TEXT: presents:  
  Conan 
  Conversion Guide
  A Campaign Setting for Fantasy Craft 
  Converted by Aegis
  From Robert Howard’s world and for the game by Alex Flagg, Scott Gearin & Patrick Kapera. 
  To use this document, you will need the Fantasy Craft core rulebook. Conan — Atlantean 
  Edition and the novels from Robert Howard are also a precious guide to the Hyborian Age.
  © Le Scriptorium, tous droits réservés
  Image © kjimmy.deviantart.com
  a toolkit for 
  Fantasy Craft
  Conversion Guide
  
  le Scriptorium - Campaign Setting - Conan – Conversion Guide by Aegis
  2
  Conan — Conversion Guide
  Foreword
  The aim of this toolkit is to allow Conan’s fans to play in their favorite campaign setting with the sleek, 
  flexible Fantasy Craft rules by Crafty Games. Besides iconic characters and creatures from Howard’s 
  twisted mind, you will find within these pages new items, spells, and rules to survive in this untamed 
  world, filled with violence and sin.
  When a reference to a certain page of Conan is mentioned in the document, please refer to the RPG 
  rulebook Conan — Atlantean Edition, by Mongoose Publishing.
  Table of Contents
  Origins ......................................................3
  Cimmerian ....................................................................... 3
  Himelian Tribesman ...................................................... 3
  Hyborian .......................................................................... 3
  Hyrkanian or Turanian ................................................. 4
  Khitan ............................................................................... 4
  Kushite or Northern Black Kingdom Tribesman .... 4
  Nordheimer ..................................................................... 4
  Pict ..................................................................................... 5
  Shemite ............................................................................. 5
  Southern Islander or Sou-thern Kingdom Tribes-
  man ....................................................................................... 5
  Stygian .............................................................................. 5
  Vendhyan ......................................................................... 5
  Zamorian .......................................................................... 6
  Zingaran ........................................................................... 6
  Feats ..........................................................6
  Basic Combat Feats ........................................................ 6
  Melee Combat Feats ....................................................... 6
  Unarmed Combat Feats ................................................ 6
  Gear Feats ......................................................................... 7
  Spellcasting Feats ............................................................ 7
  Style Feats ......................................................................... 7
  Species Feats .................................................................... 8
  Covert Feats ..................................................................... 8
  Gear ..........................................................9
  Weapons ........................................................................... 9
  Armors ............................................................................10
  Poisons ............................................................................10
  Magic.......................................................10
  Spells ...............................................................................10
  Combat ....................................................16
  Advanced Actions and Tricks ....................................16
  Bestiary ...................................................17
  Demons ..........................................................................17
  Elementals ......................................................................18
  Spawn of Set ...................................................................18
  Ghost...............................................................................18
  Ghoul ..............................................................................18
  Gorilla-Man ...................................................................18
  Lycan [+10 PX] .............................................................18
  Walking Dead ...............................................................19
  Spawn of Dagoth’s Hill [+15 PX] .............................19
  Vampire ..........................................................................20
  Campaign Setting .....................................20
  Alignments ....................................................................20
  Campaign Qualities .....................................................22
  The End? ..................................................22
  
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  Conan — Conversion Guide
  le Scriptorium - Campaign Setting - Conan – Conversion Guide by Aegis
  Origins
  Most heroes of the Hyborian Age are human. As 
  such, they benefit from a Talent and a Specialty, but 
  their race is most likely to affect their origins. Each 
  Race is given with a list of Suggested Talents, Iconic 
  Specialties, and Racial Skills.
  If you choose a Suggested Talent for your Race, 
  you gain 2 ranks in each of your three Racial Skills, 
  even if they’re neither class or origin skills for you. 
  On the other hand, if you do not choose an Iconic 
  Specialty for you race, you lose the benefit of the 
  feat your Specialty should provide.
  Any sub-Race is considered identical to its main 
  Race, except for what is mentionned.
  Cimmerian
  See page 18 of Conan.
  Suggested Talents: Grizzled, Hardy, Indus-
  trious, Ruthless, Savage, Stern, Strong, Unpredic-
  tible, Vigilant
  Iconic Specialties: Barbarian, Bard, Fighter, 
  Gladiator, Mystic, Ranger, Shaman, Shield Bearer, 
  Tribesman, Warden
  Racial Skills: Athletics, Blend, Survival
  Himelian Tribesman
  See page 20 of Conan.
  Suggested Talents: Agile, Cunning, Hardy, 
  Nimble, Ruthless, Stern, Unpredictible, Vigilant, 
  Wise
  Iconic Specialties: Adept, Barbarian, Fist, Mys-
  tic, Nomad, Physician, Ranger, Tribesman, Van-
  guard, Warden
  Racial Skills: Athletics, Blend, Sneak
  Wazuli
  See page 20 of Conan.
  Hyborian
  See page 20 of Conan.
  Suggested Talents: Adaptable, Charismatic, 
  Educated, Gifted, Grizzled, Industrious, Intelli-
  gent, Methodical, Savvy, Wily
  Iconic Specialties: Any
  Racial Skills: Choose 3
  Argossean or Barachan
  See page 23 of Conan.
  Suggested Talents: Adaptable, Agile, Charis-
  matic, Cunning, Educated, Gifted, Nimble, Savvy, 
  Unpredictible, Wily
  Iconic Specialties: Acrobat, Adventurer, Cleric, 
  Corsair, Criminal, Fencer, Lord, Merchant, Rogue, 
  Swindler
  Racial Skills: Acrobatics, Haggle, Investigation
  Bossonian
  See page 23 of Conan.
  Suggested Talents: Agile, Cunning, Gifted, 
  Grizzled, Hardy, Industrious, Methodical, Nimble, 
  Ruthless, Stern
  Iconic Specialties: Archer, Artisan, Cleric, Figh-
  ter, Guardian, Miner, Ranger, Rogue, Vanguard, 
  Warden
  Racial Skills: Crafting and choose 2
  Gunderman
  See page 24 of Conan.
  Suggested Talents: Devoted, Grizzled, Hardy, 
  Industrious, Ruthless, Single-Minded, Stern, 
  Strong, Vigilant, Wise
  Iconic Specialties: Barbarian, Cavalier, Cle-
  ric, Fighter, Gladiator, Guardian, Ranger, Shield 
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  Conan — Conversion Guide
  Bearer, Vanguard, Warden
  Racial Skills: Crafting and choose 2
  Hyperborean
  See page 24 of Conan.
  Suggested Talents: Cunning, Devoted, Gifted, 
  Grizzled, Hardy, Industrious, Ruthless, Savvy, 
  Single-Minded, Strong
  Iconic Specialties: Adventurer, Artisan, Barba-
  rian, Bard, Cavalier, Cleric, Fighter, Miner, Shield 
  Bearer, Vanguard
  Racial Skills: Crafting, Intimidate, and choose 1
  Tauran
  See page 25 of Conan.
  Suggested Talents: Adaptable, Cunning, Gifted, 
  Grizzled, Hardy, Industrious, Methodical, Savage, 
  Single-Minded, Vigilant
  Iconic Specialties: Adventurer, Archer, Artisan, 
  Cleric, Druid, Miner, Ranger, Shaman, Vanguard, 
  Warden
  Hyrkanian or Turanian
  See page 25 of Conan.
  Suggested Talents: Agile, Devoted, Educated, 
  Intelligent, Methodical, Nimble, Ruthless, Savvy, 
  Svelt, Wily
  Iconic Specialties: Acrobate, Adepte, Archer, 
  Aristocrate, Cavalier, Guérisseur, Marchand, Mys-
  tique, Nomade, Seigneur
  Racial Skills: Crafting, Ride, Survival
  Khitan
  See page 27 of Conan.
  Suggested Talents: Agile, Cunning, Devoted, 
  Educated, Industrious, Methodical, Nimble, 
  Unpredictible, Vigilant, Wise
  Iconic Specialties: Acrobat, Adept, Artisan, Cle-
  ric, Fist, Guardian, Mystic, Physician, Vanguard, 
  Wizard
  Racial Skills: Blend, Resolve, and choose 1
  Kushite or Northern Black 
  Kingdom Tribesman
  See page 27 of Conan.
  Suggested Talents: Agile, Gifted, Grizzled, Har-
  dy, Industrious, Nimble, Ruthless, Savage, Single-
  Minded, Vigilant
  Iconic Specialties: Acrobat, Barbarian, Gladia-
  tor, Miner, Nomad, Shaman, Shield Bearer, Sorce-
  rer, Tribesman, Vanguard
  Racial Skills: Blend, Sneak, Survival
  Chaga
  See page 29 Conan.
  Suggested Talents: Agile, Gifted, Industrious, 
  Intelligent, Methodical, Nimble, Ruthless, Savvy, 
  Unpredictible, Vigilant
  Iconic Specialties: Adept, Aristocrat, Artisan, 
  Cleric, Criminal, Fighter, Guardian, Lord, Sorce-
  rer, Wizard
  Racial Skills: Crafting, Intimidate, Sense Motive
  Ghanata
  See page 29 of Conan.
  Racial Skills: Notice, Ride, Survival
  Nordheimer
  See page 30 of Conan.
  Suggested Talents: Devoted, Grizzled, Hardy, 
  Industrious, Ruthless, Savage, Single-Minded, 
  Strong, Unpredictible, Wise
  Iconic Specialties: Barbarian, Bard, Cavalier, 
  Cleric, Druid, Fighter, Lord, Ranger, Shield Bearer, 
  
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  Conan — Conversion Guide
  le Scriptorium - Campaign Setting - Conan – Conversion Guide by Aegis
  Vanguard
  Racial Skills: Crafting, Survival, and choose 1
  Pict
  See page 31 of Conan.
  Suggested Talents: Agile, Cunning, Gifted, 
  Hardy, Nimble, Ruthless, Savage, Single-Minded, 
  Vigilant
  Iconic Specialties: Adept, Archer, Barbarian, 
  Druid, Ranger, Rogue, Shaman, Tribesman, Van-
  guard, Warden
  Racial Skills: Acrobatics, Athletics, Sneak
  Shemite
  See page 32 of Conan.
  Suggested Talents: Agile, Cunning, Industrious, 
  Methodical, Nimble, Savage, Single-Minded, Stern, 
  Unpredictible, Vigilant
  Iconic Specialties: Archer, Barbarian, Cavalier, 
  Criminal, Fighter, Merchand, Nomad, Ranger, 
  Swindler, Vanguard
  Racial Skills: Notice, Ride, Survival
  Meadow Shemite
  See page 32 of Conan.
  Racial Skills: Impress, Ride, Survival
  Pelishtim
  See page 33 of Conan.
  Suggested Talents: Agile, Gifted, Industrious, 
  Intelligent, Methodical, Nimble, Ruthless, Stern, 
  Striking, Unpredictible
  Iconic Specialties: Adept, Archer, Aristocrat, 
  Cavalier, Cleric, Fighter, Merchant, Mystic, Sorce-
  rer, Wizard
  Racial Skills: Resolve, Survival, and choose 1
  Southern Islander or Sou-
  thern Kingdom Tribesman
  See page 33 of Conan.
  Suggested Talents: Agile, Cunning, Grizzled, 
  Hardy, Ruthless, Savage, Single-Minded, Stern, 
  Strong, Wily
  Iconic Specialties: Acrobat, Barbarian, Cor-
  sair, Criminal, Gladiator, Miner, Ranger, Shaman, 
  Tribesman, Warden
  Racial Skills: Acrobatics, Intimidate, Survival
  Darfari
  See page 34 of Conan.
  Iconic Specialties: Adventurer, Barbarian, Cri-
  minal, Fighter, Gladiator, Miner, Ranger, Shaman, 
  Tribesman, Warden
  Stygian
  See page 35 of Conan.
  Suggested Talents: Charismatic, Devoted, Edu-
  cated, Industrious, Intelligent, Ruthless, Striking, 
  Strong, Svelt, Unpredictible
  Iconic Specialties: Adept, Archer, Aristocrat, 
  Cleric, Fighter, Guardian, Lord, Mystic, Sorcerer, 
  Wizard
  Racial Skills: Crafting, Resolve, Survival
  Vendhyan
  See page 36 of Conan.
  Suggested Talents: Charismatic, Devoted, Edu-
  cated, Gifted, Intelligent, Savvy, Striking, Svelt, 
  Wily, Wise
  Iconic Specialties: Adept, Aristocrat, Artisan, 
  Bard, Cleric, Fist, Guardian, Merchand, Physician, 
  Wizard
  Image © jlflores.deviantart.com
  
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  Conan — Conversion Guide
  Racial Skills: Bluff, Impress, Sense Motive
  Zamorian
  See page 36 of Conan.
  Suggested Talents: Adaptable, Agile, Cunning, 
  Gifted, Methodical, Nimble, Ruthless, Savvy, Svelt, 
  Unpredictible
  Iconic Specialties: Acrobat, Adventurer, Arti-
  san, Bard, Criminal, Fencer, Merchand, Ranger, 
  Rogue, Swindler
  Racial Skills: Acrobatics, Prestidigitation, Sneak
  Zingaran
  See page 37 of Conan.
  Suggested Talents: Agile, Charismatic, Educa-
  ted, Gifted, Nimble, Ruthless, Stern, Striking, Svelt, 
  Unpredictible
  Iconic Specialties: Acrobat, Aristocrat, Bard, 
  Cavalier, Corsair, Fencer, Fighter, Merchant, Ro-
  gue, Swindler
  Racial Skills: Acrobatics, Sense Motive, and 
  choose 1
  Feats
  Basic Combat Feats
  Demon Hunter
  You can shake off the unnatural fear demons pro-
  voke with mortals.
  Condition: You must have defeated a Horror
  Advantage: You do not suffer any Will penalty 
  when facing a Horror. Further, you are immune to 
  the frightened condition.
  Monster Hunter
  « The bigger, the higher they fall ! »
  Condition: You must have defeated a monster of 
  at least Large Size.
  Advantage: Against Large or larger creatures, 
  your weapon threat range increases by 1 and you 
  may confirm critical hits for 1 less action die (mi-
  nimum 0).
  Melee Combat Feats
  Gunderland Technique
  You can hold any charge with a pike and a shield 
  in your hands.
  Condition: Gunderman
  Advantage: When you hold a spear, your Reach 
  increases by 1. Also, you gain a trick.
  Break the charge (Spear Attack Trick): The target 
  must also succeed with a Reflex save (DC equal to 
  the damage inflicted) or become sprawled.
  Unarmed Combat Feats
  Defensive Martial Arts
  « Just try to touch me. »
  Condition: Martial Arts
  Advantage: You gain an additional +2 bonus 
  when you use the Total Defense action or try to 
  resist a Trip or Grapple action.
  Stunning Fist
  You can beat your enemies into submission wi-
  thout killing them.
  Advantage: The Fortitude save DCs of subdual 
  damage you inflict increase by 2. Also, you gain a 
  trick.
  Image © joejusko.deviantart.com
  
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  Stunning Strike (Unarmed Attack Trick): If the 
  Standard Character has a lower Wisdom than 
  yours, he is stunned for 1 round.
  Gear Feats
  Akbitan Smith
  You’re one of the very few legendary smiths from 
  the city of Akbitan.
  Condition: Akbitan
  Advantage: You can forge akbitan weapons. 
  Further, you gain 50% more when you use Crafting 
  (forge) to earn money.
  Spellcasting Feats
  Toughen Invocations
  You surround yourself with strange, powerful 
  allies.
  Advantage: Choose one: Animate Undead, Call 
  from Beyond, Conjure Elemental, or Natural Ally. 
  When you cast this spell, invoked or created crea-
  tures are built with 10 extra XP.
  Instant Ritual
  You do not need intricate rituals anymore. Death 
  alone can fuel your dark powers.
  Condition: Bloody Ritual
  Advantage: Whenever you kill an ennemy, you 
  gain the benefit of the Calling Blood trick, as if you 
  had Coup de grâce the target.
  Bloody Ritual
  By killing a victim at the end of a short ritual to 
  dark beings, you gain increased magical power.
  Advantage: You gain a trick.
  Calling Blood (Coup de grâce Trick): The Forti-
  tude save DC increases by 2. Further, if a Standard 
  Character dies, you gain 1 spell point per Health 
  grade. If the character is Special, you gain 4 times 
  this value. These spell points are lost at the end of 
  the scene.
  Painful Ritual
  You can torture your victims during hours to 
  drain more power from them.
  Condition: Bloody Ritual
  Advantage: You may start a long ritual that causes 
  1d4 lethal damage to the target every hour. Each 
  hour the target stays alive, you gain 1 spell point per 
  Health grade if it is a Standard Character or 4 times 
  this value if it is Special. These spell points are lost 
  at the end of the scene.
  Style Feats
  Clergyman
  You have gained a certain status amongst the 
  Church you belong to.
  Condition: Alignment (chosen cult)
  Advantage: You are now Priest of your cult, 
  which implies several duties described in the chap-
  ter 12 of Conan. Further, your Chance and Style 
  feats count as Gear feats for effects based on the 
  number of Gear feats you have. Finally, you can re-
  roll any Charisma-based skill check when dealing 
  with people sharing your Alignment, and keep the 
  best result.
  Seafarer
  You have a privileged bond with the sea and its 
  most nefarious raiders.
  Advantage: You can reroll any Charisma-based 
  skill check when dealing with pirates, and keep the 
  Image © rathamun.deviantart.com
  
  le Scriptorium - Campaign Setting - Conan – Conversion Guide by Aegis
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  Conan — Conversion Guide
  best result. Further, with one minute, you may take 
  20 with Knowledge checks to travel at sea.
  Rounder
  You are used to party and drink from dusk until 
  dawn in all kinds of taverns.
  Advantage: You can reroll any Charisma-based 
  skill check when dealing with drinking pals, and 
  keep the best result. Further, you may benefit from 
  one alcoholic drink per scene. Finally, after a night 
  spent drinking at the tavern, you’re considered to 
  have taken 8 hours of sleep.
  Steel Glance
  « Grrrrr... »
  Condition: Glint of Madness (see page 107 of 
  Fantasy Craft)
  Avantage: You inflict 1d12 stress damage when 
  you Threaten an opponent. Further, once per 
  round, you can Threaten an enemy entering your 
  Reach with a free action.
  Zingaran Feint
  « I’m dishonest. But at least you know that I’ll stay 
  dishonest whatever happens. »
  Condition: Zingarien
  Advantage: You are not flat-footed when you 
  miss a Distract or Feint action. Further, you gain 
  a trick.
  Zingaran Distraction (Distract Trick): If you suc-
  cessfully Distract your opponent, you may also 
  Feint him with a free action.
  Species Feats
  Spawn of Dagoth’s Hill
  You are only half human. The other half is from 
  the world of demons.
  Condition: Level 1 only
  Advantage: You gain darkvision I and contagion 
  immunity. Your Dexterity increases by 2 and your 
  Constitution drops by the same amount. You re-
  ceive 4 extra spell points at the beginning of each 
  scene, but your starting action dice are reduced by 
  2. Also, you gain a thick hide 2 and your Casting Le-
  vel increases by 2 when you cast Call from Beyond 
  or Conjure Elemental. Finally, you become reviled 
  (–10) and Mage is an iconic class for you.
  Covert Feats
  Velvet Armor
  Oil, silk, chalk, you will use anything to make 
  yourself stealthier.
  Advantage: Armor Check Penalty from any armor 
  you wear doesn’t apply to your Sneak checks.
  Assassin’s Stealth
  You despise armors and are certainly more effi-
  cient without them.
  Advantage: When you do not wear any armor, 
  you gain 1 die of sneak attack damage, a +1 dodge 
  bonus to Defense, and a +2 circumstances bonus 
  to Sneak checks.
  Honorless
  You believe only in yourself and refuse to bend in 
  front of any sort of dogma or moral code.
  Advantage: You lose your Alignment and each 
  and every option based on it.
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  le Scriptorium - Campaign Setting - Conan – Conversion Guide by Aegis
  Gear
  Generally speaking, the Hyborian Age isn’t more 
  evolved than our Antiquity. Thus, this is precisely 
  the era of the campaign setting, which seriously 
  limits the available gear.
  But even if Antiquity is the general rule, it doesn’t 
  come without exceptions. Most primitive tribes 
  from the world of Conan are far even from this 
  kind of civilization, and the available gear in such 
  regions might not exceed a Primitive era.
  On the opposite, some hyborian kingdoms, like 
  Aquilonia or Nemedia, have evolved almost as 
  much as our great antique nations, such as Rome. 
  Some limited Feodal gear might consequently be 
  available in such regions... for a fair price!
  Weapons
  The forges of the Hyborian Age are still far from 
  those of the medieval era. Most of the available 
  weapons are of crude quality, built with materials 
  more maleable than steel, but also less durable and 
  less resilient.
  Knives
  Ghanata knife: With its 2-feet blade, this is a 
  form of the long knife.
  Yuetshi knife: Too short to be really dangerous, 
  this fisherman’s knife is some kind of primitive 
  razor.
  Stiletto: In the Hyborian Kingdoms, the stiletto 
  is an available weapon.
  Swords
  Zhaibari knife: Despite its name, this weapon is 
  some kind of machete.
  Greatswords
  Zweihander: In the Hyborian Kingdoms, the 
  zweihander is an available weapon.
  Tulwar: Among the nomad tribes and great na-
  tions of the east, the tulwar is an available weapon.
  Bows
  Hyrkanian bow: This is a reflex bow.
  Bossonian longbow: In the Bossonian Marches, 
  this kind of longbow is an available weapon.
  Shemite bow: Favored by the nomads of the 
  Shem, this primitive daikyu is an available weapon.
  Stydian bow: Praised by nobles, this short bow is 
  designed for mounted use.
  Weapon Upgrades
  Akbitan (Craftmanship): One and only craft-
  manship upgrade worth mentioning, Akbitan 
  grants the Hyborian Kingdoms with its most 
  famed, exquisite, and feared blades. Smiths from 
  this city have developed cutting-edge techniques 
  in order to make steel as keen as diamond, though 
  much more resilient. If that wasn’t enough, their 
  art of the forge is unmatched and allows them to 
  craft real works of art that command awe. Akbitan 
  weapons can only be forged by Akbitan smiths who 
  received a special training, and can often be bought 
  nowhere else. Of course, their price is unmatched 
  as well and they attract greed.
  Effect: Grants a +1 gear bonus with attack checks, 
  AP 2, keen 4, and +1 to the character’s Appearance 
  bonus when he wields the weapon distinctively: 
  Const: +1 save; Comp: +15; Weight: –25%; Era: 
  Antique; Cost: +400%.
  Image © thadeoradicarlous.deviantart.com
  
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  Armors
  As for weapons, most armors of the Hyborian 
  Age are of crude making. But numerous smiths add 
  their own, personal upgrades to these.
  In the world of Conan, chainmail and plate ar-
  mors are available as ancient armors.
  Poisons
  The poisons and drugs from the Hyborian Age 
  are potent and deadly. Except for the changes pro-
  posed in the table, the effect of these substances are 
  the same as described pages 223 to 227 of Conan.
  The various lotus remain the most iconic poi-
  sons of the Hyborian Age. Whether used broad or 
  concentrated as a powerful nectar, these substances 
  are amongst the most deadly of all.
  Magic
  The world of Conan is filled with superstition, 
  evil magic and primitive violence. Supernatural 
  is rare and avoided by wise men. Keen senses and 
  sword are the only tool a real hero should carry. To 
  be clear, even if the Mage class is available, heroes 
  should avoid it. The spells presented hereafter are 
  mostly meant for NPCs.
  Spells
  The Hyborian Age has given birth to some of the 
  most wonderful ... and some of the most dreadful 
  spells of the making. Sadly, sorcerers are more often 
  drawn to the latter.
  Range
  Evil eye: You may make a gaze attack (see page 223 
  of Fantasy Craft) as a free action when you cast the 
  spell. If you miss, the spell has no effect.
  Magical bond: You must possess an object inti-
  mately linked to your target, as a piece of cloth, a 
  lost necklace, a hair, or even a simple tear. You must 
  hold the magical bound for the entire duration of 
  the spell, or it ends.
  Deadly Agony
  Level: Necromancy 9
  Casting Time: 1 round
  Range: Personal
  Area: 6 squares sphere
  Duration: 1d6 rounds
  Saving Throw: Fortitude, negates (terminal)
  Effect: Tentacles spread from your fingers and lay 
  death on your enemies. All targets in the area must 
  succeed with a Fortitude save or suffer 4d6 lethal 
  damage per round and be slowed until they die or 
  the spell ends. Affected targets also must succeed 
  with a Will save every round or lose their actions.
  Death’s Embrace
  Level: Necromancy 8
  Casting Time: 1 half action
  Range: Touch
  Duration: 1 round per Casting Level
  Saving Throw: Fortitude, partial
  Effect: Str the duration of the spell, anyone tou-
  ched by the caster must succeed with a Fortitude 
  save or die. Even if they succeed, they are stunned 
  for 1 round.
  Change Shape
  Level: Polymorph 9
  Casting Time: 1 round
  Range: Personal
  Duration: 10 minutes per Casting Level (dismissible)
  Preparation Cost: 5
  Poison
  Effetc
  DC Incub. Uses Comp Weight
  Era
  Cost
  Derketa’s apple juice
  4 Con impairement
  20 1 minute
  3
  15D
  1/10 lb Primitive
  500 pa
  Black lotus nectar
  4 Str and 2 Con impairement
  22 1 minute
  3
  25D
  1/10 lb
  Ancient
  750 pa
  Purple lotus nectar
  6 Dex impairement and paralyzed 
  for 1 incubation period
  28 1 minute
  3
  30D
  1/10 lb
  Ancient 2 500 pa
  Gray lotus petals
  6 Wis impairement and enraged for 
  1 incubation period
  22 1 minute
  3
  15D
  1/10 lb Primitive
  800 pa
  Black lotus petals
  2 Str impairement and helpless for 1 
  incubation period
  25 1 minute
  3
  20D
  1/10 lb Primitive 1 250 pa
  Green lotus petals
  3 Con impairement
  24 1 minute
  3
  18D
  1/10 lb Primitive 1 500 pa
  Stygian scorpion venom
  6 Dex and 4 Con impairement
  23 1 minute
  3
  20D
  1/10 lb Primitive 1 000 pa
  Zingaran serpent venom 6 Con impairement
  21 1 minute
  3
  18D
  1/10 lb Primitive
  850 pa
  
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  Effect: You adopt your choice of an animal shape 
  whose XP value must not exceed 100. You become 
  the exact replica of such a Special NPC, trading 
  all your character options for hers, except for your 
  Intelligence, Wisdom, and Charisma values, your 
  Interests, and your action dice who all remain 
  untouched.
  Dance of the Snake’s Skin
  Level: Affliction 5 (Curse)
  Casting Time: 10 minutes
  Range: Evil eye
  Duration: Instant
  Saving Throw: Will, negates
  Effect: You trade the target’s soul with a ghost 
  snake’s. If they both fail their Will saving throw, 
  the exchange takes place and leaves them helpless 
  and so traumatized they may die if left unattended. 
  If you sacrifice them after the ritual, as per the pict 
  tradition, you gain a +4 moral bonus with Intimi-
  date checks targeting witnesses of the ceremony, 
  and with Spellcasting checks, for the next 24 hours.
  Cobra’s Dance
  Level: Nature 5
  Casting Time: 1 round
  Range: Evil eye
  Duration: Concentration
  Saving Throw: See description
  Preparation Cost: 4
  Effect: Four cobras emerge from four broken jars 
  surrounding the target (at each corner of her occu-
  pied space). They move with her and are completely 
  hyptnotized, dancing, which prevents them from 
  doing anything but attempt to bite her, which she 
  can avoid with a successful Reflex save (or Acroba-
  tics (Dex) if she prefers) each round.
  If the target dies, whether because of the damage 
  or the cobra’s venom, you gain spell points as if you 
  had killed her with the Bloody Ritual feat, even if 
  you do not have it, and a +2 moral bonus with Spel-
  lcasting checks for the next 24 hours.
  If the target survives, you suffer a –1 penalty to 
  Defense and saving throw for the next 24 hours.
  Arcane Echoes I
  Level: Word 2
  Casting Time: 1 hour
  Range: remote
  Duration: Concentration, up to 10 minutes + 1 
  per Casting Level (dismissible)
  Effect: This spell can only be cast at night. You 
  connect to a ‘‘news network’’ linking sorcerers and 
  supernatural creatures together. You may then at-
  tempt a Knowledge check and learn the following 
  informations depending on your result.
  Result
  Echoes
  15
  The displacement of major artifacts
  20
  The (re)appearance of a powerful sorcerer
  25
  The death of a king
  30
  The looting of an ancient tomb
  You may also convey your own news, but nothing 
  guarantees that they will travel far, unless many sor-
  cerers consider them of paramount importance.
  Arcane Echoes II
  Level: Word 4
  Range: Unlimited
  Saving Throw: Will, negates
  Preparation Cost: Vary
  Effect: Like Arcane Echoes I, except for the 
  following:
  •	
  You gain a +2 bonus with all Knowledge checks 
  you make for the duration of the spell.
  •	
  You may prevent a sorcerer from hearing a spe-
  cific information when he uses Arcane Echoes 
  this current night. The target may notice and 
  negate this effect with a successful Will save, 
  but has no clue if she fails.
  •	
  You may convey informations amongst the regu-
  lar people as if they could hear Arcane Echoes. 
  Depending on the range and the volume of the 
  target people, the GM may ask for a preparation 
  cost and appropriate skill checks.
  Childs of the Night
  Level: Nature 1
  Casting Time: 1 round
  Range: Unlimited
  Duration: 1 hour per Casting Level (dismissible)
  Effect: You invoke a half-substantial crow who 
  flies in circles some 100 squares over its target, and 
  caws regularly to inform you about her location. 
  You must know the name, the physical description, 
  or possess a material link to the target in order for 
  the spell to take effect.
  If the target runs too far, an additional crow ap-
  pears every mile or so to lead you. Each crow has 
  a 14 Defense and vanishes when hit, but you may 
  
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  replace them with a free action at the cost of one 
  spell point per crow revived.
  Extract Soul
  Level: Affliction 9
  Casting Time: 1 day
  Range: Magical bond
  Duration: 1 hour per Casting Level (dismissible)
  Saving Throw: See description
  Preparation Cost: 15
  Effect: If the target fails a Will save, her soul is 
  ripped off and she dies instantly. If she succeeds, 
  she is tormented and helpless for 1 hour.
  After this time, if you spend as many spell points 
  as you used to cast the spell again, you may resume 
  the process, until you are short of spell points or the 
  target fails a Will save.
  If the target dies, you gain spell points as if you 
  had killed her with the Bloody Ritual feat, even if 
  you do not have it.
  Extract Heart
  Level: Necromancy 7
  Casting Time: 1 half action
  Range: Evil eye
  Duration: Instant
  Saving Throw: Fortitude, partial (terminal)
  Effect: If the target fails a Fortitude save, she dies 
  and her ripped off heart flies out of her chest to-
  ward your hand. The process is so painful you gain 
  spell points as if you had killed the target with the 
  Bloody Ritual feat, even if you do not have it. If the 
  target succeeds with her saving throw, she his only 
  slowed for 1 round and suffers 4d6 non-lethal da-
  mage from this heart ceisure.
  Liquid Bones
  Level: Affliction 4 (Curse)
  Casting Time: 1 half action
  Range: Touch
  Duration: 1 hour per Casting Level (dismissible)
  Saving Throw: Will, negates
  Effect: If the target fails a Will save, her bones 
  liquefy and she is paralyzed for the duration of the 
  spell.
  Ugly Rite of the Human Beast
  Level: Affliction 7 (Curse)
  Image © yaminokagutsuchi.deviantart.com
  
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  Casting Time: 10 minutes
  Range: Evil eye
  Duration: Permanent
  Saving Throw: Will, negates
  Effect: The target is turned into an infected lycan, 
  as if she had been bitten and converted (see page 
  ???). She takes an animal form chosen by the GM, 
  may not transform back, and becomes a Special 
  NPC controlled by the GM.
  Amalric’s Master Word
  Level: Word 2
  Casting Time: 1 half action
  Range: close
  Duration: Permanent (dismissible)
  Saving Throw: Will, negates
  Effect: The targeted Outsider or Spirit becomes 
  partially mortal and loses all her natural defenses: 
  she is deprived of all the damage defiances, damage 
  reductions, or damage immunities she may possess.
  Yizil’s Curse
  Level: Affliction 2 (Curse)
  Casting Time: 1 free action
  Range: Evil eye, magical bond, or touch
  Duration: Permanent
  Effect: Before you die, you may cast an ultimate 
  curse to your Nemesis. Even if you have less than 0 
  wound and cannot act, you may still cast this spell 
  that immediately ends your life. The target then 
  suffers a penalty to all its Spellcasting checks equal 
  to half the spell points you had before you died. 
  This spell is automatically learnt by all spellcasters 
  who may and wish to, and doesn’t count against 
  their known spells limit.
  Dark Pact I
  Level: Calling 2
  Casting Time: 1 hour
  Duration: 1 hour per Casting Level or until the 
  pact is fulfilled
  Preparation Cost: 1
  Effect: You contact a demon of mild power and 
  gain a permanent tainted condition the first time 
  you do so. The GM chooses the nature and perso-
  nality of the demon the first time he is summoned 
  and it will always be he who answers Dark Pact I 
  cast by you. You may command the demon to help 
  you in many ways, including one of the following:
  •	
  Arcane Mentor: The demon knows all the 
  spells from 1d4+1 disciplines (except Cal-
  ling) chosen by the GM. Each time he is sum-
  moned, he may teach you one spell.
  •	
  Dark Bargain: You bargain with the demon 
  to hire his assistance. The demon may refuse, 
  change the conditions before he accepts, or 
  interpret the terms of the bargain his own 
  way. However, he always fufills his part of the 
  bargain to the best of his abilities and expects 
  to be rewarded accordingly.
  •	
  Evil Charm: The demon creates a charm, a ta-
  too, or another unholy item that works only 
  for you. Once per session, with a free action, 
  you may call forth the power of the charm to 
  gain one d6 action die.
  Dark Pact II
  Level: Calling 8
  Casting Time: 3 hours
  Preparation Cost: 5
  Effect: Like Dark Pact I, except for the following. 
  A demon lord, chosen by the GM, replaces the 
  previously invoked demon and you may never use 
  Dark Pact I ever again. However, the demon lord is 
  a much more dreadful, devious, and powerful ally 
  and mentor.
  •	
  Arcane Mentor: A demon lord knows all spells 
  from all disciplines.
  •	
  Dark Bargain: A demon lord never commits 
  himself in a bargain, but he may command 
  several of his minions, at the GM’s discretion, 
  to fulfill the task at hand.
  •	
  Evil Charm: The charm grants you with two 
  d10 action dice.
  Dark Plague I
  Level: Necromancy 8
  Casting Time: 1 day
  Range: remote
  Area: 10 miles sphere
  Duration: 1 week per Casting Level (dismissible)
  Saving Throw: Fortitude, negates (terminal)
  Preparation Cost: 15
  Effect: You spead a terrible disease. It is not conta-
  gious, but continues to affect new victims each day.
  To be precise, the dark plague steals your Casting 
  Level in lives every day. These victims are chosen at 
  random and are automatically infected by a virulent 
  form of the bubonic plague (see Fantasy Craft, page 
  341). The incubation period is of 1d6 hours only 
  
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  and the Fortitude save DC increases to 17.
  Dark Plague II
  Level: Necromancy 9
  Casting Time: 1 hour
  Range: Magical bond
  Duration: Instant
  Saving Throw: Fortitude, negates (terminal)
  Effect: This spell is different from Dark Plague I 
  and works only against targets in the area of such 
  a spell cast by you. You may then choose up to 6 
  specific targets that are infected by the disease. Fur-
  ther, the Fortitude save DC is now equal to your 
  Spells save DC rather than 17.
  Force Push I
  Level: Force 1
  Casting Time: 1 half action
  Range: Personal
  Duration: Instant
  Effect: You mentally control an item you hold or 
  at your feet and project it toward a target. The item 
  may be of any shape or form, including a weapon, 
  an explosive device, or an improvised weapon such 
  as a small rock, and inflicts his base damage. The 
  maximum range is of 24 squares but there is no 
  range increment. Instead of a ranged attack check, 
  you may use your Spellcasting result, but your 
  Strength modifier may not apply. You may apply 
  no trick to this attack.
  Force Push II
  Level: Force 4
  Casting Time: 1 half action
  Range: Short range
  Duration: Instant
  Effect: Like Force Push I, but you may project 
  up to 1 item per 2 Casting Level and those must be 
  within your Reach and free (neither blocked nor in 
  the occupied space or held by an enemy).
  Psychometrics
  Level: Divination 1
  Casting Time: 1 half action
  Range: Touch
  Duration: Concentration, up to 10 minutes + 1 
  per Casting Level (dismissible)
  Effect:You learn clues concerning the last living 
  owner of the touched item, whether this is just an 
  item or a part of his own body. While you main-
  tain contact, you may attempt a DC 10 Knowledge 
  check each round to gain a clue from the table be-
  low. If you fail, you may either try again or proceed 
  to the next clue, if you prefer.
  Round Clue
  1
  Race of the last owner
  2
  Sex of the last owner
  3
  Country of origin of the last owner
  4
  Age of the last owner
  5
  Current status of the last owner
  6
  Location of the last owner, and direction if he is 
  moving
  7
  Name of the last owner, if he has one
  8
  Means by which the last owner gained the item
  9
  Means by which the last owner lost the item
  10
  Alignment of the last owner, if he has one
  11
  Race of the next to last owner
  12, etc.
  Sex of the next to last owner, etc.
  Rune of Jhebbal Sag
  Level: Seals 3
  Casting Time: 1 round
  Range: Touch
  Area: 8 squares sphere
  Duration: Permanent (dismissible)
  Effect: This rune tells any Jhebbal Sag adept that 
  you are one of his peers (which may be a lie). Conse-
  quently, the starting Disposition of such a charac-
  ter increases by 10. Further, the rune automatically 
  counters any Natural Ally spell affecting an animal 
  entering the area.
  Dreams Wisdom
  Level: Divination 6
  Casting Time: 1 hour
  Range: Personal
  Duration: 8 hours
  Saving Throw: Will, negates
  Effect: You may cast this spell before sleep and 
  dream of important places, events, or people of 
  your choice, hoping for an epiphany.
  When you wake up, you may attempt a DC 20 
  Knowledge check to learn a clue about the topic 
  you are thinking of: the place you are, a person phy-
  sically close, or a recent event.
  If the place, person, or event is farther, or if seve-
  ral months have passed but you know some detailed 
  informations on the topic, the DC increases by 10. 
  However, if all you have is rumors, or if the sought 
  
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  information is certainly lost or unavailable, at the 
  GM’s discretion, the DC raises by 20 instead.
  Str each day preceding this one during which you 
  have cast Dreams Wisdom, you gain a +1 bonus 
  with your Knowledge check.
  Dread Snake
  Level: Illusion 6
  Casting Time: 1 half action
  Range: Touch
  Duration: 1 round
  Saving Throw: Will, negates (terminal)
  Effect: You drop your staff on the ground, and 
  the target believes it transforms into a deadly snake. 
  She is stunned and must succeed with a Will save or 
  believe the snake bites her and die.
  Yimsha’s Carpet
  Level: Energy 9
  Casting Time: 1 round
  Range: Personal
  Area: 1 feet sphere per Casting Level
  Duration: 1 minute per Casting Level (dismissible)
  Saving Throw: Fortitude, partial
  Preparation Cost: 20
  Effect: The carpet is actually a purple cloud 
  surrounding you. It is made of 
  elemental energies that can carry, 
  protect, and defend its passengers.
  Used for transportation, it acts 
  as a flying carpet (see Fantasy 
  Craft, page 171).
  Your allies inside the carpet 
  gain a DR 4/—. However, your 
  enemies inside or trying to enter 
  and who fails with a Fortitude save 
  suffer 1d6 damage per 2 Casting 
  Level (of acid, electricity, fire, or 
  cold, chosen at random) and are 
  stunned for 1d6 rounds. If they 
  succeed, they suffer half damage 
  and are stunned for only 1 round.
  You may turn the cloud ‘‘on’’ or 
  ‘‘off ’’ with a free action, once per 
  round, until the spell ends.
  Excruciating Visions
  Level: Illusion 4
  Casting Time: 1 round
  Range: Evil eye or touch
  Duration: Concentration, up to 1 minute per 
  Casting Level (dismissible)
  Saving Throw: Will, negates
  Effect: You project terrifying and agonizing vi-
  sions in the mind of an intelligent target (3+ Int). 
  She is baffled and sickened until the spell ends. Each 
  minute after the first, if you want to sustain the 
  spell, you must spend 1 spell point. If you have no 
  more, the spell ends. At the end of the duration, the 
  target must succeed with a Will save or suffer the 
  Wisdom impairement given below.
  Duration of the visions Wisdom impairement
  1-6 minutes
  1d4
  7-11 minutes
  1d6
  12-15 minutes
  1d8
  16-18 minutes
  1d10
  19 minutes
  2d6
  20 minutes
  2d8
  If the saving throw is successful and the visions 
  lasted at least 10 minutes, the target learns so-
  mething from this traumatizing experience. She 
  gains a permanent +1 magic bonus to Wisdom.
  Image © wildlifehoodoo.deviantart.com
  
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  Combat
  Advanced Actions and Tricks
  Human Shield
  Grapple Advantage (Pinned Opponent Only): 
  You hold an adversary smaller than you and use him 
  as a shield, as a variant of the Total Defense action. 
  If you avoid a strike that would have hit you if you 
  were not in Total Defense, the ‘‘human shield’’ is hit 
  instead. He cannot avoid the blow, but his damage 
  resistances and reductions may apply.
  Bull’s Charge
  1 full action • Attack action
  You move at least 2 squares up your full Speed and 
  may attempt a Standard Attack at the end of your 
  movement, with a +2 bonus to damage. At the end 
  of your Initiative count, you become flat-footed.
  Area Control
  Total Defense Trick: Each enemy within your 
  Reach is considered adjacent to you for movement 
  restriction purposes.
  Smart Word
  Taunt Trick: You may use your Impress (Int) bo-
  nus for this check. Further, if you succeed, the Dis-
  position of all witnesses increases by 4 until the end 
  of the scene. With a critical success, this increase is 
  permanent. With a critical failure, their Disposi-
  tion decreases by 4 until the end of the scene.
  Beheading
  Attack Trick (forte): You forego your guard to 
  behead your opponent. If you score a critical hit 
  with your attack, your enemy must succeed with a 
  Fortitude save (DC equal to the damage suffered). 
  With failure, he is beheaded and dies. You are flat-
  footed at the end of your Initiative count.
  Unforgettable Entrance
  1 half action • Attack action
  You may use this action during a surprise round 
  only. You make an Acrobatics (Cha) check and all 
  your opponent loose the flat-footed condition. 
  But if a large enough crowd is present (GM’s dis-
  cretion), your result may increase your Reputation. 
  With a critical success, your opponents remain flat-
  footed. With a critical failure, you end up sprawled.
  Result
  up to 19
  20-29
  30-39
  40-49
  50+
  Rep.
  +0
  +1
  +2
  +3
  +4
  NB: You may not earn so more Reputation than 
  your Legend during a single adventure.
  Locking
  Parry Trick (forte): While you do not attempt 
  any action with the weapon you used for Parry, your 
  opponent may not use his either. With a half ac-
  tion and a successful attack check opposed by your 
  Parry result, he may break the locking.
  Panther’s Dodge
  1 free action • Initiative action
  You avoid an attack at the last second, leaving your 
  opponents to stab each other. Once per round, when 
  you are flanked but not flat-footed, you may deflect a 
  missed opponent’s attack to hit the second flanker 
  instead. The attack check is compared to the Defense 
  of the target and causes damage with a hit.
  Uncanny Strike
  1 half action • Attack action
  You may use this action during a surprise round 
  only. Make a Standard Attack against a flat-footed 
  Standard Character. With a hit, he must succeed 
  with a Fortitude save (DC equal to the damage 
  suffered) or die. If he survives, he gains a +2 moral 
  bonus with attacks against you until the end of his 
  next Initiative count.
  Devastating Spin
  1 half action • Attack action
  You spin your weapon around, giving yourself 
  some space to prepare a trick ... or your escape! 
  Once per round, you may enact a Devastating spin. 
  Each opponent adjacent to you may take a 1-square 
  step. Then, you may make a Standard Attack against 
  each opponent still adjacent to you, if any.
  Disarming Parry
  Parry Trick (forte): With a successful Parry, you 
  may attempt an immediate Disarm action targeting 
  your opponent’s weapon, for which you suffer a –4 
  penalty.
  
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  Feral Parry
  Parry or Shield Block Trick: With a successful 
  Parry or Shield block, you may forego cancelling 
  damage to gain a free attack against your attacker.
  Contemptuous Blow
  Unarmed Attack Trick: You may push lower 
  enemies aside to focus on the real danger. If your 
  attack is successful, you may attempt an immediate 
  Trip as a free action. However, with failed Trip, the 
  target suffers no damage from your attack.
  Bestiary
  The Hyborian kingdoms are home to many wild 
  animals, some of them who will disappear by the 
  end of the millenium. But evil, supernatural crea-
  tures stalk in the darkest corners of Conan’s world. 
  These soulless monsters are the biggest challenge 
  any hero can dream of ... but also often their last.
  You may find the description of many classic ani-
  mals and monsters in Fantasy Craft. Here, you will 
  find those of iconics creatures from the Hyborian 
  kingdoms.
  Demons
  Child of Darkness: See Conan, page 314.
  Incorporeal Mudder: See Conan, page 315.
  Black Fiend: See Conan, page 316.
  Devilish Steed: See Conan, page 317.
  Smoke-Snake: See Conan, page 318.
  Child of Darkness (Medium Walking Spirit 
  Outsider — 131 XP): Str 14, Dex 16, Con 10, Int 
  9, Wis 12, Cha 14; SZ M (1×1, Reach 1); Spd 12 
  squares ground; Init IX; Atk V; Def VIII; Res VII; 
  Health III; Comp III; Skills: Notice VI, Intimidate 
  VI, Sneak X; Qualities: feat (Ghost Basics, Mastery, 
  Supremacy), damage reduction 5, natural spell (Sha-
  dow Walk)
  Attacks: Claws III (dmg 2d6+2 cold; crit 19-20); 
  paralysis (paralyzing attack III: Will DC 20 or pa-
  ralyzed for 3d6 rounds; supernatural attack (claws))
  Treasure: 3L
  Incorporeal Mudder (Large Walking Spirit 
  Outsider — 103 XP): Str 10, Dex 14, Con 10, Int 
  8, Wis 10, Cha 1; SZ L (1×1, Reach 1); Spd 6 squares 
  ground; Init VII; Atk V; Def II; Res V; Health IV; 
  Comp III; Skills: Acrobatics IV, Athletics IV, Notice 
  IV, Intimidate IV; Qualities: monstrous defense II, 
  damage defiance (blunt), invisibility, menacing 
  threat, damage reduction 6, darkvision II
  Attacks: Muddy grasp (Constrict I: dmg 2d8 acid; 
  grapple advantage); Flaming burst (damage attack 
  III: 4 squares line; 1d8 fire/2 TL, Ref DC 20 half)
  Treasure: 2L, 1M
  Black Fiend (Medium Walking Spirit Outsi-
  der — 127 XP): Str 12, Dex 12, Con 12, Int 10, Wis 
  14, Cha 14; SZ M (1×1, Reach 1); Spd 8 squares 
  ground; Init IV; Atk V; Def III; Res VII; Health 
  III; Comp III; Skills: Blend X, Sneak X; Qualities: 
  damage reduction 20, Achille’s heel (fire, silver)
  Attacks: 2 × Claws I (dmg 1d6+1 lethal); Gore I 
  (dmg 1d6+1 lethal; crit 19-20; bleed)
  Treasure: 3L
  Devilish Steed (Large Walking/Flying Spirit 
  Outsider — 113 XP): Str 20, Dex 14, Con 12, Int 8, 
  Wis 8, Cha 10; SZ L (1×2, Reach 2); Spd 16 squares 
  ground, 24 squares winged flight; Init VI; Atk V; 
  Def II; Res VII; Health III; Comp III; Skills: Acro-
  batics V, Athletics V, Notice IV, Intimidate V; Quali-
  ties: feat (Guts), damage reduction 6, tough I
  Image © preilly.deviantart.com
  
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  Attacks: Hooves II ×2 (dmg 1d8+5 lethal; crit 19-
  20); Bite I (dmg 1d10+5 lethal; crit 18-20)
  Treasure: 3L
  Smoke-Snake (Medium Walking Spirit Out-
  sider — 64 XP): Str 14, Dex 20, Con 10, Int 1, Wis 
  10, Cha 10; SZ M (1×1, Reach 1); Spd 8 squares 
  ground; Init X; Atk V; Def II; Res V; Health III; 
  Comp III; Skills: Athletics V, Blend X, Sneak X; Qua-
  lities: critical surge, damage reduction 2
  Attacks: Constrict I (dmg 1d10+2 lethal; grapple 
  advantage)
  Treasure: 3L
  Elementals
  See Conan, page 318, for descriptions and Fantasy 
  Craft, page 263, for statistics.
  Spawn of Set
  See Conan, page 309. Each spawn of Set is unique. 
  These monstrous creatures vary mainly by their 
  size, hence you may want to adjust their Size, Foot-
  print, and Reach (and XP value, accordingly) as 
  you see fit. Their other statistics will not change, 
  but remember their natural attack damage may.
  Spawn of Set (Huge Walking Animal — 73 
  XP): Str 22, Dex 12, Con 14, Int 2, Wis 10, Cha 2; 
  SZ H (2×12, Reach 3); Spd 6 squares ground; Init 
  IV; Atk IV; Def II; Res VII; Health V; Skills: Acro-
  batics I, Athletics VII, Blend II, Notice I; Qualities: 
  grappler, superior climber III, superior swimmer III, 
  damage reduction ???, tough I
  Attacks: Bite I (dmg 1d12+6 lethal; crit 18-20; 
  grab) ; Constrict I (dmg 2d8+6 lethal; grapple 
  advantage)
  Treasure: 1C, 1T
  Ghost
  See Conan, page 322, for descriptions and Fantasy 
  Craft, page 288, for statistics.
  Ghoul
  See Conan, page 323, for descriptions and Fantasy 
  Craft, page 266, for statistics.
  Gorilla-Man
  See Conan, page 324.
  Gorilla-Man (Large Walking Folk — 66 XP): 
  Str 16, Dex 12, Con 12, Int 5, Wis 10, Cha 7; SZ 
  G (2×2, Reach 2); Spd 6 squares ground; Init IV; 
  Atk V; Def I; Res VII; Health IV; Comp II; Skills: 
  Athletics VI, Notice III; Qualities: superior climber 
  II, damage reduction 1, improved sense (smell), dark-
  vision I
  Attacks: Claws I ×2 (dmg 1d8+3 lethal; grab); 
  Bite I (dmg 1d10+3 lethal; crit 18-20); Constrict 
  III (dmg 2d12+3 lethal; grapple advantage)
  Treasure: 3L
  Lycan [+10 PX]
  The NPC is a natural lycanthrope, a feared crea-
  ture able to adopt a wild animal’s form. This cursed 
  gift passes through blood and a single bite can make 
  any victim an infected lycan.
  Advantages: The NPC gains infectious conversion 
  and shapeshifter II for a unique animal form. When 
  a victim is successfully infected with conversion, she 
  takes once and for all the same animal form, and is 
  from now on controlled by the GM.
  Image © tonyparkerart.deviantart.com
  
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  Conan — Conversion Guide
  le Scriptorium - Campaign Setting - Conan – Conversion Guide by Aegis
  Example: Were-wolf
  An unfortunate shepherd did not take advantage 
  of the diversion his herd gave him. As a result, he 
  was infected by lycanthropy. Before he transformed 
  into a bloodthirsty beast, he gave her wife a child 
  and sent her away. Nine months later, an apparently 
  normal little boy was born ... apparently.
  Werewolf, human form (Medium Walking 
  Folk — 34 XP): Str 10, Dex 10, Con 10, Int 10, 
  Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 6 squares 
  ground; Init III; Atk II; Def IV; Res IV; Health III; 
  Comp II; Skills: Crafting IV; Qualities: infectious 
  conversion, feat (Crafting Basics), shapeshifter II
  Weapons: dagger (dmg 1d6 lethal; crit: 19-20; 
  bleed, hurl)
  Gear: crafting tools
  Treasure: 1G
  Werewolf, animal form (Small Walking Ani-
  mal — 34 XP): Str 10, Dex 10, Con 10, Int 10, Wis 
  10, Cha 10; SZ P (1×1, Reach 1); Spd 6 squares 
  ground; Init II; Atk III; Def IV; Res III; Health III; 
  Comp —; Skills: Survival III; Qualities: infectious 
  conversion, superior runner II, shapeshifter II
  Attacks: Bite I (dmg 1d6 lethal; crit 18-20; trip)
  Walking Dead
  See Conan, page 238, for descriptions and Fan-
  tasy Craft, page 288, for the statistics of a zombified 
  peasant.
  Spawn of Dagoth’s Hill 
  [+15 PX]
  Sadly, there is at least one living heir to the inhu-
  man entity living under Dagoth’s hill: the dreadful 
  kothian sorcerer Tsotha-Lanti. However, there is 
  no formal proof that he is the only one of his kind.
  Advantages: The NPC’s Initiative and Defense 
  increase by I. His Spellcasting Skill raises by V and 
  two of the spells he learns this way are Call from 
  Beyond and Conjure Elemental (any grade). Fi-
  nally, he gains damage reduction 1, darkvision I and 
  contagion immunity.
  Example: Half-Fiend Sorcerer
  This spellcaster took advantage of his fiendish 
  heritage to increase his arcane powers ... at the cost 
  of his own sanity.
  Half-Fiend Sorcerer (Medium Walking Folk 
  — 71 XP): Str 10, Dex 10, Con 10, Int 14, Wis 10, 
  Cha 14; SZ M (1×1, Reach 1); Spd 6 squares ground; 
  Init III; Atk II; Def II; Res III; Health II; Comp V; 
  Skills: Resolve VII, Spellcasting X, Investigate VII; 
  Spells: Call from Beyond II, Mage’s Armor, Cause 
  Wounds I, Conjure Elemental I, Knock, Identify I, 
  Read Magic, Magic Missile, Cure Wounds I, Sleep; 
  Qualities: class ability (Mage: arcane wellspring I), 
  spell defense II, feat (Spellcasting Basics), expertise 
  (Resolve), contagion immunity, damage reduction 1, 
  darkvision I
  Weapons: quarterstaff (dmg 1d8 subdual; crit 20; 
  double, trip)
  Gear: mage’s pouch, mana potion
  Treasure: 2M, 1L
  Vampire
  See Conan, page 330, for descriptions and Fan-
  tasy Craft, page 294, for statistics of the Vampiric 
  template.
  Image © claytonbarton.deviantart.com
  
  le Scriptorium - Campaign Setting - Conan – Conversion Guide by Aegis
  20
  Conan — Conversion Guide
  Campaign Setting
  Alignments
  The Hyborian world is a cruel one, a world where 
  a man can only survive and be remembered by the 
  strength of his arm. But against the unbearable, 
  the creatures from outerplanes, and other ancient 
  monsters, an iron will is just as important.
  Some people find strength through faith, their 
  ancestors or some moral ideals. These concepts al-
  low men to remain confident in the idea that they 
  are worth more than those without morality.
  Although heroes from Conan are stronger and 
  more versatile than most, they also depend on this 
  moral strength to help them carry on in this de-
  caying and doomed world. When he is first created, 
  each hero is imposed an Alignment, which repre-
  sents his faith or moral code. May he break the 
  moral law he abides, he will face the consequences.
  Those who believe in nothing are called Ho-
  norless. After a lot of introspection and study, 
  some people manage to get past superstition and 
  primitive fears, freeing themselves from the wrath 
  of imaginary gods or entities, and accepting wha-
  tever destiny is theirs. They suffer no Alignment 
  and bend in front of no one. Many of these so-cal-
  led ‘‘free minds’’ are still slaves of their own sins, 
  though, and the most vile criminals of the Hybo-
  rian kingdoms are said to be Honorless.
  Unless said otherwise, the following Alignments 
  have no opposed Alignment and do not allow 
  Priests to conjure their Alignment’s avatar. The 
  present list is not complete by any means and GMs 
  may want to complete it.
  Ajuju
  See page 284 of Conan.
  Paths: Darkness, Earth, Magic
  Alignment Skills: Athletics,Sneak, Survival
  Ritual Weapon: throwing spear
  Asura
  See page 284 of Conan.
  Paths: Knowledge, Order, Protection
  Alignment Skills: Haggle, Investigate, Search
  Ritual Weapon: kukri
  Bel
  See page 285 of Conan.
  Paths: Chaos, Deceit, Fortune
  Alignment Skills: Acrobatics, Bluff, Sneak
  Ritual Weapon: longsword
  Bori
  See page 285 of Conan.
  Paths: Heroism, Strength, War
  Alignment Skills: Athletics, Intimidate, Tactics
  Ritual Weapon: claymore
  Pirate’s Code
  See page 342 of Conan.
  Paths: Deceit, Strength, Water
  Alignment Skills: Acrobatics, Bluff, Intimidate
  Ritual Weapon: sabre
  Crom and the Cimmerian Gods
  See page 285 of Conan.
  Paths: Metal, Strength, War
  Alignment Skills: Athletics, Crafting, Intimidate
  Ritual Weapon: broad sword
  Opposed Alignment: Ymir
  Dagon
  See page 286 of Conan.
  Paths: Death, Life, Magic
  Alignment Skills: Bluff, Disguise, Intimidate
  Ritual Weapon: jagged sword
  Derketa
  See page 286 of Conan.
  Paths: Death, Evil, Magic
  Alignment Skills: Athletics, Intimidate, 
  Prestidigitation
  Ritual Weapon: bullwhip
  Derketo
  See page 286 of Conan.
  Paths: Beauty, Fortune, Life
  Alignment Skills: Crafting, Ride, Survival
  Ritual Weapon: sickle sword
  Erlik and Turanian Gods
  See page 292 of Conan.
  Paths: Life, Nature, Secrets
  Alignment Skills: Crafting, Haggle, Ride
  Ritual Weapon: short bow
  
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  Conan — Conversion Guide
  le Scriptorium - Campaign Setting - Conan – Conversion Guide by Aegis
  Gentleman’s Etiquette
  See page 68 of Conan.
  Paths: Beauty, Heroism, Order
  Alignment Skills: Haggle, Ride, Tactics
  Ritual Weapon: short sword
  Hanuman
  See page 287 of Conan.
  Paths: Beasts, Curses, Death
  Alignment Skills: Disguise, Intimidate, 
  Prestidigitation
  Ritual Weapon: claws or hand claw
  Barbarian’s Honor
  See page 66 of Conan.
  Paths: Destruction, Strength, War
  Alignment Skills: Athletics, Blend, Survival
  Ritual Weapon: broad axe
  Ibis
  See page 287 of Conan.
  Paths: Knowledge, Light, Magic
  Alignment Skills: Crafting, Investigation, Tactics
  Ritual Weapon: moon sword
  Opposed Alignment: Set
  Ishtar and the Shemite Gods
  See page 291 of Conan.
  Paths: Beauty, Nature, Travel
  Alignment Skills: Acrobatics, Disguise, Survival
  Ritual Weapon: morgenstern
  Jhebbal Sag
  See page 288 of Conan.
  Paths: Beasts, Nature, Wilderness
  Alignment Skills: Athletics, Blend, Survival
  Ritual Weapon: quarter staff
  Mitra
  See page 288 of Conan.
  Paths: Good, Knowledge, Protection
  Alignment Skills: Crafting, Haggle, Search
  Ritual Weapon: short staff
  Opposed Alignment: Set
  Ollam-Onga
  See page 289 of Conan.
  Paths: Chaos, Evil, Fire
  Alignment Skills: Athletics, Intimidate, 
  Prestidigitation
  Ritual Weapon: flail
  Khitan Gods
  See page 288 of Conan.
  Paths: Beasts, Magic, Spirits
  Alignment Skills: Acrobatics, Crafting, 
  Prestidigitation
  Ritual Weapon: nunchaku
  Set
  See page 290 of Conan.
  Paths: Beauty, Magic, Secrets
  Alignment Skills: Bluff, Intimidate, Investigation
  Ritual Weapon: dagger
  Opposed Alignments: Ibis, Mitra
  Ymir and the Norheimer Gods
  See page 292 of Conan.
  Paths: Air, Strength, War
  Alignment Skills: Athletics, Ride, Survival
  Ritual Weapon: battle axe
  Opposed Alignment: Crom
  Image © nordheimer.deviantart.com
  
  le Scriptorium - Campaign Setting - Conan – Conversion Guide by Aegis
  22
  Conan — Conversion Guide
  Yog
  See page 292 of Conan.
  Paths: Darkness, Evil, Fire
  Alignment Skills: Athletics, Intimidate, Sneak
  Ritual Weapon: mancatcher
  Zath and the Zarmorian Gods
  See page 293 of Conan.
  Paths: Beauty, Curses, Knowledge
  Alignment Skills: Bluff, Intimidate, Investigation
  Ritual Weapon: hook
  Campaign Qualities
  Hyborian Attributes 
  [new quality] (permanent)
  In addition to the normal attribute increase, all 
  the attributes of heroes increase by 1 at Career Level 
  6 and each 4 levels thereafter.
  Dominant Heroes
  Whenever a hero or special NPC scores a threat 
  with an attack check, it automatically becomes a 
  critical hit unless the attacker spends 1 action die.
  Dreadful Monsters 
  [new quality] (2 action dice)
  Once per combat, the first time a hero encoun-
  ters a new monster, he must succed with a Will save 
  (DC 10 + 1/2 TL) or be shaken.
  Larger-Than-Life Heroes
  At character creation, player characters start with 
  40 points to buy attribute scores and may purchase 
  scores above 18 at 5 points per score beyond 18 (i.e. 
  a starting score of 20 costs 32 points).
  Hearty Heroes
  Heroes benefit from natural healing even while 
  they’re not resting, and their natural healing rate is 
  doubled while they do rest.
  Miracles
  Strict Universe: Every character gains an Align-
  ment at the start of the game and may never change 
  or lose it.
  Wrathful Universe: Every Aligned character is 
  subject to a permanent Mark of Justice spell (trig-
  gered by violating his Alignment’s codes).
  Rare Magic Items
  The party suffers a –10 penalty with Treasure 
  Rolls on Table 7.15: Magic (see page 350). If this 
  reduces the result below 0, roll on Table 7.11: Any, 
  re-rolling Magic results (see page 345).
  Sorcery
  Corrupting Magic: Each time a character casts 
  a spell, he must also make a Will save (DC 10 + the 
  number of spell points spent to make the check). 
  With failure, he gains 1 grade of the following 
  condition.
  Tainted (I–IV plus special): The character suffers 
  a –2 penalty with Will saves and Charisma-based 
  skill checks. If a character with tainted IV is tainted 
  again, he instead becomes an NPC under the GM’s 
  control. A character loses 1 tainted grade at the end 
  of each scene.
  Lost Magic: To gain a spell from the Artifice, 
  Glory, or Healing disciplines, a character must 
  also spend Reputation equal to 5 × the spell’s level 
  (minimum 5).
  The End?
  This document is mostly based on Conan d20, 
  Atlantean Edition and Howard’s novels. It would 
  gain a lot to be enriched by your own knowledge of 
  the Hyborian world ... and your own ideas.
  Although Conan is a myth, the Hyborian 
  kingdoms are not set in stone. After all, a number of 
  inconsistencies and blurs appear even in Howard’s 
  own writings. To sum up, even if this is a classical 
  campaign setting, do not hinder your imagination.
  Many thanks to snake for his feedback and his 
  work on Alignments, as well as to Dhampire for his 
  remarks on this English version (both from Crafty 
  Games’ forum). Thanks to kurgan and Rowen El-
  lendyl from the Scriptorium for their feedback.
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/FantasyCraft - Conan.pdf