800 
  1500 
  3000 
  — 
   
  Missile Weapons 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Sling 
  200 
  200 
  400 
  700 
  1500 
  3000 
  3000 
  3000 
  3000 
  — 
  — 
  Short Bow 
  100 
  100 
  200 
  400 
  700 
  1500 
  3000 
  3000 
  3000 
  — 
  — 
  Long Bow 
  300 
  200 
  500 
  1000 
  2000 
  2000 
  2000 
  2000 
  3000 
  — 
  — 
  
  PAGE 162 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Missile Weapons 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Giant Bow 
  300 
  200 
  500 
  1000 
  2000 
  2000 
  2000 
  2000 
  3000 
  — 
  — 
  Composite Bow 
  200 
  200 
  400 
  700 
  1500 
  3000 
  3000 
  3000 
  3000 
  — 
  — 
  Crossbow 
  100 
  100 
  200 
  400 
  800 
  1000 
  — 
  — 
  — 
  — 
  — 
  Heavy Crossbow 
  100 
  100 
  200 
  400 
  800 
  1000 
  — 
  — 
  — 
  — 
  — 
  Spear Thrower 
  25 
  25 
  50 
  100 
  200 
  400 
  700 
  1500 
  3000 
  4000 
  5000 
  Blowgun 
  25 
  25 
  50 
  100 
  200 
  400 
  700 
  1500 
  3000 
  4000 
  5000 
   
  Thrown Weapons 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Throwing Dart 
  200 
  100 
  200 
  500 
  1000 
  2000 
  2000 
  2000 
  2000 
  2000 
  2000 
  Boomerang 
  100 
  300 
  500 
  1000 
  1200 
  1500 
  1500 
  1500 
  — 
  — 
  — 
  Grenado 
  25 
  50 
  75 
  100 
  150 
  — 
  — 
  — 
  — 
  — 
  — 
   
  Entangling Weapons 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Net 
  150 
  150 
  300 
  600 
  1300 
  — 
  — 
  — 
  — 
  — 
  — 
  Bola 
  200 
  200 
  400 
  700 
  1500 
  2000 
  5000 
  — 
  — 
  — 
  — 
  Whip 
  150 
  150 
  500 
  900 
  1400 
  2000 
  3500 
  4000 
  5000 
  5000 
  6000 
   
  Special Weapons 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Rock 
  25 
  25 
  100 
  150 
  200 
  300 
  500 
  — 
  — 
  — 
  — 
  Cestus 
  30 
  40 
  50 
  100 
  200 
  400 
  700 
  1500 
  3000 
  6000 
  — 
  Garrote 
  100 
  200 
  300 
  600 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  Shield 
  25 
  25 
  50 
  100 
  200 
  — 
  — 
  — 
  — 
  — 
  — 
  Unarmed Combat 
  150 
  300 
  450 
  600 
  800 
  900 
  1500 
  3000 
  4000 
  5000 
  4000 
  Skills 
  Rank � 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Speak Language A 
  200 
  75 
  125 
  300 
  550 
  850 
  1350 
  1700 
  2250 
  2900 
  3500 
  Read & Write Language A 
  250 
  100 
  150 
  350 
  700 
  950 
  1500 
  1850 
  2500 
  3200 
  4000 
  Alchemist 
  800 
  350 
  1200 
  2650 
  4350 
  6500 
  8650 
  11100 
  12750 
  14500 
  17000 
  Assassin 
  600 
  250 
  750 
  1700 
  2900 
  4200 
  5750 
  7550 
  9500 
  11700 
  14100 
  Astrologer 
  400 
  150 
  500 
  1150 
  2050 
  3100 
  4400 
  5900 
  7500 
  9400 
  11500 
  Beast Master C 
  600 
  250 
  750 
  1650 
  2800 
  4300 
  5600 
  7350 
  9300 
  11400 
  13750 
  Courtesan B,D 
  250 
  100 
  200 
  500 
  950 
  1450 
  2050 
  2800 
  3600 
  6300 
  8000 
  Healer 
  1000 
  400 
  1600 
  3500 
  5800 
  8400 
  11400 
  14700 
  18500 
  22500 
  26750 
  Mechanician 
  600 
  250 
  650 
  1500 
  2600 
  3900 
  5300 
  7000 
  8850 
  10900 
  13000 
  Merchant E 
  300 
  125 
  300 
  850 
  1400 
  2200 
  3400 
  4200 
  5300 
  6800 
  9500 
  Military Scientist 
  300 
  125 
  350 
  950 
  1500 
  2350 
  3100 
  4150 
  5400 
  6750 
  10000 
  Navigator 
  400 
  150 
  400 
  900 
  1550 
  2400 
  3350 
  4450 
  5750 
  7100 
  10500 
  Ranger 
  600 
  250 
  800 
  1650 
  2750 
  4100 
  5650 
  7350 
  9300 
  11400 
  13250 
  Spy F 
  500 
  200 
  600 
  1400 
  2400 
  3600 
  5000 
  6600 
  8400 
  10400 
  12600 
  Thief F 
  750 
  300 
  1050 
  2350 
  4000 
  5750 
  7900 
  10250 
  12900 
  14850 
  16000 
  Troubadour G 
  250 
  100 
  200 
  500 
  1050 
  1450 
  2100 
  2800 
  3900 
  4600 
  7000 
   
  A. If the character is more proficient at speaking a language then reading and 
  writing in that same language, then the cost to rise in Rank for reading and 
  writing is halved, until the Ranks are equal. the reverse is also true. See rule 92.2. 
  B. Depending on the character’s personal characteristics the Courtesan may pay 
  10% more, or maybe even 10% less, Experience Points to rise in Rank. See rule 
  97.1 for an account of the specific conditions. 
  C. A Beast Master may acquire the ability to train additional types of creatures 
  after he reaches Rank 10 through the expenditure of additional Experience Points 
  (see rule 96.3). 
  D. Once a Courtesan has reached Rank 10, he may expend 1000 extra Experience 
  Points per ability in order to gain additional abilities within his profession (see 
  rule 97.2). 
  E. After attaining Rank 10 the Merchant may expend additional Experience 
  Points in expanding the list of his areas of expertise (see rule 100.6). 
  F. If a character is more proficient at thieving than spying, then the cost to rise in 
  Ranks in spying is halved, until the two Ranks are equal. The reverse is also true 
  (see rule 102.1). 
  G. After attaining Rank 10 it is possible for the Troubadour to add more abilities 
  to his repertoire through the expenditure of 500 Experience Points per ability (see 
  rule 103.1). 
   
  
  DRAGONQUEST 
  SECOND EDITION, REVISED 
  PAGE 163 
  XI. FRONTIERS OF ALUSIA 
  170. Introduction 
  The Frontiers of Alusia is the first in a series of campaign guides designed 
  primarily for use with DragonQuest. The map was developed to fulfil the 
  functions outlined in rule 77.3 of the DragonQuest rules, and the Travel Guide 
  describing the features on the map is keyed to those rules. The Frontiers of Alusia 
  is fully compatible (with some alteration) with all currently available Fantasy 
  RPGs, but it is not a stand alone product. You must have DragonQuest or some 
  other FRP game to use the map. 
  The area portrayed in The Frontiers of Alusia is a semi-explored border area 
  between the Confederated Baronies to the north and the ancient and decadent 
  kingdoms of the south. To the east lies the great Sea of Grass, a vast steppe 
  inhabited by savage nomads, and to the west is the limitless Alusian Ocean. 
  Subsequent maps in this series will portray these areas and will connect directly 
  with the map showing the frontiers. Eventually, it is hoped to portray an entire 
  continent in this manner and to include in future revisions of this book 
  information on the history, religions, economies, political systems, and social 
  structures prevalent on that continent. 
  The complete Frontiers of Alusia package contains these rules, a Travel Guide 
  comprising descriptions of the areas portrayed on the map, and the map of Alusia 
  itself. 
  172. How to Use the Map 
  The map is designed for use by a GM to plan out his campaigns and adventures 
  in a semi-settled and vaguely civilized portion of a fantasy world. These rules and 
  descriptions provide a general framework describing that area and include 
  significant details on some better known features, but much of the land portrayed 
  can be presumed to be terra incognito (named, but not really explored, let alone 
  settled). Accordingly, the GM has been left a great deal of latitude in determining 
  the actual nature of many areas of the map. While an effort has been made to 
  provide all manner of terrain typical to a fantasy world, there is certainly nothing 
  to prevent a GM from placing lost cities in appropriate places, locating 
  previously undiscovered fords, ferries, or footbridges (which may have been left 
  by the same people who built those lost cities), populating forests and mountains 
  with all manner of horrible and/or exotic entities, etc. 
  [172.1] Who Should See the Map? 
  Clearly, player characters entering the frontier area for the first time would have 
  no way of knowing much about the frontier. It can be presumed, however, that 
  some information would be available in the form of old diaries of the first settlers 
  or explorers, rough maps, and so on. Bearing these points in mind, GM's are 
  advised not to show the enclosed map to the other players, but to provide them 
  with the names and descriptions of known features as they would normally 
  acquire such knowledge in the course of the adventure. Further, GM's may wish 
  to roughly sketch out certain areas on a sheet of scratch paper and make these 
  unscaled sketches available to the players to represent the sort of primitive maps 
  of the frontier which might be available to the characters. 
  Players whose characters attain the use of the limited research facilities at a major 
  holding (Castle Chilton and Castle Brastor being the only such holdings actually 
  portrayed) might be given a look at the part of the GM's map most likely to be 
  well known at that holding. 
  Example: A character who visits Castle Chilton would probably obtain fairly 
  accurate information concerning Carzala, Swithan's Roughlands, part of the 
  Fastness of Girwyllan, The Sweet Riding, part of the Wilderlands of Gilarni (as 
  far east as, say, Finn's Waste), part of the Artusian Hills, and Ildrisholm and the 
  Brastor Holding. 
  [2.2] Using the Danger Table 
  The Travel Guide contains a description of each of the areas shown on the map. 
  Each description contains a summary of the area's salient characteristics in five 
  main categories followed by a short text detailing what is generally known (or 
  believed) about the area. 
  The five categories shown are all derived from the Danger Table (see rule 131.1) 
  in the DragonQuest rules. They include: Terrain Type (the basic type of terrain 
  or feature prevalent in the area); Danger Level (a one-word description of how 
  much danger of an unpleasant encounter the characters face in the area); 
  Encounter Frequency (the average length of time between Encounter Checks in 
  the area); Encounter Chance (the percentage chance of experiencing an 
  encounter of some sort during an Encounter Check); and Encounter Table 
  Modification (a number which is added to the chances of an encounter). 
  [2.3] Area Borders and Multiple Terrain Features 
  In most cases, the map makes it clear where one area ends and another begins. In 
  those cases where two areas or types of terrain infringe on each other, the GM 
  should feel free to call the hex in which the two meet either one or the other. 
  Alternatively, he may wish to average the characteristics of the two areas to 
  reflect the fact that terrain classifications and area borders tend to be arbitrary at 
  best and usually a gradual change is experienced when moving from one type of 
  terrain to another. 
  [2.4] River Encounters 
  River encounters should occur only when characters are actually near a river, not 
  when they occupy a hex containing a river but are some miles from that river. 
  The same is true (though less important) in the cases of oceans and lakes. 
  [2.5] Terrain Key 
   
  173. The General Region 
  The region portrayed in The Frontiers of Alusia is a thinly settled, semi-explored 
  wilderness. The only significant population centers are the Brastor Holding and 
  the Barony of Carzala, which conduct trade with each other via the Sweetwater 
  (downriver to Carzala) and across the Sweet Riding (upriver to the Brastor 
  Holding). The Castellan of Brastor is bound by fealty to the Baron of Carzala, 
  and the two form a single economic and political unit. 
  The remainder of the region is thinly settled by humans along the coast and the 
  more accessible stretches of river. Small tribes of Fairy Folk, Earthdwellers, and 
  Giants are also scattered throughout the frontier, and the area abounds with all 
  manner of game (including many fantastical creatures). The Wilderlands of 
  Gilarni are lightly populated by small family groupings of Elves, and the Hills of 
  Aldri are generally considered sacred to their kind, but no major Elf kingdom 
  exists in the region covered by this map. 
  The region to the north, separated from the mapped region by the Wilderlands of 
  Gilarni, includes the Kingdom of Elfholm, with which little commerce is held, 
  and the Confederated Baronies, of which Carzala is the southernmost. 
  The human settlers of Carzala conduct a brisk sea trade with their northern 
  neighbors, and most adventurers are likely to begin their forays on the frontier 
  from the riverport of Seagate, the southern terminus of Confederation trade. 
  South of the region portrayed on the map are the kingdoms of Shorapur, 
  Izmiraldi, Ajepbar, Kirkuhl, and Sukhekorrum, the fabled “Five Sisters,” most of 
  whose history has been lost in the mists of time. Rich and decadent, the Five 
  Sisters have refrained from expanding northward during the last millennium 
  mainly out of a cultural malaise, but also because the vast Gatar Depression 
  forms a barrier against the march of large armies. 
  To the east lies the Sea of Grass, the westernmost marches of which appear on the 
  map. Popular legend has it that the sea goes on forever, but old maps show 
  mountains and forests almost a thousand miles inland from Panjari, though no 
  man except the savage nomads has penetrated that far inland since the great city 
  fell 1200 years before in the Wars of the Kinslaying. 
  The Brastor Holding is the major contact point between the Confederation and 
  the tribes of the interior, and there is an annual spring trade festival at the Chapel 
  Crossing on the Swan where the Horsepeople come to trade furs and buffalo 
  hides for tools and weapons of cold iron. 
  At other times of the year, the Castellan's Borderers patrol the Choth Gap to keep 
  small bands of nomad raiders from reaving in the Brastor Holding, and at these 
  times the way into the Sea of Grass is closed. 
  
  PAGE 164 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  West of the frontier is the Alusian Ocean, which is sailed by only the bravest men 
  since it is a wide grey sea subject to sudden storms that can last for weeks. Like 
  the Sea of Grass, the Alusian Ocean is said to be endless, though myth says that 
  beyond the ocean is the birthplace of man. 
  Detailed descriptions of each of these areas are provided in the Travel Guide (see 
  rule 174.). 
  NOTE: To locate a particular hex on the map (e.g., hex 39-095), read straight 
  across the hex row (indicated with a bold numeral) and read diagonally down the 
  hex column (indicated with an italic numeral) to the intersection of row and 
  column. 
  174. Travel Guide 
  The Sweetwater River 
  Terrain Type: River 
  Danger Level: Small 
  Encounter Frequency:72 
  Encounter Chance: 5% 
  Encounter Table Modification: -10 
  Named for its unique taste, the Sweetwater is said to run from the very centre of 
  the Sea of Grass all the way to Confederation Bay. It is fed within the region 
  portrayed by the Swan, the Wandle Rithe, the Gilder Rithe, the Champion, and 
  Rithe Regar. 
  Over a mile wide through most of its course, the Sweetwater cannot be crossed, 
  except by ferry or at one of the few fords where a horse can be swum across. The 
  old maps show the Sweetwater as the Schilkarsi River with its origin in a 
  mountain chain deep in the interior of the continent. 
  The Sweet Riding 
  Terrain Type: Plain 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 20% 
  Encounter Table Modification: +5 
  This wide valley of fertile grassland is the main communications and trade route 
  between the Brastor Holding and Carzala and is used by the Barons of Carzala as 
  an open range on which graze large herds of the famous Carzala Beeves and 
  much smaller (but infinitely more valuable) ramudas of Artusian Warhorses. 
  The Artusian Hills 
  Terrain Type: Rough (Mountainous) 
  Danger Level: Moderate 
  Encounter Frequency:24 
  Encounter Chance: 13% 
  Encounter Table Modification: +5 
  Outlaws inhabit these rugged hills through which travellers must pass between 
  the Brastor Holding and Carzala unless they go by river. The outlaws survive by 
  raiding trade caravans moving through the hills and sometimes even by raiding 
  into the Sweet Riding for horses and beeves. 
  The GM should modify the Encounter Table so that all humans encountered in 
  the hills will be either Merchants, Soldiers, or Brigands. 
  Carzala 
  Terrain Type: Fields 
  Danger Level: Low 
  Encounter Frequency: 168 
  Encounter Chance: 25% 
  Encounter Table Modification: -25 
  The Barony of Carzala is bounded on the east by the East Warding, a series of 
  low wooded hills which give into the Wilderness of Gilarni, in the west by the 
  Fastness of Girwyllan and Swithan’s Roughlands, in the north by Confederation 
  Bay, and in the south by the Sweet Riding. The Barony is an area of rich pastures 
  and fruitful ploughed fields which has grown up around the market town of 
  Seagate and the Castle Chilton. 
  In all, about 12,000 people make their homes within the Barony, 3,000 within 
  Seagate and the Castle itself. The largest towns outside of Seagate are Stonesboro 
  (pop: 1,100), Monck’s Corners (pop: 1,400), Seacroft (pop: 1,300), Crystal 
  Spring (pop: 1,200), and Venture (pop: 900). Slippery Rock, Arn’s Ferry, Bolton, 
  Southgate, Northfield, and Gugnir’s Hope each have a population of 400-600. 
  Castle Chilton is strongly built, moated and garrisoned by about 400 Housecarls 
  and 60 knights. Regar’s Keep is, if anything, even stronger, being built high on an 
  open hill with an excellent view of the surrounding countryside. The Keep is 
  served by 150 men-at-arms and a dozen knights drawn in rotation from Castle 
  Chilton. It is a base for mounted troops who patrol the Sweet Riding and the 
  Artusian Hills as protection against brigands. 
  A series of foot paths connect Regar with the rest of Carzala through the Fastness 
  of Girwyllan and lead to a number of secret caves which have been provisioned 
  and fortified in case of pressing need. The Encounter Frequency for Carzala does 
  not include encounters with peasants and soldiers. On the average, such 
  encounters will occur every 2 hours. 
  The East Warding 
  Terrain Type: Rough 
  Danger Level: Small 
  Encounter Frequency:72 
  Encounter Chance: 3% 
  Encounter Table Modification: -10 
  The East Warding has been lightly settled by retired men-at-arms from Carzala 
  who eke out a precarious existence by homesteading the hills under a grant and 
  subsidy from the Barony. 
  Since the Warding has long been cleared of most hostile entities who might be a 
  threat to Carzala, all encounters with humanoid non-humans should be changed 
  to -10 Human encounters. 
  Fastness of Girwyllan 
  Terrain Type: Rough (Mountainous) 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 25% 
  Encounter Table Modification: +10 
  The Fastness is a semi-mountainous area from which originates the fast running 
  Rithe Regar and the Unicorn River. High in the fastness above remote Tiana Falls 
  is an area of High Mana which has never been thoroughly explored due to the 
  ruggedness of the terrain. 
  Here, as in all rough areas, the presence of actual mountains in a hex increases 
  the Encounter Chance by 20. 
  Swithan’s Roughlands 
  Terrain Type: Rough 
  Danger Level: Small 
  Encounter Frequency:72 
  Encounter Chance: 3% 
  Encounter Table Modification: -10 
  First explored by the famous Ranger, Swithan, the Roughlands have long been 
  maintained in a virgin state by the Carzalas as a hunting preserve. The coastal 
  brushland which makes up the eastern part of the Roughlands abounds in Wild 
  Boar while the wooded hills of the main Roughlands offer some of the best stag 
  hunting in the Confederation. The ghost of Swithan, who disappeared in the 
  region 125 years ago and has never been found, is said to travel the Roughlands 
  assisting lost hunters and travellers. 
  Confederation Bay 
  Terrain Type: Ocean 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 25% 
  Encounter Table Modification: +5 
  The Bay extends off map to the north and is the main means of communication 
  with the Baronies to the north. The water is smooth here and the Bay suffers few 
  storms even in winter. Confederation Bay is not inhabited by Merfolk, and all 
  encounters with them should be changed to encounters with Confederation 
  merchant ships. 
  The Plain of Desai 
  Terrain Type: Plain 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 20% 
  Encounter Table Modification: +5 
  This great plain was first explored by Branden Ab Lyr a century before the 
  settling of Seagate. Branden named the plain for his wife, Desai, who 
  accompanied him on the expedition. Most of the surrounding features were also 
  named by Branden either for himself or his relatives. The Forest of Arlynn was 
  named for a daughter; Bolton Bay for his first-born son; the Ford of Girwyllan 
  and the Fastness of Girwyllan (which blocked his attempts to explore eastward) 
  after his brother who accompanied him as a captain; Lyr’s Crossing after 
  
  DRAGONQUEST 
  EXPLORING THE FRONTIERS OF ALUSIA 
  PAGE 165 
  Branden’s father; and, of course, Mount Branden and Loch Branden after the 
  great man himself. The Carzalas maintain a path between their holding and the 
  Plain of Desai and have, on occasion, hunted on the plain, but have shown no real 
  interest in exploring the area more thoroughly. 
  The Pallisades 
  Terrain Type: Rough 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 13% 
  Encounter Table Modification: +5 
  The Pallisades are a chain of hills which bound the western shore of Alusia, often 
  dropping a sheer 300 feet or more to the ocean. They have never been explored, 
  though Branden did name the highest point of the region, which is visible for 
  scores of miles, after his wife. At the foot of these hills is Loch Branden, a deep 
  clear lake which is believed to originate from a spring-fed stream on Mount 
  Desai. The portion of the shore which is not part of the Pallisades is marshy and 
  covered with a curious spongy moss. The Pallisades are bounded on the north by 
  Swithan’s Cove and on the south by Bolton Bay, both of which provide gentle 
  shingle beaches for landings and sheltered anchorages. 
  Isle of Garax 
  Terrain Type: Rough 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 3% 
  Encounter Table Modification: -10 
  The island was once an outpost of Panjari, but has long since been haunted by 
  some horrible menace which seems to appear regularly, according to some 
  mystical or magical instruction. Recently, the island has become the abode of a 
  reclusive Illusionist and his daughter. The Illusionist’s household servant makes 
  infrequent appearances at Seacroft to purchase supplies, but is unwilling to 
  answer questions or supply information concerning the island or his master. 
  The Hills of the Halfborn 
  Terrain Type: Rough 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 25% 
  Encounter Table Modification: +10 
  Like the Pallisades, these are coastal hills with some semi-mountainous areas. 
  These hills are inhabited by an ancient tribe of Neanderthal-like cannibals who 
  will stalk and eat trespassers. 
  Forest of Arlynn 
  Terrain Type: Woods 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 25% 
  Encounter Table Modification: +5 
  As per DragonQuest, add 10 to the Encounter Chance for all hexes which are 
  Forest instead of Woods. The Forest of Arlynn is only lightly explored by men 
  and is a trackless wilderness said to be inhabited by large numbers of Unicorns. 
  All rolls of 100 or greater on the Encounter Table should lead to encounters with 
  Unicorns. Within the forest is a pond known for its colour as the Ruby Waters. 
  This pond is said to have healing properties, and knights and their ladies often 
  come from Carzala to bathe in its waters. 
  Rising out of the forest to the north is Mount Branden which, curiously enough, 
  is snow-capped year round. The Unicorn River which flows through the woods is 
  a small wild river which can be navigated only with great difficulty along most of 
  its length. 
  The Wilderlands of Gilarni 
  Terrain Type: Woods (Forest) 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 40% 
  Encounter Table Modification: +10 
  The Wilderlands of Gilarni is a vast, heavily timbered area separating Carzala 
  and the frontier from the Confederation proper. 
  The Forest hexes in the area have an Encounter Chance 10 greater than the 
  Encounter Chance for the Woods hexes. All Human encounters in the area should 
  be changed to +20 Elf encounters since the Wilderness is claimed by Elves and 
  generally inhabited mainly by them. Included in the region are a number of High 
  Mana areas and one Low Mana area, Finn’s Waste. The Waste is held by the 
  Arkanians, an obscure religious sect, to be consecrated ground, and they hold 
  quarterly festivals there lasting several days. 
  Lake Gordon, on the fringes of the Wilderness, is a favourite camping area of the 
  Castellan’s Borderers and the place they hold induction ceremonies for new 
  recruits. 
  The Hills of Aldri 
  Terrain Type: Rough (Forest) 
  Danger Level: Extreme 
  Encounter Frequency: 2 
  Encounter Chance: 40% 
  Encounter Table Modification: +10 
  Much of the Hills of Aldri is a High Mana area which is sacred to the Elves and is 
  accessible only from their kingdom via established paths. All encounters with 
  non-animals in the hills should be read as encounters with +20 Elves. The Wandle 
  Rithe and the Gilder Rithe both originate in these hills and feed the Sweetwater, 
  which is said to partake through these feeders some of the magic of the hills. 
  The Lesser Sylphs 
  Terrain Type: Rough (Mountainous) 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 3% 
  Encounter Table Modification: -10 
  These hills are inhabited primarily by Sylphs (from whence comes their name) 
  who are vaguely allied with the nearby Elves as well as the monks of Ildrisholm. 
  Results on the Encounter Table should be modified so that all encounters with 
  Humans are encounters with -6 Sylphs and all other humanoid encounters are 
  +10 Elves. 
  The Brastor Holding 
  Terrain Type: Fields 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 40% 
  Encounter Table Modification: -10 
  Established three score years before, the Brastor Holding has prospered beyond 
  all expectation as both a trading centre and a farming area. Running for 70 miles 
  along the Champion River, the Holding is home to 5000 souls, 1200 of whom 
  reside in Brastor Landing, which serves as the point of origin for all river trade 
  with Carzala. Charity, Emmitsburg, Lewiston, and Hugler’s Ferry each have 
  populations of 600-700. 
  Tobintown, Westgate, and The South Lending are lesser towns with populations 
  of less than 400 each. A small garrison of 120 men-at-arms and five knights is 
  always assigned to Castle Brastor. In addition, an elite unit of 90 Rangers (the 
  Castellan’s Borderers) under a captain are stationed in The South Lending in a 
  trio of log barracks. 
  The Rangers have the responsibility for patrolling the Eastmarch, an open plain 
  between the Holding proper and the Swan River, and for keeping nomad raiders 
  out of the Choth Gap. They maintain small, irregularly used encampments by 
  Lake Cordon, at the Chapel and Pardeau Crossings, and in the South Downs. 
  They also maintain a barracks in Tobintown as a base for expeditions against the 
  brigands in the Artusian Hills, though they are seldom called upon to mount such 
  operations. A vigorous militia usually does a passable job of guarding the 
  Holding and the grasslands of the Westmarch from rustlers and thieves. 
  Ildrisholm 
  Terrain Type: Rough 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 3% 
  Encounter Table Modification: -10 
  Named for one of the greatest mages of the College of Air Magics (and a heroine 
  of the Sylphs), Ildrisholm is a region of rugged hills (partially forested) and cliffs. 
  A small monastery housing a sect of Air Magicians and known to the locals as 
  “the Cloister” is located high in the hills and may be reached by a trail through 
  the Greenwood. A small amount of commerce passes along this trail from the 
  Brastor Holding. The Cloister and most of the immediate vicinity (including a 
  mountaintop reached by footbridge across the gorge of the Sweetwater) is a High 
  Mana area donated to the sect by the Sylphs in memory of Ildris. 
  The Greenwood 
  Terrain Type: Woods 
  
  PAGE 166 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 15% 
  Encounter Table Modification: -10 
  The South Downs 
  Terrain Type: Rough 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 3% 
  Encounter Table Modification: -10 
  Eastmarch 
  Terrain Type: Plain 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 10% 
  Encounter Table Modification: -10 
  All Human encounters should be with soldiers. 
  Westmarch 
  Terrain Type: Plain 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 10% 
  Encounter Table Modification: -10 
  Choth Gap 
  Terrain Type: Plain 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 20% 
  Encounter Table Modification: +5 
  The Sea of Grass 
  Terrain Type: Plain 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 30% 
  Encounter Table Modification: +10 
  All Human encounters in the Sea of Grass should be with Reavers. The Reavers 
  dislike all Woods and are especially afraid of the Thornewood, and they will not 
  enter it willingly. 
  The Thornewood 
  Terrain Type: Woods 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 40% 
  Encounter Table Modification: +10 
  Covering an area of approximately 50 miles by 40 miles is the Thornewood 
  forest. It is located far to the east of civilized lands and is named for the large 
  number of Thorneapple trees which grow throughout it. 
  Due to the numerous and large thorns that grow on these trees, passage for 
  anyone not on foot is difficult. The fruit of the Thorneapple tree is considered 
  delicious to eat, but due to the number of thorns and the size of the spikes, they 
  are almost impossible to pick without permanently destroying the tree. 
   
  In addition to the Thorneapple trees, but much less commonly known, the 
  Thornewood is known for the Brotherhood of Gellen (Location 2 on the map 
  above), a Druidic Cult of Orcs that have called the Thornewood home for well 
  over a century. Treat all human encounters in the woods as encounters with the 
  Brotherhood of Gellen. Encounters with the Brotherhood rarely end with death 
  for the captives (at least not initially). Intruders are almost always taken back to 
  the village and used as sacrifices in their rituals. The other place of interest found 
  in the Thornewood is the Thornewood Orchards (Location 1 on map). The 
  Thornewood orchards can be found on the west side of the forest just before the 
  forest enters the hills. They are known throughout Alusia for the fine Thorneapple 
  wine and brandy they make. How they are able to pick the apples needed for the 
  wine and brandy has been a well guarded secret since the Orchard was founded 
  well over 45 years ago. 
  Locations of Interest 
  The Brotherhood of Gellen 
  The Brotherhood of Gellen was founded by Haxtor Gellen well over a century 
  ago. He was a Druidic Earth Adept that came to the Thornewood to escape 
  hanging by the people of the City of Braxtor for being responsible for a rather 
  large number of disappearances of the citizens of the city. Upon reaching the 
  Thornewood, he discovered a small tribe of primitive non-aggressive Orcs that 
  had made the area their home. He easily took control of the tribe and in a matter 
  of years had set to training those of the tribe that had the talent in the ways of 
  Druidic Earth Magics. It was slow at first as the Orcs were difficult to train, but 
  after several decades he had a small loyal group of Earth Adept followers. As 
  time passed and his apprentices were able to take on apprentices of their own, the 
  group grew. The tribe currently consists of 127 members, of which 34 are 
  practicing Earth Adepts. The reason for the uncommonly large amount of Orcs 
  with the potential for being an Adept, has to do with a pact Haxtor made with an 
  individual that was captured around 25 years ago and is now also a member of 
  the community although she is rarely seen by any in the community and lives 
  several miles away in her own home. The individual is a female that goes by the 
  name Shara Woodbinder who unbeknownst to any in the tribe except a select few 
  and Haxtor is an Adept of the College of Black Magics. During the pregnancy of 
  each Female Orc in the tribe, Shara, who is considered a wise sage to the local 
  populace, performs a blessing on the unborn child. The blessing is actually the 
  spell: Spell of Blessing on Unborn Child (S-11), and the characteristic modified 
  is always the Magical Aptitude of the child. 
  Due to her regular blessings on every unborn child now days, the percentage of 
  Orcs in the tribe with the potential for magic is expected to soar. Haxtor hopes 
  that within another 50 years close to 70% of the tribe will be Adepts of the 
  college. 
  Haxtor finds the Thornewood Orchards presence to be a Thorne in his side (no 
  pun intended). He feels the woods belong to him and his Brotherhood and the 
  presence of the Orchard is a direct threat to the Brotherhood. Unfortunately they 
  seem to have either a powerful magical ally or strong magical protections as the 
  two attempts he has made to purge the forest of the Orchard have resulted in utter 
  defeat for the Brotherhood. The last attempt was made 14 years ago, in which he 
  lost 4 of his more powerful Druids. So, for now, he waits until an opportunity will 
  present itself to him on how to deal with the situation. If anyone discovers how 
  the Orchard is protected and can learn how to deactivate or bypass the magic that 
  protects it, Haxtor would be willing to pay handsomely for the information. 
  
  DRAGONQUEST 
  EXPLORING THE FRONTIERS OF ALUSIA 
  PAGE 167 
  The Thornewood Orchard 
  The Thornewood Orchard is a prosperous business run by an ex-adventurer 
  called Kalen Brass. Many years ago while still young, he happened to be passing 
  through the woods on his way elsewhere and came upon a Dryad in need of help. 
  He successfully helped her and was rewarded with both her friendship as well as 
  the friendship of a grove of ancient Treants that lived in the area. It was many 
  years later that he returned to the Thornewood having recently retired from 
  adventuring. He used a good portion of the money he had gotten from his many 
  years as an adventurer to set up his current home and business. 
  With his family’s help as well as help from the Treants and other friends of the 
  Treants, it only took him a half a dozen years to establish himself in the wine and 
  brandy-making business. Today his Wines and Brandies are sought by all of the 
  finest homes in most cities in Alusia. Just how he has been able to pick the apples 
  from the Thorneapple trees remains a family secret to this day. 
  The secret has to do with the friendship he made many years ago. The actual 
  pickers of the fruit are the Brownies and Pixies of the forest. In return for doing 
  so, the Brass family throws them a grand party once a year with as much Wine, 
  Brandy and food as they can consume. The party lasts a week and is held after 
  the Thorneapple harvest is picked in the Grove of the Treants. 
  Wine is sold only by the bottle (Although you can buy as many bottles as you 
  desire) and the bottles are actually made here on the orchard as well. The sand for 
  the glass is brought in from a small quarry a few miles to the south. 
  The brandy is sold in varying amounts. Prices of the Wine and Brandy are as 
  follows. Note: This is the price if you purchase it at the Orchard. Prices in the 
  cities will be at least double if not more depending on how far away the city is 
  located from Thornewood Orchard. 
  Thorneapple Wine (bottle): 25 sp 
  Thorneapple Brandy (bottle): 18 sp 
  Thorneapple Brandy (5 gallon keg): 288 sp 
  Thorneapple Brandy (10 gallon keg): 550 sp 
  Thorneapple Brandy (25 gallon keg): 1,200 sp 
  Thorneapple Brandy (50 gallon keg): 2,000 sp 
  Large purchases (more than 500 gallons of brandy or more than 100 bottles of 
  wine or brandy) will also receive a discount starting at 5% and going up to 15% 
  at the most for really large orders. 
  NOTE: Orders for more than 1000 gallons of brandy or 200 bottles of wine must 
  be placed 1 year in advance. An average year will produce about 2000 bottles of 
  wine and 10,000 gallons of brandy (this is a large and successful business). 
  It should be noted that Haxtor Gellen is unaware of the grove of ancient Treants 
  and this is intentional on the parts of both the Treants and the Brass family. Much 
  of the help around the orchards as well as the protection the orchard received in 
  the past during Haxtor’s attacks came from the Treants. If Haxtor were to find out 
  about the Treant grove, he would almost certainly take steps to either try and 
  control them, or if that failed, to destroy them. 
  Flora/Fauna 
  Thorneapple Tree 
  The Thorneapple trees that grow abundantly in this region can only be found 
  here. From a distance, they look to be ordinary trees, but once one gets a closer 
  look, it becomes apparent they are anything but ordinary. 
  From about where the tree begins to branch, the limbs of the tree become covered 
  in long, sharp thorns. These thorns are each 2-4 inches long and have razor sharp 
  points. Due to the strength of the thorns and their sharpness, they make a very 
  desirable dart for use in blowguns. When the thorns are used in a blowgun, the 
  base chance of the blowgun is increased by +10. In addition to the thorns, the 
  even more prized item off the trees are the Apples. 
  While again from a distance, the fruit of the Thorneapple tree does resemble an 
  apple (hence the name) the fruit actually resembles a huge grape. They have a 
  thin yellow-green skin and the interior of the fruit is soft and succulent. 
  Surprisingly, with the large number of thorns that cover these trees, very few of 
  the fruit on the trees ever get damaged by these thorns. The thorns do make an 
  almost impossible task of picking the fruit though. For every attempt to pick a 
  piece of fruit from the tree, there is a BC 35% chance of taking D10-2 damage 
  from getting pricked by one or more of the countless thorns protecting the tree. 
  An average tree will produce around 200 apples per season. 
  Non-Player Characters 
  NOTE: The NPC information is provided separately for GMs who may want to 
  use these characters in a campaign. Players should consider checking with their 
  GMs before reading this section. 
  Haxtor Gellen 
  Race: Human, Adept 
  PS: 13  
  MD: 16  
  AG: 17  
  MA: 24 
  EN: 14  
  FT: 20  
  WP: 19  
  PC: 18 
  PB: 15  
  TMR: 5 
  Skills: Alchemist 5, Astrologer 2, Dagger 4 
  College: Earth Magics, Druidic 
  Spell 
  Rank 
  Spell 
  Rank 
  T-1 
  12 
  S-1 
  5 
  G-1 
  6 
  S-2 
  14 
  G-2 
  3 
  S-6 
  8 
  G-3 
  6 
  S-8 
  9 
  G-4 
  8 
  S-9 
  11 
  G-5 
  6 
  S-10 
  14 
  G-6 
  9 
  S-11 
  6 
  G-7 
  3 
  S-12 
  6 
  G-8 
  7 
  S-17 
  16 
  G-9 
  0 
  S-18 
  12 
  G-10 
  3 
  R-1 
  18 
  G-11 
  2 
   
   
  Q-1 
  8 
   
   
  Equipment of Note: Magic Robes (Prot 3, No AG mod), Magic Dagger (The 
  Sticker, D10+3 damage), Magic Ring (adds 2 Ranks to all Earth Magic Spells) 
  Personal Notes: Haxtor Gellen is a tall man with craggy features and weathered 
  skin. His hair is brown and has blue eyes. His clothing is often a set of brown 
  robes and he has a few pouches at his belt that he uses to either store herbs he 
  may find while out in the forest, or for keeping herbs he uses frequently. 
  When not dealing with his tribe is a ruthless uncaring individual. He views 
  anyone not part of the brotherhood as his enemy and will treat outsiders as such. 
  He rarely makes deals with anyone outside the brotherhood and on the rare 
  occasion where he makes a deal, is willing to break the deal at a moments 
  thought if doing so will better himself or the brotherhood. When dealing with the 
  brotherhood, he actually does care a great deal. What he has created here in the 
  brotherhood he considers his greatest accomplishment and he is willing to die to 
  defend it if necessary. 
  Haxtor is currently 134 years old although he looks to be in his early 40’s. He 
  himself is unsure why this is the case and why he still feels so young. Given his 
  current location though and his unwillingness to leave the tribe for an extended 
  period to search out the reason, finding out why he has lived so long and aged so 
  slowly is currently a low priority for him. 
  Shara Woodbinder 
  Race: Human, Adept 
  PS: 19  
  MD: 16  
  AG: 16  
  MA: 20 
  EN: 15  
  FT: 20  
  WP: 15  
  PC: 17 
  PB: 11  
  TMR: 5 
  Skills: Alchemist 5, Healer 2, Merchant 3, Thief 4, Dagger 7 
  College: Black Magics, Lesser Pact 
  Spell 
  Rank 
  Spell 
  Rank 
  T-1 
  8 
  S-1 
  0 
  T-2 
  4 
  S-2 
  8 
  T-3B 
  0 
  S-3 
  6 
  T-3D 
  3 
  S-4 
  1 
  T-3E 
  6 
  S-5 
  3 
  G-1 
  4 
  S-6 
  4 
  G-2 
  5 
  S-7 
  4 
  G-3 
  5 
  S-8 
  0 
  G-4 
  7 
  S-9 
  9 
  G-5 
  2 
  S-10 
  7 
  G-6 
  0 
  S-11 
  13 
  G-7 
  0 
  S-12 
  2 
  G-8 
  0 
  S-13 
  2 
  G-9 
  3 
   
   
  G-10 
  5 
   
   
  G-11 
  4 
   
   
  G-12 
  8 
   
   
  G-13 
  11 
   
   
  G-14 
  2 
   
   
  Q-1 
  13 
   
   
  Equipment of Note: Familiar (Black Crow) 
  Personal Notes: Shara Woodbinder is a short nondescript middle aged woman. 
  Time has not been kind to her nor has her profession. She wears dark clothes with 
  a few trinkets attached. Her hair is black with grey hairs interwoven and she has 
  brown eyes. 
  Shara has mixed feelings about her current position. In general, her role among 
  the brotherhood is performing spells that help the brotherhood and at least in her 
  mind “do good”. The reason she was forced to flee civilized lands in the first 
  place was because her natural inclination is to do just the opposite of this. She 
  delights in nothing more than watching people suffer. Not necessarily in watching 
  them die, but in watching suffering. It is for this reason that about a dozen years 
  ago, she moved out of the village itself and moved into an old abandoned stone 
  house about 3 miles from the village. The main reason she stays is two-fold. 
  Deep down she is a coward. 
  It is the main reason she has never made the greater pact. She feels at least at this 
  point, she can always abandon black magic if the need ever arose. By making the 
  greater pact however, she would irrevocably be forced down the dark path. She 
  also likes the security and safety of having the brotherhood so close. She has little 
  
  PAGE 168 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  to fear from outside sources, and on occasion, Haxtor will give her one of the 
  prisoners they catch periodically in the forest to do with as she pleases. She has 
  had a pair of manacles permanently installed in her home for occasions such as 
  these. 
  Kalen Brass 
  Race: Human, Merchant 
  PS: 22  
  MD: 18  
  AG: 19  
  MA: 5 
  EN: 23  
  FT: 23  
  WP: 18  
  PC: 20 
  PB: 14  
  TMR: 6 
  Skills: Merchant 7, Ranger 10, Estoc 7, Short Bow 8 
  Equipment of Note: Magic Estoc (BC 54%, D10+9 damage), Magic Ring (Prot 
  6, no Agility loss) 
  Personal Notes: Kalen is a happy, easy going individual. He is currently entering 
  his twilight years (age 86) but his mind is still sound and he is able to still drive a 
  hard bargain. He doesn’t do any traveling anymore, but does still do all 
  negotiations with anyone coming to the orchard to do business. 
  His wife of 48 years died 7 years ago and he still misses her deeply and talks 
  about her with anyone willing to listen. He is survived by 4 sons, 3 daughters and 
  14 grandchildren, of which 1 daughter, 2 sons and 4 grandchildren still remain at 
  the orchard and currently do most of the day to day business. 
  NOTE: The stats listed above represent him in his prime. All physical stats today 
  would actually be about 1/2 to 2/3 the numbers listed above. 
  Gerrik Brass 
  Race: Human, Merchant 
  PS: 20  
  MD: 17  
  AG: 19  
  MA: 8 
  EN: 22  
  FT: 22  
  WP: 15  
  PC: 15 
  PB: 17  
  TMR: 6 
  Skills: Merchant 7 
  Equipment of Note: None 
  Personal Notes: Gerrik Brass is a man in his late forties. He is about 5’8” and is 
  balding and in the past four or five years he has slowly begun to see his girth 
  grow. He is somewhat concerned over this, but as of yet, not so much as to 
  actually do anything about it. 
  Gerrik is the eldest son of Kalen Brass and currently is in charge of the orchard. 
  He is a hard worker and is as proud of the Orchard as is his father. When his 
  father passes on, it is assumed he will inherit the entire business. His brother and 
  sister that remained here to work as well have no problems with this as Gerrik is 
  a fair and honest person and has every intention of leaving everything the way it 
  is currently. He is also a wine connoisseur and has collected a fairly extensive 
  wine cellar located in the basement of the main house. He has wine’s from just 
  about every vineyard in Alusia as well as many from far away lands. When not at 
  work, he can often be found with his wife Elina and two children off exploring 
  the local area or having a picnic. 
  The Angarwold 
  Terrain Type: Woods 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 25% 
  Encounter Table Modification: +5 
  Vale of Morin 
  Terrain Type: Plain 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 30% 
  Encounter Table Modification: +10 
  Nestled in the Vale at the foot of the passes through the Mountain Wall from the 
  Gatar Depression are five ruined outposts (Pariegos, Angbar, Resmaldi, 
  Korsepolis, and Jungbar) which formerly served to guard the trade city of 
  Sumaldi from the depredations of the Horsepeople. But that was a millennium 
  past, when fair Panjari still stood and furs from the north were carried through the 
  desert to grace the bodies of noblewomen in the cities of the Five Sisters. Now, 
  only broken stones remain, and the Vale itself is said to be haunted by the ghosts 
  of generations of soldiers who perished in the wars against the Horsepeople. 
  Even the Horsepeople today shun the area. Treat all Human encounters in the 
  Vale as encounters with ghosts. 
  The Mountain Wall 
  Terrain Type: Rough (Mountainous) 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 25% 
  Encounter Table Modification: +10 
  The Mountain Wall is a jagged barrier wall of naked stone which drops hundreds 
  of feet into the Gatar Depression. It is barely habitable, and all non-animal 
  encounters in this area (and in the nearby Mountains of Marbak) should be re-
  rolled. 
  The Mountains of Marbak 
  Terrain Type: Rough (Mountainous) 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 25% 
  Encounter Table Modification: +10 
  See The Mountain Wall. 
  The Gatar Depression 
  Terrain Type: Waste 
  Danger Level: Low 
  Encounter Frequency: 168 
  Encounter Chance: 1% 
  Encounter Table Modification: None 
  Once a lowland sea, the Gatar Depression is now an arid waste of sand and salt 
  flats cut by a small number of trails which follow gravel beds and ridge lines. 
  Three oases are shown in the part of the Depression on the map: Tuath’s Rest, 
  Korvin’s Wells, and Sumaldi. The first two are nothing more than small 
  seasonally dry springs which permit a small amount of vegetation. The last is a 
  major area of greenery in the desert and contains the ruins of the once great 
  trading city of Sumaldi, the northern terminus of the caravan routes from the Five 
  Sisters. The ruins are generally uninhabited except for animals and Undead. All 
  non-animal encounters should be treated as encounters with an Undead of the 
  GM’s choice. Above Sumaldi is Argon’s Watch, a towering pinnacle of stone 
  from which one can observe the surrounding desert within a radius of almost 120 
  miles. The now disused caravan routes to the south pass beneath the shadow of 
  the watch. 
  The East Bounders/The West Bounders 
  Terrain Type: Rough (Mountainous) 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 25% 
  Encounter Table Modification: +10 
  The Bounders (both East and West) are composed of massive limestone hills and 
  mountains heavily spotted with caves which serve as nesting areas for Gryphons. 
  All humanoids avoid the areas, and humanoid encounters in either of the 
  Bounders should be read as encounters with Gryphons instead. 
  Gryphon Valley 
  Terrain Type: Plain 
  Danger Level: Extreme 
  Encounter Frequency: 2 
  Encounter Chance: 40% 
  Encounter Table Modification: +25 
  Gryphon Valley and the surrounding mountains make up a vast area in Alusia, 
  covering an area of approximately 100 square miles. It is a shallow valley named 
  for the creature that inhabits it. 
  Due to the large numbers of these creatures that inhabit the valley, it is also 
  almost totally uninhabited by humanoid life. As such, all non-animal encounters 
  in the region as well as the surrounding mountains should read as encounters with 
  Gryphons. The area known as Gryphon’s Gate, should use the encounter tables 
  from Gryphon Valley. 
  
  DRAGONQUEST 
  EXPLORING THE FRONTIERS OF ALUSIA 
  PAGE 169 
   
  If it wasn’t for the Gryphons themselves, this valley would be a very pleasant 
  place to live. It is warm much of the year and the soil is rich and fertile. By the 
  time summer comes to an end, the plains grasses of the land reach a height of 4-5 
  feet throughout much of the valley. It is over and in these grasses that the 
  Gryphons spend much of their days, either searching for prey or feasting on their 
  catches. In the evening, they return to their nests located in the mountains that 
  surround the valley. It is only because of the richness of the valley that an animal 
  population can still survive and actually prosper even with the heavy hunting of 
  the Gryphons of the area. 
  Other than the vast sea of grass, there are only a few points of interest in the 
  valley. The first is a ruined village called Stony Meadows and is near the point on 
  the map called Stony Ford and the second is located at the point called Gryphon’s 
  Gate. 
  Stony Meadows 
  This is the location of the first (and only) known attempt of settling the valley by 
  humanoids. The attempt was made approximately 40 years ago and the village 
  they attempted to establish was called Stony Meadows. 
  It only lasted several years, at which point the few remaining survivors 
  abandoned the project and returned back to more hospitable lands. 
   
  What is known about the life of the village is this. The people were originally 
  from the region of The Braxtor Holding and were aware of the dangers that faced 
  them before they left. But with the leadership of a band of mercenaries known as 
  Triaglafron’s Fist they thought they could succeed in keeping the gryphons at 
  bay. They were wrong. While it’s true that during the next two years, over 100 
  gryphons were killed, over 60% of the 100 or so villagers were lost as well as 
  80% of the twenty-five man mercenary band. It was a bloody two years with the 
  constant threat of attack. By the second year most of the survivors rarely ventured 
  outside. 
  Fields went fallow from the fear of being attacked while attempting to attend to 
  them and it was even said that on several occasions the Gryphons attacked the 
  villagers while they were hidden inside their homes. All in all it was a spectacular 
  failure. About the only “successful” thing that remains today from their attempt is 
  a stone ford that crosses the River Mirimar next to the abandoned village. It is the 
  only place in the valley where the river may be crossed easily. All that remains of 
  the village itself, are the ruins of several stone buildings, and the almost 
  unrecognisable rotting remains of a dozen or so other buildings along the shore of 
  the river. 
  Gryphon’s Gate 
  Gryphon’s Gate is the only easily accessible path into Gryphon Valley. At its 
  widest point, it’s approximately 3 miles across, and extends for a little over 10 
  miles. While not a simple or easy journey, it is the only way that one could bring 
  wagons or other larger such objects into the valley. While the mountains in the 
  region rise sharply to a height of approximately eight-thousand feet in this area, 
  the pass has a gentle climb to a height of twenty-five hundred feet before 
  beginning it’s decent back down into the valley. It is through this pass that the 
  Beastmistress Phiraz Stalsil and her group of Gryphon Hunters enter the valley 
  when they come to capture Gryphon and Gryphon eggs to take back to the city of 
  Braxtor for training and sale. (See Locations of Interest below for more 
  information on her and her group.) Other than the relative ease in which you can 
  enter the valley, there is little else of interest here. 
  The East/West Bounders 
  The East and West Bounders (see The East Bounders/The West Bounders) are 
  simply the regions that “bound” in Gryphon Valley. It is a rocky mountainous 
  region with little plant or animal life. 
  The peaks of the mountains are cold and snow covered most of the year, and the 
  valleys rocky and lifeless. The main features of interest in these regions though 
  are the countless caves and openings that fill the region. It is unknown how so 
  many caves came to be in these areas, but most believe they were not naturally 
  formed. Because of the great abundance of the caves in these regions, the 
  Gryphons of the Valley have countless places to choose for their homes. It is 
  unknown just how many Gryphons there are that inhabit the Bounders and Valley, 
  but many scholars believe it to be close to five-hundred. 
  Even with the high numbers of Gryphons in the region, here in the bounders 
  where cover is much easier to find, there are humanoids that can be found hidden 
  away deep in the caves under the mountains. These humanoids are commonly 
  known as the Bounder Orcs. (See Locations of Interest below for more 
  information on these groups.) 
  The only other point of interest in the region lies in the West Bounders. It is a 
  trail that was discovered many years ago that allows passage from the Braxtor 
  Holding into Gryphon Valley. It isn’t large enough for wagons, but during the two 
  years that Stony Meadow was in existence, several trains of pack horses 
  successfully made the trek over the mountains. 
  It should be noted that while the gryphons main hunting lands is the Gryphon 
  Valley, it’s not unheard of for gryphons to attack the livestock of the farms in 
  southern regions on the Braxtor Holding. Reports come in once or twice a year of 
  such attacks, but fortunately frequent or regular attacks are extremely rare. 
  Locations of Interest 
  The Bounder Orcs 
  The orc Tribes of the Bounder regions and many and varied. All have similar 
  characteristics though. Below is given an example of a typical tribe. 
  Bloodtooth Clan 
  The Bloodtooth clan is lead by a ruthless leader by the name of Karok. He has 
  been leader of the clan for the past two years after defeat its previous leader. 
  This is the way leadership has been determined in the clan as far back as anyone 
  can remember (which isn’t far). The caves they call home were moved into about 
  the same time Karok took command. It was after he discovered the caves that he 
  decided that he was ordained to be leader and attacked and killed the old leader. 
  Karok isn’t a good leader, but he is strong. There have been quite a few attempts 
  of overthrowing him since he has taken command due to his poor leadership 
  skills, but as of yet, no one has been able to defeat him. Currently there are 37 
  members of his tribe. 14 adult males, 18 adult females and the rest children all 
  under the age of 10. 
  People of Note: 
  Karok 
  Race: Orc 
  PS: 24  
  MD: 21  
  AG: 24  
  MA: 3 
  EN: 21  
  FT: 22  
  WP: 15  
  PC: 12 
  PB: 7 
   
  TMR: 6 
  Skills: Short Sword 5, Club 2, Unarmed Combat 4 
  Equipment of Note: Pouch of gemstones he keeps hidden in his sleeping furs 
  (worth 600 sp). 
  Personal Notes: Karok is not the most intelligent, even as orcs go. If it wasn’t for 
  his great strength and agility, he would have been killed long ago for his almost 
  complete inability to lead his clan. But, what motivational skills he lacks with his 
  words, he makes up for in violence. In the two years since he has taken 
  leadership of the clan, he has killed no less than seven tribe members for failing 
  to listen to his orders. Those seven don’t include those that failed to take over 
  leadership of the tribe either. Because of this, his clan is in a slow decline. In the 
  past six months, nine members have slipped away in the night to seek better 
  fortunes elsewhere. In its current state, the clan has a little more than one-half the 
  members it had two years ago when he took over. He is aware of this and it 
  
  PAGE 170 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  bothers him to no end. It is also part of the reason he lashes out so violently 
  against the others who fail to follow him. He blames all the current troubles of 
  the clan on the their unwillingness to follow him unquestionably. 
  The Mucklands 
  Terrain Type: Marsh 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 40% 
  Encounter Table Modification: +10 
  The River Miramar, which wends its way through Gryphon Valley, eventually 
  spreads out into a score of channels which twist through the low-lying Mucklands 
  producing a fertile (but lethal) delta and two areas with a particularly evil 
  reputation: Insel Garsi (reputed home of a band of particularly vicious Suarime) 
  and the Tarn of Sarsh (home of an unnamed horror). Gryphons prowl the area 
  from the valley to the north and all humanoid encounters (except Suarime) should 
  be read as encounters with Gryphons. 
  Vale of Avoca 
  Terrain Type: Plain 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 30% 
  Encounter Table Modification: +10 
  The Vale, like Gryphon Valley and the Mucklands, is a nesting and hunting 
  ground for Gryphons and is avoided by men (except for other adventurers). 
  Accordingly, all non-animal encounters should be read as encounters with 
  Gryphons unless they involve other adventurers. 
  The Filgiso Forest 
  Terrain Type: Woods (Forest) 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 40% 
  Encounter Table Modification: +10 
  The Filgiso is a dark and unpleasant place which has never been explored. Since 
  it is trackless forest for the most part, players should never see a map of the 
  Filgiso. 
  Superstition Mountains 
  Terrain Type: Rough (Mountainous) 
  Danger Level: Low 
  Encounter Frequency: 168 
  Encounter Chance: 1% 
  Encounter Table Modification: +10 
  Formed of huge slabs of limestone, the Superstitions are almost impassable 
  except by boat through the gorges of the Rumble, Snake, Thunder, and Loflar 
  Rivers. A single path does run through the southern reaches of the mountains near 
  the Barren Hills. 
  The Barren Hills 
  Terrain Type: Rough (Mountainous) 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 3% 
  Encounter Table Modification: -10 
  The soil in the area is unusually dry and lifeless, much like the Barrens of Sith 
  and probably for the same reason that the Barrens exist. 
  Sith’s Revenge 
  Terrain Type: Marsh 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 5% 
  Encounter Table Modification: -10 
  Once a fertile plain containing the rich trading city of Panjari (a colony of 
  Shorapur), Sith’s Revenge was created during the Kinslaying when the wizard 
  Sith punished the inhabitants of the city for rebelling against their lord by sinking 
  much of the plain. Now Punjari is a rotting ruin surrounded by a stinking marsh. 
  All Human encounters should be read as Suarime for this area. 
  The Barrens of Sith 
  Terrain Type: Waste 
  Danger Level: Low 
  Encounter Frequency: 168 
  Encounter Chance: 1% 
  Encounter Table Modification: None 
  The Barrens of Sith were created by Sith in the cataclysm which destroyed 
  Panjari. Once a forested valley, only a few broken game trails remain in the 
  wasteland created when Sith wrought his great magic. 
  Kestrel Ridge 
  Terrain Type: Rough (Mountainous) 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 13% 
  Encounter Table Modification: +5 
  The Rocklands 
  Terrain Type: Rough (Mountainous) 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 25% 
  Encounter Table Modification: +10 
  The Rocklands are a spur of shale, scree, and giant boulders (some as large as 
  houses) which descend from the Kestrel Ridge to form Lareth’s Reef at the 
  mouth of the Bay of Brunei. The region is an extremely High Mana area and all 
  encounters with Humans should be read as encounters with some form of 
  Fantastical Monster or Avian. 
  The Hills of Skoshi 
  Terrain Type: Rough (Mountainous) 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 13% 
  Encounter Table Modification: +5 
  Forest of Karsharak 
  Terrain Type: Woods (Forest) 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 40% 
  Encounter Table Modification: +10 
  As in the case of the Filgiso, the Karsharak (sometimes rendered as Harsharak) 
  has never been explored. The Encounter Chance for Forest should be 10 higher 
  than for Woods in this area. 
  River Running 
  Terrain Type: River 
  Danger Level: High 
  Encounter Frequency: 6 
  Encounter Chance: 35% 
  Encounter Table Modification: +10 
  The same numbers apply to all feeders for River Running, including the Snake, 
  Thunder, Rumble, Loflar, and Wolf Rivers. 
  Dolphin Bay 
  Terrain Type: Ocean 
  Danger Level: Small 
  Encounter Frequency: 72 
  Encounter Chance: 10% 
  Encounter Table Modification: -10 
  The Bay is fairly calm except where the reef called the Surf borders the south 
  shore. It takes its name from the fact that large schools of Dolphins (attracted by 
  the calm waters) congregate there. All Human encounters should be read as 
  Dolphin encounters. 
  The Rookeries 
  Terrain Type: Islands (Rough) 
  Danger Level: Moderate 
  
  DRAGONQUEST 
  EXPLORING THE FRONTIERS OF ALUSIA 
  PAGE 171 
  Encounter Frequency: 24 
  Encounter Chance: 13% 
  Encounter Table Modification: +5 
  These five islands take their name from the large number of birds which make 
  their home in the caves and beneath the tumbled boulders of the coastline. The 
  area between the islands is a shallow bay known as the Sweetbread Passage after 
  a famous mutiny that began in that bay two centuries ago over the quality of 
  shipboard food. Three of the five islands are entirely uninhabited except by birds. 
  The Isle of Songs has never been explored, and most sailors (being a superstitious 
  lot) refuse to go ashore on it due to the mysterious and achingly beautiful singing 
  which can be heard from it. 
  Goldry’s Island is populated by a small tribe of fishermen, descendants of the 
  mutinous crew that sank their ship in the Sweetbread Passage. One curious 
  element of the island is that the natives tend to live two to three times as long as 
  normal human beings. This fact is attributed to the High Mana level present on 
  the island. 
  M’Nor 
  Terrain Type: Island (Rough) 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 13% 
  Encounter Table Modification: +5 
  Also known as the Standing Island, M’Nor is unexplored, and no one has yet 
  found a landing site on it. The steep-sided cliffs are a haven for seabirds who nest 
  in the caves. 
  The Alusian Ocean/The Gulf of Brunei 
  Terrain Type: Ocean 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 25% 
  Encounter Table Modification: +5 
  The Alusian Ocean is actually more dangerous from the standpoint of storms than 
  random encounters, and there is a 20% chance that anyone sailing the ocean will 
  face a storm of some duration once every 168 hours. The storm will last for at 
  least D10-2 days. There are no major differences between the Alusian Ocean and 
  the Gulf of Brunei. 
  The Unicorn River 
  Terrain Type: River 
  Danger Level: Moderate 
  Encounter Frequency: 24 
  Encounter Chance: 25% 
  Encounter Table Modification: +5 
  All random encounters with non-humans should be with Unicorns which have 
  come to drink at the river. 
  Chub’s Bay/Haven/Landfall 
  Terrain Type: Ocean 
  Danger Level: Low 
  Encounter Frequency: 168 
  Encounter Chance: 1% 
  Encounter Table Modification: None 
  These areas are sheltered enough to be largely unaffected by storms (though 
  Landfall is less sheltered than the others) and there will be few random 
  encounters here, but Haven’s Peril, the Spithead Needles, and Lareth’s Reef will 
  be dangers to navigation. 
   
  
  PAGE 172 
  SECOND EDITION, REVISED 
  DRAGONQUEST 
  XII. APPENDICES 
  This section is for anything that does not specifically relate to other sections of these rules. This includes table summaries, a sample tactical display and a blank multi-
  page character record sheet. 
   
  
  Tactical Display 
  Scale: 1 hex = 5 feet 
   
  
  DRAGONQUEST CHARACTER RECORD 
  SHEET ONE 
  CHARACTER NAME  
  Height  
  Weight  
  Player Name  
  Gender  
  Age  
  Race  
  Hair  
  Eyes  
  Social Status  
  Birth Date  
  Birth Rank  
  Birth Aspect  
  Handedness  
  Magic Resistance  
  CHARACTERISTICS 
  PS 
  MD 
  AG 
  MA 
  WP 
  EN 
  FT 
  PC 
  TMR 
  PB 
  DEF 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PS: Physical Strength, MD: Manual Dexterity, AG: Agility, MA: Magical Aptitude, WP: Willpower, EN: Endurance, FT: Fatigue, PC: Perception, 
  TMR: Tactical Movement Rate, PB: Physical Beauty, DEF: Defensive Percentage (Unshielded | Shielded) 
  EXPERIENCE POINTS 
  ARMOUR 
  Current 
  Total 
  EXM 
   Armour Type 
  Prot 
  AG 
  Comp. 
  WT 
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
  EXM: Experience Multiplier, Current: Unspent Experience Points, Total: Total Experience Earned during Game Life, Armour Type: Type of 
  Armour Worn, Prot: Protection, AG Agility Modifier, Comp.: Primary Material Composition of the Item (Wood/Metal), WT: Weight 
  WEAPONS AND SHIELDS 
  Weapon Type 
  RK 
  IV 
  SC 
  DM 
  CL 
  RG 
  Use 
  Comp. 
  BRK 
  WT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shield Type 
  RK 
  IV 
  SC 
  DM 
  CL 
  MD 
  Use 
  Comp. 
  DEF 
  WT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RK: Rank, IV: Initiative Value, SC: Strike Chance, DM: Damage Modifier, CL: Class, MD: Manual Dexterity, Use: Combat Use, Comp.: Primary 
  Material Composition of the Item (Wood/Metal), BRK: Break Chance, DEF: Defensive Modifier, WT: Weight 
  WEALTH (MONEY) 
  Copper 
  Farthings (4/sp) 
  WT 
  (4 oz) 
  Silver 
  Pennies (12/gs) 
  WT 
  (1 oz) 
  Gold 
  Shillings (21/tg) 
  WT 
  (1 oz) 
  Truesilver 
  Guineas 
  WT 
  (2 oz) 
   
   
   
   
   
   
   
   
  ADVENTURING SKILLS 
  Skill 
  Derived From 
  RK 
  % 
  Description 
  Climbing 
  (3×MD)+(5×Rank)% 
   
   
   
  Horsemanship 
  [(WP+AG)/2]+(8×Rank)% 
   
   
   
  Stealth 
  (3×AG)+(5×Rank)% 
   
   
   
  Swimming 
  [(2×AG)+MD]+(5×Rank)% 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  DRAGONQUEST CHARACTER RECORD 
  SHEET TWO 
  SKILLS 
  Skill/Sub-Skill 
  Derived From 
  RK 
  % 
  Description 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  LANGUAGES 
  Speak 
  RK 
  Ability/Description 
  Read/Write 
  RK 
  Ability/Description 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RACIAL AND SPECIAL ABILITIES 
   
   
   
   
   
   
  BACKGROUND NOTES (includes Cost of Living, Birthplace, Relatives, etc.) 
   
   
   
   
   
   
   
   
   
   
   
  
   
  DRAGONQUEST CHARACTER RECORD 
  SHEET THREE 
  GOODS AND EQUIPMENT (Carried on Person, i.e. in Backpack, Sack, etc.) 
  Item 
  Carried Where QTY 
  WT 
   Item 
  Carried Where QTY 
  WT 
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   Weapons 
  Held/Slung 
  – 
   
   
   
   
   
   Armour/Shields 
  Worn/Slung 
  – 
   
   
   
   
   
   Items on Belt 
  Belt 
  – 
   
   
   
   
   
   Items in Pocket/Pouch 
  Pocket/Pouch 
  – 
   
   
   
   
   
   Food 
  (Qty = No. of Days) 
   
   
   
   
   
   
   
   Water 
  (Qty = No. of Days) 
   
   
   
   
   
   
   
   Total Weight  
   
   
  GOODS AND EQUIPMENT (Items on Belt) 
   
  GOODS AND EQUIPMENT (Items in Pocket/Pouch) 
  Item 
  Hand/Offhand 
  QTY 
  WT 
   Item 
  Hand/Offhand 
  QTY 
  WT 
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
  Total Weight  
   
   Total Weight  
   
   
  GOODS AND EQUIPMENT (Owned, But Not Carried) 
  Item 
  Stored Where 
  QTY 
  WT 
   Item 
  Stored Where 
  QTY 
  WT 
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   Total Weight  
   
   
  
   
   
  DRAGONQUEST CHARACTER RECORD 
  SHEET FOUR 
  MOUNT/ANIMAL COMPANION  
  NUMBER ONE 
  Mount/Animal Name  
  Species  
  Magic Resistance  
   
  PS 
  MD 
  AG 
  MA 
  WP 
  EN 
  FT 
  PC 
  TMR 
  PB 
  DEF 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Description 
   Armour/Barding Type 
  Prot 
  AG 
  Comp. 
  WT 
   
    
   
   
   
   
   
    
   
   
   
   
   
    
   
   
   
   
   
    
   
   
   
   
   
  Weapon /Attack Type 
  RK 
  IV 
  SC 
  DM 
  CL 
  RG 
  Use 
  Comp. 
  BRK 
  WT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MOUNT/ANIMAL COMPANION  
  NUMBER TWO 
  Mount/Animal Name  
  Species  
  Magic Resistance  
   
  PS 
  MD 
  AG 
  MA 
  WP 
  EN 
  FT 
  PC 
  TMR 
  PB 
  DEF 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Description 
   Armour/Barding Type 
  Prot 
  AG 
  Comp. 
  WT 
   
    
   
   
   
   
   
    
   
   
   
   
   
    
   
   
   
   
   
    
   
   
   
   
   
  Weapon /Attack Type 
  RK 
  IV 
  SC 
  DM 
  CL 
  RG 
  Use 
  Comp. 
  BRK 
  WT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GOODS AND EQUIPMENT (Carried on Mount) 
  Item 
  Which Mount 
  QTY 
  WT 
   Item 
  Which Mount 
  QTY 
  WT 
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   Food 
  (Qty = No. of Days) 
   
   
   
   
   
   
   
   Water 
  (Qty = No. of Days) 
   
   
   
   
   
   
   
   Total Weight  
   
   
  
   
  DRAGONQUEST CHARACTER RECORD 
  SHEET FIVE 
  COLLEGE(S) OF MAGIC 
   
   
   
  MAGIC MODIFIERS 
  Situation 
  Modifier 
  Situation 
  Modifier 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SPELLS, TALENTS AND RITUALS 
  Spell Name 
  Code 
  RK 
  % 
  RG 
  Duration 
  EXM Description/Effect 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MAGICAL HERBS AND GEMS 
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/DragonQuest (osr)/DragonQuest 2.5e Variant DQ Revised v2.06.pdf