TEXT:  
  Sword and Magic: 
  Adventures on Fomalhaut 
  fantasy role-playing game 
   
  by Gabor Lux 
   
   
   
   
   
   
   
   
   
  E.M.D.T. 2.–E 
  
  2
   
  Sword and Magic 
  fantasy role-playing game 
  by Gabor Lux 
   
  Playtesters:  
  Gábor Ács 
   
   
  Ákos Barta 
   
   
  Gábor Ács (again) 
   
   
  Zsolt Bagdi 
   
   
  György Gergovátz 
   
  Zsolt Bagdi (again) 
   
   
  László Gramantik  
   
  Attila Kórik 
   
   
  Kálmán Faragó 
   
   
  Ákos László 
   
   
  Gábor Németh 
   
   
  László Fehér 
   
   
  Tamás Striczky  
   
  Zsombor Orbán  
   
  Mátyás Hartyándi 
   
   
  István Veres 
   
   
  Marcell Pap 
   
   
  Gábor Izápy 
   
   
   
   
   
   
  László Simonits  
   
  György L’Auné 
   
   
   
   
   
   
   
   
   
   
  Tamás Szabó 
  Review: Attila Hatvágner and Tamás Szabó 
  Special thanks to: I owe my thanks to the community of Necromancer Games, Dragonsfoot, TheRPGSite and 
  RPG.HU, especially Calithena, Geoffrey, rogueattorney, T. Foster, Haffrung and Pierce Inverarity. The staff of 
  Troll Lord Games for Castles&Crusades, which also inspired this project. Matthew J. Finch for the permission to 
  use his spells and monsters. Zsolt Kornya for long debates on game theory. The late Bíborhold Magazine. Last 
  but not least, the creators of Combat and Magic, the first Hungarian role-playing game which started me with this 
  hobby. Thank you, all. 
   
  In memoriam Pierre Menard 
   
  © 2008, 2011 by Gabor Lux. All rights reserved. 
   
   
   
  Contents 
   
  I. Characters and basic rules ................................................................................................................................... 3 
  Ability scores ....................................................................................................................................................... 3 
  Races.................................................................................................................................................................. 3 
  Levels and classes ............................................................................................................................................. 4 
  Skills ................................................................................................................................................................... 6 
  Secondary values ............................................................................................................................................... 6 
  Equipment ........................................................................................................................................................... 7 
  II. Combat .............................................................................................................................................................. 10 
  Combat procedure ............................................................................................................................................ 10 
  Special combat situations ................................................................................................................................. 11 
  IV. Magic................................................................................................................................................................ 12 
  List of Cleric spells ............................................................................................................................................ 13 
  List of Magic-User spells ................................................................................................................................... 14 
  List of illusionist spells....................................................................................................................................... 16 
  V. Gamemaster information ................................................................................................................................... 18 
  Monsters and NPCs .......................................................................................................................................... 18 
  Experience ........................................................................................................................................................ 20 
  Appendix I: Recommended media ......................................................................................................................... 20 
  Appendix II: Design notes ...................................................................................................................................... 21 
  Appendix III: Primer ............................................................................................................................................... 22 
  
  3
   
   
  I. Characters and basic rules 
   
  Standard Difficulty Classes: Checks for ability 
  scores, and skills, as well as saving throws (except 
  for spells) are rolled using 1d20 + modifiers against 
  one of the three standard Difficulty Classes: 
   
  Average DC 12 
   
  Hard 
  DC 18 
   
  Heroic DC 24 
  Most DCs are Average or Hard; Heroic is only used 
  in extreme situations. An unmodified 20 is always a 
  success; an unmodified 1 a failure. Contests are 
  played with opposed rolls: the side which first 
  beats the opponent by 5 or more is victorious, 
  while any other result is a draw. 
   
   
   
  Ability scores 
   
  By default, ability scores are generated with the 
  4d6, drop lowest method. The scores are as-
  signed in order, but two sets can be chosen from, 
  and for every 4th level, the character can increase a 
  selected ability by one. Characters may elect to sell 
  their soul to a chosen evil deity in exchange for +2 
  to any ability score. The deal is irrevocable, and the 
  character may not thereafter be raised from the 
  dead. Other costs should be set by the GM. 
   
  The abilities and the values they modify are as fol-
  lows: 
  Strength (Str): melee attacks, melee and thrown 
  damage. 
  Dexterity (Dex): initiative, Armour Class, ranged 
  attacks and Reflex saving throws. 
  Constitution (Con): Hp per level and Fortitude 
  saving throws. 
  Intelligence (Int): the number of starting skills, spell 
  DCs and bonus spells for Magic-Users and Illusion-
  ists. 
  Wisdom (Wis): spell DCs and bonus spells for 
  Cleric spells as well as Will saving throws. 
  Charisma (Cha): is a dump stat. 
   
  Ability score modifiers are [Ability score/3]–3. 
  Spellcasters with above-average abilities receive 
  bonus spells based on the table below. 
   
  Ability  +/- 
  Bonus spells 
   
  01-02 
  -3 
  - 
  03-05 
  -2 
  - 
  06-08 
  -1 
  - 
  09-11 
  +0 
  - 
  12-14 
  +1 
  1*1 
  15-17 
  +2 
  1*1, 1*2 
  18-20 
  +3 
  1*1, 1*2, 1*3 
   
  A character is incapacitated if an ability score 
  reaches zero, and further loss is subtracted from 
  Constitution. If a character’s Con reaches zero, he 
  or she is dead. Ability damage regenerates at a rate 
  of 1/day. 
   
  Races 
   
  Other than Terrans, all human races are subject to 
  level limits. A character who reaches this limit must 
  multiclass or suffer a 10% experience penalty for 
  subsequent levels. A level limit of zero signifies the 
  penalty applies right from the start. 
   
  Terrans: are normal men derived from a mixture of 
  starfaring stock.  
   
  They receive an extra skill at the start of 
  the game. 
   
  Amazons: are descendants of gynarchic societies.  
   
  Level limits: Fighter – , Cleric 5, Thief 0, 
  Magic-User 0 
   
  Two or more amazons fighting side by side 
  receive two points of AC for the duration of 
  the combat. 
   
  Cavemen: are primitives from savage lands. 
   
  Ability scores: +1 Str, +1 Con, -1 Int, -1 Wis 
   
  Level limits: Fighter – , Cleric 5, Thief 5, 
  Magic-User 0 
   
  Etunians: are horse-nomads known for a thorough-
  ly pragmatic disposition.  
   
  Ability scores: +1 Con, -1 Wis 
   
  Level limits: Fighter – , Cleric 5, Thief – , 
  Magic-User 0 
   
  One of their starting skills is always Riding. 
   
  Imperials: are purple-skinned schemers from a 
  high-tech utopia and advocates of Mung, its ideolo-
  gy of human progress. 
   
  Ability scores: +1 Int, -1 Con 
   
  Level limits: Fighter 7, Cleric 5, Thief 5, 
  Magic-User – 
   
  Northmen: are fair of hair and great of stature. They 
  are commonly shunned for their violent reputation 
  and supposed intellectual inferiority.  
   
  Ability scores: +1 Str, -1 Wis 
   
  Level limits: Fighter – , Cleric 7, Thief – , 
  Magic-User 3 
   
  One of their starting skills is always Sailing. 
   
   
   
   
   
   
   
  
  4
   
  General advancement table – experience points and secondary values: 
   
  Level 
  XP 
   
  Atk*1 
   
  Atk*2/3  
  Atk*1/2  
  Save1  
  Save2  
  1.  
  0 
   
  +1 
   
  +0 
   
  +0 
   
  +2 
   
  +0 
  2.  
  2000 
   
  +2 
   
  +1 
   
  +1 
   
  +3 
   
  +0 
  3.  
  6000 
   
  +3 
   
  +2 
   
  +1 
   
  +3 
   
  +1 
  4. 
  12000 
   
  +4 
   
  +2 
   
  +2 
   
  +4 
   
  +1 
  5. 
  20000 
   
  +5 
   
  +3 
   
  +2 
   
  +4 
   
  +1 
  6.  
  30000 
   
  +6/+1 
   
  +4 
   
  +3 
   
  +5 
   
  +2 
  7. 
  42000 
   
  +7/+2 
   
  +4 
   
  +3 
   
  +5 
   
  +2 
  8.  
  56000 
   
  +8/+3 
   
  +5 
   
  +4 
   
  +6 
   
  +2 
  9. 
  72000 
   
  +9/+4 
   
  +6/+1 
   
  +4 
   
  +6 
   
  +3 
  10. 
  90000 
   
  +10/+5  
  +6/+1 
   
  +5 
   
  +7 
   
  +3 
   
  11. 
  110000  
  +10/+6/+1 
  +7/+2 
   
  +5 
   
  +7 
   
  +3 
  12. 
  132000  
  +10/+7/+2 
  +8/+3 
   
  +6 
   
  +8 
   
  +4 
  13. 
  156000  
  +10/+8/+3 
  +8/+3 
   
  +6 
   
  +8 
   
  +4 
  14. 
  182000  
  +10/+9/+4 
  +9/+4 
   
  +7 
   
  +9 
   
  +4 
  15. 
  210000  
  +10/+10/+5 
  +10/+5  
  +7 
   
  +9 
   
  +5 
  16. 
  240000  
  +10/+10/+6 
  +10/+5  
  +8 
   
  +10 
   
  +5 
  17. 
  272000  
  +10/+10/+7 
  +10/+6  
  +8 
   
  +10 
   
  +5 
  18. 
  306000  
  +10/+10/+8 
  +10/+7  
  +9 
   
  +10 
   
  +6 
  19. 
  342000  
  +10/+10/+9 
  +10/+7  
  +9 
   
  +10 
   
  +6 
  20. 
  380000  
  +10/+10/+10 
  +10/+8  
  +10 
   
  +10 
   
  +6 
   
  Experience: gaining every subsequent level needs an extra [Current level * 2000] XP 
  Attacks: the first column (Atk*1) is used by Fighter subclasses, the second (Atk*2/3) by Clerics and Thieves, the 
  third (Atk*1/2) by Magic-Users and Illusionists. The maximal value of attack bonuses is +10 (not counting adjust-
  ments) 
  Saving throws: saves favourable to the character class advance by the Save1 column, or [Level/2+2]; others by 
  the Save2 column, or [Level/3]. Like attacks, saves have a maximum of +10. 
   
   
  Levels and classes 
   
  At the start of a campaign, characters generally 
  start on the third level of experience. In the set-
  ting implied in these rules, the first four levels are 
  considered low, and are common among NPCs 
  (e.g. untrained militias are 1st level Fighters, regular 
  soldiers 2nd, veterans 3rd and elites 4th). Medium 
  levels, from 5th to 9th, are rarer, although communi-
  ties often have a few individual NPCs who have 
  reached this power. High (10th to 15th) level charac-
  ters are great heroes capable of epic deeds, and 
  rare even in the setting as a whole. A 15th level 
  character would be close in power to lesser gods. 
   
  Experience points are awarded for the following: 
   
  defeating monsters and NPCs 
   
  succeeding at challenges, problem-solving 
  and survival 
   
  treasure squandered in hedonistic excess 
  with a ratio of 5 XP per gp value.  
   
   
   
  Fighters: are divided into five subclasses. 
   
  Attack bonus: Level*1 
   
  Favourable saves: Fortitude 
   
  Weapon use: any except exotic 
   
  Armour use: any 
   
  Hp: 1d10 per level, 3 per level over 9th 
   
  Skills: 3 
  Subclasses: 
   
  Fighter: +2 to damage with a selected 
  weapon every odd level or learn the use of 
  an exotic weapon. Double specialisation 
  (+4 damage) is available starting with 9th 
  level. 
   
  Archer: an additional attack each round 
  with bows, proficiency with composite bow 
  types. May only wear light or medium ar-
  mour. 
   
  Amazon: may only wear chain shirts or 
  lighter armour. They gain an AC bonus of 
  1/2 their level, and may apply either their 
  Dexterity or Charisma bonus. They are ex-
  clusively women. 
   
  Sailor: may apply either their Dexterity or 
  Strength bonus to melee attacks. They 
  may only wear light or medium armour, but 
  receive an AC bonus of 1/3 their level while 
  doing so. On 1st and every 3rd level, they 
  may improve the critical range of a chosen 
  weapon by one (e.g. longsword 19-20/*2  
  18-20/*2  17-20/*2). 
   
  Barbarian: roll their Hp with 1d12 per lev-
  el. They are conscious until -5 Hp, and re-
  ceive a +1 bonus to all saving throws (10th 
  level +2). They always start the game illit-
  erate 
   
   
   
  
  5
   
  Clerics: are militant dogmatics in their god’s service 
   
  Attack bonus: Level*2/3 
   
  Favourable saves: Fortitude, Will 
   
  Weapon use: blunt weapons, daggers, 
  and/or as prescribed by their god. 
   
  Armour use: any 
   
  Hp: 1d8 per level, 2 per level over 9th 
   
  Skills: 3 
   
  They have the following special abilities: 
   
  Spells: per the table below 
   
  Spell conversion: convert memorised 
  spells to healing or inflicting damage, 
  1d8/spell level. The nature of this ability 
  must be selected at the start of the cam-
  paign and may not be altered. 
   
  Turn or control undead: this power is 
  useable 1/day, 2/day from 5th, 3/day from 
  7th and 4/day from 9th level. 
   
   
   
  Thieves: are masters of deceit and silent killing.  
   
  Attack bonus: Level*2/3 
   
  Favourable saves: Reflex 
   
  Weapon use: daggers, slings, crossbows, 
  shortbows and all one-handed swords 
   
  Armour use: light 
   
  Hp: 1d6 per level, 2 per level over 9th 
   
  Skills: 7 (at least 4 of which must be thiefy) 
   
  They have the following special abilities:  
   
  Sneak attack: usable when the character 
  catches an opponent unaware (e.g. a 
  backstab, surprise etc.). The attack inflicts 
  +1d6 damage for every odd level, and may 
  be used to inflict subdual damage with the 
  right weapon. 
   
  Better initiative: Thieves receive +4 on all 
  initiative rolls. 
   
  Thief skills: these reflect thieving abilities. 
  As with other classes, Thieves may use all 
  skills available to them even if untrained, 
  but don’t add their level if they do so. Thief 
  skills include: Balance, Brew Poison, 
  Climb, Disguise, Escape Artist, Find and 
  Remove Traps, Hide, Listen, Open Locks, 
  Pick Pockets, Read signs, Sneak, Spot 
   
   
   
  Magic-Users: are spellcasters typically character-
  ised by a smug superiority complex and contempt 
  for those with lesser mental abilities. The class also, 
  includes the subclass of illusionists; hypnotists and 
  clever manipulators who have a different spell list 
  and don’t understand M-U spells (or vice versa). 
   
  Attack bonus: Level*1/2 
   
  Favourable saves: Will 
   
  Weapon use: daggers, staves, clubs and 
  slings. 
   
  Armour use: none 
   
  Hp: 1d4 per level, 1 per level over 9th 
   
  Skills: 3 
   
  They have the following special abilities: 
   
  Spells: per the table below. A beginning 
  (third level) M-U’s spellbook contains all 
  zero level, five 1st level and two 2nd level 
  spells. 
   
   
   
  Spell memorisation: 
   
  Level 0 
  1 
  2 
  3 
  4 
  5  
  1. 
  3 
  1 
  2. 
  4 
  2 
  3. 
  4 
  2 
  1 
  4. 
  5 
  3 
  2 
  5. 
  5 
  3 
  2 
  1 
   
    
  6. 
  5 
  3 
  3 
  2 
  7. 
  6 
  4 
  3 
  2 
  1 
  8. 
  6 
  4 
  3 
  3 
  2 
  9. 
  6 
  4 
  4 
  3 
  2 
  1 
  10. 
  6 
  4 
  4 
  3 
  3 
  2  
  11. 
  7 
  5 
  4 
  4 
  3 
  2  
  12. 
  7 
  5 
  4 
  4 
  3 
  3  
  13. 
  7 
  5 
  5 
  4 
  4 
  3  
  14. 
  7 
  5 
  5 
  4 
  4 
  3  
  15. 
  7 
  5 
  5 
  5 
  4 
  4  
  16. 
  8 
  6 
  5 
  5 
  4 
  4  
  17. 
  8 
  6 
  5 
  5 
  5 
  4  
  18. 
  8 
  6 
  6 
  5 
  5 
  4  
  19. 
  8 
  6 
  6 
  5 
  5 
  5  
  20. 
  8 
  6 
  6 
  6 
  5 
  5 
   
  Spell progression follows this formula: 1st level 
  characters gain one 1st level spell, with another on 
  2nd level (1+1=2). The third 1st level spell is gained 
  at the 4th level of experience (1+1+2=4), the fourth 
  on the 7th (1+1+2+3=7) etc. Access to new spell 
  levels opens up on odd levels (1st, 3rd, 5th, 7th and 
  9th). There are no spells above 5th level in the 
  standard Sword and Magic ruleset. 
   
   
   
  Multiclassing: Multiclassed characters add their 
  modifier type abilities (Hp, saving throw and attack 
  bonuses, total level and experience) together. 
  Thieves also gain 4 extra thief skills, although these 
  only count Thief levels. All class restrictions apply. A 
  character may normally only have two classes, and 
  it isn’t possible to combine Fighter subclasses. 
   
  
  6
   
  Skills 
   
  The number of character skills is as follows: 
   
  Base: 3 
   
  Intelligence bonus: -3 to +3 
   
  Terrans: +1 
   
  Thieves: +4 (thief skills only) 
  E.g. Yulames the Illusionist (base: 3, Int 17: +2, 
  Terran: +1) would have 6 skills, while Ulzen Mir the 
  Nomad (base: 3, Int 8: -1, Etunian: +0) would have 
  2. 
   
  The value of skills is [Experience level + ability 
  bonus] with a maximum of [10 + ability bonus]. 
  Skill checks are rolled against one of the standard 
  DCs or in opposed rolls. Characters may use gen-
  eral skills as well as any skill available for their class 
  even if they are untrained in them, but in that case, 
  they only add their ability bonus to the skill check. It 
  is possible to learn new skills through training during 
  the campaign. 
   
   
   
  Skill list (general / Thieves only / spellcasters only): 
   
  Alchemy (Int) 
  Animal Training (Cha) 
  Appraise (Int) 
  Balance (Dex) 
  Brew Poison (Int) 
  Climb (Str) 
  Concentration (Wis) 
  Craft or Profession (Int or Dex) 
  Disguise (Cha) 
  Escape Artist (Dex) 
  Find and Remove Traps (Dex) 
  Find Tracks (Wis) 
  Forgery (Int) 
  Heal (Wis) 
  Hide (Dex) 
  Jump (Str) 
  Knowledge (Int) – History, Magic, Theology, Wilder-
  ness, Plants etc. 
  Listen (Wis) 
  Open Locks (Dex) 
  Perform (Cha) 
  Pick Pockets (Dex) 
  Read Signs (Int) 
  Ride (Dex) 
  Sail (Dex) 
  Sneak (Dex) 
  Spellcraft (Int) 
  Spot (Wis) 
  Stargazing (Wis) 
  Swim (Str) 
   
   
   
  Explanations and addendum for selected skills: 
   
  Animal Training (Cha): a character trained in the 
  skill may try to pacify or befriend hostile animals. 
  Disguise (Cha, Thieves only): the skill check is 
  rolled if the effectiveness of the disguise may fall 
  into question. 
  Forgery (Int, Thieves only): the skill check is rolled 
  if the effectiveness of the forgery may fall into ques-
  tion. 
  Heal (Wis): used immediately after combat, a suc-
  cessful check restores 1d4 Hp to a wounded char-
  acter, 1d4+2 at DC 18 and 1d4+4 at DC 24. 
  Spellcraft (Int, spellcasters only): with a success-
  ful check (DC=saving throw DC), the character can 
  identify spells being cast, magical effects etc.  
  Stargazing (Wis, spellcasters only): with a suc-
  cessful check at night, the character may determine 
  hex-specific position on the world map or read the 
  stars for an omen (vague hint from the GM). 
   
   
   
  Secondary values 
   
  Hit Points (Hp): If Hp falls to 0 point or under, the 
  character falls unconscious. If it reaches -5, he or 
  she dies. Unlike other variants, Sword and Magic 
  does not use a bleeding/stabilisation rule by default. 
  Player characters gain maximum Hp for their first 
  level. Via natural regeneration, Hp is restored at a 
  rate of 1 Hp/level/day. 
   
  Armour Class (AC): Ascending value equal to [10 
  + Dex bonus + armour + shield]. 
   
  Attack bonus: Value equal to [Base + Str bonus] 
  for melee and [Base + Dex bonus] for ranged at-
  tacks. The Base value depends on class and expe-
  rience level as per the General advancement table. 
   
  Saving Throws: Value equal to [1d20 + Base + 
  Ability bonus].  
   
  Fortitude: modified by Constitution. 
   
  Reflex: modified by Dexterity. 
   
  Will: modified by Wisdom 
  Saving throws, with the sole exception of spells, are 
  rolled against one of the standard DCs. 
   
  Alignment: is a dump stat. 
   
   
   
  
  7
   
  Equipment 
   
  Starting equipment: Regardless of level, character 
  entering the campaign always start with 2d6*10 gp 
  or equivalent equipment, and a weapon of choice.  
   
  Clerics also carry a holy symbol, Magic-Users and 
  Illusionists a spellbook, and Thieves lockpicks. Any-
  thing else is subject to GM fiat. 
   
   
   
  Armour 
   
  Armour  
   
   
  Price 
  AC 
  Light 
  Quilted  
   
   
  4 gp 
  +1 
  Leather  
   
   
  5 gp 
  +2 
  Studded leather  
   
  15 gp 
  +3 
  Ring mail 
   
   
  20 gp 
  +3 
  Chain shirt 
   
   
  50 gp 
  +4 
  Medium 
  Scale mail 
   
   
  30 gp 
  +4 
  Chain mail 
   
   
  75 gp 
  +5 
  Breast plate 
   
   
  100 gp +5 
   
  Armour  
   
   
  Price 
  AC 
  Heavy 
  Splint mail 
   
   
  200 gp +6 
  Banded mail 
   
   
  250 gp +6 
  Plate mail 
   
   
  400 gp +7 
  Full plate 
   
   
  800 gp +8 
  Shields 
  Small wooden 
   
   
  3 gp 
  +1 
  Small metal 
   
   
  9 gp 
  +1 
  Large wooden 
   
   
  7 gp 
  +2 
  Large metal 
   
   
  20 gp 
  +2 
   
  Light armour: they allow a maximum +3 Dexterity bonus. 
  Medium armour: they allow a maximum +2 Dexterity bonus, and have a -2 penalty to skills requiring mobility or 
  manual dexterity. 
  Heavy armour: they allow a maximum +1 Dexterity bonus, and have a -4 penalty to skills requiring mobility or 
  manual dexterity. 
   
   
   
  Weapons 
   
  Melee weapon 
   
   
  Price 
  Damage  
  Critical  
  Throwing range  
  Axe 
   
   
   
  6 gp 
  1d6 
   
  *3 
   
  10’ 
   
   
  Battle axe 
   
   
  10 gp 
  1d8 
   
  *3 
   
  - 
   
   
  Battle axe, two-handed+  
  20 gp 
  1d12 
   
  *3 
   
  - 
   
   
  Club 
   
   
   
  - 
  1d6 
   
  *2 
   
  - 
   
   
  Dagger  
   
   
  2 gp 
  1d4 
   
  19-20/*2  
  10’ 
   
   
  Falchion+ 
   
   
  50 gp 
  2d4 
   
  18-20/*2  
  - 
   
   
  Halberd and other polearms+1 
  10 gp 
  1d10 
   
  *3 
   
  - 
  Lance+1  
   
   
  10 gp 
  1d8 
   
  *3 
   
  - 
   
   
  Mace or flail 
   
   
  8 gp 
  1d8 
   
  *2 
   
  - 
   
   
  Pick 
   
   
   
  5 gp 
  1d6 
   
  *4 
   
  - 
   
  Scimitar  
   
   
  15 gp 
  1d6 
   
  18-20/*2  
  - 
   
   
  Scythe+ (E) 
   
   
  18 gp 
  2d4 
   
  *4 
   
  - 
   
   
  Spear 
   
   
   
  5 gp 
  1d8 
   
  *2 
   
  20’ 
   
  Staff 
   
   
   
  - 
  1d6 
   
  *2 
   
  - 
   
  Sword, bastard2 (E) 
   
  35 gp 
  1d10 
   
  19-20/*2  
  - 
   
   
  Sword, long 
   
   
  15 gp 
  1d8 
   
  19-20/*2  
  - 
   
  Sword, short 
   
   
  10 gp 
  1d6 
   
  19-20/*2  
  - 
   
   
  Sword, two-handed+ 
   
  50 gp 
  2d6 
   
  19-20/*2  
  - 
   
   
  Trident  
   
   
  10 gp 
  1d8 
   
  *2 
   
  10’ 
  Warhammer 
   
   
  12 gp 
  1d8 
   
  *3 
   
  - 
   
   
  Warhammer, two-handed+ 
  25 gp 
  1d10 
   
  *3 
   
  - 
   
   
  Whip (E)  
   
   
  1 gp 
  1d3 + Indy stuff *2 
   
  - 
   
   
  Fists3 
   
   
   
  - 
  1d4 
   
  *2 
   
  - 
   
   
  + Two-handed / (E) Exotic 
  1Double damage if set against charging opponents 
  2May be employed two-handed as a standard weapon 
  3Subdual damage only 
  
  8
   
  Ranged weapon  
   
  Price 
  Damage  
  Critical  
  Shooting range  
  Bow, short 
   
   
  30 gp 
  1d6 
   
  *3 
   
  60’ 
   
   
  Bow, long 
   
   
  75 gp 
  1d8 
   
  *3 
   
  70’ 
  Bow, composite4 (E) 
   
  100 gp 1d8 
   
  *3 
   
  110’ 
   
   
   
  Arrows (20) 
   
  1 gp 
   
   
   
   
   
   
   
  Crossbow, light  
   
  35 gp 
  1d8 
   
  19-20/*2  
  80’ 
  Crossbow, heavy  
   
  50 gp 
  1d10 
   
  19-20/*2  
  120’ 
   
   
   
  Quarrels (10) 
   
  1 gp 
  Dart 
   
   
   
  5 sp 
  1d4 
   
  *2 
   
  20’ 
  Javelin  
   
   
  1 sp 
  1d6 
   
  *2 
   
  30’ 
   
   
  Sling 
   
   
   
  - 
  1d4 
   
  *2 
   
  50’ 
   
   
  4May add Strength bonus to damage 
   
  Two-handed weapons: *1.5 Strength bonus to damage 
  Ranged weapons: no Strength bonus to damage 
  Unskilled weapon use: -4 to attacks 
  Throwing/shooting range: -2 to attack per range increment (e.g. dagger 30’  -6) 
   
   
   
  Miscellaneous equipment 
   
  Equipment 
   
   
  Price 
  Acid 
   
   
   
  10 gp 
  Backpack 
   
   
  2 gp 
  Barrel, small 
   
   
  2 gp 
  Blanket  
   
   
  2 sp 
  Bucket  
   
   
  5 sp 
  Candle  
   
   
  1 sp 
   
  Chain, 10’ 
   
   
  10 gp 
  Chalk 
   
   
   
  1 cp 
  Chest, iron, small  
   
  9 gp 
  Chest, iron, large  
   
  28 gp 
  Chest, wooden, small 
   
  2 gp 
  Chest, wooden, large 
   
  5 gp 
  Crowbar  
   
   
  2 gp 
  Grappling hook 
   
   
  1 gp 
  Incense, stick 
   
   
  1 gp 
  Flask, ceramic 
   
   
  3 cp 
  Flask, glass 
   
   
  2 gp 
  Flint and steel 
   
   
  1 sp 
  Holy water 
   
   
  25 gp 
  Ink 
   
   
   
  8 gp 
  Kettle 
   
   
   
  5 sp 
  Lamp, oil, simple  
   
  1 sp 
  Lamp, oil, hooded 
   
  7 gp 
  Lamp, oil, large  
   
  12 gp 
  Lock, simple 
   
   
  20 gp 
  Lock, complex 
   
   
  80 gp 
  Mirror 
   
   
   
  10 gp 
  Nail 
   
   
   
  1 cp 
  Net, fisherman’s  
   
  4 gp 
  Oil, flask  
   
   
  1 gp 
  Quarrel  
   
   
  2 gp 
  Paper, sheet 
   
   
  4 sp 
  Parchment, sheet  
   
  2 sp 
  Perfume  
   
   
  5 gp 
  Pick 
   
   
   
  5 gp 
  Pole, 10’  
   
   
  3 cp 
  Rations, one day  
   
  5 sp 
  Rope, hemp, 50’  
   
  1 gp 
  Rope, silk, 50’ 
   
   
  10 gp 
  Sack 
   
   
   
  1 sp 
  Scroll case 
   
   
  5 gp 
  Shovel  
   
   
  1 gp 
  Signet ring 
   
   
  8 gp 
  Signet wax 
   
   
  1 gp 
  Soap 
   
   
   
  5 sp 
  Tent 
   
   
   
  10 gp 
  Torch 
   
   
   
  1 cp 
  Vial 
   
   
   
  1 gp 
  Wineskin 
   
   
  1 gp 
   
  Clothing 
   
   
  Price 
  Clerical  
   
   
  5 gp 
  Common 
   
   
  1 sp 
  Craftsman’s 
   
   
  1 gp 
  Noble 
   
   
   
  75 gp  
  Overlord’s 
   
   
  200+ gp 
  Traveller’s 
   
   
  1 gp 
  Warm 
   
   
   
  8 gp 
   
  Services 
   
   
  Price 
  Sea voyage, 100 stadion  
  1-3 gp 
  Ferry 
   
   
   
  3 sp 
  Lodgings, poor 
   
   
  2 sp 
  Lodgings, average 
   
  5 sp 
  Lodgings, good  
   
  2 gp 
  Mercenaries, 1st level, 10 men 
  60 gp/month 
  Mercenaries, 2nd level, 10 men 
  120 gp/month 
  Mercenaries, 3rd level, 10 men 
  180 gp/ month 
  Mercenaries, 4th level, 10 men 
  240 gp/ month 
   
  Animals  
   
   
  Price 
  Bull, sacrificial 
   
   
  30 gp 
  Camel  
   
   
  40 gp 
  Dog, war 
   
   
  25 gp 
  Dog, hunting 
   
   
  15 gp 
  Falcon  
   
   
  40 gp 
  Horse, draft and traveller’s  
  30 gp 
  Horse, light war  
   
  150 gp 
  Horse, heavy war  
   
  300 gp 
  Mule, donkey, pony 
   
  15 gp 
  Pig 
   
   
   
  3 gp 
   
   
  
  9
   
  Conveyances 
   
   
  Price 
  Barge or raft 
   
   
  50 gp 
  Boat, sailing 
   
   
  50 gp 
  Chariot  
   
   
  300 gp 
  Galley, small 
   
   
  3000 gp 
  Galley, large 
   
   
  6000 gp 
  Longship 
   
   
  1500 gp 
  Ship, fishing, small 
   
  75 gp 
  Ship, fishing, large 
   
  150 gp 
  Ship, merchant, small 
   
  2000 gp 
  Ship, merchant, large 
   
  4000 gp 
  Wagon  
   
   
  50 gp 
   
  Buildings1 
   
   
  Price 
  Fortress, small 
   
   
  5000 gp 
  House, wood 
   
   
  200 gp 
  House, stone 
   
   
  500 gp 
  House, rich 
   
   
  5000 gp 
  Hut 
   
   
   
  50 gp 
  Manor, small 
   
   
  3000 gp 
  Tent, large 
   
   
  25 gp 
  Tomb, small 
   
   
  500 gp 
  Tomb, large 
   
   
  5000 gp 
  Tower 
   
   
   
  1000 gp 
  1Approximate values 
   
  Specialist tools  
   
  Price 
  Alchemist’s laboratory 
   
  500 gp 
  Holy symbol 
   
   
  25 gp 
  Hourglass 
   
   
  25 gp 
  Lockpicks 
   
   
  30 gp 
  Magnifying glass  
   
  100 gp 
  Scales  
   
   
  2 gp 
  Spellbook, empty  
   
  15 gp 
  Spyglass 
   
   
  1000 gp 
   
   
   
  Example character: Before the game, Akos rolls 
  the following series for ability scores: 18, 15, 17, 12, 
  14, 8 and 14, 10, 14, 10, 9, 13. Since the first set is 
  the luckier, with excellent physical scores, he de-
  cides for a Terran Fighter character – that extra skill 
  will come in handy.  
   
  The new PC, named Charnan the Permanent Fiend 
  on a sudden whim, receives two specialisations at 
  3rd level, one allowing him to use bastard swords 
  one-handed, the other adding +2 to his damage with 
  halberds. 
   
  By default, Charnan receives three skills, plus one 
  for being a Terran and another for his 12 (+1) Intelli-
  gence; altogether five. The skills are as follows: 
  Appraise (3+1), Ride (3+2), Sail (3+2), Spot (3+1), 
  Swim (3+3). 
   
  The character’s secondary values are as follows. 
  His Hp is 10+2d10+3*2 (the latter from the Constitu-
  tion bonus), altogether 23. He has 16 AC (base 10, 
  +2 Dexterity, +4 chain shirt), melee attacks at 3+3 
  and ranged at 3+2. His saving throws, respectively 
  are: Fortitude 3+2, Reflex 1+2, Will 1+1. Charnan’s 
  alignment – to be on the safe side – is Neutral. 
  Finally, Akos rolls for Charnan’s starting money (60 
  gp) and spends it all on modest travelling equip-
  ment. 
   
  After a short consultation with the GM, Charnan 
  becomes the low-ranking, but doctrinally impeccable 
  follower of Kang the Thousand-Eyed. Since Kang’s 
  cult is most of all remarkable for its boundless ava-
  rice, Charnan now has a basic motivation to be-
  come involved in hazardous but lucrative adven-
  tures. The GM tells the player what kind of sacrifices 
  he is expected to contribute in a short while: a black 
  bull within a month, three hundredweights of gold 
  (300 gp) and 150 gp worth of scented oils and 
  balms in another, also stating that in exchange, he 
  can also hope for the favourable attention of Kang. 
   
  Charnan the Permanent Fiend, Fighter 3 (follower of Kang the Thousand-Eyed, Neutral) 
   
  Strength: 
  18  
  (+3) 
  Dexterity:  
  15  
  (+2) 
  Constitution:  
  17  
  (+2) 
  Intelligence:  
  12  
  (+1) 
  Wisdom:  
  14  
  (+1) 
  Charisma:  
  8  
  (-1) 
   
  Hp:  
   
  23 
  AC:  
   
  16 (+2 Dex, +4 chain shirt) 
  Attack:  
  +6 bastard sword 1d10+4 (19-
  20/*2) 
  +5 throwing dagger 1d4+3 (19-
  20/*2) 
  Fortitude: 
  +5 
  Reflex:  
  +3 
  Will: 
   
  +2 
   
   
   
   
  Weapon specialisation: bastard sword proficient, 
  halberd +2 damage 
  Skills:  
  Appraise 
  +4 
   
   
  Ride 
   
  +5 
   
   
  Sail 
   
  +5 
   
   
  Spot 
   
  +4 
   
   
  Swim 
   
  +6 
   
  Equipment: bastard sword, holy symbol, chain 
  shirt, traveller’s clothes (cloak), rations*6, blanket, 
  backpack, dagger, torch*5, incense*1 
  Money: 1 gp, 7 sp, 5 cp 
  Experience: 6000 XP 
  Next level: 12000 XP 
   
  Notes: Charnan is a strong man of medium stature. 
  He has thick, straight black hair and hanging mous-
  taches. His clothing is simple and worn; he wears 
  the symbol of Kang the Thousand-Eyed hidden 
  under his chain shirt, and carries a dagger as well 
  as a long, straight sword. 
  
  10
   
  II. Combat 
   
  Combat is conducted in rounds, an indeterminate 
  measure of time that encompasses up to one mi-
  nute of action. In some cases, a round may repre-
  sent shorter time spans – e.g. if Narg the knight 
  must act swiftly to save his wounded and uncon-
  scious comrade from the sacrificial dagger of an evil 
  cleric, it would be more prudent to use ten second 
  rounds, while the clash of two armies is such a 
  drawn out affair that a round may last ten minutes or 
  more. For simplicity’s sake, the number of actions a 
  character can attempt in a round does not depend 
  on its length. As combat is heavily abstracted, an 
  attack roll may mean a swift thrust just as well as a 
  series of feints and parries. 
   
  Combat procedure 
   
  1. Surprise 
  2. Initiative 
  3. Actions 
   
  3.1 Movement 
   
  3.2 Attacks 
   
  3.3 Other combat manoeuvres 
   
  3.4 Magic use 
   
  3.5 Other actions 
   
  3.6 Flight and pursuit 
   
  1. Surprise: if a group can get the drop on another, 
  they can act freely for a full round and their oppo-
  nents will be unable to counterattack. Once the 
  surprise round ends, roll initiative normally. 
   
  2. 
  Initiative: 
  initiative 
  rolls 
  are 
  made 
  with 
  [1d20+Dex bonus]. In melee, combatants can act 
  in a decreasing order of initiative. Ties mean simul-
  taneous action. Initiative values don’t change during 
  combat, except in case a major event significantly 
  changes the rules of engagement – e.g. a spell 
  causes a large cave-in, resulting in chaos and con-
  fusion on both sides. The following special cases 
  apply: 
   
  Delay: a character may elect to delay his 
  actions until the end of the round if he has 
  not acted yet. 
   
  Refocus: by spending a round preparing 
  for the next, a character may act first from 
  then on. 
   
  Readied actions: a character may specify 
  various circumstances (e.g. „When I see 
  movement, I blow the horn!”) and act once 
  they are fulfilled – as long as the character 
  has not already done so in the round. His 
  initiative value will be identical to the other 
  character’s. 
   
  3. Actions:  
   
  3.1 Movement: characters may move as much in 
  their round as it is sensible. If a character moves a 
  lot, he may not strike more than once, even if he 
  normally has multiple attacks. 
   
   
  3.2 Attacks: attacks are similar to skill checks 
  where the DC is equal to the foe’s AC. 
  Melee:   
  [1d20+Attack bonus+Str bonus +/- Modifiers]  
  -vs- [opponent’s AC] 
  Ranged: 
  [1d20+Attack bonus+Dex bonus+/- Modifiers]  
  -vs- [opponent’s AC] 
  If the roll is equal to or more than the opponent’s 
  AC, the attack is successful and damage is inflicted.  
  Special cases: 
   
  Multiple attacks: higher level characters 
  may attack multiple times – e.g. a 7th level 
  Fighter with no other bonuses would attack 
  with a +7 and +2 each round. 
   
  Touch attacks: several spells, including 
  rays fall into this category. Touches are 
  rolled as ranged attacks, but the oppo-
  nent’s armour and shield doesn’t offer pro-
  tection. 
   
  Critical hits: every weapon has a critical 
  range – usually 20, but some weapons 
  have a 19-20 or a 18-20 range. If an un-
  modified attack roll falls into this range, the 
  hit is an automatic success and the attack-
  er may roll again. If the second attack suc-
  ceeds, double (or triple, depending on the 
  weapon) damage is inflicted. 
   
  Instant kills: if a critical hit comes up as a 
  20, the attacker may roll again. If the third 
  roll hits, the victim is killed instantly. 
   
  Critical failure: an unmodified attack roll of 
  1 is always a failure, which typically gives 
  opponents a free attack or combat ma-
  noeuvre. 
   
  Carryover damage: when fighting grouped 
  opponents (e.g. 8 swordsmen), damage 
  remaining after a killing blow is transferred 
  to the next target. 
   
  Subdual damage: a character may elect to 
  deal nonlethal damage. This requires an 
  appropriate weapon suitable for knockouts 
  (like a club), or he suffers a -4 penalty. 
  Subdual damage disappears after a short 
  time (usually a few hours). 
   
  Unskilled weapon use: a character who isn’t 
  skilled in the use of a weapon, or uses an ob-
  ject ill suited for combat, suffers a -4 penalty. 
   
  3.3 Other combat manoeuvres (or “+5 manoeu-
  vre”): this category encompasses actions like disarm-
  ing, breaking an opponent’s weapon, forcing him to 
  retreat etc. In all cases, opposing attack rolls are made 
  to reflect the fighting capability of both parties, and if 
  one is at least 5 points higher than the other, the at-
  tempt succeeds. In the case of a spectacular fumble, 
  the opponent may have turned the tables and put the 
  character in danger! All other cases are a draw. 
   
  3.4 Magic use: no matter what, only one spell may be 
  cast in a round. If the spellcaster is disturbed in the 
  process (e.g. he is wounded before his turn), he must 
  roll a Concentration check or lose focus. The difficulty 
  of the check is usually [10+Damage] or standard. 
  
  11
   
  3.5 Other actions: these include anything a rea-
  sonable competent person could accomplish under 
  the round’s time span. For example: retrieving and 
  drinking a healing potion, trying to break down a 
  wooden door or binding the wounds of an uncon-
  scious comrade. 
   
   
  3.6 Flight and pursuit: upon fleeing from battle (as 
  opposed to organized withdrawal), opposed initia-
  tive checks are rolled. A success for the pursuers 
  means they can make free attacks on their oppo-
  nents; the fleeing characters must win one or more 
  checks to finally shake off their enemies (e.g. one in 
  crowded streets, but up to three on an open plain). 
   
   
  Special combat situations 
   
  Concealment and cover: depending on the quality 
  of the obstacles or environment, defenders may 
  gain an AC bonus against their opponents. Superior 
  cover or total darkness/blindness is typically worth 4 
  AC, others slightly less. 
   
  Turning and controlling undead: clerics may be 
  able to either turn away or control undead by pre-
  senting the symbol of their deity. The procedure is 
  as follows: 
   
  The cleric makes a [1d20+Cha bonus] 
  check. This value is then applied to the 
  standard ability bonus table. The plus or 
  minus is the difference in hit dice of un-
  dead the cleric may affect at the time com-
  pared to his own level. For example, if the 
  check’s result is 14 and the cleric is fifth 
  level in experience, then 5+1=6 HD un-
  dead are the most powerful the cleric is 
  able to affect.  
   
  [2d6+level] levels of undead may be 
  turned away or controlled. The ability af-
  fects the least powerful undead first, then 
  the next least powerful, etc. Turned un-
  dead flee from the sight of the cleric and do 
  not approach him and his companions until 
  they themselves are cornered or attacked. 
  Evil clerics, on the other hand, are able to 
  give commands to undead who obey ap-
  propriate for their ability and intelligence. 
  There is no hard limit to the number of un-
  dead being controlled, although the more 
  there are, the higher the chance they all 
  break free. 
   
  The two effects may be used to counter 
  each other, such as a good cleric trying to 
  dispel an evil one’s control, or two evil cler-
  ics competing to convert a pack of wights. 
   
  Mass combat: the conflict between two armies is 
  best modelled on a 1:5, 1:10 or even a 1:100 scale, 
  with additional 1:1 units for extraordinary types (war 
  elephants, army leaders and war machines). 
   
  Rounds are usually 10 minutes long. 
   
  Usual troop levels are: green troops or mili-
  tias are 1st level, regulars 2nd, veterans and 
  hardened combatants (some barbarians) 
  3rd, elites 4th. In normal circumstances, 
  units cost [Level*60 gp] per month to 
  maintain; archers and riders more, colo-
  nised units less etc. 
   
  Armies are divided into homogenous units 
  with 5, 10 or 100 men each. Units have 
  their own statistics, which largely corre-
  spond to individual soldiers except: 
  o 
  Hp is the sum of all soldier Hps. 
  An unit is battle-worthy until all 
  hits are lost, in which case the 
  troops are slain to the last man! 
  (There is a 25% they survive on 
  severely low Hp and minimal mo-
  rale, but in this case, they are un-
  able to fight until they recover.) 
  o 
  Damage is multiplied by the num-
  ber of soldiers in the unit. 
   
  Melee is simultaneous; thus, initiative only 
  decides which side can occupy a better 
  position first or hinder another’s progress. 
   
  Flight and pursuit is as in regular combat. 
   
  Leaders are 1:1 units („heroes”) who are 
  either placed freely on the battlefield or as-
  signed to an unit. 
  o 
  Freely moving leaders can attack, 
  cast spells, challenge the heroes 
  of other armies, etc. 
  o 
  Leaders assigned to units are 
  able to raise the morale of troops 
  if the unit does nothing in that 
  round. 
  o 
  Leaders/heroes aren’t slain in 
  combat between units. If their unit 
  is destroyed, they must flee (see 
  the standard flight rules) and suf-
  fer 1d3+3 strikes in the process. 
   
  Morale: morale is a value ranging from -3 
  to +3, affecting the actions of each unit and 
  the army in general. The morale value is 
  added to the unit’s attack rolls. If morale 
  falls under -3, the unit is routed and flees to 
  the best of its ability. Only a leader may ral-
  ly them to return to the fray. Beyond indi-
  vidual morale, the whole army has one – 
  influenced by the general perception of the 
  battle, the heroic deeds or defeat of the 
  army commander (and even some forms of 
  defeat may be morale-raising!), relief arriv-
  ing, etc. The army morale also serves as 
  an upper limit for unit morale. 
   
  Spells: area-effect spells have a slightly 
  reduced, degressively increasing effect 
  due to troop distribution over terrain and 
  other factors. Damage multipliers are as 
  follows: 
  5 man unit: 
   
  *2 
  10 man unit: 
   
  *4 
  100 man unit: 
   
  *10 
  
  12
   
  IV. Magic 
   
  Spells in Sword and Magic range from the 1st to the 
  5th level. Characters who are able to cast 5th level 
  spells have reached the apex of magical power, 
  although they continue to advance in the number of 
  spells they can use each day. 
   
  Memorising and using spells: The number of 
  memorised spells is uniform for all three classes, 
  and depends on experience level with up to three 
  bonus spells gained from ability scores. Eight hours 
  of rest are needed for memorisation, which takes 
  approximately 30 minutes. 
   
  Spellcasting needs basic mobility except those 
  which are purely verbal (e.g. command). Some 
  spells, marked with # on the spell lists, require valu-
  able material components to cast. 
   
  If the character is wounded in the round before 
  casting the spell, or the environment itself is prob-
  lematic (e.g. casting from a galloping horse), a Con-
  centration check is needed or the spell fizzles and is 
  lost. 
   
  Defending against spells: Some harmful spells 
  allow a saving throw, and even supposedly benefi-
  cial ones can be saved against if the character 
  wants to. The DC of the save is [10+spell level+Int 
  bonus] for Magic-Users and Illusionists and 
  [10+spell level+Wis bonus] for Clerics. Every 
  character can voluntarily forego a saving throw and 
  allow a spell to automatically take effect. Some 
  supernatural monsters (e.g. demons and high-level 
  undead) have spell resistance, which is described in 
  the Monsters and NPCs section. 
   
  Counterspells: A spell can be cancelled out during 
  casting or over its duration with a spell that is of 
  equal or higher level and of opposite effect; the 
  same spell; or a successful dispel magic. Other 
  modified effects are possible and up to GM fiat (e.g. 
  dust devil vs. cloudkill) 
   
  Reversible spells: These spells, marked + on the 
  spell lists, can be used for multiple, usually opposite 
  purposes (e.g. cure light wounds vs. cause light 
  wounds, but also emotion etc. All versions must be 
  memorised separately. 
   
  Illusions: All illusions seem real to their subjects 
  unless successfully saved against – e.g. an illusion-
  ary sword is no less dangerous than a real one. If 
  there is no reason to doubt the reality of the illusion, 
  the intent to save must be openly declared. A char-
  acter who successfully saves against an illusion 
  gives +4 to the subsequent saving throws of his 
  companions. Characters killed with an illusion 
  spell must roll a Fortitude save or die from 
  shock. If the save is successful, they return to 1 Hp. 
  Examples of the capabilities of the standard illusion 
  spells follow: 
   
  lesser illusion: impassable grid made of 
  smoke 
   
  improved illusion: flaming staff – the flames 
  inflict 2d4 on touch, touched opponent 
  catches on fire unless a save is made 
   
  improved illusion: “Summoning the Sec-
  ondary Aura” – blocks melee attacks 
  around illusionist and stuns attacker (loses 
  further actions in round) unless a save is 
  made 
   
  greater illusion: 5 illusionary tentacles, 
  each attacks as 2 HD monster, damage 
  1d6, Hp 2 each, 5 rounds 
   
  Obtaining new spells: Clerics may memorise any 
  spell on the standard list as long as they are power-
  ful enough to cast them – other ones may be gained 
  through pilgrimage or other methods. 
   
  Magic-Users and Illusionists have to find each new 
  spell on their own and commit them to their spell-
  books – stolen from their peers, transcribing magical 
  scrolls, reading them from underground monoliths,  
  finding them under the influence of expensive hallu-
  cinogenics, consultation with distant and dangerous 
  gods etc. 
   
  Divine championship and patronage: Characters 
  who decide to serve the gods may perform sacrific-
  es, go on errands and otherwise further their cause; 
  in exchange, they may benefit from the god‘s gen-
  erosity. There are three basic tiers of involvement. 
   
  First, most temples practice simony, selling sacred 
  items, healing and other spells, occasionally potions 
  and other magic items to the wealthy. Few openly 
  practiced doctrines demand more than a lip service 
  to their tenets. 
   
  In the second case, the character turns directly to 
  the god with a sacrifice. These usually have to be 
  performed at a temple or holy place, and typically 
  involve goods such as sacrificial bulls (30 gp), hun-
  dredweights of gold (100 gp), expensive incenses, 
  human sacrifice etc. The more generous the sacri-
  fice, the more likely the gesture is reciprocated. 
  Boons may take the form of an oracle, one-use 
  spells of the god’s choice, the lifting of curses and 
  so forth. 
   
  In the third case, which applies to Clerics as well as 
  non-clerical characters who commit themselves to 
  religious doctrines (divine champions), sacrifices 
  and other services to the god are mandatory and 
  regular, but the benefits are also more significant. 
  Benefits come in the form of continuous guidance, 
  extra one-use spells (typically clerical, but occasion-
  ally other types as well), magic items, followers and, 
  very rarely, direct intervention on behalf of the char-
  acter. 
   
  Example: Charnan the Permanent Fiend is a fol-
  lower of the Chaotic Neutral god, Kang the Thou-
  sand-Eyed. Charnan suffers heavy wounds in an 
  unfortunate encounter with a chimera, and after-
  
  13
   
  wards receives a curse which transforms his hands 
  into bestial paws while looting an ancient grave. 
  When he returns to the temple, he sacrifices five 
  bulls and two hundredweights of gold on Kang’s 
  altar. This is sufficient to have his curse removed by 
  the diligent priests, but as a further condition, 
  Charnan is ordered to steal a valuable scroll from 
  the summer villa of Moaster the Silver-Mouthed 
  Mage. 
   
  Charnan is successful at this task, and as he had 
  previously been generous with his contributions to 
  the clergy, he receives a vision where Kang calls 
  him into his service, which Charnan happily accepts. 
  As a first boon, he receives two one-use cure light 
  wounds spells, and the task to seek out and slay 
  Remonger, a cleric who had forsaken the god and 
  now lives in a mountain tower guarded by flying 
  apes. To complete the task, Charnan receives a 
  potion of levitation, which, according to Kang’s 
  guidance, will come useful in his quest. 
   
   
   
  List of Cleric spells 
   
  0th level 
   
  Create water: creates 5 litres of water per level 
  Detect magic: detects the presence of magical auras 
  Detect poison: detects if the subject is poisonous or poisoned 
  Light: provides light of approximately torch strength 
  Purify food and water: makes food and water pure and harmless 
  Read magic: deciphers magical texts 
   
  1st level 
   
  Bless+: +1 attack to all companions, 6 rounds 
  Cause fear+: makes a 5th level or weaker subject flee in terror 
  Command: verbal command to a subject, save applicable from 5th level 
  Create holy water+#: sanctifies a vial of water; 25 gp silver dust 
  Cure light wounds+: heals 1d8+1 Hp/level 
  Detect evil+: detects the presence of evil beings, objects and magic 
  Detect undead: detects the presence of undead in the area 
  Protection from elements+: immunity to a selected elemental force, 10 Hp shield if magical or concentrated 
  Protection from evil+#: +2 AC and saves, keeps away supernatural monsters; holy water 
  Sanctuary: provides protection against attacks (Will save), but can’t attack 
   
  2nd level 
   
  Augury#: divine omen about the likely consequences of an action or a small, cryptic hint with success rate  of 
  70+1%/level; 25 gp incense 
  Cure moderate wounds+: heals 2d8+1 Hp/level 
  Detect charm+: detects if the subject is under charm spells or supernatural possession 
  Dust devil: minor elemental whirlwind, HD 2, AC 16, damage 1d4 
  Enthral: enthrals a crowd to listen to the character for an hour; may control them to an extent 
  Hold person+: paralyses up to 3 humanoid opponents for 4+1 rounds/level; save at -1 if two targets, -2 if one 
  Reversion: prevents a selected subject from passing through an area, disperses magical missiles 
  Silence: negates sound in selected area 
  Slow poison: halts the effects of poison 1 hour/level 
  Spiritual weapon: magical weapon fights at caster’s base attack value, 1 round/level, 1d8 damage 
  Undetectable alignment: masks alignment and allegiances, 1 day 
  Wyvern watch: guardian force attacks, Reflex save or paralysis 1 hour/level 
   
  3rd level 
   
  Animate dead: animates undead 2*level HD, may control unlimited numbers but only [10*level] safely; ; 1% 
  cumulative for every HD beyond for undead to break free 
  Continual light+: creates a permanent light 
  Cure blindness/deafness+: both normal and magical varieties 
  Cure disease+: cures a disease 
  Cure serious wounds+: heals 3d8+1 Hp/level 
  Dispel magic: cancels spells and magical effects; check of [1d20+spellcaster level] -vs- [1d20+spellcaster 
  level] for active, or [10+spellcaster level] for passive effects 
  
  14
   
  Glyph of warding#: protective glyph causes 1d8/2 levels damage or triggers 3rd level or lower spell, activated by 
  preset circumstances; 200 gp gem dust 
  Locate object+: locates a general or specific object 
  Prayer: +1 to companions’, -1 to opponents’ rolls; allows to hit 5/+1 DR monsters 
  Protective circle from evil+#: +2 AC and saves, keeps away supernatural monsters in holy water circle 
  Remove curse+: removes a weaker curse 
  Searing light: 1d8/two levels heat ray, 1d6/level vs. undead 
  Speak with dead: spirit of intact corpse responds to questions ½ level; save if hostile 
  Water breathing: allows breathing underwater 30 minutes/level 
  Wind wall: deflects gasses, breath weapons and projectiles 
   
  4th level 
   
  Control water: lower or raise the level of waters in extensive area 
  Cure critical wounds+: heals 4d8+1 Hp/level 
  Divination#: divine guidance, often ambiguous with success rate  of 60+1%/level; 200 gp incense 
  Divine power: Cleric fights at Fighter ability, 18 Strength, +1 Hp/level 
  Exorcism: dispels the possession of objects and persons 
  Imbue with spell ability: transfers spells on a one-time basis to subject, who can cast them at Cleric’s power; 1st 
  to 2nd level character 1*1st, 3rd to 4th level characters 2*1, 5th+ level characters 2*1 and 1*2. 
  Neutralise poison+: dispels the effects of a poison 
  Send messages: dream messages or voices in the head to infinite distance, no save 
  Sticks to snakes: turns 1/level stick into snakes, 5%/level of deadly poison 
   
  5th level 
   
  Atonement: lifts the weight of a great sin 
  Commune: deity answers 1/level question with yes or no response 
  Dispel evil+: returns evil and summoned beings to their plane of origin 
  Finger of death: death spell, save or die, 3d8 damage on successful save 
  Flame strike: 6d8 damage divine fire 
  Raise dead: raises a subject from the dead to 1 Hp within 1 day/level; 10%/Con probability of success (max 90%) 
  Quest: sends a subject on a quest 
  Slave in stone: binds a powerful elemental spirit into a staff 1 round/level, +13 attack, 2d12+3 damage; hazard-
  ous to use 
  Travel to other planes: transports up to 8 subjects to another plane or the Underworld; no return guaranteed 
  True seeing: shows things as they genuinely are 
   
   
   
  List of Magic-User spells 
   
  0th level 
   
  Cantrips: minor magical effects 1 round/level 
  Dancing lights: dancing, minor wisps of light 
  Detect magic: detects the presence of magical auras 
  Detect poison: detects if the subject is poisonous or poisoned 
  Light: provides light of approximately torch strength 
  Read magic: deciphers magical texts 
   
  1st level 
   
  Burning hands: 2 Hp/level damage 
  Cause fear+: makes a 5th level or weaker subject flee in terror 
  Charm person: charms a humanoid subject with duration based on Intelligence; 01-02 3 months, 03-05 2 
  months, 06-08 1 month, 09-11 3 weeks, 12-14 2 weeks, 15-17 1 week, 18+ 1 day 
  Colour spray: renders 1d6 subjects unconscious for 2d4 rounds if lower level than spellcaster or blind 1d4 
  rounds if higher than spellcaster; save applicable from 5th level 
  Enlarge+: 20%/level enlargement on subject beings (max 200%, +1 Str per 20%, max 21) or objects (max 100%) 
  Feather fall: no casting time spell triggers feather fall; beware winds 
  Identify#: determines the magical functions of objects 1/level; [1d20+spellcaster level+Int bonus] check vs. DC 
  16; 100 gp pearl 
  Jump: leap 30’ distances for 10 minute 
  Magic missile: 1d4+1 damage per missile striking unerringly, 1 missile/odd level 
  
  15
   
  Protection from evil+#: +2 AC and saves, keeps away supernatural monsters; holy water 
  Shield: 18 AC vs. missiles, 16 AC vs. melee attacks, +1 save vs. spells, absorbs magic missile 
  Shocking grasp: 1d8+1 Hp/level damage on touch 
  Sleep: 2d4 levels worth of subjects fall asleep, save applicable from 5th level 
  Spider climb: walk on walls and ceilings 
  Tensor’s floating disk: hovering disk carries 50 kg/level 
  Unseen servant: disembodied assistant 
  Ventriloquism: 1 minute/level 
   
  2nd level 
   
  Continual light+: creates a permanent light 
  Detect invisibility: detects the presence and location of invisible subjects 
  Detect thoughts: detects ongoing thought processes but not specific memories 
  Flaming sphere: 2d6 damage flaming ball, may be moved 30’ round in straight direction, 1 round/level 
  Forget: 1 round/3 level erased from subject memory 
  Gust of wind: knocks over or blows away lighter opponents 
  Hypnotic pattern: entraps 2d4+1/level subjects for the duration of concentration 
  Invisibility: invisibility for 10 minutes/level; attack dispels 
  Knockspell: opens locked doors 
  Levitation: allows vertical movement in the air 
  Locate object+: locates a general or specific object 
  Magic mouth#: mouth speaks on preset conditions; 10 gp jade dust 
  Mel’s acid arrow: 2d4 damage, 1 round for every odd level 
  Mirror image: creates 1d4+1/3 level false images 
  Ray of enfeeblement: 1d6+1/2 level Strength loss 
  Reversion: prevents a selected subject from passing through an area, disperses magical missiles 
  Spectral hand: disembodied hand allows object manipulation and to discharge touch spells 
  Strength: provides 18 Strength 10 minutes/level 
  Tahssa’s uncontrollable hideous laughter: incapacitation 1 round/level 
  Web: entraps subjects in strong spider web, DC 18 Strength check to escape if caught 
   
  3rd level 
   
  Animate dead: animates undead 2*level HD, may control unlimited numbers but only [10*level] safely; 1% cu-
  mulative for every HD beyond for undead to break free 
  Clairvoyance/clairaudience: spell to observe distant locales 
  Dispel magic: cancels spells and magical effects; check of [1d20+spellcaster level] -vs- [1d20+spellcaster 
  level] for active, or [10+spellcaster level] for passive effects 
  Explosive runes: 6d6 damage when read 
  Fireball: 1d6 Hp/level fiery explosion; conforms to constrained spaces and has physical force 
  Fly: 10 minutes/level+1d6*10 minutes 
  Gaseous form: allows subject to travel through small gaps while gaseous 
  Haste: 1/level subjects double movement and gain extra attack; ages 1 year 
  Hold person+: paralyses up to 3 humanoid opponents for 4+1 rounds/level; save at -1 if two targets, -2 if one 
  Lesser illusion: images only 
  Lightning bolt: 1d6 Hp/level lightning bolt, reflected from surfaces 
  Mel’s multiplied missiles: 1d4 Hp meteorites, 1/level; 1/round with other actions or 5/round with full commitment 
  Monster summoning I: 2d4 random low level monsters for 2+1/level rounds 
  Protection from normal missiles: deflects arrows, quarrels and other normal missile attacks 
  Protective circle from evil+#: +2 AC and saves, keeps away supernatural monsters in holy water circle 
  Sepia snake sigil#: trap hidden in text; save or paralysis for 1d4+1/level weeks; 200 gp amber dust 
  Slow: 1/level subjects move with ½ speed and lose extra attacks or attack at 2/3 rounds 
  Suggestion: verbal suggestion to influence actions 60+60 minutes/level 
  Tahssa’s maddened tarantella: unwilling dance for 3d6 rounds, 1d3 Hp/round until dispelled or dead 
  Vampriric touch: 1d6 Hp/2 levels damage heals spellcaster; may exceed maximum Hp 
  Water breathing: allows breathing underwater 30 minutes/level 
  Wind wall: deflects gasses, breath weapons and projectiles 
  Yeloun’s touch: strangles subject if save is failed; cumulative 10%/round of falling unconscious, but M-U also 
  has cumulative 5%/round to suffer the same 
   
  4th level 
   
  Charm monsters: charm effective vs. any opponent; -4 to save when used on humanoids 
  Confusion: random actions for 2+1 round/level on 2d4 opponents; 1d10, 1 flee, 2-6 stand without movement, 7-8 
  attack nearest creature, 9-10 attack caster 
  Dimension door: teleportation within visual distance 
  
  16
   
  Fear: incites panic in target area; deadly when combined with hold spells 
  Fire charm: enchanted fire enthrals subjects to stand still and implants a suggestion at -3 save 
  Fire shield+: protects from fire, reflects melee damage at double strength 
  Fire trap#: trap inflicts 1d4+2/level damage; 25 gp gold dust 
  Hallucinatory terrain: envelops an area in illusion 
  Ice storm: 5d6 damage in target area 
  Illusion wall: creates a permanent, insubstantial illusion wall 
  The imperfect preservation#: holds and places a person in magical stasis up to 5 years; no sustenance needed 
  but doesn’t prevent disease, poison or aging; dispel magic breaks; 500 gp opal 
  Magical weapon: turns weapons enchanted for the duration of a battle 
  Minor globe of invulnerability: cancels 3rd or lower level spells 
  Monster summoning II: 1d6 random medium level monsters for 3+1/level rounds  
  Polymorphisation+: turn self (20 minutes/level) or others (permanent) into a different being; others need Will 
  save or conform into new personality in Int*1 days 
  Remove curse+: removes a weaker curse 
  Rory’s mnemonic enhancement#: retrieve 3 levels of spells in any combination; reusable 100gp tablet 
  Shout: 5d6 damage and deafness in cone 
  Slave in stone: binds a powerful elemental spirit into a staff 1 round/level, +13 attack, 2d12+3 damage; hazard-
  ous to use 
  Wall of fire: 2d4 damage in 10’, 1d6 damage in 20’, 2d6+2 Hp/level when stepping through 
  Wall of ice: 15+2 Hp/level strong wall, 2 Hp/level damage when broken through 
  Wizard eye: invisible eye to explore the unknown 
   
  5th level 
   
  Conjure elemental#: conjures a 12th level elemental; needs great quantity of the element 
  Dreamsending+: sends a dream to a selected person at any distance; nightmares cause 1d10 damage and no 
  recovery, no save 
  Feeblemind: destroys the subject’s mind 
  Cloudkill: automatic death below 5th level; save or die otherwise 
  Cone of cold: 1d4+1 Hp/level damage 
  Contact other plane: contact foreign entities to learn secrets and spells 
  Distance distortion: permanently alters the dimensions of a locale with bound earth elemental 
  Extension: extends duration of 1st to 4th level spells by 50% 
  Hold monsters: paralyses up to 4 opponents for 1 round/level; save at -1 if three targets, -2 if two and -3 if one 
  Magic jar#: stores caster’s mind in 5000 gp object and allows possession at will 
  Monster summoning II: 1d4 random high level monsters for 4+1/level rounds 
  Oolar’s time: temporarily returns a corpse from the dead; 1 day/level, may be periodically renewed 
  Passwall: walk through walls 
  Quest: sends a subject on a quest 
  Rock to mud+: turns a stone surface or object into mud 
  Shadow conjuration: conjures 1/3 levels shadows that fight for the caster 
  Stone shape: moulds stone into the desired form 
  Telekinesis: move objects or creatures (no save) with force of will, 1st round 10’, 2nd round 20’, 3rd round 40’, 4th 
  round and afterwards 80’; may cause falling damage 
  Teleport: teleportation with margin of error 
  The terrible depth spell#: consigns target into 100 years of underground imprisonment; age at ¼ rate but save 
  vs. insanity every 5th year; caster may summon subject three times and ask a question which allows him to walk 
  free if truthfully answered; 3000 gp gem 
  Wall of iron: creates a permanent, if unstable iron wall 
  Wall of force: creates a transparent, impenetrable barrier 
  Wall of stone: creates a permanent stone wall 
   
   
   
   
  List of illusionist spells 
   
  0th level 
   
  Cantrips: minor magical effects 1 round/level 
  Dancing lights: dancing, minor wisps of light 
  Detect illusion: detects the presence of illusions 
  Light: provides light of approximately torch strength 
  Read magic: deciphers magical texts 
  
  17
   
  1st level 
   
  Audible glamer: illusion of sounds with volume of four people per level 
  Change self: changes the character’s appearance for 10 minutes/level 
  Colour spray: renders 1d6 subjects unconscious for 2d4 rounds if lower level than spellcaster or blind 1d4 
  rounds if higher than spellcaster; save applicable from 5th level 
  Detect invisibility: detects the presence and location of invisible subjects 
  Gaze reflection: reflects all spells and effects that work via eye contact 
  Hypnosis: hypnotises 1d6 subjects, allowing slow control and small suggestions 
  Lesser illusion: images only 
  Wall of fog: a wall composed of swirling mists obscures vision 
   
  2nd level 
   
  Blindness/deafness: inflicts permanent blindness or deafness 
  Detect magic: detects the presence of magical auras 
  Fog cloud#: creates fog cloud; assumes powers of drugs and airborne poisons 
  Hypnotic pattern: entraps 2d4+1/level subjects for the duration of concentration 
  Identify#: determines the magical functions of objects 1/level; [1d20+spellcaster level+Int bonus] check vs. DC 
  16; 200 gp incense inhaled in trance 
  Improved illusion: images and sounds 
  Invisibility: invisibility for 10 minutes/level; attack dispels 
  Magic mouth#: mouth speaks on preset conditions; 10 gp jade dust 
  Mirror image: creates 1d4+1/3 level false images 
  Misdirection: confuses detection spells with illusionist’s desired results 
  Omar’s regrettable mistake: a faulty but trendy illusionist spell lasting 6 days; target’s eyes glow a faint blue and 
  glass items shake in 20’ radius; dogs flee from presence but cats are invariably attracted; inexplicably attracted to 
  blue colour 
  Ventriloquism: 1 minute/level 
   
  3rd level 
   
  Continual light+: creates a permanent light 
  Dispel illusion: cancels illusion effects in area 
  Disperception: gives protection against all forms of detection on subject or area, 10 minutes/level 
  Fear: incites panic in target area; deadly when combined with hold spells 
  Greater illusion: images, sounds, heat and touch 
  Hallucinatory terrain: envelops an area in illusion 
  Illusion wall: creates a permanent, insubstantial illusion wall 
  Illusionary script#: script can only be deciphered by chosen subjects, otherwise suggestion to leave; 50 gp lead-
  based in 
  IOUN’s stones: three orbiting stones grant protection for an hour: blue +1 saves, green +1 AC, yellow absorbs 
  first spell directed at caster (20% spell is absorbed into stone and usable) 
  Paralysis: permanent paralysation until dispelled 
  Suggestion: verbal suggestion to influence actions 60+60 minutes/level 
  Ylam-Ylam’s red spell: subject is filled with uncontrollable rage upon the sight of red 
   
  4th level 
   
  Confusion: random actions for 2+1 round/level; 1d10, 1 flee, 2-6 stand without movement, 7-8 attack nearest 
  creature, 9-10 attack caster 
  Emotion+: fear as spell; hatred +2 on all rolls vs. target; hopelessness despondency and prone to surrender, 
  rage +1 Hp per HD, +1 attack and damage but reckless 
  Improved invisibility: 4+1 rounds/level, allows attacks 
  Infusion: allows the transfer of characteristics, e.g. smell, taste, intelligence, alignment etc. of objects and beings 
  into liquids 
  Lankwiler’s greater crystallogenesis: creates field of sharp crystal blades, 2d4 damage per round while mov-
  ing, 25% to reflect spells 
  Minor creation: allows the creation of desired mundane items 1 hour/level 
  The munificent eye: allows caster to transfer silver items into backpack on eye contact; has hazards 
  Phantasmal killer: vague form of greatest fears attacks as 4 HD monster 1 round/level; save or die if it hits, 3d6 
  damage if save is successful 
  Rainbow pattern: entraps 24 HD subjects for the duration of concentration and draws them towards moving 
  pattern 
  Shadow monsters+#: creates 1 HD/level of half-strength creatures; expensive incenses add to strength 
  Ylam-Ylam’s chimes: subject rises into the air enthralled by ringing chimes; euphoric trance causes spell addic-
  tion 
  
  18
   
  5th level 
   
  Contact other plane: contact foreign entities to learn secrets and spells 
  Dreamsending+: sends a dream to a selected person at any distance; nightmares cause 1d10 damage and no 
  recovery, no save 
  Dreamspell#: illusionist may change reality in dream fuelled by 1000 gp perfumes and incense; the more desira-
  ble the results, the higher likelihood of being lost in own spell  
  Lankwiler’s prismatic missile: missile strikes unerringly; random effect 1d8, 1 10 damage, 2 20 damage, 3 40 
  damage, 4 save or die from poison, 5 save or petrification, 6 save or go insane, 7 save or be sent to other plane, 
  8 two colours 
  Maze: entraps subject in extradimensional maze; Intelligence -02 2d4*10 min, 03-05 1d4*10 min, 06-08 5d4 min, 
  09-11 4d4 min, 12-14 3d4 min, 15-17 2d4 min, 18+ 1d4 min 
  Permanent illusion: a greater illusion spell with permanent effects 
  Programmed illusion: a greater illusion activated on predetermined conditions 
  Shadow conjuration: conjures 1/3 levels shadows that fight for the caster 
  Shadow door: door allows escape to close location 
  Shadow magic+: replicates Magic-User combat spells at ½ effectiveness 
  True seeing: shows things as they genuinely are 
   
   
  V. Gamemaster information 
   
  Monsters and NPCs 
   
  Monster statistics: A standard stat block for mon-
  sters includes the following information: 
   
  Name (number) [XP bonus]: the first two are self-
  explanatory. XP bonus, expressed as *, ** or  ***, 
  signifies the monster is worth more experience 
  points than its hit dice. For example, a Dopple-
  ganger* has 4 HD, but it is counted as 5 HD for 
  experience points; a Vampire** has 7 HD, but it is 
  worth as much as a 9 HD monster. Some monsters, 
  typically those which are physically powerful but less 
  dangerous due to stupidity or some other significant 
  weakness, may have penalties at -, -- or ---. For 
  example, a Triceratops---, a 16 HD horror, is only 
  worth 13 HD despite its deadly thagomiser. 
   
  Hit Dice: basically serves the same function as 
  character level, except monsters all belong to the 
  same class and calculate their secondary values 
  accordingly: 
   
  their base Hp is always 1d8/level 
   
  like Fighters, their Attack bonus is equiva-
  lent to their HD 
   
  their Saving throws are calculated based 
  on HD, with [HD/2+2] for better and [HD/3] 
  for worse saves. Most monsters save simi-
  lar to Fighters, but an agile and weak one 
  would save as a Thief, and a demon would 
  use the better category for everything. 
   
  HD is also used to calculate XP value 
  Some monsters’ HD has a number added to it (e.g. 
  2+1, 3+2, 6+1, 5+3 etc.). This modifier functions as 
  a bonus to all secondary values just like an ability 
  score modifier would. For example, a Living Statue 
  with 4+2 HD would have 4d8+8 Hp, attack at 2*+6 
  for 1d8+2 points with its fists, and have saving 
  throws at +6/+3/+3. Considering the ability score 
  scale, +3 (equivalent to 18s) should be reserved for 
  particularly ferocious monsters, and a +4, the abso-
  lute maximum, should only be used for demi-gods 
  and above. Naturally, this is a simplification, and a 
  6+3 HD Minotaur wouldn’t have 18s in Intelligence, 
  Wisdom and Charisma. 
   
  Initiative: equivalent to HD bonus. 
   
  AC: is self-explanatory. 
   
  Attacks: are self-explanatory; the rate and damage 
  of attacks is heavily dependent on physique, mass, 
  agility etc. Unless stated otherwise, natural attacks 
  have criticals at (20/*2). 
   
  Special abilities: specific types are explained be-
  low. 
   
  Saving throws: are calculated as above.  
   
  Ability scores: are only listed for important NPCs 
   
  Example monster and NPC stat blocks: These 
  should serve as examples of variable levels of ab-
  straction. 
   
  Assassin Vines (1d6): HD 4+2; AC 16; Atk +6 
  vines 1d6+2+grab; Spec strangle 2d6/round, im-
  mune to mind-affecting; +6/+3/+3. 
   
  Scorpions, Giant (1d4+1): HD 5; AC 15; Atk 2*+5 
  pincers 1d10 and +5 sting 1d6+poison (DC 12, 1d6 
  Con/1d6 Con); Spec poison, immune to mind-
  affecting; +4/+1/+1. 
   
  
   
  19
  Crabs, Giant (2d6): HD 3+2; AC 18; Atk 2*+5 pin-
  cers 1d6+2; immune to mind-affecting, tasty; 
  +5/+3/+3. 
   
  Zombies (3d8): HD 2+1; AC 12; Atk +3 slam 
  1d8+1; Spec always acts last in round, immune to 
  mind-affecting; +4/+0/+1. 
   
  Meta-Droid (1d4)*: HD 8+2; AC 20; Atk +10 slam 
  1d12+2 or +10 laser 3d10+ (roll additional dice on 
  10s, 5/day); Spec immune to mind-affecting, ½ from 
  cold, electricity and fire; +8/+4/+8. 
  [Some particularly powerful sentries have HD at 8+2 
  MAX, or 80 Hp. The same technique can be used 
  for “boss monsters” of other types – these 
  should be extremely rare and reserved for spe-
  cial occasions.] 
   
  Wraith (1)**: HD 5; AC 17; Atk +5 touch 1d6 + 1d6 
  Con; Spec incorporeal, DR 5/+1; immune to cold 
  and mind-affecting; +1/+4/+4. 
   
  Demon, Vulture (1d3)*: HD 8+1; AC 20; Atk 2*+9 
  claws 1d6+1 and +9 beak 1d8+1; Spec DR 5/+1,  
  SR 12, immune to mind-affecting and electricity, ½ 
  from acid, cold and fire, spellcasting as 3rd level M-
  U, conjure demon 1/day, 20% of 2d10 Lost Souls or 
  another Vulture Demon; +7/+7/+7. 
   
  City Guards (1d4*5 or 2d4*5): Ftr 2+1; AC 16 
  (studded leather, large wooden shield, Dex); Atk +3 
  scimitar 1d6+3 or +3 halberd 1d10+3 [no shield]; 
  +4/+1/+1. 
   
  Veterans (1d4*5 or 2d4*5): Ftr 3+1; AC 17 (chain 
  shirt, large metal shield, Dex); Atk +4 longsword 
  1d8+3 or +4 halberd 1d10+3 [no shield] or +4 
  crossbow 1d8+2; +4/+2/+2. 
   
  Elites (1d4*5 or 2d4*5): Ftr 4+2; AC 19 (chain mail 
  or breast plate, large metal shield, Dex); Atk +6 
  bastard sword 1d10+4 or +6 halberd 1d10+5 [no 
  shield]; +6/+3/+3. 
   
  Thieves (1d6): Thf 3+1; Init +5; AC 13 (leather, 
  Dex); Atk +3 scimitar 1d6+1 [+2d6 snk] or +3 thrown 
  daggerd 1d4+1 [+2d6 snk]; +2/+4/+2. 
   
  Ong the Gladiator: Fighter 7; AC 15 (large metal 
  shield, Dex); Atk +9/+4 trident 1d8+2; +7/+5/+1; 
  16/18/15/8/8/8. 
  Hp 
  54 
   
  Megasthenes the Erudite: M-U 3/Thf 2; AC 10; Init 
  +4; Atk +2 scimitar 1d6 [+1d6 snk] + poison II (DC 
  12, 2d6 Hp/2d6 Hp); +1/+4/+3; 2d6*10 gp, 5*poison 
  II, 1*poison IV (DC 18, 4d6/4d6 Hp). 
  Spells: 0: 4, 1: 2, 2: 1; DC 10+LVL; 0: cantrips, 
  dancing lights, detect magic, detect poison, light, 
  read magic; 1: jump, sleep, spider climb, unseen 
  servant, ventriloquism; 2: detect thoughts. 
  Hp 
  16 
  [Memorised spells underscored, others are in spell-
  book] 
   
  Multhran Ameer: Bbn 4+3; AC 16 (leather, Dex, 
  cloak+1); Atk +7 bastard sword 1d10+4; +9/+6/+6; 
  cloak +1, 600 gp golden helm with inset emerald. 
  Hp 
  36 
   
  Osamir ibn Lhade the Healer: Clr 6+2; DC 12 
  (Dex); Atk +6 decorative staff 1d6+3; +7/+4/+7; 
  Lawful Good; ring of mind-shielding, 1d6*50 gp, 
  chest of incense 1d6*250 gp. 
  Spells: 0: 5, 1: 4, 2: 4, 3: 2; DC 12+LVL; 0: purify 
  food and water, light, read magic*3; 1: bless*2, 
  sanctuary, protection from good##; 2: cure moder-
  ate wounds, augury#, reversion, spiritual weapon; 3: 
  searing light*2. 
  Hp 
  46 
  [# signs next to spells symbolise material compo-
  nents] 
   
  Special monster abilities: 
   
  Poison: poison is listed as (DC, primary ef-
  fect/secondary effect). Most poisons have sec-
  ondary effects which have to be rolled for separate-
  ly. Some common poison types are (DC 12, 2d6 
  Hp/2d6 Hp), (DC 12, 1d6 Con/1d6 Con) and (DC 
  18, 3d6 Hp/3d6 Hp), but effects can involve any-
  thing from a murderous frenzy to catatonia or hallu-
  cination, and methods of delivery can range from 
  injury and ingestion to contact and airborne. 
   
  Disease: disease takes a form similar to poison, but 
  effects occur at a slower rate: slow monthly, normal 
  weekly, virulent daily and acute only once, but with 
  thrice the effects. Without magic, three successful 
  saves must be rolled in a row to shake off the ef-
  fects of disease. A Healing check at 12 adds +2, at 
  18 +4, and at 24 +6 to the saves. For example, 
  crypt fever, usually contracted from mass graves, is 
  a normal disease with an Average DC (12), results 
  in 1d6 Str loss on each failed save, and characters 
  who die from it return as flesh-hungry zombies. 
   
  Damage Reduction (DR): supernatural protection 
  from weapons listed as DR [reduction]/[weapon]. 
  All damage from weapons is reduced by the first 
  amount unless the monster is being hit by a weapon 
  of sufficient enchantment or better. DR is almost 
  always 5/+1 (-5 damage on each hit unless using +1 
  or better); 10/+2 is a rarity and 15/+3 is reserved for 
  the most resilient monsters (in the Sword and Mag-
  ic: Monsters and Treasures booklet, only iron 
  golems had this level of protection). 
   
  Spell Resistance (SR): an alternate form of magi-
  cal defence only found on supernatural monsters. 
  SR is a fixed DC the spellcaster must beat with a 
  [1d20+spellcaster level] roll. A failure means the 
  spell is deflected by the opponent’s aura of protec-
  tion. SR has no effect against indirect spell effects: 
  e.g. if a wall of fire sets a building aflame, the fires 
  will burn the vampire within. 
   
  Energy Drain: some undead monsters drain life 
  force from their victims, which takes the form of 
  Constitution damage. Wights and Wraiths inflict 1d6 
  Con in addition to melee hits; the more powerful 
  Spectres and Vampires inflict 2d4. 
  
   
  20
  Experience 
   
  Experience point awards are based on the following 
  table: 
   
  Level 
  XP 
   
   
  1- 
  25 
  1 
  50 
  2 
  100 
  3 
  150 
  4 
  250 
  5 
  400 
  6 
  650 
  7 
  1000 
  8 
  1500 
  9 
  2000 
  10+ 
  3000+1000/level 
   
  Experience points are awarded for three types of 
  accomplishments: 
   
  Defeating monsters and NPCs: the award is 
  based on a monster’s Hit Dice or an NPC’s experi-
  ence level, including any bonus due to extraordinary 
  capabilities that would put them in a higher catego-
  ry. Defeating opponents by deceiving, capturing or 
  (sometimes) avoiding them merits a full award. 
   
  Succeeding at challenges, problem-solving and 
  survival: minor and major accomplishments, ful-
  filling preset or newly arising objectives, clever and 
  imaginative problem-solving should be rewarded by 
  assigning an appropriate value from the table. Minor 
  awards should be around Level 2-4 and be given 
  liberally, major tasks 5-7, and really great deeds 
  (such as escaping from a hostile dimension or over-
  throwing a wizard-tyrant) 8-10. Much of this XP is 
  collective, but individual player ability – engagement 
  and creative problem-solving – should also be re-
  warded, generally with lesser awards. 
   
  Treasure squandered in hedonistic excess: as-
  suming the standard treasure values of Sword and 
  Magic, where 1000 gp is considered to be a lot of 
  money, a ratio of 5 XP per gp value is suggested. 
  Squandering may mean expensive drugs, lavish 
  entertainment, fancy clothing, sponsoring gladiatori-
  al games or anything that has no direct or indirect 
  benefit for the character. Therefore, money spent to 
  curry favour with the rich and powerful, sacrifices to 
  the gods or bribes do not count, but alms to orphans 
  and widows, or money spent on other acts of sense-
  less altruism does, since these actions are ultimate-
  ly just as ineffective and meaningless as extreme 
  debauchery. 
   
  To keep things in perspective, a long campaign 
  started with standard 3rd level characters and run-
  ning 50-odd sessions ended with the only surviving 
  PC from the original party at 12th level, and others 
  from 8th to 11th. 
   
   
   
   
  Appendix I: Recommended media 
   
  Brackett, Leigh: The Sword of Rhiannon, The Book 
  of Skaith, Lorelei of the Red Mist etc. 
  Dunsany, Lord: The Gods of Pegana. 
  Flash Gordon (movie; 1980 rock opera and old 
  serials) 
  Howard, Robert E.: Kull, Solomon Kane and (if you 
  must) Conan stories. 
  Lamb, Harold: Wolf of the Steppes; Warriors of the 
  Steppes; Riders of the Steppes; Swords of the 
  Steppes, Swords from the West, Swords from the 
  Desert, Swords from the Wastes, Swords from the 
  Sea. The stories in these collections are ranked 
  among the best adventure fiction ever written. 
  Leiber, Fritz: Ill Met in Lankhmar etc. 
  Leone, Sergio: For a Fistful of Dollars; For a Few 
  Dollars More; The Good, the Bad and the Ugly 
  (movies) 
  Lovecraft, Howard P.: The Dream-Quest of Un-
  known Kadath 
  Merritt, Abraham: Dwellers in the Mirage, The 
  Face in The Abyss, The Moon Pool, The Metal 
  Monster, The Ship of Ishtar. 
  Moore, Catherine Lucille: Jirel and Northwest 
  Smith stories, esp. Jirel Meets Magic, Black God’s 
  Kiss, Black Thirst, Scarlet Dream. 
  Moran, Daniel Keys: The Ring. 
  Mundy, Talbot: King -- of the Khyber Rifles, Tros of 
  Samothrace, The Purple Pirate. 
  Parsons, Dan: Navero of the Correct and Unaltera-
  ble Way (campaign journal). 
  Raymond, Alex: Mongo, Planet of Doom, Three 
  Against Ming etc. (comic strips) 
  Smith, Clark Ashton: short stories, esp. The Tale 
  of Satampra Zeiros, The Weird of Avoosl Wuth-
  oqquan, The Seven Geases, The Charnel God. 
  Strabo: Geographica (excellent background materi-
  al) 
  Unreal (computer game) 
  Vance, Jack: The Dying Earth, Eye of the Over-
  world, Cugel’s Saga, Planet of Adventure, The De-
  mon Princes etc. 
  Wizardry VII.: Crusaders of the Dark Savant 
  (computer game) 
  Zardoz (arthouse movie) 
   
  (Only titles available in English are listed) 
  
   
  21
  Appendix II: Design notes 
   
  This section briefly outlines some of the design 
  decisions and assumptions behind these rules, and 
  provides a brief overview on the way they were 
  used in our campaign.  
   
  Ability scores: Random generation and the fixed 
  sequence of rolled scores ensures variety and the 
  role of luck; however, the drop lowest method and 
  the two series tend to result in competent player 
  characters. Selling souls is provided as an option to 
  realise short-term gains for long-term risk (no possi-
  bility of being raised; other consequences that may 
  haunt the character through the campaign).  
  In comparison with d20 rules, the ability score 
  bonus curve has been flattened. A score of 18 rep-
  resents the boundaries of human potential; a 21, the 
  realm of demigods and great heroes. 
   
  Races: The human subraces represent a broad 
  variety of adventuring archetypes. Level limits, en-
  tirely impervious barriers before advancement in 
  older editions, are used as an encouragement to 
  multiclass, but may be transcended at a minor cost. 
   
  Levels: The demographics described on p. 4 estab-
  lish the “implied setting” of these rules. These level 
  divisions are “Bledsawian” in that there are a lot of 
  low-level NPCs, but a party of 5th or 6th level charac-
  ters can be considered relatively capable in human-
  inhabited areas. The following table has been used 
  to generate levels for individual NPCs in most hu-
  man settings. 
   
  NPC level by type 
  Avg. 
  Elite 
  Elite+ 
  beginner (1) 
  01-35 
  01-20 
  01-10 
  regular (2) 
  36-60 
  21-50 
  11-25 
  veteran (3) 
  61-80 
  51-70 
  26-55 
  elite (4) 
  81-90 
  71-80 
  56-70 
  medium (1d4+4) 
  91-97 
  81-95 
  71-90 
  high (1d4+8) 
  98-00 
  96-00 
  91-00 
   
  The rules are relatively well balanced up to 8th or 9th 
  level, where spellcasters start to gain an advantage 
  over other classes, and PCs can expect to over-
  come most everything a GM can throw at them. 
  Therefore, this is where most campaigns would be 
  expected to be concluded. 
   
  Classes: Characters created with these rules tend 
  to be more powerful than their equal-level counter-
  parts in older editions (particularly on the low levels), 
  but weaker than PCs in the d20 system, with a sig-
  nificantly flatter power curve. 
  Sword and Magic emphasises open-ended 
  problem-solving, and assumes starting 3rd level 
  player characters to be generally competent, well-
  rounded individuals who can not only stand their 
  own in danger, but accomplish or at least have a 
  shot at any task a competent adventurer might ex-
  pect to face. 
   
  Skills: Characters can use all skills that would be 
  available to their class (including general ones), 
  effectively giving each PC a relatively broad set of 
  non-class abilities. The standard Difficulty Classes 
  (which are also used for most saving throws) ensure 
  Average checks are not particularly risky for trained 
  characters, but may pose a problem for untrained 
  ones. Hard checks are always a risk for the former 
  and unlikely to succeed for the latter, and should 
  only be used sparingly. 
   
  Combat: In contrast with exactly defined time units 
  and d20’s focus on precise grid-based movement, 
  this system does not establish an exact “round” nor 
  how much the combatants can move in them. This 
  does not imply the GM should run combats in an  
  entirely abstract manner as it is sometimes sug-
  gested; rather, it is recommended to keep the fronts 
  moving, give players and opponents good mobility 
  (of course, within the bounds of reason), and en-
  courage the use of terrain for various escapades. 
  The general mechanic for +5 manoeuvres co-
  vers most special actions in combat (and replaces 
  d20’s feats), but other devices can also be used to 
  spice things up: gaining or losing initiative, bonuses, 
  penalties, skill checks and awarding extra attacks. 
  Unlike d20, where combat scenarios usually fo-
  cus on a relatively limited number of powerful foes, 
  Sword and Magic works really well with masses of 
  low-level opponents, who can be dangerous even 
  for mid- and sometimes high-level characters with-
  out strong armour or magical protection. 1 and 2 HD 
  opponents are easily mowed down with single hits, 
  while 3 HD usually gives enough Hp to prevent that. 
  Mass combat as a system has been found to 
  be sufficient for small- and medium-scale battles, 
  but tends to be slower-paced than regular combat. 
  Many of the tricks on the battlefield can be extrapo-
  lated from the general combat rules or made up on 
  the spot. 
   
  Magic and spells: Spells in Sword and Magic are 
  limited to 5th level, which has removed a lot of com-
  plication from the system without destroying the 
  allure of high-level magic. Practically, however, 
  removing d20’s “safety measures” and limitations 
  from a number of low-level spells has been found to 
  have a more significant impact on character effec-
  tiveness.  
  There has been no time to provide expansive 
  descriptions for all spells on the lists; if someone 
  wishes to use this system, most can already be 
  found in other variants. It should be emphasised 
  that a loose interpretation of spell capabilities allows 
  them to be used in a larger variety of contexts, 
  something I consider a positive thing. 
   
  Divine championship and patronage: This set of 
  guidelines has been found to be an inexhaustible 
  wellspring of adventure hooks, PC motivation and 
  interesting rewards in multiple campaigns. The 
  material and social benefits of religious affiliation  
  also add context to characters and the entire cam-
  paign, while the machinations of petty and morally 
  ambiguous gods brings them much closer to the 
  adventures than in worlds where they are all-
  powerful but inaccessible and aloof. 
   
  
   
  22
  Appendix III: Primer 
   
  Where the rest of the book’s approach is general, 
  this part is specific and highly subjective. Similar to 
  The Quick Primer for Old School Gaming by 
  Matthew J. Finch or Philotomy’s Musings, it repre-
  sents a possible take on running and playing old 
  school games in a way we find rewarding in our 
  campaigns. All that follows is unenforced opinion. 
   
  Imagination-driven simulation: At their heart, 
  RPGs give us “what happens if” scenarios. Seeing 
  the consequences of actions taken by imaginary 
  characters in a made-up (but to a degree, internally 
  consistent) context might be the original definition of 
  “role-playing”, predating its current meaning which 
  tends to imply “role-assumption”, some sort of iden-
  tification with the imaginary characters and setting. 
  Sword and Magic advocates imaginative simu-
  lation: bold decision-making, and seeing its physical 
  and moral implications in the game world. It is best 
  to imagine an encounter, adventure or campaign as 
  a system where every relevant action has its conse-
  quences, and there is a never-ending chain of cau-
  sality as they are reintegrated into the campaign 
  and the world: action  reaction  action  reac-
  tion etc. The end goal is player involvement: en-
  counters should capture the group’s imagination, 
  encourage them to take action, and further their 
  engagement not only with their specific situation, but 
  the adventure and the overall campaign as well. 
  Since Sword and Magic is about fantastic ad-
  ventures instead of simple, conventional realities, it 
  is appropriate to have a bias towards larger than life 
  events and use PC actions to generate instability 
  and further conflict (in this respect, PCs can be seen 
  as agents of change, even as Leigh Brackett’s anal-
  ogy for poison introduced into a living system). Still, 
  the GM should interpret actions fairly and present 
  mostly plausible consequences – within the context 
  of a fantastic setting where not everything may be 
  strictly logical. 
   
  Context through interaction: Many role-playing 
  games dedicate considerable effort to the intricacies 
  of fantasy worlds. Sword and Magic’s suggested 
  approach is to paint with broad strokes at the outset 
  and let details emerge during the course of play. 
  As the characters come into contact with their 
  environment (meaning the physical game world with 
  its NPCs and monsters, but also its societies, ideo-
  logies and power structures), the process of interac-
  tion itself fills out a lot of the blank areas. The GM 
  can extrapolate the details from a general idea or 
  loose notes (e.g. a desert city implies the im-
  portance of its wells), or fit improvised/randomly 
  generated detail into the world in a sensible way 
  (e.g. a randomly generated pyramidal megastruc-
  ture in a Hellenic town might imply prehistoric, fan-
  tastic or alien origins, which in turn could also influ-
  ence how the locals view its presence). Through this 
  process, the environment becomes more complex, 
  action begins to involve more actors and interests, 
  and the campaign develops further adventure hooks 
  and contexts for interaction. 
  In this model, the game doesn't have strictly de-
  fined boundaries; what matters is maintaining a 
  semblance of internal consistency and an unbroken 
  chain of causality. The world itself is open, continu-
  ous without absolute limits: if you go to the end of 
  what 'is', it expands. Play may even extend into new 
  forms of interaction with the imagined alternate 
  reality. The method, if used well, can maintain a 
  significant degree of internal consistency while 
  avoiding the mass-production of irrelevant but time-
  consuming mundane detail. 
   
  Flow and fluidity: Many campaigns and systems, 
  both old and new school ones, are unnecessarily 
  strict in their procedures or interpretations of what 
  characters can do and what forms of action are 
  possible at all. This impedes the flow of play, and 
  restricts the ideas that lead to the most interesting 
  adventures. 
  As a GM, it is best to be generous with the rules 
  and allow characters to try actions that may be 
  logical from their perspective. In combat, but also in 
  problem-solving and setting the direction of the 
  campaign, loose boundaries encourage imaginative 
  action and risk-taking. Adventures that are open-
  ended and lead smoothly into other adventures, and 
  campaigns that emerge in an organic fashion, make 
  for a good, memorable experience. 
  Fluidity is also encouraged by using sliding de-
  grees of success and failure. While the threat of 
  sudden and total failure (or success) can create 
  welcome tension, it is often better to be more grad-
  ual: a character loosing footing on a treacherous 
  mountainside might at first tumble down the slope 
  for 2d6 damage; then on another failure, lose half 
  the contents of his backpack; and only then plum-
  met to his doom. The same principles apply to social 
  encounters and confrontations – in fact, especially 
  social encounters and confrontations. 
   
  Naturalism vs. surrealism: The preceding sections 
  have advocated campaigns that are internally con-
  sistent and don’t fall apart on a bit of scrutiny. Yet 
  fantasy is also about things which are fanciful, 
  strange and unexpected (in a way a magic missile 
  or orc is no longer so to veteran players), and it is 
  perhaps at its best where the fantastic details stand 
  against a generally plausible backdrop. In the un-
  derworlds, wilderness areas, dreamlands and hos-
  tile planets of an imagined reality, fantasy and inter-
  nal consistency are not mutually exclusive catego-
  ries; rather, they are juxtaposed to create a sense of 
  strangeness and wonder. 
  These elements of surrealism are typically best 
  added through loose free association: in the ruined 
  jungle temple of ape-worshippers, one might find 
  not only storerooms and appropriately deteriorated 
  mechanical traps, but also sacrificial chambers filled 
  to the ceiling with skulls, magical mirrors that trans-
  form the characters’ reflections into hostile simian 
  monsters, an idol that can control minds and a tower 
  between the past and the present where strange 
  bargains can take place.  
  The goal is not to create something that is 
  mundane and governed by strict natural logic, nor 
  total unreality: rather, a synthesis where the former 
  provides sufficient foundation to appreciate the 
  weirdness of the latter. 
  
   
  23
  Legal appendix 
   
  This version of Sword and Magic: Adventures on Fomal-
  haut is done under version 1.0a of the of the Open Game 
  License, below, by permission of Wizards of the Coast, Inc.  
  Notice of Open Game Content: This product contains Open 
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  Open Game Content may only be Used under and in terms of 
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  Open Game Content, subject to the Product Identity designa-
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  hereby claimed as Product Identity, excluding material derived 
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  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Wil-
  liams, based on original material by E. Gary Gygax and Dave 
  Arneson. 
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; 
  Authors Patrick Lawinger, Scott Greene, and David Mannes, 
  with Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill 
  Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter 
  Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, 
  Richard Hughes, Robert Hunter, Al Krombach, Rob Mason, Matt 
  McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary 
  Schotter, Joe Walmsley, and Bill Webb. 
  Eldritch Weirdness, Book One Copyright 2008, Matthew J. 
  Finch 
  Original Spell Name Compendium Copyright 2002 Clark 
  Peterson; based on NPC-named spells from the Player’s Hand-
  book that were renamed in the System Reference Document. 
  The Compendium can be found on the legal page of 
  www.necromancergames.com. 
  Player’s Guide to the Wilderlands Copyright 2003, Necro-
  mancer Games, Inc. and Judges Guild; Authors Bob Bledsaw 
  and Clark Peterson based on original material by Bob Bledsaw, 
  Bill Ower and Bryan Hinnen. 
  Sword and Magic: Adventures on Fomalhaut © Copyright 
  2008, 2011 by Gabor Lux. All rights reserved. 
  
   
  
SOURCE: textdata/thevault/EMDT First Hungarian D20 Society/EMDT2 Sword and Magic Adventures on Fomalhaut.pdf